Shroudlings Expanded


A. Shroudling Dietary Habits

One of the more intriguing aspects of playing a Shroudling is that they are basically cannibalistic. The Shroudling physiology requires for good health, even survival, the consumption of sentient humanoid flesh.

The reason being that there are certain protein and amino acids that are produced in the body of a sentient humanoid that are not found within the body of a non-sentient animal. This is the root of a common misconception that Shroudlings are in some way, 'undead' or 'vampires.' This can wreak havoc on the unfortunate shroudling's ability to socialize and integrate with their sister race the Rebmans.

Jacob, for example, has revealed that he has made several attempts to synthesize an artificial compound to use as a substitute, but has always been unsuccessful. There also seems to be a psychological need as well, because the 'prey' must be freshly killed by the Shroudling.

Yet, there is one factor that does lend itself to the Shroudling ability to survive, the consumption of flesh is not required as frequently as is traditional fare is needed by humans. In fact, Shroudlings are able to ingest everything a human can. They actually need to in order to stay fit.

What is essential to remember is that while the shroudling can digest common food, they don't necessarily get the same nutritional benefits from it. To maintain a good health, Shroudlings do eat common food, though with an accent on fruits, vegetables, grains, and fish (they tend to pick at beef, pork and venison). An average Shroudling can comfortably maintain themselves by only eating humanoid flesh once every seven to ten days, if they eat nutritionally balanced food the rest of the time. A poor conventional diet will often increase the desire to 'hunt'. A Shroudling who consumes flesh on a daily basis will be considered 'ill' by his peers, as well as 'wanton and wasteful.'

They do not drink blood for it's own sake, per se.

As noted earlier, Shroudlings do go after a certain breed of humanoid in terms of prey, that being the criminal and the 'evil'. They are usually able to pick out morally bankrupt individuals to satisfy their needs with ease. However this is merely a custom, not a requirement. It stems from their ancient need to integrate and blend in with their environment, which was originally Rebma. Such 'evil' individuals, were considered to be a hindrance to their sister race anyway, and their subsequent removal from the populace would actually be doing everyone a favor by getting rid of them. This is not unlike a spider, or ladybug who prey upon and eat other insects to the advantage of farmer, or a cat who keeps a house free of rodents. As the power of Paradox opened greater possibilities to them. Seeking prey from an almost infinitely greater expanse of Shadows and Reflections, responsible Shroudlings were able to keep their feeding habits a secret from the populace.

It should be noted that these are general statements, and that the behavior of individuals can always differ. The possibility of rouge or renegade Shroudlings always exists. Shroudlings often have their own personal outlook on the subject, ranging from casual indifference, discreet reserve, to shame and embarrassment. The famous 'vampire' comparison is almost universally unappreciated however.

The results of failing to meet their nutritional requirements begins mildly but will eventually lead to death if unchecked. The first noticeable effect is an inability to work Paradox Logic, except with the exception to move immediately to 'hunting' grounds. This is followed by a dazed, and confused malaise. Physical deterioration will start to begin without necessarily any loss of weight. Finally if their undeniable hunger is left unsatisfied for too long, the starving Shroudling will become feral possibly being unable to distinguish friends from 'prey.' A sole exception would be their own familiar (if they have one), most Shroudlings would take their own life before resorting to that.

B. Sleepsongs

Shroudlings are inherently musical creatures, possessing remarkable singing voices as a given trait. They employ singing as a means of captivating and hypnotizing their prey, sometimes lulling them into a deep sleep. Elder and experienced Shroudlings are able to alter and manipulate the thoughts, feelings and memories of their listeners. Those that choose to remain secretive with their own familiars often visit them and cause them to forget that their benefactors have paid them a visit.

In terms of game mechanics, this ability (which is not free but must be purchased as any other power) was introduced as a form of High Compelling, the five point add-on power to Conjuration. Through research of Zelazny's writing and play testing Tony's version and rules, there does not seem to be any rationale that all Shroudlings should possess an innate ability to conjure more than anyone else. Yet, following the rules presented in Shadow Knight, it seems almost mandatory. For that reason, it is suggested that shroudlings be able to purchase High Compelling for 10 points without Conjuration, or at a reduced price of 5 points with the purchase of Conjuration or Sorcery. The limitation of buying it without either of the two 'magical' powers being that there is still of course the need for psychic superiority, and that it must be used in a form of singing. A PC shroudling who has Conjuration or Sorcery with High Compelling can use that ability either way, with or without singing.

C. Paradox Logic Terminology

Paradox Logic is the power that permits it's users to manipulate the Mirror Realm, a parallel plane of existence that co-exists with Shadow.

What is considered 'Basic' Paradox Logic, is a series of mathematical expressions that can be used to traverse the Mirror Realm. At a glance, Paradox Logic appears to be a power based fundamentally on transportation, however it has a depth that goes beyond that. As the Initiate goes farther and farther into their understanding of Paradox, so does their comprehension of how the Equations are a part of all things.

At the 'Basic' level the Equations concern themselves mostly with spatial relationships. The Initiate understands that Time is also broken down to Paradox mathematics, but that ability to work them is still beyond them.

At the 'Advanced' level the mathematics delve into temporal relationships with space. Now the Shroudling can employ a new set of Equations with the ones he already knows. This new set of Equations are sometimes called the 'Timemath.' The Shroudling has now reached the point where they have earned the title, "Logician.' As with the last rank, a new understand comes over the Logician, that is that all things, concrete and conceptual have their own form of mathematical expression. The Equations are not merely expressions of Space and Time, but rather Everything.

At the 'Exalted' level the Logician is now able to fathom and work the true power of Paradox. Any Reflection within the Mirror Realm can be edited by altering the nature of it's Equation. This level of mathematics is called the 'Worldmath', sometimes the 'Cosmicmath.' The Logician is even able to move himself through Shadow in a teleportation style ability similar to Advanced Pattern Imprint, where the Logician reduces himself (without need of a mirror) to raw mathematical expression and inserts his own 'variables' into some somewhere else in the Worldmath.

Other expressions bear explanation. These terms will be explained in greater depth and detail under a separate section called TIME TRAVEL. However as a point of reference they will be mentioned here.

Fluid Time is the principle that time is self correcting and will resist attempts to alter it.

Nexus Points are places in space and time where the 'river of time is shallow' and that history is easy to altered. Clarissa's life is a series of nexus points, as her personal timeline is very vulnerable.

A 'Paradox' is a situation where history has been altered, and fluid time can not immediately correct it.

A Paradox does not immediately alter the present situation, but rather it does so at an independent speed. This momentum at which history will rearrange itself (determined by the GM) to match the newly introduced changes, builds gradually as the change approaches the present. This delay and sweeping alteration of history is called a 'Paradox Wave.'

A series of devastating changes which threatens to attack or dissolve the integrity of the Universe itself is called a 'Timecrash.'

'Curves' are places in the Mirror Realm where time has moved at a different pace then the Shadow or Reality that is reflected into the Mirror Realm. These curves can move forward or backwards, and are the basis of the ability to time travel. An example of the use of a curve is shown when Andelia attempted to destroy all the bottles of the Drake's champagne. Jacob entered the Mirror Realm too late to seize the first Reflection of the champagne, but having advanced Paradox Logic, he traveled to a secondary curve where the 'reflected' bottle had not shattered yet. Curves of the Mirror Realm can only be accessed by full fledged Logicians.

D. Advanced Paradox Logic Errata

Two new abilities have been defined from Tony's original Advanced Paradox Logic rules, extrapolated on what is presented there.

A Shroudling character who has Conjuration may now create artifacts to serve as an 'equation rack' to hang their Preservation equations (see Preservation under Advanced Paradox Logic). This works much in the same way as the ability to create 'spell racks' with Sorcery and Conjuration. The artifact should be something generally appropriate to the concept of a 'storage' device for mathematical information, i.e. a crystal, or a CD-ROM disk, etc., without being limited to a scientific genre. The item may have other properties, as with any conjured artifact. Note: Only characters who personally have Conjuration and APL should be permitted to do this, as only they know the peculiar requirements needed.

The ability to scry is a facet of Basic Paradox Logic, and at the Advanced level this is expanded with a few twists. The Logician is now able to determine, through use of a mirror and the equations themselves, some information regarding the nature of a temporal disruption. This may be as complete as from where it is coming from and when it may actually occur, to as little as just knowing that one has taken place. This is determined by the GM.

Another different example of using the 'basic' ability to scry and the 'advanced' knowledge of the space/time curve of the Mirror Realm, is the skill of setting up an array of mirrors to 'capture'; light images from different curves and reflecting them back and forth to impart images of the past and future. For example, Jacob set up four mirrors in the four corners of the infirmary and used them to capture reflected light images from the past to reveal the two persons appearing to be Eric and Kireyas abducted Corwin at the time of his memory loss.

E. Exalted Paradox Logic

Exalted Paradox 30 pts- requires Advanced Paradox, Shroudling Blood, both a familiar and a Nemesis (dark familiar) are absolutely required, as well as High Warfare, and High Psyche

May be bought as a partial power in the progression listed for 6 points a piece.

1.) Sense Temporal Displacement- The Logician can sometimes sense disruptions in the space/time curvature automatically. This is an unreliable skill, but now it crosses the line to becoming almost instinct. It sometimes pays off, such as when Kireyas could feel that he was being watched from the future.

2.) Math Teleport- The Master Logician can now attempt to alter the Worldmath itself, and remove himself from one part of the equation and re-introduce his variable in another place. This level of mathematics is so potent, it literally re-arranges reality itself, functioning in Shadow as well. For example Madoc and Nikolas both demonstrate this ability to seemingly teleport in and out of various places. This is not a quick and instant teleport, and takes as much skill and time in doing it as does Adv Pattern Teleport.

3.) Reflection Editing- The Logician now restructures the nature of reflection, by altering it's underlying equation and forcing the Reflection to match it within of the Worldmath. This is near to impossible near the Mirrors of Lir themselves, not unlike shadow shifting is difficult near the Pattern. The reason being that Lir's Mirrors cast very clear Reflections, and only with some distance is there enough distortion to permit Reflection Editing. This is of course, a time consuming process.

4.) "No" Mathematics- a bizarre trick akin to a sort of 'power' invisibility (inspired by Frank Herbert's later Dune novels). The Logician alters or disguises his personal variables in the Worldmath and Timemath, concealing his mathematical analog in a 'fold', otherwise called a 'no-field' This has the affect of making him immune to prescience, scrying, and other means of detection and location including magical means. Paradox would not find him, unless he was being searched for by a Logician of even greater skill.

Likewise the tendrils of the Logrus would fail to find him. The Pattern would not find him in a 'shadow walk of desire' or with a Pattern Lens. Also no 'Abyssal' door would be found near him. A Trump will remain cold, but the call will not appear to connect. The Logician remains visible and physical, and subject to attack. This ability require some concentration to maintain, though it is not as rigorous as a Tesseract Equation or Paradox Shielding.

Note: Curiously enough, the Shroudling in a 'No Field' will not cast a reflection in a mirror, or if in the Mirror Realm will not be seen from the outside.

5.) Paradox Shielding- With some difficulty the Master Logician can defy paradox itself, and resist being altered by time itself as a means of defense, or to become an instrument of change. The Master Logician moves along with the flow of time where she/he is at, but remains untouched by it.

In game terms, the Logician is not altered by any changes made in his/her timeline so long as they are shielded. He/She is also outside of prophecy and destiny, and not subject to their mandates, the very fluidity of time ceases to become a hindrance. This is in a sense a sort of 'cosmic free will.' However the downside is that this requires almost all of the attention of the Logician. While maintaining this shield around themselves, nothing beyond the basics may be performed (moving, talking, very minimal combat reactions), lest the Logician's guard drops and he becomes subject to the impending paradox wave. This is not a permanent answer to a paradox wave but rather a temporary solution, giving the Logician time to correct the problem. If not corrected, sooner or later the Logician will falter and be subjected to the temporal alteration. This power is tricky, as it can do as much harm as good, allowing not only a temporary immunity from time, but the ability to screw it up twice as easily as before.

F. Familiars

1. Familiars in General

A familiar is someone (usually a humanoid non-shroudling) who is part of a psychic bonding with a shroudling in a quasi symbiotic relationship. The practice of taking a familiar is one of the most interesting and unique practices of this race, and character class. The shroudling feeds off of their familiar's love or scorn, and uses it to maintain their sense of perspective. In return, the shroudling sees to it that nothing comes to pass that would harm or prevent the familiar from fulfilling this role.

As alluded to previously, the power of 'Paradox Logic' places an enormous amount of stress and strain upon the mind of the shroudling Logician. Translating time and space into raw mathematics is jarring enough, but as the shroudling grows in power and understanding, they begin to perceive that all of reality, both concrete and conceptual, as well as emotion and probability all have their various forms of mathematical expressions. The shroudling can quickly lose their sense of id, identity and individuality, and the ability to handle and process their own emotions in the cold stream of precise equations. The familiar serves as a sort of an anchor. An object for the shroudling to tie their sense of psychic identity, and something to focus their emotions upon. When their sanity is taxed by the power of Paradox, the shroudling has the love (or contempt) of their 'pet' to remind them of who and what they are. The act of taking a familiar is very instinctual. Game mechanics may differ to offer greater role-playing freedom, but when a shroudling does progress to a certain point, the 'call' of their familiar is a survival instinct.. and as natural and mysterious as salmon going upstream to spawn.

The familiar usually has no sense of connection to the shroudling, and in fact the relationship can be quite anonymous on the part of the shroudling who can use their sleepsongs to make their 'pet' forget about them. It is considered a symbiotic relationship because the shroudling will use their powers and abilities to protect the familiar. In the case of a negative bonding, they will use it to protect the familiar so it may continue to fulfill it's role.

In character background, it's not necessary for the shroudling to adopt a familiar until the character is ready to embrace Advanced Paradox Logic, however every individual is different and the familiar adoption rite is a lot like a form of delayed mental puberty. It can be quite different from individual to individual. It's also quite possible that shroudling who never delves into the world of Paradox may never even feel the 'call' to take a familiar. A familiar can be just about any age, or sex, but opposite sex familiars are more common than same sex. The relationship between them can be known, anonymous, and even some cases downright professional. A bonding between familiar and shroudling can even lead to take one another as a mates, which is considered a blessed thing among the shroudling tribes, but is nevertheless not required or necessary (to the relief of same some same sex bondmates).

Sadly, it is not even required that the connection be a happy or affectionate one. Familiars who recoil from and reject their shroudling counter-parts are not unheard of, unfortunately it makes no difference. The shroudling can internalize what it needs from their familiars contempt, scorn, and hate, though this is considered to be a great tragedy. This fact alone is why many shroudlings prefer to blank the memories of themselves in their 'pets', or never openly reveal themselves at all. The pain of rejection with whom you have so intimate a link to is too heart rending for some shroudlings to even take that risk.

On the other hand, in the case of same sex familiars with significant ages differences from their shroudlings, or even a simple lack of having that much in common, the shroudling may just opt to keep the relationship private and professional, dropping by to play 'guardian angel' and discreetly moving on. These are the cases where that have generated the term, 'pet'. The shroudling in these situations usually feels affectionate but quite superior to the familiar, and really does see the familiar as something to 'look after' and 'take care of' for companionship, but having a minimal role the other portions of their life.

Shroudlings whose familiars die, do not automatically wither away themselves, though most will of heart break. Depending on the strength of will and the circumstances of the death of the familiar (peaceful old age being a positive example), precious few shroudlings will go through a 'mourning madness' to come around later and take a new familiar.

Lastly, and most controversial, there is no proof that the shroudling has any capacity to select their own familiar or not. Most claim to, but then concede that they may be only following their own instincts anyway and be mistaking them for conscious choice. This is a highly debated issue.

In sheer game mechanics, the Advanced Paradox user (Logician), can 'almost' instantly teleport to where his/her familiar is through use of a mirror. Instead of formulating a scry, and then going through the process of traveling down curves, the Logician opens his/herself to his/her own instincts and almost unerringly goes almost instantly to the closest mirrored surface by the familiar that can be 'opened'. Not a true teleport, but given good circumstances they can get there quickly. They can find them with astonishing ease in a common mirror scry.

2. Familiars in Paradox

Within the scope of Tony's Paradox campaigns, the role of familiars is a significant one, and Tony has added his own personal touches to their lore.

Among them is the ability of the shroudling to 'hear' the heartbeat of their familiar when they are near. This is similar to but not necessarily connected to the occasion when the Mirror Realm pulsed with Andelia's heartbeat. In game mechanics, it's mostly a role-playing foil, but provides a symbolic expression of the link between familiar and shroudling.

A positive and loving relationship between a shroudling and it's familiar is referred to as 'bright mirror.' It's considered a goal and a blessing to the shroudling people when an opposite sex familiar is taken as a mate. Celia and Madoc are a good example of this. Madoc believes that he chose Celia as his familiar, but concedes that it may have been instinctual.

On the adoption of a familiar as a potential mate Madoc offers some advice. When a surrogate mother for Clarissa was being considered, Andelia's name was mentioned strongly as a candidate. Advised by Jacob that he suspected that Andelia may be his familiar, Madoc volunteers to speak to Celia about being a surrogate mother, not wishing to force his son is an uncomfortable position of watching his potential bright mirror being placed in that situation. In his first attempt at giving romantic advice Madoc explains, "Stalk her Jake. Spy on her, watch her discreetly from a distance. Make no sudden moves to startle her. Keep her safe from harm, and away from the attentions of others. Get to know her, find out what she's like.. This would seem cowardly to other races, but to ours, it's grand tradition! You've entered the time of your courtship Jake, go slow. This is an important time in which you learn more about yourself and the Equations themselves. Don't mess your Courtship up Jake.."

'Dark mirror' bonds are also not unheard of either. When Clarissa finally heard the call to bond with another, it was someone of the opposite sex, but tragically it was her own grandson, Rinaldo. Rinaldo rejected her, growing to hate her for her attentions. Heartbroken, Clarissa suffered many years with her dark mirror. Eventually however, Rinaldo had a change of heart, and the bond changed becoming a 'bright mirror.'

The strange situation with Jacob and his familiar(s) represents an example on how NOT to manage one's familiar bond. Jacob first felt the instinctual call to bond with Andelia. When the two appeared to be only friends of the most casual or goal oriented nature, Raven made tentative advances on Jacob. The other couple hit it off almost instantly and found their relationship to be so profound that Jacob assumed that this was the person he was intended to bond with, and in so doing 'decided' that he was going to make it so. They become married.

In a private backroom discussion with Madoc, Jacob later finally admits that as much as he disagrees and is sometimes even infuriated with Andelia, she holds a strange fascination for him. He questions Madoc if one really can choose their own familiar or not. Exasperated and very alarmed Madoc points out that Daywinter, and especially five minutes before the wedding, is a terrible time to ask. "I just don't know.. No one does. It's an uncertain science at best. You're running a risk son." Jake goes on to marry Raven, and for all intents and purposes appears to have a true bond with Raven.

Later, poisoned with a love philter by the Drake of Paradigm, Jacob loses the ability to maintain his bright mirror bond with Raven. However, the Drake miscalculated that the philter would in some way transfer the bond to it, which it did not. Long past the point of not needing a familiar any longer, and unable to maintain a bright mirror with anyone else, Jacob's alien psychology followed a path of least resistance back to that original tenuous connection to Andelia. Forced to make a dark mirror link, in lieu of no bond at all, Andelia becomes his dark mirror. The dark mirror bond is strengthened by Jacob when he is first forced to shoot Andelia (to injure) and Jack Morgan. Later, as Lorelei, Thalion, Urda, and Jade attempt to reason with Jacob that he really loves Raven, the two bonds begin to conflict. The conflicting bonds to Raven and Andelia spark like a short circuit, and both try to resist the love philter, sending Jacob deeper into the depths of madness. In the final confrontation. and completely out of his gourd, Jacob has a delusion (or perhaps not a delusion) that Jack Morgan is in some way a competitor for Andelia's affection. This combined with a horrible sense of what he has become, he attempts to kill Jack Morgan, and then take his own life. This is interrupted by the creation of the Drake's Philosopher Stone.

Before 'Half Past Paradox' begins, the effects of the love potion are gone.. But the twin connections to two different women are not. In the presence of Raven, Jacob appears to stabilize, however when he is filled with happier thoughts and positive feelings he can 'feel' Raven. When angry and hurt, he can 'feel' Andelia. Before leaving the space station, Jacob had confessed that he could hear Andelia's heart 'somewhere', a curious thing since Andelia claimed it was gone..


Contributor: Jim Groves (shroudling@aol.com)
Editor/Webmaster: Scott Olson (sdo@nospam.visi.com)
Gamemaster: Tony Pi (cpi@po-box.mcgill.ca)