Way of Wind

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A second avenue of Koldunic Sorcery, the Way of Wind was once manipulated by the Tzimisec lords to protect their Eastern European lands. Invoking these powers granted them the ability to control the element of crivat to suit their whims and master the air they onced breathed in their mortal days. People of Eastern Europe, espescially in Romania, name these types of unnatural winds the koldun manipulate....people of the west call the winds Austru, or the black winds, while residents of the south name them the great winds of the baltaret. When a koldun invokes a power of this way, his eyes change color to sky blue and gusts of wind breeze all about him.

Winds of Guilt:
Ancient koldun hospodars invoked Winds of Guilt as a means of ensuring loyalty in their boyars without the need of a blood bond. This power caused a wind to gust around these boyars that sounded to them like whispering voices, telling of the horrors that would befall them and their families should they betray their voivode. These voices would slowly warp the minds of these men, and only when this sorcery waned would they regain their coherence. Afterward, the boyars were so afraid of the consequences of betrayal that their loyalty to their masters was unswerving. Koldun of the Sabbat enjoy envoking this power during ritae before feeding, reveling in the mixture of adrenaline in the blood of a vessel stricken with terror.

Biting Winds:
The koldun creators of this power attempted to invoke a wind as chill as the air atop the Carpathian Fagrash Mountains. They noted the pain their victims endured as their bodie's temperatures dropped until the very blood froze in their veins. A koldun invoking this power had a much easier time of ridding his land of undesirables by plaguing them with bone-chilling gusts. Modern Sabbat koldun invoking this wind sometimes refer to its effect on victims as the "meat locker." A koldun invoking Biting Winds causes a very cold breeze to swirl around in an area of his choosing. As the wind increases in speed, the wind chill factor drops the temperature until anyone within the affected area find it too uncomfortable to remain.

Winds of Lethargy:
Although these winds do not induce immediate sleep ina victim, prolonged exposure to this supernatural gale causes extreme exhaustion and fatigued movement. Targets caught in Winds of Lethargy smell a bittersweet smoke in the air. Individuals also claim that the wind feels like many intangible hands persistently rubbing their muscles to relaxtion.

Traveling the Winds:
A koldun employing this power moves at incredible speeds by riding along the winds. The voivodes of nights past often appeared in each of their boyars' homes and to the villages of their lands, instilling fear in the peasants and fealty. Kolduns undertaking these outingscould travel to most, if not all their boyars and villages in a single night's time. During the Dark Ages, peasants under the rule of a koldun rarely rebelled against their master, fearing a personal appearance and, as a result, his swift punishing wrath. A koldun's body becomes almost ethereal while he moves along the wind, disappearing into a blurry outline of his physical self and re-materializing in a similar fashion.

Body of Zephyr:
A koldun dissolving into Body of Zephyr blends into the air, maneuvering through the smallest of cracks. The koldun's body retains its basic shape, though it is too ephemeral and transparent for onlookers to make out any physical details.

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