Semitas Arcana Temuair - The Paths of the Secrets of Temuair

 

Hide & Eisd Creutair - Through the Looking Glass?

Secrets that demonstrate literal subterfuge, for the sake of survival’s or subterfuge itself, it is perhaps the most representative manifestation of the Master of Tomfoolery, the Rogue. Able to walk between the lines, stroll in the shadows, and remain aptly unnoticed, the secret of Hide allows the Rogue to make perfect escapades or infiltrations into enemy grounds. It is obviously fitting only for the Rogue, as Warriors would never accept such a dishonest secret for themselves, while Priests and Wizards would lack the agility. 

And as it always takes one to know one, the Eisd Creutair, literally “Hear Creature”, allows them to perceive, aurally – by hearing, other hidden Aislings     as for one to be a Master of Illusions and Subterfuge, one must first have their own senses sharpened – lest they fall victims to their own tricks. The Eisd Creutair secret, demonstrating a Rogue’s extraordinary sense of hearing, embodies this acuteness of senses.



The Secrets of Animalism

This section pertains to the repertoire of secrets granted to Monks through Animal Forms. They are listed as Secrets of Subterfuge, for after all, they can confuse the enemy into believing they're up against an animal. These secrets are: White Bat Stance, Kelberoth Stance, Draco Stance, Scorpion Stance, Snort, Roar and Trance. Also included are Karura Form, Feral Form and Komodas Form.

 They all share a common reason of why they are given to the Monks, and no other class. They're animal qualities, and result from the Monks' cohabitation with animals of the wild in nature, and as such the Monk becomes able to mimic them over time. Through the White Bat Stance the Monk is able to hide, not through vices of hoax and illusion, but through acts of nature, as the White Bat is adept at making itself go unnoticed - and so are the monks who imitate it. The Draco Stance makes a Monk's skin so hard, practically invincible, as if they were made of Draco Scales. The Scorpion Stance has a similar effect, although it only makes their skin generally harder - not invincible, but lasts longer. Kelberoth Stance, on the other hand, makes the Monk stronger, as if they were the legendary Kelberoth - a creature of immense might. Snort is as if the Draco itself was breathing out annoyingly to taunt its enemy. Roar, in the same concept, is as if the Kelberoth was roaring - a roar that would leave all its listeners frozen, through fear, on the spot. Trance, on the other hand, imitates a Scorpion's toxic sting, that would put a creature in a trance.

Furthermore, the secrets Karura Form, Feral Form and Komodas Form allow the Druid to directly become the animal they've chosen to imitate, thus illuminating the heavy link between them and nature. The Monk has adapted so deeply to nature by the time they are a Druid that they are able to fully integrate with it. Hail of Feathers, being a deeply elemental secret, has been included in the Elemental Destruction section.
As Such, most classes would consider it beneath them to cohabitate with animals as equals, let alone look up to them and imitate them - most, save for the Monk.

Cat's Hearing

Often called upon, one of the most notable of the monk’s secrets, it is a utility through which they can observe those which lurk in the shadows, hidden from unwary eyes. It imitates the cat’s acute sense of hearing, once again elucidating the closeness and harmony with nature that the monk lives in, as it imitates another animal, akin to Howl or the form secrets.

One could argue why grant a monk such a secret, when it should be unique to Rogues. The answer is quite simple - as a hermit living distant in nature and deep meditation, the monk obviously has adjusted their senses to be as acute as possible, and can hear the slightest of noises, even those by hidden rogues or monks.  The rogue sees hidden Aislings - the Monk hears them. It has been grouped under the Secrets of Subterfuge, for it is after all itself a subtle secret used in regards to Subterfuge.


Dachaidh - The Call of Home - An Elegant Subterfuge

The Incantation of Home is gifted to the Wizards, and Priests. As said above, the priests and the wizards, as masters of willpower, can fully grasp the nexus of divine and elemental energies traversing the lands, and are able to bend it to their will through which they’re sent to home. The Priests are more likely to achieve this through divine intervention, as a gift from the Gods, while wizards, as commanders of nature, and time and space being laws derived from nature, and probably have some of Gramail’s gifts in bending time and space to be sent home.

The Monks, living in harmony with nature, as their Patron God Cail does, would never bend any of the natural laws to their advantage, thus risking a disruption of nature’s order, and rogues and warriors probably do not grasp the clarity of mind and willpower required to perform such an act; they have neither the Spiritual Favour of the priest, nor the Natural Mastery of the wizard. 



Traps of Damage - Punishment through Deceit

The Traps of Damage, a very potent series of secrets, and once upon a time the most impressive asset in a Rogue’s repertoire contain the Needle Trap, the Stiletto Trap, the Coiled Bolt Trap, the Bolt Trap, the Spring Trap, the Maiden Trap, and the Pitfall Trap. As is the case with all of the Rogue’s traps, these traps once again are granted uniquely to the Rogue and Archer, in virtue of their chicanery nature, and once the creature is lured into them, their death will be imminent and effortless on the Rogue’s part. For a rogue may be patient and hard-working in order to avoid being equally so when in the face of danger; they’re not foolhardy; and oftentimes described as cowards by the honourable Warrior and the fair Monk.  This also explains why the Monk and Warrior would refuse traps even when offered the chance, and the Wizard and Priest would already have their hands in full motion with their chants in order to go to the middle lines of a group and lay traps – making rogues the optimum path to wield any kind of trap.


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