Chezeqim, Angels of Strength

By Earl Wajenberg

**Flaming
Feather**

The Chezeqim are a minor choir embodying sheer, raw strength. They are huge. Their celestial form looks like a puffy cumulus cloud, lit with various colors, depending on the individual and its mood. The cloud form can squish into just about any shape, though it remains cloud-like. In size, it can shrink down to roughly house-sized or expand to cover several city blocks.

Chezeqim have no other form; they cannot take vessels. (They can, however, use the Song of Possession normally.) Nonetheless, they can remain on the Corporeal Plane indefinitely, where they can, in effect, use the Songs of Motion for free, proportional to Corporeal Forces, and without Disturbance. Of course, they are screamingly obvious to Symphonically aware beings, which is one of the reasons they're a minor choir, so long as the War is stealthy.

The Chezeq resonnance is for strength. To use its resonnance, a Chezeq vows to perform a specific deed. It then has an effective strength based on Celestial * Corporeal Forces, for purposes of pursuing the vow. It gets much more dramatic if Chezeqim work together; Chezeqim making a joint oath can multiply ALL their Celestial and Corporeal Forces together for the effective strength of the team. The results can be literally astronomical.

(What, you thought spiral galaxies got that shape by themselves? Yeah, yeah, gravitational dynamics. Who do you think implements that gravitational dynamics?)

It is dissonant for a Chezeq to break its vow, very much in the manner of Malakite dissonance rules. So Chezeqim and their bosses learn to build reasonable exit conditions into their vows.

On the Corporeal Plane, the application of their titanic strength is clear. On the Celestial Plane, they can haul around vast Essence constructs, and in fact are often the "construction machinery" when an Anrchangelic Cathedreal needs to be overhauled. The same is true on the Ethereal Plane, where they helped build Blandine's tower.

They can manipulate things inside themselves as well as outside. Inside themselves, they can observe and manipulate as if one character were in (Ethereal Forces) places at once. So a Chezeq can "haunt" a whole house at once and act as a considerable "staff" while doing so. (Of course, you have zero privacy while in this house.)

Other celestials tend to think of Chezeqim as big, dumb lugs. In fact, there is nothing wrong with their Ethereal Forces, and they are as intelligent as any other choir.

The Chezeqim are also known as Sebalim (bearers), Shahakim (clouds), Zamzummim (achievers), or Kratoi (strengths).

They are a minor choir because (1) they have to be made; they do not fledge from relievers, (2) they have to be made with six Corporeal Forces, and so are expensive, (3) as mentioned before, they are screamingly obvious on the Corporeal Plane, and (4) many Words just have little use for brute force.

Servitor Attunements:

Blandine: Chezeqim of Dreams can forcibly haul dreamscapes around the Marches, e.g. from one side of the Vale to the other, at one dreamscape per point of strength.

David: Chezeqim of Stone can triple their effective strength for moving stone and rock.

Dominic: Chezeqim of Judgement can add Ethereal Forces to their Perception at each viewpoint within themselves, when "haunting" a place, e.g. a crime scene.

Eli: Chezeqim of Creation can create (Celestial Forces) kilos of food, drink, or medicine each day.

Gabriel: Chezeqim of Fire can triple their effective strength for moving flammable material.

Janus: Chezeqim of Wind can triple their effective strength and use it to move air, with noticeable effects on the weather.

Jean: Chezeqim of Lightning can add Ethereal Forces to their Precision at each locus within themselves, when "haunting" a place.

Jordi: Chezeqim of Animals can triple their effective strength for moving living bodies.

Laurence: Chezeqim of the Sword can triple their effective strength for moving weaponry.

Marc: Chezeqim of Trade can triple their effective strength for moving cargos designated as trade goods, i.e. to which a price has been unambiguously applied.

Michael: Chezeqim of War can triple their effective strength when making an attack.

Novalis: Chezeqim of Flowers can triple their effective strength for moving plant matter, e.g. wood.

Yves: Chezeqim of Destiny can add Celestial Forces to their Perception at each viewpoint within themselves, when "haunting" a place.

Fallen Chezeqim are rare, since they are not much exposed to the temptations and ethical confusions of the War, but there are some, known as Teratoi or Tanneanim (monsters), or Emim (terrors). They look much like their Unfallen counterparts, but darker and lit with firey colors. They all have the Angry Discord and cannot make vows to multiply their strength; instead, their strength can only be multiplied by a geas being put on them.

Servitor Attunements:

Andrealphus: Tanneanim of Lust can possess a host, whereon the host, besides becoming very strong, has its sexual characteristics exaggerated.

Asmodeus: Same as Dominic's.

Baal: Same as Michael's.

Beleth: Same as Blandine's.

Belial: Same as Gabriel's.

Haagenti: Tanneanim of Gluttony can triple their effective strength for moving food.

Kobal: Tanneanim of Dark Humor can add Celestial Forces to their Precision at each locus within themselves, when pulling off a prank.

Kronos: Same as Yves's.

Malphas: Tanneanim of Factions can add Celestial Forces to their Agility when "haunting" an area where a physical fight (guns, blades, or fists, not just yelling) is taking place.

Nybbas: Tanneanim of Media can add Ethereal Forces to their Precision at each locus within themselves, when operating Media-related equipment.

Saminga: Tanneanim of Death can triple their effective strength for moving dead flesh.

Valefor: Tanneanim of Theft can triple their effective strength for moving stolen goods.

Vapula: Tanneanim of Technology can triple their effective strength for moving machinery.

**Flaming
Feather**

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