Mage: The Awakening--Anant, The Bitter Seed
Introduction (For Those Not Aware): Just because we might have some virgins whose Astral cherry isn't popped, what is the Astral Realm? It is the realm of thoughts, from the personal Oneiros of each individual, to the Temenos of collective human unconscious, to the World Soul, the Anima Mundi, which has the awareness of the cosmos and the dreams of animals, and so on.
Mages, being the erstwhile masters of the universe, of course try to explore this. It is sealed off from the Temenos by the Omphalos, a Mage creation of unknown means, a great seal that a learned Mage can open to travel through, and yet also keeps out those who might otherwise trouble the Temenos and human minds.
Through it there are two paths, known as the Anthropic Redoubts, for these are the farthest signs of humanity in a place fundamentally opposed to it. The second and newest is the Swath, which represents mankind's pollution and destruction of the environment, and its impact.
The first, and oldest, is the Spire Perilous. If one believes in Atlantis, this is the Ocean Spire, the Celestial Ladder, and even if one doesn't believe that, it sure as heck is something interesting. It usually manifests as a tower, though sometimes it is a long trail, or a desert wasteland you must walk through, depending on the Mage and the circumstances, but always it is being slowly destroyed by the Typhonians, whose instinctual drive is to destroy this man-made intrusion upon the Anima Mundi.
Rather more interesting for Mages is the presence of the Gardens of Ancestors. There are many stories, but the most credible say that any mage that dies in the Anima Mundi finds their souls drawn to the Spire. This is not a simple task, since dying in the Astral does not kill you in real life, merely shocking your soul and exhausting you, but it can be done, and in many cultures, honored elder Mages would be voluntarily taken to the Spire to be ritually killed at the end of their long lives so that they might provide wisdom for future generations, stuck permanently in one of the Gardens.
As well, of course, hated enemies and Mages too dangerous to hold any other way, could be killed there and left to rot in prisons.
Either way, these ghost-like Astral beings cannot leave their Prison, but within it they possess all of the powers of their living selves.
Trapped.
This is one such Prisoner.
History: Anant lived a forthright life, or so what stories there are say. According to his own testimony, he named himself for his guardianship of a stream that seemed to be of some sacral importance in his tribe, in what is modern day Ireland, and seems to have been a Hallow of unusual properties.
When he reached old age, his wisdom and Mastery of Life and Spirit was thought so thorough that it was said that others would wish to see his wisdom, and though he lived longer than most humans, well over a hundred, his time came as it did for all men, and so his students took him to the Anima Mundi, where they ritually killed him.
And for a time, they consulted him. It was a tradition that all who took of the guardianship of this Hallow-stream with the strange properties would visit him for wisdom and guidance, though they found him diminished.
But then time passed on, and fewer and fewer came. And when some foolish English Mages messed with ley lines they did not understand and managed to destroy the stream and the Hallow by their arrogant bumbling, the trickle of students became a drip, and then fell away. Everything he ever knew changed, and the land that exists now is nothing like what he grew up with.
He has grown bitter, and his prison has grown strange. He is no monster, no mad mage to slaughter people or give into hate, and yet the rot of years has eaten on him.
Description: He is a somewhat pale man, short by modern standards, but somewhat substantial, with some strength still in his limbs, and a body that is neither withered nor bloated. He has long, white pair, that goes down to his chest, a tangle and a mess, and a broken face, with a nose that looked shattered a dozen times over, rhuemy eyes, and a smile that looked like rocky foothills.
More notably are the bits of his skin that seem to be bark, or the occasional peak of foliage that comes from him: he does not tell whether this is the effect of some ancient and forgotten Legacy, or the process of becoming as he was.
He usually wears no clothes, seeing no point to it, and besides that having possessed none when he was killed.
He is intensely lonely, and very bitter, given to rants and mood swings, and he has a voracious appetite for information about the outside world, but anything he learns, he might well complain about. The world changes, and he is left behind, though he has learned languages from his guests, especially those that fail his Ordeal.
Anant is an experienced Master of Life and Spirit, and possesses a number of other Arcana, including Prime 3 and Fate 2, and thus in theory he has a vast horde of knowledge of his culture, the secrets others have given him, and the Shadow Realm and the nature of Life in general. But he does not take apprentices, or at least, he has rejected those who think that their "Irish Blood" somehow makes them his heirs, and thus deserving of his wisdom.
For what does he care about modern Ireland, what does it have to do with his people except by location?
He lives a very lonely life, but his Masteries do allow him to create companions of sorts. He can create life itself, and does, filling his forest with animals, but he cannot give them the proper minds, having always struggled with that magic, and so he instead creates Spirits of the appropriate type, which then possess the bodies and serve as his only companions and company. He thus cares for them, despite knowing that they are not much, because they are the only things to keep him company.
They, for their part, are fierce and willing to fight with a vengeance because if their physical body is destroyed, Anant can always make another for them.
Garden: Anant's Garden is a vast forest, several miles around, filled with animals that prey on each other's bodies, playing a game that never ends, for Anant feeds them essence, and so none has to truly kill the other, and they are not allowed. A rabbit-spirit possessing a rabbit runs from a hawk-spirit holding a hawk, and when the rabbit body dies, the rabbit spirit runs off to get a new body, and continue the hunt and chase.
The trees of this forest are somewhat sickly, but old and majestic things, which fight their own battles in their thick roots for survival, for the soil is almost like sand. Anant's bitterness influences everything, and has caused the soil to provide surprisingly few nutrients. Over time, any animal body dies from the poor fare of the garden, even with the animal life they can consume, and so he must keep on creating in order to maintain the garden, which no longer sustains itself in any way.
The creatures tend to act like animals of their kind when not in his presence, but fiercer and more dangerous.
Near the center of the forest, a small hut can be found, which is where Anant sleeps, though as a ghost he needs only do so when he wishes to relieve the boredom of waking. Near the back of the forest is a iron pole, stuck in the ground. It is the end point for the Ordeal of The Hunt (see below)
[
Sidebar: Ordeals? What about Andeals?] So, I'm again assuming that a lot of people might not have read Astral Realms. So what are Ordeals? Unlike with the Temenos, the Anima Mundi requires one to prove oneself to pass from one realm to the other, or from major realms to other major realms.
Thus, going from the Omphalos to the Spire might involve a game of riddles, or some complex trick, while going from the Spire to the Dreaming Earth also requires one to pass an Ordeal. Ordeals can in theory be resolved in a single roll, but if it's your first time, you really should play it out, they can be a lot of fun, and only if you're playing a Chronicle where you are going to be going back and forth across the Anima Mundi like it's your regular bus route does it make sense to mostly ignore them, or resolve them off screen.
The Ordeal can change each time, and some ordeals can happen in the physical world, thus allowing a knowledgeable Mage to bypass the hours long process to get to the Dreaming Earth, if they know that by the sacrifice of a Swallow, and the devouring of the animal whole, followed by a period of meditation, they can reach a specific point in the Dreaming Earth.
Other ordeals might merely be a toll one must pay to pass, or can even be long-term deals [this is houserule/homebrew stuff, however, to note] where passage is granted in exchange for some concession or favor.
Each Prisoner can serve as an ordeal, and while they are not limited to one particular 'task' many tend to do the same task again and again for all who wish to pass from the Spire into the Dreaming Earth.
Thus, each entry of this type, if I keep this up, will include an Ordeal section talking about how you can get out of there, and where you might be able to go. [End Sidebar]
The Ordeal:
Ordeal of the Hunt: Anant is not an imaginative fellow, in some ways. He's used this same test each time. First, he judges them. Usually harshly, but if he thinks that they are coming up to seriously harm the Anima Mundi, he might just refuse to let them take an Ordeal, or even kill them. More than one would-be Scelesti going to see the Old Man Aeon of the Abyss has been waylaid and made to provide fertilizer.
But those who aren't deemed too much of a threat are given a game. They strip, and he turns them into an animal. They must flee through the forest, as he and his spirit-animals hunt them. They are going for a capture, not a kill, though with Anant's skill at healing, as long as the hunted clings onto life, he can bring them back.
If they fail, he captures them, and uses his skill at Prime to make sure they are out of Mana, and his other skills to make sure they don't escape, for they have sworn to keep him company for one full day. This company is not all that onerous, for he is lonely for company, and has them tell him everything about themselves. Their homes, their lives, their loves, and it is through this that he has over time learned most modern languages, which he still thinks are nothing compared to either High Speech or his own native language.
They are then released after that day, though he hates to see them go, and flings insults as they leave.
Those who succeed in reaching the end, he returns their clothes and belongings to them (though he doesn't see the need) and bids them farewell. They arrive in a forested part of the Dreaming Earth.
Any animal can be chosen, but he is aware that Mages are clever, and has animals that fly and animals that run on the ground, and so there is no easy, tricky answer. He does not accept any animal that he did not know about when he was alive, or learn of during his time, which is to say that he will not make one a prehistoric animal, though perhaps there are animals within the myths of his people that he might be willing to make.
When a group journeys through, his rules do vary, but are usually that either at least one, or a majority of the people so transformed must make it through to let the group go on, but often times he is lonely enough that a cabal might have to leave behind any members that are caught or captured, unless they are willing to press the issue with force, and fight against him and his entire forest filled with now-hostile spirits.
None that has chosen that path has lived to tell the tale, and even if they won, if they killed him then the Garden would cease to be, which rather defeats the purpose of trying to go through it.
*******
A/N: So, this was just something that occurred to me. I mean, consider it an answer of sorts? I like M:tAw because of stuff like this, and I like it so much that I'm willing to spend hours of the morning doing a random homebrew idea.
Also, those damn English, ruining everything!
