Character Sheet
Name: Miriam Green
Shadow Name: Morata
Age: Sixteen.
Gender: Female

Path: Mastigos.
Gnosis: 3
Mana: 4/12
Wisdom: 7

Arcana: Mind 3, Space 2, Fate 1, (In Progress) Spirit 1

Aspirations: Unlock the Secrets of the Fire.

Obsessions:

Virtue: Faith
Vice: Curiosity

Health: 8/8
Willpower: 7/7
Defense: 2
Destiny (Merit): 4/4

XP: 0
Arcane XP: 1

Attributes:

Strength 3, Dexterity 2*, Stamina 3
Presence 2*, Manipulation 2*, Composure 3*
Intelligence 4, Wits 3, Resolve 4

Aspects:

Promising High School Student (4): She's smart and well liked around school. In fact, she has a pretty good grasp of not merely the basics of high-school learning, but even the things that are up to the senior year. Beyond what a person might learn in a she's a little lost, and so there are limits as to the kinds of things she'd know about, but if it can be found in a textbook she might have read, she's probably read it. As well, she knows how to plan her time, to get along with other people at school and not get into fights, and otherwise do well in this respect. She's best at history.

Preacher's Daughter (3): Growing up with a father who tells the gospel word, you learn how to mimic the way he gives sermons, quote the bible chapter and verse, and know more than a little about how to interact with people and their religions, faiths, and how churches function. Whether it is mingling after church, being a sounding board for her father's sermons, or playing games that involve reciting long passages of the bible from memory, she is good at it.

*A Bit of a Tomboy (2): She's really at the age where you're supposed to outgrow this sort of thing, really. But she still likes climbing things, she still likes running around the school, she still knows a little about getting into a scrap, even if she hasn't actually gotten into a fight since...well, a few years. She's keen, athletic, and very, very interested in baseball (boo, Kansas City Monarchs, boo!) which she read about, not having a radio, and that being fledgling besides. In any wise, it certainly isn't fading with time, and it's given her a set of interests and hobbies that meshes quite interestingly with her obvious piety and (reasonably, mostly) obedient nature.

Breaker of Chains (2): Abraham Lincoln was a swell guy, in her opinion. Her own father's involvement in the NAACP and her engagement in High School history has made it so that she's actually surprisingly knowledgeable on race issues, and quite talkative about them in the right circumstances. She knows how to keep her mouth shut, of course, around older white men or the like, but she has her opinions and she wears them on her sleeve, and that includes knowing a lot of things most girls her age wouldn't know about, academically and otherwise.

A Practicing Mage (2): While Morata has a lot to learn, and has only been practicing magic for a short time, she is now fully settling into magical society. She knows the Orders, and more than that she is starting to understand both the personalities and how magic truly works. It is a long journey, but she has taken another step forward.

Can We Keep Him? (1): She has had dogs and cats before, and currently has one of each, which she of course does all of the work taking care of, because her mom said that if she had to deal with that, she'd throw them out. She has a bit of a way with animals, and after the third or fourth stray, also with people and convincing them to go along with her quite innocent and well-meaning requests.

Problem Solver (1): Kids in her neighborhood and at school tend to trust and like her, or at least she's tried to be liked, and even go to her for help sometimes, whether of an academic nature or just to see what she has to say. She's not exactly a local guru or anything, but she's clever and tends to be able to help people with minor problems, or dispense advice, even if that advice is often enough 'Really, you should tell your parents, they're gonna find out, you know, and if they find out and you didn't tell them, they'll cane your hide raw.'

Sneaking The Cookie Jar (1): She's not a dishonest person, but being someone with a lot of friends means that you sometimes know how to lie for them, and more than that, that you know a little about sneaking an extra quarter here and there. Whenever caught she's full of contrition, and more than that she's not a fundamentally dishonest person, but...well, she knows plenty of people who deserve an extra cookie every now and then.

Mother's Teachings (1): Her mother has tried to at least teach her the basics of cooking, cleaning, and keeping house. The logic that she'll probably need it if she goes to college has been pretty persuasive, and while there are gaps, she's quite self-sufficient when it comes to balancing a budget or all of the other things a modern woman is expected to do, as far as it goes. She's best at cooking meat, and her recipes are all pretty simple, but it's food that'll fill a belly, and that's the most important thing.

To Dream A Dream (1): Morata has become a truly expert in the magic of dreams, and indeed has begun to truly explore what Demons and other denizens of the Astral can and will do. This is merely an extrapolation of what she can already do, hence the discount. Special: Can use Arcane XP for this.

Powers--

Mage Sight (Peripheral, Active, and Focused): She seems to be able to see something that others cannot. Magic itself, and her eyes seem especially attuned to distances and the spaces between things, as well as the minds of other people.

Mage Armor: Mind, Space

Mind 3, Space 2, Fate 2 (In Progress up from 1)

Spirit 1 (Will complete in two weeks)

Rotes--

Dividing the Mind (Mind 1): A rote to divide the mind in two, this means that it has extra reach to add to duration and so on, and that there is a two-dice Yantra that can be done to add to the power of the spell. Involves imagining the split in her mind to enact it.

Scholar's Little Helper (Mind 1): Scholarship is hard work, and it's often difficult to sift through a five-hundred page book on Astral adventures for the single passage on a threatening Goetic demon that's currently ripping the rest of the Cabal apart. Plus, cross-referencing other works can be difficult. Through this tiny little rote, the caster can input a word, phrase, or topic, mentally, and essentially search the book just by holding it up to the light, copying knowledge of what was said in those passages and the passage surround it into their brain without having to search. It does not grant perfect understanding, and sometimes the section requires context to make any sense, but it can save weeks on a big scholarship project. (Rote Mudra, Promising Student, +4) Reach: With each additional Reach, you can search an additional book in the same spell; You can absorb the entirety of the contents of the book, if not always parse its meaning, as if you read the entire book in the instants it took to cast the spell, cover to cover. It may take some hours of thinking and consideration to fully parse the contents, and of course at times understanding and applying it can be more difficult: but an entire book read in less than a second is still something.

Strengthen Mind (Mind 3): It does not, obviously, only effect the intellect, but any aspect of one's mind can be made sharper, as can one's social abilities. The key to doing this, or rather the Mystagogue form of it, involves closing one's eyes and pressing one's fingers against your forehead, as if trying to stimulate thought by motion. When you open your eyes, the spell should be cast. You cannot improve your mind or social abilities to superhuman levels (Rote Mudra: Promising Student, +4), Reach: You may divide the 'Potency' of the spell, eg: Potency 4, enhance Intelligence by 1, Wits by 2, and Resolve by 1; spend a point of Mana: temporarily, for as long as the spell lasts, Attributes can reach supernatural levels.

Scholar's Protection (Mind 3): Adapted from a famous Silver Ladder rote, this grants protection ot the humble scholar. They make a sign with their hands as if their hands are books, their palms pages, and then so long as they neither attack or order an attack, others struggle to gather up the will to attack them. If they do order an attack, or attack themselves, the spell automatically fails… but only for the target, and not any others. Automatons, or beings without thought are immune, but this potent spell makes it so that anyone with a Resolve less than their Mind +1 cannot bring themselves to attack. Those that can still feel hesitation, and it is as if the Mage has two points of Armor. Supernatural beings have an advantage: if they have a supernatural trait, they get +1 to the comparison of Resolve versus Mind, if it is equal to the Mage's, they get +2, and if it is greater, they get +3… even then, a weak-willed but powerful supernatural being might find themselves frozen in fear and doubt. (Rote Mudra: Promising Student, +4) Reach: Spend 1 Mana, the spell may now last for an entire day; You may spend Reach to increase the difficulty of overcoming the Protection, once; Attackers lose 10-again on rolls to attack someone, if that person has willpowered through the magic.

The Dedicated Will of the Just (Mind 3): A spell taught to her by her Uncle, it is in some ways an extension of previous spells. By touching the forehead and spreading one's fingers across it, yours or others, when someone grits their teeth and uses their will, they find it stretching out, like hitting a high note and holding it for longer than a single action, based on the power of the spell. (Rote Mudra, Preacher's Daughter +3) Reach: Willpower when spent can add +2 to all resistance traits; Willpower spent both increases one's ability to endure, and one's ability to 'act'; By spending a Mana, the caster can imagine the benediction and thus enact it in a single breath on themselves or any target, as fast as the speed of thought.

Determined Will (Mind 2): The Mystagogue must go through many hardships for knowledge. Whatever a materialist thinks, anyone experienced in Mind magic knows that willpower exists, and so by a series of invisible taps against either their own or--imagined--someone else's skull. By doing so the Mage can make sure that when they, or others, gather their will for a great task, as long as it isn't magic they will get a bonus to the will-enhanced roll (9-again.) (Rote Mudra: Preacher's Daughter, +3: Inspire others and inspire yourself), Reach: The bonus can be increased; the bonus might be able to be used even to enhance magic, strengthening the will that brings itself to bear in casting a spell.



The Bonds of Fate (Fate 1): It is one thing to look at someone and see them, it is another to be able to look at them and see the destinities, the curses, the broken oaths and more that mark their soul and their persons. Mystagogues imagine a cobweb of connections and strands of fate itself, and carefully reach out a finger to tap at the edges of the cobweb without breaking it, to see what creeps up. (Mudra: Can We Keep Him? (+1), the spider spins its web.) Reach: The Mage can know when someone is possessed, mind controlled, or otherwise has their destiny majorly influenced; the Mage can tell someone's Destiny and Doom, can know when the curse they're affected by will be lifted, or so on.

The Unusual Path (Fate 1) : Fate itself can sometimes intervene in small ways. Through this spell, a Mystagogue can state a goal and then receive omens, sometimes faint and contradictory, on how to begin working towards it… and can even allow them to match strength with strength: subtly twisting fate so that their talents are just the right ones needed to advance upon the goal. Miriam uses it to occasionally leverage her way through a tricky social situation. The Mudra involves tugging on strands and pulling them in with a flip of a hand, as if examining something. (Rote Mudra: Problem Solver, +1) Reach: Can substitute any skill needed while under the spell for another within the same category, e.g. the character's religious passion turns out to be just what it might take to convince the homeless person to tell you where the body is hid, instead of a skill involving the streets or crime; Can, if taken further, substitute any skill for any other skill: your athletic prowess intimidates the homeless man, your knowledge of petty trivia charms the high society lady you need to steal from.



] No Shackles For The Scholar (Space 2): A Mystagogue cannot be stopped merely by a locked door, or being chained up above a pit of sharks while a villain monologues about how the Secret of the Amazon will die with them. So by imagining their own escape, and circling around that thought a few times as fast as possible, they can affect it. Any one barrier: locked door, handcuffs, barred window, or so on is fine… though it cannot get one through a bouncer or through fire. It can also be cast on an object, such as if you want to push a macguffin through a locked door and then face the enemy yourself. (Rote Mudra: Breaker of Chains, +2), Reach: Can pass through even shackles or objects they could not move through, such as being chained up, or trapped in a coffin, or anything else; subject can squeeze through narrow gaps that they should not physically be able to make it through: you can in fact drive a car through an open front door half its width if you cast this spell on it.
Merits--

(**) 'Profession'--Student
1--Gain 9-again on any roll that can be justified as having to do with one's profession.
2--Gain two dots of Contacts related to one's 'profession.'
3--+1 to rolls against any mental, physical or social stress that might get in the way of performing one's profession.[1] This cannot create a positive bonus.

4--8-again on rolls.
5--One special bonus based on the nature of the 'profession.

[1] Okay, in this case, imagine the college student who is good enough at class that he can show up hungover and still get something out of class, or the athlete who can go out not feeling 100% and still actually manage not to fuck everything up forever, even if he's not putting in his best performance.

(***) Parents: It may seem absurd to say it, but having parents in the picture who can help solve moderate problems is a boon. Obviously the drawback is that if they get involved and it's over her head, it could end badly, and that more than that, they obviously are sure they know best, but asking Mom or Dad is totally an option available to her, and one that can enlist their aid and ask their advice.

(***) Contacts:

She has contacts with both People She Knows At Church, a broad group but in some ways self-selecting, and among those kids she knows around the neighborhood, as well as People At School. People are willing to talk to her, ask her advice, and that goes both ways, doesn't it? If she wants to ask around, she could certainly do worse than asking when she's at church, with someone inclined to see her well already.

Egregore--Mysteriorum Arche (•): In a teamwork spellcasting roll in which the character is participating, she does not suffer the –3 penalty to contribute without the necessary Arcanum rating, and adds an automatic success if a full participant. All members of the ritual team must possess this Merit.

(*)Language: Latin

She knows Latin, read and spoken.

(*) Order Status (Mysterium)

She has been initiated in the first mystery of the Mystagogues.

(*) High Speech

She can use High Speech as a Yantra in spellcasting, and knows enough to be (roughly) conversational outside of the very formal language of Spellcasting.

(*) Egregore

1) In a teamwork spell in which she participates, she doesn't take -3 to the roll if she couldn't cast the spell on her own, and if she can she adds an automatic success to her dice roll for the purpose of granting the ritual leader the bonus dice. However, everyone involved in the ritual must have this level of Egregore. This represents her connection to magic, and through it, others of the Order.

(*) Resources:

She has a little bit of spending money saved up. Not much at all, but it's something. And it's more than a lot of people have, and so she knows to be grateful for it.

(****) Destiny

Effect: Miriam does not yet know the specifics, but she is destined for greatness and yet also doomed in some way.

Currently at 4/4.

(***) Astral Adept: Can enter the Astral far easier, by paying just a WP and meditating.

(***) True Friend (Virginia)

Effect: Miriam has a true friend. True Friend represents a trusting relationship that cannot be easily breached. Unless Miriam really does something to deserve it (really, really) Virginia will not betray her, and I, the QM, has to go easy on her in terms of throwing her into danger. Slightly kid gloves with her, as part of an implicit contract, though that does not mean that Miriam's mistakes or actions might not involve her in deeper problems than she should be facing. And any roll, natural or supernatural, that has the purpose of influencing Virginia against Miriam takes a 5-dice penalty. Additionally, once per...let's say week, Miriam can regain a point of Willpower by having a meaningful/heartfelt/important interaction with Virginia.

Consilium Status (*): Consilium--Increasingly she is a known entity, someone whose existence is no secret at all and whose fame is even harder to deny.

Contacts: Vampires (1)--Her work with vampires means she has a greater awareness of where she can go to talk to them, especially once she thinks through what she saw.

Allies (1): Guardians of the Veil--In the aftermath of yet another Interview with a Vampire, she has been contacted by the Guardians of the Veil, who are curious and who are willing to trade curiosity for curiosity.

Trained Memory (1): She has trained her mind to be something like a steel trap, though perhaps rather more effective than that, all things considered: steel traps can rust, because outside of stressful moments she never needs to roll to remember anything… she just remembers, and without Magic at all.

Minor Elements:

--Having studied a Spirit Bestiary, Miriam is now more able to tell some common spirits apart, even without using magic, and can call up basic facts about said common spirits.
--Has the Memories of a vampire in her head, which can be examined/considered later.
 
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Vote closed!
Adhoc vote count started by The Laurent on Sep 12, 2017 at 12:43 PM, finished with 17 posts and 8 votes.

  • [X] Knowledge of the "feeling" of a spirit, including a rote--though she cannot yet use it or quite understand it--for both Exorcist's Eye, which allows her to see and speak with spirits, and Peer Across Veils, which allows her to look across the Gauntlet.
    [X] The kinds and nature of spirits, including examples from his life. This may unlock the rote "Know Spirit" whose effects are… well, knowing about a spirit.
 
Page 60: The Bitter Dregs of Life, Part 3
Page 60: The Bitter Dregs of Life, Part 3

"Spirits are not animals, or pests. Too many people assume that, the idjits," Anant said, firmly, gesturing to the spirit-filled animals. "They aren't something that you can just sweet-talk with a few kind words and a headpat. But there are similarities to animals."

"Like what?" Miriam asked, kneeling cross-legged on the ground. She ran her hands again and again through the dust and the dirt, which felt wrong to her, oddly grainy and lumpy, as if it were just the memory of dirt, rather than the actuality.

Everything in this world wasn't real, at least in a physical sense, but it felt real… except for the ground itself.

The trees all smelled faintly of decay, barely kept alive by the soil, but he was clearly used to it, and focused in on the instruction.

"Instinct, they are driven by instinct. And if you don't understand that, you don't see them right. It's not that a dog cannot care for his master, but he cares for his belly as well. And dogs are far smarter than most of the animals of the natural world." Anant gave a shake of his head, "But it doesn't matter. There's a Rote that allows you to speak and see spirits that are on this side of the world, who have in some sense put themselves within nature. It requires taking a breath, and then slowly letting it out…"

He held out a hand, cupped. "And then cupping your hand as if you're offering something to an animal, without taking in another breath. You have to be calm, and you have to control yourself if you want to manage to do it, because what you're trying to do is create common grounds with the spirit. You can actually fill your hands with valuable seed to strengthen the spell, the tie that allows you to see spirits itself, so long as none of that seed is ever planted, and is instead cast down to the ground to root or not as it will."

"Huh," MIriam said, thinking through the symbolism of that.

"You can also, in a different way, cup your hand to your ear while imagining the Spirits, which is the truly difficult thing for one such as you. It's to imagine it, it's to be able to reach out and feel them, to know what they are." Anant sighed. "And you're young, which hurts it. In our kingdom, the druids knew the secrets of viewing ghosts and spirits, and taught and learned it over many trials, and many challenges. These were designed to push them beyond Sleep, and into supernatural power of a lesser sort."

He waved his hand. "When it is said that it took twenty years to learn, it was in part because it wasn't merely the knowledge of a thousand verses and the many Gods and Goddess that was being learned, but a way of seeing things, and understanding them. Even so, many didn't know it. Many of them were, as you might say in your modern tongue, failures. Losers. People without worth and value who nonetheless held the title of Druid. Every religion has priests who are less than… wise."

Miriam frowned, but despite her friend's religion, her mind went back to the corrupt Popes, who had tyrannized people, trading salvation for money. Or other figures, who had preached that God loved slavery. There were people who disgraced the name of Christianity and its message.

"Yes," Miriam said.

"It was as that. But you are young, and hasty. You can learn a lot now, but there are things you might not know for a decade or two. You need to view the world in the right way." Anant shook his head. "What am I doing, talking to some child."

Miriam bristled, though she took a breath before she spoke. "I can't choose my age. I Awakened now, not twenty years from now. I'm asking you now, rather than waiting twenty years. If I offend you by doing so, I apologize." Miriam said it quietly, and she saw Anant stiffen, and then shrug.

"Fine, girl. Well, here's one I learned from a visitor. There's another way to do it, but I suppose that maybe this one will make sense to you. You place your hand over your eye like so…"

He reached his hand out and put it over his eye, with the fingers looking as if they were digging into his brow, covering it, as if his nails were about to go further.

"Like this?" Miriam asked, imitating it, and then looking back at him with one eye.

"Exactly. Like you were about to pluck out your eye. Then you think of the Gauntlet, and your desire to see beyond it. To pierce the veil and gain knowledge. Then you move your fingers like this…"

He pushed them down, as if he had gripped the eyeball, and then held up his hand, wrapped around empty air, as if he were holding his own eye.

"Huh," Miriam said. "That seems…"

"There's a norse God, Odin. But the concept is familiar as well. To sacrifice for something greater. To give up something that you might profit. Or that others might. Sacrifice is at the heart of faith."

Miriam didn't agree, but didn't want to respond. Sacrifice was at the heart of the redemption of Jesus Christ, but that wasn't the same as everyday faith, which came from different sources, in different ways.

"Foundation of anything. You sacrifice time, you study and learn, and in doing so, there are so many other things you could do. Those hours you repeated the ancient stories, you might have been riding a horse, or running through the fields, or talking with friends." He waved his arms. "Instead I learned, and gained knowledge, and sacrificed for my faith again and again. But what happens when a man sacrifices for nothing? What if your Christ had offered up his life to no effect? What if it's not just a…"

Miriam knew what he was talking about, and it wasn't religion. He'd given up so much, and gained nothing from it. "But he didn't. And you… I promise I'll find a way to help you. I'm not sure how, but I'm going to start looking."

"Where?"

"There's this Mysterium library…"

"An Athenaeum," Anant said, with perfect pronunciation. "If you're looking, you won't find some easy answer, because if a Mage could fix it with a single easy spell, Life or Matter or Mind or even Spirit, they would have already. But if you want to start there, I'd realize that it's not all Mages. We're wise, but we're not all there is."

He shook his head. "I wouldn'ta agreed with that before. Things have changed."

Miriam frowned at him, but what could she say? They were divided, by their religion and by the fact that he was clearly without hope, without optimism. Whereas to be a Christian was to live in hope and faith, for the good news had come.

But she could hardly preach to him that he join her faith, and expect to be listened to, expect not to offend him. If God willed it, then in the fullness of time he'd be saved, and until then, Miriam couldn't and shouldn't act too hastily in judging him, nor in speaking against his beliefs.

"The Athenaeum?" Miriam asked.

"They existed even then. Storing lore, hiding lore. Judging who deserved it or not. Censoring hidden artifacts, teaching Mages how to use their power. They did and were many things, friends among them, at times." Anant laughed. "Some of them. But what did friendship mean, then? Each such place has its special secrets, and its specializations. You add what you find, and yet some of them always found… that they drew more. Like met like." He shrugged. "It is the duty of Mystagogues to add to and protect this knowledge. If they're willing to share it with others, that's how it is. They won't show you more than you ask for. And if you ask them for something they don't have much of, what will it get you?"

"Oh?" Miriam asked.

"So ask them what they do. If they don't tell you, they aren't one anyways."

Miriam nodded. "Thank you for the advice. I'm not sure how much longer I can stay here. My… Shadow. Shadow needs me back before too long, and if I don't wake up on time, my parents would comment."

"Ah, right. Those." Anant shook his head. "Then you may leave."

Miriam didn't know how she was supposed to respond to the dismissal, as well as the permission to leave, when she was merely trying to be polite and hinting that perhaps in the next few dozen minutes they could finish up. But he'd told her a little about Spirits, at least enough to be thinking about it, considering what he'd said.

Twenty years? That seemed like a call to consider what she was trying to do more. To see and talk to a spirit; to see beyond the Gauntlet. Both were acts of understanding, and that required thinking the right way.

It took time.

But she had that.

*******

Miriam blinked, looking around the small room. She was seated at a table, and there was a man leaning over it. He was dressed in tweed, white with a handlebar mustache, his features fine but withered with age.

The last thing she'd remembered had been the trip back to the college. Her uncle wasn't there this time, she went on her own, and had felt out of place. People had turned to look at her, both for her age and her race, and she'd hurried along, trying not to hear the whispers, trying not to mind or respect the incredulity when she came to the library.

She wasn't sure when she went up to the desk in the library, coughing at the dust and trying to take it all in. It was a huge library, and full of empty space for that matter. She'd leaned in and said, "Flowers bloom."

It had been a code word, and now she was here.

"Well, well. We have a seeker of knowledge here," the man said, shaking his head with a smile. "You may call me Bookie. Yes, you may laugh at that. I was younger once." He reached a hand up to feel his mustache in a way that felt almost like he was trying to stroke it like a cat.

The room itself was small and drab, with wooden walls and a green carpet floor.

"I wouldn't laugh," she said. "How did I get here?"

"A spell, a simple one. We walked you here, and then eliminated the memory. I didn't, I'm not a Mastigos."

"This archive… can you tell me about it?"

"It's existed since just after the great fire in one way or another. I've been its Curator for almost a decade. In that time it's grown a lot, though there have been disagreements about how. We don't weed as normal libraries might, and we have many avenues…" He shrugged, grandly. "Does that answer your question? I could tell you a little more about how it was founded, Ruth, but that's a long story of little consequence."

"I was more interested in what is studied here. I know you said there were many avenues, but I've been told that most Athaenea are focused."

"We study the history of Chicago, as well as America in general, and the roots tracing back across it all. Along those same lines, we have a modest collection of material on Space magic, especially regarding travel, and a lot of material on the ancient magical practices before Chicago. We have a few very fine Grimoires of spirit-lore, and quite a lot on Indian religion." He frowned, as if running down a list. "There is a lot of study about the Oneiros and the Temenos, and collective psychology and sociology, and similarly we have quite a lot on the nature of the mind and its magical qualities." He coughed. "Besides that, we have odds and ends, a little bit of Prime, and recently we've gained… uh. Ah. Yes. A lot of works studying voodoo, hodoo, and Southern mysticism in general."

"Ah," Miriam said. "Well, I assume I won't see the actual archive?"

"Not yet. If you go through initiation, we sometimes let you see a little more of it, and once it's obvious you've more fully committed, since you can still leave… then we open it up for you… with my permission. You gain based on merit, and the proper trade of information, or contribution to the whole. Right Scholarship is important, or else it becomes a system of buying and selling merit, or giving away dangerous weapons to those not ready to use them."

"I understand," Miriam said, thoughtfully, as she considered her options.

I want to read about… (Choose 2)

[] The occult history of Chicago.
[] Occult America.
[] The Temenos.
[] The Oneiros.
[] Spirit "Bestiaries"...
[] Supernal Summoning (Mastigos)
[] Mind Magic
[] The nature of time.
[] Southern mysticism.
[] Voodoo and Hoodoo.
[] The civil war in occult lore.
[] Though it wasn't mentioned as a major topic: Ghost Mages.
[] Demon-Spawn.
[] Indians.
[] Space.
[] Wriite-in. No seriously, as the big list implies…!

******

Talking: 2 sux

Evaluation: 4+1=5=1 sux

Anant Convo: 1/5th Arcane XP.

A/N: So it goes! A library! Again, I'm sorry that it's so short, but I do hope that speed of updating makes up for it slightly.
 
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[x] Spirit "Bestiaries"...
[X] Though it wasn't mentioned as a major topic: Ghost Mages.
 
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[X] Spirit "Bestiaries"...
[X] Though it wasn't mentioned as a major topic: Ghost Mages.

I want to see about the spirits we may be encountering.
 
[X] Spirit "Bestiaries"...
[X] Though it wasn't mentioned as a major topic: Ghost Mages.
 
[X] Occult America.
[X] The Temenos.

So I went for these as they're in general good things to know, and can also aid Miriam with helping Anand. I went with Occult America for general information on the magical practices within the country so we could have a good overview and see just where Chicago fits into the grander scale, and Temenos because it helps Miriam because she's a mind mage and that's where Anand is located; so a greater understanding of that realm should be beneficial.

An idea to help Anand could be to just provide him books on soil ecology given they should be vastly more detailed than the knowledge he had in his era, and should display how complex soil is. This could have the benefit that a greater understanding of what soil actually is and how it's formed, helps him visualize it better and create it. Given he's clearly a learned type, even if this isn't the avenue to take, he would probably enjoy learning about it.
 
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[] Supernal Summoning (Mastigos)

I think we're pretty close to being able to do this, and we just got a couple of rotes dealing with this.


[X] The Temenos.

Miriam has an obligation to Anand, and I'm curious to see how the librarians will react when they hear about him.
 
[X] Occult America.
[X] The Temenos.

So I went for these as they're in general good things to know, and can also aid Miriam with helping Anand. I went with Occult America for general information on the magical practices within the country so we could have a good overview and see just where Chicago fits into the grander scale, and Temenos because it helps Miriam because she's a mind mage and that's where Anand is located; so a greater understanding of that realm should be beneficial.

An idea to help Anand could be to just provide him books on soil ecology given they should be vastly more detailed than the knowledge he had in his era, and should display how complex soil is. This could have the benefit that a greater understanding of what soil actually is and how it's formed, helps him visualize it better and create it. Given he's clearly a learned type, even if this isn't the avenue to take, he would probably enjoy learning about it.

Anant.

It's a Shadow Name.

...oh. Oh, I forgot something. Eh, I'll add it at the end of the whosit.

But you have indeed unlocked Mind 3 and Spirit 1 as purchase options. As well as the two Rotes.
 
We have a three way tie! Can someone solve this?
Adhoc vote count started by The Laurent on Sep 16, 2017 at 8:29 AM, finished with 12 posts and 9 votes.
 
Page 61: Ancient Wisdom and Modern Contrivance
Page 61: Ancient Wisdom and Modern Contrivance

It was a beautiful book. It looked old, from the dark purple cover and the strange glyphs that adorned the cover, but as Bookie looked on, she had the feeling that perhaps it wasn't as old as it seemed. She opened it up.

The title page on the inside read, 'The Spirit Choirs of Chicago.'

"Spirit Choirs?" Miriam asked, frowning.

"They're also called courts," Bookie pointed out helpfully. "Some spirits vaguely divide themselves and rule over each other by these distinctions. The spirits of hoofed creatures, for instance, might be led by a powerful spirit, some sort of mythological horse-God, that reigns over all of his kind."

"Ah?" Miriam asked, thinking it through.

"It's the law of the jungle, from what I've told, so don't assume that they are governments, though there is connection. There isn't a King, a Queen, and a nobility." Bookie nodded to himself, and seemed to fade a little in the background, as if he was just there to answer questions.

She started with the introduction, which explained that this book was published in 1902, against her expectation, and was the result of deep exploration within the Spirit in an attempt to gain some understanding. Thus she had divided the spirits into groups, groups that tied to choirs, but also to their location and kind.

There was a glossary, which had Vermin-spirits, Pet spirits, Technology spirits, Emotion spirits, Vice spirits and spirits of a place. There was then a miscellaneous category, and that alone made her realize that most likely the author hadn't entirely succeeded in nailing things down.

But perhaps that just wasn't possible. The author went on to explain their classification method and the format of each entry. It was to state a description of the most common appearance, and the ways that they can use their powers depending on how highly ranked they were, and a common list of bans, as well as the nature of the 'essence' that they could safely devour. It would then end with interaction notes that she had taken, as well as potential ways that such beings could be of service to a Mage, or a threat to a mage, including any particular strange habits or characteristics.

It seemed pretty clearly meant to be simple, informative, and yet detailed.

So she dove in, aware that it also seemed as if it were also meant to not be a first introduction, since it didn't explain a number of simple matters. For instance, she had to infer that Gafflings were stronger than motes, but weaker than Jafflings, who themselves were weaker than Incarana.

But it was still relatively clear and understandable, at least.

******

Rat Spirit (Pest Choir)

Description: It is a common occurrence, to meet a rat in a city, and this is no different in the Shadow. Most rat spirits are Gafflings, weak and not all that dangerous alone, and they are a little bigger, and a little meaner, than an ordinary rat, but no more. However, some Rat spirits manage to grow far larger, or in some other way far more powerful, on essence of a rather different sort.

In my time, I've seen a strange, twisted rat-spirit that seemed to grow and feast upon pollution, as well as a rat spirit, called Plague-Bringer, to translate the tongue of the spirit into the tongue of the mortal, who was merely large for a rat, and yet had an entire army of weaker Gaffling rats that brought and fed it essence from those who died of disease, as it grew twisted and strange indeed.

Most rat spirits can merely push and pull the small minds of rats in order that they gather in an area, or cause trouble that creates the essence that they feed upon. They also possess a sense for the spirits in their area, and an understanding of the dark corners in which they prowl.

Common bans include being unable to leave an area, such as a sewer, or being so cowardly that they cannot fight if they can instead flee.

They can safely feed on trash essence, or the essence of food that matches a rat's diet, but plague essence and other such dangerous things can often warp a rat towards dangerous abilities.

Personal Notes: They eat anything. They are strange beings, cowardly and never even remotely trusthworthy, and they have pact and allegiance, sometimes, to very dangerous spirits indeed. On the other hand, as long as you understand their innate nature, they can make decent spies, and agents for infiltrating an area. My cabal-mate informed me of the extensive use of rats, controlled using both Spirits and Life directly, to spy on houses. By slipping but a single rat in, fewer notice it than through more obvious methods of surveillance.

*****

Mongrel Dog Spirit

Description: There are as many kinds of Dog Spirit as they are types of dogs, but the ones that I was most familiar with in my journeys were alley dogs, less tame than some of them. They appeared not as a single breed, but of a scruffy set of scarred dogs that stuck together and were exceptionally difficult to take down. Dog spirits tend to take size and strength as one. While there are powerful cat spirits, and rat spirits, that are at most slightly large, the most powerful dog spirits tend to be the size of small ponies, and they are vicious to their enemies.

Dog spirits only rarely travel alone for extended periods of time, and so expect a pact.

Most dog spirits have influence, of course, over dogs, but it is common that emotions such as loyalty, or sometimes fear, get mixed in with their powers, and the strongest dog spirits I've seen could control dogs en masse. Almost all dog spirits are capable of tracking others by scent, or by psychic impression, and many have a piercing howl that sends shivers down the spine of even the brave-hearted, an effect that is supernatural in nature.

Dog spirits care about the hierarchy, and thus anyone they've lost a fight to, they often struggle to go up against when faced with the trouble again. Many are compelled to roll around in any filth presented to them, and their hatred of cats is both more inflexible and more universal than that of ordinary dogs, who can be taught to get along with cats.

Setting out clean essence for them, of meat or tinged with loyalty, is an effective and safe way to manage the local population.

Personal Note: I have some affection for dog spirits, as they were perhaps the first spirits that I befriended and tamed to some small extent. That said, this same nature means that many Incarna and other powerful spirits have a pack of spirit-dogs on a leash, ready to act as attack dogs in exchange for sources of essence.

But if you can use your control of essence and your own strength--it helps to legitimately best them in a contest--to gain their loyalty, then it will prove hard for them to turn against you. On the other hand, if you are journeying through the Shadow, dog-spirits can be very dangerous, especially those that are fed by the fear of rabid dogs, and other such panic.

*****

Take-Another-Loan, Greed Spirit

Description: There are other spirits, of course, of something like Greed, but Take-Another-Loan is special. Most greed spirits appear as chinking coins, but Take-Another-Loan is a mass of papers, all written on in red-ink. Tall, and sometimes in a human form of paper mache, the spirit is powerful and dangerous, and has been around for several decades at this point.

Preying on and creating greed, and then exploiting it, it has aspects of misery and desperation to it as well, and its powers are so great that it can control and shape a person's greed. It specializes in preying on the weak and vulnerable whose desire for a loan is stretched into greed, and is in charge of a local group of spirits that try to corrupt and use humans to gain essence.

I've tried to act against it in some way, but there are those who… support it. And not all of them are among our enemies. In a fight, it is not all that dangerous, but that isn't the primary or sole method of judging it.

It must accept all deals that are offered it if they are offered in the proper form, and this has been some boon against it, but I suspect that he has allies on the wrong side of things.

You must understand, this is a serious danger, and shows what Vice Spirits can do...

*****

Death-of-Knives

Miriam looked at the picture attached to it, of the knife going through a man, and stared as she realized that this was in fact a weapon. A weapon that people used, that liked killing.

She flipped the page. Hastily.

******

A playground spirit, a spirit of lightning, a spirit of steel… the list went on and on, but what drew her eyes was what came after that.

'I know the truth, and that is that this last account has already been told. But my mentor transmitted the memory to me.

When the Great Fire happened, he fled into the Shadow, near the south side. The fire spread on and on, and he was tired by the time he got there. The Mages were unable to stop it, and its cause was never known.

If it were just accident, then how did all of these Mages fail to see the truth? And yet our divinations show it to be merely accident. But I think it is more.

For he came upon a being, a blazing bonfire, a molten creature that strode about setting all of the Shadow on fire.

He came with a woman, a powerful Thyrsus, and she died, trying to stop it. It swiped her aside as if she were nothing, so great was its magic.

But he survived, badly burned, and what he saw was this fact, this one singular fact amid the burns and the terror:

It was a powerful Celestine, beyond the control of even the strongest normal Mage, but its nature was not fire.

No.

It was arson.'

Miriam looked up, closing the book, her hands a little shaky. "Arson?"

"There's no evidence. But something happened," Bookie said. "If you were reading what I thought you were. We have examined it in more depth, but… you are not a Mystagogue. We have some information, and a few theories, but we keep them carefully locked up. The Guardians probably know the truth if anyone does, but…"

Bookie looked at her archly, and then leaned in. "It's a mystery, most of all."

Miriam wanted to know more, because she had just been dropped into a secret, a rumor of the Great Fire of '71 from a magical perspective, and now she didn't know what came next.

"I see the curiosity. It is fitting. There are many people who don't get that far. You're a very fast reader, and very astute, I'm guessing," Bookie said.

"Divinations turned up no proof that it was sabotage?"

"Yes, we've looked back in time and found nothing." Bookie shrugged. "But there are ways to fool anything and everything." Bookie smiled. "Young lady, I can't give you more specifics than you're reading here, but it's an important question to ask. Though the issue of 'Why' is just as important."

"Reasons do matter," Miriam said, quietly. She frowned and rubbed her hands together, glancing around the room. She didn't know how long had passed, and she didn't care, specifically. What mattered was that she was on the scent of yet another question, albeit one that had apparently baffled people for decades.

"And there we go. So, the other books…"

He gestured to them, and she'd looked at them, if not read through them. "They don't say much that you probably don't know. Ghost Mages are an interesting phenomenon, and so perhaps you'd like to specify?"

"Well, what are the types of Ghost Mages?"

Bookie considered this. "Types?"

"What about one that's found in the Astral?"

"Ah. We know less about those, oddly. Those that die while they're in the Spire often find themselves trapped as residents. Their magic is an interesting point of study, one that can be found here, in the 'Ponderings on the Dead.' But the basics are simple. The dead cannot do magic as the living can. It should lose all hint and spark of Awakened might, and yet… while Ghost Mages lack the sheer power of the living, they can invoke Paradox."

"They can? Then how can it be different magic?" Miriam asked.

"That question is addressed over about fifty pages in this book, and the basic answer is that they usually know only the Rotes they knew in life, and nothing else. But they can remember quite a bit elsewise. But ghosts are not the living, and aren't people, and so there is less study of them than there might be."

"They feel emotions," Miriam argued.

"Reflections. The ghosts of emotions," Bookie said, rather confidently. "It's well to respect them, just as you respect spirits despite their inhumanity, or at least are aware that spirits shouldn't be idly toyed with. Astral Ghost Mages seem to be the same in the essentials, but confined to only a single area. In both cases, there are ways you can intentionally become one, but most exist because of accident."

Miriam bit her lip. "Does anyone know a way to change their nature? Or to change the Astral environment long-term?"

"Perhaps Matter?" Bookie frowned. "Long term in what way?"

"I know a man, a Mage named Anant," Miriam admitted. "The ground in his domain, his prison, seems barely able to support life. It's bitter, dead ground. Or almost dead. I promised I would work on healing it."

"Besides what I've suggested?" Bookie asked. "I'm surprised you haven't thought of the fact that it might be psychological. Some aspect of his nature that leads to the ruined ground. The ghost effects his area, or so I've been told." Bookie smiled, and gave a polite nod. "I try to keep up on all of the major academic areas and controversies, though Ghost Mages are somewhat out of the ordinary."

Miriam nodded. "Oh," she said. She'd learned a lot, and that was an interesting thought, though perhaps not one with a simple answer. Because if it was as easy as some sort of spell to fix a mind, then wouldn't someone have done it already?

Perhaps not, but she couldn't be sure whether it was worth it to try, especially if it failed. "What are some reasons why this might not work?"

"If he's a ghost, then his mindset might be set. A ghost cannot change, except to grow worse and fall apart. It is very rare for them to regain sanity at all, and only then… well, there are some things that Orpheans do that we cannot entirely replicate, at least with the practices that an ordinary Mage can use."

"The Orpheans?"

"Strange beings that died and yet live again, that travel between the Underworld and the living world, and do business with ghosts. Studying them is quite a topic, one full of contention. Many topics are." Bookie smiled. "If you want to discuss the nature of the world with others who are just as fascinated and willing to learn… then there are few better places than the Mysterium. We believe in academic rigor, and welcome new viewpoints. If you wanted to study how to help this Anant…"

Miriam smiled, aware of when someone was trying to sell something. Yet the truth was, it did seem very tempting. And Bookie was at least being straightforward.

"I'll think about it."

"Very well. I hope this is not seen as pressuring you, you may of course read the sources yourself. It is best to get information from as many places as you can, in order to understand its limitations."

Miriam nodded, and glanced at the stack of books. "I think I will."

*******

Miriam goes to a ball game with friends: what goes wrong? (Pick 1… I mean, you'd have to be crazy to pick more than one.)

[] Two of the players start fighting.
[] One of her friends is suddenly called away at an inopportune moment.
[] There is a rainstorm.
[] Miriam meets someone unexpected, and new.
[] A meddler interferes with the game.
[] Write-in something moderately innocuous sounding. :p

*******

1/5th Arcane XP

A/N: Short, but sweet.
 
Miriam goes to a ball game with friends: what goes wrong? (Pick 1… I mean, you'd have to be crazy to pick more than one.)
[X] Two of the players start fighting.
 
Last edited:
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