Mage/Theme/Legacies/House of Ariadne

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HOUSE OF ARIADNE

Intro text

Wisdom is in the Journey

The Metropolitans believe the myth of Ariadne, Theseus, and the Minotaur in the labyrinth is a metaphor for finding Supernal enlightenment in the heart of the urban jungle. With so many threads of Time and Fate tangling together, the city is a whole that far exceeds any one of its myriad parts. They traverse every nook and cranny of the city’s streets and secret corners to divine its past and future, investigate its omens to solve its Mysteries, and follow the threads that connect every piece of it to a higher Truth.

Origins

Parentage: Acanthus, Seers of the Throne, Guardians of the Veil

Background:

Appearances:

Doctrine

Prerequisites:

Initiation:

Organization:

Theory:

Magic

Ruling Arcanum: Time

Yantras: Casting in a crowded place (+1); successfully using Contacts, Allies, or Streetwise to gain information related to the spell (+1, or +2 if rolled); a famous landmark associated with the city (+1); walking Ariadne’s thread (+1 per hour walked, maximum +3).

Oblations: Discovering or exploring something in the city you’ve never seen before; watching a sunrise / sunset from a place that overlooks the city; visiting a tourist attraction; attending a private or elite event.

Attainments

First: Attune

Prerequisites: Initiation; Time 2, Fate 1, Streetwise 2
The mage spends the ritual preparation of this Attainment walking through a city at random, tracing the maze of its streets for at least a few hours. Metropolitans call this process “walking Ariadne’s thread.”

Once complete, this Attainment emulates the Time 1 spell “Postcognition” (Mage, p. 187) regarding the history of the city, something or someone within it, or the mage himself, with regard to a valid subject he chooses. The mage may seek a particular kind of moment to view, such as “the last time someone died in this alley” or “the day this building first opened its doors,” but the Storyteller decides the precise moment he sees, as the city’s Fate calls his attention to the most relevant one for his (and its) needs. This Attainment is Withstood by temporal sympathy, and assigns its fixed Reach to sensory range.

Once per scene, as long as the mage has previously Attuned to the city he’s currently in, the Storyteller may offer the player an Arcane Beat for the character to receive this Attainment’s benefits without walking the thread or deliberately activating it, as the city reaches out to make a request or express a need through vague omens and symbols. If the player accepts, he must follow up on the vision within that scene to gain the Arcane Beat.

Subsequent Attainments require the mage to have previously Attuned at least once to the city where he uses them; he may Attune to any city. This Legacy’s Attainments only function in urban environs, though a small city is just as urban as a sprawling metropolis for these purposes; the legal definition of a place as a “city” or “town” is less important than the way the inhabitants think of the place. The mage enjoys a +1 equipment bonus to Social rolls in a city to which he’s previously Attuned (+0 in the suburbs), but suffers a −1 to the same in rural environments or wilderness.
Optional: Space 1
When the Metropolitan views the past with this Attainment, he also learns one of the subject’s sympathetic connections per level of the Attainment’s Potency, as the Space 1 spell “Correspondence” (Mage, p. 172), as long as that connection was within the city at the viewed time or is now.

Second: Discovery Meditation

Prerequisites: Time 2
Focusing their mind upon something they seek, the mage can call upon Ariadne’s thread to lead them to where what they seek is. This attainment only functions so long as what they seek is still within the city, and has not entered the Shadow, the Underworld or various other dimensions, however it will function should it have merely entered Twilight. The path Ariadne’s Thread takes will not be the shortest, most direct, or even the safest route, nor will it ensure you are capable of bypassing obstacles on your path, however if you can follow it, it will lead you to what you desire. This functions similarly to the Time 1 spell Divination, with 1 Reach spent for more detailed answers and 1 Reach spent for instant casting. The two questions asked must be related to going to a certain destination.
Optional: Fate 2
Walking the path dictated by Ariadne’s Thread, when the mage encounters an obstacle to their path, their understanding of Fate enhances a tool on their person which could conceivably resolve this issue into a tool of destiny, increasing its equipment bonus by their dots in Fate for the purpose of resolving that obstacle.

Third: Hidden Meditation

Prerequisites: Time 3
While the mage is walking Ariadne’s thread, their destiny is unreadable. As long as the mage is actively meditating on Ariadne’s thread, any magic viewing them through time (whether looking at the shielded Duration from the future, or predicting the subject’s future while in the present) provokes a Clash of Wills.
Optional: Space 3
With a sufficient understanding of sympathies, the mage can subsume all of their connections into the thread. They also provoke a Clash of Wills on a single sympathetic connection, chosen when this attainment is learned.

Fourth: Geomantic Meditation

Prerequisites: Time 4
Fixing a question in her mind, and starting to walk the streets of her city, the Metropolitan can seek out an answer written in the city itself, if one exists. By following Ariadne’s thread for a scene, the mage can ask specific questions about things that may come to pass, depending on choices or outside chance, asking one question per dot in Time. Answers come in the form of symbols reflected in the city itself, which while perhaps devoid of meaning to the Mage’s companions, make perfect sense to the Metropolitan. It is possible however that the city itself might not know the answer to some lofty questions of Gods, alternate realities, realms of the Fae and the like, and in such a situation the thread may simply lead the Mage in circles, or nowhere at all.
Optional: Space 4
The Metropolitan can also draw upon the sympathetic links of the city to draw her to a location best suited for a purpose related to a question asked in her meditative walk. This can include but is not limited to areas with specific resonance, defensible locations for sanctums, or sealed off tunnels unknown to any other living person.

Fifth: Inviting the Mists

Prerequisites: Space 5, two dots in a third Skill among the optional prerequisite Skills
After walking within both Nature of the Fallen World and Supernature of the Mists, the Druid's soul resonates with the Mists, allowing her to invite it into the Fallen World. When she incorporates her soul stone into a Demesne, it becomes an Arcadian Verge with a Thura into the Mists at its center, inhabited by the same half-substantial beings of the Mists. The Druid may freely assign a Key to the Thura at the moment of its creation or any time she wishes. Destroying the Thura collapses the Demesne as well.
Optional: Time 5
The Walker's very eyes swell with the Mists, and his gaze coalesces that fog of destiny into a coherent future. This emulates the "Prophecy" spell with Reach assigned to instant use and expanding for use in Social Maneuvering.