Talk:Heather Williams
Hearth
- Init: +5
- Defense: 4
- Speed: 9
- Armor: -
- Spells Active: Spell (Book, Page) (Potency, Duration)
- As Above So Below (Mage 166) - (3, Month) 8 Again with Yantras: High Speech, Path Tool, Order Tool
- Incognito Presence (Contained in a Spell Potion caramel chew) (Mage 160) - (6, Scene) Up to 5 subjects
https://discordapp.com/channels/680545949785128965/694554831347777536/723213556644053024 2 suxx
- Equipment: Longsword 3L
- Conditions:
- Spells Effecting:
Flames of Hringhorni
A Cool Quote Here
Brief Overview
Something about Abjuration Consecrated, returning to the earth, purifying , Transitional rites,
Origins
Parentage: Moros, Guardians of the Veil
Background: The Flames of Hringhorni are an ancient sect, reaching back to first century Denmark. Mortal political and religious upheavals affected the Awakened of the time and the Flames were formed to fight a concerted assault by a rash of scelesti as well as other foreign Mages.
Over the centuries, the Flames of Hringhorni became a sect within the Guardians, preparing for the hieromagus' return and working to purify the corruption of the abyss and paradox in the meantime. Though not a secret legacy, outsiders see them simply as an order of Guardian Redactors while the sect's religious views are closely held.
Appearances: Gathered together, adherents of the Flames can appear a rather motley bunch from every walk of life. However, they all burn with a sense of purpose and their nimbii take on a hint of that fire. Though not required, many choose to openly display symbols associated with the pyre or Baldr himself.
The Nuts and Bolts
Prerequisites: Dots on the sheet
Initiation: The Flames of Hringhorni actively recruit among the Guardians who seem to believe in the heiromagus' return, and they are more likely to recruit Guardians of another path than Moros from another order- while it's not entirely unheard of, such circumstances tend to be unique.
A likely recruit is offered mentoring and often a fast track into becoming a Redactor. The mentor protects and guides the new initiate until they are ready before revealing the legacy and extending the invitation.
The initiation rites of the Flames are sacred, and vary depending on the local culture. They begin much in the style a funeral, with every Flame who can make it, and even outsiders who love and support the initiate in attendance. It can be a raucus, celebratory time of remembrance and casual story telling, or it may be a solemn affair with formal eulogies told about the initiate. After the party, the initiate is taken away with fanfare to complete the initiation proper.
Traditionally they are set out on the water in a boat though some are lofted up by six and paraded off. One, in the masque of Höðr, summons an arrow of supernal fire and shoots it into the initiate's very soul. The catalyst
Organization: I do what I want
Theory: Wrecking the bad guy's shit.
Magic
Ruling Arcanum: Prime
Yantras: Stabbing people with Mistletoe.
Oblations: Arson
Attainments
1. Sacred Geometry
Senses ley lines and nodes but also abyssal and paradoxical effects.
Optional: Craftsman's Eye
Reveals intended purpose of an item
2. Wards and Signs
Shields from hostile magic
Optional: Aegis
Shields from physical shenanigans
3. Display of Power
Counterspelling gets rote quality
Optional: Crucible
Gives an object 8+
4. Supernal Dispellation.
Turns off magic
Optional: Nigredo and Albedo
Breaks and fixes matter
5. Word of Unmaking?
Destroys magical items?
Optional: Annihilate Matter
Can destroy the matter of an item as well as the magic.