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 v0.5
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 as a test of their dedication, wisdom, and character. If their mentor believes they're ultimately suitable, an invitation to join the legacy is extended.
Initiation rites 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 for the initiate. After the party, the initiate is traditionally set out on the water in a boat- though some are lofted up by six and paraded to a boat prepared as a pyre.
The mentor, in the masque of Höðr, summons a supernal arrow and shoots it into the initiate's very soul. The arrow is a burning catalyst and the mage has only one chance to survive the ritual. She must accept the fire and open her soul to the legacy's inheritance. The celestial fire engulfs the mage. If her soul has been reshaped to be one with the fire, she can stand in the fire without harm as the pyre burns down around her. Some Flames experience visions during this time. They may be memories of Stygia as they saw it during their Awakening, prophetic indications of stirrings within the Abyss, or even a portion of the Flames collective memories and experiences. Unfortunately, any who can't manage to reshape their soul properly may suffer severe burns or die before they manage to extricate themselves. Finally, the new member of the legacy is ritually adopted by her menor and accepted as a sibling by the any other legacy members in attendence.
Organization: The Flames of Hringhorni are a very close knit legacy. They consider one another to be family, with a strong familial structure and a great deal of respect accorded to elder members and those who have mentored a new mage into the legacy. While there is technically no one in charge overall, mentors have a great deal of influence on their children- and their children's children.
Theory: Wrecking the bad guy's shit.
Magic
Ruling Arcanum: Prime
Yantras: Stabbing people with Mistletoe.
Oblations: Arson
Attainments
1. Sacred Geometry
This attainment functions as the Sacred Geometry spell with Reach spent for instant casting with the added benefit of being able to sense Abyssal influences and paradoxical effects.
Optional: Craftsman's Eye
This attainment functions as per the Craftsman's Eye spell with the reach used for Instant casting.
2. Superal Veil
This attainment functions as Supernal Veil with Advanced Duration
Optional: Machine Invisibility
This attainment functions as Machine Invisibility with Advanced Duration, and is frequently cast with Supernal Veil in order to make certain objects of interest harder to track.
3. Superduper Counterspell custom attainment based on Display of Power
Rote Counterspell
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.