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[[Category:Mage]][[Category:Red Guards]]
= Court: Spirits of the Myrne Countryside =
= The Red Guards =


''<nowiki>[...the scene was not disturbed.  Two sentries were found dead from a single gunshot wound each to the base of the skull.  We could not find evidence of penetration of our security measures, beyond the use of the sentry keycards and thumbprints to access the interior of the facility. The infiltrator's objective appears to be [REDACTED]. We presume they exited along the same course, though we found no tracks or penetration of the border fence.  At this time we have no solid suspects, though soviet espionage seems likely.]</nowiki>''<br><br>{{Tab}}{{Tab}}-Excerpt from CIA Report, Berlin, 1957
== Description ==
{{Tab}}The Village of Myrne rests roughly ten miles west of Odessya just off the E87. The Vul. Tsentral'na forms the main thoroughfare through town, while the E87 bypasses the town to the south entirely. The Baraboi river and its shallow river valley provide the only real topography local to the area, though of course the mountains are visible to the west, and the Black sea is on the nostrils from the southeast. The village proper is home to little more than 1,500 villagers, most of whom are employed in some fashion in agriculture or business supporting the same. The population is aging, agrobusiness is beginning to swallow up the smaller farm operations, and the young of Myrne tend to find themselves drawn to Odessa to the east, or Kyiv to the north.


== Do What You Must ==
{{Tab}}The larger, static spirits tend to be of local fixtures. The roads, the rivers, the reservoir, the town itself. She's a stubborn little village that earned her distinctly Ukrainian name shortly after its liberation in WWII. But she is also a village in decline. Her local roads being eaten up by the larger bypasses, her river being strangled by the adjacent reservoir, and the village itself struggling to generate enough essence to sustain its rank, nevermind keep the court in order.


The Red Guards are a relatively new gift from the Guardians of the Veil to the world. Originating from the early days of the Soviet Union, the Red Guards were the Guardians of the Veil's answer to co-opting the covert aspects of soviet military thought.  They moved quickly to forge Labyrinths out of the Intelligence Services of many European Nations, playing agent against agent in a deadly game of cat and mouse that killed its participants as often as it lead to their Awakenings.  The self-sacrifice, the single-minded determination, and the dedication to ideology present in the Soviet Intelligence services in particular proved an ideal crucible to produce those who could pass the Crimson Veil.
{{Tab}}At present, the disturbances are more choir-internal-- one road feeding on another, a reservoir choking off a river --than inter-choir. But that could well change if Myrne gets desperate and begins to feel cornered by the corporate agriculture clipping away at her spiritual resources. As more and more of what made old Myrne what it is dwindles away, there will need to be some discussion as to whether or not the present spirit of the village is worth saving, or whether or not another should be nurtured into being that better represents the present realities, not the prior "glories" such as could ever be given to a wheat producing speck on a map.


Indeed, it is a double-meaning, the name of the Legacy. Taken in part from Stalin's legendary wartime brigades and in part from the Crimson Veil and those capable of passing it, the Red Guards shepherd the Labyrinths, ply the craft of covert espionage, and deal with the wet work that is on occasion called for in service to the Diamond. One part fanatical, one part pragmatic, they are a Legacy of constant internal contradiction.  A mind and body duality, an inconsistent tetrad of duty, honor, and secrets; they exist to ensure the fallen world's spies do not labor solely for the Iron Pyramid. And often, when the Guardians go to war with the Seers, it is the Red Guards that lead the charge.
{{Tab}}The village was originally settled as Freudental by German settlers of the 17th century. The ethnic German population was largely evacuated during the second world war prior to the attack that lead to the fall of Odessa. And while 33,000 ethnic Germans now call Ukraine home, most of those emigrated from inside of Russia to the east, not from Germany to the west. Freudental, and the spirit that shared its name, perished in February of 1945, and the village of Myrne and the associated spirit(s) can claim to be no older than that date.


== Origins ==
'''Associated Local Choirs''': The Crops, The Fallows, The Land, The Beasts of Sky and Field, The Maldovan Winds, The Sea Breeze, The Roadways, The Waters, Myrne's Infrastructure


'''Parentage''': Acanthus, Guardians of the Veil
'''Prominent Individuals local to and nearby Myrne''': The Baraboi River (Local. Rank 3 & waning), The Baraboi Reservoir (Nearby. Rank 4 & stable), Myrne (Local. Rank 4), Vul. Tsentral'na (Local. Rank 3 & waning), being superceded by the E87 (Nearby. Rank 4 and growing)


'''Background''': Spies, special operators, intelligence officers, politicians, the sole survivor, hit men. 
== Choirs ==


'''Appearances''': One of the best assets a spy can have is being unremarkable.  Put on a suit and be anyone.  Though, quite often, the Red Guards adopt a rugged look if only because they are often operating away from contemporary hygiene.
=== The Crops ===
{{Tab}}This choir encompasses the spirits of Ukraine's abundant feed crops. As one can immagine, among its chief rivals are the Fallows. Wheats are the primary specimens found in Myrne.


== Doctrine ==
'''Power''': While the crops are everywhere, they are individually of little power. Most crops in situ are rank 1, with rank two individuals serving as local rulers for the larger jagglings of the fields.


'''Prerequisites''': Mind 2, Subterfuge 2, two dots in one of the following Skills; Stealth, Subterfuge, Politics, Larceny, Firearms, Weaponry
'''Common Numen''': Regenerate, Entrap, Drain


'''Initiation''': The aspirant must pass the Crimson Veil, or some similar moral and ethical test which demonstrates the willingness to kill for the right reasons, and spare life for the right reasons.  Often they will be given conflicting orders, or orders so morally repugnant that any rational human would refuse them.  The idea is to select only those with a well-defined moral compass.  Those capable of making their own moral and ethical choices, and carrying out what ''they'' determine to be the right course of action. They must demonstrate moral clarity, decisiveness in the heat of the moment, and the steadfastness to lead themselves and others into danger and back out again with a minimal loss of life on all sides.  When the aspirant is a Guardian, the Crimson Veil is typically followed by more intensive education on moral and ethical considerations.  These are typically not a weak point for aspirants of other orders, or as likely to be tested.  Whereas aspirants from outside the order receive more focus on spycraft and espionage, since they are not as likely to receive such focused training otherwise.
'''Common Influences''': Plants


'''Organization''': Each Guard is a fifth column unto itself.  The ultimate force multiplier.  They are trained to be able to operate singly, or to make a group under their overwatch excel in ways they could not otherwise.  So apart from loyalty to a common creed and upholding a common ethos, they rarely gather together, and rarely seek one another out.  Such ties make uncovering their work easier, and this way if one falls, the damage ends there.  When communication is necessary, it is usually done through elaborate networks of intermediaries or via dead drops and other fully analog means.  In one rare instance, a Numbers Station was erected to distribute a message to the legacy as a whole, but this unprecedented act led to the destruction of several Seer Pylons across the globe in the span of two weeks.


'''Theory''': If the Supernal is Truth, and it keeps its secrets, then surely the supernal has spies of its own. Guarding that truth, perfecting that ideal of the perfect operative, is the driving call of the Red Guard. Their actions may damn their souls, their methods may (it may be argued) defile many of the ideals the Awakened pursue, but in search of this singular truth, they are paladins of righteousness.  The path to Ascension, the Guards say, is paved with ''their'' corpses.
=== The Fallows ===
{{Tab}}When the meadows and fields of southern Ukraine were finally tamed almost entirely for human agriculture, a melding of the dwindling forces of the wild fields and meadows united with an unlikely ally -- the periodic fallowed fields necessary for proper agriculture. This alliance and the guerilla tactics of spiritual leeching it generated ensured that the wilds of old Ukraine still persist to this day, albeit in a much altered state, and at much diminished overall power. With that said, it would be an unwise entity that crossed the whole of the fallows choir of Ukraine during the winter.


== Magic ==
'''Power''': The Fallows have largely devoured the old meadow and field spirits that were the countryside prior to settlement and industrial agriculture, and are thus somewhat their legacy. While not as ubiquitous as The Crops, the Fallows are essential to that cycle. So while they're very much second fiddle, they are confident of keeping that position for a good while longer. Fallows tend to be beefier, though less numerous than Crops. Expect to find rank 3 jagglings holding sway over several rank 2s and numerous rank 1s. They're highly migratory, given the nature of how they operate, and that tends to thin their numbers and keep the court tough.


'''Ruling Arcanum''': Mind
'''Common Numen''': Entropic Decay, Innocuous, Pathfinder


'''Yantras''': Being where you don't belong (+1, or +2 if you went there under your own free will); carrying the decryption of a code you broke within the past month (+2); Path tools usable as weapons or in spycraft (+2); dressing as someone else (+1); speaking other than your native language (+1); using an item you stole from an enemy (+1)
'''Common Influences''': Plants, Slumber


'''Oblations''': Decryption; encryption; discussing moral philosophy such as the trolley problem; learning a secret; being alone in a crowd


== Attainments ==
=== The Land ===
Ubiquitous, but also largely harmless until you meet who's in charge. Motes of dust sometimes blow in on the Maldovan Winds. And the land beneath one's feet is dependably asleep, dormant and lazy and indifferent. But in a nation whose flag is one half the land and one half the sky, the Land is by far the most powerful choir in the whole of Ukraine. In most nations, the nationhood supercedes the land itself. But here, where the nation itself is so young, but the land and the people are united going back centuries? No, the land holds sway. For how long that will remain the case remains to be seen.


=== First: Debriefing ===
'''Power''': If it wanted to be, The Land would be the most powerful choir in Ukraine. It is, in point of fact, what Ukraine is. There is a national spirit of Ukraine, but it is young and nowhere NEAR as powerful as the Land itself. Whether or not that remains the case depends very much one what the little Nation State of Ukraine does with itself. Given the bloody warfare on its eastern borders, it's not off to a very promising start. Most Land is actually motes of dirt and dust, but when they collude, their swarm potential is incalculable. Typically dormant, the rank 0 spirits represent a potential army beneath the feet. Which is a good thing for an army to be. Dormant. Most larger spirits of the Land are situated around prominent land features. This hill or that stone. The Myrne area has only the bluffs around the River Valley to speak off, and a single Jaggling represents that feature.
'''Prerequisites''': Initiation<br>
As any practitioner of time will tell you, a lot can happen in the span of a breath.  During an operation, hyper vigilance is necessary to stay alive and carry out the objective. The mind rarely has time to commit all that occurs to memory, yet the mind and the self received all of that information regardless. It's there, ready to be recalled in a time of calm and clarity, for the benefit of the cause. Like the Mind 1 effect Perfect Recall, this attainment allows the Guard to recount even the most insignificant detail that occurred, even in times of life or death violence or extreme stress. The reach is used to make that recall an instant effect, and if used on another, able to be activated at sensory range.<br>
'''Optional''': Fate 2<br>
Such recall is often rife with too much detail. The mind sees all, but the mind also must *parse* what it's seen. Without the filters of short term and long term memory, the recall can be filled with red herrings and useless details that are not pertinent to the mission or its objectives. Similar to the Fate 1 effect Reading the Outmost Eddies, this optional attainment turns Fate into the sorting sieve, guiding the mind through the reflections of recall to latch on to pertinent details.  With two reach dedicated to making the effect instant and to making the resulting recall happen within an hour of activation, this is typically done during debriefing where the agent can discuss with their handler or cadre about the incident, eventually latching on to the important details enough to guide their next course of action.


=== Second: Tools of the Trade ===
'''Common Numen''': Stalwart, Transmute, Awe
'''Prerequisites''': Mind 2, Subterfuge 3<br>
It's useful to be able to do two things at once.  During the heat of a mission, when stress levels are high and the stakes are higher, the Guard must be able to keep a clear head and think critically.  Perhaps she has to crack a code and figure out which wire to cut on the bomb at the same time.  Or draw a map of the location in her mind while trying to remember which acid is best suited to eat through the lock in front of her.  The utility of having two simultaneous trains of thought to problem solving cannot be over-emphasized.  And, like the Mind 1 effect One Mind, Two Thoughts, this attainment brings that about.  One reach has been designated to instantaneous effect, and another to advanced duration.
'''Optional''': Fate 2<br>
Guards operate in the cold.  They operate alone, quite often, and must depend on their wits and ingenuity to get the job done.  But it is a rare agent, indeed, that is universally competent in all aspects of field work.  This attainment doesn't make that any less true, but it does let you use a wrench as a hammer in a pinch.  Similar to the Fate 1 effect Serendipity, this optional attainment allows the Guard to substitute a different skill in the place of the one being rolled, so long as it is in the same category; Mental, Social, or Physical.  The reach is used to make the effect instantaneous, and to provide the skill swapping effect.  A talented agent may not have access to every tool within their box, but they can certainly make do.  This effect may be used a number of times per activation equal to the Guard's fate arcana.


=== Third: Mist Haven ===
'''Common Influences''': Earth, Minerals
'''Prerequisites''': Mind 3, One of the other initiation skills at 2<br>
A description.<br>
'''Optional''': Fate 3<br>
Another description


=== Fourth: Paths Through the Mists ===
'''Prerequisites''': Mind 4, A third of the initiation skills at 2<br>
A description.<br>
'''Optional''': Fate 4<br>
Another description


=== Fifth: Inviting the Mists ===
=== The Beasts of Sky and Field ===
'''Prerequisites''': Mind 5, Subterfuge 4<br>
{{Tab}}This Choir has evolved over the centuries, becoming something of a gestalt for all that is wild and walks on four legs or flies with two. It has proven a way for the beasts of the wilds to persist in alliance not only with the sky spirits, but with the spirits of human occupation and domestic farm life. It might be odd to see a fox work in concert with a chicken-- and at most times, they do not --but when it comes to things like pushing back the fallows or fighting back the Roadways, all that walks on four legs must stick together. This has had the consequence of pushing out the larger predators like wolves and wild cats who now keep their own choirs further out from human habitation, and frequently raiding inwards as is their wont. But skunks, foxes, and martens are abundant within the choir, as are alley cats, rats, and field mice.
A description.<br>
 
'''Optional''': Fate 5<br>
'''Power''': They hold their own. And while the wild choirs fight a losing battle against encroaching civilization, the Beasts of Sky and Field adapt and thrive. Their teeth and claws may have gotten smaller over the years, but their numbers and knowledge continues to amass. A choir to watch, certainly. Most members are a cunning and prolific rank 1 or 2. Rank 3s are infrequent to rare, and tend to reflect a herd of something. The spirit of Vasya's sheep, for example. Or the Rats of Myrne.
Another description
 
'''Numen''': Beast Eyes, Left Hand Spanner, Mortal Mask
 
'''Common Influences''': Appropriate Animals, Knowledge
 
 
=== The Maldovan Winds ===
 
{{Tab}}As noted, they come down off the mountains of Maldova. They are cold, they bring the weather, and farming wouldn't work without them. Their main rivals are the Sea Breeze. It's a pointless, petty rivalry, but it often leaves their wounded as easy pickings for the crops, which is how this supposed to work on the overall. Two fronts meet, you get a storm. That's how that works. Keeping the two in balance, however, is the real tricky part.
 
'''Power''': This choir waxes and wanes in power with the Sea Breeze. The court is powerful and active, with local spirits primarily in the 1 to 2 rank range, with prominent gusts and storms ranging in at rank 3 and 4. Most are transitory, and the zephyric nature of the choir often means dealing with the choir as a whole through their messengers, rather than this individual or that. They don't tend to stick around often by their very nature.
 
'''Common Numen''': Speed, Blast, Strike Blind
 
'''Common Influences''': Winds, Storms, Lightning
 
=== The Sea Breeze ===
 
{{Tab}}Tinged with salt, warmer to a point. Its chief opposition is the Maldovan Winds. In winter, the Maldovan side tends to dominate. In summer, the scales favor the Sea Breeze. The trick is maintaining that equilibrium, which is growing increasingly difficult with climate change. Local crops, however, depend on it.
 
'''Power''': This choir waxes and wanes in power with the Maldovan Winds. The court is powerful and active, with local spirits primarily in the 1 to 2 rank range, with prominent gusts and storms ranging in at rank 3 and 4. Most are transitory, and the zephyric nature of the choir often means dealing with the choir as a whole through their messengers, rather than this individual or that. They don't tend to stick around often by their very nature.
 
'''Conmon Numen''': Speed, Fire Starter, Blast
 
'''Common Influences''': Winds, Storms, Lightning
 
 
=== The Road Ways ===
 
{{Tab}}Once human habitation exists in two places, individuals will travel between them. Over time, that travel will alter the physical landscape. And that physical alteration will become mirrored in the Shadow. The first Roadways in Ukraine are ancient, dating to the Bronze Age and earlier. All of this to say, while cities may be a more modern concept, roadways have existed since mankind first walked the earth. That sort of continuous activity over the same paths over the centuries has lead to some exotic and peculiar spirits of travel in Ukraine, and a great deal of magath as a result. It's no surprise, then, that the nation's roadways rank among the worst in Europe.
 
'''Power''': The Roadways divide the land with ribbons of mankind's presence, and tether their habitations together like umbilical cords. They are at once essential and liminal, being of all places and none. They are at once powerful and powerless, holding no ground and yet tying all grounds together. Since they can manifest anywhere they exist, they are in essence all places where they are at the same time, and none of them. Forcing them to manifest off the roadway is about the only way to dependably destroy a Roadway Spirit, as they will otherwise simply subsume back into the system and reform elsewhere. So one has to be VERY careful when dealing with the roadways, as they can easily decide to be Rank 5 or be happy to deal with you as a Rank 1, and there's almost no telling which it's going to be until it's happening. This is less true the smaller the roadways tend to be, and especially for individual streets. But I wouldn't want to badmouth the E87.
 
'''Common Numen''': Hallucination, Dement, Emotional Aura
 
'''Common Influences''': Travel, Paths, Anxiety
 
 
=== The Waters ===
 
{{Tab}}Ubiquitous on the planet, The Waters is among the largest and most powerful choirs on the planet. It's ruled by a greater Incarna far, far out in the Indian Ocean. At the point furthest from land on the planet. Needless to say, it doesn't make it to Ukraine much. (Ever.) The local Waters come in the form of the river Baraboi, its adjoining (and strangling) reservoir, and the many lakes and fish ponds that dot the landscape besides, many of those now given over to the farming of fish. The waters struggle primarily with one another. Just as the clashing of the winds feeds the fields of Ukraine, so too the clashing of the waters, the cycle of feeding and draining and filling and emptying. Maintaining the proper balance within the choir of the waters within a large region is a mammoth and difficult task made more difficult with mounting climate change.
 
'''Power''': The most powerful choir on the planet period, but not actually the most powerful one locally by a far sight. Mostly Rank 1 and 2 ponds and small lakes, the river, and the reservoir.
 
'''Common Numen''': Telekinesis, Blast, Drain
 
'''Common Influences''': Water, Fish
 
 
=== Myrne's Infrastructure ===
 
{{Tab}}To call it infrastructure would be generous, but the village has existed in some form for centuries. And the bones of the buildings exist as much in shadow now as they do in the fallen world. As the city dwindles and dwindles, city streets are nibbled back by the Fallows. Blocks that were once bright with commerce are now bleak with disuse and disrepair. Everything is crumbling into entropy, and the truth of the matter is that this choir is being slowly pecked apart by more or less everything surrounding it. This is a problem, because that consumption is giving rise to increased magath. This is definitely a cause for immediate concern.
 
'''Power''': Myrne isn't that big of a deal, really, but old cities-- even small ones --get a chance to build up power over time, and so it is with Myrne. Rank 2s and 3s are not uncommon in the form of buildings and street corners, markets, and churches. When desperate times call for desperate measures, the city sometimes walks among its own, directing locals on odd errands to suit its evermore erratic purposes.
 
'''Common Numen''': Stalwart, Mortal Mask, Implant Mission
 
'''Common Influences''': Buildings, Purpose
 
= Currently Perfecting at the Mother's Tree =
== Tin Hand Pressed Bullets: 5/23 ==
A magazine for Lyudmila containing tin rounds to make kassiterium slugs.
 
== Lead Tweezers: 3/23 ==
Attempting to create an apeiron tweezers for electrical work / yantras
 
== Gold Buffalo Head Coin: 11/22 ==
Attempting to create an orichalcum coin for buffing
== Steel Jacket Rounds: 6/23 ==
Attempting to create siderite jacket rounds.
 
== Steel Hunting Knife: 2/23 ==
Attempting to perfect her custom hunting knife

Latest revision as of 02:36, 3 June 2023

Court: Spirits of the Myrne Countryside

Description

 The Village of Myrne rests roughly ten miles west of Odessya just off the E87. The Vul. Tsentral'na forms the main thoroughfare through town, while the E87 bypasses the town to the south entirely. The Baraboi river and its shallow river valley provide the only real topography local to the area, though of course the mountains are visible to the west, and the Black sea is on the nostrils from the southeast. The village proper is home to little more than 1,500 villagers, most of whom are employed in some fashion in agriculture or business supporting the same. The population is aging, agrobusiness is beginning to swallow up the smaller farm operations, and the young of Myrne tend to find themselves drawn to Odessa to the east, or Kyiv to the north.

 The larger, static spirits tend to be of local fixtures. The roads, the rivers, the reservoir, the town itself. She's a stubborn little village that earned her distinctly Ukrainian name shortly after its liberation in WWII. But she is also a village in decline. Her local roads being eaten up by the larger bypasses, her river being strangled by the adjacent reservoir, and the village itself struggling to generate enough essence to sustain its rank, nevermind keep the court in order.

 At present, the disturbances are more choir-internal-- one road feeding on another, a reservoir choking off a river --than inter-choir. But that could well change if Myrne gets desperate and begins to feel cornered by the corporate agriculture clipping away at her spiritual resources. As more and more of what made old Myrne what it is dwindles away, there will need to be some discussion as to whether or not the present spirit of the village is worth saving, or whether or not another should be nurtured into being that better represents the present realities, not the prior "glories" such as could ever be given to a wheat producing speck on a map.

 The village was originally settled as Freudental by German settlers of the 17th century. The ethnic German population was largely evacuated during the second world war prior to the attack that lead to the fall of Odessa. And while 33,000 ethnic Germans now call Ukraine home, most of those emigrated from inside of Russia to the east, not from Germany to the west. Freudental, and the spirit that shared its name, perished in February of 1945, and the village of Myrne and the associated spirit(s) can claim to be no older than that date.

Associated Local Choirs: The Crops, The Fallows, The Land, The Beasts of Sky and Field, The Maldovan Winds, The Sea Breeze, The Roadways, The Waters, Myrne's Infrastructure

Prominent Individuals local to and nearby Myrne: The Baraboi River (Local. Rank 3 & waning), The Baraboi Reservoir (Nearby. Rank 4 & stable), Myrne (Local. Rank 4), Vul. Tsentral'na (Local. Rank 3 & waning), being superceded by the E87 (Nearby. Rank 4 and growing)

Choirs

The Crops

 This choir encompasses the spirits of Ukraine's abundant feed crops. As one can immagine, among its chief rivals are the Fallows. Wheats are the primary specimens found in Myrne.

Power: While the crops are everywhere, they are individually of little power. Most crops in situ are rank 1, with rank two individuals serving as local rulers for the larger jagglings of the fields.

Common Numen: Regenerate, Entrap, Drain

Common Influences: Plants


The Fallows

 When the meadows and fields of southern Ukraine were finally tamed almost entirely for human agriculture, a melding of the dwindling forces of the wild fields and meadows united with an unlikely ally -- the periodic fallowed fields necessary for proper agriculture. This alliance and the guerilla tactics of spiritual leeching it generated ensured that the wilds of old Ukraine still persist to this day, albeit in a much altered state, and at much diminished overall power. With that said, it would be an unwise entity that crossed the whole of the fallows choir of Ukraine during the winter.

Power: The Fallows have largely devoured the old meadow and field spirits that were the countryside prior to settlement and industrial agriculture, and are thus somewhat their legacy. While not as ubiquitous as The Crops, the Fallows are essential to that cycle. So while they're very much second fiddle, they are confident of keeping that position for a good while longer. Fallows tend to be beefier, though less numerous than Crops. Expect to find rank 3 jagglings holding sway over several rank 2s and numerous rank 1s. They're highly migratory, given the nature of how they operate, and that tends to thin their numbers and keep the court tough.

Common Numen: Entropic Decay, Innocuous, Pathfinder

Common Influences: Plants, Slumber


The Land

Ubiquitous, but also largely harmless until you meet who's in charge. Motes of dust sometimes blow in on the Maldovan Winds. And the land beneath one's feet is dependably asleep, dormant and lazy and indifferent. But in a nation whose flag is one half the land and one half the sky, the Land is by far the most powerful choir in the whole of Ukraine. In most nations, the nationhood supercedes the land itself. But here, where the nation itself is so young, but the land and the people are united going back centuries? No, the land holds sway. For how long that will remain the case remains to be seen.

Power: If it wanted to be, The Land would be the most powerful choir in Ukraine. It is, in point of fact, what Ukraine is. There is a national spirit of Ukraine, but it is young and nowhere NEAR as powerful as the Land itself. Whether or not that remains the case depends very much one what the little Nation State of Ukraine does with itself. Given the bloody warfare on its eastern borders, it's not off to a very promising start. Most Land is actually motes of dirt and dust, but when they collude, their swarm potential is incalculable. Typically dormant, the rank 0 spirits represent a potential army beneath the feet. Which is a good thing for an army to be. Dormant. Most larger spirits of the Land are situated around prominent land features. This hill or that stone. The Myrne area has only the bluffs around the River Valley to speak off, and a single Jaggling represents that feature.

Common Numen: Stalwart, Transmute, Awe

Common Influences: Earth, Minerals


The Beasts of Sky and Field

 This Choir has evolved over the centuries, becoming something of a gestalt for all that is wild and walks on four legs or flies with two. It has proven a way for the beasts of the wilds to persist in alliance not only with the sky spirits, but with the spirits of human occupation and domestic farm life. It might be odd to see a fox work in concert with a chicken-- and at most times, they do not --but when it comes to things like pushing back the fallows or fighting back the Roadways, all that walks on four legs must stick together. This has had the consequence of pushing out the larger predators like wolves and wild cats who now keep their own choirs further out from human habitation, and frequently raiding inwards as is their wont. But skunks, foxes, and martens are abundant within the choir, as are alley cats, rats, and field mice.

Power: They hold their own. And while the wild choirs fight a losing battle against encroaching civilization, the Beasts of Sky and Field adapt and thrive. Their teeth and claws may have gotten smaller over the years, but their numbers and knowledge continues to amass. A choir to watch, certainly. Most members are a cunning and prolific rank 1 or 2. Rank 3s are infrequent to rare, and tend to reflect a herd of something. The spirit of Vasya's sheep, for example. Or the Rats of Myrne.

Numen: Beast Eyes, Left Hand Spanner, Mortal Mask

Common Influences: Appropriate Animals, Knowledge


The Maldovan Winds

 As noted, they come down off the mountains of Maldova. They are cold, they bring the weather, and farming wouldn't work without them. Their main rivals are the Sea Breeze. It's a pointless, petty rivalry, but it often leaves their wounded as easy pickings for the crops, which is how this supposed to work on the overall. Two fronts meet, you get a storm. That's how that works. Keeping the two in balance, however, is the real tricky part.

Power: This choir waxes and wanes in power with the Sea Breeze. The court is powerful and active, with local spirits primarily in the 1 to 2 rank range, with prominent gusts and storms ranging in at rank 3 and 4. Most are transitory, and the zephyric nature of the choir often means dealing with the choir as a whole through their messengers, rather than this individual or that. They don't tend to stick around often by their very nature.

Common Numen: Speed, Blast, Strike Blind

Common Influences: Winds, Storms, Lightning

The Sea Breeze

 Tinged with salt, warmer to a point. Its chief opposition is the Maldovan Winds. In winter, the Maldovan side tends to dominate. In summer, the scales favor the Sea Breeze. The trick is maintaining that equilibrium, which is growing increasingly difficult with climate change. Local crops, however, depend on it.

Power: This choir waxes and wanes in power with the Maldovan Winds. The court is powerful and active, with local spirits primarily in the 1 to 2 rank range, with prominent gusts and storms ranging in at rank 3 and 4. Most are transitory, and the zephyric nature of the choir often means dealing with the choir as a whole through their messengers, rather than this individual or that. They don't tend to stick around often by their very nature.

Conmon Numen: Speed, Fire Starter, Blast

Common Influences: Winds, Storms, Lightning


The Road Ways

 Once human habitation exists in two places, individuals will travel between them. Over time, that travel will alter the physical landscape. And that physical alteration will become mirrored in the Shadow. The first Roadways in Ukraine are ancient, dating to the Bronze Age and earlier. All of this to say, while cities may be a more modern concept, roadways have existed since mankind first walked the earth. That sort of continuous activity over the same paths over the centuries has lead to some exotic and peculiar spirits of travel in Ukraine, and a great deal of magath as a result. It's no surprise, then, that the nation's roadways rank among the worst in Europe.

Power: The Roadways divide the land with ribbons of mankind's presence, and tether their habitations together like umbilical cords. They are at once essential and liminal, being of all places and none. They are at once powerful and powerless, holding no ground and yet tying all grounds together. Since they can manifest anywhere they exist, they are in essence all places where they are at the same time, and none of them. Forcing them to manifest off the roadway is about the only way to dependably destroy a Roadway Spirit, as they will otherwise simply subsume back into the system and reform elsewhere. So one has to be VERY careful when dealing with the roadways, as they can easily decide to be Rank 5 or be happy to deal with you as a Rank 1, and there's almost no telling which it's going to be until it's happening. This is less true the smaller the roadways tend to be, and especially for individual streets. But I wouldn't want to badmouth the E87.

Common Numen: Hallucination, Dement, Emotional Aura

Common Influences: Travel, Paths, Anxiety


The Waters

 Ubiquitous on the planet, The Waters is among the largest and most powerful choirs on the planet. It's ruled by a greater Incarna far, far out in the Indian Ocean. At the point furthest from land on the planet. Needless to say, it doesn't make it to Ukraine much. (Ever.) The local Waters come in the form of the river Baraboi, its adjoining (and strangling) reservoir, and the many lakes and fish ponds that dot the landscape besides, many of those now given over to the farming of fish. The waters struggle primarily with one another. Just as the clashing of the winds feeds the fields of Ukraine, so too the clashing of the waters, the cycle of feeding and draining and filling and emptying. Maintaining the proper balance within the choir of the waters within a large region is a mammoth and difficult task made more difficult with mounting climate change.

Power: The most powerful choir on the planet period, but not actually the most powerful one locally by a far sight. Mostly Rank 1 and 2 ponds and small lakes, the river, and the reservoir.

Common Numen: Telekinesis, Blast, Drain

Common Influences: Water, Fish


Myrne's Infrastructure

 To call it infrastructure would be generous, but the village has existed in some form for centuries. And the bones of the buildings exist as much in shadow now as they do in the fallen world. As the city dwindles and dwindles, city streets are nibbled back by the Fallows. Blocks that were once bright with commerce are now bleak with disuse and disrepair. Everything is crumbling into entropy, and the truth of the matter is that this choir is being slowly pecked apart by more or less everything surrounding it. This is a problem, because that consumption is giving rise to increased magath. This is definitely a cause for immediate concern.

Power: Myrne isn't that big of a deal, really, but old cities-- even small ones --get a chance to build up power over time, and so it is with Myrne. Rank 2s and 3s are not uncommon in the form of buildings and street corners, markets, and churches. When desperate times call for desperate measures, the city sometimes walks among its own, directing locals on odd errands to suit its evermore erratic purposes.

Common Numen: Stalwart, Mortal Mask, Implant Mission

Common Influences: Buildings, Purpose

Currently Perfecting at the Mother's Tree

Tin Hand Pressed Bullets: 5/23

A magazine for Lyudmila containing tin rounds to make kassiterium slugs.

Lead Tweezers: 3/23

Attempting to create an apeiron tweezers for electrical work / yantras

Gold Buffalo Head Coin: 11/22

Attempting to create an orichalcum coin for buffing

Steel Jacket Rounds: 6/23

Attempting to create siderite jacket rounds.

Steel Hunting Knife: 2/23

Attempting to perfect her custom hunting knife