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[[Category:Mage]][[Category:Tears of the Martyr's Tree]]
=== Court: Spirits of the Myrne Countryside ===
= Tears of the Martyr's Tree =
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Be the change you want to see in the world.
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== Many Lands, Many Peoples ==
'''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.


It is an unfortunate truth that trauma defines the history of the Children of the Tree. They were founded during a genocide. They gained global prominence during another series of genocides in WWII. All across the Americas and the Pacific rim indigenous peoples were being colonized and brutalized by imperialist powers, and out of that crucible the Children of the Tree managed to rise and thrive.
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.


But it hasn't been due to a lack of confronting their history.  On the contrary, Children tend to be some of the more clear-eyed folk you're likely to meet.  Precisely because they outsource their grief and make communal the sufferings modern society would rather we keep private.  Part of the reason why this value is so enduring is that legacies like the Tears of the Martyr's Tree exist, do their jobs, and demonstrate the positive impact of addressing generational and territorial traumas directly and resolving them.  It's not a perfect system, obviously, but the Children seem to feel it trumps rugged individualism and going it alone.
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.


With that said, it is a ''rare'' child indeed that takes on the mantle of a Tear of the Martyr's Tree. Assuming that role for the land itself is almost an unfathomable task. The charges are, in general, thankless spirits that would as soon devour you as treat with you.  You're opposed on all sides by corporations and governments, polluters and abusers of people, animals, and the environment.  But lands under a tear's supervision ''thrive''.  Spirits get back to doing what they're supposed to do, emotions are kept in check, and on a very rare occasion the mistakes of the past are righted.
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.


The work is overwhelming and ceaseless and involves confronting the very worst of society's sins written on the corpi of the axis mundi.  And so there are very few Tears, and they tend to ''arrive'' at the role rather than having sought it out.  One very rarely aspires to the work.  One finds themselves doing it, reluctantly, until someone puts an arm around your shoulder and informs you that you're not doing it alone.
'''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


== Origins ==
'''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)


'''Parentage''': Acanthus, Children of the Tree
==== Choirs ====


'''Background''': Survivors, Veterans, people who lived on the fringes, lost souls
'''The Crops''':


'''Appearances''': Tears come from all walks of life, drawn to their work because the Tear could do nothing else. Most tend not to have much use for fashion, preferring functional attire that lets them go to where the work is.  Expect good footwear and expensive tools on a body wearing a $6 shirt from Old Navy.
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''': Spirit 1, Empathy 2, two dots placed into the following Skills in whatever amounts; Subterfuge, Persuasion, Occult
'''Common Numen''': Regenerate, Entrap, Drain


'''Initiation''': It is almost unheard of that someone ''asks'' to assume the burden of healing the land under the people's feet.  It's too big.  There's too much.  Wounds exist.  Rather, through the circumstances of life some Mages just find themselves doing it because, for whatever reason, they've decided that's where the fight is.  Governments fight dirty, people have wills of their own that you can't just go around subverting, but those who wind up Tears realize that if you just reach behind the scenes and prepare the way, you very often don't have to.  Tears are people who recognize that you must ''interrupt'' the cycle of trauma at some point for healing to begin.  For whatever reason, through whatever circumstances, Tears have decided that creating an environment that doesn't reinforce destructive cycles is the best way to do that.  And once someone starts down that path their compassion leaves a trail and before long, a Tear will turn up and offer community.  They say that Tears don't fall alone, after all.
'''Common Influences''': Plants


'''Organization''': One part support group, one part found family, the Tears of the Martyr's Tree are fairly ride or die for one another. There's no 'in charge' in the organization, though typically the most senior Tear in the room is expected to chair whatever meeting results. This often involves being the one to make sure there's coffee and donuts, so it's not a duty without responsibilities. But otherwise, the Legacy realizes that there are more important things to worry about than esoteric nonsense, and each Tear is assumed to be fully capable of seeing to their own affairs. Each Tear tends to have an area or areas they oversee, and they never overlap with other tears for obvious reasons. The support group meets weekly at the Lodge of the Children, and if a member does not show up for three consecutive months the Legacy will look in on them. The work is often a lot, and a lot can often become too much. For that reason, entry into the Legacy comes with that understanding. You check in, or they will come and find you. You waive your right to complain when they do. No tear falls alone.


On their own, Tears are typically the kings of their local spirit courts, playing shepherd to their various choirs and trying to keep all the pieces operating with minimal disruption.  Each Tear, upon attuning themselves to their claimed territories, begins to gather their own Spirit Courts.  Those courts may contain a number of different choirs equal to the Tear's Gnosis.  Each choir should be written up to detail where it fits in to the local power structure, who its prominent members are, who its rivals might be, the rough power of the average member and its figureheads.  In addition each choir should have three common numen and up to three common influences chosen for each choir.  When generating NPC members of those choirs, they should be created with at least 2 of the 3 common numen before different ones are issued, and at least 2 dots of influence in common influences before different influences are assigned.  The Tear's court, being effectively a bunch of NPCs, will need to be submitted to staff for approval, may be featured in plots, and may even be changed with your input through plot activity.  An up to date copy of your choir should be available to staff at all times.
'''The Fallows''':


'''Theory''': The spirits of the shadow form feedback cycles with the world around them.  Too much of anything, even good things, can tip the balance in a location and lead to all sorts of unwanted consequences.  Wounds occur when malignant cycles feedback upon themselves.  Violent people do violence, drawing spirits of violence who, now hungry for more, inspire further violence.  There are people in the real world doing the work of opposing systems of violence and oppression, but they are also opposing without being aware the spiritual forces feeding upon and reinforcing those same systems.  Tears address this.  They right spiritual wrongs and pave the way for the good works of others to take root.  Their work is rarely seen, seldom truly appreciated, but-- to their minds --absolutely essential to a healthy and happy people.<br><br>It needs to be noted that the Tears take the long view on almost everything. Like the Mother herself, sending messages through the fruits, and toying with fates in the Supernal, Tears play this role to the Spirits of the shadow.  You can fill your head with knowledge, but you can't fake the wisdom that experience and, most crucially, repeated failure provides you.  There is a steep investment in plain old fashioned know how to climb to power in this Legacy, and that is because every person in it wound up a member by finding the start of a journey at the end of a road.  Magic can't fake that with the snap of the fingers, and power is derived from acquiring that wisdom.  People who can't truly empathize, who can't manifest curiosity in the motivations of their enemy, who aren't true students of the human condition and how it impacts the spiritual realm simply cannot reproduce these effects in the world without putting in that work.  No matter the soul study, no matter the Mind magic, no matter the stomping of feet.  Tears are shed to ''ease'' suffering.  So suffer enough to earn wisdom, then we'll talk.
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''': Spirit
'''Common Numen''': Entropic Decay, Innocuous, Pathfinder


'''Yantras''': Burning valuables +1 to +2, items grown or produced from your the tear's chosen protectorate +1, objects acquired from a spirit in gift (+2) or in trade (+1), any dedicated tool that aids in spirit work +1, naturally occurring perfected materials +2.
'''Common Influences''': Plants, Slumber


'''Oblations''': Cleaning rubbish in an area, gardening, improving the condition of your territory in some fashion, walking in the shadow, getting to know a new spirit.


'''Attunement''': While it is technically true that a Tear could make anywhere their home, that simply isn't possible with a snap of the fingers.  It requires at least a month of intense study and genuine investment in getting to know the spirits that inhabit the area to properly attune a Tear to a new territory.  Moreover, it is impossible to maintain your connection to your old territory and establish a connection to a new one.  So claiming new territory is rarely done lightly, and presents the Tear with a period of vulnerability their community may need to cover for.
'''The Land''':


== Attainments ==
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: Know the Mother's Sorrow ===
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>
Tears know better than most how our pasts shape us. And in the 'as above, so below' sense, the past shapes the shadow, too. Understanding one's surroundings holistically requires understanding the spirits that inhabit them.  And understanding the spirits that inhabit your surroundings requires understanding ''their'' pasts.  A wise person wouldn't insert themselves in an ongoing argument without knowing what it's about, so what right have the Wise to go barging into spiritual disputes willing things about without context?  The base version of this attainment functions as Know Spirit with save that Tears get two more answers than their potency would otherwise provide. This means that at Spirit 5, the Tear receives answers to all questions.<br>
'''Optional''': Time 2<br>
Intimately familiar with trauma, Tears have an innate understanding of the relationship between the Fallen World's agonies and the dangers of the Shadow. They know that the first step in addressing those traumas is to understand what caused them.  With this optional attainment, the Tear gains insight into the historical causes of the target spirit's issues.  A magath will have its cause revealed, a distressed water spirit will reveal the pollution leaking into the stream in the real world. Functioning a bit like the Time 1 effect Postcognition, the Tear is delivered visions of the formative and key events that shaped the spirit into what it is, and allows the Tear to understand the spirit holistically and in context. It does this even for very old spirits, serving it up to the tear in a rush of sensory input. So long as the Tear maintains line of sight on the spirit, they can take their sweet time examining the spirit's history, rewinding and fast forwarding at will.  While so doing, the Tear is vulnerable to attack and loses their defense.  (1 reach to instant cast, 1 reach to quick review.) Using this attainment with this optional effect grants the Tear the Informed condition about the Spirit.


=== Second: Two Eyes Two Worlds ===
'''Common Numen''': Stalwart, Transmute, Awe
'''Prerequisites''': Spirit 2, Empathy 3, two additional dots in initiation skills.<br>
Those with Spirit Sight are accustomed to seeing ephemeral entities out of the corner of their eye, but for the work a day Tear the spirit world seens very much manifest and present. Similar to the effects of Exorcist eye, this attainment reveals entities in Twilight, slumbering entities dormant in objects such as bindings or fetishes.  It can detect possession, pools of essence within objects, manifestation conditions in areas and on objects and persons, reaching conduits through the gauntlet, and even detect the lasting effects of numen used in the area.  The acuity of this vision allows the Tear to discern the resonance of a single spirit's essence from another spirit's, even of the same court and choir.  This uses the same system as scrutiny, dice pools included, with the spirit's Rank standing in for Opacity.  Revelation provides the same information as Know Spirit, and allows for the spirit to be tracked by its resonance.  If the Tear elects to begin a chase on the spirit, they gain a -2 modifier to the chase target if they perform this action first.<br>
'''Optional''': Fate 2<br>
Similar to the effect of interconnections, if the Tear spends a scene in an area inspecting its resonance and spiritual ecosystem, they can develop a fairly thorough picture of the interrelations between the spirits there and how they interact.  The tear can identify the dominant choir in the area, discern any local spiritual conflicts between this spirit court and that, identify areas of potential magath infestation, or any disturbance generally that will knock the area out of spiritual equilibrium. This provides the Tear with the Informed condition about the location, which must be used during the scene in question or it will be lost.


=== Third: A Mother Always Knows ===
'''Common Influences''': Earth, Minerals
'''Prerequisites''': Spirit 3, two additional dots in initiation skills.<br>
Imagine being able to get to the bottom of a complex social, spiritual, and political problem by monitoring the actions and inner thoughts of all parties involved without them knowing you were ever there.  Quite without their knowing you had done so, you step into the breach to offer the perfect solution, garnered simply by monitoring how the system worked when you weren't there to be reacted to.  This is the reality for the Tears.  It is possible for them to travel unseen by ephemera, even in either Twilight or the Shadow, moving unseen and unremarked upon..  Supernatural means of detecting ephemeral entities provoke a clash of wills, however the Tear achieves a dramatic success with three successes during such clashes.  This does not permit the Tear to interact with the spirit world in any fashion beyond observation and innate powers such as numen or attainments.  Any action that would draw conspicuous attention will disrupt the effect, and the Tear may not receive such a warm welcome when it drops.  So almost all tears use this ability for either safe travel through the shadow, or as intended; to gather information about a problem in the shadow before addressing it.  Taking a scene to do so provides the Tear with a condition akin to the Triumphant persistent condition found in M:tA. Until the condition is resolved by the Tear failing a social roll against a spirit in the area they surveyed or the acquisition of this condition for another location, the Tear achieves an exceptional success with three successes against all spirits within the location studied.  This can make an effective one-two combination with Warming the Iron Heart. <br>
'''Optional''': Fate 3<br>
If the Tear so chooses, they may confer the effects of Warding Gesture to an area they have studied.  In practical terms, this shields the area of study which may be no larger than a city block, protecting all it contains from having its fate and destiny tampered with.  The Tear's effects are of course immune to this barrier, and the Tear may elect to withhold this protection from certain individuals within the area of effect if the Tear succeeds in a clash of wills against the target.  This is automatically successful if the intent is to protect the individual rather than harm it.  Simply put, once a Tear has set their mind to putting an area right, it becomes much harder for others to set it wrong.


=== Fourth: Warm the Iron Heart ===
'''Prerequisites''': Spirit 5, two additional dots in initiation skills.<br>
Sometimes it becomes necessary to break the cycle directly, to intercede with the iron fist of the technological world and knit closed the separation between the spirit world and that of the fallen one.  The spirits that plague wounds and spread the sort of violence and decay the Tears oppose have a much harder time doing so through a gauntlet thicker than steel.  It's a short term solution, and it's very likely to piss off the spirits trapped on one side or the other, but once the flow of essence is cut off, the Tear buys the human victims of spirit predation a rest, time to breathe and begin the process of healing.  Plus, it gives the Tear a great deal of leverage going into any negotiations that may result.  In a practical sense, this raises the gauntlet both coming to and leaving from the shadow by five in an area the size of a city block.  Irises become like busy city streets, and busy city streets become like the inside of Steve Job's iMac.  Spirits caught where they would prefer not to be enter any social interaction with the Tear as Hostile, though deference is still shown to rank.  Such spirits gain the Leveraged condition to the Tear responsible, and may shed the condition for passage through the gauntlet to the other side by performing a service for the Tear or agreeing to a new Ban.  The Tear must still find the spirit and get it to agree to the terms, but this power makes the latter a much easier discussion. This power lasts for a week.<br>
'''Optional''': Fate 5<br>
This is not a subtle power, and it is never undertaken lightly.  Accordingly, there's always an underlying purpose behind putting up such a wall between the worlds.  This effect, similar to Strings of Fate, provides daily opportunities to pursue that objective while the wall is up.  One invocation of this effect is rarely enough to fix a problem.  And, depending on the situation, it can make a situation come to a head rather than easing it.  But for people committed to doing "the work", whatever it may be, and supported by a community able to act on the opportunities these powers provide, this effect can be a potent force for change in a neighborhood in short order.


=== Fifth: Elder and Emissary ===
'''The Beasts of Sky and Field''':
'''Prerequisites''': Spirit 5, Empathy 4, two additional dots in initiation skills.<br>
Sometimes it becomes necessary for the Tear to intercede as more than a mediator, nurturer, shepherd, or advocate. Sometimes they need to grab some gafflings by the neck and establish a proper pecking order. To some degree, any Spirit Adept can throw their honorary title around and will things into short term arrangements to suit their purposes. But creating the sort of lasting change that the Tears seek to establish takes time, a great deal of investment in essence, and a whole lot of spiritual diplomacy. It's this connection to their territory that makes the connection so potent. Similar to the spell Twilit Body, this effect turns the Tear's body into spiritual ephemera. The system used is similar to that used for Astral Travel as detailed below.  Each use costs a potentia at activation with the potential for additional maintenance costs. (See below.)


This alteration provides the following benefits:
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.


*The Tear's Power is the higher of Intelligence and Presence.
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.
*The Tear's Finesse is the higher of their Wits and Manipulation.
*The Tear's Resistance is the higher of their Resolve and Composure.
*The tear's health is Resistance + Gnosis Stat Max + Spirit, reflecting their bolstered tie to their land.
*The tear has Rank 5, and assumes the mantle of King of their territory's Court if they do not hold that title already.
*The tear chooses 5 dots of influence selected from among those common to their Court. These may be allocated to several influences or just one, but once those influences are chosen the Tear may not select new influences without first re-activating this power.  
*They may choose a number of Numen common to their Court, up to their Gnosis as a maximum.
While on their land, they gain their Spirit dots in additional Power, Finesse, and Resistance, as well as entering their form with additional essence in their pool equal to their Gnosis.
*When the tear's corpus reaches 0, the tear may make a clash of wills with the entity that struck the telling blow. If the tear succeeds, they discorporate as per a typical spirit and will reform somewhere on their territory within 12-Gnosis hours.  If they fail, the effect ends with all the drawbacks detailed below. This may mean (and likely will mean) the Tear drops dead.
This power is not without its drawbacks:


*The tear acquires a ban that requires them to be on their territory. They can use this form elsewhere, but doing so always costs one willpower and two essence per turn to maintain to do so.  This counts against per turn expenditure limits.
'''Numen''': Beast Eyes, Left Hand Spanner, Mortal Mask
*If the cost cannot be paid, the Tear will fall out of their spirit form with the Beaten Down condition. Being Beaten Down with no willpower is dangerously limiting, and unless the Tear manages to acquire additional willpower they will need to find a compelling reason why the Tear isn't fleeing to their territory with their tail between their legs. Trying to stick in a fight with this condition in place brings with it the understanding further consequences could include the death of the character.
*When this effect ends, corpus damage will transfer into the flesh and blood body of the Tear. Any essence still stored in their pattern is not converted into potentia, however. It is returned to the spirit court in thanks for the bolstering. (And to prevent abusive potentia farming.)


'''Optional''': Fate 5
'''Common Influences''': Appropriate Animals, Knowledge


Spirit and Fate are often accused of being fairly subtle arcana. The Tears are happy to prove that wrong. With this optional effect, the Tear can will environmental tilts to manifest in the world around them. These effects can appear in twilight, in the shadow, in the fallen world, and indeed all three at once. Similar to the power Swarm of Locusts, the Tear is able to conjure truly fortean events and seemingly impossible environmental tilts at will. The player may replicate the environmental tilts found in M:tA starting on page 319 in whatever fantastical manner they choose, and are encouraged to work with the ST to create new ones on the fly. They may conjure a number of such tilts equal to their gnosis divided by two, rounded down. Enacting the tilts costs one potentia, as does changing the tilts and establishing new ones. However maintaining them incurs no additional cost unless the Tear attempts to use this power outside of their territory. Doing so costs a willpower point at activation and incurs a one potentia per turn cost to maintain as well. It should be noted that because this is an attainment it does not cause a breaking point in sleepers, incur paradox, or trigger disbelief. Sometimes the ents just march on Isengard. Obviously this means that irresponsible use of this power can often put the Tear at odds with the Diamond orders, particularly the Guardians of the Veil who take such things quite seriously.
 
'''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

Revision as of 13:40, 25 June 2022

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