Mage/Theme/Legacies/Keepers of the Covenant

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The Keepers of the Covenant

Since long before the Fall, Shamans amongst the Awakened have acted as the liaisons between spirit and the flesh. Ancient stories tell of magic similar to that performed by the Keepers of the Covenant, a tradition of exploring and safekeeping the Shadow's miracles -- and its dangers -- that now lives on within the Legacy. Some of these ancestor mages were lone hermits that lived far away from the comforts of civilized city life, communing and bargaining with spirits, or even driving them from the lands when necessary. Others were the spiritual leaders of their tribes and clans, pillars of their respective societies that protected their kinsmen from unseen spirits. The Elders stride the material and unseen worlds with equal comfort, developing strange magics of Shadow and commanding the services of the spirits to be found there. Soothsayers and mystics among their people, they embody the primal majesty of the invisible world tied to their own Fate, their destinies forever linked to that other plane.

A Fate that, for a time, seemed like it was about to flicker out altogether. With the rise and spread of Christianity, the ways of the Keepers of the Covenants were labeled impure and heretical. The hermits that communed with spirits in the mountains were accused of making pacts with unholy creatures. The wise women that worked their magics to save crops from droughts and bad harvests were put to the stake as witches. The Elders dwindled in numbers under the persecution of religious zeal, though some remained steadfast, carrying on their sacred duties to find balance between the plane of Shadow and that of material. They purified foul resonances, and they soothed enraged spirits, despite the dangers of their magics being seen as unpardonable sins. It was not until the start of the twentieth century that the Keepers of the Covenant's numbers started seeing a modest resurgence, in part due to increased secularization across large parts of the world, and in part due to a renewed interest in ancient, forgotten wisdom.

Once again, the Elders pursue the mysteries of the Shadow.

Origins

Parentage: Thyrsus, Silver Ladder

Background: The Elders often look for prospective recruits with an innate respect of spirits, eschewing material wealth and status to pursue a deeper understanding of the spiritual world. Many students already have beliefs rooted firmly in concepts of harmony when initiated -- eastern philosophies, oneness with nature and Mother Earth, mental and physical wellness, et cetera -- as these ideas are easily transferred to the central tenet of the Legacy: balance and harmony between the human world and the Shadow. Regardless of origin, Keepers favour prudent and perceptive personalities, which are appreciated qualities in dealing with spirits.

Appearances: The Keepers' beliefs don't entail a code of attire, so individual Elders are free in what they wear. Some adopt traditional fashions of certain religions, others adopt casual or bohemian styles, but this remains strictly a matter of preference. A more distinct element is all the Resonance they carry with them, and a distant look as they constantly see the two worlds.

Doctrine

Prerequisites: Fate 2, Survival 2

Initiation: The aspirant is examined of their dedication to the Shadow, the mentor taking her through the Shadow and along his own diplomatic quests. Once the Elder deems her ready, she is made to swear an oath by her Shadow Name to bind herself to the Shadow and the Shadow to herself, completing the initiation.

Organization: Because each Keeper will build different relationships with the local spirits, a given Elder generally takes only one student at a time and leaves after the education is done. There is no greater organization beyond that; sometimes Elders happen upon each other in the real world or in the Shadow, sharing stories and arcane knowledge of spirits, or even joining together to deal with a particularly bothersome spirit.

Theory: The Keepers of the Covenant believe themselves duty-bound to a pact between the Wise and the spirits, hence their name. While the exact wording of the ancient covenant is lost to time, the Keepers know that it involves bridging the two worlds and uniting their fates, and the Supernal responds to their endeavors.


Magic

Ruling Arcanum: Fate

Yantras: traversing passages between boundaries (+1); reciting a traditional piece of wisdom (+1); spells that match with local Resonance (+2); fetishes bound with spirits (+2); presence of Essence in one's Pattern (+1, +2 if Essence exceeds Mana)

Oblations: communing with and getting to know the local spirits; presiding over a non-magical ceremony that honors or appeases spirits; meditating upon the dichotomy of flesh and spirit; generating the Resonant or Open Condition appropriate to a known spirit without using magic.


Attainments

First: Oath of Synthesis

Prerequisites: Initiation, Fate 2, Survival 2

The Elders have been the soothsayers, hermits, and wise women of humanity since the dawn of time. In order to maintain the balance between the world of spirit and that of flesh, they often issue decrees amongst their people to help reinforce positive resonances or disperse negative ones. This Attainment mimics 'Oaths Fulfilled' (pg. 135), with reach assigned to Instant Casting and Advanced Duration.

Optional: Spirit 2 The Keepers maintain a vigilant eye on the spiritual world around themselves, watching the many creatures of the Shadow. They understand the symbiosis between the Shadow and the material, how powerful spirits affect the areas they inhabit, and how mankind exerts its own influence on the spirits around them — in fact, they see it with their very own eyes. This Attainment resembles 'Exorcist's Eye' (pg. 180), with reach assigned to Advanced Duration and Instant Casting.


Second: Pact of Triumph

Prerequisites: Fate 2, Survival 3

Cajoling and dealing with the creatures of the Shadow is a delicate matter in its own right, occasionally earning the ire of spirits, or the enmity of those that might manipulate them for their own benefit. The Elders use this Attainment to maintain autonomy over their own actions and destiny, replicating the effects of the 'Warding Gesture' (pg. 136) spell. Reach is assigned towards Advanced Duration.

Optional: Spirit 2

Insights come to the user regarding spirits themselves, providing glimpses of their true nature, their names, and their weaknesses. This attainment functions like the 'Know Spirit' (pg. 180) spell, with reach assigned to Instant Casting and Advanced Range.


Third: Premonition of the Sacred

Prerequisites: Fate 3, Survival 3, Occult 2

Clarity comes to the Elders in many ways, through ominous omens or moments of divine inspiration. Whatever goals they pursue, they hear mountains whisper to them, they glean answers in the bones of the dead, or hear the voices of ancient gods speak to them. This attainment is represented by the 'Serendipity' (pg. 135) spell, using reach for Instant Casting, Advanced Duration, as well as allowing the user to substitute any Skill of the same type (Mental, Physical, or Social) as the one the task calls for when pursuing her stated goal.

Optional: Spirit 3

Essence is the lifeblood of the Shadow and the creatures that hail from it, and controlling it gives the mage great leverage when interacting with spirits, offered as bribes, gifts, or even reparations. They employ this attainment as a way of replicating the spell 'Channel Essence' (pg. 180), with reach going to Instant Casting and Advanced Range.


Fourth: Herald of Eidolons

Prerequisites: Fate 4, Survival 3, Occult 3

Guided by ever more significant portents, the Keeper follows the obscure signs of the spirit world as they ebb and flow into the material world. They are inevitably guided towards the place they seek, or a person they were destined to meet. This attainment emulates the 'Shifting the Odds' (pg. 136) spell, using available reach towards Advanced Duration, Instant Casting, and changing the Primary Spell Factor to Potency.

Optional: Spirit 4

The Elders are the gatekeepers of Twilight, beckoning benevolent spirits to their halls and banishing unwanted entities. The mage manipulates the resonances around herself, and thus decides what spirits are welcomed in her presence. This Attainment resembles the 'Opener of the Way' (pg. 181) spell. Reach is assigned to Advanced Duration, Advanced Scale, and Advanced Range.


Fifth: Trial of Pansophy

Prerequisites: Fate 5, Survival 4, Occult 4

The Elders read the subtle everchanging omens around themselves, facing unexpected circumstances and unforeseen events with exceptional clarity. The Shadow is an ecosystem of its own, an alien landscape with its distinct rules and laws, and adaptability is key to surviving its dangers. This Attainment resembles the 'Fools Rush In' (pg. 136) spell, assigning reach to Instant Casting, Advanced Duration, changing the Primary Spell Factor to Potency, and allowing the user to receive a dice bonus equal to Potency on a number of dice rolls (not including spellcasting rolls) equal to Potency during the Duration.

Optional: Spirit 5

Most spirits are only half-here, invisible, influencing their domains through a Twilight state. With this Attainment, the Keeper puts her own body into an ephemeral state, replicating the 'Twilit Body' (pg. 184) spell. Reach is assigned to Instant Casting and Advanced Duration.