Talk:Heather Williams

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Hearth

  • Init: +5
  • Defense: 4
  • Speed: 9
  • Armor: -
  • Spells Active: Spell (Book, Page) (Potency, Duration)

Primal Transfer (SoS, 71) (4, 1 day)

  • Equipment: Longsword 3L
  • Conditions: Steadfast, Inspired
  • Spells Effecting:
    • Combined Supernal Veil+Cloak Nimbus (Core, 167-8) (1 day)
    • Machine Invisibility (Core, 156) (1 day, applies to unliving constructs animated with magic.)
    • Incognito Presence (Core, 160) (1 day)
    • Aegis (Core, 156) (1 day) 5 General Armor, immune to AP effect

Flames of Hringhorni v1.0

"Stand and burn bright until your ashes drift down to Hel's embrace! Ragnarøkkr, the fate of us all, is upon us!" -Kolbrandr, an Elder of the Flames of Hringhori as he led the stand against the Abyssal incursion of Cheboygan, 1974.

Origins

Parentage: Moros, Guardians of the Veil

Background: The Flames of Hringhorni are an ancient sect, reaching back to first century Denmark. Mortal political and religious upheavals affected the Awakened of the time and the Flames were formed to fight a concerted assault by a rash of scelesti as well as other foreign Mages.

Over the centuries, the Flames of Hringhorni became a sect within the Guardians, preparing for the hieromagus' return and working to purify the corruption of the abyss and paradox in the meantime. Though not a secret legacy, outsiders see them simply as an order of Guardian Redactors while the sect's religious views are closely held.

Appearances: Gathered together, adherents of the Flames can appear a rather motley bunch from every walk of life. However, they all burn with a sense of purpose and their nimbii take on a hint of that fire. Though not required, many choose to openly display symbols associated with the pyre or Baldr himself.

Doctrine

Prerequisites: Gnosis 2, Prime 2, Matter 2, Crafts 2, Occult 1

Initiation: The Flames of Hringhorni actively recruit among the Guardians who seem to believe in the heiromagus' return, and they are more likely to recruit Guardians of another path than Moros from another order- while it's not entirely unheard of, such circumstances tend to be unique.

A likely recruit is offered mentoring and often a fast track into becoming a Redactor as a test of their dedication, wisdom, and character. If their mentor believes they're ultimately suitable, an invitation to join the legacy is extended.

Initiation rites vary depending on the local culture. They begin much in the style a funeral, with every Flame who can make it, and even outsiders who love and support the initiate in attendance. It can be a raucus, celebratory time of remembrance and casual story telling, or it may be a solemn affair with formal eulogies told for the initiate. After the party, the initiate is traditionally set out on the water in a boat- though some are lofted up by six and paraded to a boat prepared as a pyre.

The mentor, in the masque of Höðr, summons a supernal arrow and shoots it into the initiate's very soul. The arrow is a burning catalyst and the mage has only one chance to survive the ritual. She must accept the fire and open her soul to the legacy's inheritance. The celestial fire engulfs the mage. If her soul has been reshaped to be one with the fire, she can stand in the fire without harm as the pyre burns down around her. Some Flames experience visions during this time. They may be memories of Stygia as they saw it during their Awakening, prophetic indications of stirrings within the Abyss, or even a portion of the Flames collective memories and experiences. Unfortunately, any who can't manage to reshape their soul properly may suffer severe burns or die before they manage to extricate themselves. Finally, the new member of the legacy is ritually adopted by her menor and accepted as a sibling by the any other legacy members in attendence.

Organization: The Flames of Hringhorni are a very close knit legacy. They consider one another to be family, with a strong familial structure and a great deal of respect accorded to elder members and those who have mentored a new mage into the legacy. While there is technically no one in charge overall, mentors have a great deal of influence on their children- and their children's children.

Theory: Wrecking the bad guy's shit.

Magic

Ruling Arcanum: Prime

Yantras: Mistletoe tools +1, Lighting a fire +1, Sailing +2

Oblations: Attending a funeral, Building a boat, Setting a fire on the water.

Attainments

Breiðablik

Prerequisites: Initiation

Named for the hall of Baldr described as the fairest dewlling where no unclean thing can be, this attainment functions as the Sacred Geometry spell with Reach spent for instant casting with the added benefit of being able to sense Abyssal influences and paradoxical effects.

Optional: Matter 1

This attainment functions as per the Craftsman's Eye spell with the reach used for Instant casting.

Éljúðnir's Shelter

Prerequisites: Ghosis 2, Prime 2, Crafts 3

Baldr waits in a place of honor in Hel's Hall until after Ragnarok. Sometimes people or items of power must be hidden away until the time is right too. This attainment functions as Supernal Veil with Advanced Duration.

Optional: Matter 2

This attainment functions as Machine Invisibility with Advanced Duration, and is frequently cast with Supernal Veil in order to make certain objects of interest harder to track.

Baldur's Abjuration

Prerequisites: Gnosis 4, Prime 3, Occult 3

The member of the Legacy gain to ability to counter any Scelesti Legacy Attainment and can spend 1 potentia to gain rote action on clash of wills related to counter spelling with the Universal counterspell Prime 2 attainment

Optional: Matter 3

Aegis: Armor stuff!

Hringhorni's Pyre

Prerequisites: Gnosis 6, Prime 4, Crafts 4

When using the spell Supernal Dispellation, the member of the legacy can dispel any effects of any Scelesti Legacy attainment. Additionally, for 1 potentia the caster get rote action on spellcasting rolls for the Supernal Dispellation spell.

Optional: Matter 4
Nigredo & Albedo

Mistletoe's Wrath

Prerequisites: Gnosis 8, Prime 5, Crafts 5, Occult 4

Sometimes you have to take things into your own hands to abjure an abyssal creature out of this world. The legacy member can enchant their weapon in a similar fashion to the Ephemeral Enchantment spell with the Advanced duration and the enchantment to make the weapon a Bane against a specific Abyssal creature. It takes 10 minutes to enchant the weapon.

Optional: Matter 5

The Legacy Member can empower their weapon to strike true against the abyss and their servants. It cast instantly, it last for nearly a year and grant rote action on attack rolls for 5 attacks. Spending 1 potentia recharge the 5 uses.