Mage

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Prehistory

Awakened Society in San Diego is ancient. Long ago, before the Kumeyaay people came to the region, when it was largely despoiled by human hands save for those few passing nomads who traveled away from the predation of the Impergium, the land was larger, with the great plains populated by all manner of creatures before they would be flooded by the glaciers and ice sheets that crawled on either side of the world. The myths of the ancient people say that what would become the La Jolla Sea Plain was flooded quickly, catching all of the creatures that walked, crawled, or slithered there off guard. Some say that this is why the area is replete with Quintessence: life essence remaining after the flesh was swept away by the hand of God, or the gods.

Mammoths were hunted in San Diego over one hundred thousand years ago. To state that anyone, Awakened or otherwise, knows what happened in that ancient time would be an act of supreme hubris; rather, the scientific record shows that prehistoric humanity hunted mammoths, used their bones for structures, used their bones for rituals. Perhaps some of those rituals were magickal. Perhaps they were merely superstitions. Either way, the course of the land was set. The first structured rituals in evidence that were magickal in nature could be traced back to ten thousand years before the Kumeyaay tribe began to occupy the estuaries of San Diego. These rituals were focused on simple things: calling the clouds for rain, attempting to see through time to the next harvest, healing the sick, improving fertility. Some of the earliest spells cast in this place were ingenious in their cunning, allowing for great constructions of impenetrable stone that were eventually crumbled by the weight of Paradox as belief decayed and static Reality began to seep into the land. Bits and pieces of these things can be found, prickling awareness like radioactive detritus alights Geiger counters.

Eventually, whatever prehistorical, post-Impergium human life that existed in the region established societies along with newcomers from the north, consolidating into the first organized tribes of indigenous Americans.

Pre-Columbian History

Several tribes made their home around San Diego. The original inhabitants, and likely those who cast those first clever rituals, were the Kumeyaay. They were joined by other Yuman-speaking people who drifted back and forth in nomadic groups from the sea to the inland plains. Life was largely good in this area; the land was bounteous and seas were plentiful. The people were often well-fed and content to their lot. The leaders of each tribe were often advised by shamans. Despite modern misconceptions, Awakened were no more common then than they are now. Actual willworkers were rare, with many shamans of tribes being hedge magicians or sorcerers, learning “static” magick through training and the experience of their mentors rather than changing reality with their will and Avatar.

Awakened were often mistrusted by others as they are now. The werecreatures of the region had more connections to the people of the tribes than their European peers. Still, they understood the threat that the Awakened posed towards their sacred places. The war against the Wyrm had begun long ago, although the Uktena had begun to lock Banes away and seal them rather than destroy them utterly. Curious willworkers, shamans (for there were no Traditions and the idea of calling them “Dreamspeakers” for the sake of them being indigenous would be disingenuous) and other Awakened found themselves seeking out these Bane spirits to ask for powers beyond mortal ken. They would often even get their way.

Halyaxai’s Story -- 3000 BCE

The most successful shaman in San Diego 5,000 years ago was who we would call a Nephandus today. His actual name was lost, but he was known simply as Halyaxai, the Kumeyaay word for the new moon. He had been Kumeyaay and was known to be a sweet child, but cruelty had wormed itself into his heart with the betrayal of his family. He was sent as a peace offering to be a hostage to a hostile group of Cahuilla people. They kept him with the dogs and fed him offal and blood for nourishment. Eventually, Halyaxai broke free of his restraints in a surge of the Awakened soul.

Humanity has rarely changed since homo sapiens began walking the face of the Earth. Hurt people often hurt other people. In the wilderness between the camps of his birth and his capture, he found men who had forsaken the safety of the tribes. Criminals, cannibals, and those who were simply desperate and exiled. Honing htem into a powerful force, equipped with weapons harder and sharper than steel, they put Halyaxai’s tribe to the spear. The Cahuilla tribe that had kept him hostage were treated with harsh indignities. A hedge magick shaman who traveled with Halyaxai wrote that following the final battle with the Cahuilla, he had walked into the nearby canyon and found a hole in the ground. When the shaman arrived at the hole, he found it warm and dripping like torn flesh. This was Halyaxai’s Caul, his entrance to Nightside. The unnamed shaman never found it again, so goes the legend.

Halyaxai’s Descent was the foundation of one of the strongest Labyrinths connected to the Pure Lands. Halyaxai had no interest in following the Wyrm or some group of infernal gods and demons, but found peace in the void itself. He is said to have constructed a great underground citadel somewhere near Otay Mountain. Then, he all but disappeared from popular conciousness, becoming a kind of bogeyman for the Kumeyaay bands that traveled near Otay. The dark truth is that once every season, Halyaxai’s Lords of the Outer Dark would call for blood. He would sacrifice his own followers whom he found useless or unable to help him further; if he had none to provide, his band of marauding raiders would capture any human they could find in the area.

It’s said that Halyaxai became the Oracle of Life. While it is unclear how true this is, he no longer seems to serve that position.

Rise of the Kumeyaay

Following the disappearance of Halyaxai’s band, the Kumeyaay were the ascendant tribe in the region. More than that, the first powerful node was found in San Diego, on the spot where the Mission Basilica is today. There was an immediate struggle to control this powerful font of magick, with the Garou who had Kumeyaay kin claiming it was rightfully theirs by right of territory. The Kumeyaay Mages, finding themselves outnumbered, joined into a coalition with Cahuilla and Digueno Mages to put up a united front against the

Polaris Society Overview: The Polaris Society was developed in 1905, originally as a group of spiritualists who had a loose confederation and alliance. One of their primary methods of sustaining themselves was in the trade and collection of occult tomes. While often fake, enough were real that they did a brisk amount of business in selling occult works to various parties in a fairly mercenary fashion. The Society came to prominence during the 1920s as more of the Magi, fed up with stifling politics in Los Angeles and further afield, came to San Diego to establish themselves. The Polaris Society today has an ostentatious amount of wealth due to good fortune and good breeding. They no longer sell their occult tomes, but maintain one of the most impressive libraries of magickal knowledge on the West Coast.
Ideological Perspective: Knowledge is power and power is privilege. The Polaris Society has never forgotten its initial purpose as purveyors and collectors of knowledge. Their officers instruct the apprentices and novices of the Chantry that the acquisition of knowledge is of the utmost importance, as it will lead to further enlightenment within their own ranks. They employ many means to acquire this knowledge, from simple purchase and investigation, to more nefarious means via assassination and theft. However, as the foremost collectors and keepers of occult and magickal knowledge, they have the right to these texts. After all, if left in the hands of Sleepers or those who do not know what power they have, the grimoires and treatises and other texts will fall into ruin and disuse.
Common Traditions: Order of Hermes, Cultists of Ecstasy, Euthanatos, occasionally Akashic Brotherhood
House/Building: The Polaris Society maintains a house near Broadway Pier with seaside views. While the house itself is unassuming, the interior of it is more impressive. It maintains a constant connection to a small horizon realm where most of the Chantry's business takes place. The horizon realm is called Polaris and seems to be fixed on a flat plane that orbits the star of its namesake. A large domed building makes up the location of the library, but the horizon realm operates based on a mystic paradigm and is able to be walked upon without protective gear. Little houses have been constructed by consors and members of the Chantry, and some bygones -- particularly rocs and stranger xenomorph creatures -- have made their homes here.
Location in City: Downtown/Waterfront
Goals:

   1) Collect occult knowledge: Initial plots for this Chantry will revolve around the acquisition of some grimoires.
   2) Establish Sleeper Mystery Cults: The Polaris Society has one they use focused around the concept of old school Golden Dawn eschatology and theosophy. They want to establish more cults to integrate other occult beliefs into working on preparing to Awaken promising Sleepers. (edited)

The Great Pacific Communications Collective
Overview: Unique among Chantries, the Great Pacific Communications Collective (GPCC) began life as a Technocratic Construct aligned to the Analytical Reckoners in the late 19th century, who would become the Virtual Adepts later. Following the wholesale defection of the Convention to the Traditions, the GPCC followed and opened its doors to anyone who had an interest in plumbing the depths of the spheres of Correspondence and Time. While many of their members are technomantic, they do not explicitly state that membership is centered around a technomagickal paradigm, only that everyone who joins be opened minded between both the mystical and technological traditions.
Ideological Perspective: Unity and utopia. Perhaps maintaining some of their original perspective that they held as members of the Technocratic Union, the GPCC still believes in the concepts of building utopia -- albeit from a Traditionalist perspective -- and in unifying humanity against the greater threats that they perceive. Because of their historical skill in Correspondence and Time, they have seen grave threats to Earth. Several of their officers maintain consistent connections to the Digital Web.
Common Traditions: Virtual Adepts, Sons of Ether, Order of Hermes, some Cult of Ecstasy
House/Building: The American Telephone & Telegraph building was initially created in the late 1800s by the Analytical Reckoners to provide low-cost phone service throughout San Diego. Since then, it has remained in their hands. The building is a traditional corporation, and still maintains a subcontract for telephone service through major providers.
Location in City: Hillcrest
Goals:

   1) Defend the Digital Web: For whatever reason connections to the Digital Web are under assault in San Diego. There are even some spirits that have started to attack entrances to the Digital Web through the Umbra. The GPCC stands to try to defend it and ensure consistent access to it, with the understanding that if the Digital Web is severed from the city, they will not be able to dispense data among the Sleepers and Awakened alike.
   2) Dispense and disperse information: Ideologically opposed in some respects to the Polaris Society, the GPCC believes that information should be free. While they do not specify on occult information, it falls under that purview. This has caused some strained relationships in the past between the two groups.

Kis-amnawut of Mukat (House of the Creator)
Overview: Not originally a "chantry," the Awakened shamans of the Cahuilla traveled to a specific Node in the region, upon which was built the Mission Basilica San Diego de Alcala. A longstanding conflict between the Celestial Chorus who took the Node for themselves and the Dreamspeakers that made up the Kis-amnawut of Mukat came to a treaty in the mid-1800s. The two Traditions have since had an uneasy alliance and manage the Node that sits in the bowels of Mission Basilica San Diego de Alcala.
Ideological Perspective: Traditionalism and preservation. The preservation of the Earth is the name of the game for the Kis-amnawuti. They work in a variety of causes related to combating exploitation of the Earth, and work with Sleeper activists to build popular support for their causes. They also believe in preservation of the original languages and belief systems of the indigenous people of Southern California. While money is often funneled into causes, the Kis-amnawut of Mukat is known for its bombastic direct action. This is very attractive to people of action, such as the followers of Akashayana.
Common Traditions: Dreamspeakers, Celestial Chorus, Verbena, Akashic Brotherhood
House/Building: Mission Basilica San Diego de Alcala. The Node exists in the cellar, which was once a natural cavern. The Node has a powerful (level 5) resonance that is linked to creation and new life.
Location in City: Mission City
Goals:

   1) Build popular support for causes: Unique among the Chantries, the Kis-amnawuti are very focused in building support among Sleepers for their causes. They believe that the real force in the world is less focused around the Awakened and more centered around the power of the teeming masses. Their causes are usually environmentally focused or focused on indigenous rights.
   2) Establish a strong united front against the Technocracy: The Kis-amnawuti have not forgotten many of the horrors of the early days of the Ascension War. As such, they have not forgiven the Technocracy and actively seek to set up strong defenses against the Technocrats in case the Ascension War turns from cold to hot again.

Construct 12A6-A (Project Thalassa)
Overview: Construct 12A6-A was established as part of a joint operation of Iteration X and the Void Engineers during the 1940s following the Manhattan Project. Iteration X was developing new armaments for the United States Navy during World War II, and the Void Engineers had become aware of deep sea Reality Deviants. As a result, and utilizing cutting edge (at the time) submarine technology, the Void Engineers established 12A6-B, which sits at the edge of the continental shelf in La Jolla Fan Valley. One of the few oceanic-focused Constructs in the Technocracy's North American division, 12A6-A sees a great deal of traffic by various factions that seek more information and knowledge about the ocean depths. They also work with Masses organizations, such as the Naval Ocean Systems Center (NOSC) by providing new and improved naval armaments to the United States military for Masses testing. The Void Engineers work with the National Ocean and Atmosphere Administration (NOAA) to keep certain information out of public hands.
Ideological Perspective: The final Earthly frontier will be conquered. Construct 12A6-A is organized towards the destruction of, and sterilization of all Deviant oceanic creatures. They have found and sterilized two oceanic nodes, one off the coast of Catalina Island, and another deeper into the abyssal plane west of 12A6-B and have attempted to create a patrol district in San Diego to ensure minimal incursions of aquatic Reality Deviants.
Common Conventions: Iteration X, Void Engineers
House/Building: Construct 12A6-A is located in the Naval Information Warfare Center. Once inside NIWC, Technocratic Citizens can take an elevator that sinks below the facility which will allow access to the Construct. From here, there is a tunnel that leads out west of Point Loma and emerges with a moonpool near New Hope Rock. From here, a submarine can be taken to 12A6-B.
Location in City: South Point Loma
Goals:

   1) Sanitize oceanic nodes: There are several oceanic nodes around San Diego Bay and off the coast of California. These nodes are kept by Reality Deviants and abberations like theriomorph sharks. 12A6-A/B intends to sanitize these nodes and bring them under Technocratic control to feed the primal essence back into weapon and undersea colony construction.
   2) Continue to build out 12A6-B: Currently, 12A6-B (Damian Ridge Colony) is a research outpost. The Construct intends to bring more Extraordinary Citizens and unEnlightened Technocratic Citizens there to build the first underwater domed city. This should allow for further testing and experimentation to understand deep space colonization and defense against Reality Deviants on the Homefront.

Construct 899GEC (Pharmalab Station)
Overview: In the late 80s, San Diego became wealthy due to multiple pharmaceutical companies moving into city limits. The Syndicate and Progenitors, seeing an opportunity for money and testing (respectively), constructed Pharmalab Station in downtown San Diego. While 899GEC primarily caters to Pharmacopoeists and Psychopharmacopoeists, there is a small FACADE Engineer lab. Applied Sciences also works with the Financiers' Entrepreneurship Division to manage three small high-end clinics that cater to the wealthy of San Diego, providing high quality (and high cost) health care. Through these dual programs, they are able to take promising medical and pharmacology graduate students as interns, allowing further initiation of potential citizens and extensive Social Conditioning. The New World Order maintains a presence to ensure Social Conditioning contagion among medical interns, helping to spread the message of utopia and a science-led world.
Ideological Perspective: Outreach and capitalism are the bedrock of our future. Through utilization of existing programs, Construct 899GEC utilizes a curious blend of Social Conditioning and individualism to build up their numbers and fill their pockets. Through this, they are able to further finance more cutting edge (and somewhat outlandish) hypertechnology and biotechnology projects. Project FACADE directly benefits from the funds acquired via the clinics around the city. The Progenitors of Applied Sciences in 899GEC also feel that through outreach in local clinics, they can further spread the Technocratic paradigm and prevent Reality Deviant influence.
Common Conventions: Progenitor, Syndicate, New World Order
House/Building: Pharmalab Station occupies the top ten floors of Symphony Towers in the downtown Financial District.
Location in City: Downtown
Goals:

   1) I need a new drug: Pharmalab Station is focused primarily on the creation of substances to heal the sick. Lately they have been working on creating treatments for neurodegenerative disorders utilizing rare elements pulled from VE mining rigs from Construct 12A6-B.
   2) Track promising Sleepers: There are a lot of very high-achieving Sleepers who pass through training programs in San Diego. This may be UC San Diego, or through the US Naval Base. Either way, the Syndicate throws a lot of funding to finding promising candidates to join the Technocracy. This is also an entry point for new PCs. The Progenitors have rigged a machine that detects nascent Geniuses while interviewing potential intern applicants.

Concepts

Category Types
Common Celestial Chorus, Euthanatos/Chakravanti, Cult of Ecstasy/Sahajiya
Uncommon Akashic Brotherhood, Dreamspeakers, Virtual Adepts, Order of Hermes
Rare Verbena, Sons/Society of Ether
Unlikely/ Very Rare n/a

Concepts

Category Types
Common Syndicate, Progenitor, Iteration X
Uncommon Void Engineer
Rare New World Order
Unlikely/ Very Rare n/a

Concepts

Category Types
Common n/a
Uncommon Malfean, Infernalist
Rare K'llashaa
Unlikely/ Very Rare n/a

Restricted Merits/Flaws

  • Kinfolk/Shapechanger Kin: It's important to understand why you want to be Kinfolk. Mages are traditionally a very gregarious group of people and Dies Irae does not limit interactions with other spheres. Therefore, you could as a normal Mage, hang out with shifters. That said, kinfolk and mages are at a strange crossroads. Kinfolk have many expectations in Garou society; Mages are often seen as dangerous enemies who destroy Caerns and steal Fetishes to drink the magical energy within. Additionally, Mages also often have very strange relationships with spirits and seem to not have much in the way of knowledge about the Triat. This leads to Kinfolk Mages living very precarious lives where they often cannot speak about their Awakened life to their Shifter (and generally speaking, Garou) relatives, or their shifter relationships to their Awakened Cabalmates. You will be expected to understand how your character fits into whatever Shifter group you are kinfolk of and how this dichotomy affects their lives. This can often be the entire struggle of a character and their entire RP focus, so please bear that in mind. Kinfolk Mages will be a dual-sphere character who will need to work with both Shifter staff and Mage staff on their concepts. Please make sure that your character's relationship (or lack thereof if you're a callow/unknowing kinfolk) is indicated in your background.
  • Twin Souls: This Merit requires another PC to take it as well. It also requires a good justification as to why and how you have this, how it's affected your characters' lives, and what you stand to gain out of it. This can be a very powerful merit insofar as it allows two fairly strong characters and a way to channel more quintessence than usual with a very strong Avatar.
  • Fae Blood: While not as hardcore on disliking Mages as the Garou/Fera, Changelings who realize that Mages can drain Tass from their Balefires may also not be too pleased at having them around. Similar to being Kinfolk, please indicate how your being Kinain has affected you, how your character has dealt with this, and what you intend to do within both Changeling and Mage spheres. As per the books, you cannot take this if you are a Technomancer of any sort.
  • Oracular Ability: Oracular powers can be both difficult to run in a MU* setting due to the number of players involved in any given plot, and can also be hard to keep track of. This will be heavily evaluated if taken.
  • Inner Knight: Restricted for everyone except Technocrats.
  • Nephilim/Laham: It goes without saying, but someone attempting to app in as a half-angel will be heavily scrutinized.

Banned Merits/Flaws

  • Shattered Avatar: You'll be allowed to purchase Avatar after chargen with plots dedicated towards it. This merit is superfluous as a result.
  • Faerie Affinity: This is intended to work on Changelings. It is not suitable for a MUSH environment that has a Changeling sphere.
  • Supernatural Companion: This merit is designed explicitly for tabletop, allowing you to have an ally/friend who is a member of another supernatural group. It is not appropriate for a MUSH environment.
  • Guardian Angel: This merit is inappropriate for a MUSH.

Restricted Concepts

  • Batini: Although they have survived the purge of the Crafts/Disparates, the Batini will require a good justification for why they're in San Diego.
  • Orphans:
  • Hollow Ones:
  • SPD Technocrats: These are allowed and fine to take, but you will need to get approved by both Mage and Wyrm staff.

Banned Concepts

  • Nephandi BSD Kinfolk: I would really rather not. Nephandi who want to be considered part of the Wyrm sphere will need to be employed by Pentex. This even goes for Malfeans. Remember, you are not Wyrmish as a Nephandus, you serve oblivion/universal Entropy in some way. We might be splitting hairs, but BSDs aren't any more inclined to trust you than they would any other Mage.
  • Kinain-Kinfolk Mages: Just... no, man.
  • Disparates: Should go without saying, but there are really no Disparates anymore.
  • Ghoul Mages: Not allowing ghouls at this time. If it comes up in play, I will address it then.
  • Marauders: You can't be an insane demigod who whimsically changes Reality. a) Most mages kind of are this already; and b) this is a deeply difficult concept to play in tabletop, let alone a MUSH.

There are three rules of thumb to abide by if you want to run Mage PrPs or plots. The overall gist is that everything should have consequences, and that we do not operate within a vacuum. If things happen in Mage, it affects the rest of the game (arguably more than many other Spheres).

  • The Travails of Magick: Mages are hubristic creatures by nature. They will incur Paradox because they think they can get away with something, or they don't think about the consequences of changing Reality. Reality will snap back when stretched enough and you will be expected to run Paradox backlashes. If you feel uncomfortable running backlashes for your friends, please notify staff and we'll handle it either on site or via +job. Second, Awakened magick is a powerful thing and can often lead to large-scale changes. You must receive permission to make any changes to the grid that would be permanent or require adjustments. This isn't to say that plots including this will be denied, but they may be adjusted. That said, if there are on-the-fly changes (collapsing a bridge, blowing up a building, etc.) this falls into the territory of staff, as there will be a response from the city at large. Please let us know if this occurs.
  • No Silly Bullshit: Okay, look. Mage can sometimes be campy and ridiculous. Some would say the whole point of the Etherites is to play off camp. That said, there's an extent to which camp is allowable. If you're following the plot to children's cartoons or doing junk like having dinosaurs rampage through part of San Diego, this is 100% vetoed. There are umbral realms where things like dinosaurs exist, but on Earth, a dinosaur would be similar to Bygones in that the power of Disbelief would immediately destroy them. If you're wondering if you've surpassed camp, chances are you have. But if you really would like to get an eye on your plot, page staff.
  • Nephandi, Technocrats, Traditionalists: Since we do allow all of the Mage factions, having adversaries that are part of the other factions (ex. if you're running a plot for Traditionalists and showcase a Nephandic adversary), please let staff know. This may impact the way that the other factions interact with the game, as not all NPCs are going to be faceless. Even the most distant k'llashaa Nephandus is still going to be known by other Nephandi in the city. This means that your players may have a target painted on their back if they take out that lone Nephandus. Staff is always willing to work with you to make your plots have far-reaching consequences. We can also work with you to find other ways to incorporate adversaries that may not cause factional animosity -- more so than normal. Marauders are free game, of course. The Disparates have largely been hunted to extinction, but they still show up on occasion. Remember that any Mage can be evil, and an Orphan can be just as compelling as a Nephandus with the right motivations if your players want to be the good guys.