Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
The Atlantean Highborn
The following is a pseudo legacy first imagined by Korri Smith with the help of Mathew Hagen. It has since been adapted for use in MtA 2e for use by Korri's Character Witness and Hannah Nyland's character Chimera, who's souls hold the heritage.
Sources: The original mechanics for the Atlantean Highborn were copied from the Arete system laid out in World of Darkness: Mirrors but after many tweaks (halving growth rate, additional costs to powers, removal of automatic successes, etc) it was determined that the Legacy was too prone to becoming overpowered if Masteries and Skill Tricks were purchased strategically.
Sources: The original mechanics for the Atlantean Highborn were copied from the Arete system laid out in World of Darkness: Mirrors but after many tweaks (halving growth rate, additional costs to powers, removal of automatic successes, etc) it was determined that the Legacy was too prone to becoming overpowered if Masteries and Skill Tricks were purchased strategically.
Most Diamond Order mages know the legends of
the five Atlantean kings and queens who followed the Exarchs into the Supernal
Realms and built their Watchtowers on the sublime shores and became known as the Oracles. But what of the Atlantean nobility who did
not return to the Fallen City, the kings in exile and the queens in hiding? The
stories of the Diamond Orders have little to say on the inheritors of the
Atlantis’ legacy.
It is said that the royalty among the Awakened City hid among
the peoples of the newly fallen world, just as the priests, warriors, scholars
and spies did, and oftentimes stepped down into a position of service among the
nascent orders. But they could not truly
disguise their true natures, the parts of them that were more than the common magi who now sought direction in a Sleeping
world. Their souls were marked by the
greater understanding of truth that revealed them as the true rulers of a lost
Kingdom, and because of this truth, their souls were somehow different and retain memory, authority and connection to their past lives.
Over the years, as the kings and
queens of Atlantis passed from the world, their souls would continue to cycle
through the eternal Wheel of Incarnation, being born again and again in the fallen
world. Not all incarnations Awakened, and those that did needed the help of the
Watchtowers, as all mages’ souls do. But when the Highborn’s soul did Awaken,
it was strong, and the hidden truths of the first Lords of the Spire resonated
within their breasts.
Nobility is not a guarantor of
merit, however. Many Atlantean Highborn fall to hubris, giving in to the
arrogance that their superior abilities lead them to upon Awakening. But just
as many rise to heights of Wisdom, and lead the magi around them to do the
same. Either way, one of the Highborn cannot help but influence those around
them by their sheer excellence.
Nickname: Exiles
Orders:
Atlantean Highborn can be members of any Order, but are less likely to be members of the Free Council than the Diamond Orders. They almost never join the Seers of the Throne, as a part of their souls still remember the ancient betrayal of the Exarchs.
Atlantean Highborn can be members of any Order, but are less likely to be members of the Free Council than the Diamond Orders. They almost never join the Seers of the Throne, as a part of their souls still remember the ancient betrayal of the Exarchs.
The Adamantine Arrow boasts the greatest number of Atlantean
Highborn, who find that their skills are rewarded and honed by the military
traditions of the order. They dedicate themselves to the warrior-philosopher
ideal, and find themselves in the position of First Talon or Thunderbolt
Guardian usually well before their peers. If they survive the travails the
order frequently finds itself in, they often rise to the position of Adamant
Sage.
Among the Silver Ladder, the Exiles find the opportunity to
express themselves toward Atlantean ideals, and seek to bring the Awakened
community together under the promise of a new Atlantis. However, it is among the Silver Ladder that
most Highborn seem to fall to their hubris and become the great monsters and
tyrants that led to the fall of the First City in the first place.
Highborn among the Mysterium find that they have a knack for
rediscovering the lost treasures and lorehouses of the Time Before, which leads to
rapid gains of status and prestation.
They quickly become some of the foremost explorers and loremasters of
the order. Unfortunately, their meteoric
rise often upsets their peers, and they quickly find themselves without friends
or allies when the temple walls come crashing down.
Atlantean Highborn tend to dress well, and are drawn to the elite fashions of
whichever society they are found in. They also tend to be in excellent physical
health, but this is not always the case. Rare is the slovenly Exile, however,
and even those that are overweight or out of shape are usually well groomed.
Organization:
There is no organization among the Atlantean Highborn. Once, during the height
of the Roman Empire, a number of Exiles met to bring about an organization that
would allow them to pool their strengths and restore their place as kings and
queens of the Awakened, but this meeting quickly devolved into a conflict of
peers as each tried to establish her position at the top of a pecking
order. The sad fact is, Atlantean
Highborn do not generally work well together, and usually only accept another’s
authority if it suits their goals.
Background:
There is no rhyme or reason to who Awakens with the soul of an Atlantean Highborn. The Guardians of the Veil and the Silver Ladder have drawn up extensive family trees for any Highborn who becomes known, but there seems to be no significant indication that the souls of the Exiles pass through genetic lineages.
Exiles that exercise and expand their supernal authority (however hard to substantiate) tend to have high Social Attributes, Skills and Merits. High concentrations of the Highborn possess the Daimon merit. Many Daimon remember who they really are and have vast resources of past knowledge and ancient memory. They also can be potent and overbearing, even damaged by so many cycles of remembrance.
The heirs of Atlantis also tend to have high-levels of the Ancient Echoes merit, giving them memories and flashes of insight all the way back to the beginning...
Note: It should be noted that the heritage of a soul is not something that can be validated easily. The Exiles discover through deep soul searching and internal exploration and claim their status as something they are outside of an Order of Legacy. There is no formal system of validation and such a system would require studying the Exile's soul with Death magic, visiting past lives through Past Life Regressions or travel through the deepest parts of their Oneiros. At the end of the day, its impossible to tell without a doubt that these souls are somehow the lost royalty of an ancient Awakened nation.
Part of being an Exile is being labeled as a charlatan or a messiah (sometimes both). Despite their high charisma and inherent nobility they are often seen as frauds for what they claim. Many hide their beliefs about the nature of their souls under a bushel. The issue of what exactly the Atlantean Highborn is a political hornet's nest of speculation. Hope, however, tends to win out.
There is no rhyme or reason to who Awakens with the soul of an Atlantean Highborn. The Guardians of the Veil and the Silver Ladder have drawn up extensive family trees for any Highborn who becomes known, but there seems to be no significant indication that the souls of the Exiles pass through genetic lineages.
Exiles that exercise and expand their supernal authority (however hard to substantiate) tend to have high Social Attributes, Skills and Merits. High concentrations of the Highborn possess the Daimon merit. Many Daimon remember who they really are and have vast resources of past knowledge and ancient memory. They also can be potent and overbearing, even damaged by so many cycles of remembrance.
The heirs of Atlantis also tend to have high-levels of the Ancient Echoes merit, giving them memories and flashes of insight all the way back to the beginning...
Note: It should be noted that the heritage of a soul is not something that can be validated easily. The Exiles discover through deep soul searching and internal exploration and claim their status as something they are outside of an Order of Legacy. There is no formal system of validation and such a system would require studying the Exile's soul with Death magic, visiting past lives through Past Life Regressions or travel through the deepest parts of their Oneiros. At the end of the day, its impossible to tell without a doubt that these souls are somehow the lost royalty of an ancient Awakened nation.
Part of being an Exile is being labeled as a charlatan or a messiah (sometimes both). Despite their high charisma and inherent nobility they are often seen as frauds for what they claim. Many hide their beliefs about the nature of their souls under a bushel. The issue of what exactly the Atlantean Highborn is a political hornet's nest of speculation. Hope, however, tends to win out.
New Merit: Atlantean Highborn (•••••)
Effect: You were born with the soul of a King or Queen of Atlantis and grants you two benefits.
Wisdom Yantra: Your soul is it’s own Supernal Truth, and a powerful Yantra for spellcasting. When casting a spell, wether ritually or instantly, you may choose to spend a Willpower point to incorporate your soul into the spell as a Yantra. The effectiveness of your soul as a Yantra is measured by your Wisdom; Wise souls are more flush with Supernal power. You are still limited in the number of Yantras you may incorporate into a given spell based on your Gnosis.
Supernal Authority: Additionally, your soul’s age and power resonate strongly with ancient supernatural creatures. Spirits, goetic entities and Supernal beings recognize the history you bring to bear. You gain 9-again on all social interactions with such beings. If another effect would already grant you 9-again, you gain 8-again, instead.
Drawback: Your soul can be used as a powerful Yantra by other mages, as well. When used as a human sacrifice they gain your Wisdom as a Yantra bonus, in addition to the benefits of human sacrifice. Additionally, just because all spirits, Goetic entities and Supernal beings respect your inborn authority does not mean they like you; in fact, you may have powerful enemies that you do not remember due to the actions of your past selves.
Supporting Merits:
Merit: Daimon
(•••)
Source: Tome of the
Watchtowers p. 66
Effect: “Daimon” is the
original Greek word from which the modern English “demon” is derived. The
Greeks regarded the daimon as an intermediary between the gods and man,
distinct from the free-roaming malevolent spirit of Mesopotamia. Comparable to
other Paths’ guardian angel, faerie kin, power animal or ancestral protector,
the daimon shares an intimate personal link with the bearer of this Merit, but
also partakes of the Supernal Realm that is the daimon’s birthplace. A mage’s
daimon is far older than the mage, at least in an ontological sense, and has
access to knowledge, wisdom and modes of thought or being that are beyond
mortal ken. Mages of any Path can purchase this Merit.
This Merit acts similar to the Dream
Merit (p. 82 in Mage: The Awakening). The mage with this Merit, however
does not need to spend an hour in sleep or trance to receive a clue from his
daimon. He merely spends one turn in meditative concentration, and the
Storyteller rolls his Wits + Composure in secret, with the same results as
described for the Dream Merit, except that success provides only one clue. This
clue comes from the daimon, and similar to dream clues, is cloaked in allegory
and metaphor.
Ancient Echoes (• to •••••)
Source: Banishers p. 40
Prerequisites: Awakened (Banisher or Storyteller’s permission); must be purchased with bonus Merit dots at character creation
Effect: Some mages have
stronger connections to the past than others. While many mages may eventually
be able to track their ancestry back to survivors of the Fall of Atlantis, few
have direct remembrances of actual experiences just before, during or just
after the Fall. Mages with this Merit, however, can capture snatches of
memories of life in Atlantis or other events of their past history in the
Fallen World. This Merit may reflect reincarnation or memories of the fallen
grafting themselves onto a new body; this Merit is most common among Banishers
who experience some measure of memetic transmission.
Mages with this Merit sometimes gain
insights into their craft or into some aspect of the relationships among the
orders. Banishers with this Merit perceive it as either a blessing or a curse
(or sometimes both) for it not only gives them insights into the workings of
their targets but also reminds them of a past they fervently wish to either
ignore or destroy.
Déjà vu (•): The character
experiences a sudden sense of having done or witnessed something in a past life
up to 200 years ago, i.e., something that happened during the Victorian era
(19th century) or later (20th century). The character may receive
simply a feeling (“I feel as if I’ve walked down this street before when it
was cobblestones instead of asphalt.”) or a more profound “memory.” (“I
followed a man into this library and through this hallway once before — long
ago. There was a locked door and then the restricted books section.”)
Memory’s Thin Walls (••): The character’s
memory or seeming memory extends back as far as 400 years (the 17th century).
The more recent the memory, the more vivid its details are to the mage. (“I
remember watching fascinated as a child while some of my uncles shoved heavy
crates of tea into the waters of the harbor.”) or (“I remember the stars
were in the same position in the sky when a man darted across my path fleeing
something indescribable and unspeakable — much like that!”)
Memory’s Open Door (•••): The character can
remember something (or something similar) having occurred as far back as the
13th century. (“I’ve seen the signs before in this very house — a plague
house!”) Mages can sometimes experience premonitions based on past events
at this level of the Merit. (“The earth shook here once before, and I feel
it growing restless again.”)
Stepping Backward (••••): The character’s
memory can extend as far back as the beginning of the Common Era (1st century)
and the amount of detail remembered may seem to place the character back in
time, though this is certainly not an instance of time travel. (“I was known
as Eudoricus, and even then I hunted down those who sought to reinfect the
purity of the Supernal with the taint of the Fallen World.”)
Echoes of Fallen Atlantis (•••••): At the highest
level of this Merit, the character seems to remember aspects of Atlantis itself.
Banishers usually find clues for a possible starting point to track down a
specific artifact or the key to locating an “old soul” in the modern world.
Mages with this level of the Merit sometimes receive insights into the ways of
old Atlantis. Both mages and Banishers sometimes experience this level with
hallucinatory-like intensity or as a waking nightmare; the memories are far
more symbolic than literal, which makes it a frustrating affair to attempt to
visualize Atlantis as it was.
Merit: Potent Nimbus (• or ••)
Effect: Your character’s Nimbus has distinct and powerful effects on witnesses. At one dot, add two to your character’s effective Gnosis when determining her Nimbus Tilt (see MtA 2ed p. 90). At two dots, add four to her effective Gnosis for that purpose. Additionally, add your dots in this Merit to any rolls to flare your character’s Nimbus.
Merit: Potent Resonance (••)
Prerequisite: Gnosis 3+
Effect: Your character’s Signature Nimbus is particularly overbearing. Whenever a character scrutinizes her Signature Nimbus with Mage Sight, he’s subject to the effects of her Immediate Nimbus and its corresponding Tilt.
Merit: Potent Nimbus (• or ••)
Effect: Your character’s Nimbus has distinct and powerful effects on witnesses. At one dot, add two to your character’s effective Gnosis when determining her Nimbus Tilt (see MtA 2ed p. 90). At two dots, add four to her effective Gnosis for that purpose. Additionally, add your dots in this Merit to any rolls to flare your character’s Nimbus.
Merit: Potent Resonance (••)
Prerequisite: Gnosis 3+
Effect: Your character’s Signature Nimbus is particularly overbearing. Whenever a character scrutinizes her Signature Nimbus with Mage Sight, he’s subject to the effects of her Immediate Nimbus and its corresponding Tilt.
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