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		<id>http://nwod.org/wiki/index.php?feed=atom&amp;target=Sirith&amp;title=Special%3AContributions%2FSirith</id>
		<title>Edge of Darkness Wiki - User contributions [en]</title>
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		<updated>2026-04-04T17:48:18Z</updated>
		<subtitle>From Edge of Darkness Wiki</subtitle>
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	<entry>
		<id>http://nwod.org/wiki/index.php/File:Otto_Cash.jpg</id>
		<title>File:Otto Cash.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Otto_Cash.jpg"/>
				<updated>2017-06-02T05:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: uploaded a new version of &amp;amp;quot;File:Otto Cash.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T18:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
|box1={{Has Merit|Striking Looks|2|Description=Petite Redhead}}&lt;br /&gt;
|box2={{Has Merit|Distinctive Voice|2|Description=Crystal-Clear}}&lt;br /&gt;
|box3={{Has Merit|Status|3|Sphere=Academia}}&lt;br /&gt;
}}&lt;br /&gt;
{{Lived In|Chicago|2004|2014}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T18:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
{{Lived In|Chicago|2004|2014}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2017-01-25T18:12:19Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=196&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
{{Lived In|Las Vegas|1989|2011}}&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2017-01-25T18:11:01Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid = 196&lt;br /&gt;
|Avatar = unknown&lt;br /&gt;
|box1 = Former [[Former Position::Envoy]] of [[Guardians of the Veil]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2017-01-25T18:10:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|threadid = 196&lt;br /&gt;
|Avatar = unknown&lt;br /&gt;
|box1 = Former [[Former Position::Envoy]] of [[Guardians of the Veil]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T07:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
|box1={{Has Merit|Striking Looks|2|Description=Petite Redhead}}&lt;br /&gt;
|box2={{Has Merit|Distinctive Voice|2|Description=Crystal-Clear}}&lt;br /&gt;
|box3={{Has Merit|Status|3|Sphere=Academia}}&lt;br /&gt;
}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Mage Character}}{{Status Editor}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T07:15:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{Status Editor}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T07:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Mage Character}}{{Status Editor}}&lt;br /&gt;
{{Has Merit|Striking Looks|2&lt;br /&gt;
|Description=Petite Redhead&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Distinctive Voice|2&lt;br /&gt;
|Description=Crystal-Clear&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Status|3&lt;br /&gt;
|Sphere=Academia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T07:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: Undo revision 118731 by Sirith (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
|box1={{Has Merit|Striking Looks|2|Description=Petite Redhead}}&lt;br /&gt;
|box2={{Has Merit|Distinctive Voice|2|Description=Crystal-Clear}}&lt;br /&gt;
|box3={{Has Merit|Status|3|Sphere=Academia}}&lt;br /&gt;
}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Mage Character}}{{Status Editor}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T07:00:15Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Mage Character}}{{Status Editor}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Faith</id>
		<title>Faith</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Faith"/>
				<updated>2017-01-25T06:54:23Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Char&lt;br /&gt;
|threadid=81&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Character Name=Faith&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Player Name=Sirith&lt;br /&gt;
|Order=Silver Ladder&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Fiery&lt;br /&gt;
|Avatar=Unknown&lt;br /&gt;
|Titles=[[Position::Claviger]] of the [[Silver Ladder]]&lt;br /&gt;
|Inception=3 April 2014&lt;br /&gt;
}}&lt;br /&gt;
== The Face of Faith ==&lt;br /&gt;
=== Outer - Appearance ===&lt;br /&gt;
Faith might be a bit too skinny or be of small height with her 5'4&amp;quot;, but she stands out. Triangular face, big smile, big brown eyes, fiery mane of hair. She wears clothes mostly very feminine in style and with very strong colors. She likes jewelry, though she might wear both something luxurious- and rural-looking. Sometimes she wears clothes inspired by Polish regional styles.&lt;br /&gt;
&lt;br /&gt;
=== Inner - Personality ===&lt;br /&gt;
It's rare to see Faith not doing anything. She's an energetic woman with a lot of drive and focus. She's a bit too serious most of the time, but with people she trust she becomes cheerful, to the point of childish playfulness. Even normally she has trouble being still - moving her leg, playing with a pen or pencil, doodling, whistling or outright singing betrays her restlessness. The only time she can be still is when she's focusing on something. Oh, she has a lot of focus. She's confident and holds a lot of pride in her Order and her personal goals and she's going to do a lot for that... Even if by ways that might not always be Wise.&lt;br /&gt;
&lt;br /&gt;
=== Magical Tool ===&lt;br /&gt;
Silver pendant in the shape of triangle, with engraved simple version of the Square and Compasses with the Eye in the middle. The pendant is worn on a long thong.&lt;br /&gt;
&lt;br /&gt;
=== Nimbus ===&lt;br /&gt;
Pillar of light and white fire over the Mage's head brightens the surroundings. There is an addition of sound when her Virtue and Vice manifest: high, a bit sounding like a chorus or low and threatening humming. For Uncloaking the pillar of light looks like a ray of sun shining only at her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Sleeping ===&lt;br /&gt;
Agnieszka Stavinsky. One normal girl from Little Italy in [[Chicago]]. A daughter of Polish immigrants (employed at the local hospital), but born in Chicago already, she thought herself American. She was leading a normal life - school, parties, boyfriends, part time jobs, doing a bit of arts and handicraft in your spare time, visiting grandparents with her parents from time to time, snoozing at school and doodling in her notebooks, rebellion age (that's when she started to dye her ginger hair into a bit more dark red color), high school rock band, dreams of being a rock star (she was sure she would try to get into LePaul). Everything normal.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
It was a break after her second year at high school and Agnieszka was spending her time in Warsaw when she was asked about directions by this woman. She looked like Japanese, but she tried asking in Russian first, then English. Agnieszka helped her. Something clicked, and she didn't know how it turned that the redhead became her guide through the city. She told Agnieszka she was on a trip through Europe to study urban planning. Well, she told her a lot more - how she wanted to make the dead cities of former Soviet Republic into thriving hubs of life, especially Chernobyl. She talked and talked about how the greatest cities were great hubs of life through history, and somehow Agnieszka was unable to forget it, even a week later when she was returning home. She was restless and dreams were not relieving her. The image in her head was changing, but it still was the same in the essence: the great city, full of colors and light - practically only with light, since there was no shadow - and towers, with one tower reaching as far as skies allowed.&lt;br /&gt;
&lt;br /&gt;
Agnieszka saw it with her own eyes when you got out of plane. She doesn't remember much of what happened later. She remembers having her senses attacked from every direction. Sounds of all wavelength and loudness, light of all possible and impossible colors and hues, everything too hot, too cold, too dry, too wet. It was intense. Excruciating, even. But she got to the highest tower and managed to touch it. There was pain like nothing she felt and it originated from the inside of her head, like her brain was on fire. Yet she didn't back away. The last thing she knew was seeing her name sound in the electric wall of the tower, and then she fainted.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Agnieszka wasn't found so fast. It took them over two months, she never learned in details why. It somehow had in common with Banishers having control of the local area around the airport. What mattered then to her was what she experienced. It felt... overworldly. Unthinkable. Divine. Somehow she managed to convince her parents and doctors it was 'just a jet-lag', but she knew it was something else. She couldn't let it rest. She lost all interest in fame, in love, in sex. She broke up with her boyfriend after the first two weeks. She went looking for all kind of religions in hope they would tell her what she experienced. Mainstream, offstream, even all kinds of myths and paganism. All of them had a bit of what she was looking for, but not everything. She decided that maybe they're all right and wrong. Maybe the Divine was wearing hundreds, thousands, millions of masks, each different for each person.&lt;br /&gt;
&lt;br /&gt;
And then she decided that if she wanted to touch, to experience it again, she'd need to find the City again. Maybe even build it yourself.&lt;br /&gt;
&lt;br /&gt;
When the [[Silver Ladder]] found her, she knew she's going to join them. They were the only ones who were not talking about being shy and humble, and they would be the only people that would help her in her ambition. She took &amp;quot;Faith&amp;quot; as her Shadow Name to always remind herself of Divine. She studied hard. She had her successes and she was making mistakes. She was still proud and her methods a bit too flashy - and that didn't lie well with the Guardians, who ruled the city. The Silver Ladder arranged for her a task to get her away from the city for a while. They told her it's &amp;quot;to get her inner Lion calmed down&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They sent her to Sacramento, to help stabilize the local Consilium and support the effort of local Silver Ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Mage Character}}{{Status Editor}}&lt;br /&gt;
{{Has Merit|Striking Looks|2&lt;br /&gt;
|Description=Petite Redhead&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Distinctive Voice|2&lt;br /&gt;
|Description=Crystal-Clear&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Status|3&lt;br /&gt;
|Sphere=Academia&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2017-01-16T23:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Character Name=Raum&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Player Name=Sirith&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Created By=Sirith&lt;br /&gt;
}}&lt;br /&gt;
{{Lived In|Las Vegas|1989|2011}}&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Raum.jpg</id>
		<title>File:Raum.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Raum.jpg"/>
				<updated>2017-01-16T23:43:36Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: uploaded a new version of &amp;amp;quot;File:Raum.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{subst:No license from license selector|Somewebsite}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Sirith.jpg</id>
		<title>File:Sirith.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Sirith.jpg"/>
				<updated>2015-02-28T22:44:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Raum</id>
		<title>Raum</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Raum"/>
				<updated>2014-06-07T20:56:42Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MC2&lt;br /&gt;
|Character Name=Raum&lt;br /&gt;
|Status=Deceased&lt;br /&gt;
|Player Name=NPC&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Path=Mastigos&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Avatar=Stock Model&lt;br /&gt;
|Created By=Sirith&lt;br /&gt;
}}&lt;br /&gt;
{{Lived In|Las Vegas|1989|2011}}&lt;br /&gt;
== Apperance ==&lt;br /&gt;
Raum is a tall man, being 6'2&amp;quot;, but his body build is lean. Even so, it doesn't make him look so bad, since he's practiced in choosing clothes for a smart look, which is his preferred style. He's always choosing the best fabrics, designs and accessories. With so much smugness in his bearing, it creates really dandyish image.&lt;br /&gt;
&lt;br /&gt;
== Nimbus ==&lt;br /&gt;
Screams of terror and suffering, as if from the very Pandemonium, are heard around him causing listeners to feel the same pain as his. If his Vice is active, you can even see fire and smoke surrounding him; if it is his Virtue, screams are more of roar of enthusiastic demons.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born in Los Angeles as Joshua Hävlik, he was the only child of an industrialist. Pampered and treasured since his birth, he was never a shy child. For that, and for his amazing memory, he was a well liked everywhere he went. Something like &amp;quot;Most popular guy in a high school&amp;quot;, if you replaced &amp;quot;everywhere&amp;quot; for &amp;quot;high school&amp;quot;. Because he was brought up by his mother as a good Catholic, he grew to think that his mission was to help weak with his best, so he decided to become a lawyer and become quite famous for being incorruptible. In the meantime, in his last high school year his family moved to Las Vegas. Joshua didn't like the city, but endured it in order to go to a good law school. At Stanford he met Trisha, girl who conquered his heart, and they married. After college they returned to Los Angeles suburbs, having already had one child. There, they lived for nearly three years, during which time they had a second child and were happy. Until the fire.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
The fire, in which he lost what was dearest to him, was the trigger for his Awakening. He lost his wife and children, but he also lost his self-confidence. Wandering through Pandemonium while he was in a month long coma showed him how much anger and brutality was in him and he became frightened. He went through - he did - terrifying things to get to the Watchtower. He was strong, he made it, but he despised himself. It was his Mentor who showed him that sometimes making mistakes and sacrifices are important, so that others wouldn't have to make them later. She was the one to make him who he is.&lt;br /&gt;
Nevertheless, he couldn't live normally in the City of Angels. He returned to Las Vegas and found other mages, who helped him get set on the Path. With some time, he became even trusted enough to become an Emissary.&lt;br /&gt;
&lt;br /&gt;
=== Current situation ===&lt;br /&gt;
Raum left Las Vegas for Sacramento not long ago. (On the order from someone? On his own will? Noone - again, really nobody - knows.) Recently he moved to a new apartment and found a job in a rising law office.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sisterhood_of_the_Blessed</id>
		<title>Sisterhood of the Blessed</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sisterhood_of_the_Blessed"/>
				<updated>2014-06-02T08:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=The Sisterhood of the Blessed&lt;br /&gt;
|Nickname=The Blessed&lt;br /&gt;
|Ruling=[[Ruling::Fate]]&lt;br /&gt;
|Path=Acanthus&lt;br /&gt;
|Order=Silver Ladder&lt;br /&gt;
|Source =Silver Ladder Sourcebook&lt;br /&gt;
|Pages=174&lt;br /&gt;
}} {{quote|Sometimes, the difference between blind luck and superlative skill is less clear than you’d imagine. However, let’s not worry about that now...|#337799}}&lt;br /&gt;
&lt;br /&gt;
This Legacy was founded in the mid 18th century by a group of wealthy and powerful British, French and later American women who were also mages. Given the constraints of social expectations about their proper role as wealthy society women, female mages who did not wish to give up their social position or family ties needed to learn to use their magic in a particularly subtle and discreet manner. This Legacy developed as an outgrowth of this effort and by the early 19th century it had become very popular with middle and upper class female mages from Western Europe and North America.&lt;br /&gt;
&lt;br /&gt;
Although it opened its membership to men in the early 1970s, the Legacy’s basic principles remain the same — members are people who maintain a mundane and socially respectable front in mortal society. The Blessed, as they are known, are especially skilled at the art of deception and specifically in keeping up appearances. They have learned to use their magic and their Attainments to accomplish their goals in a manner that avoids drawing any attention to themselves. Some members strive to be overlooked, while others discretely work to become centers of social attention. However, above all else members make certain they avoid any appearance of secrecy or ambition beyond their station and most of the Blessed make certain to keep their goals as secret as their magic.&lt;br /&gt;
&lt;br /&gt;
Even within the society of mages, many of the Blessed strive to work behind the scenes. A few appear as unworldly scholars of magic, and others seem to be amusing but largely harmless dilettantes, but most have as many ambitions within their order as they do in the mortal world. Rival mages often suspect the Blessed of all manner of intricate and devious plans, but have great difficulty separating fact from speculation or deliberately stopping their efforts because the Blessed are protected against discovery or opposition. Blessed who are especially interested in power within the various orders of mages often conceal their membership in this Legacy.&lt;br /&gt;
&lt;br /&gt;
Blessed who allow other mages to learn of their membership usually focus their efforts upon bending mortals to their wishes. However, they are often able to use their influence among wealthy and powerful mortals as a way to bargain with other mages who need their aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Good Fortune&lt;br /&gt;
* Exclusive Benediction&lt;br /&gt;
* Accidental Auspices&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Supernal_Companion</id>
		<title>Supernal Companion</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Supernal_Companion"/>
				<updated>2014-05-02T14:58:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=5&lt;br /&gt;
|Type=Mage&lt;br /&gt;
|Prerequisite=Awakened&lt;br /&gt;
|Source=Summoners&lt;br /&gt;
|Pages=p. 186&lt;br /&gt;
}}{{MHR|This merit is not allowed|Banned}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Smart mages that decide to pursue Supernal summoning magic start by calling up something small that can easily be dealt with, in case something goes wrong. More often than not, the mage sends these minor entities home after a cursory examination, impatient to move on to bigger and better things when she is sure her magic works properly. Other mages ﬁnd themselves enamored of the creatures that they summon and decide to use such entities as familiars. In addition to the experience points cost of this Merit, which indicates time spent in study learning exactly how to bind a Supernal creature to her, the mage must complete the Supernal summoning ritual to call her new familiar. Binding a Supernal entity requires the mage to spend one dot of Willpower and to reveal her real name to the creature. Supernal Companions are created using the guidelines shown in [[Mage: The Awakening]] on p. 83 for Twilight familiars. A Supernal Companion spends most of its time in Twilight but can manifest at its master’s side by spending a point of Essence (this ability is separate from the single Numen allowed to familiars at creation). In addition to the other beneﬁts gained by a mage for owning a familiar, she can drain up to two Essence from the Supernal Companion for an equal amount of Mana once each day.&lt;br /&gt;
&lt;br /&gt;
Note that the process of binding a Supernal entity to oneself in such a manner permits the being to survive indeﬁnitely away from its realm of origin. Forcibly subjecting an unwilling Supernal spirit to the familiar bond (and many of them are, indeed, unwilling to be conﬁned to the material realm), however, is an act of hubris, requiring any mage with a Wisdom of 3 or&lt;br /&gt;
greater to roll two dice to resist degeneration.&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Summoning_Circle</id>
		<title>Summoning Circle</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Summoning_Circle"/>
				<updated>2014-05-02T14:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3&lt;br /&gt;
|Type=Mage&lt;br /&gt;
|Prerequisite=Sanctum (Size) ● or more&lt;br /&gt;
|Source=Summoners&lt;br /&gt;
|Pages=p. 185&lt;br /&gt;
}}{{MHR|This merit is not allowed|Banned}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout the ages, willworkers have used bounded spaces to set their summonings apart from the outside world. In part, they do this for safety’s sake, but also to cultivate within themselves a sense of the gravity of the act, to separate this powerful form of magic from distractions, whether internal or external. Over time, many of these ritual spaces have become enhanced with their own uncanny character, sliding partway out of this world and partway into others.&lt;br /&gt;
&lt;br /&gt;
A summoning circle must be attuned to a given realm (a particular Supernal Realm, the Abyss, Shadow, the Underworld, etc.); once set, this choice cannot be changed, though a mage may have more than one summoning circle (up to two at Gnosis 3, three at Gnosis 6, and four at Gnosis 9), with each corresponding to its own distinct world. For each dot of a single instance of this Merit, a willworker adds one die to all rolls to summon entities from the realm to which the summoning circle is attuned.&lt;br /&gt;
&lt;br /&gt;
In other words, a mage with a one-dot summoning circle (Arcadia) adds one die to a summoning spell intended to call down an Arcadian spirit, while one with a three-dot summoning circle (the Abyss) adds three dice to any roll to call an Acamoth or Gulmoth. Note that the bonus dice only apply to attempts to summon the appropriate otherworldly beings, not to any dice rolls necessary to control them, forge pacts, or the like.&lt;br /&gt;
&lt;br /&gt;
Because of the sometimes delicate work necessary to properly maintain a summoning circle, one may only be constructed within a mage’s sanctum. A summoning circle can be part of a shared sanctum, but this Merit (and the structure that it represents) is personal in nature and may not be shared within a cabal.&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Summoners_Soul</id>
		<title>Summoners Soul</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Summoners_Soul"/>
				<updated>2014-05-02T14:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=3&lt;br /&gt;
|Type=Mage&lt;br /&gt;
|Prerequisite=Awakened&lt;br /&gt;
|Source=Summoners&lt;br /&gt;
|Pages=p. 186&lt;br /&gt;
}}{{MHR|This merit is not allowed|Banned}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A minority of mages Awaken with a quiescent connection to other realms, which, if developed, shows itself as an inherent talent for summoning magics. On a level far below conscious thought, the mage has an instinct for the rules that govern other realities. Awakened scholars refer to this gift (or curse, if you like) as a Summoner’s Soul. Every mage with a Summoner’s Soul is mystically inclined towards one realm over the others, while still being more naturally adept with summoning magic in general than most mages. A player should choose the realm to which her character is linked when selecting this Merit. A mage tied to a Supernal Realm in this manner must select his Path Realm; this inborn connection is probably what drew such a willworker to his particular Watchtower in the ﬁrst place. When spending Willpower on a summoning spell attuned to entities from his character’s favored realm, the player of a mage with a Summoner’s Soul receives ﬁve bonus dice, or four bonus dice with respect to summoning spells that call upon other realms. When dealing with entities from his favored realm, all of the willworker’s Social Skill rolls receive two bonus dice as a result of this special bond. But this may only be selected at character creation or with Storyteller approval.&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Safehouse</id>
		<title>Safehouse</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Safehouse"/>
				<updated>2014-05-02T14:50:03Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3|Level4=4|Level5=5&lt;br /&gt;
|Type=Sanctuary&lt;br /&gt;
|Prerequisite=Hunter&lt;br /&gt;
|Source=Hunter The Vigil Sourcebook&lt;br /&gt;
|Pages=p. 70&lt;br /&gt;
}}The hunter has a place of his own where monsters cannot find him. A safehouse might be the headquarters for a cell, or it might be a personal hideaway for an individual. Hunters often rig a safehouse with traps, hidden weapons, security systems and escape routes, because as impregnable as it might be, monsters are persistent and clever. They’ll probably find the way in, and the best a hunter can do is make it hard on them.&lt;br /&gt;
&lt;br /&gt;
A safehouse might be a storage shed that the hunter rents out and uses as a weapons locker, an apartment that is rigged to set the building on fire if he fl icks a switch, or a mansion belonging to his organization that is woefully lacking in security. In game terms, dots spent on the Safehouse Merit need to be distributed among four categories: Size, Cache, Secrecy and Traps. Thus, the storage shed might have no dots of Size or Traps, but several of Secrecy. The apartment doesn’t hold much in the way of Cache (as the owner is afraid to leave anything there), but has a high Traps rating. The mansion has five dots in Size and probably a few in Traps and/or Cache, but none in Secrecy. &lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
&lt;br /&gt;
Safehouse Size is perhaps the simplest defining characteristic, governing the amount of raw space the safehouse encompasses.&lt;br /&gt;
&lt;br /&gt;
x Barely any space; only a pair of characters can fit inside comfortably.&lt;br /&gt;
&lt;br /&gt;
• A studio apartment; one to two rooms.&lt;br /&gt;
&lt;br /&gt;
•• A large apartment or small family home; three to four rooms.&lt;br /&gt;
&lt;br /&gt;
••• A warehouse, church or large home; five to eight rooms, or large enclosure.&lt;br /&gt;
&lt;br /&gt;
•••• A mansion or very large home; equivalent to nine to 15 rooms.&lt;br /&gt;
&lt;br /&gt;
••••• A sprawling estate, interconnected tunnel network; countless rooms or chambers.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
&lt;br /&gt;
'''Safehouse Cache''': A lot of space is good for a very large cell, or for a cell that chooses to live in its safehouse, but it can also make the inhabitants paranoid. After all, if there are 10 rooms in the place, who knows what’s in the other nine at any given time? Hunters find that having some weapons at their fingertips lessens this paranoia somewhat (or it might make it worse, because what if the monsters find the stash?).&lt;br /&gt;
Each dot allocated to Safehouse Cache translates to one cache. A cache can hold five Size points worth of equipment, so while one might be a weapons locker with two shotguns and a pistol (and a few boxes of ammo for each, which is negligible as far as Size goes), another might hold surveillance equipment (a set of wire taps, binoculars, night-sight goggles and maybe a pistol for good measure). Chapter Six of the World of&lt;br /&gt;
Darkness Rulebook has some examples of equipment and weapons that might be useful, and players should work with the Storyteller to figure out what might fit in a cache. It is possible, too, to combine two or more dots of Cache into one space, for a total Size of 10 or more. Equipment doesn’t have to be stored in a cache, of course — a large safehouse can have entire rooms devoted to storage. Equipment that is stored in a cache, however, is effectively hidden from anything but a devoted (or supernatural) search. Mundane interlopers receive a -5 modifier to any attempt to find a cache (on a dramatic failure, the searcher finds and triggers a trap, instead, if the safehouse has any). If the players wish, this modifier can instead apply to attempts to access the Cache. The gun safe might be in plain view, but it’s not at all easy to crack open without the proper combination.&lt;br /&gt;
&lt;br /&gt;
==Secrecy==&lt;br /&gt;
'''Safehouse Secrecy''': One of the biggest advantages a hunter can enjoy is, ironically, one that his prey tries to cultivate as well: anonymity. If the monsters don’t know where to find the hunters, they have a harder time killing them. Dots in Safehouse Secrecy indicate how far removed from the hunters the safehouse is, from a legal (and paper trail) standpoint. These dots impose a negative penalty on any attempt to find the hunter through the property, or vice versa. The descriptions of the different dot ratings below are just examples; it’s up to the player to decide what the Secrecy represents.&lt;br /&gt;
&lt;br /&gt;
x The hunter rented or bought the place using his real name, credit card or bank account.&lt;br /&gt;
&lt;br /&gt;
• The hunter went through an intermediary, but cosigned a loan at some point.&lt;br /&gt;
&lt;br /&gt;
•• Some effort toward concealment; an assumed name or paying in cash.&lt;br /&gt;
&lt;br /&gt;
••• Considerable difficulty in tracing the property — the hunter might just be squatting.&lt;br /&gt;
&lt;br /&gt;
•••• The hunter never goes back to the place if he doesn’t have to, never gets there by the same route, and&lt;br /&gt;
his real name never appears on any of the documentation.&lt;br /&gt;
&lt;br /&gt;
••••• The property has a real owner who lives there full time, is aware of his rights and, if necessary, can&lt;br /&gt;
show cops around the place while casually denying that he’s ever seen the hunter before.&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
'''Safehouse Traps''': Sooner or later, a safehouse is going to be compromised. Hunters know it, even if they don’t want to admit it. That’s why many of them build traps into their safehouses, in hopes they can kill a supernatural intruder — or at least deter him long enough to get away. A trap can take a myriad of forms. Opening a door to a promising-looking room reveals a shotgun aimed at chest level, which promptly fires. Walking up the stairs on the left side is safe, but on the right side, they’re rigged to collapse. Looking behind a painting causes an ax to swing down from the ceiling, just about at head level. A trap can also be designed to destroy part (or all) of the safehouse — at the flick of a switch, the place goes up in flames, collapses or explodes (see sidebar for what this means in terms of the Merit).&lt;br /&gt;
&lt;br /&gt;
A trap can either inflict damage equal to the dots allocated to it to a single target, or can inflict less damage to a large area. Once a trap is tripped (provided it doesn’t destroy the place), any hunter who contributed dots to the safehouse can reset it with minimal work. This is what differentiates traps represented by this Merit from others that the characters might build themselves during the course of the chronicle; no rolls or special effort are required to reset a Safehouse Trap. Again, though, if the trap is designed to destroy large sections of the safehouse, that damage can’t be repaired without significant effort and expense, if at all. Any trap that deals damage to the Safehouse Size can be rigged to go off after a short delay, giving the hunters time to flee.&lt;br /&gt;
&lt;br /&gt;
x The hunters haven’t bothered setting traps. Perhaps they’re afraid of setting them off themselves.&lt;br /&gt;
&lt;br /&gt;
• A trap that infl icts one point of lethal damage to a target (concealed knife, caltrops) or three points of&lt;br /&gt;
bashing damage to a small area (electrified fl oor, mild poison gas).&lt;br /&gt;
&lt;br /&gt;
•• A trap that infl icts two points of lethal damage to a target (spring-loaded knife, concealed pistol trap) or&lt;br /&gt;
inflicts six bashing damage to a small area (falling sandbags, fire-hose trap), or a trap that incorporates fire&lt;br /&gt;
and thus has a chance of igniting targets and the house (see p. 180 of the World of Darkness Rulebook).&lt;br /&gt;
&lt;br /&gt;
••• A trap that infl icts three points of lethal damage to a target (falling ax, poisoned needle on a doorknob)&lt;br /&gt;
or eight bashing damage to an area (collapsing staircase), or a trap that damages a portion of the safehouse,&lt;br /&gt;
reducing its Size by one (explosives; anyone caught in the blast takes two lethal damage).&lt;br /&gt;
&lt;br /&gt;
•••• A trap that inflicts four lethal damage to a target (shotgun trap, pit with spikes) or 10 bashing&lt;br /&gt;
damage/two lethal damage to an area (concussion grenade trap, deadfall trap), or a trap that reduces the&lt;br /&gt;
Safehouse Size by one to three dots (anyone caught in the area suffers three points of lethal damage).&lt;br /&gt;
&lt;br /&gt;
••••• A trap that inflicts five points of lethal damage to a target (spring-loaded sharpened stake, blowtorch&lt;br /&gt;
trap) or 12 bashing damage/three lethal damage to an area (bouncing Betty, acid spray), or a trap that&lt;br /&gt;
completely destroys the safehouse, no matter how large (anyone caught inside suffers four points of lethal&lt;br /&gt;
damage).&lt;br /&gt;
&lt;br /&gt;
A note on vulnerabilities: some creatures, such as vampires, suffer aggravated damage from fire. Others have more specialized weaknesses, and hunters might well guess at them or learn them over the course of the chronicle. The Safehouse Traps system doesn’t make capitalizing on these weaknesses a special case — working silver bullets into a gun trap doesn’t put the dot rating up. This is because the creatures get a chance to notice the traps anyway (see below), and because a hunter can’t be sure that a) werewolves really are vulnerable to silver, or if that’s just a story and b) werewolves are going to attack the safehouse, rather than, say, vampires, who don’t care a bit about silver.&lt;br /&gt;
&lt;br /&gt;
Each aspect of the Safehouse Merit has a limit of 5. In other words, Safehouse Size, Safehouse Cache, Safehouse Secrecy and Safehouse Traps may not rise above 5 (to a maximum of 20 points spent on this Merit). The combined pool of points is used to determine the cost in experience points for raising the Safehouse Merit during play.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
''Special'': The Safehouse Merit may be shared among characters in a cell. The cell may have built the place from the ground up, or a single hunter might have found or purchased it and improved as he met the other characters.&lt;br /&gt;
&lt;br /&gt;
To share this Merit, two or more characters pool their dots for greater capability. A shared rating in the Safehouse Merit cannot rise higher than five dots in any of the four aspects of the trait. That is, characters cannot pool more than five points to be devoted to, say, Safehouse Size. If they wish to devote extra points to the Merit, they must allocate those dots to a different aspect of the Merit, such as Traps or Secrecy. Shared dots can be lost. If a hunter dies or leaves the cell (perhaps due to a falling-out over methods), the dots that he contributed are subtracted from the safehouse. The Storyteller decides what reduced dots mean in the story when a character leaves a shared safehouse, but the decision should make sense. Dots representing Size, for instance, should probably disappear last, if at all, and if they do, it might mean that a portion of the safehouse has become unusable rather than vanishing outright. A character might take equipment with him when he leaves, thus reducing dots in Safehouse Cache, or a death might draw attention to the place, reducing Safehouse Secrecy.&lt;br /&gt;
&lt;br /&gt;
A character need not devote all of her Safehouse dots to the shared Merit, of course. A hunter might maintain a separate safehouse of her own outside the communal one represented by the shared trait. Any leftover dots that a character has (or is unwilling to share) signify what she has to draw upon as an individual, separate from the cell. For example, three characters share a safehouse and expend a group total of five dots. One character chooses to use two other dots on a private safehouse for herself. Those remaining two dots represent a safehouse entirely separate from what she and her comrades have established together. To record a shared Safehouse Merit on your character sheet, put an asterisk next to the name of the Safehouse Merit and fill in the total dots that your character has access to thanks to his partnership. In order to record his original contribution, write it in parentheses along with the Merit’s name. It is not important to note which aspect of the Safehouse Merit on which those points are spent, as this allows greater flexibility should a character ever decide to withdraw from the community arrangement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Otherworldly_Lore</id>
		<title>Otherworldly Lore</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Otherworldly_Lore"/>
				<updated>2014-05-02T14:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=4&lt;br /&gt;
|Type=Mage&lt;br /&gt;
|Prerequisite=Gnosis ●●●&lt;br /&gt;
|Source=Summoners&lt;br /&gt;
|Pages=p. 184&lt;br /&gt;
}}{{MHR|This merit is not allowed|Banned}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through a combination of extended study and practical experience, some mages learn certain tricks for dealing with particular types of otherworldly entities. When purchasing this Merit, Otherworldly Lore must be assigned to a certain type of ephemeral being (ghosts, Shadow Realm spirits, goetic demons, entities from a given Supernal Realm, Gulmoth, Underworld creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
When dealing with creatures of the specific type encompassed by her Otherworldly Lore Merit, a mage benefits from the 9-again rule with respect to all rolls — whether magical or mundane; combat related, social, investigative, or whatever — made&lt;br /&gt;
upon or against a being of that type. A character may only have one instance of this Merit, representing a resolute dedication to dealing with a given “species” of entity, until she attains her sixth dot of Gnosis, whereupon she may purchase the Merit a second time. At 10 dots of Gnosis, she may purchase a third instance of Otherworldly Lore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Storm_Lords</id>
		<title>Storm Lords</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Storm_Lords"/>
				<updated>2014-05-02T13:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|wtf}}{{top icon| imagename    = Storm Lords.png|width=90}}{{Werewolf/Index}}&lt;br /&gt;
{{Quote|Lightning flashes, splitting the bole of an ancient tree, and the crash of thunder shatters the ominous silence of the night. Prey animals scatter, their hearts hammering,and even otherwise brave predators panic and flee. And those who reckon themselves above both predator and prey freeze in unaccustomed terror, not knowing what’s coming. They don’t yet recognize the signs of displeasure from the '''Iminir''', the Storm Lords.|sienna}}&lt;br /&gt;
&lt;br /&gt;
: '''Renown''': Honor&lt;br /&gt;
: '''Gifts''': [[Affinity::Dominance Gifts|Dominance]], [[Affinity::Evasion Gifts|Evasion]], [[Affinity::Weather Gifts|Weather]], [[Affinity::Alpha Gifts|Alpha]]&lt;br /&gt;
: '''Totem''': Skolis Ur, Winter Wolf    &lt;br /&gt;
: '''Ban''': Allow No One To Witness Or Tend To Your Weakness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the tales go, when Father Wolf was killed and the reality of what that meant for the future sank in, the Firstborn turned to his two eldest for guidance and support. Huzuruth-Ur, the Dire Wolf, the oldest, strongest and cruelest of the litter, snarled bitterly and vowed everlasting revenge on the betrayers who had committed this crime. Skolis-Ur, the Winter Wolf, the second oldest, felt a glimmer of that rage, but it was nothing to the consuming storm of grief within him. Overcome, he threw back his head and gave a piercing, mournful howl the likes of which his brothers and sisters had never heard. They cowered and panicked, not knowing what to do, and whimpered among themselves.&lt;br /&gt;
&lt;br /&gt;
The Storm Lords (Iminir) are an [[Uratha]] tribe who refuse to show any weakness and to stand above their non-Storm Lord brethren.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=Active Members=&lt;br /&gt;
{{Askpc|Tribe|Storm Lords}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|wtf}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Timori</id>
		<title>Timori</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Timori"/>
				<updated>2014-04-21T01:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Timori: The Feared&lt;br /&gt;
|Nickname=The Feared&lt;br /&gt;
|Ruling=[[Ruling::Mind]]&lt;br /&gt;
|Path={{anypath}}&lt;br /&gt;
|Order=&lt;br /&gt;
|Source=Banishers&lt;br /&gt;
|Pages=153&lt;br /&gt;
}} {{MHR|This is a Banisher only Left-Hand Legacy|Banned}}&lt;br /&gt;
&lt;br /&gt;
The syntax of the spoken language of Atlantis isn’t fully understood by any mage alive today. Small nuances in how a word is spoken, or used, can create major differences in meaning that would be almost impossible to comprehend just by studying the writings of a dead language. This is especially true in a tonal language (such as Chinese) in which the same word can have multiple meanings depending on how the syllable is stressed. It is no wonder, then, that some Atlantean words are difficult to translate properly into modern languages built on comparatively limited concepts. There are some who claim that Timori is one such word that has likely received an incomplete translation.&lt;br /&gt;
&lt;br /&gt;
Timori can certainly be translated as fearful. The word probably was used in association with the Locust-Eaters, who forsook magic to take their place in what they perceived as the natural order of the world. But those who tread this path state that another possible translation for Timori, one that has been overlooked or suppressed by modern scholars, is “feared.”&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Plundered Lore&lt;br /&gt;
* Quintessal Harvest&lt;br /&gt;
* Quintessal Theft&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}{{Parent|Mastigos}}{{Parent|Moros}}{{Parent|Obrimos}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tamers_of_Rivers</id>
		<title>Tamers of Rivers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tamers_of_Rivers"/>
				<updated>2014-04-21T01:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Tamers of Rivers&lt;br /&gt;
|Nickname=Traveleers&lt;br /&gt;
|Ruling=[[Ruling::Matter]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=48&lt;br /&gt;
}}  {{quote|I'd better be going.|#337799}}&lt;br /&gt;
&lt;br /&gt;
''And once again when the river swelled during the rainy season and roared loudly, Siddhartha said: “Is it not true my friend that the river has many voices? Has it&lt;br /&gt;
not the voice of a king, of a warrior, of a bull, of a nightbird, of a pregnant woman and a sighing man, and a thousand other voices?”&lt;br /&gt;
&lt;br /&gt;
“It is so,” nodded Vasudeva, “the voices of all living creatures are in its voice.”''&lt;br /&gt;
— Hermann Hesse, ''Siddhartha''&lt;br /&gt;
&lt;br /&gt;
You can’t swim in the same river twice. The water flows, con- stantly, in constant flux, constant change. The waters renew themselves constantly, and gradually change the nature of their landscape. The waters have many voices for change.&lt;br /&gt;
&lt;br /&gt;
The waters are the very origin of creation. They’re the living fount from which all other things take their being. The symbolic river runs to the primordial ocean, which contains all life forces. The waters bring fertility. The rain that waters the parched land brings life from what once was barren and dead.&lt;br /&gt;
&lt;br /&gt;
The waters excite sensation. The gentle flow of water across human skin. The rise and fall of the fluids in the body dictates the physical response to desire, the transfer of life borne in water its culmination, its purpose.&lt;br /&gt;
&lt;br /&gt;
The waters purify. Catholics flock in their thousands to the holy shrine of Lourdes to experience the healing powers of its waters. Hindus visit the sacred city of Varanasi, to cleanse themselves in the restorative waters of the Ganges.&lt;br /&gt;
&lt;br /&gt;
The waters erode. The waters constantly alter their surroundings. The gradual erosion of the rocks happens over millennia. And yet, the gentle, persistent movement of the waters hides frightening powers. Water can just as easily bring destruction and death, in the devastating power of a tsunami, the wild, unpredictable anger of a flash flood. The river, without warn- ing, becomes the mysterious depths that kill and annihilate. Water is healing and fertility, but water is also the dark habita- tion of demonic powers, the element of “tehom” or Tiamat — the dragon of watery chaos. The principle of life becomes a principle of death all too easily.&lt;br /&gt;
&lt;br /&gt;
To Tame the River is to become water, and to become all of these principles. The Tamers of Rivers, for as long as they have practiced their magical arts, have claimed to have held the keys to life and death and everything that lies beyond. They’re all change, all transformation, and, like the path of the conceptual River that represents all rivers, it's a constant journey, from spring to river to sea to sky to ground to spring... and back again.&lt;br /&gt;
&lt;br /&gt;
Their role in society has always been to be agents of change in all things. Sometimes they join with artists and radicals. Sometimes they're the activists. Sometimes they're healers and teachers. Rarely do they stick with one job or one identity. The Tamers of Rivers make the constant flow their tool. The unpredictability of this River, the symbolic representation of what they have become, makes soulcrafting fraught with pain and personal insecurities. &lt;br /&gt;
&lt;br /&gt;
Every artist knows that, just as the ability to create beauty comes from somewhere outside of herself, so the source of her inspiration could just as suddenly dry up. Every inspired healer knows that, someday, his ability to heal could simply disappear, irretrievably and forever.&lt;br /&gt;
The River can run dry. This fear, that one day their power could be made drought, inspires many to continue creating. Many do so at a prodigious rate, feeling compelled to do as much as possible before the power to do so deserts them. Many Tamers of Rivers experience periods, which can be anything from a few days to months or years at a time, when they feel devoid of creative energy. They ebb and flow, going through phases of low and high water. When the rain of inspiration has not fallen for some time, the Tamers of Rivers can embark on periods of the blackest depression. Most come out of the other side of times like this, springing from the dry ground with renewed vigor and freshness. Some may fall into cynicism and stagnate, no longer having the will to continue developing the Attainments of the River.&lt;br /&gt;
&lt;br /&gt;
Tamers of Rivers, like the River itself, don’t settle in one place for very long. Historically, they were always travelers. Part of a tradition that began among some of the earliest matrilineal societies, they moved from tribe to tribe, city to city, promoting the arts of healing and childcare and teaching the benefits of culture, literacy and the arts.&lt;br /&gt;
&lt;br /&gt;
These days, many of the “Travelers” have permanent homes, but the need to keep on the move still lingers. Many move their home at least once a year, and avoid putting down firm roots for fear of getting stuck in one place. The principle of their soulcrafting depends on them becoming water, becoming constant change, becoming embodiments of frequent movement. The idea of spending a lifetime living and working in a single city or town is all but anathema: still waters soon become stagnant waters. If they take jobs at all, they usually avoid office jobs, preferring the freedom of jobs that let them move around. Their relationships are frequently fraught with difficulties. Lovers of Tamers of Rivers often accuse them, not always unfairly, of a fear of commitment.&lt;br /&gt;
&lt;br /&gt;
Similar to the other Elemental Masteries, the Tamers of Rivers value the Sleepers and choose to live among them. Having been, in a real sense, reborn, the Travelers feel compelled to share some of their newfound energies with those around them, to put things right, to restore wholeness and completeness and bring beauty into a world that is often ugly and fragmented.&lt;br /&gt;
&lt;br /&gt;
Not everyone welcomes their interventions. Not everyone considers a perfect society to be an itinerant one. Many other mages dismiss the Tamers of Rivers as oddballs. This doesn’t stop them from trying to help and sharing their vision with the world. Mages who have given their all to the River are not doing it for respect and praise.&lt;br /&gt;
&lt;br /&gt;
They’re doing it because they can’t help it.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
* Few Tamers of Rivers come from the [[Adamantine Arrow]]. &lt;br /&gt;
* Members of the [[Guardians of the Veil]] have little time for the principles of constant change the Tamers of Rivers espouse, and very few consider the Travelers a fit course to take.&lt;br /&gt;
* The Tamers of Rivers are very at home in the [[Free Council]]. &lt;br /&gt;
* The [[Mysterium]]’s members often value travel — it’s a great way to gather information, and a reason to join, although not the only reason. &lt;br /&gt;
* Mages in the [[Silver Ladder]] have few issues with the Travelers.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Refresh the Waters&lt;br /&gt;
* Mold the Waters&lt;br /&gt;
* Tap the Wellspring&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sodality_of_the_Tor</id>
		<title>Sodality of the Tor</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sodality_of_the_Tor"/>
				<updated>2014-04-21T01:12:53Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Sodality of the Tor&lt;br /&gt;
|Nickname=Spiral Walkers&lt;br /&gt;
|Ruling=[[Ruling::Fate]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=83&lt;br /&gt;
}} &lt;br /&gt;
{{quote| Dance, dance the Spiral. Cast wild eyes above, and let feet pound the earth! &amp;lt;br /&amp;gt;We stand between heaven and the world, between Gods and humans. &amp;lt;br /&amp;gt;Rise up, cast your voice into the night sky, raise your arms and draw down the Moon! |#337799}}&lt;br /&gt;
&lt;br /&gt;
According to legend, Thessalian witches could command the moon to descend from the vault of heaven and command the night to linger over their heads, preventing the onset of day. They rode over the waves of the sea like the reflection of the moon on the water and flew through the night sky, free of their mortal weight.&lt;br /&gt;
&lt;br /&gt;
The Sodality of the Tor understands the Mystery behind these beliefsandlegends.Theclassicalworld saw the moon as a symbol of ecstatic Divinity, the Mystery and magic that dwelt in the night. The moon was otherworldly, but inextricably tied to the mortal experience. “Drawing down” the moon means not literally to pull the moon from the sky, but to draw the essence of the moon into oneself, so its light can reveal the latent divinity within the soul. Thus revealed, the Goddess Within manifests in the flesh of her witch and priestess.&lt;br /&gt;
&lt;br /&gt;
This concept is the Sodality of the Tor’s most sacred Mystery, in which one of their number draws into herself a shard of the Eternal Divine. In this way, the Sodality understand those divine traits that reside within themselves, and foster them accordingly. Their rites shape a Sodality witch’s soul, making it more and more like that presence she communes with during these rites as she walks her path.&lt;br /&gt;
&lt;br /&gt;
The witches of the Sodality teach that the human soul can embrace godhood only when the soul sets aside the conscious mind. They believe the Supernal is not transcendent, grandly beyond the human understanding; rather, it is immanent, found within all things wild and natural. Thus, by casting aside the reservations and fears of the conscious mind, and allowing the unconscious and primal side of the self free reign, the Awakened (and some gifted Sleepers) can touch the divine. &lt;br /&gt;
&lt;br /&gt;
Mages outside of the Sodality sometimes believe its devotees give themselves over to possession. The truth is more subtle. A Sodality mage never actually loses consciousness during these rites, though her experience may be so overwhelming that she does not remember everything that happened. The witch who draws down Divinity is herself, but not — her essential self remains, but has expressed itself as a divine being, in the same way that her essential self is normally expressed as a human being. &lt;br /&gt;
&lt;br /&gt;
Sodality witches usually find that their divine selves are very familiar to them from their own studies in world mythology, and these witches often take shadow names based on the god they see in the moon’s mirror. When one of these witches speaks of “drawing down Artemis” or “aspecting the Morrigan,” they mean letting the qualities attributed to those gods rise in their own personalities. They don’t let a god in; they let a god out. &lt;br /&gt;
&lt;br /&gt;
The Sodality’s prime ceremony is the Rite of Drawing Down, held during full moons. Members of this Legacy may travel quite a distance to take part in this rite; traditionally, the elder who initiated a witch of the Sodality hosts these rituals, and all those she has trained will converge to take part in the ritual. However, the demands of Awakened life sometimes preclude this, and elders will usually welcome any member of the Sodality who is in the area.&lt;br /&gt;
&lt;br /&gt;
Sleepwalkers sometimes attend these gatherings. Most of these people belong to a coven of the witch-cult backed by the Sodality. Some members of the Legacy support or even lead covens of traditionalist witches, whose members lead lives that are not outwardly involved in occultism. Many members of the Sodality recruit members of such covens as Allies, Contacts and Sleepwalker Retainers.&lt;br /&gt;
&lt;br /&gt;
Mages who know the Sodality only by reputation often believe the Legacy recruits only women, since classical and modern pagan thought treats its primary symbol as feminine. Other mages believe the men of the Sodality “draw down the Sun” in a fashion different from the Legacy’s women.&lt;br /&gt;
&lt;br /&gt;
Neither of these misconceptions is true. Though Western occult systems call the moon a feminine symbol, witches (a term applied to both men and women) of the Sodality know that the moon is properly a symbol of ecstatic Divinity, a symbol under which the gods of all Dionysian expressions of religion gather.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
* The [[Guardians of the Veil]] and the [[Mysterium]] welcome Sodality witches most readily, for the Sodality values the keeping and discovering of secrets.&lt;br /&gt;
*Other orders welcome members of the Sodality whose god-selves has some connection to the ideals of that order.&lt;br /&gt;
** Gods of crafts and skill, chaos- and trickster-gods often find the [[Free Council]] amenable.&lt;br /&gt;
** Spiral Walk-ers with martial god-selves might join the [[Adamantine Arrow]]&lt;br /&gt;
** Spiral Walkers whose god-selves are divine royalty may find the [[Silver Ladder]] to their liking&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* The Spiral Dance&lt;br /&gt;
* Drawing down the Moon&lt;br /&gt;
* Immanent Divinity&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Secret_Order_of_the_Gate</id>
		<title>Secret Order of the Gate</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Secret_Order_of_the_Gate"/>
				<updated>2014-04-21T01:12:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=The Secret Order of the Gate&lt;br /&gt;
|Nickname=Gatekeepers&lt;br /&gt;
|Ruling=[[Ruling::Space]]&lt;br /&gt;
|Path={{anypath}}&lt;br /&gt;
|Order=Seers of the Throne&lt;br /&gt;
|Source=Seers of the Throne Sourcebook&lt;br /&gt;
|Pages=178&lt;br /&gt;
}} {{MHR|This is a Seers of the Throne Only Legacy|Banned}}&lt;br /&gt;
&lt;br /&gt;
{{quote| The unspoken word is the Lord upon which all else depends. |#337799}}&lt;br /&gt;
&lt;br /&gt;
The Seers of the Throne have one great taboo: do not invoke the Gate. She is the Lonely Exarch at the borders of existence. He watches the Abyss, and in watching it, gives it form and power. She opened a terrible, necessary door to envelop the Fallen World in a spiritual desert: a cloak of madness that bars the Supernal Realms to all but a few powerful, eccentric wills.&lt;br /&gt;
&lt;br /&gt;
That’s the taboo. Like all taboos, people break it from time to time. Seers disobey, search and usually don’t find anything. Sometimes, they’re caught and punished. A few become Scelesti, and claim to serve the Gate. That’s a lie — they’re only slaves of the Abyss.&lt;br /&gt;
&lt;br /&gt;
A few succeed. They find the Lonely Exarch. They join a Legacy that’s had many names over the centuries. The Secret Order of the Gate is its latest incarnation, founded over 100 years ago by a pylon that lost three Soldiers to the Pentacle (especially Nameless mages who joined the Free Council) and two more to treachery — rivals who hit them when they were down. That sowed the seeds of doubt, fueled the quest for power beyond the accepted Iron Seals. In 1901, the last three found the Gate in Chicago. Some say they used an Artifact called the Celestial Flange to call her from the Place Between.&lt;br /&gt;
&lt;br /&gt;
So began the Secret Order and its mission. It is the demi- Ministry of the Gate, the Warder, The Fearful Reconciler, King of Zero. They love him. They worship her utterly. That slowly, invariably drives them mad.&lt;br /&gt;
&lt;br /&gt;
The Secret Order’s inner doctrine speaks of the Serpent and the Tree. The Tree is the Fallen World, growing from filth up to the Supernal Sky. The Celestial Ladder was inevitable; the Tree always climbs, using the smaller life within in to manifest that fecund desire. If it ever grew too tall, it would envelop the heavens in its unclean tendrils and choke existence to death.&lt;br /&gt;
&lt;br /&gt;
It must be pruned, dismembered and hurt from time to time. The Exarchs did it when they cut down the Celestial Ladder, and the Gate does it still, with the blackest, sharpest blade of all: the Abyss. That’s the anti-reality’s purpose. It’s the Serpent, Niddhog gnawing at the World Tree — but it too must be restrained. The Serpent and the Tree live in symbiosis. Unbeing seeks being, and devours it. Being fills the void until it’s either stopped, or suffocates.&lt;br /&gt;
&lt;br /&gt;
That’s why the Secret Order of the Gate calls Abyssal horrors into the world, and why it banishes them when they stay too long or eats too deeply into the Tree’s heartwood.&lt;br /&gt;
They let the Serpent prune the world in small pulses of destruction, designed for symbolic import. Killing a city is excessive; killing the man who represents the city is good enough, and the manner of his ending is the rite that controls that symbolic power. So the world is left a smaller place — Fallen, but alive — without raising poisoned branches to the heavens.&lt;br /&gt;
&lt;br /&gt;
The Secret Order believes in two paths of service: the Opening Way and the Warding Way. Openers summon Abyssal manifestations; Warders banish them. The perfect Gatekeeper performs both duties, but few can maintain the balance. They see too much. Their minds break in one direction or the other and they pick a side. The Gatekeepers call themselves the truest Seers of the Throne, and say the Ministries are foolish for denying it, and leaving the Lonely Exarch in exile.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Shroud of the Borderland&lt;br /&gt;
* Walk the Place Between&lt;br /&gt;
* Dwell in the Place Between&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}{{Parent|Mastigos}}{{Parent|Moros}}{{Parent|Obrimos}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scions_of_God</id>
		<title>Scions of God</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scions_of_God"/>
				<updated>2014-04-21T01:12:46Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Scions of God&lt;br /&gt;
|Nickname=Bene Elohim, Masquers&lt;br /&gt;
|Ruling=[[Ruling::Spirit]]&lt;br /&gt;
|Path={{anypath}}&lt;br /&gt;
|Order=Silver Ladder&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=73&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| My soul is an angel bearing Messages from other worlds, and to those worlds shall I return. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Cultures around the world have used masks and costumes to feign divinity, from tribal witch-doctors to the department store Santa. For the Scions of God, however, the fakery isn’t fake. Their eerie and elaborate masks and costumes evoke a divine power that makes them more than human.&lt;br /&gt;
&lt;br /&gt;
All mages know their souls have touched the Supernal World and yearn for that realm as their true home. The human ego, on the other hand, is a creature of the Astral Plane. But what of the Shadow Realm? Mages can visit the spirit plane through magic, but humans are not truly at home there. The Scions of God believe this omission helps lock humans into the Fallen World. Humans can ascend from the material plane more easily, the Scions of God say, if the humans exist in all four worlds at once: physical body, Supernal soul, Astral mind and ephemeral spirit. The Scions of God call this fourth entity the Holy Guardian Angel and try to make it the vehicle for both mind and soul.&lt;br /&gt;
&lt;br /&gt;
The Legacy began during the Age of Exploration, when Europe’s willworkers encountered African, Asian and Native American mages. The natives used masks to become vessels for gods and spirits: the Sleepers only in play-acting, the mages in truth. Even in the tribal dances and superstitious rites of the Sleepers, however, the explorers felt the breath of the Supernal World. They realized that some masks don’t conceal the truth, they reveal it.&lt;br /&gt;
&lt;br /&gt;
When the explorers returned home, a few mages tried using masks and costumes for their own ends. Their experiments gave some Silver Ladder mages new ideas about spirit-dealings and their own souls. The mage who first used masks to craft his own soul used the jargon of Kabbalism, so he called his divine persona his Holy Guardian Angel. His followers took the name of an order of angels, the Bene Elohim. The new Legacy eventually spread beyond Europe and absorbed elements from Hinduism, voodoo and other religions. As the Bene Elohim became more multicultural, members preferred to use its vulgate name, the Sons of God. During the 20th century, the Legacy changed its name to the gender-neutral Scions of God. Not only did the Legacy include as many women as men, but some members that found their Holy Guardian Angels apparently had different genders from themselves. &lt;br /&gt;
&lt;br /&gt;
The Legacy’s goals and methods, how ever, have not changed much. Scions of God conduct rituals of worship in costumes that show how they see their Holy Guardian Angels — the transcendent selves the Scions want to be. Hieratic robes speak of priestly power, though Scions are priests of no Sleeper faith. A mask suggests a more than human essence: priest and god in the same person. Even when a Scion doesn’t wear this costume, her nimbus manifests its appearance whenever she performs vulgar magic. In the Shadow Realm, a Scion always looks like her mask — but real and alive. &lt;br /&gt;
&lt;br /&gt;
Scions of God want to purge themselves of human weakness and become incarnate angels, true spirits of the Supernal World. Some Scions hope that when they die, their fortified and tempered souls can Ascend to the Supernal World, to join the war against the Exarchs. Other Scions seek to become lords among spirits. While living, the Scions serve as gatekeepers between the worlds, expelling unruly spirits but encouraging spirits friendly to humanity. Other mages appreciate the Scions’ power to locate and command spirits.&lt;br /&gt;
&lt;br /&gt;
Like the other members of the Silver Ladder, the Scions want to give Creation a righteous order. For the Masquers, this includes greater contact between mortals and spirits. The Masquers hope that Sleepers who experience the supernatural may become Sleepwalkers, or even Awaken, and come to understand their Supernal birthright. Scions tell the spirits that they, too, are trapped in a Fallen World and denied contact with a greater reality. The Scions dream of building an army of spirits and mortals to storm across the Abyss and throw down the false gods. This may take a thousand years, but it shall be done.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
The Scions of God accept mages of all Paths, so long as they belong to the [[Silver Ladder]].&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Angelic Sight&lt;br /&gt;
* Divine Command&lt;br /&gt;
* Hand of the Elohim&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}{{Parent|Mastigos}}{{Parent|Moros}}{{Parent|Obrimos}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scelesti</id>
		<title>Scelesti</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scelesti"/>
				<updated>2014-04-21T01:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Scelesti&lt;br /&gt;
|Nickname=The Accursed, The Wicked, ''Nefandi''&lt;br /&gt;
|Ruling=[[Ruling::Spirit]]&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Path={{anypath}}&lt;br /&gt;
|Pages=361&lt;br /&gt;
}}&lt;br /&gt;
{{MHR|This is a Left-Handed Legacy.|Banned}}&lt;br /&gt;
{{quote| Gaze into the Abyss!|#337799}}&lt;br /&gt;
&lt;br /&gt;
Every mage must reach across the Abyss to grasp Supernal power. This is no mere initiatic hurdle to weed out the unworthy, but a very real danger to a mage’s psyche, for the Abyss is far from empty. Awash in its torrents, its darkness clings, permeating clothing, body and soul. The slightest misstep in the Abyss can so derange the enlightened that&lt;br /&gt;
any illumination they transmit is tainted with madness. Thus do the Legacies collectively known as the Scelesti — the Accursed — come into being.&lt;br /&gt;
&lt;br /&gt;
If the hordes of the Abyss can be said to have an agenda or motive, it would seem to be a desire to claim the Fallen World in lieu of the shining realms of the Supernal World that are closed to them. These entities, languishing in a kind of non-existence between the pure light of the Supernal and the gross matter of the Fallen World, seek to establish themselves in the latter. To accomplish this, an Abyssal entity must have some instrument through which to work its will in the material world. The Scelesti are such instruments. Unable to emerge in being by their own power alone, Abyssal beings must first make themselves known to an Awakened consciousness, who can then make their presence real in the Fallen World by writing the spirits’ unpronounceable names across the earth in letters of fear, suffering and disaster.&lt;br /&gt;
&lt;br /&gt;
Mages who gaze too long into the Abyss fall prey to fascination and awe, their souls bound up in madness and obsession with the yawning chasms of unreason. Some might escape with psychic scars. Others fall prey to their own delusions and desires. Mistaking the vastness of the Abyss for a source of knowledge and strength, they abandon all sense and reason to lose themselves in endless chaos. Or they pledge themselves to the entities that lurk therein, and so consign their souls to oblivion.&lt;br /&gt;
&lt;br /&gt;
Those who are able to retain enough of their identity to contain their madness find that the Abyss has power in and of itself, apart from the hordes of non-beings that haunt it. Some swim in a primordial ocean of chaosplasm, riding its currents and shaping it to their ends. Others are lost tothevoid,theirinnerlightswallowedindarknessand silence. Still others may find twisted reflections of their Supernal ideals in delusions. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the new overlords of the corrupted mages goad them on with promises of worldly glory and opulence — once the Fallen World has fallen into their clutches,&lt;br /&gt;
of course. Such a thing cannot be accomplished alone, however, so the immediate task of the Scelesti becomes that of luring other mages into their sway and bringing&lt;br /&gt;
them to the brink of the Abyss. &lt;br /&gt;
&lt;br /&gt;
Being one of the Accursed has its advantages. In a corrupt world, the expert corrupter can rule. The Abyssal hordes are not without power, and grant portions of their might to a mage who can provide them with a foothold in the Fallen World. And there are legions of lesser entities, any of which may be dispatched to serve a Scelestus as slave, guardian or familiar. &lt;br /&gt;
&lt;br /&gt;
Damnation by this magical course is not specific to any Path. Inheritors of this Legacy may be found practicing anywhere in mage society, using arcane symbolism and hermetic secrecy to conceal their true nature from peers and the rest of the world. Sometimes when a Scelestus is discovered within an order, his entire tutorial lineage may be stricken from the order’s records if it cannot be determined at which point a teacher was corrupted. (Hence, the Scelesti are also sometimes called ''Nefandi'', the Unutterable, or “that which is not to be spoken of.”)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Magic Circle&lt;br /&gt;
* Abyssal Command&lt;br /&gt;
* Shadow Circle&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}{{Parent|Mastigos}}{{Parent|Moros}}{{Parent|Obrimos}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Orphans_of_Proteus</id>
		<title>Orphans of Proteus</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Orphans_of_Proteus"/>
				<updated>2014-04-21T01:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{top icon|imagename={{PAGENAME}}.png|width=75|icon_nr=1}}&amp;lt;/noinclude&amp;gt;{{Infobox Legacy&lt;br /&gt;
|Nickname=Shifters&lt;br /&gt;
|Name=Orphans of Proteus&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Pages=348&lt;br /&gt;
}}&lt;br /&gt;
{{quote| Am I not both man and beast, one and the same? I say that this makes more than man or beast alone. |#337799}}&lt;br /&gt;
&lt;br /&gt;
They have been with us since before the beginning. Before Atlantis called. Before apes learned to walk upright and pile stones atop one another to make their caves. Before man chose to set himself apart from beasts and trees and rocks, they knew the truth: that the circle of life is broad enough to include all things “organic” and “inorganic,” that this great wheel turns easily from one form to an other, that man and beast and tree and rock are one.&lt;br /&gt;
&lt;br /&gt;
It was they who first took to the grazing-fields, to follow the comings and goings of the herds. And when they had learned the steps of the herd-dance and could sing the words of the herd-song, they put on themselves the skins of the herd-dress and slept in the cold and rain until they became part of the herd itself. It was they who first ran with the wolves and learned the worth of honesty when the wolves pointed toward unseen prey in hopes of sharing the kill. And it was they who stalked against the great cats and learned the value of deception, letting other hunters pass by in hopes of keeping the “lion’s share” of the kill for themselves. They it was who flew with the birds, crept with the vines and slept with the stones.&lt;br /&gt;
&lt;br /&gt;
They went where others could not go and did what others could not do. They learned the lessons that life taught from every angle and brought their knowledge back to their tribes to teach the business of living. They sought wisdom to lead their tribes out of darkness and cold and hunger, and set mankind on a path that would eventually lead to civilization. But mankind mistook its new powers of stewardship over the land as mastery, and regarded the animals, plants and rocks only as resources to be plundered rather than as partners in the circle of life. In their hubris, they forgot the wisdom that they had taught and dismissed their utterances as backward superstition.&lt;br /&gt;
&lt;br /&gt;
They who had sacrificed the semblance of their humanity for the greater good were now cast out. Ostracized and despised, they were relegated to the status of monsters and bogeymen used to frighten unruly children. The mighty warriors who had once donned hide and claw and fang in the service of their people were now cast in the role of bloodthirsty murderer. Those who lived by the old lore of leaf and stone were hunted down and torn to pieces or burned in public spectacle. The horns and hooves of the most sacred were denounced as emblems of evil.&lt;br /&gt;
&lt;br /&gt;
All the oldest languages of the world once had a name for them, most now forgotten. In modern English, they are known as the Orphans of Proteus, for their metamorphosis ability. Some say they, not the Atlanteans, were the very first humans to Awaken, and some even go so far as to suggest that all other types of magic	are derived from theirs. Whether that is true or not, many now consider them to be a dying breed. Marginalized by the encroachment of civilization, they are usually found only at the fringes of mage society. They engage in few formalities, and the kinship of spirit they share is something that is felt, unspoken, deep within their souls. &lt;br /&gt;
&lt;br /&gt;
Inheritors of the Proteus Legacy can be unnerving, not only to other mages, but to those who know nothing of magic. Social customs and mores — at least, those of the modern civilized world — mean little to them, and they may at times break laws, cross boundaries or ignore table manners and dress codes without compunction. This is not to say that they are dumb brutes. Members may exhibit as much intelligence and compassion as any other sorcerer. They tend to be plainspoken, even rudely blunt, and act impulsively upon primal urges known only to them. For those who have experienced the non-human world directly, such phrases as “nature red in tooth and claw” or “the force that through the green fuse drives the flower” are no mere poetic conceits, but the very bedrock of reality.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* '''Snake Skin'''&lt;br /&gt;
* '''Beast Gift'''&lt;br /&gt;
* '''Beast Form'''&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Fallen_Pillar</id>
		<title>Fallen Pillar</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fallen_Pillar"/>
				<updated>2014-04-21T01:12:19Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Fallen Pillar&lt;br /&gt;
|Nickname=Exultants&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=43&lt;br /&gt;
}} &lt;br /&gt;
{{quote| Forget the flesh! Behold thyself, burn the body and free the spirit! |#337799}}&lt;br /&gt;
&lt;br /&gt;
The body is no temple. The body is both an empty shell and a pair of shackles, not to be praised and adored. The mages of the Fallen Pillar believe that glorifying the physical form distracts the spirit. Unlike many of their brothers on the Path of Ecstasy, Fallen Pillar mages care little for their bodies. A mage of this Legacy knows she must free herself from the thousand appetites that flesh is heir to. She liberates herself from addictions and urges. She curbs her need for food and water. She learns that her body is temporary, and so she rakes it with long nails and cuts it with knives, showing the latticework of scars as evidence of enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mages of this Legacy attempt to live a truly ascetic lifestyle, denying all physical pleasures and mortifying the flesh. They mean to eradicate fear of life and death. With the body demeaned, with the flesh run ragged, they have no need to dread the vigors of life or the inevitability of death.&lt;br /&gt;
&lt;br /&gt;
Fallen Pillars do not weep and sigh for the pleasures left behind. At first, its members may struggle grimly against the temptations of the physical world. Over time, however, they come to love their renunciations. Mages of the Fallen Pillar are taught to delight in denial. The soul laughs and leaps with joy as the body suffers. The Exultants embrace a gleeful madness, looking out over the Fallen World with wild eyes and feral smiles.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
'''The Exultants disturb many mages. The Exultants are too unpredictable, too willing to throw themselves and others into danger with little thought or preparation.'''&lt;br /&gt;
* While none of the orders forbid Exultant members, the [[Adamantine Arrow]] is the only order that actively invites Fallen Pillar mages into its ranks.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* The Enlightened Skin&lt;br /&gt;
* The Willing Victim&lt;br /&gt;
* The Unshackled Soul&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Dreamspeakers</id>
		<title>Dreamspeakers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Dreamspeakers"/>
				<updated>2014-04-21T01:12:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Dreamspeakers&lt;br /&gt;
|Nickname=Primals&lt;br /&gt;
|Ruling=[[Ruling::Mind]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=14&lt;br /&gt;
}}  {{quote| The snake is in the tree. The snake is in your head. |#337799}}&lt;br /&gt;
&lt;br /&gt;
The Dreamspeakers are eternal, but as new as the last dawn — an enduring Legacy that the so called Primals say calls certain souls. That is why it exists in all times and places, adapting to the signs and legends of every society. Ironically, this has not given Legacy members a common purpose. In fact, they are some of the most fractious mages alive because they are devoted to their kin and community over other mages — including other Dreamspeakers.&lt;br /&gt;
&lt;br /&gt;
The idea that magic is primarily a secret, intellectual practice is foreign to the mindset of the Legacy. Sleepers have known Primals for what they are ever since the first of them learned to communicate with the Dream. Dreamspeakers claim to have been the first mages and, among all others, closest to the original purpose of the Awakened. Other mages call the Dream “Astral Space,” and describe it as a place entirely separate from the rest of the universe: a kingdom of souls where powerful men and women can erect their own temples of fancy. Dreamspeakers believe this is an arrogant, ignorant and dangerous worldview.&lt;br /&gt;
&lt;br /&gt;
According to the Legacy, the whole Dream was once an intrinsic part of human existence. Hunters couldn’t kill their prey unless they knew its place in the Dream, and to learn anything, a respectful person needed to walk the Dream until they found a place where that lore played itself out in living myths. Most importantly, the Dream’s inhabitants were the creators and rulers of the world. Long ago, they walked the physical world, living out epics that the Dreamspeakers preserve through their oral teachings. After a time, the Dreamborn grew bored or tired with creation. They retreated to the deep Dreamtime where they were born.&lt;br /&gt;
&lt;br /&gt;
Mysterium anthropologists have their own theories about the Dreamspeakers, but Primals pay those mages little heed. Drawing from Sleeper theories, mystagogues believe that a Dreamspeaker learns to communicate with the deepest parts of her own consciousness. These regions are inextricably linked with the Astral Plane, extending beyond personal [[Dreamland|dreamscapes]] into the primordial symbols of human consciousness. Mystagogues believe that Dreamspeakers learn to extend the Awakening into the so-called primitive regions of the brain, such as the limbic system. Dreamspeakers find this unlikely because, to them, the Dream existed before humanity. Human dreams reflect the Astral Dream, not the other way around.&lt;br /&gt;
&lt;br /&gt;
Dreamspeakers believe that the potential to join their Legacy is almost always innate. Men or women with the fire of the Dream must join the Legacy or live in madness, unable to understand why they are plagued by visions and voices. Although some mages risk their sanity to open this potential within their souls, this is not seen as a particularly laudable thing. After all, every Dreamspeaker has a purpose outside of his own enlightenment.&lt;br /&gt;
&lt;br /&gt;
Self-discovery isn't the point. Instead, a Dreamspeaker is conscious of a side of the universe that few people know of, and is obligated to act as a mediator between the Dream and the physical world. He teaches his people about the Dream, and they, in turn, ask him to represent them there. Legacy members rarely accept anyone who is unwilling to meet this obligation. In the past, they almost never accepted anyone who wasn’t already destined to join them, but in the modern age, many Dreamspeakers have realized that they belong to a broader cultural movement that’s in danger of being swept away by modern, materialistic values. That’s why the Legacy has opened itself to initiates from the Free Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
'''Only the [[Free Council]] fully accepts the Legacy.''' &lt;br /&gt;
* Free Council mages are intrigued by the Dreamspeakers’ claim to ancient, truly universal human magic. &lt;br /&gt;
** Free Council [[Mastigos]] often join the Dreamspeakers to better explore their own, traumatic Awakenings.&lt;br /&gt;
* [[Adamantine Arrow]]s often find the Dream. &lt;br /&gt;
**Arrow Dreamspeakers channel warrior myths into reality, calling Dreamborn to possess them and drive them to excellence. &lt;br /&gt;
* A [[Guardians of the Veil|Guardian of the Veil]] who hears the Dream’s call might suffer a crisis of faith. &lt;br /&gt;
* Dreamspeakers have a chaotic relationship with the [[Mysterium]].&lt;br /&gt;
* Dreamspeaker of the [[Silver Ladder]] are powerful community leaders who are especially devoted to social cohesion and moral lessons.&lt;br /&gt;
* Dreamspeaker apostates hold to no higher organization than their own community.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Dreamwalking&lt;br /&gt;
* Call upon the Dreamborn&lt;br /&gt;
* Dreamself&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Chrysalides</id>
		<title>Chrysalides</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Chrysalides"/>
				<updated>2014-04-21T01:12:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Chrysalides&lt;br /&gt;
|Nickname=Swans, Mirror-Gazers (Derogatory)&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Thyrsus&lt;br /&gt;
|Order=Seers of the Throne&lt;br /&gt;
|Source=Seers of the Throne Sourcebook&lt;br /&gt;
|Pages=170&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| I grant you permission to worship me. |#337799}}&lt;br /&gt;
&lt;br /&gt;
The Seers of the Throne carefully maintain the inequalities of society, dividing the Sleepers into haves and have-nots, kings and wretches. Some people just have “it”, whatever “it” may be, and the Western media bombards viewers with unattainable standards of physical beauty, telling the have-nots that unless they somehow look like that, they’ll be have-nots forever and creating a world in which people take baths of bleach and mutilate their Supernally-given bodies. The tragedy of those that become Seers is that after Awakening to this truth they choose to side with those wielding the dividing knife as long as they get to be “haves”. Some new recruits to the Ministries, though, believe that they are incapable of attaining the life they wish to lead without aid. No amount of money will make them the person they want to be — beautiful, influential and desired. They feel that even as members of the secret rulers of the world, their rightful place is denied to them. Maybe they’re the wrong height, wrong color, or wrong gender. Maybe they just have no social graces. Eventually, they may hear of a Legacy, first founded in the Hegemonic Ministry, which promises to turn members into members of the Elite. By sacrificing everything that makes them themselves, they can create new identities, like a caterpillar becoming a butterfly, and live the lives of luxury and adoration they have watched with envious eyes since their Sleeping days.&lt;br /&gt;
&lt;br /&gt;
There is a difference between physical alterations that serve a medical need and chasing an unhealthy ideal, and the members of the Chrysalides Legacy are firmly in the chasing category. Every Chrysalis has a dual identity — the nature of the Legacy is such that they can transform from their real self, which they call the “Husk”, into an idealized self created from the imagination and self-loathing of the Seer. Each Chrysalis only has one “Ideal”, one alternate persona, chosen on joining the Legacy. After the initial act of creation, the Ideal can be improved further — granted beauty, cleverness, wit, physical superiority... Anything the Seer believes his real form lacks. But it comes at a price. Every improvement is taken from the real form, which degrades as the Ideal perfects, and there are no take-backs and no second chances. Eventually, a Swan becomes both Beauty and the Beast, the Ideal a living Goddess and the Husk a withered crone. The Legacy sees it as a worthwhile sacrifice, hurrying through the time they spend as the Husk before they are able to transform again. Other Seers shake their heads at the pettiness of the Legacy, muttering that the Awakened should have higher goals. The Swans, surrounded by fawning admirers, don’t agree.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Spreading the Wings&lt;br /&gt;
* Perfection of Form&lt;br /&gt;
* Pinnacle of Grace&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Thyrsus}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Whipping_Boys</id>
		<title>Whipping Boys</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Whipping_Boys"/>
				<updated>2014-04-21T01:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Whipping Boys&lt;br /&gt;
|Nickname=Ecstatics, Perverts&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Keys to the Supernal Tarot&lt;br /&gt;
|Pages=88&lt;br /&gt;
}} &lt;br /&gt;
{{quote| The safeword is “paradox.” |#337799}}&lt;br /&gt;
&lt;br /&gt;
The Whipping Boys appear to be a shallow Legacy, using magic to experience pain for sexual gratification purposes without some of the messy after effects. Life magic, the Legacy’s forte, is used to heal the body after long nights of consensual abuse. The Whipping Boys are entrenched in the Sleeper S&amp;amp;M culture, and as such ride close to some seedier practices (especially in the World of Darkness). Given that, other, more conservative mages tend to regard them as freaks or perverts. But the Whipping Boys, beneath their he- donistic ways, have a deeply spiritual side, and roots in ecstatic traditions the world over.&lt;br /&gt;
&lt;br /&gt;
The Whipping Boys believe that through extreme suffering and sensation, a person can reach a place in which the soul is unfettered, unconstrained by any part of the body. The consciousness can then be reshaped, so it’s important to enter into the experience with a clear goal. Most of the time, the Whipping Boys use the practice as a way to focus and refine their use of the Dream Merit, but the “Session,” as its called in the Legacy, is also the method by which members advance. In addition, the Whipping Boys claim that a Sleeper who undergoes the Session and remains conscious can reach the Supernal Realms and Awaken.&lt;br /&gt;
&lt;br /&gt;
The Whipping Boys learn and, more importantly, teach, through suffering. Even a mage with no connection to the BDSM culture might find enlightenment — and the beginning or end of the Hanged Man phase of the Tarot journey — in a Session. Of course, that involves moving past the initial feelings of disgust or discomfort, or even homophobia, experienced by the mage.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
'''The Whipping Boys have the greatest foothold in the [[Adamantine Arrow]] of the west coast.'''&lt;br /&gt;
* The [[Guardians of the Veil]] has used S&amp;amp;M culture as a labyrinth occasionally, and so doesn’t object to a Legacy in place there, provided it’s something they can use. &lt;br /&gt;
* The [[Mysterium]] and the [[Silver Ladder]] don’t much care for the Legacy. &lt;br /&gt;
** The Mysterium recognizes the long-standing tradition of using pain and sensation to find wisdom.&lt;br /&gt;
** The Silver Ladder finds the whole thing a bit kinky.&lt;br /&gt;
* The [[Free Council]] itself doesn’t have any problem with the Whipping Boys, and more mages from the Legacy come from this order than any other, apart from the Arrow.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Pain is Strength&lt;br /&gt;
* Pain is Skill&lt;br /&gt;
* Pain is Perfection&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Transhuman_Engineers</id>
		<title>Transhuman Engineers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Transhuman_Engineers"/>
				<updated>2014-04-21T01:04:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Transhuman Engineers&lt;br /&gt;
|Nickname=Prime Movers&lt;br /&gt;
|Ruling=[[Ruling::Forces]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=118&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| The Apocalypse is nigh, and it will be digital and broadcast live! |#337799}}&lt;br /&gt;
&lt;br /&gt;
In the 1960s, Gordon E. Moore (one of Intel’s co-founders) predicted that, at the perceived rate of technological progress, the number of transistors on a microchip would double every 18 to 24 months. He’s been right for 40 years, and this theory was canonized as “Moore’s Law.”&lt;br /&gt;
&lt;br /&gt;
Some might say that this idea applies to all current technological and scientific development. Over the last century and into this one, progress looks truly exponential. In every field, whether robotics or pharmaceuticals, artificial intelligence or biotechnology, the evolution of human knowl- edge arcs upwards with an astounding curve. What humans have achieved during the last two millennia pales in comparison to what humanity has achieved during the last 100 years. And, in some fields, what humanity has realized in the last 10 years easily dwarfs everything of the last 100.&lt;br /&gt;
&lt;br /&gt;
Enter the Transhuman Engineers. The mages of this Legacy believe wholeheartedly in the ever-accelerating growth of technology. They see the entire depth and breadth of history as a slowly gathering storm of possibility. The Fallen World has taken its time building steam to this level of raw potential, but that is how it should be. If a child accepts an allowance raise of a single cent that doubles every week, he doesn’t see any significant growth for what feels like forever. But, as the weeks go on, he finds that, suddenly, his allowance skyrockets, and his meager piggy bank can no longer hold the sudden rise in his childhood income. In a year, this doubling allowance would bankrupt the planet. This world has taken a long time to get to here, inching forward step by step in its crawl toward development. But this is now the point at which progress is only just beginning.&lt;br /&gt;
&lt;br /&gt;
With technology advancing in this way, the mages of this Legacy believe humanity will soon reach a point of Singularity. In mathematics, a singularity is a point at which calculation breaks down. A curve leaps to infinity. Technological singularity is the same, except here humankind’s progress will grow to a point that nothing can stay the same and everything must change. Artificial intelligence surpasses our own. Lifespans stretch forever outward, granting everyone equal eternities. Flesh and machine merge. In this scenario, humans are no longer human, but post-human.&lt;br /&gt;
&lt;br /&gt;
This is what the Transhuman Engineers want, and this is what they try to achieve. They know that other mages do not share the Engineers’ view, but so what? The Engineers see themselves as the Prime Movers, the catalysts who push the envelope just a little bit further. They truly believe that they usher humanity toward the light at the end of the tunnel. The Engineers don’t know what exists beyond the light. Is it another Atlantis? Something better? Will the Fallen and the Supernal Worlds reunite? Will all of the Sleepers have their eyes torn open? Will all things unite and become one? The Engineers don’t know. They only know that they will help this to happen, and that everyone who stands in the way of progress is the enemy of a greater future.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
* The majority of Engineers come from the ranks of the [[Free Council]], ’’’if they come from an order at all.’’’&lt;br /&gt;
* A few mages from the [[Mysterium]] join the growing numbers of Prime Movers.&lt;br /&gt;
* The other orders are less comfortable with the Engineers’ mania for progress.&lt;br /&gt;
** To the Guardians, the Prime Movers represent an open door — straight to the Abyss.&lt;br /&gt;
** The [[Adamantine Arrow]] and [[Silver Ladder]] both think the Engineers are nuts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Connection&lt;br /&gt;
* Dissolution&lt;br /&gt;
* Activation&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Thrice-Great</id>
		<title>Thrice-Great</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Thrice-Great"/>
				<updated>2014-04-21T01:04:02Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Thrice-Great&lt;br /&gt;
|Nickname=Hermetics, Stargazers&lt;br /&gt;
|Ruling=[[Ruling::Spirit]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order=Silver Ladder&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=110&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Thrice-Great are a Legacy of Ptolemaic astrologer-priests, who believe that by appeasing the spirit courts of the Ptolemaic celestial bodies, they can gain spiritual enlightenment. They regard modern astronomical ideas as heresy. &lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tamers_of_Fire</id>
		<title>Tamers of Fire</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tamers_of_Fire"/>
				<updated>2014-04-21T01:03:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Tamers of Fire&lt;br /&gt;
|Nickname=Champions&lt;br /&gt;
|Ruling=[[Ruling::Forces]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=39&lt;br /&gt;
}}  {{quote| If anyone here runs, we all die. If you stand with me, we’re probably going to die anyway. But this way, we die well. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Humanity needs it's heroes. The people need their inspirational leaders. Ever since the very beginnings of civilization, there have been the warriors and the statesmen, the men and women of honor and bright inspiration. The Taming of wild, dangerous Fire is one of the very first things that humans did, arguably the point at which they became fully human, as they took on the power and responsibility of the flame.&lt;br /&gt;
&lt;br /&gt;
The Tamers of Fire harness that primal energy. In their hearts, the Fire has the same power, the same wild abandon, the same need for responsibility and restraint. Fire, for these Champions, is the element of will, unstoppable and implacable, against which the only sane response is to stand down. Fire is the element of intuition, of in ovation, the fire that triggered the beginnings of human civilization. Fire is the element of leadership, the pillar of fire in the wilderness that leads the invading hordes into the Promised Land, to buy it with blood and steel. Fire is the element of trial, the burning, cleansing flame that refines and purifies in pain and heat, incinerating the dross and leaving the gold.&lt;br /&gt;
&lt;br /&gt;
Fire is also the element of anger, of rage uncontrolled, that burns and destroys. Fire is the element of madness. Fire is the element of destruction. Fire is transient and temporary. One day, it is impossible to fight against; the next, it has burnt itself out.&lt;br /&gt;
&lt;br /&gt;
In Taming the Fire, the Champions embody all of these aspects. In the process of soulcrafting, they grow to understand their element, to mold it and make it their tool. They become the fire, and through becoming the fire, take on the role of the hero. Their magic concentrates on the fire in every respect: on the uncanny manipulation of the physical flame, and in the inner fire of inspiration and courage.&lt;br /&gt;
&lt;br /&gt;
The hero was a superhuman figure. He stood in the space between humans and god. The Tamers of Fire stand in that place. Through the act of soulcrafting, they ''become'' the fire. The Tamers believed that Fire was inspiration and rage and destruction and courage, that the abstract concept and the elemental force were the same thing. The mage is also these things — he just doesn’t know it yet. By taking the fire within himself, he becomes the fire. He becomes inspiration. His is the “hand that dare seize the fire,” because he is ''the fire''.&lt;br /&gt;
&lt;br /&gt;
In this age of Quiescence, others might think that the Tamers of Fire need to limit their exploits. They’re still heroes, but their magic needs to be smaller, the scope of their heroism smaller. But the fire that they have become won’t allow itself to be quenched. They defy the Quiescence. The fire rages against all limits. The fire will not be stopped until it is doused altogether. The Quiescence has the power to do that to the Champions’ magic, certainly, but fire will not back down. It can’t be reasoned with. It can’t be made to&lt;br /&gt;
change its mind. &lt;br /&gt;
&lt;br /&gt;
Except that the Tamers know that it can. The fire is in everyone. They just don’t know it. A passionate speaker can sway the fire within a man’s heart. The same rhetorical techniques can, in the employ of a Tamer of Fire, sway the very fires themselves. &lt;br /&gt;
&lt;br /&gt;
Some of these Champions aim for inspiration through excellence. Some excel in the field of sports. Others inspire through words, becoming crusading activists, defenders of rights, leaders in their field. Others still become heroes in their work: there are firefighters, police officers, paramedics and soldiers among the Tamers. &lt;br /&gt;
&lt;br /&gt;
The days when a man or woman could transform the entire world and be remembered for millennia are long gone. But sometimes small triumphs are enough. It’s the way of the hero to blaze brightly and burn out. If the hero burns more dimly and flickers to nothing that much faster, what of it? In this world, any fire at all is enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
* Many come from the [[Adamantine Arrow]]. &lt;br /&gt;
* the [[Silver Ladder]] has a need for heroes in these dark days.&lt;br /&gt;
* The [[Mysterium]] has its scholars, but there are always those who would raid ancient ruins and interpret ancient lore in new, brightly intuitive ways. &lt;br /&gt;
* Although the [[Free Council]] has less time for heroes stepping out of myth, this order has its own great men, and the Libertines find Champions whose fire is directed toward reform and the advancement of human rights attractive.&lt;br /&gt;
* The Tamers of Fire draw very few of their recruits from the [[Guardians of the Veil]]. &lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Touch the Fire&lt;br /&gt;
* Catch the Fire&lt;br /&gt;
* Become the Fire&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Perfected_Adept</id>
		<title>Perfected Adept</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Perfected_Adept"/>
				<updated>2014-04-21T01:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Perfected Adept&lt;br /&gt;
|Nickname=Monks&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order=Adamantine Arrow&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Pages=349&lt;br /&gt;
}} {{MHR|Does not gain Mind as Ruling|#337799}}&lt;br /&gt;
{{quote| Seek perfection within. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Often upon Awakening, fledgling mages turn dismissive of the mundane material world. Having penetrated the veil of lies and illusion, they stand upon the threshold of a whole new world so dazzling that they tend to forget their previous mode of existence. They reckon that the old rules no longer apply to them. Admitted into a new confraternity of like souls, they draw away from their families and friends, who cannot understand their new vision and abilities. Now able to transcend the gross limitations of matter and energy, some even neglect their own corporeal bodies, regarding them as a mere hindrances, husks to be discarded once their usefulness has ended. While there is some truth to this way of thinking, it is not a whole truth. It is a road that leads to dissolution and disembodiment.&lt;br /&gt;
&lt;br /&gt;
The Perfected Adepts stand as a warning sign upon that road, reminding all mages where they came from and what their ultimate goal is, or should be. Their presence signifies a return to the source, a remembrance that all mages are still human beings — they are born, live their lives and die. If magic cannot be made to enrich and fulfill that process, then it is not magic but delusion. The Adepts teach that before one can truly transcend the limitations of being human, one must learn what the true limitations of humanity are. Furthermore, they teach that the wisdom gained through transcendence must be brought back to humanity, so as to enable others to follow the same road. A human being is a work in progress, they hold. Awakening is not the completion of that work, but the opportunity for completion, for perfection.&lt;br /&gt;
&lt;br /&gt;
And yet, the task of perfecting oneself cannot be accomplished while still entangled in the web of lies and illusion. Though the Adepts do not disdain or reject the affairs the material world, they do require a substantial removal in order to pursue their goals. Renunciation of worldly attachments or wealth is the first necessary step for disentangling oneself from the world. Adepts tend to retreat into hermitages or cloistered communities, both magical and mundane, in order to disconnect from influences that distract from self-observation and cultivation. They simplify their lives, shunning extraneous noise and clutter so that they can hear the murmurs of their innermost selves.&lt;br /&gt;
&lt;br /&gt;
Once a suitable degree of quietude and simplification is attained, an Adept begins the process of perfection by concentrating upon the base from which his consciousness springs, his own physical body. With worldly concerns out of the way, the first thing that the Adept may notice are the noises and sensations that come from within his corporeal frame. True calm and peace of mind are not possible while the body exists in a state of discomfort or disease, or even less than optimal health. A strict regimen of adjusted diet and exercise must be undertaken to ensure that the body does not distract from the clarity of the mind. &lt;br /&gt;
&lt;br /&gt;
The Perfected Adepts consider martial training to be the most effective type of physical exercise for their purposes. In addition to building strength and flexibility, the student is taught to focus mind and body to function as a unified whole. Besides enhancing the capability of the body, martial arts have a calming effect upon the mind by instilling knowledge and confidence to deal with direct physical threats. Discipline and perseverance, also necessary in magical training, are encouraged and honed. (Asian martial arts in particular incorporate esoteric elements such as focused meditation and occult physiology that perfectly complement the study of magic.) Most systematized fighting styles around the world include some ethical principles whereby practitioners are exhorted to aid and protect those of lesser ability, an ideal that the Adepts proudly espouse. &lt;br /&gt;
&lt;br /&gt;
As the mind works at perfecting the body, it also learns to operate upon itself, gaining mastery over thought and emotion rather than being ruled by them. Just as the distractions of the outer world can be dispelled, just as the wants and urgings of the body can be quelled, so can the chatter and babble of the lower mind be silenced, leaving the soul free hear what it most needs to tell itself. Only when everything has fallen away can the innermost self be free to seek perfection by uniting the highest reality with the lowest. &lt;br /&gt;
&lt;br /&gt;
To some this union might seem to be the ultimate goal, the reason for a mage’s existence. But for the Perfected Adepts, this is not the end of their work, but the beginning. Perfection is meaningless if it is static and removed from the world, so the Adept is obligated to return to the world and help others to find the way to inner peace. The Adept’s martial prowess makes him a natural champion and protector, but perfection is not bound to any one role. The patience and discipline that mark an Adept’s training make him suitable for a number of callings, from the most repetitive of mindless menial labor to the most arcane and convoluted of intellectual pursuits such as science or philosophy. In this way, the Perfected Adept brings perfection into an imperfect world, making himself an exemplar for others to follow and by&lt;br /&gt;
which to measure themselves.&lt;br /&gt;
&lt;br /&gt;
==Attainments==&lt;br /&gt;
* Body Temple&lt;br /&gt;
* Chi Force&lt;br /&gt;
* Perfect Body&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Echo_Walkers</id>
		<title>Echo Walkers</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Echo_Walkers"/>
				<updated>2014-04-21T01:03:17Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Echo Walkers&lt;br /&gt;
|Nickname=The Elect, The Blinded&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=121&lt;br /&gt;
}} {{MHR|This is a Left-Handed Legacy.|Banned}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Echo Walkers believe that the Most High of Aether are in fact the mystical “Ones Before”, a proto-human race possessed of incredible magical powers. They gain the power to emulate the traits of these creatures, and to gaze upon them in Aether. But to do so, the mage must see through another person’s soul, an act which knocks said soul out of alignment.  &lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Daksha</id>
		<title>Daksha</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Daksha"/>
				<updated>2014-04-21T01:03:13Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Daksha&lt;br /&gt;
|Nickname=The Advent&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order=Mysterium&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=23&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| Oh, no, No, no, no. I don't think you're a chimp at all. You're Awakened. You're only three-quarters chimp. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Atlantis can be regained! The Watchtowers can rise again from the ocean, and the human race can evolve into a higher form! The Coming Race will live in the risen land under the benevolent, absolute rule of the Awakened! &lt;br /&gt;
&lt;br /&gt;
Some mages dismiss this vision as a pipe dream. Some recoil in horror from its faintly totalitarian undertones. The Daksha, on the other hand, not only believe this is the truest, worthiest goal for the Awakened but also believe that it can be attained, and attained soon. These odd, obsessive mages believe they know how to transform the world — and they make sure everyone else knows it, too.&lt;br /&gt;
&lt;br /&gt;
The Daksha believe that for the Quiescence (which they call ''Kali Yuga'', the Age of Strife) to end, mages must repair the Cosmic Cycle. Atlantis will rise again — literally — when the human race achieves its next stage of evolution in the Advent’s esoteric account of human history. The Daksha believe human evolution follows a cycle of seven stages. During the third stage of the current cycle, however, humanity’s precursors fell from a state of grace. To continue the cycle properly and resume the evolutionary journey to Cosmic Oneness, humanity must reverse the wrong turnings of past ages.&lt;br /&gt;
&lt;br /&gt;
Long before Atlantis, the Daksha say, a greater race than humanity lived on the continent of Lemuria. These superior precursors were perfect androgynes unfettered by our own flawed duality of gender. The hermaphroditic Lemurians also possessed a third eye in the back of their heads, with which they saw the Akashic Record of Supernal Truth.&lt;br /&gt;
&lt;br /&gt;
The Daksha use a process called ''Daksha-Yoga'' to transform themselves into Lemurians. As each Daksha gains mastery of Daksha-Yoga, she develops a third eye on the back of her head before achieving perfect androgyny. The great- est Daksha become as physically perfect as human beings — three-eyed, hermaphroditic human beings — can be. These Daksha are the Advent, first of the Coming Race, the harbingers of the next stage in human evolution.&lt;br /&gt;
&lt;br /&gt;
The ''Dhyanis'' — a cabal of eight archmages who achieved the fourth attainment of Daksha-Yoga — guide the Daksha from a hidden sanctum somewhere in India. These archmages taught Daksha-Yoga to the modern world. Each Dhyan, in turn, communes with an Ancient Master, a Supernal being of undefined power who imparts the wisdom of the past for the development of the future. The Dhyanis say the Masters are magically aware former inhabitants of Atlantis. Most of the Daksha believe the Masters are Oracles. &lt;br /&gt;
&lt;br /&gt;
Daksha-Yoga demands that the Legacy’s adherents learn enough Atlantean lore to recreate the lost land’s civilization. To this end, the Daksha study every trace of Atlantis they can find and work tirelessly to reclaim its lost magic. They contribute some of the Mysterium’s most expert mys- tic archaeologists. Time is short: Atlantis will soon rise, the Dhyanis say, and the Awakened need to prepare for their destiny as renewed masters of the world. And the Daksha make sure everyone else knows they are ready to take up their duty.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
* From their beginning, the Daksha associated with the [[Mysterium]]. The vast majority of Daksha still come from that order, or join it. The Legacy’s founders were all Obrimos, but Daksha tutors will train mages of other paths if they belong to the [[Mysterium]].&lt;br /&gt;
* A few Daksha who research the warfare of Atlantis join the [[Adamantine Arrow]]. These mages tend to be better at the theory of conflict than at actual fighting.&lt;br /&gt;
* The [[Silver Ladder]] attracts other Daksha who try to convince the order to follow their vision of a new world ruled by the Awakened.&lt;br /&gt;
* The Daksha don’t often see much use for the [[Guardians of the Veil]], but some Advent decide the best way to learn secrets is to become one of the keepers.&lt;br /&gt;
*Very few Daksha see any reason to join the [[Free Council]]. The leaders of the [[Free Council]] are in no hurry to invite the Advent, Atlantean literalists all, into their order. Daksha are certainly not banned from the [[Free Council]], but any Advent would need a very good personal reason to join, and some assurance that he would get some benefit from the association.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Teisara-Akh&lt;br /&gt;
* The Androgyne Condition&lt;br /&gt;
* Homo Superior&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Ascended_Adept</id>
		<title>Ascended Adept</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Ascended_Adept"/>
				<updated>2014-04-21T01:03:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Ascended Adept&lt;br /&gt;
|Nickname=Ascetics, Gnosis&lt;br /&gt;
|Ruling=[[Ruling::Mind]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Tome of the Watchtowers&lt;br /&gt;
|Pages=125&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
Ascended Adepts are mages who hold the mind as far superior to the body, and practise a path that, through training, meditation, and discipline, allows them to leave their bodies temporarily and exist for a while as energy.&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Votaries_of_the_Ordained</id>
		<title>Votaries of the Ordained</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Votaries_of_the_Ordained"/>
				<updated>2014-04-21T00:58:16Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Votaries of the Ordained&lt;br /&gt;
|Nickname=Rooks&lt;br /&gt;
|Ruling=[[Ruling::Fate]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Source=Guardians of the Veil Sourcebook&lt;br /&gt;
|Pages=169&lt;br /&gt;
}} &lt;br /&gt;
{{quote| What is through this portal is for none to see, unless you are the one. |#337799}}&lt;br /&gt;
&lt;br /&gt;
In all times, there have been those whose task it was to watch over an object, a place or even a person, keeping it safe and apart from the outside world until the time is right for its return or the foretold bearer has come to claim it. The Lady of the Lake held Excalibur for King Arthur, and a bard is said to now watch over the king’s sleeping body until the time when England needs him. The musketeers once swore themselves to the safety of their king, and men once became eunuchs so that they could focus on the safety of their Egyptian masters to the exclusion of all else.&lt;br /&gt;
&lt;br /&gt;
A person can realize that there is something more important than she, something that must be kept safe for a fate that may not be known but must be protected. When this occurs, when a person understands it in her essence, she can do nothing less than dedicate the entirety of her life to safeguarding that fate, ensuring that the required event takes place. Mages, privy as they are to the very threads that compose all creation, are better able to take this view than most mortals. With the ability to ascertain the ultimate fate of a person or object with little chance of error, they cannot be fooled by empty promises or false appearances. Only a true destiny — or one cleverly disguised — warrants the full devotion of a mage.&lt;br /&gt;
&lt;br /&gt;
But even with this Awakened perspective, alerting the mages to the relative importance of different people, places and things, there are few mages willing to divorce themselves from their other desires and ambitions in order to spend their lives defending destiny. Mages have the power within them to forge their own destinies, and it is a difficult choice to completely suborn such an unwritten fate to the needs of the Fallen World. Those few mages who make that choice are the unsung heroes of Awakened society. They give up their freedom and choose to be forever at the whim of others’ destinies.&lt;br /&gt;
&lt;br /&gt;
Votaries of the Ordained spend their lives moving from one person or object, which they call a “charge,” to another, safeguarding it and its destiny against supernatural disturbance. Some stewardships pass without incidence, and the Votary moves on to another charge once the first charge meets its fate. Many Votaries of the Ordained are less fortunate. Because the things and people they guard are those that will, at some point, have an important and significant impact on the world, it is not uncommon for others to seek out these charges and tamper with their destinies in an attempt to manipulate the future to their own benefit. To this end, a Votary of the Ordained practices the physical arts of self-defense as well as the magical arts necessary to ensure the safety of her charge.&lt;br /&gt;
&lt;br /&gt;
Young Votaries of the Ordained tend, at the recommendation of their teachers, to set themselves watch over smaller fates. An heirloom ring destined to become the symbol of engagement for a couple who will perform great feats cannot be lost, else their fortune will dim. A bank vault will one day be used to safely contain a world-shaking secret, but only if the vault is not proven insecure. These are the destinies that moderately affect the future of the world but, if disturbed, can be repaired or replaced by an adept or master of the Fate Arcanum. More experienced Votaries of the Ordained, those who have mastered at least the second Attainment, take upon themselves the stewardship of greater destinies. Older Votaries of the Ordained sometimes watch over a single charge for decades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Soldier of Fortune&lt;br /&gt;
* Doctoring Fate&lt;br /&gt;
* Fate Defends Itself&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Uncrowned_Kings</id>
		<title>Uncrowned Kings</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Uncrowned_Kings"/>
				<updated>2014-04-21T00:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Uncrowned Kings&lt;br /&gt;
|Nickname=Coal-burners&lt;br /&gt;
|Ruling=[[Ruling::Mind]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Pages=355&lt;br /&gt;
}}  {{MHR|Attainment 2 requires Gnosis 5, Attainment 3 requires Gnosis 7 like every other Legacy.|#337799}}&lt;br /&gt;
{{quote| Though woe and worry may weigh down your soul like lead, by the heat of your own efforts may you yet shine like gold. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Since the dawn of civilization, mankind has dreamed of creating wealth from worthless matter. Such a dream can be made real, mankind found, but only through hard work and a bit of luck. A lump of stone or wood can, through carving, grinding or knapping, be made into an object that is useful, beautiful or both. Patience and toil can be applied&lt;br /&gt;
to a patch of dirt to cause crops to spring up or livestock to increase and grow strong. Those willing to sacrifice their time and effort in this way often seem to feel that basing their lifestyle on such activity yields not only material wealth but also en- dows the soul with extended qualities of utility and beauty.&lt;br /&gt;
&lt;br /&gt;
Not everyone was willing to put forth such effort, though, so some devised shortcuts to wealth, claiming credit for the work of others or even claiming the product of that work for themselves. They divorced the notion of “wealth” from the material benefits of work, reducing riches to a system of artificial value placed upon rare metals or gems (and later to printed scraps of paper and then to glowing numbers on a monitor screen). The actual work of enriching life was denigrated as a lowly occupation and the soulcraft it engendered dismissed as fantasy by those unwilling to engage in it.&lt;br /&gt;
&lt;br /&gt;
Getting something for nothing only leaves one wanting more. Empty wealth, like food without nutrients, can be addictive, expanding the vacuum it was intended to fulfill. Into such a vacuous society there inevitably resurfaced distorted legends that told of how the mages of old learned the secret of tuning lead into gold, dirt into money, shit into Shinola. With the legends came charlatans, those who claimed to know the trick of getting something for nothing, who were sought out by kings with vacuous coffers, who fleeced their patrons by wrapping their lead ingots in polished brass foil and slipped out of the palace by night with their own empty wealth jingling in their purses. So the legends fell into disrepute (but without ever disappearing entirely) while the quest for empty wealth continued.&lt;br /&gt;
&lt;br /&gt;
The truth behind those legends would shock the royal addicts who heard them. Indeed, the mages of Atlantis had learned the “trick” of transmuting one substance into another, but it was only an incidental side effect of their real work. Their labors were not ultimately directed toward the external material world, but inward. Like land, wood or stone, the human soul can be cultivated and shaped, they found, transformed into something both greater and finer than what it might otherwise be. The “lead” that they operated upon was themselves, and the “gold” that they created was themselves. &lt;br /&gt;
&lt;br /&gt;
This is not to say that their “alchemy” was a purely contemplative practice, a type of meditation cloaked in a physical metaphor. The image of the secluded chamber with its kiln and clutter of alembic, retort and crucible is factually accurate. Experimentation in the material plane was as much a part of their practice as spiritual discipline. Engaging in a physical craft with an appropriate mindset of self-observation can synchronize changes in both the inner and outer worlds. This Legacy teaches that true understanding is best reached by mirroring the inner process with the outer. &lt;br /&gt;
&lt;br /&gt;
Just as matter can be shaped by heat and cold, by hammer’s blow and chisel’s cut, so too can the soul be shaped by pleasure and pain, by feeling and thought. Emotional baggage or faulty modes of thought can be trimmed away and desirable qualities such as honesty and compassion may be added to the alloy mixture in the crucible of the soul. Imperfection can be burned off, boiled out or frozen and chipped away. The soul’s purest essence may be distilled out of the woes and trauma that weigh it down, leaving it free to become that which is rarer and more precious than gold — the fulfilling life of the complete person.&lt;br /&gt;
&lt;br /&gt;
Inheritors of this Legacy are known as the “Uncrowned Kings,” a term that most outsiders take to refer to the age of the charlatans, when the rulers of the world could be led by their vacuous desires and anyone who knew those desires could easily become a true “power behind the throne.” But a more esoteric meaning is hidden in the name. Having perfected the technique of crafting their own souls, the Uncrowned could truly claim to be “self-made men,” masters of their own souls. Their “royalty” is based, not upon primogeniture or the hoarding of hollow wealth, but upon the noble qualities that they have cultivated within themselves. They do not rule over nations, but over themselves to a degree that “common” folk can scarcely imagine.&lt;br /&gt;
&lt;br /&gt;
The qualifier “Uncrowned” is equally significant on an esoteric level, beyond the fact that they do not openly display their unique nobility. The adornment of precious metals and gems is at once a metaphoric image connoting inner nobility and personal power, a reference to the physical transmutations that this Legacy practices. The title is also an oblique suggestion of the halo found in religious iconography denoting a brilliance or radiance of consciousness so bright that it shines directly through the skull (normally visible to those with aura perception but sometimes accessible to Sleepers in a religious context). But these Kings are emphatically Uncrowned, eschewing not only the lauds of their peers, but also the empty wealth that they are capable of creating&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Nigredo&lt;br /&gt;
* Albedo&lt;br /&gt;
* Rubedo&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tremere_Lich</id>
		<title>Tremere Lich</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tremere_Lich"/>
				<updated>2014-04-21T00:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Tremere Lich&lt;br /&gt;
|Nickname=Embalmed&lt;br /&gt;
|Ruling=[[Ruling::Death]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Source=Mage The Awakening Sourcebook&lt;br /&gt;
|Pages=363&lt;br /&gt;
}} &lt;br /&gt;
{{MHR|This is a Left-Handed Legacy.|Banned}}&lt;br /&gt;
&lt;br /&gt;
{{quote| Life feeds upon Life. |#337799}}&lt;br /&gt;
&lt;br /&gt;
In the Dark Ages, when mages held more sway in the world and the orders waxed in power, great resources were spent in plumbing the most profound secrets of the earth. Sanctums swelled with students, vast libraries of lore were gathered, and expeditions were mounted to the most remote extremities of the globe. Mages journeyed to mist-shrouded mountaintops in legendary lands, deserted isles in uncharted latitudes, lost cities crumbling beneath waves of water, sand or jungle, and into the moldy vaults of rumor-haunted necropolises of antiquity. Some of those who pursued this last course dug too deep into the past and literally awoke the dead.&lt;br /&gt;
&lt;br /&gt;
Even the most finely honed Awakened would be sorely pressed to resist the chilling intensity of an undying desire that has festered in darkness and hunger for centuries. These mages found that they had, willingly or not, taken on new instructors, keepers of profound knowledge and wielders of terrifying power, teachers who might have been human once, but were no longer. Masters with a particularly insatiable need. &lt;br /&gt;
&lt;br /&gt;
Vampirism is a state of being that comes with fantastic potential, but it is nonetheless a curse. Young vampires do not always grasp the full import of this simple fact, but as the sunless decades of hunger pass, they learn that undying existence is not the same as eternal life. Raging against this fate, an obscure line of vampires called the Tremere encountered an entity from the Abyss and wrested from it certain secrets about the Supernal and Fallen Worlds. Using this forbidden knowledge, they formulated in their blood a way of circumventing their curse by stealing from the living the inner light that they themselves lacked. Through the drinking of blood, a Tremere could tap a victim’s soul, allowing him to live for a short time as if he were nearly human, walking in twilight (but not full daylight) and becoming sated by normal food rather than blood. The process desiccated the stolen soul, however, leaving its owner to wither away into a slow, witless death. The souls of normal humans proved too dim and murky to sustain the Tremere for more than a few days at best. The undead needed something much brighter and clearer.&lt;br /&gt;
&lt;br /&gt;
They found what they needed in the Awakened souls of the mages who intruded into their lair, but the very brilliance they desired also ensured that their intended victims were not mere cattle to be seized and consumed with impunity. The mages had to be lured into the fold with intimations of ancient power and arcane lore. The vampires made good on their temptations, unveiling some of the deepest mysteries of vampiric lore. The mages eagerly took the bait, heedless of the cost that would be exacted from them.&lt;br /&gt;
&lt;br /&gt;
In tapping the mages’ souls while they drank of their blood, the vampires discovered that their Abyssal lore had failed them. The blood burned in their veins with celestial fire and rendered their bodies to ash in mere moments, destroying every single one of them. But their damnation did not end with them. They passed on a part of their curse to their vessels, infecting the mages with the most virulent aspect of their unique Abyssal damnation. The mages, though not undead, had placed one foot firmly on the far side of the grave and found their souls eroding away into the great darkness beyond all light. The spiritual vacuum thus created eventually spread to their outward forms, consuming their bodies until some of them ceased to exist, or else wandered the earth as hungry ghosts. To fill their growing void, the survivors learned to steal the light from those who had it. They had become living vampires, stealers of souls.&lt;br /&gt;
&lt;br /&gt;
At first, these sorcerers took the vampires’ name, Tremere, as a title to describe their condition: “Tremere-inflicted.” Other mages just called them the Tremere, and over time the lichs accepted this shorthand for themselves, although it is still used as an adjective: “Tremere lich.”&lt;br /&gt;
&lt;br /&gt;
A mage must be voluntarily initiated into this Legacy by having his own soul severed by his teacher and replaced with someone else’s. The soul link between instructor and pupil transmits the lich curse once the new soul is attached. Usually, the master then attaches the pupil’s soul to himself, for Awakened souls last much longer than Sleeping souls. It is extremely rare for a young or even middle-aged mage to make this hideous choice. Usually, only those near the end of their natural life spans choose to become lichs in hopes that, by unnaturally extending their lives on a diet of souls, they might unlock the key to ascension and rise to the deathless lands of the Supernal World.&lt;br /&gt;
&lt;br /&gt;
And yet, it is possible for a pupil to reverse course and restore his humanity before he has gone too far. If he can regain his own soul and reattach it (using spells, not Tremere attainments) before he raises his Gnosis above the amount of dots he had when he was first initiated into this Legacy, and then if he sacrifices a dot of Willpower, he loses all Tremere attainments and become fully ensouled again. He cannot, however, learn any other Legacy ever again. He cannot engage in soulcraft with a Tremere-touched soul, even though he has overcome the Legacy’s curse.&lt;br /&gt;
&lt;br /&gt;
Some have wondered if the vampiric bloodline that damned the mages to lichdom still survives. Although the Tremere mages have searched for any signs of it, they have found none.&lt;br /&gt;
&lt;br /&gt;
===Attainments==&lt;br /&gt;
* Hideous Stipend&lt;br /&gt;
* Wicked Claim&lt;br /&gt;
* Supernal Theft&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Thread_Cutters</id>
		<title>Thread Cutters</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Thread_Cutters"/>
				<updated>2014-04-21T00:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Thread Cutters&lt;br /&gt;
|Nickname=Euthanists&lt;br /&gt;
|Ruling=[[Ruling::Fate]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Guardians of the Veil&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=100&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
The Thread Cutters are the self-appointed guardians of destiny. They read the fates of others, and groom or destroy them in accordance with what they find to be their subject's proper role in the tapestry of fate. They serve beings embodying fate, which they call the Three, who weave a person's thread of fate, measure it to the appropriate length, and sever it once it has reached its end.&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tamers_of_Stone</id>
		<title>Tamers of Stone</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tamers_of_Stone"/>
				<updated>2014-04-21T00:57:39Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Tamers of Stone&lt;br /&gt;
|Nickname=Craftmasons&lt;br /&gt;
|Ruling=[[Ruling::Space]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=57&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
This Elemental Legacy specializes in the element of Earth. The Tamers of Stone are builders, masons, and architects, who lay out Supernal symmetry in their designs and who remain steadfastly on the ground with the common people, despite their Awakened condition.&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Stone_Scribes</id>
		<title>Stone Scribes</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Stone_Scribes"/>
				<updated>2014-04-21T00:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Stone Scribes&lt;br /&gt;
|Nickname=Namers, Name Takers&lt;br /&gt;
|Ruling=[[Ruling::Fate]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Mysterium&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=95&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| And what is your name, little girl? |#337799}}&lt;br /&gt;
&lt;br /&gt;
One of the most elementary lessons in a mage’s study of the occult is that names have power. Mages take shadow names for this very reason, so that others cannot harm them with sympathetic magic — but what is a name, truly, and what defines the name of a thing? At what point does the name “Jane Smith” cease to define the witch who calls herself&lt;br /&gt;
Branwen Boudicca? The Stone Scribes believe that a person’s name changes and grows subtly throughout his existence. Only at death, the cessation of existence, is a person’s true name fixed. The Stone Scribes call this the Final Name, and it is more than merely an identifying label that eases the working of sympathetic spells. A person’s Final Name is an echo of that person’s soul, a sublime expression of the sum total of the fate that guided the life of the name’s owner. The Stone Scribes believe that only by knowing a person’s Final Name can you truly know the person — it is the ultimate record of who that person was, stripped of all layers of deceit and subterfuge.&lt;br /&gt;
&lt;br /&gt;
First and foremost, the Stone Scribes are record-keepers. The Scribes treat the collection of as many Final Names as possible as a sacred mission. Members of this Legacy lurk in hospitals, nursing homes and battlefields, places where many Final Names are set each day. The Scribes record these names using Arcane formulae and methods little-known to other mages, usually on the large stone tablets that earned the Legacy its name.&lt;br /&gt;
&lt;br /&gt;
Unlike many in the Mysterium, the Stone Scribes do not merely acquire knowledge for its own sake. They collect, store and meticulously cross-reference as many Final Names as they can acquire, because their founder charged them with a sacred duty he said came from God Himself. By tracing the myriad threads of sympathetic connection back through multiple Final Names, the Namers believe they can reconstruct the Final Names of the long-deceased, up to and including the ancient lords of Atlantis. By learning those millennia-dead Names, the Scribes claim they will be able to conjure up the shades of their distant ancestors and gain firsthand knowledge of the height of Atlantis — and direct tutelage in potent, forgotten Atlantean magic. &lt;br /&gt;
&lt;br /&gt;
Not all Scribes are simple record-keepers, though. When a Namer falls to Hubris, she sometimes grows impatient waiting for death to come at its own pace, and decides to take her victims’ names at the times and places of her choosing. These socalled Name Takers are assassins and killers, ritually murdering people whose names they desire and stealing their names at the moment of death. The Namers despise these apostates and accuse them of stealing souls along with Final Names, not to mention other left-handed practices — but even as the Scribes hate the Name Takers, Stone Scribes fear how easily they might slip down that path.&lt;br /&gt;
&lt;br /&gt;
===Orders===&lt;br /&gt;
Almost all Stone Scribes are members of the [[Mysterium]]. &lt;br /&gt;
*Some Scribes gravitate to the [[Adamantine Arrow]]&lt;br /&gt;
* Modern-minded Namers sometimes join the [[Free Council]] and scribe Final Names with power tools and precision stonecutters&lt;br /&gt;
* Few Scribes join the [[Silver Ladder]] or the [[Guardians of the Veil]], since the Legacy cares more about collecting and studying Final Names than temporal power or keeping the secrets of the Mysteries from the Sleepers&lt;br /&gt;
* Many Name Takers are [[Apostate|Apostates]]&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Memoriam&lt;br /&gt;
* Unearth the Stone&lt;br /&gt;
* Name-Taking&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Masters_of_Destruction</id>
		<title>Masters of Destruction</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Masters_of_Destruction"/>
				<updated>2014-04-21T00:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Masters of Destruction&lt;br /&gt;
|Nickname=Destroyers&lt;br /&gt;
|Ruling=[[Ruling::Death]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order=Seers of the Throne&lt;br /&gt;
|Source=Seers of the Throne Sourcebook&lt;br /&gt;
|Pages=173&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{quote| A single act of sabotage can be more useful and impressive than a thousand murders. In a single hour, I can turn a millionaire into a pauper or render a blackmailer powerless. |#337799}}&lt;br /&gt;
&lt;br /&gt;
Although many members of the Seers of the Throne specialize in controlling mortals or slaying their enemies, there is as much need to destroy objects as people. A sufficiently powerful relic of Atlantis or a particularly revealing recording of a gathering in a hostel can both be exceptionally damaging to the Seers’ cause. In addition, one of the best and most effective ways to manipulate events is by altering or destroying various objects. If an inventor is about to demonstrate his creation before an audience and the device has either been sabotaged or destroyed and replaced with a version that works either much less well, or perhaps much better, the results of that demonstration will be very different than they otherwise might. Many Seers have also become especially careful to make certain that humanity learns nothing about the supernatural. Destroying all such evidence, from the corpse of a vampire someone killed, to a camera phone containing images of Vulgar Awakened magic being used can be vitally important.&lt;br /&gt;
&lt;br /&gt;
The Masters of Destruction swore their oaths to serve just this purpose. They are artists of decay and annihilation, understanding how to transform a diamond or a sturdily made safe into dust with a glance or a touch. The greater portion of members are Moros, since almost all Destroyers study both the Death and the Matter Arcana. However, they are less interested in death, ghosts or corpses than they are in objects, especially complex and valuable objects. Some Destroyers become obsessed with the mechanics of precise destruction and will acquire a dozen or more finely made intricate devices just so they can study various ways of destroying or sabotaging them.&lt;br /&gt;
&lt;br /&gt;
One of the major tensions in this Legacy is between Destroyers who effectively serve as freelance mercenaries who sell their services to any other Seer who will pay their price, and those who regard their Legacy as a spiritual calling and have exceptionally strict and often highly idiosyncratic standards about what they will and won’t tear apart. Since this Legacy is almost exclusively passed down from a single master to a single student, these two branches of the Legacy rarely interact, but when they do, the result is often bitter arguments, and occasionally violence. The most mercenary Destroyers are willing to work for anyone who will pay their price, even Pentacle mages (albeit not without some secrecy and rights of refusal). In vivid con- trast, many of the more ideologically inclined Destroyers regard the members of this Legacy as the Exarchs’ sacred agents of entropy and consider any Destroyer who is more considered about payment than ideology or meaning as a traitor to this Legacy’s sacred trust.&lt;br /&gt;
&lt;br /&gt;
The more ideologically driven Masters of Destruction find destruction to be an almost sacred calling and in addition to advancing their own ends and what they see to be the will of the Exarchs, they occasionally destroy some object simply because they either have imagined a way to make its destruction especially impressive, beautiful or profound. They also sometimes destroy something simply because they decide that it needs to be destroyed for some, often difficult to explain, philosophical reason. Other Seers usually consider Destroyers to either be calculating mercenaries or half-mad fanatics and make certain to distinguish one sort from the other. Most Seers find mercenary Destroyers to be exceptionally useful, but they usually attempt to avoid the more ideologically inclined members of this Legacy because they fear, often not without reason, that one of their treasured possessions might be considered worthy of destruction.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Gaze of Weakness&lt;br /&gt;
* Falling to Dust&lt;br /&gt;
* Ghostly Intrusion&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Forge_Masters</id>
		<title>Forge Masters</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Forge_Masters"/>
				<updated>2014-04-21T00:57:17Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Forge Masters&lt;br /&gt;
|Nickname=Powersmiths&lt;br /&gt;
|Ruling=[[Ruling::Prime]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Ancient&lt;br /&gt;
|Pages=72&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
Awakened artisans and craftsmen beyond parallel, the Forge Masters are the supreme alchemists, item crafters, and Imbuers of the Awakened world. Even the mundane items they make are of exceptional quality and the greatest among them can use their own souls as forges to conjure items from thin air.  Aside from Imbued or Enchanted Items, the Forge Master's are renowned for the production of perfected metals, which make the processes of Imbuing and Enchantment easier.  Siderite, perfected iron, is the most favored among the Forge Masters for its strength and hardness. Oricalcum (perfected gold) and Lunargent (perfected silver) are also well known for their special properties, and when combined with Hermium (perfected mercury) you can create the coveted alloy of [[Perfected Metals#Thaumium|Thaumium]].  &lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Cult_of_the_Doomsday_Clock</id>
		<title>Cult of the Doomsday Clock</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Cult_of_the_Doomsday_Clock"/>
				<updated>2014-04-21T00:57:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Cult of the Doomsday Clock&lt;br /&gt;
|Nickname=Ticktock Man&lt;br /&gt;
|Ruling=[[Ruling::Time]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Legacies the Sublime&lt;br /&gt;
|Pages=128&lt;br /&gt;
}} {{MHR|This is a Left Handed Legacy|Banned}}&lt;br /&gt;
{{quote| Your time has run Out. |#337799}}&lt;br /&gt;
&lt;br /&gt;
On July 17, 1997, the Past Masters, a powerful Mysterium cabal specializing in scrying the distant past to recon- struct the magic of ancient cultures, finally cornered the March of History, a Seers of the Throne group devoted to historical revision and occlusion. Their battle spilled out of the March of History’s sanctum at a university campus. Doz- ens of students saw two of the world’s leading masters of Time casting vulgar magic against each other.&lt;br /&gt;
&lt;br /&gt;
None of the mages survived, body or soul. Investigators from the Guardians of the Veil recovered the bodies. The Guardians could only obtain glimpses of how the mages died. The investigators found a massive surge of Paradox and one clear image: a member of the Past Masters being slain by — himself (!)— but the other self carried a large pocket watch with a death’s-head engraved on the cover. Behind them, the tattered edges of the world frayed into the Abyss.&lt;br /&gt;
&lt;br /&gt;
Since then, mages who look like the deceased Mysterium mages and Seers have mounted attacks around the World of Darkness. They kill selected people (both mages and Sleepers), steal soulstones and Artifacts with powers of Time, Fate or Death, and destroy various objects, buildings and locations whose significance remains obscure. They cause a lot of Paradox in the process. Always, they carry the death’s-head watches. One mage who survived a clash with these murderous and destructive dopplegangers learned a name: the Cult of the Doomsday Clock.&lt;br /&gt;
&lt;br /&gt;
Worried mages have learned little about the Cult. The doppleganger-mages routinely use magic to block attempts to scry on them after the fact. Mages of the orders soon found, however, that the Cult seeks new members from the Moros Path. What’s worse, the Cult sometimes locates newly-Awakened mages and brings them into its fold. In 2000, the Cult issued its first manifesto as part of a drive to attract new members. As the Legacy’s name suggests, the Cult wants to destroy the world. Not just to destroy civilization, or humanity; they want to destroy the Fallen World in toto, material realm and Shadow Realm alike. Only then, they say, can the souls of mages escape the vile prison that is Creation and ascend to the Supernal World.&lt;br /&gt;
&lt;br /&gt;
No one can imagine how the Cult of the Doomsday Clock could actually annihilate the world. But no one could have imagined a Paradox eruption creating evil twins of the mages involved, either. The more the orders learn about this Legacy, however, the more certain they are that the Cult must be destroyed — for every clue about the Cult’s origins, masters and magic points straight to the Abyss.&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Time Out of Joint&lt;br /&gt;
* Bid Time Return&lt;br /&gt;
* Off the Clock&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bokor</id>
		<title>Bokor</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bokor"/>
				<updated>2014-04-21T00:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Sirith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Bokor&lt;br /&gt;
|Nickname=Slave-Driver&lt;br /&gt;
|Ruling=[[Ruling::Death]]&lt;br /&gt;
|Path=Moros&lt;br /&gt;
|Order={{anyorder}}&lt;br /&gt;
|Source=Tome of the Watchtowers&lt;br /&gt;
|Pages=95&lt;br /&gt;
}}{{MHR|This is a Left-Handed Legacy.|Banned}}&lt;br /&gt;
&lt;br /&gt;
These mages are unusual amongst the Moros in that, unlike most members of their path, they see death not a serene, calm experience, but as a violent and painful process. The see the bodies of the dead as being mere shells, and so have no qualms about using them as servants or soldiers. Interesting to note is that their ethics are tightened when it comes to dabbling in souls; the Bokor philosophy does not allow that to imprison or sever souls, though they can be used to create revenants.  &lt;br /&gt;
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{{Mage|Legacy}}{{Parent|Moros}}&lt;/div&gt;</summary>
		<author><name>Sirith</name></author>	</entry>

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