Taking the week off from posting for a couple reasons. First, to cogitate and meditate on a few post ideas. Second, to type up the results. Third, to get back into the swing of things with a new semester of writing tutoring.
With the last of the Codex material posted, I now need to generate content again. 🙂
There is a project I’m working on, but as it’s handwritten (my preferred for fiction), it’s not exactly postable.
So, I’ll open this up to the hive mind. Are there any questions or is there anything you’d like to see my take on covering:
– Writing (fiction or non-)
– Fantasy (written or film)
– Sci-Fi (written or film)
– Education (post-secondary)
– History (pre-17th century)
– Gaming (Tabletop RPGs; I’m a bit behind, but still follow such things)
– Magic (historical or genre)
– Anything else interesting
(Last Codex post)
Appendix D—Witch Aspects
As with all things witch related, despite “improved relations”, Kemp’s information is rather minimal and not especially helpful. The Apostates Sawyer and Webster, who have spent decades closely associating with witches, are much more helpful here.
The moon witches are those who associate their powers with, obviously, the moon. Like the moon, they can change themselves in various ways, using spirit and evocation spells probably. They are also the most skilled healers amongst witches. Of all the aspects of witch society, moon witches are the closest to the Changers, usually having excellent relations with the beast-men. They bring a certain adaptability to a coven.
The nature witches associate their powers with the energy of the natural world. They are the ones most likely to invoke the spirits of animals and the gods of nature, such as Pan, Freyr, or Demeter. They are also the most likely to master nature witchcraft, to control beasts and weatherworking. It is said that they ground a coven and help bring it in line with the desires and power of the world.
Seers are often the leaders of witch society and covens. They are the oracles, diviners, and lorekeepers of the witches. Most seers appear to specialize in invocation and evocation to fuel their drive for knowledge, and the future. Some, though, Webster says, devote themselves to charms to better get people to volunteer information and the lead by control.
Spirit witches balance nature witches in a coven, connecting the group to the realms beyond Earth. They specialize in invocation ad spirit witchcraft. Thus, they serve as mediums, contacting the beyond and tying a coven to the spirit realm. Because of their control of spirits, these witches also appear to be excellent trackers and hunters. They, Sawyer claims, often trace offenders and enemies of the witches, providing locations to the sun witches, who are then unleashed.
The sun witches are those who associate their powers with, obviously, the sun. They are the guardians and warriors of the witches, much like many of the most ancient sun gods. They train in mundane means of combat enhanced with charms and invocations, spirits bound to weapons and other such tools to improve their abilities and skills. Sawyer mentions that some even say the sun witches allow powerful spirits to temporarily possess them, to enhance their physical attributes and skills. Sun witches add a balance of protection and aggression to a coven.
Appendix E—Witchcraft Classes
Kemp is correct when he briefly defines the five classes of witchcraft. However, as with all things beyond sorcery, his information is incomplete, through ignorance. Thus, it is not entirely helpful. Sawyer and Webster, Apostates, are more useful here.
As Kemp notes, charms affect the mind. Witches use charms to sense and manipulate the emotions of others. But, the spells can also be used to influence the mind of a subject, to suggest a course of action or even allow complete control of the subject. Charms can result in a form of illusion, invisibility after a fashion, and even alter the memories of a subject. In all, it is a much more powerful branch of magic than the Arcanum Council would like to admit to its rank and file.
Evocation is, indeed, the direct control of magical energy. But, what does that mean? For a witch, that means the ability to create wards and other protections. It also means blessings and curses, healing, and limited harming. It can involve fertility, and barrenness. Most of its offensive capability, unlike sorcery, is indirect or requires touching the subject, thus limiting its combat potential significantly.
Conversely, invocations involve calling upon spirit entities to handle the magical energy. These spells involve the witch calling and negotiating with a spirit, or a god, to acquire the desired effect. The spirit, thus, acts upon the witch’s behalf. Most such spells appear to involve altering the luck of the subject, protecting or hiding the witch, tracking people, guarding places, or discovering information. Rarely, if ever, do they have an appreciable direct physical effect, due to the difficulty of spirits manifesting or directly affecting our realm of existence.
The study of natural forces allows the witch to control and affect beasts of all sorts. This appears to serve as a specialized sort of charm. These witches can also alter and control plants. They can enhance or retard growth, cause plants and trees to move and walk, even heal plants and speak with them to gain information and insights. With sufficient skill, a witch can move through the densest forest without leaving a trace. This class of witchcraft also allows the witch to alter the weather within a given radius from his or her position.
Spirit witchcraft is entirely focused on affecting and controlling spirits directly. Its most basic elements involve being able to see and speak to spirits. The art graduated to calling, summoning spirits, harming them and healing them, forcing their compliance, even allowing them to possess a living vessel. Witches say they can even bind a spirit to an object or place for a set length of time or for eternity. These last two appear to be done solely to contain powerful, evil, spirits.
Appendix A—Ravager Origins
Despite the Arcanum’s claims, the available evidence shows that the Ravagers were indeed brought to Earth by sorcery. Donne, Sawyer, Tierney, and Asbridge are a representative sample of the authorities and leading theories on the subject, outside the Arcanum’s control. All four discuss, and show, archaeological and textual evidence, suppressed by the Arcanum Council, that indicates ancient sorcerers intentionally brought the early Ravagers to Earth from some other place. To be fair, they probably did not mean to bring the Ravagers per se. However, the evidence is clear that they were trying to bring something to Earth and the Ravagers were what came through, desired or not.
Since that initial foothold, Ravagers have bred like a plague all around the world, feeding on humans to fuel their reproduction. We do not believe that any new Ravagers have come from off-world since at least the time of Alexander the Macedonian, but the ones already here bred enough to keep a thousand generations busy.
The Arcanum’s reasons for covering up sorcery’s responsibility seem clear. They fear anything that would disparage or undermine the façade of a good name they’ve attempted to create, for themselves and sorcery. The Council fears the reactions of the theurges, and, though they will never admit it, the witches should they officially acknowledge the culpability of the ancient sorcerers.
Appendix B—Apostate Groups
Contrary to what the Arcanum would like to claim and others to believe, the Apostates are neither a monolithic entity nor complete anarchists. In fact, there are many organizations of Apostates in the world. Because of space limitations, only six of the largest and most well known will be discussed here.
The Drifters are probably the closest to what most Arcanum sorcerers think of when they think of Apostates. They are afflicted with wanderlust, or a drive to see the world, or a desire to aid people around the globe. Regardless of the reasons, they travel constantly. In the process, the Drifters are good for sharing news and delivering non-critical packages among Apostates.
The Eternal Circle is a group of idealists. They seek to unite the sorcerers, theurgists, and witches in contravention of Arcanum law and rules. Most Eternal Circlers believe in the existence of an ur-magic that eventually branched into others. They often move fluidly between the three magical species, limiting their sorcerer contact to other Apostates and a rare handful of Arcanum members.
There is little to say about the Ghosts. They are often hermits, so far as magical society is concerned. They try to stay out of sight and off the proverbial grid. Most Ghosts just want to be left alone, or hide, for a whole host of reasons.
Possibly the most infamous of Apostates are the Shadowmasters. Despite their rather dramatic name, they have a reputation as excellent spies and assassins for hire. They are entirely freelance and secretive, working for nearly anyone. Rumors say they have even done off-the-record work for the Arcanum, but this is, obviously, difficult to impossible to confirm. The few that I have met refuse to speak about current or past contracts, as they also have a reputation for the utmost discretion.
The Youxia are the group most demonized and feared by the Arcanum Council. They consider themselves the spiritual descendants of the ancient Chinese folk heroes, or “wandering vigilantes”, of the same name. They train continually to integrate their combat skills and sorcery, and vie with each other to test and improve their skills. While the Youxia reject the Arcanum, they continue to hold to the war against the Ravagers, just not within the Arcanum hierarchy, bureaucracy, and reliance on the Guardians.
The sixth are important because they are the unsung heroes of sorcerers and Apostates. They should probably not be discussed in public, but I will include them. The Chameleons are an invisible Apostate organization. They infiltrate the Arcanum, the Ravagers, and possibly other groups to acquire information and intelligence that they then pass on to the Youxia, some Shadowmasters, even the Arcanum through indirect channels.
Appendix C—Apostate Havens
After centuries of persecution at the hands of the Arcanum, many Apostates have set up safe havens for others of our kind. These vary in size from tiny crash spaces to massive mansions, depending on the ability and finances of the host. They exist all around the world and are open to all Apostates, regardless of affiliation. They are more or less safe from the Arcanum and Arcanum agents are denied entry, or even finding the sites. Some of the more famous havens of North America are discussed here.
The Amber Raven Hotel in Toronto is one of the oldest Apostate havens in North America. It dates back to 1803, when the city was still called York. The Amber Raven is a large, nineteenth century hotel that hasn’t changed much since it was built. It has room for a couple score people at a time, for short of r long term residency. The hotel is currently overseen by Katia Catalogna and a staff of ten Apostate sorcerers. A few rumors have circulated that the hotel may have one or two Apostate Guardians in residence, but this seems somewhat farfetched and unlikely.
Located in San Diego, the Ashen Den began as a tiny crash space under the Spaniards. Today, it is an unusual haven in that it is not located in one place. Rather, the Ashen Den is a series of small to moderate crash spaces scattered throughout the city and maintained by San Diego’s Apostate population. They are set up as places for visiting Apostates and those on the run from the Arcanum to reside in for a while, until they move on or are safe. Locals take it in turns to clean, maintain, and stock the Den sites with necessities. This has become a source of pride and a local tradition integral to San Diego Apostate culture.
The Hasty Clock is a bar in Boston founded around the time of the American Revolution. It got its name, stories say, from the bar clock, which locals said ran fast because last call always came too soon. The current proprietor, Drew Morrison, maintains his predecessors’ tradition of keeping the three floors of apartments above the bar open for any Apostate who needs a place to sleep or to lay low for a few days. This offer is traditionally held regardless of affiliation or problems, though the last three proprietors have chosen to turn away Shadowmasters and confirmed violent criminals.
The aptly named Haven is a sort of camp-village situated in the mountains between Monterrey, Mexico and Cerro San Rafael. It is perhaps the largest Apostate haven in North America. The locals see to its maintenance and governance in their own ways. The camp-village and its valley are concealed from normal humans and the Arcanum alike through a variety of sorceries. Some who have visited also say that the locals have used earth sorcery to excavate into the valley floor and the mountains, creating both living and storage spaces that are even more secure from the Arcanum.
The Republic is a downtown Seattle nightclub and music venue, at least that is what humans see. The club is currently operated by Jonas Yates, an Apostate sorcerer. He has opened the club to all species, human and non-human, except Ravagers and the Arcanum. The basement level of the club connects to the Seattle Underground, which the club proprietors have converted into both a façade of club storage and living space for Apostates who need a safe place to sleep. That section is sorcerously cut off from the rest of the Underground, so human tours don’t stumble across it.
(Draft state, still haven’t put publication years on every fictitious source.)
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Asbridge, T. (xxxx). “On Ravagers.” Hong Kong.
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Thompson, E. & Donne, J. (xxxx). When Two Planes Collide: Links Between Ravagers and Earth. Cambridge, UK.
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Tierny, B. (xxxx). “Blood and Magic: A Study of Ravager Senses and Biology.” Manila.
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