Grey
Dialectical Hermeticist
You were born different.
You didn't know, of course. Not for the longest time.
You didn't know the outbreak that killed other babies could never have hurt you.
Or didn't know that other children do not have the ghost of their grandmother tell them bedtime stories.
Or didn't know other young women couldn't feel the weather change.
But not all Magic is subtle forever. Perhaps when the Lord's son threatened you, his own hounds set upon him in your defence. Perhaps, as you grieved, your wife tore herself from her coffin and stared at you with dead eyes. Perhaps lightning struck you, out in the fields, and left you wholly unharmed.
That was the beginning of the end. The rest of your people feared you, and named you an abomination, a diabolist, a demon in human flesh. If they didn't kill you, perhaps your Magic would kill them, and sooner or later an Inquisitor would come bearing God's judgement to strike you down.
And so you fled. Made the long, frightful journey away from the place of your birth to anywhere you thought you could hide. You thought that you were alone, but you have since met others like you - other Magi. Others with wondrous and terrible power, in a world that hates and fears them.
What will you do now? Can you hide forever, or will you fight back? Will you strive to ignore your mystical might, or embrace the power? Will you forge a new future, or uncover a lost golden age when your kind ruled the world?
The power is in your hands. Are you strong enough to carry it?
Crucible: Dark Age (setting and rules here: CDA Special Edit - revised) game. No more than six players, all Magi who have fled persecution and come together by chance, to determine their place in the world.
I expect strong personal ambitions for each character and if you can come up with connections between them early, so much the better.
Especially would love to have @Cirno @The Fuzz and @Silvertongued for this one.
You didn't know, of course. Not for the longest time.
You didn't know the outbreak that killed other babies could never have hurt you.
Or didn't know that other children do not have the ghost of their grandmother tell them bedtime stories.
Or didn't know other young women couldn't feel the weather change.
But not all Magic is subtle forever. Perhaps when the Lord's son threatened you, his own hounds set upon him in your defence. Perhaps, as you grieved, your wife tore herself from her coffin and stared at you with dead eyes. Perhaps lightning struck you, out in the fields, and left you wholly unharmed.
That was the beginning of the end. The rest of your people feared you, and named you an abomination, a diabolist, a demon in human flesh. If they didn't kill you, perhaps your Magic would kill them, and sooner or later an Inquisitor would come bearing God's judgement to strike you down.
And so you fled. Made the long, frightful journey away from the place of your birth to anywhere you thought you could hide. You thought that you were alone, but you have since met others like you - other Magi. Others with wondrous and terrible power, in a world that hates and fears them.
What will you do now? Can you hide forever, or will you fight back? Will you strive to ignore your mystical might, or embrace the power? Will you forge a new future, or uncover a lost golden age when your kind ruled the world?
The power is in your hands. Are you strong enough to carry it?
- Chronomancer
- Communer
- Conflagrant
- Cryolyte
- Guardian
- Heartwright
- Necromancer
- Seer
- Stormlord
- Shadow
- Torchbearer
- Conduit
You are a Pilgrim of the Glass Desert; circumspect, impartial, and wise. You carry the Staff and the Hourglass, and with focus can see the curve of space and time stretching before and behind you.
You have always known exactly where you are. You have always known exactly what time it is. You are never late nor early, unless you will it so.
As your power has grown, you've found you can cross a dozen paces in a single stride and peer into the past. You can bend and distort time around yourself, such that arrows pass you by when their course must have been true.
You are a Warden of the Silver Tree; passionate, adaptable, and free. Blood drips from your Claws, and the Forest grows in your footsteps.
You overflow with life. No sickness can blight you, no injury may halt you. Your flesh mends like melting wax and shifts form to overcome any obstacle. You can harm and heal with a touch, and become progenitor to creatures never seen before on the face of the world.
You are a Vessel of the Golden Flame; righteous, unwavering, and mighty. In your right hand is an Axe to serve justice, in your left a Flame for guidance.
Yours is a will that burns with fearsome intensity. Those who would seek to weaken your resolve or frustrate your purpose find it merely burns hotter. The valour in your heart spreads to your allies and elevates them in pursuit of their goals. Fire obeys your command, and where that command is 'burn', your foes will be reduced to ash.
You are a Terror of the Emerald Sea; deceptive, fearsome, and cruel. You carry the Whip and leave Desolation in your wake.
War is cruel. The crueler it is, the sooner it is over. You inspire fear in others; both those who would serve you and those you would destroy. You are as relentless and elemental as the ocean itself, and you will freeze the blood in men's veins. You are as subtle as death by hypothermia and unpredictable as the seas of Autumn.
You are a Sentinel of the Bronze Mountain; steadfast, practical, and dependable. The Earth moves to support your steps, and you bear the Hammer not of judgement, but of a maker.
You have always felt the earth beneath you, know its paths and pits and hills. You have felt the gemstones calling to you from the rock and seen the shapes hiding in blocks of stone. You shape soil and rock and steel with your bare hands. You build more than you break, but break you can if need be. You are a shield and protector. You are a friend and leader. A mountain is not a thing of a single piece, and yet is nigh unbreakable. So too you favour allies, and teamwork, and those who can use the tools you build with proper skill and respect.
You are a Reader of the Ruby Heart; empathetic, creative, and subtle. A Quill in hand, and Locket around your neck, you can quiet rage and instill joy. You can nurture fear and feed sorrow.
Your power at first permits you feel what others do, and push. To turn affection into love, or hate to distaste. To influence and sometimes implant emotion. But as your power grows, even thoughts are left open to you. Not merely to read minds, but change them - even make them, brand new, from nothing.
You are a Bearer of the Leaden Skull; vivacious, whimsical, and considerate. You carry a Dagger, and on your lips is a Song. You can speak to the unquiet dead, and quiet them. You can raise the bodies of the dead and sunder the souls of the living.
Far from morbid, you seek to celebrate and enjoy life. You are likely an artist and craftsman both, making beautiful devices of bone and clockwork which ghosts may inhabit; or terrible weapons of rotting flesh and ravening hunger.
You are an Oracle of the Amber Eye; cunning, inscrutable, and charming. You carry a Scythe and Amulet, to pluck or sever the strands of Fate.
You have always been lucky. And as your power grows, you can twist Fate in your favour and against others. You can see the infinite possibilities of every action and the ties that bind soul to soul. You call pull them taut, or cut them, and it is rare that you can be surprised.
You are a Rider of the Sapphire Storm; capricious, energetic, and forceful. You wield the Spear and the Fan, and call the lightning to your service.
You can feel the shifting of the air, the grandiose dance of the winds. You can taste the invisible fields that surround everything and manipulate primordial forces of the world. You can quell the thunder with a word and command the rain to fall. You can bend those forces which steel obeys and feel them curve around living things. You can build arcane machines that provide limitless power and weapons that would ruin kingdoms.
You are a Watcher of the Ebon Night; secretive, independent, and purposeful. You are robed in Silk and record all in your Book.
You are kin to the darkness. You see where others cannot. You cloak yourself in shadow and silence. You obliterate memories and steal secrets. You shape the dark into monstrous form and bind it to your will. You set elaborate webs of deception and cunning traps. You are a voice from nothingness, guiding those who would seek the truth to answers. Or at least, the answers you require them to find.
You are an Illuminor of the Ivory Sun; magnetic, insightful, and ambitious. You carry a Bow and a Mirror, and inspire others to knowledge.
You may bend light, to conceal or reveal. You project rays like the sun's own to sear and destroy. You are a beacon in the darkness and a guiding light to the lost. You unveil the path that others may walk it. Your radiance cannot be ignored.
You are a Diamond Soul. You carry no implements; you are the prism through which Magic is splintered empowered by your titanic Will.
You can unmake the Magics of others. You can feel and taste them and blot out their power. And, if you would bear the terrible risk, you can call on any Pattern; The Golden Flame and Emerald Sea both, and all others. You can fuse the works of other Magi together and ward them against interference - even against your own power.
Crucible: Dark Age (setting and rules here: CDA Special Edit - revised) game. No more than six players, all Magi who have fled persecution and come together by chance, to determine their place in the world.
I expect strong personal ambitions for each character and if you can come up with connections between them early, so much the better.
Especially would love to have @Cirno @The Fuzz and @Silvertongued for this one.
Last edited by a moderator: