|
Ex Miscellanea, Fortunae, & Thig broadly-educated magi, the Qabalists or University Professors, and the rich and strange young occultists. These are more modern magi than in the other Houses, more diverse.. |
HOUSE
FORTUNAE
Es...
"I."
"To conquer the Tides of Fate,
you must first be willing to ride them."
.
Roster: 18 magi, more
than 150 consors and acolytes
Primus: Stephen Masters
of Cambridge, Master Scholae 7th Degree
Domus Magna: the
Cambridge House in England
Sphere Focus: Ars
Fati, the Sphere of Entropy
Secondary Spheres:
Ars Mentis (Mind) for protection and influence, Ars Conjunctio (Correspondence),
and Ars Temporis (Time) for predictions and prophecy.
Allies: House Shaea
Enemies: House Thig
Common Abilities:
Mathematics, Philosophy, Religion, Instruction, Psychology, Socialogy,
Etiquette, Cultures, Intrigue, Architecture; some use Computers and Technology
Common Backgrounds:
Resources, Contacts, Influence, and Arcane
History:
Current State:
| Goetia, "howling" or "crying". The summoning of demons, usually from Grimoire spells that sound like howling. A form of hedge magic practiced by 1st-degree Apprentices (Neophytes). |
| Theurgia, from the Greek theos (god) and ergon (work). Magick used to grow closer to God of become more godlike, making changes for personal evolution and spiritual growth. Theurgia is a form of hedge magic practiced by 2nd-degree Apprentices (Zelators). |
| Thaumaturgy, the working of overt (vulgar) magick, the working of "miracles". Magick used to make unhidden changes in the material world. Kischuph is the Hebrew word for higher magical influence -- magick. Material Kischuph involves controlling the elements of nature. |
HOUSE
THIG
Roster: 8 magi, and
more than 90 consors and acolytes
Primus: the young
Altimeas Cowling of Manchester, Master 6th Degree
Domus Magna: Manchester
House in England, north of London
Sphere Focus: Ars
Conjunctio, the Sphere of Correspondence
Secondary Spheres:
Ars Essentiae (Forces), Ars Materiae (Matter), Ars Vis (Prime); some use
Ars Manes (Spirit).
Allies: House Janissary
Enemies: Houses Shaea
and Ex Miscellanea, The Technocracy
Common Abilities:
Computers, Technology, Stealth, Streetwise
Common Backgrounds:
Contacts, Dream, Talisman, and Sanctum
History: The Crucible
of Thig was a mystery sect founded in the early 1700s. The Crucible
grew into a large society in the resurgence of occult interest in the 1800s,
and still has its own Sleeper mystery sect, a large and diverse body of
acolytes, apprentices, and sorceror-consors.
Current State: The
Crucible is based in Manchester, England, but also has a few chapters in
the US, including Providence RI, and Philadelphia PA. There are small
chapters beginning in Los Angeles and Denver, as well. But the Ruby
Children, the original faction that is based in Manchester is the largest
cabal, and has recently spent a great deal of time associating with magi
of House Janissary. House Thig seeks ascension through occult means,
though many others in the Order feel that they may be missing the point.
Its various chapters seldom unite for any cause, and the House has its
own internal cliques and intrigues. They have served faithfully in
many missions against the Technocracy with the Janissaries and Flambeau,
however. Most members spend their free time in study. They
occasionally meet on full moons, though the reason for this is unknown.
Many magi of House Thig have mice or rats for familiars.
HERMETIC TECHNOMANCY
kevin schultz ([email protected])
From what I understand,
the idea is to take a piece of modern life, understand the symbolisim that
piece (a camera lens represents sight at a distance, for example), and
use that piece as a component in a mystic ritual. Going on that assumption,
these are the foci I use for Ralph "Waldo" McPherson, Thig apprentice.
1) Scrying: a cracked LCD screen
strapped to the inner forearm (convienent when you're in a hurry), a camera
lens inscribed with the target's Social Security Number and then placed
over the left eye.
2) Wards of protection: computer
cables laid out in pentagrams
3) Fortune telling: Scrabble
tiles
4) General rune-markings: magic(k)
markers (ha!)
5) General damage rotes: blender
components gestured menacingly at your opponent, swearing (ie, combination
of modern vulgarity and ancient pacts to Hecate)
6) Computer hacking rotes: modified
Trinary computer chips ("Pentagram inside! Bum-bum-bum-Bum!")
7) "Empower Self" Mind effects:
Self-help catch phrases, recited in Enochian.
Oh, here's another one:
Code
and password cracking (Entropy 1 effect): using a software encryption
program, but running it backwards while muttering lines from various Quabbalistic
texts.
Bit Nine
Interesting, I've always
seen it the other way around. That is, not Technology done in Hermetic
trappings, but Hermetic magicks brought over into technological trappings.
Hmmmm... Well, I'll throw
out some examples: A Hermetic wishes to protect his data line from being
traced, so he carves a sigil into the outside of the line. He wants
to crash another user's computer, so he sends them an executable file,
only in place of any viral code is a digital translation of an ancient
curse. Not to mention the vast amount of magick based on numerology
can be performed on a machine...
Of course, here's my personal
favorite: an LCD Enochian teleprompt display mounted on the deck for that
flawless incantation every time... :)
HOUSE
EX MISCELLANEA
Roster: 82, though
it is difficult to know for sure
Primus: There is
technically no Primus who rules over the lot; each individual group has
its own sub-leader, and they form a sort of informal council with the "Primus
Ex Miscellanea."
Domus Magna: traditionally
Cad Gadu in northern Wales, though the Miscellany rarely meets as a whole.
Sphere Focus: Depends
on the subgroup, though Ars Vitae (Life) seems popular
Secondary Spheres:
any
Allies: some witches
and ecstatics, some faeries; various mages in the Council of Seven
Enemies: Houses Thig
and Janissary; some faeries, some spirits
Common Abilities:
widely varied
Common Backgrounds:
widely varied
History: The Craftmasons
(the rationalist mages who turned against the Order of Hermes, destoyed
the covenant Mistridge in southern France, and founded the Order of Reason)
were magi Ex Miscellanea before they betrayed the Order. House Golo
Ex Miscellanea was founded by a prince of Florence and the Templar Simon
de Laurent; that House was one of the groups of disgruntled Hermetics who
joined the Craftmasons, and it later became the group known as the Electrodyne
Engineers, and after that, the Etherite Scientists.
Current State:
PRIORITES OF AN EX MISC MAGE:
The
SPIRIT MASTERS: There are 6
Spirit Masters, and they are a secretive and suspicious group, not even
trusting each other. Their acolytes and consors number around 20.
The current leader of the Spirit Masters is ???, and their central meeting-place
is not on the earth, but out in the Astral Realms. One of the Spirit
Masters is said to have been a member of House Criamon before that House
became part of Ex Miscellanea. Spirit Masters concern themselves
with ancient pacts with elemental Lords and other powerful spirits, keeping
up their end of the bargain while making sure the Umbrood know that they
are still servants.
PRIORITIES: 1)
Gain personal power. 2) Preserve the memories and traditions of your
ancestors.
Sphere Focus: Ars
Manes, the Sphere of Spirit.
Secondary Spheres:
Ars Mentis (Mind), Ars Vis (Prime)
Allies: House Criamon,
certain spirits
Enemies: Houses Tytalus
and Thig, certain spirits, certain shamans
Common Abilities:
Cosmology, Mythology, Enigmas, Spirit Lore, Demon Lore, Ghost Lore, Faerie
Lore,
Common Backgrounds:
Avatar, Sanctum, Familiar
The
HERMETIC BEAST-MAGI: There are 5 Hermetic Beast-Magi, and
they have only 7 or 8 consors and no acolytes. The current leader
of the Beast Magi is ???, and they meet every six months in the ruins of
Crintera in the Swiss Alps near Austria (Crintera was domus Bjornaer).
Two of these magi were taught by members of the Bjornaer who fled to Cad
Gadu when Crintera fell. Beast Mages concern themselves with perfecting
control and understanding of a certain type of animal.
PRIORITIES: 1)
Be powerful. 2) Protect the natural and good from the twisted and
evil.
Sphere Focus: Ars
Vitae, the Sphere of Life.
Secondary Spheres:
Ars Mentis (Mind) for commanding and communicating with animals
Allies: House Merinita;
some of the shapeshifter-witches known as the Lifeweavers,
Enemies:
Common Abilities:
Animal Ken, Zoology, .
Common Backgrounds:
Familiar, Consor, Arcane.
HOUSE
JERBITON Ex Miscellanea: Ars
Vitam Inlustrat. "Art Illuminates Life."
There are 21 magi in House
Jerbiton Ex Miscellanea, working in an organized manner despite usually
working seperate from each other. They have 70 consors and acolytes.
Their Primus is ???. Though their domus magna -- the scholastic paradise
Vlanastium, in the hills east of Prague -- has lain in ruins since it fell
to the Gabrielites in 1647, the magi Jerbiton Ex Miscellanea still meet
every year in a Hermetic covenant in Paris. Jerbiton magi consider
themselves the protectors of mundane humanity in many ways, and fight to
keep the Order's doings from harming Sleeper society. They are the
only magi in the Order who appoint the best of their consors as "Larta
magi", a sort of honorary position allowing the consor voting privileges
at Tribunal. There are 3 Larta magi in the House today, two of them
gifted artists, the other a brilliant scholar. The scholar and one
of the artists are both members of the secret order of consors known as
the
Mercerites.
PRIORITIES: 1)
Appreciate art and beauty. 2) Create art. 3) Protect society
from the Order. 4) Preserve the Order.
Sphere Focus: Ars
Mentis, the Sphere of Mind
Secondary Spheres:
Ars Fati (Entropy), Ars Materiae (Matter), Ars Conjunctio (Correspondence)
for travel
Allies: House Fortunae,
certain ecstatics, certain religious mysticks
Enemies: House Janissary,
Common Abilities:
Etiquette, Art, Acting, Music, History, Sociology, Psychology, Instruction,
Sleeper Politics, Religion, Holymage Lore, Subterfuge, Intrigue, Culture,
.
Common Backgrounds:
Contacts, Allies, Influence, Resources
HOUSE CRIAMON: Mundus
Internus Mundis Externus. "The World Within Is the World Without."
There are 10 Criamon magi,
with 15 consors and acolytes; they still gather at the powerful Node that
has been the House's domus magna for over a thousand years -- the Cave
of Twisted Shadows, hidden in the mountains southeast of Prague.
The Cave is filled with the ghosts of past Criamon magi, and the Criamon
Primi have been ritually killed as they neared Twilight, in order to assure
that his ghost remains in the Cave. The House's current Primus is
. The magi of House Criamon Ex Miscellanea all have bizarre tattoos
covering their bodies, hands, and faces; these are foci for some of their
magicks. Criamon magi do not fear Paradox, instead embracing Quiets
and claiming to be able to learn great truths from them; they seem less
vulnerable to Paradox than most mysticks, and this coupled with their friendliness
toward Marauders has earned them the enmity of some. Criamon magi
are aesthetes, forsaking the pleasures of the flesh for those of the mind,
percieving food and sex and money and friendship as trivialities.
Some of the Criamon are enacting vengeance for the attacks that wiped out
the areas Hermetic magi, nearly 3 entire Houses, in the 1500s.
PRIORITIES: 1)
Seek personal wisdom and understanding. 2) Seek wisdom for your clutch.
3) Seek wisdom for House Criamon. 4) Seek wisdom for Ex Miscellanea.
5) Aid the Order.
Sphere Focus: Ars
Temporis, the Sphere of Time, for prophecy and prediction
Secondary Spheres:
Ars Manes (Spirit) for dealing with spirits and ghosts, Ars Mentis (Mind)
for discipline and for work in the Astral, and Ars Fati (Entropy) for knowing
destiny and fate.
Allies: certain Spirit
Masters Ex Miscellanea; certain shamans, certain Taoists
Enemies: certain
ghosts, certain spirits
Common Abilities:
Enigmas, Cosmology, Philosophy, Marauder Lore, Spirit Lore, Mythology,
Quantum Theory, Taoist Lore, Shaman Lore, Secret Code,
Common Backgrounds:
Node, Sanctum, Avatar, Dream
HOUSE MERINITA: Natura
Veritas Unica. "Nature Is The Only Truth."
There are 15 magi in House
Merinita Ex Miscellanea, and they mostly live in the UK, France, Germany,
and the US; they have 44 acolytes and consors. The House's current
primus is Geoffrey Twidmarch, an English scholar-mage, Master Scholae 7th
Degree. The House's domus magna was Irencilia, located in
a faerie wood north of Prague, where today's Germany and Poland meet with
the Czech Republic; it was destroyed by the Gabrielites in the 1500s, and
there is scarcely a trace of it there anymore. The magi Merinita
Ex
Miscellanea now meet every seven months at a hidden faerie circle in southern
France. When Irencilia fell, some fled and joined the witches in
the wild, abandoning many of the ways of the Order, and many fled to Ex
Miscellanea covenants in France, Germany, and northern Italy. Some
were said to have fled into Faerie.
PRIORITIES: 1)
Explore faeries and their world. 2) Protect faeries from magi and
the mundane. 3) Preserve the remnants of House Merinita. 4)
Prepare for the rumored return of the magi from Faerie (Merinita? Diedne?)
Sphere Focus: Ars
Manes (Spirit) for seeking the Land of Faerie, and for perception of nature-spirits
Secondary Spheres:
Ars Fati (Entropy) for luck, Ars Mentis (Mind) for illusions, and Ars Temporis
(Time) for manipulations of time and detection of Faerie places.
Allies: House Bonisagus,
certain Hermetic Witches Ex Miscellanea, some Marauders; certain faeries
Enemies: Houses Tytalus
& Janissary, certain Marauders; ceratin faeries
Common Abilities:
Faerie Lore, Cosmology, Music, Dance, Survival,
Common Backgrounds:
Allies (Faeries), Node, Arcane, Past Lives