Walkers in Mist 2nd
(This is by user 21C Hermit on the Onyx Path Forums)
Origins
Parentage: Acanthus, Mysterium, Seers of the Throne
Background: The Legacy has traditionally recruited members from those of Celtic descent, especially those who have at least a passing knowledge in the old druidic customs. However, as the modern world narrow their niche and their numbers dwindle, elder Druids have started to look for prospective pupils among non-Celtic peoples that display talents in pathfinding or divination, and those who enjoy traveling untraveled roads.
Appearances: Druids prefer practical and casual garments suited for long times of outdoor activity. Backpacks are common, and so are hiking and camping equipment. In formal gatherings, they wear druidic robes embellished with Celtic accessories.
Doctrine
Prerequisites: Space 2, Survival 2, two dots in one of the following Skills; Academics, Occult, Medicine, Expression, Streetwise
Initiation: The prospective member must travel seven days and seven nights, relying solely on mundane means that he has on his person at the start of the journey. He must not revisit the same location, but otherwise is free to design her course and destination. Once the journey is over, the mentor leads him inside an Iris into the Mists to recognize him as a member among other members of the Legacy. While this initiation has traditionally taken place in the countrysides where there are no developed roads, modern day Walkers have decided to relax this convention, and in some cases even allow city-walking.
Organization: While many Druids go on journeys alone or in small groups, they are also expected to eventually return to society and share their wisdom and knowledge. They tend to set up headquarters of a sort, where Druids may return to for rest and sharing knowledge. A typical mentor figure settles in one of such centers and teaches several students about the Legacy's magical lore.
Theory: There is a place and time, distant from that of ours, where destiny unfolds itself in the form of hazy fog. This is a nature beyond nature, a sort of "supernature", that is connected to the world through secret trods and fairy circles. The voices of the gods can be heard when walking these hidden paths and in the games of chance, both of which the world has long forgotten their purpose.
Magic
Ruling Arcanum: Space
Yantras: Using dice, runes, or other games of chance in a divination (+1), tools made of consecrated wood (+1), large stone monuments and ruins (+2)
Oblations: Carving runes or ogham letters into wood or stone, sharing knowledge about secret passages, meditating amidst a lit herbal incense
Attainments
First: At the Edge of the Paths
- Prerequisites: Initiation
The Druid trains to familiarize herself with the hidden paths of nature. With this Attainment, her Peripheral Mage Sight now picks up the presence of Irises. Aberrances, which connect to the Abyss, do not fall under this Attainment's domain.
Optional: Time 1
By tracing the secret roads, the Druid is now unerred by the vagaries of time in his travels. This Attainment replicates the "Green Light / Red Light" spell, with Reach assigned to instant use. It is used solely to smoothe the mage's own movements. When used within the Mists, the Attainment also gains advanced Duration.
Second: Striding the Paths
- Prerequisites: Space 2, Survival 3
The Druid learns to move quickly along the paths to reach her destination. This Attainment replicates the "Ground-Eater" spell, with Reach assigned to instant use and advanced Duration. The Attainment is used solely to enhance the mage's own Speed.
Optional: Time 2
The Druid looks ahead the path to roughly determine where it leads to. This Attainment replicates the "Momentary Flux" spell, with Reach assigned to instant use and sensory range. The visions come in floral and wooden scents, with fresh fragrance representing good tidings and rotting stench signifying ill omens. When used within the Mists, the Attainment also gains advanced Duration.
Third: Entering the Mists
- Prerequisites: Space 3, two dots in a second Skill among the initiation Skill list
Experienced Druids are entitled to enter the Mists, the Emanation of Unknown Destiny. The mage may now enter an existing Thura to the Mists without fulfilling its Keys. She also negates Paradox risk of Space spells within the realm, in addition to Time magic.
Optional: Time 3
The Druid's contact with the Mists allow him to peer into the future even in the material realm. This Attainment replicates the " Divination" spell. Reach is assigned to instant use, sensory range, and enabling detailed questions and answers. When used within the Mists, the mage may use this Attainment in conjunction with the Sympathetic Range Attainment, but without expending Reach to access sensory range beforehand.
Fourth: Where the Paths Cross
- Prerequisites: Space 4, Survival 4
The Druid calls forth the rolling fog of the Mists into physical space, using its properties to blur distance as it blurs time. This Attainment replicates the "Co-Location" spell, with the resultant areas appearing to be covered in thick mist. Reach is assigned to sensory range and advanced Duration. Also, the mage may assign a number of pre-set locations equal to her Space dots to use this Attainment in conjunction with the Sympathetic Range Attainment.
Optional: Time 4
The occult principle of crossing into distant places now extend to crossing into distant futures. This Attainment replicates the "Present as Past" spell, with Reach assigned to instant use. Should this provoke a Clash of Wills, the mage gains automatic successes equal to her Time dots.
Fifth: Inviting the Mists
- Prerequisites: Space 5, two dots in a third Skill among the initiation Skill list
The eldest of Druids walk so closely with the nature beyond nature, that it now walks with her at all times. The mage may create a Thura into the Mists in her demesne. She may assign a Key to it either on moment of creation, or whenever she wishes later. Destroying either the demesne or the Thura destroys the other.
Optional: Time 5
The Mists fill the Druid's eyes and hands, allowing him to briefly dictate the path in front of him. This Attainment replicates the "Prophecy" spell, with Reach assigned to sensory range. When used within the Mists, the mage may use this Attainment as if he had assigned Reach to instant use, and in conjuction with the Sympathetic Range Attainment without expending Reach to access sensory range beforehand.