Stiggur Ashe


Magickal Style & Paradigm


Sanguis est vitam -- the blood is the life. This ancient motto describes Stiggur's approach to magick simply enough. Ancient blood rites, tribal performances, and a variety of soothsaying techniques are the meat and drink of this Romani's power. Pagan beliefs merge with Judeo-Christian zeal. This makes Stiggur something of an outcast among both the Verbena and Celestial Chorus: hence, why he members neither Tradition.

Stiggur believes that blood is the source of all magick in people. The legacy of the Rom is a clear testament to that, since the ratio of sorcerers and durriken among the Rom compared to any other ethnic group is by far in their favor. Understanding the proper uses and ceremonies of blood is key to controlling the energies (Quintessence) contained within. Revering God, whom he views in an almost naturalistic way, is vital to keeping one honest and focused on the goals God appointed. In other words, Destiny is the path God wishes his children to follow. He lets them choose, yes, but possession of free will does not mean choosing the wrong life is right! Free will is not a privilege but a test. Will one choose selfishly, ignorantly? Or will one choose to follow the path of rectitude and honor God who gifted the world with life? Unfortunately, most people -- including his fellow Romani -- choose selfishness. So he takes it as his task to guide them back to the right road...or take them out of the game altogether. Through his mystickal powers, Stiggur is able to discern the true Destiny for the world and the people in it. All that matters after that is...persuading...others to comply.

As arrogant as this may sound, many other mages follow far more selfish and prideful Paths. Stiggur keeps himself humble through his reverence of God and his willingness to allow the majority (read: Sleepers) of the world make their own way, wrong or right. It is those with supernatural power like himself, who abuse or waste their potential, that draw his wrath and focus. The forces of Paradox meanwhile are a punishment from the earth, not God. The world seeks to right itself whenever the abuse of the great power of human sorcery grows too great. Stiggur interprets these abuses especially as a matter of bad timing, in regards to the passage of Fate. Many mages have bad timing indeed.

Stiggur recognizes the nine Spheres as the Council of Traditions determined. Over the century and a half of his life, he's developed all nine of them to one degree or another. The divisions of time and space proved to be his natural specialty, especially as a Romani Seer. But he has learned to command all the elements of the world through his ancient arts that are reminiscent of the Verbena, but wholly Rom in style. Because all of his Arts derive from the purity of his Romani bloodline, the better he understands his purpose and role in the world, the more he can depend on his own sanguinity than mystickal trappings.

Second in importance to Stiggur of all nine Spheres, Correspondence is based on the same comprehension of Time. To Stiggur, all things flow in Destiny. Time is a matter of then. Correspondence is a matter of now. When he invokes this Art, he isn't changing places or affecting locality. He's merely affecting his or others' perspectives of temporal reality. And so when he teleports, it's not because Point A is just the same as Point B, but because he's walking from Point A to Point B...and persuades himself and the world through relativism that only a few seconds passed. (For more on his views of temporal relativism, see Time below.) However, understanding the past or future is a matter of refined reflection and meditation. "Then" demands thought. Understanding the moment of now demands action! To that end, Stiggur cuts through reality's assumed passage of time, the primal beauty of the Knife Dance sending or summoning his senses, person, or assets through time to somewhere else. As skilled as he is, the Dance of Knives is not necessary. But since for the simpler spells of Correspondence, he need but one or two dance steps, he often employs this technique anyway.

Entropy is a means by which Destiny can be measured. But to Stiggur's mind, there is no such thing as good or bad luck. Luck occurs as naturally as free will, and it is neither bad or good. But unlike free will, luck isn't a natural gift to humanity. Only the skilled manipulators of their blood can affect fortune. To better understand the nuances of fate and fortune, Stiggur employs old-fashioned dazing techniques. That is, with a drum the man beats out a fiery war-like rhythm over and over. He doesn't stop until his ears hurt and arms ache and his body is sheened in sweat form the effort. When he finally collapses from the work, the hand of God in the workings of Fate is made clear through the pounding rhythm, like a heart pumping blood. He's experienced enough with Entropy, however, that this drum-dazing is not necessary.

For Forces, however, Stiggur employs methods that are both symbolic and traditional. For command of the raw energy elements of the world, Stiggur demands an open flame. This can range from a match-head to a bonfire, depending on the intent of the sorcery. And although he employs fire, Stiggur can perceive, summon, and control any range of energies. A tribal fire dance is often called upon for controlling elemental forces, while gazing deep into a flickering flame for the auguries it may hold are needed for perception. Ordeals of fire may be required for more advanced elemental sorceries that he has not yet mastered. Overall, however, fire is necessary for his Forces.

As with all his Pattern magicks, Stiggur employs ancient and simple tools for Life. Of course, to the unlearned, the range of herbal lore can be daunting. He has studied herbalism all of his life, however, and continues to expand his horizons in these natural medicinal and life-affecting plants. Some he uses to set himself or others at ease, some he uses to invoke intense pain or injury, and other herbal concoctions can mend even the most disastrous of wounds. He takes the raw plant materials and crushes, drains, dries, crumbles, and otherwise prepares them into ointments, salves, oils, philtres, teas, and potions. Stiggur does not require herbalism to perform his Life magick, however.

Matter is the other Pattern Sphere and Stiggur is acquainted with its possibilities, too. To affect the world of nature that is not alive or raw energy (a vast array indeed), Stiggur must carve a magical symbol into the earth or stone. These symbols are not ancient runes of some sort. They are representative ideograms of various metaphysical forces, and include the cross, pentagram, figure eight, and the Star of David. The intent of his spell determines the symbol he employs. If the symbol is to be drawn into stone, he employs a knife. If the symbol can be drawn into the earth, he avoids dulling the edge of his knife by using a divining wand, typically a willow branch. His experience with Matter falls shorter of his knowledge of Life. These symbols are still necessary.

For the Art of Mind, Stiggur hypnotizes himself or his subjects. He enacts this traditional form of mental manipulation through the standard ways: a lulling voice, a steady and quiet beat, and a swaying and attractive object. Though he often uses this Art now to send dreams and visions to people as they sleep, he needn't be at their side due to his skill with Correspondence. And since their sleep already makes them subjective, sleeping persons needn't be hypnotized. Otherwise, hypnosis is not necessary to his workings of Mind.

A core Art to his beliefs and methods, Prime is the foundation of all magick and the world itself. And blood is that core material, flowing through the human body. It mimics Quintessence in how that flows through the world's ley lines. When calling upon Prime itself in his sorceries, Stiggur must shed blood. It is then used in ancient and paganistic ceremonies of varying length and complexity. Some involve brief chants, others involve a full day's fasting and prayer. Also, the blood needn't always be his... It depends on the nature of the spell. However, Stiggur does not perform human (or otherwise) sacrifices. He may simply harvest the blood from other people without killing them. Blood is not necessary to evoke Prime magick, however.

Similarly to Prime, Stiggur offers up blood for his mediumship influence in the spirit world. The Rom is better acquainted with the spirits of the dead than animistic entities. However, he is not ignorant of their existence. Perceiving, summoning, influencing, and interacting with both kinds of spirits demands blood as with Prime. However, where blood is the vital ingredient to sacred rituals, blood is the subject for his Spirit Arts. It is sacrificed to the spirits themselves and it's a fairly inextricable element to his mediumship. This sacrifice is delivered through a respectful ceremony, too. For now, his approach to Spirit still requires the blood sacrifice.

Finally, the key Sphere to Stiggur's magick is Time. Time is the sorcery by which he directly measures and affects the proper passage of Destiny. Time is the Sight. For Stiggur, it is a gift that generates from the birthright of his Romani blood. And the way it works is connected purely to perspective. Most people cannot fathom how to alter one's perspective on the world. But by the natural talents of the Sight and his own experience that taught him how to read and predict the skein of Destiny, Stiggur can shift his perspective to the near or distant past or future in a heartbeat. The visions he summons, the shifts in temporal passage he evokes, are all part and parcel of him comprehending how the moment is all that matters to the world. Whether viewed linearly or circularly, most people are far too focused on the past and future being distinct from the present. But Stiggur sees them all at the same time and has for so long, to his perceptions they are the same. He originally learned to channel his natural talents of the Sight through the medium of a seeing vehicle. He preferred a fine black bowl of the finest china filled with water. He would divine the past or future and affect time by touching its surface and sending ripples through the bowl. He has not needed this focus for decades now, of course. But he still employs it, especially during his bujo to manipulate others in his game of the helpful oracle.


Avatar


Stiggur views his Avatar as a matter of his Romani blood's purity. The blood is the life, the blood carries life, and therefore the spark of divinity and magic in all living things. But Stiggur was chosen to carry out certain tasks and responsibilities. That is why his Sight grew so advanced and why other elemental powers latent in most developed in him. As a gift from God and a manifestation of nature, Stiggur does not consider his Avatar to be some alien entity in any fashion. It is just a better part of his humanity.

Of course, his Avatar nevertheless manifests to him in ways common to all the Awakened. In Seekings and visions, Stiggur encounters the form that his Avatar always takes. Stiggur believes himself to be a bringer of harmony, a righter of imbalance in the world, and a preserver of the good on Earth. To effect the ultimate rectitude in the world, Stiggur plays the game of Fate. This complex strategy game plays out in his visions and dreams, appearing like a vast, immeasurable, and imperceptible (except for him and others with his greater gifts of the Sight) skein of light. This net or web of Fate leads to various ends and begins from various sources, crossing over billions of times. Understanding how Destiny works, where the world is heading, is a very tedious effort only the wisest can hope to accomplish. But through his visions, Stiggur believes he knows which lines in the skein to tug or snip.

And he's never been wrong yet. Reaching back from over millennia of previous Romani mysticks, his Avatar nudges him and those he affects to an unveiling drama. These "past lives" played their roles as far as their lives allowed to further the world along through destined roles. The Convergence is but a milestone on a much greater reel of fate. Even Stiggur knows that the approaching Convergence is just one of many events Destiny has yet to unfold. He looks forward to seeing the past unveil the present and the future crumbling to the moment of truth: now.


Resonance


Dynamic (Immolating)

Some leaders provide inspiration for their followers. Others are firebrand instigators that turn ordinary citizens into diehard true believers and relentless soldiers. The zeal in Stiggur's heart reflects in his speech and mannerisms. To this end, he receives a +3 difficulty to all Social rolls in which he must convince others of a moderate perspective on life, politics, religion, and anything else. However, when promoting his driven beliefs and rallying his cause, he receives a -3 difficulty to such Social rolls.

This fiery Resonance affects his Arts, too. Spells that summon fire are cast at -1 difficulty, while spells that summon water are cast at +1 difficulty. A man who can set fire to others' hearts finds it harder to extinguish those flames once they're ablaze.

Dynamic (Dream-Ridden)

Visions and riddles, dreams and enigmas: Stiggur is a purveyor of unknown possibilities and potential. His schemes are often communicated to his pawns, to those he manipulates, by the dreams they cherish and mistake as their own precognitions. Over the years through the practice of this deceit, Stiggur exudes an air of dream-like mystery. Consequently, he finds it easier to persuade others of this role. At the same time, those who consider fortune-tellers to be fools and liars are even more likely to scoff at anything he says. He receives a -3 difficulty to Social rolls involving reinforcement of visions and riddles. But he receives a +3 difficulty to all Social rolls with anyone who considers all "Gypsies" to be charlatans: this is a large crowd!

All Effects that truck in visions or dreams (especially Time 2 and Mind 3 Effects) that are shared with another person are rolled at -1 difficulty. If the target is a mistrustful non-believer, however, the rolls are made at +1 difficulty.

Entropic (Primal)

This Romani mystick bases much off his sorceries off of ancient blood-rites and earthy ingredients. This magic heralds back to pre-history, before human civilization took root in Mesopotamia, Egypt, India, and China. It is as vital as it is simple, and its shameless approach to nature and the human body is also frightening. Its raw earthiness disturbs especially holy and religious people, save those who follow ancient pagan religions and animism: +3 difficulty to Social rolls with such persons. On the other hand, it gives Stiggur an aura of natural grace and peace with the world around him. This benefits him with a -3 difficulty to Social rolls when impressing his love for nature on others.

Magickally, Stiggur finds Effects designed to affect raw nature -- from the human body to a simple rock in the field -- easier to cast, at -1 difficulty to the rolls. Spells aimed at affecting man-shaped objects or technology in any way are tougher though: +1 difficulty to these rolls.

Entropic (Bloody-Minded)

Stiggur's reputation for bloodshed and his zealous purging of wicked creatures -- notably vampires -- is well-earned. Stiggur not only pursues, tortures, and executes vampires, but he enjoys it quite a bit. This bloody lust taints his aura with darker colors and Kindred know him right away, if only on an instinctual level. The Slayer suffers a +3 difficulty to friendly Social rolls with all vampires. On the flip side of the coin, he receives a -3 difficulty to unfriendly Social rolls with vampires!

This Resonance also colors his sorceries. All spells cast directly upon vampire, ghoul, or Romani targets gain a -1 difficulty bonus. Spells cast directly upon any other sort of supernatural creature (including human psychics and hedge mages!) suffer a +1 difficulty.

Pattern (Clockwork)

Everything remains right on schedule for Stiggur. The accuracy of his precognition, due especially to his sagacious comprehension of his visions, so far proves his logic infallible. So when persuading others that his plans or strategies are wise and the best course to take, Stiggur receives at -3 difficulty to the Social rolls. When he tries to convince others of the wisdom of following a whim, the difficulty of the Social rolls are made at +3 difficulty.

Ritual spells cast without any kind of disruption or impropriety to any aspect of the casting gain a -1 difficulty to the roll. However, any kind of interruption to his rituals adds +1 difficulty to the casting rolls.

Pattern (Web-Weaving)

Ever-scheming, Stiggur follows the path of Destiny. To that end, he manipulates the lives of other people. Dangling his pawns from puppet-like strings, Stiggur sends others along to their fates. Thereby he improves the world, guiding people to the ends that best serve the earth. Like a spider, those he captures in his webs are helpless and at his mercy. But as history reveals, he often lacks that mercy... So Stiggur suffers at +3 difficulty to Social rolls when he tries to win the confidence of those who are helplessly in his power through suggestions or plots. But he gains a -3 difficulty bonus to Social rolls in those same situations if he employs intimidation and coercion tactics instead.

In his sorceries, this Resonance manifests as a bonus of -1 difficulty to any rolls that directly involve the promotion of a scheme. Spells cast completely off-the-cuff, on the whim and with no forethought, invoke a +1 difficulty penalty, however.


Talismans


Ursitories' Fruit
Level: 5
Arete: 5
Quintessence: 25
Origin: This small fruit tree is said to be as old as Daenna herself. It may be one of the only surviving plants from the ancient Babylonian gardens...or perhaps Paradise itself. These could both be lies, however, and it may simply be an ancient, mystical tree one of the first Masters of Life ever produced. The Verbena would take credit, though the tree predates even that Tradition's ways.
Description: Hidden away in the inner sanctuaries of a circle of Romani mystics, this slender tree is a shared treasure. It is no taller than a man, but blossoms all year round. It yields fruit all year round, too, though only a limited amount: 5 pieces. It will not grow more fruit until the start of the next year's spring (naturally replenishing its own Quintessence in the process). The fruit resembles peaches, but a darker orange. The fruit is much sweeter than any natural fruit, too.
Effects: 1) restore nine years of youth and vigor -- "longevity magick"
Quintessence Costs: Talisman: 0, Effect #1: 5
Activation: Before entering the sanctuary in which the tree is kept, a lengthy ritual of self-cleansing and prayer is undertaken. Only after this may one enter the sunlit sanctuary and eat of the Ursitories' Fruit.


Kumpania Kampa (Sanctum)


~Surrounding the city of Kansas City extends the wide grasslands of the Midwest. Somewhere in those fields lies a campsite that moves completely, mystifyingly, every week from one spot to another. The homestead of a band of Gypsies marks this ever-shifting site. The vehicle of its travel is magical, though since it is nearly impossible to find it has yet to be stopped by the standards of reality.

However, the campsite is built with a semi-permanent design in mind. A tall wood stake fence marks the entire perimeter, curiously worked in a long figure-8 design. Disturbingly, every other stake is host to a macabre d?cor. Impaled on the tip of these alternating stakes are human skulls, bare and polished. Closer inspection reveals, however, that many of the skulls aren't actually human. The tiny difference lies in the dental structure: fangs instead of normal-sized canines. At the center joining the wide, circular areas lies the two gates into the site. Inside the site, lining the perimeter of both circles are a score of small dun-colored rainproof and fire retardant tents. Each tent is staked down firmly and seen its share of weather. The grass throughout the site is flattened down, as if well-trampled over time. When passing the gate, to the east lies an open area with wooden benches and a large fire pit used for communal events and cooking alike.

But the west of the entrance gate lacks this open area. Instead, a large tent is staked down there. It, too, is dun-colored and both rain and fireproof. The triple flaps keep the inside private without need of zippers or buttons. Embroidered on both sides of this large tent are a simple symbol: a cross contained in a circle. The inside of the tent takes the visitor into a whole other world. The weather-shaped features outside are dimmed to a warm glow to the atmosphere, a pungent aroma like incense or pot potpourri lingering in the air. The place seems inviting in an antiquated, barbaric fashion. The symbols outside are embroided on the inside, too, once in each of the cardinal directions of the circle-shaped tent's walls. Basic amenities appear present: a cot, a bathtub, a refrigerated food cabinet, all tapping into their own power and water supplies. The grass is covered with a layer of fine red velvet. On top of this carpet, crimson sparkles are sprinkled: dried, purified, crumbled, and specially treated blood and bone. Of course, this ingredient passes as simple decor...

At the foot of the bed sits a wooden trunk bound with iron clasps. It exudes an aura of arcane knowledge and ancient magic. Within, Stiggur keeps his greatest treasure: a host of tomes and grimoires. In the tent, shelves hold vials and bottles of herbs and minerals. Various tools of the fortune-teller will also be found next to these objects, from rune-stones to tarot cards. Finally, a large wooden wine barrel rests in one corner of the room. Engraved on the barrel is once again the cross in a circle symbol and a Latin phrase: Sanguis est vitam. The blood is the life!~

OOC: Arcane 3


Significant Other


Stiggur foresaw Narilla Barosi's arrival and her seduction a couple years prior to their joining in 2004. He knew her since she was an infant and suspected even then that they would join in the future. It was poetic irony for how her father and grandfather "stole" his previous love interests, after all! Though she is not nearly so certain of the future as he, Stiggur intends to one day marry Narilla. Children do not count into his visions of their destiny together, but they are not ruled out either.

And yet, despite Stiggur’s immense power and oracular vision, even he cannot (or would not) strip away free will. Narilla defied his request to stay out of a certain raid in which he foresaw her possible death at the merciless hands of their undead enemies. In 2010, it sorrowfully came to pass. Stiggur’s wrath was soon felt after, but it offered little comfort. Fortunately, Narilla's will proved as mighty as his, and she returned from the grave, undead but not a parasitical vampire. Nevertheless, Stiggur kept her true nature a secret from the rest of the kumpania, lest they judge her marhime.

Narilla

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