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eleka nahmen nahmen, ah tum ah tum eleka nahmen
May awakens witchily
Permalink Mark Unread

No city is ever truly static, but Toronto is as it ever is; there is construction, of course, where one would expect construction; and there are things that come as a surprise, but never anything really paradigm-changing. Effects follow from known causes. 

 

But May takes this street every day, and would have noticed if there had been construction in the spot where previously, there had not been a little shop, and now, there is. But it's such a quaint little shop; she might not even have noticed it--except that she is very much noticing it. It is difficult not to notice it all out of proportion to the noteworthiness of any actual visible traits it has.

Permalink Mark Unread

...well, it's very small, maybe it's some kind of - trailer shop, that might be able to go up overnight. The plants around it suggest not that but you can also install plants, if you want. Maybe some places sell sod with authentic weeds in it.

Has it got a sign?

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There is an old wooden sign over the door that looks like it might have once held a shop name before the elements wore away any trace of legibility. There are antiques in the window. There is a sign on the door that says "OPEN" in bright, friendly letters. 

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Well, a trailer shop may have had many prior locations, though you'd think in the course of moving into a new location they'd repaint the sign.

She is curious enough to go in.

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The door jingles. 

The shop is bigger on the inside. That, or the facades of the buildings on either side were deceptive. 

It still manages to be cozily cramped, though, with various antiques and oddities crammed in every which where, including what has to be an artificially constructed skeleton, because real vertebrates don't have six limbs. 

A moment after the jingle has echoed through the twisted pathways of the shop, a woman who appears to have dressed up in a halloween Sexy Witch costume rounds the corner. 

"Oh, hello," she says in a tone of surprised but genuine delight, clasping her hands in front of her unnecessarily ample bosom.

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"- hello. Your sign is faded, looks like this is a - curio - shop?" She isn't sure her spatial estimation is good enough that a cramped little shop looking like it "should" take up more space than it had is actually reliable, though she is casting dubious glances into corners.

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"Well, it's certainly a curious place." She circles May like an art critic examining an intriguing new sculpture. "My, you do have quite the potential--oh, where are my manners. I'm Penelope. Congratulations, you're a witch." 

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"- pardon?"

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"Witches are real. And it's my job to awaken new ones who didn't know that they had the potential. That's you! If you weren't, you wouldn't have been able to see my shop, but even aside from that, I have a seventh sense for these things, and you practically glow with potential."

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"I'm not in the market for joining a multilevel marketing gig."

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She laughs. "Yes, people on your side of the Masquerade do tend to be a bit skeptical at first." 

She turns into a cow.  

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That's kind of alarming.

"Why a cow," is the thing that comes out of May's mouth.

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She turns back. 

"Why not a cow? Besides, it has...benefits." She bounces a little bit, just enough to send a slight jiggle through her chest. 

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"If this is a dream it's a really weird dream but I guess it's also purporting to be a dream where I get magic powers? - to turn into a cow and go up six bra sizes, or can I do other things?"

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Giggle. "You can do plenty of other things. This one just happened to be particularly convenient to show off. And the cow part is completely optional."

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"I mean, I wouldn't turn it down if it was all you'd got but it would be a disappointing magic powers dream compared to the ones where I fly or whatever."

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She pulls a wand out of nowhere, holds it out horizontally, turns it into a broom, sets it down in midair, sits on it, and crosses her legs jauntily. 

"I don't know about your dreams, but in real life, you'll be able to fly if you want to."

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"Okay. How?"

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"Well, first we have to awaken you. Don't worry, I'm the best there is at it."

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"What's that involve?"

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"You'll take my hands and look into my eyes, and I'll initialize the process. Once begun, it can't be backed out of, but I won't be able to see all your options until it's begun, though I can guess that you'll have a higher than average rank potential--that means you'll be able to learn more powerful magics than the average witch. Your aura is rich with it."

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"...that's less detail than I was hoping for. Like. What will this potential allow me to do, besides fly, turn into a cow, and sit on broomsticks. What does it feel like. How long does it take. What general kinds of options do witches generally speaking get even if you don't know what mine specifically are. Do you have customer reviews."

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"Hmm...you know, I don't actually know? Googling yourself is supposed to be a bad idea. Anyway, there are three 'classes' of witch, that every witch has the potential to choose between--Sorceress, Academic, and Warlock--and many witches have different options for what race they turn out as, in their true form--even someone who seems to be completely human usually has a little something hiding in their ancestry that can be brought to the fore. And then there's a certain quantized level of power potential, which can be allocated in certain ways, either in discrete 'ranks' of magic like potions or necromancy, or in little non-ranked bits of wild magic."

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"- does the ancestry thing mean that at least one of my parents could do this too?"

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"No, not everyone with non-human ancestry has the potential to be a witch. You could even have a child of two completely non-human witches who didn't have the potential to be a witch, if they were careless."

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"Careless?"

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"There's inexpensive magic that can ensure one's child inherits the potential."

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"Some magic is 'expensive'?"

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"More powerful magic generally takes more time and/or resources to perform, almost always takes more mana, and of course, the more powerful it is the fewer people can do it. Plus, of course, some things are secret. Something any witch can choose to learn and then do in ten minutes is going to be a lot more freely available than something only about a hundred people on the planet have both the power and the knowhow to pull off."

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"How may witches are there?"

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"Total? I'm not sure. Billions. On Earth? Hmmm...a couple million, maybe? Depends on how you define 'Earth,' really." 

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"- space aliens, or, uh, magical witch colonies, or - what -"

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"Magical witch colonies and alternate dimensions! --Mostly alternate dimensions. There's an absolutely lovely little city on the moon, though."

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"And no one has noticed these millions of Earthly witches because..."

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"Magic. When I said you wouldn't be able to see my shop if you didn't have witch potential, I meant it; there are lots of things like that. If I were a dryad and I walked out that door nobody outside would notice that my skin was green."

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"If I'd been with somebody and I entered the shop what would happen?"

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"Oh, you could have done that just fine. The Masquerade isn't that difficult to pull aside for individuals when somebody on the right side of it tries, and my shop is deliberately a little less hidden than most such things so as to ensure that even fairly weak potentials can find it."

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"Did the shop - make me find it unusually noticeable."

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"Yep!"

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"Is there any more stuff like that involved in the awakening process or unavoidably in doing witch stuff after."

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"Like it in what way, exactly."

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"Doing stuff to my brain. Or I suppose other people's brains."

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"Well...yes, of course. Everything does things to people's brains. I do recommend that you get into Psychotics if having things done to your brain bothers you, it's the elemental magic of the mind and learning any kind of elementalism strengthens your resistance to the element in question."

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"Why is it called 'psychotics'?"

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"Someone at some point decided that every kind of elementalism needed a unique name, as opposed to just something-bending or something-magic or what have you, and Psychotics is what happened to stick. I thought they should have gone with Psionics, myself, but you never can be sure what will happen."

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"...'kay. How many branches are there?"

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"Of elementalism? That anyone can learn, there's Firecalling, Windkeeping, Waterworking, Earthmoving, Naturalism--plant magic--Metallurgy, and Psychotics. There are also a handful of others that require special conditions to learn, like Lifeweaving and Arachnescence. Unless you're a sorceress, you can only learn one kind of elementalism you don't have an affinity for, although each kind will also accept a combination of two other affinities. Affinities are a race thing, the neutral--human, that is--affinities are body and soul."

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"What... does soul magic do."

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"Well, there isn't an elemental magic specifically for souls, that I know of, but having a soul affinity will make it easier to learn, say, runes, or necromancy, or divination. Among other things."

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"...is there like a chart or something I should be looking at?"

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"Hmmm. Let me see..." she disappears behind a stack of something, and the sound of ruffling papers emerges. 

 

Another woman with an equally absurd bust, wearing a maid outfit and a cowbell, emerges from a different direction, and silently offers May a plate of scones. 

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"- Penelope? This isn't one of those magic systems where I have to avoid eating randomly offered scones or something, right?"

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"No, you're good!" her voice calls back. 

"I'm Penelope's familiar," the woman says, faintly amused. 

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"Witches can have other people as familiars?" says May, taking a scone.

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"She gained the ability to turn into a human at the same time as I gained the ability to turn into a cow," Penelope says, emerging with an armload of yellowed scrolls. "Familiars get more intelligent the more powerful your Familiarity magic gets."

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"That must be weird for you," May tells the familiar.

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The familiar shrugs. "Growing up must have been weird for you. I was never a normal cow, familiars are friendly spirits bound to an animal form and a semblance of an animal mind."

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"There are cow spirits? Just... around?"

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"There are spirits, just around. I wasn't a cow before I was a familiar," she corrects. "It's...not very much like being a person at all. Those of us who answer a witch's call have...some impulse in us, to grow. But it's not...very much like a human's want."

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"Huh. What's your name?"

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"Belinda!"

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"Nice to meet you." She munches the scone.

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Penelope rolls out an old sheet of paper with a chart of ranked magics on it.

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Data! May dives right in, metaphorically, to this chart.

Wow, a lot of these things are so... specific? "There's a lot of focus on, uh, magic's applicability to combat situations in these summaries... does that come up... oh, also, can you tell if I'm descended from the mothergift lady?"

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"I would be astonished if you were not. In all the years I've been doing this I've never met a potential who wasn't."

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"Wow. How many kids did this lady have? The effects are cute, anyway. ...alchemy and runes both look particularly solid, I'd only really want 'psychotics' for defensive purposes, portals would be fun, elementalism might be too."

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"Academics are good for alchemy and runes. All three classes have an 'advantage' that isn't just in which things are easier for them to learn--an academic gets more bang for their buck out of academic-aligned magics--twice the oomph or half the cost. Sorceresses, in addition to being able to learn every kind of elementalism, have a stronger aura color that they can infuse their elementalism with to bolster it. And warlocks have the ability to soulbond to a number of relics, generally provided by their patron, when they first awaken. A soulbonded relic can be summoned and dismissed just like a mothergift." 

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"Well, maybe if somebody offers me a really sweet relic I will consider lighting them the occasional incense or whatever but I'm leaning academic for sure."

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Snort. "Patrons generally want more than that. Academic is a solid choice." 

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"What other kindsa choices am I going to be looking at during this rigmarole? - also you didn't answer me about how much combat comes up."

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"Oh. You can avoid it, mostly, if you live a quiet life, but...you should be prepared to learn to defend yourself. The other side of the Veil has hazards. Some of those hazards are monsters, little more than beasts in intellect if that, but some of those hazards are people, and some of those hazards are powerful people. In general, a risk-avoidant witch won't encounter much more danger in a human lifetime than a human would...but witches tend to live a long time."

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"Well, I guess that's better than not encountering more danger than a human on account of living the same amount of time."

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"I'm generally in favor! Some species of witch don't age, but even for the rest of you, there are ways. Expensive ways, mostly, but not so expensive that a neutral witch won't be able to obtain one in a few decades, generally."

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"And I have not-neutral options, right, even if you can't list them before we get started? Is what species I'm gonna be basically the main decision that I'm making today?"

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"What class you'll be is at least as weighty, considering that it's going to shape the way you do magic for a very long time. And you get a burst of power when you first awaken, and how you allocate that can have long-lasting consequences--you'll have dozens of quantized units to spend all at once, and it's going to be much, much slower going from there on out. And you can allow your fate to be complicated in ways that grant you more power, up front or in the long term, but will definitely have an impact on your life."

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"How all at once is it, should I work out my, uh, shopping list in advance before knowing how many I get?"

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"It's pretty all at once sidereal, but subjectively, there's plenty of time to feel out all your options and make decisions. That's part of what I mean when I say I'm the best--I'll be guiding this process, and I can scaffold an awakening-structure that would give you years to make all your choices, if you needed it."

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"Wow. Cool. Is that a rune thing?"

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"Nope! It's a little bit psychotics, a little bit of wild magic, and a lot of experience and practice."

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"Gosh. ...do you mind if I Google you, do you have wifi in here -"

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"HexVPN, which you'd pretty much need to access the witch internet with that device. The current password is capital-X-thirteen-lowercase-c-o-r-h-o-r-b-a-t-s-t-a."

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May pulls out her laptop and attempts to connect to the wifi.

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There is a wifi network called "HexVPN-Penelope" which accepts the password given. 

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"Last name?"

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"--Oh, I don't have one, sorry. You could try 'Penelope new witch' or 'Penelope awakening' or something." 

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"Huh, okay." She tries these.

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The page takes a moment longer to load than it ought, and then a popup window appears, informing her that her query has been flagged for potential relevance, and would she like to be redirected to the witch internet. 

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- ah. Yes please.

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She is redirected to a search engine called "Alphasearch."

Her queries are repeated in new Alphasearch tabs; they both have the same first hit, a forum thread dedicated to people born on the mundane side of the veil describing how they crossed it. Mostly witches describing awakenings, but some people had a loved one awaken, or had a witch significant other reveal their true nature to them, or got dragged into some kind of mess and got brought up to speed afterwards because the ORC are not the MiB and don't tend to memory-wipe people. 

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...well. Realistically the fact that, in witchery as in mundanity, there exist sketchy organizations, will not stop May from getting magic powers. She's here to assess Penelope. Anybody complaining about Penelope?

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There exist any complaints; not everyone gets along with her personally, and not everyone agrees with her life choices. There are a couple of people who maintain that when she warned them against doing a thing and they did it anyway the consequences that ensued are her fault for not having dissuaded them more strenuously and/or not having prevented the consequences so that they could do the thing consequence free. She is in places described as flighty or silly or oversexed.

 

There aren't any credible claims that she is bad at her job.

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Cool, okay, magic powers ahoy then.

"Anything else I should know before we see what I've got buried in my magical introns or whatever the heck?"

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She considers this seriously. 

"You probably want to know about Outsiders, given your reaction to my door. Outsiders are the number one reason for people learning lots of Psychotics in self-defense. They're a--faction, of sorts--but not a conventional one; Outsider influence is contagious and corruptive, and they can be extremely infohazardous. Encountering them is very, very rare; most witches never stumble into their path more than once in a human lifetime, and mostly they escape unscathed. But they exist, and are dangerous enough that approximately everyone else is agreed on eradicating them wherever possible."

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"...like a, a Langford basilisk, or does infohazard mean something else?"

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Penelope has to pull out her own phone and look up Langford basilisks. 

"They don't generally kill you," she says after a moment, "but that's not necessarily a good thing. Depends on the exposure level and level of resistance. But something like a Langford basilisk, yes." 

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"And then you contagiously turn into one or something?"

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"If the corruption is bad enough, yes." 

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"And the options are high ranked psychotic defenses and...?"

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"Run for help immediately if you see tentacles and too many eyes."

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"Oh, these are vaguely Lovecraftian, good to know. The help will always bottom out in psychot- you know what, I'm a perfectly valid member of the Anglophone population and I'm going to just not fucking call it that - bottom out in psychic defenses?"

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"Generally the people involved will have other things in addition to psychic defenses, but yes--there might be some form of wild magic that does more or less the same thing, but that would be much rarer."

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"Say more about wild magic?"

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"Wild magic is magic that doesn't fit into the usual system of ranks, more or less. You start with the potential to develop some form or forms of wild magic, and have to invest potential into them to actualize them, but the correspondences between invested potential and resulting power are much less strict and predictable--generally but not consistently in a positive direction. There are also effects which fall under the aegis of wild magic which allow you to sort of, mm, pull on the strings of fate, to ensure that at some point you'll be put in a position for some specific beneficial thing to happen to you."

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"Huh. Do people get to nudge those when awakening too or do they just happen to people?"

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"You can't nudge which ones you have the potential to develop; you can invest starting power into some or none of the ones where the potential exists."

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"Fair enough. Anything else?"

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"Hm...I usually get into factions after some other stuff, while we're in the pulling-fate bit at the end of the awakening, but you seem like you'd rather have that first." 

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"It does sound important."

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"So, the factions in Witch society are complicated, and obviously you can have overlapping connections and conflicting allegiances, but the really big ones are the two Earth-adjacent universities, the College at Arcadia and Hawthorne Academia, the Watchers, the Hespatian Covens, the Alfheimr Alliance, Lunabella, the Outsiders, which I told you about earlier and which technically count, and the two big human-aligned groups, Alphazon and the ORC."

Hawthorne Academia is a very old and prestigious institution of higher learning that has been growing ever since its inception. The campus is dominated by labyrinthian gothic architecture that heavily employs space folding and relativity, with no objective up or down. The bulk of its area is located somewhere under the Greenland ice sheet, but parts of it sprawl out from connected portals that span the globe and Lunabella. They're strict and disciplinarian, with uniforms and a set of ethics not identical to the mortal standard. Perks include being extremely safe, aside from their own punishments, effective education, in both magical and mundane subjects, and truly extraordinary architecture. "

The College at Arcadia was founded much more recently by American witches who didn't like Hawthorne's strictness,  and is run out of a private pocket dimension. Rural American town vibes are melded with a mild city experience. Generally fairly laissez-faire as far as discipline goes but they do maintain a degree of country justice to keep the order. Heavily integrates modem lifestyle and conveniences you might expect from a mundane liberal arts college, while having quick access to expansive wildlife and wilderness to explore, with a generally paradisiacal climate. There is a modern but homey town surrounding the college, mostly inhabited by staff and alumni. The endless expanse surrounding it is full of features that change between every three-month academic cycle."

The Watchers. Also known as the followers of the Apocalypse, but it's a mouthful. A bit more of a traditional coven, the watchers date back to a few hundred years BC, and officially founded around 30AD. They integrate Abrahamic cosmology and teachings gleaned from all relevant faiths into one overarching narrative from a third party perspective. Watchers form an interfaith network throughout the world, and take closer interest in mortal affairs and politics than most witches, with influence in most governments and many formal religious organizations; they have a tendency to bury anything that threatens the Masquerade in red tape. Joining would give you wide connections within the mortal world, access to wealth and influence, and help in most churches if you say the right things."

The Hespatian Coven also operates under several other names with the way it subdivides into families that have overarching connections that cooperate in shared interests while retaining independent oversight for the most part. Rank-and-file members of a 'family' may not know about the broader scope, while those in leadership roles are in the know and in communication with other families. They range the classic secret society,to outright secret cults, and they incorporate mortals into their structure as a way to gain leverages, blackmail, and other resources. Assassins and thieves of the highest caliber. Even seemingly unhinged mortal conspiracies may turn out to originate from actual activities of Hespatian families. They also have unusually close ties with Hell."

The Alfheimr Alliance is the Earth of a parallel dimension, one farther from the center of the dimensional hypersphere than this one. The various nations and city-states of that Earth tend to be divided into alignment with either the 'Summer' or 'Winter' courts, although the two courts will also cooperate to interface with the rest of witchdom. Summer tends safer but also more authoritarian, while Winter tends more chaotic and libertarian. Finding a high position is generally easier in Winter, but you might just as easily be usurped from it."

Lunabella! This city on the moon was started in the 6th century by a lich with broomstick and a dream. It's a glistening city that has since grown to accommodate life and been terraformed into a garden region contained by crystal spires that maintain atmosphere, as well as hiding casual observation from mortals. They've produced outposts on other planetary bodies. Lunabella has a killer view, literally Olympian luxury--King Culicarius is widely believed to have inspired many legends relating to Apollo--and arcane transhumanism, with particular advances in transmutation magic."

The ORC and Alphazon are...since they're both headed by mundane humans and not witches, and tend to have witches as less than fifty percent of the personnel of either, I am not obliged by my standards of neutrality to present them the same way as the others, but you should at least know they exist. The ORC, short for Occult Research and Containment, is a para-governmental organization that has the advantage of being more effective than most ordinary bureaucracies, and the disadvantage of having nuked New Alexandria and having its headquarters in a minor dimension originally tapped by Hitler. Alphazon is a human megacorporation that controls several seemingly minor companies on the mundane side of the veil, but is the only megacorporation on this side. Nobody likes them much but even less do we tend to want to do without their services." 

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May busily types up notes, as long as she's already got her computer out. "Am I to understand that all of these people if I walked up to them like 'hi I'm a new witch' would be like 'great would you like an enrollment and/or a job', or are you just listing them all for completeness?"

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"Arcadia takes all new witches; Hawthorne takes only those over a certain level of potential, which I would be extremely surprised if you, in particular, failed to meet. The others are less welcoming to people who walk up out of nowhere, but I, you see, am not nowhere."

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"Well, Lunabella sounds nice, but perhaps I'll have time to read their brochures later on if it doesn't much matter what kinda witch I turn out to be."

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"It doesn't matter much. Well, I suppose the Watchers would be unlikely to take you if you were a warlock with a Greater Demon for a patron, but there isn't much overlap between people who would try to choose both of those options anyway."

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"With, uh, all the magic flying around, do I need to be reevaluating my religious unbeliefs here?"

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"Gods exist! Gods host afterlives for their believers, it is generally considered wiser to find a deity you vibe with in case of catastrophic failure of immortality than take your chances in the waiting room, the Watchers have a really powerful deity they believe to be the Abrahamic God but, like, there isn't any strong evidence one way or the other. Gods frequently make patron offers, you'll probably encounter some of those if you give Warlock any serious consideration."

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"...how does there manage to be no strong evidence either way about whether some specific identifiable guy is or is not the Abrahamic god?"

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"If he isn't, then there isn't one, but he didn't get big until it was too late for anyone to figure out what, exactly, this Abraham guy had been up to. Also, there's no evidence that he created the universe, much less in six days."

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"Huh.

Okay. Anything else?"

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"Hm..." she steeples her fingers thoughtfully. "I'm guessing, based on your entire displayed personality so far, that you'd probably like a broader explanation of the Masquerade." 

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"It wouldn't hurt, though realistically I'm probably not going to turn down magic powers about it."

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"I'm more worried about your taking the magic powers and immediately plotting to dismantle the Masquerade, personally. So, do you remember when I used the phrase 'dimensional hypersphere' in relation to the Alfheimr Alliance?"

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"I was vaguely imagining that it's easier to get to some worlds from others and there's one in the metaphorical middle you'll pass through to get to anywhere far away and the Alfheimer one is a step out from the middle from us?"

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"That's a very good guess, and not entirely wrong, but it's missing the key insight. The thing is, Earth--this Earth--is at the center of the dimensional hypersphere. Do you know enough about architecture or engineering to know what a keystone does, mechanically?"

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"It's the wedge shaped rock that goes on top of an arch, right?"

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"Right. And if you take it out, the whole thing collapses. Having a large population of non-magical humans who have a strong collective consensus as to how reality works is metaphysically critical to the structure of the hypersphere."

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"How... was this determined... since it doesn't seem to have been done by experimentally taking out the large population of non-magical humans who have this consensus."

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"I don't know all the details, exactly. What I do know is that anything that's very, very old is very firm on their opinion of this matter, and that, at some points in natural history, humanity and the ancestors thereof have gone through some population bottlenecks. I don't know for sure that these things are connected--divination is a kind of magic, and it may just be that everyone who ever considered genociding humanity got enormous 'WOE' warnings."

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"I feel like genociding humanity being woeful is kind of a given even without divination, but perhaps it's limited to woeful effects that would bother the would-be genocide-doers? - I'm not sure humans did in fact have a consensus view on how reality works at most points of history even when not having a population crisis."

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"That's a point, but honestly, we're wandering outside my area of expertise. I know enough to issue warnings and not meddle with the veil, not enough to submit a paper on the topic to any of Hawthorne's publications."

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"I will at least do research before taking out a full page ad in the Star."

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She doesn't point out that between the ORC, the Watchers, and other interested groups, there's no way such an ad would make it to print. She promised to do research, after all, and Penelope has already explained that those groups are invested in maintaining the Masquerade. No need to turn it into an argument. 

"That's everything I can think of off the top of my head." 

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"Okay. So - now what?"

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She holds her hands out flat, palm-up. 

"If you're ready to begin, take my hands."

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May sets down her laptop, takes a deep breath, and joins hands.

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It feels like there's something tugging on her, but not in the sense that she has to physically resist it, more in the sense that--if she relaxes into it, something will happen.

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Okay. Let's get some magic powers.

wheeeee

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It feels almost as if she's being pulled out of her body, except not in any direction that really exists. 

 

The place she finds herself is almost a starfield, except she isn't perceiving it visually. The qualia she's receiving right now are in no sensory modality she's ever experienced. 

After taking a moment to orient herself, she can begin to perceive structures between the points of "light." Three of them are currently the largest and closest to her, followed by a grouping of sixteen. And each of the three is a different "color" than the other two, and each of the sixteen has two "flavors," which overlap with each other substantially, and then of the more distant "stars," most of them have a color and a flavor, although much less strongly than the closer nineteen. 

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Whoa.

Can she... talk. To Penelope. About what all this is. "Are the three things - academic and warlock and sorceress?"

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Try reaching out to them, Penelope's voice echoes in some way that is not particularly centered in May's ears. 

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Well, if she's not going to accidentally pick one and be stuck with it, sure. C'mere, option-star-things.

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The "blue" colored one slides closer to her, and she can perceive more detail as it does. 

This one is definitely Academics. She can feel the association with power built through study, and amplification of magnitude of "blue" power, as well as making it feel easier to pull blue outer-stars closer towards herself. She can also feel the distance at which the "star" would "click" into her. 

No choice is final until the Awakening is complete. Most choose to build a scaffold of tentative choices, before examining the whole and making alterations, Penelope counsels. 

 

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Oh, good idea. She will poke each star in case one of them feels unexpectedly awesome but if they don't she will tentatively click academic.

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The "red" Sorceress star feels about as she expects, based on her experience with the Academic star and what Penelope said earlier about the respective classes. 

The "green" Warlock star, as soon as she "touches" it, reveals a feature that the other two had not: additional points, not external like the other "stars," but internal like seeds in a pomegranate.

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- oh? What are these pomegranate seeds trying to tell her?

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The first one identifies itself as Hekate, Greek goddess of magic and liminal spaces, who sees great potential for magic in her and is interested in offering her power on those grounds. 

The second one identifies itself as Lucasta, a modern goddess unknown to mundanes, whose portfolio centers on altruism and mortal agency, who sees great potential in her to change the world for the better, and is interested in offering her power on those grounds. 

This one is Nabu, ancient Mesopotamian god of literacy and wisdom, who really likes the sheer amount she writes

There are additional offers from various beings, not all of whom claim to be actual gods, some of whom claim to be known to the mundane world albeit obscure, some not. 

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...gosh. What would she need to... do... to hold up her end of the bargain for these folks.

...also how did they come by this information about her.

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The Warlock "star" encodes the information that the way a patron relationship works is that a patron assigns their beneficiary certain tasks, or makes known a general category of action they wish taken, and the witch fulfills those tasks, and the patron gives them power-potential in exchange; this is equivalent to how an Academic gains potential through study or a Sorceress through practice. A patron cannot rescind any power the witch has already received. 

 

There is nothing on how any of these beings know things about her. 

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"Penelope, how did these would-be patrons find out things about me?" Also are they making clear what tasks they like to hand out?

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You could think of it as a kind of high-level Divinations, seeing probabilities for impacts you're likely to have and actions you're likely to take in their areas of interest.

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How can I tell what kinds of errands they like to dispense to warlocks?

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It depends on who's making you offers, if it's anyone I know about I could give you some past examples. In general a god has priorities more or less in line with their portfolio, and will assign tasks in line with those priorities--non-deities are a little more complicated. Predicting specifics without a track record can be hard because it depends on what comes up.

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I've got a bunch, Hekate and Lucasta are making what look like the strongest cases?

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Ooh, Hekate is a real classic, and Lucasta is new and interesting. Hekate tends to assign missions like 'go here and learn this obscure potion or rune' or 'teach someone this obscure potion or rune' or 'go prevent someone from wiping out a rare branch of magic' or 'awaken this potential witch' or 'find this ancient grimoire and scan it to the internet.' Lucasta has less of a track record to go off of but some examples I've heard of include 'obtain a big chunk of mortal currency and donate it to this specific mortal charity' 'go to this one location right now and prevent someone from committing suicide' 'help this person defeat an evil hespatian sorceress who's trying to kill a lot of people.'

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Huh. Ballpark how much time will going warlock over sorceress save me?

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...Depends on your risk tolerance. A single high-stakes quest will net you a lot more power a lot faster than a lot of smaller ones. But over time--well, it depends on how high your power cap ends up being. But on the very high end, centuries.

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Hmmmm. So it looks like - steady predictable work with Hekate and choppier more dramatic work with Lucasta and the latter will be... faster?

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That's more or less right. Also, you may or may not care, but some people do, that Lucasta is loosely Watcher-aligned for historical reasons, and Hekate has been known to patronize Hespatian cells doing interesting research.

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Historical reasons?

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There was an event where the extremely powerful deity the Watchers identify as the Abrahamic God orchestrated the purification from Outsider corruption of several powerful Outsider-corrupted beings, of whom the goddess Lucasta was one such. 

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Huh, I guess that makes sense as a reason to be chummy... Is there any more detail she can see from here on these gods and their deals?

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There is somewhat more detail on the personalities of the beings in question. 

Hekate is such a magic nerd. Magic research and education are terminal goals for her. She does also have other goals and priorities, but those are definitely the most legible ones at the moment. 

Lucasta is an ascended former-human, and really dedicated to the whole altruism bit. Reading between the lines, the lever that most people have in their brain that divides the world into "us" and "them" where suffering experienced by "them" doesn't really count? She doesn't have it. 

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I don't suppose there's any chance these folks can be talked into sharing?

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You know, I have no idea how that would work? I suspect at least some of them would be willing in principle, but actually implementing it would be a whole different issue. 

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Well, if you don't know how to do it I don't...

Not everyone's idea of altruism jives with May's, but it's not like she won't be able to use her oodles of saved time to also do whatever she thinks is important on top of saving the whales if the situation turns out to be saving the whales kind of situation, it's not like she has anything against whales. Neither the Hespatians nor the Watchers sound like her cup of tea, but getting cleared of Lovecraftian gunk by some nice religious folks is a very good reason to be sympathetic and none of the example errands were "build a church". Also... choppier and less steady work, but faster. Faster might not matter much, maybe May is about to have a fun-filled apprenticeship on the moon punctuated by taking in theater and learning the glockenspiel or something and not be in a hurry at all, but maybe she is also going to find something to be in a hurry about next week, who knows.

There isn't going to be any sacrificing any Isaacs here, right? she metaphorically asks the Lucasta-proxy-thing in the awakeningscape.

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The Lucasta-proxy-thing is not strictly capable of responding intelligently to conversation. 

But it is capable of shifting to display different aspects of Lucasta's identity in response to potential-witch-mindset, and the impression May can pick up here is that Lucasta is maybe wedged a little bit farther into association with Abrahamic models of the world than she would like to be, on account of circumstances such as "Outsider contamination is SO MUCH WORSE" and "well, nobody else figured out how to get rid of it," but the extent to which she is wedged in is NOT infinite and human sacrifice is NOT something she has to put up with. 

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Oh, good.

...How else can these things informatively Rubiks-cube around?

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With a bit of examination, it becomes apparent that each patron-spark also displays the magical treasures the patron is willing to offer for the warlock's soulbonding ability. 

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Ooh! Swag! What kind of swag sweetens these deals?

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May has twenty quantized units of potential with which to bond to potential artifacts. 

Hekate offers:

Yaga Root (0 units) - a little wooden artifact that turns any small building into a less chicken-themed Baba Yaga's hut, basically; it can also synergize with high-ranked Witchery to pull the building into one's pocketspace. 

Nightlight (4 units) - a candle which, if carelessly handled, can accidentally strand you in a shadow dimension, but properly handled makes potion-making much less expensive. 

Pewter Crown (2 units) - a spiked, dark grey crown which empowers curses and allows for greater finesse in impacting the subject of a curse. 

Hydron (2 units) - a special cauldron which allows for several potions to be crafted at once, as well as being able to combine potions into compound elixirs in ways that would ordinarily be difficult at best. 

Ritual Inks (0 units) - a set of tattooing equipment which makes runecrafting much cheaper when the runes are inscribed on living flesh. 

Storm Brew (2 units) - a glass jar which can be used like a potioneering cauldron, but you brew weather instead of potions. 

Hellrider (4 units) - an incredibly cool magic motorcycle. 

Cosmic Pearl (10 units) - Soulbonding to one of these gives you one affinity of your choice on top of your racial affinities, plus you can soak it in water to turn the water into an R4 potions ingredient. 

Magic Talisman (18 units) - a rare and powerful artifact which allows the bearer to use the rank 5 magic imbued within while the talisman is on their person (which is trivial to achieve for soulbonded warlocks). This one is a spider pendant that grants Arachnescence, a rare form of magic usually limited to magical spider-people which allows one to, among other things, customize one's body in various interesting spider-themed ways. 

Lucasta offers: 

Violet Lenses (0 units) - magic glasses with several different modes, including thermal, "x-ray" vision, and aura-sight. Modes can be stacked. 

Gem of Renewal (6 units) - a gemstone containing a tiny replica of the user's body, which absorbs harm dealt to the user. Healing magic works on it as on a person. 

Nymph Vessel (2 units) - hot and cold running Decanter of Endless Water. 

Hydron - as above

Ritual Inks - as above

Magic Talisman - as above in the broad strokes. This one is an intricate tiara with a centerpiece of nine-petal lotus design, which grants Lifeweaving, the elemental magic of life. R5 Lifeweaving lets you resurrect someone in thirty minutes if you have a corpse with some flesh on its bones. 

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Wow, Hekate is kind of a - hoarder? That's not the right word but it's the one that pops into May's head, looking at this random smattering. Spiders? Storm brew? Okay the storm brew is adorable but she doesn't expect to want to brew weather frequently...

What is Lifewea- holy SHIT May wants that one. And a hydron and the lenses, she guesses.

She scoops up the relics and also Lucasta into her tentative "build".

What's next?

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Next is race! 

May's sixteen "stars" of race options are: 

Neutral - basically just humans, although with a handful of biological refinements as a result of witching; they recharge from sleep

Wulong - eastern dragon things that fly and recharge from proximity to art. 

Siren - feathered humanoid bird shapeshifters who recharge by causing people to skip breaths one way or another

Jotun - giant size shifters who recharge from eating meat

Daeva - upgraded humans who don't age and recharge using other people's strong emotions

Mimi - animal people (think catgirls, not furries) who can gain powers based on animal traits and recharge through physical contact

Fairy - inch-high winged beings who can draw other beings into a sort of temporarily mind-altering dynamic suspended animation and draw mana from the beings they have trapped in this "revelry"

Wither - rotting unfortunates who can reverse their own personal decay through cannibalism and charge from ambient decomposition

Spider - enormous sapient spiders who recharge through bondage

Aurai - fey beings with life-draining voices with screams that send people back in time which draw mana from counterfactual paradox

Lamia - naga-esque snake people who recharge through vore

Kekubi - humanoid versions of the Totoro soot sprites, setting them on fire doesn't harm them and does recharge their mana

Changeling - permanent (physical) children who recharge from impersonating people

Orc - colorful buff people who recharge by having children

Elf - graceful pretty people who recharge from meditation

Hannya - oni-like beings who recharge from booze and experience a variety of exotic effects while drunken

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Welp! Let's first of all rule out fairies and lamias and withers and hannya and probably also orcs!

Neutrals don't seem to have substantial advantages beyond "you have to sleep anyway" - actually, do you have to sleep anyway? Penelope?

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By default, yes, but there's wild magic you can take to avoid it--ah, and it seems you do have that potential... one of the more distant "stars" lights up. 

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Okay, so she doesn't have to sleep anyway, there goes the main perk of being 'neutral', or -

Is it going to be hard to pass in normal situations as these?

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No--first of all, the Veil--that's the part of the Masquerade that prevents mortals from observing magic--covers most witches, so nobody would perceive you as other than human anyway--and even those who have the magical Complication that prevents the veil from covering them, well--Fairy would be difficult to pass, that's true, and an orc would have to cover a lot of skin, and--oh, you have Wither, I see--you won't pick that, I assume, given that you have other choices, but you could, uh, pretend to have Hansen's disease, if you did--and as a Lamia you'd have to go around in a wheelchair with your tail covered, I suppose--but most of the rest, their inhuman features would be relatively easy to hide and/or explain away.

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Not picking lamia either, but I'm considering options with antlers and feathers and - cat ears, or possibly some other kind of nonstandard ears.

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Wulong antlers can usually be hidden under hats, as can cat ears although if you leave those uncovered people will generally assume they're very good fakes. I understand those to be something of a thing in mortal circles at the moment. Feathers might be trickier although many sirens have feather patterns that can be hidden very well under only mildly heavy clothing.

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Can I avoid ever needing to take an airplane again so I don't need to worry about being told to remove my accessories?

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That sounds pretty trivial, yes.

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I guess there are portals...

Okay. No neutral. No spider no changeling. That leaves her with daeva, wulong, elf, siren, jotun, mimi, aurai, and kekubi.

- okay, aurai kill people, how about no, that just sounds like a really dumb way to use her LIFEWEAVING TIARA.

Siren recharging seems kind of inconvenient; the turning into a bird and flying is cool but there are other ways to fly. Jotuns don't have any particular advantages, even if it would be fine if she were shorter on choices; same with kekubi.

Daeva elf mimi wulong.

Mimis have good mana generation but can't store much and also it just sounds kind of undignified? Elves... okay they have to sleep, it's fancy sleep but it's BASICALLY sleep. Daeva have to have or be around strong emotions. ...honestly the wulong setup seems ideal? She will have to accumulate some art objects but it looks like they don't even have to be good, just meaningful to whoever made them, she can harvest crayon drawings from Ren's students and keep them in her pocket while she saves up for nice stuff.

Penelope, any nonobvious problems with being a wulong? They look real good all around.

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If you want to spend any particular time in China there's magical politics there that being a wulong could get you dragged into but nothing that I can think of inherent to the species itself. It's fairly rare to have the option and fairly popular among people who do get it. 

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I have never conceived of a particular ambition to go to China but if one materializes in the next forever what's the politics like?

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There are a number of wulong clans in China. They have territories and any wulong who wanders into one of those territories is liable to be required to present themselves to the clan and asked to account for themself if they haven't made a sufficient name for themself that the clans are like "yeah it would probably save face to Not try and fail to boss this person around."

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Okay. So additional tourism brouhaha but not like, I will be thrown into the dragon gladiator pits or anything.

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"Asked to account for themself" can be significantly more inconvenient than tourism brouhaha; this has, for example, been used to coerce vulnerable people with favorable bloodlines into marrying into the clan, depending on which clan. They vary in how terrible they are. I can give you a map of wulong clan territories with rankings of how obnoxious they are later.

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Gosh. Okay. I will avoid China for the foreseeable future I guess! But the wulong spark goes in her build.

Next!

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Next is complications! 

There is one particularly big "star" among the complications ring; if she takes that one, her initial power is seriously curtailed and she becomes limited in what she can buy with it, but her eventual power cap is raised by a LOT and the amount of complication she can take to raise that eventual power cap is doubled. 

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Hmmm. How limited. How eventual.

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She can't buy any magic rank over three (not counting her talisman) or any wild magic or fate twist which requires an investment of more than six units of power potential, until she's accumulated a total of fifty units (counting what she's spent; she doesn't have to save up fifty units) at which point she can have rank four and wild magic up to twelve points; reaching one hundred power unlocks rank five and the really powerful wild magic. 

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I get to go back and buy more magic later?

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Of course. That's what patron favor and academic study and sorceress practice are for. 

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I'd wound up with the impression that was about ranks and not about the wild magic stuff... What else has she got available as complications.

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Oh, I see! Yes, you can still buy new wild magic later. 

Complications she has access to: 

Vulnerability - 4 points - choose one of water, iron, or fire: it seriously fucks you up

Rejection - 4 points - mundane animals (except cats, for whatever reason) hate you, and plants antiflourish in your presence

Hunted - 10 points - a member of this one order of undead unkillable witch hunters fixates on you as their next target

Dislikeable - 4 points - you tend to rub people the wrong way

Unveiled - 4 points - the Veil doesn't cover you; arbitrary mortals can see your true form

Restriction - 2 points* - you are cut off completely from some form of ranked magic

Crutch - 4 points - you can't use magic without a magical implement to aid you 

Spell Sink - 4 points - you're particularly repellant to magic; magical attacks won't hurt you but beneficial magic can't help you, and doing your own magic is much harder

Like a Duck - 2 points - you weigh only as much as a duck despite your much greater volume; you're supernaturally buoyant in water and extremely vulnerable to physical force, such as for example the wind

Witch Mark - 2 points - you have an extra nipple somewhere on your body

Sensory Disability - 2 points* - one of your senses is dulled significantly

Sensory Shock - 2 points* - one of your senses is magnified significantly, to the point of being overwhelming

Requirement - variable - you need some substance other than food, water, and air to survive; the more often you need it, the more points it gives you and the less rare it can be

Defeated - 8 points - at some point, an enemy will have you at their mercy for some amount of time before killing you. Ways of avoiding death cannot be used to circumvent this complication but resurrection and respawning are fine. 

Kryptonite - variable - you'll be vulnerable to some substance. How rare the substance is and how vulnerable to it you are detemine how many points you gain

 

*can be taken up to three times

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...is Unveiled even... bad? Like. I don't want to mind control people. If I need people to not know that I am magic I will simply not do magic in front of them and wear my witch hat everywhere. And... opera gloves. I guess. - it'd make getting blood draws inconvenient if I'm not a red wulong because of the blood thing but I don't anticipate a lot of interaction with the mundie medical system going forward.

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It would be more inconvenient under other circumstances. If you had started out male and ended up a girl, that would be difficult to explain away. 

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But for me it's basically just free points? ...can we tell in advance where an extra nipple would land, I could see it being a pain in some locations like if it was on the bottom of my foot or something.

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It can be moved after the fact if it ends up somewhere inconvenient! Bottom of the foot wouldn't be great but I met a girl once whose ended up on her forehead until we got her settled. 

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Okay, but I do still have to get home after this and I did not bring my wheelchair out today. How quickly can you move 'em.

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Just a few minutes.

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Okay, cool. Basically an unusually obtrusive mole then. ...Requirement doesn't sound too bad? If I needed, say, sunshine, as often as I need water - I guess I'd get sunthirsty in the winter -

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It might be better to pick something less environmentally dependent than sunshine, yes, but Requirement isn't too onerous, no.

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Hmm, music? I can carry an ipod around everywhere and hum if it runs out of batteries.

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Music is an excellent choice, for "as often as water." Since you're a wulong, you could even pick something not too obtrusive to carry around with you all the time--I met a wulong once who chose "constriction" as often as air, and wore several tight garments at all times--if someone removed them from her, she had a workshop full of bonded statues with emergency cinches where she would respawn.

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I think that'd make me pretty nervous to fall back on while I lack statues and have no immediate avenue to acquire them. Music as often as water sounds good to me and dovetails with the recharge thing. How many points is that? - does the duck thing make it hard to fly?

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Eight points. It makes it a harder to steer against a headwind, but easier to lift off under your own power; after all, you only need to lift a duck's weight. 

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But I could, like, carry something heavy some of the time? If it doesn't make me weaker?

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It doesn't make you weaker! There are people who make weighted clothes for people with this complication, although you'll still find it harder to sink than you should. 

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Is there culturally important witch scuba diving that I should know about?

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There is not, but it makes it easier to slip and fall in the shower, so you should be aware of that.

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I already have a shower chair but I do appreciate that.

Is there some weird reason I might object to not being able to cast curses on people? she asks, contemplating the Restriction one.

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There's a curse of immortality?

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What is cursey about it?

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Well, it doesn't actually stop you from aging, or heal you if you get hurt, or anything like that. But those things are much cheaper to fix than being dead so some people prefer to have the "curse" on anyway. Also, one of the curses is "spellbind," which lets you apply magics sourced from other kinds of magic as though you were "cursing" someone with them, even if the magic is fully benign--for example, you could drink a healing potion, and instead of it healing you, you bind the healing effect to a "curse" to cast on someone else later. 

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...hm. How much will two points actually buy me?

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Two first ranks of something that isn't class-affiliated, or one second rank of something you don't have an affinity for, or two second ranks of something you do have an affinity for, or a third or fourth rank of something you have an affinity for, or half a fourth rank of something you don't, or an inexpensive piece of wild magic.

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What've I got an affinity for, or do I buy affinities too?

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As a wulong, your affinities are Beast and Mind.

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Huh. ...gonna tentatively figure specialization is good and I already have my lifeweaving tiara for any not being dead I wanna hand out. She will collect her music requirement, Unveiled, the curse restriction, the duck thing, the witch mark... hesitates at kryptonite. If I'm, say, vulnerable to... antimatter... does this realistically speaking make me any more vulnerable to antimatter than I normally would be?

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Well, someone could in theory magically stabilize some antimatter, so you don't want to take the variant where you're vulnerable to hypnotic commands during, probably, and I imagine you don't want to take the version where death while exposed cuts you off from passive methods of resurrection, but it is indeed the case that most people are pretty vulnerable to antimatter!

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Rather! How many points do I get for my magic working half as well if I am in a room with antimatter?

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Eight.

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Sweet. She will grab that too. Do you have a professional recommendation on the big one? She gestures at the power cap thing.

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It depends, some, on what kind of life you expect to lead. But...I took it. It'll take some time to hit fifty and then a hundred points, but--once you do, you've got forever at a higher power limit, if you can make it work. Not everyone is patient enough to be able to stand it. Not everyone is ambitious enough to want it. 

But it's honestly less annoying for warlocks, in my experience. Academics and Sorceresses slow way down in power gain and Warlocks do not.

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Yeah, makes sense. And I have the rank five from my crown to play around with and exchange for goods and services while I'm building up...

She'll take it.

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The crown definitely helps!

The pool of points she has to invest in things shrinks to about a third of its former size.

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Alas. She'll just have to run lots of errands.

Next?

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Next is this one isolated thing she can use to upgrade her wulong-ness if she wants to; for two points, she can have visual or written art as a sort of extradimensional space through which she can travel between copies of the same piece of art. Or just hang out there for a while, if she wants. 

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...so basically the ability to teleport between any two libraries that both have, like, the same translation of the Bible, or any two rooms that have a Starry Night up?

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It also functions as extradimensional storage space! Real objects can be left inside.

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That sounds so handy, I can put up duplicate prints in my parents' houses and pop between them, and fold up a drawing in my pocket to use as a bag of holding... easily worth a supernumerary nipple if you ask me. Yoink.

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I quite agree. The daeva racial perk isn't anywhere near as cool, sadly, just some extra bodily control, when daeva bodies don't especially do anything I'd want to control away!

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I bet there's something creative to be done with that but it would take creativity! With that added to her little pile of spark-star-things, next!

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Next is ordinary ranked magic! Anything that's warlock-class-aligned will actually give her a point for taking the first rank of it (although this point doesn't count towards the fifty/one hundred total for her big complication, or towards her power cap; it's an overshot discount, not her strictly speaking having more power). Anything that is neither in-affinity nor class-aligned costs one point for the first rank, two points for the second rank, and three points for the third (et cetera, but et will not cetera until she accumulates forty points of favor from Lucasta). Anything in-affinity costs one point for the second rank and two points for the third. Runes, Curses, Hexes, Familiarity, Consortation, Witchery, Portals, Aethernautics, and Divination are all in-affinity. Curses, Hexes, Necromancy, Consortations, and Divinations are all Warlock-aligned. 

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Well, she can't take Curses, but she'll go ahead and scoop up a better-than-free rank each of hexes, necromancy, consortation, and divinations for her plus four points. (Does she expect to summon a ton of imps, no, does she want to be able to in case they have anything cool to say, yes.)

This means she has fourteen points to spend here. Hm.

Well, she got a hydron, so she needs some alchemy. That's not in-affinity so start with one rank of it for one point and maybe circle back.

Runes is awesome and in-affinity, two ranks of that. Twelve points left.

Hexes sounds like curses but is actually transmutation, a second rank of that. Eleven.

...Witchery... Penelope, I can't balance a bicycle, can I ride a broom?

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Brooms don't need to balance on anything! They just stay up by magic. If you can ride a tricycle, you can ride a broomstick.

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It would be hard not to be able to ride a tricycle! She will take two ranks of Witchery. Ten left.

She isn't even sure she wants a familiar, let alone that she wants to jazz it up any specific way... necromancy is not that great unless she winds up encountering more ghosts or corpses than she currently expects...

Portals are great at high ranks but at lower ranks not super fancy, especially since she can use prints of Starry Night as portals. Another time.

Divination is neat but she's trying to economize. Also another time.

Aethernautics is not terribly exciting at low ranks.

Metamorphosis is currently out of reach but she will be keeping in mind when mentally pricing Lucasta's errands that she will one day be able to turn into an entire frickin' dragon.

Psychotics is both creepy and not super defensively useful at low ranks. She can pick up one different elementalism though. Windkeeping looks the best from her perspective, it'll be handy when flying if only by preventing uncooperative winds, plus bonus lightning power and being able to breathe in space like Batman. If she spends six whole points on it. Which it is absolutely worth, but she hasn't checked out what there is to be had in wild magic yet. She will not pick up any windkeeping for now, in case it turns out one of the others has a strong case to make and she wants to buy lots of wild magic.

What will ten points buy me in wild magic?

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Hmm...well, it'd buy you these four, for example, she suggests, pinging Beauty Sleep, Maid Hand, Prestidigitation, and Levitation. 

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...wow, those are good. That's ten exactly?

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Ten exactly!

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Awesome. Scoop scoop.

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After that, does she want to examine the rest of the wild magic for things she might like to buy in the future, or move on to factions? 

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It would be good to have a shopping list!

I thought factions were just, like... organizations? How are they relevant to my build?

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Fate. Putting a fate attractor into your magic to ensure you end up with one of these factions, at least for a time, will help you to advance higher and faster and end up in more fortuitous situations relevant to them than if you just end up there by chance or introduction. You can be affiliated with several factions, but we can only put one fate twist on you if you want it. 

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Huh. Okay. The moon colony and Arcadia both sounded cool?

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She draws forward the sparks representing a metaphysical connection to the two factions. 

Important information about the two that hadn't previously come up include their respective magical specialties (digicasting and dominions) and the fact that Lunabella has an extremely weird system of government where everyone is technically a slave, including the king, who is considered a slave to the Iron Tablets, which are Lunabella's equivalent of a Constitution. Individual rights are upheld strongly, but there's also a strong hierarchical bent that not everybody is willing to deal with. 

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Ah. Troubling. I would not rather be fated to interact with Lunabella though I will give it some benefit of the doubt till I check it out. Arcadia still seems nice though!

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It's not everybody's cup of tea, she admits. I liked it fine, though. I grew up there, and I left because I wanted other things more, not because I disliked where I was. Arcadia's very good too, though! Digicasting looks intriguing, even though I haven't picked any up myself, yet.

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I'm actually not super into gaming especially compared to pocket dimensions but I am more into gaming than being a slave, however technically and well-protected!

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It's not just gaming. Digicasting works perfectly well on books!

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I guess that could be handy. Does it work on things from books with other magic systems attached to them?

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The books still function fine but it is not that big a game-changer.

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Rats. Well, it has potential, at any rate. What does fating myself to Arcadia do? It's not necessary just to enroll, is it?

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Every faction has an associated fate-related perk. Arcadia, which prides itself on being open and welcoming to all, has the perk that you can choose two other factions' perks and get downgraded versions thereof.

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Gosh, okay.

She shuffles through the options. How badly is the Lunabella perk nerfed by this transition?

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The downgraded version of Cornucopia is that you can choose any one "food item" to be able to conjure at will, although "food item" can be a picnic basket with a specific inventory, not just a single comestible object. 

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Oooh. Can I modify what the inventory of the basket is?

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No, unfortunately you have to choose it when you take the perk. 

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I can't browse a grocery store in here! ...does it all have to be room temperature?

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It does not all have to be room temperature. It doesn't even have to all be the same temperature. I have an excellent memory and have been in as many as several grocery stores, do you want me to just list as many kinds of food as I can think of?

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I'll come up with a basic set and if I seem to be missing things you can help me out. She invents a big basket of all her favorite stuff including Chinese takeout and assorted fruit and various sandwiches and cookies and snackfoods and pizza and ice cream and poutine and sushi and candy, enough to feed a moderately sized house party since if she just wants lunch she can buy a loaf of bread and some deli turkey.

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She suggests throwing a couple of protein bars and some water or other beverages in there for emergencies. 

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Oh, good idea. Bottled water, several kinds of juice, protein and granola bars.

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Penelope walks her through the downgraded versions of the other faction perks. Outsiders don't actually have one for infohazard reasons plus it just would have bad optics. The downgraded Master Wand from Hawthorne gives you a ten percent boost when you use your rod to do magic. The downgraded "False Light" of the Watchers gives you a bonus of forty miles per hour to flight speed plus the ability to glow at will. The downgraded "Shroud" of the Hespatians is just a straightforward invisibility cloak. The downgraded Fae Step gives you a 2% chance to refill 20% of your mana, plus the ability to briefly flicker out of phase with the dimension you're currently in, such as to dodge an attack or escape from bindings or a grapple. 

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...the invisibility cloak might work really well with not being veiled, if she winds up visibly magical in some way, she'll take a that.

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And that is all of the stars. 

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Does this look like a good build to you? Any tweaks you'd recommend? May asks, looking at her stack of stars.

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Hm...with regards to complications, if you took sensory shock, there are people who make special earplugs for hearing and contacts for sight, and then you would have extra points and a boosted sense when that was convenient.

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Hm... I'm still leaning no but thank you for the suggestion.

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Gotcha. I think you've got a fairly solid build, then.

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Awesome.

What now?

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Do you want to do any last-minute double-checking? The next thing is to finish the Awakening, but everything is set in stone at that point, so I'm definitely not going to just spring it on you.

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May assesses her pile of stars.

"Ready," she says.

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There is a sensation as of all her gathered stars being drawn abruptly inwards to the very core of her, fusing, and then erupting into a cloud of something like stardust that perfuses her entire body. 

She is, very suddenly, back in the shop, her ordinary senses working normally again. 

Except that previously her ordinary senses did not report a tail. 

Penelope is smiling at her. 

"Welcome to the fold. And congratulations." 

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"- ooh," says May, peering around at her tail. Twitch twitch. Her hands and forearms are ice-blue; she reaches up to touch her horns with them.

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Her horns are lightly branched antlers much straighter than that of any deer. She can feel the pressure if she pushes on them, but they don't have a lot of surface-level sensation. 

Penelope clasps her hands delightedly. It's always such a joy to see a new witch excited about the changes!

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Tailswish. "I did not expect to like having a tail this much!"

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"I'm glad you like it! --Try flying, everyone loves flying the first time."

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"We're indoors!"

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"There's a little room! It's not like you'd have to flap wings! But fine, fair enough." 

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May has LEVITATION so she can hop up off the ground a little bit without flying-flying.

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Penelope claps with genuine enthusiasm. 

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"This is comfy!" she beams. "Do I like - think about what I want my witchery stuff to look like, to set it, or is there something more complicated -"

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"Your mothergifts will have a relatively plain appearance when they first manifest; at rank two, changing them will take about a minute of meditating on what you want them to look like instead."

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"I'm not sure my tail will fit in my jeans and it'd be harder to pass of a motile body part as costumery so I should get in witchy stuff before I leave! Oh, hm, where's my swag at...?"

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"You can call it like your mothergifts! Just--think about wanting it, but like, intentionally, not idly."

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"Alrighty..." She sits in the air, swishing her tail, and mentally designs herself some witch robes. She's thinking a traditional loose dress-y thing with a li'l capelet, and once she has upgraded as befits her rank, she will include leggings under it with a tail aperture, both in black. And ice-blue embroidery to match the horns/tail/hands color so it looks like an intentional cosplay, she can adjust it later if she sees something cool but for now just, hm, Greek keys, that's simple enough to visualize. Great big pockets and... how does storing things in your sleeves work... well, in her sleeves, they're going to be folded back on themselves on the inside, making a ring-shaped additional pocket in each one. It's going to ditch everything she's wearing when she summons it so she designs herself some black boots too, and socks, and underthings, very boring for now, she doesn't care that much. Hat! Also black. Standard witchy hat, plump enough to cover the horns, tall, tipped over a li'l bit at the top, matching embroidery on the brim and a ribbon around where it hugs her head. Wand! Black! With an ice-blue jewel at one end and some nice swirly bits to make it more grippable.

Appear, mothergifts! (Shouldn't they be grandmagifts?)

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Her mothergifts appear, Rod in her hand and robe swishing around her and hat perched on her head. 

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And time to fix 'em up how she had in mind so she isn't walking out into the streets of Toronto barefoot and commando.

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"Oh, that's very nice," Penelope says approvingly. 

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"Thank you!" She tucks her wand into her sleevepocket. "I don't think I want to carry a cauldron home, can I dismiss the relics the same as I can the mothergifts?"

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"Yep! As far as I know it's just the same."

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She will will her swag into place!

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The tiara settles onto her head neatly over the brim of the hat, and the violet lenses on her face; the hydron appears in front of her. 

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She takes off the lenses to inspect them, and then puts them back on and tries out their features, and then shoos them. She pulls the tiara down to admire - it's very lovely - shoos it too, and then checks out the mouths of the hydron and sends it away likewise.

She hums a bit to see what it feels like to get music when she Needs It even if she is not presently very musicthirsty.

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"Beautiful. Hmm. To get the most use out of the Hydron...there's an expensive potion called an Elixir of Many Colors that can add on an affinity. Ambitious witches tend to pursue this, eventually, and you should know about that before you buy more ranks in Potions off-affinity."

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"Oooh. ...I assume that it's expensive in such a way that I can't make my own."

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"Technically you could--all that's required is to dissolve the primary component, a Cosmic Pearl, in a solution of molten gold--but Cosmic Pearls aren't less expensive, and how to make those is a secret closely guarded by all who possess it."

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"Aha." She put her backpack down around her somewhere - she collects her laptop out of it and makes a note to purchase the elixir or its component pearl at some point. "Is there a whole standard shopping list?"

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"Technically the elixir isn't standard; most people aren't ambitious. But--two elixirs--you can only have four affinities at a time--an alchemist stone, at some point, if you're doing anything significant with Hexes; a set of ritual inks, but that one's nearly as good in the hands of a close ally as in one's own, and better if the ally is better at Runes than you are. A Witch Deck is a good backup immortality method."

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"What's a Witch Deck?"

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"A Witch Deck is a relic consisting of sixty blank cards, each of which can be bonded to a specific being. While the being lives, you can use the card to summon a sort of copy of them--not an actual fork, just an automaton with the same abilities. If they die in a way that would otherwise have been permanent, the next time you use the card, the entity themself will be summoned instead of a copy. There are networks of witches who arrange to be in as many decks as possible, often making quid pro quo agreements with other witches. There are also powerful witches secure in their ordinary methods of immortality who charge to be in people's decks." 

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She makes a note of this. "Same abilities including, like, mental abilities, or do they just have the same magic and do as directed?"

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"The latter. You don't get knowledge or creativity, which means that unless someone is an exceptionally skilled summoner, a witch fighting her duplicate will almost always win."

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"That's less creepy that way. How do I... enroll... and get to... Arcadia? Also will they be able to settle everything with my normal academic records, I don't want my mom getting weird questions."

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"Weird questions from Arcadia, or from the human school system?"

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"The human school system! She's a teacher, it would be an issue."

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"You can sign up for Arcadia online. They probably have some way to handle it; they do accommodations for lots of different complications, I'm sure 'Unveiled' is one of them. But I don't personally know what it is." 

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"The Veil would normally also handle my school records? I'm so glad I don't have that, I have nothing against my school!"

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"I don't know enough about mortal schooling and how it records things to comment."

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"I guess it might happen to work without mind controlling anybody but I don't see why it would happen to be that way. I'm glad Arcadia has setups for this. I'll probably need to apply from here since it's going to presumably want HexVPN?"

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"Yeah--you'll want one of your own, eventually, but Arcadia's wifi runs off of them too."

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"I buy one from Alphazon or something?" She searches "Arcadia admissions".

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"Probably? Mine was a gift." 

Arcadia has a big college website not that different from any other, except better-organized and way more detailed.

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How unlike most college websites! It isn't claiming to be "#1 for experiential learning amongst comprehensive universities"!

She will find the application page and fill it out; they probably don't need a whole essay if they take any witch.

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They want some basic vital statistics but almost everything is optional and they do not require an essay. The form was designed to be as painless as possible, particularly for people who were not necessarily familiar with all the bureaucratic rigamarole that applying to Normal College requires. 

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May is 17 and lives in Toronto and currently attends this school and awakened today and is a wulong warlock, patronized by Lucasta, these ranks in those things, etcetera, unveiled, balance disorder, AP credits, etcetera etcetera.

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When she hits "submit," there is a brief loading screen, before the page lights up with CONFIRMED!

She is now registered at the College at Arcadia, and can sign up for classes starting at the beginning of the next cycle, in slightly less than a month's time. (She can also defer enrollment until some later cycle, if that's too short notice for her.)

To move in to campus shortly before the next cycle, she can fill out Housing Form 1-A. If she intends to live off-campus while attending, she can fill out Housing Form 1-B. If she needs to move in to campus immediately for some reason, she should fill out Housing Form 1-C. If, for whatever reason, it would be obstructively difficult for her to fill out forms, she can press this radio button and make her way to Arcadia as soon as is convenient for her for a logistical interview. 

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"I can like, tell my mom and dad what's up, right?" May asks. She will fill out housing form 1-A and check out the CLASS SELECTIONS ABOUT MAGIC.

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Housing form 1-A would like to know what kind of housing requirements she needs (there is some data about her balance disorder imported from her application but that's actually rare enough that they don't have a Standard Accomodation for that and she is going to need to be more specific if she has any specific housing requirements related to it) and what kind of roommate arrangement she's okay with ("none" is an acceptable answer but there is a note that since singles are relatively limited, please do not select that unless you actually need it, not just because you feel like it) and what kind of architectural styles she likes and so on. 

"Yes, bringing individual people in on the Masquerade is fine; family members won't even get you raised eyebrows."

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Since she can levitate now and will presumably be able to do this no problem on campus, she has no important residential accommodations, but if there is any risk that she will be grounded she would benefit in that instance from wheelchair accessibility! She is okay with having roommates as long as they are okay with frequent/constant music (often but perhaps not always over headphones), anticipates wanting lots of storage space for mana-building art stashes and ideally an architecturally art-counting building too, would like given the givens to be able to go out the window if she's not on the ground floor, otherwise isn't terribly picky.

"How many individual people?"

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She purses her lips and blows out her cheeks. "There isn't so much a set number as...a floor on how good a reason to have? If you, say, genuinely wanted to marry a hundred people over the space of a week, that would be weird but there wouldn't be any kind of consequences. If you tried to bring in a hundred minor acquaintances over the span of a month, somebody would probably step in."

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"I do not want to marry a hundred people over the space of a week," snorts May. Housing form: submitted. Classes? MAGIC classes?

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There are magic classes! All the kinds of ranked magic she's heard of have as many as several different classes about them, depending on how you want to approach them; there are holistic classes, classes specifically for one of Academic, Sorceress, or Warlock, theory classes for non-Academics, theory/overview classes for people without any ranks in the kind of magic in question, et cetera. There are also classes on wild magic, relics, and racial magics, as well as histories of various factions and other magical groups, and other things that are more magic-adjacent than strictly magical.

There are also lots and lots of non-magic classes. Arcadia offers to educate you in pretty much all the things a mundane university would, with the caveat that mundane universities are somewhat more research-constrained and cannot generally afford to have every intensely dedicated researcher teach a class on their extremely narrow special interest, and Arcadia can absolutely do that. 

There are also electives. So many electives. There is literally a class on underwater basket-weaving for some reason. 

Even aside from the way too many electives, there are also student organizations! Perhaps May would be interested in an Art Appreciation For Wulongs club?

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She would! She's gotta learn to appreciate art! She hums to herself as she scrolls through everything, choosing liberally and then pruning.

She will bookmark... Introduction to Digicasting Theory, Runes for Warlocks, Beginner to Intermediate Hexes, Alchemy Lab, Magical Anthropology Survey A-Z, Introduction to Witch History, the Newly Awakened Seminar for Warlocks, Practical Theology, The Magical Economy, Accelerated Introduction to Japanese, several art classes (Photography, Calligraphy, Sculpture, Digital Art 102, Drawing 1, Jewelry), several music classes (voice lessons, flute, piano), Great Literature Seminar, Introduction to Physics, Statistics 100, Civics for Witches, Art History of Magical Civilizations...

...Art Appreciation for Wulongs, Aerialist Club...

Okay, not needing to sleep means she can take a lot of classes especially since lots of these have slots that appear to take not-needing-to-sleep into account, but she has to drop SOME of them. She can take Japanese later, or immerse herself in it during a gap year in Japan or something, she does not need to get more in touch with her roots just because some of her roots are awesome dragons. She can put off stats. She can read great literature in her downtime and/or in combination with digicasting. Let's start the art with jewelry, since that can be worn around all the time; let's start the music with vocal tutoring since that's her failover if she loses her iPod. That is... fourteen classes. Still probably too many. May will axe... witch history, she doesn't need to know that this semester and anthropology will cover some of that ground. Practical Theology; she can probably just read a book on Lucasta in particular. Art History of Magical Civilizations can wait. That's eleven but the Newly Awakened seminar doesn't last all term so she'll have ten after a few sessions of it and if she is very determined she can fit all of these in around various points of the weekly schedule and still have time for coolest clubs and enough opportunities to drop in on others if they call out to her.

Digicasting, runes, hexes, alchemy, anthropology, seminar, econ, jewelry, voice, physics, civics. She shows Penelope her selections. "Does this look reasonable given that I don't have to sleep?"

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Penelope looks at the list. "Assuming you really like school and are very smart, yes." 

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"I really like school and am very smart, and I will drop stuff if any of it sucks, they appear to have a very generous add/drop."

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"Then that seems like a splendid schedule."

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"Awesome." She will submit that too then. Anything else she needs to square with Arcadia in advance? (Also, do they have, like, normal email she can use when she is not sitting in Penelope's shop any more?)

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They do have a normal email address! (If she tries googling it, they have an aggressively boring mortal front company.) She doesn't need to get any more things squared away in advance; here is when she will be emailed her housing assignment and syllabi, here is when she should show up to move in. 

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May bookmarks the page, adds the address to her contacts, and tucks her laptop away. She touches down on the ground, takes a few steps to get used to walking at her new buoyancy, picks up her backpack to see how that changes things. Does summoning her invisibility cloak work like all her other swag?

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It does!

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She will try it on to see how well it works!

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"Do you want a mirror?" Penelope asks when she vanishes from sight. 

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"Yes please!"

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Penelope disappears briefly into the stacks of junk, then returns pulling a full-length mirror. 

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Does any evidence of May appear in this mirror?

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Her hands are visible where they're sticking out, and a little hint of her chin is visible under the hood. 

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"Hm, probably not suitable for flying home. I guess I could wrap up real carefully and go up high enough to be a speck before speeding up enough it'd billow?"

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"If you fly in that, you'd also have to make sure it covered your feet from below."

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"Yeah, I was thinking I'd sit in the air crosslegged and maybe tie it under me like that? But probably I should just walk home visibly and count on people to figure I'm just dressed up for reasons of my own."

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"The tying it under you method would probably work, but, also, people will absolutely assume that."

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"It's certainly what I would have figured if I saw someone dressed like this yesterday!"

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"Also, you should be aware that you're completely invisible from the back."

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"...interesting. Perhaps in physics class for witches I will learn how that works."

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"I don't know about a physics explanation, but for practical purposes, anything that you could see if the cloak were normal is visible, and anything that's covered by the cloak from a given person's perspective isn't."

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Nod nod. May re-opens her laptop to check the time. "- my mom will be wondering what can possibly have happened to me. Can I email you if I have more questions, is there anything else I ought to check or try or anything while I'm still here with a HexVPN and you to consult?"

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"You can stop by again if you need to use the HexVPN again before you go to Arcadia. My email address is--" she spells it out. 

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May writes down the email. "This isn't one of those magic shops that disappears if I leave?"

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"Nah. I mean, this entrance won't stick around forever, but until you leave for Arcadia, sure."

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"Cool." She looks around the shop. "Do you actually sell all this stuff on top of doing awakenings? - also do I like, owe you money, for the awakening. I should possibly have asked that first."

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"You do not owe me money! Most of this stuff is just junk I use in relation to the awakening process one way or another, or something I found useful one time, or presents I didn't know what to do with. There's overlap."

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"Do you just do this for fun?"

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"Enh..." she wobbles a hand. "I do get compensated for this, in various ways. But I wouldn't do it if--it's not about fun, exactly. It's more of a vocation. It's--fulfilling, more than entertaining."

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"Is it a warlock errand?"

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"No, I'm a sorceress. But people send me thank-you presents sometimes, and there are benefits to being an acknowledged neutral and having everyone want you to stay neutral."

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"Legit. - though speaking of warlock errands, how will they happen? Is Lucasta gonna email me, or do I need to take up prayer, or will I just know, or...?"

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"I think it happens through the magic sense, sort of like when you were designing your build?"

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"Huh! User-friendly."

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"Most things tend to get more user-friendly over time, through trial and error if nothing else."

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"How do people get to and from Arcadia, is there a magic shuttlebus or something? - actually, if they take any witch, they've gotta have people from all over the world, I guess I just got shown the English course catalog but is that an issue anywhere -"

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"Portal networks!" she chirps. "Think platform nine and three quarters, a bit. The nearest one would be...hm. Which entrance did you come in through?"

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"Are there several? I'm from Toronto, are there several in Toronto?"

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"There are several overall but only the one in Toronto. Give me a moment..." she vanishes into the stacks again, emerging with a metropolitan map of Toronto, and points out the nearest portal transit point. 

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"Okay, cool. And it's like, labeled, I can just go in and there will be a portal to Arcadia?"

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"You might have to go through multiple portals to get to Arcadia, and I'm not sure how well labeled it is but there should at least be someone you can ask for directions."

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"Which sort of circles back to my question about languages?"

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"Oh. Translation relics that cover a wide area are some of the easier and better-known ones to make, I would be astonished if the portal network weren't all covered and the public areas at Arcadia definitely should be."

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"Oh, awesome. Are you even speaking English?"

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"Me, personally? Sure, I like languages. My first language is Lunabellan Greek, though."

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"I guess that makes sense! - okay, I need to get home, if my mother has noticed I'm taking too long she will be confused. Thank you so very much."

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"You're welcome!"