Artemis

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Played by Emi, Artemis is a mage on the path of Thyrsus, belonging to the Mysterium. She has a matter-of-fact manner of dress and speech; strongly prefers the solitude of the outdoors; and has an embodied falcon familiar.

Contents

Backstory

A small figure strides into view, moving purposefully. As the figure nears, you notice the ragtag nature of its clothing: an army surplus vest thrown over a battered-looking ThinkGeek t-shirt ("How many people can read hex if only you and dead people can read hex?"), zip-off hiking pants with a few patches, mud-splattered Chaco sandals, and a tie-dyed bandanna that holds back a messy mane of raven-black hair.

This is Artemis of the Mysterium, known to Lansing sleepers as Daphne Ludlow Lin.

A native of the northeast US, born to a Taiwanese mother and an English father, Artemis has seldom belonged anywhere. While her mixed ethnicity is not the primary cause of this, it does fit with her lack of group identity. Artemis exists on the fringes of things, wandering from one adventure to another, always seeking new experiences.

Artemis was an MIT Course 3 (Materials Science) undergrad who stayed a fifth year for her MEng (Masters of Engineering). Entering the nanotech industry in Boulder, CO upon graduation, Artemis left after a little over a year, fed up with the politics, frustrated with the people, and restless for a change. That change was through-hiking the Appalachian Trail (AT), a journey that took over 5 months. Artemis did not set out with any walking partners, and although she formed numerous brief partnerships, she hiked much of the AT alone, affording her the chance to examine herself and her thoughts. It was during one of these solitary periods that Artemis awoke on the path of Thyrsus, signing her name on the Thyrsus tower somewhere in the blue mountains of North Carolina.

Most will never know Artemis' true name, as Artemis is given to be wary of others, becoming prickly and defensive when pressed get rid of stretch marks for personal details. Nonetheless, her trust and loyalty, once given, are absolute. Valuing self-sufficiency, Artemis is given to spending much time alone, whether it is spent poring over books, programming, taking long hikes through the woods, or free soloing rock climbs. Although she has never handled a firearm, she has studied unarmed self-defense extensively, learning aikido and jiu jitsu. The latter has given Artemis training in resisting both armed and unarmed attack.

Having had no concrete plans following her completion of the AT, Artemis is now in East Lansing because of Internet correspondence with Codex. Hoping to find employment and learn more about the Order she had newly joined, Artemis took the risk of setting up life in a new place. She shares a house in DeWitt with a member of the MSU outdoors club. The dwelling more closely resembles a log cabin than a house, and is tucked away on forested land, providing the silence and solitude desired by a Thyrsus mage and her falcon familiar.

Current Developments

(Games are numbered by Artemis' appearances, not absolute numbering.)

Game 1 (21 June 2008)

See also Game 3 - Farewell the Major

Codex brings Artemis to a meeting of local Lansing mages at Fleetwood Diner, where she meets Gifter and Gall. Gifter recruits the three other mages to track down the Major, who has possessed a sleeper and is occupying a house in the area. They wish to convince the Major to leave the town, but he refuses to leave until he has the magic ring the mages recovered in the bottom of a sleeper's house.

Research reveals that the ring has been magicked and is bound to a ghost. With the help of Consilium officials, Codex and Gifter unbind the ghost. The four mages are successful in compelling the Major to leave the town: they have him take an oath to leave town once the ring is returned to him.

Game 2 (6 July 2008)

See also Game 5 - Minor Acquisitions

At Codex's request, Artemis recovers the fourth volume of The Compendium from John King's Used and Rare Books in Detroit, MI. The mission is later revealed to be a test of Artemis' mage abilities in order to ascertain her suitability for cabal membership. To accomplish the task, Artemis uses her falcon familiar to possess the rare books' attendant and fetch the book from behind its locked case. The falcon-possessed man then brings the book to Artemis through the employees-only back door. Unfortunately, her falcon is seen by the attendant just before and after the possession, and Artemis deals with the situation in a rather unsubtle fashion, having the falcon create a ruckus that seems unrelated to her. She exits during the ensuing mayhem.

Soon after, Gifter and Artemis have a conversation over a nightcap in Gone Wired, in which their respective Awakenings and non-magic motivations are discussed. Gifter plants the idea of switching from the Mysterium to the Guardians of the Veil, in order to further Artemis' study of magic, since she has never had a mage mentor. Gifter also invites Artemis to join the cabal that he is forming with the help of Codex. Artemis is noncommittal about switching orders, but seems receptive to the idea of joining up with other mages. The next day, Artemis meets both Gifter and Codex to talk about the nascent cabal, and Artemis agrees to join.

Game 3 (12 July 2008)

See also Game 6 - Live and Learn

Artemis calls up Gifter and diffidently asks if he would like to meet in Gone Wired to chat about the cabal. Gifter accepts the invitation, and they split a brownie while they talk. Artemis is interested in knowing why Gifter wishes to form this cabal, as he is the most experienced of all the mages, and seems to have the least to gain from such an alliance. Gifter explains that he, too, is interested in learning and growing alongside other mages. In the course of the conversation, Gifter lets slip the fact that cabal members are in the process of buying a house where all will live. Artemis is decidedly cagey about this plan, and doesn't quite agree to share living space.

Later, Codex calls Artemis and asks for help in observing and investigating two myspace personalities, trojan_star69 and Pentagoddess, who were discussing summoning demons in an internet chatroom. Bemused, Artemis agrees to help, and she meets with Codex, Gifter, and Gall at Espresso Royale in the evening. There is a person sitting with Gifter and Gall that neither Artemis nor Codex recognize, and he is referred to as Gerald the Herald. This person departs, and trojan_star69 and Pentagoddess arrive at 7pm.

Game 4 (24 August 2008)

Doubts about being part of the cabal have been growing in Artemis' mind, and they culminate in an email exchange with Gifter that occurs between Games 3 and 4. Following this exchange, Artemis meets Gifter for a walk in the park north of the cabal house. Gifter hands Artemis a vanilla ice cream cone. Bemused, Artemis accepts the cone and they start strolling. Artemis states plainly that she does not wish to join the cabal. Upon further questioning, she explains that the move towards the formation of the cabal has been too quick for her comfort. "In the past few weeks, I have been trying on a skin that does not suit me," she says, "and it would be a mistake to commit when I do not feel able to." Gifter is respectful of Artemis' decision, but mentions that he will ask Codex to talk to her about her decision.

Accordingly, Codex and Artemis meet for a Friday lunch at Fleetwood Diner. Both mages wryly comment on the single-mindedness with which Gifter pursues his goals. Codex then attempts to get a better idea of why Artemis has declined membership in the cabal. Artemis repeats what she told Gifter and elaborates further: "I don't like doing things by halves. If I were to commit to the cabal, I would commit fully; I would be there to support all members in their endeavors, whenever they needed me. I don't feel I can be there all the time, so it would be wrong to join the cabal." Codex is understanding and supports Artemis' desire to remain friends with the cabal, helping out whenever she can.

Friday evening, Artemis receives an email from Codex inviting her to a meeting at the mansion to discuss magely affairs, and Artemis accepts. Always the gracious host, Gifter bakes a strawberry rhubarb pie for the gathering. The discussion centers around what to do about the mercenary mage Medula. Plans are made to inform the Consilium and the Mysterium of Medula's breaches against Mage and Sleeper society.

As a result, Medula is expelled from the Mysterium and is brought to justice by the Consilium. Following testimonies from Consilium members, Codex, Gifter, and Medula, Medula is judged to be guilty of gross negligence and poor judgement resulting in harm to Sleepers. As punishment, he is ordered to leave East Lansing within a week, under threat of bodily harm by Exodus. Medula stiffly agrees to leave, but warns all present parties (Chelebi, Walker, Artemis, Codex, Gifter, and Gall) that there will be trouble if he crosses paths with them in the future. The unnamed cabal and Artemis adjourn to the mansion to discuss security measures for the abode.

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