The Drabbinhaugh Codex

Description

The Drabbinhaugh Codex is a sinister looking book. Roughly 12 inches tall by 9 inches wide and less than an inch thick, this slender volume is bound in mottled orange and black leather. The cover is unadorned beyond a stylized mask embossed on the front cover. The mask appears expressionless, neutral, and is so lightly embossed that it is hard to see from most angles.

The pages are a heavy velum filled with dense hand written text. The text is primarily in English, of a distinctly archaic bent, but sections are in High Speech, and diagrams and runes are provided through out. The entire book appears to have been written by a single author, with excellent penmanship, and without a single mistake.

The last dozen or so pages of the book are written in an unknown language, not High Speech, apparently by a different author. The penmanship is much poorer, and sections, is some cases large sections, have been crossed out and rewritten. The beginning of this section is what gives the book its title, as there is a single page with the word “Drabbinhaug” written in large letters across the entire page. It is the only word on the page.

The Codex is currently in the possession of Suleiman but he has offered limited access to Twist.

Contents

The main section of the book is given over to a detailed discussion of the Mind arcana, particular the methodologies and ethics of “external influence” (mind control). The author believes that it’s perfectly acceptable for Mages to go around mind controlling sleepers for the sleepers own benefit. He stresses the responsibility imparted to Mages by their awakening to use their powers to look after their unenlightened brethren, but at the same time he does not see those unenlightened masses as having much in the way of individual rights. He frequently uses shepherd/flock analogies (without any overt Christian references) when describing the ethical uses of magic. Mages are shepherds, sleepers are the flock. Sometimes shepherds have to cull the herd, sometimes this means that individual sheep suffer, but as long as the herd as a whole prospers the shepherd is doing his job.

The Author lectures strongly against using mind control magic on other Mages, saying such is tantamount to a “violent personal assault” and should be done “only as a matter of last resort.” The Author again uses the shepherd analogy, saying that two shepherds fighting threatens the flock.

Spread through out this discussion are several Mind arcana rotes dealing with specifically with external influence of minds.

Rules

This Grimoire has two separate sections, the primary Mind arcana section, and the unknown language section. Each must be studied separately.

Mind Section

Studying this section of the Codex requires a minimum of 2 in the Mind Arcana and the High Speech merit. Each study session requires four (4) hours of uninteruppted study. At the conclusion of each session make an Intelligence + Occult roll, each success grants a point of Arcane Experience. A total of Four (4) Arcane experience can be gained in this way. This arcane experience may be spent on Gnosis (as normal), the Mind Arcana, or any of the following Rotes:

  • Emotional Urging “Herding the Flock” (Mage: The Awakening p.208)
    • Manipulation + Persuasion + Mind
  • Telepathic Control “Shepherd’s Crook” (Mage: The Awakening p.216)
    • Manipulation + Intimidation + Mind
  • Greater Beast Control “Bark of Command” (Mage: The Awakening p.211)
    • Presence + Animal Ken + Mind

Unknown Language Section

The first step in studying this section would requiring deciphering the language. That task would require an extended Intelligence + Academics roll (specilizations in Cryptography or Linguistics would apply). This would be a task of epic difficulty, and would likely require some kind of external insight (another sample of the language, a spirit familiar with the language, etc.) What insights this section of the text might offer are unknown.

The Drabbinhaugh Codex

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