Although the Keepers of the Covenant are traditionally a Silver Ladder Legacy within the Diamond, many initiates — sometimes called Elders — exist as Nameless throughout the world. Keepers of all stripes believe their
practices predate the Diamond, and that théarchs adopted the Legacy when they took their place as mediators and community-builders for Awakened society. The Keepers of the Covenant tie their own destinies to the spirit realm to stand with one foot in the human world and one in the Shadow, belonging to both and neither. They bridge the two as intermediaries who foster cooperation and keep the peace.
Doctrine
Parent Path: Thyrsus
Prerequisites: Fate 2, Spirit 1, Survival 2, Gnosis 2
Initiation:
Magic
Ruling Arcanum: Fate
Yantras: traversing passages between boundaries (+1); spirit fetishes (+1, or +2 if the bound spirit has Rank 4+); succeeding on an Empathy roll relevant to the spell (+2); reciting a traditional piece of ancient wisdom (+1)
Oblations: communing with and getting to know the local spirits; presiding over a non-magical ceremony that honors or appeases spirits; mediating between feuding parties comprising both humans and supernatural beings; generating the Resonant or Open Condition appropriate to a known spirit without using magic.
Attainments
First Attainment: Oath of Synthesis
Prerequisites: Initiation
Upon initiation into the Legacy, the mage binds her destiny to the Shadow, permanently gaining one dot in the Destiny Merit (Mage, p. 100) for each Legacy Attainment she knows. She may only use Destiny points acquired this way on rolls to interact with spirits, the Shadow, or the Gauntlet. Her Doom is to, someday, become Claimed. No combination of this Legacy’s Attainments and purchasing Merit dots can grant a character more than five total dots of Destiny.
In addition, this Attainment emulates the Spirit 1 spell Exorcist’s Eye (Mage, p. 180) with a Duration in turns equal to the mage’s dots in Spirit, allocating its Reach to instant use.
Second Attainment: Sacred Invitation
Prerequisites: Fate 2, Spirit 2, Survival 3
The mage extends an open hand across boundaries, welcoming a spirit into the material world. This Attainment emulates the Spirit 2 spell Opener of the Way (Mage, p.181), but the willworker may only use it to shift Resonant to Open, not vice versa. Upon using this Attainment, she may spend 1 Mana to specify one stipulation by which any spirit using the Condition the mage creates to enact a Manifestation must abide, such as refraining from attacking a particular person or staying on board a ship. The stipulation must be something the mage could percieve a violation of if she were present, mundanely or with Spirit Eyes (Mage, p.193). By manifesting via this Condition, a spirit tacitly agrees to this provision; should it break that agreement, the Open Condition immediately vanishes, and the spirit loses Essence equal to the mage's dots in Fate. This Attainment allocates its Reach to advanced Duration, requiring a scene of preparation.