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The Horizon 1 Site

HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Esoteric Quirks

Esoteric Quirks relate to the occult forces who would rule us all.

You should buy Esoteric Quirks if you want your character to:

  • be a cultist or a shaman, betraying humanity to serve the malign Gods or vast, alien Powers - or an ex-cultist or shaman, fleeing from your past.
  • be a sorcerer or an alchemist, stealing magic and power from the forces who would control humanity.
  • be one of the (arguably) fortunate souls who enjoy the blessing of one of the Gods through no fault of their own.


Please note: If you have a particular goal you want to achieve with magic, spin you want to apply to the metaphysic, or magical effect you would like your character to perform, please talk to the GMs; we will happily advise you as to which form of magic would suit your character best. As far as we can we will give you starting spells which suit your preferences, or at least make sure that such spells are potentially available should you serve your Dark Masters well.

Cultist (varies)
You are a member of a cult of one of the nefarious Gods who bear mankind no goodwill. You are expected to obey the will of your god and the leader of your cult - although should you prove strong enough to oust the current leader, the god will welcome you with open arms. This is a dangerous profession; those who have bought the Don't Kill Me Daddy quirk should not become cultists.

For 3 points you can become a cultist in a Novice Coven, a small clique with only the most tenuous communications with your supernatural ruler. Perhaps the cult is brand new, and is feeling its way in the worship of the god; perhaps it is an old cult which has fallen on hard times, either because a more charismatic cult leader has stolen all the members or because the God has become displeased with the Coven for whatever reason. In terms of spells, the God will only grant you Cantrips. You begin the game knowing two Cantrips, which will be assigned by the GMs.

For 5 points you are a member of a Noted Sect, a cult of moderate size (large enough that you can't all meet in someone's back room any more) which has already performed some encouraging works for the God. Spellwise, the God will only grant you Cantrips and Enchantments. You begin the game knowing four Cantrips, which will be assigned by the GMs.

For 10 points you are a member of a Blessed Congregation, a cult of a size liable to alarm the authorities enjoying the full support and attention of your God. The God will grant you Cantrips, Enchantments, and Grand Rituals, although these latter spells will only be given in direst need. You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs.

By paying one-and-and-half times the points cost (round up), you can be a leader of the cult in question. The advantage of this is that you will call the shots. The disadvantage of this is that the God's full attention will be on you, and if you step wrong its wrath will be terrible. And oddly, so many of your underlings in the cult would quite like to be leader...

Excommunicated (-2)
You used to worship one of the malign Gods who have only contempt and ill intentions for mankind. You don't any more. Perhaps you quit. Perhaps you were thrown out. Whatever the case is: the God hates you, the God's followers hate you, but you do have all sorts of information that sorcerers would pay dearly to know. Of course, if you do spill the beans the cult is liable to hunt you down and cut your throat...

Choose what variety of cult you were kicked out of. The more important the cult, the more information you'll have but the more dangerous they will be.

Sorcerer (varies)
You are a sorcerer, a magician who acknowledges no otherworldly master. You wield magics stolen from the Gods and Powers themselves, perform rituals based on intense theoretical study of the esoteric underpinnings of the world, and consort with otherworldly spirits and entities.

Which is all very well, but it doesn't exactly put a roof over your head.

For 4 points you are an Apperentice Sorcerer, capable of casting only Cantrips. You begin the game with one Cantrip, which will be assigned by the GMs - although you can choose which Gods and Powers you stole it from - and with the knowledge required to steal two more Cantrips (again, assigned by the GMs but you can choose from whence they come).

For 6 points you are a Journeyman Sorcerer, capable of casting Cantrips and Enchantments. You begin the game knowing three Cantrips assigned by the GMs from the Gods and Powers of your choice, and with the knowledge required to steal two more Cantrips and two Enchantments (again, assigned by the GMs but you can choose from whence they come).

For 11 points you are a Master Sorcerer, and can cast any kind of spells including Grand Rituals (though stealing Grand Rituals from the Gods and Powers is a major undertaking even for you). You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs (though you can choose which Gods or Powers they come from), and with the knowledge required to steal three more Cantrips and three more Enchantments (again, assigned by the GMs but you can choose from whence they come).

Shaman (varies)
You are a follower of one of the vast, unsympathetic, inhuman Powers whose thoughts are as glaciers and whose dreams are as centuries, and who bear mankind no goodwill. You speak to the daimons and perform the tasks they give as you strive to mould yourself and others into a form pleasing to your Power. This is a dangerous profession; those who have bought the Don't Kill Me Daddy quirk should not become shamen.

For 3 points you are a shaman who is Recognised by the Power. The Power you follow knows that you exist, but does not yet consider you fully... committed. Minor daimons convey the Power's desires to you; if you serve and obey, maybe they will help you become pleasing to the Power. In terms of spells, the Power will only grant you Cantrips. You begin the game knowing two Cantrips, which will be assigned by the GMs.

For 5 points you are a shaman who is Marked by the Power. The Power knows you and has laid a claim upon you; those who are sensitive to such things will realise that you are a favoured servant of the Power and will keep their mouth shut if they know what's good for them. Spellwise, the Power will only grant you Cantrips and Enchantments. You begin the game knowing four Cantrips, which will be assigned by the GMs.

For 10 points you are a shaman who is Loved by the Power. You're lovely. You know this. The GMs know this. If you put this many points into shamanism, the Power will also know this. The Power will grant you Cantrips, Enchantments, and Grand Rituals, although these latter spells will only be given in direst need. You begin the game knowing two Cantrips and an Enchantment, which will be assigned by the GMs.

Alchemist (2, 5 or 9) You're an alchemist. You know how to manufacture distilled samples of the five Powers: Land, Sky, Ocean, Fire and Stars, and you know how to make them into magical items. More information about the process of alchemy can be found on the alchemy page.
For 2 points you are an Apprentice Alchemist. You know a little bit about alchemy. Probably you've received a few word-of-mouth lessons. Possibly you've just watched people and made notes. Either way, your approach to alchemy is likely to include a lot of trial and a lot more error.
For 5 points you are a Journeyman Alchemist. Your talent in alchemy is rather broader than an Apprentice: you've read books and made notes when you do experiments to see what works and what doesn't.

For 9 points you are a Master Alchemist, a consumate expert in alchemy. What you don't know about the subject can be written on the very small charred remains of people who ignore your good advice.

When you buy an Alchemy skill, choose one Essence (Land, Sky, Ocean, Fire, or Stars) to specialise in; it takes you one less turn to produce this essence. If your Affinity is the same as the Essence you specialise in, this quirk costs 1 point less.

Alchemist's Licence (2)
You're a card-carrying Alchemist. You're required to submit to random spot-checks on your home, you need to provide the Ministry of Public Works with details every time you make an Essence, the Ministry can shanghai you into pro bono publico work, and you need to pay your dues (a Significant amount every turn). On the plus side, you can openly carry Essence, and you can openly produce and store it.

Alchemical Lab (3)
You have a proper lab. That's right, a real actual lab, with beakers made out of glass and bunsen burners and everything. It takes you one less turn than usual to produce any Fine essence.

Assistant Alchemists (1 to 4)
You have several buddies who can be trusted to watch things boil, stir pans and siphon stuff. Each point you spend on this adds you another assistant, who effectively adds another Essence to the list of those you specialise in.

Favoured of [God] (3)
Pick a God. Any God. No, not one of the dead ones.

This God is specifically and very personally fond of you. They are your buddy. Decide on a reason or let the GMs pick one; note that the Gods are notoriously fickle, and this divine favour was not necessarily earned by you and may not be welcome. It may be that you are the leader of a successful cult and your master has come to see you as something more than a tool; or it could be that one of your ancestors unwittingly aided an avatar, and you just wish you could stop little so-called "presents" ruining every birthday. The God is quite indifferent to whether you return their regard; you would have to do something spectacular to lose this favour. Either way, the God will do little things to make your life easier or more pleasant, after their own definition of "easy" and "pleasant", and may well help you out if you get into serious trouble. The various presents, favours, and aid you receive as a result of this merit will sometimes be subtle, and sometimes anything but.

Apart from the fact that Gods often don't remember how fragile their favorites are, the big problem with this merit is that if anyone (other than cultists and maybe very good friends) finds you have it, huge mobs will attempt to tear you limb from limb or burn you wherever you go. Also, powerful agents of Powers and rival Gods will try to kill or hurt you, just to spite your patron.