A Familiar Cat Outline
A drab street, wet from recent rainfall, crooked wooden houses that appear broken and homeless in the night air and long shadows from the gas lamps dotting the streets, a barely audible hiss only madmen hear and take offense to. A dark cloaked figure stalks the shadows, waiting by the bridge, listening to its bubbling stream while ignoring the smell of its contents.
He turns to spot two drunkards, stumbling home with red checks and slack shirts, panting down the road. Kicking a sack that yowls and screams. The stranger hears this and moves against the drunkards. The drunken men try to lob the cat and sack into the foul river that makes up the sewer, but the stranger stops them. They try to fight him, but he kills them and takes the cat for himself.
All is quiet once more, as filth bleeds out and joins with the rest of its kind.
The stranger is Darwin St. Zachary Von Helmut, or so he likes to boast. But disgraced in his attempts to learn magic, abandoning the family trade of jewelry to do so, but a feud with a fellow student cost them both their positions. Now he fights in the Dueling houses and back alleyways for money and drink to support himself. All his spare coin goes to purchasing old tomes of outdated magical manuals and theories, trying to rebuild his academic abilities and find some obscure magic to win over the council that governs the affairs of magic.
Or take revenge on them for his expulsion from their order.
He has already found such a path, an old scribe, banned from the community like he was, discovered a new method of magic. Devilry, the power to summon spirits from the Underworld. And tonight, he will attempt his first foray into this dark arts and become, A Warlock. The first to walk the earth in near Two Thousand years since the god-kings were worshiped in antiquity.
He has the Totems, the potion, drawn the circle and prepared a place. All he needs now is a vessel, and this nearly drowned black cat will do the job perfectly. Taking the creature with him he heads for home to prepare for the ritual and its outcome.
In the morning, Darwin discovered that the old street cat has damaged his carefully carved plaques, and he needs to replace it. So he heads out to see the Woodcarver he commissioned the original from. But the man wants double for the new one, Darwin bullies him into giving it to him without payment using his power over Pneuma. The Breath of Air and Fire, the basic force of "magic". It comes in various forms, but this one directly fanned and fueled by Reason and Will.
The heat of his Pneuma convinces the Wood Carver to bow to his demands, and Darwin moves onto a nearby cafe to await the completion of the tablet. In which he spots his old Rival and personal enemy, Artman John Baptiste Wolfram. Or simply Artman. His is relaxing in the Cafe with two ladies. In reality one of them is wooden and the other is His assistant, Maven. Words are exchanged, and Artman and Darwin start a brawl. They're both thrown out and continue to fight in the streets. Darwin wins by cheating and robs Artman while he lying on the ground, making off with his purse.
Darwin stumbles home and waits for the appoint Hour of Crossing. Attempting to force the cat into the ritual circle, replacing the damaged tablet and activating the Ritual. Hoping to capture the power of a Demon Familiar. Come morning he will either be the most powerful man alive, or dead.
The Demon had other plans. When Darwin awakes, he's not dead, but neither is he powerful. The Devil flexes his new body, Darwin's body. the would be warlock discovers that the Demon won their spirit duel from last night, and has now trapped Darwin's soul in the Cats body. The Demon gloats for a bit Before setting out to ruin Darwin's life. Only to discover, Darwin's life is already as miserable as it can get, so he decides to torture him by doing Good deeds instead. Twisting Darwin's ego against him and prodding him with Envy.
Darwin threatens to expose the Demon, and tries to use his powers. But the Demon laughs at him. All his powers are currently in the Demon possessed body, where they were developed. Darwin is in a common street cat, with all its natural skills, abilities and memories afforded to it. However there is a catch. Since the Demon was summoned here, the two of them are linked. Able to find one another and share their senses. Sight, hearing, Pain, the Demon happily demonstrates most of these.
Darwin sees no other option then to flee, but where to go? The demon, really doesn't care, but to keep the annoyance at a minimum. Locks him in a cage and then begins redecorating to make himself more comfortable. Darwin escapes at the nearest opportunity, the Demon gives chase for a bit, but lets him go. claiming to have better things to do. Besides, he'll be back, they always come back.
Across the City, Artman and Maven, his assistant and current lover, are preparing to display the Wooden Man. An enchanted doll that mimic human movement and appearances. It's Artmans hope that these Dolls will revolutionize communication. His experiment in the Cafe proved them to be nearly indistinguishable from average people, and now he plans to present this invention to the Order of Magic to expand his research project. Which will mean passing a test nicknamed "The Gauntlet" in which he will be tested by a member of the clergy on ethic's, and the Magicians Order on the mechanic's of his creation. Very few pass this trial and are often stripped of they're titles as magicians because of it. The Art is too potent to risk having rouge elements about. Not after the "Cupid Wars" turned love charms into something to be feared, magic trinkets that induced obsession and longing in they're targets.
Artman passes the test, impressing the Magicians council, and proving his good intentions to the pious Father Brion. Artman and his magician friends celebrate their good fortunes as Artman gains access to the Orders resources to aid his research. Its a good time for him, but also a time of danger as he's drawn the gaze of envious eyes.
Darwin is having a rough time adjusting to his new body, without his powers he can't bully anyone to doing his bidding and he's cast out of many restaurants for being a pest and bothering customers and staff. Too proud to beg, he's forced to go hungry. He considers returning to his house, but shudders at the prospects of facing the devil that's taken up occupancy. Even if futile, he'll stick to the streets and try to outwit the devil till he can come up with a plan. Which involves restoring, or rather activating, the cats Pneuma powers and then finding some means to exorcise the demon. Either by luring him to a priest or vice versa, or by redoing the ritual and this time over powering the demon and forcing him out. Because of his nature, He plans to do the second.
He also plans to interrupt or drive the demons plans askew at every opportunity. Thus beginning a game of "Cat and Mouse" between the two. The Devil creating businesses and scams to support a cushy lifestyle that he's more accustomed too and Darwin attempting some scheme to steal some charm or reagent to make himself more mystically potent in projecting his will.
Artman is approached by an interested party, numerous businesses have ties to the Magicians Order for various reasons, and now one of them is hoping to fund Artman's research into developing his Simulacra. However this particular dealer, San Germain, is known for both his abilities is finding new potential magical goods and for his shady dealings in obtaining those goods. Maven and other suggest caution before signing on with the dealer, but Artman takes the deal anyway, Cosigning his project to San Germain in exchange for additional aid in developing his creation. San Germain has plenty of ideas on how to "improve" Artmans creation, but in the process starts to shut out those off from the outside world so he can focus on their work, eventually Maven is also shut out and can't see Artman either. Many in the Order see nothing wrong with this as it's been know to happen to plenty of Magicians when they make it big, but believe it will pass once the need for secrecy is gone. Maven is unsure and grows increasingly worried, aggravating a prior condition of hers.
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The Devil finally makes his big break after witnessing a neighbor nearly passing from water born disease. cause by drinking from the polluted river running through the city. He gets the idea to move Up river past where the contamination occurred and start bottling the water for seltzer spirits, then sell it down river to make a killing. Metaphorically speaking. Thus assuring him the wealth he needs to live comfortably for the rest of a natural Human lifespan.
Darwin discovers a trio of old women, witches practicing Miasma, an Opposing form of Pneuma focused on changes within the body via the churning of fluids. Where Pneuma is fast and hot, Miasma is slow and cold. Instead of Reason or Will, its fueled by the Urges and emotions of the user. Perfect for one whose seeking revenge. He's taken up spying on them, to learn their secrets and unlocking them for himself. Including their secret of restoring of body and health, how to change it, do damage with curses, or even restore themselves into their lost youth. He's finally got something that can help him achieve his goals, even beyond expelling his demon affliction, but to make himself the most powerful magician in the world. Using the stolen notes and scraps of power he's assembled, communicates his presence to them. Suggesting an alliance to take over the city, fully intending to betraying them later on. The witches hesitate, mostly content to stay as they are, but give in to greed and bitterness. They too also make plans to betray Darwin as well, nothing that powerful can be allowed to threaten their sisterhood. Things like this have happened before, and they're far too suspicious of him to trust blindly.
Together, they make a plan to infest the city with a plague of worms that will allow them some control over the populace. But they can't just go around throwing these worms at passersby. They intend to find a big event that will allow them to infect as many people as possible in one stroke, hopefully people of influence, to maximize their chances. So for now, Darwin plans to test they're creation on his demonic enemy instead, hopefully this will let him turn the tables on the creature and challenge him on even footing.
The Devil has found a good place for his seltzer factory a lovely little farm house upriver, left behind when the family moved to the city for work. He's meeting with the last inheritor of the farm. Ms. Eloise La Marche, who is now in charge of the property since inheriting it and trying to restore some profit to the land to fight off the oncoming debts. She is resolved not to sell, but she's about reached breaking point. After a few weeks of "negotiations" with the devil man, she agrees. During this time the devil has become somewhat smitten with Ms. La Marche and has asked her to stay on with him as he constructs the factory. Setting aside a small plot where they can live and grow their own foodstuffs independent of the City. So they never have to go there or smell its open sewers. Ms. La Marche agrees to this and they're set to wed soon after a few scant weeks of romance.
The explosive profits of his plant soon nets him an invitation to San Germain's celebratory banquet for the city's upcoming foundational celebration. A grand ball where many of the wealthy and influential persons will be gathered to celebrate. The Perfect time to expand business and have some fun at the same time.
It's also the Collision point between several scandalous schemes already in motion.
Darwin and the witches have finished their weapon, the Despoiler Worm, which will allow them some power of influence over those infected by it. Making them slaves to its will, and by extension theirs, as they control the worm and those controlled by it. They plan to sneak the worm in by using Darwin in his cat form to get past the guards and plant the worm and its eggs in the kitchen and amongst the servants, to maximise the spread of the parasite.
Maven has snuck into San Germain's manor, disguised as a maid, she is intent on freeing Artman from his confinement and then run away together to distant lands. She's knows it to be dangerous tampering in the affairs of magicians and their patrons, but despite passed wounds, she does love Artman deeply. The celebration is about to begin and she must do her best sneak thief impression to slip away unnoticed during the ruckus to find where Artman is being held.
Artman himself has been preparing for this moment for a long time, fame, respect and wealth. All things he at one point longed for, but in his heart he's sad that Maven isn't there to share it with him as he steps into the spotlight.
The evening begins with a show, Artman takes the stage before the waiting eyes of the crowd and bids his Wooden Doll to rise from the table. He offers his hand to dance and it obliges, as the whirl about the stage its apperance changes. From long elegant gown to thin silks and exotic costumes. The form of it keeps returning back to a certain dark haired woman with grey eyes. The more he tries to fight it, the more Mavens face appears in the doll. Finally the dance is over and he lays he piece to rest.
The crowd is thrilled by it. As Artman walks off stage he swears he see's her in the crowd but brushes it off as impossible, he hasn't seen her in months, why would she be here now?
Meanwhile, the slinking form of Darwin grows ever closer to the kitchens with his payload of vile worms. A terrible scheme to unleash on the city and the world. With his powers he is able to make sort work of any obsticales standing in his way and begins planting his fouls spawn in the dessert platters, besmirching the pudding and defiling the cake, but not without a taste first. Shame to waste it all.
The servants arrive to move out with the dishes and Darwin makes himself scarce as his mission enters completion, as he leaves though he spots the Devil wearing his face and gets a murderous feeling. His revenge will be now.
As the desert for the meal is being served, San Germain stands to make a toast, but also to purpose a game. He's had several of Artman's "assistants" , two young magicians Artman has never seen before, enchanted the dishes to move and behave like woodland animals. In order for the guest to claim their deserts, them must hunt down the dishes with toy weapons. Artman is aghast and enraged. Turing his hard work into a plaything for trivial amusement. Storming off in a rage towards the wastefulness of his host and the betrayal of having his work duplicated by those fraudsters calling themselves his "assistants." He only accepted one person in the world as his assistant and that was Maven.
Just as he's preparing to loose his rage, he runs into a servant that bears a striking resemblance too, No, It is Maven dressed as a common house servant. She explains how she came to see him again, that they could flee San Germain and the prison built to keep them apart. Artman, swept up in emotions agrees and the two slip away in the commotion of the games and flee into the night without a trace.
Darwin closes in on his foe, ready to strike with all his dark powers of Pneuma and Miasma alike. Reaching for control of the worms to create an army to attack him with. But the guests are still chasing their meals around the manor and only a few have managed to catch and eat the tainted foodstuffs. Cursing aloud Darwin charges anyway to begin his attack, but is struck in the side by a toy arrow by a guest who was aiming at a big blob of pudding. Darwin tumbles mid air screaming, and hurls his dark magic in all directions. Creating a horrible disturbance as guests fall ill and many dishes are broken. Fire shoots up from the candle sticks as Darwin becomes a beast of wrath charging down his old body.
The Devil was enjoying himself, at least until the shooting started. He managed to snare and deccent treat for him and his new wife right of the bat with a well placed, and certainly not magically guided, shot into a platter of sugar dough pastries. Which they were enjoying in a quite corner where they could watch the games unfold without being disturbed. The platter had a strange worm in it, but a well placed kiss pulled from his wife's lips and into his teeth where he crushed it's head and chewed it up completely. Had the strangest taste of, magic.
It was then he saw, or rather felt Darwin's presence drawing near. And with such a mass of power surrounding him, the Devil stood firm, confident in his own powers against Darwin, but at the same time defending La Marche from this abomination. Their duel of magic's was legendary to an outside observer and caused quite a bit of destruction in their path as they hurled every grander powers at each other.
Unfortunately, San Germain's manor catches fire in all this and begins to burn down. As the Devil holds off Darwin, La Marche and the servants rush to get the guests away from danger while the two battle each other. The manor collapses and neither of them appear to survive the destruction. The smoke clears as the fires dwindle, and nothing remains of the manor, Artman's workshop, or anything the was inside when it came down. San Germain curse Fate and fortune, Ms. La Marche mourns becoming a widow.
Deep in the pits of Hell, the Devil stands proud as a peacock, describing his adventure to his friends. Each of them congratulating him on dragging Darwin's soul to Hell with him in the final moments. Truly this will go down as a devils master craft, Doing Good to torture an evil soul. It carries a great irony they find delicious. Strangely, our devil stands quiet, wishing he could've stayed longer. As he wonders if he truly was playing an act or if he did find some good in life beyond tempting souls and causing misery.