Character Creation for Vortigern (OOC)

Year 7, Spring

Vorsutus came to befriend one Belisarius, of Jerbiton, the former apprentice of the Archmagus who presided over Thermakopolis. The two had long talks on hermetic affairs and the structure and politics of the Theban Tribunal. And the theology surrounding The City in various shapes and forms. Frequently over games of chess and glasses of wine.

Vorsutus was glad to have made a new friend in a place where he had none. Though he did not press overmuch on matters of theology given his "very" different ideas about such.

His studied during this time continued to focus on Rego in the library of Thermakopolis. He felt fortunate that the library had such a tome in Latin and that all the books therein were not in Greek. Perhaps, if he intended to stay here with Amina, he should make time to learn the language soon?

And Amina began showing again.

(Study Rego Summa: +15xp Rego)

Year 7, Summer

A new child. A daughter this time.

And this time his vision of Amina holding the baby and smiling at him came true down to the last detail.

Vorsutus was overjoyed and determined to make all of this happiness last. He began speaking with the Archmagus about joining Thermakopolis itself. It seemed like a good match for him given his predisposition and magical interests. Perhaps he and Amina could make a home here in the greatest city in the world?

Why not? A wife and family, a prosperous city and Covenant to live in, and friends at hand? A welcoming hermetic society?

A man could do much worse.

(Study Rego Summa: +15xp Rego)

Year 7, Autumn

Vorsutus was called upon to assist the some Verditius Magi who were members of the League of The Children of Olympos, and also members of the Cult of Mercury. He had to forsake his studies of Rego entirely and take ship with them to the isle of Lemnos and the Covenant of Ingasia where a tense standoff was taking place between several Magi.

A strange situation confronted the young Magus wherein several warlike Frankish Flambeau were demanding that a missing Sodale and his property be returned to them in good condition or they would declare war upon all and sundry and return in a month. Apparently this confrontation had already been underway for days. Vorsutus seemed to arrive just in time to attempt to mediate and assist in the matter before all dialogue broke down.

The crux of the conflict revolved around one of the Frankish Magi who had commissioned a powerful enchantment from the Verdi of the isle. The enchantment itself was seemingly straightforward. A mystic ballista, intended for mounting on a ship, that was capable of dispatching fiery bolts that after striking dissolved into something akin to Greek Fire. And yet the Magus himself and the ballista were vanished. He had stepped up to inspect the work before his friends and seemingly all had watched both he and the engine disappear without explanation. The Verdi were similarly perturbed by this situation. Both due to the warlike Franks and because the engine had not yet been completely paid for.

Vorsutus was able to convince those involved to cooperate to determine the fate of the missing Magus and enchantment both, to the benefit of all interested parties. Being methodical and careful to be clearly observed in all undertakings by both parties he gathered suitable connections both from the friends of the Frankish Magus and from the Verditius relating to the Engine and investigated the scene thoroughly. After hours of investigation he retired to perform in depth astrological calculations and divinations.

The strange part of the affair was that the Magus simply seemed "gone". There was no connection to either him or the engine in either case. Not even a connection that was resisted, it was as if there was nothing to connect to. As Vorsutus emerged, showing his astrological evidence, and explained this strange lack of findings at first neither Franks nor Verdi were receptive. Both accused him of taking a bribe from the other to clear them of their obvious debt. Until a wizened Criamon spoke, and declared the Frank to have crossed into Twilight, and to have taken his engine with him.

Not all mysteries it appears have satisfactory conclusions.

(Adventure +8xp (+5xp Intrigue, +3xp Cult of Mercury Lore) Reward: Lab Text (Invisible Arbalest of Vilano - ReTe 20)

Year 7, Winter

Vorsutus returned to Thermakopolis and reflected on feeling somewhat powerless before the angry Frankish Flambeau. It was not a feeling he would care to repeat he decided. His studies shifted after that experience. He began to take an interest in being able to defend himself directly, and to that end he began to design and follow a different program of study.

Amina was glad that he had returned safely, yet seemed preoccupied with matters of her own interest more and more. There was something afoot there yet it was something he failed to sufficiently notice.

(Learn Spell: Invisible Arbalest of Vilano - ReTe 20: LT: 28 + Lab Text)
(Exposure: +2xp Magic Theory)

While L5Q15 is fine for a Magic Theory summa, as this is a very popular topic for all magi, it is IMO too high for Penetration. That is why I mentione Ultor above. That would probably be the pinacle book on the subject. 'Cause how many magi raise their Penetration ability to 10 or more? How many of those would be high-quality writers? Even a Q11 writer means accumulating 5 from Com, Good Teacher, or a higher ability score.

I'm raising the same question here. How high was Vorsutus' Rego score at the beginning of that season? We need to know how high a summa level we are talking about here. We don't want to have to track and calculate what his score is before we can evaluate whether the summa quality is fine or not. You already have that info, so help us out here! :wink:

This last season would put his Rego score at a 10 with partial experience.

That doesn't seem like an unreasonable score at all.

Please clarify what the conclusion here is? I'm not sure what you want me to take away from this.

That said ... I've reworked and invested effort already to adhere to both the yearly xp guideline and mandate for wasted/non-productive seasons while generating narrative etc. I think now criticizing source quality levels despite the these standards being adhered to is getting entirely too subjective. Any topic of study could easily be learned from a different type of source (tracts/teachers/whatever) that abstract to the same overall xp values that would still meet the same xp/rate per year standard.

If the issue is dislike or concern over end scores then I would prefer that you discuss that directly as your concern? Yet I don't think I see what would be really concerning here. Or deviating from my concept as described.

If there is some other standard under consideration here I think it is a bit late to be informing me.

Year 8, Spring

He continued to socialize with the Magi of Thermakopolis, drawing closer to them and putting his best foot forward as it were. There was no dissembling on either side as all of the Magi weighed whether Thermakopolis would be a good home for him and his wife. Vorsutus found more and more, as he continued the process, that he was surprised at himself at how much he had come to desire this to work.

In the interim he shifted his studies by day to the Art of Vim and discussed with Amina how he was enjoying the change and what further uses he might put these new skills to in the future. She seemed well amused with him, yet her own affairs kept her busy much of the time. "You already seem to have put aside the lesson from Lemnos. It made you stronger, but it was only a small test. Sometimes I wish you had actually been a Tytalus, though I do love you as you are." Sometimes a Tytalus can be a real chore.

(Study Vim Summa: +15xp)

Year 8, Summer

Vorsutus served as lab assistant, in a non-Sanctum lab, to the Archmagus Mathieus. It served both the purpose of paying his way for continuing to be hosted by, and permitted to study at, this Covenant of which he was not a member ... and to bring him and the Archmagus into close and prolonged contact as his suit for that very membership was under consideration. Vorsutus found he enjoyed the older Magus' company. He was intelligent, wry, and perceptive.

The project was also an interesting one. A crystalline sphere the size of a pomegranate housed in an arcane apparatus the size of small chest. This curious device Mathieus confided in him was meant to form the heart of their new strategy for any potential defense of the city. A device capable of affecting the minds of an entire enemy army at once and thoroughly and completely destroying their ability to work in cohesion or even amity with one another. The single greatest advantage of any mundane force, completely eliminated.

Vorsutus was impressed and overawed at a level of power, and ability to resist the ultimate mundane assault, that he could only hope to wield such greatness himself one day. He wanted to join this Covenant now more than ever. Amina listened to everything with wide interested eyes and an amused smile.

(Exposure: +2xp Magic Theory)

Year 8, Autumn

Vorsutus resumed his studies of Vim, attempting to regulate his program of study once again now that he was free from the lab. He dreamed of working on another similarly grand project of his own one day. It gave him deeper motivation for his own studies.

In the mean time Amina was becoming more active with visitors to the city. Magi not from Thebes, many of them. Vorsutus was distracted though he noticed a haze of vaguely dark possibility about some of them when he met a few of them. He caught a brief reference of one of them telling another he was the husband of their "ally" and this seemed to garner him immediate acceptance in their group.

(Study Vim Summa: +15xp)

Year 8, Winter

Continuing his studies Vorsutus, despite his usual isolation from the mundane world, was none the less disturbed by news of building conflict. Conflict enough that it threated even the great city itself. Intrigued and concerned both he spent his free hours speaking with the others of Thermakopolis (as he thought of them now) about the state of the city and whether it would need to be defended.

The Archmagus assured him that there was nothing to fear. Thermakopolis was well prepared and all would be well. He felt the certainty of the older Magus and it was indeed reassuring. His visions showed a triumphant Covenant celebrating a great victory. Taken together the outcome of any dispute seemed all too clear to him.

Amina was often traveling for her own interests during this time. The nanny that tended their children had her hands full much of the time. Vorsutus made time in his own evenings to spend with the children and wondered what project had so absorbed her that she had not yet shared. Yet one does not generally do well to pry into the affairs of a Tytalus. His visions once again contained her less and less, a fact which slowly began to bother him the back of his mind.

(Study Vim Summa: +15xp)

Year 9, Spring

The news continued to grow worse regarding impending conflict. Vorsutus shifted his studies to match, abandoning the topics he was most interested in seeking instead to better prepare himself for any approaching violence amongst Magi themselves. This was not to his liking. He preferred to think that Magi, in their world apart, should bolster one another against a hostile mundane world. Yet clearly there was always the possibility of conflict amongst your very own. And he did not wish to be defenseless.

During this time a group of Quaesitors from Polyaigos arrived in the city and visited Thermakopolis itself. They were very direct in urging everyone present to leave the city. Vorsutus had some conversation with one Magus among them called Regulus after the official meeting had concluded. He saw a haze of possibility around this man that he did not see around the others. Some future entanglement that was not yet clear. He did his best to be friendly and try to draw him into conversation as he tried to unravel what the nature of this future entanglement might be. They concluded their conversation with him having come to no firm conclusion yet perhaps one friend richer. And perhaps that was the matter itself?

Of course the Magi of Thermakopolis would not abandon the city. Their stated purpose as a Covenant of Thebes was defending it! Vorsutus could see no alternative for himself either, though he was no warrior Magus. And where was Amina?

(Learn Parma Magica: +15xp Parma Magica)
(Regulus Interaction1)

Year 9, Summer

The Crusaders, and their Hermetic Allies, arrived and besieged the greatest city in the world. Archmagus Mathieus and Vorsutus stood on the wall together looking out more than once. It disappointed the elderly Magus that such a great army was composed of would-be allies and on the wrong side of the city. For centuries they had resisted barbarian forces from outside Christendom. And here was Christendom come to repay them.

Even in the early days of the Siege there came to be exchanges in secret places of the magical world between the Magi of the city and those of the army attempting to breach and establish a metaphorical beachhead within. Vorsutus felt ill prepared for such however he participated in several defensive actions none the less. He isn't certain if he killed anyone, or if so how many. But he is certain on more than one occasion his Arbalest spell hit home. His friend Belisarius and he were frequently fighting together in these exchanges. His sodales of Thermakopolis rewarded him with a gift they thought suitable to his talents.

How could the Pax Hermetica come to this? Wasn't preventing such things why the Order even existed?

Amina however had returned and this was a welcome joy.

(Adventure: +8xp (+8xp Parma Magica) + Reward: Scrying Crystal of Quality)
(Initial Siege of Constantinople)

Year 9, Autumn

The army and the city settled into the siege. The Hermetic conflict also simmered down to a quiet state with building tension, much like the mundane conflict. Vorsutus found himself pressed, with his rarer divinatory skills, into constant service to Thermakopolis and the defense. Connections gathered after battles, or from prisoners, or from scouts sent outside the city were constantly brought to him for him to exploit and determine if they were useful for information.

In what free time he had not gathering information for the defense he attended the councils of the defenders and lended what advice he could. Yet he was still young compared to many of the Magi defending the city and could lend little of substantive might to their efforts, despite yearning to desperately.

The factions amongst those Magi still residing in the city began to squabble among themselves over management of their resources and how best to defend the city. Vorsutus repeatedly attended gatherings the purpose of which was to try to sway Magi to one or another faction devoted to a certain strategy ... or to abandoning the city altogether. He did his utmost to sway his fellow Magi to sustain the defense and to support Archmagus Mathieus. He had every confidence in the ancient Jerbiton.

Amina did not seem so confident. She did not quit the city however she did have every bit of their household goods and affairs prepared for doing so given the sparest moment of notice. Vorsutus was too absorbed in his maneuvering among the defenders to pay close attention to his lack of visions of her. Yet looking back the lack of her in his Sight is striking to him.

(Exposure: +2xp Intrigue)

Year 9, Winter

The tense "peace" of a siege did not last on the Hermetic front. Vorsutus again found himself constantly absorbed in skirmishes to defend the city and even more than once the grounds of the Covenant itself. It was dismaying to him that such open warfare could occur, hermetic on hermetic.

Belisarius and he were constantly together in such unsavory contests whenever Vorsutus was not occupied with divining on behalf of the defenders. His fingers ached constantly either from casting his Arbalest spell or from the constant writing of astrological calculations and inceptions. There was little in the way of rest or time to think beyond the needs of the moment. His visions kept him on a path forward that he felt certain would lead him out of this nightmare alive though not perhaps as well as he would hope for. Yet he could not bring himself to walk away from the nightmare and leave Thermakopolis and the city seemingly to destruction and rapine. The ancient Malthieus spoke of him almost as if he were already a member of the Covenant, indeed he said he likely would already be one if this affair had not so disrupted things. Beyond the personal thanks and encouragement of the Archmagus himself, he was gifted with a lab text from his own collection.

(Adventure: +8xp (+8xp Parma Magica) + Reward: Lab Text)
(Lab Text: To Be Defined)

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Year 10, Spring

Vorsutus was sure until the end that the city would hold. That Mathieus and the grand power of the defenders would prevail. And he would do his part as well as he could, for one so young in Hermetic terms. Yet he had failed already without knowing it.

The clashes leading up to the final battle were much the same, though the intensity built up as all appeared to know the conclusion in any case was drawing nearer. Vorsutus had such a wide collection of Connections with which to divine by this point that he couldn't make beneficial use of them all in a day. He fed constant information to his allies, thwarting attempted breaches repeatedly if indirectly.

And yet in the end it was all for naught. Returning to the now fortress-like atmosphere of Thermakopolis one evening Vorsutus fell into a haze of prescience. A vision of the possibility and such a pivotal moment that he felt almost compelled to follow it. In an almost trance state he let the vision lead him down into the treasury of Thermakopolis to find Amina there, the doors wide and the protections disarmed.

He stood silently watching as she looted from the treasures of his friends and would-be Covenant-mates until she suddenly appeared to notice him. Then she laughed as if a child caught stealing from the kitchen. He walked forward as she began to speak, looking down at a fractured and clearly no longer functional device ... a crystalline orb set into a fine apparatus the had helped enchant not so long ago. He held up a hand interrupting her. "It is clear this is more than theft." he said, his anger palpable. "I can't believe-"

And then he was motionless. Not insensate, but locked in place somehow.

"My dear husband. You've grown so much these past few years. But I think you need so much more. I have plans for us both. You were wasting your life away like a Jerbiton until all of this. Now look at you! Trust me, my love, this will only make us both stronger. You will suffer, I know, but I am not sorry for it. For I can not wait to meet the new you when all of this is concluded. For I have faith you will stand the test of the fire and emerge rarefied." she said. After that a kiss, and then the next thing he remembered was waking in a distant townhouse for the city.

A townhouse occupied nominally by the Crusaders. But really by the Hermetic allies amongst them. The siege was over and he recognized some of those Latins now as being among those who knew him as the "husband of their ally" from not so long ago. All was as it had been arranged to be. By Amina.

He felt if anything a fool. Yet he was alive.

(Adventure: +8xp (+8xp Parma Magica) + Reward: ???)
(Fall/Sack of Constantinople)

Year 10, Summer

As the city settled into a state of occupation the magical world reeled with the great destruction of longstanding Covenants. Including Thermakopolis. Vorsutus was grateful in some ways to have survived yet he could not stomach the deeds or how readily his wife profited from them. How she had shattered so many lives, including the one he was building with her here, with purpose and foresight. She seemed convinced that eventually he would understand what she had done. He was less certain.

Going amongst the others, the survivors of the defense, he did what little he could to give aid and try to help arrange especially for those of the Cult and the League to which he was so friendly were able to exit the city unharmed. In these interactions he again encountered the Quaesitor Regulus doing similar work. Again he paused to converse with the man, the sense of growing entanglement surrounding him again. Vorsutus was perhaps too much still stunned by how these affairs had transpired to be a pleasant conversationalist.

It was during these days that he came to become acutely aware that his visions no longer included Amina, and that he had been so distracted with affairs that he had not noticed. Prying open the ring he had made he detected that the Connection to her was gone. She had planned this so far ahead it would seem. And blocked herself from his Sight to achieve it.

He gathered his things and made a silent departure with the next group of Cult members that he assisted instead joining them in their relocation via magical means to a distant Sacred Grove of the Cult in Rome. One he knew well.

(Exposure: +2xp Cult of Mercury Lore)
(+1 Warping)
(Regulus Interaction2)

Year 10, Autumn

The idyllic temple was perhaps just what he needed, deep in his heart, to recover from the lengthy ordeal of such sustained conflict and violence. To say little of such a close betrayal. The ancient High Priest seemed to read everything in even just his bearing and, hugging him close, welcomed him "home" in a way that made him feel utterly and completely welcomed and accepted. It was difficult to keep his composure after that.

At first he simply partook of the usual rights and functioning of the temple, striving to see it all done "right" as he had learned when he had done his year of service. Yet the high priest would have none of it. That was work for those doing "their" year of service, not for him.

This freed him from constant demands. It was then that he turned his mind, and considerably more developed skills, to an old problem he had not thought about in entirely too long. The birds stealing the sacred fruits of the trees of the grove. He spent several days wandering the grove itself after that, searching and letting his visions play out in his mind. And eventually he discovered a single new, significant and possibility laden it seemed to his eye, almost blue-black feather.

Unlike before this time his skills were up to the test. He was shocked at what he learned over several hours of divinations and calculations. There was in fact only one bird. But it was a bird of significant power, able to fly through some unknown means in and out of places like the regio of the grove.

As he sat in the grove itself and considered what to do about it he heard very Raven-like caw. Looking up a bird to match the feather in his hand was looking back at him. "I was just thinking about you." he said after a moment. "You seem to like eating things that don't belong to you. Yet perhaps we could make a deal?"

And the bird answered.

(Adventure: +8xp (+5xp Cult of Mercury Lore, +3xp Intrigue) + Reward: Find Familiar)

Year 10, Winter

The high priest was overjoyed to hear that there was a solution to his bird problem. He volunteered the use of a laboratory on the temple grounds immediately and Vorsutus set to work sealing the bargain with his new friend. Formerly thieving the fruit to keep up its considerable magical strength the mystical raven seemed naturally compatible with Vorsutus and had been slowly persuaded as the two came to know one another over a span of several weeks that life, a longer life at that, as a familiar without such needs was a compelling offer. An offer too good to refuse.

As Vorsutus forged his connection with his new familiar the high priest undertook at work of his own. Noting the young Magus was in need and of an age for it to be relevant he had determined to perform a longevity ritual for him. He named a price low enough that it raised the eyebrows on Vorsutus in surprise. "Believe me young man, if your bird isn't eating the fruit anymore this arrangement will all pay for itself!" the older man cackled.

(Bind Familiar)(+LP)
(Exposure: +2xp Magic Theory)

You misunderstand my inquiry. I just want to know what the score of the ability or Art is when each season begins. It just makes it easier for everyone to assess whether the level of the summa is realistic, because the quality is just a part of the information. For some subjects more than others. So by not giving us all the information, you are forcing us to either search for it (current score) or make a guess (summa level). That's more work for us.

Note that narrative advancement is subjective. The guidelines are just that -- guidelines. Not hard rules. What is more important is having a narrative that fits into the setting and which simulates actual play.

During actual play, things often do not evolve exactly as we planned it to. Seasons get disturbed by unforeseen events. Books which we were planning on studying are unavailable because someone else is studying them. The library of our covenant is incomplete or sub-optimal. So narrative advancement should also introduce those kinds of sub-optimal conditions.

As for other types of advancement providing the same overall amount of xp, that isn't quite true. You may be able to find a few Q15 tractatus, but they are very rare. So you wouldn't be able to study the same subject for a year on those. The season of a teacher who can tutor you in Penetration (for example) means a senior magus, whose time is valuable and must be compensated. And for summae, it is easy to find L10Q15, but impossible to find a L25Q15 (and if such a book existed, the price to access it would be steep). So not all things are equal.

So ... this seems like subjective post hoc revision which I have zero ability to predict or plan for. After asking explicitly for guidance. Which is both annoying/cumbersome and more or less makes it impossible to plan out a build for starting play with. I've spent a fair bit of time trying to do exactly that, and I think that effort invested should already be clear and given some due mileage.

I'm pretty ok with my assertions about the nature of all of this abstraction/total xp per year for the purposes of getting an initial build done. I don't think I've been inaccurate anywhere there. Perhaps just operating off of different assumptions. But I'm trying to be accommodating regardless.

Again, I need a clear conclusion/guidance. You haven't asserted specifically what you want here. I need this clearly stated to proceed.

I'm trying to interpret based on your opinion re: sources/materials that you think that Penetration as a subject is just harder to find materials for, and thus should be generally of lower quality. That this should mean overall a lower rate of progression for Penetration? And that thus purely by studying Penetration the seasonal/yearly rate of xp gain would be lower?

So how much lower if this is the overall point? Please set a number and I will look at things afterward and evaluate what it means for the build/concept.

I think I overlooked the baseline of 1 Warping per year. So I'll factor that in when I do my totals. I'm working on those now using an assumption of a source quality of 10 for Penetration sources.

For what is worth, let me do a mea culpa. I was excited with the arrival of new blood at the saga and just started to point you guys to guidelines, links and notes, many times without enough context, and in my excitement I might have done more harm than good. When I arrived at this saga I just read all of the threads and I want to think I have a good intuitive grasp of what was previously agreed upon... but that was me, and I had a lot of free time at the moment. Since it's not reasonable to say to someone who is arriving "hey, read everything before starting" I decided to put forward some of the information. But of course, I can't directly transfer the context and subtext within that. Therefore, part of the mismatch between expectations is my fault, and for that, I'm sorry.

Since I have already started to talk I'll keep running my mouth, but Arthur should validate or correct what I'll say below.


My perception of the guidelines for post gauntlet advancement is that they are fairly strong, compared with standard rules for post gauntlet advancement. The reason for that is to enable us to generate individuals, instead of stat blocks. 15 extra xp per year means that I can give some love to abilities that are not optimal, but a person living within that social and cultural context would reasonably get (such as language scores, area lore, carousing...) w/o sacrificing magical advancement.

It means, for example, one can afford to spend a season reading a L6Q21 summa and then spend the next 3 seasons on a pilgrimage to Rome, gaining "only" 8 points of adventure xp on each (distributed between, say, Folk Ken, Guile, Area Lore and Mentem).

It removes a layer of abstraction, because when advancing a magus 10 years with standard advancement you don't usually worry how exactly he got to MT 10 (which, while not impossible in10 years, is not exactly a reasonable development for one's life). By taking a narrative approach with a few restrictions these exceptional developments are required to be justified (and sometimes there is no viable explanation at all), but the extra xp allows one to develop the magus in other reasonable directions.

(For example: in the case of Vorsutus, he might want to spend some more time watching his children (translating to Awareness), or with Amina (Charm, Folk Ken) instead of fully dedicated to the Arts.)

But, given that almost all of Vorsutus development is done, my personal view is that it's neither necessary nor fruitfull to go back and retrofit his seasons to what I said above. Time spent at that is better spent travelling to Tugurium and starting adventuring.

2 Likes

If I haven't missed anything while reading, Vorsutus never joined Termakopolis officially, correct?

Meaning he will likely end up in trial for mundane interference, with higher probability on being convicted (since he has no immediate defense to his actions, differently from, for example, Mathieus)?

I can't see that not happening, but I'm not sure if this would suit your tastes for an adventure (attending tribunal and defending yourself).

This could also become an interesting adventure for Regulus, if Vorsutus requests him to act as an advocate. In that case I'd suggest that the worst possible outcome is agreed upon before (so that if Regulus utterly fails, Vorsutus isn't marched. The best outcome would be acquittal, I suppose).

Total Modifications from Post Gauntlet Time:

Warping: ?+11?

Cult of Mercury Lore: +23xp
Divination: +45xp
Intrigue: +23xp
Magic Theory: +61xp
Parma Magica: +39xp
Penetration: +40xp

Rego: +45xp
Muto: +15xp
Vim: +45xp

7 Adventures at nominally 1 Reputation xp each: +7xp to a Hermetic Reputation of Seer/Oracle. (So lvl 1 (+2xp))

Adventure Rewards (etc.):

Item: Astrolabe of Quality
Item: Scrying Crystal/Crystal Ball of Quality

Lab Text: Wizard's Vigil - MuVi 20
Lab Text: Fortify The Ethereal Threads - CrVi 30
Lab Text: Invisible Arbalest of Vilano - ReTe 20
Lab Text: Undefined (I have been thinking a text of the ritual to make a mental lab as a complex memory locus. Which seems like an apt gift from a Mentem Jerbiton Archmagus?)

Reward: (From siege final battle, year 10/Spring) Undefined

Well given that the crusader army had latin hermetics aiding it, it was a two sided hermetic conflict that arguably was illegal on both sides due to lack of a declared war or march. Thebes would likely contend that the latin aggressors were however the ones guilty of instigating such a conflict, and were also guilty of destroying multiple Theban Covenants (including multiple deaths of Magi) in carrying it through. Defending yourself against aggression isn't a crime, even if it is mundane aggression.

Mostly Vorsutus was defending Theban Magi of the city from the aggressors in my conception. And aiding them via divination. However I could certainly see accusations of interference coming from those who resented his involvement on the other side. In theory. Though I would also caveat that with the fact that Amina conspired with the aggressing army and helped them take the city. So he has I think a good chance of being ignored due to his close connection with an ally as well.

Amina I see as having sabotaged several key defensive enchantments created by Thermakopolis as well as poisoning several of their Magi ahead of the final push of the siege. So ... in my conceit of story if you will I have ascribed the embarrassing failure of the Jerbiton defense to internal treachery, namely by her.

Vorsutus was never actually declared a member of Thermakopolis in my current narrative, no. I've written him as basically being a member in all but name, being about to join right before the defense of the city collapses.

Canon establishes infernal influence on both sides and implies that there migh be hermetic magi aiding the crusaders, but gives no certainty about the last. Personaly I think there were, and yes, we would be looking at both sides being trialed (the crusaders would receive a harsher punishment, of course).

My point is, there is some room to discuss if Vorsutus involvement was within the limits of self-defense. Any magus of Thermakopolis can say "I have a duty to protect Constantinople" and therefore they have more leeway in their actions, regarding what is acceptable and what isn't. Vorsutus wouldn't have the same (albeit testimony from the magi of Thermakopolis might aid him).

But if this doesn't seem like an interesting debate to you, it just means we are not going to run that story. ; ]

Vorsutus Ex Miscellanea, filus Chaldeaus

Virtues & Flaws

Virtues:

The Gift (F), Hermetic Magus (F), Divination & Augury (H), Planetary Magic (H), Flawless Magic (3), Leadworker (1), Lesser Potent Magic: Magic Conduits, Containers, & Sustainment (1), Minor Magical Focus: Magic Conduits, Containers, & Sustainment (1), Premonitions (1), Puissant: Magic Theory (1), Second Sight (1), Skilled Parens (1)

Flaws:

Twilight Prone (H), Blatant Gift (3), Hatred: Mundane Society (1), Hermetic Patron: Cult of Mercury/Neo-Mercurians (1), Meddler (3), Slow Caster (1), Visions (1)

Personal Details

Casting Sigil: A subtlety to the details and aura of any magic as if things are about to change or reveal some new detail that never manifests itself.

Voting Sigil: An ornate wand of polished white poplar with a leather wrapped handle and silver fittings.

Certamen Style: Provocator

Personality Traits:

Hatred: Mundanes +3
Lustful: +2
Scheming/Meddlesome: +3
Secretive/Subtle: +2

Reputations:

Seer/Oracle (Hermetic): lvl 1 (5xp)(+2xp)

Characteristics

Characteristics

Int: +2 (3)
Per: +2 (3)

Str: 0 (0)
Sta: 0 (0)

Prs: 0 (0)
Com: +1 (1)

Dex: 0 (0)
Qik: 0 (0)

Abilities

Abilities:

Native Language: (Spc: West) Norse: 5 (75xp)(Free)
Latin: 4 (Spc: Hermetic(50xp)
Gaelic: 4 (Spc: Leinster)(50xp)

Awareness: (Spc: Threats) 2 (15xp)
Brawl: (Spc: Dodge) 1 (5xp)
Legerdemain: (Spc: Filching) 1 (5xp)
Stealth: (Spc: Urban) 1 (5xp)
Survival: (Spc: Urban) 1 (5xp)

Bargain: (Spc: Magical Society) 1 (5xp)
Charm: (Spc: Magical Society) 1 (5xp)
Etiquette: (Spc: Magical Society) 1 (5xp)
Folk Ken: (Spc: Magical Society) 1 (5xp)
Guile: (Spc: Magical Society) 1 (5xp)
Intrigue: (Spc: Magical Society) 3 (30xp)
Leadership: (Spc: Magical Society) 1 (5xp)

Artes Liberales: (Spc: Astrology/Astronomy) 3 (30xp)
Code of Hermes: (Spc: Defense) 1 (5xp)
Cult of Mercury Lore: (Spc: Rites) 2 (15xp)(+13xp)
Hibernia Tribunal Lore: (Spc: Magical Lineages) 1 (5xp)
Magic Lore: (Spc: Magical Traditions) 1 (5xp)
Order of Hermes Lore: (Spc: Magical Lineages) 1 (5xp)
Philosophae: (Spc: Magical Applications) 1 (5xp)

Concentration: (Spc: Magic/Spells) 1 (5xp)
Finesse: (Spc: Precision) 1 (5xp)
Magic Theory: (Spc: Vim) 5 (+2 Puissant)(75xp)(+16xp)
Parma Magica: (Spc: Vim) 4 (50xp)(+1xp)
Penetration: (Spc: Vim) 4 (50xp)

Divination: (Spc: Astrology) 4 (50xp)
Premonitions: (Spc: Social/Complex Threats) 3 (30xp)
Second Sight: (Spc: Mystical Effects) 1 (5xp)

Combat Notes

Combat:

Dodge: (Init: 0)(Atk: -)(Def: 0)(Dmg: 0)
Fist: (Init: 0)(Atk: 0)(Def: 0)(Dmg: 0)
Kick: (Init: -1)(Atk: 0)(Def: -1)(Dmg: +3)
Dagger: (Init: 0)(Atk: +2)(Def: 0)(Dmg: +3)

Soak: 0
Fatigue Levels: (Fresh)(Winded)(Weary: -1)(Tired: -3)(Dazed: -5)(Unconscious)
Wound Penalties: L(-1/1-5), M(-2/6-10), H(-3/11-15), I(16-20)

Arts

Arts:

Creo: 5 (15xp)
Intellego: 5 (15xp)
Muto: 5 (15xp)
Perdo: 5 (15xp)
Rego: 11 (66xp)

Corpus: 6 (21xp)
Mentem: 5 (15xp)
Vim: 11 (66xp)

Spells:

Divine The Origin Of The Body - InCo 10 - CT: +12 (+5 Pen)

Divine The Origin Of The Body
InCo 10
R: Touch, D: Mom, T: Ind.

Provides the information necessary to conduct a natal horoscope on the target.
(Base 5, +1 Touch)
Spell Mastery: 1 (5xp)(Penetration)

Divine The Origin Of The Beast - InAn 10 - CT: +6 (+5 Pen)

Divine The Origin Of The Beast
InAn 10
R: Touch, D: Mom, T: Ind

Provides the information necessary to conduct a natal horoscope on the target.
(Base 5, +1 Touch)
Spell Mastery: 1 (5xp)(Penetration)

Opening The Intangible Tunnel - ReVi 10 - CT: +34 (+5 Pen)(Focus)

Opening The Intangible Tunnel
ReVi 10
R: Arc, D: Conc, T: Ind

As ArM5 pg 162.
(Gen: +4 Arc, +1 Concentration)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

Forge The Connection - ReVi 5 - CT: +34 (+5 Pen)(Focus)

Forge The Connection
ReVi 5
R: Sight, D: Conc, T: Ind.

As Opening The Intangible Tunnel, ArM5 pg 162, reduced to Sight range. May transmit effects of up to level +1 magnitude.
(Gen: +3 Sight, +1 Concentration)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

Solar Alignment Of Forces - ReVi 15 - CT: 34 (+5 Pen)(Focus)

Solar Alignment Of Forces
ReVi 15
R: Touch, D: Sun, T: Ind

As Maintain The Demanding Spell, ArM5 pg 162, adjusted to Sun duration. Sustains an effect up to level -5.
(Gen: +1 Touch, +2 Sun)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

Lunar Alignment Of Forces - ReVi 20 - CT: +34 (+5 Pen)(Focus)

Lunar Alignment Of Forces
ReVi 20
R: Touch, D: Sun, T: Ind

As Maintain The Demanding Spell, ArM5 pg 162, adjusted to Moon duration. Sustains an effect up to level -10.
(Gen: +1 Touch, +3 Moon)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

The Waiting Spell - ReVi 10 - CT: +34 (+5 Pen)(Focus)

The Waiting Spell
ReVi 10
R: Touch, D: Sun, T: Ind

As Watching Ward, ArM5 pg 162, reduced to Sun duration. May contain effects of up to level +2 magnitudes
(Gen: +1 Touch, +2 Sun)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

The Phantom Gift (Mod.) - CrVi 10 - CT: +17 (+6 Pen)

The Phantom Gift
CrVi 10
R: Touch, D: Conc, T: Ind

As The Phantom Gift, ArM5 pg 157, reduced to Touch and Concentration. Amplified to produce the effects of the Blatant Gift.
(Base 3, +1 Touch, +1 Concentration, +1 Amplified Effects)
Spell Mastery: 1 (5xp)(Penetration)

Ethereal Ministrations - PeCo 10 - CT: +12 (+5 Pen)

Ethereal Ministrations
PeCo 10
R: Touch, D: Conc, T: Ind

Inflicts the pain of a Light Wound for the duration. The caster can specify the location of the pain.
(Base 4, +1 Touch, +1 Concentration)
Spell Mastery: 1 (5xp)(Penetration)

Maintenance of Sustained Slumber - ReMe 10 - CT: +17 (+5 Pen)

Maintenance of Sustained Slumber
ReMe 10
R: Touch, D: Conc, T: Ind

Maintains the target in a state of sleep for the duration.
(Base: 4, +1 Touch, +1 Concentration)
Spell Mastery: 1 (5xp)(Penetration)

Enforced Hibernation - ReAn 10 - CT: +12 (+5 Pen)

Enforced Hibernation
ReAn 10
R: Touch, D: Conc, T: Ind

As Call To Slumber ArM5 pg 151, using Animal guidelines pg 120. Reduced to Touch range, increased to Concentration duration. Target is maintained in a state of sleep for the duration.
(Base 4, +1 Touch, +1 Concentration)
Spell Mastery: 1 (5xp)(Penetration)

Shriek of the Impending Assault - InHe 10 - CT: +6 (+4 Pen)

Shriek of the Impending Assault
InHe(Te) 10
R: Per, D: Con, T: Hearing
As per Shriek of the Impending Shafts, but also works with metal/stone projectiles too. You
get a +9 bonus on Defense scores against weapons (provided that you have the freedom to
dodge), and you can automatically dodge missiles fired from more than ten paces away. The
shriek is only audible to you, and it cannot be simulated by people making noises.
(Base 2, +1 Concentration, +3 Hearing, Terram requisite)
Spell Mastery: 1 (5xp)(Imperturbable Casting)

Veil of Invisibility (Mod.) - PeIm 10 - CT: +6 (+4 Pen)

Veil of Invisibility
PeIm 10
R: Per, D: Conc, T: Ind.

The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow.
(Base 4, +1 Concentration, +1 changing image)
Spell Mastery: 1 (5xp)(Quiet Casting)

The Stolen Breath - ReAu 5 - CT: +12 (+4 Pen)

The Stolen Breath
ReAu 5
R: Sight, D: Mom, T: Ind

This spell allows you to steal the breath of an individual. The breath flows into a prepare recepticle, which should be immediately corked. If the magus acts fast enough, the stolen breath can then be fixed as an Arcane Connection to the target.

(Base 2, +3 sight)
Spell Mastery: 1 (5xp)(Quiet Casting)

Etheric Torch - CrIg 5 - CT: +6 (+4 Pen)

Etheric Torch
CrIg 5
R: Touch, D: Conc, T: Ind

Causes either the hand of the caster or an object/target touched to emit a steady light equivalent to torchlight.
(Base 3, +1 Touch, +1 Conc)
Spell Mastery: 1 (5xp)(Imperturbable Casting)

Wizard's Vigil - MuVi 20 - CT: +17 (+5 Pen)

Wizard's Vigil
MuVi 20
R: Voice, D: Sun, T: Group

As Communion -2 magnitudes.
(Base Spell, TtA pg 75)
(Base 30, +2 Sun)
Spell Mastery: 1 (5xp)(Adaptive Mastery)

Invisible Arbalest of Vilano - ReTe 20 - CT: +12 (+4 Pen)

Invisible Arbalest of Vilano
ReTe 20
R: Touch, D: Mom, T: Ind

Hurl a stone or other object of a size that could be thrown by a sling (or arbalest) at a target within range. Unlike a standard attack spell this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target but if it succeeds Magic Resistance offers no protection. The stone, or object, inflicts +15 damage on impact and has a range increment of 20 paces.
(Base: 15, +1 Touch)
Spell Mastery: 1 (5xp)(Precise Casting)

Claw of the Gladiator - PeCo 10 - CT: +12 (+5 Pen)

Claw of the Gladiator
PeCo 10
R: Touch, D: Mom, T: Ind

This spell opens a bloody wound on the target, which serves as a Light Wound.
(Base 5, +1 Touch)
Spell Mastery: 1 (5xp)(Penetration)

Necrotic Touch - PeCo 10 - CT: +12 (+5 Pen)

Necrotic Touch
PeCo 10
R: Touch, D: Mom, T: Ind

Inflicts the disease of Gangrene (A&A pg 49) on the target. The target must have an open wound for the Gangrene to take root in, howevever if this is the case the onset is immediate.
(Base: 5 (A&A pg 57), +1 Touch)
Spell Mastery: 1 (5xp)(Penetration)

Panic Of The Trembling Heart (Mod.) - CrMe 10 - CT: +11 (+5 Pen)

Panic of the Trembling Heart (Mod.)
CrMe 10
R: Touch, D: Conc, T: Ind

Creates an overpowering fear in one person of a specific object, person, or place.
(Base Spell ArM5 pg 148)
(Base 4, +1 Touch, +1 Concentration)
Spell Mastery: 1 (5xp)(Penetration)

Possessions & Gear

Mundane Possessions & Gear

Travelling Robes (Scholar)
Formal Robes (Magus)
Staff (Nondescript, iron shod & capped)
Dagger x 2 (Belt, Sleeve)

Pouch (Minor/Tiny Casting Props: +1 grade)
Backpack (Small Casting Props: +2 grade) (Generally only carried when travelling.)

Luggage Chest: (Mundane mixture of Venetian & Byzantine clothing suitable for someone of means.)

Significant Possessions:

Astrolabe of Quality

A brass astrolabe of fine make and craftsmanship with its inner mystical alignments awakened by the Verditius Mysteries. Originally from the Verditius Covenant of Verdi itself this fine instrument was commissioned and gifted to Vorsutus by his Pater Chaldeaus for exceptional service to Rellantali.

Vorsutus keeps this device generally in a fine unmarked leather wrapped wooden case that can be fixed to his belt or is also small enough to fit inside other luggage.

(+5 Astrology)

Crystal Ball of Quality

A perfect crystal sphere of superb craftsmanship and clarity with its inner mystical alignments awakened by the Verditius Mysteries. Originally from the Verditius Covenant of Ingasia in Thebes this rare piece was given to Vorsutus as a reward for effectively mediating a dispute between the Verdi of the isle and some bellicose customers.

The sphere is roughly the size of pomegranate. Vorsutus keeps this artifact in a leather wrapped wooden case lined with cushioned velvet to keep it safe and secure. It is unwieldy and generally either stowed in other luggage or stays in the Sanctum of Vorsutus.

(+5 Clairvoyance)

Lab Text: Fortify The Ethereal Threads

Fortify The Ethereal Threads - CrVi 30

Fortify The Ethereal Threads
CrVi 30
R: Touch, D: Ring, T: Circle

Decrease the rate of decay of any Arcane Connection within by three steps though unable to exceed the category of lasting "years" as an AC.
(Base: 15, +1 Touch, +2 Ring)

Lab Text: Memory Palace of the Magus

Memory Palace of the Magus - CrMe 35

Memory Palace of the Magus
CrMe 35, Ritual
R: Touch, D: Mom, T: Ind

Constructs a complete and functional mental laboratory in the mind of the target as an extremely complex memory locus. The memory locus itself serves as an intricate series of mnemonic devices that assist mental lab activities much as a conventional laboratory would assist a magus. The lab is usable for lab activities as any other Mental Lab. See the Major Supernatural Laboratory Flaw "Mental Construct" on Covenants pg 120. for details on the limitations of such a lab. Lab improvements are possible though require the normal amount of time spent on lab improvement representing meditations on improving the intricate memory machines within the memory locus of the laboratory.
(Base 5, +1 Touch, +5 complexity)
(Source 1: Crown of Hermes, Covenants pg 121)(Source 2: Hermetic Memory Spells, Mysteries pg 25)(Source 3: The Laboratory of Bonisagus CrTe 45, Covenants pg 122)

?Reward? - One undefined adventure reward re: siege battle of Constantinople

I could always write him in as joining right before the collapse. But also ... all the magi of Thermakopolis other than perhaps Belisarius as our own addition and Vorsutus were killed in the final battle of the siege etc. So there would be no one to testify as to him being with them etc.

It might be interesting as a political story however.

Vorsutus would try to mount a competent legal defense as it were but he also would approach it from the perspective of "What do I need to do to get your vote? Oh, and remember... these are the guys who sacked The City so, how about we help each other screw them over at the same time? Did I mention I am bringing a counter case against them?"

This should be in place with final totals now. CT is Casting Total, including Arts + Spell Mastery level, and already including any potential application of his Focus. The (+X Pen) is his total Penetration bonus (ability, if the specialty applies, and then if he has the Penetration mastery ability for that spell) pre-multiplier and/or any other factors being applied.

1 Like

Vis Accrued: 30 pawns

Vis Expenditure In Post Gauntlet:

Longevity Ritual (performed by mercurian high priest as adventure reward): (Lab Total: 50) -7p
Bind Familiar: (Lab Total: 35) -7p

Remainder: 16

Other Expenditures:

(Pending)

Did you ever settle on what type of vis came from your source, or were you still keeping it fairly flexible? I only ask because I didn't want to see you shortchange yourself on that front, as I thought the troupe mentioned PVS being worth 6 pawns of form vis a year?

Perhaps I should go read up on this and vis trading/value in general before proceeding. It has been a long time since I got into such things.