Character: Daria LaGris

Daria LaGris, Augustan Sister
Int +2(2) Str -3(3)
Per +0(0) Sta -3(3)
Pre +0(0) Dex -3(3)
Com +0(0) Qik -4(4)

Age 57 (57)
Confidence: 1 (3)

Virtues and Flaws
AUGUSTAN SISTER
Piercing Gaze
Strong willed
Personal vis source
Hermetic prestige
[Premonitions]
[Death prophecy: You will survive the Saxon Emperor]

Ambitious
Susceptibility to Infernal power
Oversensitive to disrespect/bad manners
Weakness (orphans)
[Visions]
[Plagued by Supernatural Entity: "Zeus"]

Reputations:

  • Imperial court Magician 2 (HRE high nobility)
  • Leader of the Triamore Coven 3 (OoH)
  • Tough Lady of Lucien's Folly 2 (Lorraine nobility)
Abilities Lvl
Area Lore: H Rom Emp (Nobility) 3
Area Lore: Lorraine (Nobility) 3
Area Lore: Northern France (Nobility) 2
Area Lore: Triamore Library (research) 3
Artes Liberales (rethoric) 4
Athletics (grace) 1
Awareness (social) 2
Bargain (Nobles) 2
Brawl (dagger) 3
Charm (formal manners) 1
Civil & Canon Law (H. Rom. Emp) 2
Concentration (Casting) 4
Divine Lore (demons) 2
Folk Ken (observe reactions) 2
Leadership (intimidation) 3
Legend Lore (Lower Lorraine) 2
Org Lore: OoH Lore (Mundane relations) 2
Org Lore: Augustan Br (personalities) 3
Parma Magica (mind control) 5
Penetration (Boreas) 4
Philosophiae (moral) 2
Profession: Scribe (Latin) 4
Speak Norman French (slang) 5
Speak Low German (formal) 3
Speak Latin (classic) 5
Teaching (individual) 3
Theology (sin) 1
Thrown weapon (knife) 2

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Augustan abilities and Schools Lvl
Virgilian MT (invent spells) 5
Sortes Virgilianae (magic) 5
Animo (wood) 3
Boreas (Au) 6
Naiads (aq) 1
Prometheus (Ig) 1
Stones (Te) 4
Sylvan Nymphs (He) 5
Vigilant Bees (An) 3
Weapon Init Attk Def Dmg
Brawl NA NA NA NA

Soak : +0
Encumbrance : 0
Sigil: radiance
Longevity potion : 0 (+2 living conditions)
Laboratory: +3, in a +3 aura (Triamore)

Gentlewoman clothes
Cloak
Cane
Animated walking chair
Assistant girl

Spells known

From pole to pole the forky lightning flies (lightning trap) 7. Casting total: +13 (+aura+d10)
School of Boreas, Ease Factor 15
B15 R: Touch, D: Instant, T: Pentagram
When comeone enters the pentagram without urttering the appropriate password, a lightning bolt strikes him causing +30 damage.
(Base 15)

He breathes defiance, blood, and mortal war (stuffy air) 4. Casting total: +10 (+aura+d10)
School of Boreas, Ease Factor 12
R: Touch, D: Sun, T: Pentagram
This rite makes the air in the area covered by the pentagram stuffy and poor for breathing when the trigger condition is met. This effect tends to be placed in a pentagram in front of a door, which is activated when someone tries to force its entry through the door attacking it. Each turn the attackers need to make Deprivation tests due to the bad fumes and bad air in the area, something that tends to break their attack rather quickly.
(Base 9, Sun +3)

Immortal keenness on the blade bestow’d, And plung’d it hissing in the Stygian flood. (Flying dagger pentagram) 10. Casting total: +14 (+aura+d10)
School of the Stones, Ease Factor 18
Range: Touch. Duration: Sun. Target: pentagram
This rite wards a room so that when the effect is triggered five steel daggers leap into the air, whirling menacingly in a series of seemingly random patterns, but always remaining safely within the confines of a large pentagram inscribed on the floor. Anyone entering the pentagram (which should, ideally, impede access to the rest of the room) is subject to a dagger attack each round. This rite is usually set to activate when a door is opened without speaking the correct password, but sometimes it is initiated by someone entering the pentagram instead, turning it from a deterrent to a deadly trap.
(Base 6, +6 Sun, +6 Metal)

A sacred shade, a venerable wood, For vows to Faunus paid, the Latins’ guardian god. (10 animated statues) 12. Casting total: +17 (+aura+d10)
School of the Sylvan Dryads, Ease Factor 27
R: Touch, D: Moon, T: Group
This rite animates 10 things made of plant products, that can then move with purpose and intelligence, without requiring the constant control of the Augustan. This rite is generally cast on articulated wooden statues that are then used as guards or laborers. They have 7 points of characteristics and a single skill at level 3.
(Base 15, +9 Moon, +3 Goup)
Alternative name: When from the woods there bolts, before our sight, Somewhat betwixt a mortal and a sprite

A shining harvest either host displays (ward vs rot) 3. Casting total: +8 (+aura+d10)
School of the Sylvan Dryads, Ease Factor 12
R: Sight, D: Ring, T: Pentagram
This ward prevents the decay of any plant or plant products placed inside the area covered by the pentagram. It tends to be placed in the ceiling of cellars and pantries, so that mundane staff can operate below without disturbing the pentagram. One large such ring is located in the ceiling of Triamore’s cellar.
(Base 6, +6 Sight, +6 Ring)

Pentagram Against Wolves 1. Casting total: +4 (+aura+d10)
School of the Vigilant Bees, Ease Factor 3
R: Touch, D: Ring, T: Pentagram
Wards all within against mundane wolves. Note this is far more specific than the Hermetic equivalent, Circle of Beast
Warding , but it is a trivially easy rite for anyone with School of the Vigilant Bees. Of course you have to have learned the correct rite for the animal currently troubling you!
(Base 3)

Pentagram against Rats 1. Casting total: +4 (+aura+d10)
School of the Vigilant Bees, Ease Factor 3
B3 R: Touch, D: Ring, T: Pentagram
Wards all within against mundane rats. Useful to conserve your harvest.
(Base 3)

Pentagram against Mice 1. Casting total: +4 (+aura+d10)
School of the Vigilant Bees, Ease Factor 3
B3 R: Touch, D: Ring, T: Pentagram
Wards all within against mundane mice. Useful to conserve your harvest.
(Base 3)
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ANIMO

Jupiter’s Tears Nourish Gentle Ceres
School of Boreas, Ease Factor 24 Ritual
Range: Touch. Duration: Sun. Target: Boundary.
This rite wards a clearly marked area no greater than 1000 paces across (usually a nobleman’s croplands) so that a nourishing rainfall is called up when the effect is triggered.
While this rite does see occasional use, its Vis cost means that the effect is more typically inscribed into a stationary animation and set within the warded area. As implied by the name, statues of the Goddess Ceres are most commonly enchanted for this purpose.
Example: This ritual generally set to activate when a particular passage from “The Aeneid” is recited within the warded area. When inscribed into an animation, however, it’s generally activated by a linked Sortes Virgilianae effect that detects when a plant within the warded area is suffering from a lack of water (EF 12).
(Base 6, Sun +6, Boundary +9, Size +3)

  • ANIMO: A statue to Ceres in the fields of Triamore. Triggering effect is to throw water on the statue
    • Open 1 season. Might 8
    • Awaken 1 season
    • Inscribe with effect 1 season, in an aura 6 (lab total 19 + aura!).

With us, one common shelter thou shalt find, (antirain roof of Triamore)
School of Boreas, Ease Factor 21
R: Touch, D: Sun, T: Structure
This rite controls a severe weather phenomenon (heavy rain) and prevents it from leaking through the potential cracks in the building’s structure, directing the water flow to the pipes that send the water to the cistern.
(Base 9, +6 sun; +6 structure)
ANIMO: A statue of Tempestas located in the roof of Triamore. This Animo activates the effectwhen she becomes wet. (2 uses per day).

And tow’ring o’er his head in triumph ride.
School of the Vigilant Bees, Ease Factor 24
R: Touch, D: Sun, T: Pentagram, Size +3
This spell makes an animal up to size +2 passive and pliable to the desires of the rider. This makes Gifted individuals able to ride a horse, even if the casting time and the long-term effects make this spell undesirable for the horse and the tired Augustan. Because of these limitations, this effect tends to be enchanted in an Animo Alexandrite (+5 affect horses) that is then touched to the horse; he and any nearby horses (Target: Group) will become pliable to the effect. The enchanted alexandrite tends to have 2 uses per day.
(Base 15 Sun +6 Size +3)
ANIMO. An Animo Alexandrite that activates the effect (Touch Sun Group) when it is touched to the forehead of a horse.

As with Remi, I tried to keep myself true to the original source material. I added some extra area lores and languages, but tried to keep his abilities in line, and his Arts following his Hermetic equivalents (sort of).

reserved for advancement

I have been looking at vigilo rites. Daria can make Triamore a fortress via traps and watching wards in pentagrams. I will avoid it or the characters would not be needed and that makes for a BAD story of I specialise her here. She will have 2 traps (a lightning and some daggers in a pentagram), something it make doors resistant and a ward against water for the roof. She can improve the crops. Besides that and a few funky spell to animate wooden items (think Disney's Fantasia) I am failing to find much use for her, really. She is less dynamic than I thought when would be.

And I am still not fonding how the brotherhood deals with aging...

I fear: just dying.

See RM p.52 box: "Wizards may not create enchanted devices, including Longevity Rituals ..." "Virgilian magic may never be cast upon the self." ToP p.14f Buonacorsus just got Unaging as a Virtue.

Ok. She will get a potion from the witches then. A reason for those 2 disparate traditions to collaborate. But yeah, she and Remi might not be around much...

Sortes Virgilianae is a real asset of a leader, because it just uses one Supernatural Ability for all kinds of divination. Just make sure that the Aeneid is always at hand.

Does that work? HMRE p.42 "A folk witch cannot create a Longevity Ritual for another character."

Ah crap.
Well, when you talk to Daria pay your respects. She is 60 so she might not survive the winter...

Once Frère Sulpice understands the situation, he might tactfully make some proposals to improve Daria's and some other sodales' Living Condition Modifiers (A&A p.59 Eucrasia). He needs Fra Taddeo to help him monitor the regimen.

Sophie can handle aging two different ways pretty well.

There is a Weal effect like RoP:F p.130 The Endless Summer, cast as Enchantment by Sophie. And there is a Grant effect giving Virtues like Unaging, Faerie Blood or Transformed (Being) leading to Magic Human, based on a p. 127 level 15 or 45 Grant Guideline.

Making such changes of Daria's life and personality acceptable is the main problem here.

There is a typical way to use Faerie Wizardry for longevity, that might look plausible for an Augustan like Daria.

Use the level 4 Weal Guideline "Delay all of a character's natural Aging and Recovery rolls until after the effect ends" with a Faerie Durations like Hidden as in p.127 A Proper Blessing. And afterwards make sure you take no wounds any more - because still ultima necat.

Yup. I'd mentioned a few of these in the other thread. I left out granting Unaging, though I'd have to double-check if Grant can provide that (or Ages Well); Faerie Blood cannot be given by Grant. We cannot grant Major Virtues, though; that was house-ruled away at the beginning of the game.

Daria might look better on it by having him sing Christian songs to enable the process? Maybe not?

The supernatural aura that you are refering to can be any supernatural aura? Daria spends 1 season in the court of the Holy Roman Emperor per year, so she might ressent being limited to "only" the Ardennes or Triamore. I need to read what fae magic can do.

Here comes the basic spells that I think Daria would have. I have left out a alot of combat-oriented spells that I originally designed because I found that they didn't suit the character. A lot of dwelling protection spells are it as well because turning Triamore into an impenetrable fortress removes a lot of story potential and agency from the main characters you will be playing. The original Triamore character is extremely combat oriented, but I do not like it. Given her spells she could have simply steamrolled over some of the situations of "mundane danger" described in the book, and that sounds awful to me. Daria is described way more as a politician and stern leader, not a rampaging killer.

The rites come up to 105 points. Since she adds her score in the Communication, the specific School and aura +D10 to the casting, she does not need to learn the diverse spells to their respective levels, but some of the harder ones will take a lot of PX to have a fair casting total. Edit: It comes up to around 180 PX (7.5 years of life).

Adding the Animo that I plan to have her create it will be around 10 years. She will be slightly younger than in the books, but not by much, around 60. I also need to do all the rolls for her aging (ouch!) but so is life.

All spell names for spells not in Rival Magic taken from sentences in the Gutenberg Aeneid: https://www.gutenberg.org/files/228/228-h/228-h.htm#link2HCH0012

Comments and suggestions welcome.

From pole to pole the forky lightning flies (lightning trap)
School of Boreas, Ease Factor 15
B15 R: Touch, D: Instant, T: Pentagram
When someone enters the pentagram without uttering the appropriate password, a lightning bolt strikes him causing +30 damage.
(Base 15)

He breathes defiance, blood, and mortal war (stuffy air)
School of Boreas, Ease Factor 12
R: Touch, D: Sun, T: Pentagram
This rite makes the air in the area covered by the pentagram stuffy and poor for breathing when the trigger condition is met. This effect tends to be placed in a pentagram in front of a door, which is activated when someone tries to force its entry through the door attacking it. Each turn the attackers need to make Deprivation tests due to the bad fumes and bad air in the area, something that tends to break their attack rather quickly.
(Base 9, Sun +3)

Immortal keenness on the blade bestow’d, And plung’d it hissing in the Stygian flood. (Flying dagger pentagram)
School of the Stones, Ease Factor 18
Range: Touch. Duration: Sun. Target: pentagram
This rite wards a room so that when the effect is triggered five steel daggers leap into the air, whirling menacingly in a series of seemingly random patterns, but always remaining safely within the confines of a large pentagram inscribed on the floor. Anyone entering the pentagram (which should, ideally, impede access to the rest of the room) is subject to a dagger attack each round. This rite is usually set to activate when a door is opened without speaking the correct password, but sometimes it is initiated by someone entering the pentagram instead, turning it from a deterrent to a deadly trap.
(Base 6, +6 Sun, +6 Metal)

A sacred shade, a venerable wood, For vows to Faunus paid, the Latins’ guardian god. (10 animated statues)
School of the Sylvan Dryads, Ease Factor 27
R: Touch, D: Moon, T: Group
This rite animates 10 things made of plant products, that can then move with purpose and intelligence, without requiring the constant control of the Augustan. This rite is generally cast on articulated wooden statues that are then used as guards or labourers. They have 7 points of characteristics and a single skill at level 3.
(Base 15, +9 Moon, +3 Group)
Another potential name for the rite: "When from the woods there bolts, before our sight, Somewhat betwixt a mortal and a sprite"

A shining harvest either host displays (ward vs rot)
School of the Sylvan Dryads, Ease Factor 12
R: Sight, D: Ring, T: Pentagram
This ward prevents the decay of any plant or plant products placed inside the area covered by the pentagram. It tends to be placed in the ceiling of cellars and pantries, so that mundane staff can operate below without disturbing the pentagram. One large such ring is located in the ceiling of Triamore’s cellar.
(Base 6, +6 Sight, +6 Ring)

Pentagram Against Wolves
School of the Vigilant Bees, Ease Factor 3
R: Touch, D: Ring, T: Pentagram
Wards all within against mundane wolves. Note this is far more specific than the Hermetic equivalent, Circle of Beast Warding, but it is a trivially easy rite for anyone with School of the Vigilant Bees. Of course you have to have learned the correct rite for the animal currently troubling you!
(Base 3)

Pentagram against Rats
School of the Vigilant Bees, Ease Factor 3
B3 R: Touch, D: Ring, T: Pentagram
Wards all within against mundane rats. Useful to conserve your harvest.
(Base 3)

Pentagram against Mice
School of the Vigilant Bees, Ease Factor 3
B3 R: Touch, D: Ring, T: Pentagram
Wards all within against mundane mice. Useful to conserve your harvest.
(Base 3)
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ANIMO
Not all Animo need to have been created by Daria, or be available. These are simply the 3 of the 5 Animo that are un Triamore. The other 2 are the lions that Anaxagoras created in the main hall's hearth.

Jupiter’s Tears Nourish Gentle Ceres (raining if there is a draught)
School of Boreas, Ease Factor 24 Ritual
Range: Touch. Duration: Sun. Target: Boundary.
This rite wards a clearly marked area no greater than 1000 paces across (usually a nobleman’s croplands) so that a nourishing rainfall is called up when the effect is triggered.
While this rite does see occasional use, its Vis cost means that the effect is more typically inscribed into a stationary animation and set within the warded area. As implied by the name, statues of the Goddess Ceres are most commonly enchanted for this purpose.
Example: This ritual generally set to activate when a particular passage from “The Aeneid” is recited within the warded area. When inscribed into an animation, however, it’s generally activated by a linked Sortes Virgilianae effect that detects when a plant within the warded area is suffering from a lack of water (EF 12).
(Base 6, Sun +6, Boundary +9, Size +3)

  • ANIMO: A statue to Ceres in the fields of Triamore.*

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With us, one common shelter thou shalt find, (waterpoof roof of Triamore)
School of Boreas, Ease Factor 21
R: Touch, D: Sun, T: Structure
This rite controls a severe weather phenomenon (heavy rain) and prevents it from leaking through the potential cracks in the building’s structure, directing the water flow to the pipes that send the water to the cistern.
(Base 9, +6 sun; +6 structure)

  • ANIMO: A statue of Tempestas located in the roof of Triamore. This Animo activates the effectwhen she becomes wet. (2 uses per day).*

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And tow’ring o’er his head in triumph ride (tame horse for the Gifted)
School of the Vigilant Bees, Ease Factor 24
R: Touch, D: Sun, T: Pentagram, Size +3
This spell makes an animal up to size +2 passive and pliable to the desires of the rider. This makes Gifted individuals able to ride a horse, even if the casting time and the long-term effects make this spell undesirable for the horse and the tired Augustan. Because of these limitations, this effect tends to be enchanted in an Animo Alexandrite (+5 affect horses) that is then touched to the horse; he and any nearby horses (Target: Group) will become pliable to the effect. The enchanted alexandrite tends to have 2 uses per day.
(Base 15 Sun +6 Size +3)

  • ANIMO. An Alexandrite brooch that activates the effect (Touch Sun Group) when it is touched to the forehead of a horse. (2 uses per day)

Yes, any supernatural Aura, but traveling between them would be a problem without teleportation. Aura isn't the only good Duration, though.

Indeed. There are also the Durations Hidden (see above for "keeps hidden a stone given to him by the caster"), Until (which always expires if the caster dies, passes into Twilight or experiences Faerie Calling) or Symbol ("lasts as long as a symbol fashioned at the time of casting does" - the Picture of Dorian Gray).

Daria would have to 'choose her poison' with such an effect. All Durations specify conditions, under which after some time Daria is likely to just die ...

Ok, just ran her numbers for the spells and the 3 Animo. She is 57 years old.
Time to roll the crisis!!

Age Stress Roll Age Modif Living cond TOTAL Aparent aging Aging points in characterstic
35 2 4 -2 4 1
36 9 4 -2 11 1 1
37 3 4 -2 5 1
38 6 4 -2 8 1
39 4 4 -2 6 1
40 7 4 -2 9 1
41 8 5 -2 11 1 1
42 8 5 -2 11 1 1
43 5 5 -2 8 1
44 10 5 -2 13 1 +1 decrepitude (adding XP in characteristics)
45 10 5 -2 13 1 +1 decrepitude (adding XP in characteristics)
46 7 5 -2 10 1 1
47 8 5 -2 11 1
48 4 5 -2 7 1
49 4 5 -2 7 1
50 20 5 -2 23 1 +1 decrepitude (adding XP in characteristics)
51 10 6 -2 14 1 1 (QIK)
52 10 6 -2 14 1 1 (QIK)
53 5 6 -2 9 1
54 9 6 -2 13 1 +1 decrepitude (adding XP in characteristics)
55 7 6 -2 11 1
56 6 6 -2 10 1
57 2 6 -2 6 1

Ouch. That was hard.
She is 57 and looks the part. In fact she is has suffered 4 Aging Crisis (44-45 was a terrible period for her, and then at 50 and 54) and is at Decrepitude 4. Even assuming that Remi managed to put her through all the crisis with his Mythic Herbalism she is extemely frail and nearing her final act. Soooo.... I created a whole Augustan character that will see few usage :slight_smile:

Now I understand why she invited you all in. Triamore is her legacy. You are to take care of it though troubled times.

So unless someone can come up with a good way to extend her life, Remi will probably be the next Lord of Bois de Haillot

It's not an issue of being able to extend her life. It's just a question of how she's willing to work with it being done. Sophie can extend her life several different ways, but there could be a few issues Daria wouldn't be happy with.

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