Year 1: The Year of Living Dangerously
(When you describe it like a Traveler table, I hesitate to adventure at all! I remember Traveler, and the characters who died during character creation or who emerged... scathed. But here goes. I'll assign xp later.)
It is said that a Flambeau apprentice Gauntlets by traveling to a known place, wreaking havoc along the way. He is judged by the quality of the havoc he wreaks. The same is not said of Criamon magi, but it can happen.
Deborah, having completed 15 years of study, is now sent to the Cave of Twisting Shadows where she may kill the Primus, whose time has come, just like it did 90,000 years ago.
Winter
"Aren't you coming with me?"
"I can point you toward your Way, but choose not to walk it with you. Go in peace."
"We'll see."
Deborah takes the prescribed route, and the Criamon have a surprise for her along the way. A nasty adulteration has been terrorizing a mountain hamlet. It attacks Deborah. Deborah barely holds her own and is forced to withdraw and take stock of the situation. She realizes that this is a Criamon test of some kind and observes everything that is going on. The peasants are terrified of her. Most of them hide but a few run to the local lord for assistance. Deborah resolves the situation by allowing the adulteration to live and haunt the area, but kills off all the peasants in the hamlet, the lord, and everyone else in the vicinity.
Then she continued until she reached the Cave of Twisting Shadows.
"Your spirit is stained with the blood of innocents."
"You would have had me kill the adulteration."
"It is a monster."
"My world has room for monsters."
10xp plus stuff
5xp Parma --> 8xp; 16xp
2xp Nature Lore; 77xp
1xp Folk Ken; 16xp
1xp Creo --> 2xp; 80xp
1xp Stealth; 16xp
Spring
"Aren't you coming with me?"
"I can point you toward your Way, but choose not to walk it with you. Go in peace."
"We'll see."
Deborah takes the prescribed route, and the Criamon have a surprise for her along the way. The route goes through a city, and Deborah knows enough about Criamon ways that going around the city will not take her to the same place as going through it. Through the city she goes, but takes the sewers, for the city was originally Roman and actually has them. The people of the sewers mostly flee from her in terror, though the rats get along with her just fine. A coven of diabolists mistake her for a demon and seek to worship and help her in exchange for her favor. This is their last mistake. This draws the wrath of real demons, who by turns contend with her and her vermin spirit for control of the rats, seek to destroy her, and seek to corrupt her for isn't she so very like them? It is touch and go for a while due to mutual incompetence: The demons were intended to corrupt the outcasts of the city, and their best powers largely don't work on Deborah, but Deborah's magics are not well-suited to fighting demons. As collateral violence rose in the city above, and the demons brought in more suitable reinforcements, it looked as though Deborah would lose. But she reached out beyond the sewers, and discovered the natural world within the city. She made contact with supernatural animals in the world above, and the animals found and played charades with a young man studying for the priesthood who finally realized what they wanted; he followed them to the sewers and the demons fled before his faith. Deborah hid in the shadows and watched. The night before she left the city, the young man was murdered under circumstances where the animals could not help her discover the murderer, and her other magics are poorly suited to that. Deborah left the city, her victory bittersweet.
Then she continued until she reached the Cave of Twisting Shadows
10xp + stuff
5xp Parma --> 8xp; 24xp
1xp Nature Lore; 78xp
1xp Creo-->2xp; 82xp
1xp Infernal Lore; 1xp
1xp Dominion Lore; 1xp
1xp Finesse; 16xp
Summer
"So you have been planning my journeys."
"Yes."
"Which one was real?"
"Both of them." "You could have let the diabolists be."
"No I couldn't."
"If you had let them be, your son would have lived."
The senior Criamon wizard could easily have defeated her had he been truly prepared for her. He had Warded himself against animals and thought himself prepared, but of the myriad vermin surrounding Deborah, a few had a smidgeon of Might and passed through the ward. Just being with her set him on edge. He failed to concentrate on a proper counter, and Deborah webbed him and killed him with her knife. Or perhaps the Criamon wizard knew exactly what Deborah would do. Who can tell?
"He created her tests, and was himself tested. He slew the innocent as surely as she. Let it rest."
"It will be a long time before we see him again. I am going to miss him."
"Both of them."
The Criamon deliberated and consulted and decided that Deborah was not yet officially a magus, and therefore did not violate the Code. There was only one thing left to do. Well, two things. First, officially confirm that she is a maga. As for the second....
"Thank you for coming. We really ought to stop meeting like this!"
10xp + stuff
5xp Parma-->8xp; 32xp
5xp Enigmatic Wisdom; 5xp
Winter
Having slain the Primus, Deborah is at last able to learn Enigmatic Wisdom. She spends the season being taught by the dead primi of House Criamon.
How many xp would you like her to get for this?
X xp Enigmatic Wisdom; X+5xp
As a side effect of all this, Deborah now has a Reputation.
Years 2 and 3: The Years of Settling In
Deborah returns home aboard a giant dragonfly. The vermin spirit exerts some power to speed it on its way, because it is anxious to start building; the journey takes less than a day.
She officially becomes a member of the covenant as a maga Ex Misc.
Note that William Josephus Robertus remains alive and well. If he is a senior member of this covenant we now have a Criamon! I'll leave his initiatory Path open, because it's less essential than other aspects. He has a Gentle Gift and is popular among other Criamon, especially since his return from Saracen lands with new insights and especially new herbs to promote enlightened well-being. He has this radical idea that the solution to the Enigma might be found through something he calls Total Acceptance; a few Criamon think this is just an excuse for slacking. He is especially adept with Intellego and Vim, but has solid scores in most Arts. He has become more interested in Herbam lately, and thinks that Deborah and her bugs might promote more intensive cultivation of his special herbs and spices.
Meanwhile, the plan is for Deborah to read Magic Theory while the spirit builds a suitable home. The materials for this can be found in nature, yet the costs of creating a +3 upkeep lab might go toward exotic materials.
Deborah has been bearing children regularly, and I elide these.
Every season, Deborah spends two or three days in the wild and uses her Nature Lore to find some vis (level 3 ability), probably Animal. Normandy being what it is, I assume 1 pawn. I did not give this to her for her first year, nor did she get to correspond.
Winter: She reads and corresponds about Magic Theory. 13xp; 43xp
Meanwhile, at a suitable location on covenant grounds, the vermin spirit asserts its Presence. Vermin of all kinds, magic and mundane, have begun digging and piling earthworks, tunneling, weaving thick strands of web as strong as steel, excreting hard accretions, creating vast sheets of honeycomb.... Yuck! Other animals come too, especially birds. Sanctum markers surround the horrific place. There will be 5 seasons of changes.
Spring: Deborah reads Concerning Living Beasts and corresponds Animal. 18xp-->27xp; 105xp
Summer: Deborah reads Ars Magica and corresponds Vim. 22Xp; 22xp
Autumn: The spirit builds. Deborah reads Magical Control and corresponds Rego. 18Xp; 18xp
Over the past year, the spirit has produced for Deborah 2 pawns of Animal and 2 pawns of Vim vis, in her sanctum.
Vis stores: 6An + 2Vi
Children: Many
Winter: Deborah expects to read, but adventure beckons! Through her network of animals, she gets hints of a potential vis source. She offers to find it as her service to the covenant; the senior magi agree, and she tracks it down. Sure enough, there is a small vis source, hitherto undiscovered because it it is in a tiny pocket regio, in which lairs a magical trap spider that grabs passing prey from the mundane world. The dessicated husks of its victims provide X pawns of Perdo vis per year. Coopting the spider is the easy part, but what about the Bjornaer heron magus, who wants to eat the spider and destroy the site as a Quest and Sacrifice of a great initiation, and the Tytalus magus who says that the site has been his all along? And how is it that all these magi converged on the same place?
Resolution is up to you. No one wants to resolve this with Certamen, because the third magus will immediately challenge the weakened victor of the first round, and win. Deborah knows that she can yield the site if she gets something good in return for it that she can show for it. She is ruthless enough to kill the spider (which cannot harm her, nor can the Bjornaer in animal form) and let everyone lose, or simply make the spider too big for the others to deal with, and have the spider walk away with her. The Bjornaer is probably more desparate and willing to offer more, but the Tytalus is more aware of the possibility of negotiating. Deborah probably sides with the Bjornaer, but she wants him to pay her some vis and a copy of a decent tractatus. Unless the Tytalus offers more? And maybe Deborah does destroy the whole ball of wax? Or does the Tytalus do something clever? Or maybe the Tytalus outclevers himself, and the Bjornaer attacks him, and Deborah takes all? Whatever the other magi do, Deborah will give them little time for chit chat, unless they're bidding against each other for her support.
Whatever she gets from this adventure goes to the covenant.
She has enough time to correspond.
11xp + stuff
5xp Parma --> 8xp; 40xp
1xp Folk Ken; 17xp
1xp Magic Theory; 34xp
1xp Peripheral Code of Normandy; 1xp
3xp Nature Lore; 81xp
Spring: At last, the lab is ready for Deborah! (5 seasons, rather than 6 because a lesser focus and feature were removed.)
Deborah refines the Lab, to make it her own. She needs rolls for Highly Organized and Spotless.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 42xp
2xp Magic Theory; 46xp
Summer: Deborah refines the Lab to +1. She needs rolls for Highly Organized and Spotless.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 44xp
2xp Magic Theory; 48xp
Autumn: The spirit is getting antsy about the delays! Deborah refines the Lab to +2. She needs rolls for Highly Organized and Spotless.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 46xp
2xp Magic Theory; 50xp
Over the past year, the spirit has produced for Deborah 2 pawns of Animal and 2 pawns of Vim vis, in her sanctum.
Vis stores: 12 pawns of Animal, 5 pawns Vim. She also gets one pawn of any Form from the covenant. She chooses Vim because it is the most valuable, already included.
Children: Many
Year 4: The Year of Familiar and Familial Ties
Winter: Deborah binds the spirit as familiar, at last. It is an especially prosperous year for the covenant. It has also become a less pleasant place, and if that hasn't been obvious before, it is now.
She uses a CrAn vermin Lab Total for this: 3+7+17+15+15+9+20+Aura = 92 or 93 (for Aura 6 or 7, leaving out any Spotless or Highly Organized.) She needs 65. She can only use up to 14 pawns of vis, and chooses to bind with 13 pawns. She gets a Golden Cord 3, a Silver Cord of 1 and a Bronze Cord of 3. She is very happy with her new home!
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 48xp
1xp Nature Lore; 82xp
1xp Creo-->2xp; 84xp
Spring: Deborah starts to refine her lab to +3, her limit, but has a nightmare about her children. She spends the season finding out what they are doing. In some cases, she does not even know who they are. She challenges William to certamen when he refuses to tell her the whereabouts of the some of the ones he placed while she was an apprentice. She loses. She has various minor adventures pertaining to her children, mostly trying to stay hidden. She corresponds with various social magi.
5xp Parma -->8xp; 56xp
1xp Stealth; 17xp
1xp Folk Ken; 18xp
1xp Creo-->2xp; 88xp
2xp Nature Lore; 84xp
Summer: Deborah refines her lab to +3, her limit. Need rolls for Highly Organized and Spotless. By now she probably has them.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 58xp
1xp Nature Lore; 86xp
1xp Creo-->2xp; 90xp
Autumn: Deborah begins to reorganize her lab and sanctum to better partake of the natural environment, now that she and the spirit have a better feel for where they are. -2 Aesthetics, +3 Animal.
Lab Stats excluding refinement: +6 General Quality, +3 Upkeep, -17 Aesthetics, +1 Safety, +4 Health (if you're Deborah ), +16 Animal, +1 Cr, +1 Ig, +1 Im, +2 Vis Extraction, +2 Longevity.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 60xp
1xp Nature Lore; 87xp
1xp Creo-->2xp; 92xp
Vis Stores: 3An + 5Vi.
Children: Many.
Year 5: Childhood's End
Winter: Deborah finishes reorganizing the lab to better feature the webs.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 62xp
1xp Nature Lore; 88xp
1xp Creo-->2xp; 94xp
Spring: Deborah reads Subtle Improvements and Corresponds in Creo. 14-->21xp; 115xp.
Summer: Deborah is feeling restless and offers to assist the covenant's pirates as her service to the covenant. Naturally, that doesn't work out because, well, because they're people. So Deborah decides to fulfill her covenant service by finding out just how effectively she and her vermin can maraud. Whether the pirates or Deborah win this contest, it is going to be a lean and hungry year for the covenant's enemies.
5xp Parma-->8xp; 70xp
3xp Nature Lore; 91xp
1xp Creo-->2xp; 117xp
1xp Animal-->2xp;107xp
1xp Finesse; 17xp
Autumn: Deborah bears her last children for fosterage. She also researches her longevity ritual. She uses CrAn but does not get her focus: 3+7+17+17+9+28+Aura = 87 or 88. This will provide her a -18 bonus to aging rolls starting next season. It costs her 7 pawns of vis.
She gets Exposure and correspondence xps:
1xp Parma --> 2xp; 72xp
1xp Nature Lore; 92xp
1xp Creo-->2xp; 119xp
Vis Stores: 0An +8Vi.
Children: All finished. Nu, so when am I going to have grandchildren?