Character Development

  • will add the exposure XPs

  • will use correct spelling from now on, or at least try :slight_smile:

  • will fix the lab issues. That will take some time in RL though ... but I was prepared for this. Note that in my lab total calcs all throughout I do not add in a value for lab bonuses. Literraly, Flavius can use an absolutely default lab - with the one exception being that his ReIm spell will require him to do one season of overtime, unless the new lab covers it.

  • have to disagree with you on the issues relating to it being moms lab and how similar they are. The lab, save for the building its in, would likely have looked totally different, been totally different in terms of specialties than the one presented for Flavius. You're apparent assumption they are the same lab is a faulty premise. What reason would she have to keep a zero refinement lab for years and years? When his mom was using the same space for her lab it would have had a high refinement score, and would not nescessarily had the same equipment. Yes, flavius may have kept some of his Mom's stuff but as per the RP description of refinement would have had to shuffle things around, redisgn ... when one assumes control of a lab the lab itself changes as it is reorgaized. This must be the case, since refinement drops to zero and so the balance of virtues and flaws changes - or so I thought.

To say that the reputation would still belong to his mom is also .. just a strange idea to me. Yes, his lab is in the same space. But aside from that it is going to be its own entity. Plus he's operated out of it for quite a few years as of game start AND she's been declared legally dead for goodness sake. How does your assertion work with a parallel example? Take the same situation and apply it to some caves at the new covenant. So, lets say covenant creation goes with the idea of an old covenant being there before. There is a nice cave for a lab and it has some stonework done already - the tables, some usabale basic equipment and summoning circle are there. Everything else needs to be moved or replaced cause its old or just doesn't work for the magus taking control and reoganizinging it. So in that season of reorganizing and assuming control an inscription is found saying a famus magus, Insanus of Criamon, had a really nice lab here a century ago. So you are saying that the lab setup, which is completeely different in composition save it uses basic beakers, bowls, and has the same stonework on the floors, etc ... somehow retains the 'ownership' of the long dead Insanus of Criamon?

I'm just not following on how the reputation would remain his Mom's is all - trying to work with it and not seeing how it would be so. Its not like he's just keeping a chair warm, he's fundamentally made this space his lab.


  • For the vis stipend I was refferring to annual allocation. I am assuming, and may be wrong, that regular full members of a normal covenant would be allocated an amount of vis per anum. I am wondering what a reasonable level for this if as regards Flavius stiped from Semita. I think it fair that it would be simmilar to whatever allocation happens for the other PC magi at Nova Castra.

  • Since I've used no vis, I can retain 5 per year post guantlet? Wow, thats a pile. Are you sure? Am I misunderstanding? ... it just seems alot.

Cheers,
Chris

He's only got one Personality Flaw right now, so that would probably be my first choice if it were my character. It could be something related to wanting to find his parents (like Driven).

This is clever, but hardly a Facebook-level idea, and doubtless some other one of the thousands of magi in the history of the Order would have come up with something similar before. And no, your argument isn't original--I got it from another player several years ago, though he didn't mention Facebook. :slight_smile: Yes, characters can do brilliant, original things, but not as a matter of course, and I'd particularly expect that kind of stuff from character with high Int, and Inventive Genius or Free Expression.

I can think of three problems right off the bat.

  1. Unless the spell has high Penetration, anyone with Magic Resistance will lose the effects of the "spice", and complain to the baker.

  2. Moon spells all expire together at two points in the lunar month, which means, not only that he'll need to make all his deliveries on those two days, but also that some products will see their flavoring expire before they can be eaten, and bakers probably won't appreciate the inconsistency.

  3. I understand he's got a fast travel spell, but this is going to require a lot of traveling, and a lot of interaction with mundanes, and occasionally both of those things are going to result in unforeseen consequences.

I do agree it's clever and interesting. What's the money for, though?

Scott

While I'm at it...10 seasons being taught is stretching things a bit. Yes, the covenant probably has the specialists in question on hand, but devoting them solely to Flavius all that time is a bit much.

Scott

Well, if it doesn't affect the lab totals, it shouldn't take too much time.

If the lab is completely different now, he needs to set it up himself--note the rules for adding Virtues on pg. 113.

Stipends depend on the covenant, but yeah, he can save up to 5 pawns a year, for our purposes, if he isn't using any.

Scott

Are you planning to retain membership of Semita Errabunda and keep using your old labs and covenant facilities after the game starts? (I'm asking because Nova Castra will be newly refounded at game start, so the other magi won't have been there in their backstory).

Portia can relocate labs formulaically :slight_smile:

The seasons being taught are coming from the one teacher, old Fhazid - not many specialists. He is mentioned over and over in the backstory ... He has only the recommended skills for a magister in arbitus plus a little bit of islamic / gnostic flavour. So thats one specialst, who he resuced from a life of poverty becuase he's a gnostic who got turfed. Take a look at all the skills taught, they are all the regular academic package, major languages of learning and education ... things an old scholar would reasonably know.

Stat wise he is the standard teacher, and I even compensate him ... with a lifestyle at the covenant. I see him as having the poor flaw, or what not so he occiasionaly works three seasons in a row ... but usually works two seasons a year.

How much more normal can I make it? If its somehow unreasonable ... I don't what know then.

OK forget the business idea - its not suposed to be a unique argument (quite the opposite actually - but thats no longer relevant), or a facebook level idea ... that was to illustrate the point. Its just supposed to be a clever and interesting side business to cover the cost of some parties, high living, a good mundane library and a cool lab. I am open to suggestions for something that will work in your opinion, for a magus with the very common talents, ideas and spells Flavius has. The reason I ask is you have your vision of mythic Europe and I'll go with that becuase this is not a focus of the charachter .... not something I want to spend much time on, something simple.

Doctors make alot of money, maybe I'll just mind control Doctors for donations to a worthy cause or something. Maybe he'll just trade salt for gold in the desert - or real spices fresh in the off seasons. Maybe he'll just take touch of Midas in his apprenticeship.

Driven is a good idea. I'll go with that.


Lab stuff no problem, easy to fix. I think I'll just have Mom's last will and testamanet (the period equivalent) read that her lab stuff and all but a few books get donated to Semita for use by this or that magi (not Flavius) and that he has the garden house lab and a villa with a big but empty lab space to set up in during play. I will of course, rectify the stats for the garden house lab to the following:

basic in most ways except something to provide the +3 teaching and being a stand alone building. I'll find a way to bring the upkeep back down to +0, or pay the difference out of Flavius pocket. I can make him older to account for the few merits / flaws and setup time required. That means Falvius does an overtime shift the one time he needs too: inventing the ReIm spell.

Sound good?

Issues adressed.

I see - well I was brought on board to play the '"friendly magus from afar who hangs around becuase hes enthusiastic about the project", has a dependant involved, etc. Staying true to that means developing Semita a bit, and I think keeping his sanctum there for at least the medium term.

Eventually he might join, but he has to be plausible as a visitor with something to offer. Being setup at Semita works toward that and another covenant with some detail adds to the saga landscape.

I haven't forgotten I said I'd be happy to play a forge-companion or failed apprentice, but have got slightly distracted from actually creating and posting one. Have you any preference, or ideas? Somehow, a Greater Immunity to Fire seems something of a necessity.

Sorry, missed this. Yes, when the Refinement drops on taking over a new lab, because the new magus has a lower Magic Theory score than the old one, the lab changes, but only in the sense that it loses Virtues--you get to pick the ones lost and retained.

Scott

Yeah, the equipment, but the space and shape still matter. :slight_smile: So what did you have in mind?

Scott

I've got my heart set on inventing an improved lab equipment ritual that creates the extra equipment to basically grant the Greater Expansion virtue. I can probably pull it off in one season pretty handily, with Salutor's help, the similar spell bonus, and wild experimentation.

Salutor-- Greater Immunity to Disaster would be very useful indeed :slight_smile: I prefer a failed apprentice to a Forge Companion. No higher than a +4 Int, though-- at +5 Int I envision Portia as someone who enjoys the company of people smart enough to appreciate her intellect, but finds excuses to dislike the few people who are her intellectual equals. :wink:

Hmmm - seems I do have two personality flaws already so Driven won't work.

Flaws can be so difficult sometimes.

Actually, from the description of Greater Expansion, couldn't it be achievable with a second casting of the existing ritual?

Hmm...I'd be inclined to say not, since it's not just two of everything. Note the second sentence of the description.

Seems like a waste of vis, too. Also, I'm not positive we're gonna be able to afford that Upkeep.

Scott

Yes, I don't think there are enough of them available, or at least not enough that aren't crippling--the Minor/Major system I think really makes some that would be OK at two points hard to take (and some that would be OK at four or five equally hard).

Since you've got a Story Flaw and Two Personalities, it needs to be General, Supernatural, or Hermetic. Weird Magic is pretty frigging harmless (Viola has it, and it's never even come up--I have before house-ruled it to require a roll for every spell, not just the ones you roll a "0" on), but probably not in character. Warped Magic might go along with his fae nature and his upbringing in an aura, as might Baneful Circumstances. Motion Sickness would go well with the poisoning backstory.

Scott

So here we are, I think everything has been adressed. I just don't have time to renumber the detailed advancement posted above - and the (underlined) changes below don't change the sequence of any seasons with math in them, so there isn't really a need to do so save for cosmetics. The extra seasons from being a year older and the two existing lab takeovers can be logically added to the begining of the advancement yeilding 6 seasons ... sufficent to set up the new lab design included below. The lab space in the villa is vacant, Flavius just uses the villa as a residence and as of 1226 remains in his garden lab. Found a new flaw .. really like it, fits Flavius to a tee. Relative to the newly guantleted char sheet above the 60xp and 30 spell levels from no longer having weak parens were added to things that don't impact detailed advamancement, also underlined below.

Some unanswered questions remain, but nothing that I can answer on my own (i.e. Scott - need to chat with you about a side business, vis stipend, etc.)


Flavius Trajanus ex Miscellanea:

Concept: A gregarious magus interested in travel, exploration, and exotic magics with aspirations to apotheosis and a love for Imperial wonders.

Age: 37 (apparent age late 20s, strong fae blood) as of spring 1226
Born: January 15th, 1189
Wizard Sigil: The scent of clean, natural, running fresh water (stream, river)
Voting Sigil: A bronze rook in the form of Trajan's column
Decrepitude: 0
Warping: 1 (14 - Given his mastered spells and lack of longevity potion ...)
Confidence: 1 (3)

Description: Flavius is of average height but slender build, with fair skin, hair the colour of spun gold, and eyes of stunning emerald green. Though not made of silver, his finernails once seemed to gleam like polished silverwear in the right light when viewd askew ... now they seem to take on the luster of dull tarnished silver when it is neither night nor day. His angular features and long limbs lend him a regal manner, which he dresses to suit. He often wears a layered robe of earthy browns and rich forest greens fastened and adorned with intricate black braiding. The long golden hair that is his namesake is held back with the same black cord, and it often flows down his back over the robe cowl. At other times he reverses his robes, which have a homespun lining that gives the appearance of a poor scholar or austere holy man provided he wears his hood up.

Equipment Carried: Layered reversible robes, small arm-tied coin purse, steel dagger, wine skin, double soled high boots, packets of rich treats (roasted almonds, candied organge slices, honied dates, dried figs, etc.) packed in waxed leather, small book of poetry, ACs kept in belt pouches, and for easy access tied into various loops of coloured cord worn under the outer layer of his robes and sometimes on/in bracelets or arm bands ... Flavius tends to travel light, leaving the bulk of his possessions at home. In cold weather he will wear more layers, gloves, extra socks, etc. Most valuables are likely kept hidden at home or in the secure covenant stores at Semita.

Reputation: OOH: Erudite and Cosmopolitan Magus 3 (30xp - from operating the in a lab so focused on teaching and laced with so many apparent cultural influences)

Personality Traits: Brave +2, Cheerful +3, Tidy +3

INT +3
PER +1
STR -3
STA +1
PRE +3
COM +1
DEX +1
QIK +0

Ex-Misc:

  • Summoning
  • Deficient Technique: Intellego
  • Puissant Rego

Virtues:

  • Book Learner
  • Apt Student
  • Affinity Rego
  • Affinity Mentem
  • Puissant Mentem
  • Strong Fae Blood: Sidhe (+1 PRE, Faerie Eyes, Longevity, etc.)
    - Hermetic Synthemata (gained through standard initiation into the Philosophers of Rome, intiation is ongoing)
    - Social Contacts: Doctors (tentative, this was gained through his business activities on the side)

Flaws:

  • Incompatible Arts ... (PeHe, PeAn, an ancient spirit pact honoured)
  • Carefree ... (Minor, a refusal to grieve or mourn ... for anything)
  • Covenant Upbringing ... (Semita Errabunda)
  • Small Frame ... (Poisoned while a boy, left small and weak of limb)
  • Dependent ... (His 'cousin', Rodrigo the Quick)
  • Environmental Sensitivity: exreme temperatures ... (another result of the fevers that racked his body in youth)

Abilities:

  • Artes Liberale 4 (Ceremonial Casting) - 50xp
  • Awareness 1 (Searching) - 5xp
  • Bargain 4 (Spirits) - 50xp
  • Charm 1 (Merchants) - 5xp
  • Concentration 3 (Spells) - 30xp
  • Dead Language: Latin 4 (Writing) - 51xp
  • Dominion Lore 2 (Divine Creatures) - 21xp
  • Finesse 1 (Precision) - 13xp
  • Law: Islamic 2 (Magic) - 21xp
  • Living Language: Greek 4 (Writing) - 51xp
  • Lore: Philosophers of Rome 3 (Self Initiation) - 31xp
  • Magic Theory 4 (Rego) - 58xp
  • Native Language: Arabic 5 (Poetry) - 0xp
  • O.O.H. Lore 1 (Politics) - 5xp
  • Parma Magic 3 (Mentem) - 31xp
  • Philosophae 3 (Ceremonial Casting) - 42xp
  • Profession: Scribe 2 (Copying) - 21xp
  • Second Sight 1 (Regios) - 0xp
    - Spell Mastery: Inside Earshot 1 (Precise Casting) - 5xp
    - Spell Mastery: Curse of Morpheus 1 (Quick Casting) - 5xp
    - Spell Mastery: Touch of Midas 1 (Disguised Casting) - 5xp
  • Spell Mastery: Prying Eyes of the Vigilant (Learn from Mistakes) - 5xp
  • Spell Mastery: Magus as Smoke Rising 1 (Lab Mastery) - 5xp
    - Spell Mastery: Aura of Rightful Authority 1 (Obfuscated Casting) - 5xp
  • Spell Mastery: For the Bargain Mine Own Aura Empowered (Ceremonial Casting) - 5xp
  • Spell Mastery: Sense the Nature of Vis (Imperturbable Casting) - 5xp
  • Spell Mastery: Leap of Homecoming 1 (Quick Casting) - 5xp
  • Spell Mastery: Seven League Stride 2 (Stalwart Casting, Precise Casting) - 15xp
  • Spell Mastery: Circular Ward Against Demons 1 (Ceremonial Casting) - 5xp
  • Spell Mastery: Touch of Lunar Serenity 1 (Quick Casting) - 5xp
  • Stealth 1 (Silence) - 5xp

Arts:
Summoning 1 - 1xp
Creo 6 - 21xp
Rego 20 - 106xp - Before affinity, score includes puissant
Corpus 8 - 42xp
Herbam 2 - 3xp
Imaginem 12 - 80xp
Mentem 16 - 67xp - Before affinity, score includes puissant
Terram 5 - 15xp
Vim 7 - 29xp

Spells Known:
- Touch of Midas - CrTe 20 - (Disguised)
- Aura of Rightful Authority - ReMe 20 - (Obfuscated)

  • Seven League Stride - ReCo 30 - (Stalwart, Precise)
  • Magus as Smoke Rising - ReCo 10 - (Lab Mastery)
  • Curse of Morpheus - ReMe 15 - (Quick)
  • For the Bargain Mine Own Aura Empowered - MuIm 5 - (Ceremonial)
  • Mutable Shape of the Magus - MuCo 5
  • Prying Eyes of the Vigilant - InIm 5 - (Learn from Mistakes)
  • Inside Earshot - InIm 5 - (Precise)
  • Sense the Nature of Vis - InVi 5 - (Imperturbable)
  • The Earth Split Asunder - ReTe 30
  • Freeing the Striding Tree - ReHe 30
  • Image Cast Behind Closed Doors - ReIm 25
  • Crest of the Earth Wave - ReTe 20
  • Wielding the Invisible Sling - ReTe 10
  • Enslave the Mortal Mind - ReMe 40
  • Twist the Living Tree - ReHe 25
  • Gather the Essence of the Beast - ReVi 15
  • Circular Ward Against Demons - ReVi 20 - (Ceremonial)
  • A Brief Spell of Three True Blessings - ReMe 25
  • Right of Lunar Authority - ReMe 25
  • Leap of Homecoming - ReCo 35 - (Ouick)
  • Touch of Lunar Serenity - ReMe 25 - (Quick)
  • Ward against Faeries of the Wood - ReHe 10
  • Snap of Awakening - ReMe 10

Attached Garden Laboratory:
This is the small two story guest house situated in the north garden (back of the house) and attached to the villa by breezeways along the inner garden walls (the villa and garden lab are one structure, the lab is not an independant building). It was freshly renovated as a sanctum for Flavius to start out in - and to enhance the illusion of being in an Islamic city when sitting in gazebo (qushaybah) of the north garden. The second floor is a very comfortable apartment, but access is separate from the lab via an external staircase from the garden. Nestled against the back wall of the garden it is a bit long, trapezoidal, and narrow to be an ideal lab, but is the space that was prepared for him. Its interesting islamic-influenced architecture includes some use of passive solar techniques but the shadow from the villa cuts down their effectiveness, leaving the small fireplace barely able to cope in the winter - so Flavius has to wear slippers and warm robes inside during the winter. On the other hand, the heating arrangment does save on fuel costs. By far, the grand entrace - a set of three arches with a fortress like door and portculis, is the central feature of the sturcture. The grand entrance is an incredible testament to Mansur's flair for architecture - but the huge doors don't block sound nearly as well as walls do - leaving it too easy to hear goings on in the lab from the garden and vis-versa.

Aura +5
Size +1

Minor Structure Virtues:

  • Gallery +1 Safety, +1 As, +1 Teaching
  • Opulent: +1 Upkeep, +1 Health, +2 As, +1 Teaching
  • Lesser Exapnsion: +1 GQ, +2 Upkeep, +1 Teaching
  • Spacious: +1 As, +2 Safety

Free Structure Virtues:

  • Defenses: Portcullis +1 As (part of the grand entrance, also wall space had to be sacrificed hence contributing to poor insulation)
  • Superior Construction: +1 As, +1 Safety (MuTe was used to fuse the stones together, plastered w/ rock of viscid clay)
  • Idyllic Surroundings: +1 As, +2 Health, +1 Creo
  • Grand Entrance: +2 As

Minor Structure Flaws:

  • Awkward Shape -2 safety, -1 As (thin trapezoidal, built so to preserve space in the sitting garden outside)
  • Poorly Insulated -1 As, -1 safety (as a result of the size of the grand entrance from the garden relative to the small building)
  • Defective Heating -1 As, -1 GQ, -1 Upkeep, -1 Health (passive solar design didn't work out as well as hoped, fireplace too small)

Safety: +0
Occupied Size: +1
Upkeep: +2 (he pays the difference between a +0 and +2 out of pocket, 2 pounds per anum regular use - see funds)
Asthetics: +6 (30xp in lab related repuation)
General Quality: +0
Health +2
Specialties: Teaching +3, Creo +1

Advancement Notes: After adding a year to the advancement, now 14 years pg, there are six seasons available directly at the begining for purposes of lab setup. Setup plus four minor virtues takes these six seasons, and leaves the advancement math untouched.


The Villa Rustica:

A moderately sized single story villa rustica with the laboratory entrance from the peristylium and a large 'master' cubiculum (bedroom) adjoining the laboratory stores on the atrium side of the house. The addition of the laboratory and its store room on the atrium side alters the floor plan from the ancient, but the large single room is a good workspace. Fortunately the peristyllium and an grated window in the upper ala lets plenty of natural light into the lab. The architecture is well suited to Semita, with a climate that mirrors that of the southern stretches of the empire that designed this style of house.

Hypocausts are built in, but rarely used as Flavius has no full time servants to stock the large amount of wood required for regular use - he doesn't want to overburden the duties of the covenfolk and it doesn't get cold enough anyway. There are three conventional fireplaces in the laboratory, with easy access to the large store room - he usually uses this for heat as it's easier and he like to see the wood fires. The well warmed lab on its own is enough to heat the master cubiculum for its intended use as a bedchamber. Flavius is oblivious to many of the features of the recreated roman house, and uses it a fashion that is tidy but would likely shock the ancients (he's never hosted a dinner there), and just keeps the whole structure as his sanctum. Even old Fhazid lives out in upper story of the Almoad-esqu garden house - though he is welcome in the villa and relaxes in it's spacious elegance.

The floorplan is a modified form of this house: roman-empire.net/society/soc-house.html

Laboratory Plan - this is currently an empty space, as the contents of the laboratory were donated to the covenant in the reading of Amaline's last will as a gesture of her thanks to those who supported her. As of 1226 Flavius has kept the house as is, and claims the entire structure (including the garden lab) as his sanctum as is common in Semita.

Size +5
Aura +5

Minor Structure Virtues:

  • Extensive Stores: +2 Safety
  • Spacious: +1 As, +2 Safety

Free Structure Virtues:

  • Defenses: Portcullis +1 As
  • Superior Construction: +1 As, +1 Safety
  • Idyllic Surroundings: +1 As, +2 Health, +1 Creo
  • Grand Entrance (off the peristylium) +2 As
  • Studio (the peristylium, a very nice room and associated chambers) +2 As

New Spell: Image Cast Behind Closed Doors (ReIm 25 - Base 15 - R: Per, D: Sun +2, T: Ind) Though this spell does specifically not require it (any AC can be used as per the guildline), Flavius often takes splinters of wood from the inside surface of doors to closets and small rooms. Provided the space inside is big enough to accommodate his image when this spell is cast, it will move to the closest available space to the area of arcane connection: inside the closet or small room. Effectively, this is invisibility for Flavius at his end (his image apparently vanishes) but has also served as a means of communication between Flavius and those who know to look in a certain place at a certain time since pantomime and carried items like chalk and slates also have their images shifted. It is important to note that because the door is not an arcane connection to the splinter anyone wishing to contact Flavius needs to have prearranged some way - an arcane connection is one way in and of itself and they will need one to Flavius to send him reply. Also, this spell is not scrying in any way so neither can Flavius sense anything by its use, nor is it a violation against scrying with magic when used in communication. Two individuals using this spell could, at predetermined times, both communicate without the use of intellego magics by reciprocal casting. Cosmetically, the image does appear slightly less bright or in shadow when cast forth relative to how it appeared with the illumination on sight. Images cast forth in darkness thus tend to be barely perceptible silhouettes of blackest black set against the illumination of the target site.

New Spell: Touch of Lunar Serenity (ReMe 25, Trust Me Variant (HoH:TL page 73), also tends to make the casters eyes seem to pick up the light in a room to seem clear and colourful - a purely cosmetic effect - R: Touch, D: Moon, T: Ind) Flavius uses this spell to great effect, as it allows him to socialize with and effectively employ mundanes.

New Spell: Right of Lunar Authority (ReMe 25, Base 5, R: Touch +1, D: Moon +3, T: Ind) an extreme variant of Aura of Rightful authority that relies on touch - usually delivered while invisible or while a target is unconscious, drunken, etc. and lasts for a lunar cycle. Cosmetically, this spell seems to suffuse the caster with a barely noticeable aura if standing in strong moonlight.

New Spell: A Brief Spell of Three True Blessings (ReMe 25, Base 10, R: Touch +1, D: Sun +2) a spell that makes a target love others in every way. Note that this spell is designed and operate under the classical premise of the three types of love: Eros, Philia, and Agape. If said others are sexually compatible (or at least appears receptive) eros will be strongly on the targets mind, but ever-present are philia and agape so this person will be respectful of the wishes of others. In many ways, due to the feelings of philia and agape this will make the target into a good person - unless they are some sort of deeply disturbed person who mistreats others who are considered friends (a distorted view of how one should react to philia) and has a misunderstanding of how others might benefit from actions toward them (a distorted view of agape). So, unless cast on targets who are deeply disturbed social misfits of the highest calibre this spell beings the emotion of love into their every thought and reaction for Sun duration. Of course an unscrupulous caster can make great use of the targets new-found love, and in any event this spell may truly change the lives of some it is cast on - especially if they have rarely felt such emotion (note the power of the effect in a spell of the same guideline: "Visions of the Infernal Terrors ReMe 30").


Finished Lab Texts:

These notes were scribed by Flavius at the great library, but since they are all very common spells it is unlikely they are worth much in trade EXCEPT perhaps to a new covenant who might benefit from a good collection of common spells at equitable cost. Instead he saves them, though he has allowed the scribes at Semita to copy them for the library. The exception being spells he invented, which he controls tightly (he won't even let on the new spells exist until having donated them).

1 x The Earth Split Asunder ReTe 30*
1 x Ward against Faeries of the Wood ReHe 10*
1 x Snap of Awakening ReMe 10*
1 x Disguise of the Putrid Aroma ReAn 5
1 x Enslave the Mortal Mind ReMe 40
1 x Cloak of the Duck's Feathers ReAq 5
1 x Leap of Homecoming ReCo 35*
1 x Confusion of the Numbed Will ReMe 15
1 x Visions of the Infernal Terrors ReMe 30
1 x Circular Ward Against Demons ReVi 20*
1 x Freeing the Striding Tree ReHe 30*
1 x Gather the Essence of the Beast ReVi 15*
1 x Twist the Living Tree ReHe* 25
1 x Commanding the Harnessed Beast ReAn 30
1 x Crest of the Earth Wave ReTe 20*
1 x Wielding the Invisible Sling ReTe 10*
1 x Waves of Drowning and Smashing ReAq 30
2 x Touch of Lunar Serenity ReMe 25**
2 x Right of Lunar Authority ReMe 25**
1 x ?????? ***
1 x ?????? ***

*Great Library Spells he has learned as of Winter 1225
** Invented spells which he has traded in to the Great Library and to the Normandy Tribunal Collection (2 of 4 sets remain).
*** Taken in trade for Normandy contribution as of Winter 1225, he has yet to receive them, and will have 7 years to scribe his own copy and return (leaving this in play).

Funds: 275 pounds (gold secretly created and sold far afield, 3/4 hidden away in his lab cellar in a closet with no door behind thick parged stone, not including pocket monies from Semita ... 1/4 in the covenant secure stores)

Raw Vis:

Stores: Re 15, Cre 5, Vim 10, Terram 16, Metem 10, Corpus 10 ((14 x 5) - 4 = 66 pawns)

Semita Stipend: ????? pawns vis per anum (should be equivalent to what other PC Magi receive from covenant membership)

Flavius' Personal Collection - Books circa Spring 1226:

Though he has had little time to read in the last few years, Favius has been making efforts to trade his old books for new reading in Hermetic circles. He has also been eyeing mundane volumes for a while, and he acquired a set of two books on gnostic topics in his recent travels. The first, by a Fransican Friar, is a fairly standard commentary on the common refutation of Gnostic Heresies. For those thinking along the lines of the Philosohers of Rome it has a double meaning - reading it from the perspective of the church is theologically interesting, but reading it in a heretically gnostic light reveals fascinating concepts applicable to the Phlospher's mysteries. He acquired both volumes from a Redcap who drank him under the table as they talked into the night about the old ways, the ancient glories, etc. ... the second volume is a refutation of the Friar's original argument ... even more interesting to a gnostic. Flavius looks forward to reading them when he gets the chance. It is through the analysis of texts such as this that the Philosphers glean their insights.

  • "As a Blade Slices: Negation of Mystic Protections" by Torrerus ex Tytalus - Summa on Penetration L4, Q10, Latin
  • "Practice Drill and Common Errors in Fine Manipulations" by Lyzandra ex Bjorner - Summa on Finesse L4, Q10, Latin
  • "On the Celestial Correspondences and Planetary Schema" by Balthazaar the Blue ex Flambeau - Tracatus on Magic Theory Q11, Latin
  • "Commentary on the Psuedo-Clemsntines" by Friar Albertus Lavalle - Tracatus on POR Lore Q6/ Tracatus on Theology: Christian Q9, Latin
  • "Refutation of Albertus on the Pseudo-Clementines" by Regulus Nigris ex Tytalus - Tracatus on POR Lore Q9/ Tracatus on Theology: Christian Q6, Latin
  • "Principles of Static-Compression Architecture" by Muhammed al-Jarebir - Summa on Craft: Architecture L4, Q12, Arabic*
  • The Koran (see RoP:tD)

*Flavius, being fluently literate in arabic and in Iberia has also started to note how different the Islamic and Christian worlds really are. In Christain lands, much knowledge is controlled - kept secret by guildsmen like the Masons. In the Islamic lands knowledge tends to flow more freely as commanded by the Koran and mundane books are so much more common, affordable, etc. ... but in Arabic, Greek, or Persian rather than Latin.

Near Term Goals: Flavius has a few goals in the short / medium terms ...

  • Bond a spirit familliar
  • Continue on with his intiations in the P.O.R.
  • Befreind the Magi at Nova Castra
  • Beging dealings with some European and Islamic Alchemists or Elementalists
  • Build up a collection of mundane books
  • Take an appretice (advance his arts to the point this is legal)
  • Intiate Hermetic Theurgy

Flavius Trajanus: born January 15, 1189 in the covenant Semita Errabunda, Iberia. Guantleted November 1211, full member of Semita Errabunda with his Sanctum being the Villa of Mansur's Garden. He was born and raised in Semita, leading a quiet and studious life punctuated by occasional short trips to exotic foreign locales - never staying long enough to learn anything about those places and always too busy with his studies to open his eyes and really see the lands around the covenant. He had a few close friends like Rodrigo, son of his 'aunt' Emaraldine - but wasn't a very social child.

Several dangerous incidents did occur in Flavius youth but he scarcely remembers anything in this regard. Though it was unknown at the time, Mari secretly loathed the boy and all like him. So she did try to poison him. Flavius became terribly ill with fevers that lasted for months ... and is still small and weak as a result. Shortly after that he was claimed as an apprentice by one Toralis ex Merinita and whisked away to a new life. This caused an uproar as Amaline was away at the time and the young Flavius was still learning his latin at the covenant - not having been formally accepted as an apprentice by his mother. In legal terms, Toralis had done nothing wrong. Amaline asked for his return, but was summarily and rudely refused. On her rapid return Amaline rallied some friends amongst the Bonisagus and made her case to them on emotional rather than legal grounds. These Bonisagii then proceeded to correspond with Toralis and point out how 'one so cruel to separate a mother and child' could not possibly benefit said child and how ... strictly in terms of exploring legal scenarios ... it could be arranged that Toralis might find himself unable to retain an apprentice for a very long time when faced with even a small number of Bonisagi who sincerely did not believe he could be trusted with children. Toralis, not wishing to loose face or anger the Bonisagii sent a quick reply. By 'chance' it turned out that 'he had overburdened himself with time sensitive research' and did not wish to 'impede the development of his apprentice'. So, he asked the Bonisagii to find a new Master for the boy as their kind had so benevolently been known to do in the past. He even offered two pawns of vis tfor 'the trouble inherent in my urgent request'. Face was saved, and Flavius had yet another new home: his old one.

In the Winter of 1211 he became a Magus of the Order and a full member of Semita. Things looked positively rosy as a small lab had been set up in the newly renovated guest house to the rear of the villa. This small but comfortable addition to the main house, still in the familiar surroundings of the walled garden, would be an ideal first sanctum for the young Magus ... and a sign that he was still a part of the family despite his old home - his Mater's sanctum - being technically barred from him. He was (and is) exceptionally bright, well liked by his sodales, and spirited. Since the 'black winter' of 1211 when he lost his parents, though, he has been all too happy. Most who know him suspect that he was unable to truly grieve and ended up emotionally scarred by the loss - this new gregarious Magus was not the boy they once knew. Flavius, instead, believes that mourning, sadness, and such are a waste of precious time that might be spent living life ... and he likes to live well. In he years after his gauntlet he has taken to throwing wild parties in disguise, so one could say that those who found out might think he lives too well ... except that his home, the old villa, is kept pleasantly quiet. After receiving permission to assume control of the sanctum he changed the place very little. Somewhere inside Flavius is, at least, a bit sentimental.

His upbringing at the covenant and the loss of his family eventually spurred him to take study with a tutor on the topic of religion. In a twist of fate his tutor, an aged scholar by the name of Mohhamad al Fhazid, was a bit of a gnostic. Fhazid had offended his old patrons and was running out of money - living in the almost unbearable 'squalor' of a noble man thrust into the working class of Grenada (dread the thought!). In return for a lavish lifestyle at the villa the old man tutored Flavius is more than his academics - though Flavius' academics were a bit lacking during his apprenticeship. Flavius ended up formulating the theory that God was a sort of passive creator - only occasionally interested in the world and not even its true creator. Flavius believes that the being once known as Jehovah, Yahweh or Yaho by the Semitic peoples or Iao by the Greeks is no more that a God among many who has simply discovered the secret to a greater power that has allowed him to dominate the other pantheons and install his Angelic and Demonic hosts in the world to orchestrate a great game intended to deceive and limit man. He does no believe that God is evil, to the contrary he simply believes that God is a powerful entity that has plans for humanity ... and those plans do not fit the interests of those like Magi. He sees God as a gardener with too much to do in a garden he did not create but does wish to tend and beautify.

Flavius realizes how heretical this is, and even though he conceals his views with disguise and acts of piety (even genuine of observance of some of the more logical and straight forward tennets of the monotheistic faiths) his taste in readings attracted the interest of certain Philosophers of Rome. They recognized a kindred spirit because they themselves put on the very same act, and on looking into Flavius lineage they realized how his tradition and line would leave him predisposed to be a great Theurgist. As every Philosopher of Rome needs talented magi underneath them if they are ever to achieve apotheosis they inducted him. By 1226 Flavius has made solid contacts in their community as he travelled the great cities of the world.

Notably, Flavius has invented several useful spells. He has submitted these to the Great Library in return for copyist access to lab texts which he has studied from for years. These rego mentem spells of his show a brilliance that his Mater didn't really notice - and he has the potential to be very powerful in that technique form combination. When word of the Nova Castra initiative reached him, Flavius once again thought about how there had been several dead-end middle eastern and Mediterranean trails in the case of his deceased parents. Dismissing such thoughts, he then heard how his 'nephew' Rodrigo has volunteered for this dangerous duty. "Well, he thought, off to Nova Castra for me".


Ex Miscellanea - The Adepts of the Azure Vault:

In ancient times the Etruscans were a rich and varied culture that was consumed by an expanding Rome. Where Etruria was a a loose collection of city states Rome was unified, and the Etruscans did see the end coming. Some, however saw it as a new opportunity and it is well known that the noble sons of powerful Etruscan families at the time became a new generation of powerful Roman senators. In a less public fashion, a number of prominent Etruscan magicians saw the coming change. These Adepts knew that there was also much to be learned from study in Rome as their magical traditions were not identical, merely related through centuries of cultural interchange. These magicians were theurgists, summoners and crafters of charms ... it is said they originally learned their craft from Lasa Vegoia, a prominent matron spirit of Etruscan (later Roman) magicians. So they crossed the Silva Ciminia, even living in those dreaded wilds for a time to observe the Romans from afar and secure a base of operations - the now lost Gorge of the Bronze Spire. In the transition to Roman rule they also found a talent for Classical Necromancy, and in fact dealing with all things incorporeal. Often, their services were sought when prominent Romans were plagued by malevolent spirits - but they concealed their cultural identity and were known simply as Adepts of the Azure Vault in reference to the color of the sky on what was then considered a perfect peaceful summer day in Rome. In ancient times this was important as they did not wish to compete with more cthonic cults like that of Pluto, and instead present themselves more as scholars and high magicians rather than priests.

Never numerous, the tradition did not fare well during the fall of the western Empire. Only three of their lineages survived: the Trajanus, Dorianus, and the ungifted Horatian. By the sixth century AD there remained only two Adepts of the Dorianus line, and a small scattered Horatian community that supported them. Enough records survived that the Trrajanus line was resurrected in the mid seventh century. Things were not much better in the early days of the Order, but on the bright side it was fairly easy for a small group to hide their limited activities from the powerful - soon to be dominant - Magi of Hermes. Again, the handful of Adepts met and realized that the time for another transition was at hand. They had the choice between fading into obscurity, being slain by the more hostile elements of the Order, or joining it as some had been doing: under the banner of Pralix. From the spirits they had heard of the great battle in the North and of Pralix victory over dark forces years before, and of her good works in the mean time. So, they approached the aged Maga and were granted membership in the Order in 861.

In 1226 they are a fairly prosperous tradition within the Ex-Misc - with 11 gifted members - and strong bonds almost like that of an extended family. This is mostly due to their participation in the schism war - as they felt compelled to take a stand against infernalists, and suffered losses against the Diedne. This nearly wiped out their small tradition yet again, and so the three remaining adepts resolved to make training apprentices a part of the tradition culture. Those who train few apprentices are expected to somehow contribute to the tradition as a whole. At a minimum they meet every five years as they have done since joining the order, but spread themselves thinly and share knowledge to avoid catastrophe for their tradition. They still practice all manner of spirit magics so long as none deal with the infernal - though they would be classed as practising the Goetic Arts by a casual observer they take pains to avoid black magic (or even overly cthonic practices) just as they have done since ancient times. They are magi with classical roots, and get on well with those interested in the ancient glories and wisdom yet they also draw on the modern. Their summoning arts are taught to apprentices late in their training, and are handled carefully - often behind closed doors and inside wards to keep out the demonic. Apprentices are first taught the wonders of the Hermetic system and its concept of secular magic, which the Adepts study with zeal and acknowledge as superior in most respects to their traditional arts. There are difficulties, however, as the traditional and Hermetic systems are not perfectly compatible. The Trajanus line has adopted a syllabus that results in deficient Intellego where the Dorianus approach suffers from difficulties with Perdo, and most Adepts are still taught to honour an ancient pact with Lasa Vegoia that yields incompatibilities with Perdo Herbam and Perdo Animal - intentionally shunning magics that directly destroy nature.

The Adepts do tend to associate with mercurians, seekers, theurgists, etc. as they are naturally inclined to success in spirit magics but again do so with discretion. They also place a value on being able to aid (and offer hospitality to) each other and their sodales, which means seeking some sort of income. As a result of the social activity and their natural knack for Rego the Adepts tend to travel a great deal. Much of their income is made through small scale trade in valuables accomplished via magic and brokered through middlemen (i.e. guildsmen who make easy money for simply having the right to do business in a certain city). Alternately, some employ rego craft magic to produce fine but otherwise mundane goods and other deal in information (they are able to deal with the spirit world and thus invisibly peer into the affairs of mundanes).


Major Supernatural Virtue: Summoning
Major Hermetic Flaw: Deficient Intellego or Deficient Perdo
Minor Hermetic Virtue: Puissant Rego

Mansur ibn Fadl al-Baghdadi: born 1161 in Baghdad, and married to the Maga Amaline Trajanus in 1189, Father to Flavius Trajanus and last seen in November 1211.

Cursed in his youth, he never did manage to return to the high society of his younger days. Instead he became an integral part of Semita Errabunda, had a son, and learned that his curse would not touch the Magi of the Order ... so he found peace in his garden home. He ended up marrying a Christian woman, but their faith and the strange sometime strange ideas about religion in the Order allowed their faith to flourish with each other.

Eventually he mastered both Latin, Greek, and Castillian ... and left a sizable body of fine poetry in his study along with books on his interests in architecture and engineering. It was Mansur who did most of the planning for the villa, even going to old Rome and examining how the ancient buildings were built.

Amaline Trajanus ex Miscellanea: born 1143 in the village of Kleinfeld, northern Bavaria. Half sister to Hilda Kreiger and Prince Klauss von Lichtstein of the Green Citadel (a Sidhe Lord of the Bright Summer courts in a fae kingdom located in the Bavarian highlands), fillia Alexandros Trajanus ex Miscellanea, and Amicus to Emaraldine Trajanus ex Miscellanea.

Amaline was more or less Christian, though not big on specifics and fine points she did have Flavius properly baptized and ensured that his baptismal name is the one he will always use to identify himself (she is not particularly pious, but as a theurgist she realized the protection provided by the sacrament and reasons that this sort of protection by God is one of the reasons to be Chrisitian). She loved her son greatly, but much like her marriage to Mansur her pregnancy was ... unplanned. As a result she was always trying to find time to raise the boy, train him, and plan around him.

Amaline was always very busy with her travels and research. Though she did not neglect Flavius per-Se, she left him alone or trusted him to study on his own far too often - and then spoiled him out of guilt for not having been around enough. Overall, this tended to interfere with Flavius' studies during his apprenticeship. He has, however, picked up some of her interests: having hedge wizards as house guests and overhearing fragments of his mother's debates with countless Mercurian magi, Seekers, etc. has left him interested in the same thing - exotic and ancient magics. Though Amaline never made an significant breakthroughs she gained respect for authoring many fine volumes on the mastery of a wide range of spells - though most of the copies that belonged to the covenant were donated to various libraries across the order for favours along the way ... something for Flavius to track down. She did, however, teach Flavius many mastery methodologies that flowed from her experience with Mercurian, Flambeau, and Ex-misc. sources.

Mari Amwithig ex Merinita: Deceased in the summer of 1208 during a negotiation with powerful fae of the Dark Summer courts in the Rhineland where she kept a second laboratory. Mari secret loathed most of he house, and even attempted to slowly poison Flavius when he was five because she loathed his Sidhe heritage so. This was not uncovered until years after her death, but explains the severe fevers that left the boy very weak and even interfered with his apprenticeship to a small degree. Amaline and Emaraldine both blamed themselves for the situation, as did most magi at Semita - for Mari had the wool pulled over their eyes while working against them. Though Darius will not speak of it, it is known that the covenant could have had access to several of it's vis sources much earlier than it did except Mari had been hiding them for her own use.

Emaraldine Trajanus ex Miscellanea: An 'aunt' and instructor to Flavius, fillia Alexandros Trajanus ex Miscellanea - and Amicus to Amaline who shared the same Pater as she. Emaraldine resides at the covenant of the Silver Dove two days outside Toledo and nine days travel from Semita. She is also mother to Rodrigo the quick - trusty grog who has risen to fame as an assistant to several Redcaps and a keen observer. Emeraldine has asked Flavius to keep an eye out for her son, as she worries about him so.

Rodrigo 'the Quick': Rodrigo, a handsome Castillian fighter, is not famous per-se ... but he has become known for saving the lives of not one but two Mercere for no gain other than the honour of serving the Order. The second time it even had nothing to do with luck that he saved the Redcap. He has been a good friend to Flavius since childhood, and through his mother is like part of the family. Though he is too old to have received training in house Mercere he has been rewarded by being assigned to a prestigious new project: Nova Castra. In truth, Rodrigo is fairly quick, a bit lucky, and very likeable ... but he is still just a competent warrior. He won't be talked out of going to Nova Castra, so Flavius has little choice to check up on his 'nephew'.

Darius, filius Xerxes, follower of Flambeau: Senior Magus of Semita Errabunda, largely 'retired' from his previous life as a Hoplite after a final battle with his arch enemy the Renounced Magus Baratus. Though he triumphed over Baratus, Darius was once again drawn physically into twilight and did not weather the malestrom well this time. He is now twilight prone and lame, which has forced him to lead a quieter life at age 90 (65 years past guantlet - this is a slightly older, more grizzled version of Darius but still a fearsome individual with many years of life left in him - atlas-games.com/pdf_storage/Darius.pdf).

Moratamis ex Guernicus: The resident quasetor at Semita, and a solid ethical example for Flavius during the many seasons where he was more or less alone during his youth. The Magus Marcus the Red, a Bonisagus who lived at Semita until passing into final twilight in 1215, was her teacher for three years after she returned from her time with the fae in 1202. Moratamis arrived at Semita when Flavius was just 12 and has been a major influence on him. Together with the aristocratic taste and standards bred into him by his parents he also acquired a taste for the finer things in life from her. "Moratamis is a stern judge, but she does have a soft spot for luxurious living. She enjoys good food and good wine, and does her best to ensure that the covenant has access to such amenities" and is said to enjoy more than friendship with her true friend Countenance ex Bonisagus (atlas-games.com/pdf_storage/Moratamis.pdf) ... she of all people has noticed how Flavius was changed by loosing his mother and father.

Carolus, Furax of House Tytalus: is a newcomer to the covenant of Semita, he is friendly with Flavius in the years since Flavius has taken to wild celebrations in the house of ill repute in the city of Toldeo. Flavius, wearing a different form, sometimes 'rents' rooms in this city and holds lavish parties by convincing the moderately wealth (but not terribly powerful) to organize the events with his magic (the organizers also end up footing the bill, but they are always happy about the incredible experience had). Carolus learned of this and will make the week long journey through the mountains from Semita to Toledo to attend ... of course he might also be up to other more larcenous things in Toledo which no one knows about (atlas-games.com/pdf_storage/Carolus.pdf)

Countenance ex Bonisagus: Mater to Tillitus (atlas-games.com/pdf_storage/Tillitus.pdf) and a friend of the family who resides at the covenant of the Silver Dove outside Toledo. It is Countenance who secured Tillitus a place at Semita, though her not so young fillius has been reclusive and spends much of his time at his Mater's covenant. Given her proficiency with shapeshifting into aerial forms, her desire to escape from Tillitus, and her deep friendship (some say romance) with Moaratmis Countenance spends much of her free time at Semita. She was a trusted associate of Amaline, and both had interests in exotic and ancient magics. She spent more than a year searching for Amaline and Mansur, to no avail.

Dalan and Dara, ex Criamon: A pair of middle aged maga who are long time members of Semita. They are rather contemplative, unexceptional Hermetically but respected within their circles. Dalan is an excellent storyteller who amuses the covenfolk with his tales and Dara is passionate about gardening and agriculture ... a bit of a busybody but only when it comes to the fields, gardens, village green, flower-boxes and herb-pots around the covenant. They have twenty two children with three on the way by 1226 and have apparently adapted their longevity rituals to permit fertility. Their children are foresters, carpenters, vinters, bakers, and gardeners of great skill who work for the Magi of Semita ... the eldest are now starting families of their own at the covenant.

Semita Errabunda - in this saga: is a small covenant in a desolate region mountainous of central Iberia, nominally on the edge of Castillian territory given the recent progress of reconquista. Established in 1184 Semita would be entering its early summer in 1226 except it has suffered tremendous losses with the death of Maga Mari Amwithig ex Merinita in 1209 and the disappearance of Amaline and Mansur in 1211. Add to this and a lack of stable and uncontested vis sources, and the lack of a means for controlling the portal higher in the regionne the covenant has it challenges. It is, however a prosperous and pleasant place to live with a good aura and no lack of incredible natural and magical features in the area that keep the aura strong. Its remote location, and the lack of arable land outside the regionne has kept mundane civilization far away. The closest villages are an eight to ten hours ride by mule, and these are little more than a handful of peasant villages clinging to the slopes of the mountains where a few terraces could be built for crops. The covenant proper is still a tiny hamlet in the wide and lush valley of the regionne, where each Magus has several acres of property that radiate out from a central village green. Covenfolk farm and maintain vineyards both on the valley floor and on the shallower grades of the surrounding mountains - though the vast majority of the regionne valley is undeveloped. Hunting in the thickly forested slopes of the valley mountains is still an important source of meat and animal products (leather, fur, etc.) which makes the covenant tidy mundane sums.

The covenant is more than prosperous in terms of mundane wealth with Magi living at +2 as is the norm for established covenants of the Order - but pays only a meager vis stipend to its magi of ??????? pawns per year ... equivalent to a healthy spring covenant not the summer covenant it should be.

The "Black" Winter 1211: Mansur ibn Fadl al-Baghdadi and Amaline ex Merinita Maga were both lost exploring via the 'wandering regio' shortly after Flavius' gauntlet (November). This is often done as winter sets in and normal travel becomes difficult, and the two (along with a handful of trusty grogs) had made this journey nine times before ... it is, in fact, one of the ways Semita kept its vis stocks up since it still only has a few local sources even now - decades after founding. Semita's long spring had blossomed into summer recently because they had developed a procedure for running these expeditions. When only one of the grogs, half dead, came back far too early claiming they had been to Persia (possibly Sercia, it was difficult to tell with all the running and fighting) and been attacked by magic-dragon-men (no one including him is sure what he meant by that, again he was in battle and isn't much of a scholar, artist, or storyteller) ... and the story rang true to an array of magics Flavius realized it meant he was alone. Rogero the grog, a loyal fellow and friend to the family honestly recounted that he suspects Mansur and Amaline could have survived but the party was scattered and Amaline was gravely injured.

Flavius was consoled in person and via correspondence by the many Merinita, Bonisagi, Mercere, and Flambeau whom Amaline counted as friends. Emaraldine, his 'aunt' even came to stay in the guest house at Semita. However, with his gauntlet behind him, and his family lost he was remarkably carefree - unusually so. He had always liked to enjoy himself, but it seems the experience of the last months fundamentally changed him ... and this is also the time his bright silver finger and toenails tarnished to black.

Silver for a worthy cause: Though Semita keeps him in the fashon expected of a Magus of the Order and provides for him, Flavius needs extra income for high living, mundane books, improving his lab, and assorted other projects. (Under Construction)

Mohhamad al Fhazid ... if that is truly his real name, is a scholar and once respected noble tutor now disgraced and destitue. Except that Flavius met him when searching out information on where his parents might be - specifically Fhazid was trying to sell some of his prized map collection to cover his expenses. Flavius realized the tremendous knowledge this man had and his natural abilities as a teacher and offered the poor old scholar a chance at a comfortable life. Fhazid, eager to regain a life of luxury - accepted without hesitation. Flavius has kept him on for years, and despite being a bit fond of wine he is a good man. The odd religeous views held by Fhazid that got him into trouble actually inspired Falvius.

Mansur's Garden: Flavius lives in the family house, having established a small laboratory in the newly renovated guest house just after guantleting and years later taken over the sanctum of his Mater when the Queasetorae and Darius had concluded that his mother was most likely deceased ... and in her busy life he had been her only and thus eldest apprentice. The house is actually a four sectioned walled garden built out from a medium sized villa. The villla is meticulously recreated in the ancient Roman style, with a few middle eastern touches surrounding it (namely in the lush garden surrounding the central villa with its water fountains, geometric stone pavements and the Bhagdad architectural flare of the garden walls). Surrounded by a lush perennial garden with a rich variety of fruiting, flowering, herbal and fungal species life in the villa or guest house also hints at what it might be like to live in the great cities of Mansur's youth. Inside the north garden, the architecture of the walls and attached strutures is authentically moorish, and even plays tricks of perspective to yield the illusion of minarets, domes, and square towers in the distance ... the skyline of a great middle eastern city - as Mansur did not build the walls for defence and they have no obvious function other than providing privacy, support for the vines and creepers of the garden, and their clever trick of aesthetic.

what does running water smell like?

Arya, could you post the post-gauntlet advancement for Portia, so everyone can see how it all worked out, or was it not done in detail? I assume you got Hubris for Items of Quality, and the two Minor Flaws for the first of the two Alchemy mysteries, with the leftover bonuses from those Ordeals applied to the third?

Scott