Character Thread: Magus Domnall of the Younger House (Player: Nithyn)


When you have finished compiling a final character sheet please post it there. The character thread should be structured with the following posts in order.

  • Current Character Sheet
  • Background & Advancement Log
  • Spell/Item Designs (all unique designs)
  • Plot Hooks, Important Characters/NPCs and relationships.

For Plot Hooks please provide at least three ways that are guaranteed to get the character into action, and then some development/explanation in particular for any Story Flaws.

Domnall of the Younger House

Int: +1
Per: +1
Str: 0
Sta: +1
Pre: +2
Com: +1
Dex: 0
Qik: 0

Size: 0
Age: 33
Decrepitude: 0
Warping: 0

Virtues and Flaws:

The Gift
Hermetic Magus
Voice of the Dead
Major Magical Focus (Necromancy)
Magic Spirit Blood (Orphan Born) - Second Sight
Cautious with Leadership
Inoffensive to Undead
Alluring to Undead
Spirit Familiar
Skilled Parens

Necessary Condition (Draw Runes)
Blatant Gift
Supernatural Nuisance (Ghosts)
Hatred (Mundane Society) (Major)
Infamous (Necromancer) (Mundane)


Artes Liberales 1 (Writing Systems) (5xp)
-Latin, Runic
Athletics 1 (Running) (5xp)
Awareness 1 (Alertness) (5xp)
Brawl 1 (Dodging) (5xp)
Charm 1 (Undead) (5xp)
Concentration 1 (Spells) (5xp)
Dead Language: Latin 4 (Hermetic Use) (50xp)
Draugrsjalfr Lore 1 (Initiating Self) (5xp)
Finesse 1 (Rego) (5xp)
Folk Ken 1 (Undead) (5xp)
Guile 1 (Undead) (5xp)
Intrigue 1 (Undead) (5xp)
Leadership 4 (Undead) (50xp)
Living Language: Gaelic 5 (Native)
Magic Lore 3 (Undead) (30xp)
Magic Theory 3 (Enchanting Items) (30xp)
Parma Magica 1 (Ignem) (5xp)
Penetration 1 (Necromancy) (5xp)
Second Sight 4 (Ghosts) (50xp)
Stealth 1 (Sneakin) (5xp)
Survival 1 (Woodlands) (5xp)
Swim 1 (Not Drowning) (5xp)
Valgaldrar 4 (Animating) (45xp)


Muto to 4 (10xp)
Rego to 10 (55xp)

Corpus to 10 (55xp)
Herbam to 4 (10xp)
Mentem to 10 (55xp)
Terram to 4 (10xp)

Personality Traits:

Brave +3
Driven +2
Hatred (Mundane Society) +3
Proud +2


Necromancer (Mundane): Level 4 (50xp)
Ghostly Medium (Hermetic): Level 1 (5xp)

Twilight Scars: None

Sigil: When he casts spells, Domnall's form blurs and fades slightly, taking on an almost ethereal look.


CrCo 10 Charm Against Putrefaction
As per the spell on ArM5 pg 129
(Base 2, +1 Touch, +3 Moon)

InCo 15 The Graverobber's Aid
Per, Con, Smell
Allows the caster to smell the presence of corpses. The closer the caster gets, the stronger the smell.
(Base 4, +1 Con, +2 Smell)

ReCo 15 Ward Against the Walking Dead
Per, Sun, Ind
Protects the caster against any undead aligned with Corpus with a Might of 20 or lower.
(Base 5, +2 Sun)

MuIm 5 Conceal the Necromancer's Handiwork
Touch, Moon, Ind
Makes the target appear to be at least nominally alive. Closer inspection will likely reveal that there is something unnatural in nature, but it's enough to make inspection at a distance unlikely to reveal the undead nature of his draugr.
(Base 1, +1 Touch, +3 Moon)

ReIm 15 The Wizard Displaced
Per, Sun, Ind
As per the Wizard's Sidestep (ArM5 pg 147) except five paces, not one.
(Base 3, +2 Sun, +1 Move, +1 Change)

ReMe 15 Ward Against the Ghostly Apparition
Per, Sun, Ind
Protects the caster against any ghost with a Might of 20 or lower.
(Base 5, +2 Sun)

ReMe 30 Coerce the Fallen Dead
Voice, Moon, Ind
As per Coerce the Spirit of the Night (ArM5 pg 152), but Moon duration.
(Base 5, +2 Voice, +3 Moon)

ReMe 35 Summon the Fallen Dead
Arc, Mom, Ind
As per Incantation of Summoning the Dead (ArM5 pg 152), but non-ritual, making it only capable of summoning ghosts 'present' on Earth. Additionally, it's momentary, meaning that the ghost could leave if not otherwise restrained/compelled.
(Base 15, +4 Arcane Connection)

ReTe 10 The Ethereal Grave Digger
Touch, Con, Part
Allows the caster to move an amount of dirt as he sees fit. Domnall uses this spell primarily to exhume corpses that have been previously buried.
(Base 3, +1 Touch, +1 Concentration, +1 Part)
(Touch, Con, Part)

Advancement Log:

1220 (Year 1 Post-Gauntlet):



Domnall's early life was shrouded in mystery and misfortune, beginning with his birth as an Orphan Born—a phenomenon considered impossible by many in Mythic Europe. He entered the world beyond the veil that separates the living from the dead, effectively left parentless from the moment of conception. Raised in the bustling Viking port of Dublin, amidst the remnants of Norse slave markets and the shifting tides of English rule, Domnall found himself an outcast from society due in large part thanks to effect of the Blatant Gift he bore.

His parents (if you could really call them that), Bjorn and Eira, were once Norse warriors who met their demise in a fierce battle off the windswept shores of Ireland. Bound by ties of love and duty even in death, they returned as restless spirits, their spectral forms lingering on well after their demise. Like many ghosts, their memories were fragmented and their desires unclear. At times, they hovered silently on the periphery of Domnall's existence, their presence little more than a whisper in the corners of his mind. Other times, they manifested more forcefully, their ethereal forms reaching out to him in moments of desperation or despair.

Driven by an insatiable hunger for closure and a longing to protect their son from the dangers that lurked in the shadows of the port city, Bjorn and Eira sought to guide Domnall. They shared half-remembered tales of ancient magics and forbidden rites, urging him to embrace the power that was his birthright and wield it as a weapon against those who would seek to harm him. Yet, their guidance was erratic, their intentions shrouded in the mists of the afterlife, leaving Domnall to navigate the treacherous waters of his early childhood with little more than the echo of their ghostly voices to guide him.

Despite the hostility of mundane society and the relentless persecution brought about by his Blatant Gift, Domnall thrived amidst the spectral echoes of Dublin, drawing strength from the whispers of the dead and the echoes of their forgotten dreams. Yet, with each passing year, his disdain for the living grew ever deeper, fueled by the indifference of those who had cast him aside and the bitter realization that he could never truly belong among them.

And so it was amidst the spectral throngs of Dublin's restless dead that Domnall found a sense of belonging he had never known among the living. The wraiths of the city, drawn to him like moths to a flame, embraced him as one of their own, offering him solace and companionship in a world that had long since seemingly turned its back on him.

By the time Domnall reached the age of seventeen, he had become a solitary figure, his heart filled with bitterness and resentment towards the mundane world that had rejected him. It was then that fate intervened, as he caught the attention of a Hermetic magus named Tadhg. Drawn to Domnall's latent potential, Tadhg saw in him a kindred spirit, a pupil worthy of his teachings.

Tadhg was a man of steel, unyielding in his demands and perfectly willing to test Domnall's mettle time and again, constantly pushing him to the brink of his abilities and beyond. With little patience for weakness or sentimentality, he slowly forged Domnall into someone worthy to stand amongst the Draugrsjalfr.

Domnall's training was notably different than that of a traditional Hermetic apprenticeship that would see an apprentice spend almost the entirety of their time at a single covenant and rarely if ever leave. Instead, the pair traversed the mist-shrouded isles of Hibernia and beyond, seeking out the restless dead that haunted the forgotten corners of the land. From the windswept cliffs of the Scottish Highlands to the ancient burial mounds of Ireland, they wandered, their footsteps guided by the whispers of ghostly ancestors and the echoes of long-forgotten battles.

As they traveled, they encountered the scattered remnants of their tradition, a handful of kindred spirits bound by blood and shared ancestry. Together, they exchanged knowledge and shared secrets. It was here, in the company of the Draugrsjalfr (and shielded by the Parma Magica), that Domnall found a sense of belonging that had long eluded him in the mundane world, allowing the young magus to form the sort of meaningful bond that had eluded him his entire life.

Domnall’s Macgnímartha emulated his apprenticeship as he continued to travel at length, raising draugr and binding the spirits of the dead, showcasing his growing mastery of the necromancy the Draugrsjalfr were known for.

Plot Hooks, Important Characters/NPCs and relationships.