I've decided to age at least one character to archmage status to see what a magus at that power level would look like. I've also decided to do some backstory. Looking over the first installment this looks longer, and possibly dryer, than I had intended. Keep in mind that the main reason for doing backstory is to get some idea of how convoluted the secrets and alliances of an archmagus might be. Expect-perhaps-one update a month as I move through this (i.e. long term project).
Working through this does – however show a couple issues with the rules. First, there is a lack of information about characters with abnormal appearances. How should society as a whole reacted to giant blooded magi? What about strong faerie blood? Does somebody with strong Afrite blood look like a horned demon?
Secondly, the idea of Flambeau's going on Crusade just doesn't make sense with the 5th edition rules on the gift. Without the gentle gift magi around large numbers of well armed mundanes is a recipe for disaster.
Sarah of Flambeau – A story told in blood and fire.
(Note: This characters virtues are Major Focus – Damaging Spells; Giant Blood; Strong Faerie Blood ('Afrite), Improved Charateristics and Puissant Creo[House]).
Sarah was born in 1066 of an uncognizant Iberian 'Afrite and a human slave. Her human parent died when she was still a young child. Her apprenticeship began at age 10 when her pater purchased her from her 'Afrite family/masters. Completing her apprenticeship at Val Negra she was Gauntleted in 1091. The young Sarah is driven to prove that she has a soul. Understanding more about the nature of Faeries she seeks to step outside of her obvious role – a firey 'Afrite. To this extent she has developed skill with Creo, not Ignem. She'd probably be unhappy to learn that the name Ifrit derives from the Persian word afritan (“to create”).
Sarah spends the first two years out of apprenticeship studying Parma Magica, copying lab texts and improving her score in Vim.
In 1093 reports arrived of a large serpent terrorizing livestock near the covenant. The covenant dispatched Sarah, along with two shield grogs, a tamed nobleman, the turb's captain, an experienced tracker and a cook. From the start, it seemed clear that the expedition was geared to protecting the new maga while allowing her some combat experience. Unfortunately, it was a trap.
The party was ambushed in route to the last location of the serpent. Heavily armed and armored men rushed the party – as crossbowmen attacked them from the rear. The attack killed the nobleman (the second son of a moderately influential local potentate) and inflicted a light wound on Sarah. In truth the wound would have been nastier has Sarah been less robust or not wearing a half suit of leather scale (13 damage).
After the attack Abraxas of Tytalus “coincidently” happened by. Using his arts to interrogate the dead Abraxas found that the attack had been aimed not at the maga but at the nobleman as part of a dynastic dispute. The groups scout had betrayed them to a rival noble house. The party was unable to catch the defector, but did find the family of the peasant whom had first reported to serpent in their hut with their throats slit.
Abraxas was unable to heal Sarah's injuries due to who unusual size. He duly reported to the tribunal that the actions of the magi of Val Negra in employing a tamed nobleman to legitimize their land holdings had brought ruin upon their soldalis. In response Sarah counterclaimed for libel – the claim that a light wound on a member of house Flambeau represented "ruin" – and breach of privacy for advertising to the entire tribunal that she was immune to standard Corpus spells.
The next several seasons were spent improving her skill with Corpus and locating lab texts for Creo Corpus healing spells that could effect her. Finding the nearest copies at Carta Solis, Sarah made arrangement to spend the next two seasons there inventing the spells. After completing the spells the house Primus offered to sell casting tablets (Conjure the Mystic Tower, Aegis of the Hearth and the Lab of Bonisagus)-as well as some lab texts-to her at a greatly reduced price if she would stay an extra season and write a treatise on the Jinn. Carta Solis would then make an extra copy for her future use.
Then came the Crusade. At the Council of Piacenza in March, representatives of the Byzantine empire made a formal appeal to the Pope to help take back Asia minor. One of the few members of the house outside of Iberia who both spoke and wrote Arabic, Sarah was asked to remain at Carta Solis until after the Grand Tribunal of 1095. Among other things, this allowed for several apprentices in the tribunal to be gauntleted after the rescheduled tribunal of 1094 (held Spring 1095).
Deus Vult – God Wills It. Even before the council of Clermont (November 1095) it became clear that the war in Asia would be different. While House Flambeau are noted for taking part in later crusades, there was little interest among French magi to go to war for Asia Minor. Urban II's tour of France changed that. Raymond IV, Count of Toulouse made it clear that he expected covenants located in Provence to supply troops and magi for the Crusade. The order might have resisted the last had Deus Vult not become the rallying cry of the crusade. Faced with the Pope's call for Crusade and the-apparent-expression of Divine approval, the Great Tribunal in Fall of 1095 voted to allow magi to join the crusade. The Grand Tribunal ruling allowed magi to fight as knights but not to use magic for the cause unless against hostile magicians. To meet the requests of a mundane lord, the Provence Tribunal voted (in an emergency session) payments of 4 pawns of a form to be selected (or two pawns of a technique) per season of service for up to three magi. Sarah was one of the selected volunteers. Sarah's parens, the gently gifted Moratalis of Flambeau, became the magus selected to lead the expedition.
From the time the crusaders arrived in Constantinople it became clear that they would lack promised support. The mundane army found the Byzantines slow in coming forward with promised supplies. Magi in the crusade found promised vis missing, no ships for use as mobile labs or lab equipment and only a handful of texts among them. The last would prove particularly annoying as the campaign became a war of sieges.
The early stages of the crusade passed with magi tangled and a web of conflicting interests. Crusaders besieged Nicaea, a city holding a Jerbiton covenant. Instead of fight foreign wizards, much of the hermetic contingents times was spent negotiating the cities surrender to the Byzantines-without a sack. The first fighting against non-hermetic wizards would only come several days later at the Battle of Dorylaeum. Accompanying Raymond – the Order Magi helped relieve a crusader force pinned against a marsh by both men and jinn.
The siege of Antioch only furthered Hermetic discomfort. Many gifted magi lived such isolated lives that they could not understand the army's desire for rapine and murder after the city's fall. It quickly became apparent that, during the uncontrolled violence of a sack, gifted magi risked being targeted by Crusaders as well as defenders. Magi of the crusade spent the night of the fall fighting against Jinn defenders while attempting to loot texts and vis, avoid marauding troops, and almost randomly protect the city's residents. In the wake of the fall of Antioch the Hermetic contingent elected to form a specialized looting party made up of Grogs and the gently gifted Moratalis.
Lack of supply led to epidemic sweeping through the army after Antioch. Many of the Magi, Sarah included, found themselves forced to keep up constant Creo Corpus effects – and suffer warping – in order to avoid the plague.
In December relations between Magi and crusaders hit a nadir. After taking Ma'arra, Crusaders were reduced to cannibalism. Described by one chronicler: "in Ma'arrat our troops boiled pagan adults in cooking pots; they impaled children on spits and devoured them grilled." Using a Creo Animal ritual designed to produce a war horse, and sending out parties to hunt for animal vis, the small hermetic contingent was able to feed itself without resorting to such drastic measures. This led to crusaders storming the hermetic encampment in late December searching for food that the magi did not have, nor had the vis to create. One Tytalus magus died before the Crusaders were thrown out of the camp.
With little trust or amicability left the two groups began moving towards Jerusalem early in 1099. The situation hovered on the edge of explosion. Mundane lords threatened to seek reprisals against the order after the Crusade. Moral in the hermetic contingent disintegrated after the fall of Jerusalem. In early August magi discovered that Moratalis had lied to them about the number and quality of texts taken during the various sacks. Further, he held a large supply of vis intended for the crusade for his personal use and was negotiating to secure a prime covenant site as a personal fief.
Disgusted, the magi of the Crusade split the goods of the-then absent-Mortalis among themselves and set out for the coast. These plans were quickly amended as they came across the encampment of Fatimid army, hidden by magic. After directing the Crusader army to the encampment, Sarah was surrounded by Jinn in the following battle and reduced to ash by firey blast, or at least so it seemed.
Faced with overwhelming odds Sarah fast cast a spell to send herself into twilight. The twilight reduced her body to ash. Twilight is unpredictable. Sarah's twilight lasted the remainder of the day (and gave +4xp in her negative sympathy trait now at -1).
Emerging from twilight, Sarah found everything in disarray. Her companions had a head start to the coast. Moratalis and the Grogs had gone off somewhere. Catherine the cook and some other covenfolk remained in camp, but that was it. Obtaining a mule (any horse large enough to carry her having long ago been eaten), Sarah set off for the coast.
At Constantinople Sarah discovered that Mortalis had charged his companions with a number of high crimes, including depriving him of his magical power and interfering with mundanes. Not wanting to wait for a March, Sarah, with Catherine volunteering to follow, took the next ship (that would take an eight and a half foot tall gifted Maga) to the far side of the Black Sea.
Sarah at Gauntlet
Characteristics: Int +3, Per 0, Prs 0, Com +2, Str +2, Sta +3, Dex 0, Qik 0
Size: +3
Age: 25
Decrepitude: 0
Warping: 0
Confidence: 1(3)
Virtues/Flaws: Major Focus (Damaging Spells), Giant Blooded, Improved Characteristics, Strong Faerie Blood ('Afrit), Puissant Creo, Driven, Faerie Upbringing, Black Sheep, Deficient Technique (Muto), Faerie Heritage.
Personality Traits: Brave +3, Hates Bullies +2, Conformist -1
Reputation: none
Soak: +3 (unarmored)
Faerie Sympathy Traits
Power: +1
Conformity (negative): 0
Abilities: Second Sight 4 (Spirits), Brawl 2 (dodging), Guile 2 (lying to authority), Stealth 2 (sneak), Arabic 5, Faerie Lore 2 (Jinn), Awareness 1 (alertness), Folk Ken 1 (nobles), Parma Magica 1 (Ignem), Artes Liberals 2 (Ritual Magic), Latin 5, Magic Theory 3 (Inventing Spells), Profession (scribe) 1, Single Weapon 1 (longsword).
Arts: Cr 10(+3), In 0, Mu 0, Pe 1, Re 0; An 0, Aq 1, Co 1, He 0, Ig 09, Im 0, Me, 0, Te 1, Vi 1.
Spells: Pilum of Fire CrIg 20 (+34), Arc of Fiery Ribons CrIg 25 (+34), Flash of the Scarlet Flame CrIg 15 (+34), Blade of Virulent Flame CrIg 15 (+34), Unseen Arm ReTe 5 (+4), The Unseen Porter ReTe 10 (+4), Dagger of Ice CrAq 10 (+6), Quench the Raging Conflg PeIg 20 (+14).
Equipment – Partial leather scale, long sword shield.
1091 – Parma Magica 4, +2xp Profession, Scribe. Spr, Sum, Fall, Study from Sound Summa on Parma
Magica (Quality 15, Level 4), Winter Copy Lab Texts +2 Expose XP Profession Scribe.
1092 – Vi 11. Studying a Summa on Vim (Quality 17, Level 11) for all 4 seasons. Season of service waived for spending the year studying Vim (higher vis extraction totals).
1093 - Penetration 2, Concentration 2 (Quality 5, Level 2, Primers). Adventure 5 xp (awareness 1 (Ambushes)(light wound), Invent Ball of Abysmal Flame CrIg35; Corpus 5 (Summa 14/14).
1094 – Corpus 7 (Summa 14/14), Extract 4 Pawns of Vis (CrVi 24 + 3 int + 3 MT+ 5 Aura + 6 Lab) +2 xp Magic Theory, Invent Healing Touch Size +1(+2mt), Invent Purification of the Festering Wound Size +1 (+2 MT).
1095 – Write Tractus Fairy Lore (Jinn) (+2 xp Profession Scribe), Corpus 9 (Summa 18/15), Taught Single Weapon +23xp (+2 Com, +5 Great Teacher, +7 Teaching, +9 Single Student), Taught Single Weapon +23 xp (Single Weapon 4).
Gain Item: Grimoire
Casting Table Conjure the Mystic Tower CrTe 35 (2 Cr, 5 Te)
Casting Tablet Aegis of the Hearth ReVi 20 (4 Vi)
Casting Tablet The Lab of Bonisagus (CrTe(Vi) 45 (2 Cr, 7 Te)
Mighty Torrent of Water CrAq 20
Circling Wind of Protection CrAr 20
The Incantation of Lightning CrAu 35
Invocation of Weariness PeCo 20
Touch of Midas CrTe 20
Demon's Eternal Oblivion PeVi 5
(Build Points 74: 50 Casting Tablet, 24 Lab Texts)
1096 – Ride 2 (+23 xp); Invent Demon's Eternal Oblivion PeVi 5 and Wind of Mundane Silence PeVi 20 (+2 Pe, Pe now 2); Athletics 1 (Marching) (practice 5), French (Langue d'Oc) 3 (Teaching 15 points).
-Gain Full mail armor and horse (bred to accepted a gifted rider).
1097 – Greek 1 (practice 8), Ignem 10 (Tractus 10, siege of Nicea), Adventure 8 xp (+4 xp ride, +4 xp Single Weapon (now level 5)) +2 Xp power, +1 xp negative conformity), Terram 5 (Summa 15/5).
1098 – Rego 5 (Summa 15/5)(Siege of Antioch), Adventure (5xp – 2 Awareness [hunting party]), Intrigue 1 (practice 5), Adventure – 10xp (Brawl +5 xp, Folk Ken (+5 xp) , -1 xp Power) +1 warping (continuous magic effect).
1099 – Intelligo 5 (summa 15/5); training Brawl 3 (+10xp); Adventure (+10xp, Ride 3 +4xp, Order of Hermes Lore 1 (Crusaders) +5xp, +1xp Profession Scribe. + 2 warping points), Exposure Greek 2 (+8 XP).
Gain Items:
Summa Ignem 16/19 (quality 16/level 19) – Exceptional Text Major Boon
Summa Aquam 14/16
Summa Auram 16/14
Summa Terram 15/15
=90 Build Points
50 Pawns of Vis (actually 10 Creo, 20 Terram, 8 Vim, 2 Corpus) – 10 Points
20 pounds +2 build points (Notes: gold Solidius's included, not actually 20lbs of metal).
End of the Crusades Summary:
Age 33 (+8 Years)
Parma 4, Vi 11, Penetration 2, Concentration 2 (Spell Concentration), Awareness 2(Ambushes), Single Weapon 5, French 3, Athletics 1 (marching), Greek 2, Intrigue 1(nobles), Order of Hermes Lore 1 (crusaders), Ride 3.
Sympathy: Conformity (Negative), -1.
In 5, Pe 2, Re 5, Co 9, Ig 10, Te 5, Vi 11
Healing Touch (+ Size), Purification Festering Wnd (+1 size), Demon's Eternal Obliv, Wind of Mundane Silence, BoaF.
+3 points of Warping, +1 xp in both Faerie Sympathies
Reputation
Bound Demon (Crusaders) 2
Crusader (House Flambaeu) 2
Dead (Levant Tribunal) 2
New Personality Trait: Tired of Sieges +1.
Further Note: Simplicity and sanity seem to argue for house ruling that a strong faerie blood character has an apparent age of 35 at age 50.