Inactive Characters


Aetos ex Bjornaer, filius Aquila

Aetos was born in the Alps Tribunal. The bastard son of a minor lord and a house maid, he grew up herding geese. Even as a child he realized that he was different from other humans, and felt strangely drawn to animals, who liked him better and whose languages he started to understand.
He was out in the mountains with his geese when he was approached by an enormous eagle – his parens Aquila, as it turned out.
Aquila took him as an apprentice and they wandered to Rügen where she awakened his heartbeast – an eagle as well. After gauntlet, she sent him far east out of her territory, but arranged for a covenant on the brink of western civilization to take him in.
There, he created his Talisman, which helps him deal with his dual nature, and became a protector of the local birds. Ten years after his gauntlet, a pontaneous spell sent him into twilight: He traveled through a strange wood full of strange birds and got them to acknoledge him as their Prince. When he awakened, some of his tail feathers had turned golden and become a source of vis.
He plans to further develop his avian spells, and supports the wilderists to protect birdkind from mankind. In the long run, he plans to raise an apprentice and to create a race of intelligent birds. He has realised that cooperating with the other magi and building a strong covenant are a key to controlling mundanes.

Concept: an Eagle magus who considers himself prince of the birds

Characteristics: Int +2, Per 0, Pre +2, Com -1, Str -1, Sta +2, Dex 0 Qik 0
Size: 0
Age: 36,5(35)
Decreptitude: 0
Warping Score: 2(12)
Confidence: 1(3)
Virtues and Flaws: The Gift; Hermetic Magus; Major focus: birds; Affinity with Animal, Alluring to Animals, Animal Ken, Inoffensive to Animals, Heartbeast (House Virtue), Pack Leader, Personal Vis Source (Animal, in tail feathers)*, Sensory Magic, Subtle Magic, Unbound Tongue; Restriction (no birds present), Waster of Vis; Dutybound (help birds in need, eat no fowl, mediate conflicts between birds when asked), Limited Magic Resistance (Corpus), Proud (minor), Story flaw: animal companions/bird prince
*acquired 10pg
Personality Traits: brave+2, proud +2, Eagle+3
Combat (Human shape):
Brawl (fist): Init 0, Attack +3, Defense +2, Damage -1
Soak: +2
Fatigue Levels (human shape): 0, -1, -3, -5, Unconscious
Wound Penalties (human shape): -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Animal Handling (birds) 3(10), Animal Ken (Birds) 4, Artes Liberales (music) 1, Athletics (Climbing) 2, Awareness (birds) 1, Brawl (dodge) 1, Finesse (Animal) 1, Folk Ken (Hunters) 1, German (Bavarian) 5, House Bjornaer Lore (rituals) 1, Latin (hermetic) 4, Magic Lore (magic animals) 1, Magic Theory (Animal) 6(8), Parma Magica (Ignem) 3, Survival (Forest) 2, Swim (river) 1
Arts: Cr 10, In 10, Mu 4, Pe 0, Re 10, An 15, Aq 0, Au 6, Co 0, He 0, Ig 0, Im 0, Me 0, Te 4, Vi 0
Twilight Scars: Occasionally grows a golden tail feather that contains vis
Only talisman
Wears a cheap brown woollen robe when outside his sanctum
He keeps a labelled collection of bird feathers in his lab which he uses to talk to far-away birds
Labtext: lr-18
Encumbrance: 0
Spells known:
Charge of the Unicorn (Cr(Re)An20/ +28T), see spellswiki
True Rest of the Injured Animal Friend (CrAn25/+30T), like ArM5, p. 117, +12 bonus to recovery
Speak to the Distant Bird’s Mind (CrAn25/+40TF), see below
Conjure the Woollen Garb (CrAn30/+30T), see spellswiki
Flock of the Ancestors (CrAn35/+40TF), see below
The bright bird (CrAn50/+41TF), see below: Mastery 1: lab mastery
Read the Distant Bird’s Mind (InAn35/+40TF), see below
Command the Birds at Hand (ReAn35/+40TF), see below
Charge of the Angry Winds (CrAu15/+17T), D: diameter
Eyes of the Cat (MuCo5/+8T)
Aura of Ennobled Presence (MuIm10/+4)
Wizard’s Sidestep (ReIm10/+10)
F includes Magical Focus
T includes Talisman
Vis: currently none
Appearance: Aetos is a thin middle-sized man whose brown hair and full beard are streaked with gray. He has remarkable amber eyes and an aquiline nose. His voice is deep and low. He has the habit of suddenly turning his head and staring at people he talks to. He is usually seen with some pretty bird perched on his shoulder.
Voting sigil: A Phoenix feather
Spell sigil: Gliding.

New Spells:
Speak to the distant bird’s mind
Allows you to say words directly inside a bird’s mind.
Base 3 (see Mentem), +4 Arcane Connection, +2 Sun

Flock of the Ancestors

CrAn 35
This spell creates 10 eagles. Aetos master told him they were his bird ancestors, but this cannot be verified since they have no memories of previous lives). Aetos believes that when the sun rises/sets or they are killed they return where they came from.
Base 10, +1 Touch, +2 Sun, +2 group
The bright bird
Raises an animal's intelligence to 0 or by one point (whichever is greater). Maximum is +3. Ritual.
Base 45, +1 Touch

Read the distant bird’s mind
Allows a magus to read the surface thoughts of a bird he has an Arcane connection to
Base 10, +4 Arc Connection, +1 Conc

Command the birds at hand

When birds touch the caster, he can give them commands.
Base 15, +1 Texture, +3 Moon

The Golden Dove (Lesser Magical Item)
This golden dove is set on a pedestal in the middle of the lab. When commanded “Sing for the [insert name of the bird]”, it will start to twitter soothingly, calming the designated bird. This adds +2 to animal effects in this lab.
(Effect: Base 4, +2 Voice +0 cosmetic imaginem effect; +10 unlimited uses), 3 pawns of vis

Talisman: Aetos Ankle Ring
Aetos took a silver ankle ring, set with a magnetite and a polished piece of basalt, engraved with the sign of Juppiter, a ligning bolt, as his talisman.

It has been opened with 14 pawns of vis

Attunements: Animal +3, +2 Auram, +3 Ignem, +2 Intellego, +3 Perdo, +10 harm lycanthropes, transform self +4

Perceive the Change
InAn 14
Let’s the Talisman realize when Aetos changes shape
(see HoH: MC, 24)

Adapt Talisman Size
Adapts Talisman size to Eagle or human foot as needed;
(Effect level: base 1, +1 conc., +2 metal; +10 unlimited uses, +5 item maintains conc., +3 linked trigger)

Hot Bird Escort Service
Creates an attractive female bird that lasts as needed. Can also be used to circumvent the magus’ restriction flaw.
(Effect level: Base 10, +1 Touch, +1 Conc; +10 unlimited uses, +5 item maintains conc.)

Created by Portia when Aetos arrived, the lab has been once refined by Aetos to install his Golden Dove. He chose not to upgrade it after she had improved her spell (it would have disturbed him and the birds).
Virtues and Flaws: infested, spotless, highly organized, Superior Tools, Superior Equipment, Installed Item: Golden Dove,

Size 0, Refinement 1 (used for Golden Dove), General Quality +2, Upkeep +3, Safety +1, Warping 0, Health +1, Aesthetics 0
+3 An +1 Creo +1 items (inactive: +1 Vis extraction)

Eagle form:

Golden Eagle (Aquila Chrysaetos Chrysaetos)

Basic Characteristics:
Cu -1 Per +2 Pre -1 Com -2 Str -2 Sta +2 Dex +1 Qik +4

Modified Characteristics (by qualities)
Cu -1 Per +3 Pre 0 Com -1 Str -2 Sta +2 Dex +1 Qik +4

Aetos characteristics in bird form: Int 2, Per 3, Pre 1, Com -1, Str -2, Sta +2, Dex +1, Qik +4

Virtues and flaws: proud, piercing gaze

Qualities: Accomplished Flyer, Extra Natural Weapons (claws = talons), Imposing Appearance, Keen Eyesight, Pack/Herd Leader, Pursuit Predator

Personality Traits: Proud +3, Brave +3

Talons: Init 3, Attack +6, Defense +10, Damage +0
Beak: Init 4, Attack +6, Defense +7, Damage -1
Soak: +2
Fatigue: Ok, 0, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-3), -3 (4-6), -5 (5-9), Incapacitated (10-12), Dead (13+)
Abilities: Brawl (Talons) 2, Survival (mountains) 3, Awareness (food) 4, Athletics (flying) 5, Leadership (birds) 5, Hunt (prey) 4
Special: +3 to all rolls involving eyesight


  1. to include Golden Dove lab bonus
  2. added two seasons (for inventing familiar ritual in exchange for lr - I had planned one season of work but three were needed)




Baptismal Name: Tamura Schiera
Currently Used Name: Tamura Schiera
Characteristics: Int +3 Per +1, Pre -2, Com +3 Str -3, Sta 0, Dex +3, Qik -2
Size: 0
Age: 31(31)
Decreptitude: 0
Warping Score: 2(20)^
Confidence: 1(3)
Personality Traits: Brave +2, Organized +3, Humble +1

Concept: A learned scholar who has lost everything she held dear save her art, but discovered a new life with the Order of Hermes in the process. Humbled by the majesty of the Hermetic Magi she admires the vibrant society they have built and wishes to take part in what she sees as a better way of life.

Succuro (Art - Major - an inherited touch of magic in her blood that her teacher was able to draw out)
Fortanum (Art)
Magicam (Art - an inherited touch of magic in her blood that her teacher was able to draw out)
Salutem (Art)
Affinity: Succuro (as the art was latent in her she developed great talents with it)
Affinity: Magicam (as the art was latent in her she developed great talents with it)
Book Learner
Apt Student
Social Status (Free - M.O.B. Mathematicus Of Bologna)

Social Status: Surgical Empiricus (Midwifery)
No Magical Defenses (this is a result of her initiation ordeal for Fortanum)
Nocturnal (this is a result of her initiation ordeal for Fortanum, using a script that required long night of trance and sleep deprivattion that took hold in her)
Favours (Major - Redcaps)
Restriction (Major - May cast no magic for sun duration after telling a lie in free will .... this is a result of her initiation ordeal for Salutem)

Succuro 8 - 128 xp before affinity
Fortanum 13 - 93 xp
Magicam 25 - 223 xp before affinity
Salutem 13 - 93 xp

Native Language: Greek 5 (Classical Greek) - 0 xp
Stealth 2 (Movement) - 15 xp
Brawl 2 (Dodge) - 15 xp
Charm 2 (The opposite sex) - 15 xp
Concentration 1 (Casting) - 5 xp
Etiquette 1 (The opposite sex) - 5 xp
Bargain 1 (The opposite sex) - 5 xp
Leadership 1 (The opposite sex) - 5 xp
Faerie Lore 1 (Dark Court) - 5 xp
Magic Lore 2 (Hedge Wizards) - 15 xp
Latin 5 (Writing Books) - 77 xp
Artes Liberale 6 (Astrology) - 5 xp
Prof: Scribe 1 (Copying) - 5 xp
Craft: Chirgury 2 (Midwifery) - 15 xp
Order of Hermes Lore 1 (History) - 5 xp
Philosopahe 4 (Natural Magic) - 72 xp
Medicine 4 (Ligatures) - 72 xp
Craft: Sculptor 5 (Bone) - 77 xp
M.O.B. Lore 3 (Personages) - 31 xp

Charms Known:
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Natural Magician
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Premonitions
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Animal Ken
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Eye of Hephaestus
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Wilderness Sense
SuMa 20 (R: Per, D: Sun, T: Ind) Grant Lesser Immunity: Effects of the Gift
SuMa 25 (R: T, D: Sun, T: Ind) Increase Range of Charm Level 25 or less
SuFa 20 (R: Per, D: Sun, T: Ind) Grant Venus Blessing
SuFa 20 (R: Per, D: Sun, T: Ind) Grant +3 for use of Charm
SuFa 20 (R: Per, D: Sun, T: Ind) Grant +3 for use of Concentration
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Strong Verbal Charms
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Shapeshift (Bear, Eagle Owl, Camel, Bull Shark)
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Tueor
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Vulnero
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Summon Animals
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Strong Amulet Magic
SuMa 30 (R: Per, D: Sun, T: Ind) Grant Greater Immunity (Natural Weapons)
SuMa 5 (R:Voice, D: Dia, T: Group) Detect the presence of Vis
SuFa 10 (R: Per, D: Mom, T: Ind) Grant Reserves of Strength
SuMa 20 (R: Per, D: Sun, T: Ind) Grant +3 for use of Shapeshift
SuMa 20 (R: Per, D: Sun, T: Ind) Grant +3 for use of Summon Animals
SuMa 35 (R:T, D: Mom, T: Ind) Revive the Fading Amulet

Charms on emergency formulary scrolls: TBD

Combat (Human form):
Brawl (fist): Init -2, Attack +5, Defense +0, Damage -3
Brawl (kick): Init -3, Attack +5, Defense -1, Damage +0
Brawl (dagger): Init -2, Attack +7, Defense -1, Damage +2
Soak: +0
Fatigue Levels (Human form): 0, -1, -3, -5, Unconscious
Wound Penalties (Human form): -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Combat (Bear form): TBD
Combat (Eagle Owl form): TBD
Combat (Camel form): TBD
Combat (Bull Shark form): TBD
(the animal forms will taake some time)

Equipment: Inexpensive & Standard Items - Animal product outfitting, Daggers (one in cloak-tied scabbard by her right hand, on in the inner left side of her boot ... for right handed draw), Small selection of clothing made from human hair, stockpile of human hair **, emergency formulary scrolls (in foot wrappings around ankles, also in sewn onto the left inside edge of cloak); Expensive Item - Household near Philadelphia

Varies, at worst 1 if heavily laden with supplies

Items: (Incomplete Inventory)

Chalice of the Royal Step (Wondrous Item; Magnitude 7; 6 Uses per day; An, Co)
A leap of homecoming type effect, the tiny round chalice resembles a very shallow communion cup made of ivory. The arcane connection (AC) is placed in the cup, or the item is touched to the AC and the owner of the item says the magic word. ACs and personal belongings* not of the forms animal or corpus do not travel with the user, but those arcane connections not transported are not harmed in any way - just left behind to fall to the nearest surface or remain undisturbed.

The cup itself has a base or foot which when turned up reveals a miniature shrine. A tiny figure of the virgin mother looks out from across the threshold of a tiny doorway with a cross over it. The appropriate side of the cup is even flat in places on one side, and the weighting such that the cup can stand on this side allowing the tiny shrine to actually be used for veneration of the saint. The piece is reminiscent of an ornate communion cup, an item most would be proud to possess. Certainly, it does not look like a magical item, and its joinery - finely sculpted segments of bone in fact - permanently conceals a small bone earring included for magical shape and material bonuses. The item is fairly durable as finely joined segments of hard bone, is only an inch and a half in diameter by an inch tall, and has a fairly flat form factor for easy carrying.

  • Tamura has equipment and wardrobe made of animal products specifically intended for travel with this item. Winter furs, fabrics and cordage of wool, leather goods, beeswax candles, oils, soap, knives of bone set with shell (too fragile for combat, but carried for utility), a writing kit in hardened leather case with parchment, shell pen knife, quills, ink, and a feather fan instead of sand for drying. She carries what appears to be a couple of long daggers at her belt in scabbards, but in reality they are just hafts for a show being armed when one should be - plus they make handy places for carrying small items. The possibilities are far ranging, though her daggers, (not the mock belt dagger carried for visible defense) her coins, and her chalk (used to write on hardened leather tiles case as one would write on a slate) will not travel in this fashion. She intends to fly to new locations in her large eagle form because she will not have ACs at first, and will carry lightweight wealth like coins or gems along with the tiny wondrous items she makes. After that, she can use the chalice to return and pick up her assorted large articles.

** Tamura has been planning to make the Chalice of the Royal Walk for some, the only limitation she faces is that her magic is limited to making an items with only two forms at once. She can make different chartae to gain different combinations of two forms - but for the chalice it means that any one item will only work on corpus and one other form. Her first chalice is corpus / animal, but she plans a corpus / terram version to allow her to take valuables like metal. This had lead her to collecting human hair from wig makers that is unsuitable for their craft but suitable for weaving into fabric (an uncomfortable sort of fabric if the hair is not long enough to make smooth thread but better than traveling naked).

Workshop: Innovation 0, Ra Materials 0, Aura 0; The workshop is the main space of the cavern house once shared by Tamura and Vincezo. It sits at the edge of the family estate, and is where the couple shared their passion for fine art. As a large space that was warm in the winter and cool in the summer it was also host to many fine parties- when the tables of the shop were set with feast and the stacking benches set with thick blankets. It was not intended as a place to create wondrous items, as its lack of magic aura attests to - rather Vincenzo always had a passion for sculpting and it was a personal space for him before it became a household. One of the flagstones in a back room is much thinner and lighter than the rest. Under it is a small chamber partly filled with a few feet of gravel, then a layer of clean dry sand. On top of the sand, which is mixed with lye, sits a deep, square cedar chest sculpted in two thick pieces just for the confines of the hole. Though not equipped with an expensive lock it is well concealed, dry, and vermin free - a handy place to store valuables when away. Currently it holds the books Tamura has studied while here, some journals, a couple of standard formularies, some writing supplies, and a a few tools (perhaps the most valuable part of a sculptors workshop).

Philosophic Laboratory: TBD; A small cavern structure nearn the workshop cavern house, also refurbished by Vincezo in his youth. It had been occupied decades past as a philosophic laboratory and the signs of previous equipment layouts is still visible in the many brackets and pins set into the strone. It is unlikely to have been a Hermetic laboratory as there is no magi aura - but who is to say there was not one in the past? Though really only suitable as a teaching room, Vincenzo had an interest in experimental philosophy ... and some call for it in his city practice. Having been overly focused on teaching (teaching +3) and too far from the apothecaries in the city for his liking Tamura eventually took it over. She has only ever used it to learn from Vincenzo, though it might host other tutors in the future if need be.

^Warping: I reasoned that since Tamura went long periods in very calm conditions - not doing lab work like a Hermetic - and using a simple die for magical work due to said calm conditions she wouldn't have accrued 2 warping points per year ... but she would be under at least 6 or more months of cumulative magical effects, so 1 point per year plus a couple extra points gained in a handful of short adventures (which I still want to detail, they happened during her years in Philadelphia) netted her a few extra botches here and there. 20 points deems reasonable to me.

Tamura Scheria
Tamura is a Learned Magician with strong ties to the Redcaps - who ask her to travel out to the base camp and maintain a bit of a presence there since she owes them (Favours). For reasons revealed below she has no qualms about helping the Mercere as they saved her life and introduced her to Flavius ...

Tamura was a child of four when a terrible storm killed both her parents and left her utterly alone at an Orphanage in the city of Corfu - on the island known as Scheria in ancient times. The sisters there kept her, but delighted in tormenting and depriving the children when no outsider was the wiser. Several months after her arrival Tamura ran away to see the great stone ship in the harbour. The sisters expended no effort in finding her, and tiny Tamura lived a ragged few weeks on the street. Dishevelled and terrified she managed to sneak into the cellar of a house on the shore one day. There, where it was warm and there were food stores to be found she gorged herself and slept. No one seemed to be home right now, and she was able to get in and out quietly after working the old latch that wouldn't really shut properly.

Later in the week she awakened with a start to see an old man - the master of the house - looking over her from his seat on a nearby barrel. Immediately she ran off, making her escape through the cellar door with out a moments though. Then she was back on the street, but after two cold nights she had found nowhere else to go. Slipping back into the cellar she quietly made her way in the dark to a nearby corner where she could rest with a clear line of escape .... but she noticed the cellar was different. Letting a bit of light in the the open door her eyes spied that a small bed had been set up out of blankets over grain sacks. She approached cautiously and smelled marvels: fresh fruit, bread and cheese. The food was in large covered clay pot next to the bed, and there was a set of small woolen clothes folded neatly beside it. Further on there was a large covered pot with watery wine with a wonderful taste. For hours she remained on guard, for the sisters would sometimes catch her after sleep of during a meal so they could beat her ... but no assault came.

After several rounds of spying each other Tamura spoke to the strange old man who made her feel uneasy even after she was convinced he meant her no immediate harm. "Why do you lay out these things for me?" she asked, and he said in somewhat broken Greek "You were cold and hungry, and no child in my house may be cold or hungry." The two talked haltingly after that, and the old man - Doctor Abramo - eventually won a measure of trust from the child despite his magical gift.

Though it took several weeks, Tamura eventually came up from the safety of the cellar to stay in a proper bedroom. Abramo had the cellar door repaired, and found the Tamura was from the orphanage. Though he considered returning her, the sisters insisted that this girl was a thief and would not take her back. On a deeper level, the old man realized how much he missed his children and his wife. He had lost his son and daughter in a landslide, and his wife had passed some years ago. Little Tamura sparked something in him, feeling he had long thought gone forever. Abramo, here to study some rare inscriptions, was only renting the house. When he told Tamura that she could either go to another orphanage or come and live with him she decided that he would be her new uncle. That was that.

For years she travelled with him, living mainly in Bologna where he had his house. Abramo decided that this little girl, a slight wisp of a thing, was to be his legacy. He had not taken students for years - having become a man of considerable means through his magics and medical practice - and she would be his last. She lacked the gift, but was innately intelligent and able. At first he devised games to train her concentration, told stories of magic and schooled her in what few fundamentals of etiquette he possessed. Then he progressed to latin, letters, and so forth ... all the while preparing her for his greatest secrets. For Tamura is was often great fun, but more often a matter of ordeals. Abramo tried to make the initiations gentle, reworking the scripts he knew with great delicacy and paying handsomely for lore that would aid his task. Tamura did end up learning much of what her uncle wished to pass on. She did acquire a flare for his aptitude with the arts Succuro and Magicam. While still a girl of eight years the two travlled to visit friends in Phiilladelphia. It was a wonderful trip for Tamura, where she made a true friend in the boy Vincenzo. Vincenzo Caprero was a little older, at eleven, but the two got on well as Tamura was very interested in medicine and philosophy ... something Vincenzo was studying on the way to an early degree. The Caprero and Lucasa families had been close for generations, and sadly this was the last trip out old Abramo would make due to his advancing age.

After the trip to Philladelphia Abramo and his niece remained in Blogna for many years, she as his student. To explain herself in his circles, Tamura trained as an empiricus - specifically a midwife. This was one of the few medical professions a woman could do - in fact many male doctors would have no part of the trade. With the aide of charms she became renowned in her own right, while of course being known as the niece and assistant of the venerable Magister Abramo Stephano Lucasa. In her fifteenth year a handsome young man in fine clothes came knocking on their door. It was Master Vinceenzo Caprera fresh from attaining his Masters in Medicia at the Salerno school. Hearing the door man announce the guest Tamura spied him through a tiny hole she had made in the floor boards for just such a purpose. He was so different, and she was instantly taken by him. Though not a beauty by any stretch of the imagination, this little bookworm of a girl knew the charms to call on venus, and those to refine her every gesture and word.

Vincenzo, who had hope to stay for a few weeks with his old family friend did so ... and more. Abramo, ever keen eyed, notice the blossom of romance between his two young house guests. He bid Vincenzo to stay on to help him through the winter and enjoy his hospitality - by spring wedding bells peeled for Tamura, now Tamura Caprera. With her uncle's blessing the couple moved back to Philladelphia and lived for a decade as man and wife. Vincenzo had refurbished a cavern house on the edge of his families estate and all went well ... save that the Tamara miscarried once and after this they decided children could wait. Instead of raising a family they shared their respective expertise, a love of art and knowledge that few experience together. He had a very successful practice in the city, and she had taken over his old laboratory and reading room - which she stocked with books, curios, and fine maps while exploring the arts uncle Abramo had taught her. Her charms and chartae became a source of great wealth for the local churches, as her husband earned more than the entire extended family could spend.

Then, one day eleven years after moving to the city robbers accosted the couple in broad daylight ... all for a few pieces of shiny jewelry, a few coins, and the thrill of victimizing the innocent. Looking on the scene was a man in a red cap by the name of Glandower. While the other few onlookers fled and the outlaws had cut the throat of the man who tired to resit them Glandower flung his cloak back and transformed into a massive, angry Aurochs. Not one of the criminals survived his wrath, but he was too late to save the young man - Doctor Caprero lay dead in a pool of his own blood. The man in the red cap, blood and strange alchemical ungents on his hands, worked in vain for not even the magics of his mighties allies in the order could bring back the dead. Tamura could do little but watch in stunned silent, then make her way back to her empty home. The stranger in the red cap seeing her home safely even though she was oblivious to him, did not see a single tear nor hear a sob - the woman beside him walking like a ghost in this world.

The shock, but not the the grief subsided. Tamura mourned by travelling back to Bologna to shelter once again with her old uncle. Though they had written as often as possible, she was shocked to see how Abramo had aged while she was away. They both knew that his own longevity charms had long ago ceased to be effective and even great wizards of the mysterious Order or Hermes that Abramo sometimes worked for with could hold out no hope for him. Having lived well over a a century it was soon to be his time, and so he passed on many of his secrets to Tamura. In her absence she had not been idle, and had refined her knowledge - though still not at his level she was very accomplished and after two all-too-short years Abramo passed away. He died a content man, having fulfilled his goal of leaving a legacy and cradled in the arms of Tamura who was the child of his heart if not his blood. In his last hour he gave her a key and a letter with instructions to open in when he had gone.

In the letter was the name and address of his moneychanger, who was keeping a small strongbox for him. In the box was a considerable amount of coin, but more importantly two tiny wood bound volumes. One was a tiny version of a rare and fine formulary, fit for easy travel ... as both volumes were buoyant, light, proofed against water, rot, insects, mould, etc. The second volume, similarly bound and proofed, was a journal. In it there were routes, names, places, all contacts Abramo had made with hedge wizard and hermetic wizard alike in his younger (more adventurous) years. Armed with this knowledge, and the realization that she owed her life to a Red Cap of the Order of Hermes, she set out to find Glandower.

After arriving at several covenants, to generally warm welcomes, she encountered two redcaps: Eradus and Selena. They vaguely knew of Glandower, and with the messengers of Mercere Tamura tried to track down her rescuer. The Mercere suggested that they journey to the covenant of Epidauros where there were records that would clarify the matter. Along the way they talked, she paid for inns where she could read the latest tracati she had acquired. Sometimes the three talked long into the night, as it turned out that they know a Magus "in the area" who would greatly like to meet Tamura. Well before arriving in Epidauros Tamura realized that they had been travelling a long way through cleverly disguised magical tunnels - or perhaps gates, or even enchanted floor tiles - that seemed to lead one in and out of far-too-clean stables but in fact were transporting them vast distances. She knew of Epidauros from the journal, and now knew the tremendous power of these wizards. Her arts paled in comparison, but she was intrigued by what one of these would be interested in her for.

Soon after being settled in very pleasant quarters Tamura was visited by both Glandower and another strange man ... a man with what she had long ago learned was the gift of magic. A quick charm on herself shielded the worst effects of the gift, and the three sat for hours. Over food and drink it was revealed that the Magus ?????? and his associate Glandower were interested in finding talented companions for a group of wizards who were planning to explore the unkown east. They recounted the old stories that Adamo had told, of a wise wizard named Bonisagus and a fairytale order of wizards. It seems that her uncle's old stories were not tales at all. The Heremtics noted that given her debt to the redcaps and her desire to learn she should aid them.

Upon hearing them out, Tamara agreed to help. She would take up residence, or at least regularly visit a far flung 'base camp' that the redcaps were interested in supporting ... but also it was an outpost that few redcaps (being messengers used to routes with many stops where they get pay) would wish to peronally support due to its isolation. Returning home to her workshop with the help of the friendly Magus Tamura had pledged that in one years time - when the base camp was being established - she would be ready to travel there. Some of the sponsor Magi were dubious however, that a minor crafter of charms and trinkets would be suitable for such an endevour as Nova Castra. Tamura bid them to watch her in her labours as proof that she was capable. Channeling magic through her clumsy (from a hermetic perspective) yet clever workings she sculpted tiny statues from bone, horn, ivory, shell and antler that indeed were touched by magic. These unsophisticated enchantments were only strong enough for the personal use of the intended bearer: herself, but they would be effective. They might just be "wondrous items" to the non-heremtic eye, noted one of the Magi. Though not nearly as capable as even a junior magus the Hermetics from the project - sponsors for Nova Catsra - saw that this 'learned' hedge magician would be an asset. Tamura was ready for camp.


Flavius Trajanus ex Miscellanea:



Baruch ex Bonisagus, Filius Octavianus

Characteristics: Int +5 (Brilliant), Per 0, Pre -2 (Spineless), Com +2 (Clear), Str -1 (Wiry), Sta +1 (Enduring), Dex 0, Qik +1 (Keen)
Size: 0
Age: 29 (29), Height: 162 cm, Weight: 50 kg, Gender: Male
Decrepitude: 0
Warping Score: 1 (3)
Confidence: 1 (3)

Virtues and Flaws: The Gift, Affinity with Auram, Hermetic Magus, Affinity with Creo, Major Magical Focus (weather), Clear Thinker (Bonus: +3 to resist lies, confusion, subterfuge), Good Teacher, Puissant Magic Theory*, Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab), Great Intelligence x 2, Ability Block (Martial), Deficient Form (Terram), Compassionate, Weak Magic Resistance (In Dominion aura), Humble, Tormenting Master

Reputations: Acclaim (Bonisagus) 0 (2), Lackey (Hermetic) 1

Dodge: Init: +0, Attack --, Defense +1, Damage --
Fist: Init: +0, Attack +0, Defense +1, Damage -1
Kick: Init: -1, Attack +0, Defense +0, Damage +2
Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities: Greek 5 (Byzantine), Athletics 1 (Balance), Code of Hermes 1 (Apprentices), Awareness 1 (Weather), Area Lore: Area 1 (Princes' Islands), Guile 2 (Avoiding Conflict), Penetration 1 (Auram), Finesse 1 (Auram), Swim 2 (Sea), Fishing 1 (Sea) [Category: Provisions], Concentration 1 (Casting), Latin 4 (Hermetic), Artes Liberales 1 (Ceremonial), Philosophiae 1 (Ceremonial), Order of Hermes Lore 1 (House Bonisagus), Parma Magica 3 (Terram), Magic Theory 5 + 2 (Inventing Spells), Scribe 2 (Hermetic)

Arts: Cr 12, In 5, Mu 5, Pe 0, Re 12, An 1, Aq 3, Au 12, Co 3, He 3, Ig 3, Im 3, Me 3, Te 0, Vi 3

Equipment: Talisman (Creator: Baruch; Vis Capacity: 14; Talisman; Total Pawns Invested: 4; Total Effect Level: 40; Attunement Bonus: Fan: +4 create or control winds; Effect Name: Wings of the Soaring Wind; Effect Level: 40; Effect Details: R: Touch, D: Conc, T: Ind, Requisites: Rego, Frequency: 24/day, Concentration; Arts: CrAu 30; Design: Base 20, +1 Conc, +1 Touch); Fur Armor (Soak: 4) [only worn when flying] (Soak: 4; Protection: 3; Quality Armor: +2); Wizardly Robes
Encumbrance: 0 (0)

Spells Known:
Charge of the Angry Winds (CrAu 15) +37
Whispering Winds (InAu 15) +23
Lungs of the Fish (MuAq(Au) 20) +9
True Sight of the Air (InAu 15) +18
Pull of the Skybound Winds (CrAu 30) +37
Clouds of Rain and Thunder (CrAu 25) +37

Vis: 2 Pawns of Aquam, 5 Pawns of Creo, 6 Pawns of Auram, 3 Pawns of Rego

Personality traits:

Curious +3
Obedient +2
Kind +2
Careful +2


Baruch is a crouched, thin, bald man. His constantly worried expression has etched his face with a zig-zag of thin lines. He is accommodating to the point of submissiveness and attempts to avoid conflict whenever possible. Those who come to know him may learn to appreciate his exceptional intellectual curiosity and kind heart. He treats everyone, even grogs, with an unusual degree of respect.


[size=200]Quaesitor Hoplite Tasia (Anastasia, Αναστασια) of Guernicas[/size]

Filia Vasile of Guernicas, from the Transylvanian Tribunal


Tasia is a maga of House Guernicas and the Terrae Cult through and through. She is very optimistic, which shows up strongly in her belief that the ends justify the means. That the Peripheral Code rulings tend to agree with this philosophy strengthens her resolve in it. Her optimism also applies to her view of the Order of Hermes: the Order is the great culmination of work of all magi and furthering it can only improve things. An ideal state can be brought about by ensuring the Order gains supremacy over the world. To this end she does her work as a Quaesitor and a Hoplite, blinded to problems of the Order, but not of its members.

Tasia enjoys socializing with both magi and mundanes, making regular use of Trust Me among mundanes. A large part of her time with them is focused on learning what’s going on and keeping up on gossip, even though she doesn’t like to spread gossip herself. Without the balancing effect of Trust Me she can be seen as quite nosy. However, as she is a maga with standing and is both personable and attractive, her nosiness does not come across as poorly as it could. And frequently it has helped with her investigations.


Tasia is a petite, gorgeous, young Greek. Her slender frame rises to only 5’2”, making her appear less dangerous than she truly is. Her long, dark brown hair is commonly worn loose, falling in gentle waves to nearly the small of her back, framing her delicate face. Through her bonding with Vrahos her appearance has changed a little: her beauty is now a little more ethereal, and her skin is much smoother – it doesn’t wrinkle and she has lost her body hair (but not her eyebrows and head hair). Due to a Twilight experience her hair does not move with the wind. When restricted by social circumstances Tasia readily conforms and wears her hair up, even though there is a lot of it to put up. Her big, brown eyes carry her warmth and inquisitiveness with them.

Though she seems to possess an extraordinarily large number of outfits, Tasia has but one thing she wears: a silver amulet she had made and bonded as her talisman. It is enchanted to change shape, size, material, and color as she desires. As a result she always seems to be dressed appropriately to the circumstances, though the highest qualities are still beyond her.


Tasia is well known as a young Quaesitor and somewhat known as a Hoplite. Her linguistic talent is widely known among the Quaesitors and is fairly well known more broadly as it has helped her in a number of investigations. Frequently she will be the Quaesitor brought in to investigate when an uncommon language is being used heavily. Tasia’s defensive talents have garnered her some accolades, too. Though she is not one of the more powerful offensively, her defenses tend to make up for it. Recently she has earned the title of Hoplite in addition to Quaesitor.


Tasia was born in 1184 in Greece from a branch of Guernicas’s own line that has yielded Gifted children before. Her life began with the typical troublesome problems surrounding a Gifted child. However, the Guernicas magi were keeping an eye on all new children of the line. When she was but five she was spirited away by Vasile of Guernicas, a seasoned Quaesitor and a member of the Terrae Cult. With her lineage there was no way House Guernicas would let a non-Guernicas nor a non-Terrae Cult member take her as an apprentice. Thus began Tasia’s apprenticeship, with many eyes on her expecting great things.

Vasile brought Tasia to his covenant in the Transylvanian Tribunal, not too far from the border with the Constantinople Tribunal. He taught her first and foremost to be a student of Bonisagus, since he believes one should not be a Quaesitor without being devoted to Bonisagus’s work. That his emphasis on Magic Theory made Tasia a better assistant in the lab was not lost on him, though. Meanwhile he also taught her of the Code and of numerous parts of the Order, though he refused to induct her into the Terrae Cult until she had proven herself by passing her gauntlet. Her gauntlet was crime to be solved: her voting sigil was “stolen” and needed to be found via investigation. In the seasons immediately following her gauntlet Vasile did induct her into the Terrae Cult, knowing that she had proven herself and that the cult did not want to risk losing her.

Since her gauntlet Tasia has mixed her time between working as a Quaesitor, working for the Terrae Cult, studying, and working in the laboratory. Shortly after her gauntlet she joined the Terrae cult and, after searching, found a rock spirit in the mountains that caused repeated rock slides. She bargained with it as best she could, offering more mobility and more ability to toss things around and drop things. Its interest piqued by the endless possibilities of new crashes, Tasia bound it to herself using a technique picked up from the Terrae Cult. Now the two are truly constant companions. They have both spent significant time working to improve each other. The one thing they couldn’t do so well was to make a longevity ritual for Tasia. However, as they are such a strong pair in the laboratory, they were able to offer their services to Gerontius of Bonisagus, one of the best in the Order at making longevity rituals. As Tasia’s and Vrahos’s abilities have grown Tasia has tried to provide more interesting things for Vrahos to smash while she keeps them safe. As a result she has recently become a Quaesitor Hoplite.

The Quaesitors are interested in what happened to the expeditionary covenant that was destroyed so quickly after it was settled. Knowing that the peoples further east speak less civilized languages and that clearly there could be some danger Tasia was considered. That the Terrae Cult is also interested in what happened to the local aura brought more votes to sending her. Thus House Guernicas chose to send Tasia as their emissary on this latest expedition, and Tasia was happy to accept knowing things will turn out best if she goes.

[table][tr][td]Int +2[/td][td]Per +2[/td][td]Str -3[/td][td]Sta +1[/td][td]Pre +2[/td][td]Com +2[/td][td]Dex 0[/td][td]Qik 0[/td][/tr][/table]
Age & Confidence
[table][tr][td]Age: 44[/td][td]Apparent Age: 22[/td][td]Decrepitude: 0[/td][td]Longevity Ritual: +25[/td][td]Confidence: 1 (3)[/td][/tr][/table]
[table][tr][td]Warping: 3 [31][/td][/tr]
[tr][td]Twilight scars:[/td][td]Tasia’s hair does not move due to wind.[/td][/tr][/table]
[table][tr][td]Current Season: Summer 1226 AD[/td][td]Born: 1184 AD[/td][td]Apprenticed: 1189 AD[/td][td]Gauntlet: 1204 AD[/td][td]Longevity Ritual: 1219 AD[/td][/tr][/table]
[table][tr][td]Busybody +3[/td][td]Loyal (Vrahos) +3[/td][td]Optimistic +5[/td][td]Steadfast +1[/td][/tr][/table]
[table][td]Guernicas’s Lineage +3[/td][td]Hoplite +1[/td][td]Linguist +2[/td][td]Quaesitor +6[/td][tr][/tr][/table]
Virtues & Flaws
[tr][td]Affinity w/ Magic Theory +1[/td][td]Busybody -1[/td][/tr]
[tr][td]Affinity w/ Parma Magica +1[/td][td]Deficient Auram *[/td][/tr]
[tr][td]Book Learner +1[/td][td]Legacy -1[/td][/tr]
[tr][td]Flawless Magic +3[/td][td]Motion Sickness -1[/td][/tr]
[tr][td]The Gift[/td][td]No Sense of Direction *[/td][/tr]
[tr][td]Gift of Tongues +1[/td][td]Optimistic-3[/td][/tr]
[tr][td]Hermetic Maga[/td][td]Small Frame -1[/td][/tr]
[tr][td]Hermetic Prestige[/td][td]Study Requirement -3[/td][/tr]
[tr][td]Minor Magical Focus: Terram Magic Might Beings +1[/td][td]True Friend: Vrahos **[/td][/tr]
[tr][td]Puissant Parma Magica +1[/td][/tr]
[tr][td]Quiet Magic x2 *[/td][/tr]
[tr][td]Spirit Familiar [/td][/tr]
[tr][td]Unaging [/td][td][i] From Terrae Cult initiations.[/i][/td][/tr]
[tr][td]Venus’s Blessing +1[/td][td][i]
From Vrahos.[/i][/td][/tr][/table]
[table][tr][td]Name[/td][td]Score[/td][td]Leftover xp[/td][/tr]
[tr][td]Artes Liberales (Ceremonial Magic)[/td][td]2[/td][td][/td][td]Alphabets: Greek, Latin[/td][/tr]
[tr][td]Athletics (Dancing)[/td][td]1[/td][td][/td][/tr]
[tr][td]Awareness (Searching)[/td][td]2[/td][td][/td][/tr]
[tr][td]Bargain (Hermetic Goods)[/td][td]1[/td][td][/td][/tr]
[tr][td]Brawl (Dodging)[/td][td]1[/td][td][/td][/tr]
[tr][td]Carouse (Making Friends)[/td][td]1[/td][td][/td][/tr]
[tr][td]Charm (Seduction)[/td][td]2[/td][td][/td][/tr]
[tr][td]Civil and Canon Law (Papal Laws)[/td][td]1[/td][td][/td][/tr]
[tr][td]Code of Hermes (Peripheral Code)[/td][td]5[/td][td][/td][/tr]
[tr][td]Concentration (Spell Concentration)[/td][td]2[/td][td][/td][/tr]
[tr][td]Dominion Lore (Auras)[/td][td]1[/td][td][/td][/tr]
[tr][td]Enigmatic Wisdom[/td][td]0+3[/td][td][/td][/tr]
[tr][td]Etiquette (Order of Hermes)[/td][td]1[/td][td][/td][/tr]
[tr][td]Faerie Lore (Faerie Wizards)[/td][td]1[/td][td][/td][/tr]
[tr][td]Finesse (Invested Effects)[/td][td]2[/td][td][/td][/tr]
[tr][td]Folk Ken (Men)[/td][td]2[/td][td][/td][/tr]
[tr][td]Guile (Feigning Ignorance)[/td][td]1[/td][td][/td][/tr]
[tr][td]Infernal Lore (Diabolists)[/td][td]1[/td][td][/td][/tr]
[tr][td]Intrigue (Gossip)[/td][td]1[/td][td][/td][/tr]
[tr][td]Leadership (Laboratory)[/td][td]1[/td][td][/td][/tr]
[tr][td]Living Language: Greek (Native, Writing)[/td][td]5[/td][td][/td][/tr]
[tr][td]Living Language: Latin (Reading)[/td][td]3[/td][td][/td][/tr]
[tr][td]Magic Lore (Hedge Wizards)[/td][td]1[/td][td][/td][/tr]
[tr][td]Magic Theory (Terram Magic Might Beings)[/td][td]10[/td][td]22[/td][/tr]
[tr][td]Mystery Cult Lore: Terrae Cult (Initiating Others)[/td][td]3[/td][td][/td][/tr]
[tr][td]Organization Lore: Order of Hermes (House Guernicas)[/td][td]2[/td][td][/td][/tr]
[tr][td]Parma Magica (Certamen)[/td][td]8+2[/td][td]10[/td][/tr]
[tr][td]Penetration (Acute Sense)[/td][td]2[/td][td][/td][/tr]
[tr][td]Philosophiae (Ceremonial Casting)[/td][td]1[/td][td][/td][/tr]
[tr][td]Spell Mastery: Aura of Rightful Authority (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Catching the Eye (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: Dead Man’s Eyes (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Demon’s Eternal Oblivion lvl.10 (Multiple Casting)[/td][td]1[/td][td][/td][td]Options: Multiple Casting[/td][/tr]
[tr][td]Spell Mastery: The Discerning Eye lvl.40 (Acute Sense)[/td][td]3[/td][td]1[/td][td]Options: Acute Sense x2, Ceremonial Casting[/td][/tr]
[tr][td]Spell Mastery: Frosty Breath of the Spoken Lie (Penetration)[/td][td]1[/td][td][/td][td]Options: Penetration[/td][/tr]
[tr][td]Spell Mastery: The Good Witness (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Leap of Homecoming (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Spell Mastery: Pinprick of Mundane Silence (Unraveling)[/td][td]2[/td][td][/td][td]Options: Fast Casting, Unraveling[/td][/tr]
[tr][td]Spell Mastery: Posing the Silent Question (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Seven-League Stride (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Spell Mastery: Sight of the Sigil (Acute Sense)[/td][td]3[/td][td]1[/td][td]Options: Acute Sense x2, Ceremonial Casting[/td][/tr]
[tr][td]Spell Mastery: Trust Me (Multiple Casting)[/td][td]2[/td][td][/td][td]Options: Multiple Casting, Still Casting[/td][/tr]
[tr][td]Spell Mastery: Weary Eyes (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Whispers Through the Black Gate (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: The Whole from the Part (Safety)[/td][td]1[/td][td][/td][td]Options: Still Casting[/td][/tr]
[tr][td]Spell Mastery: Wizard’s Leap (Safety)[/td][td]1[/td][td][/td][td]Options: Fast Casting[/td][/tr]
[tr][td]Stealth (Urban Areas)[/td][td]1[/td][td][/td][/tr]
[tr][td]Swim (Staying Afloat)[/td][td]1[/td][td][/td][/tr]
[tr][td]Teaching (Magi)[/td][td]4[/td][td][/td][/tr]
[tr][td]Theology: Christianity (Heresy)[/td][td]1[/td][td][/td][/tr][/table]
Magical Arts
[table][tr][td]Art[/td][td]Score[/td][td]Leftover xp[/td][td][/td][td]Art[/td][td]Score[/td][td]Leftover xp[/td][td][/td][td]Art[/td][td]Score[/td][td]Leftover xp[/td][/tr] [tr][td]Creo[/td][td]5[/td][td][/td][td][/td][td]Animal[/td][td]6[/td][td][/td][td][/td][td]Ignem[/td][td]0[/td][td][/td][/tr]
[tr][td]Summoning (Terrae Cult)[/td][td]1[/td][td][/td][/table]

  • Dead Man’s Eyes (spells wiki) [InCo(Im)15] +26 or +23
  • Whispers Through the Black Gate [InCo(Me)15] +21 or +19
  • The Whole from the Part [InCo20] +22 or +19
  • Wizard’s Leap [ReCo15] +21 or +18 (includes requisites)
  • Seven-League Stride [ReCo30] +21 or +18 (includes requisites)
  • Leap of Homecoming [ReCo35] +21 or +18 (includes requisites)
  • The Discerning Eye [InIm40] +24 or +21
  • Catching the Eye [CrMe15] +13 or +10
  • The Good Witness [CrMe25] +13 or +10
  • Frosty Breath of the Spoken Lie [InMe20] +25 or +22
  • Posing the Silent Question [InMe20] +25 or +22
  • Weary Eyes (see below) [ReMe5] +23 or +20
  • Aura of Rightful Authority [ReMe20] +23 or +20
  • Trust Me [ReMe20] +24 or +21
  • Sight of the Sigil [InVi50] +27 or +24
  • Demon’s Eternal Oblivion [PeVi10] +28 or +25

[*]Pinprick of Mundane Silence [PeVi25] +23 or +20[/list]
New Spells

Weary Eyes
R: Eye, D: Momentary, T: Individual
This is a Range: Eye version of The Call to Slumber.
(Base 4, +1 Eye)

Pinprick of Mundane Silence
R: Sight, D: Momentary, T: Individual
Wind of Mundane Silence with different parameters. Double the level of the spell with 30+9+(stress die), the 9 from Unraveling.

Other Magic

  • Casting sigil: Rigidity (things become stiffer, people stand straighter, etc.)
  • Certamen style: Hoplomachus


[tr][td]Dodge[/td][td]+0[/td][td][/td][td]+2 or +11[/td][td][/td][td]0[/td][td][/td][/tr]

  • Clothing: 10 + Form bonuses
  • Mail: 18 + Form bonuses
  • Form bonuses: +0 (Au, Ig), +2 (An, Aq, Co, He, Im, Me, Te, Vi)

Magic Resistance
[table][tr][td]Animal: 56[/td][td]Auram: 50[/td][td]Herbam: 56[/td][td]Imaginem: 57[/td][td]Terram: 56[/td][/tr]
[tr][td]Aquam: 56[/td][td]Corpus: 57[/td][td]Ignem: 50[/td][td]Mentem: 56[/td][td]Vim: 65[/td][/tr][/table]

Tasia’s talisman is a well-crafted silver pendant. In the center of it is a small, clear glass globe holding mercury. Around that is a pentagram inlaid in a circle. Each of the points of the pentagram has a small stone inlaid in it; the stones are basalt, marble, opal, red coral, and sapphire. It has also been enchanted as a Vertitius Item of Quality (+4 protection) and so bears those runes. However, this appearance is rarely seen; Tasia can thoroughly change the shape, materials, textures, and colors of the suit and does so on a regular basis. It is the only thing she wears.

[table][tr][td]15 spaces opened[/td][td]6 spaces used[/td][/tr][/table]

  • Eyes +6
  • Intellego +2
  • Travel +4
  • vs. Demons +10


  • Hardness of Adamantine / Doublet of Impenetrable Silk [Base 4, +2 metal, +2 Sun, +3lvl environmental trigger, +1lvl 2/day = MuTe(An,He)24]
  • Shapeshifting into any sort of clothing or armor. A Perception+Finesse roll determines the quality of the product. [Base 4, +2 metal, +1 Concentration, +3 complexity, +5lvl devices maintains, +3lvl environmental trigger, +1lvl 2/day = MuTe(An,Aq,He,Im)39]

Protection & Load

  • As clothing: +7 Soak, 0 Load.
  • As mail: +15 Soak, 6 Load.

[size=150] βράχος (Vrahos; vrah-hoss) – Familiar Spirit of Terram[/size]

Magic Might: 3 (Terram)

[table][tr][td]Int +2[/td][td]Per +2[/td][td]Str +1[/td][td]Sta +2[/td][td]Pre 0[/td][td]Com 0[/td][td]Dex 0[/td][td]Qik 0[/td][/tr][/table]
[table][tr][td]Loyal (Tasia) +3[/td][td]Rock Spirit* +3[/td][td]Optimistic +2[/td][td]Steadfast +1[/td][/tr][/table]
Virtues, Qualities, Flaws, & Inferiorities
[table][tr][td]Virtues & Qualities[/td][td]Flaws & Inferiorities[/td][/tr]
[tr][td]Affinity w/ Magic Theory **[/td][td]Limited Movement -1[/td][/tr]
[tr][td]Focus Power: Telekinesis [to lvl 23, 1-5 pts, -4 Init] ** (49/150 to next)[/td][td]Magical Air *[/td][/tr]
[tr][td]Improved Characteristics **[/td][td]True Friend: Tasia **[/td][/tr]
[tr][td]Improved Might x3 [/td][/tr]
[tr][td]Improved Powers x2 +1, 1
[tr][td]Independent Study +1[/td][/tr]
[tr][td]Magical Spirit[/td][/tr]
[tr][td]No Fatigue [/td][/tr]
[tr][td]Personal Power: Sight without Sight [0 pts, constant] +1[/td][td][i]
From Magical Spirit.[/i][/td][/tr]
[tr][td]Puissant Finesse [/td][td][i] From Transformation.[/i][/td][/tr]
[tr][td]Ritual Power: Grant Unaging [3 pts, -5 Init] [/td][td][i]
From Familiar Bond.[/i][/td][/tr][/table]
[table][tr][td]Name[/td][td]Score[/td][td]Leftover xp[/td][/tr]
[tr][td]Artes Liberales (Alphabets)[/td][td]1[/td][td]1[/td][td]Alphabets: Greek, Latin[/td][/tr]
[tr][td]Awareness (Rocks/Stones)[/td][td]2[/td][td][/td][/tr]
[tr][td]Concentration (Telekinesis)[/td][td]2[/td][td][/td][/tr]
[tr][td]Finesse (Telekinesis)[/td][td]6+2[/td][td]32[/td][/tr]
[tr][td]Living Language: Greek (Writing)[/td][td]5[/td][td]n/a[/td][td]from Tasia[/td][/tr]
[tr][td]Living Language: Latin (Reading)[/td][td]3[/td][td]n/a[/td][td]from Tasia[/td][/tr]
[tr][td]Magic Theory (Assisting in the Lab)[/td][td]9[/td][td]4[/td][/tr]
[tr][td]Penetration (Telekinesis)[/td][td]2[/td][td][/td][/tr][/table]

Sight without Sight
R: Per, D: constant, T: Vision
This allows the spirit to see anything nearby even if blocked from direct sight, such as by a pile of rocks on top of it. Essentially built as seeing from the perspective of what it can see.
InIm20 [base 1, +2 Sun, +4 Vision, +1 constant]

Roughly as Ghost Touch (Anything may be moved around, the cost depending on the size of the thing or the speed being used.) but 5 levels lower in power because it affects nearby (effectively Voice Range) objects. It works as per normal Ars Magica guidelines: normal propelled attacks require no attack roll but must penetrate, and Perception+Finesse rolls are required to bypass magic resistance.

Familiar Bond

Bond Score: InVi60
[table][tr][td]Hermes Cord 3 [30][/td][td]Isis Cord 2 [15][/td][td]Hekate Cord 2 [15][/td][/tr][/table]
Invested Effects

  • A Day Saved for the Future (spells wiki) on Tasia [Base 1, +1 Touch, +3 Moon, +0 1/day = InIm5]

  • Eyes of the Owl (spells wiki) on Tasia [Base 15, +1 Touch, +1 Concentration, +5lvl bond maintains, +5lvl 24/day = InIm35]

  • Aura of Beguiling Appearance on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +3lvl 6/day = MuIm13]

  • Aura of Childlike Innocence on Tasia [Base3, +1 Touch, +1 Concentration, +5lvl bond maintains, +2lvl 3/day = MuIm12]

  • Aura of Ennobled Presence on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +2lvl 3/day = MuIm12]

  • Hiding in Plain Sight w/3 senses (sight, hearing, smell) for -6 to observers’ Perception rolls on Tasia [Base 3, +1 Touch, +1 Concentration, +5lvl bond maintains, +3lvl 6/day = MuIm13]

  • Howl of the Steel Weapons (as Shriek but for metallic objects; Sub Rosa 3) on Tasia [Base 2, +1 Touch, +3 Moon, +3 Hearing, +0 1/day = InTe25]

  • Fanning the Magical Flames for 10 Might Points on Vrahos [CrVi4, +1 Touch, +2 Sun, +10lvl unlimited=CrVi25]

  • Rider Within (Arcane Connection distance movement effect to keep Vrahos inside Tasia even during teleportation) on Vrahos [Base 35, +1 Touch, +1 Concentration, +5lvl bond maintains, +4lvl 12/day = ReVi54]


This lab was set up by Vrahos, on the first level of the caves. It reflects Tasia's specialization in Terram.

Lab Stats

Size: +1 (0)
Refinement: 0
Base Safety: 0
General Quality +2
Upkeep: +3
Safety: 0
Warping: 0
Health: +2
Aesthetics: +1

Specialtizations: +2 Vis Extraction, +1 Cr, +1 Ig, +1 Te

Minor Virtue: Spacious (+2 Safety, +1 Aesthetics)
Free Virtues: Flawless Equipment (+2 General Quality, +2 Upkeep, +2 Vis Extraction), Flawless Tools (+1 Upkeep, +2 Items), Magical Heating (-1 Upkeep, +1 Aesthetics, +1 Ig), Spotless (+1 Health, +1 Aesthetics, +1 Cr)
Free Flaw: Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)
Minor Flaw: Awkward Shape (-2 Safety, -1 Aesthetics)


Sevil Erdan is a Cuman warrior who joined the local Kipchak tribe when she married a young hunter, Enver. The two were desperately besotted with each other, and lived happily together for a few years. Shortly after bringing down a great hind, however, Enver disappeared-- further inspiring the rumours of the great cat who hunts the hunter. After losing the love of her life, Sevil spiralled into deep despair, and took to wandering the mountains and plains for weeks at a time, searching for her lost love. She would likely have taken her own life had she not discovered that, wherever he had gone, Enver had left part of him behind. The twins, Ceren and Erol, were born in the village, but Sevil took her son and daughter into the wilderness with her as soon as she'd recovered from childbirth.

Sevil and the twins changed a great deal during their years in the wilderness, perhaps as a result of spending time in magical auras. The lonely nomadic lifestyle no longer suits Ceren, and thus Sevil now seeks a more stable home environment for her family. The widow has become less and less welcome in Enver's tribe, and will likely take the first opportunity to pursue a new life somewhere that everything does not remind her of her lost love, where people do not whisper rumours of witchcraft wherever she passes.

Int -1 (impatient)
Per +2 (thoughtful)
Str +2 (wiry)
Sta +1 (healthy)
Pre 0
Com -2 (introverted)
Dex +4 (fluid movement)
Qik +1 (lithe)

Warrior, Great Dexterity, Keen Vision, Affinity/Puissant Bows, Improved Characteristics, Shapeshifter, Wilderness Sense
Driven (discover Enver's fate), Lost Love, Dependents, Low Self Esteem
Shapes known: Lion, eagle, otter

Age 25
(No decrepitude)

Speak Cuman-Kipchak 5
Athletics (distance running) 2 (15)
Swim (endurance) 2 (15)
Stealth (natural areas) 2 (15)
Single Weapon (longsword and shield) 4 (50)
Black Sea area lore (geography) 2 (15)
Brawl (dodge) 1 (5)
Shapeshifting (lion) 3 (25)
Bows (composite bow) 7 (80/120) +2
Awareness (alertness) 3 (30)
Ride (battle) 3 (30)
Animal Handling (horses) 2 (15)
Survival (Black Sea) 3 (30)
Hunt (tracking) 3 (30)
Craft: Bowyer 2 (15)
Wilderness Sense (weather) 3 (25)

Horse bow (mounted): Init -1, Atk +22, Def +14, Dmg +10, Range 15
Longsword and round shield (mounted): Init +3, Atk +16, Def +12, Dmg +8
Composite short bow (foot): Init -1, Atk +18, Def +11, Dmg +9, Range 30
Short sword and round shield (foot): Init +2, Atk +11, Def +8, Dmg +7


Patrick the Unrepentant, Tytalus
Patrick's History
Voting Sigil - a hexagonal ring bearing the emblem of a cougar's head behind bars
Casting Sigil - river delta effects (wetness, marsh scents, etc)

The Gift, Magus, Self-Confident (free)
Minor Magic Focus - Wards (mH)
Magic Items, 25 lvls
Warrior (mG)-
Inoffensive to Animals (mG)
Affinity with Rego (mG)
Animal Ken (mSup)
Independent Study, HoH:MC 86) (mG)
Inventive Genius(mH)
Flexible Formulaic Magic (MH)
Hermetic Numerology, mMys, TMRE 91
Hermetic Geometry, mMys, TMRE 93

Servant of the River Delta
Lost Love (mP)
Visions (mSup, mStory)

  • Maeve - wife, guides me
  • Leah, daughter, motivates me

Magic Addiction (MH) -3
Compassionate (mP)
Weird Magic (mH)(mSup)
Vow: Teach of Geometry

Personality Traits : Reckless +1, Cheerfully Maudlin +2, Compassionate +3
Reputation 3: Suspiciously Sole Survivor, (Irelend)
Reputation 3: Beast Hunter (OoH)
Reputation 3: Born Loser “Wolf-pup” (House Tytalus)

Int +2 Per 0 Age: 34
Pre 0 Com 0 Size: 0
Str +1 Sta +2 Confidence: 2 /5
Dex 0 Qik 0 Warping: 27

Area Lore Ireland (villages) 2
Area Lore Rostov Oblast (villages) 1
Animal Handling (taming) 4
Athletics (balance) 1
Awareness (search) 1
Brawl (subdue) 0
Carouse (drinking) 1
Concentration (ignore addict) 2
Craft: Wood (whittle) 1
Hunt (track) 3
Music (woodwinds) 1
Prof: Scribe (careful) 0.2
Stealth (shadowing) 2.9
Survival (forests) 2
Teaching (AL) 1.5

NLanguage, Gaelic (Irish) 5
Language, Latin (written) 4

Artes Liberales(mathematics) 4
OoH Lore (buyers) 1
Philosophiae (moral) 3
Cult of Euclid Lore (script hacks) 3.5
Code of Hermes (mundanes) 1

Dominion Lore (critters) 1
Faerie Lore (critters) 1
Finesse (aiming) 3
Infernal Lore (demons) 1
Magic Lore (creatures) 2.7
Magic Theory (spells) 4.5
Parma Magica (Mentem) 3
Penetration (Rego) 2

Single Weapon (war-painted) 4

Animal Ken (charm) 4
Aegis of the Hearth Mastery (Adaptive) 1.7

Creo 9
Intellego 9
Muto 5
Perdo 5
*Rego 14

Animal 8
Auram 5
Aquam 5
Corpus 11.9
Herbam 5
Ignem 5
Imaginem 5
Mentem 8
Terram 5
Vim 5

Soak +4 (partial heavy leather, Stamina),
Encumbrance 1 (0)
Wound Penalties -1 (1-5) -3 (6-10) -5 (11-15) Incap (16-20)

Long Sword Init +2 / 1 Attack +8 / 9 Defense +5 / 6 Damage +7
Short Spear Init +2 / 1 Attack +6 / 7 Defense +4 / 5 Damage +6

Determine Location of Absent Volume InAn 25 (CrIm) Arc, Conc, Ind
Soothe the Ferocious Beast ReAn 10 Voice, Mom, Ind
Viper’s Gaze ReAn 15 Eye, Conc, Ind
*Ward against Beasts of Legend ReAn 20 Touch, Ring, Circle

Bind Wound CrCo 10 Touch, Sun, Ind

Intuition of the Forest InHe 10 Touch, Sun, Group

Wizard’s Sidestep ReIm 10 Per, Sun, Ind

Words of Unbroken Silence CrMe 10 Sight, Mom, Ind

Invisible Sling of Vilanos ReTe 10 Voice, Mom, Ind

  • Aegis of the Hearth ReVi 20 Touch, Year, Boundary, Ritual (Adaptive Casting)
    Gather the Essence of the Beast ReVi 15 Touch, Mom, Ind
    *Ward Against Faeries ReVi 15 Touch, Ring, Circle
    *ArcRing Ward Against Demons ReVi 25 Touch, ArcRing, Circle
  • when the ward is cast, the topmost layer of the ground or floor inside the circle arranges itself into a complex pattern of hexagons (the effect is purely cosmetic).

*Ring of Moonlight, CrIg 4, Touch, Ring, Circle,
*Ring of Candlelight, CrIg 5, Touch, Ring, Circle
Warm Clothing, CrIg 5 Touch, Sun, Individual
Palm of Flame, CrIg 5, Touch, Conc, Ind (Base 3)
Be As a Beacon, CrIg 5, Per, Conc, Ind, ( Base 4 - Cloudy Daylight, +1 Conc). Caster glows.
Speak with Passion CrIg 5, Voice, Mom, Ind , (Base 3, +2 Voice, ignite flammable object)

Lovely (Hermetic) InVi 3 Touch, Mom, Ind
Lucky, (Faerie) InVi 3 Touch, Mom, Ind
Hosed (Dominion) InVi 3 Touch, Mom, Ind
Screwed? (Infernal) InVi 3, Touch, Mom, Ind

  • Four different spells to determine aura power. Base 2, + 1 Touch

Search for Vis InVi 5 Per, Mom, Vision
Scales of Magical Weight, InVi 5, Touch, Mom, Ind
Sense the Nature of Vis, InVi 5 Touch, Mom, Ind


Trough of Alteration
CrVi 15 Base 5, +1 Touch, +5 for 24 uses/day,
A small food/water trough which inflicts 1 warping point (see RoP:M 79) each time a creature eats food or drinks water placed inside it. On one side are several orifices in which you can place Vis, which fuels the device in unclear ways. It was the maker's hope that the vis would affect the nature of the warping, but he decided to trade it for a very nice wolfhound before coming to any conclusions.

Small Gold pendant of St Christopher
Cloak of Duck's Feathers (Lvl 5 +5 for 24 uses/day)
Invested item. 9 Open spaces left.

Numerological Book Talisman, The Analects of Tytalus (pages only)
Summa on Philosophiae level 3, quality 11
House Tytalus Lore, Level 4 quality 11,
Tractatus on Order of Hermes Lore, quality 8
Attuned +4 to Numerology.
Partial Heavy Leather
Short Spear
Long Sword
Small mirror
Survival kit, including hand axe

A collection of correspondence from throughout the years.
Lab Texts for Rotes, ArcRing Ward vs Demons, various Animal Training LTs

Leon, grog (linguist, hunter)

Cult of Euclid
Note: Patrick’s secret cult name as “Damascius"

Edward Longshanks the 4th, Magister in Arbitus, Oxford. Patrick’s first contact with the cult, the mundane scholar sent him a letter that changed the very course of his life. It has never been clear to Patrick why the scholar chose him, or how he even knew of Patrick. (corresponded thus far in Philosophiae, Cult Lore)

Sophos, (name suggested by Scott) Patrick’s first magi contact within the cult. From their correspondence, Patrick suspects the magus is a Tremere. He initiated Patrick into the 1st and 2nd circle of the cult. (corresponded thus far in Aquam, Auram, Ignem, Terram, CoH, Magic Theory, Cult Lore, OoH Lore)

“Proclus” Patrick knows nothing about this magus other than that he is a master of Rego Animal, and an “inner circle” member of the cult. They met in person once, secreted in deep cowled cloaks and Tytalan disguise magic, and when Patrick returned home from that meeting, his life had burnt to the ground. (corresponded thus far in Rego, Animal, Cult Lore.)

Captain Federovski Russian captain of a merchant ship which plies the Black Sea, he is also a mundane member of the Cult of Euclid, and serves to ferry secret messages between them. According to dockside rumor, his ship, the Lemma, recently transported a cargo hold full of lepers to found a new leper colony at the ruins of Tanais.
Correspondents / Pen Pals

Peremis Tytalii of Five Trees Covenant, Ireland. What can be said of your parens with any certainty? Can you ever truly see them as anything but she who once was your mistress? Will she ever see you as anything but the pupil you were? Does it affect your love for each other one whit, if you can’t? (corresponded thus far in Rego, Perdo, Corpus, Imaginem, Magic Lore, Concentration.)

Certioari, fillia of a prominent Queasitor of Iberia, now a Queasitor of The Thebes Tribunal. The young Guernicus passed her Gauntlet five years after Patrick did, she initially approached Patrick because he was the first magus she had met (as a journeyman) who had a family and still acted like he loved them. She was worried about the obligations of Queasitorial duty getting in the way of finding a husband, and their early letters spoke much about child-rearing in a covenant. They lost touch during Patrick’s prolonged grief, but have recently begun corresponding again. Time has hardened both of them, and it is evident in their letters. (corresponded thus far in Intellego, Mentem, CoH. )

Other NPC and places

Saffron of Merinita, and
Salamandrus of Flambeau, both were apprenticed at Five Trees Covenant at the same time as Patrick, and were subject to his bullying. It is clear that they have not forgiven him for his childhood excesses.

(The unnamed 4th child who was almost apprenticed at Five Trees)

Maeve, Patrick's wife, deceased. Appears to him in visions.
Leah The firstborn of Patrick's seven dead children. Deceased, but appears to him in visions. She was 7 when she died,

Laguna Sententia. The covenant where Patrick live with his wife and family. Destroyed by person or persons unknown.

Metapontium Covenant near Hamburg, filled with Tytalli members of the Fraternity of Samos, who worked with Patrick to defeat a diabolist. Leon's original home and birthplace, though he doesn't remember it.

Spring: Adventure 8 XP. Local Area Lore 5xp, with 3 Independent Study XP going to Magic Lore. Corresponds with Quaesitor Certioari*, Sophos/new Cult Contacts. These correspondences are ostensibly about looking for magi who might trade Longevity Potions for hunting trophies, but the details about the possible trophies yield 1 Correspondence XP to Magic Lore.

Summer and Autumn: Reads Principia Fabricata by Portia Verditii. Creo summa, level 9 quality 15, which will max out the book. Downtime spent continuing to hunt/explore, focusing on the Delta region (which hopefully fulfills his Servant of the Delta duties). While he corresponds, it is mostly a matter of seeking buyers and whatnot. Possibly, he gets 2xp of Correspondence (pun!) in Prof(Scribe) -- given the quality of the book, the handwriting must be very impressive.

Winter: the Aegis Mastery tractus, quality 11 (or memorize a higher Aegis, if available -- his is 20) and cast the Aegis. Aegis Correspondence with his new local Euclidean Cult contact. Distracted by Delta Duties, but not so bad as to affect his study totals. 12xp to Aegis Mastery.

1227: He spends all year reading Blood and Tears, and corresponding with his new Corpus buddy for 60xp. Distracted (no penalty to study) by Delta Duties.

Changes marked in green.



Orestes is a gregarious and colorful character who is supremely confident in his abilities. He is a skilled sculptor and craftman, and worked with a covenant previously before being displaced by the sacking of Constantinople. His friendly and unguarded nature often gets him into trouble as he cannot hold a secret.


Status: emigre
Age: 30

Second Sight +1
Puissant craftsman +1
Educated +1
Touched by magic (mentem,aquam) +3
(see city&guild pg70)

Overconfident -3
Indiscreet -3

brawl (dodging) 2
swim (underwater maneuvering) 2
awareness (alertness) 2
Greek (storytelling) 5

Craft (sculpture) (statues) 6
Craft (goldsmith) (rings) 6
Artes liberales (rhetoric) 2
Second sight (regiones) 5
Latin (academic) 3
Ride (speed) 3
Etiquette (court) 4
Leadership (inspiration) 2


[size=150]Stephen ex Bonisagus[/size]

Characteristics: Int +3, Per +1, Pre 0, Com +2, Str -2, Sta +2, Dex -2, Qik 0
Size: 0
Age: 46 (35)
Height: 5'9''
Weight: 158 lbs
Gender: Male
Decrepitude: 0
Warping Score: 3 (14)
Confidence: 1 (3)
Virtues and Flaws: The Gift, Affinity with Creo, Affinity with Rego, Book Learner (Book Quality: +3), Careful Sorcerer, Flexible Formulaic Magic, Harnessed Magic, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Personal vis Source (Co), Puissant Rego, Puissant Magic Theory*, Skilled Parens, True Friend (Cicero), Ability Block (Martial), Ambitious, Deficient Form (Mentem), Favors (House Bonisagus), Limited Magic Resistance (Aurum), Seeker
Dodge: Init: +0, Attack --, Defense +1, Damage --
Fist: Init: +0, Attack -1, Defense +1, Damage -2
Kick: Init: -1, Attack -1, Defense +0, Damage +1
Soak: +2 basic / +5 with DoIS / +11 with chainmail / +14 with chainmail and DoIS
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Sigil: Everything related to Stephen's magic is somehow associated with the color blue.

Personality Traits
Ambitious: +3
Curious: +2
Daring: +1

Stephan ex Bonisagus started his magical career as a devoted researcher, much in the Bonisagus model. After being apprenticed in Voluntas covenant in the Stonehenge Tribunal, he is recruited to Negrisaxa on the basis of his good scholarship. He happily goes there, determined to make his mark within House Bonisagus. He spent the next several years with his nose to the grindstone, studying magic trying to advance magical knowledge and rise in house recognition. However, from time to time trouble arose in the covenant, and as one of the low men on the totem pole, Stephan was tapped to deal with many of them. Strangely, he found that he liked the adventure.

Soon Stephen was volunteering to deal with trouble, and became one of the go-to junior members of the covenant for troubleshooting. But still, he kept devoted to research, determined to make his name in the house. He was smart and hard-working and got some very good research in, learning a great deal in the course of it. But when over a year went by with no trouble arising, he started to question his devotion to life in an ivory tower.

Eventually a small demon threatened the covenant, and despite the danger, Stephan found himself eager to run the creature down. This proved to be a watershed in Stephen’s understanding. He came to the realization that a life sitting in a library was not for him. But he was still determined to make a name for himself, so he needed a new plan. In the end, he decided that he would try and become a field researcher, uncovering new academic and magical finds outside of the covenants. Of course, like any good Bonisagus, he didn’t leap into anything. Rather, he spent the next few years preparing himself for life in the field. He found a familiar, learned some defensive and offensive spells, and created a talisman to help him with his spellcasting. During the course of this, he had a brush with death when he confronted a minor drake, but even that didn’t deter him from his goal.

Stephen also started looking for somewhere that he could go that has the promise of making a name for himself. He saw plenty of interesting sites in England, Scotland, and Wales. But most of them had others looking into them or had the important finds already made. It wasn’t until he visited the Grand Tribunal that he heard about the opportunities available in the eastern reaches of the Thebes Tribunal. He then determined that he’d find greatness at the very edges of the Order of Hermes, where few others have investigated.

Stephen spent a few more years learning Greek and inventing a few useful spells for his travels. Finally, he could delay no longer. He set off east, traveling across Mythic Europe toward the very easternmost reaches of the Order of Hermes where he hoped to find his fortune.

Full Chainmail (Prot 9, Load 6)
The Argo

[size=150]Arcane Connections[/size]
A chip of stone from a rock formation near Negrisaxa
A chip of wood from the Argo
A chip of wood from the ship's boat
A chip of stone from a rock Gregorius used
A link from his chainmail
A chip of stone from his current lab

[tableborder][tr][th][left]Ability[/left][/th] [th]Score[/th] [th][left]Specialization[/left][/th] [th]XP[/th][/tr]
[tr][td]Area Lore: Stonehenge Tribunal[/td] [td][center]1[/center][/td] [td]people[/td] [td][center]0[/center][/td][/tr]
[tr][td]Artes Liberales – Greek and Latin alphabets[/td] [td][center]2[/center][/td] [td]ritual magic[/td] [td][center]0[/center][/td][/tr]
[tr][td]Athletics[/td] [td][center]2[/center][/td] [td]grace[/td] [td][center]0[/center][/td][/tr]
[tr][td]Awareness[/td] [td][center]2[/center][/td] [td]alertness[/td] [td][center]0[/center][/td][/tr]
[tr][td]Bargain[/td] [td][center]1[/center][/td] [td]books[/td] [td][center]0[/center][/td][/tr]
[tr][td]Boating[/td] [td][center]1[/center][/td] [td]canal/river boats[/td] [td][center]0[/center][/td][/tr]
[tr][td]Brawl[/td][td][center]1[/center][/td] [td]dodge[/td] [td][center]0[/center][/td][/tr]
[tr][td]Carouse[/td] [td][center]1[/center][/td] [td]stay sober[/td] [td][center]0[/center][/td][/tr]
[tr][td]Charm[/td] [td][center]1[/center][/td] [td]witty badinage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Chirurgy[/td] [td][center]1[/center][/td] [td]bind wounds[/td] [td][center]0[/center][/td][/tr]
[tr][td]Code of Hermes[/td] [td][center]1[/center][/td] [td]tribunal procedures[/td] [td][center]0[/center][/td][/tr]
[tr][td]Concentration[/td] [td][center]3[/center][/td] [td]spell concentration[/td] [td][center]2[/center][/td][/tr]
[tr][td]English[/td] [td][center]5[/center][/td] [td]extensive vocabulary[/td] [td][center]0[/center][/td][/tr]
[tr][td]Etiquette[/td] [td][center]1[/center][/td] [td]magi[/td] [td][center]0[/center][/td][/tr]
[tr][td]Finesse[/td] [td][center]4[/center][/td] [td]precision[/td] [td][center]0[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td][center]1[/center][/td] [td]magi[/td] [td][center]0[/center][/td][/tr]
[tr][td]Greek (Classical)[/td][td][center]5[/center][/td] [td]hermetic usage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Guile[/td] [td][center]1[/center][/td][td]lying to authority[/td] [td][center]0[/center][/td][/tr]
[tr][td]Intrigue[/td] [td][center]2[/center][/td] [td]gossip[/td] [td][center]0[/center][/td][/tr]
[tr][td]Latin[/td][td][center]4[/center][/td] [td]hermetic usage[/td] [td][center]0[/center][/td][/tr]
[tr][td]Magic Lore[/td] [td][center]2[/center][/td] [td]magical traditions[/td] [td][center]0[/center][/td][/tr]
[tr][td]Magic Theory[/td] [td][center]7+2[/center][/td] (1) [td]inventing spells[/td] [td][center]0[/center][/td][/tr]
[tr][td]Order of Hermes Lore[/td] [td][center]1[/center][/td] [td]House Bonisagus[/td] [td][center]0[/center][/td][/tr]
[tr][td]Parma Magica[/td] [td][center]4[/center][/td] [td]Terram[/td] [td][center]0[/center][/td][/tr]
[tr][td]Philosophiae[/td] [td][center]1[/center][/td] [td]ritual magic[/td] [td][center]0[/center][/td][/tr]
[tr][td]Scribe[/td] [td][center]2[/center][/td] [td]copying books[/td] [td][center]2[/center][/td][/tr]
[tr][td]Stealth[/td] [td][center]1[/center][/td] [td]sneaking[/td] [td][center]0[/center][/td][/tr]
[tr][td]Survival[/td][td][center]1[/center][/td] [td]woodlands[/td] [td][center]0[/center][/td][/tr]
[tr][td]Teaching[/td] [td][center]4[/center][/td] [td]apprentices[/td] [td][center]9[/center][/td][/tr][/tableborder]

[tableborder][tr][th]Art[/th] [th]Value[/th] [th]XP[/th][/tr]
[tr][td]Cr[/td] [td][center]15[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]In[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Mu[/td] [td][center]8[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Pe[/td] [td][center]11[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Re[/td][td][center]17+3[/center][/td] [td][center]1[/center][/td][/tr]
[tr][td]An[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Aq[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Au[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Co[/td] [td][center]14[/center][/td] [td][center]2[/center][/td][/tr]
[tr][td]He[/td] [td][center]12[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Ig[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Im[/td] [td][center]9[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Me[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Te[/td] [td][center]13[/center][/td] [td][center]0[/center][/td][/tr]
[tr][td]Vi[/td] [td][center]5[/center][/td] [td][center]0[/center][/td][/tr][/tableborder]

[size=150]Spells Known[/size]
[tableborder][tr][th][left]Spell[/left][/th] [th]Level[/th] [th]CT*[/th] [th]ML[/th] [th][left]Mastery Abilities[/left][/th][/tr]
[tr][td]ANIMAL[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Doublet of Impenetrable Silk[/td] [td][center]MuAn15[/center][/td] [td][center]+15/+20[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]AQUAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Cloak of the Duck’s Feathers[/td] [td][center]ReAq5[/center][/td] [td][center]+25[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]AURAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Chamber of Spring Breezes[/td] [td][center]CrAu5[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]CORPUS[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Bind Wound[/td] [td][center]CrCo10[/center][/td] [td][center]+31[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Eyes of the Cat[/td] [td][center]MuCo(An)5[/center][/td][td][center]+15/+20[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Grip of Choking Hand[/td] [td][center]PeCo25[/center][/td] [td][center]+28[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Lifting the Dangling Puppet[/td] [td][center]ReCo15[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Wizard's Leap[/td] [td][center]ReCo15[/center][/td] [td][center]+37/+41[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Wizard's Leap[/td] [td][center]ReCo(An,He,Te)15[/center][/td] [td][center]+25/+29[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Extended Mercury's Winged Sandals[/td][td][center]ReCo25[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Seven-League Stride[/td] [td][center]ReCo30[/center][/td] [td][center]+37/+41[/center][/td] [td][center]1[/center][/td] [td]M: precise casting[/td][/tr]
[tr][td]Leap of Homecoming[/td] [td][center]ReCo35[/center][/td] [td][center]+36/+40[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]HERBAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Wall of Living Wood[/td] [td][center]CrHe25[/center][/td] [td][center]+29/+33[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Vessel of the Clouds[/td] [td][center]ReHe40[/center][/td] [td][center]+33/+37[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]IGNEM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Touch of Warmth[/td] [td][center]CrIg5[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Extended Lamp Without Flame[/td] [td][center]CrIg20[/center][/td] [td][center]+22[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]IMAGINEM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Taste of Spices and Herbs[/td] [td][center]MuIm5[/center][/td] [td][center]+19[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Wizard’s Sidestep[/td] [td][center]MuIm10[/center][/td] [td][center]+17/+22[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Veil of Invisibility[/td] [td][center]PeIm20[/center][/td] [td][center]+21/+26[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Invisible Conveyance[/td] [td][center]PeIm35[/center][/td] [td][center]+21/+26[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]TERRAM[/td] [td][/td] [td][/td] [td][/td] [td][/td][/tr]
[tr][td]Fist of Shattering[/td] [td][center]PeTe10[/center][/td] [td][center]+25/+28[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Pit of Gaping Earth[/td] [td][center]PeTe15[/center][/td] [td][center]+25/+28[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]The Crystal Dart[/td] [td][center]Mu(Re)Te10[/center][/td] [td][center]+24/+29[/center][/td] [td][center]1[/center][/td] [td]M: penetration[/td][/tr]
[tr][td]Scribe the Perfect Circle[/td] [td][center]ReTe4[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Unseen Arm[/td] [td][center]ReTe5[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]The Wizard’s Parry[/td][td][center]ReTe5[/center][/td] [td][center]+36/+39[/center][/td] [td][center]1[/center][/td] [td]M: fast casting[/td][/tr]
[tr][td]Disarm the Warrior[/td] [td][center]ReTe10[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]The Key of Theodorus[/td] [td][center]ReTe10[/center][/td] [td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Unseen Porter[/td] [td][center]ReTe10[/center][/td][td][center]+35/+38[/center][/td] [td][center]0[/center][/td] [td]-[/td][/tr]
[tr][td]Hands of the Grasping Earth[/td] [td][center]Re(Mu)Te15[/center][/td] [td][center]+24/+29[/center][/td] [td][center]1[/center][/td] [td]M: penetration[/td][/tr]
[tr][td]Summon Talisman[/td][td][center]ReTe25[/center][/td] [td][center]+36/+39[/center][/td] [td][center]1[/center][/td] [td]M: quiet casting[/td][/tr][/tableborder]
[size=85]* first number is basic casting total; second number is with talisman[/size]

Stephan's familiar:

Magical Owl Familiar

Characteristics: Int +1, Per +2, Pre -2, Com +1, Str -9, Sta +2, Dex +1, Qik +7
Size: -5
Confidence Score: 1 (3)
Magical Might: 5 [3 - (-4) - 2]
Familiar Traits: Human Intelligence
Virtues: Increased Characteristics, Magical Animal, Unaffected by the Gift
Free Virtue: True Friend (Stephen)
Flaws: Busybody, Magical Friend, Small Frame
Qualities: Ambush Predator, Keen Eyesight
Magic Qualities: Gift of Speech, Improved Defense, Improved Soak, Lesser Power, Personal Power (x3)
Inferiorities: Susceptibility to Deprivation, Reduced Might (x3)
Personality Traits: Loyal to Stephan +3
Reputations: None
Talons: Init +6, Atk +8, Def = +17 and Damage = -7
Beak: Init +6, Atk +8, Defense +14, Damage -8
Soak: +4
Fatigue Levels: OK, 0/0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)
Abilities: Area Lore: Negrisaxa covenant (geography) 2, Area Lore: Stonehenge Tribunal 2 (geography), Athletics 5 (climbing flight), Awareness 4 (spotting prey), Brawl 4 (talons), Concentration 2 (using powers), English 5 (xxx), Greek 5 (hermetic usage), Hunt 4 (game birds), Latin 4 (hermetic usage), Magic Theory 6(14) (lab assistant), Stealth 3 (ambushing prey), Survival 3 (forest)

Golden Cord: +2
Silver Cord: +2
Bronze Cord: +2

Eyes of the Owl [0 MP]
R: Touch, D: Sun, T: Ind
Req: Animal
The target gains the eyes of an owl, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
(Base 2, +1 Touch, +2 Sun, requisite free)

Intuition of the Forest [0 MP]
R: Personal, D: Sun, T: Group
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature-oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
(Base 1, +2 Sun, +2 Group)

Whispering Winds [0 MP]
R: Sight, D: Conc, T: Ind
The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.
(Unique spell)

Wizard’s Sidestep
R: Per, D: Sun, T: Ind
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Defense, as attackers must try to find you in a fairly large area.
(Base 2, +2 Sun, +1 changing image, +1 moved image matches changes)


[size=150]Stephan's Vis[/size]

Because he didn't spend much vis at all, I've decided to go with the option of getting 5 vis a year and paying for what I spent. Here's what I get for totals.

(5 pawns/year)(22 years) = 110 vis

[table][tr][td]110 vis[/td] [td]STARTING VIS[/td][/tr]
[tr][td]-16 vis[/td] [td](to open talisman)[/td][/tr]
[tr][td]-8 vis[/td] [td](for powers in talisman)[/td][/tr]
[tr][td]-7 vis[/td] [td](for LR)[/td][/tr]
[tr][td]– 9 vis[/td] [td](binding familiar)[/td][/tr]
[tr][td]–4 vis[/td] [td](instilling powers into familiar)[/td][/tr]
[tr][td]66 vis[/td] [td]ENDING VIS[/td][/tr][/table]
In addition, there's nine years of personal vis source = 9*4 = 36 Co.

Wow, that's a lot of vis. If anyone has any suggestions as to what I might have spent some on, I'd be happy to hear.

Creo: 10 pawns
Intelligo: 5 pawns
Muto: 6 pawns
Perdo: 5 pawns
Rego: 10 pawns

Animal: 0 pawns
Auram: 0 pawns
Aquam: 0 pawns
Corpus: 36 pawns
Herbam: 5 pawns
Ignem: 0 pawns
Imaginem: 0 pawns
Mentem: 0 pawns
Terram: 15 pawns
Vim: 10 pawns

[size=150]Stephan's Spell Book[/size]

Disarm the Warrior
ReTe 10
R: Voice, D: Mom, T: Ind
Causes a single object within range to fly towards the caster; he may attempt to catch it if he wishes by succeeding on a Dexterity + Athletics roll against an Ease Factor of 9. If he chooses not to attempt to catch the item, it falls to the ground by his feet. The spell is very forceful, and has an equivalent Strength of +5; if the object is being held by someone else, then make an opposed Strength roll. If the caster rolls higher then the item is lost to its holder.
(Base 3, +2 Voice, +1 sudden and forceful)

Extended Lamp Without Flame
CrIg 15
R: Touch, D: Sun, T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +2 Sun)

Extended Mercury’s Winged Sandals
ReCo 25
R: Per, D: Sun, T: Ind
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed, with an ease factor related to his current speed - Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed.
He can move at a maximum speed as fast as a running horse - about forty miles an hour - but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a Burden more than five points greater than his Strength (i.e. 15 Points of Load for a character with a Strength of 0, 10 Points of Load for a character with a Strength -1, etc.). A second, unencumbered individual is a Load 21 on average (see Grogs, Chapter 4).
Concentration Duration is better than Sun Duration for the spell since in the former case the caster can end it at will, but the effect is often enchanted into an item that maintains concentration for the caster for added safety.
(Base 15, +2 Sun)

Invisible Conveyance
PeIm 35
R: Touch, D: Sun, T: Structure
The target vehicle and anything inside of it becomes completely undetectable to normal sight, regardless of what it does, but still casts a shadow.
(Base 4, +1 Touch, +2 Sun, +3 Structure, +1 changing image)

The Key of Theodorus
ReTe 10
R: Touch, D: Mom, T: Part
This spell magically opens any single lock. Regardless of the lock’s complexity or quality, it falls open at the end of the spell. Since the locking mechanism is designed to naturally move in a single direction to lock and unlock it, this is a base 1 effect. The sixth century Greek inventor, Theodorus of Samos, is credited with creating the first locks in Mythic Europe.
(Base 1, +1 Touch, +2 Part, +2 for metal)

Summon Talisman
ReTe (An or He, as appropriate) 25
R: Arc D: Inst T: Ind
This spell allows Stephan to summon any item he has an arcane connection to from wherever it is. Most commonly this will be used to summon his talisman.
(Base 25)

Touch of Warmth
CrIg 5
R: Touch D: Sun T: Ind.
Maintains the target at a warm temperature.
(Base 2, +1 Touch, +2 Sun)

Vessel of the Clouds
ReHe 35
R: Touch, D: Sun, T: Ind
Imbues a boat with the power of flight. The boat and all of its contents are lifted into the air, and the caster must make Intelligence + Finesse rolls to change direction or speed, The Ease Factor is related to current speed - Ease Factor 6 for walking pace, Ease Factor 12 for moderate speed, Ease Factor 15 at maximum speed of forty miles an hour. (Note, that these Ease Factors are higher than for Extended Mercury's Winged Sandals due to the increased difficulty of moving an object rather than one's self directly.) The rigid nature of the boat allows the boat to carry a substantial burden in addition to being lifted itself. The largest boat this spell will effect can contain a Load of 500. Note that an average person has a Load of 21. Extra magnitudes have been added to this spell by analogy with the Rego Corpus guidelines.
(Base 3, +1 Touch, +2 Sun, +2 Size, +1 unsupported surface, +1 for any direction, +1 for increased speed)

Wizard’s Leap
ReCo 15
R: Per., D: Mom, T: Ind
The caster instantly transports himself up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman comes with him automatically, but casting requisites are required to bring along any other clothing or equipment. This spell is effective as a fast-cast defense to escape attacks or other mishaps, and can also be used for bypassing obstacles or launching surprise attacks.
(Base 15)

Stephan's talisman:

[size=150]Staff of Power (Talisman) [8/16 vis][/size]

A beech staff capped in lead at the bottom, with a large piece of quartz affixed to the top with a brass fitting. A small hole has been opened in the staff and an ampoule of mercury has been inserted and sealed. A chunk of magnetite has also been embedded into the staff.
Materials: Staff, Wood (dead), Mercury, Beech, Magnetite, Lead, Quartz, Brass

  • +3 project bolt or other missile (staff)
  • +4 dead wood, bonus to affect (dead wood)
  • +5 Muto (mercury)
  • +3 Terram (mercury)
  • +4 Rego Corpus (magnet)
  • +5 invisibility (quartz)

Instilled Powers

Circling Winds of Protection
Pen: 0, 50/day, talisman maintains concentration
R: Touch, D: Conc, T: Ind
Req: Rego
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Conc, +2 unnatural, +1 Rego effect)

Hauberk of Sublime Lightness
Pen: 0, unlimited/day
R: Touch, D: Sun, T: Ind
Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale, or chain mail has its Load reduced to 1 for partial suit or 2 for full suit. The spell eliminates the weight of the armor, but not its bulk.
(Base 5, +1 Touch, +2 Sun, +2 affect metal)

[size=150]Stephen's Lab[/size]

Size: 0 (0)
Refinement: 0
General Quality +9
Upkeep: +3
Safety: +4
Warping: 0
Health: 0
Aesthetics: +1

Specializations: +1 Items, +1 Vis Extraction, +1 Cr, +1 Ig, +2 Te

Free Virtues:
Familiar (+8 General Quality, +2 Safety)

  • Magical Heating (-1 Upkeep, +1 Aesthetics, +1 Ig)
  • Superior Equipment (+1 General Quality, +2 Upkeep, +1 Safety, +1 Vis Extraction)
  • Superior Tools (+1 Upkeep, +1 Safety, +1 Items)
  • Spotless (+1 Health, +1 Aesthetics, +1 Cr)

Free Flaw:

  • Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)