Magi Character Sheets

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Gregorius filius Slyvanus doctrinae Tremendi

Gregorius, born Dorin, was born and raised in the Translyvanian Tribunal. Gently Gifted, he was over eleven by the time his power was recognised, and then there was a further delay until a magus who could preserve his already blossoming Second Sight and Premonitions was able to open his gift. This magus, Slyvanus filius Aristaeus, was an experienced trainer of apprentices, and a master of Intellego, Rego, Mentem and Vim. He took on Gregorius straight from the gauntlet of his previous student, and had had three previous to that. He was a kindly if stern pater, an excellent teacher. Recognising the value of Gregorius' Second Sight, and apparently supernatural sense of impending threats, he focussed his training towards service as a scout and sentry, including having him spend 3 months learning his first sun duration spell from a Nyktophylax, in the hope that he'd pick up the shifted durations.

Gregorius' apprenticeship was at the covenant of Apuseni, a Tremere House covenant specialising in the raising of apprentices. Over the period of Gregorius' training, 7 other apprentices were trained there, taught to be fiercely loyal to each other and the house. One of these was Carolus, 3 years further through his apprenticeship but a similar age. Carolus and Gregorius were staunch friends, and both spent a lot of their free time with the local pack of white wolves that served the covenant, assisting them with their packlands. Half-way through his apprenticeship, a litter was born to the alpha female of the pack, and both apprentices "adopted" a pup from the litter; Gregorius Alcimus and Carolus Ferox. The pups grew as the magi matured, but became rivals rather than friends as their mentors were. 2 years before Gregorius' guantlet, the previous leader of the pack (the familiar of one of the covenant magi, and the two wolves' father) died. Alcimus won leadership of the pack in a closely fought battle, and Ferox deferred to him. 2 1/2 years after his gauntlet Carolus, specialised in Rego and Muto Animal, and intending to serve the house in investigating the potential of new magical animals as resources, bound Ferox as his familiar, and began to enchant the familiar bond. Alcimus' leadership of the pack did not last long thereafter, and he took it badly. Gregorius promised him that when he was a mage, he too would take his friend as a familiar, although warned him that it might take several years for him to be capable of forging a bond to such a magnificent creature.

Gregorius passed his guantlet early in the winter of 1225 in a certamen contest with his pater before the assembled magi and apprentices of the covenant, both fighting in the style of the Laquerius. Gregorius was never expected to win - his pater still held the sigils of all but his eldest apprentice - and he didn't, but he was considered to put up a credible show and passed the gauntlet. He then took up his new name, and prepared to travel to the newly founded covenant of Nova Castra, to put his training as a scout to use on the fringes of the Order.

Concept: a junior Tremere scout, idealistic and loyal to both his House and the Order as a whole.

Updated to the end of Winter 1231

Characteristics: Int +1, Per +3, Pre -1, Com 0, Str +1, Sta +1, Dex -1 Qik 0
Size: 0
Birth Year: 1199
Age: 27, 0 years post-gauntlet. -> 29, 2 years post-gauntlet. -> 29 1/4 -> 31 3/4 -> 32
Decreptitude: 0
Warping Score: 0 -> 0 (1)
Confidence: 1(3) -> 1 (2) -> 1 (4) -> 1 (7)
Sigil: Sound of rustling leaves.


The Gift (F)
Social Status: Magus (F)
Minor Magical Focus: Certamen (F)
The Gentle Gift (MH 3)
Puissant Finesse (mH 1)
Affinity with Finesse (mH 1)
Second Sight (mS 1)
Premonitions (mS 1)
Enduring Constitution (mG 1)
Skilled Parens (mH 1)
Nyktophylax (mH 1, from HoH: TL. Magic of sun duration fails at noon and midnight)


Driven: Serve the Order (MP 3)
Waster of Vis (MH 3)
Weak Enchanter (mH 1)
Creative Block (mH 1)
Unimaginative Learner (mH)
Magical Animal Companion (mS 1)

Personality Traits: Idealistic +2, Curious +1, Dutiful +1

Brawl (dodge): Init 0, Attack N/A, Defense +2, Damage N/A
Brawl (fist): Init 0, Attack 0, Defense +1, Damage +1
Axe: Init: +2, Attack +5, Defense +2, Damage +9
Soak: +1 (unarmoured)
Soak: +4 (armoured)
Fatigue Levels: 0, 0, -2, -4, Unconscious
Wound Penalties: 0, -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+) (But total penalty is reduced by 1 point)


Native Language (Vlach) (Banter): 5 75
Guile (Not getting caught) 1 5
Folk Ken (Magi) 2 15
Awareness (searching) 2 15
Survival (Transylvania) 2 15
Stealth (Natural areas) 2 15
Athletics (running) 2 15
Swim (Rivers) 1 5
Hunt (tracking) 1 5
Brawl (Dodging) 1 5
Single Weapon (Axe) 1 5
Profession: Soldier (Tremere forces) 1 5 -> 1 (1) 6 -> 1 (2) 7
Second Sight (Regiones) 3 30 -> 3 (1) 31
Premonitions (Allies) 3 30 -> 3 (1) 31
Magic Lore (Creatures) 2 15 -> 2 (1) 16 -> 2 (2) 17
Order of Hermes Lore (Tremere) 1 5
Code of Hermes (Mundane relations) 1 5
Finesse (Aiming) 5+2 50->75 due to Affinity
Artes Liberales (Ceremonial Magic) 1 5
Latin (Hermetic Usage) 4 50 -> 4 (2) 52
Magic Theory (Inventing Spells Familiars) 3 30 -> 4 (19) -> 5 (0) 75
Parma Magic 1 (Corpus) -> 2 (1) 16
Area Lore: Don Delta (places) 2 15
Mastery of Posing the Silent Question 1 (1) 6
Mastery of Ward Against Metal 1 5
Faerie Lore (Don Delta Fae) 0 (1)
Concentration (Maintaining spells) 0 (1) -> 0 (2)
Nova Castra Lore (regio) 1 5
Leadership (magi) 1 (8) 13
Area Lore: Causcasus (raiders) 0 (1) 1
Organisation Lore: Amazons (raiders) 0 (1) 1
Bargain (animals) 0 (1) 1
Ride (appearing competent) 1 (3) 8

Cr: 0 In: 6 Mu: 0 Pe: 0 Re: 7 -> 8 (7) -> 12 (10)
An: 1 Aq: 0 Au: 0 Co: 3 He: 0 Ig: 0 Im: 0 -> 2 Me: 6 -> 10 (9) -> 11 (0) Te: 7 Vi: 5

Partial suit of leather scale and axe; bag of small mundane stones hanging from his belt.
Wears a blue-black Tremere robe to formal occasions, or practical but good quality travelling clothes the rest of the time. His bag of stones is always with him, but he only wears the axe and armour when he's expecting trouble.

Encumbrance: 2 (armed and armoured) or 0.

Spells known:
Frosty Breath of the Spoken Lie (InMe 20) +18
Posing the Silent Question (InMe 20) +19. Mastered for Quiet Casting
Call to Slumber (ReMe 10) +24
Aura of Rightful Authority (ReMe 20) +24
Ward Against Metal (ReTe 20) +16 -> +17 ->+21(Custom spell, based on Ward against Wood. Base 5, +2 metal, +1 diameter). Mastered for Fast Casting
Ominous Levitation of the Weighty Stone (ReTe 15) +15 -> +16 ->+20 (From pg 38 of HoH: Societates. Lifts a stone at voice range for concentration duration, then drops it with an aiming roll)
Invisible Sling of Vilano (modified to do +15 damage) (ReTe 20: Base 15, +1 Touch) +15 -> +16 ->+20 (From pg 38 of HoH: Societates. Throw a stone so that it bypasses Parma but requires an aiming roll. Requires stone to be at touch range.)
Bitter Taste of Betrayal (InVi 15) +11 (from HoH: True Lineages pg 75. Creates a bitter taste in your mouth if you come under any magical effect, but provides no further information. Sun duration.)
Comfort of the Weary Travellor (ReIg 10) +8 -> +9
Lay to Rest the Haunting Spirit (PeMe 5) +12
Thoughts Within Babble (InMe 25) +18

Appearance: Gregorius is a lean man, of medium height and slightly weathered in appearence. He has dark brown hair, and sharp, dark eyes with a watchful look.

New Spells:

Ward Against Metal
ReTe 20
Based on Ward Against Wood (pg 139). The caster is protected from non-enchanted metal, so that none of it can actually contact his body.
(base 5, +2 metal, +1 diameter duration).

Comfort of the Weary Travellor
ReIg 10
Keeps the magus' body at a comfortable temperature unless exposed to souces of heat/cold doing more than +5 damage.
(Base 4 - extrapolated control heat in a slightly unnatural fashion from control fire in a slightly unnatural fashion, +2 sun)

Advancement Post Gauntlet

Winter: Read Book on Magic Theory. 11xp -> 3 (11)
Spring: Adventure. 5xp to Don Delta Lore -> 1 (0)
Summer: Read book on Magic Theory. 11xp -> 4 (2)
Autumn: Read book on Parma Magica. 11xp, Parma -> 2 (1)

Correspondence with Slyvanus, 1xp MT -> 4 (3)
Correspondence with Carolus (ghosts), 1 xp Magic Lore -> 2 (1)
Correspondence with Slyvanus, 1xp MT. -> 4 (4)
Correspondence with Slyvanus, 1xp MT. -> 4 (5)

Winter: Covenant service. Writes up 100 levels (speciality in Hermetic terms) of the spells he knows to add to the Covenant library: Ward Against Metal (ReTe 20), Frosty Breath of the Spoken Lie (InMe 20), Posing the Silent Question (InMe 20), Aura of Rightful Authority (ReMe 20), Comfort of the Weary Travellor (ReIg 10), Call to Slumber (ReMe 10). 2xp Latin -> 4 (2)
Spring: Read book on Magic Theory. 11 xp. -> 4 (16)
Summer: Being taught Don Delta Lore by Theodoric. 10 xp -> 2 (0)
Autumn: Reading Rego Summa. 15 xp -> 8 (7)

Correspondence with Slyvanus 1xp MT -> 4 (17)
Correspondence with Slyvanus 1xp MT -> 4 (18)
Correspondence with Boustaphan on the strategic implications of local features - Profession Soldier 1xp -> 1 (1)
Correspondence with Slyvanus 1xp MT -> 4 (19)

Winter: Develop Lay to Rest the Haunting Spirit, then explore the barrows. 3xp Imaginem, 1xp Faerie Lore, 1xp Concentration, 1xp Second Sight, 1xp Premonitions
Spring: Explore the magical regio in the covenant. 5xp Nova Castra Lore, 1xp concentration, 2 confidence points
Summer: Read Rego Summa 15xp
Autumn: Tribunal, + read Mentem Summa for 2/3 of a season for 11xp

Winter: Read Leadership Summa, 13xp
Spring: Set up lab, 2xp Magic Theory
Summer: Read Mentem Summa 16xp
Autumn: Read Mentem Summa 16xp

Correspondences: 1xp MT with Slyvanus (Spring)

Winter: Read Rego Summa 15 xp
Spring: Set up lab, 2xp Magic Theory
Summer: Read Rego Summa 15xp
Autumn: Be taught to Ride by Damianos, 8xp

Correspondences: 1xp MT with Slyvanus (Spring)

Winter: Learn "Thoughts Within Babble" from a lab text. 2xp Mentem

Correspondence with Boustaphan - Profession Soldier 1 xp -> 1 (2)
Correspondence with Carolus (regio) - Magic Lore 1xp -> 2 (2)

Gregorius' Lab

Size: +1 (1)
Refinement: 0
Safety: +2 -1 (for occupied size) = +1
General Quality: +2
Aesthetics: +1
Health: 0
Upkeep: 0?
Warping: 0
Creo: +1
Terram: +1
Ignem: +4 -1
Items: +2 -1
Vis Extraction: +2 -1

Spacious, mStr. +2 Safety, +1 Aesthetics.
Flawless Equipment, FSu, from Portia's spell. Gregorius is not intending to maintain this rigorously; however, he is also not intending to use the laboratory very often, so hopefully breakages will be slow. +2 GQ, +0? upkeep, +2 vis extraction.
Flawless Tools, FSu as above. +2 Items, +0? Upkeep.
Magic Item, FSu, curtain of flame. CrIm 10 (Base 3, +1M Touch, +6 50 uses/day): creates the illusion (sight, sound, and smell) of a sheet of flame; triggered by someone or something passing through the door +1 Aesthetics.
Magic item, MSu. The hypocaust. +3 Ignem
FSu: Magical Heating (from the hypocaust). +1 Aesthetics, +1 Ignem (the +1 Health is already incorporated into the covenant living conditions modifier).
Spotless, FOu. From Portia's ritual. +1 Health, +1 Aesthetics, +1 Creo


Subterranean, FStr. It's a cave. +1 Upkeep, -1 Health, -1 Aesthetics, +1 Terram.
Missing Sanctum Marker, FO. The lab isn't actually Gregorius' sanctum at all - that's his room in the main building. -1 Aesthetics.
Undecorated, mO. Gregorius, spending little time in the lab and in any case viewing it as a temporary set-up only, has not spent much time personalising it. -1 Aesthetics, -1 Upkeep, subtract 1 pt from any speciality with a score of 2 or more.


Current stock: 4 pawns Rego, 6 pawns Mentem

Vis Grant 1226: 1 pawn Rego
Vis Grant 1227: 1 pawn Rego, 1 pawn Imaginem
Adventure Spring 1228: 4 pawns Mentem
Vis Grant 1228: 1 pawn Rego, 1 pawn Imaginem
Vis Grant 1229: 1 pawn Rego, 1 pawn Animal
Vis Trade: Swap 2 pawns Imaginem, 1 pawn Animal for 2 pawns Mentem

Viola of Merinita


Viola is a reclusive maga more than 20 years out of Gauntlet, with a reputation for weirdness even by Merinita standards, exemplified most obviously by bright violet eyes, hair that changes color with the seasons, and a penchant for strange labs. Her first covenant was Haunted Springs, in the Crimea--the nearest covenant to Nova Castra, in fact--but in 1220 she moved to Andorra for six years, before falling out with a covenantmate. Other than general oddity, she's best known for her prodigious ability with spontaneous spells. Her familiar is Constantine, a purple emperor butterfly.

A nicely formatted version of Viola's current character sheet, and advancement log, can be found here:

Name: Viola of Merinita
Player: Scott Orr
Covenant: Nova Castra
Saga: Base Camp
Character Type: Maga
Gender: Female
Size: -1
Age: 43 1/2 (appears 30 1/2)
Year of Birth: 1184
Current Year: 1228
Decrepitude: 0
Warping: 2 (20)
Confidence: 1 (15)

Description: Pale skin, bright violet eyes, very thin but not short, an eerie beauty. Her hair changes with the seasons, deepening from the palest blonde at the beginning of spring to a rich, pure gold at harvest time, then shading through a strawberry blonde to bright red and finally auburn, which fades quickly to white as the leaves fall.

Background: Daughter of a human and a faerie lord, raised after the age of three in her father's court. Her affinity with violets derives from the flowers that grow in her father's land and in the regio connecting it with the mundane world. Her pater, in Stonehenge Tribunal, is Salignus.

In 1204, Viola passed her gauntlet, and, seeking to be independent from her pater, wandered down a random faerie trod, turning up on the southern slope of the Crimean mountains. She soon met another newly gauntled maga, Auriane of Flambeau, and they were joined by other young magi fleeing from a pair of senior magi in Constantinople whom they’d witnessed in a very blatant attempt to interfere with the mundane attack on the city during the 4th Crusade. The covenant joined Thebes Tribunal and, with no other covenants for miles around, had plenty of vis. In addition, a couple of its magi began to research the magic cult of a nearby group of monks, who were capable of creating magic regiones within Divine auras.

Soon after the covenant was founded, Viola came into possession of a pair of animate faerie wine casks that produce faerie-aspected wine each autumn (they were actually a gift to her musician companion, Matthias). The Art of the vis depends on what she’s thinking about at the time: it can be two pawns of Muto, four pawns of Imaginem, or six pawns of Herbam. Drinking the wine produces mild hallucinations.

In 1207, in order to prevent possible violence and/or a serious Hermetic legal incident, Viola adopted as an apprentice a wandering priest, Theodolphus, who visited the covenant—and who, before taking up the cloth, had been apprenticed for three years to a diabolist, and then “lost” by the proper authorities when the diabolist was killed. From 1208 to 1219 she spent one season a year completing his training…badly—her ability to teach was laughable, but the Code says one season a year. She let him spend a lot of time in the library, and the fact that his Arts had already been opened means that she was able to train him despite lacking training herself in many Arts. Theodolphus was gauntleted in 1219, and embarked on a career as an itinerant magus in Thebes and Novgorod Tribunals, exchanging lab assistance for hospitality, and gently proselytizing the inhabitants of the covenants he visits.

Much of Viola’s service to the covenant of Haunted Springs consisted either of vis hunts, to various locations in Crimea and elsewhere along the northern coast of the Black Sea, and dealing with the local faeries, both the benign ones in the regio in the surrounding woods and a darker group inhabiting a regio on the nearby coast. Viola dealt competently with the former band, despite the occasional interference of troublemaking outsider satyrs. The coastal faeries committed a singular act of violence in the covenant’s environs in 1205, apparently pursuing one of their own, and then launched an attack on the covenant itself in 1210. Viola used trickery to foil this attack, and then counterattacked, penetrating the lower two levels of the faeries’ regio, enough to neutralize them as an immediate threat. She finally was able to defeat the fae conclusively in 1217, penetrating to the highest level of the regio by entering a cave accessible only by swimming underwater from a coastal grotto. In the cave, she confronted the lady of the regio, and, aided by some critical information her butterfly familiar, Constantine, obtained through eavesdropping, discovered the lady’s vulnerability to wind, and subdued her by using a spontaneous spell to channel wind into the cave. Taking advantage of the faerie’s weakened state, Viola made what she hopes will be a lasting bargain between the regio and the covenant.

In 1206 and 1207, respectively, she also conducted a pair of extended expeditions to retrieve the bones and mantle of a distant faerie relative slain in Arcadia, and to deal with concerns of the local faeries, who demanded the return of a magical herb stolen (unbeknowngst to them) by a rival group.

In 1214, Viola traveled home to England to locate a magical purple emperor butterfly to serve as a familiar. She named him “Constantine”, and bound him in 1215.

During this trip, she also spoke with her pater, Salignus, for the first time since her gauntlet. In 1213, prompted by his gift of a book, Viola had initiated herself into the first mystery of the Bright Ones Merinita cult, Arcadian Travel. She was initiated into two additional mysteries, Animae Magic in 1216, by her pater, and Potent Spontaneous Magic in 1218, by the elusive Newyn.

Viola decided to leave Haunted Springs in 1219. Nothing in particular drove that decision, really, other than a desire to live somewhere new. She picked the secluded covenant of Andorra because of its impressive library and its still unspoiled surrounding wilderness. Alas, despite discovering a lost lab there in a faerie regio outside the covenant walls, and improving it to an impressive standard, Viola decided to leave Andorra only five years after her arrival in 1220, prompted by the annoying antics of a new covenantmate, Titus of Flambeau. She left behind long-time shield grogs Edward and Astrid, as Andorra proved a comfortable and healthy home for them and their six children, but she brought with her the covenant’s original, 400-year-old cat (who had also crossed Titus) and the most precocious of her many kittens.

She headed east again, using Arcadian Travel to move herself and her little band to a covenant in Thebes that possessed a particularly good summa on Parma Magica, the weakest point of Viola’s art. In exchange for initiating its Merinita member, Calliope, into the Bright Ones, she was allowed to reside at the covenant and study the Parma Magica summa for three seasons. In the meantime, hearing of the imminent formation of Nova Castra in a region of untamed wilderness, she eagerly volunteered to help lead the new covenant.


Intelligence: +4 (Precocious)
Perception: +2 (Curious)
Communication: -2 (Incomprehensible)
Presence: +3 (Eerily beautiful)
Strength: -3 (Insubstantial)
Stamina: +2 (Resilient)
Dexterity: 0
Quickness: +1 (Agile)


Free Virtues
The Gift
Hermetic Maga
Faerie Magic

Major Virtues
Strong Faerie Blood
Sidhe Beauty (+1 Presence, Eerie Beauty)
Natural Longevity (aging rolls start at 50 at -3)
Faerie Eyes (see in dark, Second Sight, strange eye color)
Access to Faerie Lore
Innate Spontaneous Magic (divide non-fatiguing sponts by 2)
Life-linked Spontaneous Magic (can spend one Fatigue for +5 to spell level)

Minor Virtues
Book Learner (+3 to book Study Totals)
Free Expression (+3 to rolls for new works of art)
Great Intelligence (+1 to Intelligence)
Inventive Genius (+3/+6 to Lab Totals for new creations)
Personal Vis Source (faerie wine casks)
Study Bonus (+2 to Art book and vis Study Totals)
True Friend (Constantine)

Major Flaws
Favors (to faeries in father’s family)
Study Requirement

Minor Flaws
Driven (saving nature from the advance of man)
Exciting Experimentation
Faerie Upbringing
Loose Magic
Small Frame (-1 to Size, 4-point wound increments)
Weird Magic (special “botch” die)

Mysteries (Bright Ones)
Arcadian Travel
Arcadian Travel (travel between regiones)
Overconfident (Minor)
Arcane Connection to a tree outside a faerie regio in the Crimea
Animae Magic
Animae Magic (create faeries)
Faerie Friend
Potent Spontaneous Magic
Potent Spotaneous Magic (Focus in sponts with fatigue)
Deleterious Circumstances, Iron (halves casting totals vs. target)
Minor Malediction (discomfort from iron)


Ability Specialty Score XP

Black Sea Lore northern coast 1 10
Centrum (covenant) Lore people 1 5
Haunted Springs (cov.) Lore faerie regio 1 5
Mercia Lore faerie sites 1 5
Violet Regio Lore manor house 1 5
Awareness alertness 1 5
Bargain faeries 2 15
Brawl dodging 1 5
Concentration spells 2 15
Craft (Illumination) nature subjects 2 15
Etiquette faeries 1 5
Folk Ken peasants 1 5
Intrigue plotting 1 10
Leadership intimidation 1 5
English Mercian 5 75
Gothic Crimean 1 5
Merinita Lore initiating P.S.M. 3 31
Order of Hermes Lore House Merinita 1 10
Swim underwater maneuv. 1 5
Teaching apprentices 3 36

Artes Liberales logic 3 43
Latin Hermetic usage 4 50
Philosophiae moral philosophy 2 23

Faerie Lore faerie lords 4 67
Faerie Magic Arcadian Travel 2 24
Finesse precision 3 35
Magic Theory enchanting items 8 212
Parma Magica Mentem 5 92
Penetration Rego 1 5

Second Sight regiones 2 16


Altruistic +2
Honorable +3
Independent +3
Machiavellian +1
Trusting +1
Vengeful +3


Bizarre: 3 (35) (Hermetic)


Weapon Init. Atk. Dfn. Dam. Str. Load

Dodge 1 n/a 3 n/a n/a 0
Fist 1 1 2 -3 n/a 0
Kick 0 1 1 0 n/a 0

Armor: None
Soak: 2

Fatigue Levels: Fresh / Winded / Weary (-1) / Tired (-3) / Dazed (-5) / Unconscious


Total Load: 0 Burden: 0
Encumbrance: 0

Talisman: Quill
Material: goose quill (stripped of barbs) filled with mercury (small size)
Opened: 12 pawns (6 used)
Attunements: +5 Muto
Perpetually Sharp (MuAn19) (constant effect)
Smooth-flowing Ink (+1 to Craft skill) (ReAq8) (constant effect)
Phantom slate (aid to communication, +3 to lab Teaching specialization) (InMe[MuIm]30) (Momentary effect, unlimited uses)

Faerie Wine Casks
These animate wine casks were given to one of Viola’s companions by the lord of the faerie vineyard in Haunted Springs. While unable to talk, the casks are friendly, and attached to their owner, often following her around as she moves about her living space or lab. They produce a quantity of wine every year; if drunk, this wine produces mild hallucinations, but its main value lies in its vis: depending on the desires of their owner, the casks produce either two pawns of Muto vis, four pawns of Imaginem, or six pawns of Herbam, any of which is faerie-tainted.

Viator of Merinita, The Long, Meandering Path. Summa on Merinita Lore (L3, Q11) and Self-initiation script for Arcadian Travel (Ease 18, Bonus +14)
Initiation Script for Animae Magic (Ease 21, Bonus +11)
Initiation Script for Potent Spontaneous Magic (Ease 21, Bonus +12)


Technique Score XP

Creo 8 39
Intellego 8 38
Muto 12 80
Perdo 5 15
Rego 9 51

Form Score XP

Animal 8 38
Aquam 5 15
Auram 5 15
Corpus 7 30
Herbam 6 26
Ignem 5 15
Imaginem 8 36
Mentem 6 24
Terram 5 15
Vim 8 38


All spells include a manifestation of violets--the flowers, the scent, or the color.


InAn20 The Counsel of Animals (CT +16)
R: Touch, D: Conc, T: Ind
Allows speech with the target animal
(Base 10, +1 Touch, +1 Conc)

InHe25 Converse with Plants and Trees (CT +14)
R: Touch, D: Conc, T: Ind
Allows speech with the target plant
(Base 15, +1 Touch, +1 Conc)

CrMe15 The Wise Fool (CT +16)
R: Eye, D: Sun, T: Ind
Plants an absurd thought in the target’s mind. The more absurd the notion, the easier it is to convince them they are wrong. However, they continue believing this foolishness until someone or something challenges it.
(Base 4, +1 Eye, +1 Sun)

MuIm20 Image Phantom (CT +22)
R: Touch, D: Sun, T: Ind
Complete changes the image of one thing for all senses save touch.
(Base 5, +1 Touch, +2 Sun)

MuTe(Aq)20 Eye of the Wizard’s Swamp (CT +19)
R: Sight, D: Sun, T: Part
Turns 10 cubic paces of earth into quicksand.
(Base 3, +2 Voice, +2 Sun, +1 Part, requisite necessary for effect)

InVi20 Piercing the Faerie Veil (CT +13)
R: Per, D: Conc, T: Vision
Potency +1 (violet sapphire)
Allows sight between levels of a regio.
(Base 3, +1 Conc, +4 Vision)

ReVi40 Aegis of the Hearth (CT +22)
R: Touch, D: Year, T: Bound, Ritual
Protects the covenant’s grounds from supernatural intruders.


School: Gladiator
Familiarity: Bone-biting


Intellego: 4 pawns
Muto: 11 pawns (8 of which faerie-tainted)
Rego: 2 pawns

Animal: 6 pawns
Herbam: 12 pawns (faerie-tainted)
Imaginem: 11 pawns (faerie-tainted)
Mentem: 5 pawns
Terram: 1 pawn
Vim: 10 pawns



Species: Purple Emperor butterfly

Season: Spring
Decrepitude: N/A (Immortal)

Size: -12
Magic Might: 8 (Animal)

Intelligence: +1
Perception: +1
Communication: +3
Presence: +4
Strength: -25
Stamina: 0
Dexterity: +3
Quickness: +9

Virtues: Magic Animal; Essential Virtue (competitive), Great Presence, True Friend (Viola), Unaffected by the Gift

Flaws: Carefree, Magical Friend, Proud

Qualities: Accomplished Flyer, Camouflage (+3 to hide when not moving)

Magic Qualities: Improved Powers, Improved Defense (x2), Lesser Power (x2), Personal Power, Minor Virtue: Arcane Lore, Minor Virtue: Improved Characteristics, Minor Virtue: Luck, Minor Virtue: Second Sight

Magic Inferiorities: Reduced Might (x7), Susceptible to Deprivation

Personality Traits: Purple Emperor +3*, Carefree +3*, Competitive +3*, Curious +3, Gregarious +3, Proud +3*

Ability Specialty Score XP

Athletics flying 5 83
Awareness alertness 4 50
Brawl dodging 2 15
Folk Ken townsfolk 1 5
Order of Hermes Lore House Merinita 1 5
Stealth hide 3 31
Survival woodlands 3 30

Faerie Lore wards 1 10
Finesse Imaginem 3 30
Magic Lore regiones 1 10
Magic Theory lab assistant 6 108
Penetration Mentem 2 15

Second Sight regiones 3 35

Courtship Dance (Personal), 1 point, Init +10 (CrIg[MuIm]15, R: Pers, D: Performance, T: Ind.; as Constantine flies his courtship dance [requiring a Dex + Athletics roll against an Ease Factor of 3], he emits showers of (harmless) colored sparks, and his own image flashes through brilliant colors, allowing him to describe patterns in the air with his flight; anyone nearby [that is, 10 paces or so] must tie Constantine’s Dex + Athletics roll with a Sta + Conc + 3 roll, or be distracted for a round (this effect lasts only one round), while those further away get a larger bonus to their rolls, proportional to distance; -1 Might, +3 Init; total 35)
Dream Guide (Lesser), 0 points, Init +6 (CrMe15, R: Eye, D: Sun, T: Ind.; after catching sight of Constantine before sleeping, the target follows the butterfly in his dreams, seeing through his eyes; -3 Might; total 30)
Hunter’s False Rival (Lesser), 1 points, Init +5 (as Image Phantom but T: Part, D: Diameter, MuIm20; -3 Might; total 35)

Weapon Init. Atk. Dfn. Dam. Str. Load
Dodge 9 n/a 16 n/a n/a 0

Soak: 0

Fatigue Levels: Fresh / Winded / Weary (-1) / Tired (-3) / Dazed (-5) / Unconscious

Wounds: 1 point per increment

Bonding Lab Total: 38
Golden Cord: +3 Silver Cord: 0 Bronze Cord: +1

Bond Enchantments
Mental Communication (w/complex thoughts) (CrMe15) (unlimited) (by Constantine to Viola)
C: occasional air of distraction, V: ears occasionally twitch like antennae
Feet to Hands (MuAn26) (50/day, bond maintains concentration)
C: independence, V: hair has violet sheen at just the right angle
Stupendous Size (MuAn26) (50/day, bond maintains concentration) (x10 size)
C: ignores annoying people, V: rustles garments while resting
Speech (MuAn30) (1/day, bond maintains concentration)
Minor Side Benefit: Constantine has the ability to speak in a stage whisper than can only be heard by listeners in one direction.
C: pauses randomly and occasionally fractures grammar,
V: waves hands meaningfully in the air while talking, to describe patterns
Wings of Gossamer (MuCo[An]38) (6/day, bond maintains concentration) (turns Viola into a purple emperor butterfly - unfortunately, the female of the species is rather drab, but Viola's sigil nonetheless gives her wings a violet hue)
C: undergoes seasonal color changes, V: appetite stimulated by carcasses

Vis: 8 pawns Ignem, 3 pawns Imaginem


Theoros of Bonisagus: Theoros was gauntleted at the same time (spring of 1204) as Viola in the Stonehenge Tribunal. They met when swearing the Oath, and struck up a friendship. Theoros evidently finds it amusing to discuss Magic Theory with a nearly incomprehensible Merinita, and that topic has been the subject of most of their correspondence, though the two have also discussed a smattering of Arts.

Salignus of Merinita: Salignus is Viola’s pater, a Merinita, Muto expert, and member of the Bright Ones. They were estranged for some time, until Viola initiated herself into the Bright Ones at the beginning of 1213, using a book sent her by Salignus. Since then, they’ve discussed Merinita Lore, Muto, Faerie Lore, and Faerie Magic.

Theodolphus of Merinita: Theodolphus was taken as an apprentice by a Hermetic diabolist, and ended up lost (to the Order) in the aftermath of a March against his master. He became a priest, and one day turned up at a pilgrimage site located at Viola’s old covenant, Haunted Springs, in the summer of 1207. In order to prevent his death as the result of am overzealous pursuit of the “Join or Die” directive by covenantmate Morte, Viola claimed Theodolphus as an apprentice—with his Arts already opened, she had no trouble training him to gauntlet, though she did quickly improve her Arts to the apprentice-training requisite anyway. Since being gauntleted in the Autumn of 1220, Theodolphus has wandered Thebes Tribunal as a preacher to Hermetic magi, and corresponded with Viola on Magic Theory and Faerie Magic.

Calliope of Merinita: Calliope is a relatively young maga of the Thebes Tribunal. After leaving Andorra, Viola stayed at Calliope’s covenant and studied Parma Magica in the library while Calliope initiated herself into the Bright Ones, and eventually inititated her into Potent Spontaneous Magic (like Viola, Calliope was born with Innate Spontaneous Magic). Viola will begin her correspondence with Calliope in spring of 1226.


(Virtues and Flaws described within the text are labeled in parentheses.)

When the party of magi tasked with establishing Nova Castra arrived at the site of ancient Tanais, Viola immediately noticed a faerie regio on the site of the ruined temple to Poseidon on the north side of the city’s central square. At the mundane level, nothing was left of the temple but an altar within the foundations of the portico, before the entrance; a mosaic-tile basin three feet below ground level of what was once the temple’s main room periodically collects rainwater, from which Rego vis can be distilled. However, those in the party with Second Sight perceived a massive pair of bronze doors (Grand Entrance), doubtless a fae reflection of the doors that had once stood at the temple’s entrance. These doors formed the gateway to the regio.

By making a sacrificial feast of a horse, an animal sacred to Poseidon, Viola lured a number of faeries dressed as Greeks, who claimed to be the god’s children. One of them led her through the bronze doors, now studded with three gems each, into the first level of the regio, where, down a short flight of stairs, the temple was still intact (Regio, but with no Size bonus until the upper level is incorporated into the lab). An open roof (Defective Heating, but with no effect on Upkeep) allowed rain to fall into an ankle-deep pool in a mosaic-tiled basin, while the walls sported frescoes devoted to Poseidon, and, at the far end, a fountain in the form of a large statue of the god, from whose eyes flowed a waterfall. Disturbingly, the room also featured a half dozen “statues” of people who had been turned to stone. Viola would choose to establish her living quarters here.

Viola’s guide led her through the waterfall to pass down a staircase to an underground chamber, lit only by natural light from the open roof up the stairs. Channels down the stairs and along the walls carried water from the fountain above (Greater Feature and Greater Focus), though a faerie curse had reduced the flow to a trickle (only a +3 total specialization bonus until the curse can be lifted). The room, which was a bit larger than a standard lab (Size +1) featured stone columns interspersed with an even greater number of stone statues than she had found upstairs (Lesser Feature), as well as a barred door and a large bas-relief of a seated couple, marred by the impression of what appeared to be a giant fist. Behind the door lay a kitchen filled with a large number of sororocidal and cannibalistic blind crones, the Handmaidens of Poseidon, who passed the time cooking one another and fighting over three orbs that served as eyes. These crones proved harmless, except to one another, so long as Viola resisted their importunings to enjoy a little home cooking.

The bas-relief proved to be a regio boundary. Leaving the company of the crones, Viola re-barred the door and followed the guide through the smashed portrait to enter the second regio level, a vast labyrinth formed of stalagmites under a dark, stormy, night sky. Deep in the labyrinth lay a large room full of dozens more “statues”, evidently the lair of the guide’s mother, a Gorgon who had once been the nymph Halia. The labyrinth also encompassed a stone-bricked courtyard centered around a stagnant pool from which rose a moss-covered altar (atop which lay chained yet another stone corpse—this one with an erect phallus); a single cloud in the otherwise clear sky above rained down upon the courtyard, yet not on the pool, and even the water that landed around the pool drained uphill, away from it. Viola reasoned that this pool might provide a source of Perdo vis, a guess that proved, to be a correct.

In the future, Viola will enchant the temple, granting Magical Heating to the lab, and also making her living quarters more comfortable; she may also provide Magical Lighting. Once the curse is lifted, she’ll extend the lab into the upper level of the regio, and it might be possible to train the Handmaidens as a horde, or at least let them out, making them Inhabitants. Depending on how changing Halia’s story changes Halia and the regio, a Natural Environment might exist on the upper regio level, and Halia might become a Greater Guardian, or perhaps simply have her Lair within the lab. The upper level of the regio would presumably also qualify as a Site of Legend.

Lab Stats:

Size: +1 (1)
Refinement: 0
Base Safety: -1
General Quality: +8
Upkeep: +2
Safety: +3
Warping: +1
Health: 0
Aesthetics: +5
Specializations: +4 Items, +3 Teaching, +1 Mu, +1 Ig, +1 Me

Major Virtue: Greater Feature (Running Water) (+2 Aesthetics , +1 Items)
Minor Virtue: Lesser Feature (Petrified Men) (+1 Aesthetics, +1 Mu)
Free Virtues: Familiar (+8 General Quality, +3 Safety), Flawless Equipment (+2 General Quality, +2 Upkeep, +2 Vis Extraction), Flawless Tools (+1 Upkeep, +2 Items), Grand Entrance (+2 Aesthetics), Magic Item (Viola’s quill talisman; +3 Teaching), Magical Heating (-1 Upkeep, +1 Aesthetics, +1 Ig), Regio (+1 Warping), Servant (+1 Safety, +1 Aesthetics, +1 Me)
Free Flaw: Impregnable (–2 Aesthetics)
Major Flaw: Greater Focus (Running Water) (-2 General Quality, +2 Items)

Lab Enchantments
Stove that provides Magical Heating to the lab and the rest of the temple in the lower level of the regio (CrIg24, R: Touch, D: Sun, T: Structure, 2 uses/day, environmental trigger)


Major Hermetic Virtue
To qualify for this Virtue you must have an extremely strong faerie nature. Examples include Faerie Blood, substantial Warping from a Faerie source, being bound by a Faerie Familiar, or the Inner Mystery of Becoming. All script variations for this mystery have one or more of these as a prerequisite. This and other new Arcadian Mysteries are available to Faerie magi outside of this group as well.
This Mystery taps into the power inherit in your Faerie nature, allowing you to handle magic with greater fluidity. When you cast a spontaneous spell without expending fatigue, you may choose to divide by five or by two. If you choose to divide by five, you need not roll a stress die, and cannot botch, just as normal. If you choose to divide by two, you must roll a stress die, and can botch.

Major Hermetic Virtue
This Inner Mystery is an extension of Innate Spontaneous Magic, and uses your Faerie nature to bring your Magical essence closer to the surface. The rationale is that you are mostly a faerie being that, because of your human blood, has the Gift of Magic. Other magi are humans who would otherwise be mundane if not for their magical Gift, just as you would be a full faerie if not for the dollop of human blood that allows you to have the Gift for Magic. It is the Mysteries of Faerie Magic allow you to harmonize the two forces, and for this reason this Mystery is incompatible with Becoming. You cannot be initiated into one if you already have been initiated into the other.
Because your magic is brought even closer to the surface, you can get greater potency out of your Spontaneous Magic. This doesn’t work with Formulaic spells because the magic has to be quick and impulsive, and for the same reason it won’t work with Ceremonial Casting. Whenever you expend fatigue on casting a spontaneous spell, the lowest applicable Art is doubled before the whole total is divided by two. You still roll a stress die, and may botch.

Viola's character sheet for 1204, immediately post-Gauntlet, and Constantine's character sheet before being bound, are here:

Details of the Bright Ones, including mystagogues and initiation scripts, can be found here:



Fray, Follower of Bonisagus

Quick Summary: a Bonisagus with a focus muto and self transformation, who is 10 years past gauntlet. English born and raised.

An English born and raised Magus who was left despondent by a hermetic wizards march which killed his wife, and now seeks a new beginning. Fray was once a confident self starter, who was involved in a prolonged battle and very serious life crisis, and who now is somewhat hollow. He is seeking to travel beyond the borders of the Order as his home reminds him of loss, where it was once full of such potential. This is part distraction from the past, and also to tease out something new and previously unknown.

As Fray is trying to recover from the loss of his wife his personality shifts at times. Typically he approachable and amicable to those around him, but his responses lack passion. Sometimes when he is caught up in a moment he will return to his former self and be an openly happy and inquisitive person, they type which folks sometimes say is almost bubbly. These periods don’t last more than a few hours at the moment.
He is determined to continue on, and tells himself to find a new path, which is a key reason why he is leaving all his old world behind in Stonehenge.

Fray was an athletic and sturdy Saxon, with a honey coloured head of hair and full beard cut sharply along the collar and jawline. His preferred cloak is a hulking lion pelt, held with a bronze clasp. His clothing is always a mix of typical travellers gear and leather scale armour. Typical colouring for clothing is browns, reds, and greys. By habit he carried a hunting knife at his hip, although it is rarely used. While walking or travelling he will often be carrying a staff, but also has a greatsword packed.

However now Fray is badly scarred from his ordeals and would be considered unattractive in appearance.

As a young Bonisagus Fray was starting to gather a solid reputation as a gifted transformation wizard, although the reputation would only be among the Bonisagus and other interested magi he had contact with, not Order wide as yet.
Reputation (Transformation) Stonehenge and Bonisagus magi: 1

Born in midlands of England to a village located close to a covenant, his parents were not strangers to supernatural effects. Fray’s magical potential was plain to his family very early, where his transformation powers caused his gift to be identified quickly. The family were pleased when Fray was accepted as an apprentice, especially when the covenant was so close.
During apprenticeship his master encouraged Fray to specialise and focus on his transformation talent. Late in his apprenticeship he met and eventually married his wife Leola.

Fray started out to form a new covenant in Stonehenge (a sister covenant to his masters), mainly as a way to join the other newly gauntleted Magi. The covenant was located close to the coat in the English midlands, on a small hill with a moderate aura. The covenant of Woodenhall was founded and initially supported by their parens covenant. The magi who gathered there were keen to keep the covenant as natural to the landscape as possible, so built the covenant to match a small village, with labs and private areas held below ground.
Woodenhall slowly grew and became self sufficient, but as it grew so to did the aspirations of one of the magi (Callser of Jerbiton), who decided to start more aggressively seeking vis sources and magical sites. Initially his work was highly productive, but he ran afoul of a powerful Loch Leglean covenant, and a few years later the first conflicts had begun.

Years later the hostility had drawn in all the Magi of Woodenhall into the conflict, eventually leading to an open battle between Callser and the opposing mages, where the war between them was fought on the covenant grounds, where Fray’s wife was killed when fire engulfed the main hall. Woodenhall still stands, however Fray's memories make returning to the covenant very difficult. He is still a member but is conflicted due to his loyalty to his covenant and friends vs the memories of his lost love.

Master: Amilica of Gwynedd, Callser of Jerbiton (deceased), Leola (deceased), an unnamed Tremere.

Sigil a brief shimmering upon the target, akin to the shimmer from a fire.

Characteristics: Int +3, Per 0, Pre -3, Com -2, Str +2, Sta +3, Dex +1, Qik 0
Size: 0, Age: 35 (35), Height: 180 cm, Weight: 90 kg, Gender: Male
Confidence: 1 (8), Warping 0.

Virtues and Flaws: Affinity with Magic Theory, Affinity with Muto, Book Learner (Book Quality: +3), Flexible Formulaic Magic, The Gift, Hermetic Magus, Inventive Genius (Invent Lab Totals: +3), Minor Magical Focus (self transformation), Personal Vis Source (Corpus) [Location: Rite of blood, performed annually], Puissant Magic Theory, Puissant Muto, Deficient Technique (Intellego), Difficult Longevity Ritual, Weird Magic (Botches on Stressed Casting: Extra botch die), Lost Love, Disfigured (Burn marks and scars on face and torso), Continence

Personality Traits: Just +2, Patient +1, Curious +1
Combat: Dagger: Init: +0, Attack +7, Defense +4, Damage +5, Soak: +6

Abilities: Apprenticeship: Latin 5 (hermetic usage), Artes Liberales 1 (ritual magic), Finesse 1, Magic Theory 6+2 (Muto) (136.7), Parma Magica 3 (Corpus), Penetration 1, Order of Hermes Lore 2 (artefacts) Early Childhood: Etiquette 1 (peasants), Charm 1 (being witty), Folk Ken 2 (peasants) (5), Awareness 1 (searching), Athletics 2 (running), English 5 (scholars)Later Life: Area Lore: Brittan 2 (side ways and paths), Brawl 4 (Fist) (5), Hunt 1 (tracking), Concentration 1, Faerie Lore 0 (3), Magical Lore 1 (5), Covenant Lore - Nova Castra 1 (5)


  • Creo 3, Intellego 0, Muto 18+3 (177), Perdo 0, Rego 8 (43),
  • Animal 11 (69), Aquam 5(15), Auram 0, Corpus 13 (96), Herbam 7,
  • Ignem 1, Imagonem1, Mentem 5, Terram 7, Vim 6(27)


  • Partial Leather Scale Armor (Soak: 6) (Soak: 6; Protection: 3)
  • Hunting Knife
  • Huge lion's pelt cloak, opened as complex item (lion pelt, cloak, mercury, magnetite), costs 8x pawns.
  • Quarterstaff
  • Greatsword
  • copy of "Attire of the Selfish Desire" custom spell for trade written out.
  • Set of Roots of the Order (one book for each Art, summae Level 5 Quality 15 in each)

Encumbrance: 0 (2)


  • Personal vis source (up to start of play 3 p/y x10): 30 Pawns of Corpus. Physical Form: Marble sized red cubes.
  • Covenant sources (up to start of play 5 p/y x10): 50 pawns remaining.
  • Found in play: Chapter 2: Still Caverns Run Deep - awarded 5x Vim vis from the island pollen. 1228,1229,1230 +9 Corpus (3 corpus /year),
  • Spent in preplay- Longevity Ritual: cost -6 pawns of Corpus from personal stock. Spent 2x vis Corpus to buy Roots of the Order. -8 opening cloak for enchantment,
  • Totals: 31 Corpus, 5x Vim, x51 pawns (from old cov undefined)

Longevity: Ritual level 40 (-8 aging rolls).

Spells Known: (* is a custom spell)

  • *Disguise of the Chameleon (MuAn 10) +35
  • *Hand for the Clumsy Beast (MuAn 10) +35
  • Doublet of Impenetrable Silk (MuAn 15) +35
  • *Attire of the Selfish Desire (MuAn(HeTe) 20) +31
  • *Profound Magnification of the Beasts (MuAn20) +35
  • Return of the Master's Voice (MuAn 20) +35
  • *Transformation of the Vicious Beast to the Floundering Fish (MuAn25) +35
  • *Unearthly Magnification of the Beasts (MuAn 30) +46
  • Circle of Beast Warding (ReAn 5) +22


  • Bind Wound (CrCo 10) +17
  • Eyes of the Cat (MuCo(An) 5) +35
  • The Incubus's Trick (MuCo 5) +46
  • Disguise of the New Visage (MuCo 15) +35
  • Preternatural Growth and Shrinking (MuCo 15) +35
  • Shape of the Woodlands Prowler (MuCo(An) 20) +35
  • Gift of the Bear's Fortitude (MuCo 25) +35, Mastery 1 (fast casting)
  • *Shape of the Fearsome King (MuCo(An) 25) +47, Mastery 1 (fast casting)
  • *Silence the Babbling Fool (MuCo 25) +35
  • Cloak of Black Feathers (MuCo(An) 30) +35, Mastery 0 (2xp toward Mastery, in Still Casting)
  • *Polymorph the Belligerent Rabble (MuCo(An) 30) +35
  • Leap of Homecoming (ReCo35)


  • Disguise the Words as Written (MuIm 10) +25
  • Disguise of the Transformed Image (MuIm 15) +25


  • *Our Foremost Memories Consigned to Stone (MuMe/Te 25) +33


  • Submerge the Irritating Hovel (MuTe/Aq 20)


  • Wizard's Communion (MuVi25)
  • Evil Eye (ReVi15)(HP p.80 R: SIght, OtIT level 20 effects)

Custom Spells













Contributions to House Bonisagus
Acclaim level: 2 (19 xp), Rank: Daduchos.
Current contribution of 95 levels of new spells (Reputation xp shown in brackets as pts).

  • "Polymorph the Belligerent Rabble” (MuCo30/An) (6 xp, in advancement background)
  • Silence the Babbling Fool” (MuCo25) (5 xp, in advancement background)
  • Attire of the Selfish Desire” (MuAn30/HeTe) (6 xp, in advancement background)
  • Disguise the Words as Written” (MuIm10) (2 xp, in advancement background)

Lab Summary

Size: 0 (0)
Refinement: 1
Base Safety: 1
General Quality: +1
Upkeep: +3
Safety: +2
Warping: 0
Health: -1
Aesthetics: +1
Specializations: +1 Items, +1 Vis Extraction, +1 Mu, +1 Ig, +1 Te

Minor Virtue: Lesser Feature (Still) (+1 Aesthetics, +1 Mu)
Free Virtues: 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)
Free Flaw: Subterranean (+1 Upkeep, -1 Health, -1 Aesthetics, +1 Te)**

Lab Enchantments

  • Note that there's no Health bonus for Magical Heating in this case, because the hypocaust already gives a +1 Living Conditions modifier.
  • Magical Lighting will remove the Subterranean Flaw.

Seasonal Activity and Advancement

Autumn 1227:

  • Arrive and refine the Lab. As per Cov p110; Target is MaTh vs 4 (Refinement target: 1 +3), which Fray has. Then rolling a stress Int + MaTh vs 12 to get Highly Organized, and vs 15 to detect a hidden flaw. I don't have a "tidy" style personality trait for the roll to gain Tidy. Roll: 1d10=1, then a 1d10=3; so I get MaTh 8, +3 Int, +6 from the roll = 17. This is enough for the Highly Organised, and also enough to discover if it has a hidden flaw. Correspondence with Master on MaTh (1xp)

Winter 1228:

  • Invent a version of the MuTe/Ig effect to make a stone glow. (+2 xp MaTh)

  • Conjure the Orb of Sunshine ... (Glowing Rocks - a spell used to make portable glowing lights. MuTe/Ig, as base 3 unnatural glowing which affect up to 10 cubic paces of dirt, mud, sand, or 1 cubic pace of stone or glass. glow very brightly +1, affect stone/glass +1, R:Touch +1, D: Sun +2, T: Ind +0. Target level 20). LT 43 = Mu 21, Te/Ig 1, Int 3, Aura 5, Inventive 3, MaTh in Muto 9, lab Spec Mu Te/Ig 2. One season of work.

  • "Somewhere, Under the Barrows" story - Fray will advance in Magical Lore (2 xp), MaTh (2xp), and Faerie Lore (3xp). Correspondence with Master on MaTh (1xp)

Spring 1228:

  • Inventing a spell to allow Fray to remove some of his disturbing memories from his mind temporarily, as object. This is a way to clear his mind of distractions of the past so he can work. Our Foremost Memories Consigned to Stone, Muto Mentem 25 / Terram, R: Touch, D: Moon, T: Individual.
    The target touched has a significant memory of their choosing transformed from their mind into a small stone curio. The form of the curio object will be influenced by the caster’s sigil, the memory, and the desires of the target, but may be no larger than a 1 foot cube of stone. Shape and elegance should be challenged with a Finesse roll, at SG’s discretion. As per HoH:S p.70 the owner of the memories can recall the memory accurately in full detail by holding the curio, and others may well also be able to access the memory.
    (Base 5, +1 Touch, +3 Moon, Terram free). LT 50 = Mu 21, Te 7, Int 3, Aura 5, Inventive 3, MaTh in Muto 9, lab Spec Mu Te/Ig 2. One season of work.
    "Tasia is Missing" story. Advancement is Inventing the new spell Our Foremost Memories Consigned to Stone (MuMe/Te25) see above, 4xp in a Mastery (fast casting), for Gift of the Bear's Fortitude. Brings this to Mastery 1(5), which might be handy for the regular battle with the stallion. 2xp in a Mastery (still casting), for Cloak of Black Feathers. 1xp Correspondence with Master on Magic Theory. 3xp Covenant Lore - Nova Castra, bring this to 1(5).

Summer 1228 - Learn: Wizard's Comunion (MuVi25 vs LT43), from Cov Library. Purchase of Roots of the Order for x2 Vis.
Autumn 1228 - advance Corpus from book, 11(68), Level 14, Qual 14. +14 exp,
+3 Confidence points
Seasonal correspondence +2 xp MT
Personal Vis 3x Corpus Vis

Winter 1229 - Open cloak as complex device (later as Talisman) - Materials: a Lion's pelt (+7 lion transform) leather cloak (many), Mercury (muto + many) and Magnetite (animal) in clasp. (+2 xp MT)
Spring 1229 - Invent spell: Profound Magnification of the Beasts (MuAn20) and Hand for the Clumsy Beast (MuAn/Co10) vs LT 61 (+2 xp MT)
Summer 1229 - advance Corpus from book, 12(82), Level 14, Qual 14. +14 exp,
Autumn 1229 - Learn: Leap of Homecoming (ReCo35), from Cov Library
Seasonal correspondence +4 xp MT
Personal Vis 3x Corpus Vis

Winter 1230 - Book Study, from covenant Vim book (from L15/Q12), +12 xp Vim
Spring 1230 - Book Study, from Roots on Aquam (tba, 5/15), +15xp Aquam
Summer 1230 - invent - Submerge the Irritating Hovel (MuTe20 / Aq) vs LT 44 (+2 xp MT)
Autumn 1230 - invent - Variant of OtIT using R:Sight, Evil Eye (ReVi15) (from HP, p80) vs LT 30. (+2 xp MT)
Seasonal correspondence +4 xp MT
Personal Vis 3x Corpus Vis

Winter 1231 - invent Transformation of the Vicious Beast to the Floundering Fish* (MuAn25) vs LT 53 (+2 MT)
Spring 1231 -
Summer 1231 -
Autumn 1231 -

Story Activity

  • Still Caverns Run Deep: 2x Confidence, 6x XP (2x Covenant Lore - Nova Castra, 3x Magic Lore, 1x Mast: Gift Bear's Fort), 5x pawns of Vim vis


Calliope of Merinita

Calliope is a young protege of Viola in Viola's Merinita sub-cult of the Bright Ones.

As she is an NPC, a few stats have been deliberately left undefined.

Characteristics: Int +3, Per +1, Pre +2, Com +3, Str -3, Sta -2, Dex +2, Qik -2
Size: 0
Age: 32 (Theban apprenticeship taking 14 years)
Decreptitude: 0
Warping Score: 1 (9) 14
Confidence: 1(4)
Sigil: Sound of Music
Faerie Sympathy:

The Gift (F)
Social Status: Magus (F)
Faerie Magic (F)
Strong Faerie God Blood (MSu 3)
Second Sight (mSu 1) (from SFGB)
Innate Spontaneous Magic (MH 3) (as per Bright Ones write-up - can divide by 2 without spending fatigue when casting spontaneous magic, as per half of Diedne magic).
Free Expression (mG 1)
Performance Magic: Music (mH 1)
Enchanting Music (mSu 1)
Skilled Parens (mH 1)
*Potent Spontaneous Magic (MH 3)
*Arcadian Travel (mH)

Faerie Upbringing (mP 1)
Unnatural Magic (MH 3) (pg 87 of HoH: MC - momentary Creo rituals only have an instanteous effect).
Enemies (MSt 3)
Difficult Longevity Ritual (MH)
*Overconfident (mP)
*Deleterious Circumstances (Iron) (mH)
*Discomfort from Iron (mG)

*Virtues and flaws are from initiations into the Bright Ones.

Brawl (dodge): Init -2, Attack N/A, Defense +0, Damage N/A
Brawl (fist): Init -2, Attack +3, Defense -1, Damage -3
Soak: -2
Fatigue Levels: 0, -1, -3, -5, Unconscious
Wound Penalties: 0, -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Native Language ([strike]Classical[/strike] Romaic Greek): 5 0
Folk Ken (magi): 2 15
Brawl (dodge): 1 5
Awareness (faeries): 1 5
Charm (audience): 2 15
Atheletics (grace): 1 5
Second Sight (faeries) 1 5
Music (lyre): 5 (1) 76
Profession: Musician (composition): 5 (2) 77
Enchanting Music (faeries): 3 30
Faerie Lore (Olympus): 3 (8) 38
Latin (poetry): 5 75
Magic Theory (Imaginem) 3 (4) 34
Order of Hermes Lore (Theban Tribunal) 2 (5) 20
Code of Hermes (Theban Tribunal) 1 5
Finesse (Imaginem) 1 5
Concentration (Imaginem) 1 5
House Merinita Lore (Initiating Self) 2 (5) 20
Faerie Magic (Charms) 1 5
Art of Memory (poems) 3 30
Parma Magica (Imaginem) 2 (1) 16
Etiquette (magi) 1 (5) 10

Cr: 5 In: 4 (4) Mu: 6 (4) Pe: 5 Re: 5
An: 0 Aq: 0 Au: 0 Co: 0 He: 0 Ig: 0 Im: 11 (9) Me: 0 Te: 0 Vi: 0

Excellent quality Lyre.

Spells Known:
Veil of Invisibility (PeIm 20) +14
Aura of Enobled Presence (MuIm10) +15
Notes of a Delightful Sound (MuIm 10) +15
Tune of a Delightful Sound (MuIm 3) +15 (As Notes of a Delightful Sound, but Ind target and Performance duration).
Discern Own Illusions (InIm 15) +13
Hear Own Illusions (InIm 10) +13 (As Discern Own Illusions, but with Hearing target)
Silence of the Smothered Sound (PeIm 20) +14
Wizard's Sidestep (ReIm 10) +14
The Formless Friend (MuIm 15) +15
The Formless Enemy (MuIm 20) +15
The Crystal Dart (MuTe 10) +4
Scales of the Magical Weight (InVi 5) +2
Sense of Faerie Power (InVi 2) +2

Appearance: Calliope is a moderately pretty young maga - tall, poised and elegant, with an almost regal bearing; black haired but with strange golden eyes.

New Spells:

The Formless Friend
Based on the Anamorphic spells section on pages 65 - 66 of HoH: S. Casts a shapeless illusion which tricks people looking at it to fill in the details themselves (given a suitable impeteus). The victim(s) make a Per + Aw roll against an ease factor of die + dominant active personality trait + caster's perception + caster's finesse. If the roll meets the ease factor, the target sees the thing as something that fits in with his current mental state, but isn't sufficient to investigate. Exceeding the ease factor will cause the illusion to look first mundanely, then obviously magically false. Falling under the ease factor will cause the victim to fill in an increasing amount of detail on the spell (more exact details are in HoH:S).

The Formless Friend causes the victim(s) to see and hear the target of the spell as a friend who could plausibly appear in their situation, providing the target is acting in a manner that implies an established friendly relationship between the two. Relevant active personality traits will tend to be those which imply friendliness or loyalty.
MuIm 15 (Base 2 (change two sensations of an object) + 2 Voice + 2 Sun + 1 changing image)

The Formless Enemy
Similar to the Formless Friend, the Formless Enemy makes the target appear to its victims as a known enemy who could plausibly appear in their situation, providing the target is acting in a manner that could imply hostility. Relevant active personality traits will tend to be those which imply hatred, fear or caution.
MuIm 20 (Base 2 (change two sensations of an object) + 3 Sight + 2 Sun + 1 changing image)

Wishbone of Flambau

Born Autumn 1203
Age 27
Height 8'4", 18st
Gender Male
Appearance, Huge man with blonde hair and blue eyes (very unusual for a Greek) with a misshapen face. He speaks slowly and deliberately and has a odd accent.
Size +2
Confidence 1(3)
Voting Sigil Hearth shaped pendant made of hickory wood

Personality Traits, Meddler +3, Loyal +2, Pious +1, Overconfident +1

Intelligence +1
Perception +1
Presence -3
Communication 0
Strength +3
Stamina +4
Dexterity +1
Quick +1

Hermetic Magus Free Social
The Gift Free Hermetic
Puissant Ignem +3 Ignem Free House
Mythic Blood (Prometheus) The bringer of fire. No fatigue loss if up to -10 casting totals on Formulaic Spells Major Hermetic
Giant Blood +1 Str & Sta wounds in 7-point steps Major General
Minor Potent Magic (Creating Fire) +3 Casting total for spells in potent area, can create potent spells in potent area to a limit of Magic Theory Minor Hermetic
Puissant Creo +3 Creo Minor Hermetic
Method Caster +3 Casting total for all spells cast in the normal way Minor Hermetic
Tough +3 Soak Minor General
Minor Magical Focus (Creating Fire) (Free from Mythic Blood) Double lowest art in casting and lab totals Minor Hermetic

Weak Spontaneous Magic May not exert in Spontaneous casting so always divide by 5
Major Hermetic
Twilight Prone Test for twilight on a single botch Major Hermetic
Favours Owes favours to the covenant of Polyagis Major Story
Covenant Upbringing Can take Latin and Order of Hermes lore during character creation. Fish out of water in non-hermetic settings Minor Personality
Meddler (Free from Mythic Blood) Can't help wanting to "fix" people’s problems
Minor Personality

Artes Liberales (Ritual Magic) 1
Area Lore (Cycladean Islands) 1
Athletics (Running) 2
Awareness (Searching) 2
Brawl (Fist) 1
Code of Hermes (Wizard War) 1
Concentration (Spells) 2
Dead Language Latin (Hermetic usage) 4
Folk Ken (Covenfolk)1
Great Weapon (Greatsword) 1
Hunt (Tracking) 1
Magic Theory (Inventing Spells) 4 (4)
Native Language Romaic Greek (writing) 5
Order of Hermes Lore (History) 1
Parma Magic (Mentem) 3 (5)
Penetration (Ignem) 2
Philosophae (Rituals) 1
Profession: Scribe (Copying) 1
Survival (Islands) 1
Swim (Diving) 1

Creo 10+3 65
Intellego 3 6
Muto 6 21
Perdo 0 0
Rego 3 6
Animal 0 0
Aquam 0 0
Auram 0 0
Corpus 7 28
Herbam 0 0
Ignem 9+3 45
Imaginem 3 6
Mentem 0 0
Terram 0 0
Vim 3 6

Pilum of Fire Potency 4 - Hickory wood pendant, CrIg 20/A+52, +15 fire damage, V, Mom, I, Mastery 1 (Multi-spell) Pen A+35
Ball of Abysmal Flame Potency 4 - Hickory wood pendant, CrIg 35/A+52, +30 fire damage, V, Mom, I, Mastery 1 (Multi-spell), Pen A+20
Centuries Fiery Demise Potency 4 - Hickory, CrIg 40/A+51, +15 damage, Sight, Mom, Group (100), Pen A+14
Palm of Flame, Creates flames on a hand equivalent to a torch, CrIg 5/A+47, T, Conc, I, Pen A+45
Blade of the Virulent Flame, CrIg 15/A+47, Flames an edged weapon for the greater of double or +5 damage, T, D, I, Pen A+35
Doublet of Impenetrable Silk MuAn 15/A+13, +3 soak to shirt, T, S, I, Pen A+0
Wizards Sidestep ReIm 15/A+13, Image is moved giving a miss 1st hit then +9 defence bonus, P, S, I, +1 Size, Pen A+0
Days Vision of Vis, InVi 15/A+13, Shows Vis within sight, V, S, I, Pen A+0

From Mythic Blood
Preternatural Growth and Shrinking of the Giant (increases size by up to +2 or reduces by up to -4, affects metal animal based items - weapons, armour, leather clothing etc.)
MuCo (An,Te) Base 3, +1 affects bigger size, +2 Sun, +1 because the spell allows both growth or shrinking, +1 Double book effect, +2 requisites) level 30 requires vocals and gestures)

Great weapon/+1/+2/+2/+3/NA/NA/Great weapon

Dodge/+1/NA/+1 (+10 with spell)/NA/NA/0/Brawl
Fist/+1/+3/+3 (+12 with spell)/+3/NA/0/Brawl
Kick/+0/+2/+2 (+11 with spell)/+6/NA/0/Brawl
Dagger/+1/+4/+2 (+11 with spell)/+6 (+11 with spell)/-3/0/Brawl
Greatsword/+3/+7/+4 (+13 with spell)/+12 (+21 with spell)/+1/2/Great weapon

Situation/Stamina/Tough/Armour/Spells/Soak total
Armoured and prepared/+4/+3/+9/+3/19
Unarmoured and prepared/+4/+3/+0/+3/10
Armoured and unprepared/+4+3/+9/+0/16
Unarmoured and unprepared/+4/+3/+0/+0/7


Equipment Full Chainmail (Load 6), Greatsword (Load 2). Burden 3, Encumbrance 0

The child who became known as wishbone was born in a small village on the south eastern coast of Greece. His mother died birthing him and his father’s grief and the child’s Gift led to his abandonment on sandy shore to die from exposure to the elements. He did not die though, he lived by feeding on the carcasses of dead sea life washed up on that desolate shore, a place that held a weak magical aura due to its stark natural beauty. The lad was huge for his age and the locals soon learned to avoid the beech for fear of the resident giant. When a passing redcap heard the tale, he decided to investigate. When he approached the five-foot child, it was clutching a bone from a large sea bird which it thrust at the approaching redcap. “do you mean to harm me with a wishbone child?” asked the redcap, “vshbne” came the reply. “That’s right, wishbone” answered the redcap. “Wshone” came the reply, the child had his first word. Once the redcap had befriended the child with application of food and friendly demeanour he was able to bring him by boat to the island and covenant of Polyaigos for training and education. The child kept the nickname of his first and favourite word and was known to all as Wishbone. He proved to be of higher than average intelligence and of great strength and stamina, all agreed he was most likely an unusually brilliant Drakoi blooded human and as such the magus Gerasimos the Simple took great interest in him. It was no surprise that at the next ceremony of apprenticeship Gerasimos presented the greatest number of tokens to ensure the lad became his apprentice and house Flambau gained a new aspirant.
The training was much the same as any other apprenticeship for the first few years until it became plain to even simple Gerasimos that Wishbone did not have the blood of the Drakoi at all but was a giant of another type all together. This left Gerasimos feeling cheated, angered and with a greatly reduced interest in the lad. He performed his duty to give one season a year to his apprentice but his heart was not in the matter. The other magi of the covenant could see what was happening and pledged to ensure the young man received a proper grounding in hermetic magic. Between them they ensured the apprenticeship covered all the elements required, a fact that Wishbone became more and more grateful for as he got older. (This avoided the weak Parens flaw and gave the favours to magi of Polyaigos flaw). At the time the covenant was at it’s full compliment of eight magi so once passed his Gauntlet Wishbone would not be able to join the covenant, even if he had wished to. His Parens did not offer him a new name after Wishbone completed his gauntlet simply saying “Your name, like your future is not mine to say. Do as you will”. Wishbone saw no reason to change his name as it reminded him of hard times and the opportunity the order had given him. It was 1228 and the new magi Wishbone of Flambau travelled to Delos for the tribunal to see which covenants, if any, would welcome him as a new member.

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, +2 Items, +1 Cr, +1 Ig, +1 Te
Int +1, MT 4 (Spells)

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)

Autumn 1228 - Read Shield of the Order for 2/3rds of season - Parma summae L5Q11 - Q8, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Winter 1229 - Read Creation of Unnatural Objects in the Absence of an Ideal Form - Creo tractatus Q10, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Spring 1229 - Read Shield of the Order - Parma summae L5Q11, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Summer 1229 - Read Shield of the Order - Parma summae , Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Autumn 1229 - Practice Ball of Abysmal Flame - Q5 - Multispell, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Winter 1230 - Practice Pilum of Fire - Q5 - Multispell, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Spring 1230 - Read Blood and Tears - L14Q14 summae Corpus, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Summer 1230 - Read Blood and Tears - L14Q14 summae Corpus, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Autumn 1230 - Invent the Centuries Fiery Demise CrIg 40, Base 10 (+15 damage) Sight +3, Group +2, Increased group +1. Cr 13+Ig 24+MT 5+Int 1+Aura 6+Lab 4+Similar Spell 7 = 60) (20 progress). 2 xp in Magic Theory, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp
Winter 1231 - Invent the Centuries Fiery Demise - Finish progress. 2 xp in Magic Theory, Correspondence with Theosignem ex Flambau of Polyaigos Creo 1xp

Timaios ex Guernicus

Age: 25
Height 5' 9", 12.5 st
Gender: Male
Size +0
Decrepitude: None
Warping: 0
Confidence: 1(3)
Virtues and Flaws: The Gift; Hermetic Magus; Cautious Sorcerer, Educated, Gentle Gift, Hermetic Prestige, Improved Characteristics x2; Deficient Technique: Perdo, Difficult Spontaneous Magic, Mentor, Optimistic, Vow: Uphold the Code
Reputation: Quaesitor in Good Standing +3
Voting Sigil: Square tile inscribed with a horizontal line with a dot over each end

Personality Traits: Diligent +3, Moral +2, Optimistic +1

Intelligence +2
Perception +2
Presence +2
Communication +1
Strength 0
Stamina +1
Dexterity +1
Quickness +1

Artes Liberales (Logic) 2
Athletics (Climbing) 1
Awareness (Searching) 1
Brawl (Grappling) 1
Charm (First Impressions) 2
Code of Hermes (Precedents) 3
Concentration (Spells) 2
Dead Language: Latin (Hermetic usage) 5
Etiquette (Court) 2
Finesse 1
Folk Ken (Covenfolk) 2
Guile (Fast Talk) 2
Leadership (Inspiration) 2
Living Language: Romaic Greek (Thessalonikan dialect) 5
Magic Theory (Intellego) 3
Order of Hermes Lore (History) 1
Parma Magic (Mentem) 1
Philosophae (Moral Philosophy) 1
Riding 1 (8 xp)
Teaching (Philosophiae) 2

Touch of the Pearls
Detect poison by touch
Base: 3
Range: Touch (+1)
Duration: Concentration (+1)
Target: Individual (+0)
Ritual: No
Spell Total: 5
Casting Total: +13
Penetration: N/A

Comfort of the Drenched Traveler
Dries off target
Base: 4
Range: Touch (+1)
Duration: Momentary (+0)
Target: Individual (+0)
Ritual: No
Spell Total: 5
Casting Total: +5
Penetration: N/A

Cloak of the Duck's Feathers
Water runs off of target
Base: 1
Range: Touch (+1)
Duration: Sun (+2)
Target: Individual (+0)
Ritual: No
Spell Total: 5
Casting Total: +13
Penetration: N/A

Sight of the Transparent Motive
Sense's targets current motivation
Base: 5
Range: Eye (+1)
Duration: Momentary (+0)
Target: Individual (+0)
Ritual: No
Spell Total: 10
Casting Total: +14
Penetration: ?

Perception of the Conflicting Motives
Sense conflicting motivations
Base: 10
Range: Eye (+1)
Duration: Momentary (+0)
Target: Individual (+0)
Ritual: No
Spell Total: 15
Casting Total: +14
Penetration: ?

Frosty Breath of the Spoken Lie
Target exhales mist when lying
Base: 10
Range: Eye (+1)
Duration: Concentration (+1)
Target: Individual (+0)
Ritual: No
Spell Total: 20
Casting Total: +14
Penetration: ?

Ring of Warding Against Spirits
Ward keeps out spirits
Base: General
Range: Touch
Duration: Ring
Target: Circle
Ritual: Yes
Spell Total: 20
Casting Total: +13
Penetration: ?

The Call to Slumber
Target falls asleep
Base: 4
Range: Voice (+2)
Duration: Momentary
Target: Individual
Ritual: No
Spell Total: 10
Casting Total: +13
Penetration: ?

Wielding the Invisible Sling
Forcefully hurl stone or metal object
Base: 4
Range: Voice (+2)
Duration: Momentary
Target: Individual
Ritual: No
Spell Total: 10
Casting Total: +9
Penetration: ?

The Unseen Porter
Remotely haul a stone or metal object
Base: 3
Range: Voice (+2)
Duration: Concentration (+1)
Target: Individual
Ritual: No
Spell Total: 10
Casting Total: +9
Penetration: ?

Scales of the Magical Weight
Sense the relative value of a sample of vis
Base: 4
Range: Touch (+1)
Duration: Momentary
Target: Individual
Ritual: No
Spell Total: 5
Casting Total: +9
Penetration: ?

Sense the Nature of Vis
Determine type of vis
Base: 4
Range: Touch (+1)
Duration: Momentary
Target: Individual
Ritual: No
Spell Total: 5
Casting Total: +9
Penetration: ?

Virtues and Flaws
Cautious Sorcerer

  • Two fewer botch dice on spells
  • Minor, Hermetic
  • +50 xp and access to Academic Abilities pre-apprenticeship
  • Minor, General
    Gentle Gift
  • No social penalties from the Gift
  • Major, Hermetic
    Hermetic Prestige
  • +3 Reputation
  • Free from House Guernicus
    Improved Characteristics x2
  • +6 characteristic points
  • 2x Minor, General

Deficient Technique: Perdo

  • Halve casting totals with Perdo
  • Major, Hermetic
  • Mentor requests occasional tasks
  • Minor, Story
  • Generally upbeat and convinced that matters will work out for the best
  • Minor, Personality
  • Refrains from excess
  • Minor, Personality
    Vow: Uphold the Code
  • Sworn to uphold a given behavior
  • Minor, Personality

Creo 2 (3 xp)
Intellego 5 (15 xp)
Muto 1 (1 xp)
Perdo 2 (3 xp)
Rego 5 (15 xp)
Animal 0 (0 xp)
Aquam 7 (28 xp)
Auram 0 (0 xp)
Corpus 3 (6 xp)
Herbam 0 (0 xp)
Ignem 0 (0 xp)
Imaginem 1 (1 xp)
Mentem 8 (36 xp)
Terram 3 (6 xp)
Vim 3 (6 xp)

 Weapon     | Initiative | Attack | Defence             | Damage | Strength | Load | Type
 Base Brawl | +1         | +2     | +2                  | +3     | N/A      | N/A  | Brawl
 Dodge      | +1         | N/A    | +1 (+10 with spell) | N/A    | N/A      | N/A  | Brawl
 Fist       | +1         | +3     | +3                  | +3     | N/A      | N/A  | Brawl
 Kick       | +0         | +2     | +2                  | +6     | N/A      | N/A  | Brawl

Health Levels & Penalties
0                 0
1-5              -1
6-10             -3
11-15            -5
16-20            Incapacitated
25+              Dead

Equipment: Robe, juppe, tunica, trousers, leather shoes, belt, sack of round stones

Timaios' parens is Maria Laskarina ex Guernicus, from the Theban covenant Polyaigos (Sundered Eagle p. 89). He still feels that he owes her a debt of gratitude for his training, though he frequently disagrees with her aggressive and militant approaches to problems.

Asena ex Flambeau


Characteristics: Int +2, Per 0, Pre 0, Com 0, Str +2, Sta +2, Dex +2 Qik +1
Size: -1
Age: 24
Decreptitude: 0
Warping Score: 0
Confidence: 2(5)
Virtues and Flaws: The Gift; Hermetic Magus; Affinity with Animal, Cautious bows, Improved characteristics (2x), Inoffensive to Animals, Minor Magical Foucs: Canines, Puissant bows, Puissant Parma, Self-confident, Subtle magic, *Warrior; Rigid Magic, Restriction (no permanent meat eaten since sunset); Driven minor (protect the Kipchaks), Overconfident (minor), Small Frame, visions (story: of the wolf who will become her magical animal companion)
Personality Traits: brave+2, Protective (Kipchaks) +2, Overconfident +2
Brawl (dagger): Init +1, Attack +7, Defense +4, Damage +5
Horse Bow: Init -1, Attack +15, Defense +8, Damage +10, Range: 15
Soak: +2 (total: +5 with Doublet of Impenetrable Silk, usually active)
Fatigue Levels (human shape): 0, -1, -3, -5, Unconscious
Wound Penalties (human shape): -1 (1-4), -3 (5-8), -5 (9-12), Incapacitated (13-16), Dead (17+)
Abilities: Animal Handling (horses) 1, Area Lore Lower Don (geography) 1, Artes Liberales (ceremonial casting) 1, Athletics (climbing) 1, Awareness (long distance) 1, Bows (Horse Bow) 4+2, Brawl (dagger) 2, Code of Hermes (hedge practitioners) 1, Concentration (spells) 1, Craft: Bowmaking (Fletching) 2, Etiquette (Mongols) 1, Folk Ken (Kipchaks) 1, Hunt (tracking) 1, Kipchak Language (storytelling) 5, Latin (Hermetic) 4, Magic Theory (spells) 3+4, Mongolian Language (warriors) 2, Romaic Greek Language (magi) 1, Parma Magica (Mentem) 2+3, Ride (battle) 2, Scribe (carefully) 1, Survival (Lower Don) 1, Swim (river) 1

Arts: Cr 7, In 5+3, Mu 5, Pe 0, Re 7, An 12, Aq 0, Au 4+3, Co 1, He 0, Ig 1, Im 0, Me 1, Te 1, Vi 1
Twilight Scars: none yet
Equipment: Superior Horse Bow, quiver with arrows, dagger, practical clothes, dried meat
Encumbrance: 0
Spells known:
Wizard’s pony CrAn30/+21 (ArM5, p. 117, pony sized wizard’s mount)
Call of the Wolf Cr(Re)35/+28 (spellswiki: Summon the Alpha woodland prowler normal wolf)
Speak to Animals InAn25/+17
Doublet of Impenetrable Silk MuAn15/+19
Guardian of the Flock MuAn15/+19 (Changes any fear an animal might have of a canine in to a belief that it is dangerous but their protector, like a sheepdog to a flock of sheep. R:Per; T:Ind; Dur: S)
True Sight of the Air InAu15/+6
Vis: currently none
Appearance: Asena is a small woman with long raven hair and black eyes. Her voice is surprisingly deep for a woman her size. She wears practical clothes of good quality.

Voting sigil: An arrow with a bodkin tip. A closer examination reveals that the stuff on the tip is the blood of a hedge magus
Spell sigil: hairy

Early childhood (Years 1-5):
She grows up in the Lower Don region. Parents are shepherds. They attack wolves and are killed by them shortly before she turns 5. Strangely, the wolves do not harm her. She is found by two Mongol scouts who take the child with them.

Kipchak (storytelling) 5, Area Lore Lower Don (geography) 1+7, Athletics (climbing) 1, Awareness (long distance) 1, Brawl (dagger) 2, Folk Ken (Kipchaks) 1, Survival (Lower Don) 1, Swim (river) 1

Childhood (Years 6-9):
The Child is kept as a servant of a Mongol Chief. She starts dreaming about a wolf. In the end, she steals a horse and runs away – west, because her people live there and because the wolf dreams say so. She was found by Pjotr, a Flambeau magus from the Novgorod Tribunal and apprenticed there.
Riding (battle) 2, Animal Handling (Horses) 1, Hunt (Tracking) 1, Etiquette (Mongol) 1, Mongolian Language (warriors) 2, Craft: Bowmaking (Fletching) 2

Apprenticeship (years: 10-24)
Pjotr is a follower of the school of Ramius who quickly recognized her talent for using bows and allowed her to make the longbow her weapon of choice. The covenant where she was apprenticed studied and fought hedge magi (“Join or Die!”) and consisted of two Flambeau, a Magus Trianormae and a Pralician.

Skills: 105xp: Artes Liberales (ceremonial casting) 1, Bows (horsebow) 4+2, Code of Hermes (hedge practitioners) 1, concentration (spells) 1, Latin (hermetic) 4, Magic Theory (learning spells) 3, Parma Magica (Mentem) 1+2, Profession Scribe (carefully) 1

Arts 135xp

Future plans:

  • move to the covenant in her home region (reason: wolf dreams, speaking the language, protecting the people)
  • some more spells (the classic repertoire)
  • improve MT to 4, Parma to 2
  • find white wolf familiar (replace story flaw with magic animal companion flaw)
  • bind wolf as familiar (and ride it into battle)
  • create bow talisman (probably a ring that can assume bow form)
  • enchant bow to give it more range and more power and to call it and to have it create arrows
  • compete with the amazons in a bow contest
  • stop the Mongols, protect the Kipchak people