Merete ex Bonisagus

Merete at Gauntlet

Merete is of the line of Gothic Shapeshifters of Pomerania (same tribes that Birna was from, House Bjornaer is incensed that 1) the gothic shapeshifters still exist, 2) that there is one in the order that would happy see her family become new house to replace or rival Bjornaer)

Name: Merete ex Bonisagus

Characteristics: Int +2 Per +2 Pre -3 Com +0
Str +2 Sta +2 Dex +1 Qik +1

Size: 0

[b]Age: 31 (31), [b]Height: 5'9”, [b]Weight: 137 lbs, [b]Gender: Female

Decrepitude: 0 (0)

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues:
Gift(Free)
Hermetic Magus(Free)
Pussient Magic Theory(Free)
Shapeshifter(Major)
Second Sight(Minor)
Secondary Focus(Major)
Unbound Tongue(Minor)
Subtle Magic(Minor)
Inventive Genius(Minor)

Flaws
Restriction(on back, Major)
Enemies(Bjornaer: Traditional lineages, Major)
Secretive(Minor)
Weird Magic(Minor)
Ambitious (Minor, create her own house)
Susceptibility to Divine Power(Minor)

Personality Traits: Violent 3 Secretive 2

Soak: +2

Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)

Abilities:
Low German 5 (Pomeranian)
West Slavic 3 (Polish)
Athletics 2 (Running)
Awareness 3 (Keeping Watch)
Brawl 2 (Dodge)
Folk Ken 2 (Witches)
Intrigue 1(alliances)
Leadership 2 (Among animals)
Hunt 2 (Deer)
Survival 3 (Forest)
Stealth 2 (Natural areas)
Swim 1 (Diving)

       Second Sight 2 (Regio)
       Shape Change 3 (Wolf): Forms: Wolf, Sea Eagle, Bear

       Latin 5 (Hermetic usage)
       Artes Liberales 1 (Ritual Magic)
       Code of Hermes 1 (Wizard Marches)
       Finesse 1 (Terram)
       Magic Theory 4+2 (inventing spells)
       Magic Lore 1 (Creatures)
       Order of Hermes Lore 1 (House formation/history)
       Parma Magica 1 (Corpus)
       Penetration 1 (Ignem)
       PF: Scribe 1 (Illumination)
       Philosophiae 1 (Ritual Magic)

Encumbrance: 0

Sigil: Smell of dead/wet animal

Twilight Scars: None

Arts:
Cr 7 In 0 Mu 0 Pe 0 Re 4
An 0 Aq 7 Au 7 Co 9 He 0
Ig 5 Im 0 Me 0 Te 6 Vi 0

Spells Known:
Long Sight of the Naiad (InAq 15) (clear sight of the Naiad with sun duration)
Comfort of the Drenched Traveller (PeAq 5)
Extinguish the Burning Lab (CrAq 15) (Base 4, summon water in unnatural shape (large ball), Voice +2, Diameter +1, Ind): this spell creates a large ball of water to be dropped over a fire to extinguish flames. It disappears after diameter so that no effort is needed to dry area out after fire is gone).
Chamber of Spring Breezes (CrAu 5)
Summon the concealing fog (CrAu 20) (air''s ghostly form with +2 size and sun duration)
Light the Room (CrIg 15) CT:18 (lamp without flame with sun instead of conc duration)
Pilum of Fire (CrIg 20) CT:18
Winter's Icy Touch (PeIg 10) CT:8
Eyes of the Eons (InTe 10) CT:9
Pit of Gaping Earth (PeTe 15) CT:9
Circle of Beast Warding (ReAn 5) CT:10
Butcher's Blessing (CrAn 10) CT:13 (From Net Wizard Grimoire)
The Warming Wizard (CrIg 5) CT:18 (from Net Wizard grimoire)

First group of 7 years

Activity Season Experience
Spring 1171 ---- Set up Lab (Magic Theory 2)
Summer 1171 ---- Set up Lab (Magic Theory 2)
Autumn 1171 ---- Friend: Correspondence in Creo (Code of Hermes 7)
Winter 1171 ---- Study: Creo with Correspondence (Creo 20)
Winter 1171 ---- (Corpus 1)
Winter 1171 ---- (Terram 1)
Winter 1171 ---- (Aquam 1)
Winter 1171 ---- (Auram 1)
Spring 1172 ---- Study Corpus (Corpus 15)
Spring 1172 ---- (Rego 1)
Spring 1172 ---- (Creo 1)
Summer 1172 ---- Study: Creo with Correspondence (Creo 12)
Summer 1172 ---- (Corpus 1)
Summer 1172 ---- (Terram 1)
Summer 1172 ---- (Aquam 1)
Summer 1172 ---- (Auram 1)
Autumn 1172 ---- Study Corpus (Corpus 15)
Autumn 1172 ---- (Rego 1)
Autumn 1172 ---- (Creo 1)
Winter 1172 ---- Study Corpus (Corpus 15)
Winter 1172 ---- (Rego 1)
Winter 1172 ---- (Creo 1)
Spring 1173 ---- Study Magic Theory (Magic Theory 17)
Summer 1173 ---- Study Magic Theory (Magic Theory 17)
Autumn 1173 ---- Study Magic Theory (Magic Theory 17)
Winter 1173 ---- Study Creo (Creo 12)
Winter 1173 ---- (Corpus 1)
Winter 1173 ---- (Aquam 1)
Winter 1173 ---- (Terram 1)
Winter 1173 ---- (Auram 1)
Spring 1174 ---- Study Vim (Vim 21)
Spring 1174 ---- (Rego 1)
Spring 1174 ---- (Creo 1)
Summer 1174 ---- Refine Lab (Magic Theory 2)
Autumn 1174 ---- Brew Vis: Lab total 34, 4 pawns (Magic Theory 2)
Winter 1174 ---- Longevity Potion: LT 41 +8, Used 4 Vim, 3 Co (Magic Theory 2)
Spring 1175 ---- Study Rego (Rego 17)
Spring 1175 ---- (Auram 1)
Spring 1175 ---- (Aquam 1)
Spring 1175 ---- (Ignem 1)
Spring 1175 ---- (Terram 1)
Summer 1175 ---- Study Muto (Muto 21)
Summer 1175 ---- (Auram 1)
Summer 1175 ---- (Aquam 1)
Summer 1175 ---- (Ignem 1)
Summer 1175 ---- (Terram 1)
Autumn 1175 ---- Study Mentem (Mentem 21)
Autumn 1175 ---- (Rego 1)
Autumn 1175 ---- (Creo 1)
Winter 1175 ---- Study Imagonem (Imagonem 21)
Winter 1175 ---- (Rego 1)
Winter 1175 ---- (Creo 1)
Spring 1176 ---- Covenant Service (Shape Change 2)
Summer 1176 ---- Learn Greek (Greek 15)
Autumn 1176 ---- Learn Greek (Greek 15)
Winter 1176 ---- Study Perdo (Perdo 21)
Winter 1176 ---- (Auram 1)
Winter 1176 ---- (Aquam 1)
Winter 1176 ---- (Ignem 1)
Winter 1176 ---- (Terram 1)
Spring 1177 ---- Study Intellego (Intellego 21)
Spring 1177 ---- (Auram 1)
Spring 1177 ---- (Aquam 1)
Spring 1177 ---- (Ignem 1)
Spring 1177 ---- (Terram 1)
Summer 1177 ---- Lab Text: True Sight of Air: LT 37 (Magic Theory 2)
Autumn 1177 ---- Lab Text: Seven League Stride: LT: 31 (Magic Theory 2)
Winter 1177 ---- Brazier of the Warm Lab (Magic Theory 2) Lt: 35

Resources at End of first period: 9 Co, 2 Ig, 12 Te, 17 MP

Books: I assumed most of the 6/21 were free first 7 years because they were primers and spent time rounding out arts for expected Certamen and access to 4 advanced books (Co, Cr, Re, Magic Theory)
books used: Co (6/21, 16/15), Cr (10/19, 24/11), Im (6/21), In (6/21), Mu (6/21), Pe (6/21), Re (12/17), Vi (6/21), MAgic Theory (6/17)

Aging Rolls: 2, -4, 2 roll.coyotecode.net/lookup.php?rollid=124273

Apparent age still at 34

Item created:
Brazier of the Warm Lab (gives a lab magical heating, CrIg 14)
Lesser Device enchanted into brazier
Base 2, +1 touch, +2 sun, +1 part (since lab is only part of building), +1 2/day, +3 environmental Trigger Sunrise/sunset

+8 Longevity potion (brewed my own)

Spells from non-canonical sources need to be invented.

I hadn't given thought to whether I was allowing Ancient Magic into the saga. If I did allow Adamic as a language, it would be exceedingly hard to get some of the base skills to learn it. I would not, for example, allow you to get a Tr or a teacher for AL: Mesopotamia. And teachers/Tr would be limited for obscure languages. I had generally assumed standard abilities when I made up the rules.

Then there's the question of the Mongols. I don't know how I could abstract the fact that staying in Mesopotamia for any extended period of time would be extremely dangerous, even for a maga.

Actually, I was planning to seek Eden and well that is what learning some additional shapes are for as well as some of the other spells I am working on (8 xp a season for a number of seasons learning it):

Standard Book has Spell Sense of Magical Power to sense if you are in magical aura and mentions that versions exist for all auras, can we assume those spells are in libraries?

Mongols aren't really into that area until 1218 or later.

During 3rd 7 years, I will visit magic realm (15 transformational vis, so 10 and 5) to visit the pools that show history to help track location. Thus the learning of Greek and arabic :slight_smile:

First 7 was adjusted to remove From ural's height since I don't have 3 season to learn in that period and it really was meant as fast cast emergency vs falls

Added aging rolls as well

does it take adventure: Learn something to advance a supernatural ability or just standard practice of 4/season

What would time learning Adamic from the animal: is that adventure or is that just normal seasonal learning (8 xp per season).

2nd 7 years

Aging -5, -4, -2, -1, -4, 3, 2
roll.coyotecode.net/lookup.php?rollid=124274
roll.coyotecode.net/lookup.php?rollid=124275

Appearant Age 35

Resources: 16 Co, 4 Aq, 4 Au, 21 Terram, 4 Vim, 27 MP

Spring 1178 ---- Learn Greek (Greek 15)
Summer 1178 ---- Study Aquam (Aquam 19)
---- (Auram 1)
---- (Ignem 1)
---- (Terram 1)
Autumn 1178 ---- Study Auram (Auram 15)
---- (Ignem 1)
---- (Terram 1)
---- (Aquam 1)
Winter 1178 ---- Study Terram With Correspondence (Terram 16)
---- (Aquam 1)
---- (Ignem 1)
---- (Auram 1)
Spring 1179 ---- Study Auram (Auram 15)
---- (Ignem 1)
---- (Terram 1)
---- (Aquam 1)
Spring 1179 ---- Study Terram With Correspondence (Terram 16)
---- (Auram 1)
---- (Ignem 1)
---- (Aquam 1)
Summer 1179 ---- Study Penetration (Penetration 20)
Autumn 1179 ---- Study Penetration (Penetration 20)
Winter 1180 ---- Study Finesse (Finesse 17)
Spring 1181 ---- Study: Creo with Correspondence (Creo 12)
Summer 1181 ---- Study Greek (Greek 15)
Autumn 1181 ---- Study: Creo with Correspondence (Creo 12)
Winter 1182 ---- Study Terram With Correspondence (Terram 16)
---- (Aquam 1)
---- (Ignem 1)
---- (Auram 1)
Spring 1183 ---- Study Auram (Auram 15)
---- (Ignem 1)
---- (Terram 1)
---- (Aquam 1)
Summer 1183 ---- Study Aquam (Aquam 13)
---- (Terram 1)
---- (Ignem 1)
---- (Auram 1)
Autumn 1183 ---- Study Terram With Correspondence (Terram 16)
---- (Aquam 1)
---- (Ignem 1)
---- (Auram 1)
Winter 1184 ---- Lab: Summon the Secure Shelter LT: 44 (Terram 2)
Spring 1185 ---- Lab: Summon the Secure Shelter LT: 44 (Terram 2)
Summer 1185 ---- Covenent Service (Folk Ken 2)
Autumn 1185 ---- Lab Test: Ward against Heat and Flame LT 32 (Magic Theory 2)
Winter 1185 ---- Pay to learn theology (Theology 15)
Spring 1186 ---- Pay to learn Parma Magica (Parma MAgica 15)
Summer 1186 ---- Study Animal (Animal 21)
Autumn 1187 ---- Study: Creo with Correspondence (Creo 12)
Winter 1188 ---- Lab Text: Demon's Eternal Oblivion 10 LT 31 (Magic Theory 2)
---- Lab Text: Ward against Demons 10 LT 31 ( )
Spring 1189 ---- Lab Text: Sense of Magical Power LT: 27 (Magic Theory 2)
---- Lab Text: Sense of Infernal Power LT: 27 ( )
---- Lab Text: Sense of Faerie Power LT: 27 ( )
---- Lab Text: Scales of the Magical Weight LT: 27 ( )
---- Lab Text: Sense the Nature of Vis LT: 27 ( )
---- Lab Text: Sense of Divine Power LT: 27 ( )
Summer 1189 ---- Lesser Feature Terram (Magic Theory 2)
Autumn 1189 ---- Lab Invent: Wizard Ward Against Weapon LT: 40 (Magic Theory 2)
Winter 1190 ---- Lab Invent: Wizard Ward Against Weapon LT: 40 (Magic Theory 2)
Custom Spell:
Summon the Traveller's Shelter CrTe 25 Touch Sun Ind +32
Creates box like stone hut about 10' by 10 feet with opening facing caster (Base 3, Touch +1, Sun +2, Size +2, Elaborate Shape)

This cycle: added access to An (6/21), Auram 16/15, Aquam 10/19. 18/13 and Terram 16/15 books as well as ability books Penetration: 5/20, Finesse 6/17 and used the Creo book from first time period

Either is good.

I'm not sure that I'm prepared to say that a character found the Garden of Eden in their past adventures. No one else got to have such a spectacularly useful adventure.

And even if you did get into Eden (which I'm strongly leaning against), you'd still only learn by Exposure from the animals. Ancient Magic specifically says that the animals in Eden have no reason to teach it and you'd learn by exposure.

Adventures are an abstract way of representing the garden variety sort of adventure, not the saga-shaking event of finding the Garden of Eden.

except that I have nature to relate to the animals some (it says you can learn by exposure at 8 if you can related) just as you have to stay in animal form (which she wouldn't mind).

and actually, I am not saying I just found it but I am devoting other adventure seasons to area lore for finding it and researching. It is something that will be part of 3rd, 4-6th seasons. I will stay totally away from the two trees though.

I am thinking of what I want for transformations (Time in Magic realm 3rd grouping) and I will be taking intiation in 4th group. Just still working on it.

Third 7 year period

Forgot to include lab earlier:
Size +0, Refinement +1, General Quality +1, Safety +1, Upkeep +1, Health +3, Aesthetics +3, Warping +0,
Specialties: +1 Te, +1 Ig, +1 Re
Dedicated building, Idyllic Surroundings, Highly Organized, Magical Heating (superior heating) from magic item, lesser feature (Te)

Aging: -3, 2, 2, 0, 2, -3, -4
roll.coyotecode.net/lookup.php?rollid=124289
roll.coyotecode.net/lookup.php?rollid=124290

appearant age 35

Vis and money at end: 8 Co, 6 Aq, 6 Au, 29 Terram, 12 Vim, 36 MP

For ease: Seasons of study are in red, seasons of lab are blue and adventure type seasons are green

Spring 1191 ---- Study Herbam (Herbam 21)
Summer 1191 ---- Study Auram (Auram 15)
---- (Terram 1)
---- (Aquam 1)
---- (Ignem 1)
Autumn 1191 ---- Pay for teaching in Artes Liberales (Artes Liberales 15)
Winter 1192 ---- Study Finesse (Finesse 17)
Spring 1193 ---- Study Finesse (Finesse 17)
Summer 1193 ---- Shapeshifter (Shape Change 12)
Autumn 1193 ---- Catapult of Force: LT 38 (Terram 2)
Winter 1194 ---- Hauberk of Subline Lightness LT: 37 (Terram 2)
Spring 1195 ---- Study: Creo with Correspondence (Creo 12)
Summer 1195 ---- Study Aquam (Aquam 13)
---- (Terram 1)
---- (Ignem 1)
---- (Auram 1)
Autumn 1195 ---- Study: Creo with Correspondence (Creo 12)
Winter 1195 ---- Study Terram with Correspondence (Terram 16)
---- (Aquam 1)
---- (Ignem 1)
---- (Auram 1)
Spring 1196 ---- Lab Text: Incantation of Lightning (Magic Theory 2)
Summer 1196 ---- Covenent Service (Folk Ken 2)
Autumn 1196 ---- Study: Creo with Correspondence (Creo 12)
Winter 1196 ---- Study Concentration (Concentration 20)
Spring 1197 ---- Study: Creo with Correspondence (Creo 12)
Summer 1197 ---- Silvery Scales of the Knight: LT: 46 (Terram 2)
Autumn 1197 ---- Study Concentration (Concentration 20)
Winter 1197 ---- Artes Liberales Tractii (Artes Liberales 13)
Spring 1198 ---- Shapeshifter (Shape Change 12)
Summer 1198 ---- Lab Text: Stone Tell of the Mind that Sits LT 33 (Artes Liberales 13)
Autumn 1198 ---- Brew Vis (Magic Theory 2)
Winter 1198 ---- Brew Vis (Magic Theory 2)
Spring 1199 ---- Get +12 Longevity potion (Magic Theory 2)
Summer 1199 ---- Lab Text: Clouds of Rain and Thunder (Magic Theory 2)
Autumn 1199 ---- Study Creo (Creo 12)
Winter 1199 ---- Study Terram with Correspondence (Terram 16)
---- (Aquam 1)
---- (Ignem 1)
---- (Auram 1)

Custom Spell
Catapult of Force ReTe 20 Touch Mom Ind
Hurls a rock with sufficient force to do +15 damage, requires aiming roll with range increments of 20 paces
(Base 15, Touch +1)

Books used:
This cycle: added accces to He (6/21) and Concentration 5/20
Continued use of the following: Creo 24/11, Auram 16/15, 18/13 and Terram 16/15 books as well as ability books Finesse 6/17

Before you get too far into this build, you should probably wait until I decide if I'm allowing Eden into the game. As I said in my earlier post, I'm leaning against it.

There is an ancient, lost, and legendary land that's central to this saga, and it's Atlantis. I may well decide that Eden in this saga is locked off to the mortal world by the power of the Divine.

To be fair, that might not stop the magus from looking...

A magus that searched, finds, and explores ancient lands for ancient knowledge, esp since it keeps her out of touch from wizard wars and certamen challenges from her enemies.

"I challenge you to wizard war", "Find me in the next month", just a wolf in a forest, an eagle along the sea, a bear somewhere, soon shark in the sea, hanging out with the animals in the Garden learning a language seems like a wonderful place to be during a wizard war. It is after all only thing to really do in the garden is learn the language from your fellow animals and enjoy the forms.

Plus once that is found, and learned, it is good impetus to start and join the search for the next mythic place: Atlantis.

But, yeah, I do need to know since it does affect all 5 adventure seasons in the third grouping.

To be clear, my suggestion is to let the Maga look, but not find. IMO something groundbreaking like this should never occur during character creation...

My concerns are fourfold:

1.) Fitting a trip to Eden in under the character generation rules is difficult

Going to Eden would certainly be an adventure (of which you can only have 5 seasons worth in a cycle). I can't see it being anything else. But giving you 7 or 12 xp to spend as you like in Eden would be too much. For example, I wouldn't allow you to take 12 xp and put it all into Adamic. Ancient Magic is quite clear that it should take a long time to learn Adamic (2 xp a season for a start), even from the animals in Eden. So that would leave staying in Eden as an 'other' activity where you'd get exposure xp. But 'other' activities don't really include adventures. So being in Eden is really a neither-fish-nor-fowl sort of thing that doesn't fit into the rules.

2.) Fairness to other players

No one else got the opportunity to do something that would break the world during character creation. For example, I didn't allow breakthroughs, even though it would certainly have been possible to account for them over the course of six cycles. Other players were allowed to initiate into mysteries, but nothing that compares to finding the Garden of Eden. It just wouldn't be fair to everyone else to allow such an amazing discovery to happen during character creation.

3.) Overshadowing the central theme of the saga

Finding the Garden of Eden and recovering Adamic would be a Very Big Thing. I can't imagine it wouldn't have the possibility of overshadowing the discovery of Atlantis. I'd like this saga to be about reviving Atlantis, and am hesitant to introduce themes that overly compete with that.

4.) Incredible activity is out of place in character generation

As silveroak said, things this big shouldn't take place in character generation. I understand that I have made the magi older and quite powerful. But that's a long cry from allowing an Earth-shattering discovery to take place before the saga even starts. I'm going to reserve things this big (including hermetic breathroughs) for inside the game. That's the sort of thing for a saga, not character generation.

I think for all these reasons, I'm going to say that for now, Eden remains undiscovered.

  1. Look but not find would be a huge amount of wasted seasons that wouldn't apply to a character for this
  2. if she was still looking, she would not suddenly give up to go develop Atlantis at the exact OPPOSITE end of the continent

I am not sure that Adamic would be a very big thing and saga dominating. I know that other players have a lot of mysteries and additions while I was looking at just the one as something done and completed and moving on to the next thing. A completed quest (sure a lot of time invested but there would be rewards.

Still as SG, It is your call so I will rework some of the seasons some. Perhaps a few more early seasons studying, I will be looking at spirit familiar (air or earth elemental).

Made adjustments going back and almost have 4th season finished. I am working on figuring out talisman enchantments (bejeweled belt that changes size when I shift) and stats for familiar.

I have been rethinking some things and might be making some adjustments, that and I finally bought the book that has the Jinn in it to help make spirit familiar

SOunds good. Just let me know if you have any questions.