Past Masters

Updated for end of summer season, includes character revisions from discussions in ooc thread, and xp alotment from summer.

Character: Theseus Ex Merinita Player: Angado
Saga: Light of Andorra House: Merinita
Age: 46 Years past Gauntlet: 20 Apparent Age: 16
Size: 0 Confidence Score: 1 Confidence Points: 3
Decrepitude: None Warping Points: 17 Warping Score: 2

Birth Name: Obsome Year born: Gender: Male Race/Nationality: Welsh-Anglo/faerie
Place of Origin: Obsome Parrish, Wales Religion: Nominally Christian
Title: Magus of the Order of Hermes
Height: 5 feet 7 inches Weight: 155 pounds
Hair: The color of molten gold Eyes: The color of molten gold
Skin: Fair with golden freckles (other unusual traits): Slightly pointed ears
Handedness: Right handed

Intelligence: +3 (quick thinker) Perception: 0 Strength: 0 Stamina: 0
Presence: +2 (handsome) Communication: 0 Dexterity: 0 Quickness: 0

Flaws: Lycanthrope (wolf) – Major supernatural flaw; Restriction (cannot cast spells while touching silver, nor can he target /effect/enchant silver); Enemies (cult of diabolists); Optimistic

Virtues: The Gift; Hermetic Magus; Faerie magic; Strong Faerie Blood (Sidhe) {faerie realm supernatural virtue}; Animal Ken; Skilled Parens; Unaging (magical realm supernatural virtue); Second Sight (free faerie supernatural virtue from strong faerie blood); Gentle Gift (major hermetic virtue); Personal vis source—Corpus, six pawns each year, Source is a lock of golden hair that grows from the top of Theseus’ head.

Abilities (this represents abilities at twenty years past gauntlet):
Native Language – Welsh (common usage) 5 Wales Area Lore (legends) 1
Animal Handling (healing) 1 Animal Ken (wolves) 2
Artes Liberales (ritual magic) 4 Athletics (running) 2
Awareness (alertness) 2 Bargain (vis) 1
Brawl (dodge) 4 Charm (first impressions) 1
Code of Hermes (mundane relations) 1 Concentration (spell concentration) 1
Dead language – Latin (hermetic usage) 4 Etiquette (the church) 1
Faerie Lore (Sidhe) 2 finesse (grace) 1
Folk Ken (clergy) 1 Great weapon (staff) 2
Guile (lying to clergy) 1 Hunt (rabbits) 1
Infernal Lore (undead) 1 Magic Lore (creatures) 1
Magic Theory (corpus) 7 (17xp) Order of Hermes Lore (history) 1
Parma Magica (corpus) 2 Penetration (Perdo) 1
Philosophiae (moral philosophy) 2 Ride (speed) 1
Second Sight (faeries) 2 Swim (underwater) 2
Brawl as a wolf (dodge) 3 (it seemed that fighting as a wolf would warrant a separate ability)*
Faerie Magic: 1

Art Scores (again, twenty years following gauntlet): End of summer season*
Creo: 7 (2xp) Intellego: 5 Muto: 15 Perdo: 10 Rego: 5
Animal: 15 Aquam: 1 Auram: 1 Corpus: 15 Herbam: 3 Ignem: 2
Imaginem: 5 Mentem: 10 Terram: 5 Vim: 10

Formulaic Spells:
Bind Wound (CrCo10) Revealed flaws of mortal flesh (InCo10)
Dust to Dust (PeCo15) Aura of Ennobled Presence (MuIm5) *Personal range only variant
Wizard’s Sidestep (ReIm10) Lay to rest the haunting spirit (PeMe15)
The crystal dart (MuTe10) Trackless Step (ReTe10)
Wielding the Invisible Sling (ReTe10) Scales of Magical Weight (InVi5)
Sense the Nature of Vis (InVi5) Wizard’s Communion (MuVi15)
Demon’s Eternal Oblivion (PeVi15) Circular Ward against Demon’s (ReVi15)
Form of the Lycan (MuCo35) –Range: Personal Duration: Sun Target: Individual Req: Animal
This spell transforms the caster into a wolf. The caster retains the ability to speak while in wolf form. The caster can return to human form at will, but ending the spell. Theseus Ex Merinita’s version of this spell transforms him into a white wolf with golden eyes, and tinges of gold in his fur.
(Base: 10 + 2 Sun + 3 for effect – retaining speech)
*Form of the Lycan has been mastered by Theseus: Mastery 3 (Quiet Casting x2; Still Casting)
Casting total: 15 (muto) + 15 (corpus with animal req. met) + 3 (mastery)= 33+/- aura

Armor worn: None Currently no soak bonus
Combat modifiers: (Human form)
Brawling: 4 dodge: 5
Oak Quarterstaff Init: +2 Attack: +3 (+3 for skill) =+6 Def: +3 (+5 dodge) =+8
Damage: +2 Load: 2
Load: 2
Combat Modifiers: (Wolf form)
Brawling as a wolf (dodge): 3
House: Merinita Domus Magna:
Covenant: currently not a member of any covenant Primus:
Parens: Mabia Ex Merinita Covenant of Apprenticeship: Voluntas
Wizard’s Sigil: Golden Sparks Wizard’s voting sigil: A wolf dancing under a full moon

Raw Vis:
Six Pawns of Corpus as a lock of golden hair

Longevity Ritual: None
Theseus has not yet bothered to formulate a longevity elixir. Note that Theseus does not start making aging rolls until the age of 50 years. Theseus has not appeared to age since he was 16 years of age.

Twilight Scars/Effects: (Still to be determined)* **(discussion from ooc thread inconclusive)

Mysteries: Theseus is only versed in the outer mystery of the Merinita mystery cult. That is to say, he only possesses faerie magic at this time.

Anne was a peasant girl of merely thirteen summers when she became lost while looking for berries. That hot summer day she lost her way and was found and seduced by faerie acting in the role of an elven prince. Following their dalliance, the faerie lead the peasant girl back to a path that would see her home. When the girl returned to her home she learned she had been missing for a week. Her father’s wrath at her absence was great, but became so much worse when it became obvious the following fall that the girl was with child. Her father, a freeman of some modest means, erected a small house for his wayward daughter and her bastard child and left her to her own devises there. After a miserable winter the spring brought forth a small fair skinned child that Anne named Obsome after a faerie legends said lived in the wood she had become lost in. The first full moon, however, revealed a wolf cub were the baby had lain, and Anne grew afraid for her cursed child. For many years, Anne would hide her son away in the root cellar on nights of the full moon, tossing in a chicken or hare to keep the wolf-boy content, and to keep him from howling.
Young Obsome’s seventh summer approached, a strange woman (his future parens) discovered the boy playing in a field. Mabia Ex Merinita probed Anne’s mind to learn all she could of the young boy, then set off to discover and learn of the boy’s faerie father. Mabia disappeared into the faerie region for two years, emerging with a determination to take the boy as her apprentice the following year. The following winter, Mabia convinced Anne to surrender Obsome to apprenticeship with the promise to care for the boy and to send a small stipend back to aid in supporting Anne. Each winter, Obsome was allowed to visit his mother. During his sixth year of apprenticeship, Obsome was visiting his mother during the winter when she succumbed to consumption and perished. Obsome has not appeared to age a day since his mother’s death.
Obsome completed his apprenticeship at the age of twenty-five and became Theseus Ex Merinita. His gauntlet consisted of navigating/escaping a faerie region and bringing back certain faerie plants as proof. Theseus spent the next ten years at Voluntas, trading vis for access to the library and room and board. At the age of thirty-six he traveled to the Rhine tribunal and bartered vis for access to various libraries. He wandered the Rhine tribunal, covenant to covenant for three years. At the age of thirty-nine, now fourteen years out of apprenticeship, Theseus traveled to the Roman tribunal and spent four years there bartering vis for training and laboratory use. At the age of forty-two, in his seventeenth year past gauntlet, Theseus met and befriended the hoplite Pithius Ex Flambeau. For three years the two friends traveled with the quaesitor Justinius in search of a renounced magus, formerly of house jerbiton, who had been renounced for diabolism. Theseus learned a lot in this time, and was useful to the trio as a scout.
At the age of forty-five, twenty years past his gauntlet, Theseus fought alongside Pithius and Justinius, as they finally vanquished the diabolist and his most trusted lieutenants. Pithius left the trio, returning to his home covenant in the Roman tribunal, citing a need to develop a longevity ritual. Justinius and Theseus traveled together to Provencal, where Justinius returned to his home covenant to document the hunt of the diabolist. Theseus left with a visiting redcap, accompanying her on her journey. Theseus arrives with the same redcap at the covenant of Andorra.

Equipment:  An oaken quarterstaff, Small golden crucifix (about the size of a knuckle), wool robes, wool trousers, leather boots, cotton tunic, small iron knife,  brass goblet, bottle of wine(from provencal), Bible(Latin—a gift from Pithius),  horse, lead rope, Pack, basket, some provisions, water skin, brass eating utensils, hammered copper bowl,  lab texts for formulaic spells known,  sigil.

Personality Traits:
Friendly +2 Inquisitive: +2 Optimistic: +5

Bookish neophyte +1 (Voluntas magi) Murderer +5 (Cult of Diabolists)
Trusted traveling companion (Pithius and Justinius) +2
Werewolf +1 (Provencal redcaps)

Companion character:

Saul's update is pending.

Gerardo della FonteBianca was born out in as a sheperd' son in the commonality of Siena in 1189, until the age of 8, he over watched sheeps and in the meanwhile sculpted wooden statues and tools; his skills were raw and untrained, but they were sufficient to be noticed by a passing Florentine noble who appreciated his work and brought him to Florence, where the first studioes were developed. The artistic studio led by Mastro Vicentino taught to the new students various skills, like forging statues of various materials, painting and carving. There he developed his skills in carving and picked up painting skills. Quickly enough the curious boy learned that several people spoke about neoplatonism and other mysterious concept, and he observed that intellectuals and artists exchanged points of view. He also noticed that his patron was rather keen toward a certain group of person, who were accurately avoided by the rest of the city.

Soon these odd persons came for him, realising he was a fellow mage, and he was presented Mastro Kalomelan, who was a senior statue forger and a very avid and brilliant Verditius, and was very keen on taking on the new apprentice, having recognised his talents. Passed the fifteen years, the 23 years old Geraldo passed his Gauntlet and was allowed to choose a new name. As he was fond of the beauty of the Greek statue, he called himself Kaloforo, bringer of beauty. It was 1202, and the situation between Siena, Florence and the Heiglische Reich was becoming more and more tense. Kaloforo went to see his father and he wasn’t that fond to see the son of him to deal with Florentine people. Urged therefore to leave the native county, as he would not be welcomed back, Kaloforo followed his pater Mastro Kalomelan in Germany, where they settled in Mainz, working mainly as statue artists, and acquiring a certain wealth; for the discerning they would prepare some “specific” statue. The agreement the two had was more employer/employee and the young Kaloforo was with years passing becoming sicker and sicker of being on the wrong side of the stick. He therefore took several time and took a precise look at the Peripheral code to find the loopholes he needed to stop being the forge companion of his pater, finding them easily, he was able to get what he needed from him. When he heard of the possibility to go to Spain to study the works of the Arabic, he immediately took the chanche to get away from his uh so excellent pater (read rapacious).

His sigil is a pastoral sound of a chimney, but during an odd accident using vis in Mainz the sound developed into including olfactive ovine smells, the stronger the spell the stronger the smell (as per warped magic) and sound of sheeps. (much to is chagrin...). his hubris is devoloping into dealing with everything in secrecy, and in mystery, as in less is said the better it is. This copes disturbingly to his logical attitude, stricteness and sens of organisation which allows him to be very precise in detailing schemes and plans.

Age 33 Male Human/Senese, Catholic, Mastro, 1,55m, 62Kg, right handed, Black hairs, brown hairs,

Age 35

Verditius Great House Verdi
In+3(Logical) Str+1 (big hands) Pr:-1(uninspiring) Des:+1(precise)
Per0 Sta+1 (long winded) Com:0 Vel:-2 (slow)
Warping Score 3(30)+
Character traits

Strict +3 Keep to his mouth+1
Relaxed+1 Honest -1
Composed+1 Schemer -1
Organised +3

Verditius Magic (F)
Hermetic Mage (F)
Skilled Parens
Adept Lab Student
Long Winded
Inventive Genius
Free Study
Slow caster
Personal Vis Source (Herbam)
Affinity w Intellego
Affinity w Craft Statue
Grudge (toward the parens)
Driven(M)(outdo the parens)
Close family ties (to the Artistic studio in Florence)
*Averse to Risk
**Limited Magic Resistance to Vim
***Necessary condition open flame
+Warped Magica

*Enchant Casting Tools (pag.123/124 HoH MC)
**Reforging Enchanted Item (pag.125/127 HoH MC)
***Automata (128/131 HoH/MC)
+due to warping(Bells and ovine smell)

Florentine(Village) 5
Profession: Shepherd 3(15)
Siena Lore (Countryside) 2
Athletics(Running) 1
Stealth (Countryside) 2(10)
Awareness (Wolves) 2
Craft Statue (wood) 6(50+36)
Craft Painter (sketch) 2(15)

Artes Liberales (logic) 1
Latin(artist) 4
Magic Theory(magic items) 4(+20)
Parma Magica(Intellego) 1

Philosophy (Neoplatonism) 2(15)
Organisation Art Guild(statue) 1(5)
Leadership(artistic field) 1(5)
Appraise (wood) 1(5)
Florence(Noble quarter) 1(5)
Verditius Mystery Cults 3(45)
Hermes Code 4(50)
Hubris 1(5)

Creo 01/01
Intellego* 12/55
Muto 04/10(+20)
Rego 08/40
Perdo 01/0

Au 0
Aq 0
Te 2/3
Ig 3/6
Vi 8/36
An 1/1
He 10/65
Im 9/51
Me 4 /10
Co 2/3

Whispering Wind (InAu 15)
The Inexorable Search (InCo 20)
Probe Nature Hidden Lore (InHe 5)
Converse with Plant and Trees (InHe25) S tot 65
Coils of entangling plants (ReHe20)
Repel the Wooden Shaft (ReHe10) (S tot 30)
Twist of the Wooden form (ReHe 25) (as Twist of the living tree, it differs as it is applied to dead wood)
Taumathurgical trasformation of the wood in iron(MuHe20)S tot 110
Scales of Magical Weight (InVi 5)
Sense the Nature of the Vis (InVi5)
Gather the Essence of the Vis (ReVi 15) S Tot 125
Mantaining the Demanding Spell (ReVi 25) Total 150+30 (skilled parens)
formulaic: Te+Fo+1+x+d
ritual: Te+Fo+1+1+2+x+d
Spontaneous: (Te+Fo+1+x+d)/2; (Fo+Te+1+x)/5

Fast casting -2+0
Determining +0+1
Targetting +0+0
Concentration +1+0
Fast Casting not attempted

Lab Total:
*(+6 with lab texts, +3 when studying from raw vis, +3/+6 inventing spells, potions, magic item/experimenting)
Longevity Ritual: 1+8.


Kallista , Ex Marinita , Songbird of Thebes

Flaws or “The Good Stuff”:
Major Story : Dependent ( Daphne age 4)
.........Currently owes a favor for having the Mercerian fertility ritual
.........cast to increase the likelyhood of a gifted child
Major Hermetic : Magic Addiction
Major Hermetic : Study Requirement
Minor Story : True Love (Ardonis age 31)

Note: because of her age and having a child by Ardonis, she no longer has Faerie upbringing and Lecherous. It is important to note that while she has overcome these flaws, they are part of her history and personality. She just doesn't suffer from the Flaws, ie I'll roleplay it.

0: The Gift
0: Hermetic Maga
0: Fairy Magic
Major Supernatural: Strong Faerie Blood (Naiad)
........Confers second sight
........Aging -3 and starts at 50
........+2 Com and Pres vs sexually Compatible people (a la Satyr)
........-1 Com and Pres vs Sexually Incompatible people (a la Envied Beauty)
Blue Faerie Eyes: see in low light
Blood is clear like water ... very dangerous

Major Hermetic: Gentle Gift
Minor Supernatural: Enchanting music
Minor General: Puissant (Enchanting Music)
Minor general: Free Expression
Minor general: Venus Blessing

Soak: 1
Initiative : +1 fist or spell

Personality Traits
Compassionate: +2
Ingratiating: +1
Vengeful: +1
Proud(of all things Greek)

Com: 3
Pres: 2
Dex: 1
Quick: 1
Str: -3
Stam: 1

Childhood 45xp: until age 5
Adolescence 75 xp: until age 10
Apprenticeship 240 xp: until age 25
Post Gauntlet 7 years 240 xp + 2 initiations with no flaws <- does that add up, average 10 a season?

Age 32

Minor mystery: Performance Magic
Minor Folk Mystery: Charm Magic

Confidence: (1) 3
Soak: 1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Athletics: 1 (Grace)
Artes Liberales: 2 (Ceremonial Casting – by invoking mythic figures and stories)
Awareness: 1 (keeping an eye on Daphne)
Brawl: 1 (dodging)
Carouse: 1 (getting others to get drunk)
Charm: 1 (first impressions)
Concentration: 2 (music)
Etiquette: 1 (faeries)
Folk Ken: 2 (reading an audience)
Guile: 2 (feigning emotion)
Intrigue: 1 (gossip)
Leadership: 1(inspiration)
Music: 4(Singing) ; instruments known :singing, pan pipes, Lyre, mandolin?
Philosophiae: 2 (Ceremonial casting- by using astronomy to find auspicious days)
Survival: 1 (forests)
Finesse: 2 (Imaginem)
Magic lore: 1 (creatures)
Magic Theory: 3 (magic items)
Faerie Magic: 4(charms)
Faerie Lore: 3 (types of faeries)
Parma Magica : 2 (corpus)
Second Sight: 3 (faeries)
Code of Hermes: 1 (apprentices)
Enchanting Music: 4; with Puissant: (6) (sorrow)
Penetration: 1 (Rego)
House Marinita Lore: 1 (Modifying initiation script)
Profession Scribe: 1 (copying)
Teaching : 1 (?)
Greek: 5 (extensive vocabulary)
Latin: 4 (hermetic vernacular)
Spanish : 2 (Castilian)

Wizard's Sigil:
Warm moisture, mist or dew.

Creo: 5 ... Rego: 5 ... Muto: 5 ... Perdo: 2 ... Intellego: 5

Animal: 2 ... Aquam: 5 ... Aurum: 2 ... Corpus: 3... Imaginem: 7
Ignem: 3 ... Herbam: 2 ... Mentum: 5 ... Terrem: 2 ... Vim: 5

15 Wizard's Communion
Rego Vim (+11)

*10 Resound the Nature of Vis
As Sense the Nature of Vis except Voice range.
Intellego Vim (+11)

10 Aura of Ennobled Presence
Muto Imaginem (+13)

*15 Walk the Road Not Taken
As prying eyes: range Road
Intellego Imaginem (+13)

*15 Notes of the Delightful Sound
Target increased to Structure to accommodate the size of an amphitheater
Muto Imaginem(+13)

20 Phantasmal Fire
Creo Imaginem, Ignem req

15 Disguise of the Transformed Image
Muto Imaginem (+13)

5 Spasms of the Uncontrolled Hand
Rego Corpus (+9)

5 Curse of the unruly Tongue
Rego Corpus (+9)

10 Words of the Unbroken Silence
Creo Mentem (+11)

10 Phantasm of the Talking Head
Creo Imaginem (+13)

*modified spells


1 chest of props and costumes. Goat leggins and horns for a Satyr play, a tin crown, tin faerie wand etc. Vis in some non discript rocks at the bottom of the chest.

1 chest of Kallista's, Daphne's, and Ardonis cloths, silks for formal wear and important shows. Daily clothes not so luxurious. All classic greek style for Kallista, modern Byzantium style for Ardonis.

1 chest various personal effects, writing utensils, one or two academic books, Ardonis's composition journal.

1 Lyre, 1 Mandolin, 1 drum

After Gauntlet:
1220, Summer: Arrived at Andorra.
1220, Autumn: Went Drake Hunting at Antonio's challenge, with Valentino and Kallista. (12 xp - Magic Lore)
1220, Winter: Studying The Key to Bonisagus, Magic Theory Summa: L4, Q20

1221, Spring: Away.
1221, Summer: Studying The Sorcerer's Shield, Parma Magica Summa: L6, Q12
1221, Autumn: Studying De Inventione, Artes Liberales Summa: L8, Q12
1221, Winter: Studying Metaphysica, Philosophia Summa: L8, Q15

  1. Spring: Current.

Valentino of Flambeau, Filius Demetrio (Cult of Mercury, School of Ramius) at the beginning of Autumn 1220

Valentino was born to a grog and his wife at the Duresca covenant in the Kingdom of Leon. He was the third child and son of the family. Unlike his brothers, he wasn't particularly fit to being a warrior. He saw his older brothers trained to be great warriors among covenant's grogs. He desperately wanted to be such a warrior. However, that was not to be his destiny.

One of the Flambeau Hoplites at the covenant, Demetrio of the Cult of Mercury, took notice of Valentino and how everyone behaved around him. The child clearly exhibited signs of the gift. Demetrio made sure Valentino received training similar to that of his brothers, even if Valentino wasn't nearly as capable. This won Valentino's heart, even though he did not yet understand Demetrio's motivations. As part of Valentino's training, Demetrio knew he would need to learn to ride. Demetrio gave Valentino a great gift, the magical mare Graziella, a gray foal of his own Andalusian courser. Even with Graziella and the training, Valentino was not physically strong enough to be the warrior his brothers were.

Then everything changed when Demetrio took Valentino as his apprentice. Valentino began to understand why Demetrio had taken such an interest in him. Valentino also saw how he could become an even better warrior than his brothers. He took to his studies with diligence and found he had a knack for magic, that knack his brothers had for skill at arms. Valentino also spent portions of his apprenticeship accompanying Demetrio as he took part in the Reconquista. Their focus during those expeditions was on enemy sorcerers. Valentino progressed well through his apprenticeship at Duresca, learning to be a loyal warrior for the Order of Hermes.

Valentino was still an apprentice when Demetrio moved to Zamora to help found the Campo de Marte covenant. Valentino finished the last several years of his apprenticeship there, mostly working in the laboratory. He passed his gauntlet in the summer of 1200. He remained at Campo de Marte for many years afterwards training and accompanying Demetrio on more expeditions.

Over all this time Graziella became Valentino's truest companion. As soon as he was able, Valentino completed their connection with a familiar bond. A secondary focus of theirs for a long time afterward was to allow Graziella to shapechange so they might share their time and experiences better. Once this was accomplished, Graziella could accompany Valentino into buildings and the like, places where she had not been welcome. This also changed their relationship; their companionship has turned to love. They even introduce each other as spouses, though they are unwilling to look for any sort of a priest to bless such a union; they have made their vows in private.

More recently Valentino has started to find the outlook of Campo de Marte somewhat limiting. While he greatly values their effort and approach, he is looking for more application of his skills and more experience with the esoteric. So he and Graziella have decided to move on and make a new home for themselves. This is what has brought them to Andorra.

Characteristics: Int +3, Per +1, Str 0, Sta +2, Pre +1, Com 0, Dex -1, Qui -1
Size: 0
Age: 50 (apparent age 35, 10th magnitude longevity ritual)
Decrepitude: 0 (0)
Warping Score: 3 (40)
Confidence Score: 1 (10)
Virtues and Flaws: Affinity w/ Creo, Affinity w/ Magic Theory, Affinity w/ Parma Magica, Book Learner, Chaotic Magic, Covenant Upbringing, Difficult Spontaneous Magic, The Gift, Hermetic Magus, Imbued with the Spirit of Corpus, Independent Study, Magical Animal Companion (Graziella), Mercurian Magic, Optimistic (major), Puissant Parma Magica, Temperate, Warrior
Personality Traits: Brave +2, Loyal +2, Loyal (Graziella) +3, Upbeat +3
Reputations: Healer (Order of Hermes) +3, Warrior (Spanish lands) +2, Warrior (Order of Hermes) +3
Dodging +2
Sword & Shield on the ground: Initiative +1, Attack +10, Defense +9, Damage +7
Sword & Shield on Graziella: Initiative +1, Attack +13, Defense +12, Damage +7
Lance & Shield on Graziella: Initiative +1, Attack +12, Defense +11, Damage +5
Soak: 5 + Form bonuses + Armor (typically 11)
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Area Lore: Kingdom of the Aragon (Military Interests) 1 (5)
Area Lore: Kingdom of the Castile (Military Interests) 1 (5)
Area Lore: Kingdom of the Leon (Covenants) 1 (5)
Artes Liberales (Ceremonial Magic) (Alphabets: Latin) 1 (5)
Athletics (Running) 1 (5)
Awareness (Alertness) 2 (16)
Brawl (Dodging) 2 (15)
Concentration (Spell Concentration) 2
Dominion Lore 1 (5)
Faerie Lore 1 (5)
Finesse (Certamen) 2 (15)
Folk Ken (Soldiers) 1 (5)
Infernal Lore 1 (5)
Intrigue (Hermetic Politics) 1 (5)
Leadership (Grogs) 2 (17)
Living Language: Latin (Hermetic usage) 4 (50)
Living Language: Occitan (dialect: Catalan) 2 (15)
Living Language: Spanish (dialect: Leonese) (Other dialects) 5 (native)
Magic Lore 1 (5)
Magic Theory (Inventing Spells) 8 (136x1.5=204)
Organization Lore: Order of Hermes (House Flambeau) 1 (5)
Parma Magica (Ignem) 9 (152x1.5=228)
Penetration (Ignem) 1 (5)
Philosophiae (Ceremonial Magic) 1 (5)
Profession: Soldier 2 (15)
Ride (Graziella) 2 (16)
Single Weapon (Shield and Weapon) 5 (76)
Stealth (Battlefield) 1 (5)
Strategy 2 (15)
Survival 1 (5)
Swim 1 (5)
Creo 24 (200x1.5=300)
Intellego 5 (15)
Muto 11 (66)
Perdo 6 (21)
Rego 5 (15)
Animal 8 (36)
Aquam 0 (0)
Auram 5 (15)
Corpus 16 (136)
Herbam 0 (0)
Ignem 5 (15)
Imaginem 0 (0)
Mentem 9 (45)
Terram 6 (21)
Vim 1 (1)
Wizard's Sigil: Paleness
Certamen School: Hoplomachus
Twilight Scars: None
Familiar: Gold Cord: 2 (15), Silver Cord: 0 (0), Bronze Cord: 3 (30), Traits: Nickering. Sometimes falls asleep standing up.
True Sight of the Air [InAu15, +12]
Eyes of the Bat [InAu25, +13, Mastery 1 (5): Flex - Touch]
Bind Wounds [CrCo10, +42]
Purification of the Festering Wounds [CrCo, +42]
Restoration of the Defiled Body [CrCo25 ritual, +45, Mastery 1 (5): Stalwart Casting]
Gentle Caress of Aesclepius [CrCo30 ritual, +45, Mastery 1 (5): Stalwart Casting]
The Physician's Circle [CrCo45 ritual, +45, Mastery 1 (5): Stalwart Casting]
Dexterity of the Heroes [CrCo60 ritual, +45, Mastery 1 (5): Stalwart Casting]
Quickness of the Heroes [CrCo60 ritual, +45, Mastery 1 (5): Stalwart Casting]
Stamina of the Heroes [CrCo60 ritual, +45, Mastery 1 (5): Stalwart Casting]
Strength of the Heroes [CrCo60 ritual, +45, Mastery 1 (5): Stalwart Casting]
Breath of Life-Giving Water [MuCo(An)4, +22, Mastery 1 (5): Flex - Touch]
Eyes of the Cat [MuCo(An)5, +21]
Gift of the Bear's Fortitude [MuCo25, +30, Mastery 1 (5): Flex - Touch]
Wizard's Leap [ReCo15, +24, Mastery 1 (5): Fast-Casting]
Pilum of Fire [CrIg20, +33, Mastery 2 (20): Flex - Sight, Multiple Casting]
Wizard's Sidestep [ReIm10, +8, Mastery 1 (5): Flex - Touch]
Intelligence of the Heroes [CrMe60 ritual, +38, Mastery 1 (5): Stalwart Casting]
The Call to Slumber [ReMe10, +17, Mastery 1 (5): Multiple Casting]
Aura of Inconsequence [ReMe25, +16]
Hardness of Adamantine [MuTe25, +19]
Hauberk of Sublime Lightness [PeTe30, +14]
Wizard's Communion [MuVi30, +14]
Wizard's Communion [MuVi45, +14]
Wizard's Communion [MuVi60 ritual, +14]
Lancea Magica [PeVi15, +11, Mastery 1 (5): Magic Resistance]
Wind of Mundane Silence [PeVi15, +11, Mastery 1 (5): Magic Resistance]
Vis: 5 Co
Toldedo steel longsword
Heater Shield
Traveling garb
1 set of formal wear
2 sets of robes

Graziella at the beginning of Autumn 1220

Magic Might: 5 (10-3-2) (Animal)
Characteristics: Int -2, Per +1, Pre +1, Com -3, Str +7, Sta +3, Dex +1, Qui 0
Size: +3
Confidence Score: 1 (8)
Virtues and Flaws: Ferocity (ridden in battle), Magical Animal, Proud (minor)
Qualities and Inferiorities: Improved Powers, Improved Soak, Minor Virtue: Independent Study, Minor Virtue: Venus's Blessing, Minor Virtue: Wilderness Sense, No Fatigue, Personal Powers x2, Reduced Might x2
Personality Traits: Brave +1, Loyal +2, Loyal (Valentino) +3, Mare* +3, Proud +2
Reputations: Fleet of Foot 3 (Spanish lands)
Combat: Initiative +2, Attack +9, Defense +7, Damage +8
Soak: 5 + Armor (typically 11)
Fatigue Levels: -
Wound Penalties: -1 (1-8 ), -3 (9-16), -5 (17-24), Incapacitated (25-32), Dead (33+)
Abilities: (Note, abilities beginning with * are from Valentino.)
Area Lore: Dominions of the Almohades (15) (Geography)
Area Lore: Kingdom of Aragon 2 (15) (Geography)
Area Lore: Kingdom of Castile 1 (5) (Geography)
Area Lore: Kingdom of Leon 3 (30) (Covenants)
Artes Liberales 1 (5) (alphabet: Latin) (Geometry)
Athletics 6 (105) (Running)
Athletics - Human 1 (5) (Running)
Awareness 3 (30) (Alertness)
Brawl 5 (75) (Hooves)
Brawl - Human 2 (15) (Dodging)
Concentration 4 (50) (Flight)
*Living Language: Latin 4 (Hermetic Usage)
*Living Language: Occitan 2 (Catalan dialect)
*Living Language: Spanish 5 (Leonese dialect) (Other dialects)
Magic Theory 9 (240) (Assisting in the lab)
Profession: Soldier 1 (5) (Caring for gear)
Swim 1 (5) (Staying afloat)
Swim - Human 1 (5) (Staying afloat)
Wilderness Sense 5 (75) (Direction)

Run Like the Wind, 1 point, Initiative -5, Animal
This allows her to fly (run on air) one league in one diameter, or correspondingly slower if encumbered, as per Sprint of the Zephyr.
R: Personal, D: Sun, T: Individual
ReAn25 (Base 20, +1 Concentration)
Personal Power (25 levels)

The Unimpeded Traveler, 0 points, Constant, Animal
R: Personal, D: Sun, T: Individual
ReAn25 (Base 10, +2 Sun, +1 Constant)
Personal Power (25 levels)

Natural Weapons: Hooves - Initiative +2, Attack +2, Defense +2, Damage +1
Vis: 1 pawn of Animal vis in her hooves.
Appearance: She is a beautiful gray (white) Andalusian courser mare.
Familiar Powers:

Of Like Mind x2
R: Touch, D: Momentary, T: Individual
There are two effects, one in each direction. These allow Valentino and Graziella to transmit words, thoughts, images, and emotions to each other.
CrMe15 (Base 4, +1 Touch, +10 level for unlimited use)

Shape of the Woman
R: Touch, D: Concentration, T: Individual
This allows Valentino to turn Graziella into human form.
MuAn(Co)33 (Base 10, +1 Touch, +1 Concentration, +1 Size, +1 bond maintains concentration, +3 levels for 6 uses/day)
Human form: As a human Graziella appears to be tall lovely woman with flowing, platinum blonde hair that she tends to toss as a horse tosses its mane. She has spent enough time in human form that she is no longer awkward, though she is still getting accustomed to human society.
Characteristics: Int -2, Per +1, Pre +1, Com -3, Str +1, Sta +3, Dex +1, Qui +3
Size: 0
Combat: Initiative +3, Attack +3, Defense +6, Damage +1
Soak: 2
Fatigue Levels: -
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Chain Barding
1 set of human formal wear
1 set of human traveling garb

Edited 4/18 for two CrCo rituals at the beginning of Autumn 1220.
Edited 4/22 to edit it back one CrCo ritual.
Edited 8/18: Autumn, 1220 - Adventure, Valentino: 7 Confidence (total), 1 experience in Awareness, 5 experience in Parma Magica, 2 experience in Leadership, 1 experience in Ride, 1 experience in Single Weapon, 5 experience in Mastery of Pilum of Fire, 2 Co vis, 2 Ig vis.
Edited 8/18: Autumn, 1220 - Adventure, Graziella: 5 Confidence (total), 7 experience in transformation (gain a Minor Magic Quality: Minor Virtue: Independent Study).
Edited 8/18: Extra 2, 1220 - Practice, Graziella: consuming 2 Ig vis allow 3 experience in transformation (gain a Minor Magic Quality: Minor Virtue: Independent Study).
Edited 8/18: Winter, 1221 - Study, Valentino: read "Study on the Sorcerer's Shield" for 13 experience in Parma Magica.
Edited 8/19: Winter, 1221 - Lab Work, Graziella: added Spotless (+1 Health, +1 Aesthetics, +1 Creo), no experience.
Edited 8/18: Valentino's winter, 1221, aging 3 (roll) +5 (age) -10 (longevity) -3 (bronze cord) -1 (covenant) = -6.
Edited 8/18: Spring, 1221 - Study, Valentino: read "Aegis of the Magus" for 14 experience in Parma Magica.
Edited 8/19: Spring, 1221 - Lab Work, Graziella: refined the lab (+1 Refinement), no experience.
Edited 8/18: Extra 1, 1221 - Lab Work, Graziella: added Lesser Feature - Summoning Circle (+1 Aesthetics, +1 Spells), no experience.

Ezio at the beginning of Autumn 1220

Ezio was born in the March of Verona to a peasant family. Immediately his strange eyes drew attention. He grew slowly, always appearing more the age of a younger child. He also had a tendency to notice things others did not our could not see, even mysterious things. And he would talk about those things, even when it would have been wiser not to. His mother said he had the devil in him, and that was why his eyes looked odd and he saw things. However, this was as much to hide her indiscretion nine months before his birth as it was a true belief.

Ezio spent his childhood mostly apart from others and in the woods. As he grew he became a hunter and a woodsman. He found God and prays for salvation from the devil through God. (He has no understanding of his Faerie Blood and related abilities, he just uses them naturally.) He also feels sympathy for those who are in need as he has experienced great need. He will go out of his way to give aid when he can.

Ezio moved around to avoid prolonged attention. However, he kept getting noticed and accused of poaching. (Yes, he did the poaching, he just doesn't really understand why hunting God's animals and thanking God for the food provided is wrong in any way.) That attention from the nobles would force him to move onward. He is now known as a poacher through many parts of the Holy Roman Empire, France, England (He was in England when he learned to use the longbow.), Castile, Navarre, and Aragon.

Characteristics: Int 0, Per +3, Str +2, Sta +1, Pre -2, Com -2, Dex +4, Qui 0
Size: 0
Age: 35 (apparent age 24)
Decrepitude: 0 (0)
Warping Score: 2 (15)
Confidence Score: 1 (9)
Virtues and Flaws: Affinity w/ Bows, Faerie Speech, Faerie Warping Reputation (Scoundrel), Generous (major), Great Dexterity, Improved Characteristics, Independent Study, Indiscrete, Keen Vision, Outlaw, Pious (minor), Puissant Bows, Strong Faerie Blood (Apollo - Sympathy: Bows & Arrows 1)
Personality Traits: Generous +3, Observant +3, Pious +2
Reputations: Poacher +4, Scoundrel* +2
Dodging: +3
Dagger: Initiative 0+?, Attack +7+?, Damage +2+?, Defense +3+?
Longbow: Initiative -2, Attack +24, Damage +11
Soak: 1
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities, etc.:
Area Lore: Holy Roman Empire (March of Verona) 3 (30)
Area Lore: Kingdom of Aragon (Geography) 2 (15)
Area Lore: Kingdom of Castile (Geography) 2 (15)
Area Lore: Kingdom of England (Geography) 2 (15)
Area Lore: Kingdom of the Franks (Geography) 2 (15)
Athletics (Running) 3 (30)
Awareness (Alertness) 3 (35)
Bows (Longbow) 8 (125x1.5=187.5)
Brawl (Dodging) 2 (15)
Concentration (Aiming) 1 (5)
Craft: Bowyer/Fletcher (Arrows) 3 (30)
Faerie Speech 5 (75)
Folk Ken (Merchants) 1 (5)
Hunt (Tracking) 5 (75)
Living Language: Italian (dialect near Verona, about nature) 5 (native)
Profession: Cook (Campsite Cooking) 2 (15)
Second Sight (Seeing Invisible Things) 4 (55)
Single Weapon (Dagger) 2 (15)
Stealth () 4 (50)
Survival () 4 (50)
Swim () 1 (5)
Sympathy: Bows & Arrows 5 (75)
Several sets of hunting/traveling garb
A very worn bible
A well-made (superior) longbow
A couple quivers and plenty of good (superior) arrows
Extra cords, staves, arrow tips, and other materials
Tools for a bowyer / fletcher
Cooking pots and some simple bowls and utensils

Edited 8/18: Autumn, 1220 - Adventure: 6 Confidence (total), 5 experience in Awareness, 5 experience in Bows, 5 experience in Second Sight.