Roberto Rodriguez of Flambeau

Roberto Rodriguez of Flambeau: Knight of Seneca, Lineage of Delendos, School of Julius, filius Joel Muniz of Flambeau, protege of Santiago of Flambeau, Imperitor of Mons Electi
Characteristics: Int +2, Per +0, Com +0, Pre +1, Str +2, Sta +1, Dex +1, Quik +1
Size: 0
Age: 38; appears 38
Chronology: born in 1190; orphaned in 1197 at age 7, apprenticed in 1200 at age 10; battlefield gauntlet in 1214 at age 24; finishes actual training in 1215 under the guidance of his mentor Santiago; follows Santiago and fights in the Shadow Wars for the next five years; migrates to Normandy in 1220 at age 30 and joins Novus Mane, transfers to Mons Electi at the request of Santiago in 1226, current year 1228
Decrepitude: 0
Warping: 0 (1)
Confidence: 2 (9)
Virtues: +0 Gifted Hermetic Magus, +F Puissant Ignem, +1 Puissant Creo, +1 Life Boost, +1 Improved Characteristics, +1 Mastered Spells, +1 Self Confident, +1 Skilled Parens, +1 Warrior, +3 Flawless Magic; +1* True Friend
Flaws: -1 Infamous Master, -1 Reckless, -1 Mentor, -1 Unimaginative Learner, -3 Overconfident, -3 Weak Magic Resistance (when not in possession of a symbol of his Catholic faith, such as a rosary or a crucifix (he carries one of each))
Personality Traits: Reckless +3, Brave +3, Self Assured +3, Introspective +2, Loyal to Cidito +3
Reputations: Infamous Master 3 (Hermetic), House Flambeau Acclaim 2 (3xp)(Hermetic)
Dodge: In +1, Atk n/a, Def +5, Dmg n/a
Grapple: In +1, Atk +5, Def +5, Dmg +2
Fistfight: In +1, Atk +6, Def +6, Dmg +2
Dagger: In +1, Atk +7, Def +5, Dmg +5
Longsword (& Roundshield): In +3, Atk +12, Def +8 (+10), Dmg +8
Sword & Shield with all bonuses figured in: In +3, Atk +12, Def +20, Dmg +14
(add an additional +9 to defense if using Howl of the Steel Weapons or Shriek of the Wooden Shafts versus the appropriate forms of attack; additional +1 defense for Aegis of Unbreakable Wood; Dmg +14 if using Sword of the Avenger)
Soak: +6/+21
(Sta +1, Bronze Cord +2; Doublet of Impenetrable Silk +3; Ward vs Heat&Flames +15
In Armor: studded leather hauberk +8/+23, leather scale hauberk +9/+24, chainmail hauberk +12/+27
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Light (1-5), -3 Medium (6-10), -5 Heavy (11-15), Incapacitated (16-20), Lethal (21+)
Abilities: Artes Liberales 1 (literacy), Athletics 2 (fitness), Awareness 1 (alert), Bibracte Lore 1 (Mons Electi), Brawl 4 (fistfight), Charm 1 (wit), Code of Hermes 1 (procedure), Concentration 2 (spells), Finesse 2 (precision), French, Langue D'Oc 3 (tough talk), Folk Ken 2 (warriors), Guile 1 (smarminess), Iberian Area Lore 2 (Reconquista), Infernal Lore 1 (Shadow Wars), Intrigue 1 (allies), Latin 4 (dramatic speech), Leadership 3 (in combat), Magic Lore 1 (mythic beasts), Magic Theory 4 (10xp; inventing spells), Normandy Tribunal Lore 2 (Mons Electi), Order of Hermes Lore 2 (Flambeau), Parma Magica 5 (Ignem), Penetration 2 (Creo), Philosophiae 1 (ceremonial casting), Profession-Scribe 1 (copying), Profession-Seaman 1 (marine), Profession-Soldier 2 (shock troops), Ride 1 (in battle), Single Weapon 6 (long sword), Spanish, Castellan 5 (banter), Stealth 1 (ambush), Teaching 1 (martial training), Thrown Weapon 2 (spear)
Creo 5+3, Intéllego 3, Muto 3, Perdo 5, Rego 8
Animal 0, Aquam 0, Auram 4, Corpus 4, Herbam 3
Ignem 10+3, Imaginem 0, Mentem 3, Terram 3, Vim 3
Twilight Scars & Effects: none
Magic Sigil: style and grace
Symbolic Sigil: a wide seven pointed star
Standard Accoutraments: longsword of Toledo steel, round shield emblazoned with his sigil, dagger, knife, rosary, crucifix, decent clothing, tattered red cape, leather boots & gloves, cloak, gold ring with a small ruby, sigil, arcane connection to Wirth's sanctum, arcane connection to his sanctum
Other Possessions: lab equipment & assorted accoutrements, a swift steed, leather barding, magical rein, hauberk of studded leather, leather scale armor, chainmail hauberk, seven spears, extra sword, some nicer clothing, old woolen cloak
Vis Stock: 2 Ignem & 5 Vim in ring
Encumbrance: 0 (Load 3, Burden 2, Str +2)
In Armor: Studded Leather Hauberk 0 (Load 5, burden 2); scale leather hauberk 1 (Load 6, burden 3), chainmail hauberk 1 (Load 7, Burden 3);
Characteristics: Size +0, Refinement +1, General Quality +0, Upkeep +0, Safety +1, Warping +0, Health -2, Aesthetics +3 (Reputation-Spell Master +2 (Hermetic))
Virtues: +0 Defenses, +0 Guard, +0 Superior Construction, +0 Superior Equipment, +1 Living Quarters, +3 Greater Feature-Spell Circle (inscribed with sigil)
Flaws: -3 Greater Focus-Spell Circle
Specializations: +7 Spells, +1 Vis Extraction

Spells Known:
MuAn15 Doublet of Impenetrable Silk: CT +5, Mastery 1 (Lab Mastery)
CrCo20 Purification of the Festering Wound: CT +14, Mastery 1 (Ceremonial Casting)
ReCo15 Wizard's Leap: CT +16, Mastery 3 (Fast Cast, Stalwart, Precision)
ReCo20 Incantation of Paralyzation: CT +14, Mastered 1 (Imperturbable)
ReCo35 Seven League Stride: CT +14, Mastered 1 (Stalwart Casting)
InHe15 Shriek of the Wooden Shafts: CT +8, Mastery 1 (Stalwart Casting)
MuHe15 Aegis of Unbreakable Wood: CT +8, Mastery 1 (Lab Mastery)
CrIg10 Heat of the Searing Forge: CT +23, Mastery 1 (Penetration)
CrIg10 Lamp without Flame: CT +23, Mastery 1 (Imperturbable)
CrIg15 Test of the Flames: CT +23, Mastery 1 (Resistance)
CrIg20 Flash of Dazzling Light: CT +23, Mastery 1 (Fast Cast)
CrIg20 Pilium of Fire: CT +27, Mastery 5 (Penetration, Fast Cast, Multicast, Quick Cast x2)
Cr(Re)Ig20 Sword of the Avenger: CT +27, Mastery 5 (Imperturbable Casting, Penetration, Fast Cast, Subtle, Lab Mastery)
PeIg5 Chill of Winter: CT +20, Mastery 1 (Subtle)
PeIg20 Wizard's Touch of Cold: CT +20, Mastery 1 (Penetration)
ReIg25 Ward against Heat & Flames: CT +23, Mastery 1 (Stalwart Casting)
InTe15 Howl of the Steel Weapons: CT +8, Mastery 1 (Stalwart Casting)
PeVi5 Demon's Eternal Oblivion: CT +11, Mastery 2 (Penetration, Multicast)
PeVi15 Thwarting the Thaumaturgical Threat: CT +11, Mastery 2 (Fast Cast, Stalwart)

Enchanted Items:
Rein of the Equestrian Magus: Lesser Enchanted Device, 4 pawns
[tab][/tab]When Roberto first came to Novus Mane, he rode on a horse using a magical reign, given to him by Santiago.
ReAn40 Command the Mounted Beast:
R: Touch, D: Concentration, T: Ind
[tab][/tab]The rein is worn by the horse and activates automatically, as this is the triggering condition. This effect allows the one who holds the rein to control the horse and ride it, even in battle; despite any defects in the mount or the effects of the Gift. The riders scores in Animal Handling and Riding are used as normal, as you need to know when and what to command the horse to do.
(Base 15, +1M Touch, +1M Conc, +5L Item Maintains Concentration, 10 L Unlimited Use)

Familiar: Don Diego (aka "Cidito"), an orange tabby tomcat of girth and gumption
Cidito is a fat orange tomcat that followed Roberto from Novus Mane. Mainly because Roberto always gave him his leftover milk, and also because he likes sleeping in his fireplace. It is unknown if Cidito was warped into his magical state from the high Magic Aura of Novus Mane, if he acquired these traits elsewhere, or if he was born that way. There are apochryphal legends that Flambeau (or Delendos) had an orange tabby familiar, a sort of unsocumented lineage of magical cats. Cidito may be fat, but he is also large and strong for a cat. He has a bold personality, confident and unafraid. Full statistics for Cidito are given below. The Bond statistics are as follow...
Bond Score: 37
Bond Level: 24
Cord Scores: Gold +1, Silver +2, Bronze +2

Description of New Spells:
ReCo20 Incantation of Paralyzation
R: Voice, D: Conc, T: Ind
[tab][/tab]This spell hold the target’s body completely immobile for the duration.
(Base 5, +2 Voice, +1 Conc)
CrIg20 Flash of Dazzling Light
R: Eye, D: Mom, T: Ind
[tab][/tab]This spell flashes a brief dazzle of light in the target's eyes. This isn't strong enough to blind them, but it can disadvantage them. The target must make a Stamina Stress roll of 9+ or suffer a -3 penalty to all rolls and actions. The next round the penalty is only -1, and it wears off after that. If the roll is botched, the effects are twice as long lasting. This spell is designed to be cast without words or gestures, so that it may be mastered and fast cast in combat to gain an edge on an opponent.
(Base 4, +1 Eye, +3 no Words or Gestures)
CrIg20 Sword of the Avenger:
R: Touch, D: Conc, T: Ind, Reqs: Rego
[tab][/tab]This ignites a flame along the edge of a sword blade, doubling its damage value. More than a simple variant, this spell is intended for use with the Mastery Ability of Imperturbable Casting, because of the difficulty maintaining concentration on a spell during combat. Concentration does not need to be checked every round, as wielding a flaming sword in combat is what the spell is designed to do. But the caster does need to check when he exerts himself in combat or is struck a blow (even if it does no injury). The Rego requisite protects the sword from the flames, allowing the spell to be used repetitively on a weapon with out harming it. This also protects the wielder.
(Base 5, +1 Touch, +1 Concentration, +1 Requisite)
PeIg5 Chill of Winter:
R: Touch, D: Mom, T: Ind
[tab][/tab]The target to feel a sudden chill as they loose body heat, causing them to loose a Fatigue Level.
(Base 4, +1 Touch)
PeIg20 Wizard's Touch of Cold:
R: Touch, D: Mom, T: Ind
[tab][/tab]Inflicts +15 damage from cold.
(Base 15, +1 Touch)
InTe15 Howl of the Steel Weapons:
R: Per, D: Sun, T: Hearing
[tab][/tab]This spell warns you of the danger of metallic weapons with a howling sound signaling motion. This grants a +9 Defense bonus versus metallic weapons, provided you are able to parry or evade the attack, and you can dodge any metallic or metal tipped projectile originating from more than ten paces distance. The howl is only audible to you and cannot be mimicked by voices.
(Base 2, +2 Sun, +3 Hearing)
PeVi15 Thwarting the Thaumaturgical Threat: (CT +4, Mastery 1: Fast Cast)
R: Voice, D: Mom, T: Ind
[tab][/tab]Similar to Winds of Mundane Silence, but scaled down to affect a single spell (even if it is of momentary duration). This will counter or cancel a spell if your roll of a SD + (Level + 10) equals or exceeds twice the level of the opposing spell. For this version (Level 15), the roll is a SD +25 versus an ease factor of twice the level of the opposing spell. Countering another spell as it is being cast requires a successful Fast Cast roll, and thus requires Mastery of the spell and choosing the Fast Cast ability. Canceling an existing spell uses normal Initiative, and no Mastery is required.
(Base 5, +2 Voice)

Roberto's Novus Mane development chronology is irrelevant to this saga. The Mons Electi era begins with Autumn of 1226
Autumn 1226: Journeys to join the covenant, has some altercations (5xp Bibracte Lore, 5xp Intrigue
starts setting up lab and sanctum
Winter 1226: Finishes setting up Lab (2xp Magic Theory)
Aging Roll 1d10=4, +4 for current age, -2 for Living Conditions, equals 6 (apparent age +1 year)
Spring 1227: Learn ReCo35 Seven League Stride from Lab Text (LT 39, 2xp Magic Theory): Mastery 1 (Stalwart Casting)
Summer 1227: Tribunal (10xp Normandy Lore)
Autumn 1227: Learn MuAn15 Doublet of Impenetrable Silk from Lab Text
Lab Total 22 (Int +2, Magic Theory 4 (spells), Muto 3, Animal 0, Aura 5, Lab Bonus +7)
(2xp Magic Theory): Mastery 1 (Lab Mastery)
Winter 1227: Learn MuHe15 Aegis of Unbreakable Wood from Lab Text
Lab Total 25 (Int +2, Magic Theory 4 (spells), Muto 3, Herbam 3, Aura 5, Lab Bonus +7)
(2xp Magic Theory): Mastery 1 (Lab Mastery)
Aging Roll 1d10=6, +4 for current age, -2 for living conditions, equals 8 (apparent age +1 year)
Spring 1228: Notice the same fat orange cat he used to give leftover milk to back in Novus Mane, somehow it followed him here to Bibracte, and he discoveres it can talk and posesses several magical qualities). The cat was likely warped by the high aura of Novus Mane, but there is the apochryphal tale of the Orange Lineage of Magical Cats, descended from one of Flambeau's familiars. There are contradictory stories about that, and Roberto does not believe Flambeau had a familiar (but Delendos did have a cat). They come to arrangement and Robero forges a Familiar Bond with Don Diego (aka Cidito).
Familiar Bonding Lab Total: 37
Rego 8, Ignem 13, Int +2, Magic Theory 4, Aura 5 (+5 Rego)
Familiar Bonding Level: 24
9 + 25 + (-10) (Might 9, base 25, size -2)
Cord Scores: Gold +1, Silver +2, Bronze +2
2xp Magic Theory
Bond Cost: 8 Ignem (the 8 pawns that came with the deed to the Ignem vis source, as it was said I had two years accumulation of the resources yeild that I could keep).
Summer 1228: "The Alabaster Lioness"

[tab][/tab]Born on the borderlands of New Castile, Roberto was the son of a prosperous freeman. His father was a retired caballero villano turned farmer, raising Roberto to be strong and fierce to follow after his own example. His mother was a Christian Mozarab from Andalusia, and is the one who instilled Roberto with his deeply rooted belief in Christianity and his introspective sense of honor. However, he was orphaned at age 7 when his home was razed by raiders from a nearby Tafia. No one wanted to take him in because his emerging Gift disturbed them, so he fell in with gangs of thugs that accepted him because of his courage and sheer tenacity. But these fleeting friendships never lasted long.
[tab][/tab]At age 10 he joined a band of Almogavars, the Segovia Company. Initially he served as a lackey; shield bearer, spear carrier, messenger, errand boy, etceteras. Little did he know, but the leader of the mercenary band, Joel Muniz, was secretly a Flambeau magus (with the Gentle Gift), and had recruited this angst ridden strange lad to be his apprentice. Because they knew of their captain's special interest in the boy, the mercenaries begrudgingly accepted Roberto in spite of his Gift. Though he still suffered social difficulties, his bold personality and knowledge of warrior culture helped him overcome this and gain acceptance.
[tab][/tab]Roberto saw his first battle that year and had already learned how to kill a man with a sword before he was eleven. Joel took the lad aside and introduced him to the Hermetic Mysteries of the Flambeaux (opened Roberto to the Arts). However, instead of using him as a lab assistant or tasking him to wizardly chores, Roberto's master employed him as a shield grog on his many adventures and expeditions. He was trained rigorously in the field, taught how to use his magic to his best tactical advantage, and more importantly, to master each and every spell he knew. His parens pursued a relentless grudge against the Almohades, which Roberto enthusiastically participated in.
[tab][/tab]Roberto earned his Gauntlet on the field of battle, attested to by Santiago of Flambeau, the magus who became his mentor. Santiago was an amicus of Roberto's master (Joel was once his mentor), but more subtle and restrained in his methods. Santiago completed and furthered Roberto's training, and the two adventured together for a few years fighting the Shadow Wars. Santiago tries to steer him towards a more enlightened mindset. Indeed, Roberto had satiated his vengeance in his apprenticeship and does not hunger for war. Rather, he seeks adventure. However, because of the infamy of his pater, other magi look at him with scorn, expecting him to be nothing more than a blood-thirsty hot head. The fact that he is overconfident and reckless does not help to assuage this reputation, but his confidence and skill help him accomplish some pretty daring deeds. His mentor tries to use this to steer Roberto towards activities that will reverse the negative reputation that is the legacy of Roberto's parens. To that effect, Roberto has left Iberia and, with the recommendation of his mentor, he has come to participate in the revitalization of Novus Mane.
Saga of Joel Muniz, Knight of Seneca
[tab][/tab]Joel Muniz of Flambeau was Roberto's parens, the one that left him with the legacy of the Infamous Master Flaw. Some call him hero, some call him dastardly villain. Santiago called him brother. Roberto respects his memory, but he personally thinks that there was something seriously wrong with the man. Joel is an often misunderstood character, by both his friends and his enemies, and both his supporters and detractors admit that his actions and death are a complicated debate to say the least. For in every mundane conflict he could be accused of interferring with, it could also be claimed that he was opposing enemies of the Order (renegade sahir and Berber sorcerors) that happened to be allied with mundane forces (a vast legion of minions some say). Roberto knows the truth, he was brilliant man twisted by vengence and a broken heart.
[tab][/tab]Joel possessed a rare trait amongst Flambeau magi. He had the Gentle Gift. He was also quite the skilled magus, but his social skill amongst fighting men gave him an edge his fellows lacked. It also allowed many of his actions to passed unnoticed by his fellows, for no one knew that it was a magus who was captain of the mercenariy band of almogavars and caballeros known as the Sergovia Company.
[tab][/tab]A driven and passionate magus, his hatred for his enemies can easily be misconstrued as intolerant bigotry, for he loathed the Almohades with every fiber of his being. Joel was a member of a prestigious societas known as the Knights of Seneca, known for their love of adventure and excitement; they also have a history of conflict with wizards outside the Order. At one time this included the Sahirs, but they formed an alliance with them against the Almorovide Marabouts (the Sahirs are mostly Umayyad, and the fundamentalist Almororvides and later Almohades hate Sahir magic).
[tab][/tab]So, in truth, Joel's anger was not against Islam at all. His wife, Jasmine, was an Andalusian princess and a sahira. His wrath was directed solely at the Berber Almohades, who murdered her. He blamed himself, for it all happened while he was away on one of his many adventures, a vainglorious quest, and he pursued his vengeance unto his dying day. He carried out his wrath upon mundanes though, and the extent of his law-breaking will probably never be fully known.
[tab][/tab]It was while carrying out his secret mission that Joel met Santiago. In those days, Santiago was a reckless young hothead who was eager for nothing but battle. It was Joel who mellowed him out and taught him to be more focused and orderly, like a professional soldier. Ironically, it is Santiago who took the more enlightened path in the long run, for he eventually matured into a pious and faithful Christian, and as one of the Hoplites of the Order, he seeks to further the cause of righteousness and justice.
[tab][/tab]Roberto joined the band of mercenaries when he was only 10 years old (1200). At first he was just a hanger-on, earning his food by carrying gear and fetching drink. Though the warriors found him odd and disturbing, they admired his tenacity and aggression. When the camp was attacked in a raid, Roberto proved his worth in battle when he picked up a sword and killed one of the intruders in a quick but fierce fight. Joel took notice when his men began speaking of this strange boy who earned their begrudging respect. He placed the lad on special duty, testing his prowess and ferocity. Pleased with his find, he eventually pulled him aside for special training.
[tab][/tab]Though an apprentice, Roberto received no special treatment. He was still a soldier and obeyed all of his superior officers. The reason Roberto holds Joel in such high regard, despite his infamy, is because of the valuable lessons he taught him. Not just magic, but more importantly, lessons about respect and honor. It was Joel that gave him confidence, made him a leader of men, and taught him to overcome the handicap of his gift and to persevere against adversity.
[tab][/tab]Joel and his mercenary band, including Roberto, participated in the great battle of Las Navas de Tolosa. He was not the only magus guilty that day, for it was a very chaotic conflict full of subterfuge and intrigue on all sides; mundane and arcane. Many Dark Secrets, Infamous Reputations, and bitter Enemies were made that day. Magi don't speak of it, No charges ever brought forth. Nothing but a code of silence and a few longstanding grudges. Santiago was there too. His participation is a Dark Secret, whereas Joel became infamous. Joel got carried away. The battle was so fierce and violent that slanderous rumors became attached to the event. For example; the Shadow Flambeau had nothing to do with the battle, yet it has become a fixed part of legend that they were the secret leaders of both armies, playing a game of diabolic chess with the blood and souls of mortals.
[tab][/tab]Joel's infamy is not the taint of diabolism though. But the revelation that he was the secret leader of this mercenary company was a shock to many and caused the Knights of Seneca to have to face accusations that they were participating in the Reconquista yet again (which is perhaps why they where so vehement in their war to eradicate the Shadow Flambeau). If Joel had faced Tribunal for his actions, he probably would not have been renounced, but he surly would have been severely punished.
[tab][/tab]But Joel never faced tribunal, for he himself was slain in that very battle. He was decapitated by an axe wielding Ghul conjured against him by an unknown enemy wizard. Roberto avenged his master and destroyed the fiend, earning his battlefield gauntlet. The tribunal would have probably taken away his familiar and destroyed his talisman. His familiar was also killed, and his talisman broken. Roberto was innocent because he was only an apprentice at the time. Santiago's participation in the battle and the activities of the mercenaries before that was (and still is) unknown. He claimed that he was just as shocked by his friend’s actions as anyone else, and of course neither he nor any of the other Knights of Seneca knew anything about the Caballeros. They all stood up for Roberto though, and claimed that since he survived and was on the triumphant side of a battle that his master was slain in, this qualified as his Gauntlet.
[tab][/tab]Roberto was thus officially a sworn magus at the age of 24 (1214). Aftarwards, Santiago took him under his wing and furthered his training, most importantly it was he who taught Roberto te final secret of Parma Magica and which is why he had inherited the same Flaw (Weak Magic Resistance unless in possession of a symbol of his faith). As his protégé, Roberto fought alongside Santiago in the Shadow Wars, the struggle to eliminate a cult of Infernalists that infiltrated the Order. This was a cathartic part of Santiago’s career, which is the reason he has become more faithful and pious in his maturity. Roberto himself is not infamous, only his dead former parens. Roberto’s heroism alongside Santiago exonerates him in the eyes of fellow Flambeau magi. However, none of the acclaim is his because he was just a sidekick. It is believed that the Shadow Flambeau have been eliminated, but the Iberian magi are ever vigilant. Having reached the proper age of a young journeyman magus, Santiago decided it was time for Roberto to go and make his mark in the Order.
[tab][/tab]Now a mature magus, Santiago has recently joined the Cult of Mercury, where he had met (the former master of Aelianus Robur Ex Verditius). He was saddened to hear that his new friend had passed on, and was also disappointed to hear what a shamble the old mans covenant had become. He hopes that Roberto will help make it great again, and make something of himself in the process. Santiago sent Marcello along with him, his only (and failed) attempt at training an apprentice of his own.
[tab][/tab]In the past six years, Roberto has done quite a bit to make a name for himself. He has exposed Leolinus of Jerbiton as an Infernalist, he secured the sovereignty of Novus Mane by triumphing in single combat, he helped to defeat the Witches of Thessaly and their demons in Greece, he has flown a ship across the English Channel, dealt with the Bone Merchant, invented several new and useful spells, and much more.
[tab][/tab]But now it is time for a new chapter in Roberto's life. Santiago wrote to him seeking assistance in some disturbing intrigues withing House Flambeau. To that end, e migrates to the covenant of Mons Electi in 1226. It is with a heavy heart that he departs his sodales at Novus Mane, but duty calls and Loyalty compels.
Saga of Clemente Rodriguez
[tab][/tab]Clemente Rodriguez was Roberto's father, and it is from him that he inherits his bold and assertive nature. Clemente was an adventurer, a soldier, a mercenary, a cavalier (caballero villano), a farmer, a husband, a father, and a heroic martyr. Clemente was born in Old Castile, and grew up in the city of Burgos. As a young man, he consorted with soldiers and adventurers and joined a mercenary company when he came of age. He earned fame and fortune in his many escapades, quickly rising in rank and status as a Caballero Villano and commander of a small company in service to King Alphonso of Castile.
[tab][/tab]Roberto credits him with several heroic deeds, some which are based in truth and others which may be somewhat fictional (he learned these tales from his father and his old companions, and old war stories take on a life of their own sometimes). It is claimed that Clemente had adventured in every kingdom in Iberia and had travelled as far as Italy and Ireland. He entered a tournament as a masked cavalier, and by unhorsing the reigning champion (a noble Caballero Higaldo named Don Ozcar) he earned his armaments (he entered the tournament wearing no metal, just leathers and a wooden pole for a lance). He once bested a giant in a wrestling contest using clever trickery, getting the giant to overeat and drink to much first. On the battlefield, he had bested over a dozen challengers in single combat. He captured twenty towns in the name of the king, and there is a tale of clever strategy associated with each one.
[tab][/tab]Clemente became a rich man, and settled down as a farmer as part of a fuero on the Castian frontier. His wife, Maria Oestridez, was a Mozarab Christian maiden from an aristocratic family in the newly liberated teritorry. She bore him his only son, Roberto, and they had a peaceful and happy life for several years.
[tab][/tab]Then came the fateful day when Almohad raiders attacked the fuero and burned all of the buildings to the ground. Maria pushed young Roberto out the window just before the flaming rafters collapsed in on her. Roberto watched as his sixty year old father, unarmored but with sword & shield in hand, slay over a dozen raiders and their horses single handedly. But eventually Clemente was overcome by the weight of numbers. Roberto his, as any wise child should do. Too overwhelmed to continue crying, the child retrieved his fathers sword and wandered away. Roberto weilded Clemente's sword for many years in many battles. Old and battered, he gave it to his sodale Wirth to use as an Arcane Connection when Santiago gave him the gift of a new one of higher quality from Toledo.

Don Diaz (aka "Cidito"): Orange Tabby Tomcat
Magic Might: 13 (Ignem)
Season: Summer
Characteristics: Int +1, Per +1, Com +1, Pre -2, Str -4, Sta +1, Dex +2, Quick +3
Size: -2
Confidence: 2 (5)
Virtues & Flaws: +3 Charmed Life (Luck), +1 Large, +1 Puissant Brawl, +1 Self Confident, +1 Perfect Balance, +1 Puissant Awareness, +1 Sharp Ears, +1 Tough; +1* True Friend, -3 Overconfident, -1 Carefree, -1 Disfigured, -1 Magical Friend, -1 Missing Eye, -1 Nocturnal, -1 Obese, -1 Reckless
Natural Qualities: Ambush Predator, Crafty, Good Jumper, Skilled Climber, Thick Fur
Magical Qualities & Inferiorities: +6 Personal Powers (x6), +3 Greater Immunity: Heat & Flames, +3 Improved Powers (x3), +2 Improved Damage (x2, claws), +1 Arcane Lore, +1 Gift of Speech, +1 Gift of Tongues, +1 Improved Soak, +1 Unaffected by the Gift; -3 Restricted Powers; -1 Environmental Sensitivity (extreme cold), -1 Slow Power, -1 Susceptible to Depravation
Personality Traits: Cocky +5, Curious +4, Cat* +3, Reckless +3, Timid -1, Loyal to Roberto +3, Likes warm milk +1
Reputations: Onery 2 (local)
Claws: Init +2, Atk +12. Def +14, Dmg +4
Teeth: Init +3, Atk +12, Def +11, Dmg -3
Soak: +8
Fatigue: OK, 0, -1, -3, -5, KO
Wounds: -1 Lt (1-3), -3 Med (4-6), -5 Hvy (7-9), Incap (10-12), Dead (13+)
Abilities: (Native Language ?) 5 (??), Athletics 3 (jumping), Awareness 4+2 (night), Brawl 5+2 (claws), Carouse 1 (stay sober), Concentration 1 (radiate heat), Charm 1 (wit), Finesse 2 (accuracy), French, Langue D'Oc 3 (tough talk), Folk Ken 1 (covenfolk), Hunt 4 (birds), Leadership 1 (intimidation), Magic Lore 1 (beasts), Magic Theory 2 (Ignem), Penetration 2 (Ignem), Spanish-Castellan 5 (banter), Stealth 4 (stalk), Survival 1 (near human settlment)
Radience of the Fiery Tomcat
0 points, Init +2, Ignem
R: Per, D: Conc, T: Ind
Cidito can radiate heat by concentrating, with varying levels of intensity ranging from enough to warm a companion while sleeping, ambient enought to heat a small room, or as intense as to be hot to the touch (enough to inflict damage equal to a stress die -5) and able to ignite very flammable items (such as parchement or dry wood shavings). He can mitigate his Environmental Sensitivity to Extreme Cold using this power, but this requires him to maintain the power with Concentration at a -3 penalty.
CrIg5 (base 3, +1 Conc, +1 variable heat); Personal Power (5 levels); Improved Power, 1pnt (-1 cost)
Cat like a Shadow in the Fire
0 points, Init +1, Imaginem
R: Per, D: Conc, T: Ind
By remaining still while touching fire (such as sitting in a fireplace or a campfire), Cidito can remain invisible as long as he chooses until he breaks the spell by moving from the flame.
PeIm10 (base 4, +2 Sun); Personal Power, 10 levels; Improved Power, 1pnts (-1 cost); Restricted Power
Transportation of the Transient Tabby
2 points, Init -1 (after 1 round), Animal
R: Per, D: Mom, T: Ind
Cidito can instantly tansport himself to any location that he can percieve or has an Arcane Connection with (often using his Scent Marking power). The caveat is that he can only do this when unobserved. In addition to the Restriction, this is also a Slow Power and it takes at least a full round of walking "around the corner".
ReAn35 (Base 35); Personal Power (35 levels), Improved Power, 2pnts (-2 cost); Restricted Power, Slow Power
Always Land Safely
0 points, Init +1, Animal
R: Per, D: Constant, T: Ind
No matter what height or angle he falls or leaps from, even a botched jumping roll, Cidito always lands safely on his feet unharmed.
ReAn15 (base 4, +3 Constant)
Personal Power (15 levels), Improved Power, 2pnts (-2 cost)
Augmentation of the Angry Tomcat
0 points, Init +1, Animal
R: Per, D: Diam, T: Ind
Cidito puffs up and increases his Size by one or two points (from -2 to -1 or +0). Each point of increase adds +2 to Damage and +1 to Wound Incriments, but lowers Defense by 1 point. He can shrink down to normal when desired.
MuAn20 (base 4, +2 Sun, +1 potentially greater size, +1 adjustable)
Personal Power (20 levels), Improved Power, 2pnts (-2 cost)
The Proper Beast
0 points, Init +1, Animal
R: Per, D: Sun, T: Ind
Cidito can take on human-like features, such as being able to walk upright and hands that can use tools. But this is by no means a human form and he is still obviously a cat. Indeed, though unnatural, the change cannot be noticed unless he is walking upright or using his hand (or his paws are closly examined, think "Puss in Boots" or "Garfield").
MuAn20 (base 5, +3 Constant); Personal Power (20 levels), Improved Power, 2pnts (-2 cost)
Scent Marking
0 points, Init +1, Vim
R: Touch, D: Constant, T: Ind
Cidito can create an Arcane Connection by "Scent Marking" a subject. This most usually takes the form of rubbing his head up against a human or an object, but he can also mark a specific location by spraying (in tomcat fashion). This power is Restricted in that these Arcane Connections can only be used in conjunction with his Transportation power.
CrVi15 (base 3, +1 Touch, +3 Constant); Personal Power (15 levels); Improved Power, 2pnts (-2 cost), Restricted Power
Cat's Eyes
0 points, Init +0, Imaginem
R: Per, D: Constant, T: Ind
Cidito can see clearly even in total darkness.
InIm30 (base 3, +3 Constant, +4 Vision); Personal Power (30 levels); Improved Power, 3pnts (-3 cost)
Familiar Bond:
Bond Total: 37 (Rego Ignem)
Familiar Bonding Level: 24
Cord Scores: Gold +1, Silver +2, Bronze +2
Bond Cost: 8 Ignem

Carlos Guiterez: guitar player, carouser, ladie's man, agent, and Roberto's oldest friend
Cronology: Born in 1190, became an almogavar in the Sergovia Company in 1205 at age 15 and meets Roberto, enters Roberto's service in 1214 at age 24, migrated to Normandy in 1220 at age 30, came to Bibracte with Roberto in 1226, currently age 38 in 1228
Characteristics: Int +0, Per -1, Com +0, Pre +2, Str -1, Sta +0, Dex +2, Quik +2
Size: -1
Age: 36
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Confidence: 0
Virtues: +0 Covenfolk, +1 Lightning Reflexes, +1 Venus' Blessing, +1 Warrior
Flaws: -1 Carefree, -1 Small Frame, -1 Weakness (women)
Personality Traits: Loyal +1, Brave +1, Loves the Ladies +2, Relaxed +3
Dodge: In +2, Atk n/a, Def +6, Dmg n/a
Grapple/Fistfight: In +2, Atk +6, Def +6, Dmg -1
Knife: In +2, Atk +8, Def +7, Dmg +1
Short sword: In +3, Atk +10, Def +8, Dmg +4
Soak: +0
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-4), -3 Med (5-8 ), -5 Hvy (9-12), Incap (13-16), Dead (17+)
Abilities: Animal Handling 1 (horses), Athletics 1 (acrobatics), Awareness 2 (details), Bargain 2 (fence), Bibracte Lore 1 (Mons Electi), Brawl 4 (knife), Carouse 4 (drinking songs), Spanish-Aragonese 5 (rhymes), Charm 4 (ladies), Flemish 3 (local slang), French 2 (talking to women), Folk Ken 3 (covenfolk), Guile 3 (innocent face), Iberia Area Lore 2 (legends), Intrigue 2 (gossip), Leadership 2 (hair brained schemes), Legerdemain 3 (tricks), Music 4 (guitar), Netherlands Lore 1 (where the party is at), Normandy Tribunal Lore 1 (magi), Order of Hermes Lore 1 (Iberia), Profession-Soldier 2 (shield grog), Ride 2 (travel), Single Weapon 4 (short sword), Stealth 3 (hide in shadows)
Equipment: Spanish guitar, knife, short sword
Encumbrance: 1 (Load 1, Burden 1, Str -1)
[tab][/tab]Carlos was a young almogavar (shield grog) that was recruited by Joel Muniz a few years after Roberto was apprenticed, serving in various duties together as their master's private guard and accompanied him on various escapades. They have fought alongside each other in many skirmishes and have participated in battles (they were at Las Navas together), plus many several other adventures grand and trivial. After Joel's death at Las Navas, Carlos entered Roberto's service as a trusted right hand man. He followed Roberto during the Shadow Wars, and afterward migrated to France along with him.
[tab][/tab]Carlos is the same age as Roberto (a few months younger actually), and they have known each other for more than twenty years, over half their lives. He has become familiar with his friend's Gift, but it isn't the sort of thing one gets used to. It still irks him at times, but long ago he learned to look past it. But on many occasions they have shared the protection of Parma Magica, and though these are usually times of tense danger, Carlos has glimpsed the man behind the Gift and understands him. New magi that he is not familiar with may cause him more discomfort, but he knows what is happening and has learned to expect it. Familiarity goes both ways. Carlos will often joke with Roberto in impropritous ways, and if he has a better grasp of the situation at hand (usually a social one), he has a tendency to take conrol and steer Roberto in the direction that is best.
[tab][/tab]Carlos knows how to work fight, but he would much rather play and love. He is also pretty lazy. In metagame terms, Carlos is simply not motivated enough to be a companion, for even in his frivolous activities he is laid back. He knows how to sing and play guitar with competence, but he is not good enough to be an entertainer. He knows how to scrounge a living as a rogue and a thief, but he would much rather have honest easy employment. Though he is a veteran fighter who has shed blood, he always tried to pull the easiest lightest duty he could; and though he is a skilled swordsman, he isn't what you would consider a front line soldier. He is still in pretty good shape, but at 36 years old he is far past his prime. Fortunately, Roberto does not employ him as a soldier or shield grog. Still, the man knows how to fight if need be. He is lithe and wiry, and though small, he is fast and precise with his strikes.
[tab][/tab]Carlos is also blessed with the sort of rugged good looks that ladies seem to find attractive, not too hard or too soft, and he has aged well. He has black hair and olive skin, clean shaven, and a smile full of clean intact teeth with no visible cavities (a rare thing in the middle ages). He is most alive in social settings, especially when ladies are present. He can get a crowd going singing rounds of drinking songs, or entertain them with a ballad or a flamenco on his guitar. His fondness for the ladies and they for him can sometimes lead to trouble. The only stronger desire in him is relaxation. Some may call him a moth drawn to a flame, but those who know him well say he is more like the flame drawn to the moth, for his skill in the art of romance is almost magical, a mystery even he does not understand completely.
Development: post Novus Mane
Autumn 1226: Travel to Mons Electi with Roberto (5xp Intrigue)
Winter 1226: Mingle amongst the grogs at Mons Electi (5xp Bibracte Lore)
Aging Roll ? (invisible castle down, will edit)
Spring 1227: Continue mingling at Mons Electi (5xp Carouse)
Summer 1227: Tribunal (5xp Normandy Tribunal Lore)
Autumn 1227: Build on networking (5xp Intrigue)
Winter 1227: Mingle amongst grogs (5xp Carouse)
Aging Roll ? (invisible castle down, will edit)
Spring 1228: Network (5xp Intrigue)
Summer 1228: "Alabaster Lioness"

Pedro Herrero: blacksmith, master sword maker, old war buddy of Roberto
Cronology: Born in 1186, apprenticed as a smith by his father at the young age of 7 in 1193, continues training under his father and grows up in the Sergovia Company, first takes up arms at age 12 in 1198, first meets Roberto in 1200 at age 14 (Roberto was 10), first meets Carlos in 1205 at age 19 (Carlos was 15), father dies in 1207, fights at Las Navas in 1214 at age 28 and witnesses a third of the Sergovia Company slain, the Sergovia Company disbands and he enters Roberto's service in 1215 at age 29, migrates to Normandy in 1220 at age 34, came to Bibracte with Roberto in 1226, currently age 42 in 1228
Characteristics: Int +0, Per +0, Com -2, Pre -1, Str +3, Sta +2, Dex +2, Quik -1
Size: 0
Age: 40
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Virtues: +0 Covenfolk, +1 Puissant Craft-Weaponsmith, +1 Warrior, +1 Tough
Flaws: -1 Temperate, -1 Dutybound, -1 Higher Purpose
Personality Traits: Stoic +3, Loyal +2, Self Righteous +1
Dodge: In -1, Atk n/a, Def +4, Dmg n/a
Grapple: In -1, Atk +7, Def +4, Dmg +3
Fistfight: In -1, Atk +8, Def +5, Dmg +3
Hammer: In +0, Atk +12, Def +6, Dmg +11
Long Spear: In +2, Atk +10, Def +5, Dmg +10
Soak: +5
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Athletics 3 (lifting), Awareness 2 (danger), Brawl 5 (fistfight), Bibracte Lore 1 (Mons Electi), Craft-Blacksmith 4 (hardware), Craft-Weaponsmith 7+2 (10xp) (swords), Concentration 3 (on work), Flemish 3 (local slang), Guile 3 (straight faced), Iberian Area Lore 3 (Austurias), Intrigue 1 (alliances), Leadership 3 (work), Normandy Lore 2 (local craftsmen), Profession-Soldier 3 (camp customs), Single Weapon 6 (mace or hammer), Spanish-Leon 5 (stern lectures), Teaching 2 (blacksmithing), Thrown Weapon 3 (spear)
Equipment: Hammer, tools,
Encumbrance: 0
[tab][/tab]Pedro is a little bit older than Roberto or Carlos, but acts as if he were a generation ahead of either of them. He is stoic to a fault, hard working, dour, and stalwart. He isn't a very complicated man and isn't given to many words. He is serious about his work, having transitioned from soldier to a very adept blacksmith, and was trained in the Toledo style of craftsmanship by his father (also named Pedro). He grew up amongst soldiers, Pedro Senior was an almogavar whose wife was a cook and camp follower. Pedro Senior was also the camp blacksmith, and began training his son at a young age. In the boy's eyes, the Sergovia Company was his family, and when he grew large enough, he took up the spear service as a soldier. He first met Roberto when the company's captain recruited the strange suspicious kid for some unknown but important reason.
[tab][/tab]After several battles, Roberto earned his begrudging respect, and eventually fell into cohorts with Roberto & Carlos in a few escapades. Then, after Las Navas, in which a third of Sergovia Company was slain, they disbanded and the young magus became amongst the few friends he had left. He has continued consorting with him ever since, of his own choice, and followed him through the Shadow Wars then up into Normandy (Novus Mane then Bibracte).
Development: post Novus Mane
Readjusted to Weaponsmith as his main skill, retained Blacksmith as secondary, and divided the 140xp between them (105 for Weaponsmith, 35 for Blacksmith), and proceeded from there.
Autumn 1226: Travels to Bibracte with Roberto, breaks arm in wagon accident, spends season in recovery (5xp Bibracte Lore)
Winter 1226: work at his trade (5xp Blacksmith)
Aging Roll ? (invisible castle down, will edit)
Spring 1227: work at his trade (5xp blacksmith)
Summer 1227: Tribunal (5xp Intrigue)
Autumn 1227: work at his trade (5xp Blacksmith)
Aging Roll ? (invisible castle down, will edit)
Winter 1227: work on Robero's sword (5xp Weaponsmith)
Spring 1228: more work on the sword (5xp Weaponsmith)
Summer 1228: "Alabaster Lioness"

Junior VanHalen (grog)
Chronology: Born in 1207, sailed Devil's Teeth with father in 1216 at age 9, first sails with pirates ate age 10 in 1217, encountered Sea Hag in 1220 at age 13, came to Bibracte with Roberto in 1226, currently age 21 in 1228
Characteristics: Int +0, Per +1, Com +0, Pre +1, Str +2, Sta +1, Dex +2, Quik +1
Size: 0
Age: 21
Year: 1226
Decrepitude: 0
Warping: 1 (5)
Virtues: +0 Covenfolk, +1 Affinity with Brawl, +1 Improved Characteristics, +1 Puissant Brawl
Flaws: -1 Reckless, -1 Social Handicap, -1 Warped by Magic*
Junior was exposed to the magic of the sea hag when he was a child, afflicting him with warping. Gaining a Warping Score of 1, he acquired the Minor Flaw of Prohibition (or call it Minor Malediction). He cannot sail on a ship or ride a boat that has a woman on board, or it will sink (or crash or whatnot). This does not apply to animals or supernatural beings with a might score, only human women, and the ship will sink regardless of any known precaution. Because of his early childhood exposure to magic, Junior may spend experience points in Magic Lore.
Dodge (Wrestle): Init +1, Atk n/a (+10), Def +9, Dmg n/a (+2)
Fistfight: Init +1, Atk +10, Def +9, Dmg +2
Bludgeon: Init +1, Atk +12, Def +9, Dmg +4
(add +1 attack/defense if in a barfight)
Soak: +1
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Animal Handling 2 (chickens), Athletics 1 (climb), Awareness 1 (in a fight), Bargain 1 (shady deals), Bibracte Lore 1 (Mons Electi), Brawl
6+2 (bar fights), Carouse 3 (games of chance), Flemish 5 (slang), Folk Ken 2 (rabble), Guile 1 (play ignorant), Leadership 1 (intimidation), Magic Lore 2 (the sea), Netherlands Lore 2 (coast), Order of Hermes Lore 1 (habbits that annoy magi), Profession-Seaman 4 (dangerous waters), Profession-Soldier 1 (patrol), Ride 1 (mare), Survival 1 (at sea), Swim 3 (underwater)
Encumbrance: 0
[tab][/tab]Johan VanHalen Junior is uncultured, uncouth, and uncautious. But the lad can fight! His bravado and brawn caught Roberto's interest. That and because of his family's association with his covenant, he took Junior on as a grog to keep him out of trouble. Roberto often pairs him up with Carlos, who often gets him in trouble, but usually manages to get him out of it again.
[tab][/tab]Junior's father was an alchoholic and a notorious pirate. His mother operated a clandestine outlaw haven/tavern and trafficked stolen cargo (and was a compulsive thief). They were the best parents a kid like Junior could have ever wished for. Johan VanHalen Senior was (and still is) a sailor of legendary skill (Junior will brag about how he rode along clinging to the mast, while his pop successfully sailed through the Devil's Teeth during a raging storm while completly drunk).
[tab][/tab]Junior's freewheeling outlaw father and permissive bawdy mother are the biggest, if not the best, influences in his life. He started drinking at an early age, got into bar brawls with adults twice his size, sailed with his father unheeded in dangerous waters, and more. But he is nigh feerless, and he is a gifted brawler. He is also a skilled sailor, though not nearly to the degree of his father (and there is the prohibition to be mindful of).
[tab][/tab]Junior's encounter with the Sea Hag occured when he was thirteen, the same night in which a great storm had struck his little harbor town (Novus Mane) and capsized the ship. Heedless of the storm's danger, Junior was the first on the scene and saw the hag dancing in the winds over the ship. She saw him too, and whisked him off into the winds to toy with him. Tossing him around in the air for awhile, then dropped him in the watter to watch him struggle in storm driven waves that tossed him around and slapped him. Then she turned him into a little fish while she chased him around as a big fish. Then she flung him from the sea as a wet dog (it was winter), leaving him to scamper off and whiper until the transformation wore off at sunrise. Since that night, Junior decided that women and ships should have nothing to do with each other.
[tab][/tab]The old band of pirates disbanded, some sailing off their own way and others finding legitimate employment as fishermen (that is to say actually, they changed their racket and operated under the cover of fishermen working for a local covenant of magi). This begins his familiy's association with Roberto's covenant, and his habbit of getting into brawls at his mom's clandestine haven house tavern. His youthful encounter with magic marked him (with warping points), and magical myths (especially of the sea) have piqued his interest vere since. Living amongst magi has fuled that curiosity and enabled him to pursue it. At the tavern, junior has associated with all manner of onery and shady folk (he often hung out with Carlos there). As for bar-brawling, he has gone undefeated for the past seven fights in a row (including one against a huge Englishmen thick as an oak tree partnered with a French guy just as big but twice as mean).
[tab][/tab]The last ship Junior was on sank because one of the seaman was a woman disguised as a man (or so he will insist was the cause). So for now he has decided to try life on land, joining Roberto's entourage upon this latest expedition of his.
Development: post Novus Mane
Autumn 1226: Travel to Bibracte with Roberto and learn to drive a wagon (5xp Animal Handling)
Winter 1226: consort with Carlos as he consorts with gogs of Mons Electi (5xp Bibracte Lore)
Spring 1227: Patrol Duty with Allen (5xp Ride)
Summer 1227: Tribunal (5xp Order of Hermes Lore)
Autumn 1227: takes an interest in barn animals (5xp Animal Handling)
Winter 1227: starts a cock-fight ring, and picks fights with chickens himself (5xp Animal Handling)
Spring 1228: Patrol Duty with Alberto (5xp Profession-Soldier)
Summer 1228: "Alabaster Lioness"

Allen Girrard: Almogavar
Chronology: Born in 1197, came to Bibracte with Roberto in 1226, currently age 31 in 1228
Characteristics: Int +0, Per +1, Com -1, Pre -1, Str +3, Sta +1, Dex +1, Quik +0
Size: 0
Age: 29
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Virtues: +0 Almogavar, +1 Hermetic Experience, +1 Premonitions, +1 Warrior
Flaws: -1 Compassionate, -1 Dutybound, -1 Close Family Ties (Lumina Company)
Personality: Loyal +3, Brave +2, Cares about People +2, Serious +1
Dodge: In +0, Atk n/a, Def +4, Dmg n/a
Fistfight: In +0, Atk +6, Def +5, Dmg +3
Dagger: In +0, Atk +7, Def +4, Dmg +6
Axe (w/Round Shield): In +1, Atk +11, Def +6 (+8), Dmg +9
Thrown Axe: In +0, Atk +8, Def n/a, Dmg +9
Soak: +7
Equipment: chain mail hauberk, axe, round shield, dagger, short sword
Encumbrance: 0 (Load 8 = Burden 3, minus Str +3)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Animal Handling 2 (pack animals), Athletics 3 (climb), Awareness 4 (keep watch), Basque Language 4 (family), Bibracte Lore 2 (local settlments), Brawl 4 (fistfight), Carouse 2 (stay sober), France Lore 2 (Gascony), French-Langue D'Oc 5 (Gascony), Folk Ken 2 (soldiers), Latin 3 (talking to magi), Leadership 2 (intimidation), Magic Lore 1 (monsters), Order of Hermes Lore 2 (Famous Grogs of the Order), Premonitions 4 (martial), Profession-Soldier 4 (siege), Single Weapon 5 (axe), Ride 1 (travel), Survival 2 (sieges), Thrown Weapon 4 (axe)
Background: Allen Girrard is from the Gascony region of France, of Basque heritage but French in culture (as is common in his region). He first became a mercenary around age 15, but did not see his first battle until he was 19. The next few years of his life were hard and grueling years of strife and war, this-that-these-and-others. Petty nobles constantly squabbling. He first encountered the Knights of Santiago when he was 23, hired by Santiago to serve in his Lumina Company (see below). He does not arm or equip himself the way a traditional Almogavar would, being more experienced with the heavier Frankish style. His partner Albert prefers a more lightweight style, for he is a traditional style Almogavar. However, they have influenced each other (martial tactics is their favorite banter topic), and they are each equipped with a medium weight class of armaments (an optimal balance of protection and maneuverability).
To most initial perceptions, Allen may seem utterly grim and serious at all times. But in reality he is quite cheerful and friendly, which is most evident when he is off duty amongst friends and family. To others though, it is all business-face all the time.
His past six years in the Lumina Company have been good to him; the pay is excellent, the fights are few (though fierce), the rations are plentiful, and the amenities unique. He has even gotten his two brothers to join the company, and made many close friends amongst the mercenary band.
Allen has a minor Supernatural talent in the form of Premonitions. Minor traits such as this are common in his family (his brother has Second Sight for example). But Allen has never put much effort into thinking about this. In his mind, his precognitive ability (or "sense for danger") is actually a highly attuned combat intuition coming from years of experience and his brother just has really good eyesight.
Development: post Novus Mane
Autumn 1226: Travel to Bibracte with Roberto, patrol duty (5xp Bibracte Lore)
Winter 1226: Consort with other grogs (5xp Carouse)
Spring 1227: Patrol Duty (5xp Bibracte Lore)
Summer 1227: Tribunal (5xp OoH Lore)
Autumn 1227: Accompany Carlos as he networks (5xp OoH Lore)
Winter 1227: Patrol Duty (5xp Bibracte Lore)
Spring 1228: Vacation time (5xp Carouse)
Summer 1228: "Alabaster Lioness"

Alberto Hernandez: Almogavar
Chronology: Born in 1194, joined Segovia Almogavars in 1210 at age 16, fought at Las Navas in 1214 at age 20, Segovia Company broke up and he drifted for a few years until recruited by Santiago in 1220 at age 26, came to Bibracte with Roberto in 1226, currently age 34 in 1228
Characteristics: Int +0, Per -1, Com +1, Pre +0, Str +2, Sta +0, Dex +2, Quik +1
Size: 0
Age: 32
Year: 1226
Decrepitude: 0
Warping: 0 (0)
Virtues: +0 Almogavar, +1 Hermetic Experience, +1 Tough, +1 Warrior
Flaws: -1 Dutybound, -1 Lingering Injury, -1 Optimistic,
Personality: Loyal +3, Brave +2, Cares about People +2, Serious +1
Dodge: In +0, Atk n/a, Def +5, Dmg n/a
Wrestle: In +0, Atk +7, Def +6, Dmg +2
Knife: In +0, Atk +7, Def +6, Dmg +4
Shortsword (w/Round Shield): In +1, Atk +9, Def +6 (+8), Dmg +7
Spear (w/Round Shield): In +1, Atk +9, Def +6 (+8), Dmg +7
Thrown Spear: In +1, Atk +9, Def n/a, Dmg +7
Soak: +6
Equipment: metal reinforced leather hauberk, round shield, short sword, knife, (sometimes a spear or two)
Encumbrance: 0 (Load 5 = Burden 2, minus Str +2)
Fatigue: OK, 0, -1, -3, -5, ko
Wound Penalties: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)
Abilities: Animal Handling 1 (herd animals), Athletics 3 (run), Awareness 3 (alert), Bibracte Lore 2 (regional landscape), Brawl 5 (wrestle), Carouse 2 (drinking songs), Catalan 3 (Barcelona), Charm 1 (wit), Church Lore 1 (Catholic), French 1 (slang), Folk Ken 2 (soldiers), Hunt 2 (trap), Iberia Lore 2 (Aragon), Intrigue 1 (alliances), Latin 3 (talking to magi), Leadership 3 (combat), Magic Lore 2 (wizards), Normandy Lore 1 (military history), Order of Hermes Lore 2 (Flambeau magi), Profession-Soldier 3 (march), Single Weapon 5 (spear), Ride 2 (5xp) (travel), Spanish-Aragonese 5 (banter), Stealth 3 (ambush), Survival 2 (forage), Thrown Weapon 5 (spear)
Background: Alberto Hernandez is a veteran Almogavar, and served in the Sergovia Company of Joel Muniz. That company broke up after Las Navas in 1214, and Alberto drifted off and found employment as a Bouncer in a Barcelona tavern. Santiago and (insert name of captain/companion of Santiago) tracked him down years later and convinced him to join the Lumina Company. Fed up with his hum-drum life since the war, he agreed, and for the past six years things have worked out well all around.
Albert has a Lingering Injury, wounded twelve years ago by a spear in the thigh. This inflicts a -1 penalty to physical actions (figured into his combat stats). If he botches a physical action, this aggravates the injury and the penalty becomes -3. The condition will worsen with age, multiplying the penalty by (1 + his Decrepitude score).
Note that, though he served in the same Sergovia Company as Roberto, the two did not know each other. He knew Pedro somewhat and was acquainted with Carlos, but Roberto was just the creepy guy who served the boss. Santiago is also eerie, but (Santiago's companion) convinced him.
Development: post Novus Mane
Autumn 1226: Travel to Bibracte with Roberto, patrol duty (5xp Bibracte Lore)
Winter 1226: Consort with others (5xp Intrigue)
Spring 1227: work on his riding skills (5xp)
Summer 1227: Tribunal (5xp Normandy Lore)
Autumn 1227: Patrol Duty (5xp Bibracte Lore)
Winter 1227: vacation (5xp Catholic Church Lore)
Spring 1228: Patrol Duty (5xp Bibracte Lore)
Summer 1228: "Alabaster Lioness"

The Lumina Company
The Lumina Company was formed by Santiago in 1220 to serve as his personal retinue, and are also deployed under the command of other magi of his societas. The core of the group were recruited from Iberia, mainly veterans of the Sergovia Company that once served his mentor. The Sergovia Company lost a third or more of its numbers at Las Navas, along with the magus who led them. They broke up and went their separate ways, but Santiago managed to track down and convince a handful to follow him. However, six years later, the majority of the Lumina Company consists of mixed mercenaries from the various regions Santiago has wandered, adding those he feels have special qualities that may be of use. Most usually this is having some experience with the supernatural and/or familiarity with Hermetic magi. A few were chosen for possessing some unique or perhaps supernatural ability (such as Intuition, Premonitions, or Second Sight). Exceptional skill at arms is always a desired quality, but not without the aforementioned ones.
Though hailing from a diversity of regions and cultures, the traditional code and associated customs of the Almogavars is still the center of their camaraderie. Similar traditions are found in mercenary bands throughout Europe, mandating a code of conduct and personally administered military law. The Lumina Company are not custos (though they may be casually referred to as such in parlance amongst magi). They are paid mercenaries. As loyal as they may be, they expect to be paid; and associated with magi (as employees, not servants), they also expect to be rewarded with magical benefits such as longevity or enchanted devices. The contract Santiago negotiated pays the company (???) amount of silver each month. Members receive their wages from the company paymaster, not directly from a magus. A member is eligible for magical benefits after ten years of service (officers receiving said benefit up front). Further benefits are granted for exceptional service. As a note, not much of this magic has been handed out yet (the company is only in the sixth year of service and there are only three officers). Deploying them in the service of other magi of his societas, his idea is that these others will be the ones to craft longevity potions and lesser devices for them.
The Luminaries number only around two dozen soldiers plus three officers. Half of them are retained by Santiago himself, the others deployed in small units of two to four men, sent to aid other Knights of Seneca.


Grimoire of Roberto of Flambeau , by Roberto of Flambeau (Latin 4)
CrIg15 Test of the Flames:
CrIg20 Pilium of Fire:
InHe15 Shriek of the Wooden Shafts:
InTe15 Howl of the Steel Weapons:
PeVi15 Thwarting the Thaumaturgical Threat:

Grimoire of Novus Mane, by Roberto of Flambeau, 120 levels of spell lab texts (24bp)
Cr(Re)Au30 Wings of Soaring Wind
CrCo30r Gentle Touch of Asclepius
ReCo35 Leap of Homecoming
PeIm10 Hide from Prying Eyes (As Veil of Invisibility, with R: Personal, D: Conc)
ReVi15 Transfer the Essence of Vis

Pyromancy, by Incedius of Flambeau, 55 levels of lab texts (11bp)
CrIg5 Palm of Flame
CrIg25 Arc of Fiery Ribbons
CrIg25 Coat of Flame

Scroll of Santiago, by Santiago of Flambeau, 100 levels of spell lab texts (20bp)
MuAn15 Doublet of Impenetrable Silk
MuHe15 Aegis of Unbreakable Wood
CrTe15 Sword from the Unseen Scabbard
MuTe25 Hardness of Adamite
PeTe30 Hauberk of Sublime Lightness

Title & Deed to a Share of Tagus: Vis source yielding 4 Ignem per year (20bp)
Granted by Master Santiago, approved by Grandmaster Antonio.
The Knights of Seneca hold a collective claim to an isolated valley near the Tagus River in Spain. In said valley exists a weak magic aura, and the herbs and other natural objects accumulate vis in the Form of Ignem. This deed entitles Roberto to a share of this vis and use of this land, yielding an annual dividend of 4 Ignem. Santiago's intent is for Roberto to share this vis with his new covenant, but if he is not accepted or relocates, the deed goes with him. It is not necessary to travel to Spain to harvest the vis. It may instead may be acquired from Redcaps who hold a small reserve on account in the name of the Knights of Seneca.

Scent Marks of Cidito
(work in progress)
Cidito has the power to create Arcane Connections to people or places or objects. He does this by marking the target with his scent, rubbing up against it or by other natural means. This connection is used in conjunction with his power to teleport while unobserved by walking around a corner. This connection cannot be utilized in any other way, not by another or for another power or to improve penetration. The connection is effectively indefinite, but can be eroded easilly with Perdo Vim as if it naturally expired in a day.

Roberto's Sanctum
Various places around Mons Electi
Various places around Novus Mane
Unknown warm location
unknown various others