This is going to be a work in progress, for sure, and I would very much appreciate help in making sure the numbers add up correctly.
Right now, she is at end of the first regular year. The summer season has not yet been added.
Changes are listed at the very end as well as implemented throughout, between versions.
If, after an ability, there's an indication similar to (+3), it means there is 3 xp invested towards the next rank. Abilities marked with * indicate current priorities.
Year: 1270 /1271
Age: 11 (her birthday is in March)
Born: 1263 - She "gained" three years among the Faeries in Vinland. Doubtful that anyone but clerks in Iceland or Norway will notice.
Size: -1
Confidence: 3 (max 3)
Decrepitude: 0
Faerie Warping: 2
Magical Warping: 0
Divine Warping: 0
Infernal Warping: 0
http://www.deviantart.com/art/Valkyrie-351795762
This is a picture of a dream Estrid had - or was it a memory of something she encountered in Vinland? The recollections of those days are fading, and she yearns for them to return.
http://www.deviantart.com/art/Valkyrie-383310077
Estrid's self-image. She does need to find a teacher to show her how to hold a sword somewhat believably, mind. I know, mages aren't supposed to care about that, but presentation is important, too.
Birth Name: Estrid "Hårfagre" ("fair-hair") Håkonsdattir
Gender: Female
Race/Nationality: Norse
Birth Place: Trondelag (raised in Vinland)
Religion: Nordic Pagan
Title: Apprentice
Height & Weight: ? [I have not found much in the way of useful information on child sizes in the 13th century]
Hair: blond as eaves of wheat in summer
Eyes: green
Handedness: left
Personality: sanguine
Sigil: The soft sound of quickly drawn-in breath, then a giggle.
Note: I don't own "Apprentices", so if there's special rules in that book I should be aware of, please let me know. I understand that we all operate at -2 to all sizes and to all characteristics.
Characteristics
Intelligence: +1 (+2)
Perception: +1 (+2)
Presence: 0 (+1)
Communication: +1 (+2)
Strength: -2 (-1)
Stamina: 0 (+1)
Dexterity: -1 (0)
Quickness: -3 (-2)
Current Virtues:
The Gift (special)
Hermetic Apprentice (free, Social Status)
Faerie Sympathy (minor, Supernatural) - inherent? Not sure how to treat this.
[She has attended worship of the Lord & Lady (Freyr & Freya) several times, and has since latched onto Freya's Cats as her fylgja (~fetch, totem). She's also had a lot of exposure to a powerful Faerie regio. Since her Gift was not awakened at the time due to her very young age, it took the form of a positive Faerie Calling, not Twilight.]
[It is quite possible she will develop other, related, Sympathy Traits over time, each of them accompanied by another "exemplar" from her favourite legends. Which ones these would be I will likely base on the stories she participates in. This same idea may also manifest as a Minor/Major Magical Focus; we'll see.]
Independent Study (minor, general) - She's inquisitive, and not afraid to push the boundaries.
Faerie-Raised Magic (major, hermetic) - Inherent
Unknown House Virtue - yet to be determined
Flaws:
Pagan (Major, Story)
Faerie Upbringing (minor, personality)
Offensive to Infernal beings (minor, hermetic) - She mocks them, for belonging to the only realm that cannot create beauty; such is her belief. A mage might frown at her quips, but to some creatures, this is likely a bit more serious.
Higher Purpose/Driven (minor, personality) - This is not yet present, but she'll develop it later, after the Arts are opened. She will want to integrate aspects of folklore/traditional faith with existing Magic Theory and Faerie Lore. She considers this for the good of the Order, since she's latching onto the idea that the Order are shepherds of a mythical tradition (Cult of Hermes, Diana, Völundr/Hephaistos, etc) that is at risk of fading when people keep forgetting their old tales and faith. Details will probably develop over time, since it's currently too broad to be workable. of course, a second personality flaw may not be a good idea; the rules frown on it.
Weird Magic (major, hermetic) - This manifested as her Arts were opened up, and it's the gateway for other merits/mysteries she will learn.
I believe this is balanced, with a major and two minors for both active flaws and merits, plus the extra Ordeal hermetic flaw. I suspects I'll end up with more flaws than merits, since she'll push the agenda when it comes to seeking out initiation, breakthroughs, and so forth. Am I correct that merits bought with xp still count against the 10-point limit? I've got a pretty solid wish-list I could dip into, otherwise .
Priorities:
Learn Second Sight! Can't experience the Mystery if you can't find it.
Learn Magic Theory! Can't integrate the Mystery if you can't understand it.
Learn politics and discourse! Can't spread the word if people won't listen.
Considerations:
The Wild? Magic springs from tradition, tradition is strongest where people fight to survive. But the world of cities and artifice is being tamed. Can you find the Mystery among the mundane-but-free? Can you be attuned to the process and the subject at once? Need to find mages to ask more questions.
Need to research the Enigma and Criamon thought. Isn't Aptness doing the right things because they are right to do? I think Criamon talk people into what they cannot understand themselves. Maybe. Either way, the world being an illusion doesn't make it any less real, which is the whole point.
Familiars? The mages back home couldn't explain much useful about them...
Traits:
Inquisitive +3
Courageous +2
Plainspoken -2
Sympathy: Cats +3
Reputations:
Abilities:
Animal Handling 1
Area Lore: Scandinavia 1 (Trondelag)
Artes Liberales 1 * (rhetoric)
Athletics 1
Awareness 1
Bargain 0
Brawl 1
Carouse 1
Charm 1 *
Code of Hermes 1
Concentration 0
Craft: scrimshaw 0
Etiquette 2 (pagan) (+2)
Faerie Lore 2 (Vinland)
Finesse 0
Folk Ken 1 * (motives) (+5)
Guile 1 *
Hunt 0
Intrigue 1 (negotiations)
Language (Dead): Greek 1 (literature) *
Language (Dead): Latin 4 (literature) (+10) *
Language (Living): Kashubian 1 - the language of the Wends of Pomerania; a west-Slavic language (not a Baltic one).
Language (Living): Norse 5 (native) - does this include Danish or Icelandic? The three languages were essentially closely-related dialects.
Leadership 0
Legerdemain 0
Magic Lore 1
Magic Theory 1 (+7) *
Music 1 (singing)
Organisation Lore: Order of Hermes 1 * (+4)
Organisation Lore: Jotuns 1 - Nordic giants
Parma Magica 0
Penetration 0
Philosophiae 1 (moral philosophy)
Ride 0
Stealth 1 (hiding)
Survival 1 (deciduous forests)
Swim 0
Teaching 0 (+2)
Arts
Creo: 1
Intellego: 2 (+1) *
Muto: 1 *
Perdo: 2 *
Rego: 1
Animal: 3 *
Aquam: 1
Auram: 1
Corpus: 3 *
Herbam: 2
Ignem: 0
Imaginem: 1
Mentem: 1 *
Terram: 2
Vim: 0 *
Questions:
- How would Charmed Virtues (RoP: Faerie) that are Supernatural in nature influence the Opening of the Arts?
- How hard is it for non-Criamon to acquire Enigmatic Wisdom? Is it taught only, or can you have a natural predilection for it? Would it impact how Faerie Warping works at all?
Changes:
Removed Gentle Gift (to be opened sooner rather than later) and made Faerie-Raised Magic inherent.
Exchanged Apt Student for Independent Study, and corrected xp.
Lost a season during the Latin year due to supernatural virtues; corrected skills for the lost xp.
Added the Summer season of the Latin year (10 xp towards Latin, due to Independent Study and spending her time around mages).
Added the first regular year (1270/1271), broken down below. No XP saved towards Virtues have been spent yet, since I need to figure out the rules for that!
Added the bonus xp from Fabricus' class: 2 xp exposure to Teaching.
First Year: 1270/1271
Magia Theoria (10 xp)
Magic Theory (5+5)
XP saved for Virtues: 0
De Architectura (10 xp) Corpus, Imaginem, Mentem
Corpus (+6), Imaginem (+1), Mentem (+1)
XP saved for Virtues: 2
Elementa (10 xp) Aquam, Auram, Ignem, Terram
Aquam (+1), Auram (+1), Ignem (+0), Terram (+3)
XP saved for Virtues: 5
Flora et Fauna (10 xp) Animal, Herbam
Animal (+6), Herbam (+3)
XP saved for Virtues: 1
History of the Order of Hermes (10 xp) OoH Lore, Code of Hermes, Magic Lore, Faerie Lore
OoH Lore (+0), Code of Hermes (+5), Magic Lore (+5), Faerie Lore (+0)
XP saved for Virtues: 0
Artes (10 xp) Creo, Intellego, Muto, Perdo, Rego
Creo (+1), Intellego (+4), Muto (+1), Perdo (+3), Rego (+1)
XP saved for Virtues: 0
Extracurricular Season 1270/1271 (15 xp)
Language: Classical Greek (+4), Folk Ken (+5), Etiquette (+2), OoH Lore (+4)