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List of Chars:


Adrian: Magus Silas, Grog Bashir

Freespace: Magus Aiden

Nagash: Fearie Companion Corbenik

Schwarzbart: Magus Dirk Tigurina, Redcap Companion Ramon

Wits: Magus Baruch Companion Taitale

NPC Mages: Karvith Torin, Octavianus, Antonius


Please also mention the ingame Date of the last update so we know how old the data is.

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Born in the Spring of 1193 (4th of April)
Apprenticed in the year 1200 (Age 7) by Karvith, which finished late 1214
Size 0

Sigil: Small patches of rock nearby seem to develop a thin and crumpling layer of Cinnabar.

Childhood, early life & Appearance

Was spent living in a small village north-west of Hamburg Germany, Silas has forgotten which though it doesn't bother him, though he does remember the ocean. His stay there was pleasant at times, having the gentle gift meant that he was not shunned, but he did feel different and he was alienated by most villagers as he grew older.
Karvith's arrival was a dream come true, and while he missed his real parents they quickly faded.


Silas was treated well, almost as a real son by Karvith and became a (somewhat mediocre) mage at the Stonehenge Tribunal in the winter 1214. This was also where he first met Aeditha (or Edith) who he would later marry. Due to a horrible misunderstanding Silas and a fellow mage, Baruch, would be wanted for questioning by the Stonehenge Tribunal. While he might have volenteered to explain himself his friends convinced him that it would not help and only bring trouble.

This would later bring cause an incident when they returned to England at later stages, mainly looking into the resurfacing of dragons. This caused an tear in Silas' world view which could have been up until that point been described as dangerously naive. This happened when he was forced to protect himself and his friends from a Mercere group who sought to bring him and Baruch to speak with the quaesitors.


As the adventure of the dragons return ended so did Bashir's life as single, as he was married to the lovely (if slightly aggressive) Edith in the winter of 1217, 24 years of age.




Silas is a pale youth with blonde hair and blue eyes. He appears a bit lanky; a bit too tall and a bit too thin but is pleasing to look at beyond that. He tends to wear nondescript robes or regular "mundane" clothes when he travels. At least as he did while under Karvith's tutelage.





Helpful 3
Loyal 2
Trusting 3

Int 2
Per 0 (-3 if sight)
Pre 1
Com 1
Sta 2
Qik -1


Area lore (City of Ivory and Jade) (Personalities) 1
Artes Liberales (logic) 2 (+3 exp)
Athletics (running) 1
Awareness (alertness) 1
Carouse (Drinking songs) 1
Charm (First impressions) 3
Concentration (spell concentration) 2
English (Suffolk) 1
Finesse 1 (2 exp)
Folk Ken (magi) 2
German (Frisian) 5
Hunt (Tracking) 1
Latin (Hermetic usage) 4
Magic Theory (mentem) 4
Order of Hermes Lore 1 (Mercere) (5 exp)
Parma Magica (Corpus) 1


Creo 6+3 (6 exp)
Intellego 9
Muto 5
Perdo 4
Rego 7


Animal 0
Aquam 1
Auram 1
Corpus 5 5exp
Herbam 4
Ignem 0
Imagnem 6
Mentem 10
Terram 1
Vim 5 3exp

Virtues and Flaws:

Affinity with Mentem 1
Common Sense 1
Gentle Gift 3
Hermetic Magus 0
Luck 1
Puissant Creo 0 (from Mercere)

Flaws: 6
Compassionate 1
Optimistic 3
Poor Eyesight 1
Wield magic 1 (An extra dice for odd effects on botched spellcastings)


Soothe the Ferocious Bear ReAn10 +9 pg. 120
Cloak of the duck's Feathers ReAq5 +9 pg. 124
Whispers Through the Black Gate InCo15 +14 pg. 130
Hunt for the Wild Herb InHe5 +14 pg. 136
Intuition of the Forest InHe10 +14 pg. 136
Palm of Flame CrIg5 +9 pg. 139
Memory of the Distant Dream CrMe20 +19 pg. 148
Perception of the Conflicting Motives InMe15 +20 pg. 149
Posing the Silent Question InMe20 +20 (new)
The call to Slumber ReMe10 +19 pg. 151 (new)
Confusion of the Numbed Will ReMe15 +19 pg. 151
Aura of Rightful Authority ReMe20 +19 pg. 151 (new)
Scent of Peaceful Slumber ReMe20 +19 pg. 152

Confidence and stuff:


Faith: 1
Confidence: 9
Warp: 1
Fatigue: 0

Wizardly robes
30 silvers in hand
436 silvers in total.

3 corpus
3 mentem
1 imagnem
1 vim


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Born late spring 1197 in the City of Ivory and Jade bazaar district.
Size -1
Childhood, early life & Appearance

Bashir was orphaned at an early age and ended up being taken in by Raiffel Tolbertus, a discrete man working for Antonius over the many years of his life. Tolbertus as he was commonly known saw potential in the kid and began teaching Bashir the fine arts of pickpocketing, hiding and when caught, lying through your teeth. Bashir developed a stutter which only grew worse, especially in the presence of the city guard. Tolbertus took a serious illness around 1206 and the subsequent reflection upon his life meant changes for Bashir. Now he was taught basic showmanship by performers and contortion especially came natural to the small kid.
Despite the enchanted weather of the city Tolbertus took another turn for the worse in the winter 1215 and feared that Bashir would be left alone and without means to provide for himself. He wrote a letter to Antonius, a man who he had served faithfully through many years, and implored him to take on the young man.
Antonius accepted the untried man and set him to work aiding Taitale and Dirk look into some anti-mage group in the Hyperborean district. He has seen (and subsequently fled from) a mean-looking cerberous in the catacombs there and saw his first violent death in that adventure too as they lost the grog Abood who was stabbed to death.
Later in a trip to Barcelona Bashir took a chance, trying to sneak off with some money, but was found out. It was inevitable he would be found out but to Bashir's mind it was Taitale's fault, the elderly scholar easily seeing through the short thief's stuttering lies. This lead to Bashir's first imprisonment, leniently Antonius sentenced him to 3 months. He has vowed that it will never happen again. The imprisonment, that is.
Bashir is almost a head shorter than most, and looks young (younger than he is) partly due to him shaving and taking care of his appearance. He, like most from the Bazaar district, have brown-golden skin, dark brown eyes and dark hair. He has a lean physique but does not look particularly strong. Those who visit the markets in the Bazaar might have seen him preform contortions.

Int 1
Pre 2
Str -1
Dex 4
Per 0
Com -2 (additional -2 if spoken due to stutter)
Sta 1
Qik 2
Personality Traits
Quiet 3
Helpful 2
Loyal 1
Bravery 0

Language, Bazaar Chant 5
Language, Latin 3
Language, Angelic 2
Language, Hyperborean 2 (1 exp)
Area Lore (City of Ivory and Jade) 1
Artes Liberales (grammar) 1 (8exp)
Athletics (contortions) 5
Awareness (searching) 1 (2exp)
Brawl (dodge) 3 (4 exp)
Carouse (games of chance) 1
Folk ken (Townsfolk) 2
Guile (lying to authority) 3
Legerdemain (picking pockets) 3
Stealth (hide) 3 (2exp)




Virtues and Flaws

Great Dex Very lean, and entrertains with contortions.
Improved Characteristics
Light Touch ()
Fear (Fear of knights)
Small Frame (1 less to Fatigue and Damage)
Afflicted Tounge (stutter)


HP: Light damage: 1-4, Medium 5-8, Heavy 9-12. Incapacitating 13-16, Dead 17+
Fist: init +2, atk +7, dmg -1, dfn +4
dagger: init +2, atk +9, dmg +1, dfn +4
dodging: init +2, dfn +6

Confidence and such:
Confidence 6
15 silver in hand
55 in total (Assuming the normal grog wages are 9 pr. month)
Regular clothing
Dagger, iron blade and wood handle.
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I'll update this later, as I stil haven't upgraded Aiden for the year and correct me if I'm wrong but I'm fairly sure the background was already posted elsewhere...







Aiden Magus of House Merinita

Int 2, Per 1, Pre 2 , Com 1, Str -1, Sta 2, Dex-1, Qik 1

Size: 0

Age 32, Height: 5'8", Weight: 140 lbs, Gender: Male
Decreptitude: 0
Warping Score: 0

Virtues: Affinity With Vim, Cautious Sorceror, Flexible Formulaic Magic, Hermetic Magus, Faerie Magic, The Gift, Method Caster, Strong Faerie Blood; Sidhe, Second Sight, Personal Vis Source
Flaws: Blatant Gift, Faerie Upbringing, Flawed Parma magica; Animal, Optimistic (minor), Difficult Spontaneous Magic, Weak Spontaneous Magic.
Personality Traits: Shy +1, Helpful +2, Reclusive +3.

Area Lore: 2 (Faerie Areas), Athletics: 3 (Running), Awareness: 3 (Searching), Brawl: 2 (Fist), English: 5, (Faeries) Stealth: 2 (Hide), Survival: 2 (Camping), Artes Liberales: 2 (Ritual Magic), Latin: 4 (Hermetic Terms), Code of Hermes: 1 (Tribunal Procedures), Faerie Lore: 1 (Faerie Forests), Magic Lore: 1 (Regionnes), Magic Theory: 3 (Inventing Spells), Parma Magica: 2 (Vim), Penetration: 3 (Vim), Second Sight: 1 (Faeries)

Equipment: Wizardly Robes.

Confidence: 1
Confidence points: 1


Creo 4
Intellego 4
Muto 3
Perdo 8
Rego 8

Animal 0
Aquam 1
Auram 0
Corpus 0
Herbam 0
Ignem 6 XP 1
Imaginem 1
Mentem 0
Terram 0
Vim 18
Shell of Opaque Mysteries
CrVi 15
R: touch D: Mom T: Ind

The Invisible Eye Revealed
IntVi 15
R: Per D: Cone T: Touch

Sense the Nature of Vis
IntVi 5
R: Touch D: Mom T:Ind

Demon's Eternal Oblivion
PerVi 20
R: Voice D: Mom, T: Ind

Wind of mundane Silence
PerVi 25
R: Voice, D: Mom, T:Room

Wizard's Communion
MuVi 20
R: Voice D: Mom T: Group

Circular Ward Against Demons
ReVi 25
R: Touch D: Ring T:Circle

Aegis Of the Hearth
Revi 15
R: Touch D: Year T: Bound, Ritual

The Enigma's Gift
CrVi 20
R: Voice D: Mom T: Ind

Formula technique + form + aura + stamina (2) +3 (only for standard method casting)
Gustbran Trews.

Characteristics: Int -1, Per -1, Pre +1 (1), Com 0, Str +2 (2), Sta +1 (1), Dex +1 (1), Qik -1

Size: 1

Age: 47 (47), Height: 190 cm, Weight: 95 kg, Gender: Male
Decrepitude: 1 (1)
Warping Score: 0 (0)
Virtues and Flaws: Large, Custos, Martial Abilities, Warrior, Tough, Puissant Brawl, Social Handicap (loudmouth), Heir, Reckless, Wrathful, Weak Characteristics: -3

Personality Traits: Wrathful +3, Overbearing +2, Boastful +1
Dodge: Init: -1, Attack --, Defense +9, Damage --
Sling: Init: -4, Attack +6, Defense +3, Damage +6
Spear, Short & Shield, Round: Init: +0, Attack +11, Defense +7, Damage +8
Fist: Init: -1, Attack +12, Defense +10, Damage +2
Kick: Init: -2, Attack +11, Defense +8, Damage +5
Soak: +9
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)

confidence score 1
Points 8

Abilities: Area Lore: Covenant: Area 5 (personalities), Athletics 2 (running), Awareness 4 (keeping watch), Brawl 8 (Fist), Carouse 4 (power drinking), Chirurgy 2 (binding wounds), Etiquette 1 (magi), English 5 (Sweraing), Guile 1 (lying to magi), Leadership 5 (grogs), Ride 3 (jumping ), Single Weapon 7 (Spear, Short), Stealth 1 (skulking around listening), Survival 2 (campsites), Teaching 3 (grogs), Thrown Weapon 4 (Sling) mage killer 1 7xp
Equipment: Full Leather Scale Armor (Soak: 6) (Soak: 6; Protection: 5); Shield, Round (Init: 0; Atk: 0; Dfn: +2; Str: -1; Cost: Inexpensive)
Encumbrance: 1 (3)

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Name : Dirk Tigurina
Titel: Journeyman / Theoreticus
Birthday : 27.04. 1192 (Spring)
House Verditius
Parent: Gudrun Tigurina
Gauntlet: Rhine Tribunal at the 1.May 1214 (Spring)

Dirk is a extrem underwighted male of average hight and with a bald head.
One can see nearly every bone under the skin.
Despite this disfigurment he is still a impresive precence with allways a smile and a song on his lips.
For casting he use the 10 rings on his hands and some small handbells.

Early Childhood story is unknown to most chars

Dirk was offered as Baby together with many valuables to a Ascended High Priest of Apollo in a ruined building of the roman time with a still intact Apollo altar.
The Aspect of the High priest accepted the cild what formed a lasting bound betwean this Daimon and the child.
Dirk never saw his parent again after this and so he grow up in this ruined building under the supervicing of the Spirit.
Trough the bound Dirk no longer needed any food but at first he still allways feeled hungy and thirsty but the spirit didn't realy take care of this needs and after a time this feeling got weaker and weaker.
The Spirit teached Puer as it call Dirk the 2 Languages it knows, Magic Lore and some basics in Music.

A vew days after his 6th birthday he was found near the Birkenmoosbach in the Blackforest by a old woman when he was drinking there.
This old woman, a Verditius Mage of Durenmar, decided to adopt this rawboned child.
She gave him the Name Dirk as it have a similiar sounding then Birke.
At Durenmar Dirk then he was teached for 1 year in Magic Theory bevore he bacame the apprentice of Ms. Tigurina.
In his first vew apprentice years he also was teached by Salvatore Romano a Ex Miscancelus The Pharmacopoians Mage who is also member of the Fraternity of Samos!
After his gauntlet at the Tribunal 1214 he decided to visit Salvatore in Nuernberg where he have opened some kind of school.
Instead of a short stay as orginal planed he stayed there 1 1/2 years and got initatated into the first outer secrets of the Fraternity of Samos.
A vew days after the second initation a letter from his parent arrived where she mentioned that the Covenanant City of Ivory an Jade is looking for a Verditius Mage and that she aranged for a transport.


INT +2
PER -1
STR -1
STA +2
PRE +3 (0 Good Look / gain respect)
COM +2
DEX +0
QIK -3

Skills (Autumn 1217)

75 Latin - old Roman Empier Dialect 5
30 Hyperborean - Songs 3

50 Artes Librares - Geometry 4
30 Philosophiae - Natural Philosophy 3

05 Athletics - Running 1
05 Awareness - Searching 1
30 Craft Woodcarfing - Enchanting Items 3
05 Leadership - Crafting 1
05 Music - Singing 1

15 Magic Lore - Spirits and Daimons 2
35 Magic Theory - Enchanting Items 3 +5 in the Winter Saison
15 Second Sight - Spirits 2
05 Parma Magica - Aquam 1
04 Concentration - Spells /

30 Fraternity of Samos Lore - 3 Members (TMRE 126)
30 Verditius Cult Lore - 3 Modifying Initation Script (HoH:MC 113)
50 Hyperborean Lore - 4 History

Magic Art (Autumn 1217)

15 Creo 5
15 Intellego 5
15 Muto 5
15 Perdo 5
15 Rego 5

45 Herbam 9
15 Terram 5
28 Vim 7

Sigil: The Light get Brighter

Spells (Winter 1216)

20 MeHe Thaumaturgical Transformation of Plants to Iron (Base 4,+1 Touch, +2 Sun, +1 Size) ArM5 137
20 ReHe Ward Against Faeries of the Wood (Touch,Ring, Circle) ArM5 138 *+3 Hermetic Geometry
20 ReHe Shield against Wood (Base 15, +1 Diam) as Ward Against Wood ArM5 139
10 InTe Jakobs Way Home (Base 2,+4 Arcane Connection) similar to Sense the True Path HoH:TL 102
10 ReTe The Unseen Porter (Base 3, +2 Voice, +1 Conc) ArM5 156
15 ReTe The Earth's Carbuncle (Base 3, +2 Voice, +1 Part, +1 Muto req) ArM5 156
15 ReTe The Perfect Stone (Base 3,+1 Stone, +1 Herbam, +1 Touch, +1 Part) Reshape the touched stone/wood in a geometric perfect shape TMRE 96 *+3 Hermetic Geometry

Rots (No casting roll, Quite & Still casting)
5 InHe Understand The Forest (Base 1, +1 Touch, +1 Conc, +2 Group) as Intuition of The Forest with a Concentration duration [ArM5 136]
5 InHe Wisper of Natures Secrets (Base 4, +1 Touch) Similar to Probe Nature's Hidden Lore [ArM5 136] but all mundane properties
5 InHe Hunt For The Wild Herb (Base 2, +1 Conc, +2 Smell) [ArM5 136]
5 MuHe Pass the Unyielding Portal (Base 3, +1 Touch, +1 Diam) [ArM5 137]
5 ReHe Dance Of The Staves (Base 3, +2 Voice) [ArM5 138]
5 InTe Estimate Age (Base 4, Touch +1) similiar to Eyes of the Eons with only touch range [ArM5 153]
5 PeTe Shattering Strike (Base 4, Touch +1) same as Shattering Touch [Apprentice 47]
5 ReTe Draw the Perfect Circle (Base 2, +1 stone, +1 Herbam, +1 Touch) As Scribe The Perfect Circle but also can do so on wood [TMRE 96] *+3 Hermetic Geometry
5 ReVi The Evil Eye (Base 2, +2 Sight, +1 Diam) Intangible tunnel for up to Magnitude 2 spells [HP 80]
5 ReVi Maintaining the Demanding Spell (Base 3,+1 Touch, +1 Diam) Stam+Conc vs 6 to maintain a Magintute 1 Concentration spell[ArM5 162]
5 ReVi Supressing the Wizard's Handiwork (Base 3, +1 Touch, +1 Conc) [ArM5 162]

Virtues and Flaws


0 Hermetic Magus - Social Status
0 Verditius Magic - Minor Hermetic (ArM5 93)
0 Spirit Votary - Special (RoP:M 88)
0 Second Sight - Minor Supernatural (ArM5 48)
3 Spirtual Pact - Major Supernatural (RoP:M 88) High priest of Apollo, Sigil: light come from his body
3 Magical Warder - Major General (RoP:M 46) High priest of Apollo
3 Greater Immunity (Deprivation) - Major Supernatural (RoP:M 44)
3 The Gift - Major Supernatural (out of balancing reasons)
1 Hyerborean Descent - Minor Supernatural (AnM 104) -2 to Aging, +1 resisting illness
1 Book Learner - Minor General (ArM5 40)
3 Flexible Formulaic Magic - Major Hermetic (ArM5 42)
1 Good Teacher - Minor General (ArM5 43)
1 Astrologic Puissant Magic Theory (ArM5 48) +5 only during Winter Saison
1 Skilled Parens - Minor Hermetic (ArM5 48) 60 exp 30 spells
0 Hermetic Numerology - Minor Mystery (TMRE 91)
0 Hermetic Geometry - Minor Mystery (TMRE 93)

3 Pagan - Major Story (HoH:TL 109) Apollo worshiper
1 Spontaneous Casting Tools - Minor Hermetic (HoH:MC 136)
1 Difficult Spontaneous Magic - Minor Hermetic (ArM5 53)
1 Disfigured - Minor General (ArM5 55) rawboned -3 Pre for good look / gain respect
1 Carefree - Minor Personality (ArM5 52)
3 Optimistic - Major Personality (ArM5 57)
0 Fostered Apprentice - Minor Story (HoH:TL 26) To Salvatore
0 Vow follow the Sacred Precepts of Pytagoras - Minor Personality (ArM5 60)

Eat no meat (fish and animal products allowed)
Do not eat green beans, gurnard or fish with black tail
Be not Lazy, use the day
Pay homage to your Gods but not the Infernal
Follow the Rhine Tribunal law of hospitality and be generous about this to Members of the Order
(GotF 20 ... Hospitality for a 1 Saison of work or a Gift wort at last 3 vis per year of stay)

Powers of the High Priest Spirit

Personal Spells
(5) MP 0 Constant see in the dark InIM (Base 3,Per,Sun+2,Ind) ArM5 145

(15) MP 1 Fortitude of Cadmus (Per,Sun,Ind) AnM 113
+1 bonus to either Soak or resist Fatigue

(15) MP 1 The Unseen Travler (Per,Sun,Ind) AnM 112
Caster becomes complet Invisible and undectable (except for Intellego Magic and Second Sight)

(15) MP 1 Victory of the Lapiths (Per,Diam,Ind) AnM 113
Ignore wound and Fatigue penalties for the duration

(25) MP 2 The Gift of Far-Sighted Apollo (Per,Sun,Vision) AnM 111
Let the caster see great distances and judge distances well

(35) MP 3 The Leap of Homecoming (Per,Mom,Ind) ArM5 135


Enviroment Effects

(10) MP 1 Apollo's Luminscent Blessing (Touch,Conc,Ind) AnM 110
daylight similar to a cloudy day

(35) MP 3 Demeter's Blessing (Sight,Year,Boundary) AnM 111
Nourishing rain up to 6 miles across

Mind Manipulation/reading

(15) MP 0 Thalia's Relief (Touch,Sun,Ind) AnM 114
Relieve the touched from worry,anxienty and grief and instead fill him with good cheer and delight

(20) MP 0 Courage of the Python Slayer (Voice,Sun,Ind) AnM 114
protect from Fear (limited by power)

(20) MP 0 Divination of True Intent (Eye,Mom,Ind) AnM 114
Your Character may divine the intent of a single action or tought of the target

(20) MP 0 False Dream (Arcane Conection,Sun,Ind) AnM 111
Change the target's dreams to be anything the hymnist desire

(10) MP 1 Circle of Healing CrCo (Base 3,Touch +1,Ring +2,Circle) Gives +6 to Recovery rolls ArM 130

(35) MP 3 Bestow Fecundity (Touch,Mom,Ind) AnM 111
Allows the touched person or animal to conceive a child even if one is sterile


(25) MP 2 Punsihment of Marsyas (Touch,Mom,Ind) AnM 112
Skin the person and deal a Incapacitation wound (No Soak!)

(30) MP 3 Slaying of Niobe's Children (Voice,Mom,Ind) AnM 114
Unseen Bolt that infect the target with a deadly disease - Heavy wound Ease Factor 9 to resist

(30) MP 3 Levitate other ReCo(Base 5,Sight+3,Sun+2,Ind)
Moves the target Person of up to Size +1 slowly in any direction even unsuported


Free Casting - Focus Spirtual beings - Ini malus and Might Points equal magnitude max lvl 50

(30) MP 6 Sovereignty of Phoebus Apollo (Sight,Sun,Ind) AnM 110
spritual beings from all realms treat the caster with great respect and are inclied to obey him

(35) MP 7 Turn to Lofty Heights (Per,Spec,Ind) AnM 112
The casters spirit leave his body

(45) MP 8 Radiant Mantle of the Night Wanderer (Per,Spec,Ind) AnM 112

trough the bound with the Daimon Dirk can use them as well trough his Might Pool (a Might Pool dont refresh by it self)



Lab Picture
0 Size +1 -1 Safety
+1 Spacious +2 Safety +1 Aesthetics
-1 Undecorated -1 Upkeep -1 Aesthetics
0 Dedicated Building +1 Upkeep, +1 Aesthetics, +1 Re
0 Superior Tools +1 Safety, +1 items
0 Guard +1 Aesthetics
0 Superior Construction +1 Safety +1 Aestetics

Upkeep +1-1 =0
Safety -1+1+2 =+2
Asthetics -1+1+1+1 =+2
Re Spec. +1
Items Spec +1


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Name: Ramon of Barcelona

Titel: Lord

Birthday : 05.August 1195

House: Mercere

Gauntlet: Autumn 1214


Ramon is a illegimate child of Peter II the former King of Aragón but was born bevore Peter II claimed the crown and got married.

The mother of Ramon became a lesser noble under the permiss that neither she nor her childs will ever make a claim for the throne.

There is also the suspicion that fearie magic or some other kind of foul play was the reason Peter II was fallen for her.


It was actual fearie magic in play and because his mother broken her promise to the fearie its why Ramon became cursed


As Ramon is actual the 2nd born child of his mother his chances to become a landed noble are not great.

During his education as Redcap in the Barcelona Covenant Ramon got Sedala as present from Peter II bevore he left for a fight against Crussader where he then died Sep. 1213.

Ramon haved to refresh the promise that he not claim the trone but also that he assist his much jounger stepbrother Jakob I in case something happen to his fater in return.




Size 0

Int 1

Per 0

Pre 2

Com 2

Qik -1


Sta 0

Str +1



Status-seeking +3

Sociable +1

Travler +2





00 (75) Native Language Occitan 5 - Catalan Dialect

05 (06) Language Arabic 1 - Trading

40 (50) Language Latin 4 - Aragonese Dialect

04 (05) Language Languages d'oil - orléanais

15 Animal Handling 2 - Pegasus

15 Area Lore Barcelona 2 - Politics

23 Area Lore Europe 2 - Location of Covenants

05 Artes Liberales 1 - Rethoric

15 Awareness 2 - Body Language

17 Bargain 2 - Inn

40 Bows 3 - light crossbow

30 Charm 3 - First Impression

05 Civil and Canon Law 1 - Aragon

70 (105) Etiquette 6 - Nobles

30 Folk Ken 3 - Nobles

15 Intrigue 2 - Alliances

15 Leadership 2 - Inspiration

05 Magic Lore 1 - Regiones

15 Organization House Mercer Lore 2 - Politics

30 Organization Order of Hermes Lore 3 - History

50 Ride 4 - Flying

30 Single Weapon 3 - Short Spear

15 Survival 2 - Predict Weather




Magic items (75points +3/year) Autumn 1216




16 Weather Illusion Necklace (Base 2, +1 Touch +1 Size +1 Concentration +1 moving = 10 +5 Maintain Concentarion +1 2use/day) Create a Visual & Hearing Imaginem of a Weather effect that moves with the touched.

21 Sense The True Path (Base 2, Arcane Connection +4, Concentration +1 = 15 +5 Maintain Concentration = 20 2 use/day +1 = 21) Ironneedle that when activated on something point to the closest thing that have a arcane conection to this.

21 True Sight of Air (Base 1, Sun +2, Touch +1, Vision +4 = 20 2 use/day +1 = 21 ) red cap

22 Flaming Bolt (Base 5, Voice +2 =15 12 use/day +4 6 Penetration +3 = 22) Pull Lever Light Crossbow without bolt in it its a +5 dmg fire bolt at voice range. With bolt the bolt get ignited when leaving the crossbow adding normal fire damage to it.



"Empty Booklet" that is a "The Transformed Folio" from a task-book at the Barcelona Covenant.

"Empty Booklet" that is a "The Transformed Folio" from a task-book managed by a Redcap at the City of Ivory and Jade




Virtues and Flaws





3 Redcap Major Social Status (Enchanted Devices with 50 lvl of effect see p95)

- Well Traveled

1 Affinity with Etiquette

1 Social Contacts Lower Nobility

1 Gentleman - Minor Social Status

1 Magical Items (+25 starting level of magic items) - Minor General [HoH-TL 100]

1 Linguist - Minor General [HoH-TL 25]

1 Magical Mount (Pegasus named Sedala) - Minor General [RoP-M 46]

1 Independet Study - Minor General [HoH-MC 86]




3 Favors - Major Story [ArM5 54] to Jakob I

1 Secretive - Minor Personality [HoH-MC]

3 Ambitious (Getting up in the House Mercere hierarchy) - Major Personality [ArM5 51]

1 Essential Flaw Poor Runner - Minor General [RoP-M 48] (From a fearie curse because his mother broke a contract less then 1 year bevore his birth)

1 Offensive to Spirits - Minor General [HoH-TL 25] (From the same curse as above)

1 Visions - Minor Supernatural [ArM5 60]



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Baruch ex Bonisagus, Filius Octavianus [at Autumn 1217]

Baruch is a crouched, thin, bald Senior Magus who specializes in weather magic. His constantly worried expression has etched his face with a zig-zag of thin lines. He is accommodating and attempts to avoid conflict. Those who come to know him may learn to appreciate his exceptional intellectual curiosity and kind heart. He treats everyone, even grogs, with an unusual degree of respect.












Theodoes was born on the small island of Kinaliada off the coast of Constantinople in 1185. His father was a fisherman of meager means with too many mouths to feed, his mother a washerwoman in whatever spare time she had. Self-deception or not, Theodoes would later remember his childhood as a time of familial warmth and security. He would treasure the cool baths he had in the salty Marmara, the feel of the invigorating winds at the highest point of the island, and his first fishing trip. The most vivid memories of his childhood would, however, concern the way in which it ended.


Everyone on the island knew about the impending siege of Constantinople. Some had even fled the approaching throng of Christians. Many others - like Theodoes' parents - could not muster the watercraft to evacuate their families. They watched on the beach as the sails approached.


There was no battle to speak of. "Extermination" was Theodoes' own, rarely heard description. Without the intervention of his to-be parens, Octavianus, Theodoes would certainly have perished alongside his family. Through the air Theodoes flew, like the gulls he had always envied, while blood stained the rocky beach beneath.


Octavianus took Theodoes to his covenant in the City of Ivory and Jade, a marvelous flawed gem in the clouds, to serve as his apprentice. Unfortunately for Theodoes, his new master was as ugly on the inside as he was on the outside: a cruel, petty, monstrous mountain of green, warty flesh. Theodoes' days at the isolated covenant were filled with hard work, study, and catering to Octavianus’ strange whims. Octavianus grew to think his apprentice fundamentally incompetent and worthless. In Octavianus’ eyes, Theodoes’ inaptitude with earth magic far outweighed his incredible talent for manipulating the weather.


At his Gauntlet, Theodoes assumed the name “Baruch”, or "blessed". He silently relished the irony of this new moniker, taking it to immortalize the suffering he had known in the hands of the holy and the magical alike.


By this point, Baruch’s past had left marks on his body and mind: a prematurely aged, crouched, thin, bald man with a constantly worried expression and submissive demeanor, he had become the embodiment of the underdog. Baruch’s magic, however, formed a striking contrast to his mild manner. He could conjure fierce gales and raging storms out of thin air, far outshining most of his peers in terms of raw magical power.


The years since his apprenticeship have treated Baruch well. He has become a respected member of the covenant. His power has grown, and with it his self-confidence. His newfound power also provides him the opportunity of aiding others in dire straits. Much of Baruch’s time is now occupied by his adoptive apprentice Arabella, whom he rescued from a cruel taskmaster not unlike his own. He has also embraced responsibility as the covenant’s youngest senior magus. Baruch considers himself the guardian of the covenant’s younger magi and grogs, and works to aid and protect them. With time, he hopes to devote more time to researching weather magics, but for the time being he seems content to disregard scholarly acclaim for more immediate and mundane goals.




Characteristics and other traits:



Str -1 (Wiry)

Sta +1 (Enduring)

Dex 0

Qik +1 (Keen)


Int +5 (Brilliant)

Per 0

Pre -2 (Spineless)

Com +2 (Clear)


Size: 0 Age: 32 (32), Height: 162 cm, Weight: 50 kg, Gender: Male


Decrepitude: 0
Warping Score: 0 (1)
Confidence: 1 (9)


Reputations: Acclaim (Bonisagus) 1 (9), Lackey (Hermetic) 1




Virtues and Flaws:



The Gift, Hermetic Magus, Puissant Magic Theory*, Great Intelligence x 2


Affinity with Auram

Affinity with Creo

Major Magical Focus (weather)

Deficient Form (Terram)

Weak Magic Resistance (In Dominion aura)


Ability Block (Martial)

Clear Thinker (Bonus: +3 to resist lies, confusion, subterfuge)

Good Teacher

Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab)




Tormenting Master





Dodge: Init: +0, Attack --, Defense +1, Damage --
Fist: Init: +0, Attack +0, Defense +1, Damage -1
Kick: Init: -1, Attack +0, Defense +0, Damage +2
Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)






Area Lore: Area 1 (Princes' Islands)

Artes Liberales 1 (Ceremonial)

Athletics 1 (Balance)

Awareness 1 (Weather)

Code of Hermes 1 (Apprentices)

Concentration 1 (Casting)

Etiquette 1 (Magi)

Finesse 2 (Auram)

Fishing 1 (Sea)

Folk Ken 1 (Magi)

Greek 5 (Byzantine)

Guile 2 (Avoiding Conflict)

Latin 5 (Hermetic)

Leadership 1 (Grogs)

Magic Theory 5 + 2 (11) (Inventing Spells) [+6 Arabella: 2 Int, 4 (6) Theory]

Order of Hermes Lore 1 (House Bonisagus)

Parma Magica 3 (Terram)

Penetration 1 (Auram)

Philosophiae 1 (Ceremonial)

Scribe 2 (Hermetic)

Swim 2 (Sea)

Teaching 2 (1) (Apprentice) [+1 Lab Gallery]

Mastery: ChargeWind 1 [Fast-Casting]

Mastery: AuraRightf 1 [Quiet casting-5]




Cr 12, In 5, Mu 5, Pe 3, Re 12

An 3, Aq 3, Au 12, Co 3, He 4, Ig 3, Im 3, Me 6, Te 3, Vi 3




Talisman: The Man Whisk

Vis Capacity: 14; Total Pawns Invested: 4; Total Effect Level: 40

Shape: Fan (Banish weather phenomena & create or control winds +4)

Material: Almond tree, struck by lightning (Creo Herbam +3, Auram +2);

Current Attunement Bonus: +4 create or control winds; +2 Auram


Invested Effect: Wings of the Soaring Wind; (Cr[Re]Au 30, core 126); Effect Details: R: Touch, D: Conc, T: Ind, Requisites: Rego, Frequency: 24/day, Concentration;)


Invested Effect: Bolt from the Brume (CrAu 25). R: Sight D: Mom T: Ind Penetration: 32 Uses: 12

A lightning bolt strikes at the chosen target from a stormy sky, doing +30 damage. There must be a storm. There cannot be anything between the clouds and the target. Those near the target must make Size stress rolls of 6+ to remain standing.

(Base 5, +3 Sight, +1 Slightly Unnatural)


Fur Armor (Soak: 4) [only worn when flying] (Soak: 4; Protection: 3; Quality Armor: +2)

Wizardly Robes


1980 silver pennies (100 on adventure)

Arabella originally had Int 2 Magic Theory 2

Encumbrance: 0 (1 when wearing armor)



Spells Known:


[M] Charge o/t Angry Winds (CrAu 15) +44 (+12 Foc, +1 Sta, +4 Fan, +1 Mast, +2 Mat incl.)
Whispering Winds (InAu 15) +29 (+5 Focus, +1 Sta +4 Fan, +2 Material incl.)
Lungs of the Fish (MuAq(Au) 20) +9 (+1 Sta included)
True Sight of the Air (InAu 15) +20 (+1 Sta, +2 Auram included)
Pull of the Skybound Winds (CrAu 30) +43 (+12 Focus, +1 Sta, +4 Fan, +2 Material incl.)
Clouds of Rain and Thunder (CrAu 25) +43 (+12 Focus, +1 Sta, +4 Fan, +2 Material incl.)

Ceci n'est pas une brouil. (CrAu[Re] 15) +39 (+12 Foc, +1 Sta, +2 Mat incl.)
King’s Lynn is in England (CrAu 15) +39 (+12 Foc, +1 Sta, +2 Mat incl.)

[M] T Aura o Rightful Auth (ReMe 20) +20 (+1 Sta, +1 Mast incl.)

The Call to Slumber (ReMe 10) +19 (+1 Sta incl.)

Mods: +1 shout, +1 gesture, -10 no sound, -5 no gesture

Masteries: Fast Cast qik+finesse+die: Quiet -5 soundless penalty / point





2 Pawns of Aquam, 5 Pawns of Creo, 11 Pawns of Auram, 3 Rego (Taitale ows 1 Rego)

Personality traits:
Curious +3
Kind +2
Careful +2

Sigil: Baruch's spells are accompanied by a sense of welled-up tension.





Lab Total: Tec+Form+24 [5 Int, 7 MT, 4 Aura, 6 Assist, 1 Refine, 1 Gen Qual] (1 Creo)

Refinement: 1

Safety: 4 [Refinement 1, Gallery 1, Superior Tools 1, Superior Equipment 1]

Aesthetics: 2 [Gallery 1, Spotless 1]

Health: 1

Items: 1

Teaching: 1



[Minor] Gallery: +1 Safety, +1 Aesthetics, +1 Teaching

[Free] Superior Equipment: +1 General Quality, +1 Safety, +1 Vis Extraction

[Free] Superior Tools: +1 Safety, +1 Items

[Free] Spotless +1 Health, +1 Aesthetics, +1 Creo




Custom Effects:



Ceci n'est pas une brouillard (CrAu[Re] 15)
R: Voice, D: Diam, T: Ind
Req: Rego
Creates a smelly fog around the designated target, covering an area a few paces across. The target is blinded and has difficulty smelling anything but the fog, if applicable. The fog moves with the target and does not thin before the effect ends.

(Base 2, +2 Voice, +1 Diam, +1 Rego requisite, +1 Unnatural [cast indoors])


King’s Lynn is in England (CrAu 15)

R: Touch, D: Sun, T: Ind

As this spell is cast, a thick fog billows from the caster and soon covers an area approximately 300 paces across. It limits visibility to a few meters and dampens sound. The fog remains till sunrise or sunset, but it may be moved by the wind.

(Base 2, +1 Touch, +2 Sun, +1 Unnatural [cast indoors] +1 Size]




House Acclaim:



Invent an original spell: 1 point/magnitude: 2x Fog and 1x Invested Lightning = 11

Create a Talisman: 2

Assist a magus of higher rank in the lab: 1


= 14 [Acclaim score 1, rank Boukoloi]



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Autumn of 1217


False Name: "Corbenik" of the City of Ivory and Jade
True Name: Ovan

"Born": 12-13-1189

Size: 0

Ethnicity: Hyperborean (pale, blond)

Occupation/Title: Commander of the City of Ivory and Jade's City Watch

Personality: Wrathful+3, Loyal to Superios+2, Apathetic to Inferiors+1, Remorseless+1, Ambitious+3

Confidence Score-Points: 1-4

Warp Score-Points: 0-0

Faerie Might: 10 Corpus

Unused Xp: 37


Corbenic's Story



Son of the now retired City Watch Commander and some dead woman, born on the 13th of December of the Year 1189, was forcefully exchanged by Unsidhe (the Sidhe of Winter Court) and left a changeling in his place. However in a conflict between the two courts was able to flee to the Summer Court were he now makes his home. But what will he do, will he seek his past life out or perhaps stay with his Sidhe lady friend. Either way, without his knowledge, a story demands a climax.




Corbenik's/Ovan's Story


A story which has existed for long enough becomes faded, and with it the truth. Yet it may be restored perhaps if it is played out not by actors, but by the characters themselves. This idea has bound a changeling to a path with one certainty. However due to the demands of the story he remains unaware of the truth, for the characters did not know. As such Ovan, no Corbenik, the "son" of the former City Watch Commander has grown as such. Through his will he has become the City Watch Commander where Magi rule, and just like the other, a demand must be carried out, one which he has no awareness of.







Int -2, Per -2, Pre +2, Com +1, Str +3, Sta +1, Dex +2, Qik +1







Increased Faerie Might (minor)

Humanoid Faerie (minor)

Narrowly Cognizant (Free)

Ostentatious (major), Infiltrator (Minor)

Venus Blessing {+3 in com and pre if dealing with women} (minor)

External Vis {longsword} (minor)

Improved Damage (minor, longsword)

Faerie Speech (minor)

Improved Characteristics

Faerie Trainer - Single Weapons (free)







Might Recovery Requires Vitality (major)

Sovereign ward {Name} (major)

Dark Secret (Major, story)

Wrathful (minor)

Ambitious (Minor)







Area Lore 1 (City of Jade and Ivory)

Athletics 2 (Grace/Balance)

Awareness 1 (Spotting)

Brawl 5 (Dodging)

Carouse 2 (Staying Sober)

Charm 3 (Ladies) +4xp

Entracement 2 (Tell me...)

Etiquette 2 (Court)

Faerie Speech 5 (Speeches)

Finesse 1 (Precision)

Folk Kin 1 (Covenant)

Hunting 2 (Humans)

Intrigue 1 (Plotting)

Hyperborean 4 (Writing)

Leadership 5 (Initmidation)

Single Weapon 7 (Longsword) 16xp

Survival 3 (Caves)







Longsword (External Vis, Glamor)

Full Body Metal Scale (Glamor)

Heater Shield (Glamor)



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  • 2 weeks later...

Taitale (Autumn 1217)


Taitale is an eccentric, wealthy Hyperborean genius who lost his Gift and legs in an accident during his apprenticeship. He runs a family business and works to discover the pattern behind the city's movement. He is friends with the senior magus Baruch, who has made him a flying chair that he uses to move around. Taitale has learned to disguise himself to look as if he was walking in case he has to leave the city.










Taitale was born the first son of the most powerful and wealthy Hyperborean family in the City of Ivory and Jade. A brilliant, Gifted child, he was snatched at an early age by the then-youthful Bonisagus magus Octavianus. The feisty child never got along with his master, and constantly disobeyed orders. Against Octavianus’ wishes, Taitale developed an eclectic assortment of skills and talents rather than focusing on magic. Perhaps it was this incomplete mastery that proved his undoing, or perhaps Octavianus is the culprit. No one knows. Neither ever talks about the events that permanently destroyed Taitale’s Gift together with his legs. The tragedy ended up breaking Taitale’s and Octavianus’ relationship completely, leaving them bitter enemies.


Taitale was not deterred by his newfound lack of power and mobility. He immediately returned to his family’s business, and soon used his superior education, exquisite perceptiveness, and reputed leverage with the magi to usurp the family’s fortune. To his siblings’ dismay, however, he ever only devoted a small fraction of his time on managing the estate’s mundane affairs. For most of his waking hours, he followed whichever fleeting whim, casual love interest, drinking binge, or neurotic compulsion happened to strike him. He developed an almost polymathic grasp of the wildest assortment of proficiencies, extended his family’s business to education under the rubric of the Schola Taitale, fathered a small army of children with several women, and built a city-wide reputation as an eccentric, amorous genius.


The only long-lasting interest in Taitale’s life has been the movement of the flying city in which he dwells. He has devoted a great deal of resources towards following the way in which the city moves, attempting to discern a pattern in its seemingly erratic meanderings. He has spent countless nights staring at the sky, marking down the locations of the stars, comparing them against literature and the geography of the land far below, and attempting to see meaning where there appears to be none. As his children grew up, they began assisting Taitale. The adult children are now largely responsible for recording the city’s movements alongside their other duties, whereas Taitale himself focuses on trying to construct a pattern to their notes. Although he has developed a strong intuitive grasp of the city’s whims, often enabling him to correctly guess its future movements, he has thus far failed to formalize this.


During the last ten years, Taitale has befriended Baruch, one of the covenant’s younger magi. They share a hate of Octavianus, who began training Baruch soon after Taitale’s misfortune. Although Baruch’s interest in magic is much more focused than Taitale’s eclecticism, their natural curiosities mesh well. Baruch has often kindly assisted Taitale in his businesses, studies, and dealings with the magi. Although Taitale has also sometimes aided Baruch with his magical endeavors, he is well aware that he is deeply in Baruch’s debt. This was recently compounded by Baruch’s constructing Taitale a flying chair, which he has only partially managed to pay back. Should the occasion arise, Taitale could not honorably refuse any request Baruch makes of him.


Taitale’s age is beginning to weigh him down. He has no intention of dying anytime soon, however. Painful as the loss of his famous libido seems, he has recently been plotting for a way to secure a longevity ritual from the magi.





Int +5 (Genius) (Aging 2)

Per +2 (Farsighted)

Pre +2 (Booming) (1)

Com +2 (Expressive)

Str ‑2 (Plump) (2)

Sta ‑1 (Immobile)

Dex 0

Qik ‑1 (Thoughtful) (1)


Size: ‑1 Age: 47 (47), Height: 115 cm, Weight: 35 kg, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Unused experience: 0 (max 5 /art/ab)


Virtues and Flaws:



Great Intelligence × 2, Improved Characteristics, Wealthy, Failed Apprentice

Good Teacher

Keen Vision (Sight: +3)

Sharp Ears (Hearing +3)

Lecherous, Favors (Baruch), Crippled, Small Frame




Combat, personality, reputation:



Dodge: Init: ‑1, Attack ‑‑, Defense ‑1, Damage ‑‑

Fist: Init: ‑1, Attack +0, Defense ‑1, Damage ‑2

Kick: Init: ‑2, Attack +0, Defense ‑2, Damage +1

Soak: ‑1

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

Wound Penalties: ‑1 (1‑4), ‑3 (5‑8), ‑5 (9‑12), Incapacitated (13‑16), Dead (17+)

Personality Traits: Boisterous +2, Confident +2, Gregarious +1, Calculating +1, Feisty +2, Fleeting +1, Curious +2

Reputations: City of Ivory and Jade: Ex-magus +2, Fun Company +2, Lustful +3, Educator +4, Rich +2







Athletics 1 (Moving without legs)

Area Lore: Area 2 (City of Ivory and)

Artes Liberales 6 (Astronomy)

Awareness 4 (Sky)

Bargain 2 (Services)

Carouse 2 (Power drinking)

Charm 3 (Seduction)

Chirurgy 3 (Binding wounds)

Concentration 2 (Reading)

Code of Hermes 1 (Mundane relation)

Etiquette 2 (Magi)

Faerie Lore 2 (Faerie mounds)

Finesse 3 [16] (Flying)

Folk Ken 3 (Magi)

Guile 3 (Hide motivation)

Hyperborean Lore 1 [8] (Hymn magic)

Infernal Lore 2 (Demons)

Intrigue 3 (Alliances)

Leadership 3 (Inspiration)

Lang: Angelic 2 (Vocabulary)

Lang: Bazaar 2 (Vocabulary)

Lang: Edenic 2 (Vocabulary)

Lang: Hyperborean 5 (Academic)

Lang: Latin 5 (Academic)

Magic Theory 3 (6) (Inventing spells)

Magic Lore 2 (Regiones)

Medicine 3 (Physician)

Order of Hermes Lore 1 (Politics)

Philosophiae 5 (Natural philosophy)

Scribe 4 (Copying)

Teaching 5 (Academic)




Equipment and encumbrance:




1 spark (1/10 pawn) Muto vis

Monk disguise at ease factor 14


Encumbrance: 0 (0)



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The elder NPC magi of the City of Ivory and Jade in Autumn 1217:


Karvith Torin ex Mercere


Karvith Torin is the third-eldest magus in the Covenant of Ivory and Jade, after Antonius and Octavianus. He specializes in Creo, Intellego, Corpus, and Mentem. Karvith is Silas’ parens.












Karvith has a broad face, slightly wrinkled with a generous mouth giving him a certain charm. He is on the short side, and his hair has for one reason or another fallen off partly. He walks with a staff but more of habit than need. He has brown hair (what is left of it) though it has a tinge of gray mixed into it, pale blue eyes and a slightly crooked nose.


Karvith knows how to pleasure a woman despite his sterility. He enjoys drinking, singing, and generally watching and partaking in life. He also tries to encourage this in others, earning him a familiarity with the people serving under him. Karvith is not a hard master, but demands attention when he speaks and demands a rested and quick mind when teaching. Karvith has befriended a score of resourceful individuals, and they all seem to owe him some debt or another.

In his studies he occupies himself mostly with mentem and corpus, creo and intellego. He is talented at using his magic unnoticeably, but tries not to unfairly advantage himself in social situations.


Karvith insists that if people just worked together then they would be able to do anything and everything. This is his first and last interest in politics should anyone bother asking. He makes an exception for Octavianus, though, or “the tub of foul-mouthed sandworm dung” as he calls him.


Usually Karvith dresses in slightly worn traveling robes, though for the occasion he has dress robes. He carries a pure silver necklace with a pink sapphire. If someone mistakes him for s a regular redcap, he tends not to correct them.

His familiar is a white rabbit called Candidus.



-Watching life unfold especially in the young

-Quiet contemplation, preferably equipped with a goblet of good wine

-Well practiced music and generally the finer things in life

-Popping into conversations

-Talking abstract, often taking whichever side only to further the argument.

-Agile minds

-Sense of duty



-Getting interrupted or distracted while explaining or working on something.

-Matters of 'faith' especially getting personally involved in these.

-Magically prolonging one’s life – he thinks this leads to living less within your allotted time. Karvith has double morals on this issue, as he prolongs his own life – after all he thinks he knows how to live life properly. He also occasionally prepares longevity rituals for others, but tends to need convinging.

-Weak or watered down alcohol, it is just wrong. Don't stop a mage from getting tipsy!








Characteristics: Int +2 (Sharp), Per +1 (Observant), Pre +3 (Charmant), Com +2 (Warm), Str ‑1 (Out of shape), Sta ‑1 (Out of shape), Dex ‑1 (Clumsy), Qik 0


Size: 0

Age: 68 (68), Height: 162 cm, Weight: 60 kg, Gender: Male


Virtues and Flaws: The Gift, Gentle Gift, Social Contacts (Hermetic society), Quiet Magic (Spellcasting Penalty: None for soft voice, ‑5 if not speaking), Improved Characteristics, Subtle Magic, Personal Vis Source (Intellego) [Location], Cyclic Magic (Positive): +3 During the Day, Puissant Creo*, Hermetic Magus, Affinity with Intellego, Difficult Longevity Ritual, Compulsion (Drinking), Clumsy Magic (Finesse: ‑3), Loose Magic, Generous, Cyclic Magic (Negative): ‑3 At Night


Personality Traits: Gregarious +3, Helpful +2, Quietism +1



Dodge: Init: +0, Attack ‑‑, Defense +1, Damage ‑‑

Fist: Init: +0, Attack +1, Defense +2, Damage ‑1

Kick: Init: ‑1, Attack +0, Defense +0, Damage +2

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+)



Area Lore: Area 5 (Europe)
Artes Liberales 2 (Ceremonial)
Athletics 2 (hiking)
Awareness 3 (people)
Bargain 2 (Lodging)
Brawl 1 (Fist)
Carouse 3 (heavy drinking)
Charm 4 (first impressions)
Concentration 3 (casting)
Etiquette 2 (Magi)
Finesse 3‑3 (Mentem)
Folk Ken 4 (Magi)
Guile 2 (fast talk)
Intrigue 2 (alliances)
Italian 5 (talking to travellers)
Latin 5 (Hermetic terms)
Leadership 3 (magi)
Magic Theory 5 (Intellego)
Music 1 (sing)
Order of Hermes Lore 2 (personalities)
Parma Magica 4 (Mentem)
Penetration 4 (Mentem)
Philosophiae 2 (ceremonial)
Ride 1 (speed)
Stealth 1 (in city)
Survival 1 (finding food)
Teaching 3 (apprentices)


Arts: Cr 15+3, In 26, Mu 7, Pe 6, Re 8, An 5, Aq 6, Au 5, Co 15, He 5, Ig 6, Im 6, Me 20, Te 6, Vi 6


Spells Known:

Wizard's Communion (MuVi 15) +12

The Eye of the Sage (InCo(Im) 30) +31

Memory of the Distant Dream (CrMe 20) +37

Peering into the Mortal Mind (InMe 30) +45

Posing the Silent Question (InMe 20) +45

(+many more)




Octavianus ex Bonisagus


Octavianus is the second-eldest magus in the covenant. He is a mean, goblinoid scholar with a penchant for Terram. He is the parens of Taitale, Baruch, and Adal.












Octavianus’ goblin blood was very obvious to begin with, and his twilight scars have accentuated it further. His warty, green skin, reddish eyes, pointed ears, and blatant Gift make it very difficult for him to blend in with mundanes without magical concealment. This is the reason he gives when someone asks why an earthy creature such as himself wishes to live in a flying, magical city. The other reason he keeps a well-guarded secret.

Octavianus dresses in exquisitely-embroidered togas that flow freely around his corpuscular form. He wears rings with with large, precious stones in almost each finger.


Octavianus’ vast girth makes it difficult for him to stand up, which is why he usually lets himself be carried by his pet earth elemental Caesar. He rarely leaves his lab, preferring to stay away from the worthless rabble outside. When he does leave, people always end up angry and offended. Octavianus does not bother to please anyone. He lets his contempt for others show and only respects those rare few he acknowledges his superiors in matters arcane. He is quick to anger, and never forgets slights. He is still angry at Taitale and Baruch for failing him as apprentices. He has also never gotten along with the easy-going Karvith Torin, and the two have developed something of a feud.


Despite having earned the dislike of many of the covenant’s magi, Octavianus’ Mercurian magic renders him a veritable asset to them. He is well aware of this. Whenever a ritual needs to be cast, Octavianus is requested to do the honors to save vis. Although he invariably complains loudly at the burden, he secretly cherishes the power this affords him. Octavianus’ long term plan is to usurp Antonius as the leader of the covenant and to finally have his own Mercurian temple to rule with a diamond fist. He is scheming on several fronts to hasten Antonius’ demise, but failing that, he is equally content to simply let his natural longevity and safe lifestyle accomplish his goal for him. One of his schemes involves introducing faeries into the city and covenant, as he knows Antonius is susceptible to their power.


Octavianus is a famous master of all varieties of Terram magic, and is known for having developed several high-level ritual spells that wield the power of the earth to a devastating effect. He corresponds regularly with Bonisagi, and shares his work with Durenmar.


His familiar is a thick, brown, magical sandworm by the name of Shaitan. The sand Shaitan digs through exudes a layer of red-orange dust that Octavianus gathers as Terram vis.







Characteristics: Int +4 (Cunning), Per +1 (Glare), Pre ‑1 (Mean), Com +3 (Eloquent), Str ‑1 (Flabby), Sta ‑2 (Fat), Dex 0, Qik ‑1 (Ponderous)


Size: 0

Age: 72 (35), Height: 162 cm, Weight: 130 kg, Gender: Male


Virtues and Flaws: The Gift, Great Intelligence × 1, Strong Goblin Blood (Stealth Totals: +1) [Physical Quirk: Greenish skin], Puissant Terram, Affinity with Terram, Second Sight*, Mercurian Magic, Hermetic Magus, Personal Vis Source (Terram) [Location], Puissant Magic Theory*, Blatant Gift (Interactions: ‑6 with normals), Obese (Fatigue: ‑3) [Movement: ‑1 on quickness and grace rolls], Warped Magic (Caster looks even more goblin‑ish) [side Effect: Caster looks even more goblin‑ish], Dark Secret: , Proud, Wrathful


Personality Traits: Ambitious +2, Arrogant +3, Calculating +3, Compassionate ‑3, Cruel +2, Vengeful +2

Reputations: Terram master 3, Jerk 3



Dodge: Init: ‑1, Attack ‑‑, Defense +0, Damage ‑‑

Fist: Init: ‑1, Attack +1, Defense +0, Damage ‑1

Kick: Init: ‑2, Attack +1, Defense ‑1, Damage +2

Soak: ‑2

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

Wound Penalties: ‑1 (1‑5), ‑3 (6‑10), ‑5 (11‑15), Incapacitated (16‑20), Dead (21+)



Area Lore: Area 1 (Venice)
Area Lore: City of Ivory and 1
Artes Liberales 4 (Ritual)
Athletics 2 (Running)
Awareness 2 (Danger)
Bargain 1 (Magi)
Brawl 1 (Wrestle)
Charm 1 (First Impressions)
Code of Hermes 2 (Apprentices)
Concentration 3 (Casting)
Dominion Lore 1 (Angels)
Etiquette 1 (Magi)
Faerie Lore 3 (Goblins)
Finesse 3 (Terram)
Folk Ken 2 (Magi)
Guile 2 (Fast talk)
Infernal Lore 1 (Demons)
Intrigue 3 (Elaborate)
Latin 5 (Hermetic)
Leadership 2 (Lab)
Magic Lore 1 (Creatures)
Magic Theory 6+2 (Enchanting)
Order of Hermes Lore 3 (Magi)
Parma Magica 5 (Auram)
Penetration 2 (Terram)
Philosophiae 4 (Ritual)
Second Sight 4 (Invisible)
Stealth 1+1 (Hiding)
Teaching 4 (Arts)
Venetian 5 (Cursewords)



Arts: Cr 15, In 12, Mu 11, Pe 15, Re 15, An 5, Aq 5, Au 5, Co 10, He 10, Ig 6, Im 5, Me 7, Te 20+3, Vi 12


Spells Known:

Touch of Midas (CrTe 20) +44

Wizard's Communion (MuVi 35) +21

Conjuring the Mystic Tower (CrTe 35) +44

Aegis of the Hearth (ReVi 25) +33

The Bountiful Feast (CrHe 35) +31

(+ many more)




Antonius ex Guernicus


Antonius is the covenant’s eldest magus and its Pharaoh. He is an able leader and a talented magical generalist.












Antonius dresses regally in expensive fabrics and jewelry, and obviously enjoys wearing the ludicrous headpiece that marks his position as the Pharaoh. He radiates an aura of great authority, but always with a tinge of unpredictability that makes everyone around him wary as if expecting the god-like figure to lash out in anger. He rarely does, but it is true that he has a manic and reckless streak that sometimes makes him behave erratically and unexpectedly.


Despite his quirks, Antonius is well-respected by the magi and grogs of the covenant alike. He is a capable administrator and leader, and knows how to appeal to his underlings while playing them against each other to achieve his goals. He is well aware of Octavianus’ scheming, for instance, and is maneuvering to counter him. Antonius is very happy where he is, and is willing to do anything to ensure the continuation of the covenant’s status quo. If presented with a chance to increase his personal power or his covenant's influence, however, his ambition is likely to get the better of him.


Since he moved to the city, Antonius has managed avoid all quaesitorial duties, and has long lost his status as quaesitor in good standing. He doesn’t really mind, though. Antonius was hardly the paradigm of lawfulness to begin with, and he is still always willing to bend the rules where he finds it useful. Although Antonius tries to avoid making enemies for the covenant, he ignores the rulings and goings-on of the land-bound tribunals whenever he can. He runs a fairly strict regimen in the city and the covenant, though, and is always willing to make examples of malcontents.


Antonius harbors an astonishing secret: his long-dead pater Caedmon was expelled from House Diedne shortly before the Schism War, and joined house Guernicus shortly thereafter. Caedmon made great efforts to prove his loyalty to his new House during the war, openly attacking his old house-mates, which is why his loyalty to house Guernicus was never questioned. Unbeknownst to anyone, however, Caedmon taught his apprentice the ways of the Diedne. This is the real reason Antonius is hiding in the flying city – among the inquisitive Quaesitores, it would have been only a matter of time before he was discovered. If anyone asks, Antonius says he is in the city to avoid contact with faeries, the infernal, and the divine, all of which he is highly susceptible to.


Antonius is known as a highly flexible generalist magus. He takes great care to appear exhausted after casting spells so as to conceal his Diedne heritage. This is also why he has never trained an apprentice - the risk is too great.

Antonius’ familiar is a magpie by the name of Marcus.







Characteristics: Int +3 (Smart), Per 0, Pre +2 (Imposing), Com 0, Str ‑1 (Weak), Sta +2 (Determined), Dex ‑2 (Insensitive), Qik ‑1 (Slow)


Size: ‑1

Age: 81 (81), Height: 117 cm, Weight: 40 kg, Gender: Male

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 2 (5)


Virtues and Flaws: The Gift, Diedne Magic, Puissant Guile, Hermetic Magus, Self‑Confident (Confidence: +1), Harnessed Magic, Puissant Leadership, Luck (Luck Bonus: +1 to +3), Hermetic Prestige*, Dark Secret: Diedne Lineage*, Susceptibility to Faerie Power, Susceptibility to Infernal Power, Susceptibility to Divine Power, Reckless, Ambitious, Small Frame


Personality Traits: Reckless +3, Ambitious +6, Manic +2, Manipulative +3


Reputations: Good leader 2, A little crazy 3



Dodge: Init: ‑1, Attack ‑‑, Defense ‑1, Damage ‑‑

Fist: Init: ‑1, Attack ‑2, Defense ‑1, Damage ‑1

Kick: Init: ‑2, Attack ‑2, Defense ‑2, Damage +2

Soak: +2

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

Wound Penalties: ‑1 (1‑4), ‑3 (5‑8), ‑5 (9‑12), Incapacitated (13‑16), Dead (17+)



Artes Liberales 4 (rhetoric)
Athletics 1 (running)
Awareness 2 (alertness)
Bargain 2 (hard sell)
Charm 2 (first impressions)
Code of Hermes 4 (tribunal procedures)
Concentration 5 (spell concentration)
Covenant Lore: Ivory & Jade 3 (history)
Dominion Lore 1 (divine creatures)
Etiquette 2 (Magi)
Faerie Lore 1 (faerie mounds)
Finesse 3 (precision)
Folk Ken 3 (magi)
French 5 (Ordering about)
Guile 5+2 (feigning exhaustion)
Infernal Lore 1 (undead)
Intrigue 3 (plotting)
Latin 5 (hermetic usage)
Leadership 5+2 (magi)
Magic Lore 1 (magical traditions)
Magic Theory 5 (enchanting items)
Order of Hermes Lore 3 (personalities)
Parma Magica 4 (Corpus)
Penetration 5 (Mentem)
Philosophiae 4 (metaphysics)
Teaching 3 (Magic Theory)



Arts: Cr 12, In 13, Mu 11, Pe 15, Re 10, An 10, Aq 12, Au 12, Co 13, He 14, Ig 13, Im 15, Me 12, Te 10, Vi 12


Spells Known:

Wizard's Communion (MuVi 15) +25

The Inexorable Search (InCo 20) +28

(+many more)





Pistrello Esposito ex Bjornaer


Pistrello is the fourth-eldest magus in the covenant. He is a highly specialized Muto Animal magus and the pater of Class, who has left the covenant.













Pistrello is a sinewy, mousy man with an awkwardly skitterish gait and a high-pitched voice. He always dresses in the same nondescript gray robes. He smells strongly of sulfur.


For most of the time, Pistrello seems disinterested about everything around him. Then, on rare occasions, something truly catches his attention. When this happens, he focuses single-mindedly on that one thing to the exclusion of all else. On on occasion, for example, he spent years perfecting his mastery of one single formulaic spell.


Pistrello is a fervent and convincing public speaker. He exudes a primal allure that makes people want to follow him wherever he may lead them. Because of this, he often manages to convince others of the validity of his monomaniacal projects despite their obvious futility. However, he also has a way of making people nervous. He asks inappropriate questions. He stands too close for comfort. He stares at his discussion partner intently. He suddenly dashes off for no apparent reason.


Pistrello used to live at the Crintera covenant in the Rhine Tribunal, and sometimes still keeps in touch with his old allies there. He used to be a politically active Harmonist of clan Sirnas, but has since made efforts to break off from House politics. This is the reason why he moved to the flying city in the first place.


Pistrello has only been in the City of Ivory and Jade for about ten years. He is a famed scholar, however, and has already attained the rank of Journeyman. Pistrello is very narrowly specialized, and already ranks as one of the greatest live masters of Muto Animal. He wishes to one day be known as the greatest Muto Animal specialist in the history of the Order.


Pistrello’s heartbeast is a bat. He leads a pack of bats that live under the roofs of the City’s four towers. The bats have learned to recognize magical insects when they hunt and bring them to Pistrello.







Characteristics (bat): Int +1, Per 0, Pre 0 (-2), Com +3 (-2), Str -2 (-12), Sta +2, Dex 0 (+3), Qik 0 (+5)


Size: 0 (-7)

Age: 58 (58), Height: 165 cm, Weight: 65 kg, Gender: Male


Virtues and Flaws: The Gift, Heartbeast (Bat)*, Affinity with Magic Theory, Affinity with Muto, Inoffensive to Animals, Subtle Magic, Hermetic Magus, Pack Leadership, Personal Vis Source (Animal) [Location], Secondary Insight, Gossip, Feral Upbringing (120/120), Meddler, Nocturnal (All Rolls: ‑1 between dawn and midday), Pagan, Poor Eyesight (Penalty: ‑3), Poor Formulaic Magic (Formulaic Spells: ‑5)


Personality Traits: Brave +2, Status‑seeking +2, Obedient +1

Reputations: Creepy 2, Single‑minded 3, Muto Animal specialist 2



Dodge: Init: +0, Attack ‑‑, Defense +0, Damage ‑‑

Fist: Init: +0, Attack ‑1, Defense ‑1, Damage +0

Kick: Init: ‑1, Attack ‑1, Defense ‑2, Damage +3

Soak: 0

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: City of Ivory and Jade 2 (personalities)
Area Lore: North Italian Lore ‑ Rivuler & river 2 (forests)
Artes Liberales 2 (grammar)
Athletics 2 (flying)
Awareness 3 (hearing)
Brawl 2 (Dodge)
Code of Hermes 2 (political intrigue)
Faerie Lore 1 (faerie forests)
Finesse 3 (targeting)
Folk Ken 2 (hunters)
Guile 1 (pretending to know less than you do)
Heartbeast 2 (break shapechanging)
Hunt 2 (insects)
Intrigue 2 (gossip)
Latin 5 (Hermetic terms)
Leadership 3+3 (Animals)
Magic Lore 1 (creatures)
Magic Theory 6 (Animal)
Order of Hermes Lore 2 (Bjornaer)
Organization Lore: House Bjornaer / Gothic 6 (politics)
Parma Magica 4 (Animal)
Penetration 3 (Muto)
Scribe 2 (copying)
Stealth 2 (Hide)
Survival 3 (European woodland)
Teaching 2 (Apprentice)


Arts: Cr 5, In 5, Mu 23, Pe 6, Re 5, An 15, Aq 6, Au 5, Co 8, He 6, Ig 5, Im 5, Me 6, Te 6, Vi 5


Equipment: Wizardly robes

Encumbrance: 0 (0)


Spells Known:

15 Voice of the Bjornaer Magus (Muto Animal)
05 Circle of Beast Warding (Rego Animal)
15 Preternatural Growth and Shrinking (Muto Corpus)
15 Disguise of the New Visage (Muto Corpus)
10 Intuition of the Forest (Intellego Herbam)
20 Cloth Growth and Shrink (Muto Herbam) [base 3 +1 Touch +2 SUN +1 because it allows up to 1 growth or 2 shrink +1 Animal Requirment] this spell have 1 turn delay so it can be used bevore a Growth /Shrink spell and affect Herbam and Animal Materials
05 Recollection of Memories Never Quite Lived (Muto Mentem) D: Moon
10 The Crystal Dart (Muto Terram)
05 Sense the Nature of Vis (Intellego Vim)
20 Wizard's Communion (Muto Vim)

(+many more)



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There some infos missing to what Class know about his parent

1) He allways smells of sulfur

2) he is a Harmonist of clan Silas

3) He spend Years in the Perfection of the spell Beast of Outlandish Size and probably can consider as the master of this spell (Acording to our libary he have the Ability in this spell at 10 or even more = at last 275 exp)

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