Grim and halfgrim
By Mark Shirley
Characteristics: Int 0, Per 0, Pre 0, Com -1, Str +2, Sta +2, Dex +2, Qik -1
Size: 0
Age: 23
Decrepitude: 0
Confidence Score: 0
Virtues and Flaws: Custos; Affinity with Single Weapon, True Friend; Carefree (Halfgrim only), Dutybound, Pessimistic (Grim only), Weakness (women)
Personality Traits: Brave +3, Loyal to Covenant +3, Loyal to Each Other +3, Cheerful –2 (Grim), Cheerful +2 (Halfgrim),
Combat: Longsword and Round Shield: Init +0, Attack +13, Defense +9, Damage +8
Longsword: Init +0, Attack +12, Defense +6, Damage +8
Short Bow: Init -3, Attack +9, Defense +3, Damage +8
Fist: Init -2, Attack +6, Defense +3, Damage +2
Soak: +6
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Local Language 5 (shouting), Area Lore 2 (woodland), Athletics 3 (in armor), Awareness 3 (on watch), Bows 3 (short bow), Brawl 4 (wrestling), Carouse 1 (dice games), Charm 1 (women), Chirurgy 1 (sword wounds), Folk Ken 2 (soldiers), Leadership 1 (soldiers), Profession: Sailor 2 (navigation), Ride 2 (in armor), Single Weapon 6 (longsword and round shield), Stealth 1 (woods), Survival 1 (woods), Swim 2 (open sea)
Equipment: longsword (with carved bone hilt), round shield (with metal rim), partial metal scale armor, short bow.
Encumbrance: 1 (3)
Appearance: These twin brothers are impossible to tell apart physically. They are tall and heavy set, with long blond hair and blue eyes that betray their northern origins. Grim has taken to braiding his beard in the fashion of ancient warriors; Halfgrim has begun doing this as well, to increase the confusion about who is who.
These twin brothers are amongst the most loyal and trustworthy of the turb. Grim is the elder (by a matter of minutes), and is a stern, serious man; whereas Halfgrim is both carefree and cheerful — the running joke in the turb is that Halfgrim is half as grim as his brother. Despite their differing demeanors, they are physically identical.
Grim is dour and taciturn, but a natural leader of men — many members of the turb already treat him as if he had been granted a military rank. He is deeply pessimistic, and sees fit to communicate his fears to any who will listen. Halfgrim is always teasing him about his old-fashioned values, particularly with regards to his coyness around women, and his search for a wife — he has romantic notions about courting women, but lacks the social graces to do it effectively.
Halfgrim is friendly and outgoing, and a man of simple tastes, with few ambitions other than to drinking, gambling and wenching. He is less blunt than his brother, and is much more approachable than his brother. Grim is always chiding him about his frivolous attitude to life, while secretly envying his gusto.
They are both accomplished sailors and capable warriors who have saved the lives of several of the magi on more than one occasion. Their diligence has brought them rewards, in the shape of the expensive steel scale armor that they wear, and the fine swords and metal-rimmed shields that they carry. They are deeply devoted to each other, and the magi have recognized that they work best as a team - if taken out singly from the covenant, they are anxious and distracted until reunited.





by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*), Str –1, Sta 0, Dex 0, Qik +2
(*+1 Pre and Com with sexually compatible characters)
Size: –1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr), Second Sight, Unaging; Small Frame, Disfigured (cat's eyes and ears), Cursed (can't bear the touch of iron)
Personality Traits: Fastidious +3, Flirtatious +2, Fae +1
Reputations: None.
Combat: Brawling (fist): Init +2, Attack +2, Defense +4, Damage –1
Soak: 0
Fatigue Levels: OK, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)
Abilities: Latin 3 (Hermetic usage), Animal Handling 1 (chickens), Athletics 0+1 (run), Awareness 2 (search), Bargain 2 (domestic produce), Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2 (cook), Faerie Lore 3 (forest), Folk Ken 3 (young men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage), Living Language 5 (peasants), Music 3 (sing), Second Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0 (2) (babies)
Equipment: None
Encumbrance: 0 (0)
Oldest (but youngest looking) daughter of a local village wise woman (or witch, depending on your view), she has the strong ties to færie in her blood. Her appearance is most exotic – beautiful but alien. If she did not show her ancestry she'd be beautiful, but she has long, mobile and pointed cat-like ears, which she adorns with rings; her eyes are wide and slanted with eyebrows long and dark above them. The irises of her eyes are bright green, and have a slit pupil; they reflect bright at night.
As a child she often ran wild in the woods, chasing and playing with the minor forest faeries; as a teenager she chased the boys and flirted – the lads think she and her sisters are exotic, wild and beautiful (true), their mothers and the young women think them harlots, or worse. She joined the covenant as wife to one of the turb, relieving her mother of her increasingly irksome presence (no village lad would actually marry her!).
She thinks herself special (she must have special tools so as not to touch iron – hurts her as if burning hot) and very beautiful (she is vain, and proud of her ears), and above the other grogs. She is fastidious about staying clean and neat, often preening and checking her appearance; she cannot abide getting dirty, let alone sleeping rough. Magi may force her to accompany field missions, where her Sight is useful, but she complains endlessly about the hardships of field travel, and her desire to be back in decent living conditions again. (She might be bribed with rings for her ears.)
She ages slowly, as the years slip past her: it seems she will never grow up, or if she does, will never grow old. Although she is now 20 years old, she appears only 14 (she has hardly aged since 12).





by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*), Str –1, Sta 0, Dex 0, Qik +2
(*+1 Pre and Com with sexually compatible characters)
Size: –1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr), Second Sight, Unaging; Small Frame, Disfigured (cat's eyes and ears), Cursed (can't bear the touch of iron)
Personality Traits: Fastidious +3, Flirtatious +2, Fae +1
Reputations: None.
Combat: Brawling (fist): Init +2, Attack +2, Defense +4, Damage –1
Soak: 0
Fatigue Levels: OK, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)
Abilities: Latin 3 (Hermetic usage), Animal Handling 1 (chickens), Athletics 0+1 (run), Awareness 2 (search), Bargain 2 (domestic produce), Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2 (cook), Faerie Lore 3 (forest), Folk Ken 3 (young men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage), Living Language 5 (peasants), Music 3 (sing), Second Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0 (2) (babies)
Equipment: None
Encumbrance: 0 (0)
Oldest (but youngest looking) daughter of a local village wise woman (or witch, depending on your view), she has the strong ties to færie in her blood. Her appearance is most exotic – beautiful but alien. If she did not show her ancestry she'd be beautiful, but she has long, mobile and pointed cat-like ears, which she adorns with rings; her eyes are wide and slanted with eyebrows long and dark above them. The irises of her eyes are bright green, and have a slit pupil; they reflect bright at night.
As a child she often ran wild in the woods, chasing and playing with the minor forest faeries; as a teenager she chased the boys and flirted – the lads think she and her sisters are exotic, wild and beautiful (true), their mothers and the young women think them harlots, or worse. She joined the covenant as wife to one of the turb, relieving her mother of her increasingly irksome presence (no village lad would actually marry her!).
She thinks herself special (she must have special tools so as not to touch iron – hurts her as if burning hot) and very beautiful (she is vain, and proud of her ears), and above the other grogs. She is fastidious about staying clean and neat, often preening and checking her appearance; she cannot abide getting dirty, let alone sleeping rough. Magi may force her to accompany field missions, where her Sight is useful, but she complains endlessly about the hardships of field travel, and her desire to be back in decent living conditions again. (She might be bribed with rings for her ears.)
She ages slowly, as the years slip past her: it seems she will never grow up, or if she does, will never grow old. Although she is now 20 years old, she appears only 14 (she has hardly aged since 12).



by Sheila Thomas
Characteristics: Int 0, Per +1, Pre -1, Com -1, Str + 2, Sta + 1, Dex + 2, Qik + 1
Size: 0
Age: 35 (35)
Decrepitude: 0
Warping Score: 0
Confidence Score: 0
Virtues and Flaws: Custos, Tough, Warrior, Poor memory (names), Social Handicap (aversion to gossip - he will turn and walk away if the conversation turns to gossip and actively objects to speaking ill of someone behind their back), Temperate
Personality Traits: Adventurous +2, Courageous +2, Loyal +2
Reputations: None.
Combat: Brawling (fist): Init −1, Attack +6, Defense +5, Damage +2
Bow (Short bow): Init -2, Attack +10, Defense +6, Damage +8
Short sword: Init +0, Attack +11, Defense +8, Damage +7
Short sword (mounted): Init +4, Attack +14, Defense +11, Damage +7
Short sword & round shield: Init +1, Attack +12, Defense +11, Damage+7
Short sword & round shield (mounted): Init +4, Attack +15, Defense +14, Damage +7
Soak: +4 unarmored; +11 in full metal scale armor
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5(11–15), Incapacitated (16–20)
Abilities: Area Lore: Zaragoza 3 (men at arms). Area Lore: current region 2 (paths), Area Lore: current covenant 3 (men at arms), Athletics 4 (jumping), Awareness 4 (body-guarding), Bows 4 (short bow), Brawl 4 (dodge), Carouse 2 (staying sober), Folk Ken 1 (magi), Latin 1 (receiving brief commands), Leadership 2 (silent orders), Ride 4 (battle), Single weapon 6 (short sword and round shield), Speak Aragonese Spanish 5 (soldiers' slang), Speak local language 3 (soldiers' talk), Stealth 3 (hide), Swim 2 (diving)
Equipment: steel scale mail, short sword, round shield, short bow
Encumbrance: 2 (4)
Appearance: Of average height and not wellbuilt, in spite of his enthusiasm for keeping fit and maintaining his active skills – more wiry than beefy. He has a tanned complexion, dark brown eyes, and his hair and short beard are such a dark brown that they usually appear black. He is rather cleaner and tidier, as a rule, than one might expect for a soldier.
Ignatio was born in 1194 and brought up in Zaragoza, son of a couple who worked for an Aragonese nobleman, the Marqués de Almeria y Vargas. Ignatio was a lively, active child, fond of all forms of physical activity. He liked to mix with the men at arms who served the Marqués and had ambitions to join their number when he grew up. He was keen to travel - tales of the Crusade and the Reconquista excited him from an early age. As soon as he could convince the men that he was old enough, he was taught to handle weapons and ride a horse. In 1214 he was amongst the company that the Marqués sent to support King Alfonso in his campaign to drive the Moors further south. Ignatio came



In 1217, a man approached him with an offer of alternative employment. Ignatio understood that mercenaries were wanted for bodyguard duties and he liked the idea, thinking that the new life would be more settled. He accepted, and was surprised to find that his new employer had the influence to release him from any duty to the Marqués. His did for a while wonder if he had made a sound decision when he discovered the sort of people he had come to work for, as the magi scared him considerably at first. He settled in after a few months, and while not very popular amongst the other non-magical inhabitants, he was accepted by them. He is disinclined to chatter and gossip, even seeming taciturn and morose at times, though he can talk well enough if he chooses. Thus he is not terribly popular with most others as a companion or in social circumstances, though not himself antisocial except when the conversation offends him - he is firmly of the belief that it is risky to speak ill of anyone and hence avoids gossip of all kinds. One consequence of this is that he has been a little slow to acquire the language spoken in his new home.
He has demonstrated on numerous occasions that he is an effective fighter with bow and sword. He has some skill in coordinating military action and is particularly good at conveying his instructions to other fighters on his side by means of gestures. He is a reliable and proficient shield grog and is valued by the magi as a silent guard and protector, one who will not talk to anyone about things better kept secret.



Marie the Perfumier
by Sheila Thomas
Characteristics: Int +2, Per +2, Pre +3, Com –1, Str –2, Sta 0, Dex +1, Qik +1
Size: –1
Age: 30 (30)
Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Craftswoman; Faerie Blood
(Sidhe); Small Frame
Personality Traits: Lazy +2, Snobbish +1, Pious –1
Reputations: Suspected witch 1 (local)
Combat: Fist: Init +1, Attack +2, Defense +2,
Damage –2
Soak: –3
Fatigue levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12),
Incapacitated (13–16)
Abilities: Awareness 2 (children), Area Lore: home city 4 (people), Area Lore: covenant 3 (people), Athletics 4 (dance), Bargain 2 (selling her work), Brawl 1 (dodge), Carouse 3 (folk songs), Charm 3 (men), Concentration 1 (making perfumes), Craft: baking 3 (bread), Craft: cookery 3 (stews), Craft: perfumery 4 (incense), Etiquette 2 (townsfolk), Folk Ken 4 (townsfolk), Guile 1 (diverting awkward questioners), Intrigue 1 (business negotiations), Living Language 5 (dialect from city), Music 1 (singing)
Appearance: She is not much over 5 feet in height, dainty and light on her feet. Her hair is long, fine and light brown. Her face is very pretty but an oddness about her expression, especially the eyes, stops most people noticing this easily.
Marie learnt her skills with scents from her mother. She also inherited her position as a trader in spices, scents and dyestuffs. When she gets her hands on any exotic ingredients, she delights in preparing perfumes and incenses.
She and her husband lived in the center of a busy city for eight years but were forced to flee because a girl died and suspicion fell, unfairly, on Marie. She had prepared some incense to burn in the girl's room which smelt awful when used (one of the ingredients had gone bad) so some of the city authorities wanted to try her for witchcraft.
Marie's faerie inheritance goes back several generations. Her great, great grandmother on her mother's side had an encounter with one of the fae in the forest one mid-Summer. This was kept secret at the time and no hint of it has come down to Marie. It was obvious to Marie and the other townsfolk that her grandmother and her own mother looked young for their age but both died of disease before they were old enough for this to become anything suspicious.
She thinks herself a little better than many and was proud of her contacts with the richer and more powerful citizens of the city. Now, in the covenant, she plays up any contributions she makes to assisting the magi. She can be vivacious given a little encouragement such as a couple of mugs of wine or some dance music. She is keen on her work in fits and starts, which is usually no problem though she has been known to have to buy bread when she has not got around to making any.

Isabelle the Beautiful
by Matt Ryan
Characteristics: Int +1, Per +2, Pre +4, Com +3, Str –1, Sta –1, Dex –1, Qik –4
Size: 0
Age: 23 (Apparent Age 23)
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3 points)
True Faith: 1
Virtues and Flaws: Gentlewoman; True Faith; Educated, Great Presence, Inspirational, Student of Faerie; Curse of Venus, Optimistic; Noncombatant, Poor Quickness
Personality Traits: Accepting +3, Hopeful +3, Serene +2
Reputations: None
Combat: Fist: Init –4, Attack –1, Defense –4, Damage –1
Soak: –1
Fatigue levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
Abilities: Animal Handling 2 (lap dogs), Artes Liberales 2 (grammar), Awareness 3 (rescuers), Champagne Lore 2 (noble landlords), Charm 3 (rescuers), Craft: Weaving 2 (spinning), Etiquette 3 (formal dancing), Faerie Lore 4 (satyrs), Folk Ken 3 (women), Latin 4 (reading missals), Profession: Scribe 1 (strong penmanship), Speak English 3 (criminals), Speak French 5 (upper class jargon), Speak German 3 (common folk), Teach 1 (children), Swim 2 (bathing),
Equipment: Gentlewoman's clothes and distaff.
Encumbrance: 0
Appearance: Isabelle is a beautiful woman, as described in the text, but she is much more than just that. Her appearance reflects her inner peace, her poise and self-assurance. She is tall, standing straight and true, with her head tipped slightly back. She dresses in simple clothing appropriate with her station, made from good material and cleaner others of her class but not ostentatious or lavish in any way.
Isabelle is the most beautiful woman in the world. Her hair is as blonde as a copper basin. Her eyes are blue-gray, like a falcon's, and the space between them is wide. Her face is well proportioned and her nose is well-made and straight. Her mouth is small and a little dimple dots her chin. Her neck is straight and long, without pimples or sores; it is well proportioned, soft and smooth to the touch. Her bosom is as white as new-fallen snow upon a birch branch. Her body is well-made and svelte. From here to Jerusalem no woman is more beautiful than Dame Isabelle.
Isabelle is the living embodiment of beauty. Her physical attractiveness, poise, and elegance reflect her true nature of inner peace, tranquility, and personal religious devotion. She is gracious without a fault, virtuous without a blemish, and as pious as a monk. Conservatively dressed in a modest gown and whimple, Isabelle is charming and pleasant. While her beauty is certainly distracting, it is never overbearing or pervasive.
She is the archetypical damsel in distress, a ubiquitous role in many legends of the Middle Ages. Through the idle whims of fate and the dire machinations of fell powers, Isabelle has been unwillingly thrust into this role since young adulthood. She has weathered it surprisingly well, somehow never fearing that any of her abductors' wicked desires will manifest. Her faith in God is paramount, and past abductions have increased her personal devotion and belief in the loving and



protective powers of God. Despite the outward appearance of any situation, she faithfully believes that everything will turn out exactly right.
Background
Isabelle is the youngest daughter of a landed knight, a lesser noble and vassal to the barons of Champagne, cousins to the king of France. Her father's kingdom is situated nearby the city of Troyes, whose annual fairs bring wealth and culture to the city. Isabelle enjoyed the fairs, strolling the twisting streets and crowded merchant stalls with her elder sisters. As she grew older, her natural beauty bloomed beyond compare.
So thought Sir Florent, her first abductor, who snatched her from her father's castle with a clatter of iron-shod hooves and a rattle of shining chainmail. Poor Isabelle, only eighteen years-of-age, was forced by this despicable knight to marry him. Luckily, the marriage ceremony was interrupted when the priest tripped on his vestments and fell against the altar, breaking his arm. Florent assigned the girl to his highest tower, locked behind an iron door, to await a new priest. While she was waiting, her second abductor appeared on the scene.
Dafydd was a faerie prince. He had spotted Isabelle as she was led to the alter and immediately desired her. Using his faerie glamour to become invisible, Dafydd tripped the priest and interrupt the wedding. That night he mounted a large crow and flew to the top of Sir Florent's tower where he snatched the girl up in the thorny claws of the bird. Laughing, Dafydd flew away as Sir Florent futilely shook his mailed fists from far below.
Dafydd's lascivious dreams were dashed upon the rocks of love unrequited when, as he flew his
cacophonous mount over the realm of the knight Sir Dorigen, that bold and intrepid knight shot down the crow. Dropping his crossbow in time to catch the falling girl, Dorigen fell instantly in love with the damsel he had inadvertently saved. Dangling from a tree branch, Dafydd cursed the knight, who rode back to his feasting hall with the semi-conscious girl.
Dorigen planned an elaborate wedding, but it was not to be, and through circumstance and the whims of Lady Fortune, Isabelle was taken from him. So went the next several years of the lady's life, stolen from one ill-willed abductor by the next, until finally, through no choice of her own, she was brought to Semita Errabunda. The companions and magi had destroyed her last abductor, a lusting demon. Now, with no where else to go and resigned to the fact that she is most likely just waiting for her next abductor - Isabelle makes her home at the covenant.
Role-Playing Isabelle
Isabelle is much more than she seems, and she will contribute more to the covenant than just a pretty face. She is a stoic resource of calm, especially during the most turbulent times. God has created Isabelle for a purpose, and while Isabelle doesn't know what that purpose is, she resolutely accepts her part in God's ineffable plan. It is her faith that allows her to remain unflustered.
Her heavenly trust makes her more receptive to the lessons available in her past experiences. For example, she has been abducted by faeries so many times that she is well-versed in faerie lore, even though she never had a proper teacher. Her peacefulness is so inspiring that it can affect others, helping to calm them in tense situations. During times of strife Isabelle will provide a serene locus for frightened covenant folk.
