Maris of Tytalus
Concept: A magus who lives at sea, constantly testing his magic against the raw fury of the elements, and searching beneath its waters for ancient magical sites.
Maris of Tytalus has lived in solitude for most of his Hermetic life, sailing the Paregro Mare from his island sanctuary of Slvolder located in the Oresund Straight. Maris felt cheated by the covenant lifestyle the Order encouraged, and the intentional and unintentional assistance it provided. As a Calliclean Tytalus, he felt the assistance provided by the Nomos undermined the great conflict. To grow as a magus, Maris felt he needed a rival that wasn't as flexible, fragile, or arbitrary as Nomi. As soon as he was able, Maris decided to leave the Nomos for a more worthy adversary, Natura. Looking to test himself against the worst nature could throw at him, Maris vowed never to accept aid from another individual until he had dominated his rival, Natura. Maris now lives alone on the Baltic Sea, fending for himself without friend or teacher. When Maris is ashore, he spends most of his time in his lab, developing ways of easing his life on the ocean and overcoming the challenges Natura presents him with. While on the seas, Maris gathers supplies, tends to underwater gardens, and trawls the seas for ancient magical sites long lost under the waves where other magi are unable, or unwilling, to explore.
Maris at Gauntlet
Characteristics: Int +1, Per +1, Pre 0, Com –1, Str +1, Sta +2, Dex +1, Qik +1
Size: 0 Age: 25 (25) Decrepitude: 0 Warping Score: 0 (1) Confidence: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic; Affinity: Creo, Affinity: Rego, Arcane Lore, Cautious Sorcerer, Free Study, Self-Confident*, Skilled Parens, Study Bonus; Plagued by Supernatural Enitity, Weak Spontaneous Magic; Cyclic Magic (Negative): During Low Tide, Fear: Twilight, Infamous (mad), Vow (Independence)
* House Virtue
Personality Traits: Careful +3, Determined +2, Disciplined +1, Brave +1
Reputations: Dedicated (Tytalus) 1, Insane 4 Combat:
Dodge: Init: +1, Attack –, Defense +3, Damage –
Fist: Init: +1, Attack +2, Defense +2, Damage +1
Kick: Init: +0, Attack +2, Defense +1, Damage +4
Harpoon: Init: +3, Attack +5, Defense +3, Damage +8
Soak: +2
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: Scandinavia 1 (Baltic Sea), Artes Liberales 2 (astronomy), Athletics 1 (climbing), Awareness 1 (notice), Chirurgy 1 (first aid), Code of Hermes 1 (technicalities), Concentration 2 (spell concentration), Etiquette 1 (Hermetic), Finesse 2 (precision), Fishing 2 (trap fishing), Great Weapon 1 (harpoon), Latin 4 (writing), Magic Lore 1 (creatures), Magic Theory 4 (enchanting items), Navigation 1 (sea), Norse 5 (nautical terms), Order of Hermes Lore 1 (history), Order of Odin Lore 1 (history), Parma Magica 2 (Aquam), Penetration 2 (Rego), Philosophiae 1 (natural), Profession: Sailor 2 (storms), Survival 2 (winter), Swim 2 (diving), Tytalus Lore 1 (philosophies)
Arts: Cr 10, In 5, Mu 5, Pe 5, Re 5, An 5, Aq 5, Au 5, Co 1, He 5, Ig 5, Im 1, Me 1, Te 1, Vi 1
Ormurin Langi
Ormurin Langi or "The Long Serpent" is an old ballad about King Olaf Tryggvason, who violently brought Christianity to Norway. In the tale, King Tryggvason's fleet is attacked by a massive force from his enemies, the Swedish and Norwegian kings. Tryggvason's armada, although outnumbered, violently opposes and eventually repulses the two opposing fleets. However, Tryggvason's flagship, the Long Serpent, is critically damaged in a third attack by his countryman, Eiríkr Hákonarson. Knowing that his ship is doomed, Tryggvason and his crew jump overboard into the frigid waters never to be seen again.
This great battle is said to have taken place in the Oresund Straight, near the isle of Slvolder. The isle, however, was lost to history. Until, that is, Maris stumbled across it during a particularly nasty storm that was unaffected by his magical protections. Located in a magical regio, the island of Slvolder is shrouded in mist, only opening when someone near is truly in peril of being lost to the sea. There is no other known way of accessing the island. Taking advantage of the magical aura the isle possessed, Maris set up a permanent lab on Slvolder to use as a base of operations. The nature of Slvolder's regio proves to be quite an asset to Maris' cause, preventing him from returning unless he is truly failing in his rivalry with Natura. Each time Maris returns to Slvolder, he has learned a valuable lesson, and can use the island's resources to overcome the challenges he failed. The day Maris can no longer return to Slvolder, he will consider his vow fulfilled.

Twilight Scars: None
Equipment: Various seafaring equipment, as well as tools for repairs and fishing.
Encumbrance: 0 (0) Spells Known:
Soothe the Ferocious Bear (ReAn 10/+13): Mastery 1 (quiet casting)
Eyes of the Cat (MuCo(An) 5/+8): Mastery 1 (quiet casting)
Comfort the Drenched Caster (PeAq 5/+13): Mastery 1 (quiet casting)
Cloak of the Duck's Feathers (ReAq 5/+13): Mastery 1 (silent casting)
Air's Ghostly Form (CrAu 5/+18): Mastery 1 (fast casting)
Wind at the Back (ReAu 5/+13): Mastery 1 (multiple casting)
Bind Wound (CrCo 10/+14): Mastery 1 (multiple casting)
In Christ's Footsteps (ReCo 5/+9): Mastery 1 (fast casting)
Conjure the Sturdy Vine (CrHe 5/+13): Mastery 1 (multiple casting)
Probe Nature's Hidden Lore (InHe 4/+18): Mastery 1 (quiet casting)
Hunt for the Wild Herb (InHe 5/+13): Mastery 1 (quiet casting)
Palm of Flame (CrIg 5/+18): Mastery 1 (quiet casting)
Repel Winter's Clutches (CrIg 5/+18): Mastery 1 (quiet casting)
Lamp Without Flame (CrIg 10/+18): Mastery 1 (quiet casting)
Prying Eyes (InIm 5/+8): Mastery 1 (quiet casting)
Taste of the Spices and Herbs (MuIm 5/+9): Mastery 1 (quiet casting)
Eyes of the Eons (InTe 10/+9): Mastery 1 (quiet casting)
Supple Iron and Rigid Rope (MuTe 10/+9): Mastery 1 (quiet casting)
The Invisible Glass Worker (ReTe 4/+9): Mastery 1 (multiple casting)
The Unseen Porter (ReTe 10/+9): Mastery 1 (quiet casting)
Sense of Magical Power (InVi 2/+9): Mastery 1 (quiet casting)
Scales of the Magical Weight (InVi 5/+9): Mastery 1 (quiet casting)
Sense the Nature of Vis (InVi 5/+9): Mastery 1 (quiet casting)
Appearance: Maris is a gruff, weathered man of Nordic descent. He keeps himself in a practical, maintainable appearance, with hair uncut, and often with a month or more growth of beard.
Sigil: When Maris casts a spell, he grasps at ethereal threads connecting him to his target, weaving them into a desired effect. His voting token is a snowflake bound in a spiral.
Magi of Hermes
Maris +15 years
Characteristics: Int +1, Per +1, Pre 0, Com –1, Str +1, Sta +2, Dex +1, Qik +1
Size: 0 Age: 40 (36)
Warping Score: 3 (5) Confidence: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic, Affinity: Creo, Affinity: Rego, Arcane Lore, Cautious Sorcerer, Free Study, Self-Confident*, Skilled Parens, Study Bonus; Plagued by Supernatural Entity, Weak Spontaneous Magic; Cyclic Magic (Negative): During Low Tide, Fear: Twilight, Infamous (mad), Vow (Independence)
* House Virtue
Personality Traits: Careful +3, Determined +2, Disciplined +1, Brave +1
Reputations: Dedicated (Tytalus) 1, Insane 4 Combat:
Dodge: Init: +1, Attack –, Defense +3, Damage –
Fist: Init: +1, Attack +2, Defense +2, Damage +1
Kick: Init: +0, Attack +2, Defense +1, Damage +4
Harpoon: Init: +3, Attack +5, Defense +3,
Damage +8
Soak: +2
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: Scandinavia 1 (Baltic Sea), Artes Liberales 2 (astronomy), Athletics 1 (climbing), Awareness 1 (notice), Chirurgy 1 (first aid), Code of Hermes 1 (technicalities), Concentration 2 (spell concentration), Etiquette 1 (Hermetic), Finesse 2 (precision), Fishing 2 (trap fishing), Great Weapon 1 (harpoon), Latin 4 (writing), Magic Lore 1 (creatures), Magic Theory 4 (enchanting items), Navigation 1 (sea), Norse 5 (nautical terms), Order of Hermes Lore 1 (history), Order of Odin Lore 1 (history), Parma Magica 2 (Aquam), Penetration 2 (Rego), Philosophiae 1 (natural), Profession: Sailor 2 (storms), Survival 2 (winter), Swim 2 (diving), Tytalus Lore 1 (philosophies)
Arts: Cr 20, In 8, Mu 10, Pe 7, Re 20, An 5, Aq 10, Au 10, Co 6, He 5, Ig 5, Im 4, Me 2, Te 5, Vi 5
Twilight Scars: None
Equipment: Paregro Mare, various seafaring equipment, tools for repairs and fishing.


Encumbrance: 0 (0)
Spells Known:
Soothe the Ferocious Bear (ReAn 10/+28): Mastery 1 (quiet casting)
Comfort the Drenched Caster (PeAq 5/+20): Mastery 1 (quiet casting)
Cloak of the Duck's Feathers (ReAq 5/+33): Mastery 1 (silent casting)
Air's Ghostly Form (CrAu 5/+33): Mastery 1 (fast casting)
Wind at the Back (ReAu 5/+33): Mastery 1 (multiple casting)
Bind Wound (CrCo 10/+29): Mastery 1 (multiple casting)
Physician's Eye (InCo 5/+17): Mastery 1 (fast casting)
Eyes of the Cat (MuCo(An) 5/+18): Mastery 1 (quiet casting)
In Christ's Footsteps (ReCo 5/+29): Mastery 1 (fast casting)
Conjure the Sturdy Vine (CrHe 5/+28): Mastery 1 (multiple casting)
Probe Nature's Hidden Lore (InHe 4/+16): Mastery 1 (quiet casting)
Hunt for the Wild Herb (InHe 5/+16): Mastery 1 (quiet casting)
Palm of Flame (CrIg 5/+28): Mastery 1 (quiet casting)
Repel Winters Clutches (CrIg 5/+28): Mastery 1 (quiet casting)
Lamp Without Flame (CrIg 10)/28): Mastery 1 (quiet casting)
Prying Eyes (InIm 5/+15): Mastery 1 (quiet casting)
Taste of the Spices and Herbs (MuIm 5/+17): Mastery 1 (quiet casting)
Eyes of the Eons (InTe 10/+16): Mastery 1 (quiet casting)
Supple Iron and Rigid Rope (MuTe 10/+18): Mastery 1 (quiet casting)
The Invisible Glass Worker (ReTe 4/+28): Mastery 1 (multiple casting)
The Unseen Porter (ReTe 10/+28): Mastery 1 (quiet casting)
Sense of Magical Power (InVi 2/+16): Mastery 1 (quiet casting)
Scales of the Magical Weight (InVi 5/+16): Mastery 1 (quiet casting)
Sense the Nature of Vis (InVi 5/+16): Mastery 1 (quiet casting)
Appearance: Maris is a gruff, weathered man of Nordic descent. He keeps himself in a practical, maintainable appearance, with hair uncut, and often with a month or more growth of beard. Due to his lengthy excursions underwater, Maris almost constantly smells of salt and the ocean, and often has bits of seaweed and other bits of debris stuck about him. Living on the seas keeps Maris far more muscular and in
Magi of Hermes
shape than most of his fellow magi, who often let their physical capabilities slacken in favor of more intellectual advances. Combined with Maris' Norse heritage, he can be quite an imposing sight when others catch a glimpse of him through the morning fogs.
Activities in the last 15 Years: It didn't take long after his full initiation into the Order for Maris' philosophies to come to light. After only five years of living the covenant lifestyle, Maris decided to leave and forge his own way. After spending five years out at sea alone, the Paregro Mare was beached during a horrendous storm that seemed to have a life of its own. Maris had washed up on the shores of Slvolder*,* exhausted and near death. Here he lived for another five years until he thought he had perfected his Arts enough to tempt Natura once again. During this time, he crafted for himself a longevity ritual, with a score of 8. (For experience purposes, time spent on the boat is split between exposure and practice of relevant abilities; time spent on the island is used for lab work, studying vis, etc.)
Maris +30 years
Characteristics: Int +1, Per +1, Pre 0, Com –1, Str +1, Sta +2, Dex +1, Qik +1
Size: 0
Age: 55 (45) Decrepitude: 0
Warping Score: 4 (11)
Confidence: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic, Affinity: Creo, Affinity: Rego, Arcane Lore, Cautious Sorcerer, Free Study, Self-Confident*, Skilled Parens, Study Bonus; Plagued by Supernatural Entity, Weak Spontaneous Magic; Cyclic Magic (Negative): During Low Tide, Fear: Twilight, Infamous (mad), Vow (Independence)
* House Virtue
Personality Traits: Careful +3, Determined +2, Disciplined +1, Brave +1
Reputations: Dedicated (Tytalus) 1, Insane 4 Combat:
Dodge: Init: +1, Attack –, Defense +3, Damage –
Fist: Init: +1, Attack +2, Defense +2, Damage +1
Kick: Init: +0, Attack +2, Defense +1, Damage +4
Harpoon: Init: +3, Attack +5, Defense +3, Damage +8
Soak: +2
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: Scandinavia 2 (Baltic Sea), Artes Liberales 2 (astronomy), Athletics 2 (climbing), Awareness 2 (notice), Chirurgy 1 (first aid), Code of Hermes 1 (technicalities), Concentration 2 (spell concentration), Etiquette 1 (Hermetic), Finesse 4 (precision), Fishing 2 (trap fishing), Great Weapon 2 (harpoon), Latin 4 (writing), Magic Lore 2 (creatures), Magic Theory 5 (enchanting items), Navigation 2 (sea), Norse 5 (nautical terms), Order of Hermes Lore 1 (history), Order of Odin Lore 1 (history), Parma Magica 2 (Aquam), Penetration 2 (Rego), Philosophiae 2 (natural), Profession: Sailor 2 (storms), Survival 2 (winter), Swim 2 (diving), Tytalus Lore 1 (philosophies)
Arts: Cr 20, In 12, Mu 20, Pe 12, Re 20, An 5, Aq 10, Au 10, Co 11, He 12, Ig 5, Im 4, Me 2, Te 11, Vi 5
Twilight Scars: Maris' hair is slightly animate and tends to wiggle around as if by its own volition.
Equipment: Paregro Mare, various seafaring equipment, tools for repairs and fishing.
Encumbrance: 0 (0) Spells Known:
Soothe the Ferocious Bear (ReAn 10/+28): Mastery 1 (quiet casting)
Comfort the Drenched Caster (PeAq 5/+20): Mastery 1 (quiet casting)
Cloak of the Duck's Feathers (ReAq 5/+33): Mastery 1 (silent casting)
Air's Ghostly Form (CrAu 5/+33): Mastery 1 (fast casting)
Wind at the Back (ReAu 5/+33): Mastery 1 (multiple casting) Bind Wound (CrCo 10/+29): Mastery 1 (mul-
tiple casting) Physician's Eye (InCo 5/+17): Mastery 1 (fast
casting) Eyes of the Cat (MuCo(An) 5/+18): Mastery 1
(quiet casting) In Christ's Footsteps (ReCo 5/+29): Mastery 1 (fast casting)
Conjure the Sturdy Vine (CrHe 5/+28): Mastery 1 (multiple casting)
Probe Nature's Hidden Lore (InHe 4/+16): Mastery 1 (quiet casting)
Hunt for the Wild Herb (InHe 5/+16): Mastery 1 (quiet casting)
Palm of Flame (CrIg 5/+28): Mastery 1 (quiet casting)
Repel Winter's Clutches (CrIg 5/+28): Mastery 1 (quiet casting)

Lamp Without Flame (CrIg 10/+28): Mastery 1 (quiet casting)
Prying Eyes (InIm 5/+15): Mastery 1 (quiet casting)
Taste of the Spices and Herbs (MuIm 5/+17): Mastery 1 (quiet casting)
Eyes of the Eons (InTe 10/+16): Mastery 1 (quiet casting)
Supple Iron and Rigid Rope (MuTe 10/+18): Mastery 1 (quiet casting)
The Invisible Glass Worker (ReTe 4/+28): Mastery 1 (multiple casting)
The Unseen Porter (ReTe 10/+28): Mastery 1 (quiet casting)
Sense of Magical Power (InVi 2/+16): Mastery 1 (quiet casting)
Scales of the Magical Weight (InVi 5/+16): Mastery 1 (quiet casting)
Sense the Nature of Vis (InVi 5/+16): Mastery 1 (quiet casting)
Appearance: Living on the seas keeps Maris far more muscular and in shape than most of his fellow magi, who often let their physical capabilities slacken in favor of more intellectual advances.
Activities in the last 15 Years: Maris spent a decade out at sea, perfecting his system of hunting down magical treasures claimed by the deep, and learning. Once again a powerful storm nearly claimed Maris and the Paregro Mare, sucking them down in a huge vortex. Only intervention by a school of helpful merfolk saved Maris and his ship. Again returned to the island of Slvolder, Maris continued his work in overcoming each challenge Natura could muster. (Experience is split with ten years out at sea, five on the island.)
Maris +45 years
Characteristics: Int +1, Per +1, Pre 0, Com –1, Str +1, Sta +2, Dex +1, Qik +1
Size: 0 Age: 70 (59) Decrepitude: 0 (1) Warping Score: 6 (10) Confidence: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic, Affinity: Creo, Affinity: Rego, Arcane Lore, Cautious Sorcerer, Free Study, Self-Confident*, Skilled Parens, Study Bonus; Plagued by Supernatural Entity, Weak Spontaneous Magic; Cyclic Magic (Negative): During Low Tide, Fear: Twilight, Infamous (mad), Vow (Independence)
* House Virtue
Personality Traits: Careful +3, Determined
+2, Disciplined +1, Brave +1 Reputations: Dedicated (Tytalus) 1, Insane 4 Combat:
Dodge: Init: +1, Attack –, Defense +3, Damage –
Fist: Init: +1, Attack +2, Defense +2, Damage +1
Kick: Init: +0, Attack +2, Defense +1, Damage +4
Harpoon: Init: +3, Attack +5, Defense +3, Damage +8
Soak: +2
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: Scandinavia 2 (Baltic Sea), Artes Liberales 2 (astronomy), Athletics 2 (climbing), Awareness 2 (notice), Chirurgy 1 (first aid), Code of Hermes 1 (technicalities), Concentration 3 (spell concentration), Etiquette 1 (Hermetic), Finesse 3 (precision), Fishing 2 (trap fishing), Great Weapon 2 (harpoon), Latin 4 (writing), Magic Lore 2 (creatures), Magic Theory 6 (enchanting items), Navigation 2 (sea), Norse 5 (nautical terms), Order of Hermes Lore 1 (history), Order of Odin Lore 1 (history), Parma Magica 2 (Aquam), Penetration 2 (Rego), Philosophiae 1 (natural), Profession: Sailor 3 (storms), Survival 3 (winter), Swim 2 (diving), Tytalus Lore 1 (philosophies)
Arts: Cr 20, In 13, Mu 20, Pe 12, Re 20, An 6, Aq 10, Au 10, Co 11, He 14, Ig 6, Im 9, Me 2, Te 12, Vi 6
Twilight Scars: Maris' hair is slightly animate and tends to wiggle around as if by its own volition. Also, shadows cast by Maris fall toward the source of light instead of away from it.
Equipment: Paregro Mare, various seafaring equipment, tools for repairs and fishing.
Encumbrance: 0 (0)
Spells Known:
Securing the Harvest (ReAn 4/+29): Mastery 1 (quiet casting)
Soothe the Ferocious Bear (ReAn 10/+29: Mastery 1 (quiet casting)
Sense the Tide's Boundaries (InAq 25/+21): Mastery 1 (quiet casting)
Comfort the Drenched Caster (PeAq 5/+25): Mastery 1 (quiet casting)
Cloak of the Duck's Feathers (ReAq 5/+33): Mastery 1 (silent casting)
Air's Ghostly Form (CrAu 5/+33): Mastery 1 (fast casting)
Wind at the Back (ReAu 5/+33): Mastery 1 (multiple casting)
Eyes of the Cat (MuCo(An) 5/+29): Mastery 1 (quiet casting)
In Christ's Footsteps (ReCo 5/+34): Mastery 1 (fast casting)
Grow the Bountiful Feast (CrHe 4/37 ): Mastery 1 (quiet casting)
Conjure the Sturdy Vine (CrHe 5/+37): Mastery 1 (multiple casting)
Plant the Bountiful Feast (CrHe 20/+37): Mastery 1 (quiet casting)
Probe Nature's Hidden Lore (InHe 4/+30): Mastery 1 (quiet casting)
Hunt for the Wild Herb (InHe 5/+30): Mastery 1 (quiet casting)
Palm of Flame (CrIg 5/+29): Mastery 1 (quiet casting)
Repel Winter's Clutches (CrIg 5/29): Mastery 1 (quiet casting)
Lamp Without Flame (CrIg 10/+29): Mastery 1 (quiet casting)
Prying Eyes (InIm 5/+25): Mastery 1 (quiet casting)
Taste of the Spices and Herbs (MuIm 5/+32): Mastery 1 (quiet casting)
Form the Hermetic Boundary (CrTe 25/35): Mastery 1 (quiet casting)
Eyes of the Eons (InTe 10/+28): Mastery 1 (quiet casting)
Supple Iron and Rigid Rope (MuTe 10/+35): Mastery 1 (quiet casting)
The Invisible Glass Worker (ReTe 4/+35): Mastery 1 (multiple casting)
The Unseen Porter (ReTe 10/+35): Mastery 1 (quiet casting)
Scales of the Magical Weight (InVi 5/+22): Mastery 1 (quiet casting)
Sense of Magical Power (InVi 2/+22): Mastery 1 (quiet casting)
Sense the Nature of Vis (InVi 5/+22): Mastery 1 (quiet casting)
Appearance: Due to his lengthy excursions underwater, Maris almost constantly smells of salt and the ocean, and often has bits of seaweed and other bits of debris stuck about him.
Activities in the last 15 Years: Maris was once again thwarted in his goals when the storm that had so many times ruined his plans came again. This time a huge wave capsized the Paregro Mare, spilling all of its supplies into the ocean. Injured during the storm, Maris drifted nearly a week without food until he beached on the shores of Slvolder. Angered and infuriated, Maris spent the next decade on Slvolder, swearing that when he next left the island, he would never return. (Experience is divided with five years aboard ship and ten on the island.)

Maris +60 years
Characteristics: Int +1, Per +1, Pre 0, Com –1, Str +1, Sta +2, Dex +1, Qik +1
Size: 0 Age: 85 (63)
Warping Score: 8 (17) Decrepitude: 0 (2) Confidence: 2 (5)
Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic, Affinity: Creo, Affinity: Rego, Arcane Lore, Cautious Sorcerer, Free Study, Self-Confident*, Skilled Parens, Study Bonus; Plagued by Supernatural Entity, Weak Spontaneous Magic; Cyclic Magic (Negative): During Low Tide, Fear: Twilight, Infamous (mad), Vow (Independence)
* House Virtue
Personality Traits: Careful +3, Determined +2, Disciplined +1, Brave +1
Reputations: Dedicated (Tytalus) 1, Insane 4 Combat:
Dodge: Init: +1, Attack –, Defense +3, Damage –
Fist: Init: +1, Attack +2, Defense +2, Damage +1
Kick: Init: +0, Attack +2, Defense +1, Damage +4
Harpoon: Init: +3, Attack +5, Defense +3, Damage +8
Soak: +2
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: Scandinavia 2 (Baltic Sea), Artes Liberales 2 (astronomy), Athletics 2 (climbing), Awareness 3 (notice),
Magi of Hermes
Chirurgy 1 (first aid), Code of Hermes 1 (technicalities), Concentration 3 (spell concentration), Etiquette 1 (Hermetic), Finesse 3 (precision), Fishing 3 (trap fishing), Great Weapon 2 (harpoon), Latin 4 (writing), Magic Lore 2 (creatures), Magic Theory 6 (enchanting items), Navigation 2 (sea), Norse 5 (nautical terms), Order of Hermes Lore 1 (history), Order of Odin Lore 1 (history), Parma Magica 2 (Aquam), Penetration 3 (Rego), Philosophiae 2 (natural), Profession: Sailor 3 (storms), Survival 3 (winter), Swim 3 (diving), Tytalus Lore 1 (philosophies)
Arts: Cr 20, In 17, Mu 20, Pe 15, Re 20, An 7, Aq 15, Au 15, Co 15, He 14, Ig 6, Im 15, Me 2, Te 13, Vi 8
Twilight Scars: Maris' hair is slightly animate and tends to wiggle around as if by its own volition. Also, shadows cast by Maris fall toward the source of light instead of away from it. A salt crust slowly forms on Maris' skin.
Equipment: Paregro Mare, various seafaring equipment, tools for repairs and fishing.
Encumbrance: 0 (0)
Spells Known:
Securing the Harvest (ReAn 4/+30): Mastery 1 (quiet casting)
Soothe the Ferocious Bear (ReAn 10/+30): Mastery 1 (quiet casting)
Sense the Tide's Boundaries (InAq 25/+30): Mastery 1 (quiet casting)
Comfort the Drenched Caster (PeAq 5/+33): Mastery 1 (quiet casting)
Cloak of the Duck's Feathers (ReAq 5/+38): Mastery 1 (silent casting)
Captured by Höðr's Shackles (ReAq 20/+38): Mastery 1 (quiet casting)
Air's Ghostly Form (CrAu 5/+28): Mastery 1 (fast casting)
Eyes of the Cat (MuCo(An) 5/+32): Mastery 1 (quiet casting)
Wind at the Back (ReAu 5/+38): Mastery 1 (multiple casting)
Swallowed by the Mist (ReAu 20/+38): Mastery 1 (fast casting)
Bind Wound (CrCo 10/+28): Mastery 1 (multiple casting)
In Christ's Footsteps (ReCo 5/+38): Mastery 1 (fast casting)
Grow the Bountiful Feast (CrHe 4/+37): Mastery 1 (quiet casting)
Conjure the Sturdy Vine (CrHe 5/+37): Mastery 1 (multiple casting)
Plant the Bountiful Feast (CrHe 20/+37): Mastery 1 (quiet casting)
Hunt for the Wild Herb (InHe 5/+34): Mastery 1 (quiet casting)
Probe Nature's Hidden Lore (InHe 4/+34): Mastery 1 (quiet casting)
Repel Winter's Clutches (CrIg 5/+29): Mastery 1 (quiet casting)
Palm of Flame (CrIg 5/+29): Mastery 1 (quiet casting)
Lamp Without Flame (CrIg 10/+29): Mastery 1 (quiet casting)
Prying Eyes (InIm 5/+35): Mastery 1 (quiet casting)
Taste of the Spices and Herbs (MuIm 5/+38): Mastery 1 (quiet casting)
Form the Hermetic Boundary (CrTe 25/+36): Mastery 1 (quiet casting)
Eyes of the Eons (InTe 10/+33): Mastery 1 (quiet casting)
Supple Iron and Rigid Rope (MuTe 10/+36): Mastery 1 (quiet casting)
The Invisible Glass Worker (ReTe 4/+35): Mas-


tery 1 (multiple casting) The Unseen Porter (ReTe 10/+36): Mastery 1
(quiet casting) Sense of Magical Power (InVi 2/+28): Mastery 1 (quiet casting)
Scales of the Magical Weight (InVi /+28): Mastery 1 (quiet casting)
Sense the Nature of Vis (InVi 5/+28): Mastery 1 (quiet casting)
Appearance: Maris, now beginning to feel the effects of age, is starting to look a bit thin. Years on the sea have taken their toll, weathering Maris' skin to almost resemble the stony shore.
Activities in the last 15 Years: After his last encounter with Natura, Maris was left scornful and angered. After spending longer than he ever had on the island, he once again ventured forth, swearing never to return. He used the Paregro Mare to seed underwater gardens for food supplies, and new items were forged and spells invented. The great plan had finally come together. Maris did set sail from Slvolder on the first day of the new year 1300. Maris has since been lost to the Order, without a single sighting of his ship in recent memory.