Ars Magica Digital Codex

The Northern Seas

The Covenant of the Northern Seas is a spring covenant formed from a flotilla of ships that navigate Mythic Europe's northern seas, charting courses from the Rhine to Hibernia, and Iceland to Iberia. The covenant's magi are led by a magus of House Tytalus, who brings years of experience at sea and a desire to see his new covenant achieve its full potential. Behind this though, the Tytalus is really after something audacious; the founding of a new Tribunal in the one place nobody has yet thought to look.

Tribunal: Normandy Year Founded: 1209 Season: Spring Symbol: A Cog at Full Sail

History

As a Spring covenant, The Northern Seas has little history to speak of beyond the events that led to the covenant's formation. The rest, of course, is yet to be written.

As an apprentice, Carles followed his master from Tribunal to Tribunal and covenant to covenant. His master, Felix, was a specialist in restorative magics and longevity rituals and young Carles witnessed firsthand the fear of elderly magi whose only aim was to prolong their empty lives year after year. He vowed that his life would never descend to that.

Upon his gauntlet, he acquired his first ship, La Charytee, having diced with an old sea-captain. Rather than leaving the old man behind, he hired him to captain the ship and to take her to the world's edge!

In the end, those initial years at sea involved nothing so grand and Carles simply sailed the seas, learning what he needed, growing as a magus and a man. When he felt ready for the world's edge he sailed as far to the west as he could, arriving in faerie land, where he sailed further still. It was there, in a land where every island was an empire, and every man ruled his own kingdom, that he realized what he wanted; his own Tribunal. His experiences had given him inspiration, but his journeys had shown him where to build it; on the ocean itself.

He encountered the Bjornaer Hilde Oddfish as Hilde was seeking out her ancestor in order to explore her inner heartbeast and the two struck up a firm and lasting friendship. With Hilde confined to the sea for half her life, Carles' notion of a Tribunal of the oceans struck a chord.

The magi acquired a second vessel, the Marie de Bayonne, for Hilde and they started exploring together, finding that the ocean was magically far richer than any had previously assumed. The last decade has been spent in acquiring enough funds to purchase four other ships to complete their covenant.

Leaving this fleet in Hilde' care, Carles traveled widely looking for disaffected young apprentices and magi that he could tempt. He attended as many Tribunals as he could in recent years and he was successful four times over and one by one the covenant grew.

Depending on when you start, the magi have either just started sailing together or are about to start their maiden voyage as a covenant. Until this point, the covenant's time has been taken up with outfitting each ship with the essential laboratory. And now, the open ocean awaits.

Boons & Hooks

The covenant is described through the following Boons and Hooks, details of which can be found in the Covenants supplement:

Mystical Allies (Major Surroundings Boon): Merfolk are more than just stories that old sailors tell for the price of an ale. They have their kingdoms beneath the sea, they have their princes and their rogues, and so long as the covenant of the Northern Seas treats them well, they make potent allies.

Criminals (Minor Residents Boon): Whether on land or on sea, the covenant can call upon men willing to risk punishment under law on the covenant's behalf.

Difficult Access (Minor Site Boon): Knowing where the covenant is going to be makes for a good start, but those intent on visiting must have means to travel to the ships on the open seas.

Famous Resident (Minor Resident Boon): Carles Magnus has built a reputation for himself and his bold idea of a sea-borne covenant. As a result, most covenants surrounding the northern seas have heard of him. His name carries influence either as an inspiration to magi with pretensions to forge their own path, or as a figure of scandal.

Healthy Feature (Minor Site Boon): The open seas and the clean air, free from corruption, are excellent for the humors. At the expense of weathering storms and wintering in safe harbors, the magi and covenfolk are generally fitter and healthier than their landlocked counterparts.

Informants (Minor External Boon): The misfits of the Northern Seas may be the black sheep of their former covenants, but they still have their contacts. Some of the younger magi grew up alongside others still learning their Arts who are eager for stories of the high seas. This means the covenant receives word of the interests of important magi and covenants, which may help the covenant in trade.

Local Ally (Minor External Boon): A prominent tax collector at Barfleur, nominally the covenant's home port, is a strong ally to the covenant. He is a member of the town's Jewish community and owes much to the covenant's elder magi for help and protection they afforded him and his family some years ago. Further information is provided below.

Ungoverned (Minor External Boon): No ruler can truly lay claim to the seas, although the trade alliances and mercantile families probably try. As a result, the magi of the Northern Seas govern themselves and, ports and harbors aside, can afford to be a law unto themselves.

Sailors (Residents Free Choice): The covenfolk are virtually all sailors.

Missing Aura (Major Site Hook): A covenant at sea cannot expect to sail within a magical aura all year. There are auras out there, but they are small and widely distributed. As a result, the covenant has a base magical aura of zero.

Tribunal Border (Major External Hook): While nominally in the Normandy Tribunal, the independent covenant of the Northern Seas sails the borderlands between multiple Tribunals. The covenant's connection to Normandy is tenuous at best and its magi enjoy a freedom not often granted to others. As the covenant proves the sea's worth, multiple Tribunals may try to tempt them into membership. However, when those approaches are rebuffed, proud Tribunals may decide to take action against the upstart covenant.

Erratically Mobile (Minor Site Hook): Not only do the ships of the Northern Seas sail where they will, but they may not always sail together. This means that finding the covenant and/or specific members can be difficult. The covenant does have allies on dry land, but their visits may not be regular.

Gender Imbalance (Minor Residents Hook): Many sailors agree that a ship is

no place for a woman. As a result, and despite the covenant playing home to a female captain, the ships' crews are overwhelmingly male. Others may view the covenant as somewhat aggressive and there is little chance for family life within the covenant.

Possession Victim (Minor Residents Hook): As the covenant lacks an Aegis, the ships rely on relics or on Hermetic spells to protect the ship and crew from the infernal. Despite this, there is an infernal presence on board one of the ships and the demon is playing the long game of influencing the crew and the magus to sin and damnation. One or more of the crew are possessed by a demon. Carles Magnus suspects that something infernal may be trying to influence his crew but does not know of the possession directly. See below for more details.

Poverty (Minor Resource Hook): The covenant is young, with few resources. It has the Minor variant of the Poverty Hook and starts with a single Lesser Income Source, providing 40 Mythic Pounds per year. The magi may need to resolve that early on as the covenant currently runs a deficit.

Carles Magnus

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

Size: 0

Age: 80 (53)

Decrepitude: 0

Warping Score: 4 (12)

Confidence: 2 (5)

Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (the sea), Ways of the Sea; Inspirational, Self-Confident*, True Friend (Ojo), Warrior; Driven (Found his own Tribunal); Magic Addiction; Infamous, True Friend (Hilde)

Personality Traits: Driven +6, Gregarious +3, Loyal to Ojo +3, Daring +2, Reluctant to cast magic +2, Wanderer +1

Reputations: Daring scoundrel 4 (Normandy) Combat:

Dodge: Init +3, Attack n/a, Defense +5, Damage n/a

Fist: Init +3, Attack +5, Defense +5, Damage +0

Kick: Init +2, Attack +5, Defense +4, Damage +3

Long sword (Kilij): Init +4, Attack +12, Defense +9, Damage +6

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+) Abilities: Area Lore: The Northern Seas 5 (geography), Artes Liberales 3 (astronomy), Athletics 3 (climbing), Awareness 2 (alertness), Brawl 2 (Bludgeon), Code of Hermes 4 (tribunal procedures), Concentration 4 (controlling Magic Addiction), Dominion Lore 2 (relics), Faerie Lore 3 (Naiads), Finesse 3 (casting speed), Folk Ken 2 (magi), Infernal Lore 2 (demons), Intrigue 3 (alliances), Latin 5 (hermetic usage), Leadership 4 (magi), Magic Lore 4 (auras), Magic Theory 7 (Auram), Navigation 4 (at sea), French 5 (storytelling), Order of Hermes Lore 3 (politics), Parma Magica 4 (Mentem), Penetration 4 (Aquam), Philosophiae 1 (natural philosophy), Profession: Sailor 4 (Northern Seas), Single Weapon 4 (kilij), Swim 3 (diving)

Arts: Cr 10, In 9, Mu 9, Pe 11, Re 12, An 10, Aq 13, Au 9, Co 11, He 7, Ig 8, Im 5, Me 8, Te 8, Vi 9

Twilight Scars: Must drink brine in place of fresh water or suffer as a mortal might in drinking brine

Equipment: Kilij (talisman), loose sailor's clothes, golden earring.

Encumbrance: 1 (1)

Appearance: An aging man of the sea, Carles has a dashing grin and an athletic frame. He is weathered and tanned and his hair, turning from blond to gray, is thick with sea and salt. Casting Sigil: A wind swirls around the caster, or devices created by him, during the casting

Voting Sigil: A palm-sized crab shell inlaid with silver.

Spells Known:

Agony of the Beast (PeAn 15) +21 Clear Sight of the Naiad (InAq 5) +31 F Call of the Rushing Waters (InAq 15) +31 F Neptune's Imprisoning Arms (MuAq 25) +31 F Break the Oncoming Wave (ReAq 10) +37 F Ward Against Faeries of the Waters (ReAq 20)

+38, Mastery 1 (penetration) F Bind Wound (CrCo 10) +21 The Inexorable Search (InCo 20) +21, Mastery 1 (penetration)

Piercing Shaft of Wood (MuHe 10) +16 Lamp without Flame (Crlg 10) +18 Hornet Fire (Mu(Re)lg 10) +17 Quench the Raging Conflagration (Pelg 20) +19 ‡ Aura of Rightful Authority (ReMe 20) +20 Unseen Arm (ReTe 5) +20

In Christ's Footsteps (ReCo 5) +34 F†

Sense of Divine Power (InVi 2) +18 Sense of Faerie Power (InVi 2) +18 Sense of Infernal Power (InVi 2) +18 Sense of Magical Power (InVi 2) +18 Scales of the Magical Weight (InVi 5) +18

Sense the Nature of Vis (InVi 5) +18 Demon's Eternal Oblivion (PeVi 10) +21, Mas-

tery 1 (penetration) Gather the Essence of the Beast (ReVi 15) +21

House Virtue F Major Magical Focus applied Guardians of the Forests, page 96 Houses of Hermes: Societates, page 37 His current longevity ritual provides -9 to Aging Rolls.

His combat statistics include the +3 bonus granted by Ways of the Sea.

New Spells

Carles has learned some spells not in the core ArM5 rulebook. These are: Neptune's Imprisoning Arms

MuAq 25

R:Voice, D:Sun, T:Group

Operates like Trap of the Entwining Vines (ArM5, page 135), but the 'vines' are made from water, which takes on a semi-solid form for the duration of this spell. The 'vines' can hold still a small rowing boat, or up to 6 people.

(First presented in Guardians of the Forests.) (Base 4, +2 Voice, +2 Sun, +1 Group)

Ojo, Carles' Familiar

Ojo is a Barbary macaque who has served several masters during his long life. He joined Carles when the magus recognized the monkey as a magical beast and freed him from a cruel Mediterranean sea captain. Although Ojo can speak only through the use of a power (below), he is intelligent and has learned how to manipulate magical items. He is also an accomplished thief, something he learned in the service of yet another master.

Ojo's Animal Qualities are described in terms of the rules in Houses of Hermes: Mystery Cults, page 40. Necessary skill modifiers are summarized here for ease of reference. The magical Qualities and Inferiorities are all as described in Realms of Power: Magic.

Carles has aguired Ojo's love of climbing from their bond and Ojo has a preference for wearing clothes.

Magic Might: 13 (Animal)

Season: Spring

Characteristics: Int +2, Per 0, Pre -3, Com 0, Str -4, Sta 0, Dex +2, Oik +2

Size: -2

Virtues and Flaws: Magic Animal*, Magical Friend*; Learn Athletics from Mistakes; Baneful Circumstances (new moon), True Friend (Carles)

As Realms of Power: Magic

Magical Qualities and Inferiorities: Essential Virtue (Presence), Gift of Speech, Gift of Thumbs**, Improved Abilities x 2, Personal Powers x 2; Essential Flaw (Perception), Limited Speech

Just as Gift of Speech negates the inherent Mute Flaw of Magic Animals, this Minor Magical Quality negates the inherent No Hands Flaw

Mundane Qualities: Crafty, Defensive

Carles Magnus (Cont'd)

Fighter, Skilled Climber, Timid Personality Traits: Cheerful at Full Moon (Presence) +3, Loyal to Carles +3, Monkey +3. Mischievous +2. Brave -2. Attentive at New Moon (Perception) -3

Reputations:

Combat:

Bite: Init +2, Attack +9, Defense +7, Damage -3

Dodge: Init +2, Attack n/a, Defense +8, Damage n/a

Fatigue Levels: OK, 0, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10–12), Dead (13+)

Abilities: Athletics 5 (climbing), Awareness 4 (predators), Brawl 4 (dodge), Finesse 4 (using magic devices), French 3 (sailing terms), Latin 3 (Hermetic), Legerdemain 4 (cutpurse), Magic Lore 4 (auras), Magic Theory 2 (spells), Stealth 3 (hiding), Survival 3 (foraging)

Powers:

Ape the Beast, 1 point, Init −1, Animal: The monkey can acquire any minor natural ability of any animal he sees: a frog's ability to swim; a squirrel's perfect balance; a cat's night vision, and so forth. He can acquire any mundane Qualities, like a pair of goat's horns, a tortoise's shell, a hedgehog's spines, the venomous fangs of a snake, or the thick pelt of a bear; but cannot make major adaptations like a bird's wings or the ability to breathe water like a fish. He can only retain one such ability at a time; if he adopts an ability while he still retains another, then the first ability disappears. The power is otherwise maintained indefinitely, but all the time that the monkey retains an ability he loses one Might point every sunset and sunrise (it takes him three hours to regenerate this point; quicker in a Magic aura). MuAn 25 (base 4, +2 Sun, +1 Part, +1 Constant effect, +1 can change ability possessed) Personal Power (25 levels, –2 Might cost)

Mimic the Man, 0 points, Init +2, Imaginem: the monkey can perfectly copy any sound he hears, even human speech. Mulm 3 (base 1, +1 Conc, +1 Complexity) Personal Power (3 levels, -1

Might cost, +1 Init)

Vis: three pawns of Muto in his hands Gold Cord: 1, Silver Cord: 2, Bronze Cord: 1 Bond Powers:

Mental Communication; this operates both ways between Carles and Ojo and both are able to send complex thoughts, such as images and emotions, to each other. This power has unlimited use.

Appearance: Ojo is a Barbary macaque, a tailless monkey with yellowish, gray, or brown fur with paler underparts, and a dark pink face. His hands and feet are nimble and dextrous, perfect for climbing and thieving. He wears trousers and a jacket of eastern silk.

Ojo's silver cord adds to Carles' concentration rolls to hold his magic addiction at bay.

TALISMAN

Carles' talisman is a kilij, a single-edged sword with curved iron blade. It is of Turkish origin and is adorned with Islamic designs with a golden hilt containing an embedded topaz. The talisman has been opened for enchantment with 14 pawns of vis and contains the following effects:

Waves of Drowning and Smashing

ReAq 30

Pen +0, 1/day

R: Sight, D: Momentary, T: Individual As per the spell of the same name in ArM5, page 124.

(Effect: Base 10, +3 Sight, +1 size)

Wizard's Leap

ReCo (Animal, Herbam, Terram) 18 Pen +0, 6/day

R: Personal, D: Momentary, T: Individual

The caster is instantly transported up to 50 paces in any direction, provided he can see his destination or has an Arcane Connection to it. His Talisman and any equipment associated with the forms of Animal, Herbam, and Terram comes with him. Otherwise, as per the description in Houses of Hermes: Societates, page 36.

(Effect: Base 15; Modifications: +3 for

6/day)

The Wound that Weeps

PeCo 30

Pen +24, 6/day

R: Voice, D Momentary, T: Individual As the spell described in ArM5, page 133. (Effect: Base 5, +2 Voice; Modifications: +3 for 6/day, +12 for +24 Penetration)

Rusted Decay of Ten Score Years

PeTe 20

Pen +24, 6/day

R: Touch, D: Momentary, T: Individual As the spell described in ArM5, page 155. This effect is triggered in combat, when it strikes an opponent's metal weapon or armor. If the effect penetrates, it rusts the target through and weapons become little more than bludgeons and armor drops to the next protection value as per the table in ArM5, page 176.

(Effect: Base 2, +1 Touch, +2 metal; Modifications: +3 for 6/day, +12 for +24

Penetration)

The laboratory texts for effects enchanted into this talisman have not been translated and are not available to the covenant.

Attunements:

Topaz:

Iron: +7 harm or repel faeries Sword: +4 harm human and animal bodies

+4 leadership

Topaz: +4 strength, courage, pride

Six magi sail the Northern Seas, two of which are experienced and represent the driving forces behind the covenant, while the remaining four are young and starting out in their magical careers. These four younger magi make for good player characters as none have taken familiars, enchanted talismans, or significantly modified their laboratories, leaving players with scope in those areas.

Carles Magnus of House Tytlaus

Carles grew up hearing tales of Hermetic daring, of magi pushing against the limits of magic, each other, and the natural order of the world itself. His master was itinerant, however, and his apprenticeship was spent traveling between Tribunals, but it was at sea that he was happiest. Something about it suited his magic and temperament and he eventually earned great wealth through pragmatic piracy and acquiring things for other magi that they could never get for themselves. This has given him something of a reputation, not always for the good.

Carles has ambitions to found his own Tribunal of the Northern Seas, with himself as its Praeco. Through the last forty years, he has developed a daring plan and his flotilla covenant is the first stage. His Tribunal will encompass all the waters between the shores of Hibernia, Stonehenge, Loch Leaglean, the Rhine, Normandy, and Provençal, and all the lands beneath the seas, and the sky above.

Giving the covenant members a degree of freedom is part of his strategy. He intends them to gain their own followers, larger or more numerous ships, to control shipping lanes, etc. In essence, he wants them to outgrow his covenant and leave to found their own.

Hilde Oddfish of House Bjornaer

Hilde Oddfish has a problem. Her shark Heartbeast rages so fiercely that the only place she feels safe is at sea. It is not just her own safety that concerns her. The giant's blood running through her veins, the berserk fury that seethes behind her eyes, and the lack of control she has over her magic combine to make Hilde an unpredictable woman to be around. She knows this and holds it all back as far as she can, but cannot ultimately fight what she is.

Covenant Summary

The Northern Seas was built with 1088 Build Points, as described below.

Resource Build Points
Enchanted Devices & Laboratories 291
Library & Laboratory Texts 408
Money & Wealth 74
Specialists & Teachers 155
Vis Sources & Stocks 160

Columba

Characteristics: Int +1, Per 0, Pre +2, Com +3, Str –1, Sta 0, Dex –1, Qik –1

Size: 0 Age: 29 (29) Decrepitude: 0 Warping Score: 0 (0) Confidence: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Secondary Insight; Cautious Sorcerer, Clear Thinker, Good Teacher, Hermetic Prestige*, Puissant Artes Liberales, Strong-Willed; Tormenting Master, Waster of Vis; Ambitious, Flawed Parma Magica (Ignem)

* Gained as a House Virtue but Columba is recognized by the younger members of the Order as the maga who escaped House Guernicus. Scandalous to some, but to others the mark of a maga who will not be held back by convention

Personality Traits: Ambitious +3, Strongwilled +3, Perfectionist +1

Reputations: The maga who turned her back on House Guernicus (The Order) 3

Combat:

Dodge: Init –1, Attack n/a, Defense –1, Damage n/a

Fist: Init –1, Attack –1, Defense –1, Dam-

age –1 Kick: Init –2, Attack –1, Defense -2, Damage +2

Knife: Init –1, Attack +0, Defense –1, Damage +1

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+)

Abilities: Artes Liberales 2+2 (rhetoric), Charm 2 (debate), Code of Hermes 4 (tribunal procedures), Finesse 2 (casting speed), Folk Ken 2 (magi), Guile 2 (debate), Intrigue 2 (debate), Latin 4 (hermetic usage), Leadership 2 (debate), Magic Theory 4 (binding familiar), French 4 (poetry), Order of Hermes Lore 3 (personalities), Parma Magica 2 (Mentem), Penetration 2 (Mentem), Philosophiae 1 (moral philosophy), Spanish 5 (poetry)

Arts: Cr 4, In 7, Mu 4, Pe 4, Re 4, An 0, Aq 0, Au 0, Co 4, He 0, Ig 3, Im 5, Me 6, Te 0, Vi 4

Equipment: The Authority Granted to the Tribunal by its Members (Tractatus: Code of Hermes, Quality: 12) **

** This tractatus would normally cost 12 Build Points, but Columba has paid for the season it took to write it in XP

Encumbrance: 0 (0)

Appearance: Columba keeps her dark hair cropped short and her dress is always immaculate. Her erect posture gives her an illusion of height.

Casting Sigil: The sound of whispers in Columba's voice, reciting the incantations used to cast the spell

Voting Sigil: One half of an iron manacle, apparently broken open

Spells Known:

Disguise of the New Visage (MuCo 15) +8 Spasms of the Uncontrolled Hand (ReCo 5) +8 Despair of the Quivering Manacles (ReCo 15) +8 Wizard's Leap (ReCo 15) +8 Prying Eyes (InIm 5) +12 Wizard's Sidestep (ReIm 10) +9 Perception of the Conflicting Motives (InMe

  1. +13 Frosty Breath of the Spoken Lie (InMe 20) +13 Posing the Silent Question (InMe 20) +13 Loss of But a Moment's Memory (PeMe 15) +10

Dilde Oddfish

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

Size: +2 Age: 65 (50) Decrepitude: 1 (0) Warping Score: 4 (20) Confidence: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Flawless Magic, Giant Blood, Mystery of the Epitome**; Berserk, Heartbeast (Shark)*, Improved Characteristics, Lightning Reflexes, Chaotic Magic**, Fury (blood in the water), True Friend (Carles); Careless Sorcerer, Clumsy Magic, Greedy,

House Virtue

Gained through initiation

Personality Traits: Shark +3, Angry +2, Loyal to Carles Magnus +2, Studious -1 Reputations: Afflicted +3 (House Bjornaer), Dangerous +2 (Normandy)

Combat:

Dodge: Init: +2, Attack n/a, Defense +6/+4, Damage n/a

Fist: Init: +2, Attack +4/+6, Defense +6/+4, Damage +2

Bite: Init: +2, Attack +5/+7, Defense +7/+5, Damage +2

Bludgeon: Init: +2, Attack +6/+8, Defense +6/+4, Damage +4 **

*** Adjustments for the Berserk Virtue Soak: 0/+2

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Dead (29+)

Abilities: Artes Liberales 3 (ritual magic), Athletics 3 (grace), Awareness 2 (in the water), Bjornaer Lore 5 (modifying initiation scripts), Brawl 4 (Bite), Carouse 1 (power drinking), Code of Hermes 3 (tribunal procedures), Faerie Lore 2 (faeries of the sea), Finesse 3 (fast casting), French 4 (slang), German 5 (slang), Heartbeast 6 (regain human form), Latin 5 (hermetic usage), Magic Lore 3 (giants), Magic Theory 6 (inventing spells), Order of Hermes Lore 2 (personalities), Parma Magica 5 (Animal), Penetration 5 (Corpus), Philosophiae 3 (ritual magic), Swim 5 (underwater maneuvering)

Arts: Cr 10, In 8, Mu 5, Pe 12, Re 7, An 13, Aq 8, Au 5, Co 13, He 11, Ig 5, Im 3, Me 5, Te 5, Vi 7

Twilight Scars: None Equipment: None Encumbrance: 0 (1)

Appearance: Hilde is very large, with broad shoulders and powerful arms and legs. Her wide grin is filled with too many teeth.

Casting Sigil: Brine seeps from Hilde's skin with each spell cast or device activated Voting Sigil: A shark's tooth made of smooth black stone

Spells Known: Image of the Beast (InAn 5) +22, Mastery 1

(penetration)

Hunter's Sense (InAn 30) +22, Mastery 1 (penetration)

The Baleful Eye that Pains the Beast (PeAn 20)

+26, Mastery 1 (penetration) Cripple the Howling Wolf (PeAn 25) +26, Mastery 1 (penetration)

Viper's Gaze (ReAn 15) +21, Mastery 1 (penetration)

Subtle Taste of Poison and Purity (InAq 5) +17, Mastery 1 (quiet casting)

The Wound that Weeps (PeCo 20) +26, Mastery 1 (penetration)

Grip of the Choking Hand (PeCo 25) +26, Mastery 1 (penetration)

The Withering Eye (PeCo 25) +26, Mastery 1 (penetration)

Evisceration of a Thousand Knives (PeCo 30) +26, Mastery 1 (penetration) †

Endurance of the Berserkers (ReCo 15) +21, Mastery 1 (quick casting)

Demon's Eternal Oblivion (PeVi 10) +20, Mastery 1 (penetration)

Dreadful Bane of the Fae (PeVi 10) +20, Mastery 1 (penetration) †

Guardians of the Forests, page 60.

Hilde has not enchanted any items since her unhappy apprenticeship as he is wedded to a Bjornaer sense of purity; she relies on herself and her magic only.

She has invented her own Longevity Ritual and this provides -6 to Aging Rolls.

MODIFIED SPELLS

The Baleful Eve that Pains the Beast is a version of Agony of the Beast with the range increased from Voice to Sight.

The Baleful Eye is a version of The Wound that Weeps with the range increased from Voice to Sight.

The Withering Eye is a version of Invocation of Weariness with the range increased from Voice to Sight.

HEARTBEAST STATISTICS

Using the rules in Houses of Hermes: Mystery Cults, page 23, Hilde, in the shape of her shark Heartbeast, has stats as listed below. They include all modifiers for the House Bjornaer Inner Hearbeast (Epitome) Mystery Virtue. Any relevant Virtues and Flaws from human form still apply in animal shape, Social Status is irrelevant. No General Abilities from human form are usable except language and lores, but Arcane, Academic, and Supernatural Abilities are still accessible. In animal form she uses the General Abilities inherent to that beast at their fixed levels, although she may practice if she stays in animal form for an entire

season, or spend experience gained on adventures while in animal form.

Characteristics (Outer Heartbeast): Int +1, Per -2, Pre -3/+3, Com -6, Str +7, Sta 0, Dex +2, Qik +1

Characteristics (Inner Heartbeast): Int +1, Per -2, Pre -3/+3, Com -6, Str +10, Sta 0, Dex +2, Qik +1

Size: +3

Confidence: 1 (3)

Virtues & Flaws: Berserk, Lightening Reflexes; Ferocity (hunting), Fury (blood in the water), Greedy, Tough

Qualities: Aggressive, Ambush Predator, Aquatic, Large Teeth, Loathsome Appearance

Personality Traits: Brave +3, Greedy +3, Cruel +2

Reputations: Deadly (mariners) 2

Combat:

Large Teeth (Outer Heartbeast): Init +0, Atk +11, Def +6, Dam +10

Large Teeth (Inner Heartbeast): Init +0, Atk +11, Def +6, Dam +13

Soak: +2

Fatigue Levels: OK, 0/0, -1/-1, -3/-3, -5, Unconscious

Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated (25-32), Dead

Abilities: Artes Liberales 3 (ritual magic), Awareness 2 (food), Bjornaer Lore 5 (modifying initiation scripts), Brawl 5 (Large Teeth), Code of Hermes 3 (tribunal procedures), Faerie Lore 2 (faeries of the sea), Finesse 3 (casting speed), French 4 (slang), German 5 (slang), Heartbeast 6 (regain human form), Hunt 4 (prey), Latin 5 (hermetic usage), Magic Lore 3 (giants), Magic Theory 6 (inventing spells), Order of Hermes Lore 2 (personalities), Parma Magica 5 (Animal), Penetration 5 (Corpus), Philosophiae 3 (ritual magic), Stealth 4 (stalking prey), Survival 3 (home terrain), Swim 5 (home terrain)

Appearance: The heartbeast is a noticeably large shark with scarred and pitted grey skin and a wide gaping mouth filled with jagged teeth.

Mythic Feat: At the cost of 1 Confidence Point, the Inner Heartbeast may inflict a Heavy Wound on any creature of size +1 or less on a successful attack.

The shark is an unattractive beast, hence its low Presence score. However, its Loathsome Appearance Quality makes it fearsome and its Presence is treated as +3 for the purposes of intimidation.

If using City & Guild, attacks by her Inner Heartbeast are sufficient to cause ships to make damage rolls.

Sharks are solitary creatures and Hilde's one concession to humanity is her loyalty to Carles and she most often sails close to him. Carles may, however, send Hilde to accompany one of the other magi if he suspects anything untoward or underhanded, banking on Hilde's presence to be enough to bring wayward youngsters into line.

A member of Clan Maruhs, Hilde lives the life of a wanderer. Rebellious even to her clan, she has turned her back on their traditional magical leanings, distancing herself from them. She has no sept as the solitary aspect of her shark heartbeast asserts itself. See Houses of Hermes: Mystery Cults for more on House Bjornaer clans and septs.

Hilde sought out her Bjornaer ancestor several years ago and initiated one of the Inner Mysteries of her House that further enhances her heartbeast. She still retains the scarring on her side, in both human and shark form, caused by her first encounter with that ancient and powerful shark.

Columba of Ex Miscellanea

Columba served her apprenticeship in House Guernicus, but even in the earliest years of her apprenticeship, she knew that a life in that House was not what she wanted.

It was during the year before her Gauntlet that she met Carles Magnus and she saw in him an opportunity for freedom. They agreed that Carles would find her a sponsor within House Ex Miscellanea and the day before she was due to take her Gauntlet examination, she fled her covenant to Carles' ship on the coast and they sailed for Stonehenge, where she was accepted into House Ex Miscellanea by Benedic of Oxeney.

From there, they sailed south to Iberia where she stayed for several years before returning to Carles, bringing a book with her. This polemic on the founding of a new Tribunal draws upon her own study of the code and upon Carles' grand scheme, supporting her own ambition to found a new Tribunal.

The cross-House and cross-Tribunal nature of Columba's flight meant that no charges of deprivation of magical power were brought, but her former parens has never forgiven the insult. Columba has the Tormenting Master Flaw and fate conspires to place Columba and her former Guernicus parens, Roman de Troyes, in the same place at the same time rather more frequently than chance alone would dictate.

Matilda Page of House Verditius

Matilda Page was born and schooled in the Stonehenge Tribunal and, perhaps unwisely, her master allowed her to maintain contact with her birth family. This resulted in Matilda's wealthy, but troublesome, parents, siblings, and cousins arriving at her master's door on more than one occasion. This is perhaps why Matilda was so keen to run away to sea.

Matilda's interest was piqued by Carles' tales of a wreck of a knarr laying on the seabed. This old viking ship, covered in magical runes as used by the wizards of the icy north, is now a source of vis. To Matilda, the wreck represents not just a source of vis, but also inspiration to pursue the Elder Verditius Runes and beyond. She believes the runes themselves to be magical, the true source of the vis.

Her own craft is as an illuminator and her devices are always etched, engraved, or otherwise decorated with perfectlyformed script or images. She is particularly fond of charged devices and any potions or salves that she creates look and taste suspiciously like ink.

She is keen to learn the mystery of Enchant Casting Tools (Houses of Hermes: Mystery Cults, page 123) once her Arts have improved as she believes this to be a means of enhancing her magical power quickly and efficiently.

Jealous of the Rusticani ex Miscellanea tradition, who are able to craft charged items without spending a whole season on the exercise, she one day intends to integrate, research, or initiate her own version of the Rusticani Craft Magic Virtue (as described in Houses of Hermes, Societates, page 130). Mindful that others of her House might see this as a betrayal of their crafts and mysteries, she has not shared this information with any other Verditius.

Tibor Milos of House Tremere

As Carles Magnus began to make a name for himself, a clerk within House Tremere started to question just what the Tytalus magus was doing. He seemed to put into port but rarely and had distanced himself from the politics and contests of his native Normandy Tribunal. The clerk went to his superiors with an outlandish suggestion; Carles Magnus was laying the foundation for a new

Tibor Milos

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

Size: 0 Age: 25 (25) Decrepitude: 0 Warping Score: 0 (0) Confidence: 1 (3)

Virtues and Flaws: The Gift, Hermetic Magus; Life-Linked Spontaneous Magic; Affinity with Rego, Minor Magical Focus (Certamen)*, Skilled Parens, Puissant Philosophiae; Lycanthrope; Busybody, Hermetic Patron, Deleterious Circumstances (while touching, confronted with, or wearing silver)

* House Virtue

Personality Traits: Analytical +3, Secretive +2, Obedient +1

Reputations: Cursed 2 (magi of Coeris)

Combat:

Dodge: Init +0, Attack n/a, Defense +2, Damage n/a

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

Kick: Init –1, Attack +2, Defense +1, Dam-

Knife: Init +0, Attack +4, Defense +3, 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+)

Abilities: Artes Liberales 2 (cermonial magic), Athletics 1 (grace), Awareness 2 (determining effect), Brawl 2 (Knife), Concentration 2 (spell concentration), Finesse 1 (casting speed), Folk Ken 1 (magi), Guile 1 (particular sorts of deception), Infernal Lore 1 (curses), Intrigue 1 (plotting), Latin 4 (hermetic usage), Leadership 1 (magi), Magic Lore 1 (creatures), Magic Theory 4 (inventing spells), Parma Magica 1 (Mentem), Penetration 2 (Mentem), Philosophiae 2+2 (ceremonial magic), Magyar 5 (storytelling), Swim 1 (long distances)

Arts: Cr 0, In 7, Mu 0, Pe 4, Re 13, An 3,

Aq 1, Au 0, Co 3, He 0, Ig 2, Im 1, Me 7. Te 0. Vi 8

Equipment: Small casting props Encumbrance: 0 (0)

Appearance: An intense dark-haired young man with narrow eyes that linger on their subjects in a disconcerting way. He wears plain and austere robes as befits a magus of House Tremere.

Casting Sigil: The target is bathed in moonlight

Voting Sigil: Tibor does not possess his sigil Spells Known:

Circle of Beast Warding (ReAn 5) +18 Soothe the Ferocious Bear (ReAn 10) +18 Lifting the Dangling Puppet (ReCo 15) +18 Prying Eyes (InIm 5) +10 Wizard's Sidestep (ReIm 10) +16 Ring of Warding Against Spirits (ReMe 15) +22 Aura of Rightful Authority (ReMe 20) +22 Coerce the Spirits of the Night (ReMe 20) +22 Piercing the Magical Veil (InVi 20) +17 Circular Ward Against Demons (ReVi 15) +23

Gather the Essence of the Beast (ReVi 15) +23

Matilda Page

Characteristics: Int +3, Per 0, Pre -1, Com +2, Str -2, Sta 0, Dex +2, Qik -1

Size: 0

Age: 30 (30) Decrepitude: 0

Warping Score: 0 (0) Confidence: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus; Elemental Magic; Affinity with Magic Theory, Inventive Genius, Puissant Magic Theory, Verditius Magic*; Deficient Technique (Muto); Temperate, Close Family Ties, Susceptibility to Infernal Power

* House Virtue

Personality Traits: Temperate +3, Timid +3, Boisterous -2, Boastful -1

Combat:

Dodge: Init -1, Attack n/a, Defense -1, Damage n/a

Fist: Init –1, Attack +2, Defense –1, Damage –2

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

Knife: Init –1, Attack +3, Defense –1, Damage +0

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+)

Abilities: Area Lore: Southern England 2 (geography), Artes Liberales 2 (grammar), Awareness 2 (alertness), Code of Hermes 1 (apprentices), English 5 (storytelling), Folk Ken 2 (magi), Craft: Painter 5 (illumination), Latin 4 (her-

metic usage), Leadership 2 (laboratory work), Magic Theory 5+2 (enchanting items), Order of Hermes Lore 1 (politics), Philosophiae 3 (enchantments), Scribe 3 (scrolls), Verditius Cult Lore 2 (initiating others)

Arts: Cr 6, In 4, Mu 2, Pe 4, Re 7, An 0, Aq 7, Au 6, Co 2, He 0, Ig 7, Im 0, Me 0, Te 7, Vi 6

Equipment: Knife, scrolls (as listed below), a hefty satchel containing palimpsest, parchment, quills and inks, wax tablets, a stylus, and a solid writing board.

Encumbrance: 0 (0)

Appearance: Matilda is rather thin and pale and her fair hair is often unkempt. No matter how careful she is, blotches of ink usually find their way to the corner of her mouth, her chin, and her earlobe, which she has a habit of clutching when deep in thought.

Casting Sigil: A tide of illusory black ink wells from her fingers and up her arms. The greater the magnitude of the spell, the further the ink reaches.

Voting Sigil: An old knife, still sharp, given to her during apprenticeship by her parens

Spells Known:

Broom of the Winds (CrAu 15) +12 Whispering Winds (InAu 15) +10 Break the Oncoming Wave (ReAq 10) +14 Lamp without Flame (CrIg 10) +13 Pilum of Fire (CrIg 20) +13 Gloom of Evening (PeIg 10) +11 The Miner's Keen Eye (InTe 20) +11 Eyes of the Eons (InTe 10) +11 Wielding the Invisible Sling (ReTe 10) +14

Sense of Magical Power (InVi 2) +10 Sense of Faerie Power (InVi 2) +10

The palimpsest (once an old journal belonging to her master) and other writing paraphernalia double up as her casting tools. The fine knife used to scrape ink off the page is most often used in Perdo spells, while a quill loaded with colored ink slashes Muto spells in an arc in front of her.

DEVICES

Matilda has a penchant for charged devices, particularly scrolls that she can either use herself without going to the trouble of spell-casting or to give to grogs and let them sort themselves out. She has developed the following scrolls, for which she retains the laboratory texts:

3 scrolls of Bind Wounds (as per ArM5, page 129), CrCo 10 (+0 penetration)

1 scroll of Pilum of Fire (as per ArM5, page 140), CrIg 20 (+20 penetration)

1 scrolls of Circular Ward Against Demons (as per ArM5, page 162), ReVi 15 (+20 penetration)

2 scrolls of Wreaths Of Foul Smoke (as per ArM5, page 125) CrAu 10 (+0 penetration)

These are activated by opening them and speaking the illuminated trigger word or phrase written upon the scroll in Latin.

Matilda has not yet developed a talisman, considering it perhaps too early in her career to settle on any one device.

Tibor Milos (Cont'd)

TIBOR'S WOLF FORM

Characteristics: Cun +2, Per 0, Pre +1, Com 0, Str -1, Sta +3, Dex +2, Qik +2 Size: -1

Confidence Score: 1 (3)

Virtues & Flaws: Ferocity (against livestock), Improved Characteristics x2, Long-Winded, Compulsion (killing), Infamous

Qualities: Aggressive, Hardy, Keen Sense of Smell, Pack Animal/Pack Leader, Pursuit Predator, Sharp

Ears, Thick Fur, Vocal (choleric)

Personality Traits: Brave when hunting or cornered +3, Cowardly when surprised +2

Reputations: Bloodthirsty (local) 4 Combat:

Teeth: Init +2, Attack +11, Defense +9, Damage 0

Claws: Init +1, Attack +9, Defense +10, Damage +1

Soak: +7

Fatigue Levels: OK, 0/0, -1/-1, -3, -5, Unconscious

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

Abilities: Athletics 5 (distance running), Awareness 3 (smell), Brawl 5 (teeth), Hunt 4 (track by smell)

Appearance: Erect, triangular ears, a narrow muzzle, and a coat of shaggy pale grey fur. His eyes are vellowish and they have a steady, unsettling gaze.

Andrew of Louse Terbiton

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

Size: 0

Age: 25 (25)

Decrepitude: 0 Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws: The Gift; Hermetic Magus, Flexible Formulaic Magic, Apt Student, Book Learner, Inspirational, Social Contacts (Magi), Free Expression*; Short-Ranged Magic; Envied Beauty, Carefree

House Virtue

Personality Traits: Vain +2, Helpful +1, Charming +1

Reputations: Arrogant poet 2 (Stonehenge magi)

Combat:

Dodge: Init +0, Attack n/a, Defense +0, Damage n/a

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

Kick: Init –1, Attack +0, Defense –1, Damage + 3

Fatigue Levels: OK, 0, -1, -3, -5, Un-

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

Abilities: Artes Liberales 2 (rhetoric), Athletics 2 (running), Awareness 1 (alertness), Carouse 1 (staying sober), Charm 1 (first impressions), English 5 (storytelling), Etiquette 2 (court), Finesse 1 (casting speed), Folk Ken 2 (nobles), Latin 4 (hermetic usage), Magic Theory 5 (Corpus), Medicine 2 (physician), Parma Magica 1 (Corpus), Penetration 1 (Corpus), Philosophiae 1 (natural philosophy), Craft: Poetry 3 (chanson de gesta), Swim 1 (long distances)

Arts: Cr 6, In 1, Mu 3, Pe 1, Re 7, An 0, Aq 0, Au 0, Co 9, He 0, Ig 0, Im 0, Me 2, Te 0, Vi 5

Equipment: A satchel containing crumbled and torn parchments, small horn cups, a bottle of wine, a blunt pen knife, and never enough ink or quills. Encumbrance: 0 (0)

Appearance: Handsome, smiling, fair, and with a good voice.

Casting Sigil: His sigil is simply a sparkling golden sheen that persists through the casting, but it seems to apply randomly to the caster, the target, a nearby object, or a third party

Voting Sigil: A cup made of polished horn with a silver rim.

Spells Known:

The Severed Limb Made Whole (CrCo 25) +18 Physician's Eye (InCo 5) +10 Eyes of the Cat (MuCo(An) 5) + 3

Disguise of the New Visage (MuCo 15) +12 Preternatural Growth and Shrinking (MuCo 15) + 12

The Gift of Vigor (ReCo 20) +16

Spasms of the Uncontrolled Hand (ReCo 5) +8 ** Wizard's Leap (ReCo 15) +16

Palm of Flame (CrIg 5) +6

Words of the Unbroken Silence (CrMe 10) +4 ** Penalty for Short Ranged Magic applied.

CREATING POETRY

You can find more detail in the Art & Academe supplement, but here is a brief summary of the rules needed for Andrew to create new works of poetry.

Unlike study sources, poems generate an Aesthetic Quality instead of a Source Quality. This is determined as follows:

Aesthetic Quality: COMMUNICATION + CRAFT: POETRY + BONUSES

The bonuses include (but are not limited to):

  • Virtues like Inspirational and Free Expression add a +3 bonus.
  • An artist can double the time it takes to create a piece of artwork and receive a +1 bonus.
  • An artist can work overtime, taxing his physical and mental resources throughout the course of the artwork's creation. He receives a +1 bonus, but must make an Aging roll as soon as the artwork is completed.
  • An artist can add one third of his Artes Liberales score (rounded up) to a piece of artwork that somehow incorporates knowledge of one of the liberal arts.

The poet determines their story, and the troupe determines which standard Abilities this covers. Area Lore, Magic Lore, Faerie Lore, Order of Hermes Lore, etc. are all valid subjects that a poem written by a Hermetic magus might touch upon

A new work of poetry typically takes at least one season to create. The actual length of time taken is one season multiplied by the Aesthetic Quality / 10, rounded up.

Artists use this work as a study source for the associated artistic Ability with a source quality equal to the work's Aesthetic Quality divided by 2. Others may read the poem and gain exposure experience (two experience points) in any of the Abilities that the work involves.

Chapter Eight of Art & Academe provides more details and options to support Andrew's artistic ambitions.

Tribunal. Of course, the notion was incredible – there was no land to claim, no kingdoms by which to mark a border, and any auras would be transient at best. The clerk received short shrift and, as far as Coeris was concerned, the matter was closed.

However, the clerk had a filius who had just taken his Gauntlet. This Tibor Milos was assigned by his parens to the Covenant of the Northern Seas to act as House Tremere's eyes and ears within what could be a unique political situation.

Tibor is a man with two problems. Firstly, he is beholden to his parens and must report back on the covenant's activities. Secondly, he carries the curse of lycanthropy. When the moon is full, he turns body and mind into a savage wolf. However, he is prepared and he has brought his companion, Laszlo, who is also his translator, who oversees his confinement on the appropriate nights. Laszlo is described below.

At present, Tibor must send communications back to his parens by mundane means, such as using merchant houses or redcaps to transport messages. In time, he intends to invent or acquire a magical means of achieving the same.

Despite herself, Hilde is intrigued by Tibor's lycanthropy, although this is in much the same way a shark is intrigued by something strange bobbing about in the water.

ANDREW OF JERBITON

Andrew is a dreamer in search of adventure, but adventure in which his companions confront the dangers that he can then record. That's not to say that Andrew is a coward, far from it. He simply has a well-developed sense of his role and that role is to facilitate the efforts of others, to inspire them to great deeds and to record them for posterity. There is no better place to do this than on the Northern Seas with what to him is a band of heroic adventurers.

Andrew finds magic harder when not touching his target, but he has control over his spells such that he can vary the Range, Duration, or Target up or down by one magnitude, and he uses these spells principally to assist his companions. This is Andrew's modus operandi; facilitating others so that he may support and, importantly, observe.

As helpful as he is, he is often unprepared for the basics. His satchel contains many things that might once have served a purpose or might spark a conversation, but almost never contains what he needs. Luckily, he has no difficulty imposing upon

the generosity of others.

He has a passion for poetry and intends to record his adventures in the form of chansons de gesta, epic poems concerning heroic deeds, as described in Art & Academe, page 117. These typically take a season to create and a summary of the rules is provided below.

Andrew knows Matilda from their shared background in Stonehenge and he quite likes the strange bookish woman. In fact, he'd quite like to see if Matilda's magic can help improve his own poetry in the way that magically refining books improves them as a study source.

Notable Covenfolk

Like other covenants, the Northern Seas has its share of companions and grogs and like other covenants not all of these characters live or travel with the magi.

Otto-Pauels

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

Size: 0

Age: 47 (47)

Decrepitude: 0 (3) Warping Score: 2 (11)

Confidence: 1 (3)

Virtues and Flaws: Clerk, Arcane Lore, Relic, Warrior, Well-Traveled, Diabolic Past, Arthritis, Weakness (Adventure)

Personality Traits: Steadfast +3, Cynical +2, Compassionate +1

Combat:

Dodge: Init –1, Attack n/a, Defense +3, Damage n/a

Fist: Init –1, Attack +3, Defense +2, Damage +0

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

Long sword: Init +0, Attack +10, Defense +6, Damage +6

Soak: +2

Fatigue Levels: OK, 0, -1, -3, -5, Uncon-

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

Abilities: Area Lore: Flanders 2 (legends), Artes Liberales 3 (logic), Athletics 3 (climbing),

Awareness 2 (searching), Brawl 2 (Dodge), Charm 2 (being witty), Chirurgy 2 (binding wounds), Church Lore 2 (rites), Civil and Canon Law 2 (as applied to Flanders), Organization Lore: Covenant of the Northern Seas 1 (personalities), Dominion Lore 3 (angels), English 3 (prose), Faerie Lore 3 (faeries of death), Low German 5 (Flemish), Folk Ken 4 (clergy), French 3 (prose), Greek 3 (religious texts), Hebrew 3 (religious texts), Infernal Lore 6 (undead), Latin 5 (academic usage), Leadership 3 (inspiration), Magic Lore 4 (creatures), Order of Hermes Lore 1 (personalities), Philosophiae 4 (natural philosophy), Single Weapon 4 (Sword, Long), Theology 3 (heresy)

Equipment: Partial Metal Reinforced Leather Armor, tinder box, clerk's robes, longsword, satchel with basic writing tools.

Encumbrance: 2 (2)

Vis: Otto often carries a Fennel of Virtue containing 2 pawns of Vim vis, and a Clach Crubain of Virtue containing 1 pawn of Perdo vis. He also holds five pawns of Divine Perdo vis, as described later in this chapter.

Appearance: Otto is rugged and tanned despite his apparent vocation as a clerk. He has an easy smile and a resolute brow and

his still-thick hair is turning from brown to gray. When at home, he wears robes appropriate to a clerk and keeps his armor, traveling clothes, and weapons upstairs in his chamber.

The objects of virtue and the vis listed above are bought with the covenant's Build Points; 5 Build Points for each of the enriched items and 1 Build Point for the 5 pawns of Divine Perdo vis. Any creature with an Infernal Might of 25 or less struck with the Fennel of Virtue lose 5 points of Infernal Might (Penetration +35) at the cost of one of Otto's Fatigue Levels. In carrying the Clach Crubain close to him, Otto gains the Lesser Immunity (Arthritis) Minor Supernatural Virtue, but gains warping through being under a constant magical effect. These are described in more detail in Realms of Power: Magic, pages 126 and 127.

Otto's personal library includes four books upon the subject of the supernatural realms. These are available to the covenant, although he has the only copies and does not allow them to leave his premises.

Otto lives with his housekeeper, the young widow Madamoiselle Katarine Tempête, who occasionally assists him on his adventures.

18

The covenant has few companions as such but the characters described below fill those roles. Where the Northern Seas is adopted as a player covenant, these companions would make ideal player characters.

DOLLY PRICE

The port of Southampton on Stonehenge's south coast is a busy place and sea captains vie with the king's men to avoid taxes on goods in and out of the country. One woman happily plays one side against the other and makes profit of it; Dolly Price. While she has sailed with Carles in the past, she sees her place as firmly on dry land, running her dockside lodging house known locally as the Inn on the Wharf. It is a place where hard men of the sea come for comfort and the wealthy come to escape the city's watchful eye. The Inn is sometimes violent, but slight as she is Dolly is more than a match for trouble.

An ally to the covenant, Dolly is socially connected with a network of agents along the coast and beyond who feed information back to her. She has enemies within the king's men, enemies that might well close her down but for the protection she enjoys from Carles.

She also has the touch of magic about her and her Entrancement power helps her to get what she wants from those she encounters.

OTTO-PAUELS

Otto is an adventurer at heart. Despite his years and the occasional attack of arthritis, he is still fit, and as much as he tells himself that his impetuous days are behind him, adventure always conspires to lure him out for one last job.

He is a learned man and has applied this learning to matters of the unseen world. Outside of the Order, Carles knows of few men who know as much of the four realms as Otto does, especially when it comes to the undead.

Dolly Price

Characteristics: Int +2, Per 0, Pre +3, Com 0, Str -1, Sta -1, Dex 0, Qik 0

Size: -1

Age: 30 (30) Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws: Merchant, Entrancement, Wealthy, Protection (Carles Magnus), Temporal Influence (coastal criminals and smugglers), Enemies (Sheriff of Southampton), Greater Malediction (Plagued by Infernal Entities), Busybody, Small Frame

Personality Traits: Gregarious +3, Unforgiving +2, Determined +1

Reputations: Stay on the right side of Dolly Price 3 (thieves and rogues), A thief and a rogue 3 (sheriff of Southampton)

Combat:

Dodge: Init +0, Attack n/a, Defense +2, Damage n/a

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

Kick: İnit –1, Attack +2, Defense +1, Damage +2

Bludgeon: Init -1, Attack +4, Defense +2,

Damage +1 Dagger: Init +0, Attack +5, Defense +3,

Damage +2 Throwing Knife: Init +0, Attack +5, Defense +4, Damage +1

Soak: -1

Fatigue Levels: OK, 0, -1, -3, -5, Uncon-

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

Abilities: Area Lore: Southampton 4 (personalities), Athletics 2 (running), Awareness 3 (alertness), Bargain 2 (hard sell), Brawl 2 (Dagger), Carouse 4 (power drinking), Organization Lore: Covenant of the Northern Seas 1 (personalities), Disguise 2 (peasants), English 5 (slang), Entrancement 5 (questionable commands), Folk Ken 3 (the opposite sex), French 4 (slang), Guile 3 (lying to authority), Intrigue 3 (rumormongering), Leadership 4 (intimidation), Legerdemain 1 (picking pockets), Order of Hermes Lore 1 (personalities), Tavern/Brothel Owner 4 (exotic girls), Thrown Weapon 3 (throwing knife)

Equipment:

Encumbrance: 1 (1)

Appearance: Dolly is a short woman with cascading dark locks, a broad mouth, and large bright eyes.

The inn is within an Infernal aura that enfolds places where drinking, gambling, and debauchery are indulged. This is level 1 during the day, but rises to level 2 at night. This accounts for the many minor infernal influences that surround her. Unfortunately for her, Dolly's soul is probably thrice-damned already, what with all the men she's robbed, killed, or otherwise wronged.

Laszlo

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

Size: 0

Age: 30 (30)

Decrepitude: 0

Warping Score: 0 (0)

Confidence: 1 (3)

Virtues and Flaws: Custos; Animal Ken, Second Sight, Warrior, Well-Traveled, Unbaptized*; Nocturnal, Tainted With Evil

* Realms of Power: The Divine, page 93

Personality Traits: Loyal to Tibor +3, Pensive +2, Tenacious +1

Combat:

Dodge: Init +1, Attack n/a, Defense +6, Damage n/a

Fist: Init +1, Attack +6, Defense +6, Damage +0

Kick: Init +0, Attack +6, Defense +3, Damage +3

Bludgeon: Init +0, Attack +8, Defense +6, Damage +2

Dagger: Init +1, Attack +9, Defense +8**, Damage +3

Throwing Knife: Init +1, Attack +8, Defense +7, Damage +2

Short Sword and Buckler: Init +1, Attack +9, Defense +8, Damage +5

** Laszlo uses two daggers when fighting, with the blade in his left hand used to parry and redirect as others might use a buckler. This gives him a +1 to his Defense score when using daggers.

Soak: +3

Fatigue Levels: OK, 0, -1, -3, -5, Un-

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

Abilities: Animal Handling 3 (wolves), Animal Ken 5 (wolves), Brawl 4 (Dagger), English 3 (slang), Folk Ken 2 (peasants), German 2 (slang), Hunt 2 (wolves), Italian 1 (slang), Latin 3 (hermetic usage), Leadership 2 (animals), French 4 (Norman), Second Sight 5 (illusory disguises), Single Weapon 3 (short sword), Magyar 5 (slang), Stealth 2 (natural areas), Survival 2 (woodland), Swim 2 (underwater maneuvering), Thrown Weapon 4 (throwing knife)

Equipment: Partial Metal Reinforced Leather Armor, knives, short sword, buckler

Encumbrance: 2 (2)

Appearance: Laszlo has mid-length white hair and long angular features. He remains scrupulously clean-shaven. His leather and iron ring mail is usually topped with a knee-length hooded traveling cloak, concealing the daggers at each thigh and the belt of small throwing knives around his middle.

Otto spends his days in his Boulogne home and office as a clerk, but supplements his income with commissions from all comers to investigate the strange, the untimely, and the impossible.

His office is also the covenant's nominal council chamber as required by Normandy convention.

Laszlo

Laszlo is a loyal servant of House Tremere and the guardian of Tibor Milos. He is no grog, however, for he is Custos; trusted and respected and first among covenfolk. He has traveled extensively in his time and learned a little of many languages. But it is not this that selected him for the role of Tibor's man. It was his uncanny ability to speak with the animals. Laszlo has always had a deep understanding and affinity with the beasts of the world and given Tibor's curse, this ability makes him valuable.

He is a pensive man and given rather more to the night than the day. He suspects that's what tends to make others suspicious of his motives.

Grogs

The description of a base covenant in ArM5, page 71 provides for about one grog (fighter) per magus and about two other servants of various trades or professions. The servants are likely to include clerks and cabin-boys to fetch and carry for the magus. These are not detailed here and you should consider the Urchin statistics in Apprentices, page 30 for any young cabin-boys in the fleet.

Of the named grogs described nearby, you can assume that each of the covenant's six magi have one on board their ship with them. Players may like to decide among themselves which of these grogs they claim.

Bullcalf

Bullcalf is the backbone of the turb. Aside from the hulking Hilde, Bullcalf is the largest and strongest person in the covenant. He has a temper, is quick to anger, and is easily outwitted.

$\begin{array}{ccccc} \textbf{Characteristics:} & Int & -1, & Per & -1, & Pre & +1, \ & Com & -1, & Str & +4, & Sta & +2, & Dex & 0, & Qik & 0 \end{array}$

Size: +1

Age: 30 (30) Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Berserk, Great Strength, Large, Missing Ear, Uncontrollable Strength*, Wrathful * From the Groqs supplement

Personality Traits: Brave +3, Angry +1, Dim +1

Combat:

Dodge: Init +0, Attack n/a, Defense +4/+2, Damage n/a

Fist: Init +0, Attack +4/+6, Defense +4/+2, Damage +4

Kick: Init -1, Attack +5/+7, Defense +4/+2, Damage +7

Bludgeon: Init +0, Attack +6/+8, Defense +4/+2, Damage +6

Knife: Init +0, Attack +5/+7, Defense +4/+2, Damage +6

Hammer: Init +1, Attack +7/+9, Defense +4/+2, Damage +12

Warhammer: Init +0, Attack +12/+14, De-

fense +6/+4, Damage +16

Soak: +9

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24), Dead (25+)

Abilities: Animal Handling 1 (pigs), Area Lore: Sussex 2 (streams), Athletics 3 (running), Awareness 3 (attackers), Brawl 4 (kick), Carouse 4 (power drinking), Organization Lore: Covenant of the Northern Seas 2 (personalities), English 5 (insults), Great Weapon 5 (warhammer), Guile 2 (apologizing), Leadership 3 (in combat), French 3 (Norman), Single Weapon 3 (Hammer), Survival 3 (hills), Swim 2 (diving)

Equipment: Full Metal Scale Armor; Survival Pack, Warhammer

Encumbrance: 0 (4)

Appearance: Large, broad, bald, brokennosed, bearded, wild-eyed, and muscular. Oh, and he's got an ear off.

Bullcalf carries a heavy warhammer, which he uses to devastating effect, especially when his berserk fury takes over. In combat, Bullcalf is the grog at the center of the action. There is no telling which enemy he is going to attack next, it likely switches every round, and in doing so he is frightening and intimidating. To both sides.

Young Feeble

Feeble is so called by the turb on account of his stammering and his morbid fear of dogs.

Characteristics: Int -1, Per 0, Pre 0, Com -1, Str 0, Sta 0, Dex +3, Qik +2

Size: 0

Age: 25 (25)

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Puissant Great Weapon, Warrior, Afflicted Tongue (stammer), Fear (dogs)

Personality Traits: Brave +3, Bashful +2, Confused +1

Combat:

Dodge: Init -1, Attack n/a, Defense +6, Damage n/a

Fist: Init -1, Attack +7, Defense +6, Damage +0

Kick: Init –1, Attack +7, Defense +5, Damage +3

Bludgeon: Init +0, Attack +10, Defense +7, Damage +2

Long spear: Init +2, Attack +14, Defense +11, Damage +7

Soak: +4

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+) Abilities: Area Lore: Hampshire 3 (taverns), Athletics 3 (running), Awareness 3 (in combat), Brawl 4 (Bludgeon), Carouse 3 (drinking), Organization Lore: Covenant of the Northern Seas 1 (personalities), English 5 (rude words), Etiquette 2 (magi), Fishing 3 (rod and line), Folk Ken 1 (peasants), Great Weapon 5+2 (longspear), Guile 2 (avoiding duties), French 4 (Norman), Survival 2 (for a short period), Swim 2 (long distances)

Equipment: Pack, Partial Metal Scale Armor, Long spear, Fishing hooks and line.

Encumbrance: 3 (3)

Appearance: If there is a way to tie or buckle something wrong and still be wearing it, Feeble finds a way. He bears a look of surprised confusion whenever spoken to and his first instinct is to look for someone to answer for him. This is of course in part because of his bashfulness over his stammer.

Feeble by name, but not necessarily by capability. He is highly-proficient with the spear and his task is usually to close off an enemy's lines of attack or retreat. He lacks imagination and so when given a task he is happy to continue in that task until told to stop, including during combat.

Shadow

Shadow is well-named as he has vowed never to willingly leave his magus' side. This serious-minded man has trained all his life to be the best possible shield grog he can manage.

Characteristics: Int 0, Per 0, Pre 0, Com 0, Str +2, Sta +1, Dex 0, Qik +4

Size: 0 Age: 25 (25)

Decrepitude: 0 Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Improved Characteristics, Great Quickness, Warrior; Covenant Upbringing, Susceptible to Warping*, Unlucky*

* From the Grogs supplement Personality Traits: Brave +3, Loyal +3, Overconfident +3

Combat:

Dodge: Init +3, Attack n/a, Defense +8, Damage n/a

Fist: Init +3, Attack +4, Defense +8, Damage +2

Kick: Init +2, Attack +4, Defense +7, Damage +5

Dagger: Init +3, Attack +7, Defense +9, Damage +5

Longsword & Rectangular shield: Init +5, Attack +10, Defense +15, Damage +8

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Wound Penalties: -1 (1-5), -3 (6-10), -5

(11-15), Incapacitated (16-20), Dead (21+)

Abilities: Athletics 2 (contortions), Awareness 5 (bodyguarding), Brawl 4 (Dagger), Organization Lore: Covenant of the Northern Seas 1 (people), English 5, Folk Ken 3 (townsfolk), Latin 3 (hermetic usage), Leadership 4 (intimidation), French 4 (Norman), Single Weapon 5 (longsword), Swim 2 (stay afloat)

Equipment: Rectangular Shield, Full Chain Mail, Traveling Pack, Longsword, Dagger, iron helmet

Encumbrance: 1 (3)

Appearance: Erect, neatly turned out, with everything clean and polished. Beneath the brim of his iron helmet his eyes watch for any threat to his magus and he is often seen holding people at arm's length until given permission to approach his magus, even those people the magus knows. He carries a large rectangular shield that some have quipped is very nearly a field pavise.

Unless ordered otherwise, Shadow remains with his magus while in combat, standing off a safe distance and placing himself between his magus and harm. For this reason, he is unlikely to join a combat group and never presses a combat advantage; doing so might leave an opening through which he master might be harmed. Shadow considers himself armored enough to take whatever punishment comes his way.

Hang

Fang is a brawler and likes to get in close and grapple. He has a tendency to bite his opponents, claiming it takes the fight out of them, though even his closest friends state it is his foul odor responsible for that.

Fang has a weakness for drink and indulges whenever he is given the opportunity, which almost always ends in him becoming embroiled in one fight or another.

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

Size: 0

Age: 28 (28) Decrepitude: 0

Warping Score: 0 (0) Virtues and Flaws: Covenfolk, Puissant Brawl, Tough, Warrior, Careless with Great Weapon*, Social Handicap (Unpleasant odor), Weakness (Drinking)

* From the Grogs supplement

Personality Traits: Brave +3, Loyal +2, Subtle –2

Combat:

Dodge: Init +1, Attack n/a, Defense +9, Damage n/a

Bite: Init +2, Attack +11, Defense +10, Damage +1

Fist: Init +1, Attack +10, Defense +9, Damage +1

Grappling: Init +2, Attack +10, Defense +9, Damage +1

Kick: Init +0, Attack +10, Defense +8,

Damage +4

Axe & heater shield: Init +2, Attack +13, Defense +11, Damage +7

Fatigue Levels: OK, 0, -1, -3, -5, Uncon-

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

Abilities: Area Lore: Area 2 (brewers), Athletics 2 (climbing), Awareness 3 (in combat), Brawl 5+2 (Bite), Carouse 4 (drinking), Charm 3 (when drunk), Chirurgy 3 (cauterization), Organization Lore: Covenant of the Northern Seas 2 (personalities), English 5 (talking about fighting), Folk Ken 1 (magi), Great Weapon 3 (long spear), Guile 3 (lying to magi), Music 2 (drinking songs), Ride 1 (pack horse), Single Weapon 5 (heater shield), Survival 1 (on rivers), Swim 2 (underwater maneuvering)

Equipment: Heater shield; Pack; Partial Metal Reinforced Leather Armor, Ax

Encumbrance: 1 (2)

Appearance: Bearded, hunched, and reeking. His armor is loose and filthy, possibly more use for carrying chunks of bread and cheese inside for when he gets hungry. He does have an ax and a shield, but frequently forgets them and so is just as often seen without them as with.

Fang enjoys grappling and brawling, which makes for an effective means of subduing enemies rather than hacking at them indiscriminately.

Silence

A thief and a rogue, Silence is more used to subtlety and stealth than open brawling. He is often employed on tasks where his skills of stealth and legerdemain come in useful.

He can often be seen, on his own, practicing his athletic and climbing prowess, sprinting, and throwing

knives at targets.

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

Size: 0

Age: 26 (26)

Decrepitude: 0

Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Great Dexterity × 2; Covenant Upbringing, Master of None*

From the Grogs supplement

Personality Traits: Brave +3, Disciplined +2, Self-Interest +1, Honor-

Combat:

Dodge: Init +2, Attack n/a, Defense +6, Damage n/a

Fist: Init +2, Attack +8, Defense +6, Damage +0

Kick: Init +1, Attack +8, Defense +5, Damage +3

Dagger: Init +2, Attack +11, Defense +7, Damage +3

Throwing Knife: Init +2, Attack +10, Defense +7, 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+

Abilities: Athletics 4 (acrobatics), Awareness 3 (search), Brawl 3 (dagger), Organization Lore: Covenant of the Northern Seas 1 (people), Disguise 2 (peasants), English 3 (slang), Folk Ken 2 (grogs), Latin 2 (overheard speech), Legerdemain 4 (pilfering), French 5 (Norman), Stealth 5 (urban areas), Swim 2 (stay afloat), Thrown Weapon 3 (throwing knife)

Equipment: Dark clothes and short traveling cloak, Pack, Rope, Quilted Armor, Dagger, Throwing knives

Encumbrance: 1 (1) Appearance: Fit and wiry.

Silence prefers to use his throwing knives in combat. If these don't slow his opponent enough, he is always mindful of finding an exit and coming back more prepared. He works well with Fang, with the brawler grappling an opponent to the ground and then Silence coming in with a well-placed dagger.

A ship cannot function without her crew, so use these statistics for the crew-members, regardless of which ship in the fleet you need them for.

SHIP'S CAPTAIN

Given their importance, each ship's captain is bought as a Specialist from the Covenant's Build Points. These individuals are described below alongside their ships, but a standard statistics block is provided nearby.

Each sea captain costs 5 Build Points.

SAILOR

The Sailors Free Choice Covenant Boon describes the main body of the covenfolk. As per the description of the Boon, each sailor costs the covenant a penny each day. At around a dozen sailors per ship, across six ships, that's a total of 6 shillings each day and around 110 Mythic Pounds per year.

These sailors do not have a Build Point cost as they have little bearing on play beyond carrying out duties on board the ships.

SPECIALISTS

The covenant does not generally take its specialists with it, which means that the covenant must visit certain ports in order to use the services provided by their specialists. These invariably are Carles' social contacts, all either paid by the covenant for prompt and preferential treatment or in debt to Carles and Hilde in some way. These specialists are always prepared to take on unusual or even dangerous commissions

The following specialists are available, and unless otherwise marked they each cost 6 Build Points for their highest primary Ability.

The Chaplain: Clovis knows enough of the Order to know that they frequently endanger their own souls and the souls of those around them. While he tends his parish near St. Malo, he may occasionally sail with the covenant if asked. He is useful as a messenger, a mediator, a neutral party, and as a conscience. He costs 51 Build Points as this includes the cost of his Bible.

The Bible: Summa, Theology (Level 10, Quality 3), Summa, Church Lore (Level 3, Quality 3)

The Sail Maker: Stephen is a sail maker working out of his Cherbourg sail loft. While skilled, he lacks the innovation in his workshop to make him stand out, something he intends to ask the covenant for help in.

The Carpenter: Hugh is master carpenter with access to wood and timber from across the known world. He is also able to find and pass on exotic wood by request, such as lightning-struck oak, or a cypress upon which a man has hanged for three days. Hugh costs 21 Build Points as this includes a +2 Raw Materials bonus to his workshop.

The Rope Maker: Guerrier of Abbeville on the Somme operates a thriving ropewalk. Guerrier costs 21 Build Points as this includes a +2 Innovation bonus to his workshop.

Shimon Avraham: Shimon is a prominent tax collector at Barfleur and a strong ally to the covenant. A member of the town's Jewish community, he owes much to the covenant's elder magi for help and protection they afforded him and his family some years ago. He can ensure that some cargoes go through the port unchecked and uncounted. He costs 8 Build Points for his Profession: Tax Collector Ability.

The Merchants: The covenant has friendly merchants in Antwerp, London, and Paris, which accounts for the stability of their trade and transport income. These three merchants alone may not be able to increase this income, but they do look after the covenant's interests.

Thrice-Dead Ded

Thrice-Dead Ned is so called because he has very nearly died in the service of magi at least three times. He considers himself lucky, though others aren't as sure. He has an astounding constitution that sees him recover from wounds that would have surely killed other men. Years of patching his own wounds have taught him the art of chirurgery and he sees that his fighting friends are well looked after.

Characteristics: Int -1 (1), Per -1, Pre -1, Com -1, Str +1, Sta +4 (2), Dex +1 (1), Qik 0

Size: 0

Age: 45 (45)

Decrepitude: 1 (2) Warping Score: 0 (0)

Virtues and Flaws: Covenfolk; Great Stamina, Rapid Convalescence, Warrior; No Sense of Direction, Weak Characteristics, Weakness (talking back to magi)

Personality Traits: Loyal +3, Cheeky +2, Brave +1

Combat:

Dodge: Init -4, Attack n/a, Defense +3,

Damage n/a

Fist: Init -4, Attack +4, Defense +3, Damage +1

Kick: Init -5, Attack +5, Defense +3, Damage +4

Axe & Round Shield: Init -2, Attack +13, Defense +10, Damage +7

Crossbow: Init +3, Attack +12, Defense +6, Damage +8

Soak: +11

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

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

Abilities: Area Lore: Normandy Coast 4 (monsters), Area Lore: Stonehenge's Southern Coast 2 (monsters), Awareness 5 (in combat), Brawl 3 (Kick), Carouse 3 (with fighting friends), Chirurgy 5 (binding wounds), Crossbow 5 (crossbow), Organization Lore: Covenant of the Northern Seas 1 (personalities), English 5 (military talk), Folk Ken 1 (magi), Guile 2 (getting extra rations), Leadership 3 (in combat), French 3 (Norman), Order of Hermes

Lore 3 (grogs), Single Weapon 7 (round shield), Stealth 3 (when armored), Survival 1 (when in a group), Swim 1 (staying afloat), Thrown Weapon 4 (knife)

Equipment: Round Shield, Ax, Crossbow, Full Metal Scale Armor, Pack

Encumbrance: 4 (5)

Appearance: Despite his years, his well-trained arms and shoulders still fill his armor well. His beard may be gray, his eyes a little rheumy, and he may be a little hard of hearing, but he has a lightness to his step and ready smile.

Thrice-Dead Ned benefits from a Stamina of 4 +3 for Rapid Convalescence in all Wound Recovery Rolls, as detailed in ArM5, page 179. He does however have some Aging Points against a few of his characteristics, which puts him at risk during each winter.

Ned isn't clever, but he isn't stupid either. He knows he's getting on a bit and prefers to use his crossbow from range, reloading while others keep danger at bay. Ned uses the Crossbow Ability from Lords of Men, page 138, and spans his crossbow using a belt hook.