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Nemoralis, Filius Silvanos, Merinita Nature Mysteries[]

Description & History[]

Nemoralis

In the years 1123 and 1125, Jarl Bankjar Jarlabankson was gifted with his first son Born and his second son Brand. Of Born it is said that Wotan laughed and thundered when Hilda gave birth. He was born to lead and protect. Of Brand it is said that he was the love-child of Bankjar and Ulfheddhra, one of Freya‘s strongest and dearest shieldmaiden, and delivered to Bankjar‘s doorstep at Walpurgis-Night in 1125, the godess most holy day of the year. He was born to guide and care.

Both brothers fought a lot but had a deep connection to each other. And their people soon acknowledged that both carried the best qualities of their father in them. But when Brand‘s 10th year arrived, an old fabled Godr-Priest named Silvanus entered the house of the Jarl and claimed tutorship of the young boy. In seeing the great honor in this exclamation, Jarl Bankjar gladly offered his second-born to the intimidating priest who left with small Brand the same evening. Born was allowed to escort his younger brother only to the beginnings of the forest and, on his return to the village, conveyed that the old Godr and Brand were swallowed by the trees and disappeared before his very eyes.

After six years, a big young man reappeared in the village and demanded to be brought to his father. He was brought to the new Jarl, for the old Jarl Bankjar had died a year before, and both recognized themselves as brothers Jarl Bankjar and and young Brand, the new Godr of the region. Brand was welcomed as the returned Jarl-son and merrily accepted as Godr of the region. While fullfilling his duties, Brand now and again left with Silvanus to learn secret wisdom in a far-away place called Durenmar.

Ereignisse und Begegnungen:

  • Mutabor, ich und Aureolis sollen eine Regio und einen alten Diedne-Konvent einer Le Borchan finden. Die Regio kann nur zweimal im Jahr durch drei Magier betreten werden und befindet sich in einer starken Regio im Ottenthal.
  • Ganelon, Marshall vom Kloster Fengheld, aus dem Hause Criamon "begrüßt" uns. Ein unangenehmer Zeitgenosse, sehr von sich eingenommen, aber unsere erste Bewährungsprobe zu erfolgreicher Diplomatie.
  • Suche nach Ebar, dem Schlinggeist, um ihn zu besänftigen

Names & Numbers[]

Character Name Nemoralis Current Year 1150
Player Name BelniFore Year Born 1125
Saga Arx Antra Furva Age (Apparent Age) 25 (25)
Setting Kirchberg Size +1
House Merinita Confidence Score (Points) 3

Aging & Warping[]

Decrepitude (Aging Points): 0 (0) Warping Score (Warping Points): 1 (1)
no aging yet warping with Faerie Magic

General Info[]

Birth Name Brand Jarlabanksson Gender male
Race/Nationality German/Scandinavian Place of Origin Koge (Denmark)
Religion Pagan (Old Norse) Title/Profession Magus, Godr
Height 1.87cm Weight 79 kg
Eyes glowing green Hair blonde
Handedness right Unspent XP 3

Characteristics[]

Intelligence Int open minded +2 Presence Pre friendly face +1
Perception Per attentive +1 Communication Com -  0
Strength Str athletic +1 Dexterity Dex clumsy -1
Stamina Sta broad shouldered +2 Quickness Qik contemplative -1

Virtues & Flaws[]

Virtues Pt Flaws Pt
The Gift 0* Close Family Ties (The Jarlabankssons) 1
Hermetic Magus 0* Dark Secret: True Merinita 3
Faerie Magic 0* Deficient Form (Ignem/ Outer Mystery) 1*
Nature Lore 1 Deleterious Circumstances (Bewitching Iron) 1
Faerie God Blood 1 Duty Bound (Godr of Freya) 1
Faerie Legacy 1 Study Requirements (Nature, War) 3
Ways of the Forest 1
Privileged Upbringing 1
Wealthy 3
Inoffensive to Animals 1
Awakening (Outer Mystery) 1*
Woods and the Wild (Sympathy) +1 0*
Warriors and Battles (Sympathy) +1 0*


Abilities[]

Ability (Specialty) Scr XP Ability (Specialty) Scr XP
Area Lore: Germany (Rhine Tribunal) 1 Leadership (Godr duties) 1
Artes Liberales (ceremonial magic) 1 Parma Magica (Creo) 1
Athletics (running) 1 Magic Theory (Herbam) 3
Awareness (searching) 1 Stealth (move quietly) 1
Brawl (punching, kicking) 3 Single Weapon (Spear) 2
Charm (flattery) 1 Thrown Weapon (Spear) 1
Folk Ken (peasants) 1 Swim (burdened) 1
Norse (Native) (Eastern Danish) 5 Bargain (pledges, oaths) 1
German (Northern Dialect) 3 Nature Lore (The Forest) 3
Latin (Hermetic usage) 3
Greek (literature) 1

Personality Traits & Reputations[]

Personality Trait Score Reputation Score
Devout +3 Well off 0
Jolly +1
Coward -2

Combat[]

Armor Worn Soak Armor Load
Armor 0 0
Combat Modifiers
Mods

Weapons[]

Weapon Q + W - E = INIT D + A + W = ATK Q + A + W = DFN S + W = DAM Load Range
Dodge 0 + 0 - 0 Scr 0 + 0 + 0 Scr 0 + 0 + 0 Scr 0 + 0 Scr Scr Range
Fist 0 + 0 - 0 Scr 0 + 0 + 0 Scr 0 + 0 + 0 Scr 0 + 0 Scr Scr Range
Kick 0 + 0 - 0 Scr 0 + 0 + 0 Scr 0 + 0 + 0 Scr 0 + 0 Scr Scr Range
Weapon 0 + 0 - 0 Scr 0 + 0 + 0 Scr 0 + 0 + 0 Scr 0 + 0 Scr Scr Range

Fatigue & Wounds[]

Fatigue
Fresh
0 2 min Winded
-1 10 min Weary
-3 30 min Tired
-5 1 hr Dazed
2 hr Unconscious
Wounds
Range Number Pen. Notes
  Light Wounds 1-6 ❑ ❑ ❑ ❑ ❑ -1
  Medium Wounds 7-12 ❑ ❑ ❑ ❑ ❑ -3
  Heavy Wounds 13-18 ❑ ❑ -5
  Incapacitated 19-24 ❑ ❑
  Dead 25+

Equipment[]

  • Padded clothing made from wool and linen
  • Ceremonial magus robes (with sign of House Merinita and Rune of Freya
  • Norse Hand Axe
  • Warrior Spear
  • Round Shield

Magus Traits[]

Affiliation[]

House Merinita Domus Magna
Covenant Arx Antra Furva Primus
Covenant of Apprenticeship Durenmar Parens Silvanus


Wizard's Sigil[]

Strong odour of deep woodlands and ripe vegetation attend his magic. Where he worked spells nature shows itself and florishes. Strong magic even brings vegetation and bloom into the most desolate places.

Magical Arts[]

Creo 6 Animal 1 Ignem 0
Intellego 1 Aquam 3 Imaginem 1
Muto 3 Auram 3 Mentem 3
Perdo 0 Corpus 1 Terram 3
Rego 7 Herbam 8 Vim 1

Laboratory[]

Basic Lab Total (+ Technique + Form): INT + Magic Theory + Aura = TOTAL

Longevity Ritual[]

Lab Total: Score - Age Roll Modifier: Score

Twilight Scars: 

Raw Vis[]

Art Pawns Physical Form
Art Number Form
Art Number Form
Art Number Form
Art Number Form
Art Number Form


Base Casting Totals[]

Formulaic: Technique + Form + Stamina + Aura + Simple Die
Ritual: Technique + Form + Sta + Aura + Artes Lib. + Philos. + die
Spontaneous (Fatigue): (Technique + Form + Sta + Aura + stress die)/2
Spontaneous (No Fatigue): (Technique + Form + Sta + Aura)/5


Casting Total Formula
Fast-Casting Speed (+ stress die) Qik + Finesse = Total
Determining Effect (+ die, vs. 15-magnitude) Per + Awareness = Total
Base Targeting (+ die) Per + Finesse = Total
Concentration (+ die) Sta + Concentration = Total
Magic Resistance (+ Form) Parma x 5 = Total
Multiple Casting (+ stress die - Nr of Spells vs. 9) Int + Finesse = Total

Spells known[]

Ward against Faeries of the Water (ReAq 15)

Ward against Faeries of the Wood (ReHe 20)

Conjure the Sturdy Vine (CrHe 5)

Trap of the Entwining Vines (CrHe 15)

Bridge of Wood (CrHe 20)

Intuition of the Forest (InHe 10)

Repel the Wooden Shafts (ReHe 10)

Tangle of Wood and Thorns (ReHe 15)

Piercing Shaft of Wood (MuHe 10)

Grimoire[]

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