Cassidy

(Image - Myrna ~1220)

Myrna filia Kynthia (as of Spring 1226)

“There are two ways of spreading light: to be the candle or the mirror that reflects it.” ~ Edith Wharton

Cassidy’s childhood began as the half-human entertainment in the court of her Faerie Lord father. When she was not being taught profane tricks and spells for the amusement of her father’s friends, Cassidy was cared for by the court’s Royal Huntsman, Iovhar. While Arcadia slowed her aging, the toddler still grew into a child that began to bore the court with her questions.

As was the trend at the time, Cassidy’s father ordered Iovhar to take the young girl into the forest and return with her heart. Unable to murder the child, he instead helped Cassidy to escape from Arcadia and into the safekeeping of Arnulf, to be trained with a handful of other gifted children in the magical arts.

The wild, half-Fae child was claimed by Kynthia of House Merinita and started living the life of a magus specializing in illusions. A few years later, Iovhar returned to continue his guardianship with the excuse that her father had discovered their treachery. It may be that Cassidy’s father still lives in ignorance of his daughter’s continued existence.

Several happy years passed for Cassidy, surrounded by her Apprentice friends and Iovhar with his wolfhound companion, Caera. Soon, she became a magus in her own right and assumed the name of Myrna - a Faerie name that meant “the Mirror.” Iovhar took leave of her company once Myrna began to live at Cor Draconis. She had been looking forward to getting to know Alfeva better.

Soon after her arrival to Cor Draconis, however, a local Faerie Lord placed a curse upon Myrna; an occupational hazard. She became consumed with an obsession over finding Iovhar forcing her to flee the Covenant in a fit of curse-induced-madness and leave Alfeva behind. Her search ends in Rathcrogan where Iovhar has resumed his role of Royal Huntsman; in service to the Evil Queen Mab. Myrna was offered a choice, join Iovhar in service to the Queen or die. Now that the curse was satisfied, Myrna found herself trapped. Still, she had to seize an opportunity to save Iovhar and the redhaired half-faerie agreed to Mab’s terms.

Cassidy was given a potion to drink that unlocked more of her Faerie magic but would permanently alter her appearance to that of an evil fae.

After several years of service, Myrna resigned herself to her fate and the reality that the Iovhar she grew up with would never return. It was a very unexpected but welcome turn of events when a group of familiar faces arrived to Rathcrogan; and also ironic that a hunting party had come to destroy the Huntsman. Much to her dismay, Myrna took part in the raid against Iovhar.

Though she was able to save the hound Caera from sharing her master’s fate, the heartbroken companion refused to serve any magi ever again. Myrna’s last gesture of good-will towards the faithful hound that had guarded her as a child was to find the beast a new home before returning to Cor Draconis.

Much about the Covenant and her friends had changed, herself included. Her former tower had been given away, making her feel more like an outsider than ever before. Will Cor Draconis ever feel like home again? If not, then where?

(Image - Myrna ~1225)

Age: 26 (born 1200)

Confidence: 1 (3)

Size: 0

Sigil: Butterflies

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

Virtues: (+13) The Gift (0); Affinity with Imaginem (+1), Faerie Magic (+0); Glamour Magic (+3), Gossip (+1), Major Magical Focus: Visual Illusion (+3), Second Sight (+0, from SFB), Skinchanger (+1), Spell Timing (+1), Strong Faerie Blood: Sidhe (+3)

Flaws: (-13) Faerie Upbringing (-1), Enemy: Queen Mab (-3), Harmless Magic (-1), Incomprehensible (-1), Meddler (-1), Vulnerable Magic: Iron (-3), Weakness: Iron Burns Her Like Fire (-3)

Reputation: Alpine Apprentice 2 (5), Prankster 2

Abilities: Artes Liberales 2 (5) (astronomy), Athletics 1 (5) (sprinting), Awareness 2 (7), Charm 1 (6) (first impressions), Code of Hermes 1 (Certamen), Concentration 1 (7) (spells), Etiquette 2 (5) (faerie), Faerie Magic 2, Faerie Lore 4 (Arcadia), Finesse 3 (5) (Imaginem), Folk Ken 2 (1) (faeries), Gaelic 5, German 1 (3), Great Weapon 2 (9) (staff), Guile 2 (5) (illusions), House Merinita Lore 2 (10), Latin 5, Magic Theory 6 (8) (Imaginem), Music 2 (3) (Harp), Order of Hermes Lore 1 (Certamen), Parma Magica 1 (Mentem), Penetration 1 (4) (Certamen), Philosophiae 2, Profession: Scribe 1 (Hermetic), Second Sight 1, Shadow of the Moon Lore 1, Survival 1 (7), Stealth 1 (hiding)

Arts: Cr 11, In 6, Mu 7 (3), Pe 6, Re 7; An 0, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 13 (67 XP + Affinity), Me 0, Te 0, Vi 0

Warping 2

Combat:

* Staff - Init +3, Atk +6, Def +6, Dmg +1

* Evasion - Init +1, Def +1

Certamen

School: Hoplomachus. Cassidy loses Initiative unless she is dueling another Hoplomachus fighter. She can choose to subtract up to her Finesse from her Attack totals and add twice that number to her Defense totals. If she chooses not to attack for a round, she gains triple the Finesse modifier instead.

Initiative (Qik + Finesse): +4 (Imaginem)

Attack (Pre): +1

Defense (Per): +1

Weakening (Int + Penetration): +4

Resistance (Sta + Parma): +3 (Mentem)

Possessions:

Vis: 6 pawns Animal ((**?? - Check with Bursar))

Myrna's Mirror, toga praefecta, staff, bulla, The Chiroptera Cloak

Skinchanger

Cassidy wears the Chiroptera Cloak, a long, grisly, hooded cloak fashioned from bats, their bodies and outstretched wings magically sewn together. It allows the wearer to change shape and become a bat. When transformed, she has the following stats:

Characteristics Int +2, Per +2, Pre 0, Com -2, Str -10, Sta +2, Dex +1, Qik +12

Siz -9

Soak +5 (Sta 2 + Skinchanger bonus 3)

Abilities Athletics 3 (flying), Awareness 4 (predators), Brawl 4 (dodging), Stealth 4 (hiding), Survival 3 (caves)

Qualities Sharp Ears, Skilled Climber

Combat:

Dodge Init +12, Defense +17

Wound Levels Light (1), Medium (2), Heavy (3), Incapacitated (4), Dead (5+)

In bat form, she cannot speak or gesture. So she can cast spells, but has a -15 penalty.

Myrna's Mirror

Myrna's Mirror was a gift from Camilla of Merinita, who finished her training after Kynthia traveled to the moon. It is an excellent hand mirror forged by the dark-elves of Svartleheim, made of silver and glass and decorated with semi-precious stones. It was opened with 12 pawns of vis; 3 of its 12 spaces are used.

Attunements:

+7 Illusions

(one additional attunement not yet chosen)

Mirror Image

Myrna looks into the mirror and creates a duplicate of herself. The duplicate obeys her mental commands. The mirror sustains concentration on the effect.

Base 2, +1 Touch, +1 Conc, +2 move at your command, +1 intricacy. Spell effect 15. Mirror sustains concentration (+5), 50 uses/day (+6). Final effect: 26.

Myrna's Laboratory

Myrna has constructed her laboratory inside the Rath of Brigid the High One, one of the powerful faeries who dwell under Uisneach. Brigid handles all Upkeep for Myrna's lab, and Myrna has considerable space and creature comforts, but in return she has agreed to find Brigid's missing magical oxen, boar, and sheep sometime in the next 7 years (before the Tribunal of 1234).

The rath has a Faerie Aura of 3. The fireplace generates 4 pawns of Faerie Ignem vis a year.

Size: +1, Refinement: 0, General Quality: +1, Upkeep: -1, Safety: -1, Warping: +3, Health: 0, Aesthetics: +1

Experimentation +2, Imaginem +2, Items +1, Teaching +1, Terram +1

Virtues: Faerie Ingredients (0; +1 GQ, -1 Upkeep, +1 Warping, +1 Experimentation, +1 Imaginem), Inexhaustible Supplies (0; -3 Upkeep, +1 Warping), Opulent (+1; +1 Upkeep, +1 Health, +2 Aesthetics, +1 teaching),Superior Construction (0; +1 Safety, +1 Aesthetics), Superior Tools (0; +1 Upkeep, +1 Safety, +1 Items), Vis Source (+1; 4 Faerie Ignem).

Flaws: Gremlins (-1; -3 Safety, +1 Warping, -1 Aesthetics, +1 Experimentation, +1 Imaginem), Subterranean (0; +1 Upkeep, -1 Health, -1 Aesthetics, +1 Te).

Library

The Lore of Quendalon

An early compilation of the secrets of Faerie Magic. The contents of this book are vital mysteries of House Merinita. This book was copied in haste, and can be improved. Summa level 5, Quality 13.

**Faerie Book from Rathcrogan - TBD

Spells

F = Casting total benefits from Major Magical Focus: Visual Illusions

T = Casting total benefits from Talisman's +7 Illusions

Ward Against Rain +9 (ReAu 10)

Follower's Bane +9 (ReCo 10, Faerie)

Intuition of the Forest +8 (InHe 10)

Phantasmal Animal +44TF (CrIm 20)

Phantasmal Fire +20F (CrIm[Ig] 20)

Aura of Ennobled Presence +36F (MuIm 10)

Disguise of the Transformed Image +36F (MuIm 15)

Image Phantom +36F (MuIm 20)

Living Fire +36F (MuIm 25, Faerie)

Veil of Invisibility +33F (PeIm 20)

The Vanishing Nun Trick +33F (Pe[Mu]Im 25)

Wizard's Sidestep +36F (ReIm 10)

Call to Slumber +9 (ReMe 10)

Sinister Road +9 (ReMe 20, Faerie)

Obliteration of the Traveler's Barrier +8 (PeTe[He] 20)

Unseen Porter +9 (ReTe 10)

Beast of Glamour +44F (CrIm 30)

Boar of Glamour

Wild Boar -

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

Cantations

Bits of Beast that Betray +8 (PeAn 3)

Do Your Britches Betray You? +9 (ReAn 5)

Sweet Taste of Apples +7 (CrAq 4)

Spit of the Cobra +9 (MuAq 3)

The Immaculately Groomed Magus +8 (PeCo 5)

The Evil Eye +8 (PeCo 5)

The Immovable Blindfold +32F (CrIm 5)

Relay the Vision of the Magus +32F (CrIm 5)

Eyes in the Back of the Head +21 (InIm 3)

Dangerous Bouquet +36F (MuIm 3)

The Tiro’s Disguise +36F (MuIm 4)

Hide in Plain Sight +33F (PeIm 5)

Flash of the Doppleganger +36F (ReIm 5)

Countering the Simple Imaginem Spell +8 (PeVi 5)

Timeline:

1226: Spring & Summer - Building lab inside a friendly Faerie regio atop the Hill.

Winter of 1225: 6 Adventure XP and 2 Exposure, 5 in Finesse and 3 in Perdo.

Catching Up: Winter 1220 - Autumn of 1225.

  • 4 seasons at the covenant; one might be service, but doesn't have to be.

      • Read What is Required and The World of Ideals. Buy a tractatus on Magic Theory Q10 for 2 pawns of Animal vis (leaving you 6). Spends season 3 reading that for 10 Magic Theory XP. Final season: Prepares the mirror for enchantment.

    • 14 seasons at Rathcrogan; one of those is when you get Glamour Magic, 2 more seasons building a lab, leaving 11 seasons to do as you wish. 8XP for every season.

      • First season: Finds Iovhar serving as Dark Huntsman to Evil Queen. Cassidy in an attempt to maybe help him and learn more about his situation agrees to become Mab's Court Magician. She is given a goblet of faerie wine which, when she drinks it, knocks her out for a month and she wakes up with Glamour (Major Virtue) and Weakness: Iron Burns Her (Major Flaw). 2 Exposure XP.

      • Second and Third season: Set up a new lab. 4 Exposure XP into Creo.

      • Fourth season: 7-Year Cloak of Invisibility. Base 4, +1 Touch, +1 While Wearing the Cloak, +1 changing image. Level 15. Uses/day: Unlimited (+10). Total effect: 25. Lab total: 32 = 7 extra, item lasts 7 years (7x5=35). Lab notes. 2 Exposure XP.

      • Fifth season: Open your Talisman, the Myrna's Mirror, attuning it +7 to Illusions.

        • 6th-7th season: Enchant the mirror to create a double of herself which she can control. Base 2, +2 Voice, +1 Conc, +2 move at your command, +1 intricacy. Spell effect: 20. Uses/day: 2 (+1), Mirror Sustains Concentration (+5). Final Effect: 26. Lab total +5 for enchanting your talisman, lab total 39.

        • 8-9: Practicing Creo for 16 XP. CrIm Lab Total: 8 Cr + 8 MMF + 13 Im + 7 MT + 5 Aura + 2 Int = 43.

        • 10-12: Creo fpr 24 XP. 11 Cr + 11 MMF +13 Im + 7 MT + 5 Aura + 2 Int = 49.

        • 13-14: Beast of Glamour: Creates a Glamoured animal up to size +1. Base 10, +1 Conc, +1 Touch, +2 can move and obeys caster's commands. Level 30 CrIm spell. 2 Exposure XP.

1220: Spring -- Arrived at the Hill of Uisneach and began constructing her lab, 6 Adventure XP, 5 into MT and 1 Concentration, 1 Correspondence in Folk Ken; Summer -- Traveling to the three Faerie mounds on the hill and finishing your lab, 2 Exposure XP in Survival,1 Correspondence XP in Charm; Autumn -- Finish inventing The Vanishing Nun Trick, 2 Exposure XP in Etiquette, 1 Correspondence XP in Awareness.

1219 Spring -- 13 Teaching XP in House Merinita Lore; Summer -- Read Gemini Magic, a tractatus on Magic Theory that teaches Target: Pair and 10 XP in Magic Theory; Autumn -- Working to invent The Vanishing Nun Trick, accumulating 16 points towards the spell; Winter -- Taught 80 spell levels by Camille and 2 Exposure in Imaginem.

1218 Spring -- 12 Teaching XP in Great Weapon; Summer -- Copies The Lore of Quendalon, 5 Adventure XP in Folk Ken, and 5 in Faerie Lore; Autumn -- 13 Teaching XP in Music; Winter -- 13 Teaching XP in Imaginem.

1217 Spring -- 12 Teaching XP in Great Weapon; Summer -- Copies Topographia Hibernia and Expugnatio Hibernia, 4 Adventure XP in Finesse and 2 in Etiquette; Autumn -- 21 Reading XP in Intellego; Winter -- 13 Teaching XP in Imaginem.

1216 Spring -- 5 XP in Faerie Lore; Summer -- Read a book on Muto for 18 XP; Autumn -- Initiated into Spell Timing and gains Inscrutable, 2 Exposure XP in Rego; Winter -- 13 Teaching XP in Rego.

1215 Spring -- 6 XP in Magic Theory, 17 in Awareness; Summer -- 2 Exposure in Finesse; Autumn -- Copying spells from the Vale of No Return, and 2 XP in Finesse ; Winter -- Taught spells and 2 XP in Finesse.

1214 Spring -- 5 Adventure XP in Charm, 1 in Etiquette, then 4 Adventure XP in Penetration and 4 in Creo; Summer and Autumn -- 40 XP Magic Theory and 4 in Awareness; Winter -- 13 Teaching XP in Imaginem.

1213 Spring -- 4 Teaching XP Parma, and 9 Magic Theory; Summer -- 13 teaching XP Perdo; Autumn -- 5 in Athletics; Winter -- 5 points in Artes Liberales.

1212 Spring -- 10 Teaching XP Finesse, 1 point Concentration, Penetration, and Parma Magica; Summer -- taught spells and 2 Exposure XP; Autumn -- 5 Adventure XP in Folk Ken, 5 in Perdo; Winter -- 13 Teaching XP in Rego.

1211 Spring -- 4 XP Finesse and Penetration, 5 XP Concentration; Summer -- 5 Practice XP Guile; Autumn -- 5 Practice XP Faerie Lore; Winter -- 13 Teaching XP Creo.

Autumn -- 5 XP Faerie Lore. Winter -- 13 XP Intellego.

1210 Spring -- 5 XP Code of Hermes, 5 XP Order of Hermes Lore, 1 XP Magic Theory, Penetration, Finesse; Summer -- 5 XP Survival;

1209 Spring -- 5 training in Survival; Summer -- 5 training in Music; Autumn -- 2 Exposure in Magic Theory; Winter -- 13 XP Muto

1208 Spring -- 5 training XP in Faerie Magic; Summer -- 12 teaching XP in House Merinita Lore; Autumn -- 5 training XP in Faerie Magic. Winter -- 13 Teaching XP in Imaginem, boosted to 19 with Affinity.

1207 Spring -- Profundus; Summer -- 5 points Covenant Lore; Autumn -- Profundus; Winter -- 2 points Finesse

1206 Spring -- Profundus; Summer -- 8 points German; Autumn -- Profundus; Winter -- 5 points in Profession: Scribe

1205 Spring -- Opening the Arts (2 Exposure); Summer -- Profundus; Autumn -- Profundus; Winter -- Initiated into Faerie Magic (2 Exposure XP).

Projects TBD:

  • An enchanted medallion which creates 10 illusionary soldiers holding torches which stand guard all night/day long. Base 2, +2 Voice, +2 Sun, +2 Group, +2 Complexity and movement. CrIm 30 effect. Lab Total = Cr 5 + Im 13 + MMF 5 + Int 2 + MT 6 + Aura 5.

  • Make more Cloaks of Invisibility.

  • Create spell to Seek & Destroy Illusions (other than her own)

  • Find Brigid's missing magical oxen, boar, and sheep sometime in the next 7 years (before the Tribunal of 1234) - repayment for lab space + upkeep