Polumeta

Polumeta filia Balbina (in 1228)Eva Wiebke was born in 1195 in one of the villages in the bishopric of Salzburg, kingdom of Austria, Holy Roman Empire. As her birth would provide her peasant family with its first child, Eva's arrival in the world was eagerly anticipated by her parents. Unfortunately, she was immediately a disappointment to the family. The close proximity of the family farm to a wild wooded area had an inauspicious effect on Eva in the womb. Local legends regarding goblins and powries strengthened the faerie aura of the place ... which crept into the Wiebke farm upon occasion. From the moment of her birth, Eva's parents knew that she was different: she just felt wrong, and her stunted stature hinted at something unnatural in her birth. With the birth of her younger brother, Eva became even more isolated from her family. She occasionally helped with farm work, household chores, and sewing alongside her mother but her parents increasingly viewed her as a potentially corrupting influence on her younger brother. As a result, she spent much of her free time wandering in the forests near the family plot of land.

In 1204, she stumbled upon a cave in the woods, finding a mole inside. The animal was nearly as big as her brother... and it could speak. After talking with Eva for a while, the mole introduced himself as Gero the Gnome and revealed his true diminutive fay form. He proposed that they play a game: he would tell her the secrets of the earth (including the stones and metals within it), while she would tell him stories about the area, its fabled wealth, and the fantastic things that Gero could make. Encouraged by Gero, Eva spun new fables each time that they were together. The gnome liked the stories and encouraged her to tell any child or grandmother who would listen to the tales. The pair continued in this fashion - Eva learning the secrets of gnomish crafting and Gero drawing sustenance from mortal encounters - until a strange knight came to stay at the Wiebke farm one evening. The handsome young knight called himself Sir Ioannes of Acer, wore polished bronze armor, and rode an enormous stag. Ioannes recognized something about Eva immediately and offered some magical gold for the child. For their part, Eva's parents were too terrified of the strange visitor to refuse... and secretly relieved that he only asked for their troublesome, unnatural child.

Sir Ioannes later laughingly admitted that the gold used to purchase Eva would vanish at dawn, as would her old life. He escorted her to an inn run - as she later learned - by Redcaps, then he wrote a long letter detailing everything he knew about Eva, and put his letter in a leather wallet, sealing it with his Sigil. After Sir Ioannes bid farewell, Eva soon found herself in the company of a German Redcap named Arnolf. The man protected and cared for her as they passed through Austria, the German principalities, and France, picking up larger and larger numbers of Gifted children. From the lot of children, Eva formed the closest bonds with a fellow German girl, and an older French boy, Rene, who assumed a protective brotherly role over her.

After a brief scare where Shadow Magi killed Arnulf and attempted to steal the apprentices, Eva settled into apprenticeship with Balbina of Verditius. Gero joined her in the Covenant of the Sinews of Knowledge and the two labored in various endeavors for several years under the best conditions that Eva had ever known. Her calling as an apprentice Verditius maga began with crafting mundane dolls and blossomed in complexity over time to the point where she could smith swords. Likewise, Eva discipula Balbina forged emotional ties to her fellow students. She, for instance, fawned over the handsome blonde faerie-blooded boy Martin and invited him to kiss her behind the schoolhouse. Shortly thereafter, however, the Shadow Magi returned and captured both Martin and Ilsa - two of the three students closest to Eva. Fortunately, she still had the loyal Rene by her side, himself developing feelings for the young woman. She remained unaware of the apprentice Flambeau magus's emotions until a fateful encounter with a Lucifuge demon stripped something from the minds of both of the apprentices. Eva lost her knowledge of her first craft - the making of dolls. Observing a conversation between Rene and the tutor Profundus, Eva realized that Rene had lost his knowledge of a "first" as well. What he had lost was his desire for his first love: Eva. She waited until Rene fell asleep that night and kissed him on the forehead, thanking him for being such a loyal companion. Eva then fled back to her covenant sobbing. There, she immediately sat down and began sewing, trying to undo the damage -- all of the damage -- wrought by the Lucifuge demon.

In subsequent years, Eva made good on her promise to win back the heart of Rene, eventually confessing her love - and disrobing - for her fellow apprentice in 1214. With her personal affairs back in order, the Verditius apprentice focused on her studies, learning much from Balbina and other tutors such as Jovis frater Icilius of the Confraternity of Heron. Her relatively peaceful remaining years of apprenticeship ended with a momentous confrontation with the Shadow Magi in the Cave of Bonisagus, resulting in Eva personally killing two of the Infernalists. Shortly thereafter, she passed her Gauntlet by creating a small gnomish statuette that reads aloud written materials placed before it. She took the Hermetic name of "Polumeta," meaning "the crafty one" or "one of many devices," a clear reference to Hephaestus Polumetis.

Polumeta of Verditius settled with the other Alpine apprentices in Hibernia, serving as one of the founding members of the Covenant of Cor Draconis. While there, her bond with her sodales has strengthened with the twin exceptions of Breandan (now Victor of Tremere), whose relationship with Rene (now Samson of Flambeau) has become more strained, and with Akakios (now Innocentius of Tytalus), whose flirtation with the Infernal has persisted and perhaps deepened. Polumeta has also established mundane ties, choosing the one-handed merchant Colin as her future venditor, and Colette the cook as her personal chef. In Hermetic matters, Polumeta completed her studies under her tutor Jovis, learning the secret of crafting automata after venturing to the Lighthouse of Alexandria and preforming a Mystery Cult ritual at Verdi. Despite pursuing a neutral policy in tribunal politics, Polumeta has been unable to focus exclusively on her research and lab work. First, the patriarch of the de la Croix line violated a member of the covenfolk, forcing Samson and Polumeta to adopt the resulting (Gifted) child. Next, Igneous Drake of Flambeau attempted to kill the magi of Cor Draconis, succeeding in horribly wounding Polumeta. Finally, Samson's squire Yanick died at the hands of demons in Spring 1226. For this, she blames herself for her absence. This matter came to a head at Mournemont, where Samson declared that Polumeta should return home from the besieged covenant, as he could not protect her - indicating that he blamed himself, not her, for Yanick's death. Polumeta left Mournemont and appealed for Samson to follow her, revealing that she was pregnant with his child. Samson failed to return, straining the already troubled relationship between the two magi.

In Winter 1226, Polumeta gave birth to a baby girl whom she named Sela, a Biblical name which means "rock." She has gradually accepted Samson back into her life after he has begun making an effort at being a father for Sela and Robert.

In tribunal matters, she has pursued a course of neutrality but at Tribunal in Spring 1227, she voted against the plan of having Cor Draconis join the Tribunal of the Pale, alienating the pro-English faction.

Polumeta and Samson

Sigil: Scent of mineral oil, sound of creaking gears

Age: 33 (in 1228, born 1195)

Size: -1

Confidence: 1 (14)

Fandom: 4 (0)

Warping Score: 1 (3); [8 total points: 7 Magical, 1 Faerie]

Hubris: 2 (5)

Twilight Scars: Standing water in Polumeta's presence gathers into a tau shape.

Personality: Brave +1, Compassionate +2, Curious +3, Driven +3, Hubris +1, Loyal to Covenant +4, Loyal to Craftsmen +2, Loyal to Gero +3, Loyal to Rene +6, Loyal to Sela +6, Pious +2, Tidy +3, Wrathful +2

Reputations: Alpine Apprentice 2 (9), Rene's Girlfriend 3, Good Girl 3 (7), Apolitical 1, Yeoman 1, Industrial Laboratory 3 (5)

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

Virtues (+10): The Gift (0), Hermetic Maga (0); Affinity with Craft: Automata (+1), Cautious Sorcerer (+1), Cautious with Craft: Automata (+1), Craft Automata (+0), Enchanted Casting Tools (0), Faerie Blood: Dwarf (+1), Improved Characteristics (+1), Inventive Genius (+1), Minor Magical Focus: Automata (+1), Puissant Craft: Automata (+1), Puissant Magic Theory (+1), Puissant Philosophiae (+1), Verditius Magic (0)

Flaws (-10): Driven: Create Perfect Automata (-3), Faerie Friend: Gero the Gnome (-1), Hubris (-1), Limited Magic Resistance to Vim (0), Necessary Condition: Open Flame (-0), Small Frame (-1), Spontaneous Casting Tools (-1), Weak Spontaneous Magic (-3)

Abilities: Alps Lore (Location of Resources) 2, Animal Handling (Bringing to Heel) 1, Artes Liberales (Geometry) 2, Athletics (Endurance) 1, Awareness (Flaws in Construction) 2, Bargain (Enchanted Items) 1, Brawl (Evasion) 1, Classic Greek (Reading) 3, Code of Hermes (Certamen) 1, Concentration (Lab Work) 2, Craft -- Armorsmith (Enchanted Armor) 3+1, Craft -- Automata (Silver) 3+1+2 (17), Craft -- Blacksmith (Lab Equipment) 1+1, Craft -- Carpenter (Furniture) 1+1, Craft – Mason (Decorations) 1+1, Craft – Seamstress (Dolls) 2+1 (5), Craft – Silversmith (Rings) 4+1, Craft -- Weaponsmith (Swords) 3+1, Egypt Lore (Alexandria) 1 (2), Etiquette (Faeries) 1, Faerie Lore (Gnomes) 2, Finesse (Craft Magic) 2 (5), German (Talking about Construction) 5, Great Weapon (Staff) 1, Latin (Talking about Construction) 5, Leadership (Forge Companions) 2, Magic Theory (Enchanted Items) 6+2, Order of Hermes Lore (Certamen) 1, Parma Magica (Infernalists) 1, Penetration (Infernalists) 2 (1), Philosophiae (Enchanted Items) 5+2, Profession: Scribe (Hermetic) 1, Sinews of Knowledge Lore (Navigating Tunnels) 1, Single Weapon (Mace) 2, Swim (Underwater Maneuvering) 1, Teaching (Single Pupil) 1, Theology: Christian (Biblical Knowledge) 2 (11)*, Verditius Cult Lore (Confraternity of Heron) 5 (1)

Arts: Cr 7, In 5, Mu 6, Pe 9 (1), Re 7; An 5 (1), Aq 6, Au 5, Co 6, He 6, Ig 6, Im 6, Me 6, Te 9, Vi 8 (5)

Spells

Doublet of Impenetrable Silk +12 (MuAn 15)

Woolen Steed of Araby +13 (ReAn 15)

Hurling the Droplet of Lye +14 (CrAq 3)

Cloak of Duck's Feathers +14 (ReAq 5)

Chamber of Spring Breezes +13 (CrAu 5)

Traveler's Fortress of Cloth +14 (CrHe 20)

Piercing Shaft of Wood +13 (Mu[Re]He 10)

The Rough-Hewn Servant +14 (ReHe 10)

The Carved Assassin +14 (ReHe 25)

The Mystical Carpenter +14 (ReHe 25)

The Studious Doppleganger +14 (CrIm 5)

Aura of Ennobled Presence +13 (MuIm 10)

Whispering Fingers +14 (CrMe 5)

Hypnotic Gaze +14 (ReMe 5)

Convenient Placement of Soil +17 (CrTe 3)

Load of a Thousand Wheelbarrows +17 (CrTe 3)

Conjuring the Wizard's Tower +26 (CrTe 35, Ritual)

Craftsman's Eye +15 (InTe 3)

Counting the Miser's Hoard +15 (InTe 3)

Eyes of the Eons +15 (InTe 10)

Stonemason's Touch +16 (MuTe 5)

The Crystal Dart +31 (MuTe 10; Casting Tool: +3 Multiple Casting, +14 casting total; Mastery 1: Penetration)

Earth that Breaks No More +16 (MuTe 20)

Edge of the Razor +16 (MuTe 20)

Shattering Touch +19 (PeTe 5)

Rusted Decay of the Ten-Score Years +19 (PeTe 10)

The Invisible Glass-Worker +17 (ReTe 4)

Unseen Porter +17 (ReTe 10)

The Spell of Wrought Iron +17 (ReTe 15)

The Ambulatory Laboratory +17 (ReTe 50), can ceremonially cast for +9 more

The Phantom Blacksmith +17 (ReTe 20)

Twisting the Demon's Tail +18 (PeVi 5)

Ward Against Imps +16 (ReVi 5)

Day of Communion +25 (ReVi 20, Ritual)

Bonuses and Penalties

  • Affinity with Craft: Automata: +50% XP and Study Totals with Craft: Automata.

  • Cautious Sorcerer: 3 fewer botch dice when casting (minimum 1).

  • Cautious with Craft: Automata: 2 fewer botch dice with Craft: Automata (minimum 0).

  • Faerie Blood -- Dwarf: Bonus of -1 to aging rolls, bonus of +1 to Craft abilities.

  • Form Bonus -- Animal (5): +1 to soak animal attacks and animal poisons.

  • Form Bonus -- Aquam (6): +2 to soak water attacks and to resist drowning and thirst.

  • Form Bonus -- Auram (5): +1 to soak weather attacks and to resist drowning and thirst.

  • Form Bonus -- Corpus (6): +2 to soak human unarmed attacks and to resist disease.

  • Form Bonus -- Herbam (6): +2 to soak wooden weapon attacks, herbal poisons, and starvation.

  • Form Bonus -- Ignem (6): +2 to soak fire and cold.

  • Form Bonus -- Imaginem (6): +2 to resist confusion, deafening, or nausea caused by sensory effects.

  • Form Bonus -- Mentem (6): +2 to resist mundane persuasion, deception, or temptation.

  • Form Bonus -- Terram (9): +2 to soak metal or stone weapon attacks or to resist mineral poisons.

  • Form Bonus -- Vim (8): +2 to resist Twilight and to soak damage from her own spell casting. No Form bonus to Vim magical attacks.

  • Inventive Genius: +3 to Lab Totals when inventing spells, items, and potions; +6 when experimenting.

  • Limited Magic Resistance -- Vim: No Form bonus from Vim when resisting magic attacks.

  • Minor Magical Focus: Adds lowest Art twice with automata.

  • Necessary Condition: Requires an open flame to cast magic.

  • Ritual Magic: +9 (Artes Liberales 2 + Philosophiae 7)

  • Small Frame: Size -1.

  • Teaching Quality: 4 (Base 3 + Comm 0 + Teaching 1) plus number of students, +1 for Single Student (total of 11).

  • Weak Spontaneous Magic: Cannot exert herself with spontaneous magic, so she must always divide casting totals by 5. Always has a chance of botching spontaneous magic in stressful conditions.

Combat

Soak: +4 (Stamina 1 + Doublet 3)

Initiative: 0

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

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

Hammer and Tongs: Init +1, Atk +9, Dfn +7, Dam 5

Mace: Init +1, Atk +7, Dfn +3, Dam 9

Staff: Init +2, Atk +6, Dfn +5, Dam 3

Possessions: Casting tools, staff, mace, Hammer and Tongs; 6 pawns of Terram vis, 1 pawn of Ignem vis, 15 pawns of Vim vis; enough silk for 7 suits of lady's clothing, 12 "uses" of exotic spices, half a dozen precious gems, 0 pounds of silver, Impenetrable Doublet (+3 Soak).

  • Bath Rock -- Heats water for vanity (CrIg 19: Pen +0, R: Touch, D: Sun, T: Room).

  • Bookstand of Hespera -- Follows user around laboratory, providing a +2 specialization in Texts (ReHe 20, R: Personal, D: Concentration, T: Individual; Maintains Concentration).

  • Ring of Crest of the Earth Wave -- Creates a wave of earth from the wearer's position and extending to the extent of her sight. The wave begins as a narrow ripple but moves at 50 paces per round and reaches the size of 5 feet high and 30 paces wide. Those in the path must make Dex stress rolls of 12+ or suffer +10 damage. The wave damages buildings and overturns trees in its path. (ReTe 31; Base 3, R: Sight, D: Mom, T: Ind, +2 Size; 0 Penetration, 50 uses/day)

  • Ring of Flame -- Creates a fire large enough to fill the hearth in a great hall, at the location indicated by the wearer. The fire burns continuously for the duration of the spell with no need for fuel (CrIg 25; Base 4, R: Voice, D: Diam, T: Ind; 0 Penetration, Unlimited uses/day).

  • Vis Diving Rods -- Detects vis within 30 paces, narrowed to one 1 foot with a Perception + Finesse roll vs an Ease Factor of 6 (InVi 20, R: Touch, D: Concentration, T: Hearing).

Hammer and Tongs

Hammer & Tongs

Season: Spring

Magic Might: 3

Characteristics:

Hammer Int 0, Per 0, Pre 0, Com -3, Str +3, Sta +3, Dex +1, Qik +1

Tongs Cun 0, Per 0, Pre 0, Com -3, Str 0, Sta +3, Dex +3, Qik +1

Size -5

Virtues & Flaws: Magical Thing; Puissant Craft: Blacksmith; Necessary Magic Aura for Craft: Blacksmith

Magical Qualities & Inferiorities: Improved Abilities x3, Lesser Power (Soften and Shape or Hold Fast), No Fatigue, Unaffected by the Gift, Touched by Magic: Ignem & Terram (Hammer) or Crafter's Healing (Tongs); No Hands (Hammer) or Limited Gestures (Tongs), Limited Movement (-1), Mute (Tongs) or Limited Speech (Hammer), Temporary Might

Abilities: Brawl 5 (Hammer) or 4 (Tongs), Craft: Blacksmith 6+2 (105), Crafter's Healing 4 (Tongs), Ignem Resistance 5

Powers

  • Soften and Shape (Hammer, Costs 0 Might): The impact of the hammer causes metal to soften to the consistency of clay, making it easy to shape. Terram. Base 4, +1 Touch, +1 Diam, +1 Part. -2 Cost.

  • Hold Fast (Tongs, Cost 0 Might): Once the tongs have been closed around something, they cannot be opened by any force less than Str +5. Terram. Base 3, +2 Sun. -1 Cost.

Both Hammer & Tongs are experts in Craft: Blacksmith, but they will only work together. Anyone using them may substitute their ability (6+2 for Puissant) instead of their own, but they have to have at least a 1 in an appropriate Craft already to understand how to use them. (Tongs can act as an assistant to whoever is wielding Hammer.) Hammer & Tongs can also be used in combat as bludgeons, using the Brawl ability, substituting their own Str, Dex, Qik, and/or Brawl for the wielder's, if the wielder chooses to do so, but they're not terribly effective aside from their magical powers. Because of their high level of Blacksmith skill, they can make and maintain Superior Tools for magi labs. If they are in use, all Upkeep costs for Superior Tools is waived, and they can, as a season of work, make all the tools required for one lab.

Hammer has two magical powers. First, his strike softens metal, making it soft as clay. This does not affect the entire object struck, only the spot Hammer has hit (Target: Part). This allows metal to be worked without a forge, and if Hammer is given to a craftsman working for the covenant all year, he'd save 3ÂŁ. Secondly, Hammer has the Virtue "Touched by Magic," which is in City & Guild p71. He can be used to make Wondrous Items associated with Ignem or Terram.

Tongs also has two magical powers. First, when he grabs something, he cannot be pulled off unless the target has Str 5+. There's no roll for this; individuals with Str 4- cannot take him off at all, those with 5+ do so automatically. But the most surprising ability held by Hammer & Tongs is that Tongs can cure wounds with a touch. This is a rare characteristic of legendary blacksmith tools, and is detailed in City & Guild p71. It involves a die roll against Tongs's Crafter's Healing supernatural ability + Pre (0 for Tongs), costs no vis, but always inflicts Warping.

After a season, Hammer & Tongs are friendly towards Polumeta (they are Immune to the Gift), respecting her as a craftsman who understands blacksmithy, which is really all they care about. They will work for her, for Gero, or for any mundane craftsman she asks them to work with. They are not especially proud or haughty, but really care about nothing except smith work, which gives their lives meaning.

Hammer's memories of his life, such as it is, are simple. His first memories are of waking up in the smithy of the haunted covenant. The blacksmith himself was already a skeletal revenant who glowed with red-hot heat. The smith used Hammer & Tongs to work endlessly at the forge, and they were content. This was their life until the magi intruded. They would like to get back to work.

Vanity Dependents:

    • Learned tutor (Tadros the Copt)

    • Untrained freed slaves from Alexandria

      • Akeem, an Egyptian boy and menagerie handler

      • Nonna, a pretty but slightly cross-eyed Ukrainian girl sold via Kaffa, longs to see her homeland

      • Gentian, an Albanian boy captured by Barbary pirates, limitless imagination, once sneaked a drink of faerie djinn coffee and manifested the ability to create butterflies spontaneously with a Latent Magic Ability

    • White cockatoo (Moses)

    • Leopard (Salome), tamed

Library

Spells Lab Texts

    • Creation of a Well-Appointed Town (CrTe 30) - As spell in TrME, pg. 61. Translated for General Use.

    • Permanent Wall of Protecting Stone (CrTe 20) - As spell in TrME, pg. 55. Translated for General Use.

    • Binding the Mundane Codex (ReAn 5). Translated for General Use.

Enchanted Item Lab Texts

Charged Items

Invested Items

    • Chainmail of Sublime Lightness (level 29 PeTe effect) -- Full suit of chain mail with its Load reduced to 2. Base 5, +2 Sun, +2 Affect Metal; +1 levels for 2/uses day, +3 levels for Environmental Trigger. Invested Item. Not translated from notes.

Lesser Enchantments

    • Magic Oven (level 20 CrIg effect) -- Brick and iron oven that heats by command. Can cook food inside, on lid, or on grill above the brick. Base 5, +1 Concentration, +5 maintains Concentration, +5 for 24 uses/day. Lesser Enchantment. Not translated from notes.

    • Impenetrable Doublet (level 11 MuAn effect) -- A wool or silk tunic capable of casting Doublet of Impenetrable Silk on itself twice a day, adding +3 to Soak. Base 4, +2 Sun, +1 level for 2 uses/day. Lesser Enchantment. Translated for General Use.

      • Ring of Crest of the Earth Wave (level 31 ReTe effect) -- A simple bronze ring which can create a wave of earth from the wearer's position and extending to the extent of her sight. The wave begins as a narrow ripple but moves at 50 paces per round and reaches the size of 5 feet high and 30 paces wide. Those in the path must make Dex stress rolls of 12+ or suffer +10 damage. The wave damages buildings and overturns trees in its path. Base 3, +3 Sight, +1 Part, +2 size; +6 for 50 uses per day, +0 for 0 Penetration. Lesser Enchantment. Not translated from notes.

    • Ring of Flame (level 25 CrIg effect) - A brass ring which can create a fire large enough to fill the hearth in a great hall, at the location indicated by the wearer. The created fire burns continuously for the duration of the spell with no need for fuel. The effect has no Penetration by design. Base 4, +2 Voice, +1 Diam, +10 for Unlimited uses/day. Lesser Enchantment. Not translated from notes.

    • Ring of Fortitude (level 31 MuCo effect) -- A silver ring used to cast Gift of the Bear's Fortitude on the wearer twice a day, adding +3 to Soak. Note that the ring does not work on people of Siz +2 or larger, and the ring won't fit on their finger anyway. Base 15, +1 Touch, +2 Sun, +1 level for 2 uses/day. Lesser Enchantment. Translated for General Use.

    • Adamantine Armor (level 24 MuTe effect) -- This suit of metal armor is enchanted to allow the wearer to use Hardness of Adamantine upon it twice a day, raising its Protection by +2. Base 10, +2 Sun, +1 level for 2 uses/day, +3 levels for Environmental Trigger. Lesser Enchantment. Translated for General Use.

      • Tunic of Wizard’s Sidestep (level 25 ReIm effect) - This tabard is designed so that anyone placing their hand on the sigil and saying the activation word gains the effect of Wizard's Sidestep. Base 4, +1 Touch, +2 Sun, +0 Ind, +5 for 24 uses/day. Lesser Enchantment. Not translated from notes.

      • Vis Divining Rods (level 20 InVi effect) - This pair of silver rods allow the user to hear when he or she is within 30 paces of vis, narrowing to about 1 foot accuracy with a Perception + Finesse roll vs. Ease Factor 6. Base 1, +1 Touch, +0 Concentration, +3 Hearing, +10 levels for unlimited uses/day. Lesser Enchantment. Not translated from notes.

Certamen

School: Hoplomachus -- Eva always loses Initiative unless dueling another Hoplomachus. She can subtract her Finesse from Attack totals and add twice this number to her Defense totals. If she chooses not to attack on a given round, she can add three times this number to her Defense total.

Initiative: +2 (Qik 0 + Finesse 2)

Attack: +0 (Pre 0)

Defense: +1 (Per 1)

Weakening: +5 (Int 3 + Pen 2)

Resistance: +2 (Sta 1 + Parma 1)

Polumeta's Laboratory

Polumeta constructs her lab on the second floor of tower 1, close to the water so that she can implement a hydraulic system. A spiral stair leads into her laboratory, which is clearly marked as a sanctum. The lowest level of Polumeta's tower is her studio, set up to show off some of her prized future creations. It also includes a dining space and several pictures and tapestries, showing luxury uncharacteristic of the rest of the covenant. Her private quarters sit directly above her laboratory, reducing transit time but potentially putting her living space in danger in the event of a laboratory emergency.

Lab Characteristics

Specialties: Items +9, Vis Extraction +1; Creo +1

Size +1 (Occupied 0), Refinement +2, General Quality +1, Upkeep 5, Safety +3, Warping 0, Experimentation 0, Health +1, Aesthetics +7

Virtues: Defenses (+0), Greater Feature: Forge (+3), Highly Organized (+0), Lesser Feature: Hydraulic Water Wheel (+1), Precious Ingredients (+0), Spotless (+0), Superior Construction (+0), Studio (+0), Superior Equipment (+0), Superior Tools (+0)

Flaws: Greater Focus: Items (-3)

Workshop: Polumeta's Forge

Shield Grog

Shield Grog

Eibhear (Heber) of Clan Leine Dhearg

Age 25 (in 1228)

Siz 0

Virtues Peasant; Cautious with Single Weapon (+1), Tough (+1), Warrior (+1)

Flaws Faerie Stigmatic: Merrow features (-1), Greedy (Gluttonous) (-1), Pack Mentality (-1)

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

Abilities Athletics 5 (Evasion), Awareness 2 (Guarding magi), Brawl 4 (Grapple), Carouse 3 (Boasts), Gaelic 5 (Irish), Hibernia Lore 2 (Local), Latin 4 (Magi), Order of Hermes Lore 1 (Hibernia), Single Weapon 5 (Axe), Thrown Weapon 5 (Axe)

Gear Axe (1), heater shield (2), full metal scale armor (7), simple clothing, silver or bronze jewelry

Load 10; Burden 4 - 2 Str = Encumbrance 2

Soak +11 (2 Sta + 2 Toughness + 7 full metal scale)

Combat

  • Axe and Heater Init 0, Atk +11, Def +10, Dmg +8

  • Thrown Axe Init -1, Atk +9, Dmg +8

  • Evasion Init -1, Def +6

Advancement

1205: Spring -- 5 points Adventure XP, Latin 1; Summer and Fall -- Artes Liberales 1, Latin 3 (5), Philosophiae 1, Alps Lore 2 XP, Magic Theory 2 XP; Winter -- Sinews of Knowledge Lore 1.

1206: Spring -- 10 XP in Artes Liberales, 10 XP in Philosophiae, 2 XP in Alps Lore; Summer -- 3 XP in Creo, 1 XP in Corpus, 1 XP in Perdo; Autumn -- 20 XP in Latin, 2 XP in Magic Theory; Winter -- 5 XP in Profession: Scribe 1.

1207: Spring -- 15 XP in Latin and 5 XP in Magic Theory, 1 XP in Alps Lore, 1 XP in Concentration; Summer -- 5 XP in Bargain; Autumn -- 5 XP in Latin, 6 XP in Magic Theory, 10 XP in Alps Lore, 1 XP in Concentration; Winter -- 2 XP in Vim.

1208: Spring, Summer and Autumn -- total of 6 Exposure XP in Vim; Winter -- 21 XP in Creo.

1209: Spring -- 2 XP in Creo; Summer -- 2 XP in Vim; Autumn -- 2 XP in Magic Theory; Winter -- 18 XP in Terram.

1210: Spring -- 5 XP in Code of Hermes, 5 XP in Order of Hermes Lore, 1 XP in Magic Theory, Penetration, and Finesse; Summer and Autumn -- 30 XP in Craft: Weaponsmith; Winter -- 18 XP in Ignem.

1211: Spring -- 4 XP in Finesse and Penetration, 5 XP in Concentration; Summer and Autumn -- 30 Teaching XP in Craft: Armorsmith; Winter -- 18 Study XP in Muto.

1212: Spring -- 10 Teaching XP in Finesse, 1 XP in Concentration and Penetration, and 1 XP in Parma; Summer -- 2 Exposure XP in Concentration and spells; Autumn -- 6 Twilight XP in Intellego, 5 XP in Craft: Seamstress, 2 XP in Perdo, 1 XP in Animal, 1 XP in Rego, 1 XP in Herbam; Winter -- 18 Study XP in Rego.

1213: Spring -- 4 Teaching XP in Parma, and 9 XP in Penetration; Summer and Autumn -- 22 Teaching XP in Verditius Cult Lore; Winter -- 18 Study XP in Perdo.

1214: Spring -- 3 Adventure XP in Terram, 3 XP in Verditius Cult Lore, 5 XP in Vim and 3 XP in Perdo; Summer and Fall -- 40 Teaching XP in Magic Theory, 4 XP in Teaching; Winter -- 18 Study XP in Vim.

1215: Spring -- 17 XP in Magic Theory, 1 XP in Teaching and 5 XP in Philosophy; Summer -- 2 Exposure XP in Rego; Autumn -- Enchanting a pendant with Ward Against Heat and Flames, 2 Exposure XP in Philosophy; Winter -- Taught spells, 2 Exposure XP in Finesse.

1216: Spring -- 23 XP in Philosophiae; Summer -- Initiated into Enchanted Casting Tools, 2 Exposure XP in Finesse and Eva gains Hubris 1; Autumn -- 23 XP in Philosophiae; Winter -- 18 Study XP in Herbam.

1217: Spring -- 5 Teaching XP in Brawl and 7 XP in Single Weapon (mace); Summer -- copying spells, 1 Adventure XP in Finesse, 2 XP in Philosophiae, and 3 XP in Intellego; Autumn -- 8 XP in Single Weapon and 4 XP in Great Weapon; Winter -- 18 Study XP in Terram.

1218: Spring -- 21 XP in Imaginem; Summer -- 12 Teaching XP in Leadership; Autumn -- 11 Teaching XP in Verditius Cult Lore; Winter -- 18 XP in Mentem.

1219: Spring -- 12 Teaching XP in Verditius Cult Lore; Summer -- 18 XP in Corpus; Autumn - 2 Exposure XP in Intellego; Winter -- 2 Exposure XP in Intellego.

1220: Spring -- 3 XP in Leadership, 2 XP in Philosophiae; Summer -- 5 adventure XP in Craft: Furniture from 0 to 1, 1 XP in Great Weapon from 0 (4) to 1; Autumn -- 6 adventure XP: 3 XP in Philosophiae from 4 (22) to 5, 3 XP in Verditius Cult Lore from 3 (13) to 3 (16); 1 XP in Intellego from 4 (3) to 4 (4); Winter -- 6 adventure XP: 4 XP in Verditius Cult Lore from 3 (16) to 4, 2 XP in Herbam from 5 (4) to 6; 1 XP in Intellego from 4 (4) to 5.

1221: Spring -- 5 XP in Terram from 8 (3) to 8 (8), 4 XP in Magic Theory from 5 to 5 (4), Summer -- 1 XP in Terram, 1 XP in Mastery of the Crystal Dart, 1 XP in Animal; Autumn -- 2 XP in Mastery of the Crystal Dart, 1 XP in Animal, Winter -- 13 XP in Verditius Cult Lore, 1 XP in Animal.

1222: Spring -- 13 XP in Verditius Cult Lore from 4 (13) to 5 (1), 1 XP in Animal from 2 (1) to 2 (2); Summer -- 2 XP in Crystal Dart Mastery from 0 (3) to 1, 4 XP in Magic Theory from 5 (4) to 5 (8), 1 XP in Animal from 2 (2) to 3; Autumn -- 2 XP in Magic Theory from 5 (8) to 5 (10), 1 XP in Animal from 3 to 3 (1); Winter -- 2 XP in Creo from 6 (5) to 7, 3 XP in Animal from 3 (1) to 4, 2 XP in Magic Theory from 5 (10) to 5 (12).

1223: Spring -- 21 XP in Aquam from 0 to 6, 1 XP in Magic Theory from 5 (12) to 5 (13); Summer -- 3 XP in Magic Theory from 5 (13) to 5 (16), 3 XP in Muto from 5 (3) to 6; Autumn -- 10 XP in Magic Theory from 5 (16) to 5 (26); Winter -- 11 XP in Perdo from 6 (3) to 7 (7).

1224: Spring -- 11 XP in Perdo from 7 (7) to 9 (1); Summer -- 2 XP in Magic Theory from 5 (26) to 5 (28); Autumn -- 2 XP in Magic Theory from 5 (28) to 6; Winter -- 7 XP in Area Lore: Egypt (Alexandria) from 0 to 1 (2).

1225: Spring -- 3 XP in Ignem from 5 (3) to 6, 3 XP in Craft: Automata from 1 to 1 (3), 2 XP in Rego from 6 to 6 (2); Summer -- 3 XP in Animal from 4 to 4 (3), 6 (4*1.5) XP in Craft: Automata from 1 (3) to 1 (9); Autumn -- 6 (4*1.5) XP in Craft: Automata from 1 (9) to 2 (5), 3 XP in Rego from 6 (2) to 6 (5); Winter -- 5 XP in Animal Handling from 0 to 1, 3 (2*1.5) XP in Craft: Automata from 2 (5) to 2 (8).

1226: Spring -- 3 (2*1.5) XP in Craft: Automata from 2 (8) to 2 (11), 1 XP in Rego from 6 (5) to 6 (6); Summer -- 5 XP in Craft: Blacksmith from 0 to 1, 3 (2*1.5) XP in Craft: Automata from 2 (11) to 2 (14), 1 XP in Rego from 6 (6) to 7, 3 XP in Auram from 0 to 2, 1 XP in Theology from 2 (6) to 2 (7); Autumn -- 3 XP in Auram from 2 to 3, 3 (2*1.5) XP in Craft: Automata from 2 (14) to 3 (2), 2 XP in Corpus from 5 (4) to 6, 2 XP in Animal from 4 (3) to 5, 1 XP in Theology from 2 (7) to 2 (8); Winter -- 30 XP in Classic Greek from 0 to 3, 1 XP in Vim from 7 (5) to 7 (6).

1227: Spring -- 2 XP (3 w/ Affinity) in Craft: Automata from 3 (2) to 3 (5), 2 XP in Vim from 7 (6) to 8, 3 XP in Mentem from 5 (3) to 6, 1 XP in Theology from 2 (8) to 2 (9); Summer -- 2 XP (3 w/ Affinity) in Craft: Automata from 3 (5) to 3 (8), 4 XP in Auram from 3 to 4, 1 XP in Animal from 5 to 5 (1), 1 XP in Theology from 2 (9) to 2 (10); Autumn -- 2 XP (3 w/ Affinity) in Craft: Automata from 3 (8) to 3 (11), 5 XP in Auram from 4 to 5, 1 XP in Theology from 2 (10) to 2 (11); Winter -- 4 XP (6 w/ Affinity) in Craft: Automata from 3 (11) to 3 (17), 5 XP in Vim from 8 to 8 (5).

*By virtue of attending Brother Cormac's weekly sermons, Polumeta earns 1 XP in Theology: Christian per season (since Autumn 1220, missed 2 seasons over mid-season break, plus Winter 1226 and Winter 1227).

Cantation XP: 60 (60 used, 0 unused)

Projects and Plans

Tractati Read:

    • Autumn 1223: "Gemini Magic," quality 10, learned T: "Pair"

Other Verditius Magi of the Tribunal

  • Epicurus of Verditius (Mournemont): Middle-aged leader of the Covenant of Mournemont. Epicurus specializes in magical food and drink. English loyalties.

  • Cailleach Dhe Dherg, the "Hag" of Verditius (Longmist): Reclusive. Likely anti-English in sentiment.

    • Lewis Balento of Verditius (Qui Sonant): Specializes in fire magic and the Cult of Vulcan.

    • Peter of Verditius (Vigil): Sculptor, creates emotional effects. Peter makes sculpted Men of Marble to decorate laboratories and sanctums. Peter's Marble Hostess is a bust which is placed in a Verditius studio and narrates the contents of the studio to those who visit, extolling the virtues of the maga and detailing the various powers and enchantments which went into her creations. He has sold them, or so he claims, "to every Verditius in the Rhine." Confraternity of Irene the Younger. Won Certamen with Lewis Balento at Tribunal in 1221, winning an apprentice adept in craft magic.

    • Styrbjorn of Verditius (Cliffheart): Specializes in making swords. Confraternity of Roland.