Innocentius

Innocentius filius Caterina, magus Tytali (through 1225)

STATUS: NPC (As of the beginning of Season Two, Innocentius is no longer a player character and is now an NPC controlled by the Storyguide.)

Klara, Akakios' Wife

Innocentius was born the son of Kallisto, a hedge witch from the Thebes Tribunal. Kallisto gave her son the public name of Akakios, meaning innocent. For Akakios' early life, he and Kallisto dwelt on a remote and otherwise uninhabited Greek island, making occasional visits to the mainland for rare supplies. She was slain by Hugh of Flambeau in 1205, who took Akakios and sent him west to become an apprentice in the Order.

Akakios did not know his father, and he did not deal with his mother’s death well. Having her ghost with him made things a little easier. His mother’s change left him morose and withdrawn. He had always seen ghosts -- mostly sailors and ancient pagan Greeks on the island -- and knew that most were very unhappy or otherwise troubled. They often talked to him and haunted his dreams. He didn't want his mother to remain in this state and would have done anything to prevent others from dying untimely deaths and becoming ghosts also.

Akakios doesn’t know much about his mother’s magic or her tradition, but he knows that she dealt with spirits. When Kallisto discovered that her son could see the dead, she taught him something regarding them. Akakios has gained additional knowledge over the years since his mother died. He knows that his mother left her coven shortly after he was born, and she told him it was for his own protection. Kallisto told Akakios that the magi of the Order of Hermes were a mixed bag and some are good and others are bad. She never told Akakios why Hugh killed her, merely stating that he’s too young to understand.

In the Autumn of 1210, Akakios's master, Sebastien of Tytalus, tracked Kallisto down in the bowels of the covenant and destroyed her. In response, Akakios accepted an offer by Grigori of Bonisagus to flee the Order and join Grigori's cabal of infernalists. At first, Akakios had intended to liberate his fellow apprentices Martin and Ilsa, who had been abducted into the cult a few years before. But he found the infernalists to be more welcoming and cooperative than his Tytalus master and the Order as a whole, and his allegiance became torn. Athena contacted him via magic and offered to re-insert him into the Order if he helped her by securing an arcane connection to Grigori, but when she sent Sebastien to collect the arcane connection Akakios's rage overcame him and he tried to kill his former master. Athena abandoned him and Akakios seemed doomed to remain with the infernalists, even as he became increasingly aware that they too considered him nothing but a tool.

But in 1213, as Simon de Montfort's army fought with the Count of Toulouse, a group of Provencal Flambeau under Hugh's leadership attacked the Infernalists camp. Hugh seized Akakios and fled north with him on horseback, abandoning his fellow Flambeau. He revealed that he was, in fact, Akakios' father and had killed Kallisto at her own request, as a last-ditch attempt to save her soul from Hell. Kallisto had wanted a son by Hugh, but his longevity ritual made him sterile. She had bargained with infernal spirits to conceive a child and raise him, but it had been almost ten years and the contract on her soul was due when Hugh returned to her. He killed her and gave her a Christian burial so her soul was safe, and had intended to take Akakios as his own apprentice, but was outmaneuvered by Sebastien, who had his own designs on the troubled Greek boy. Hugh's trust in the Order was strong, and he convinced himself it would all work out, but by the time he found out how hard Akakios had it under the Book of Instruction, Akakios had already fled.

Hugh was determined to do right by his son, and to him, that meant taking Akakios to a Hermetic border region where he could live out the rest of his life unmolested. The pair went to Novgorod and were looking for a place where Akakios might settle when they stumbled upon a group of vampires. Taken by surprise, Hugh held the demons off while Akakios fled.

By the end of the year, Akakios made contact with a nearby village and settled into a role as sorcerer protector of the locals. To seal this pact, the leader of the village betrothed his daughter to Akakios. Akakios assumed that Hugh had been killed by the vampires, but Akakios was about as happy as he had ever been when his former friends appeared in a rescue effort for Hugh. Akakios revealed his identity and warned that their mission was likely suicidal, but helped them anyway and they rescued his father.

With their testimony and support, Akakios prepared to re-enter the Order. He reached an agreement with Athena to divulge everything he knew about Grigori and the Shadow Magi in exchange for manipulating the Tribunal vote to prevent Akakios from being expelled from the Alps. Instead, Sebastien was expelled by the Tribunal. Akakios was allowed to train under the Toymaker, a magus of House Ex Miscellenia with a specialization in necromancy. Because he knew the secret of Parma Magica, he was forced to swear the Oath and become a full magus. He took the name Hermetic name of Innocentius, the Latin version of his old name.

Innocentius spent his final five years in the Alps learning under the Toymaker and living in the Tower of Solomon with his wife, Klara. Toymaker taught him in the Arts of Rego, Corpus, and Vim, but also provided him with exposure to a wide variety of spells. While exploring the covenant at Terragon Vale, Innocentius encountered his old domina, Caterina. Because of the disgust Innocentius feels for the Order, in general, and Sebastien, in particular, Innocentius changed his name and now refers to himself as filius Caterina.

Gender Male

Age 28 (born 1197)

Size 0

Confidence 2 (7)

Fandom 7 (0 remaining)

Warping 0 (1)

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

Virtues (10) The Gift (0); Chthonic Magic (+3), Great Intelligence (+1), Improved Characteristics (+2), Minor Magical Focus: Ghosts (+1), Potent Magic: Ghosts (+1), Puissant Second Sight (+1), Second Sight (+1)

Flaws (10) Oversensitive: Disrespect (-1), Pious (-1), Restriction: Consecrated Ground (-3), Tainted with Evil (-1), True Love (-3), Witch Marks (-1)

Personality Traits Loyal to Klara +6, Brave +3, Pagan +3, Loyal +2, Proud +2, Kind +1, Optimistic -1, Forgiving -2, Patient -3

Reputations Alpine Apprentice 2 (5), Infernalist 1 (5), Tiro 0 (3)

Abilities Artes Liberales 2 (alphabets), Awareness 2 (searching), Brawl 2 (evade), Chthonic Magic 3 (spirits), Code of Hermes 1 (Certamen), Concentration 2 (spells), Faerie Lore 1 (spirits), Finesse 1 (Mentem), Folk Ken 1 (5) (women), French 2 (1) (Norman), Gaelic 3 (Ghosts), Greek 5 (curses), Guile 1 (4) (lying to magi), Hill of Uisneach Lore 1 (Vis sources), Infernal Lore 4 (5) (spirits), Latin 5 (Hermetic), Leadership 1 (threats), Magic Lore 3 (1) (spirits), Magic Theory 5 (inventing spells), Order of Hermes Lore 2 (hedge magicians), Parma Magica 3 (Mentem), Penetration 3 (1) (Mentem), Philosophiae 2 (natural), Profession: Scribe 0 (1) (copying), Ride 1 (escaping), Second Sight 1+2 (spirits), Sinews of Knowledge Lore 1 (hiding places), Single Weapon 3 (long sword), Slavonic 2 (1) (family), Stealth 3 (hiding), Terragon Vale Lore 1 (sancta)

Arts Cr 8 (5), In 12, Mu 2, Pe 6, Re 13 (1); An 1, Aq 1, Au 0, Co 5, He 0, Ig 1, Im 1, Me 15 (5), Te 1, Vi 8

Spells

FP -- Casting total benefits both from Minor Magical Focus: Ghosts and a +3 for Potent Magic: Ghosts

C -- Casting total benefits from Chthonic Magic

* -- Casting total benefits from potent spell's casting tools

Lab Total Te + Fo + 24 (Int 4 + MT 5 + Aura 5 + Lab 4 + Familiar 6) + Cthonic Magic + Magical Focus: Ghosts + Personal (+1 inventing spells) and Lab Specializations (+9 Mentem)

Spells

Whispers Through the Black Gate +22FP (InCo[Me] 15)

The Ghostly Cord +33FP* (Cr[In]Me 35; Potent +5 Human skull)

Lay to Rest the Haunting Spirit +31FP (PeMe 15)

Lay to Rest the Haunting Spirit +36FP* (PeMe 15; Potent +5 Human skull)

Incantation of Summoning the Dead +50FP* (ReMe 40; Potent +5 Human skull)

Coerce the Spirits of the Night +50FP* (ReMe 20, Potent: Human skull +5)

Enslave the Spirits of the Night +50FP* (ReMe 30, Potent: Human skull +5)

Ring of Warding Against Divine Spirits +50FP* (ReMe 20; Potent +5 Human skull)

Ring of Warding Against Spirits +50FP* (ReMe 20, Potent: Human skull +5)

Ring of Warding Against Spirits +45FP (ReMe 20)

Ring of Warding Against Faerie Spirits +50FP* (ReMe 20; Potent +5 Human skull)

Visions of Hades +63FPC* (ReMe 30; Potent +5 Human skull)

Gather the Essence of the Beast +19 (ReVi 15)

Lifting the Dangling Puppet +19 (ReCo 15)

Demon's Eternal Oblivion +12 (PeVi 15)

Circular Ward Against Demons +19 (ReVi 20)

Day of Communion +19 (ReVi 20)

Cantations

The Apprentice's Delight +9 (CrHe 3)

Warmth of the Hearth +10 (CrIg 5)

Comfort of a Spring Day +8 (Cr[Pe]Ig 5)

Satyr's Stare +14 (CrCo 5)

Whispering Fingers +24 (CrMe 5)

Recollection of Memories Never Quite Lived +17 (MuMe 4)

Eyes of the Cat +3 (MuCo[An] 5)

Taste of Spices and Herbs +2 (MuIm 5)

The Tiro's Disguise +2 (MuIm 4)

The Appropriate Attire +2 (MuAn 4)

Hypnotic Gaze +29 (ReMe 5)

Rise of the Apprentice's Body +19 (ReCo 5)

Cloak of the Duck’s Feathers +14 (ReAq 5)

Certamen

Init (Qik + Finesse): +1 (Mentem)

Attack (Pre): +2

Defense (Per): +1

Weakening (Int + Penetration): +7 (Mentem)

Resistance (Sta + Parma): +4 (Mentem)

Laboratory

Siz +1 Refinement +2 General Quality +4 Upkeep +3 Safety +3 Warping 0 Health 0 Aesthetics +5

Specializations: Me +9; Vis Extraction +1

Virtues (+6): Elevated (0), Greater Horde [Int 0] (+3), Highly Organized (0), Major Expansion: Summoning Circle [Mentem] (+3), Servant: Klara +1 (0), Superior Construction (0)

Flaws (-3): Greater Focus: Summoning Circle [Mentem] (-3), Missing Ingredients: All Forms but Mentem and Vim (0)

Combat

Longsword Init +2, Atk +8, Def +6, Dmg +7

Dodge Init 0, Def +3

Punch Init 0, Atk +2, Def +2, Dmg +1

Superior Dagger Init +1, Atk +5, Def +3, Dmg +5

Soak: 14 (Partial Chain 9, Stamina 1, Bronze Cord 4)

Equipment: Partial Chainmail enchanted to be weightless and with increased hardness (Load 1), bulla, longsword (Load 1), Superior dagger, various Ancient Greek scrolls from the library of Alexandra, 5£, the staff of Igneous Drake of Flambeau.

Vis: Rego 5p, Animal 2p, Vim 4p

Encumbrance: 2 (3)

Innocentius's Familiar

In 1224, Innocentius went looking for a familiar, ideally a ghost or spirit which could help in his lab work. He has been watched by demons his whole life, and an infernal plot had been prepared for him: a demon has assumed the shape of his mother's ghost. He found her at the Black Sheep Crossing, and she explained that she had not been destroyed by Sebastien but, instead, cast to Hell, where she had remained for years until Innocentius found her. To his spells, she appears to be a genuine spirit, and of course he very much wants to believe her story.

He has since bound this demon as his familiar. She is Infernal Might 20 and well equipped to teach him Cthonic Magic and various infernal powers. She is ordinarily invisible to human sight, but can be seen with Second Sight as the colorless white phantom of a beautiful Greek woman whose long black hair floats around her head.

Golden Cord +2

Silver Cord +2

Bronze Cord +4

Projects:

1. Innocentius intends to kill Sebastien, his sire. His current plan is to get Sebastien to come to Hibernia in the course of his career: breaking into the sanctums of magi who have died or entered Final Twilight, in order to neutralize the security and allow the dead magus's sodales to enter the sanctum. Innocentius considered lying in wait in the sanctum, but Sebastien has many tricks and Innocentius knows he would detect Innocentius's presence. So, instead, he hopes to get his mater, Caterina, to seduce Sebastien, whose weakness for self-indulgence is well known. So the plan requires a few things:

  • First, a sufficiently powerful magus must die or enter unexpected Final Twilight, leaving a dangerous sanctum and lab.

  • Second, Caterina must be found and asked to help.

  • Third, Caterina must be positioned at or near the covenant where the sanctum is located, so she can seduce Sebastien.

  • Four, we presume Sebastien is, in fact, hired to investigate the lab.

  • Five, Caterina seduces Sebastien in the course of his work.

  • Six, while Sebastien is distracted, Innocentius kills him, probably from afar with spirits.

Advancement

1220: Spring -- 2 XP in Area Lore, 1 XP in Faerie Lore, 1 XP in Vim, 1 imaginem and 1 XP in Intellego, 1 correspondence in Single Weapon; Summer -- Finishes constructing his lab, taking 2 Exposure and 1 correspondence in Hill of Uisneach Lore; Autumn -- taught Gaelic by Coleman, getting 18 XP, 1 correspondence Animal; Winter -- invented Day of Communion from the Book of Roaming, 1 correspondence in Gaelic, 5 Adventure XP in Gaelic, and 1 in Vim.

1221: Spring and Summer, Refining his lab, gains Highly Organized. 4 Exposure in Vim and 2 Correspondence in Gaelic. Installed a summoning circle for spirits and his lab is now home to a large number of Irish spirits who assist him in lab work and protect the lab. Autumn: 19 XP in Intellego, reading Disputations of Occulus. Winter: Pays 3 pawns Animal vis scutage in lieu of covenant obligations and uses Sander's help to invent The Ghostly Cord. 2 Exposure and 1 Correspondence in Gaelic.

1222: Spring -- Fixes the Arcane Connection to Conn of the Hundred Battles, converting 2 pawns of Animal vis to 1 Vim. 2 Exposure in Leadership and 1 Correspondence XP in Gaelic. Summer -- Fixes the Arcane Connection to Art the Lonely, converting 2 pawns of Animal vis to 1 Vim. 1 Correspondence in Leadership and 2 Exposure in Creo. Autumn -- Fixes the arcane connection to Tuathal Techtmar, trading 2 pawns of Animal vis for 1 Vim; 2 Exposure and 1 Correspondence in Creo. Winter -- Fixes the arcane connection to Fedelmid the Lawgiver, converting 2 pawns of Animal to 1 pawn of Vim. 2 Exposure and 1 Correspondence in Finesse.

1223 Spring -- Fixes the Arcane Connection to Connor the Beautiful, converting 2 pawns of Animal to 1 pawn of Vim. 2 Exposure Muto, 1 Correspondence in Finesse; Summer: 6 adventure XP, 5 in Mentem, 1 in Rego; Autumn: Reads Libro Scientia for 11 XP Vim; Winter: Reads Disputations for 19 XP In; 2 correspondence in Vim.

1224: Ventures in search of a familiar, finds the ghost of his mother; 5 Practice XP Infernal Lore; Binds his familiar, 2 Exposure Intellego; Reads Disputations two more seasons, 38 XP In; 2 Correspondence in Vim.

1225: Spring: Investigates Igneous's staff, lab total 52 + stress die = 58, enough to learn about all the effects in the staff. 2 Exposure and 1 Correspondence in Single Weapon. Summer reads De Novo (21 XP Creo), Autumn reads Efficacious Conjuring (14 XP Creo). 2 more correspondence on Single Weapon. In winter, spends the season creating a permanent casting space in the Great Hall, adjacent to the Council Chamber. 2 Exposure, 1 each in Terram and Aquam.

1205: Spring -- 5 points Adventure XP on Rego 2 (2). Summer and Fall: Artes Liberales 1, Latin 3, Philosophiae 1, 4 XP in Hermes Lore; Winter -- 15 XP from Ghostly Warder, spent on Infernal Lore.

1206: Spring -- 10 points Artes Liberales and 10 points Philosophy, 2 points in Hermes Lore; Summer -- 15 points in Infernal Lore from Kallisto; Autumn -- 20 points in Latin for Latin 4, 2 points in Hermes Lore; Winter -- Magic Theory 10 XP and 1 XP Profession: Scribe.

1207: Spring -- 15 points in Latin, 5 points in Magic Theory, and 2 XP in Order of Hermes Lore. Summer -- 5 XP in Guile. Autumn -- 10 points in Latin, 12 points in Magic Theory. Winter -- 15 XP in Infernal Lore and an Aging Roll at -2.

1208: Spring -- 5 points Sinews of Knowledge Lore; Summer -- 13 XP in Rego; Autumn -- 4 practice XP in Guile. Winter -- 5 Practice XP in Terragon Vale Lore.

1209: Spring -- 1 XP each in Magic Theory, Infernal Lore, Magic Lore; Summer -- 13 XP Mentem; Autumn -- 12 XP Magic Theory; Winter -- 13 XP Mentem.

1210: Spring -- 5 XP Order of Hermes Lore, 5 XP Code of Hermes, 1 XP Magic Theory, Penetration, and Finesse; Summer -- 21 XP in Perdo; Autumn -- Initiated into Chthonic Magic, gains Chthonic Magic 1 and 2 Exposure XP. Loses Low Self-Esteem. Winter -- 15 Teaching XP Parma Magica.

1211: Spring -- 15 XP Rego; Summer -- 20 Teaching XP Chthonic Magic; Autumn -- 5 practice XP in Cthonic Magic; Winter -- 8 Practice XP in French.

1212: Spring -- 15 Teaching XP in Rego; Summer -- 15 Teaching XP in Parma Magica; Autumn -- 4 Practice Infernal Lore; Winter -- 8 Practice XP French.

1213: Spring -- 16 Teaching XP in Intellego; Summer -- 5 Practice XP in Ride; Autumn and Winter -- 16 Practice XP in Slavonic

1214 Spring -- 4 Adventure XP in Faerie Lore, and 1 each in Creo, Muto, Corpus, Ignem; Summer and Autumn -- 40 Teaching XP Magic Theory, 4 Profundus XP Folk Ken; Winter -- Taught spells, 2 Exposure in Magic Theory.

1215 Spring -- 2 XP in Magic Theory, 15 in Concentration and 6 in Folk Ken; Summer -- 15 XP in Mentem; Autumn -- Inventing spells, 2 Exposure in Mentem; Winter -- 13 Teaching XP in Corpus.

1216 Spring -- 15 Study XP in Mentem; Summer -- invent a spell and 2 Exposure in Rego; Autumn -- invent a spell and 2 Exposure in Rego; Winter -- 13 Teaching XP in Vim.

1217: Spring -- 12 Teaching XP in Single Weapon; Summer -- inventing a spell and 4 Adventure XP in Mentem, 2 more in Rego; Autumn -- 12 Teaching XP in Single Weapon; Winter 13 Teaching XP in Rego.

1218: Spring -- 15 Study XP in Mentem; Summer -- 15 Study XP in Mentem; Autumn -- 15 XP in Mentem; Winter -- Learning spells and 5 Adventure XP in Rego, 1 XP in Corpus, 2 XP in Vim, 2 XP in Leadership.

1219: Spring -- 15 Study XP in Mentem; Summer -- Invent a spell, 15 XP in Penetration (experimentation) and 2 Exposure XP in Rego; Autumn -- Invent a spell and 2 Exposure XP in Rego; Winter -- 13 Teaching XP in Rego.

Cantation XP: 60 (60 spent, 0 remaining)

Akakios's Original Spells

Rise of the Apprentice's Body (ReCo 5)

R: Per, D: Conc, T: Ind

Allows the caster to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. he caster cannot move horizontally through this spell.

(Base 4, +1 Conc)

Comfort of a Spring Day (Cr[Pe]Ig 5)

R: Per, D: Sun, T: Ind

The spell maintains the caster's temperature at the equivalent of a pleasant spring day. The spell provides no protection from extreme temperatures, such as those created by Creo Ignem or Perdo Ignem based effects, but insulates the caster against normally occurring mundane weather.

(Base 2, +2 Sun, +1 Perdo)

Visions of Hades (ReMe 30)

R: Voice, D: Sun, T: Ind

Mechanically, the spell works the same as Vision of the Infernal Terrors, except the visions seen by the victim are of Hades, the Ancient Greek pagan underworld. People, who the victim encounters, appear to be ghosts suffering torments associated with their sins in life on the Field of Punishment; rivers the victim sees appear to be Styx, Acheron, Lethe, etc.

The victim must make a Stamina Stress Roll with the total modified by his or her Brave or Cowardly Personality Trait. Consult the following chart for the results of the visions.

0 or less -- Scared to death (literally)

1–5 -- Incapacitated with fear, permanent –1 to Stamina

6–9 -- Incapacitated with fear

10–15 -- Flee only, fight at –6 if cornered or obstructed

16+ -- Carry on, but with –3 on all rolls

This is a Potent spell and must be cast with a human skull. The spell requires the caster to invoke dark gods, and anyone familiar with their names will overhear them during its casting.

(Base 10, Voice +2, Sun +2)

Enslave the Spirits of the Night (ReMe 30)

R: Voice, D: Moon, T: Ind

The spell works the same as Coerce the Spirit of the Night except it is Moon Duration rather than Concentration Duration. This is a Potent spell and must be cast with a human skull.

The Ghostly Cord (Cr[In]Me 35)

R Touch, T Individual, D Moon

This spell is cast on a spirit who is present before him; the magus can send thoughts to the spirit and read its mind for a reply. The spell is designed to last a long time so the spirit can travel far away on extended missions and not fall out of contact. If the caster isn't paying attention to the spirit, the spirit has no way to communicate with the magus. That is, it cannot send thoughts, it can only think and hope the caster is listening. This is a Potent spell and must be cast with a human skull.

Base 15, +1 Touch, +3 Moon

Laboratory Texts

Wand of Vis Collection

This rowan wand is activated with the word, "Take." Any raw vis within the object it is touching is moved into the wand. It has no effect on enchanted items. Vis is usually drained from the wand using additional Rego Vim magic.

Base 10, +1 Touch, +10 unlimited charges, effect level 25