The Stone Table of Mournemount was the cathach of a failed covenant. Originally in Wales, it was discovered by Sabine ex Miscellanea, who with the help of Epicurus of Verditius was able to secure a couple of magic items to move it. The table is a stone column ten feet across and about a pace high. A silver bell with a wooden handle rests atop it. Around it are a dozen chairs. Originally, twelve sleeping warriors -- their hair gray with age -- sat sleeping at the table. But when apprentices and their shield grogs tried to steal the table in 1226, the sleeping warriors awoke and slew all but Una discipula Oswald. The nine dead were cursed to rise up and take the place of the sleeping warriors.
The apprentices are described here with their mortal stats. The shield grogs were Leine Dhearg (Redshirts). No one knows how the Stone Table has changed them.
The apprentice of Dalton an Flambo is being groomed to eventually take over Lambaird covenant. Bressal is bold, handsome, and intelligent, and the other apprentices follow his lead. He was already 14 when his apprenticeship began, but this has translated into valuable experience and a sense of world-wisdom. When it comes to magic, Bressal is a classic Flambeau, but he also wields an axe and has experience with the many magical animals of Lambaird. Bressal relies on Murchad as his lieutenant, and the two are like brothers.
Age 26
Confidence 1 (3)
Virtues & Flaws Hermetic Apprentice; The Gift; Affinity with Leadership (+1), Flawless Magic (+3), Good Characteristics (+1), Puissant Ignem (0), Skilled Parens (+1); Ambitious (-1), Busybody (-1), Restriction: Having no Beard (-3), Mentor: Dalton (-1)
Ambitious +3, Meddler +3
Int +3, Per +1, Pre +2, Com +1, Str 0, Sta 0, Dex 0, Qik -1
Abilities Animal Handling 2 (falcons), Artes Liberales 1, Athletics 2 (run), Awareness 2 (search), Brawl 2 (dodge), Code of Hermes 2 (Hibernia), Etiquette 2 (magi), Folk Ken 1 (criminals), Gaelic 5, Hibernia Lore 2 (Leinster), Hunt 2 (with dogs), Intrigue 2 (magi), Latin 4 (Hermetic), Leadership 3 (magi) (20 + Affinity), Magic Lore 2 (beasts), Magic Theory 3 (Ignem), Penetration 1 (Ignem), Ride 3 (rouncy), Single Weapon 3 (Axe)
Arts Cr 7, In 7, Mu 7; Ig 7+2
Spells
E = includes -2 for Encumbrance.
Blade of the Virulent Flame +15E (CrIg 15) Mastery 1: Penetration
Flash of the Scarlet Flames +15E (CrIg 15) Mastery 1: Fast-Cast
Pilum of Fire +15E (CrIg 20) Mastery 1: Multiple Casting
Vision of Heat's Light +15E (InIg 20) Mastery 1: Quiet Casting
Hornet Fire +15E (MuIg 10) Mastery 1: Concentration
Extinguish the Abhorrent Flame +10E (PeIg 15) Mastery 1: Multiple Casting MoH 132
Cantations
Palm of Flame (CrIg 5)
Many-Hued Conflagration (MuIg 5)
Tremulous Vault of the Torch's Flame (ReIg 5)
Combat
Axe Init 0, Atk +7, Def +2, Dmg +6
Dodge Init -1, Def +3
Soak +2 (Partial Metal Reinforced Armor)
Gear Axe, partial metal reinforced leather armor, knife
Oswald's first and favored apprentice is a German import named Stendahl. He was chosen for his brilliance and his lab work, but where he really excels is in healing magic. Stendahl is quiet and reclusive, obsessed with keeping his secrets and his privacy, and as a result he has never told his fellow apprentice, Una, how he feels about her. For her part, Una is envious of the preferential treatment Stendahl receives.
Age 24
Virtues & Flaws Hermetic Apprentice; The Gift; Adept Laboratory Student (+1), Good Teacher (+1), Great Intelligence x2 (+2), Inventive Genius (+1), Minor Magical Focus: Healing (+1), Puissant Magic Theory (+1), Secondary Insight (+3); Blatant Gift (-3), Compulsion: Keep Secrets (-1), Fragile Constitution (-1), Reclusive (-1), Slow Caster (-1), True Love: Una (-3)
Secretive +3, Love: Una +3
Int +5, Per +1, Pre -1, Com +1, Str -1, Sta 0, Dex 0, Qik +1
Abilities Artes Liberales 1 (rituals), Awareness 1 (search), Chirurgery 1, Code of Hermes 2 (Hibernia), Concentration 1 (spells), Dominion Lore 1, Faerie Lore 1, German 5, Hibernia Lore 1 (Leinster), Infernal Lore 1, Latin 5, Magic Lore 2, Magic Theory 3+2, Medicine 1, Order of Hermes Lore 3, Philosophiae 1 (rituals), Profession Scribe 3 (Hermetic)
Arts Cr 5 (1), In 5 (1), Mu 6 (2), Pe 5 (1); Co 8 (2), Im 4, Me 4, Vi 4 (2)
Spells
Bind Wound +17F (CrCo 10)
Purification of the Festering Wounds +17F (CrCo 20)
Charm Against Pestilence +18F (CrCo 15) see below
Revealed Flaws of the Mortal Flesh +12 (InCo 10)
Arm of the Infant +12 (MuCo 20)
Invocation of Weariness +12 (PeCo 20)
Cantations
Physician's Eye (InCo 5)
New Spells
Charm Against Pestilence, CrCo 15
This spell grants a +6 on recovery rolls against disease.
Base 4, +1 Touch, +3 Moon
Murchad Mor ("the Big") filius Brian an FlamboMurchad the Great was 10 when he was taken as an apprentice, but he was already bigger than most men. Brian chose to train him in magic out of a sense of duty, since Murchad is not particularly intelligent. But the Gift is too rare to be wasted and, besides, Brian was hoping for a distraction from the grief he has felt since the death of his familiar. This hope was in vain.
Murchad follows the School of Ramius and is primarily a mere combatant, using a boar spear. Probably the strongest man in Mythic Europe, he wears a coat of plates over plate and mail, and is all but invulnerable to harm. But his helm makes it all but impossible to see and hear, so enemies often sneak past or up on him. He has had to custom design all his spells to accommodate his enormous size but, now that he has done so, he uses this magic to ignore wound penalties and fatigue, to make his skin even more resilient, and to overcome obstacles.
Age 22
Size +2
Virtues & Flaws Hermetic Apprentice; The Gift; Giant Blood (+3), Good Characteristics (+1), Great Strength x2 (+2), Great Stamina x2 (+2), Puissant Great Weapon (+1), Tough (+1); Careless Sorcerer (-1), Difficult Longevity Ritual (-3), Enemies: Husbands and Widowers (-3), Lecherous: Major (-3)
Int 0, Per 0*, Pre +1, Com -2, Str +6, Sta +6, Dex +1, Qik -1
-3 penalty in helm.
Lustful +6
Abilities Animal Handling 1 (falcons), Artes Liberales 1, Athletics 2 (evasion), Brawl 1 (dodge), Great Weapon 3+2 (long spear), Hibernia Lore 1 (Leinster), Hunt 1 (with dogs), Latin 4 (Hermetic), Magic Lore 1 (giants), Magic Theory 3 (Corpus), Ride 1 (rouncy)
Arts Mu 6, Re 6; Co 10 (3)
Spells
Eyes of the Cat +22 (MuCo 10); includes +1 magnitude for Murchad's Size +2
Gift of the Bear's Fortitude +22 (MuCo 30); includes +1 magnitude for Murchad's Size +2
Rise of the Feathery Body +22 (ReCo 15); includes a +1 Magnitude for Murchad's Size
Endurance of the Berserkers +22 (ReCo 20); includes +1 magnitude for Murchad's Size +2
Gift of the Frog's Legs +22 (ReCo 20); includes +1 magnitude for Murchad's Size +2
Combat
Long Spear Init +2, Atk +10, Def +6, Dmg +13
Dodge Init -1, Def +1
Soak +20 (mail 15 + Sta 3 + tough 2)
Wound Levels Light (1-7), Medium (8-14), Heavy (15-21), Incapacitated (22-28), Dead (29+)
Gear Full Plate & Mail (6), helm (2), coat of plates (2), gambeson (1.5), long spear (3)
Like his parens, Seneca is a member of the Titanoi, but as a mere apprentice he has not been initiated into Hermetic Theurgy and, for now, most of his magic is aimed at ghosts. He also has some demon-fighting spells and, if his target demon is in its incorporeal form, his Magical Focus does apply. Ballack has been extra hard on Seneca out of frustration over the failures of his last apprentice, whose head still stands on display outside Praesis. As a result, Seneca hates his master even more than most Tytalus apprentices do.
Age 20
Virtues & Flaws Hermetic Apprentice; The Gift; Affinity with Mentem (+1), Affinity with Rego (+1), Major Magical Focus: Spirits (+3), Puissant Mentem (+1), Puissant Rego (+1), Second Sight (+1), Self-Confident (0); Continence (-1), Overconfident: Major (-3), Susceptibility to Divine Power (-1), Tormenting Master (-3)
Int +2, Per 0, Pre +1, Com +1, Str 0, Sta +1, Dex 0, Qik +1
Overconfident +6, Continence +3
Abilities Artes Liberales 2 (rhetoric), Charm 1 (hyperbole), Folk Ken 2 (magi), Gaelic 5, Guile 2 (bald faced lies), Intrigue 2, Latin 4 (Hermetic), Leadership 2 (scare-mongering), Magic Lore 1 (spirits), Magic Theory 3 (spirits), Second Sight 2 (spirits), Stealth 1
Arts Pe 6, Re 8+3 (24 + Affinity); Me 8+3 (24 + Affinity), Vi 6
Spells
Lay to Rest the Haunting Spirit +24F (PeMe 10)
The Call to Slumber +23 (ReMe 10)
Coerce the Spirits of the Night +34F (ReMe 20)
Ring of Warding Against Spirits +34F (ReMe 20)
Demon's Eternal Oblivion +13 (PeVi 10)
Circular Ward Against Demons +18 (ReVi 20)
Cantrips
Recollection of Memories Never Quite Lived (MuMe 4)
Tip of the Tongue (PeMe 5)
Sense of Divine Power (InVi 2)
Sense of Faerie Power (InVi 2)
Sense of Infernal Power (InVi 2)
Sense of Magical Power (InVi 2)
Scales of Magical Weight (InVi 5)
Sense the Nature of Vis (InVi 5)