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Hermetic Alliance - Fortress of Solitude III (Revised 2 for the Sunday)

Hermetic Alliance: Fortress of Solitude Founded as a laboratory and the Sorceress Sanctum Bonafanta secret. When looking for their final resting place before you die or enter the Final Twilight. Located in a beautiful natural landscape, magic here conducted ah try to imitate, but has cost such beauty. History: About 195 years ago one got Bonisagi Maga excel in their Gauntlet. Once you have your Sigil,

the young mage looked Bonafonta excel in their specialty, fresh water. He soon became a powerful specialist Aquamarine relatively famous in the Court of Languedoc. However, its relatively narrow field of study and practice (fresh water) was powerful but with certain limits, he soon found himself without a pattern that directly substantiate. It was in this period that he began to look more spells, Wizards carteando is with other parts, and learning more quickly to exchange spells. Here achieved more fame, and found that direct practice could report it quickly learning that the books would not achieve. Contact was a certain group of demon hunter and Flambeau crossed he found a project that made him start a course, the course of his life. They had problems with a terrible Infernalist an evil sorcerer named Gurrea. This witch for his infernal rage faces many hermetic magicians and used his power over demons to even get Magic Resistance, and then also had a prodigious body, being immune to most spells that would kill other men, and completely invulnerable to the flames. Under the circumstances, Bonafonta and proved effective spells against him and his demons, but did not prevent the evil sorcerer kill one of his enemies Hermetic. It was then that the very Bonafonta joined the warring Flambeau, first because he felt responsible for the death of one of their sodales, someone who had relied on his magic to defeat evil, and felt that he had failed. Invented the final spell to destroy the evil demonic sorcerer, but it took an epic battle. Thanks to her, however, noted as a researcher and not just sorceress battle between members of the Flambeau, not as a mere eccentric and specialized research, if not a specialist with fame and prestige. Focused on creating useful enchanted items and received research support from for. Apparently over time the customs detained again, and looked for a suitable site for their research, and found him here, not far from where he defeated Gurrea. His servant was married and created a family with mountain people and travelers, and the House Mercere said several requests for support and helped create an inn. Shortly before disappearing left his greatest legacy Bonafonta an enchanted ice fortress in the center of the nearby pond. His lineage Magos or frigid water Mercere Flambeau and care for the Alliance since. Do not forget their lost founder, but do not know the secrets left to discover, but it is possible that enemies are nearby ... as the vengeful and sentenced Gurrea soul has taken a poor pilgrim victim lost an apprentice and to destroy the magicians. Good thing Bonafonta left something to protect their heirs too. The Mercere Alliance seized in payment for multiple loans to Bonafonta Vis, who disappeared without being able to return it. Since current players still suffer a wizard control by the resident Mercere is Praeco. Location: In one of the highest areas and Guadarrama virgin (1220), there is a beautiful lake with crystal clear water and great depth. The lake is wide although not kilometer, but has plenty of water, and the water itself seems to have generated a cavity which is where most of the water contained in the lake. Is this water formed the Fortress of Solitude Bonafonta. The magical aura around the interior of the lake including the Fortress is 6, but the banks and until the water comes up to cover an adult is 5 in the whole valley. At the edges of the lake live the alliance's servants, many of whom are descended from a personal server Bonafonta, see below for more details. Also here is the mansion Mercere. The mansion appears to be a kind of spa or hospice and the nearby hot springs help maintain it, but in fact are fellow residents and workers of the Alliance, and the bulk of the visitors are coming and going Red Hat, usually covering the Court of Iberia, although as minor chapter house there are members from all over. It is a splendid place Red Caps and many use it to recover from injury or illness. The Heart of the Alliance: The Fortress of Solitude The most visible and striking of all the Alliance is of course the castle, formed not by ice but by crystal. A spell that wizards who live here today do not quite understand yet, lets make the lake water freezes to form a solid and cold walls. Although most of the castle is made this sweet ice have also been built over time wooden floors and walls, lots of crockery and even stone for private parties and labs habitable and comfortable, and avoid breaking privacy rules in the Sanctum of the Magi. Get lab Virtue Ice Cavern (Covenants page 118) only requires a workstation. There are four rooms and laboratories wings, 1 to 1 north, two east and west, and a large building

that serves as living and usually as a guest room and the Alliance Praeco. The spaces for residents magicians are the three towers. There are a number of ways on the ice, carved and then embedded in a mosaic that make very nice quiet space, like the parts kept in pure form, they are impressive. From outside, the ice walls shine with reflected sunlight, and foggy days is mixed with the landscape. A drawbridge as a port, requiring 20 minutes of rowing go to the bank and 20 in back. Only magicians or those with magical abilities, and thus affiliated with the Aura, living permanently in the castle, to prevent corruption.

Inhabitants of the Alliance: The largest source of income and occupation of the surrounding population is the Beekeeping. Hence get to sell honey, jelly, wax and even distilled mead. Wax is also used by the Magi to create boards that serve as notes. The population has therefore mean scores Profession: Beekeeper of 4-6 (depending on age), Craft: Carpentry and Masonry 3, Craft: Distiller of 5 (tend to be both older and make mead in winter), besides Occupation: Farmer to 3, Animal Ken 3 and usually other useful skills to 3 over your life. There are a few families of several members of the alliance dependent. Source populations are "mestizo" Castilian origin and manchego mixed old Christian in theory, but in contrast to all its neighbors that are mostly dedicated to grazing and be lumberjacks, are dedicated to being beekeepers and serve the magicians, and makes a generation especially family serving Lake Wizards of the Alliance. House Managers serve the Praeco Mercere, who inhabited the Alliance and erected the spa or big house to Mercere those requiring a resting place for his work as a messenger. Josef and Leandro spend much time just to hurt Red Hat, but occasionally some specialist comes home and deliver anything from Vis remedies, but usually for a price. Mercere Augustus is the first Praeco and usually attend the demands of your home before the other magicians residents, and maintains Alliance resources for your family Sodales and deserve it, but in exchange for service, usually willing to share. Other Inhabitants (supernatural beings): Water Elementals produced by the effect of creating the castle has been producing Corruption in lake waters. These ones are somewhat cooler than other basic water because some small parts are somewhat freezing into the lake. The problems are usually cause by subtracting some whole Vis Ignem even likely in search of food, or perhaps mortally afraid of the opposite element, fire, and everything that reminded them. They are led by a powerful Genius Loci, but have not been created by him. He can control them in part because they are made from the same waters that are its location, for their physical powers over water. Locii Genius has a power of 30, and reached Bonafonta have dealings with him. It is a Daimon, so it is not easy to conjure. Elementals have no intelligence but they are simple to master, the worst they have is that they are difficult to perceive. Formed by the elementary portions of ice water and ice are common only in winter, but they are harder and more consistent than those of liquid water, having a score of the first power of 20 and liquid water are elementary as manual Realms of Power Magic, and have a power of 10. The Genii Loci at Regio lives under the Alliance, the method to enter is unknown, even is well remembered in the annals, very thorough investigation requires Intelligence + Culture Local Culture to Magic or +9 difficulty, use the library provides a +2 and allows quality chuck instead of a stress, but requires time not reach the roll-out each point of difference adds one day to find the total figure how to pass. Although this only happens if you have not found before the Testament of Bonafonta stored within your spell (see below). Creation Points: 605 (+250 Hidden) Financial Resources: 100 Pounds Mythical (Beekeeping) Hooks - Hooks: Aids - Boons:

Mercere House (M), Founder Perdido (m), Enemies (Infernalists - M), Supernatural Interference [Elementary frost and water] (m), Superior (m), Reggio (M), Monster (M - Genius Loci of Laguna), Resource Indiscreet (m - Aquamarine Vis Some sources are springs that irrigate nearby locations), Natural disasters (m - A drought would threaten the entire Fortress same) Isolated (m), Fort Magic (M - Ice Fortress formed by an enchanted item) Aura (M - Lake where the Castle of the Magi), Aura (m) x 2, Trait Healthy (m), Aura Dress ( Aquamarine) (m), Building (m - Base Mercere) Exceptional Paper (M), Hidden Resources (m). Vis sources: (230 points) First rays of the summer sun trapped in the East Side stalactites - 5 Ignem First Winter winds whistling - 4 Perdomo First rains of autumn - 5 Auram First signs of spring - April Imaginem Queen Bees without hive - 8 Animal Source that runs in all seasons between the forest and the mountains - 10 Aquamarine Sulphur that is near the hot springs - 5 Corpus Rivers Birth Orbs - May I Gathering Vis: (16 points) 10 Points of Vis Ignem (in natural form). Vis 10 points Aquamarine (in natural form). Vim Vis 20 points (in the form of silver coins) 5 Point Vis Imaginem (Jars of spices and brightly colored dyes). Animal Vis 5 points (Natural Way) 8 points of Vis I (Natural Way) Corpus Vis 7 points (Natural Way) Perdomo Vis eight Pawns (Bottled Natural Way) 7 pawns of Vis Corpus (Natural Way) Magic Items: (126) Pot Ice Icy Winter builder ReAq 39 Penetration 0, Constant Use Range: Touch, Duration: Continuous Effect, Purpose: Part of a Large Body of Water The basis of this spell is a touchstone (made of ice), which has carefully crimped a piece of Jade very valuable, it really is the center of the effect. To remove it from its position need not cancel the spell and the redeposit a similar sized body of water. Nullify the effect is metamagic effect of Vim or Rego Perdo Vim or similar. That would destroy the castle. The unique features of this lake (His alignment with the Shape Aquamarine), enables building elsewhere can be much worse or at least different. To study has been to shift the Wizard Lab where it is located in the central pillar in the depths of the castle. The effect has been causing corruption to the lake water, possibly creating water elementals throughout the last century. The creator was the former Bonafonta Archmage, Master of one of the current Alliance wizards, your Sigil was that the water will swirl increasingly throwing spells, and that's what happens every evening and every morning, that part of the lake circulates by gutters and exterior and interior parts of the castle, creating a spectacle in the form of fountains and water jets impressive, while the castle was re done without disturbing the occupants, except for the noise. A spell or intended effect destroy or melt the ice sufficiently required to have a higher level of 35, which is not possible for most purposes. Still considered to be a magical object size +10 (That is, has 5 levels of damage and modified 4 per level) and each attack that may "harm" can be absorbed with +29, thanks to Object magic that keeps the water and partly to the time it takes active. (Base 3 Turn water into ice, +1 Touch, +1 Party, +2 Size, +2 extra complexity Shaping Effect, Duration +2 Solar - Total 35; +1 2 Applications, Environmental Trigger +3, Penetration 0) (No setup by Magic Stronghold Help) Kind Mountain Roasters Crig 11 Penetration 0, Constant Use

Range: Personal Duration: Solar, Target: Individual These braziers are heated to an order, it is necessary to open say "Light to my bones do not become brittle in the winter" in Latin. They heat a bedroom easily, and can not get to melt the ice because this is maintained fortress with Magic, but they do make their living rooms in winter and autumn nights. Corruption produce not because they are themselves the warming braziers. They measure about an inch and a half each. One heats a small room or a large room number. (Base 2, + 2 Solar, +2 size, +1 for 2 uses per day) ((Cost 6) X 8) Demon Hoe Challenge 25 Penetration 0, Applications Unlimited. R: Touch, D: Sun, O: Part This black iron hoe allows plowing and release the land to work. Professions requiring this or craftsmen (masons, farmers, gardeners, etc..) Add +3 to your total work to see the speed of work and quality of work period, or reducing the need for workforce in half, to choose. Hoe is called the devil because you work the land at a rate beyond what is normal and natural. (Base 2, +1 Touch, +2 Sun, +1 Party, +1 size, +10 unlimited usage) (Cost 10) Well Paved Road Boots Challenge 13 Penetration 0, 6 Uses a day. R: Touch, D: Sun, O: Part These boots are for so the wearer can walk safely put, moving the earth to form a flat road to play three times the area of ground with each sole of each boot followed (ie to six kicks the ground with both legs) . (Base 3, +1 Touch, +1 Concentration, +1 Party; +3 to 6 Uses a day, +5 for the object keeps the concentration) ((6) x5) Hungry Wizard Mask InVi 13 Penetration 0, 6 Uses a day. R: Touch, D: Sun, O: Smell Whoever put this mask with a long nose happens to be able to smell the Vis, the mask can pass it from one to another. Several such masks created by Sabria of Mercere cause the perceived odor to be the favorite food of using this object. Note that the object can be used up to 6 times for 6 different persons on or not, or several times in succession by the same person, can get the effect as usual. (Base 1, +1 Touch, +1 Concentration, Smell +2, +3 for 6 Uses a day, +5 for the object keeps the concentration) ((Cost 6) x3) Library: (Cost 173) Annals of the Alliance: Tractatus de Cultura Order of Hermes (rating 7) x 2 (rating 5), Tractatus Culture Sierra (rating 7), Tractatus Culture of Iberia (rating 6), Tractatus Hermetic Code (rating 7). [Not all that happened in the Alliance in the past, but much of. In the anal itself every so often requires new register, or write a new tractatus] [Comparing the sum of the scores for Culture Order of Hermes of the Magi, you can review and update spending all components of the Alliance, and Profession score: Enter to add a new Tractatus. The station spent if not spent on add Tractatus and / or increase the quality of current and is used to hold a debate or court session among magicians, allowing spending on skills practice in the Annals equal to the number of participants Magi + half of the skills involved]. Aquae Primae: Tractatus de Aquamarine (Quality 8) (in Latin) Aquae Regina: Summa of Aquamarine (Level 8, rating 12) (in Latin) Aquae Imperatrix: Summa of Aquamarine (Level 18, Value 17) (Latin) - (Free Advantage) Regere Impositas: Summa de Rego (Level 10, rating 10) (in Latin) Invernalii Umbrae: Tractatus de Perdomo (Quality 8) (in Latin) Primi Pluviae: Summa of I (Level 8, Quality 10) (in Latin) Book of Remechos: Tractatus de Quirurga (rating 5), Tractatus of Medicine (rating 5). In Mozrabe. De Anima (Reviewed by Averroes): Tractatus of Philosophy (rating 12) (In Arabic) From nuptiis Philologiae et Mercury: Tractatus of Philosophy (rating 5) x2, Tractatus of Liberal

Arts (rating 5) x 7. (In Latin) Laboratory Text: (72 Points) (Requires Translation *) (The skills that allow exposure experience are put additional Magical Theory Arts and also functioning as means of obtaining, once learned or revise them as sources of practice of those skills.) Kind Mountain Roasters [Enchantment Low - I Ignem Level 11] (Designate experience points for use in exposure Crafts: broncista, which makes working with bronze, brass and tin). (Cost 3). Hoe Demon [Enchantment Low - Rego Terram Level 25] (In addition to a career as a laborer or peasant exposure contributes nothing unusual) (Cost 5) Well Paved Road Boots [Enchantment Low - Rego Terram Level 13] (Craft: Shoemaker, but otherwise gives no other unusual exposure) results (3) Hungry Wizard Mask [Enchantment Low - Intellego Vim Level 13] (Culture Magic, but nothing out of the ordinary) (Cost 3) Pot Ice Icy Winter builder [Object Invested-ReAq Level 39] (Designate experience Exposure to translate or use in Crafts: Jewelry, Craft: Masonry and Subtlety other effects not listed enchanted object, only this one, and can be used as a source of Practice). (Cost 8). * Beehive Wizard [Spell I (Rego) Animal Level 20] (Concentration and Occupation: Beekeeper can learn) (Cost 6) Communion of the Magi [Formulaic Muto Vim Spell Level 15] (Allows you to assign experience points Magic Exhibition in Culture, MA in the same spell and Culture Order of Hermes, besides being able to obtain Specialties Mercurial). (Cost 3). Water Eyes [Ritual Spell Intellego Aquamarine (Imaginem) Level 30] (Assign points Cultural Experience Cultural Order of Hermes and Magic). (Cost 6). Raging Winds Mute [Perdomo Auram Spell Level 20] (Assign points Experience exhibition at the Master's spell and Philosophy) (Cost 4) Whispering Winds [Intellego Auram Spell Level 15] (allow assigning experience points Mastery Bjornaer spell and Culture, in this case only for other Bjornaer.) Results (3) Fish Lungs [Muto spell Aquamarine (Auram) Level 20] (Assign points in Master Exposure Experience with the spell and Philosophy) (Cost 4) Ice Bridge [Aquamarine Rego Spell Level 30] (Assign points Experience with Spell Master, Subtlety and Crafts: Masonry) (Cost 6) Wrath of Neptune [Aquamarine Rego Spell Level 40] (Assigns Experience Exhibition at Master's spell and Culture of the Mediterranean) (Cost 8) * Specialists: (43) Gideon de Len (Master of Philosophy, Age 47 apparently 47, Cost 20 - Communication 4 + 8 + Teaching Philosophy 8) [Points of aging: 1 to Force (-1), 3 speed (-3), 1 point in Presence , 1 point Communication] about 8 years ago this Jewish scholar struggled in Toledo, challenging the authority of a pattern, a noble Christian who had just gotten by conquest lands near Toledo, teaching was not timely issues their children , and such was the fury of that noble who fled at his home in Len, but knowing of a possible ambush decided to seek asylum, and found him in this strange place. Ibn Ibrahim Gab (Type Specialist, Age 30 Cost 6 - Occupation: Type 6) Young Muslim captured long ago by the Christians, but came to an agreement. Being literate in many languages and skillful copyist, are comfortable with the Magi. Red Hat would like to be. John Lake (Regidor Specialist, Age 36 Cost 7 - Leadership 7) One of the current family heads Lake, almost leader of the Grogs and other employees of the Alliance. Several of his relatives have finished Mercere House, but he enjoys serving exclusively to this Alliance. In addition to merchant and alderman, is a skilled mason. Joseph Lake (Carter Specialist, Age 32 Cost 6 - Culture of Castile 6) Expert carrier, provided with their donkeys and car inseparable. The most traveled of the family, would like to set up a stall or inn busiest somewhere but can not neglect your family responsibility. Pino Leandro Physicist (Medical Specialist, Age 33 Cost 6, Medicine 6) This doctor has done more for the position of his family than anyone. Their education paid for by the House Mercere, is a medical doctor a great physicist, Quirurga skillful and also in a great Apothecary. He marvels at the properties of the valley. Joseph of Toledo (Medical Specialist, Age 28 Cost 5, Medicine 5) An old friend and apprentice Leon Gideon, invited him to study and practice without any kind of suspicion by his Jewishness,

but would like to marry a good wife . Tobias Pino (Barquero Specialist, Age 27 Cost 5, Occupation: Boatman 5) tranportista knows that the waters of the lake and nearby small flows are not normal, and also dangerous. No to not only lead to and fro, and must repair the boats, and almost spend more time doing that. [(As I said) Something "new"] ---------------------------Hermetic Alliance: Fortress of Solitude Founded as a laboratory and the Sorceress Sanctum Bonafanta secret. When looking for their final resting place before you die or enter the Final Twilight. Located in a beautiful natural landscape, magic here conducted ah try to imitate, but has cost such beauty. History: About 195 years ago one got Bonisagi Maga excel in their Gauntlet. Once you have your Sigil, the young mage looked Bonafonta excel in their specialty, fresh water. He soon became a powerful specialist Aquamarine relatively famous in the Court of Languedoc. However, its relatively narrow field of study and practice (fresh water) was powerful but with certain limits, he soon found himself without a pattern that directly substantiate. It was in this period that he began to look more spells, Wizards carteando is with other parts, and learning more quickly to exchange spells. Here achieved more fame, and found that direct practice could report it quickly learning that the books would not achieve. Contact was a certain group of demon hunter and Flambeau crossed he found a project that made him start a course, the course of his life. They had problems with a terrible Infernalist an evil sorcerer named Gurrea. This wizard by using his power over demons to even get Magic Resistance, and then also had a prodigious body, being immune to most spells that would kill other men, and completely invulnerable to Ilmas. Under the circumstances, Bonafonta and proved effective spells against him and his demons, but did not prevent the evil sorcerer kill one of his enemies Hermetic. It was then that the very Bonafonta joined the warring Flambeau, first because he felt responsible for the death of one of their sodales, someone who had relied on his magic to defeat evil, and felt that he had failed. Invented the final spell to destroy the evil demonic sorcerer, but it took an epic battle. Thanks to her, however, noted as a researcher and not just sorceress battle between members of the Flambeau, not as a mere eccentric and specialized research, if not a specialist with fame and prestige. Focused on creating useful enchanted items and received research support from for. Apparently over time the customs detained again, and looked for a suitable site for their research, and found him here, not far from where he defeated Gurrea. His servant was married and created a family with mountain people and travelers, and the House Mercere said several requests for support and helped create an inn. Shortly before disappearing left his greatest legacy Bonafonta an enchanted ice fortress in the center of the nearby pond. His lineage Magos or frigid water Mercere Flambeau and care for the Alliance since. Do not forget their lost founder, but do not know the secrets left to discover, but it is possible that enemies are nearby ... as the vengeful and sentenced Gurrea soul has taken a poor pilgrim victim lost an apprentice and to destroy the magicians. Good thing Bonafonta left something to protect their heirs too. Location: In one of the highest areas and Guadarrama virgin (1220), there is a beautiful lake with crystal clear water and great depth. The lake is wide although not kilometer, but has plenty of water, and the water itself seems to have generated a cavity which is where most of the water contained in the lake. Is this water formed the Fortress of Solitude Bonafonta. The magical aura around the interior of the lake including the Fortress is 6, but the banks and until the water comes up to cover an adult is 5 in the whole valley. At the edges of the lake live the alliance's servants, many of whom are descended from a

personal server Bonafonta, see below for more details. Also here is the mansion Mercere. The mansion appears to be a kind of spa or hospice and the nearby hot springs help maintain it, but in fact are fellow residents and workers of the Alliance, and the bulk of the visitors are coming and going Red Hat, usually covering the Court of Iberia, although as minor chapter house there are members from all over. It is a splendid place Red Caps and many use it to recover from injury or illness. Inhabitants of the Alliance: The largest source of income and occupation of the surrounding population is the Beekeeping. Hence get to sell honey, jelly, wax and even distilled mead. Wax is also used by the Magi to create boards that serve as notes. The population has therefore mean scores Profession: Beekeeper of 4-6 (depending on age), Craft: Carpentry and Masonry 3, Craft: Distiller of 5 (tend to be both older and make mead in winter), besides Occupation: Farmer to 3, Animal Ken 3 and usually other useful skills to 3 over your life. There are a few families of several members of the alliance dependent. Source populations are "mestizo" Castilian origin and manchego mixed old Christian in theory, but in contrast to all its neighbors that are mostly dedicated to grazing and be lumberjacks, are dedicated to being beekeepers and serve the magicians, and makes a generation especially family serving Lake Wizards of the Alliance. Other Inhabitants: Water Elementals produced by the effect of creating the castle has been producing Corruption in lake waters. These ones are somewhat cooler than other basic water because some small parts are somewhat freezing into the lake. The problems are usually cause by subtracting some whole Vis Ignem even probable for sustenance, or perhaps mortally afraid of the opposite element, fire, and everything that reminded them. They are led by a powerful Genius Loci, but have not been created by him. He can control them in part because they are made from the same waters that are its location, for their physical powers over water. Locii Genius has a power of 31 and reached Bonafonta have dealings with him. It is a Daimon, so it is not easy to conjure. Elementals have no intelligence but they are simple to master, the worst they have is that they are difficult to perceive. Formed by the elementary portions of ice water and ice are common only in winter, but they are harder and more consistent than those of liquid water, having a score of the first power of 20 and liquid water are elementary as manual Realms of Power Magic, and have a power of 10. Creation Points: 500 (+250 Hidden) Hooks - Hooks: Financial Resources: 100 Pounds Mythical (Beekeeping)

Aids - Boons: Mercere House (M), Founder Perdido (m), Enemies (Infernalists - M), Supernatural Interference [Elementary frost and water] (m), Regional Product (m), Reggio (M), Monster (M Genius Loci of Laguna), Resource Indiscreet (m - Aquamarine Vis fuetnes Some are the springs that irrigate nearby locations), Natural disasters (m - A drought would threaten the entire Fortress same) Isolated (m), Fort Magic (M - Ice Fortress formed by an enchanted item) Aura (M - Lake where the Castle of the Magi), Aura (m) x 2, Trait Healthy (m), Aura Dress ( Aquamarine) (m), Building (m - Base Mercere) Exceptional Paper (M), Hidden Resources (m). Vis sources: (225 points) First rays of the summer sun trapped in the East Side stalactites - 5 Ignem First Winter winds whistling - 4 Perdomo First rains of autumn - 5 Auram First signs of spring - April Imaginem Queen Bees without hive - 8 Animal Source that runs in all seasons between the forest and the mountains - 10 Aquamarine Sulphur that is near the hot springs - 5 Corpus

Rivers Birth Orbs - 4 I Gathering Vis: (13 points) 10 Points of Vis Ignem (in natural form). Vis 10 points Aquamarine (in natural form). Vim Vis 20 points (in the form of silver coins) 5 Point Vis Imaginem (Jars of spices and vivid colors). Animal Vis 5 points (Natural Way) 8 points of Vis I (Natural Way) Corpus Vis 7 points (Natural Way) Magic Items: (24) Pot Ice Icy Winter builder ReAq 39 Penetration 0, Constant Use Range: Touch, Duration: Continuous Effect, Purpose: Part of a Large Body of Water The basis of this spell is a touchstone (made of ice), which has carefully crimped a piece of Jade very valuable, it really is the center of the effect. To remove it from its position need not cancel the spell and the redeposit a similar sized body of water. Nullify the effect is metamagic effect of Vim or Rego Perdo Vim or similar. That would destroy the castle. The unique features of this lake (His alignment with the Shape Aquamarine), enables building elsewhere can be much worse or at least different. To study has been to shift the Wizard Lab where it is located in the central pillar in the depths of the castle. The effect has been causing corruption to the lake water, possibly creating water elementals throughout the last century. The creator was the former Bonafonta Archmage, Master of one of the current Alliance wizards, your Sigil was that the water will swirl increasingly throwing spells, and that's what happens every evening and every morning, that part of the lake circulates by gutters and exterior and interior parts of the castle, creating a spectacle in the form of fountains and water jets impressive, while the castle was re done without disturbing the occupants, except for the noise. A spell or intended effect destroy or melt the ice sufficiently required to have a higher level of 35, which is not possible for most purposes. Still considered to be a magical object size +10 (That is, has 5 levels of damage and modified 4 per level) and each attack that may "harm" can be absorbed with +29, thanks to Object magic that keeps the water and partly to the time it takes active. (Base 3 Turn water into ice, +1 Touch, +1 Party, +2 Size, +2 extra complexity Shaping Effect, Duration +2 Solar - Total 35; +1 2 Applications, Environmental Trigger +3, Penetration 0) (No setup by Magic Stronghold Help) Kind Mountain Roasters Crig 11 Penetration 0, Constant Use Range: Personal Duration: Solar, Target: Individual These braziers are heated to an order, it is necessary to open say "Light to my bones do not become brittle in the winter" in Latin. They heat a bedroom easily, and can not get to melt the ice because this is maintained fortress with Magic, but they do make their living rooms in winter and autumn nights. Corruption produce not because they are themselves the warming braziers. They measure about an inch and a half each. One heats a small room or a large room number. (Base 2, + 2 Solar, +2 size, +1 for 2 uses per day) ((Cost 3) X 8) Library: Annals of the Alliance: Tractatus de Cultura Order of Hermes (rating 7) x 2 (rating 5), Tractatus Culture Sierra (rating 7), Tractatus Culture of Iberia (rating 6), Tractatus Hermetic Code (rating 7). [Not all that happened in the Alliance in the past, but much of. In the anal itself every so often requires new register, or write a new tractatus] [Comparing the sum of the scores for Culture Order of Hermes of the Magi, you can review and update spending all components of the Alliance, and Profession score: Enter to add a new Tractatus. The station spent if not spent on add Tractatus and / or increase the quality of current and is used to hold a debate or court session among magicians, allowing spending on skills practice in the Annals equal to the number of participants Magi + average skills involved). Aquae Primae: Tractatus de Aquamarine (Quality 8) (in Latin)

Aquae Regina: Summa of Aquamarine (Level 8, rating 12) (in Latin) Aquae Imperatrix: Summa of Aquamarine (Level 18, Value 17) (Latin) - (Free Advantage) Regere Impositas: Summa de Rego (Level 10, rating 10) (in Latin) Invernalii Umbrae: Tractatus de Perdomo (Quality 8) (in Latin) Primi Pluviae: Summa of I (Level 8, Quality 10) (in Latin) Book of Remechos: Tractatus de Quirurga (rating 5), Tractatus of Medicine (rating 5). In Mozrabe. De Anima (Reviewed by Averroes): Tractatus of Philosophy (rating 12) (In Arabic) From nuptiis Philologiae et Mercury: Tractatus of Philosophy (rating 5) x2, Tractatus of Liberal Arts (rating 5) x 7. (In Latin) Laboratory Text: (55 Points) (Requires Translation *) (The skills that allow exposure experience are put additional Magical Theory Arts and also functioning as means of obtaining, once learned or revise them as sources of practice of those skills.) Kind Mountain Roasters [Enchantment Low - I Ignem Level 11] (Designate experience points for use in exposure Crafts: broncista, which makes working with bronze, brass and tin). (Cost 3). Pot Ice Icy Winter builder [Object Invested-ReAq Level 39] (Designate experience Exposure to translate or use in Crafts: Jewelry, Craft: Masonry and Subtlety other effects not listed enchanted object, only this one, and can be used as a source of Practice). (Cost 8). * Communion of the Magi [Formulaic Muto Vim Spell Level 15] (Allows you to assign experience points Magic Exhibition in Culture, MA in the same spell and Culture Order of Hermes, besides being able to obtain Specialties Mercurial). (Cost 3). Water Eyes [Ritual Spell Intellego Aquamarine (Imaginem) Level 30] (Assign points Cultural Experience Cultural Order of Hermes and Magic). (Cost 6). Raging Winds Mute [Perdomo Auram Spell Level 20] (Assign points Experience exhibition at the Master's spell and Philosophy) (Cost 4) Whispering Winds [Intellego Auram Spell Level 15] (allow assigning experience points Mastery Bjornaer spell and Culture, in this case only for other Bjornaer.) Results (3) Fish Lungs [Aquamarine Muto Spell Level 20] (Assign points in Master Exposure Experience with the spell and Philosophy) (Cost 4) Ice Bridge [Aquamarine Muto Spell Level 30] (Assign points Experience with Spell Master, Subtlety and Crafts: Masonry) (Cost 6) Wrath of Neptune [Aquamarine Rego Spell Level 40] (Assigns Experience Exhibition at Master's spell and Culture of the Mediterranean) (Cost 8) * Specialists: (43) Gideon de Len (Master of Philosophy, Age 47 apparently 47, Cost 20 - Communication 4 + 8 + Teaching Philosophy 8) [Points of aging: 1 to Force (-1), 3 speed (-3), 1 point in Presence , 1 point Communication] about 8 years ago this Jewish scholar struggled in Toledo, challenging the authority of a pattern, a noble Christian who had just gotten by conquest lands near Toledo, teaching was not timely issues their children , and such was the fury of that noble who fled at his home in Len, but knowing of a possible ambush decided to seek asylum, and found him in this strange place. Ibn Ibrahim Gab (Type Specialist, Age 30 Cost 6 - Occupation: Type 6) Young Muslim captured long ago by the Christians, but came to an agreement. Being literate in many languages and skillful copyist, are comfortable with the Magi. Red Hat would like to be. John Lake (Regidor Specialist, Age 36 Cost 7 - Leadership 7) One of the current family heads Lake, almost leader of the Grogs and other employees of the Alliance. Several of his relatives have finished Mercere House, but he enjoys serving exclusively to this Alliance. In addition to merchant and alderman, is a skilled mason. Joseph Lake (Carter Specialist, Age 32 Cost 6 - Culture of Castile 6) Expert carrier, provided with their donkeys and car inseparable. The most traveled of the family, would like to set up a stall or inn busiest somewhere but can not neglect your family responsibility. Pino Leandro Physicist (Medical Specialist, Age 33 Cost 6, Medicine 6) This doctor has done more for the position of his family than anyone. Their education paid for by the House Mercere, is a medical doctor a great physicist, Quirurga skillful and also in a great Apothecary. He marvels at the properties of the valley. Joseph of Toledo (Medical Specialist, Age 28 Cost 5, Medicine 5) An old friend and apprentice

Leon Gideon, invited him to study and practice without any kind of suspicion by his Jewishness, but would like to marry a good wife . Tobias Pino (Barquero Specialist, Age 27 Cost 5, Occupation: Boatman 5) tranportista knows that the waters of the lake and nearby small flows are not normal, and also dangerous. No to not only lead to and fro, and must repair the boats, and almost spend more time doing that.

Bonafonta The Lost Tomb Idea for Adventure The Alliance characters can end up discovering a strange sight in the bottom of the lake, apparently is a patch of ice just below the Alliance. In order to reach just swim you need a Dexterity + Swimming (Diving), difficulty 7, and breathing resistance is required. Then, on the anniversary of the death of Bonafonta, or after hearing the will that left Bonafonta recorded in the Icy Angle of Fortaleza, is determined to enter, although sensitivity can be achieved with Magic and / or second sight. Inspect the bottom of the pond usually requires time to try to resist the lack of air, plus the water itself makes inspection difficult. Bonafonta Tomb is located in Reggio, where you may find yourself Locii Genius Lake, and quite possibly spirits and elementals. The input is a very permeable layer of water that forms a bubble, and once you cross Regio is reached which is a kind of underground cave, with ice everywhere. Not part of the Regio, which contain water, but effects Bonafonta activities. Advancing for the Regio will find the resting place of Bonafonta, her body and a negligible amount of treasure. The treasures cover part of the last will, or may quedrselos to increase its real magic. A've seen all his treasure (see table), mages find they lack the Talisman of Bonafonta Where is it? Questioning Regio inhabitants beings like a good idea but carries its own risks. Hidden Resources for Bonafonta The first object is not hidden, but magicians need to recreate the object or some form of studying the object without destroying or disabling the spell. All other articles and items are hidden. Enchanted Items: Icy Angle of Fortaleza (58) Piece of Jade richly worked and the size of a fist, engraved on it you can see different images on each side. Furthermore, this gem has some other effect without activating unknown, because it requires study. It has a bonus of +4 Shape Aquamarine. Wizards of the Alliance which is located only know the first effect, which require study to activate the other spells, especially important is the last Will of Bonafonta. Pot Ice Icy Winter builder ReAq 39 (see above) Expulsion of the Ladies of the Sources ReAq 40 Penetration +10, A Day Use Range: Touch, Duration: Concentration, Goal Structure, After invoking the effect touching the jewel and reciting the phrase "Vade Fortium Nymphae" means fairy in contact with or within the castle walls will be compelled to abandon it, or overcome may try again once out of contact with him each diameter, with a check Vitality + appropriate treatment vs. 9 personality, but the effect remains until the sun rises or falls. Fairy Bonafonta usually suffered attacks and developed a spell to help and grafted in an especially powerful in the object itself magical summit of his work, but limited largely affect only relatively simple tale for a relatively short time and given the Aegis power, is more of a complement than a definitive solution. (Base 5 for controlling fae creatures Aquamarine Form, +1 Touch, +1 Concentration, +3 structure to affect everything that touches or is the castle inside, +5 for the object to maintain concentration, Penetration +5 to 10 ) Domain on Ocenidas ReAq Level 45

Penetration 10 A day Use Range: Touch, Duration: Solar, Target: Structure This spell is designed to control the various spirits of the water of the lagoon, although the name may suggest sea water spirits. The order is simply to help repair the castle and defend its inhabitants. (Base 5, control spirits Aquamarine Magic of Form, Structure +3 to affect everything that touches or is the castle within it, +2 Duration Solar, Touch +1, +5 for Penetration 10) Last will of Bonafonta CRIM 20 Penetration 0, A day use R: Touch, D: Sun, O: Individual This is the testament of Bonafonta hidden, kept in his latest creation magic, which indicates where and how to locate his lab last, which saves lots of treasures, but also that his last wish is that his lineage must pay part of that heritage to the House Bonisagus and bequeath them at least 2 apprentices in the next 55 years, and you want to be buried in Durenmar. His body was found where indicated, a royal fortress below the frost that you created. This statement is perfectly legal magic as magicians will and would, given the Peripheral Code, to comply. (Base 2, create image and sound, +2 Sun, +1 Touch, +2 creates movement and sounds precisely accurate and detailed) Chalice of the Sorceress (34) Object of average crystal size, to be enchanted +5 has the related effects water because Crystal and +5 to create or affect water inside have shaped Chalice (open with 9 pawns of Vis Vim and total of 9 spaces incantations), both in the effect of * Source of Thirsty invested with a pawn of Vis Aquamarine, and only +5 to affect the * Distill the Fruits Invisibles invested with 3 pawns of Vis Aquamarine and * Memories of Canaan, which was invested with 4 pawns of Vis Aquamarine) Source for the thirsty CRAQ 5 Penetration: 0, A Day Use Range: Personal Duration: Lunar Aim: Single By repeating the phrase "Water for the thirsty" in Latin, the cup is full, overflowing water. This water is real until day 30 to 1 just given, which ever is less, from the time the water will usually disappear. (Base 2 to fill the Goblet of water + 3 mole duration during which no empties) Remembrance of Canaan MuAq 24 Penetration 24, 3 uses a day Range: Touch, Duration: Solar, Target: Individual With full glass hand brushing passes from left to right, and all containing fresh water will become the best quality wine. This does not have to be produced only by the object with the effect of Source of thirsty, if anyone who has been placed inside. The high penetration Magi is designed for those without easy to part with his Parma Magica or its impact resistance even to allies, or for young magicians do not know all the effects. (Base 3 freshwater transform into wine, +1 to range touch, +2 Duration Solar, +2 for 3 uses a day for Penetration Penetration +12 24) Distill the Fruits Invisibles ReVi 33 Penetration: 0, uses a day: 6 Rank: Arcane Connection, Length: Momentary, Target: Group * This effect was proposed to invite guests with the magical fruit that they could hours then respond in the same way. Executed even when the cup is made of wine, and this end, the transported Vis wine remains in the water. It's pretty hard to say if the whole amount or the affected area Vis empty and as distributed, but considering that the spell can not pass an Aegis oblivious to the pitcher, but other sources of Vis itself may be affected; is important that this connection be granted voluntarily arcane as other situation would be considered rob other

magicians of their resources. They immerse the arcane connection gives out while the guests to run the effect. (Base 10 for Gross Vis move from its source to the contents of the cup, +2 to improve the target size, +2 or group to affect various sources at one time or to affect a source composed of several individuals; Penetration 0 and +3 for 6 uses per day.) Punishment for False MuAq 10 Penetration 0, A Daily Use Range: Touch, Duration: Diameter, Target: Individual Touching Left right cup transforms the content in poppy juice can cause Serious Injury. (Base 4, +1 touch, +1 Diameter) Hall of Yesterday (68) Vim Vis 15 pawns used to open it, and in this room are imbued with the effects of frigid room with 4 pawns of vis Ignem, 4 pawns of Vis for Ice Coffin, 4 pawns of Muto Vis Winter Protection and 4 pawns Vis for the Prohibition of waters against sorcerers. Frigid Room Peig 29 Penetration 0, constant use Range: Personal Duration: Solar (Constant), Target: Room This effect keeps the interior fresh and frozen inside the room doing +5 damage to living targets and adding 5 dice of pineapple in physical activity and in terms of equipment failure. (Base 5, Time Solar +2, Room +2, 2 +1 day uses, environmentally Activated +3) Ice Coffin ReAq 34 Penetration 0, Constant Use Rank: Arcane Connection, Length: Solar / Constant Objective: Individual Maintaining an amount of water ice coffin shaped. (Base 3 +4 Arcane Connection range, Duration Solar +2, 2 +1 day usage, environmental Activation +3) Winter Protection Muan (Te) 39 Penetration 0, Constant Use Range: Touch, Duration: Solar, Target: Group This effect enhances supernaturally room elements that are already there from the cold. (Base 4, +1 Touch, Duration Solar +2, +2 Group, +1 size, +1 affect Terram, 2 uses per day +1, +3 environmental trigger) Prohibition of waters against sorcerers PEVI 40 Penetration 2 constant use Range: Touch, D: Solar (Constant), Target: Room Subtract 10 levels to total release of those in the room, leave the room does not prevent this reduction until dusk or dawn. (Base (10), +1 Touch, +2 Sun, +2 room, +1 for 2 Penetration, +1 for 2 uses per day, +3 environmental trigger) Laboratory Texts: There are 250 levels and Enchanted Items Spells, all effects described above, but without translating. The translation is the only spell that made it famous: Blood Frosting Re (Mu) Aq (Co) 25 Range: Voice, Duration: Solar, Target: Party This spell makes the target blood on ice, impossible to move unless force exceeds a check to difficulty 9. However, each round in order to absorb nonlethal damage 12 Strength rolls adds to the difficulty of resisting. Each failed roll more likely to suffer a disease or Melancholic Sanguine

type due to the imbalance of humors caused. The maximum amount of blood is affected approximately 230 liters or 460 units of blood, blood sufficient to affect very large targets. Normally this requirement is reflected in the Corpus, but with a requirement Animal launch can affect animals. This spell was designed to fight an evil sorcerer demonic protection also had Giant Blood and immunity to fire. The magician who designed it was accepted and acclaimed as a member of the House Flambeau. (Base 3 Voice +2, +2 Sun, +1 Party, +2 Requirements) Most are Aquamarine, but more useful spells Vim and other forms, but are 40 percent of the spells. And without translating it. Trap Glida ReAq (Co) (W) (I) 25 Range: Touch, Duration: Ring, Target: Circle Any liquid, even if it is part of a living body, it becomes ice unless you have magic resistance. The liquid melt soon normal again, except if it is removed or leaves the circle. The fact that you have a living body (animal or human) is suffering from a +15 nonlethal damage while remaining within the circle that bypasses armor, but since it converts all its internal liquid liquid to exit is required Strength Test + +12 Athletics check (This is a type of paralysis). A plant acquires rigidity and hardness duplicating any absorption he had. Aquamarine The bonus is added to both rolls, like any defense of Wizards Exotic on Aquamarine, Paralysis or similar appropriate. Liquids are best stored frozen, and helps conserve objects somewhat inside, although the use of this spell trap is very attractive. (Base 3, +1 touch, +2 Ring, +3 requirements) In addition there are 50 laborers Vis, 50 silver and gold coins and Diaries tractatus on Theory Bonafonta one and two on Master Magic Frosting Heart Blood, the first rating 10, and two Quality 8 and 7 respectively.

[Total revision of an old post! Fully playable also fling an Alliance ready to use part of your cyber friend and neighbor Mario] ======= Hermetic Alliance: Fortress of Solitude Hermetic Alliance: Fortress of Solitude History: Founded as a laboratory and the Sorceress Sanctum Bonafanta secret. When looking for their final resting place before you die or enter the Final Twilight. Location: Guadarrama, 1220 Creation Points: 500 (+250 hidden) Financial Resources: 100 Pounds Mythical (Beekeeping) Hooks - Hooks: Aids - Boons: Mercere House (M), Regio with multiple inputs (M) (Sergio - Secret), Place of slaughter (M Secret of William), (M - Secret of Michael), (M - Secret Mario), Supernatural Interference [Elementary of frost and water] (m), Isolated (m), Fort Magic (M - Ice Fortress formed by an enchanted item) Aura (M - Lake where the Castle of the Magi), Aura (m) x 2, Trait Healthy (m), Aura Dress ( Aquamarine) (m), Building (m - Base Mercere) Exceptional Paper (M), Hidden Resources (m). Vis Sources: (220 points) First rays of the summer sun trapped in the East Side stalactites - 5 Ignem First Winter winds whistling - 4 Perdomo First rains of autumn - 5 Auram First signs of spring - March Imaginem Queen Bees without hive - 8 Animal

Source that runs in all seasons between the forest and the mountains - 10 Aquamarine Sulphur that is near the hot springs - 5 Corpus Rivers Birth Orbs - 4 I Gathering Vis: (13 points) 10 Points of Vis Ignem (in natural form). Vis 10 points Aquamarine (in natural form). Vim Vis 20 points (in the form of silver coins) 5 Point Vis Imaginem (Jars of spices and vivid colors). Animal Vis 5 points (Natural Way) 8 points of Vis I (Natural Way) Corpus Vis 7 points (Natural Way) Magic Items: (40) Pot Ice Icy Winter builder [Object Invested-ReAq 35, Range: Touch, Duration: Continuous Effect, Purpose: Part of a Large Water Body] (Level 39) (Base 3 Turn water into ice, +1 Touch, Part +1, +2 Size, +2 extra complexity Shaping Effect, Duration +2 Solar - Total 35; +1 2 Applications, Environmental Trigger +3 Penetration 0). [The basis of this spell is a touchstone (made of ice), which has carefully crimped a piece of Jade (+ 4 Aquamarine) very valuable, it really is the center of the effect. To remove it from its position need not cancel the spell and return to put it in a similar sized body of water. Nullify the effect is metamagic effect of Vim or Rego Perdo Vim or similar. That would destroy the castle. The unique features of this lake (His alignment with the Shape Aquamarine), enables building elsewhere can be much worse or at least different. To study has been to shift the Wizard Lab where it is located in the central pillar in the depths of the castle. The effect has been causing corruption to the lake water, possibly creating water elementals throughout the last century. The creator was the former Bonafonta Archmage, Master of one of the current Alliance wizards, your Sigil was that the water will swirl increasingly throwing spells, and that's what happens every evening and every morning, that part of the lake circulates by gutters and exterior and interior parts of the castle, creating a spectacle in the form of fountains and water jets impressive, while the castle was re done without disturbing the occupants, except for the noise. Furthermore, this gem has some other effect without activating unknown, it is not the cost, because it requires study.] (Cost 16) Kind Mountain Roasters [Charms Children - Crig 10 Range: Personal Duration: Solar, Target: Single] (Level 11) (Base 2 +2 Size, Duration Solar + 2, Total 10, +1 for 2 uses per day Penetration 0) [These braziers are heated to an order, it is necessary to open say "Light to my bones do not become brittle in the winter" in Latin. They heat a bedroom easily, and can not get to melt the ice because this is maintained fortress with Magic, but they do make their living rooms in winter and autumn nights. Corruption produce not because they are themselves the warming braziers. They measure about an inch and a half each. One heats a small room or a large room number.] ((Cost 3) X 8) Library: Annals of the Alliance: Tractatus de Cultura Order of Hermes (rating 7) x 2 (rating 5), Tractatus Culture Sierra (rating 7), Tractatus Culture of Iberia (rating 6), Tractatus Hermetic Code (rating 7). [Not all that happened in the Alliance in times past is written, but much of. In the anal itself every so often requires new register, or write a new tractatus] [Comparing the sum of the scores for Culture Order of Hermes of the Magi, you can review and update spending all components of the Alliance, and Profession score: Enter to add a new Tractatus. The station spent if not spent on add Tractatus and / or increase the quality of current and is used to hold a debate or court session among magicians, allowing spending on skills practice in the Annals equal to the number of participants Magi + average skills involved). Aquae Primae: Tractatus de Aquamarine (Quality 8) (in Latin) Aquae Regina: Summa of Aquamarine (Level 8, rating 12) (in Latin) Aquae Imperatrix: Summa of Aquamarine (Level 18, Value 17) (Latin) - (Free Advantage) Regere Impositas: Summa de Rego (Level 10, rating 10) (in Latin) Invernalii Umbrae: Tractatus de Perdomo (Quality 8) (in Latin) Primi Pluviae: Summa of I (Level 8, Quality 10) (in Latin) Book of Remechos: Tractatus de Quirurga (rating 5), Tractatus of Medicine (rating 5). In Mozrabe.

De Anima (Reviewed by Averroes): Tractatus of Philosophy (rating 12) (In Arabic) From nuptiis Philologiae et Mercury: Tractatus of Philosophy (rating 5) x 2, Tractatus of Liberal Arts (rating 5) x 7. (In Latin) Laboratory Text: (55 Points) (Requires Translation *) (The skills that allow exposure experience are put additional Magical Theory Arts and also functioning as means of obtaining, once learned or revise them as sources of practice of those skills.) Kind Mountain Roasters [Enchantment Low - I Ignem Level 11] (Designate experience points for use in exposure Crafts: broncista, which makes working with bronze, brass and tin). (Cost 3). Pot Ice Icy Winter builder [Object Invested-ReAq Level 39] (Designate experience Exposure to translate or use in Crafts: Jewelry, Craft: Masonry and Subtlety other effects not listed enchanted object, only this one, and can be used as a source of Practice). (Cost 8). * Communion of the Magi [Formulaic Muto Vim Spell Level 15] (Allows you to assign experience points Magic Exhibition in Culture, MA in the same spell and Culture Order of Hermes, besides being able to obtain Specialties Mercurial). (Cost 3). Water Eyes [Ritual Spell Intellego Aquamarine (Imaginem) Level 30] (Assign points Cultural Experience Cultural Order of Hermes and Magic). (Cost 6). Raging Winds Mute [Perdomo Auram Spell Level 20] (Assign points Experience exhibition at the Master's spell and Philosophy) (Cost 4) Whispering Winds [Intellego Auram Spell Level 15] (allow assigning experience points Mastery Bjornaer spell and Culture, in this case only for other Bjornaer.) Results (3) Fish Lungs [Aquamarine Muto Spell Level 20] (Assign points in Master Exposure Experience with the spell and Philosophy) (Cost 4) Ice Bridge [Aquamarine Muto Spell Level 30] (Assign points Experience with Spell Master, Subtlety and Crafts: Masonry) (Cost 6) Wrath of Neptune [Aquamarine Rego Spell Level 40] (Assigns Experience Exhibition at Master's spell and Culture of the Mediterranean) (Cost 8) * Specialists: (32) Gideon de Len (Master of Philosophy, Age 47 apparently 47, Cost 20 - Communication 4 + 8 + Teaching Philosophy 8) [Points of aging: 1 to Force (-1), 3 speed (-3), 1 point in Presence , 1 point Communication] Ibn Ibrahim Gab (Type Specialist, Age 30 Cost 6 - Occupation: Type 6) John Lake (Regidor Specialist, Age 36 Cost 7 - Leadership 7) Joseph Lake (Carter Specialist, Age 32 Cost 6 - Culture of Castile 6) Joseph of Toledo (Medical Specialist, Age 28 Cost 5, Medicine 5) Inhabitants of the Alliance: The largest source of income and occupation of the surrounding population is the Beekeeping. Hence get to sell honey, jelly, wax and even distilled mead. Wax is also used by the Magi to create boards that serve as notes. The population has therefore mean scores Profession: Beekeeper of 4-6 (depending on age), Craft: Carpentry and Masonry 3, Craft: Distiller of 5 (tend to be both older and make mead in winter), besides Occupation: Farmer to 3, Animal Ken 3 and usually other useful skills to 3 over your life. There are a few families of several members of the alliance dependent.

Other Inhabitants and Customary Allies (Player Characters, NPCs History and etc): Water Elementals produced by the effect of creating the castle has been producing Corruption in lake waters. These ones are somewhat cooler than other basic water because some small parts are somewhat freezing into the lake. The problems are usually cause by subtracting some even probable Vis whole Ignem

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