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FontisNiger: Titus

Titus Hilarius of Tytalus (John Machin)

Before you is a wooden door, marked with the sign of the sanctum and a stylised skull from which emanate four lightning strokes. You knock and, after a few moments, the door opens to reveal a thin young man in a dark grey robe wearing a bright smile that does not seem entirely normal. "Salvete sodalis, what can I possibly assist you with at present?" he ask as he watches you watching him.

History

Titus, born Henri, was the child of covenfolk at the Tytalan covenant of the Giant’s Skull, a seaside keep on the coast of Normandy. The covenant buildings, a small stone keep and the covenfolk’s dwellings are situated atop a large rocky promontory that is separated from the mainland at high-tide. The promontory is, in fact, the skull of a titanic giant slain in primeval time and there are tunnels from the keep down into the rock where the magi maintain a laboratory for studying Corpus magic and collecting both Corpus and Mentem vis. The strong aura of the covenant grounds meant that Warping was common for the mundane inhabitants and so from an early age Henri experienced visions, which included regular disturbing dreams of giants warring upon each other with elemental forces.

When Henri’s Gift, and disposition, attracted the attention of princeps of the covenant, Servius Tytalus Carnifex, the powerful former-hoplite decided not to suppress the youngster’s visions and, giving Henri the name Somnius, instructed him to sleep in the tunnels beneath the keep. Sleeping in such a place intensified the clarity of the dreams and caused immense discomfort for Somnius, but it also greatly aided in strengthening his resolve; after several years of these dreams Somnius was finally inured to all but the most terrifying of his visions. To his parens disgust however the experience did not result in an affinity for Corpus and instead strengthened Somnius’ own natural affinity for Vim. The fearsome dreams of raging fires, howling storms, and shaking earth did result in a form of inhibition in Somnius’ abilities to use the elemental Forms, possibly due to some kind of suppressed traumatic response. Servius, disappointed by the failure of his Gift-shaping experiment, taught Somnius in a rudimentary fashion and then dispatched him back to the caves with reading material, instructing him to develop some useful application for his aptitudes.

A year or so spent in the caverns reading and furiously thinking of uses for his talents saw Somnius with an increased understanding of Vim, but with no direction. Around this time, however, an ambitious maga of the covenant who had sought to communicate with the spirit of the dead dreaming giant was blasted into Twilight by a miscalculation in her experimental procedures. Somnius, who was studying in the caverns at the same time, seemed to draw the tendrils of errant magical flux towards him. His visions merged briefly with those of the maga as she made her violent passage into the Magic Realm and the maga’s horror, the violent echoes of the giant’s memories, and yearning in Somnius’ own Gift to leap into the Twilight all fused into a terrifying vision that almost overwhelmed him. Emerging from this ordeal gave Somnius a focus for his studies. He resolved to never permit himself slip into that awful realm of violence and turmoil. His, already precise, magic and his self-discipline married with this new caution to become ever more refined. Servius, observing Somnius’ efforts, simply expressed a concern that even the keenest of edges was nothing without something to cut. Disheartened by his teacher’s apparent contempt for his progress, but aware that this was almost certainly another test of his resolve, Somnius adopted a mien of cheerfulness in an effort to show his determination. He questioned his parens about magical protections and learned of both the inherent defences of supernatural creatures and the theories of Parma Magica. The hoplitic anecdotes Servius shared with him eventually persuaded Somnius of the usefulness of Vim in such military endeavours. His decision to focus on magical protections, and how to pierce them, finally seemed to please his teacher, as did his declaration to find some way to defeat Parma Magica.

Finally armed with a “useful” focus, Somnius received more attention from his parens. Prolonged discussions on the Hermetic techniques and merciless drills to improve swiftness of casting followed, all of which Somnius took in his stride. After passing a typically gruelling Gauntlet Somnius took the name Titus, and was “awarded” with the cognomen “Hilarius” by his new peers to reflect his scrupulously cheerful demeanour. The newly-minted magus was granted provisional permission to remain at the Giant’s Skull in order to continue his research, but this ended abruptly after only two years. Servius returned one day with a cadaverous child who already exhibited a powerful affinity for Corpus and Titus was informed that his tenure at the Giant’s Skull was at an end. By the next summer Titus was an unwilling eremite and in search of a new home.

Current Activities

Titus most notable achievements since establishing himself at the covenant have been to draft a charter for the four magi in residence and to conduct the Aegis of the Hearth ritual for the first time.

Titus' Seasonal Activities

Appearance

Titus is of moderate height, and slight build, with blue eyes and light brownish hair. He wears warm dark grey robes recently procured from Carcassone and carries his sigil on a string around his neck. Recently his sodalis bought him a fine grey felt cap from Queribus which he is rather proud of. He has what appears to be a permanent grin, which only varies in intensity. When he speaks, Titus makes small, precise but abrupt, gestures with his hands.

Personality

Titus Hilarius was shaped by both his visions and the pressures placed on him by his parens. His experience with another’s Twilight has motivated him to do anything to avoid succumbing to it himself and, as a consequence, he prefers to use formulaic magic over less predictable spontaneous castings. While he lacks the martial physique of some hoplites, he is both alert and swift and he works hard to keep aware of his surrounds at all times. He tends to appear unassuming, something he considers an asset in most situations, but is not especially reserved. His relentlessly cheerful disposition can rapidly confuse, or annoy, others; Titus seems to be somewhat aware of this but is either unwilling to show appropriate gravity, or incapable of it.

Titus believes in the philosophy of conflict and challenge espoused by House Tytalus, but he also believes that a true test of one's abilities requires preparation. The deliberate contest, where both participants are fully prepared, is the most true (and useful) form of conflict. Subterfuge, although undeniably useful, results in a less genuine challenge; unless of course the challenge is subterfuge.

Lately, Titus has regained his cheery demeanour. The resolution of the legal troubles of the covenant and the arrival of another magus to banter with have meant for a happier Titus.

Sigils

Titus’ Wizard’s Sigil is Literal Perfection. His magic is closely controlled, and unexpected results, for good or ill, are rare. His Hermetic Sigil is a small ivory ring, marked with the sign of the Order and of House Tytalus, as well as with Titus’ own personal design: a stylised skull with four lightning strokes emanating from it.

Twilight Experiences

Titus has an extreme distaste for Twilight, based on his harrowing experience with it during his formative years at the Giant's Skull. Nonetheless the bears some Scars of his unwilling journey into that misty realm: sometimes while he sleeps his dreams can intrude upon those who sleep within the same building. Since Titus' dreams are often appallingly violent titanic clashes this can be quite disturbing for those so touched; Titus has long since come to treat these sorts of dreams as normal. Other magi are protected from these terrible sights and sensations by their Parma Magica; however, when Titus is in the throes of a vision his dreams become even more intense and unpleasant for those that unwillingly share in them.

Mechanical Stuff

Titus has developed into the person that he is today largely thanks to his peculiar upbringing: his birth in a strong aura gave him the prescient dreams which initially attracted his parens (Visions); his experiences in the caves of the Skull altered his Gift (Affinity for Vim; Deficient in the Elemental Forms) while the experience of another's Twilight encouraged him to carefully control his own powers (Flawless Magic, Cautious Sorcerer; Twilight Prone); his monomaniacal focus also contributes to the expression of his magic (Affinity for Penetration, Affinity for Parma Magica; Driven); his harsh, but skilled, training by his parens forced him to develop competencies that catered to his talents (Fast-caster, Improved Characteristics, Strong Willed) as well as providing something of the normal Tytalan self-image (Self Confident).

More coming!

Sanctum

Titus sanctum is situated in the front of the House, above and to the right as one enters the main door. It has no windows, but it does have some odd mirrors set in the lintels of the internal doors to move light around. Guests are invited into a public sitting room which is outside the marked sanctum area, while the laboratory and private chamber are beyond a door marked with the sanctum sign and Titus' sigil.

Titus spends a fair amount of time in his laboratory, read about it in detail here.

Invented Spells

Apprentice's Lantern (CrIg 5)
R: Personal, D: Sun; T: Individual
Creates a nimbus of light around the caster with the equivalent of torchlight that persists until sunrise or sunset. This spell is popular with those who spend a great time in dark caves.
(Base 3, +2 Sun, see ArM5 p140)

A Command That Faeries Must Obey (ReVi 20)
R: Voice, D: Diameter, T: Individual
Compels a being associated with the Faerie to obey the caster for the duration of the spell, as long as the caster can coerce the being into doing so (Com + Leadership stress roll); precise obedience is dependent on how well the magus is able to coerce the being, but anything other than a botch provides minimal and grudging compliance.
(Base 5, +2 Voice, +1 Diameter, see TMRE p28-9)

An Ear for Active Magic (InVi 25)
R: Personal, D: Concentration, T: Hearing
Detects the presence and intensity of active magic associated with the Magic Realm.
(Base 5, +1 Concentration, +3 Hearing. see ArM5 p158)

An Ear for Faerie Might (InVi 20)
R: Personal, D: Momentary, T: Hearing
Detects the presence of mystical creatures associated with the Faerie Realm, including those initiated into Faerie Magic, and provides a rough gauge of their strength by the intensity of the sound. This spell has a sigil-related side-effect: it causes one of the caster's ears to turn pointed and "faerielike" for the duration of the spell.
(Base 5, +3 Hearing, see ArM5 p158)

An Ear for Magical Might (InVi 20)
R: Personal, D: Momentary, T: Hearing
Detects the presence of mystical creatures associated with the Magic Realm, including Hermetic magi, and provides a rough gauge of their strength by the intensity of the sound.
(Base 5, +3 Hearing, see ArM5 p158)

An Eye for the Subtle Treasure (InVi 5)
R: Personal, D: Momentary, T: Vision
Allows the caster to see the presence of vis in objects or people within sight, but grants no other information.
(Base 1, +4 Vision, see ArM5 p158)

Precise Dissipation of Faerie Essence (PeVi 5)
R: Voice, D: Momentary, T: Individual
Causes the mystical essence of a creature of the Faerie Realm to ebb quickly away. This process is extremely unpleasant for the creature, causing distress or pain and ultimately destroying it if the spell is applied repeatedly.
(Base effect, +2 Voice, see ArM5 p160)

Precise Dissipation of Infernal Essence (PeVi 5)
R: Voice, D: Momentary, T: Individual
Causes the mystical essence of a creature of the Infernal Realm to ebb quickly away. This process is extremely unpleasant for the creature, causing distress or pain and ultimately destroying it if the spell is applied repeatedly.
(Base effect, +2 Voice, see ArM5 p160)

Precise Dissipation of Magical Essence (PeVi5)
R: Voice, D: Momentary, T: Individual
Causes the mystical essence of a creature of the Magic Realm to ebb quickly away. This process is extremely unpleasant for the creature, causing distress or pain and ultimately destroying it if the spell is applied repeatedly. (Base effect, +2 Voice, see ArM5 p160)

Qualification of Vis (InVi 5)
R: Touch, D: Momentary, T: Individual
Grants knowledge of the Technique or Form with which the vis in a single object or person is associated. (Base 4, +1 Touch, see ArM5 p158)

Quantification of Vis (InVi 5)
R: Touch, D: Momentary, T: Individual
Grants knowledge of the amount of vis contained in a single object or person. (Base 4, +1 Touch, see ArM5 p158)

A Scent of Inactive Magic (InVi 25)
R: Personal, D: Momentary, T: Smell
Allows the faded traces of spells cast long ago to be discerned through the sense of smell. This spell can detect traces of down to one negative magnitude.
(Base 15, +2 Smell, see HoH:TL p74)


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Page last modified on October 19, 2007, at 01:34 PM