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Credits

Authors: Timothy Ferguson (Introduction, Boons and Cartography: Eric Hotz


Hooks, Sancta, Library), Mark Shirley (Governance), Ars Magica 5th Edition Trade Dress: J. Scott Reeves
Andrew Smith (Introduction, Boons and Hooks, Wealth Layout, Art Coordination, and Proofreading: Jeff
and Poverty, Laboratory), Neil Taylor (Covenfolk) Tidball
Vis Sources Authors: Emre Arin, David Chart, James Additional Proofreading: John Nephew
Hazlerig, Stuart Kenny, Arseny Kuznetsov, Jeff Kyer, Playtesters: Samuel Bidal, Anne-Gaëlle Darmont, Jérôme
Richard Love, Oscar Diez Martínez, Gary N. Mengle, Darmont, Gilles Marcvincent, Miguel Peca, Didier
Sean Mitchell, Nicholas Peterson, John Post, Andrew Rabour; Donna Giltrap, Malcolm Harbrow, Aaron
Reimer, John Scott, Nick Simmonds, Matt Sprengeler, Hicks, Richard Love; Matt Ryan, Mario Cerame,
Paul Tevis, Sheila Thomas, Ulrich Willmünder Daniel Ilut, Jevon Garrett, Pete Schlough, Tobias
Development, Editing, and Project Management: Wheeler; Sheila Thomas; Erik Tyrrell; Alexander
David Chart Bader, Tanja Bader, MaPhi Werner
Cover Illustration: Grey Thornberry Special Thanks: Jerry Corrick and the gang at the
Interior Art: Ross Bonilla, Jason Cole, Kelley Hensing, Eric Source
Hotz, Brad McDevitt, Jeff A. Menges, Kieran Yanner

Ars Magica players participate in a thriving fan community by subscribing to email discussion
lists (like the Berkeley list), compiling archives of game material (such as Project Redcap), main-
taining fan-created web sites, and running demos through Atlas Games’ Special Ops program.
To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussion of Ars
Magica at the official Atlas Games forums located at www.atlas-games.com/forum.
Copyright 2006 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work
by any means without written permission from the publisher, except short excerpts for the pur-
pose of reviews, is expressly prohibited.
Ars Magica, Mythic Europe, Covenants, Guardians of the Forests, Houses of Hermes: True
Lineages, Realms of Power: The Divine, The Broken Covenant of Calebais, and Charting New
Realms of Imagination are trademarks of Trident, Inc. Order of Hermes, Tremere, and Doissetep
are trademarks of White Wolf, Inc. and are used with permission.

Digital Edition Version 1.0


Table of

Contents
Chapter I: Introduction 4 Chapter VI: Vis Sources 72

Chapter II: Boons & Hooks 6 Chapter VII: Library 84


Paying for Choices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Manufacture of Books. . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Extended Suggestions on the Quality of Books. . . . . . . . . . . 87
Fortifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Magical Libraries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 The Hermetic Book Cycle. . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Residents. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Prices for Books. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
External Relations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Alternatives to Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Surroundings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Covenant Situations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Table of Boons and Hooks. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Chapter VIII: Sanctum 103
Common Types of Sancta. . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Chapter III: Governance 30 Defending the Sanctum . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Standard Hermetic Laboratory and Sanctum (Map) . . . . . . 105
Forms of Governance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Council Meeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
The Charter of Covenant. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Prevailing Loyalty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Chapter IX: Laboratories 106
Laboratory Personalization Rules. . . . . . . . . . . . . . . . . . . . . 109
Chapter IV: Covenfolk 42
Troupe Styles and Covenfolk. . . . . . . . . . . . . . . . . . . . . . . . . 42 Appendix: Play Aids 125
Saga Settings and their Covenfolk. . . . . . . . . . . . . . . . . . . . . 42
Making Covenfolk Interesting . . . . . . . . . . . . . . . . . . . . . . . . 48 Sample Charter of Covenant . . . . . . . . . . . . . . . . . . . . . . . . 126
Magical Alternatives to Covenfolk. . . . . . . . . . . . . . . . . . . . . 49 Record Sheets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Fantastical Covenfolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Thematic Covenfolk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Contributors 139
Chapter V: Wealth & Poverty 56
Income. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Expenditure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Price List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71


Chapter One

Introduction
Designing the covenant can be one is more than a place for the characters to detail their covenant before beginning
of the most enjoyable elements of playing resupply between journeys to dangerous play, beyond a vague idea of what it looks
Ars Magica. It augments character design places. The covenant is the reason that the like, and where it is. As the players design
by encouraging players to imagine what journeys seem worthwhile. The covenant laboratories and sancta, servants and allies,
their characters are doing when not risk- is thus at the heart of the saga’s stories. the covenant expands to suit the saga.
ing death in strange places. It encourages Secondly, the covenant design pro- Characters, places, and situations persist
players to communicate about the sorts cess involves choices, which forces play- beyond their first story, providing depth
of stories they want to tell. It provides an ers to discuss the stories they want to tell. for future stories. The covenant is a setting,
enduring symbol that carries through those This draws to the surface assumptions but also a shared creation that suffers and
stories, reflecting the triumphs and failures about the saga that troupes should discuss. thrives, reflecting the player characters’
of the player characters. The covenant can A saga set on a ship that chases prosper- lives. The covenant incorporates the char-
be the saga’s most important character. ity around the frozen ports of the Baltic acters, items, and loose ends that persist
Sea can be just as enjoyable as one that after their story has finished. The covenant
takes place at a covenant that floats on a is the saga, represented within itself.
cloud, defended by grogs that ride winged
The Role of the Covenant lions, so long as the players can agree on
which they prefer. This book offers many
Firstly, and most straightforwardly, options to encourage players to discuss How to Use This Book
the covenant is the home of the characters, what they want their Mythic Europe to
the place where they live. It is the place feel like. Ideas for the saga’s stories lie at This book is broadly divided into two
they defend most fiercely, because it is the heart of the covenant’s design. parts. The first two-thirds (Chapters 1–6)
where they keep those things they love the Lastly, the covenant is an important expands significantly on the Covenants
most. The covenant is where the characters character in its own right. The covenant chapter of Ars Magica Fifth Edition, and
feel most secure, so it is where they express grows and develops whenever you tell deals with choices for covenant creation
their desires most openly. The covenant stories that feature it. A troupe need not and development. Chapter 2: Boons and
Hooks allows your troupe to insert plot
hooks and character resources into the
Some Tips for a Smoothly Run Covenant fabric of the saga. It also provides ideas
for stories that twist the growth of the
covenant in various directions. Chapter
Encourage the players to contribute them. An exchange of vis represented 3: Governance considers how magi treat
to the design and ongoing development by the physical exchange of tokens is each other and their covenfolk, and the
of the covenant as much as possible. more meaningful than simply altering story potential of these relationships.
Put all the notes with the basic cov- some numbers on a sheet, and is less Chapters 4, 5, and 6 consist of ideas and
enant information together into a single prone to fraud! rules for important covenant resources:
file, which is accessible by the players. Write down a simple calendar of all covenfolk, monetary wealth, and magical
This file might also contain the charac- the events which occur every year, and wealth (vis), respectively.
ter sheets for pool grog characters. when they occur. This might include Your troupe should decide for itself
Keep a private file for the story- making Aging rolls at the winter solstice, whether to design a covenant before the
guide to record plans and adventures. the annual casting of the Aegis of the Hearth saga begins. Some troupes enjoy coming
Have one of the players take respon- ritual, council meetings, and the regular to an agreement on the sort of covenant
sibility for maintaining the library sheet. gathering of vis from vis sources. they will have, and design their covenant
This might be the player whose charac- Maintain a history or logbook of in great detail before they begin the saga.
ter is the librarian. Likewise, delegate the the covenant, written from the perspec- Others prefer to begin with a barren hill,
responsibility for keeping track of the vis tive of the characters, perhaps in the and tell stories that develop the covenant
stores and finances to two other players. form of journal entries or letters. After from nothing. Both approaches are a
Make little paper or card tokens for each session, ask for a volunteer to write source of rewarding play.
pawns of vis, perhaps with the Hermetic up that session’s events, so that the load The last three chapters (Chapters
symbol for the each Art printed on is spread evenly. 7–9) consider the innermost parts of the


Covenants

Customized Covenant Creation Summary


This is a summary of the existing
rules for covenant creation (see ArM5, Power Level Resources
page 70), with some minor additions.
Starting from the baseline below, choose The first choice is the level of power The chosen power level grants a
a power level, and once you have a basic within the covenant that is accessible to number of Build Points, which are used
concept, proceed to select Boons and the player character magi. This depends to buy resources. The costs are:
Hooks, and buy Resources. on what sort of saga the players want; it
is suggested that novice players start with Enchanted Items
a medium or low power level. See the • 2 per five levels of effects
Baseline Power Levels Table for details about the
four possible power levels: low, medium, Laboratories
The base for covenant creation is high, and legendary. • Extra labs: 50 each
a stone building with enough room to • Non-standard lab: Size x 20; Major
accommodate the magi and covenfolk. Virtue: 20; Minor Virtue: 10
It is located in a level 3 magic aura in a Boons and Hooks
place somewhat removed from mundane Laboratory Texts
society, and has basic defenses. The base Boons are things that make the cov- • 1 per five levels
covenant has no magical resources. It has enant better, whereas Hooks are features
sufficient mundane resources for day-to- of the covenant that lead to stories. Boons Library
day upkeep, with a single Typical source and Hooks come in three kinds: Major • Art Summae: Level + Quality (Level
of income. For every magus, there is one (which cost three points), Minor (which limit: 20; Quality limit: 11 + (20
standard laboratory, and approximate- cost one point), and Free Choices (which – level), or 22, whichever is lower)
ly one grog and two other covenfolk, do not cost any points). A covenant may • Ability Summae: 3 x Level + Quality
such as servants, laborers, teamsters, and have as many Hooks as the players want; (Level limit: 8; Quality limit: 11 +
craftsmen. The craftsmen are of common they provide points that can be spent to 3 x (8 – level), or 22, whichever is
types, such as blacksmiths or carpen- buy Boons. Thus, a covenant cannot start lower)
ters. Apart from possibly a bookbind- with more points of Boons than points of • Tractatus: Quality (Quality limit:
er and illuminator, there are no exotic Hooks. A greatly expanded list of Boons 11)
specialists. The covenant has a Living and Hooks may be found in Chapter 2:
Conditions modifier of +1 for magi and Boons and Hooks. Money
0 for everybody else. • Stocks: 1 per 10 pounds

Power Levels Table Specialists


Maximum Level of Lab Text / Minimum Age of • Teacher: Communication +
Power Level Build Points Effect in Enchanted Device Covenant Teaching + Highest Ability Score
(Score limit: by age)
Low 0–300 25 None • Other: Highest Ability Score (Score
Medium 300–1250 40 10 years limit: by age)
High 1250–2500 No limit 50 years Vis
Legendary 2500+ No limit 100 years • Sources: 5 per pawn of vis per year
• Stocks: 1 per 5 pawns of vis

covenant: the library, and the sancta and further resources are gained as a result of bookkeeping involved. You will probably
laboratories of the magi. They contain the characters’ actions, such as trading, want to keep a record of the covenant’s
rules and ideas for magus characters, which writing books, and creating enchanted game statistics, its resources (such as the
mostly affect their own lives, rather than items. Events in play may lead to the cov- library and vis stores), its inhabitants, and
the covenant as a whole. Chapter 7: Library enant gaining or losing Boons or Hooks. any ongoing stories and events. To help
considers how magi communicate across If a Boon is gained, the covenant should with this process, you will find a number
the generations and share knowledge with gain a corresponding Hook, representing of sheets in Appendix B. The most impor-
each other. Chapters 8 and 9 encourage the reaction of the world to its change in tant is the covenant sheet (effectively a
players to express the personalities of their fortunes. If a Boon is lost, the characters “character sheet” for the covenant); there
magi in the physical structures of their pri- should be given sufficient story opportu- are also sheets to record the details of vis
vate spaces within the covenant. nities to regain it (thus, it may effectively stores, libraries, and laboratories, as well as
become a Hook). Hooks may be gained a yearly summary sheet to record the most
and lost as part of the natural growth of important changes from year to year.
the saga, although not all Hooks may Lastly, we wish you the best of luck
The Covenant in Play be lost. However it usually takes several with your covenant, and most importantly
stories to resolve a Hook. of all, have fun creating and playing it!
Covenants do not gain Build Points As the saga progresses and the cov-
while they are being played. Instead, enant evolves, there is inevitably some


Chapter Two

Boons & Hooks


The Boon and Hook stage of cov-
enant design allows troupes to add a Paying for as a single Hook for the purposes of this
limit. If, for example, your characters

Choices
wealth of story elements to their saga, are vying with a Bishop (Rival Hook)
and this chapter contains nearly 200 such who is annoyed at their charging tolls to
opportunities. The Boon and Hook selec- a Pilgrimage Site (Minor Hook), these
tions that the players and storyguide make might be counted together. The purpose
for their covenant should reflect the style The covenant creation systems ration of the six-month guideline is to make sure
of play they prefer. Players interested in choice. They are intended to focus each that the troupe pays for its Boons by play-
mundane politics, for example, should troupe’s decisions, forcing players to ing through its Hooks.
design covenants that have many reasons choose between many options so that Boons and Hooks are gained and
to interact with nobles. Players who pre- they can be sure their selections reflect lost during play. The Boons and Hooks of
fer high-fantasy battles should design a the stories that they want to tell. This the covenant balance each other at cre-
more secluded covenant, perhaps in an chapter provides a series of options. Some ation, but rapidly cease to be equal. Non-
area contested with a supernatural power. have Boon or Hook costs, that is, they player covenants have whatever Boons
The covenant creation process is part of are Major (three points) or Minor (one and Hooks are required to suit them for
the saga creation process: what you select point). Covenants created by troupes as the stories in which the troupe wishes to
in this section strongly influences what homes for player character magi should use them. Their Boons and Hooks do not
you will do during play. balance. That is, the summed costs of usually balance.
Boons and Hooks divide into six their Boons and Hooks should be equal. If
slightly arbitrary categories. Site Boons no cost is mentioned, that Boon or Hook
and Hooks describe the place where the is called a “Free Choice,” and does not
covenant is. The Fortifications category figure into the equation.
details the covenant’s structure and build-
ings. The Resources category describes
the covenant’s sources of wealth. Resident
The “Unknown” Hook is unusual
in that it modifies the value of other
Hooks. When the covenant is created, the
Site
Boons and Hooks define the skills and Unknown Hook is assigned to one player. This cluster of Boons and Hooks
interests of the covenant’s population. That player then selects a different Minor reflects the physical location of the cov-
The relationships between the covenant’s Hook that the other players and their enant. Troupes that desire a covenant only
population and outsiders are described characters will find surprising and uses as a place where their characters can reha-
with External Relations Boons and Hooks. it to develop stories for his turn as sto- bilitate between arduous quests should
The Surroundings category enumerates ryguide. The Unknown Hook is a Major select sparingly in this section. Players
interesting places within the covenant’s Hook for balancing Boons. Unknown wanting to focus their stories around the
immediate vicinity, approximately ten Hooks are inappropriate outside troupe- daily lives of their characters, on the other
miles on flat ground. style play. Hooks that may be selected as hand, are encouraged to select many
This chapter includes almost all of Unknown are marked in the text. Minor Site Hooks.
the Boons and Hooks given in Ars Magica Your troupe’s playing style limits the
Fifth Edition. The Boons involving cov- number of Hooks you should take. As a
enant buildings are superseded. The defi- guide, select no more Hooks than you Major Site Boons
nitions of many are broader. are likely to use in six months of real-
One important note: This chapter time play. For example, if your troupe Aura: The aura of a limited area of
describes many covenants to illustrate plays fortnightly, and plans to set about the covenant increases by one point. It is
various Boons and Hooks. These example half of its stories in the covenant, limit only worth taking this if the aura of the
covenants are not part of the Mythic your troupe to six Hooks. Troupes that whole covenant is already 5, as this then
Europe setting, will not be elaborated in play more frequently, or set more of their allows the covenfolk to live and work
successive supplements, and can safely be stories at the covenant, may have more, mostly outside the level 6 (or higher)
ignored by troupes who wish to do so. those who play rarely or prefer expedi- aura, and thus avoid Warping. The magi-
tions away from the covenant, fewer. cal space is likely delineated in some way:
In negotiation with the storyguide, for example, one covenant has an irre-
Hooks you intend to use together count movable monolith at the center of its


The Mysteries Revised Edition
magical space. The stone is not native to
the area, and has been carved in elaborate Things to Avoid
and erotic shapes, but there is no memory,
even within the stone, of how it came to This section contains a few notes for by a faerie wood. The broad array of
mark its space, or if its presence is neces- new troupes, to help them avoid making options this chapter provides, and its
sary to its mystical strength. poor choices in their early games. many examples, encourage players to
Conscious Space: The covenant lies experiment. While new players may
in a symbolically embodied place. It is be most comfortable with sagas set in
incarnate in a self-aware, friendly figure. Optimal Killing Power a bland, tidy Middle Ages, this chapter
For example, there are several Merinita encourages troupes with a little more
covenants that are ruled, in a mystical Players familiar with other role- experience to explore the intricacy and
sense, by a faerie noble who is aware of playing games are sometimes tempted foreignness of Mythic Europe. Telling
disturbances to the natural order of the to select the Boons that give their char- stories in Mythic Europe should be like
territory. Most such nobles sense these acters the greatest power, or capacity to a trip to a foreign country: to enjoy it
disturbances through sympathetic pains kill. It is easy to juggle the possible com- fully, you need to embrace and take
that they feel, which they have learned to binations of Boons and Hooks to create pleasure in how different it is.
interpret in order to identify damage of covenants powerful enough to massacre
certain types, and in particular locations, thousands. Troupes should select those
but some can see from the eyes of the ani- combinations only if they are interested Defensive Selections
mals in the aura, feel what the grass feels, in stories about the consequences of
or have similar exotic senses. For example, unbridled power. Ars Magica offers a Players should not select Boons in
a sea mist haunts a spring covenant off richer palette of stories than this. an attempt to stop the storyguide run-
the coast. It is able to communicate by Rather than optimizing a covenant’s ning certain sorts of story. Rather, the
constructing pale images, which alert the battle strength, troupes should select Boons and Hooks the troupe chooses
magi to potential problems. Some coven- those Boons and Hooksthat favor the should be a positive statement about
folk claim that, recently, the sea mist’s sorts of stories the troupe enjoys. Young the sorts of stories a troupe wants to tell.
shadow has taken human shape. Some magi are already very powerful. The The players and storyguide should agree
suggest the mist is the ghost of a drowned Storyguide isn’t going to assault the on the sorts of stories they want to tell
girl — a bride of the Selkie king. player characters with waves of increas- before starting the saga. Disagreements
Fantastic Environment: This Boon ingly powerful monsters unless that’s among the troupe about desirable types
is only suited to high-fantasy sagas. The what the players want. Players more of stories should obviously be discussed
covenant is in an environment where familiar with games in which the char- before any decisions are made about the
only constant magical intervention can acters kill and loot should consider what covenant.
sustain human life. A covenant under the their characters wanted to do after they Once the troupe has agreed on
sea, or floating in a lake of lava under became rich and powerful. the types of stories it wants to tell, it
the Earth, is in a fantastic environment. is reasonable to select a Minor Boon to
A covenant in Arcadia is also in a fantas- make a certain absence plausible. For
tic environment. Covenants set in these “Castle on the Hill by the example, a troupe that wants to avoid
environments usually have little difficulty Faerie Wood” stories about mundane politics might
with mundane humans: invasion is nearly take the Secluded or Regio Boon, to
impossible. There are no neighboring A lot of Ars Magica’s flavor is lost explain why they are never bothered by
nobles or churchmen, and spies are almost if the players select a generic covenant the local nobility.
unheard of. like the prototypical castle on a hill
Immunity: Within the covenant’s
aura, all people and objects are immune sible positions should take this Boon, magi to live for longer periods, from the
to a form of damage, influence, or Flaw. which includes the defensive works used perspective of outsiders, but they develop
If players designing characters pair their to secure the single direction of possible only slowly compared to those living at
Flaws to this immunity, it becomes a mundane attack. the standard rate. Contracted time, on
Major Hook. Their Flaw helps define the Regio: The covenant is located in a the other hand, allows the members of
covenant’s culture. For example, if the magical regio that only native guides can the covenant to study faster, and develop
Immunity prevents lycanthropic trans- safely navigate. The labyrinth of the regio their covenant more swiftly, than the rest
formations, then the covenant will be may take many forms, though its precise of Mythic Europe, although to outsiders
home to a large number of recovering nature must be described. The Redcaps, they appear to age rapidly. In some regio-
werewolves. The characters will go on who collect such knowledge, report twist- nes, the time difference is unnoticed until
missions to track down suspected were- ing causeways, tangled woodland paths, the visitor leaves, when age fades from
wolves. They face persecution if discov- convoluted sewers, or paths trod through them, or comes crushing down. In others,
ered. sunset clouds. To fail to follow the path they age in local time.
Natural Fortress: This covenant is is often to return to the mortal world, Vis sources within the regio usu-
all but unassailable because of peculiar but in many covenants false paths lead ally refresh in mundane time. A handful
geography that limits attackers to a single to prisons, over cliffs, or into the lairs of of mildly time-contracted regiones have
line of advance. A covenant in Scotland, monsters. sources that replenish in local time. This
for example, is sited on a headland that Time Dilation or Contraction: The is paid for separately in covenant creation,
has sea cliffs on three sides. Only a curtain covenant resides in a place, usually a regio, by paying for the vis that the source yields
wall and a stout gatehouse are needed to where time does not run at the rate usual in a mundane year rather than a local
retain it. Covenants in similarly defen- to Mythic Europe. Dilated time allows the year. The Redcaps have been searching


Covenants
further is to slip into an endlessly recur-
Conversion from the Minor Site Boons ring yesterday.
Regio: The covenant is located in a
Ars Magica Rules Aura: The magic aura of the cov- magical regio that can be entered in many
enant increases by one point. The players ways. The covenant may take measures
Converting existing covenants to may take this Boon up to seven times, to limit entry into the regio, but these are
this new set of rules is straightfor- for a covenant in any magic aura up to never perfect.
ward. All of the Boons and Hooks ten. All the covenfolk must live within Marco, a Redcap fond of late nights
provided in Ars Magica Fifth Edition the aura. and large wineskins, reports that there is a
have been included in this chapter, Difficult Access: The covenant’s regio in a certain city that can be entered
except Buildings and Fortifications. All geographical surroundings make it dif- from the steps of any building, within the
have retained their original names. ficult to assault. This Boon is suitable for city, that contains bricks stolen from the
Versions of each of the covenant situa- covenants in mountain passes, on coastal ancient mithraeum, by any woman with
tions from Ars Magica are also includ- islands that require boats to reach, or in a red ribbon in her hair, and any man in
ed. “Converting” existing covenants deserts. A sufficiently prepared mortal pursuit of such a woman. It is perhaps
requires nothing more than applying warlord can overcome the defenses, but fortunate that the Archimaga Tisiphone, a
the new rules and definitions here for finds it expensive and troublesome. beauty renowned for her ability to evoke
the Boons and Hooks of the same Healthy Feature: The covenant hosts artistic talent in men, lives within the
names. a fresh breeze from the sea, a healing well, regio, and wears a red ribbon at all times,
The Buildings and Fortifications or some other feature that increases the except when bathing. For the convenience
Boons have been replaced, to allow life expectancy of its people markedly. of visitors, she usually bathes between one
added detail. To convert their exist- Inhabitants with access to this feature and two of an afternoon, so they know
ing covenant to these rules, troupes have a +1 bonus on their aging rolls. This not to seek her in those hours.
should select the Boons and Hooks Boon may be taken up to three times. It is Seclusion: The covenant is in a very
that best describe the covenant they a source for the Healthy Location bonus remote location, and gets few visitors.
have already created for their stories, given on the Aging Table in ArM5, page This Boon cannot be taken in conjunc-
and not be concerned if they do not 170. tion with the Road or Urban Hooks, and
balance. The new Fortifications Boons Hostile Environment: The covenant may be inappropriate for other Hooks as
and Hooks have absorbed many pos- lies far from human settlements in an envi- well. Redcaps still come to the covenant;
sible explanations for the Buildings ronment unsuited to human life. Examples this Boon simply restricts the number of
Hook, like gatehouses and great keeps. include a covenant above the tree line on random visitors.
The remaining buildings, which inspire a mountain or in a vast cavern deep under Unnatural Law: Within the cov-
awe but are not necessarily military in the Earth. enant’s aura, a series of natural laws are
function, have been termed Edifices. Immunity: Within the covenant’s suspended. For example, in the Covenant
aura, all people and objects are immune of the Castle of Fees, glass is as durable
avidly for quick regiones that replenish in to a specified form of damage or influence, and hard as iron, and is used as a building
local time, but have never confirmed their as per the Virtue. For example, Marco, a material and armament. In the Covenant
existence. Redcap who claims at times to have been of the Solemn Scholars, children are able
Settlements in regiones with dilated defrocked, states that House Jerbiton and to fly until they lose their virginity.
or contracted time are rare, but known. the Brotherhood of Saint Lazarus main- This Boon is suitable for covenants
The Quaesitores have occasionally used tain a leprosarium in such an aura. Its that want to play against genre. For exam-
prison regiones that rapidly contract time, covenfolk lead long and healthy lives, so ple, there is a covenant powered by won-
and, on at least one occasion, trapped a long as they do not leave. Upon depart- derful machines copied from the works of
group of suspects in a profoundly con- ing, however, the ravages of the illness, Heron of Alexandria. These steam rota-
tracted regio while their innocence was suspended but not cured, descend upon tors permit the covenant to manufacture
determined. them in an instant, their bodies withering many other wondrous devices, which fail
The covenant with the largest dilation and their skin sloughing away. to work if taken from the covenant. It also
is a tiny chapter house in the mountains, Mystical Portal: The covenant allows the troupe to strongly contrast the
where each day is a real-world month. controls a mystical gateway, such as a home of the magi to the mundane world.
The Criamon magus who lives within it Mercere Portal, a gateway to Arcadia, or Vast Aura: The covenant’s aura fills
believes calamitous times are near, and the entrance to a well-understood regio an enormous area, perhaps up to five
wishes to see the future of the Order, with friendly inhabitants. miles across. Belinda, a Redcap who has
acting as a living repository of its history. House Merintia, some say, controls gone further east than any other, says that
The greatest contraction occurs in a cov- so many portals to Arcadia that they have at the very fringes of the Order lies just
enant that House Tytalus founded during lost count of them, but fortunately, they such a vast aura, and that therein lies a
the Schism War to allow its younger magi say, they know of a portal that leads to magical city. Wise old magi rule it. They
to become hardened. This covenant also the grave of Janus, god of doorways. The claim their ancestors knew Trianoma,
has only a single magus, who serves for ghost of the dead titanic god visits those but had not heard of the Order before
a year of the local time, which is one- who sleep on his grave, and he pours Belinda’s visit. Belinda has not returned:
seventh of a normal year. Its population wisdom into each ear simultaneously. the Unnatural Law of the place permits
has lived for dozens of generations since Awaking, they know which doorway to outsiders to stay for only a single night,
the Schism, and their culture has become seek, and where, and how to navigate its and only then at the cost of falling in love
baroque and self-referential. passage. Each magus may only dream on with a local, glimpsed in the avenues of
the grave of Janus once: to sleep there palm fronds. No visitor may ever return,


Covenants
and no native who departs survives the
melancholy.
Vivid Environment: The covenant’s
site is extremely pleasant. This may be
an effect of the Warping of the aura,
an unknown supernatural influence, or a
beautiful, natural feature. The beauty of
the covenant’s surroundings makes it easi-
er for the covenant to recruit new inhabit-
ants. It provides bonuses for the calcula-
tions given in the Governance chapter.
The Covenant of Valnastium, a moun-
tain valley, is a place of such beauty now.
The magi of Jerbiton, however, claim that
this was not always the case. They say
that given the choice of the faerie bower
Rosegarten or Valnastium, Jerbiton chose
the uglier valley. Had he chosen the beau-
ty of the Rosegarten, he would have been
content with its splendors. Valnastium
was made beautiful with his own devices
and desires, and so exceeds the ephemeral
beauty of Arcadia.

Major Site Hooks


Constantly Mobile: This covenant
moves constantly. For example, the
Covenant of Crisp Winds lives on a flo-
tilla of ships, which follows a route around
the Mediterranean to collect vis and trade
goods at auspicious times. If the covenant
were to cease moving, it would lose its local magi to cease work here, lest they lected many strange tales, once remarked
income. repeat the mistakes of the past. Other that a covenant had lost a tower to loveli-
Highly Mutable: The contents of the forces encourage them, promising that ness. When the maga Pallas passed away
covenant’s aura, with the exception of the — this time — all will be well. Some say her lover, a nymph of unmatched beauty,
human beings, whose souls provide them that Durenmar is such a site. began to mourn her immediately. Her
protection from this effect, are highly Missing Aura: The characters have grief was so great, and her attractiveness
mutable. The method of mutation varies settled in an area where they lack the so intense, that it is said that whoever sees
between sites, and is difficult for the magi most fundamental tool required to study the inconsolable maiden falls immediately
to predict or control. their Art, a magical aura. Stories focus on in love with her, and so refuses to disturb
For example, Marco, a Redcap known how they better their situation, and how her mourning. The tower has gone unused
for telling lies, states that there is a cov- the covenant remains together when there for sixty years.
enant in a regio that mirrors the dreams of is such a strong temptation for some magi Road: The covenant is on an impor-
the people of a city he will not name. If the to leave. tant mystical trail of some kind, so that
city suffers a fire, then the covenant also Marco, widely considered a charla- mystical creatures, from one or more
suffers a fire. If a ship of exotic merchants tan, claims to have met a faerie king who realms, often turn up at the covenant.
land and many people dream of England, held the aura of the fallen Covenant of A most unfortunate covenant lies
the weather becomes icy and annoying. the Redbreasted Warriors in a wine bottle. near the Chapel That Cannot Sleep. The
If a passion play is performed, many He said that he would invite to dinner chapel lies on an ancient battlefield, and
phantasms with the shape of demons (but any magus who could meet his five chal- was raised on the dun that surmounted
not their nature) rampage through the lenges, and allow them to choose their the fallen. A mythic road, a right of way,
covenant, unblocked by the Aegis (for menu from his entire demesne, including, sometimes appears when the corpse of a
they have no Might). The magi stay there presumably, the bottle. Marco, cowardly, murdered man is carried to a graveyard,
because the area within the Aegis remains refused to meet his challenges and, fed and in this case as each body was car-
much the same functionally, although its only on pea gruel and water, fled the king’s ried to the site, it created a road. A vast
appearance changes from a Norman town hall by night. number of roads now leads to the Chapel,
to a Jewish ghetto to what people think an Monster: A powerful mystical crea- stretching out for miles in the direction
Arabic trading quarter must look like, and ture lives inside the covenant. The crea- of the pursuit of the foot soldiers of the
they find these insights into the human ture can be aligned with any realm, and is losing side. All manner of metaphysical
mind fascinating. too powerful for the player characters to detritus washes up at the Chapel, and
Magical Disaster: Long ago, this defeat at the beginning of the campaign. disturbs the sleeping dead.
was the site of a mystical tragedy. Many Monsters are often large, and many Regio: There is a regio on the cov-
supernatural forces in the area press the are wily, but the Redcap Marco, who col- enant site, although the covenant is not


Covenants
in it. The regio has inhabitants who occa- erratic, and are interspersed with periods change the time of day, the color of cloth,
sionally come out and cause problems. where the covenant settles in an area for a and the attractiveness of the singer.
This Hook may be Unknown. If the regio season. An example is a covenant of magi Poorly Defensible: The covenant’s
is not magical, that counts as an additional who have decided to follow the trade founders placed it in a site that is over-
Minor Hook. roads into Asia, traveling during summer looked by a cliff, can be flooded by divert-
A convoluted Wizard’s War once and staying in major cities each winter. ing a river, or is otherwise not suited to
arose from such a regio. Knowing it to be They have no name for themselves and a conventional siege defense. The magi
full of untamed sprites, a magus encircled lack any common property other than the need to retain good relations with their
the regio with a trellis of roses, grown coffee pot they bought in Aleppo from neighbors, at least until they remedy their
thick then turned to iron. It was the a Redcap who happened to pass by and defenses.
nature of the regio to send forth the secret learn their story. There is a covenant that made a
desires of members of the covenant, and Faerie Aura: The covenant has a deal with a nobleman in which they pro-
so the childhood love of another magus, faerie, rather than a magical, aura. The vided him with a longevity ritual, and in
or a faerie of her shape, was killed upon faeries most familiar with the site are very exchange, he granted them six acres of
the thorns. The second magus did not interested in what the magi are doing, land. The cunning nobleman gave the
declare war because his love had died. and consider any attempt to block their covenant a lengthy strip of rocky beach.
Rather, he did so because he believed that access to the site, by Aegis of the Hearth, for Stubborn and unwilling to allow them-
the death of the one he loved most was example, insulting. selves to be shamed, the magi reclaimed
what the first magus most desired, and There is a covenant in Ireland that sixty hectares of land, surrounding it with
that the regio had granted it to him. has been built on a faerie hurling pitch. a massive dike. The people within the
Urban: The covenant is in a city. The This game, which involves two large dike are fatalistic, and each family keeps a
vast majority of the inhabitants are not teams attempting to abduct a ball using rowboat in the roof cavity of their house.
part of the covenant, and the covenant clubs, is all but a war. The Courts of Most male children are named Noah, for
does not rule the city. Summer and Winter in the area play it luck.
twice a year, and always seem surprised Regio With Unexpected Entries:
by the result. Given that the only other The covenant is located in a magical
Minor Site Hooks option is a pitched battle against the faer- regio, but it can be entered in many ways.
ies on their covenant site twice a year, the The covenfolk remain unaware of many
Corrupt Area: A section of the cove- magi allow the game to spill through their of these, discovering them only when an
nant has an Infernal aura, probably because buildings, but have installed stout doors unfortunate person or creature stumbles
of a terrible sin committed there. This acts on their sancta. If the game is not played, upon the covenant. This Hook may be
as a seed for the corruption of the cov- it is said, then summer will never end in Unknown.
enant, unless the characters discover the the crops of autumn, or winter will never The Dogrose School is particularly
nature of the event and put things right. bloom into spring. notorious for the ease with which it can
This Hook may be Unknown. Flickering Aura: If the magi fail to be found. The School hides behind a
Cursed: The covenant is the victim perform a relatively simple task each year, city, and draws Gifted children to itself,
of a supernatural curse powerful enough the covenant’s aura declines by one point by possessing their toys with an urge to
to ignore its Aegis of the Hearth. This should for the rest of the year. Flickering auras sneak out on moonlit nights and walk odd
gravely concern the magi, because it indi- are usually the result of a traumatic mysti- streets, drawing their little masters away.
cates they have a supernatural enemy with cal event that scars the spirit of a place. House Bonisagus long ago claimed the
both the desire and ability to harm them. Magi who find ways to symbolically relive Dogrose School for its own. Its members
This Hook may be Unknown. or repair the event can prevent their aura teach the little pupils Latin and a bit of
Most curses of this type are not fatal. flickering. This is important, because flick- Magic Theory before sending them to
For example, magi from one covenant ering auras do not appear to deepen over other masters. Sometimes the toys bring
refused the hospitality of a faerie crone, time the way that auras in other covenants other, more difficult, visitors.
and now suffer fatal burns if they taste do. This Hook may be Unknown. Regio: There is a regio on the cov-
wine, as it turns into green vitriol. The A particular covenant washes its walls enant site, although the covenant does
crone, fair-minded, warned the magi of each year in milk to prevent its aura from not lie within it. The magi do not know
the curse, so it has killed only one magus. failing. The magi have no idea why, or everything that is in the regio.
New to Normandy, and not skilled in even if, this is necessary, but it has been If the regio is not magical, that counts
French, he foolishly ordered the coq au done since before the Schism War and as an additional Minor Hook. This Hook
vin. dire, if painfully unspecific, warnings sur- can still be taken if the covenant is in a
Evil Custom: Some of the mystical round the practice. regio; in that case, it simply refers to a
features of the covenant’s site are main- Haunted: Ghosts, perhaps of former second regio.
tained through ritual acts that are evil, but magi, haunt the covenant. Most ghosts Resident Nuisance: A minor mysti-
of so long a tradition that most people in want to finish their worldly business cal creature, or group of creatures, resides
the area are aware of them, and so simply before they pass away. The magi may in the covenant. Their activities are no
avoid being suitable victims. Many evil wish to assist them. This Hook may be more harmful than minor vandalism, but
customs involve murder, but some simply Unknown. cause waste, expense, and arguments. The
require the imprisonment of a certain per- Mutable: The fabric of reality alters magi could defeat and destroy these crea-
son for a time, the humiliation of a class of within the covenant in ways that unGifted tures, but it would take time and effort
people, or sins of gross indulgence. This humans find simple. For example, the better directed elsewhere. This Hook may
Hook may be Unknown. covenant incarnates their passions as be Unknown.
Erratically Mobile: This covenant guides and mentors, or beautiful songs can A Redcap named Marco, who has
regularly moves, but its movements are been unable to locate his trousers on

10
Covenants
several occasions, reports that in one stand at the western edge of the known ing trees as a defensive perimeter. Deeply
covenant, the grogs claim that a maiden world, are thought to contain gateways noxious environmental conditions might
appears to them in the depth of the night to Arcadia and the Magical realm. This have mystical defenders, like bog trolls,
watch, carrying a mug of hot toddy. would explain why all manner of odd which would have to be dealt with before
When they drink it, they fall unconscious, things dwell there. The magi of Granada the Hook itself could be eliminated.
and are usually found naked in a barn. The have set themselves a task: to monitor This Boon may be Unknown, but
magi have tried to hunt this faerie, but the the gate for creatures that might harm becomes known as an increasing number
grogs have proved almost entirely unhelp- Europe. They are attempting to have a of covenfolk feel its effects.
ful. The ruler of the covenant believes Tribunal recognize them as a dedicated Urban: The covenant is in a small
the maiden is actually a prank played by covenant — see the Boon of the same market town. Many of the inhabitants are
generations of apprentices, abused by name — but many magi point out that not part of the covenant, and the cov-
slothful grogs. Granada has every reason to monitor the enant does not rule the town.
Road: The covenant is on an impor- portal regardless of support. Many Spring covenants in cities
tant mundane road, river, or sea route, so Unhealthy Environment: The cov- lack a Magical aura, and should take the
that people often turn up at the covenant, enant’s members suffer a dramatically Missing Aura Hook. Older covenants
bringing or causing stories. reduced lifespan due to an environmental usually have an aura, because they have
Warping to a Pattern: The Warping factor at the covenant’s site. All people workspaces out in the countries, have a
suffered by people, animals, and struc- regularly exposed to the environmental regio that contains their laboratories, or
tures within the covenant is not random factor suffer a –1 penalty to their Aging have created caverns deep below the city
or restricted to a single motif. Rather, a rolls. This Hook may be taken up to three where an aura has grown up due to their
discernible theme runs through the distor- times, but does not affect those who have magical practices.
tions. Characters familiar with the history Hermetic longevity enchantments.
of the site, the dreams of its founders, This condition is a Hook because
the epics of the ancients, and the folklore these environmental problems are often
of the Order can sometimes explain the reparable with magic or labor. For exam-
evolving theme, which is often a repeti-
tion of something that has been experi-
enced before.
ple, a covenant where people suffer the
miasmatic effects of a nearby swamp can
ameliorate this effect in several ways.
Fortifications
It is said that the site of the Covenant Cutting channels to a nearby river, or a Most covenants are fortified sites, but
of the Monkey’s Reed has not forgotten magical effect, could drain the swamp. the degree of fortification varies. Some
its history. Located on a floating island, The miasma might be destroyed with covenants do not have the resources to
which moves about its lake, the aura is magic. It might be rendered ineffective by build the sort of fortress they would like.
slowly twisting the people and structures planting of an orchard of sweetly flower- Other covenants do not feel threatened
of the covenant into an ancient Egyptian by mundane armies, and so choose not
village. The rulers of the village were to hem themselves into cold, cramped
a priestly caste that worshiped the god fortresses. Many covenants fortified long
Thoth. ago, and have chosen not to upgrade their
Many magi of Monkey’s Reed wish to defenses as new ideas and techniques in
see what these ancient magicians looked castle construction have developed. The
like, reflected in the covenant’s aura, but way a covenant fortifies communicates, to
there is a problem: the site replaces the observers, how the magi intend to act.
memories of those it distorts, so that they
gradually lose themselves in their new
roles. Magi of House Bonisagus hope Free Choices
to convince the Archimagus Apollodarus
— whose beloved died accidentally in a Several of the Free Choices in this
fire that he created — that he should section require the Castle Hook. This is
accept the loss of memory as a balm and because they lack the power to withstand
become High Priest of the Temple that, determined military assault, yet pose suf-
even now, can be seen forming in the ficient threat to local noblemen that they
brickwork of the gatehouse. cannot ignore the structure.
Weak Aura: Subtract one point Island: The covenant is surrounded
from the covenant’s Magic aura. Most on all sides by water, although it is shallow
young magi would not wish to settle in enough to be forded in places. The cov-
an area with a poor aura, so each should enant may be connected to land either by
consider the story potential of their rea- a wooden bridge or by a stone causeway,
sons for settling such a substandard site. although paranoid magi might disdain
Uncontrolled Portal: As per the either structure. The covenant’s buildings
“Mystical Portal” Boon, except that the are not useful as defensive works.
portal is not under the covenant’s control. Settling an island does not alarm
This Hook may be Unknown. nearby noblemen, although they might
Many covenants have a portal that start demanding taxes from what they see
they do not control, but the harried magi as a village. This is not a castle.
near Granada certainly have the largest. Manor House: This style of home
The Pillars of Hercules, the islands that often used by a particularly rich farmer,

11
Covenants
or minor landholder. It is comprised of
Castle (Major Hook) a large, stone building, often two stories
tall, and minor outbuildings, which are
Castles serve three functions. A cas- The Boons in the following sec- wooden an indefensible. A manor house
tle acts as a refuge from military forces, tions specify whether they are castles. is surrounded by a secure space, called a
so it defends territory. A castle acts as a A covenant with a castle must take the bailey, defended by a shallow ditch and a
staging ground for armies, so it threatens Castle Major Hook, unless the covenant thin stone wall about six feet high, with-
to assault its neighbors. A castle costs a has no mundane neighbors within ten out a walkway along its top. Some poorer
fortune to create and maintain, and in miles. Thus, castles built on remote nobles have wooden manor houses, or
many places requires the permission of islands entirely controlled by the magi wooden bailey walls, but Hermetic magi
the king to build, so it communicates do not require this Hook, nor do castles rarely build in wood.
the status of its owner. A castle, then, is in regiones. A manor house defends its inhabit-
a claim to political power, backed with Castles lacking further fortification ants from predators and brigands, but
the threat of force. are ringworks, described by the Free cannot hold against a group of profes-
A brigade of knights, supported by Choice of that name. However, most sional soldiers or magical assault. It lacks
a castle, can travel about twenty miles in castles have a strong point of final the space to act as a defensible staging
a day. This means they have the ability retreat: a keep, which must be pur- area for knights. Possession of a manor
to raid targets up to ten miles away and chased as a Boon. Shell Keeps and Tower house does not alarm nearby nobility, and
return to their barracks before nightfall. Keeps are Minor Boons. Alternately, the a manor house is not a castle
All people who live within that radius, or Curtain Walls and Mural Towers Major Ringwork (requires Castle): This is
have interests there, will rapidly become Boon surrounds the castle with a strong the most primitive sort of castle, and is
aware of the existence of the castle. defensive wall and additionally allows easily raised by Hermetic magic. It begins
For these reasons, the temporal and the troupe to select (at no additional with the excavation of a vast ditch, in
spiritual authorities of an area cannot cost) from among the four keep options some cases twenty feet deep and wide.
ignore a covenant that builds a castle. described in the Keep Alternatives for The soil from this excavation is piled and
Covenants that hold castles must either Castles with Curtain Walls insert box.. packed down to create a rampart as much
be so secluded that there are no neigh- Castles built with magic often have as fifteen feet high. A thin, stone wall,
boring nobles to alarm, or must come either the Magical Fortress or Superior perhaps six feet high, without a walkway,
to terms with the secular and religious Engineering Boon. is placed upon the rampart.
powers of an area. Wooden buildings, including a short
tower of little defensive value, lie within
the ring. Some ringworks partition the
defended space into two wards. The inner
ward houses the ruler of the ringwork and
his attendants, the outer their servants and
supporters. Hermetic magi find this divi-
sion useful, as it reduces their contact with
covenfolk unused to The Gift.
Ringworks were highly effective cas-
tles until the crossbow became popular.
A ringwork lacks the elevation necessary
to assist defenders. They are less useful in
the 13th century, but many ringworks are
still being constructed in Mythic Europe
because they are cheap to construct and
maintain.
A ringwork cannot resist a deter-
mined military assault for long. It can act
as a staging area for a force of knights,
though, so aggressive development will
alarm all noblemen within ten miles.
Small Tower: The covenant sur-
rounds a small tower, four stories high,
with one or two rooms per story. For
small covenants, the tower is appended to
a fortified courtyard, into which stock are
driven in troubled times. Larger covenants
surround the tower with outbuildings,
which are wooden and lack defensive
value. A stone wall, six feet high and with-
out a walkway, surrounds these buildings.
Curtain Wall & Towers allow their inhabitants to
see approaching forces from a greater
Mural Towers distance, and increase the field of fire of
magi and crossbowmen, but are much

12
Covenants
less comfortable to live in than manor
houses. The magi probably have a hall Keep Alternatives for Castles with Curtain Walls
in the courtyard and use the tower as a
storehouse, retreating to it only in times The defenses of curtain walls are castles may take another large structure
of immediate threat. Towers used only as so formidable that the role of the keep (anything suiting the Edifice Boon, for
retreats and observation posts, called pele changes in response to them. The keep example) in lieu of a keep. Most masters
towers, are even less comfortable than is still able to assist in the defense of the of a courtyard castle plan, in the worst
tower houses. walls, and can act as a place of refuge if case, to fall back to their strongest
A tower cannot hold off a determined the walls are lost, but many castle build- tower, usually the gatehouse.
force of soldiers. A traditional method of ers diminish these roles and find alterna- A gatehouse keep is a large building,
killing the inhabitants of a tower is to tive to the tower or shell keep. usually three stories high, that serves as
stack wood about it, then set the wood A hall keep is a long, low building both gatehouse and keep for the castle.
on fire, smoking the defenders to death. made of stone that is, structurally, an Its lowest level is given over to storage
A tower cannot act as a staging area for evolved form of the manorial hall. It is and the entry to the bailey. The middle
large military groups, and alarms minor usually two stories high and has a lim- level is used for living space, equipment
landholders only, so it does not count as ited number of entry points to minimize for the drawbridge and portcullis, and
a castle. the number of defenders required to murder holes. The lord and his family
hold it. A hall keep, lacking a fortuitous dwell on the uppermost level.
hillock, is lower than the walls, which A chemise is not a keep. Rather,
Major Fortifications Boons limits its usefulness to archers. The hall it is a curved wall closely surrounding
keep’s great advantage is that it is the a square tower. It is a way of giving
The following Boons provide detailed most spacious and comfortable form of many of the benefits of a round keep to
alternatives to the standard fortification keep. a square one, without requiring demo-
described by the Castle Hook. A courtyard castle focuses on the lition and reconstruction. Sometimes
Curtain Walls and Mural Towers defense of the bailey, forgoing a keep access to the tower is from the top of the
(requires Castle): A curtain wall is a cren- entirely. Players designing courtyard chemise, by a drawn walkway.
ellated wall around a bailey. The wall is
around thirty feet high and between eight
and twenty feet thick. It has an exterior of
dressed stones and is filled with a rubble
Barbicans and Moats
core. Mural towers protect a curtain wall.
Most mural towers built before 1200 A barbican, for game purposes, is a the moat, or from a berm, a small circuit
are square in cross-section. Round and series of works that limit access to the of land that separates the moat and the
semicircular towers are the preferred gatehouse by an invader, including walls castle. If the moat flows swiftly from a
types for contemporary building. Most and yards that channel invaders into a natural body of water, like a stream or
towers are enclosed buildings, but some, narrow space overlooked by archers. It lake, then its water is fresh. Otherwise, a
particularly semicircular towers, have no includes barriers like portcullises, draw- moat is a stagnant ditch that is probably
masonry on the inside face, so that if they bridges and fall-away causeways. It also an open sewer. Many castles do not have
are captured, they do not provide the includes murder holes, pit traps, and moats, and instead use ditches. A cov-
enemy with cover. Others are closed until whatever other fiendish devices the magi enant with the Curtain Walls and Mural
they reach the level of the parapet, and can come up with to kill invaders. A cov- Towers Boon may have a moat without
are then open. enant with the Curtain Walls and Mural additional cost. Other covenants may
There are many covenants where Towers Boon may take as many of these buy moats as Important Buildings.
the towers are badly sited, and many devices as they like. Standard Castles Moats are often used to assist gate
more where each tower is so filled with (that is, those without the Curtain Walls defenses. Some castles have a barbican on
personal material that it impedes defense. and Mural Towers Boon) may take bar- a small island, separated from the gate-
Some castles have towers as far from the bicans as Edifices. house by the moat. Others have cause-
obvious avenue of attack as possible. A moat is a body of water at least ways across the moats that approach the
This is because the towers were built twenty feet wide and six feet deep that gatehouse indirectly, exposing attackers
before crossbows become popular weap- surrounds the covenant. The key func- to crossbow fire from the walls. Some
ons of siegecraft: they are intended as tion of a moat is to prevent enemies have submerged causeways. Moat mon-
residences, and so have been placed away from mining under the covenant’s walls. sters should be purchased with the Local
from harm. The walls can rise either directly from Ally Minor Boon.
The Bell Tower built at Dover Castle
in 1189 exemplifies an opposite extreme, Magi understand that their desire troupe. Framlingham has thirteen towers,
the archery tower. It is an octagonal, three to claim a tower on the curtain wall can including two for its gate, while other
story tower. Each story has six positions seriously impair the castle’s effectiveness. castles built at the same time are rect-
for crossbowmen, with the other sides Many covenants compromise between the angular baileys with a fat tower at each
used for a stairwell and a latrine. During residential and military possibilities of the corner and two at the gate. There are two
peace, the tower is used for storage and to tower by designating the lowest floor as a disadvantages to having a dozen towers:
barrack its crossbowmen. A tower like this foxhole and filling it only with materials they are expensive to build, maintain, and
could not be used as a sanctum, unless the easily removed or destroyed, and using garrison, and they declare to all of your
magus was willing to have his laboratory the roof as a sentry post and sniper’s nest. neighbors that you expect to rule the
removed swiftly as enemies approached. A covenant designed with this Boon county someday. Every extra tower makes
has as many mural towers as suits the a castle more difficult to ignore.

13
Covenants
construction of mystical fortresses. Many at least one, to mark their wealth and
wish to see how it will work. Some magi power, to beautify their covenant, to
Motte and Bailey see mobile fortresses as a way of wag- arouse the envy of their peers, and to
ing war or engaging in trade. Others, mark their covenant’s priorities. Edifices
who advocate a retreat from contact with do not require the Castle Hook unless
mundanes, are interested in colonizing several of them, grouped together, form a
inhospitable environments. structure as threatening as a castle.
A Magical Fortress requires the Some edifices are used primarily by
Castle Hook if a powerful noble is likely magi. The Hermetic Fair in the Alps is
to become aware of, and concerned by, held in a vast, twelve-sided hall with
the site. walls of polished quartz. Impossible ivory
Superior Engineering: This Boon is trees, festooned with silk banners, sup-
used for castles that are not magical but port its roof. The Garden of Ossuaries at
appear to be, because they exceed all Valnastium is beautiful parkland dotted
mundane expectation of what is possible with elaborate marble tombs that are
or affordable. Players, for example, may inscribed with, or recite, the deeds of early
wish their covenant to have concentric Jerbiton magi. Great Works — described
layers of defensive walls. This style of in the Chapter 7: Library — may be pur-
castle does not exist in 1220, although its chased either as Edifices with this Boon or
forebears, like the walls of Constantinople as books with Build Points.
and Krak de Chevaliers, certainly do, and Other edifices have an economic
a creative maga might extend the con- basis. One covenant keeps a woolshed
cepts they express in the defense of her of such exterior beauty that it is some-
own home. times mistaken for a monastery, while
These sites appear all but unnatural one Mercer House has naval yards of
to surrounding noblemen, and evoke fear, such widely reported excellence that none
distrust, and envy. They assure the viewer dare raid its shipping. There is another
that the lords of the castle expect war covenant whose aqueduct and irrigation
with forces of such power that only a king system are a marvel, such that certain
could rally them. They also express the Verditius magi weep at the sight of them.
capacity to pour out wealth as if it were of Some edifices are designed for use by
no consequence. Just as no nobleman may covenfolk. Val Negra has a tremendous
ignore a nearby castle, no king may ignore bath-house, built by Flambeau, where the
a concentric castle in private hands. To covenfolk gather, bathe, gossip, eat, are
This Boon includes either the Shell build such a place, without permission, is shaved, and have blood let. It also has
Keep or Tower Keep Minor Boon, or one a declaration of independence that assails a stadium, presumed of Roman origin,
of the four alternatives described in the the legitimacy of the monarch. in which military sports were practiced,
insert “Keep Alternatives for Castles with although its enchantments have now gone
Curtain Walls” on the previous page. It dangerously awry.
also includes the option of a barbican and Minor Fortifications Boons Most edifices, in older covenants,
moat, described in the insert “Barbicans mimic Roman style. These buildings have
and Moats,” also on the previous page. Artillery: The covenant has siege barrel or groin vaulted roofs, which are
Magical Fortress: An alternative to weapons, like catapults and ballistae, hemispherical. The enormous pressure
mundane castle-building is the construc- mounted on elevated points. These dis- placed upon the upright supports by such
tion of a fortress by magic. The magical suade besiegers, and, in some cases, pro- roofs causes the walls of most structures
fortresses that are possible with the assis- tect against attacks from the sea. When to buckle outwards, so piles of buttressing
tance of Hermetic magic are near limit- the covenant expects little trouble, many stone must be erected to support them.
less, and this catch-all Boon is designed of their siege engines are disassembled The walls are very thick, so the windows
to give players a blank slate upon which and held in the covenant’s basements, out are small and relatively few.
to describe their fancy. Mystical fortresses of the weather. An alternative style has emerged in
are often built on sites with the Unnatural Bedrock: The covenant has bedrock the last half-century in France. In it, the
Law Boon. foundations, rather than the more usual frame of the building is exposed, and such
There are many examples of mystical rubble. This protects it from undermining, wall as can be done away with is. The
fortresses in Hermetic and mundane folk- the most effective method of breaching a key difference of these buildings is that
lore. One castle spins on its axis to make castle’s walls. Bedrock castles cannot usu- the French have discovered that a pair
assault impossible. Automatons of brass ally have wells. This limits their supply of of pointed arches that intersect at right
defend another castle. A third is carved water. It also prevents them from having angles form an extremely strong struc-
from the living body of an enormous tree, underground storage areas, lacking magi- ture. These arched pairs can be placed on
while it is said that in distant Africa, a cal or laborious mundane mining. very tall supports. This technique creates
small castle has been built on the back of Edifices: An edifice is any major buildings which look lighter and airier,
the world’s greatest elephant. Hermetic building erected to inspire awe. Covenants but which are more difficult, and far more
scholars have speculated upon covenants rarely need edifices: they could function expensive, to construct. Windows are
deep under the sea, or floating on clouds. equally well with many small buildings, larger, and spires are far more common
A surprising number of Hermetic made of cheaper and less ornamented in these buildings. Many Hermetic edi-
magi will lend their assistance to the materials. Many covenants, however, have fices, particularly those refurbished dur-

14
Covenants
ing the last hundred years, show some
combination of these two styles. This can
confuse travelers, since the French style
Tower Keep
is predominantly ecclesiastical and the
traditional style more mundane.
Important Buildings: The covenant
has an additional large and important
building not mentioned in another Boon.
This Boon may be taken multiple times,
indicating a new structure each time.
Shell Keep (requires Castle): The
shell keep is a modification of the motte
and bailey castle. A motte is an artificial
mound of earth, between ten and one
hundred feet tall, on which a wooden
tower is built. This tower overlooks and
defends a courtyard that is surrounded
by a ditch, embankment, and wooden
palisade. This courtyard is called the bai-
ley. Some noblemen still build motte and
bailey castles in 1220, although Hermetic
ShellKeep
magi rarely do.
Most motte and bailey castles have
been strengthened since their creation
with stonework. A problem for a noble-
man planning improvements is that the
motte dominates the bailey, and so cannot
be ignored, but is not strong enough to
hold a stone tower keep of the style found
in more modern castles. The solution to
this problem is the shell keep.
A shell keep is a stone wall, usually
two stories high, that replaces the wooden
palisade atop the motte. The wall is thin
compared to other fortifications, being
between eight and fifteen feet, and has a and Colchester. Pembroke is 80 feet high, Minor Fortifications Hooks
crenellated walkway. Some structures like 53 feet in diameter, and has walls 16 feet
this are so large that it is not clear if they thick at the base. Colchester’s keep is 151 Crumbling: Many mundane castles
are a shell keep or a small inner bailey: feet long, 111 feet wide, and over three are in disrepair. Their function is to
Restormel in Cornwall, for example, is 40 stories high. Covenants that have works defend places in times of strife, and when
yards across. Buildings are constructed, on this scale, which are relatively simple their owners believe an extended period
using the stone wall as one external wall. with Hermetic magic, will awe the local of peace has arrived, they do not perform
These are usually wooden, or thin stone, nobility. necessary maintenance. Some castles are
and lack defensive use, but are far more The tower keep is surrounded by simply badly made.: For example, there are
spacious, airy, and comfortable to live in a courtyard, which contains wooden or many motte and bailey castles which have
than those of a conventional keep. The stone buildings of no tactical value. The had their wooden motte tower replaced
center of the ring of buildings is usually courtyard’s wall is made of thick stone, with a stone one. As these compact the
a courtyard. and is about thirty feet high. It is topped artificial mound upon which they sit, they
The wooden palisade around the bai- with a crenellated walk. A small tower, develop enormous cracks, and eventually
ley is also replaced, by a thick stone wall two stories high, defends the gate. fall to pieces. Crumbling is a useful Hook
about thirty feet high. This has a crenel- Vast and Labyrinthine: The cov- for saga with Gothic themes.
lated walk. Entry to the castle lies through enant is extremely large and has been con- Outbuildings: Small hamlets often
the lowest story of a square tower, two structed in a rambling, disorganized way. rise around castles. These house the lesser
stories high. No living person has seen every room in servants of the castle’s owners, those who
Tower Keep (requires Castle): Most the structure. Large sections of the cov- provide goods for these servants, and
tower keeps were built during the 12th enant are used infrequently, perhaps once those servants whose work is noxious,
century and are, generally, four stories every few years. Whole subcultures have like tanners. These hamlets, if too close
high and either square or rectangular. developed among the covenant’s staff. to the castle, provide cover and resources
Entry is via an external stairway to the Writ of Crenellation: Someone with for besieging forces. Some castles’ lords
second floor. The keep is usually topped the authority to do so has given the cov- destroy encroaching buildings, while oth-
with crenellated battlements. Newer enant, or one of its servants, the right to ers eventually throw a wall about them,
keeps may be polygonal or, most recently, fortify their home. The Quaesitores, who creating a fortified village. Your covenant
round in plan. are concerned about the propriety of deal- has yet to embrace either option.
As an example of size, the two largest ing with major nobles, may want to know Wooden: A large number of medi-
keeps of each type in Britain are Pembroke how it was procured. eval castles are made of wood. These are

15
Covenants
particularly vulnerable to fire, and, since on a road or at a village gate. The right is food, supplies, and income, and undertake
Hermetic laboratories are one of the often vested in a companion, to separate major reconstruction, either at the cove-
very few sources of explosions in Mythic the covenant from feudal obligation. Note nant itself, or further afield. Example disas-
Europe, Hermetic magi prefer to avoid or that this Boon does not provide an extra ters include crop blights such as ergotism
upgrade them. They are, however, cheap source of income, it merely ensures that and rust, plagues, droughts, earthquakes,
and quick to construct, and so may be one existing source enjoys a measure of and volcanoes. This Hook may be com-
suitable for Spring covenants, particularly protection and legitimacy that it other- bined with the Flawed Resources Hook,
those in forests. wise would not have. if part of the covenant’s infrastructure is
Secondary Income: The covenant is also destroyed.
blessed with an additional Typical source Poverty: The covenant has no sourc-
of income. This source of income is com- es of income at all and no mundane
pletely distinct from the covenant’s main resources to speak of. Even providing
Resources source of income. As well as increasing
the covenant’s total income, this diversi-
fication provides a measure of protection
daily food requires stories. Note that this
will set the tone of at least the beginning
of the saga.
The Boons and Hooks in this section — should the main source of income fail,
influence the covenant’s wealth. They the magi will still be able to provide for
are to be used in conjunction with the themselves without serious difficulty. This Minor Resources Hooks
covenant economic system presented in Boon may be taken multiple times.
Chapter 5: Wealth and Poverty. Vis Grant: The covenant gives out Contested Resource: Access to one
Troupes should carefully consider a portion of its vis to each member each of the covenant’s accessible resources is
the source of the covenant’s wealth. It year as a right. It must have sufficient contested with someone, or something,
determines the occupations of many of supply to meet this demand. This Boon is else. Thus, getting the resource requires
the covenfolk, influences the structure not appropriate where vis is held in com- a story. As a rule, one story means that
of the covenant’s community, and pro- mon by the covenant, or if the covenant the resource is available for five years.
vides inspiration for many stories. The demands service for a vis share; for the The resource in question should be of suf-
covenant’s source of wealth, and the many latter, use the Vis Salary Hook instead. ficient importance that the magi will want
details which follow naturally from its Wealth : The covenant is wealthy, to bother with the story.
selection, provide a counterweight, in even by the standards of other magi and This Hook may be taken multiple
many sagas, to the fantastical elements the nobility. One existing Typical source times to cover multiple resources. This
provided by other Boons and Hooks. of income is upgraded to Greater, pro- Hook may be Unknown when the saga
viding enough money for the magi and starts, and only become known when the
covenfolk to live very comfortably, with a first contest comes due.
Major Resources Boon large surplus for spending on luxuries. Dwindling Resource: One of the
covenant’s resources, usually a source of
Wealth: The covenant is fabulously income or vis, is dwindling, providing
wealthy. One existing Typical source of Major Resources Hooks an ever-smaller harvest. This could be a
income is upgraded to Legendary, provid- mine that is becoming exhausted, a lake
ing enough money for the most sumptuous Indebted: The covenant owes a vast or river that is drying up, or a population
of quarters and the purchase of the most sum that appears to be beyond its ability that is dying off or moving away. The
expensive materials and equipment. The to repay. The yearly interest due on the resource loses 10% of its original value
fortunate magi of such covenants can live debt alone amounts to about three quar- per year, meaning that it will be complete-
in kingly luxury, as can the covenfolk. ters of the covenant’s entire income, crip- ly exhausted within ten years unless some
pling its resources. If the debt repayments kind of action (or story) is undertaken
lapse, a powerful creditor will doubtless to halt the decline. This should be taken
Minor Resources Boons come calling. for one of the covenant’s more important
Indiscreet Resource: Gathering one resources, else the magi may not care
Hidden Resources: The covenant of the covenant’s resources involves overt- that it is dwindling. This Hook can be
has 250 Build Points of resources that are ly criminal acts. If these deeds are uncov- Unknown, but it will likely be noticed
not immediately available to the player ered by the relevant authorities (who may before too long.
characters. These might actually be lost be either mundane or Hermetic), severe Flawed Resource: The covenant has
within the covenant, or represent sections punishment for the player characters is 250 Build Points of improvements that
of the library that are only open to more the likely result. This may be avoided likely will not last, for example, a build-
highly-ranked magi. This Boon may be by the successful completion of a story ing that will collapse, a library that will
taken multiple times. every five years or so. An example of such burn down, or covenfolk who will die
Right: The covenant has been grant- a source of income is banditry, and an or mutiny. The loss of these resources
ed the right by some powerful individual example of such a vis source is the blood will constitute a story. If this story is
or organization (usually a noble) to col- from a trapped and tortured faerie. successfully concluded (for example, a
lect income from a privileged source. Natural Disaster: Within the first fire in the library is extinguished before
Examples include the right to collect the five years of the saga, a natural disaster it is totally destroyed), up to half of the
flotsam of shipwrecks, seize a portion seriously alters the economy (and possi- potential losses may be saved. If the story
of all smuggled goods found, exploit a bly the landscape) of the entire region in is botched, however, the losses may be
royal monopoly, harvest timber in a royal which the covenant is located. The cov- doubled. This Hook can be Unknown and
forest, fish a certain river (or keep the enant’s principal source of wealth is lost. may be taken more than once.
royal fish, the sturgeon), or collect tolls The covenant needs to find new sources of

16
Covenants
Illusory Resources: The covenant
has 250 Build Points of improvements that Style of Governance
do not really exist. This might be an actu-
al illusion (a building, books, or covenfolk Each covenant should select one Faux Feudalism: The covenant pre-
that are not really there), resources that of the following styles by which the tends to be a feudal holding, even to the
have been promised but which never residents of the covenant are governed. extent of having a person playing the
arrive, or otherwise due to false account- These selections, which are considered role of noble landholder, with scholars
ing or deception. When the characters Free Choices, differ from the options who are his or her “guests.” The noble-
attempt to use the illusory resources, a given in Chapter 3: Governance. Those man acts as the governor of the commu-
story will likely result as they discover and concern how the magi govern them- nity, acting as a judge of disputes, giving
investigate the cause of this phenomenon. selves, while these describe how the instructions to tenants and craftsmen,
This Hook can be Unknown and may be covenfolk are governed. and ordering services and supplies from
taken more than once. Autocracy: The magi reduce their outsiders.
Indebted: The covenant owes a fairly interaction with the covenfolk by Gerontocracy: The covenfolk form
large sum of money, vis, or something else appointing one minion to speak with an extended family, which is ruled by the
of value to another person or institution, their voice. This autocrat is the final older members on behalf of the magi.
such as a noble, merchant, magus, or arbiter of all disputes among the coven- Militocracy: The covenant is ruled
covenant. The wealth might have been folk, and his decisions, mercurial or by its military. The turb captain or a
borrowed either to invest in the covenant wise, have serious consequences for the tame nobleman acts as autocrat, and
or a scheme that provides resources for covenfolk and their masters. may have some sort of mundane title.
the covenant, or to cover some shortfall Council: The magi allow the coven- He might be a landed knight, for exam-
or emergency. The yearly interest due folk to select a committee that runs the ple. Most male covenfolk, and in some
on the debt is equal to about one quarter day-to-day affairs of the covenant. The cases female covenfolk, spend a period
of the covenant’s income, enough to be magi reserve a veto on the decisions of of time in the turb before embracing
a noticeable drain. Repayment of the the council. their mundane professions.
debt in full will require either saving over Democracy: The magi permit the Theocracy: Priests rule the cov-
several years or some kind of story. This covenfolk to select their own autocrat, enant. This is rare in the Order, and the
Hook can be Unknown at the start of the but over-rule their choice if the selectee Quaesitores generally do not approve of
saga, if the covenant has (or had) previous is incompetent. Democratically select- magi bending the knee to faerie gods,
inhabitants with unpaid debts. ed autocrats have a less administrative, although there is nothing in the Code to
Indiscreet Resource: Gathering one more ritualized role, and usually depend prevent it. Pretending to be a Christian
of the covenant’s resources necessarily on a highly effective steward, selected priest or saint, however, is a serious
attracts unwanted attention amongst a by the magi. breach of the Code.
certain group, such as the mundanes,
nobility, faeries, or the Quaesitores. As a Unknown, but probably not for very long. A background character who fulfills
rule of thumb, this results in a story once It may not be taken with the Secondary several roles, and could be purchased
every five years. Examples of indiscreet Income or Wealth Boons. with any of several Boons, needs only to
sources of income include the selling of Regional Produce: The covenant, be purchased once. For example, if the
enchanted wine or running a protection or nearby lands, produce goods that are covenant employs a tame nobleman to
racket; examples of indiscreet vis sources remarkable, if not unique. These goods fool mundane people into believing that
include the harvesting of bones from a bring in money, but are also significant the covenant is simply his estate, they not
cathedral crypt or the hunting of faeries. because of the Reputation they generate need pay for him a second time if he also
Natural Disaster: Within the first for the region. It encourages wealthy visi- acts as a drill instructor for the grogs. He
five years of the saga, a natural disaster tors, influences the reputations of people does not need to be paid for as a teacher
seriously alters the economy (and pos- identified as being from the region when with Build Points, either.
sibly the landscape) of the entire region they travel, and plays a central role in the
in which the covenant is located. The community’s festivals. Examples include
covenant’s principal source of income is regional wines, cheeses, and luxury Residents Free Choices
then halved in value (apply the Slump meats.
income modifier). The covenant may Vis Salary: The covenant members Hunters or Sailors: The covenant’s
need to find new sources of food, sup- get no vis as a right; instead they must people live by hunting, fishing, or some
plies, and income, and undertake major earn a share of the resources by perform- other profession that gives them useful
reconstruction, either at the covenant ing services for the covenant. skills for certain types of limited military
itself, or further afield. Example disasters action. These people need payment, a
include crop blights, such as egotism and penny per day, for their service, unless the
rust, plagues, droughts, earthquakes, and covenant has reached some other arrange-
volcanoes. This Hook can be Unknown. ment with them.
It may be combined with the Flawed
Resources Hook, if part of the covenant’s
infrastructure is also destroyed.
Residents Peasants: The covenant’s defenders
live as farmers for the rest of the year.
They do not practice at weapons during
Poverty: The covenant has only one The following Boons and Hooks the year, but most are competent with an
Lesser source of income, with little or no modify the inhabitants of the covenant. inexpensive weapon and are extremely fit.
surplus. This may suffice for day to day These rules do not affect player character Covenants usually cannot call up large
matters, but resources for major expens- preparation; a PC must buy any commu- numbers of men during the planting or
es require a story. This Hook can be nal Virtue independently. harvesting seasons. The advantage to

17
Covenants
researcher, or wily political strategist who
Crossbows assists younger magi with their personal
concerns.
Inhuman Residents: The majority
Crossbows will be described in detail in a future supplement. Until then, the of the residents of the covenant are inhu-
following rules should suffice: man. They have abilities that exceed
A crossbow takes (5 – Strength) minutes to reload. A crossbowman using a claw those of mortals in a useful way. Some
or pulley system reduces reloading time to (4 – Strength) minutes. A character with covenants house faeries, spirits, ghosts,
an anachronistic winding system may reload in (3 – Strength) minutes. No charac- and awakened animals. The covenant of
ter may discharge a bolt more than once per combat round. There are ten combat Calebais is an excellent example of this
rounds per minute. Boon taken multiple times.
Literate Covenfolk: The local peo-
Type Init Atk Def Dmg Range Str Load Cost ple, for the most part, are able to read, and
Historical +5 +5 0 +7 25 1 2 Exp. enjoy it. In many areas, the ability to read
Anachronistic +5 +5 0 +10 35 1 2 * places an individual outside secular law
and into the remit of Church laws.
* Available in the conventional setting only from a handful of Verditius magi. Has a Local Language: The local people
metal lath and winder. speak a language that is somehow useful
to their masters. Many covenants have
peasant warriors is that they are never gal for magi to enter into feudal contracts, Vulgar Latin as their language, but others
paid wages: a certain amount of military so the covenant has a generally willing speak odd regional dialects that cannot be
service is expected of them as part of servant who is the official ruler. This learned as easily by potential spies as the
their rent. degree of integration with the feudal sys- common tongues of Europe.
tem worries some Quaesitores, but stays Loyal Covenfolk: Good treatment
just inside the Code. of the covenfolk in the history of the
Major Residents Boons covenant has resulted in unusually loyal
servants. After calculating Base Loyalty,
Heavy Cavalry: Covenants that Minor Residents Boons add sufficient loyalty points to raise the
command heavy cavalry have a banner Prevailing Loyalty of the covenant to +3
of knights in their service. Major noble- Cavalry: The covenant has a small (30 loyalty points total).
men often claim exclusive right to elevate number of horsemen. They are not paid Missile Weapons: The covenant’s
others to, and sustain them in, the role of in money, but the upkeep of the men and mundane tenants include large numbers
knighthood. A covenant maintaining a their equipment is expensive, particu- of people who are highly skilled with mis-
banner of knights is ignoring the privileg- larly in southern climes, where oats are sile weapons. Examples include English
es of these nobles. It also threatens war. not plentiful. The presence of horsemen, peasants, required by law to practice the
Knights are very expensive to main- able to raid at a distance from the castle, longbow, Majorcan shepherds, renowned
tain compared to defensive forces. Their always concerns its neighbors. for their deadly slings, and Scottish floun-
role is to guard, or raid, land up to half a Crossbowmen: The covenant has der fishermen, deadly with javelins. These
day’s ride from their base. A covenant with a force of crossbowmen. They receive peasants pay the covenant military service
knights will make all noblemen within nine pence each day, even if they are not as part of their rent. They lack armor
their raiding range suspicious, and many required to fight. Between battles, they but may — in addition to their ranged
will respond with spies, fortification, or by may be used as guards. If the covenant armament — have inexpensive weapons,
employing more soldiers of their own. employs a garrison of crossbowmen, their which they use to defend themselves
Magical (Soldiers) (requires any neighbors will interpret their state of con- against enemies within melee range.
other soldier type): Soldiers with super- stant military preparedness as a threat. Strong Community: The covenfolk
natural mounts or equipment are a major As an alternative, the crossbowmen look out for each other to a degree that is
threat to all neighboring nobles, so most belong to a peasant company, like those exceptional, even compared to the strong
covenants either deploy them only in formed in some towns for self-defense. communal focus of medieval mundane
emergencies, or make sure no witnesses They aid the covenant in war, if relations life. This community is difficult for outsid-
are left after their operations. between the covenant and the peasants ers to infiltrate because each member of
A covenant is the Greek Isles, are good, and can be hired for adventures the community knows each of the others,
described in the book The Places I’ve Been outside the most important agricultural at least in passing, and is loyal to them, at
— You Wouldn’t Believe Me, has a small force times. If relations between the town and some level.
of men who ride the backs of gigantic the covenant deteriorate, the crossbow- Useful Curse: Local people suffer
terrapins. These creatures are difficult to men defend their families against the from a curse which they find unpleasant
raise and are slow-moving, but in naval magi. and uncomfortable, but which increases
battle they can swim against the wind, Criminals: A small group of brigands their usefulness to the magi. For example,
and they are able to mount amphibious or pirates serves the covenant. They may there are tribes in both Ireland and Greece
assaults. The Quaesitores have asked the have forsworn their old careers, or might where people live, involuntarily, as wolves
covenant not to alarm the nearby nobility, continue them on the covenant’s behalf. for years. These wolves have human intel-
so they have spread stories about a tribe They are skilled fighters, but do not need ligence and can understand speech, and
of faeries that ride turtles. payment beyond food, shelter, beer, and so make excellent covenant guards and
Tame Nobleman: The covenant rules — if still in business — booty. watchers on expedition.
a large enough territory that it can survive Famous Resident: A senior member Veteran Fighters: The covenant has
on the feudal rents of its vassals. It is ille- of the covenant is an Archimagus, famous a small force of professional foot soldiers.

18
Covenants
They receive a penny each per day, even have served their term, and many raise
if they are not required to fight. Between families with covenfolk. Military Preparedness
battles, they may be used as guards and Rebellious Covenfolk: Due to pre-
servants. Most use standard weapons, but vious events in the covenant’s history,
their officers have expensive ones. They the Prevailing Loyalty of the covenant Boons can be used to describe
also have standard armor. (see Chapter 3: Governance, Prevailing non-player characters who fight on
Loyalty) is shockingly low. Subtract suf- behalf of the covenant. Player char-
ficient loyalty points to obtain a loyalty acters are exceptions to these general
Major Residents Hooks point total of –75 (a Prevailing Loyalty descriptions, and are created using the
of –5). Stories that involve the disloyalty grog or companion rules. Applicable
Chapter House: The covenant owns of the covenfolk continue until morale is Boons include Cavalry, Crossbowmen,
and controls a second, smaller site, far increased. Criminals, Heavy Cavalry, Magical
from the covenant’s main holding. The School: The younger sons of many (Soldiers), Missile Weapons, and
site is so valuable that a small, dependent rich farmers and lesser lords congregate Veteran Fighters. Applicable Free
covenant, called a chapter house, has at the covenant to be taught letters and Choices are Hunters or Sailors and
been founded there. Chapter houses tend something of philosophy. Some travel to Peasants.
to agitate for independence from their the covenant from surrounding farms each
motherhouses, but deft handling allows day, while many from further away board Distorted Covenfolk: The natives
them to act as efficient harvesters of mate- for much of the year. Their training is of the covenant have been distorted by
rial that rivals would otherwise claim. insufficient to work as clerks or jurists, but its aura, so they find it difficult to interact
Diabolic Corruption: Some of the it prepares them for later, university study with mundane people, or travel in the
covenfolk are diabolists. This is difficult and marks them as gentry. mundane world.
to detect because the demon they serve House Jerbiton runs several of these Dumping Ground: Many minor
has clouded their minds, so that they look schools. Jerbiton apprentices are usually nobles have their older relatives retire
normal when scryed upon, even forgetting Gently Gifted, so they are more difficult to the covenant, in exchange for politi-
briefly their Infernal servitude. They have to detect than those of other Houses. cal favors and payments. In some areas
invited their master and his minions into Schoolmasters seek signs of magical abil- it is traditional, if unseemly, for sons
the covenant with depraved Infernal rites, ity or precocious intelligence among their to force their fathers into monasteries,
so the Aegis does not bar them, although charges, then report promising students allowing the son to inherit before the
it does limit their supernatural abilities. to the magi. House Jerbiton also runs father’s death and have the father’s upkeep
Divided Loyalty: The covenant is schools for girls, which is a novelty for paid out of monastic coffers. Covenants
divided into factions, and the Prevailing many noblemen. are not generally so generous, but some
Loyalty is calculated separately for each Superiors: The player characters can — particularly those influenced by House
faction. These factions may be profession- be given orders by the ranking members Jerbiton — accept aged, usually mentally
al, political, or personal, but they are in of the covenant, which they must obey. impaired, relatives of noblemen, who are
competition with each other. Actions that nursed in their final years away from their
affect the loyalty points (see Chapter 3: homes. Intellectually impaired children
Governance) of the covenant as a whole Minor Residents Hooks are also sometimes given to covenants,
affect all factions. Actions which benefit under a stipend system.
the loyalty of one faction over the oth- Alienable Land: The covenant Fosterage: The covenant is home to
ers will cause a decrease in loyalty of the allows its people to own farmland, homes, the child of a powerful person or being,
other factions equal to one half of the loy- and shops, rather than renting them. either because the being wishes the child
alty points gained. If the gap in Prevailing This allows industry to develop more to be raised among magi, or because the
Loyalty between factions ever reaches 3 quickly, as residents have a reason to magi have demanded it as a concession
or more points, then a story results based improve their dwellings and land. This for other services. This child’s safety is
on the tensions between the factions. This also allows covenfolk to mortgage their paramount.
Hook is compatible with other Residents land, to secure the money required to start Gender Imbalance: The covenant
Boons and Hooks that affect loyalty; work or expand their businesses. Stories arise has a deeply unbalanced gender divi-
out the total loyalty points, then divide when the land is sold, or lost, to creditors sion. This is common in new covenants,
them between the factions — but not who come from outside the covenant. which tend to have many male servants,
necessarily equally. These heirs are unused to the covenant’s and those that have lost many men to
Fractured Council: The covenant’s customs, and might seek the aid of a war. Surrounding communities judge the
magi do not work together. This may be higher authority to recover property they covenant by their own standards, and
because of chronically poor organization, consider theirs by right. Many covenants, so expect a group that is mostly male to
psychological damage from Warping, for example, allow female heirs to inherit expand its territory as a way of claiming
rivalry, misanthropy, or mutual hatred. far better portions than outsiders might wealth and women. A community that
Covenants dominated by player charac- expect, or local laws might allow. has few men will be considered leader-
ters may not take this Hook (or, at least, Dark Secret: The leaders of the cov- less, ill-garrisoned, and vulnerable. These
do not get a Boon in return). enant harbor a secret that, if exposed, may stereotypes are usually inaccurate for cov-
Mercer House: Part of the covenant lead to their ostracism or punishment. enants, leading to nasty and unnecessary
is a Mercer House, a supply and storage Although they have many resources avail- confrontations with expansionist nobles.
facility dedicated to supporting the opera- able to quiet it, the secret seems to crop Guild: The covenfolk have a political
tions of House Mercere. Recaps often up every few years as a potential problem. organization that can arrange for many
retire to the covenant’s town after they This Hook may be Unknown. of them to withdraw their services simul-
taneously. The guild usually strikes only

19
Covenants
when it feels its members suffer mistreat- convert others to its service. This Hook is in Romeo and Juliet, for example, and it is a
ment. The guild agitates for better wages, usually Unknown. valid way to play the game. Other troupes
shorter hours, and less dangerous work- Refugee: A displaced nobleman, or prefer to steal color and story ideas from
ing conditions. Many guilds also provide noblewoman, has come to the covenant the folklore of the places they choose.
funds for medical help, retirement, funer- seeking shelter from the forces of a usurp- Many choose an area because a player has
als, the widows of members, and other er who has stolen his or her land and an enthusiasm for that area’s culture.
social services. riches. The refugee has useful skills, and Ars Magica divides Mythic Europe
House Church: A fervent group of may aid the magi, but intends to eventu- into twelve Tribunals. Magi live slightly
Christians practices the sacraments in ally seek revenge and restoration. This differently in each Tribunal and face dif-
one of the houses within the covenant. Hook may be Unknown. ferent pressures and threats. Many sagas
Left unchecked, this may affect the aura. Rights and Customs: Members of ignore these differences. Most of the
An added complication is that the House the covenant have a series of traditional supplements for Ars Magica assume that
Church members may be heretics, liv- rights that cause the magi difficulty, but covenants built in one of the Tribunals
ing in the covenant as a shelter from the cannot be altered without serious damage are concerned with the issues described as
Church. This Hook may be Unknown. to covenant morale. These include local pressing for that Tribunal.
Incompetent Covenfolk: Many holidays, mandatory feasts, exemption Within each Tribunal, covenants
covenfolk are dim-witted, unskilled, or from death taxes, and other odd local develop rivalries. These can be based
accident-prone. This may be correctable. customs. on differences of philosophy, such as
Indigenes: The covenant was found- Seed of Madness: Madness is com- those between House Jerbiton and House
ed through a colonial process when the mon among the covenfolk, caused by Merinita on the expansion of towns into
magi and their primary servants took Warping or extreme social trauma in pre- the forest, on professional rivalry, or even
possession of an area occupied by another vious generations. on simple greed and fear.
people. The covenant’s population is strat- Spies: Agents of a rival have infiltrat-
ified: the new arrivals rule, the indigenous ed the covenant or a nearby town. They
population serve. The covenant would be are content to simply collect information Major External Relations
far more stable, in the long term, if the at this time, but might perform sabotage Boons
two groups could reconcile, and perhaps as the rival’s scheme develops. This Hook
form a hybrid culture, but that is difficult. may be Unknown. Autocephalous: Some areas of
The indigenous population feels generally Suffrage: The covenant grants equal Europe are not ruled by any nobleman,
angry and vengeful. The incoming popu- rights to men and women. This is, theoret- or are ruled by smallholding nobles who
lation, on the other hand, feels generally ically, sinful and likely to incite contempt have never bent the knee to an outsider.
superior and is subject to the temptations of the covenant’s officials by outsiders. This Boon suits covenants in any place
that the conqueror feels in their treatment Superiors: The player characters are where they can, without question, claim
of the conquered. not in charge of the covenant, and while the right to live without an overlord. A
Inhuman Covenfolk: Enough of the their superiors cannot order them about, covenant with the Isolated Boon need not
covenant’s residents are inhuman that it the player characters do not have control take this one.
draws attention from surrounding com- of covenant resources. Dedicated Covenant: This covenant
munities. They become aware of the inhu- was formed to fulfill, or later chose to
man population far more quickly if they adopt, a difficult task. Other magi in the
engage in militancy or commerce. Tribunal, or the Order, feel the covenant’s
Infants: Something about the cove- work is so laudable that they have passed
nant’s aura is affecting the next generation
of covenfolk. In some covenants, the
Hook is that every child born is a twin.
External rulings to ensure that the cost is shared
equitably. Many covenants are dedicated
to research. In Ireland there is a covenant
Many women die in labor, the covenant’s
population booms, and stories involving Relations dedicated to researching spells that pro-
tect against the servants of the Infernal,
mistaken identity are common. As the while in the Alps a covenant continually
population increases, the covenant needs These Boons and Hooks affect how seeks better longevity enchantments. A
to expand, possibly to the detriment of the covenant’s members interact with each dedicated covenant receives money, vis,
its neighbors. In other covenants children other and with powerful outsiders. Players and other assistance from other cov-
are very rare, which leads to folk and faer- should contextualize these choices by enants. While this does not make its
ie remedies for bringing about pregnancy, selecting a large geographical area in research lucrative, it does prevent the
the nurturing of children communally, and which their covenant lies. Selecting a covenant from sliding into penury due to
the constant need for immigrants. In some large town and saying that the covenant its work.
covenants, the children have odd flaws or lies a certain number of days’ travel from Exceptional Book: The covenant has,
skills, or are not human at all. This warp- it is satisfactory. More detail can be sig- legally and legitimately, gained possession
ing usually follows a single theme. In one nificant if the troupe desires historical of a copy of the finest summa ever writ-
Alpine covenant, for example, all people accuracy in their saga. ten on one Art. This book is an excellent
born are suited to temperatures far below The covenant’s location is important addition to the library, of course, but it is
the human norm. if a troupe wants to use historical materi- also a powerful diplomatic tool and source
Possession Victim: One of the coven- als to guide the development of its stories. of prestige. If you select this Boon, you
folk is possessed by a powerful demon. It Some troupes feel this is too much work, need not pay Build Points for the book.
has been able to cross the Aegis of the Hearth and have English castles and people wher- The book’s (level + quality) = 35, with a
hidden in its host. It seeks to do harm and ever their saga is set. There is a long liter- maximum quality of 25 and a maximum
ary tradition of this; Shakespeare does it Art level of 20.

20
Covenants
Favors Owed: The covenant is owed by the agreements, are treated well, and the hand of scullions, maids, and washer-
favors by someone or something, possibly consulted in important matters. The women, and faerie princes send obscure
another covenant, mundane lord, bishop, agreements usually cover political issues gifts to the widow who owns the castle.
or mystical creature. The covenant can like vis harvesting, molesting the fay, and Promised Favors: Gifts and assis-
give the external party orders, although control of Hermetic populations. tance have been pledged to the covenant,
the external party decides the best way to Informants: The covenant has a small provided they do something that they
carry them out. network of helpful people who provide find simple. The gifts can take many
Hedge Tradition: A local tradition the covenant with useful information forms: vis, money, books, servants, sea-
of minor practitioners of magic has fallen about its rivals. Companions usually con- sons of work, and political support are
under the control of the covenant. These tact informants, and sometimes rescue common offers.
servants of the covenant can have mysti- them, or smuggle them to the covenant. Ungoverned: Some parts of Europe
cal abilities, but their talents do not vary Some Bjornaer covenants have networks have been in a state of anarchy so long
much between practitioners. They pro- of helpful animals, instead. that no one can be said to rule them.
vide useful information about their activi- Covenants in these areas need only deal
ties to the covenant, and aid it in minor with minor, neighboring nobles, each of
ways. For example, in Loch Leglean, a whom has many rivals.
covenant controls all of the midwives
in the Stirling area. They collect useful
information and perform minor magic to Major External Relations
aid the covenant. Hooks
Prestige: The covenant is famous. Its
members are well treated, as far as The Beholden: The covenant owes favors
Gift permits, and people are reluctant to to someone or something, possibly anoth-
cross the covenant openly. Within the er covenant, or possibly a mundane lord,
Order, this applies to domus magnae, or to bishop, or mystical creature. The exter-
the oldest and most powerful covenants. nal party can give the covenant orders,
A covenant that repeatedly aided and although the covenant gets to decide on
defended its mundane neighbors could get the best way to carry them out.
such a reputation in the mundane world, Center of Excellence: The covenant
although that level of activity would draw lies close to a mundane source of unusual
the attention of the Quaesitores. The goods, and employs specialists to make
covenant has a Reputation score of 9. This those goods. The rulers of the place that
Boon may be taken several times, with provides the materials, who are extremely
the prestige applying to a different group wealthy, will grow to see the covenant
each time. as a threat to their monopoly. Examples
Powerful Ally: The covenant is sup- include glass manufacture near Venice and
ported, covertly, by a powerful figure silk near Constantinople.
whose personal agenda, although sepa- Ceremonies: The covenant hosts the
rate, is not uncomfortable to the cov- major ceremonies of the Order on a regu-
enant. The ally might be a faerie queen, lar basis, such as Tribunals, ceremonies of
a powerful creature, a nobleman, a young welcome, and Hermetic fairs.
covenant, or even a prince of the church. Hedge Tradition: The area in which
This alliance will fail if the magi act in the covenant lies is outside the usual
ways their supporter finds noxious, or fail sphere of Hermetic influence. It lies with-
to provide support in return. in the established territory of one of the
hedge traditions that is active on the
Local Ally: A person of prestige and borders of the Order. Some members of
Minor External Relations power in the nearby area assists the cove- the hedge tradition resent the covenant’s
Boons nant, overtly. A sheriff, local nobleman, or presence and its use of resources that they
village priest would all be suitable allies, believe are rightfully theirs, but there is
Benefice: The covenant owns the as would a powerful spirit constrained to no formal state of war, yet.
land on which the local church stands, a single location. Hermetic Services: A handful of
the church building itself, and the cottage Prestige: The covenant, and its mem- covenants survive by providing resourc-
in which the priest lives. This means the bers, is well regarded. This may be because es to other covenants. These resourc-
covenant can, if it wishes, refuse to allow of previous actions, such as defeating a es include goods, like special inks and
a given individual to use the church. The monster, or because of continuing features vis, and services, like creating longevity
assignment of benefices is a matter of of the covenant, such as a superb library. effects. These covenants are particularly
some controversy, since bishops reserve The covenant has a Reputation score of dependent on Hermetic peace for their
the right to appoint priests to congrega- 3. This Boon may be taken several times, prosperity, which forces them to act as
tions, while the landowners reserve the with the prestige applying to a different conciliators in difficult situations.
right to refuse access to their buildings to group each time. Mundane Politics: The covenant is
unsuitable priests. Marco, a Redcap many caution not deeply ensnared in mundane politics and
Felicitous Tribunal: The covenants to trust, claims to have visited a covenant must keep the Quaesitores from becom-
in your tribunal maintain a series of agree- whose women are as beautiful as a rain- ing too interested in their activities.
ments. Even new covenants, if they abide bow. Suitors come from far lands to seek

21
Covenants
Rival: Someone or some group is begins, the covenant owes favors to three Unsafe: Redcaps do not visit your
working to destroy the covenant, and has other covenants, but is owed three favors covenant. The usual reason the House
the resources for this to be possible. Thus, as well. gives for this lack of service is that the
the rival must be of comparable power to House Covenant: A single House way is too unsafe even for the brave
the covenant. rules this covenant; the other magi who and resourceful servants of the House,
Tribunal Border: The covenant lies live in it are its servants. The leaders of although this excuse occasionally hides
outside any Tribunal, or in the disput- the House appoint the leaders of the cov- another motive. Instead of direct delivery,
ed borderland between two Tribunals. enant, and the covenant’s charter forbids the covenant’s servants collect messages
Representatives of powerful covenants local magi from assuming greater control. at a Mercer House or secure drop-off
in the neighboring Tribunals attempt to Infamous: The covenant is mistrust- point. This delay means that the letters
sway the magi to join their Tribunal when ed, has a checkered Hermetic record, are sometimes worthless, opportunities
the magi are forced to select one. Slighted or is held in contempt. This mirrors the for action having passed. The covenant
suitors may be angered. Prestigious Minor Boon. can have normal deliveries if it can deal
War Zone: The covenant lies between Itinerants: A mobile community vis- with its problems and then demonstrate
two powerful noble holdings that are at its the covenant every year. This might be this to the House.
war. Each side requires the magi to join it. a wandering group of minstrels, a family Unsubtle Predecessor: One of the
Failure to assist, on either side, may lead of merchants with their servants, or bands covenant’s founders funded its early work
to reprisal because the warlord considers of farm laborers looking for work. Some by pretending that the covenant had a
the covenant in league with his enemy. covenfolk welcome these arrivals, with gold mine or similarly enviable source
This Hook may be Unknown. their news and money, while others find of portable wealth. The covenant has
them a source of endless trouble. While claimed, for many years, that things have
they may pick fights and engage in petty changed and they no longer have unend-
Minor External Relations theft, they also carry rumors, trade goods, ing reserves of this commodity, but many
Hooks and money. local nobles do not believe them, or
Missing Founder: One of the cov- believe that they have maintained a siz-
Ancestral Error: One of the magi enant’s founders slipped from Hermetic able treasury of the stuff.
who founded the covenant made a grave history indecisively, and this causes the
error that harmed many people, or will- covenant difficulty. For example, rumors
ingly performed a deeply sinful act. The emerge that the founder thought gone
covenant must eventually face the conse- lives on in Faerie, or someone appears
quences of this mistake. This Hook may
be Unknown.
Centralized Kingdom: In some parts
from Arcadia claiming to be his son.
Alternately, a will might be found in a
book in at Durenmar that gives many of
Surroundings
of Europe, England for example, it is the covenant’s goods to an heir, debtor, or A circle twenty miles across, as a
perfectly clear who owns every bit of cause. This Hook may be Unknown in the rough estimate, is the area that the mount-
land. A newly founded covenant in such sense that the resumption of the founder’s ed warriors from a castle can impose
an area will need to explain its presence estate is unexpected. its lord’s will. The circle is distorted by
to, and come to terms with, its putative Public Vis Source: One or more of geography, political considerations, and
noble lord. the covenant’s vis sources has had its loca- mystical influence, but the twenty miles
Church Territories: Large parts of tion and method of harvesting precisely around a covenant are its home ground.
Europe accept a representative of the written into a ruling of the Peripheral The majority of the covenant’s food,
Church as their mundane noble. This is a Code. The covenant unquestionably owns income, and emergencies are generated
Minor Hook, rather than a Free Choice, the source, but any enemy wishing to within this radius, and these Boons and
because the Church is less tolerant of make mischief knows exactly where the Hooks describe its contents.
heterodoxy — thoughts that may lead to covenant’s vis comes from.
sin — in its territories than lay rulers are. Rival: Someone or some group is
This Hook may be Unknown. working to undermine or stymie the cove- Major Surroundings Boons
Favors: The covenant owes favors to nant. This rival may be much weaker than
someone or something, possibly another the covenant, as long as he is capable of Defensive Environment: Magical
covenant, or possibly a mundane lord, causing problems worthy of stories. This forces confound invaders in this area. In
bishop, or mystical creature. This person Hook may be Unknown. one part of Ireland, for example, the fog
cannot give the covenant orders, but the Slavery: Your covenant has slaves in rises from the ground to befuddle harass-
covenant is really obliged to help if he is its population. It is illegal, in Europe, to ing bandits and warn locals of trespassers.
in difficulty. enslave Christians, so enslaved popula- Some forests twist their trails so that tax
Hangout: There is a place outside the tions are rare in Hermetic covenants. collectors become lost. There are islands
covenant where many of the player char- There are some Hermetic slaves in the defended by winds, or circles of storms.
acters go to unwind. It might be an inn, Baltic, and others in the Levantine and These natural forces tend to be worthless
a brothel, a church, a mundane scholar’s Theban Tribunals, purchased after the fall again saints.
house, or any similar place. Many stories of Damietta to the Crusaders last year. Tithing Miracles: A tithe, literally
start there as the characters meet other Slaves who convert must be freed. “tenth,” is the share of a person’s income
attendees and are drawn into their lives. Undemocratic Tribunal: Your that he gives to the Church. A tith-
Hermetic Politics: The covenant is Tribunal is dominated politically by an ing miracle is a miraculous increase in
engaged in the elaborate game of trad- Autumn covenant, which is not interested the remaining income that makes good
ing of favors that passes for politics in in your welfare. the loss of the tithe. These miracles are
some Hermetic Tribunals. When the saga reported regularly in this area, which

22
Covenants
makes the surrounding people particularly chase, with their families. Chases also their property, since the Laws of Edward the
pious, and wealthier than normal. This in attract criminals as hiding places. Confessor were drafted in the 12th century.
turn makes the Church more powerful There are many stories of knights The laws allow a rich man to have Jews if
than it would otherwise be. The miracle finding faerie courts while chasing deer, he buys a special license, but the covenant
is usually noticed when the goods are but the covenant’s chase is probably free has so many of the king’s chattels in its
sold, and found to be heavier than the of faerie nobles. Lesser faeries are found in employ that it would not be able to give
owner expects, up to the weight of the profusion, but they have a more human, him the required money without raising
untithed material. In some places miracles and friendlier, character than the primal the ire of the Quaesitores.
of increase exceed the tithe; the book forces of the dark woods. It is not, howev-
of Kings describes a miracle in which a er, unusual for a chase to abut an untamed
woman fills many pots with oil from a forest. The border is often marked in some Major Surroundings Hooks
single pot to avoid selling her sons into way, for example by a stream. Beyond the
slavery. border, the forces of the wild often lay City: The covenant lies near a city.
Mystical Allies: A large mystical crea- traps, and post guards, to dissuade humans This is very convenient for purchasing
ture is the friend and occasional benefac- who stray from the chase. material, but can lead to problems for
tor of the covenant. Alternatively, a group Hidden Ways: The characters, and political reasons. Most cities desire to
of smaller animals assists the covenant. perhaps some local mundanes, can make dominate their hinterland, but noblemen
their way around the countryside by some usually control the area around cities and
conventional means that is unavailable to are jealous of their prerogatives. A city
Minor Surroundings Boons outsiders. This virtue suits the secret paths is a rich source of revenue, so if these
of Sherwood or other forests, the labyrin- noblemen are sufficiently powerful, they
Chase: A chase is an area of royal for- thine canals of the Wash or other swamps, wish to control the city themselves. This
est, or other forest that once belonged to the intricacies of navigating caves or sew- Hook places the covenant in the zone
a major nobleman, that has been granted ers, or ways of moving swiftly through a where the city and its neighbors play out
to the covenant for its use. The intended city’s spaces. their disputes.
function of the chase is the breeding and Minority: The mundane settlements Demonic Interest: This area has
capture of game animals, like deer, and near the covenant have many representa- come to the particular attention of a pow-
the chase probably includes hides and tives of a foreign cultural group, which erful demon. It does not focus its attention
runs, to aid in hunting. The covenant, in has its own customs and folk-magical entirely on the covenant, but it would like
turn, usually allows its servants use of the practices. Members of the group might to claim the souls of the magi, and their
chase. Poaching is typically forbidden, settle in the covenant, if offered a better servants, for Hell. The demon is served
as is tree felling, but the magi may vary life than in the surrounding settlements. by a series of lesser Infernal spirits, and
this as suits them, to reward exceptional A covenant in England has many Jews it sends them, usually one at a time, to
service. Most peasants collect firewood in among its covenfolk. They find the cov- oppress the area.
the chase, harvest wild nuts and berries, enant a liberating community. The magi Enclosed: Forces that the magi can-
and run small groups of pigs. do not prohibit them from owning land, not currently counter have prevented all
The chase is a thoroughly domesti- do not prevent them from entering trades, mundane travel to the rest of the world.
cated piece of woodland. It usually lacks and do not force them to wear a white This has the advantage of making the
large predators, like wolves, but the cov- clothing patch. The covenant’s friendli- covenant safe from prying priests and
enant employs gamekeepers to ensure ness toward Jews must be kept secret, noblemen, but leaves the covenant vul-
that new marauders do not migrate into however, because the King of England has nerable to shortages of materials and
the chase. Gamekeepers may live in the owned all Jews in his kingdom, and all of skilled laborers. Any surplus the covenant
produces for trade is likely valueless, as
are portable forms of wealth like precious
metal and gemstones, since there are no
buyers for these goods available. They
may be stored until the covenant connects
with the outside world.
Faerie Landlord: A powerful faerie
claims all of the territory that the covenant
uses, and is easily angered by its activities.
The landlord has extensive magical abili-
ties and many spies. An example is the
giant Idris, who controls all of the land
around the mountain that bears his name,
in Wales. He can call down mist over the
land, ruin crops with foul weather, and
send his servants — gray foxes who can
seep into houses like clouds — to spy on
and sabotage his enemies.
Meddlesome Saint: A saint takes spe-
cial interest in this area, perhaps because
her relics are held in a local church. The
saint is the patron of a cause or profes-
sion, which she seeks to promote while

23
Covenants
simultaneously attempting to lead certain others begin a final round of debauchery coming ashore to find a bride. This Hook
people back to the true path. A meddle- and murder. may be Unknown.
some saint is far worse than a meddlesome Deathbed Visitor: A supernatural Fated Feat: An incomplete prophecy
person, because saints are all but beyond being appears to many people in the sur- is widely known in the area. It causes
Hermetic power. rounding area as they are about to die. In upheaval whenever someone attempts to
Monster: A powerful mystical crea- some areas, it is Death himself; in others, complete it. For example, in a castle near
ture lives inside the covenant. The crea- demons come seeking the souls of sinners. a covenant in Wales, there is a horn that
ture can be aligned with any realm, and If this visitor can be tricked, or beaten in a can be blown only by the true heir of the
should be too powerful for the player game in which the dying individu- ancient kings. Anyone attempting to gain
characters to defeat at the beginning of al wagers his access to the horn is claiming the local
the saga. nobleman has no right to rule, which
Pagans: The covenfolk of this com- leads to trouble, but the horn peri-
munity worship something other than odically disappears from the castle,
the Christian God. This is likely to cause as if seeking an owner. Similar
intense friction with the Church if prophecies lead people to dis-
discovered. If the object of their turb resting monsters through-
worship answers their prayers on out Mythic Europe.
a dependable basis, it must be Fallen Temple: There is
bought separately as a Boon, most an area near the covenant
likely an Ally . that was, for a lengthy peri-
Pilgrimage Site: Pious od, a site of magical prac-
people travel from across tice. The temple site has
the kingdom to visit a holy not been secured, so the
shrine near the covenant. covenant’s members can-
This means that the Church not be sure what defenses
is more active and vigi- or treasures wait there.
lant in the area than usual. Festival: A large num-
As a partial recompense, ber of the local peasants
there are large numbers of gather for festivals on cer-
wealthy people traveling tain occasions. This often
through the area, and many inconveniences the magi.
similarly situated covenants For example, the Irish
make money by providing Beltane Fire Festivals
services to pilgrims. dispel minor Hermetic
Ruined Covenant: enchantments and
The covenant is near the curse witches, so those
site of a powerful cov- with The Gift must hide
enant, which has fallen behind the Aegis of the Hearth
into ruin. The young- on those evenings. Passion
er covenant controls plays may be followed by
some of the previous troublesome miracles, or
covenant’s resources, over-excited mobs.
but has not discovered Ford: Near the cov-
them all, nor explored enant lies a ford that is the
the central site of its most convenient river-cross-
predecessor. ing for at least three days
Seat of Power: travel in either direction.
The covenant is near The river channels trav-
the primary residence elers to the ford, which
of a great nobleman or a can be exploited for
prince of the church. Either is income, but the ford is also
capable of raising a large army, an obvious military objective
and jealous of his control of the in times of strife, since it can be
sources of revenue within this area. life or soul, then the dying person might held by few men against many.
be saved. Guardians: In ancient times a hedge
Faerie Court: There is a faerie court magician bound guardians to a site near
Minor Surroundings Hooks somewhere near the covenant. A faerie the covenant. A legend says that the
court is usually limited to a small geo- guardians protect the magician’s treasure,
Death Prophecies: An apparition graphical area, like a woodland, lakebed, but a second, and more troubling, story
appears in the area to warn certain people or ring of stones. It is an endless source says that the guardians are the jailers of
that they are about to die. Many of of stories if sought out. Occasionally a monster the wizard could not kill. The
these people seek to prevent their deaths the faeries may leave the court, like the local nobility have made it clear that
using methods detrimental to their fel- Hounds of Anwyn chasing the dead they do not desire anyone to disturb the
lows. Some attempt to atone for their sins; across Wales by night, or the Selkie King trouble sleeping at the site, so any investi-
gation must be circumspect.

24
Covenants
Heretics: A large number of people than once, to represent multiple protec- Hooks: Castle (Major), Fosterage
in the area surrounding the covenant hold torates, and the site may be distant from (Minor), Politics (Minor), Protector
views of which the Church is unlikely the covenant. (Minor), Rival (Major), Rival (Minor),
to approve, once they become aware of Roman Ruins: A ruined Roman fort, Superiors (Major)
them. The Church’s initial response may wall, or township lies near the covenant. Free: Faux Feudalism
be to send friars to the area in an attempt Rumors say it is intermittently haunted, Boons: Artillery (Minor), Aura
to draw the heretics back to the true faith, and some treasure may remain, hidden (Minor), Curtain Walls and Mural Towers:
but if this fails, military action by the nearby. The ruin’s chief use to magi is that Hall Keep (Major), Edifice x2 (Minor),
Church’s mundane allies may follow. This it is made of dressed stone, which can be Prestige (Minor), Tame Nobleman
Hook may be Unknown. reused to make covenant buildings, if they (Major), Powerful Ally (Minor), Wealth:
Hermit: A saintly hermit lives within can secure the rights to it from its owners. Agriculture (Minor), Writ of Crenellation
the vicinity of the covenant. He does not This Hook may be Unknown. (Minor)
meddle much in the affairs of mundane Sanctuary: A site near the covenant
people, but is sometimes drawn from is a sanctuary: a place where the accused
seclusion by visions. This Hook may be can shelter, either due to ancient law Devoted
Unknown until the first encounter. or because it is owned by the Church.
Legendary Site: An important his- Sanctuaries tend to attract desperate crim- This covenant has devoted itself to
torical event took place close to the inals, and innocents who are even more attempting to reach the Lunar Sphere —
covenant. This affects the covenant occa- desperate. This Hook may be Unknown. not, they insist, breaching it. Archimagus
sionally because either the events have Site of Weakness: A mystical site Theoderic, who is affable and encourag-
not yet resolved themselves or outsiders near the covenant could be used by the ing, governs this covenant. His mater, the
sometimes stir up the site seeking artifacts unscrupulous to harm people for miles Archimaga Diana, was the last to attempt
or historical legitimacy. The regiones around. For example, a faerie stone in to reach the Sphere, but she was blasted
around Tintagel in Cornwall, for example, Wales that unleashes terrible storms that into tiny fragments of glass during a labo-
lie at the heart of many Arthurian myths: destroy crops if water is poured upon it. ratory accident on this site. Some other
Merlin might wake from his slumber, a Climbing Mount Pilatus in the Alps can covenants, predominantly from Houses
meddling person might unsheathe the generate similar storms. Another covenant Bonisagus and Merinita, give these magi
sword that wakes the sleeping knights, or guards a graveyard, because sleeping there support.
a king might attempt to seize the Round causes terrible plagues to emerge from the Hooks: Ceremonies (Major), Magical
Table as it rises from a bog each midsum- Earth and blow across the countryside. Disaster (Major), Flickering Aura (Minor),
mer and anger the faeries by his success or This Hook may be Unknown. Hermetic Politics (Minor)
seek the aid of magi after his failure. Ungarrisoned Castle: Within the Free: Autocracy, Island
Massacre Site: There is a piece of covenant’s vicinity lies a castle belong- Boons: Dedicated Covenant (Major),
unhallowed ground near the covenant ing to a major noble or the Crown. Like Fallen Temple: Diana (Minor), Famous
that was created by diabolism, battle, or most castles, it is ungarrisoned in times Resident (Minor), Felicitous Tribunal
some other terrible misfortune. Ghosts, of peace. A constable, perhaps a minor (Minor), Seclusion (Minor), Wealth:
animals possessed by demons, and clouds knight, and his household keep it ready Marble Quarry (Minor)
of illness come forth from it, and rumors for rapid militarization, should trouble
of greater horrors are common. This brew.
Hook may be Unknown. Ecclesiastical
Missing Expedition: A group of
Hermetic magi attempted to set up a This covenant, sponsored by House
covenant in this area many years ago, but Jerbiton, has close ties to the Church. It
they vanished. Clues to their fate may
emerge, and whatever happened to them
might threaten to recur. This Hook may
Covenant has agreed to monitor a site that was once
used by diabolists, but this has aroused
the ire of the demon whom the diabolists
be Unknown.
Monastery: There is a monastery Situations served.
Hooks: Church Territory (Minor),
near the covenant, which uses much of Corrupt Area (Minor), Demonic Interest
the local land to support its monks. The Each covenant situation described (Major), Mundane Politics: Church
monastery is not militarized, but the local below is a package of Boons and Hooks Politics (Major)
population finds its leaders persuasive, that balance. Troupes wanting to move Boons: Powerful Ally (Major), School
and as it grows, it may desire some of quickly through the covenant generation (Major), Vivid Environment (Minor),
the covenant’s land. Even now, it expects process should select the one that suits Wealth: Bankers to the Local Bishop
financial support from the covenant. their needs most closely and tailor it with (Minor)
Monster: A powerful mystical crea- additions from the lists above.
ture lives near the covenant. The creature
can be aligned with any realm, and should Expedition
be too powerful for the player characters Autumn Power
to defeat at the beginning of the saga. This covenant has been created to
This Hook may be Unknown . This strong, Autumn covenant is discover the diamond mines of Solomon.
Protector: The covenant is respon- based on the manorial model. The cov- Its members endure hardship, but have
sible for protecting something, such as enant’s strength brings problems in the hopes for fame and fortune. They follow
a village, a magical grove, or a weaker form of rivals, political involvement, and a map that has been used before, by two
covenant. This Hook may be taken more hierarchy. expeditions which did not return.

25
Covenants
Hooks: Erratically Mobile (Minor), Tame Nobleman (Major), Criminals: ty (Minor), Regio (Major), Vast Aura
Missing Expedition x2 (Minor) Smugglers (Minor) (Minor)
Boons: Powerful AllyMajor)

Quaesitorial Agents Spring in the Woods


Hermetic Market
The covenant comprises a Hoplite This young covenant has been found-
This covenant lies at the center (see Houses of Hermes: True Lineages, page ed deep in the woods to escape the atten-
of Europe, and holds Ceremonies of 70) and a team of non-magical agents, tion of the Church, nobility, and senior
Welcome each year, which allow appren- sent forth by the Quaesitores to deal covenants of the Tribunal. It has managed
tices to become magi. Many magi use with situations that the Order would like to develop good relations with the Court
these gatherings to trade and gossip, maximum capacity to deny. Agents are of the Bees, but has, at the same time,
and the covenant charges a small fee for given enormous sums of money and magi- aroused the ire of the minor faerie that
setting up a stall. It also controls sur- cal equipment to allow them to complete used to raid the beehives. This faerie has
rounding businesses that provide food, their tasks. This saga’s stories end with found a way past the Aegis and now lives
accommodation, and alcohol. Its servants decisive, violent confrontations between in the covenant, causing minor trouble.
act as tailors, saddlers, and blacksmiths, to the player characters and villains. As the Hooks: Faerie Aura (Minor), Faerie
repair the equipment of travelers. plot of each story develops, the player Court (Minor), Resident Nuisance
The covenant’s Unnatural Law refers characters destroy expensive equipment (Minor), Small Tower: Wooden (Minor)
to powerful truth magic that affects the and ruin distant, picturesque locations Free: Gerontocracy
place. Here, broken oaths cause the with fulsome application of devastating Boons: Hidden Ways (Minor), Local
tongue of liars to bleed, forged items magic. Ally (Minor), Unnatural Law (Minor),
reveal themselves through chance, and Boons: Informants (Minor), Powerful Useful Curse (Minor)
light or heavy measures break or refuse to Ally: House Guernicus (Major), Wealthy
weigh. This effect has Penetration 15, but (Major)
is believed by many to be higher. Hooks: Beholden: Quaesitores Struggling
Hooks: Ceremonies (Major), (Major), Constantly Mobile (Major),
Hermetic Services (Major), Castle Hangout: Venetian Villa (Minor) The covenant has few resources, and
(Major) some enemies, and has to work hard just
Boons: Curtain Walls and Mural to survive. Stories are likely to concern
Towers: Courtyard Castle (Major), Powerful Location very mundane issues, such as food sup-
Minority (Minor), Road (Major), plies, at least until the poverty crisis is
Outbuildings — Fairground (Minor), The covenant is located in a place of resolved.
Unnatural Law: Truth Magic (Minor) great magical power. In many ways this Hooks: Poverty (Major), Contested
is helpful, but it brings its own problems. Resource (Minor)
The covenfolk, for example, must live Boons: Aura x2 (Minor), Regio
Military Camp within the place’s potent aura, so almost (Minor), Seclusion (Minor)
all suffer from Warping.
This covenant has militarized to Hooks: Monster x2 (Minor), Regio
fight faeries in its vicinity. Its buildup of (Major) Summertime (and the living is
force has worried its neighbors, who have Boons: Aura x5 (Minor) easy, relatively speaking)
seeded it with spies, and one mundane
noble has begun to develop a coalition This is a classic Summer covenant.
against it. Roman Survival Set amidst cropland and supported by
Hooks: Castle (Major), Rival: Faeries serfs, it has a castle it can’t quite explain
(Major), Rival: Nobleman (Minor), Regio This covenant is a pocket of the and a few faeries it has annoyed, but no
(Major), Spies (Minor) Empire that faded from the world before major problems, when the saga begins.
Boons: Artillery (Minor), Local Ally: it fell. Its citizens live in a small, self-sup- Hooks: Castle (Major), Faerie Court
Moat Monster (Minor), Curtain Wall and porting town ruled from a villa on the (Minor)
Mural Towers: Circular Keep (Major), highest hill. The magi now live there, Free: Criminals , Faux Feudalism
Magical Heavy Cavalry (Major x2) with the current ruler as their autocrat. Boons: Curtain Walls and Mural
The residents worship the Old Gods, and Towers: Octagonal Keep (Major),
accept the magi as priests. The Roman Informants (Minor)
Mundane Lord character of the area, and its hidden
nature, has led to its designation as a place
The covenant has become master of for Hermetic ceremonies. Swashbuckling
a coastal holding. It is closely tied to the Hooks: Ceremonies (Major),
mundane nobility and may soon come to Distorted Covenfolk (Minor), Pagans This covenant is based on a ship that
the attention of the Quaesitores. (Major), Rights and Customs (Minor) seeks adventure — or at least distraction
Hooks: Castle (Major), Road: Free: Gerontocracy: Oldest Member and riches — for the magi who own it.
Coastline on Sea Route (Minor), Mundane of the Wealthiest Family Hooks: Constantly Mobile (Major),
Politics (Major), Rights (Minor) Boons: Edifices x2 (Minor: Aqueduct Hangout: Smugglers’ Port (Minor),
Free: Faux Feudalism and irrigation system, Stadium), Loyal Missing Aura (Major)
Boons: Local Ally: Selkie King Covenfolk (Minor), Strong communi- Boons: Criminals: Smugglers and
(Minor), Powerful Ally: Duke (Major), Pirates (Minor), Edifice: The Large Ship

26
Covenants
The Half Shell (Minor), Hidden Ways: to rebuild it. They are the only magi family of pagan gods, who are powerful
Sea Routes Only Traversable by Magic present, but some of the servants of the faeries. The family has fallen out with
(Major), Strong Community: Crew and previous magi remain, as does a powerful each other, and the magi have taken the
Wives Ashore (Minor), Wealthy: Trade creature, either a deranged familiar or the side of the Blackberry God, a harvest
and Piracy (Minor) beast that slew their final — admittedly deity. A magus is responsible for the rift,
Twilight-ridden and possibly demented and thus it falls to the magi to resolve it.
— predecessor. The Queen of Snowflakes, the former
Traveling Covenant If, alternately, a magus has survived lover of the Blackberry God, controls the
to welcome these new magi, the group land above the tree-line, and some the
This covenant does not have a sta- should choose Superiors, or perhaps covenant’s vis sources lie in this area; she
tionary site. It moves on a circuit to Famous Inhabitant, depending on the does not make collection easy. Summer is
harvest its resources, or keep its trade remaining magus’s personality. now a ghostly infant, unable to be born
contacts vibrant. Hooks: Contested Resource x3 until his parents reconcile, and thus prone
Hooks: Constantly Mobile (Major), (Minor), Monster (Major), Poverty to interfering in covenant affairs to bring
Resident Nuisance (Minor), Rival x3 (Minor) that about.
(Minor), Missing Aura (Major) Free: Gerontocracy The state of the conflict results in the
Boons: Informants (Minor), Local Boons: Aura x2 (Minor), Edifice x2 season being fixed at harvest. While this
Ally x6 (Minor), Wealth: Trade Fleet (Minor), Hidden Resources x3 (Minor) means that the peasants are always busy,
(Minor) it also means that the covenant has a mas-
sive agricultural surplus. At present, this is
Worshipful used to provide the Blackberry God with
Urban vast amounts of beer.
This covenant has been built in a Hooks: Ancestral Error: A magus
The covenant is hidden in a regio in regio where the inhabitants worship a caused the rift (Minor), Contested resource
a city. While this makes reaching x 2 (Minor), Faerie Aura (Minor, as
a market easy, it brings its own described in Regio), Faerie land-
problems. lord (Major: Blackberry God),
Hooks: Flickering Aura Pagans (Major) Rival: Queen of
(Minor), Rival (Minor), Refugee Snowflakes (Major), Rival: Summer
(Minor), Urban (Major) (Minor)
Free: Democracy Free: Theocratic: the magi,
Boons: Edifice: Palatial House who act as priests for the god, rule
(Minor), Regio (Major), Unnatural through lesser priests, Peasants
Law (Minor), Wealthy: Stationers Boons: Edifices x2: Great
(Minor) Hall of the Magi, Temple of the
Blackberry God (Minor), Local
Ally: Summer (Minor), Powerful
Winter Ruins Ally (Major), Regio (Major), Strong
Community (Minor), Unnatural
The covenant is a fallen one law: forever harvest (Minor) Vast
and its magi have been assigned Aura (Minor), Vivid Environment
by their parentes, or the Tribunal, (Minor)

27
Table of Boons and Hooks
Entries in bold are particularly suited Magical (soldiers): Residents, Major, requires Courtyard Castle: Buildings, Requires
to low fantasy campaigns. Entries in ital- any other soldier type Curtain Walls and Mural Towers
ics are particularly suited to high fantasy Moat Monster: see Local Ally Democracy: Residents
campaigns. Minority: Surroundings, Major Faux Feudalism: Residents
Missile Weapons: Residents, Minor Gerontocracy: Residents
Mystical Allies: Surroundings, Major Hall Keep: Buildings, Requires Curtain
Boons Mystical Portal: Site, Minor Walls and Mural Towers
Natural Fortress: Site, Major Hunters or Sailors: Residents
Artillery: Buildings, Minor, requires Powerful Ally: External, Major Island: Buildings
Castle Prestige: External, Major Manor House: Buildings
Aura: Site, Major Prestige: External, Minor Militocracy: Residents
Aura: Site, Minor Promised Favors: External, Minor Peasants: Residents
Autocephalous: External, Major Regio: Site, Major Ringwork: Buildings, requires Castle
Bedrock: Buildings, Minor, requires Regio: Site, Minor Small Tower: Buildings
Castle Right: Resources, Minor Theocracy: Residents
Benefice: External, Minor Seclusion: Site, Minor
Cavalry: Residents, Minor Secondary Income: Resources, Minor
Chase: Surroundings, Major Shell Keep: Buildings, Minor, requires Hooks
Conscious Space: Site, Major Castle
Curtain Walls and Mural Towers: Strong Community: Residents, Minor Alienable Land: Residents, Minor
Buildings, Major, requires Castle Tame Nobleman: Residents, Major Ancestral Error: External, Minor
Criminals: Residents, Minor Time Dilation or Contraction: Site, Major Beholden: External, Major
Crossbowmen: Residents, Minor Tithing Miracles: Surroundings, Major Castle: Buildings, Major
Dedicated Covenant: External, Major Tower Keep: Buildings, Minor, requires Centralized Kingdom: External, Minor
Defensive Environment: Surroundings, Major Castle Center of Excellence: External, Major
Difficult Access: Site, Minor Ungoverned: External, Minor Ceremonies: External, Major
Edifices: Minor, Building Unnatural Law: Site, Minor Chapter House: Residents, Major
Famous Resident: Residents, Minor Useful Curse: Residents, Minor Church Territory: External, Minor
Fantastic Environment: Site, Major Vast and Labyrinthine: Buildings, Minor. City: Surroundings, Major
Favors Owed: External, Major Vast Aura: Site, Minor Constantly Mobile: Site, Major
Felicitous Tribunal: External, Minor Veteran Fighters: Residents, Minor Contested Resource: Resources, Minor
Healthy Feature: Site, Minor Vis Grant: Minor, Resources Corrupt Area: Site, Minor
Hedge Tradition: External, Major Vivid Environment: Site, Minor Crumbling: Buildings, Minor, requires
Heavy Cavalry: Residents, Major Wealth: Resources, Major Castle
Hidden Resources: Resources, Minor Wealth: Resources, Minor Cursed: Site, Minor
Hidden Ways: Surroundings, Major Writ of Crenelation: Buildings, Minor, Dark Secret: Residents, Minor
Hostile Environment: Site, Minor requires Castle Death Prophecy: Surroundings, Minor
Important Buildings: Buildings, Minor, Deathbed Visitor: Surroundings, Minor
requires Castle Demonic Interest: Surroundings, Major
Immunity: Site, Major Free Choices Diabolic Corruption: Residents, Major
Immunity: Site, Minor Distorted Covenfolk: Residents, Minor
Informants: External, Minor Autocracy: Residents Divided Loyalty: Residents, Major
Inhuman Residents: Residents, Minor Barbican and Moat: Buildings, Requires Dumping Ground: Residents, Minor
Literate Covenfolk: Residents, Minor Curtain Walls and Mural Towers Dwindling Resources: Resources, Minor
Local Ally: External, Minor Chemise: Buildings, Requires Curtain Enclosed: Surroundings, Major
Local Language: Residents, Minor Walls and Mural Towers Evil Custom: Site, Minor
Loyal Covenfolk: Residents, Minor Concil: Residents Erratically Mobile: Site, Minor

28
Table of Boons and Hooks (Continued)
Exceptional Book: External, Major Missing Founder: External, Minor Tribunal Border: External, Major
Faerie Aura: Site, Minor Monastery: Surroundings, Minor Undemocratic Tribunal: External, Minor
Faerie Court: Surroundings, Minor Monster: Site, Major Ungarrisoned Castle: Surroundings,
Faerie Landlord: Surroundings, Major Monster: Surroundings, Major Minor
Fallen Temple: Surroundings, Minor Monster: Surroundings, Minor Unsafe: External, Minor
Fated Feat: Surroundings, Minor Mundane Politics: External, Major Unsubtle Predecessor: External, Minor
Favors: External, Minor Mutable: Site, Minor Uncontrolled Portal: Site, Minor
Festival: Surroundings, Minor Natural Disaster: Resources, Major Unhealthy Environment: Site, Minor
Flawed Resources: Resources, Minor Natural Disaster: Resources, Minor Urban: Site, Major
Flickering Aura: Site, Minor Non-magical Regio: Site, Minor, requires Urban: Site, Minor
Ford: Surroundings, Minor Regio Vis salary: Resources, Minor
Fosterage: Residents, Minor Outbuildings: Buildings, Minor, requires War Zone: External, Major
Fractured Council: Residents, Major Castle Warping to a Pattern: Site, Minor
Gender Imbalance: Residents, Minor Pagans: Surroundings, Major Weak Aura: Site, Minor
Great Work: see Edifice Poverty: Resources, Major Wooden: Buildings, Minor, requires
Guardians: Surroundings, Minor Poverty: Resources, Minor Castle
Guild: Residents, Minor Pilgrimage Site: Surroundings, Major
Hangout: External, Minor Possession Victim: Residents, Minor
Haunted: Site, Minor Poorly Defensible: Site, Minor
Hedge Tradition: External, Major Protector: Surroundings, Minor
Heretics: Surroundings, Minor Public Vis Source: External, Minor
Hermetic Politics: External, Minor Rebellious Covenfolk: Residents, Major
Hermetic Services: External, Major Refugee: Residents, Minor
Hermit: Surroundings, Minor Regio: Site, Major
Highly Mutable: Site, Major Regio: Site, Minor
House Church: Residents, Minor Regio With Unexpected Entries: Site, Minor
House Covenant: External, Minor Regional Produce: Resources, Minor
Illusory Resources: Resources, Minor Resident Nuisance: Site, Minor
Incompetent Covenfolk: Residents, Rights and Customs: Residents, Minor
Minor Rival: External, Major
Indebted: Resources, Major Rival: External, Minor
Indebted: Resources, Minor Road: Site, Major
Indigenes: Residents, Minor Road: Site, Minor
Indiscreet Resource: Resources, Major Roman Ruins: Surroundings, Minor
Indiscreet Resource: Resources, Minor Ruined Covenant: Surroundings, Major
Infamous: External, Minor Sanctuary: Surroundings, Minor
Inhuman Covenfolk: Residents, Minor School: Residents, Major
Infants: Residents, Minor Seat of Power: Surroundings, Major
Itinerants: External, Minor Seed of Madness: Residents, Minor
Legendary Site: Surroundings, Minor Site of Weakness: Surroundings, Minor
Magical Disaster: Site, Major Slavery: External, Minor
Magical Fortress: Buildings, Minor, requires Spies: Residents, Minor
Castle Superior Engineering: Buildings, Minor,
Massacre Site: Surroundings, Minor requires Castle
Meddlesome Saint: Surroundings, Major Suffrage: Residents, Minor
Mercer House: Residents, Major Superiors: Residents, Major
Missing Aura: Site, Major Superiors: Residents, Minor

29
Chapter Three

Governance
The governance of a covenant has a cal bounds of the covenant are non-par- not feel that newly-Gauntleted members
profound effect on the course of play of a ticipatory members of this ”democracy.” deserve the same rights as those who
saga. Some player magi are in charge of Furthermore, in a true democratic system have already proved their worth to the
their own destiny, being the sole residents there is no leader of the covenant, and covenant. Youngsters may have restricted
of their covenants and free to decide on all magi are treated as equal in status. access to the covenant’s resources, more
how they will rule. Other player char- If all the magi are of approximately the duties than the elder magi, and less power
acters choose to become members of same age (as player covenants often are), to make decisions until they have fulfilled
pre-established covenants, in which case a democratic system is often the most some criteria and been accepted into the
they may suffer restrictions placed upon attractive. Such systems are most com- upper tiers of governance. A covenant
them by more senior members of the monly found in Spring covenants, newly with only two tiers — a ruling council and
covenant. This chapter is designed to help founded by magi fresh-faced from appren- the rest of the magi — is called an oligar-
the players and storyguide alike to decide ticeship, or in Winter covenants, where chy. Very large covenants at the height of
upon three important matters: How is only the eldest still survive as the younger Autumn often have a complicated hierar-
the covenant governed? What duties and magi have all left for pastures new. chy of committees and circles, providing
responsibilities does each magus have? Another natural form of gover- ample opportunity for intrigue. Implicit
How loyal are the mundane people who nance is that perpetrated most common- in such a structure is the possibility of
live in the covenant? ly amongst the mundane inhabitants of social mobility — that in time, a magus
Mythic Europe — Autocracy. In such a at the bottom of the hierarchy may rise to
governance system, one magus is respon- the very top, and enjoy the privileges he
sible for making all the decisions of the lacked in his youth.
covenant. There is no voting procedure; Also arising from a democratic sys-
Forms of the other members of the covenant may
make suggestions to the covenant’s leader,
but the final decision rests in the hands of
tem is the Bureaucracy. A bureaucracy
divides its magi up into offices or sub-
committees. Each office consists of one or
Governance the leader. The covenant’s leader is usually
an older magus — often much older than
more magi, whose duty it is to deal with
a single aspect of the covenant’s gover-
the other magi — and often appoints his nance. The whole council (or perhaps just
There are five basic systems by which own successor. Covenants with such a a representative of each subcommittee)
covenants may be governed; which one is system may become very political, with meets on a regular basis to keep everyone
used is very much a matter of history and some factions being favored by the leader, informed of the business of the covenant
personal choice. Every covenant is likely and others vying for his attention. In as a whole. If affairs come up that require
to have its own unique method of gov- Hermetic society, there often needs to a decision, then the members of the
ernance, but the following five systems be a reason why one magus can dominate appropriate office may have sole respon-
are at the root of all possible variations, others so totally, such as a physical or sibility for making it, may get extra votes
and serve as good templates from which magical means (often secret) of restricting for items under their purview, may get a
to work. access to a particular resource. casting vote to break ties, or may have
Perhaps the most natural form of An Hierarchy is a hybrid form any number of other special privileges. In
covenant governance to members of the between autocracy and democracy. The average-sized covenants, each office con-
Order of Hermes is Democracy, a micro- members of the ruling council are divided sists of a single magus, and all magi have
cosm of the Order itself. Every magus in into two or more tiers of government, their own offices.
the covenant enjoys the same benefits and with each tier containing one or more Finally, covenants may constitute
the same obligations towards the com- magi, and usually increasing in size as an Anarchy. This style of ”governance”
munity as a whole. Governance of the relative social standing drops. Those in might result from young magi establish-
resources of a covenant is through consen- the higher tiers have more rights than ing a covenant to escape from a more
sus, determined at regular meetings of the those in lower tiers, often in the form draconian system in their home covenant,
covenant’s members. Of course, a democ- of more power at council meetings to or it may be that the covenant consists of
racy in this situation usually involves make decisions. Hierarchical governance mature, strong-minded magi who refuse
equal rights for the magi only; the rest of is most often found in old, well-estab- to have decisions made for them by com-
the people who dwell within the physi- lished covenants, where the older magi do mittee. In any case, in an anarchy there is

30
Covenants
no method of making decisions; issues are
resolved by the magus who is closest to Titles for the Leader of Boons, Hooks, and
hand. An anarchy may not necessarily be
chaotic and undisciplined; the covenant a Covenant Governance Styles
may still have a charter which details each
magus’s rights, duties, and responsibilities, princeps (first, chief), pontifex None of the styles of governance
but day-to-day governance is conducted (high priest), imperator (commander- in themselves require any specific Boons
on a very ad hoc basis. in-chief), rector (guidesman, gover- or Hooks. However, some Boons and
These five basic systems are not nor), aedilis (aedile), dictator, discepta- Hooks are particularly appropriate for
mutually exclusive. A system could exist tor (chairman), interpres (spokesman), different governance methods.
where a covenant is basically democratic, ductor (leader) Governance Boons Hooks
but the covenant leader must ratify all Anarchy Ungoverned
decisions made by the council, and may Divided Loyalty, Fractured Council,
veto any decision, even if it is unanimous Customs
amongst the other magi. An anarchic Autocracy Autocracy (Covenfolk),
bureaucracy might give total fiat to mem- Typical Offices and Gerontocracy House Covenant,
bers who hold a particular office to act in Superiors, Vis Salary
accordance with their post’s remit. Their Titles Bureaucracy — Literate,
Guild, Center of Excellence
praefectus (governor, provost), Democracy Democracy
magister (master), diocetes (treasurer), (Covenfolk), Vis Grant Fractured
Membership of a procurator (administrator), interpres Council, Suffrage
Covenant (spokesman), vilicus (steward), curator
(overseer), librarius (librarian)
Hierarchy Faux Feudalism,
Theocratic, Hidden Resources
Superiors, Vis Salary
Most covenants only consider mem-
bers of the Order of Hermes to be mem- single voice to represent the covenant at responsibility becomes a wise course of
bers of their covenant — companions, Tribunal meetings and the like. Even in action. These positions may be chosen
grogs, and other covenfolk are either systems where there is an inner council in the same way that a leader is chosen
associates of the covenant or its employ- that truly rules the covenant, one magus — elected or assigned — and should have
ees. However, if magi wish to extend is usually made the titular head. Only clear duties and responsibilities associated
membership to non-magi, they should anarchies (by definition) lack any form of with them. It is also necessary to give the
detail a procedure in their charter (see official leader. officers the authority needed to perform
below). The presence of non-magi on the In hierarchies, the leader may be their duties. One very effective system
ruling council of a covenant is unusual, chosen by his predecessor or an inner is to give the casting vote (which breaks
but has its advantages in good relations council, and thus rule by strength of ties) to the officer under whose purview a
with one’s covenfolk and one’s neighbors. tradition. Alternatively, he may have to proposal falls.
The disadvantage is that non-magi often earn or somehow qualify for the position
have different priorities from members (certamen is a popular mechanism, partic-
of the Order, and may pursue their own ularly in Tremere-dominated covenants).
agendas to the detriment of the magical In a democracy, the leader is likely to be
members of the council.
In the following discussion of cov-
enant leadership and procedure, it is
chosen from among the covenant’s mem-
bers by an election, but there are some
covenants where every magus must take a
The Council
assumed that a covenant’s magi and a
covenant’s members are interchangeable;
turn at sitting in the high seat. Of course,
if a leader or spokesman is elected, there Meeting
however, the meaning of membership should also be a procedure for dismissing
can extend to cover non-magi without him if he fails to fulfill his duties. The council meeting is the place
altering the intent and consequences of In addition to a leader, covenants where things get done and matters get
covenant governance. It is also assumed with any social system may wish to con- decided, and nearly every covenant,
that if a non-magus is considered a mem- sider appointing officers to deal with regardless of its method of governance,
ber of a covenant, then she is granted the specific aspects of the covenant’s life — its holds them on a regular basis. A wise
same rights and responsibilities (where library, vis sources and stocks, grogs and course of action is to decide upon a
applicable) as at least some of the magi in covenfolk, magical items and laboratories, regular schedule of meetings, perhaps one
the covenant. external relations, money, and the like. If per season (or maybe more frequently).
all these duties are left with the covenant’s At each meeting, the course of the next
leader, he will be overburdened. If no one few months is decided. Responsibility for
takes charge of these things, there is a collecting from regular sources of vis can
Leadership danger that vis will not be collected, books be assigned, for example, and mundane
will molder, and the covenant’s buildings matters regarding food sources and the
Covenants invariably need lead- will degrade. Small covenants can usually upkeep of the covenant dealt with. It is
ers. Even democracies find it useful to get away with the members having collec- also at these meetings that the appointed
have them, if only to act as a chairmen tive authority, but as the number of magi officers (if any) make their reports. Each
at covenant meetings and to break tied increases (or the covenant gets richer magus tells the covenant what resources
votes. Additionally, it is useful to have a in terms of its resources), delegation of he needs for the upcoming season (for

31
Covenants

example, books, magical items, special- leader or a certain number of officers must or oath, which declares that they will sup-
ized labs, etc.), and if more than one be present, or some other restrictions met, port and maintain each other. This is the
magus needs the same limited resource, before the decisions of the meeting can be origin of the term “covenant” as the basic
conflicts are resolved. held to be legal. organizational unit of the Order; the actu-
The Hermetic seasons are based In addition to the regular meetings, al physical structure and resources which
on the stellar seasons of Spring (Vernal there should also be some provision for protect and support those who partake in
Equinox to Summer Solstice), Summer holding irregular meetings so that deci- this oath are incidental. The breaking of
(Summer Solstice to Autumnal Equinox), sions can be made in emergencies. The this oath is taken very seriously by the
Autumn (Autumnal Equinox to Winter requirements for holding such meetings Order of Hermes, and it is not unheard
Solstice) and Winter (Winter Solstice may be more relaxed than for the regular of for a Tribunal to allow a covenant to
to Vernal Equinox). The first day of meetings, as it is often difficult getting enforce this oath on its members. The
each season are good days to hold regu- people out of their laboratories mid-proj- Charter of Covenant is a written text
lar meetings, as are the Quarter Days ect. However, it is dangerous leaving detailing the Oath of Covenant, and
(May Day, Lammas, All Hallows Day, important decisions regarding the safety includes a set of bylaws that detail pre-
Candlemas) that mark the mid-points of of the covenant in the hands of a single cisely what a magus who joins the cove-
these seasons. magus, so some sort of procedure should nant is entitled to, what he is obligated to,
It is not reasonable to expect every be instituted for such occasions. In par- and what will happen to him if he fails in
magus to attend every meeting — magi ticular, these ”extraordinary meetings” his duties. If a charter has been notarized
are often called away from the covenant should have more relaxed procedures for by a Quaesitor it is legally enforceable as
on excursions or professional visits — and resolving issues, and perhaps different part of the Tribunal’s Peripheral Code.
magi are not the most sociable crea- quorum criteria. A good charter is unambiguous in its
tures even at the best of times. However, details — and some are meticulous pieces
most covenants institute some procedure of legalese — as characters (whether
requiring a quorum, or minimum number controlled by players or the storyguide)
or proportion, of the covenant’s magi to invariably attempt to find loopholes that
attend a meeting for it to be able to make
decisions on the covenant’s behalf, else a
single magus can start making decisions
The Charter of allows them to contravene the spirit of
the charter to their benefit (and often
to the detriment of the other members).
for the entire council. A quorum equal to
more than half of the covenant’s members Covenant While this can make for excellent stories
of intrigue and chicanery, trying to proof
is often considered reasonable. Depending your covenant (if a player) or your saga (if
upon the council’s structure, other criteria When magi gather together to work a storyguide) from charter abuse can be a
may be necessary. Perhaps the covenant’s towards a goal, they swear to a covenant, daunting task.

32
Covenants

Sections of the Charter The Charter of Arae Flaviae


A covenant’s charter usually consists The covenant of Arae Flaviae in Flaviae without alteration. Many Spring
of a number of sections, each of which is the Rhine Tribunal was among the first covenants use this charter when they
detailed below. covenants to consist of magi from more first establish themselves, although over
than one House. It was established in time it tends to be amended to cover
780 and lasted just over a hundred years issues unique to the covenant’s situation
The Oath of Covenant before its rivalry with another covenant or membership. Hermetic commenta-
caused both to be disbanded by the tors have noted with wry amusement
This is the text of the oath sworn by Rhine Tribunal. Nevertheless, the Oath the frequency with which the Charter
a magus when he joins the covenant. It of Covenant written by the members of of Arae Flaviae is set aside as soon as
serves as a pledge of loyalty, a declaration Arae Flaviae is held up as a model char- a second generation of magi enter a
of support, and a dedication to the goals ter for both its simplicity and clarity, covenant.
and furtherance of the members of the and it espouses a democratic governance A blank copy of this charter is
covenant. Like most oaths, it is not always that has been widely copied throughout presented in the Appendix in full: sim-
followed to the letter, and interpretations the Order of Hermes. Ratification of ply fill in the name of your covenant,
of it may vary wildly. However, the spirit a charter by a Quaesitor (where this the current year, and the names of the
of an oath is usually clear, and typically is mandatory, see below) is automatic members.
taken seriously. if a covenant uses the Charter of Arae

Membership
Example Oaths of Covenant
The charter should contain a list
of all magi who are members of the The oath of Arae Flaviae is suitable of all masters, the Arts themselves, betray me and
covenant, and their seals or signatures for any covenant, particularly a young lead me into pain, failure, and dismal, eternal
should be affixed to it to indicate that one. However, it may not be sufficient solitude.
they agree to the contents of the charter. for some covenants, particularly those The next oath is suitable for an
The requirements for membership should with a less democratic means of gover- old covenant with a strong traditional
be clearly indicated in the charter; typical nance. leadership:
strictures state that the applicant must The following Oath is suitable for a I, [Name], swear that I am a magus of the
be a member of the Order and must be powerful covenant with lofty ideals: Order of Hermes. I swear that I have always
accepted by a vote of the council. There I, [Name] forthwith dedicate myself to upheld and will continue to uphold the Code of
may be different levels of membership the pursuit and exchange of knowledge, to the Hermes and the Peripheral Code; that I have been
— full members, associate members, etc. advancement and mastery of the magical arts, trained solely in Hermetic Magic; and that all
— each with different privileges and obli- and to the fostering of peace amongst the magi of my apprentices shall be likewise trained. I further
gations. Some covenants (usually Summer the Order of Hermes. This dedication is made not swear that I speak these words of my own free
or Autumn covenants) require a period of in name only, but shall be the guiding principle will and with complete understanding of their
servitude either before or after admittance of my life at the Covenant of [Name]. May the significance. I hereby renounce any and all ties
to the covenant, during which time the Order of Hermes be preserved and may my small to other covenants, and do solemnly swear alle-
applicant may not have full access to the efforts add to its continued growth and strength. giance to the Covenant of [Name]. I swear that
privileges of a full member (such as vot- Towards the goals of this covenant I pledge my this covenant’s goals, fortunes, hardships, allies,
ing, books, or vis). highest aspirations and beliefs. By the word of and enemies shall be my own. I swear to obey the
everything I hold to be true and just, I swear covenant’s charter and be obedient to its pontifex.
to obey the stipulations of the charter of the I swear, never, though action or inaction, to
Method of Governance Covenant of [Name] till death do betray me to allow this covenant to come to harm.
this oath. And if I fail, may the most rigorous
The next section of the charter clear-
ly describes how the covenant is gov- essary to keep order. This may be as infor- The charter should clearly state who is
erned. It should unambiguously lay out mal as giving each magus a right to speak entitled to vote, and whether the type
the leadership (if there is one), offices in turn before a vote is held, or as formal of proposal under discussion affects the
and their duties, and the procedures for as complex procedures where an item number of voters. Usually each magus has
holding council meetings, both regular must be on the agenda, must be proposed, a single vote, but in hierarchical covenants
and extraordinary. The system by which seconded, supported by the appropriate some magi may get multiple votes, or sin-
the covenant makes decisions is described sub-committee, and then receive sufficient gle votes that are worth twice as much, or
here, including all details and criteria for votes to be accepted by the council. the like. The matter of breaking tied votes
holding a legal meeting and ensuring that Not all decisions have to be made should also be addressed. This privilege is
a legal decision is made. Finally, this sec- by vote. More unusual covenants may usually left to the covenant’s leader — it
tion should describe the method by which demand that decisions are left to chance, may be the only unusual power he has
the charter may be altered, should the or stipulate that Might is Right (a popular — and may take the form of a casting vote
need arise. choice in covenants with many followers (i.e., he only has an extra vote if the vote
Council meetings may get rowdy, of Tremere and Tytalus). Under the vast is tied) or an extra vote (which he may
particularly with large numbers of magi, majority of circumstances, however, vot- use at any time). Alternatively, ties may
and some formal procedures may be nec- ing is the main organ of decision-making. automatically default to maintenance of

33
Covenants
explicitly, but many do, particularly if
Examples of Vote-Taking withholding rights is the method of cen-
sure (see below).
Example Criteria for a Legal issue in question are counted. If the More important to magi are the right
Meeting ayes exceed the nays the motion to use the covenant’s library and magical
• A quorum of a particular proportion is carried, if not, it is rejected. items, to receive a share of the covenant’s
of the magi must be present. Absentees and abstention votes are vis, and perhaps to spend a portion of the
• The leader must be present. ignored. covenant’s money. Access to the library
• A certain number of officers must • Majority by Magus: As above, but and magical items is easily dealt with;
be present. more than half of the magi pres- many covenants allow their members to
• A certain number of votes must be ent at the meeting must vote aye use both freely, although many have pro-
present. for a motion to be carried; that is, visions for dealing with the situation
abstentions are treated as nay votes. where two magi wish to use the same
Example Methods of Casting Votes Absentees are ignored. resource at the same time.
• A show of hands • Majority by Member: As above, but The sharing of the covenant’s vis is
• A show of sigils, which may be more than half of the magi who are perhaps the most contentious issue to be
deputized for magi who do not members of the covenant must vote dealt with in the entire charter, and differ-
wish to attend aye for the motion to be carried; ent covenants’ approaches vary dramati-
• A ballot (tokens placed into boxes that is, absentees and abstentions cally. Some avoid the issue entirely by not
or jars) are treated as nay votes. claiming any vis at all; at such covenants
• Any of the above, but any member • Threshold Vote: A motion needs a all vis belongs to individuals, and vis
also has the option of demanding a predetermined number of aye votes found outside the bounds of the covenant
secret ballot to be carried. belongs wholly to the finder. Members
• Unanimity by Magus: All magi may be required to pay a yearly tithe of
Example Methods of Vote present need to vote aye to carry vis to meet the covenant’s vis demands, for
Allocation the motion. the yearly casting of the Aegis of the Hearth,
• Every magus gets one vote. • Unanimity by Member: All mem- if nothing else.
• Every magus gets a number of votes bers of the council need to vote aye Alternatively, the covenant may claim
dependent on her status. to carry the motion. all vis for itself, and once the demands of
• The covenant leader can break ties the covenant itself have been met, the
with a casting vote. Example Types of Voting remainder (or a portion of the remainder)
• Each officer gets an extra vote when • All issues use the same adjudication is divided up between the members of the
the issue covers her purview. method. covenant. The mechanics of this division
• Each officer gets the casting vote • Some issues require more relaxed or must be indicated in the charter, along
when the issue covers her purview. more stringent adjudication meth- with who is responsible for the division.
ods than others. Harsher still, a charter may dictate that
Example Methods of Adjudicating • Members may request that a strin- all vis belongs to the covenant as a whole,
a Result gent adjudication method be used with individual members forced to peti-
• Majority by Vote: Votes for (”aye” for specific issues. tion the council for shares according to
votes) and against (”nay” votes) the their needs. If individuals need to work to
acquire a share of vis, then the Vis Salary
the status quo, or even result in certamen are going to be granted (or denied) to Hook is appropriate to this covenant. On
between the opposing sides. members in the next section. the other side of the coin, a covenant may
Broadly, the resources of a covenant divide up surplus vis each year between its
may include some or all of the follow- members, represented by the Vis Grant
Covenant Resources ing: Hermetic books, mundane books, Boon.
Lab Texts, vis stores, vis sources, magical It should be decided whether the
The resources of the covenant need items, laboratories and their equipment, rules for the allocation of vis apply equally
to be clearly laid out in the charter, to silver and other valuable goods, sources to vis from renewable sources and vis
distinguish that which is owned by the of income, companions, soldiers, servants, earned on adventures. Most charters allow
covenant from that owned by individual livestock, buildings, land, chattels (the magi to keep whatever vis they find,
members of the covenant. This section contents of the buildings), food and drink, unless it proves to be a renewable source,
tends to concentrate on resources impor- good relationships with outsiders, and in which case it belongs to the covenant.
tant to magi rather than to people in favors and boons owed to the covenant. Any alternative method encourages magi
general, and so might list the title of every to be secretive about the vis they find, and
book, the location of every vis source, the allows for cheating.
powers of every magical item, all in great Member Rights The monies owed by the covenant
detail, and then neglect to mention the may be treated in the same way as vis,
physical buildings of the covenant, the This section details the apportion- but most magi at least pretend to be less
land it owns, or the businesses it runs. ing of the covenant’s resources among interested in money than vis, and allow
The detail is very much dependent on the its members. The most basic rights of the covenant to deal with all financial
focus of the magi who wrote the charter, members are those of food, drink, and matters. There may be a facility in the
and those who have added to it over the shelter; most covenants also assume that a charter for a magus to request that the
years. It also depends on what resources laboratory is a basic right. Charters might covenant purchase an expensive item spe-
not necessarily include these basic rights cifically for his use, in which case it needs

34
Covenants
to be stipulated just how much of the
financial resources of the covenant may be Example of a Complex Method of Governance
requested by individual members.
Hierarchical covenants may restrict The covenant is governed by a rul- raised if seconded by another member of
the rights of certain of its members, so that ing council, consisting of every magus of the council and with the permission of
only the upper echelons get full access to the covenant. One member is designated the disceptator. All matters are catego-
all the resources of the covenant. the disceptator, who is the declared lead- rized into Issues of Significance, Issues
Covenants usually seek to improve er of the covenant and responsible for of Consequence, and Ordinary Issues.
themselves, and there may be a provi- representing the covenant to the Order Any issue that affects the membership,
sion in the charter to reward members and the world. A new disceptator is cho- governance, or magical resources of the
who perform work on the covenant’s sen by a majority vote of the full council covenant is an Issue of Significance; any
behalf. This work might include copying following the death or disappearance other issue may be declared an Issue of
of tomes for exchange, making magical (for not less than a year) of the previous Significance by the disceptator. All issues
items (with the covenant’s vis); or even incumbent; the post is held until death which are not Issues of Significance are
taking on dangerous adventures such as or disappearance. The covenant council Ordinary Issues, but any member of the
bargaining with the local faerie king. The holds four regular assemblies per year, council can request that an Ordinary
charter may stipulate a standard reward on the first day of each stellar season. Issue is made an Issue of Consequence
for particular tasks, or set aside a share All members of the council must make instead. Issues of Significance require a
from the yearly income of resources to every effort to attend these meetings, Majority by Member to be passed, Issues
pay those who perform covenant work. which do not have a quorum unless over of Consequence require a Majority by
half of the members of the council are Vote, Ordinary Issues simply require
present. The covenant’s disceptator must two votes in favor. A meeting without
Member Obligations be present at every regular assembly. a quorum is only empowered to enact
Matters for discussion must be given to Ordinary Issues. In all issues, in the case
The most basic form of obligation the disceptator at least three days before of a tie, the disceptator has the casting
required by covenants is the safeguarding the assembly; further issues may only be vote.
of the covenant’s resources, the harvest-
ing of vis sources, and the collection of
mundane income. These duties may be
devolved to covenfolk, but usually the The Carrot and the Obligations and the
magi of the covenant are responsible for
ensuring that these are done. In older Stick Code of Hermes
covenants it is common for the weight of
the obligations to fall upon the shoulders It is not necessary for a cov- A covenant must be careful to
of the younger magi, leaving their elders enant to choose between the carrot weigh the obligations it places onto
the luxury of more time to themselves. (rewards) and the stick (obligations) to its members, for the Oath of Hermes
Some covenants may have other motivate its magi to improve the cov- states that a magus “shall not deprive
obligations that must be performed at enant and ensure its smooth running. or attempt to deprive another magus
certain intervals, due to past events in its The following sample rule mixes both of his magical power,” and demand-
history or the threat of future misfortune. approaches. ing two or more seasons of work each
The charter should detail how such obli- A standard share is determined to be an year from a magus could indeed be
gations are parceled out between its mem- equal portion of one-half of the covenant’s vis seen as an attempt to deprive him of
bers, and whether the council can force a stores on the day following the Winter Solstice, his magical power by inhibiting his
member to perform any ad hoc obligations or its pecuniary equivalent. A Standard Service ability to study. However, numerous
(for example, adventures) that crop up. consists of one season’s work at low personal cases published at Tribunal have deter-
risk; one month’s work at moderate personal mined that when a magus takes the
risk; or one day’s work at high personal risk. Oath of Covenant, he is fully aware
Censure The definition of risk is determined by a vote of of the contract to which he is agree-
the Council. Every magus who has performed ing, and always has the choice not to
Failure to meet the obligations owed one Standard Service to the covenant in the pre- join that covenant. Several Tribunals
according to the charter generally results ceding eight seasons is entitled to one share each have adopted the policy that a char-
in some form of censure. Few covenants year, allocated on the day following the Winter ter may demand of its members what
reserve the right to censure a magus for Solstice. A magus may earn up to one extra it wishes, but cannot change those
his actions in general; only breaking the share per year by performing an Additional demands without the agreement of
charter is a punishable offence. However, Service equivalent to a Standard Service. A those affected; that is, the covenant
it is not unknown for covenants to have magus who is delinquent in his Standard cannot alter the obligation imposed
clauses in the Oath of Covenant that Service does not receive a share, and is not on any magus against his will without
exhort a member to act in a responsible eligible for Additional Service until his missing committing a High Crime.
manner, so the interpretation of ”breaking Standard Services have been made up.
the charter” can be nebulous at best.
Expulsion from the covenant is the ic once the charter has been proven until a magus comes back into line with
most serious punishment a covenant can breached, others require a vote to enforce the charter. The covenant can withhold
inflict. In most covenants, only a magus it. any resource that it holds in common. If
who betrays the charter can be expelled; Censure may also take the form of it tries to deny access to a resource that
some charters make expulsion automat- withholding the privileges of membership belongs to an individual magus, however,

35
Covenants
this counts as “depriving or attempting to
deprive a magus from his magical power,”
and is in breach of the Oath of Hermes.
Prevailing Gift Modifiers to
Base Loyalty
This is why a covenant should be very
careful to detail precisely what resources
belong to it, and what belongs to individ-
Loyalty No Gift 0
ual members. Most commonly, the right Prevailing Loyalty is a general mea- The Gentle Gift 0
of access to the library, and to shares of sure of how loyal most members of the The Gift –30
vis and money, are withheld until repara- covenant are to the covenant’s magi, the The Blatant Gift –105
tion is made. Denying a magus access to covenant’s council (if it has one), and the
his laboratory is on shaky legal ground. covenant as a whole. It also reflects the case basis, but tend to follow the trend set
Most Tribunals assume that a laboratory general morale of the covenant and the by the Prevailing Loyalty.
is provisioned from each magus’s share of willingness of the average member to act
the monetary wealth of a covenant, and for the good or ill or its residents.
therefore constitutes personal property. The Prevailing Loyalty score is calcu-
However, it is worth reading the small lated based on factors including the aver- Calculating Prevailing
print in the charter! Some covenants go
as far to consider even the basic items
age ”Loyal to Covenant” Personality Trait
of the covenant’s servants, specialists, and Loyalty
of food, drink, and shelter as privileges, soldiers; the social penalty of The Gift of
and reserve the right to deny recalcitrant the covenant’s magi; and the individual To calculate a covenant’s Prevailing
members the most fundamental require- actions of the magi. It is expressed as a Loyalty, first calculate the Base Loyalty,
ments for living at the covenant as a way positive or negative number on the same determined by summing the Gift Modifiers
of controlling its members. general scale as Personality Traits. of the covenant’s magi (see the nearby
table) and dividing by the total number
of magi.
The Official Seal Prevailing Loyalty and
Individual Loyalty Base Loyalty:
Depending upon the traditions of the Total of Gift Modifiers / Number of
local Tribunal, it may be necessary to have The ”Loyal to Covenant” Personality Magi
a charter approved by the Quaesitores. Trait of any individual within the cov-
Where it exists, this ratification is obliga- enant (such as a grog) can vary by up to Make a note of this Base Loyalty,
tory, to ensure that the charter does three points either way from the aver- for if the membership of the covenant
not contain any clauses contrary to the age Prevailing Loyalty of the covenant, changes, adjustments must be made to
laws of the Order, whether intentional although in general a player character Base Loyalty without affecting any later
or accidental. In the more organized (or, may choose any Loyal to Covenant value loyalty points modifications due to player
”civilized”) Tribunals, the chief Quaesitor he wishes. However, if this score is dra- actions.
may keep a copy of the charter, and make matically different from that of the cove- Once the Base Loyalty is known,
it part of the Peripheral Code of that nant, taking a Personality Flaw to account the total loyalty points are calculated by
Tribunal. This has obvious advantages — for this difference is appropriate. applying modifiers to the Base Loyalty
if one of the members breaks the charter, For an established covenant, the according to the environment of the cov-
they can be charged with a Low Crime Prevailing Loyalty is liable to change over enant, the covenfolks’ treatment by the
to force them back into line. However, time, and this should have an influence magi, and the actions of the members
it also means that other magi know by on the fidelity of individual grogs (that of the council. Total loyalty points are
which laws a covenant has chosen to gov- is, those who frequently come under the converted into a Prevailing Loyalty score
ern itself, and can use this information to control of players). However, Prevailing using the Abilities: To Buy column of the
its own advantage. Loyalty and characters’ individual “Loyal” Advancement Table (see ArM5, page 31),
No Quaesitor can dictate the con- Traits need not track on a one-to-one converting negative loyalty points into a
tents of a charter, no matter how unusual, basis. Characters with a Personality Flaw negative Prevailing Loyalty.
unless it contravenes the Oath of Hermes that affects their faithfulness are entire-
or breaks the Peripheral Code, in which ly unaffected by the Prevailing Loyalty.
case she can demand changes be made. Grogs who are played as characters have
Quaesitores may be very useful to consult more interaction with the magi, and are Modifying Loyalty Due
when writing a charter, as most have seen
many charters in their time, and may be
likely to experience increases in their
“Loyal” Traits more quickly than the rest to Covenant Situation
able to offer advice to the inexperienced. of the covenfolk. Similarly, they may
A friendly Quaesitor might point out tenaciously hold on to their devotion Loyalty points are gained and lost for
loopholes, allowing the storyguide to cast even if the dependability of their fel- the equipment and provender given to the
an impartial eye over a charter and indi- lows takes a dip. Typically, individuals covenfolk, however, all of these things eat
cate any areas that could be problematic. with extreme personal “Loyal” Traits track into the resources of the covenant. The
A less friendly Quaesitor (or storyguide!) changes in Prevailing Loyalty poorly, covenant might offer better wages (see
may just smile wryly to himself at the whereas those with personal “Loyal” Traits Chapter 5: Wealth) than is normal, or
foolishness of young magi. close to zero are more likely to acquire continue to care for retired members of
or lose points in line with the Prevailing their turb, in the manner of the Romans,
Loyalty. Ultimately, changes to individual by providing a pension. If the covenfolk
Traits must be considered on a case-by- have to work with inferior equipment this

36
Covenants
impacts their attitude, but likewise, sol-
diers given brand-new weapons and armor Sample Prevailing Loyalty Scores
are more steadfast than those who have to
steal from vanquished enemies. Chapter –6 The covenfolk are deeply unhappy, lose their home and sustenance is
5: Wealth gives details on the cost to and only remain with the covenant usually enough to keep them in
the covenant of supplying equipment out of fear of retribution. They line. They are still wary around the
to the grogs. Living conditions, which are on the verge of revolt, and are magi.
are determined by the local environment likely to complain to the nobility 0 The covenfolk are moderately con-
(see Boons and Hooks), also influence or clergy over the treatment they tent. They have learned to ignore
fidelity. Finally, competent specialists put have received at the hands of the the social penalty of The Gift of
in charge of the covenfolk increase alle- magi. If they do so, they are likely their masters in the main, and treat
giance through diligence and hard work. to mention the involvement of dark them as they would normally treat
Magi can employ up to three specialists magic. The average servant or grog members of the gentry.
who deal with the covenfolk on their is surly and uncommunicative, and +2 The covenfolk are unusually loyal
behalf, rather than dealing with them obeys a magus only under threat of to their masters. They are close-
directly. (These specialists are purchased violence. Productivity (in terms of mouthed about their secrets around
with covenant Build Points as described cost-saving measures and income strangers, and resist most induce-
on ArM5, page 72). The turb captain which rely upon covenfolk; see ments to betray them.
mediates between the magi and the grogs, Chapter 5: Wealth and Poverty) of +4 The magi are treated as staunch
the steward mediates between the magi the covenant is halved due to deser- friends or honored as benevolent
and the specialists, and the chamberlain tion and rebellion. rulers; most covenfolk treat them
mediates between the magi and the ser- –4 The covenfolk as a whole are not as they would close family mem-
vants. A single individual may perform happy working for the magi, but bers. They will not betray the cov-
up to two of these tasks (commonly the it is a steady form of employment, enant except under the most severe
roles of steward and chamberlain); such and their immediate needs are cared duress.
a person is often called the autocrat. In for, so their self-interest keeps them +6 The covenfolk go to extraordinary
this case, add loyalty points arising from in place. They do not believe that lengths in the service of their mas-
both roles. their masters will help them if they ters; it is not unknown for a grog to
If only some of the covenfolk are get into trouble, and have no illu- lay down his life for one. Covenant
affected by any of these modifiers, then sions about their position in the productivity is increased as the
reduce the modifier accordingly. For covenant. covenfolk go about their daily tasks
example, if the modifiers affect a third of –2 The covenfolk are not precisely with zeal. At this level of Prevailing
the covenant, then reduce the effect on satisfied with their lot, but will Loyalty, the magi of the covenant
Prevailing Loyalty to one third. If condi- not betray their masters under are treated as near gods, and there
tions are dramatically different for differ- most circumstances, unless offered is probably a great deal of supersti-
ent groups, the Divided Loyalty Hook is appropriate inducements. Knowing tion and ritual associated with daily
appropriate. that if the covenant fails they will life.

Green Covenants tions of covenfolk have grown up behind


their walls. Furthermore, some older cov-
Decreasing Loyalty
In a newly established covenant, or enants sponsor new covenants by supply- Due to Actions and
one with newly recruited covenfolk, it ing servants and grogs for them from their
is unlikely that any of the covenfolk will own population. Events
have a ”Loyal to Covenant” Trait greater An established covenant usually
than zero, and it will often be lower. This has sufficient loyalty points through Unfortunately for magi, there are a
is a harsh, but not unreasonable, fact of Familiarity (see below) to give them a number of ways loyalty points can be lost.
life. The mundane people recruited by the Prevailing Loyalty of zero. The effect of The actions of the magi are the most seri-
magi have no experience with Gifted char- The Gift on the occasional new recruit is ous determinants of faithfulness overall,
acters, and to begin with have both suspi- diluted by the Familiarity felt by the rest but any event that adversely affects the
cion and mistrust for their new employers of the covenant, but if a substantial num- covenant is likely to be blamed on them,
(see ArM5, page 75). Over time, these ber of new covenfolk join the covenant, and result in a dip in Prevailing Loyalty.
feelings disappear as the covenfolk grow reduce the number of loyalty points by The following sections and the accom-
familiar to the covenant’s magi through the proportion of the total covenfolk they panying table describe five categories of
regular contact (see Familiarity, below). make up. Similarly, if a new magus should Loyalty Point loss: attitude, punishments,
join the covenant, the covenfolk will not wounds, local events, and reputations.
be comfortable with his Gift, and while
Established Covenants the situational loyalty points remain the
same, the Prevailing Loyalty will drop due Attitude
Not all covenants have newly recruit- to recalculation of the Base Loyalty.
ed covenfolk; many have existed long Most covenfolk expect the magi
enough for the employees of the magi to at their covenant to be standoffish and
become used to the feelings of distrust haughty, just as commoners who live
that result from The Gift. Some covenants and work in more mundane settings
have lasted so long that several genera- expect their employers and the nobility

37
Covenants

Prevailing Loyalty Situational Modifiers to Loyalty


with Non-magus Living Conditions
Members Covenfolk have a –2 Aging modifier for living conditions
Covenfolk have a –1 Aging modifier for living conditions
–20
–10
Covenfolk have no Aging modifier for living conditions 0
If the ruling council of the cov- Covenfolk have a +1 Aging modifier for living conditions +10
enant includes members who are not Covenfolk have a +2 Aging modifier for living conditions +20
magi, then the covenfolk are more
likely to have a higher morale, for they Equipment
can deal with the unGifted members Covenfolk have only Inexpensive equipment –10
instead. Each unGifted member of the Covenfolk have Standard equipment 0
Council contributes zero points to Covenfolk have Standard equipment and one piece each +10
the calculation of Base Loyalty, so the of Expensive equipment
average loyalty points of all members Covenfolk have access to any equipment (within reason) +20
of the ruling council will be lower. This that they need
effect can be seen in the example of
Semita Errabunda; because Victor is on Money
the ruling Council (as a member of the Covenant grants no salary –20
Order, even though he has no Gift), Covenant grants a miserly salary (half standard Wages) –10
the covenant has a Base Loyalty of –38; Covenant grants a standard salary (standard Wages) 0
without him, it would have –45 (–225 Covenant grants a generous salary (half again standard Wages) +10
/ 5). If Semita Errabunda should decide Covenant grants a lavish salary (twice standard Wages) +20
to include one of its companions on Covenant provides a pension upon retirement (half Wages +10
their council, they would have a Base until death) (cumulative with bonuses from high wages)
Loyalty of –32 (–225 / 7).
Including mundanes on the Specialists
Council of Members must be more Turb Captain + (Prs + Leadership)
than a token gesture for it to affect Steward + (Prs + Profession: Steward)
Base Loyalty; their votes must be the Chamberlain + (Prs + Profession: Chamberlain)
equal of the Gifted members (or at
least some of the Gifted members) in
order to count.
Example Loyalty Point Penalties
Prevailing Loyalty Penalty Attitude Punishment Wound Local Event
–1 Rudeness Minor Humiliation Superficial Minor Hardship
Example –3 Obliviousness Public Humiliation Light Severe Hardship
Semita Errabunda is a covenant –6 Maliciousness Restraint Medium Tragic Event
with six magi. Darius has the Blatant
Gift (–105 points), Carolus, Mari, –9 Callous Infliction of Pain Heavy Prolonged
Moratamis, and Tillitus all have the Disregard Hardship
standard Gift (–30 points x 4 = –120 –12 Deliberate Brutal Punishment Incapacitating Widespread
points), and Victor is an unGifted Cruelty Hardship
Redcap (0 points). Thus, the covenant
has a Base Loyalty of –38 (–225 / 6). –15 Heinous Brutal Punishment Death Devastating
The covenant has no Living Malfeasance Clearly Enjoyed Event
Conditions modifier, supplies its grogs by Magus
with Standard equipment only, and
offers them standard wages. to behave. This general attitude on the Table Entries: Some magi are delib-
They have a turb captain (6 loy- part of a covenant’s magi does not cause erately rude to mundanes, or worse, act as
alty points) and an autocrat (12 loy- any particular difficulty, but more extreme if they were completely oblivious to their
alty points), for a total of –18 loyalty attitudes can affect Prevailing Loyalty. presence even when addressed directly.
points, which translates to Prevailing The precise penalties are enumerated in More serious is the magus who considers
Loyalty –2. the “Example Loyalty Point Penalties” the covenfolk to be tools, or is directly
Note that as an established cov- box. The listed penalty is applied for malicious towards them. A callous disregard
enant, Semita Errabunda’s covenfolk each magus who acts in the described for the covenfolk consists of treating
have familiarity (see below) with its fashion, even to a single servant, gossip them like livestock rather than human
members’ Gifts, and thus, in actuality, being what it is. (Multiple penalties are beings. Deliberate cruelty covers matters
have more loyalty points than this. not assessed for the behavior of a single such as vivisection of animals, or making
magus, however. Only the most severe the covenfolk the targets of spells. Heinous
penalty applies.) malfeasance consists of actively evil and

38
Covenants

cruel acts performed out of sheer malice dressed down in front of the whole turb, a wound inflicted by magic is treated
on a regular basis. for example, or afflicted with ass’s ears for as one category more severe; increase
Sun duration — has a larger effect. Restraint the severity before halving the number
combines humiliation with physical depri- of points if the wound was not inflicted
Punishment vation — a day in the stocks, for example, deliberately.
or a week on half rations. Direct infliction The death of a well-liked member of
Punishments which are not physical of pain that results in no actual damage has the covenant can be a more serious blow
in nature have little effect on depend- an even more severe Loyalty Poing effect, to morale whether accidental, deliber-
ability (save where they are evidence but brutal punishment that inflicts prolonged ate, magical, or not. Further, any positive
of a magus’s Attitude, as above), and or extensive pain and wounds its victim as Reputation possessed by a deceased char-
appropriate punishment inflicted by a turb well is judged even more harshly. Worst acter adds to the loyalty point penalty.
captain, steward, or chamberlain has no of all for morale are instances where the
effect either. However, if a magus orders magus responsible for the punishment
that a resident of the covenant should also clearly enjoys inflicting it. Local Events
be punished, then a penalty is applied
according to the table. In a covenant with Magi are frequently blamed for events
a positive Prevailing Loyalty score, pun- Wounds outside of their control. When crops fail,
ishment must be unjust to incur a penalty; a winter is exceptionally cruel, or the king
in other cases, the attitude of the coven- Any wound dealt directly to one declares war, then morale drops. In times
folk is affected whether the punishment of the covenfolk by a magus causes a of epidemic disease or famine, bonds of
is justified or not. The penalty to loy- Loyalty Point penalty, whether or not it devotion may be severed entirely. These
alty points is modified by any Reputation was accidental. This penalty compounds penalties do not disappear when the local
that the victim has: If dearly loved, add a punishment penalty if the magus himself event resolves itself, unless the magi had
the Reputation to the penalty; if they administers it. If the wound is inflicted by something to do with that resolution (see
are known to be insolent or disliked by magic, it is treated as one category more below). If these events last for years loy-
many, then the penalty is reduced by the severe. alty points continue to erode, although
character’s Reputation instead. Grogs are expected to be injured in not necessarily at the same rate.
Table Entries: A minor humiliation is the defense of the covenant, and the cir- Table Entries: Minor hardship is equiv-
short-lived and of little consequence, such cumstances of the injury are more impor- alent to a single harsh winter. A severe
as a slap in the face.A magical humiliation tant in these cases. If the actions that hardship might be provoked by a poor
that is not witnessed by others is also caused the wound were not deliberate, the harvest, which has a continuing effect
treated as minor. Public humiliation — being loyalty point penalty is halved. As before, for a whole year. A tragic event involves a

39
Covenants
amount determined by the storyguide
Example of the Effects on Loyalty of using roughly the same scale.
Changing Membership
Rewards
As an established covenant that ist bonus (18), gives a net total of –1
has existed for many decades, Semita loyalty points, which yields a Prevailing Covenants who provide rewards for
Errabunda has acquired 38 loyalty points Loyalty of zero. their covenfolk increase their allegiance.
through familiarity (the maximum they What would happen if they recruit- A one-off celebration after a notable event
can get this way), which are added to ed a new magus with the Blatant Gift earns one Loyalty Point; a regular cycle of
their Base Loyalty of –38. Due to their instead of all those new covenfolk? In feast-days, with at least four major events
specialists, they have an extra 18 loyalty that case, the Base Loyalty would be each year, also grants one point a year, but
points (for a total of 18), giving them a recalculated to –(225 + 105) / 7 = –47. costs the covenant wealth (see Chapter 5:
Prevailing Loyalty of +2. The covenant would retain its accumu- Wealth, Expenditure).
Should the covenant recruit more lated 38 loyalty points from familiarity,
covenfolk, the effects of Familiarity will and 18 from specialists, so they would
be reduced, because the new covenfolk have a total of nine loyalty points, Local Events
will not be habituated to the magi’s translating to a Prevailing Loyalty score
Gifts. If the number of covenfolk is dou- of one. The addition of this new magus Prevailing Loyalty is not affected if
bled through recruitment, the 38 loyalty would shake the resolve of the coven- the covenant prospers unless this is clearly
points from familiarity are diluted by folk, but not so much that they would due to the direct action of the magi,
one-half to 19, which, when added to start to display disloyalty. such as casting ritual spells on the crops,
the Base Loyalty (–38) and the special- publicly intervening in a war, or curing
a plague. In such cases, calculate the
number of deaths due to a local catastro- penalty that would have been imposed if
phe such as an uprising, a landslide, or Familiarity these events had occurred and grant it as
the like. Prolonged hardship is caused by a a bonus to loyalty points instead. (This
succession of low-yield harvests or harsh Covenfolk gradually grow used to may, of course, simply cancel out the
winters, which gradually kill off the weak, the magi with whom they live; more spe- effects of a penalty that arose when the
the sick, and the old. Widespread hardship is cifically, they grow to ignore the social events occurred in the first place.)
both prolonged and large in scale, such as penalty of The Gift. This only applies to
when a whole region suffers severe famine the magi of the home covenant; ”foreign”
or drought. Many people may die, but this Gifted individuals suffer the usual suspi- Reputation
occurs over a long period of time and in cion and distrust. Over longer periods of
a process of gradual erosion, rather than time, covenfolk are born into the covenant If a covenant gains a good Reputation
all at once. In contrast, a devastating event is and grow up familiar with their magi. For in the local area, and the covenfolk get to
one where many locals die within a short every year that a covenant exists it gains hear about it or otherwise benefit from
time span. A lethal plague or war is likely two loyalty points. The maximum number it, then five loyalty points are gained for
to cause this most severe dip in Prevailing of loyalty points that can be gained from every point of the Reputation.
Loyalty. familiarity is the quantity necessary to off-
set the covenant’s negative Base Loyalty
(that is, the penalty arising from the Gifts Loyalty and Mentem Magic
Reputation of the covenant’s magi).
Magi can increase the reliability of
When a covenant develops a bad their covenfolk directly with Mentem
Reputation and the covenfolk are aware of Altruism spells. There are three main methods:
it, they may reconsider their employment. Creo Mentem can instill feelings of devo-
The covenant loses five Loyalty Loints for Direct acts of altruism towards coven- tion in those who have no opinion of the
every point of each such Reputation. folk increase their devotion. These need magi; Rego Mentem can cause disloyal
to be performed personally by the magi covenfolk to become loyal; and Rego
— ordering a companion to heal a grog Mentem can also force covenfolk to obey,
will not help! However, personally assist- whatever their emotions.
Increasing Loyalty Due ing with the healing of a wound causes a While individuals can be affected
to Actions and Events Loyalty Point gain equal to the equivalent
penalty if the magus had inflicted the
with relative ease in the short term, for
these spells to affect Prevailing Loyalty
wound in the first place. Conspicuous use they must be powerful and regularly used,
Fortunately for magi, covenants of magic in such altruistic acts increases and such severe measures mean Warping.
can gain as well as lose loyalty points the bonus to the next level. Similarly, a
by actions and events, increasing their magus who suffers a wound on behalf
Prevailing Loyalty. The five sections of a mundane earns loyalty points equal Loyalty Versus Discipline
below — familiarity, altruism, rewards, to those that would have been lost had
local events, and reputation — describe the mundane sustained the wound. Acts Some covenants implement stiff
the ways this can happen. that directly benefit covenfolk in other regimes of discipline and do not con-
ways also increase loyalty points, by an cern themselves with loyalty. A rigorous
program of punishment is likely to cause

40
Covenants
Loyalty Point loss, but a corresponding
increase in overall discipline as coven- Instant Loyalty of the Stories Caused by
folk attempt to avoid future punishment.
Conversely, an over-indulgent council Rebellious Turb Prevailing Loyalty
that lavishes their staff with money or
drink might improve their sense of devo- CrMe 50 A covenant with a Prevailing
tion, but damage their tendency to carry R: Voice, D: Year, T: Group, Ritual Loyalty score of –3 or less is prone to
out their orders. Often cast at a midwinter gather- periodic crises of faithfulness, which
If appropriate, Prevailing Discipline ing of the covenant under the pretense will create stories that force player
may be tracked in an identical way to of a celebration, this ritual spell warps characters to patch up relationships.
Prevailing Loyalty. Each action that would the perceptions of up to 100 people, Most of these crises will be minor:
normally affect loyalty points should be granting them a ”Loyal to Covenant” perhaps a disgruntled servant makes
judged according to the effects that it score of +4. This Personality Trait over- a confession to a priest regarding his
has on both Loyalty and Discipline, and rides the regular rules for Prevailing employers, or complains to the local
applied where appropriate. Maintaining Loyalty; it is not affected by living lord. The covenant might lose coven-
Prevailing Discipline requires all spe- conditions or magus actions. The spell folk each year to desertion, or be con-
cialists managing the covenfolk to use inflicts one Warping Point immediately stantly subjected to poor harvests and
Leadership rather than their Profession when it first affects a character, five low productivity. Occasionally, a major
Ability to maintain order. If Prevailing Warping Points over the course of crisis will occur, provoking a story that
Discipline is tracked separately from the year, and five additional Warping the magi must deal with immediately
Prevailing Loyalty, then it may modify Points for every subsequent year the — the bishop decides to investigate
rolls related to the duties of the covenfolk. character remains under its effects. rumors he’s heard, for example, or the
For example, Prevailing Discipline may After a year under the effects of this local lord decides to rid his land of the
adjust the Awareness of grogs on watch. spell, each covenfolk affected will sorcerers. A low Prevailing Loyalty
However, keeping track of Discipline therefore have a Warping Score of 1, therefore acts like a Hook, and may be
Points separately from loyalty points is and acquire either the Simple-Minded resolved like any other Hook, through
more complicated, and should only be or Short Attention Span Flaw as his stories and events which add loyalty
considered where the two are dramati- first Minor Flaw. points.
cally different. (Base 4, +2 Voice, +4 Year, +2
Group, +2 Size)

41
Chapter Four

Covenfolk
Covenfolk surround a covenant’s are likely to be filled with paid-for special- grog designed as a pooled character may
magi, supporting them and aiding them. ists without character sheets. wind up being played most often by one
For the storyguide they are bit-parts and particular player, who may eventually
extras who fill out the saga, and provide adopt him as her own. Characters may
roles in play for players whose magus or shift back and forth between the two
companion is elsewhere. They provide states in an extended saga.
players with variety and a chance to
explore alternative roles from their main
characters; they also provide opportuni-
Troupe Styles In all of this, covenfolk, when cre-
ated and played as grogs, enjoy all of the
advantages described in ArM5, allowing
ties for low humor and soap opera.
The covenfolk best-knownto most and Covenfolk risk taking and ham-acting, and allowing
the storyguide to emphasize death and
magi are the familiar shield grogs who other serious events without overly dis-
accompany and defend them in the Covenfolk characters fit neatly into turbing the great investment players make
heat of battle, providing the brief calm both the Alternative Characters and in their magus characters.
needed to cast spells. There are many Pooled Characters styles of troupe role- The character advancement rules
more covenfolk than just these, however; playing described on ArM5, page 219. make it particularly easy to maintain and
indeed, covenfolk fill all the other places The Alternative Characters section update covenfolk: even if you forget to
in a covenant. This chapter discusses their talks specifically about the possibilities of advance them regularly, it is easy to apply
roles and provides grog templates for having multiple companions per player, several years experience in one go, to
many, also discussing spell- and magic- or even multiple magi, so long as they “catch up” with game time.
based substitutes for some roles. have good reason not to go on adven-
The rules allow covenants to pur- tures together. However, the Alternative
chase specialists with Build Points, but Characters style works particularly well if
these are blanks-with-Abilities, lacking the additional characters are grogs rather
even character sheets. They cost Build
Points because they allow the players
to sketch the covenant without effort.
than companions: there is less pressure
to keep playing the additional charac-
ters if it’s inconvenient, and as support
Saga Settings
Characters created as grogs or compan-
ions, however, need not be paid for with
characters, they have built-in reasons to
accompany other characters in whatever and their
Covenfolk
Build Points. This chapter encourages you they are doing.
to flesh out the covenant with real char- It is quite reasonable for a player
acters — companions and grogs — rather to design and play as many support-
than simply purchasing specialists with ing covenfolk characters as he wishes to
Build Points, and it includes character spend time creating — they will appear Saga styles vary, from the gritty
templates as examples for customization. in play as and when needed. Indeed, realism of low fantasy to the everyday
This approach is best-suited to the certain covenfolk may appear more often dealings with dragons and demons that
slow saga speed (two or more game ses- in play than some magi. Where stories characterize high fantasy. Likewise, sagas
sions per season) and medium saga speed are tailored to, and focus on, one magus might emphasize mundane interactions or
(one to four seasons per session), where at a time, the same covenfolk may be hermetic life, investigation of mysteries or
the lifespans of magi extend beyond the employed in support of all of them. political intrigue. The types of covenfolk
scope of the saga and individual grogs Ars Magica Fifth Edition describes relevant to each style quite obviously
can be expected to survive for all or most Pooled Characters as a separate style, vary, though there remain some univer-
of it. But even in fast sagas (one or more but in truth, if you employ covenfolk as sally germane types as well. In addition
years per session), grogs are still worth Additional Characters, then the two styles to a saga’s style, the scale of the troupe’s
creating and playing even as they age and of play blur and overlap. A grog designed covenant also has an impact on the types
die. Indeed, their mortality and succession as an additional character by one player of covenfolk relevant to it.
may be a theme of the saga. As a practical may drift into a pooled role if other play- The sections that follow each pro-
matter, however, in such sagas some roles ers take him on when his owner is playing vide a handful of templates relevant to
her magus or companion. Alternately, a a particular sample style or scope of

42
Covenants
play, including an isolated tower, a manor Combat:
and farm, a grand castle, and a magical Fist: Init +1, Attack +3, Defense +3, The Sample
environment. These templates may, of Damage –1
course, be mix-and-matched as the troupe Soak: –1 Characters
desires. Fatigue Levels: OK, 0, –1, –3, –5,
Unconscious The sample characters in this
Wound Penalties: –1 (1–4), –3 (5–8), –5 chapter are intended for use as grog
(9–12), Incapacitated (13+) templates, extending the set on ArM5,
An Isolated Tower Abilities: [Native Language] 5, Artes pages 21–22. Like those, these can and
Liberales 2 (grammar), Awareness should be tweaked and customized
The sample covenfolk in this section 4 (search), Bargain 2 (fine goods), when using them in a saga.
make their home in a physically small Brawl 1 (fist), Carouse 1 (staying Grogs should have no Major
covenant at some remove from its mun- sober), Charm 2 (first impressions), Virtues or Flaws, no more than three
dane neighbors. Covenant Lore 2 (who’s who), Minor Flaws balanced by an equal
Etiquette 2 (magi), Folk ken 3 (magi), number of Minor Virtues, and no Story
Guile 3 (magi), Intrigue 3 (plots), Flaws. Most characters should not have
Spying Maid Latin 4 (Hermetic use), Legerdemain more than one Minor Personality Flaw,
3 (pilfering), Profession: steward 3 lest they move from entertaining to
Characteristics: Int +2, Per +2, Pre 0, (keeping house), Stealth 3 (sneaking) irritating, but grogs may often be an
Com +1, Str –1, Sta –1, Dex +1, Equipment: none. exception. A grog with two very dif-
Qik +1 Encumbrance: 0 (0) ferent Minor Personality Flaws may
Size: –1 Customization Notes: This maid is not become an instantly recognizable fea-
Age: 23 (23) all she seems — while an attentive ture character of a saga.
Decrepitude: 0 and effective servant in a magus’s Since these templates reflect char-
Warping Score: 0 (0) chambers, she is also a perceptive acters living close to or within a cove-
Virtues and Flaws: Covenfolk; Educated, spy, reporting back to another magus nant, many have some level of Covenant
Gossip, Keen Vision; Dutybound (to in the covenant. Small Frame can be Lore to reflect their knowledge of what
serve the one for whom she spies), swapped for Obese (Size 0) if you goes on “up where the magi live,” as
Small Frame, Weakness (for books) re-figure her Wound Penalties. Keen well as some quantity of Village Lore to
Personality Traits: Watchful +3, Relaxed Hearing, Light Touch, and Puissant describe what they know about things
–2, Loyal +1 Awareness are good alternatives to “down in the village.”
Reputations: None. Keen Vision. This character can be
used as a maid without being a spy Fatigue Levels: OK, 0, –1, –3, –5,
— perhaps by replacing Dutybound Unconscious
with another Flaw such as Continence Wound Penalties: –1 (1–5), –3 (6–10), –5
or Temperate, or changing the area (11–15), Incapacitated (16+)
of her Weakness — but her two Abilities: [Native Language] 5, Artes
Personality Flaws should not over- Liberales 2 (logic), Athletics 1 (run-
lap. Abilities can be swapped freely, ning away), Awareness 2 (search-
so long as 50 XP are left in Artes ing), Carouse 2 (rude stories), Charm
Liberales and Latin. 1 (witty), Concentration 2 (study),
Covenant Lore 3 (rules), Folk Ken
2 (magi), Guile 1 (evading trouble),
Scribe Latin 5 (big words), Magic Lore
3 (elementals), Magic Sensitivity 4
Characteristics: Int +3, Per +1, Pre –2, (auras), Magic Theory 2 (copying),
Com 0, Str –2, Sta +1, Dex +3, Qik Order of Hermes Lore 2 (Peripheral
–1 Code), Prof: Scribe 5 (copying), Ride
Size: 0 1 (staying on), Teaching 3 (one-to-
Age: 26 (26) one)
Decrepitude: 0 Equipment: quills and ink, parchment,
Warping Score: 0 (0) knife
Virtues and Flaws: Failed Apprentice; Encumbrance: 0 (0)
Educated, Magic Sensitivity; Ability Customization Notes: “Ah yes, it’ll be
Block (Martial Abilities), Covenant ready tomorrow, nearly finished…”
Upbringing, Optimistic (Minor) You can change the scribe’s super-
Personality Traits: Optimistic +3, Loyal natural Virtue and Flaw for other
+2, Pious –1 options, even non-magical capabili-
Reputations: None ties, though it is likely that as a failed
Combat: apprentice he retains some magical
Dagger: Init –1, Attack +7, Defense +1, capacity. You can swap Optimistic
Damage +1 for Carefree, or even reverse it to
Dagger (mounted): Init –1, Attack +8, Pessimistic. The XP from Educated
Defense +2, Damage +1 have been spent on Latin and Artes
Soak: +1 Liberales.

43
Covenants
Long sword: Init +2, Attack +8, Defense +6, Warping Score: 0 (0)
Grog Creation as an Damage +7 Virtues and Flaws: Gentlewoman;
Long sword & Heater: Init +2, Attack +8, Premonitions, Privileged Upbringing;
Introduction to Ars Defense +9, Damage +7 Ability Block (Martial), Dutybound,
Magica Dagger: Init +0, Attack +4, Defense +3,
Damage +4
Proud (Minor).
Personality Traits: Proud +3, Brave +2,
Fist: Init 0, Attack +1, Defense +2, Damage Loyal +2
The process of designing grogs +1 Reputations: None
provides an excellent introduction to Long sword (mounted): Init +2, Attack +11, Combat:
Ars Magica character generation for Defense +9, Damage +7 Fist: Init 0, Attack +1, Defense 0, Damage
those not familiar with the game, who Long sword & Heater (mounted): Init +1, Attack –1
have not yet mastered the intricacies of +11, Defense +12, Damage +7 Soak: –1 (Stamina)
the system. Players creating grogs ben- Dagger (mounted): Init +0, Attack +7, Fatigue Levels: OK, 0, –1, –3, –5,
efit from an encouragement to experi- Defense +6, Damage +4 Unconscious
ment, to try out ideas, and to “push Soak: +0 (unarmored); +9 (chainmail, in Wound Penalties: –1 (1–5), –3 (6–10), –5
the envelope” a bit. This allows them which sword Init drops to 0 and dag- (11–15), Incapacitated (16+)
to get their feet wet before they spend ger and fist Init drop to –2) Abilities: [Native Language] 5, Artes
the effort to design a full magus, and Fatigue Levels: OK, 0, –1, –3, –5, Liberales 1 (arithmetic), Awareness 1
prevents them from feeling committed Unconscious (alertness), Bargain 3 (household pur-
to a magus character with obvious Wound Penalties: –1 (1–5), –3 (6–10), –5 chases), Carouse 1 (ladies’ games),
failings arising from misunderstand- (11–15), Incapacitated (16+) Charm 1 (first impression), Civil &
ings about the game system. Grogs are Abilities: [Native Language] 5, Animal Canon Law 2 (local area), Covenant
both simpler and more “disposable,” Handling 1 (falcons), Athletics 1 Lore 1 (people), Etiquette 4 (nobles),
allowing one to feel safe in making (run), Awareness 2 (alertness), Bargain Folk Ken 3 (nobles), Intrigue 3 (ladies),
mistakes. 2 (nobles), Brawl 2 (dagger), Carouse Latin 3 (vocabulary), Premonitions 3
Covenfolk also provide the sto- 2 (tall tales), Charm 1 (nobles), (peril to manor), Profession: Steward
ryguide with a sideline in walk-on Covenant Lore 2 (rules and charter), 4 (manor), Ride 1 (safely), Village
roles, especially in sagas where there Etiquette 4 (magi), Folk Ken 4 (peas- Lore 3 (customs)
is only one alpha storyguide running ants), Guile 1 (elaborate tales), Hunt Equipment: fine clothes, anything a pros-
adventures, with no full-time character 2 (mounted), Intrigue 2 (nobles), perous manor can afford
in the saga. Leadership 4 (grogs), Music 2 (sing), Encumbrance: 0 (0)
Profession: Steward 1 (management), Customization Notes: The lady is
Ride 3 (speed), Single Weapon 4 designed as spouse to a player char-
A Manor and Farm (long sword), Survival 1 (camping acter companion Lord of the Manor;
out), Village Lore 5 (local laws) she could be expanded into a com-
These covenfolk inhabit a larger cov- Equipment: fine clothes, sword, dagger, panion herself by elevating her Pride
enant enmeshed — to a greater or lesser horse, suit of mail to a Major Flaw and adding a few
extent — in the mundane politics of the Encumbrance: 1 (2); 3 (4) if armored other Flaws and Virtues to accom-
immediate region. Customization Notes: This lord is pre- pany them. Her abilities can be shuf-
Other manor-based characters might sumed to be the spouse of a land- fled, but she must retain exactly 50
include an ale-wife, charcoal-burner, or holding wife who is a companion XP in Academic Abilities from her
weaver (all based on the Craftsman tem- player character. He is primarily a Privileged Upbringing — but no
plate); swine-herds or farmers (based on figurehead to hold the covenant’s more unless she gains the Educated
the Peasant), or a steward or reeve (based manor, a ruler rather than a warrior, Virtue. As a companion she’d also
on either the Lord of the Manor or — for there to govern the grogs outside the have a Confidence Score and Points.
a skilled non-fighter — on the Lady). turb, and to lead and manage the vil-
lage. Piercing Gaze is a good replace-
ment for Inspirational. His Fear and Blacksmith
Lord of the Manor Weakness can be changed to other
subjects, or replaced by Reckless or Characteristics: Int 0, Per 0, Pre +2, Com
Characteristics: Int +1, Per 0, Pre +2, Overconfident. Warrior must remain –1, Str +2, Sta +2, Dex +2, Qik –1
Com +2, Str +1, Sta 0, Dex –1, Qik both for the XP (all spent on Single Size: 0
0 Weapon) and to permit his Martial Age: 29 (29)
Size: 0 Abilities. Decrepitude: 0
Age: 29 (29) Warping Score: 0 (0)
Decrepitude: 0 Virtues and Flaws: Craftsman; Great
Warping Score: 0 (0) Characteristics, Puissant Craft:
Virtues and Flaws: Gentleman; Lady of the Manor Blacksmith, Second Sight; Disfigured
Inspirational, Warrior; Ability Block (by tattoos), Generous (Minor),
(Logic), Fear (of overt magic), Characteristics: Int +2, Per +1, Pre +2, Missing Eye
Weakness (for good food) Com +1, Str –1, Sta –1, Dex +1, Personality Traits: Generous +2, Brave
Personality Traits: Brave +3, Loyal +3, Qik 0 +2, Loyal +2
Cautious +1 Size: 0 Reputations: None
Reputations: None Age: 20 (20) Combat:
Combat: Decrepitude: 0

44
Covenants
Fist: Init –1, Attack +8, Defense +5, Guile 4 (fast talk), Village Lore 2 male, even down to working in the
Damage +2 (local customs) fields or herding animals.
Hammer (as mace): Init +0, Attack +9, Equipment: domestic and work clothes,
Defense +3, Damage +10 working tools
Soak: +4 (partial heavy leather) Encumbrance: 0 (0)
Fatigue Levels: OK, 0, –1, –3, –5, Customization Notes: The craftsman or A Grand Castle
Unconscious craftswoman (either applies equally)
Wound Penalties: –1 (1–5), –3 (6–10), –5 template can be applied to many These covenfolk live at a great fortifi-
(11–15), Incapacitated (16+) figures in a village, from the ale-wife cation that’s the envy — or nightmare —
Abilities: [Native Language] 5, Athletics to weaver. of every noble for miles and miles. Such
4 (wrestling), Awareness 1 (search), a covenant might profitably employ a
Bargain 2 (goods), Brawl 5 (fists), book-binder, cook, percamenarius (parch-
Carouse 3 (stories), Chirurgy 2 Farming Peasant ment-maker), and silver-smith — these
(wounds), Craft: Blacksmith 5+2 (fine can be based on the craftsman template
work), Covenant Lore 1 (names), Characteristics: Int –1, Per +1, Pre –1, above. The castle is also very likely to
Folk Ken 2 (peasants), Guile 1 (tall Com –1, Str +3, Sta +3, Dex 0, Qik have a castellan or steward, which can be
stories), Second Sight 4 (invisible), –2 based on the lord of the manor or lady
Single Weapon 3 (hammer), Stealth Size: 0 of the manor templates. The templates
1 (sneak), Survival 1 (camping out), Age: 25 (25) below describe additional covenfolk that
Village Lore 3 (history) Decrepitude: 0 might be found at a grand castle.
Equipment: forge and workshop, hammer Warping Score: 0 (0)
and other tools, heavy leather apron Virtues and Flaws: Peasant; Animal Ken,
Encumbrance: 0 (2) Enduring Constitution; Clumsy, Chaplain
Customization Notes: The blacksmith Greedy (Minor).
reflects a folk-tradition of iron-work- Personality Traits: Greedy +3, Loyal +2, Characteristics: Int +2, Per 0, Pre +2,
ing as a mystical ability, with a sac- Brave +1 Com +3, Str –2, Sta 0, Dex –1, Qik
rifice of power (one eye) in return Reputations: None –1 (1)
for a special affinity for iron, and the Combat: Size: 0
Sight. He can also be used as a model Fist: Init –2, Attack +4, Defense +2, Age: 39 (39)
for other physically strong craftsmen Damage +3 (*) Decrepitude: 0 (1)
or farmers, replacing Second Sight Pitchfork: Init –1, Attack +6, Defense +2, Warping Score: 0 (0)
and Missing Eye with other choices, Damage +8 (*) Virtues and Flaws: Priest; Good
and shuffling Abilities. (*Clumsy: +1 botch dice on all Teacher, Relic; Fragile Constitution,
Dexterity related activities) Noncombatant, Vow (celibacy)
Soak: +3 Personality Traits: Pious +3, Loyal +2,
Craftsman or Craftswoman Fatigue Levels: OK, 0, –1, –3, –5, Brave –1
Unconscious Reputations: None
Characteristics: Int 0, Per +1, Pre –1, Wound Penalties: –1 (1–5), –3 (6–10), –5 Combat:
Com 0, Str 0, Sta +2, Dex +2, Qik (11–15), Incapacitated (16+) Fist: Init –1, Attack –1, Defense –1,
+1 Abilities: [Native Language] 5, Animal Damage –2
Size: 0 Handling 4 (cattle), Animal Ken 3 Soak: +0
Age: 20 (20) (cattle), Athletics 1 (run), Awareness Fatigue Levels: OK, 0, –1, –3, –5,
Decrepitude: 0 2 (search), Bargain 1 (produce), Brawl Unconscious
Warping Score: 0 (0) 3 (fist), Carouse 3 (power drink- Wound Penalties: –1 (1–5), –3 (6–10), –5
Virtues and Flaws: Craftsman; Light ing), Climb 2 (trees), Covenant Lore (11–15), Incapacitated (16+)
Touch, Puissant Craft; Ability Block 2 (grogs), Craft: Farmer 4 (plow- Abilities: [Native Language] 5, Artes
(Logic), Avaricious (Minor) ing), Folk Ken 2 (peasants), Great Liberales 4 (rhetoric), Awareness
Personality Traits: Avaricious +3, Brave Weapon 2 (pitchfork), Guile 3 (lying 3 (alertness), Bargain 2 (parishio-
–2, Loyal +1 to authority), Ride 2 (mule), Survival ners), Carouse 1 (stories), Charm
Reputations: None 2 (sleeping rough), Village Lore 2 3 (witty), Church Lore 4 (rites and
Combat: (people) rituals), Covenant Lore 3 (rites and
Dagger: Init +1, Attack +6, Defense +3, Equipment: clothes according to prosper- rituals), Etiquette 2 (magi), Folk
Damage +3 ity, farming tools Ken 3 (grogs), Intrigue 1 (avoid-
Soak: +2 Encumbrance: 0 (1) ing plots), Latin 5 (church Latin),
Fatigue Levels: OK, 0, –1, –3, –5, Customization Notes: The peasant farm- Music 4 (church music), Order of
Unconscious er may be anything from a lowly Hermes Lore 2 (magi), Philosophiae
Wound Penalties: –1 (1–5), –3 (6–10), –5 laborer to a farmer with his own 3 (metaphysics), Profession: Scribe 1
(11–15), Incapacitated (16+) modest holding to a landless swine- (copying), Ride 2 (mule), Teaching 5
Abilities: [Native Language] 5, Awareness herd. When employed by a cov- (small groups), Village Lore 3 (rites
1 (search), Bargain 4 (trade), Brawl enant, the farmer’s land is held from and rituals).
1 (dagger), Carouse 3 (drinking), the covenant’s manorial holdings. Equipment: vestments and traveling
Charm 3 (smooth talker), Covenant His Virtues, Flaws, and Abilities can clothes, bible, missal
Lore 1 (who’s who), Craft: [Type] be changed freely, as the concept is Encumbrance: 0 (0)
5+2 (varies), Folk Ken 1 (peasants), simply “strong, land-linked peasant.” Customization Notes: A more mystically
Peasants can as easily be female as inclined scholar might swap Relic

45
Covenants
for Student of the Divine, and move Upbringing, which brings her Latin
XP from Music to Dominion Lore. and Order of Hermes Lore.
Other Virtues and Flaws can easily be
fitted in, although Priest is needed to
define his role. Weapons Instructor
Characteristics: Int 0, Per 0, Pre 0, Com
Minstrel +2, Str +2, Sta 0, Dex +1, Qik 0
Size: 0
Characteristics: Int +1, Per +1, Pre 0, Age: 30 (30)
Com +3, Str –1, Sta 0, Dex +1, Qik Decrepitude: 0
–1 Warping Score: 0 (0)
Size: –1 Virtues and Flaws: Custos; Affinity
Age: 32 (32) (Single Weapon), Warrior; Covenant
Decrepitude: 0 Upbringing, Disfigured (scarred),
Warping Score: 0 (0) Lame
Virtues and Flaws: Custos; Enchanting Personality Traits: Brave +3, Loyal +3,
Music, Puissant Enchanting Music; Pious –1
Covenant Upbringing, Hunchback, Reputations: None
Small Frame Combat:
Personality Traits: Charming +3, Loyal Combat scores include penalties for the Lame Flaw:
+3, Brave –2 –3 on Dodge, and –1 on other combat
Reputations: None Washer-woman scores.
Combat: Long sword: Init +1, Attack +12, Defense
Fist: Init –1, Attack +3, Defense +1, Characteristics: Int +1, Per +1 (1), Pre +8, Damage +8
Damage –1 0, Com 0, Str 0, Sta 0, Dex –3 (2), Long sword & Heater: Init +1, Attack +12,
Soak: +0 Qik 0 Defense +11, Damage +8
Fatigue Levels: OK, 0, –1, –3, –5, Size: 0 Dagger: Init –1, Attack +7, Defense +4,
Unconscious Age: 47 (47) Damage +5
Wound Penalties: –1 (1–5), –3 (6–10), –5 Decrepitude: 2 (4) Great sword: Init +1, Attack +9, Defense
(11–15), Incapacitated (16+) Warping Score: 0 (0) +5, Damage +11
Abilities: [Native Language] 5, Awareness Virtues and Flaws: Covenfolk; Sharp Long bow: Init –3, Attack +8, Defense +3,
2 (attentive), Bargain 1 (music), Brawl Ears, Social Contacts; Busybody, Damage +10
1 (fist), Carouse 2 (coarse songs), Covenant Upbringing Thrown Knife: Init –1, Attack +5, Defense
Charm 3 (sweet words), Covenant Personality Traits: Nosy +3, Loyal +3, +3, Damage +4
Lore 3 (history), Enchanting Music Crotchety +2 Dodge: Init –3, Attack n/a, Defense +1,
6+2 (love), Etiquette 2 (covenants), Reputations: Busybody 3 (local) Damage n/a
Faerie Lore 1 (fabulous tales), Folk Combat: Long sword (mounted): Init +1, Attack +15,
Ken 1 (magi), Guile 3 (elabo- Kick: Init –1, Attack –1, Defense +1, Defense +11, Damage +8
rate lies), Intrigue 2 (magi), Latin Damage +3 Long sword & Heater (mounted): Init +1, Attack
4 (Hermetic use), Leadership 2 Soak: +0 +15, Defense +14, Damage +8
(grogs), Legerdemain 3 (nimble fin- Fatigue Levels: OK, 0, –1, –3, –5, Dagger (mounted): Init –1, Attack +10,
gers), Magic Lore 2 (fabulous tales), Unconscious Defense +7, Damage +5
Music 4 (wide knowledge), Order Wound Penalties: –1 (1–5), –3 (6–10), –5 Thrown Knife (mounted): Init –1, Attack +8,
of Hermes Lore 2 (history), Ride 1 (11–15), Incapacitated (16+) Defense +6, Damage +4
(mule) Abilities: [Native Language] 5, Awareness Soak: +0 (unarmored); +6 (partial chain
Equipment: lute, fine clothes, travel 4 (alertness), Bargain 3 (grogs), Brawl mail)
clothes, fancy sword (not that he can 1 (kick), Carouse 3 (drinking songs), Fatigue Levels: OK, 0, –1, –3, –5,
use it…) Charm 4 (young men), Chirurgy 4 Unconscious
Encumbrance: 0 (0) (cuts and scrapes), Covenant Lore Wound Penalties: –1 (1–5), –3 (6–10), –5
Customization Notes: While this musi- 4 (where things are), Etiquette 3 (11–15), Incapacitated (16+)
cian can sing magical music, anoth- (magi), Folk Ken 4 (grogs), Guile 4 Abilities: [Native Language] 5, Animal
er’s might be mundane, and Magic (petty deceits), Intrigue 5 (behind Handling 1 (horses), Athletics 2
Sensitivity or Second Sight might magi’s backs), Latin 4 (Hermetic use), (running), Awareness 2 (alertness),
replace Enchanting Music, while Leadership 4 (bossing grogs), Order Brawl 4 (dagger), Bows 3 (long
Puissant Music replaces Puissant of Hermes Lore 1 (other covenants), bow), Carouse 2 (power drinking),
Enchanting Music. The spread of XP Profession: Washer-woman 4 (wiz- Covenant Lore 2 (rules), Folk Ken
could be narrowed to make a more ard’s robes), Village Lore 4 (people) 1 (grogs), Great Weapon 3 (great
specialized musician, or widened fur- Equipment: clothes, household tools sword), Hunt 0 (2) (on horse),
ther by taking XP from the highest- Encumbrance: 0 (0) Leadership 4 (training), Ride 3 (bat-
level Abilities. Customization Notes: The washer-woman tle), Single Weapon 7 (long sword),
can be used for other older character Stealth 2 (hide), Survival 2 (woods),
roles — anyone who’s experienced but Swim 1 (stay afloat), Teaching 4 (sol-
getting frail. Abilities and Virtues can diers), Thrown Weapon 3 (knife)
be swapped freely, except Covenant

46
Covenants
Equipment: long sword; if called to battle Encumbrance: 0 (0); 1 (1) if armed with Fatigue Levels: OK, 0, –1, –3, –5,
also a chain shirt and horse short sword Unconscious
Encumbrance: 0 (2); 1 (3) if armored Customization Notes: Change Craft: Wound Penalties: –1 (1–4), –3 (5–8), –5
Customization Notes: Abilities can eas- Painter to Craft: Sculptor, Potter, or (9–12), Incapacitated (13+)
ily be swapped to make this charac- Weaver to create an artist in a differ- Abilities: [Native Language] 5, Athletics
ter a master of some other Ability. ent medium, or substitute Music for a 2 (run), Awareness 2 (search-
He could narrow his focus to just composer. Magi may find it useful for ing), Bargain 2 (glass), Brawl 4
one Martial Ability to become a the artist to learn realm-based Lore (fist), Carouse 4 (power drinking),
real specialist. The Lame Flaw can Abilities so she can depict scenes Covenant Lore 2 (people), Craft:
be changed to Reckless or another from the realms. Glassblower 5+1* (delicate work),
Martial Flaw, removing the combat Folk Ken 2 (grogs), Guile 2 (sol-
penalties while staying close to con- diers), Latin 3 (magi), Ride 2 (speed),
cept. Glass-blower Single Weapon 4 (axe)
(* +1 Craft bonus from Dwarf Blood)
Characteristics: Int –1, Per +2, Pre –2, Equipment: glassworker’s workshop and
Com –2, Str +2, Sta +2, Dex +4, tools, heirloom axe, chain mail
A Magical Environment Qik –1 Encumbrance: 0 (2); 2 (4) if armored
Size: –1 Customization Notes: In 1220 it was still
These covenfolk dwell in a high- Age: 26 (22) very difficult to manufacture pure
ly magical environment. This may be a Decrepitude: 0 clear glass. The process is almost
magical regio, an underground labyrinth, Warping Score: 0 (0) alchemical, and Faerie Blood provides
a flying castle in the clouds, or anything Virtues and Flaws: Custos; Faerie Blood: a rationale for a glass-maker who can
else that takes the fancy of the troupe Dwarf Blood, Great Dexterity; make it. Making clear glass by magic
— but it is sustained and fed largely by Offensive to Animals, Oversensitive is an expensive alternative, requiring
magic rather than mundane efforts. The (about height), Small Frame Creo rituals (and vis); Perdo cannot
three templates that follow — the artist, Personality Traits: Grumpy +3, Brave +3, be used to remove “just” the impuri-
glass-blower, and lore-master —are cor- Loyal +2 ties, as it is in the nature of Perdo to
respondingly less “practical” than some Reputations: None make things more flawed than the
others in previous sections. Combat: ideal. Only Creo can move matter
Axe: Init +0, Attack +13, Defense +4, towards an ideal. This glass-blower’s
Damage +8 Craft skill can be changed freely,
Artist Fist: Init –1, Attack +9, Defense +4, and the Offensive and Oversensitive
Damage +2 Flaws easily changed. The Dwarf
Characteristics: Int +1, Per +2, Pre –1, Axe & Round Shield: Init +0, Attack +13, Blood Virtue is not, strictly speak-
Com 0, Str 0, Sta +1, Dex +2, Qik 0 Defense +6, Damage +8 ing, necessary, but provides a good
Size: 0 Axe (mounted): Init +0, Attack +15, Defense story reason for a martial crafts-
Age: 21 (21) +6, Damage +8 man. Swapping Custos for Warrior
Decrepitude: 0 Axe & Round Shield (mounted): Init +0, Attack or Privileged Background provides
Warping Score: 0 (0) +15, Defense +8, Damage +8 more XP while still allowing Martial
Virtues and Flaws: Covenfolk; Free Soak: +2 (Stamina); +11 (chain mail) Abilities.
Expression, Puissant Craft: Painter,
Second Sight; Fragile Constitution,
Incomprehensible, Poor Hearing Lore-master
Personality Traits: Fey +3, Loyal +2,
Pious +2 Characteristics: Int +2, Per +1, Pre 0, Com
Reputations: None +1, Str 0, Sta +1, Dex +1, Qik 0
Combat: Size: 0
Short sword: Init +0, Attack +8, Defense Age: 37 (37)
+4, Damage +5 Decrepitude: 0
Soak: +1 (Stamina) Warping Score: 0 (0)
Fatigue Levels: OK, 0, –1, –3, –5, Virtues and Flaws: Custos; Educated,
Unconscious Privileged Upbringing; Ability Block
Wound Penalties: –1 (1–5), –3 (6–10), –5 (Martial), Covenant Upbringing,
(11–15), Incapacitated (16+) Soft-Hearted
Abilities: [Native Language] 5, Awareness Personality Traits: Soft-hearted+3,
3 (attentive study), Carouse 1 (games Dreamy +2, Loyal +2
of chance), Charm 1 (being witty), Reputations: None
Church Lore 3 (inspirational art), Combat:
Covenant Lore 2 (people), Craft: Fist: Init +0, Attack +1, Defense +0,
Painter 5+2 (people), Etiquette 3 Damage +0
(magi), Folk Ken 1 (grogs), Guile Soak: +1
1 (grogs), Single Weapon 2 (short Fatigue Levels: OK, 0, –1, –3, –5,
sword), Second Sight 5 (illusions) Unconscious
Equipment: clothes, charcoal, (re-)scraped Wound Penalties: –1 (1–5), –3 (6–10), –5
parchment (11–15), Incapacitated (16+)

47
Covenants
Abilities: [Native Language] 5, Artes who’ve heard of the former baker’s pas-
Liberales 4 (logic), Church Lore 3 tries might come from far and wide to Baker
(rites and rituals), Covenant Lore 3 taste for themselves, while a crotchety
(history), Dominion Lore 5 (angels), magus might get literally fed up with the Characteristics: Int +2, Per +1, Pre +1,
Faerie Lore 5 (faerie forests), Infernal latter’s dense loaves and demand that the Com 0, Str +1, Sta 0, Dex 0, Qik +1
Lore 5 (demons), Latin 4 (vocabu- aged — but perhaps well-liked among the Size: 0
lary), Magic Lore 5 (creatures), other covenfolk — baker be replaced. Age: 22 (22)
Order of Hermes Lore 4 (great Covenfolk might also have entertain- Decrepitude: 0
wizards), Noble Lore 4 (heraldry), ing Virtues, Flaws, or Personality Traits Warping Score: 0 (0)
Philosophiae 4 (natural philosophy), unrelated to their profession. Characters Virtues and Flaws: Covenfolk; Free
Village Lore 2 (history) who complain ceaselessly about even rosy Expression, Lesser Purifying Touch
Equipment: writing materials, traveling situations, see profit in even the most (that cures indigestion); Faerie
clothes marginal enterprises, or always have just Upbringing, Obese
Encumbrance: 0 (0) the right piece of romantic advice can Personality Traits: Cheerful +3, Pious –3,
Customization Notes: You can shuffle become saga fixtures whose presence in Loyal +2
XP among the lore-master’s Abilities stories is demanded by players. When Reputations: None
to vary his style of scholarship, and these characters draw more from magi, Combat:
change the Flaws at will. The cur- companions and other grogs — more Fist: Init +1, Attack +3, Defense +4,
rent Virtues provide extra XP and personality, more story possibilities, more Damage +1
access to Arcane Lores; changing roleplaying — they truly live up to their Soak: +1
Custos to Arcane Lore lowers his potential and give the saga life it would Fatigue Levels: OK, 0, –1, –3, –5,
status but provides another 50 XP. lack without their presence. Unconscious
Changing the Lores to Languages, Some covenfolk find recurring roles Wound Penalties: –1 (1–5), –3 (6–10), –5
and Privileged Upbringing to Well- simply because their skills are useful, or (11–15), Incapacitated (16+)
Traveled, turns the character into a the storyguide finds them useful to intro- Abilities: [Native Language] 5, Awareness
translator; changing to Area Lores duce adventure seeds. While the core 2 (faeries), Bargain 3 (baking), Brawl
makes a geographer. rules emphasize the Story Flaws of the 2 (fist), Carouse 2 (drinking), Charm
magi and companions, and discourage 4 (good cheer), Covenant Lore 2
grogs from having Story Flaws, it may (people), Craft: Baker 6 (new inven-
still turn out to be humble grogs who pro- tions), Faerie Lore 4 (local fae),
vide the lever needed to prize reluctant [Surrounding Area] Lore 3 (geogra-
Making magi out of their laboratories by stum-
bling across trouble. Virtues or non-Story
Flaws can even provide story seeds; Faerie
phy), Survival 1 (faerie forests)
Equipment: clothing, baking equipment,
bakery
Covenfolk Blood or Second Sight may lead to faerie
encounters, for example.
Encumbrance: 0 (0)
Customization Notes: This returned

Interesting Covenfolk can also develop relation- changeling — who bakes bread and
ships to characters outside the covenant, cakes faerie-style, to the bemuse-
and these also provide natural links to ment of his fellows in the cove-
stories. What’s even better is that these nant.— can have his Virtues and
Some covenfolk serve immediate and links often arise naturally from the on- Flaws swapped freely. If dropping his
obvious roles in the covenant but rarely going nature and long duration of a saga. Faerie Upbringing, however, move
find places in stories. The covenant may Grogs who have taken part in adventures the related XP to another Ability.
need to have a baker, for example, but may become inextricably entwined with
why would a baker be interesting to the circumstances and events of the story
play? And why, for that matter, would the as it unfolded. Spouse with a Secret
troupe even want an interesting baker? Note that even oft-overlooked spe- (Skinchanger)
The second question should be cialist characters purchased with Build
answered first, because its answer is simple Points can be brought into the lime- Characteristics: Int 0, Per +1, Pre +1,
and obvious: Interesting characters, no light when particular stories would clearly Com 0, Str 0, Sta +1, Dex 0, Qik +1
matter their station, make for interesting involve them. It may be necessary to Size: –1
stories. The answer to the first question improvise an anonymous scribe’s person- Age: 18 (18)
— what might make lowly covenfolk ality — or even his name! — the first time Decrepitude: 0
interesting to play? — is a bit more dif- this happens for a particular specialist. As Warping Score: 0 (0)
ficult, but not overly so. There are a num- the saga progresses, however, full statistics Virtues and Flaws: Covenfolk; Keen
ber of good strategies. should be considered for the specialists Vision, Second Sight, Skinchanger
First, such characters sometimes have who have made in-game appearances. (raven); Obsessed (with shiny things),
unexpected talents — either Abilities or That way they can return in the future, Small Frame, Weak Characteristics
Virtues — that play either for or against fleshed out in three dimensions, and add Personality Traits: Picky +3, Avaricious
their type. A baker with Puissant Craft: verisimilitude to your saga. +3, Loyal +2
Baking might be the toast of the cov- The templates that follow provide Reputations: None
enant for his masterworks, while one two examples of covenfolk who can serve Combat:
with Arthritis might make poorly kneaded as entertaining player characters, veritable Fist: Init +1, Attack +3, Defense +4,
bread that no one wants to eat. Both founts of story material, or both. Damage +0
options suggest many stories. Visitors Soak: +1

48
Covenants
Fatigue Levels: OK, 0, –1, –3, –5,
Unconscious Rego Craft Magic
Wound Penalties: –1 (1–4), –3 (5–8), –5
(9–12), Incapacitated (13+) Rego magic can make any change Factors which might increase the
Abilities: [Native Language] 5, Awareness a mundane craftsman can effect, even Ease Factor of the Finesse roll include
3 (searching), Bargain 1 (shiny when the magus is limited by lack of drastic shortening of time. While a day’s
things), Brawl 2 (fist), Carouse 1 (stay tools, time, or skill. However, Rego work in an instant is “just normal magic,”
sober), Charm 1 (witty), Chirurgy 2 cannot create matter, so whatever is in a month’s or longer effort would increase
(wounds), Covenant Lore 1 (people), the final product must be supplied as the Ease Factor by +3 for a month’s
Folk Ken 1 (peasants), Hunt 2 (from source material: to turn iron into steel work, +6 for a season’s work, or +9 for a
the air), Music 4 (sing), Profession: a magus needs both iron and carbon; year’s work. If the mundane craft would
Steward 3 (house-keeping), Second to dye cloth or leather she must have a use many temporary substances to pro-
Sight 3 (from the air), Stealth 2 supply of dye. Materials that a craftsman cess the work, consider adding +3 or
(sneaking), Village Lore 2 (people) would use and then remove from the more to the Ease Factor.
Equipment: clothes, household equip- product, are not needed for craft magic. Rego craft as rearrangement of
ment, magical raven cloak For example, magic can bleach skins to materials means that some functions of
Encumbrance: 0 (0) make parchment without the lye that a the mundane craftsman are outside the
percamenarius must use. province of craft magic. For instance, a
RAVEN FORM Rego craft magic works by rear- butcher can kill an animal with a knife,
Characteristics: Int 0,* Per +1, Pre -1, ranging existing material, and requires but craft magic cannot do this, as life-
Com 0, Str –6, Sta –2, Dex +1, Qik a Finesse roll to control this rearrange- into-death is not a rearrangement but a
+3 ment. (Creo magic draws on the realm destruction (which falls in the realm of
(* Human Intelligence, otherwise of Forms to produce things, which are Perdo magic). (Non-craft Rego could,
raven Characteristics) always at least roughly right.) As a base- however,, with enough Finesse, wield
Size: –3 line, this has an Ease Factor at least 3 a knife to similar effect.) Similarly, a
Combat: higher than the Ease Factor for doing skilled craftsman can examine and inter-
Beak: Init +3, Attack +6, Defense +7, the same thing by normal craft. Failure pret an object’s manufacture and guess
Damage –4 means that the spell produces a mess at its history or function, but this is not
Claws: Init +2, Attack +5, Defense +6, rather than a useful item; a botch means rearrangement of materials either, it is
Damage –6 that the failure is overlooked (that is, Intellego magic.
Soak: +1* the object is seemingly normal) but will Extending the duration of a Rego
(* Includes +3 bonus for Skinchanger) let the user down treacherously, usually craft spell makes the spell perform the
Fatigue Levels: OK, 0, –1, –3, –5, when he least expects it. For example, a same action over and over on the same
Unconscious botched woven cloth might not unravel starting materials — it is almost always
Wound Penalties: –1 (1–2), –3 (3–4), –5 until a garment made from it is worn inappropriate.
(5–6), Incapacitated (7+) in public; a botched parchment might
Natural Weapons: The weapon statistics accept the ink, but flake it off when left
for a raven’s beak are Init 0, Atk +3, undisturbed.
Def +2, Dam +2; statistics for its
claws are Init –1, Atk +2, Def +1, Craft Task Craft Ease Factor Minimum Rego Craft Ease Factor
Dam +0.
Customization Notes: This character’s Trivial 0 3
Obsession could easily be Avaricious Simple 3 6
(Minor), instead. You could also
change the animal form to any other, Easy 6 9
and swap Flaws and secondary Virtues Average 9 12
(Second Sight, etc.) to fit the new
beast, adding, for example, feline Hard 12 15
Keen Hearing, Magic Sensitivity, and Very Hard 15 18
Cruel (Minor).
Impressive 18 21
Remarkable 21 24
Almost Impossible 24+ 27+
Magical cate people to perform the work that (and their benches, glassware, and such),
Alternatives to is needed, whether they be grogs or
specialists. However, this is not always
leaving perhaps only one common room
for the others. Some such towers may

Covenfolk convenient or possible. The most obvious have ancillary buildings for grogs, or a
constraint is the space available within nearby village that can house covenfolk,
the covenant. A single tower can only but other covenants cannot even manage
accommodate a limited number of folk, that much extra space. A flying boat, for
The natural assumption when sketch- especially when the largest chambers are example, has only the space within its
ing out a medieval community is to allo- occupied by magi and their laboratories own confines, and no more is possible.

49
Covenants
arcane Finesse will fail to put such devices
to good use, which probably rules out
most Rego-based craft magic in devices.
Magical automata may provide self-
directed and active service. Creating such
devices is beyond the scope of this book,
although some may remain as artifacts
from past archimagi or others.
Alternatively, entire portions of the
covenant might be enchanted as devices,
replacing the staff and taking over their
functions The covenant may not have a
gate with guards, for example, but a huge
spell-driven mechanism with fearsome
automata, or the whole gate concept may
be reorganized and entrance effected by
combined magical-transport and remote
sensing devices.
Replacing servants with magic has
additional benefits: a magical oven is much
more compact than a baker, especially as
it has no family. What’s more, it does not
get hung-over on the weekend. That said,
the story-potential of a hung-over baker
is rather higher than that of a perfectly
repeating magical device. Ars Magica
devices from the standard rules are not
normally fickle and temperamental.
People also have an advantage over
spells and devices when it comes to flex-
ibility. Spells and devices are quite rigid
in performing the tasks built into them,
and do not easily adapt to changing cir-
cumstances. Grogs, on the other hand,
can both follow orders and also think
for themselves, reacting to unforeseen
events.

Spells
A few spells and new spell level
Whatever the reasons magi might find of the casting magus, another study bur- guidelines follow, describing just a few
it difficult to attract or house covenfolk, den, and the Finesse required for a given work-saving options commonly employed
however, magic gives them options for task may be higher than the available by magi of the Order of Hermes. There
getting work done that are not available magi are prepared to work up to. are additional crafting spells in Chapter
to common, mundane communities. Magical enchanted devices can 7: Library, for example, to turn hide into
Spells can perform a task in a trice: reproduce many of the effects of spells, parchment.
Rego magic can make any change which including all of the regular housekeeping
a mundane craftsman can perform, even spells. Further, devices enable non-magi
when the magus is limited by lack of to trigger their effects, so the covenant’s New Guidelines
tools, time, or skill. But while spells can masters may stay in their chambers while
be an instant solution, they are not always a small number of grogs work with wands.
perfect. Spontaneous magic is limited in Magical devices do, however, require an Creo Animal Guidelines
its results, while formulaic magic requires investment of time and raw vis to cre- Level 2: Preserve a corpse from decay.
that some magus spend time to invent the ate, though duplicate devices may be
spell formula (either from a Lab Text, or created much more quickly than unique Rego Animal Guidelines
worse, from scratch). Spells also require ones using the original’s Lab Text. Devices Level 1: Manipulate items made of ani-
a magus to cast them, which distracts the may have environmental or Intellego trig- mal products.
magus from study or lab-work whenever gers, but generally require living grogs to Level 2: Treat items made of animal
the spell is needed — and requires that wield and direct them. Devices may also products.
the magus be present at the covenant, not be tricky to use: if the magic requires a Level 3: Treat and process items made of
away enjoying an adventure. Rego craft Finesse roll to produce high-quality work, animal products.
magic furthermore depends on the Finesse covenfolk without specialty training in

50
Covenants
For greater complexity add one or two magnitudes. occur, such as invisible hands milking lump as if an incompetent beginner had
(Increased complexity usually also increases the them. worked on it.
Ease Factor of the mundane craft, and so increases (Base 4, +1 Touch, +1 Conc, +2 Note that in the thirteenth cen-
the Finesse roll Ease Factor.) Group) tury, most glass is not particularly clear
— making clear glass is an alchemical
Creo Herbam Guidelines The Carpenter’s Keen Eye process, beyond a craft-spell. Glass often
Level 2: Preserve a dead plant from InHe 15 has bubbles and distortions unless a real
decay. R: Voice, D: Mom, T: Group expert works on it, with a proportionately
The magus learns whether wood is high Ease Factor.
Rego Herbam Guidelines suitable for use in carpentry, with an (Base 2, +1 Glass, +1 Touch)
Level 3: Manipulate items made of plant indication of the treatment needed (e.g.
products. “unseasoned — season it”, or “old, brittle, The Spell of Wrought Iron
Level 4: Treat items made of plant prod- and dry — discard it”). ReTe 15
ucts. (Base 3, +2 Voice, +2 Group) R: Touch, D: Mom, T: Group
Level 5: Treat and process items made of The spell transforms raw pig-iron
plant products. A Spell to Kill Weeds from a furnace into plain bars of wrought
For greater complexity add one or two magnitudes PeHe 20 iron, as if a blacksmith had worked the
(e.g., Base 15 might be used to weave thread into R: Touch, D: Mom, T: Group iron in his forge. The magus must succeed
a tunic). The magus touches a weed, and it in a Perception + Finesse roll to work the
and all similar plants within a 15-pace bars and separate out the slag. The task
Rego Terram Guidelines range — up to 10 cubic paces of plant is normally Easy (6) for a blacksmith, so
Level 2: Shape and form dirt, as if a material — are weeded out. the base Ease Factor is 9. Failure means
craftsman had worked it. (Base 5, +1 Touch, +2 Group) the iron and inclusions do not separate;
Add one magnitude for stone or glass, two for metal a botch means that the inclusions go un-
of gemstones. Add one or two magnitudes according The Mystical Carpenter noticed, and the iron will be flawed and
to complexity. ReHe 25 crack under strain.
R: Touch, D: Mom, T: Group (Base 2, +2 Metal, +1 Touch, +2
The magus selects a pile of wood, Group)
New Spells and the spell cuts, splits, carves, and joins
the wood into the desired form. Any nails The Phantom Blacksmith
needed must be supplied, but wooden ReTe 20
A Spell to Milk Cattle dowels can be formed from the supplied R: Touch, D: Mom, T: Group
ReAn 15 wood. The magus transforms iron bars
R: Touch, D: Conc, T: Group The magus must make a Perception (or other ready iron) into a crafted and
While you wait, the cows are magi- + Finesse roll to determine the success formed result, as if a blacksmith had
cally milked without further handling, of the process, substituting for a Craft: worked to the magus’s instructions. The
transferring their milk into nearby milk- Carpenter roll, and if this fails, the results magus must succeed in a Perception +
pails. The magus’s Perception + Finesse is just a mess of chopped-up wood. The Finesse roll substituting for the smith’s
roll substitutes for an Animal Handling Ease Factor is at least 3 higher than a Craft: Blacksmith roll, with +3 to any
roll by a competent farmer; the spell gath- carpenter’s Craft roll would require, so the Ease Factor. Failure means that the device
ers the milk, but if the roll is failed, the simplest basic items have an Ease Factor of also fails to function; a botch means it has
cattle may be spooked. 6, increasing as the task gets harder. hidden flaws.
Milking cattle is normally Simple (3) If the magus chooses inappropriate (Base 2, +2 Metal, +1 Touch, +2
if the cattle are accustomed to the process wood (such as green, unseasoned wood), Group, +1 flexibility)
and the milking hand, so the basic Finesse the spell still acts — as if an unwilling car-
Ease Factor is at least 6, higher if anything penter worked against his better judgment
disturbs the cows. Cows are initially be — but the resulting goods will undoubt-
disconcerted at being milked by invis- edly split and warp later. The magus’s Lesser Enchanted
ible hands, and need soothing (The Gentle
Herd is ideal for this task). Unless magi-
choice of wood can be improved by The
Carpenter’s Keen Eye, or the advice of a real Devices
cally calmed, the Finesse roll is Very Hard carpenter.
(15+) the first time cows are milked by (Base 5, +1 Touch, +2 Group, +1 The following sections describe a
magic, but this Ease Factor reducing over flexibility) number of enchanted devices that may
time and successful milking to 12, then 9, be used around a covenant to make short
until the cows become accustomed to the The Invisible Glass-worker work of mundane labors.
process (6). ReTe 4
(Base 3, +1 Touch, +1 Conc, +2 R: Touch, D: Mom, T: Ind
Group) The magus may transform a piece
of glass into a finished form, as if a glass- Magical Oven
The Gentle Herd worker had shaped and formed it. The
ReAn 20 magus must succeed with a Perception + Creo Ignem 20
R: Touch, D: Conc, T: Group Finesse roll substituting for Craft: Glass- Pen +0, 24/day
A group of animals are rendered calm worker against an Ease Factor at least 3 R: Pers, D: Conc, T: Ind, device
and placid, even while unusual events higher than the mundane Ease Factor. maintains concentration
Failure reduces the glass to a slumped

51
Covenants
The device takes the form of a hol- This enchanted chisel shapes and remains closed. When removed from the
low box of iron encased in fire-brick, forms stone as if a well-equipped stone- box, the effect ceases to affect the food,
with a detachable iron lid. On command, mason were carving it. The device may be and it may be cooked and eaten — as
the hollow interior becomes red-hot and used to carve blocks from a quarry (hence fresh as when it was placed within.
stays so until sunset or the command to the Part Target). The wielder’s Dexterity (GL 2, +1 Touch, +2 Sun, +2 Group,
stop is given. + Finesse roll substitutes for a mason’s +3 levels environmental trigger, +1 level
If this amount of heat is excessive, Craft roll (with +3 to the comparable for twice daily)
as it often is, food may be placed on the Ease Factor).
oven’s lid, or on a grid above the brick. It is a Simple task for a Mason to cut
(GL 5, +1 Conc, +5 levels to main- a plain block, so the basic Finesse Ease
tain concentration, +5 levels for 24 uses) Factor to use this device to cut blocks for The Death of Vermin
building is 6. Grogs deputed to the task
can usually be trusted to carve blocks of Rego Animal 20
approximately regular shape, though they Pen +0, 1/day
The Enchanted Chef may need trimming to fit, when used. This box is enchanted to fill spe-
(GL 2, +1 stone, +1 Touch, +1 Part, cific vermin with a desire to approach and
Rego Herbam (Animal, Aquam, +10 levels unlimited uses) enter the box. The box is placed where
Ignem) 45* vermin are found, triggered, and left to
Pen +0, 24/day gather any that approach the box. The
R: Touch, D: Mom, T: Group effect lasts until sunset or sunrise: most
Placing a selection of food (vegeta- The Enchanted Porter vermin are either active by day, or active
bles, meat, liquids) inside this pot and clos- by night, so one use gathers all vermin in
ing it, the user describes the recipe they Rego Terram 15 that area.
wish applied to the food, which is instantly Pen +0, 24/day Once in the box, the vermin may be
processed and transformed as if by a cook. R: Touch, D: Conc, T: Ind, device destroyed by a suitably equipped grog.
The edibility and quality of the food is not maintains concentration (GL 2, +2 Voice, +2 Sun, +2 Group)
changed in any way, other than to discard This enchanted glove, when placed A spell exists to kill pests instantly, but is
small spoiled parts (as any cook would). against an inanimate object, lifts and level 50 Perdo Animal, and a device to perform this
The resulting dish is as described by pushes the object as the user holds on task would require 5 or 6 pawns of vis; as such, it
the user, and limited by his knowledge and moves. When the user removes his is cheaper to have a grog sit by and stomp on the
(or imagination) and quality of descrip- gloved hand from the object, it settles to vermin necessary.
tion. A Communication + Finesse roll the ground.
by the user replaces the Craft: Cook roll (GL 3, +1 Touch, +1 Conc, +5 levels
(at +3 Ease Factor). The food will be at to maintain, +5 levels for 24 uses; based
least technically edible (if edible materi- on The Unseen Porter) Abluere Magica
als were placed within), though a poor
Finesse roll may result in a less appetizing Rego Herbam (Animal) 15
dish than hoped for. The user may sub- Pen +0, unlimited uses
stitute Communication + Craft: Cook for The Motivated Plow T: Touch, D: Mom, T: Ind
Communication + Finesse if he possesses The device takes to form of two
that skill. Rego Terram 15 hinged boards that close together in the
Covenants lacking grogs with the Pen +0, 24/day manner of a large book. Placing a soiled
desired skills may write out instructions for T: Touch, D: Conc, T: Part, device garment between the boards momentarily
the device, provided the grogs are literate maintains concentration renders it clean and fresh, as if a washer-
enough to read a recipe. Use the writer’s This lightweight, plow-shaped device woman had worked her art upon it.
quality (as if he were writing a tractatus) in can easily be pushed along even by a single The user must succeed with a
place of die rolls. Failing all else, the user grog, not needing any harnessed beasts. If Dexterity + Finesse roll substituting for
can request “Traveler’s Hot-Pot.” This is settled on the ground, it transforms even Profession: Washer-woman, although
a very basic stew, with peeled vegetables hard-packed earth into loose, well-plowed the clothes will at least be clean and
and chopped meat, boiled until over-done, soil in a circle 15 paces across. fresh (though creased) even if the user is
which has an Ease Factor of only 3. (GL 2, +1 Touch, +1 Conc, +1 Part, incompetent; if the user botches, they will
(GL 5, +1 Touch, +2 Group, +3 for +5 levels to maintain, +5 for 24 uses; be subtly soiled, to be discovered later.
requisites, +1 flexibility, +5 levels for 24 based on The Forgiving Earth) Some covenants enchant a larger
uses) device, requiring two people to open and
(* Because of its high level, many close it, which cleans bedding too.
covenants must create this device as an (GL 4, +1 Touch, +10 levels for
Invested Device.) The Vitalizer of unlimited uses)
Provisions
Stone-Cutting Knife Creo Animal (Herbam) 19 The Dumb Waiter
Pen +0, constant effect
Rego Terram 15 R: Touch, D: Conc, T: Group Rego Terram, level 35
Pen +0, unlimited uses This chest preserves food placed Pen +0, 24/day
R: Touch, D: Mom, T: Part within it, preventing decay while the door R: Touch, D: Mom, T: Group

52
Covenants
The Dumb Waiter instantly trans- scout or hunter, for example, combining
ports food and plates, drink and cups, from the dog’s scent and hearing with the intel- Beasts as Characters
the kitchen (where the device resides) to ligence and competence of a grog. On a
specified places in the covenant within 50 more intimate level for magi, the humble
paces. The destination for a given load laboratory assistant might take the form A number of beasts of Mythic
is indicated by placing a small arcane of a Barbary ape or similarly dexterous Europe are described in The Book of
connection in a receptacle on top of the creature. Mundane Beasts, a free download from
device. In a more fantastical saga, you may the Atlas Games website. The hound
The Dumb Waiter ensures that food not be restricted to “natural” dogs — and cat (and the skinchanger’s raven
is as fresh as possible, and still hot, when those that run around on four legs — but form) are based on that supplement.
it reaches the high table; it also ensures find upright hounds specializing in eti- Each species of beast has certain
that the food is not dropped on the way, quette and haute-cuisine, transformed to Virtues and Flaws common to all mem-
nor scraped back onto the plate and deliv- a greater or lesser degree. bers of the species, which are not
ered anyway. Included in this heading are the balanced in game terms (as the normal
(GL 15 by analogy with ReCo guide- familiars of magi. Most sagas will have balance reflects costs for humans), but
lines, +1 Touch, +2 Group, +5 levels for familiars, even if only accompanying rather indicate the unique strengths
24 uses) senior non-player magi. These creatures and weaknesses of beasts. Exceptional
have human intelligence, magical powers, beasts may take individual Virtues and
and links to their “owning” magi, which Flaws, on top of their species types, but
together make them just as fantastical these must balance as normal.
Incendior Homines as some of the other entries listed here. Normal Beasts cannot learn
Indeed, you can use familiars as the inspi- new Abilities unless Trained, but can
Creo Ignem 30 ration for whole classes of enchanted- improve existing Abilities; intelligent
Pen +8, 50/day beast covenfolk. beasts can improve as normal. Beasts
R: Voice, D: Mom, T: Ind usually have a number of Abilities,
This aid for the militant turb pro- which represent what members of
vides heavy firepower, exceeding that of their species can perform instinctually,
the long bow, and can be used even by The Virtuous Hound rather than things they have learned.
an unskilled grog. When the trigger is (Beasts are usually “too young” to have
activated, a designated target is enveloped Magic Might: 10 (Animal) learned anything by the normal pro-
in flame, suffering +15 damage, with +8 Characteristics: Int 0, Per +2, Pre –2, cess of character generation.)
Penetration. The downside is that targets Com 0, Str 0, Sta +2, Dex +1, Qik
with Magic Resistance may shrug off the +2 fooled by the various ruses of his
device. Size: 0 prey, such as heading through water
The device takes different forms Age: 2 (2) or doubling back. If the prey has
according to the whim of the magus mak- Decrepitude: 0 Magic Resistance, this effect has to
ing it. The wand is traditional, but a ring Warping Score: 0 (0) Penetrate in the usual fashion.
or brooch is also common; one magus Virtues and Flaws: Covenfolk; Long- Colloqui Cum: 0 points, –, Imaginem: The
made a small toy gargoyle that spat a jet Winded, Sharp Ears; Reckless Virtuous Hound can speak by cre-
of fire when squeezed. Personality Traits: Loyal +3, Reckless +3, ating sounds, apparently from his
(GL 10, +2 Voice, +6 levels for 50 Brave +2 mouth.
uses, +4 levels for +8 Penetration). Reputations: Loyal 2 (local) Equipment: None
A level 40 variant offers powerful covenants Combat: Encumbrance: 0 (0)
a fiery blast with +28 Penetration for only one Bite: Init +2, Attack +8, Defense +7, Vis: 2 Intellego, in nose
more pawn of vis. Damage +1 Customization Notes: The Virtuous
Soak: +2 (Stamina) Hound is one of those unusual magi-
Fatigue Levels: OK, 0, –1, –3, –5, cal creatures who can be found in
Unconscious Mythic Europe — an intelligent,
Wound Penalties: –1 (1–5), –3 (6–10), –5 beast-shaped creature, with Magic
Fantastical (11–15), Incapacitated (16+)
Abilities: [Local Language] 3, [Surrounding
Area] Lore 2 (geography), Athletics
Might and magical powers. He has
been recruited as a covenfolk char-
acter in return for such as he values:
Covenfolk 4 (distance running), Awareness 4
(search), Bargain 1 (food), Brawl 3
plenty of food, warmth and comfort,
and to be praised for his faithful ser-
(bite), Charm 1 (cuteness), Covenant vice. He has learnt some new skills
So far this chapter has discussed Lore 1 (people), Hunt 4 (scent) since joining the covenant, primarily
human (or mostly human) characters. In Natural Weapons: The weapon statistics Area Lore and begging-by-cuteness.
a magical environment such as an Ars for a dog’s bite are Init 0, Atk +3, Def The Virtuous Hound is based
Magica covenant, however, people are +1, Dam +1. on the bloodhound in The Book of
quite likely to encounter more outlandish Powers: Mundane Beasts, with species Virtues
creatures such as talking beasts even when The Inexorable Hunter, 2 points, Init +0, of Long-Winded and Sharp Ears, and
the saga is not high fantasy. These exotic Animal: Once this beast has been a species Flaw of Reckless. Other
beings can take the roles some kinds of put onto the scent of a creature, he breeds or species can be substituted
covenfolk, sometimes remarkably well: a can follow it flawlessly, for as long for the bloodhound.
talking dog could effectively serve as a as is needed to locate it. He is not

53
Covenants
use Allows complex thoughts to be
Lesser Device: The Marvelous Hound shared.
Shared Senses (Sight): InMe 30, Touch,
Muto Animal (Corpus, Mentem) 34 ance remains hound-like, but its limbs Concentration, Individual, bond
Pen +0, constant effect and intellect are transformed by the maintains concentration. The magus
R: Touch, D: Constant Effect, T: Ind device. can share the cat’s sight.
This collar transforms a normal One defect is that the hounds suffer Shared Senses (Sight): InMe 30, Touch,
hound into an ideal servant, who walks Warping from the constant effect, but Concentration, Individual, bond
erect and has hands; has the intellect over the lifetime of a dog, this is gener- maintains concentration; the cat can
of a grog; but retains the devotion, ally not too much of a problem. share the magus’ sight.
willingness to please. and loyalty of a (Base 15, +1 Touch, +14 levels Equipment: None
hound. The creature’s overall appear- always on, requisites free) Encumbrance: 0 (0)
Vis: 2 Imaginem, in eyes
Customization Notes: The Familiar Cat’s
species Virtues and Flaws are Perfect
Fantastical Device: The Remote Entrance Portal Balance, Puissant Awareness, Sharp
Ears, and Nocturnal. Since being
Rego Corpus 50 request for transport. Finally, there is the awakened Intelligence has replaced
Pen +0, 24/day circle-of-transport, activated from with- Cunning, and her Presence and
R: Sight, D: Mom, T: Group in the covenant, which transports those Communication have improved since
For the security-minded covenant, seen by the grogs into the covenant. she gained the power of speech. She
this is a magical transporter activated (Visiting magi may resist the effect and has gained 4 years experience since
only from within the covenant, with remain outside. In such cases, servants joining her master as a young (1 year
no use of Arcane Connections. If the are typically sent out to welcome them old) cat. Changing this familiar’s type
covenant is otherwise physically inac- into external accommodations, outside is straightforward using The Book of
cessible — for example, a flying castle the Aegis.) Mundane Beasts.
— then hostile ingress may be almost The enchantment is a Rego Corpus Bond effects are the choice of
impossible. 45 effect, and transports targets seen the magus; these are but a sample of
In typical use, grogs keep a mundane up to 500 paces into the covenant, or a familiar that grogs may encounter.
eye on the portal area, watching for visi- deposits them outside upon departure. (Bond scores are not included here.)
tors, and there is a loud (mundane) bell (Base 20, +3 Sight, +2 Group, +5
and flag visitors can use to indicate their levels for 24 uses)

The (Over) Familiar


Cat
mar), Athletics 3 (jump), Awareness 4
(at night), Bargain 1 (food), Brawl 2
(claws), Covenant Lore 1 (people),
Thematic
Magic Might: 10 (Imaginem)
Guile 1 (wily words), Hunt 4 (mice),
Latin 5* (Hermetic use), [Magus’s] Covenfolk
Characteristics: Int –3, Per +1, Pre –1, Language 5* (orders), Second Sight
Com 0, Str –7, Sta 0, Dex +3, Qik 3 (invisible things), Stealth 4 (stalk- In addition to serving and providing
+4 ing), Survival 3 (forests) the economic base of the covenant, it is
Size: –3 (* A familiar gains the magus’s ability possible for grogs to define a secondary
Age: 5 (5) in any languages he speaks.) theme for the covenant. For example, the
Decrepitude: 0 Natural Weapons: The weapon statistics covenant may have resident ghosts in a
Warping Score: 0 (0) for a cat’s claws are Init –1, Atk +2, high Magic aura, or the magi may magi-
Virtues and Flaws: Familiar; Perfect Def +3, Dam +2 statistics for its cally bind the spirits of deceased grogs
Balance, Puissant Awareness, Second teeth are Init 0, Atk +3, Def +1, as wardens. The magi may be involved
Sight, Sharp Ears; Cruel (Minor), Dam +1. Dense fur provides protec- in Hermetic politics and employ spies,
Nocturnal tion +1. thieves (“burglars”), and political agents;
Personality Traits: Cruel +3, Loyal +3, Powers: or they may have a religious or academic
Brave –2 Eyes of the Cat, 0 points, –, Animal: The affiliation and employ (or at least provide
Reputations: Magus’s Familiar 3 (local) cat can see in near, but not absolute, residence for) scholars, scribes, or clergy.
Combat: darkness. A covenant with strong links to a faerie
Claws: Init +3, Attack +8, Defense +10, Invisible Movement, 1 point, Init +10, forest would be well advised to acquire at
Damage –5 Imaginem: The cat can move from least some covenfolk with faerie gifts or
Teeth: Init +4, Attack +8, Defense +7, place to place without being seen, faerie blood; indeed, magi with a practical
Damage –6 even if people thought it was in plain bent and an eye for the future may set out
Soak: +1 (fur) sight. to breed such grogs.
Fatigue Levels: OK, 0, –1, –3, –5, Bond Effects: For added personality, a covenant
Unconscious Speech: MuAn 20, Touch, Concentration, which makes extensive use of enchanted
Wound Penalties: –1 (1–2), –3 (3–4), –5 Individual. Gives an animal the unnat- devices to aid, enhance, or replace grogs
(5–6), Incapacitated (7+) ural ability to form human speech. may have had most of the devices manu-
Abilities: [Surrounding Area] Lore 2 Mental Communication: CrMe 15, Touch, factured by a single magus (stereotypi-
(geography), Artes Liberales 1 (gram- Momentary, Individual, unlimited cally a Verditius magus, but quite possibly

54
Covenants
one from some other House) with a
pronounced quirk to her style. She might
Ghostly Warden Vis: 2 Mentem, in remains if dispelled
Customization Notes: Abilities, Virtues,
fashion all of her devices in the form of and Flaws can be swapped. Ghosts
gargoyles, for example, or domestic fowl, Magic Might: 10 (Mentem) can use weapons against other ghosts,
or as abstract colored spheres. Characteristics: Int 0, Per +2, Pre –1, so Single Weapon may be useful.
Com 0, Str +1,* Sta +2,* Dex +1,* Three hundred XP is the figure given
Qik +2* for a Ghostly Warder in the Virtue’s
(* Physical characteristics cannot description, but feel free to have the
Burglar affect the material world, but are ghost retain more or less experience
used when interacting with other from life. Ghosts do not, however,
Characteristics: Int +1, Per +1, Pre –2, ghosts or spirits.) learn after death.
Com –2, Str +1, Sta +1, Dex +5, Size: 0 More notes on ghosts can be
Qik +3 Age: Dead (35) found in Calebais: The Broken Covenant.
Size: 0 Decrepitude: n/a (dead) This ghost is bound magically, not
Age: 25 (25) Warping Score: 0 (0) haunting for a normal reason.
Decrepitude: 0 Virtues and Flaws: Covenfolk; Improved
Warping Score: 0 (0) Characteristics, Piercing Gaze,
Virtues and Flaws: Covenfolk; Premonitions; Bound Ghost (cannot
Great Dexterity x2, Improved leave covenant), Disfigured (by death Political Agent
Characteristics; Afflicted Tongue, wound), Vow of Service
Covenant Upbringing, Overconfident Personality Traits: Brave +3, Loyal +3, Characteristics: Int +2, Per +2, Pre 0,
(Minor) Patient +3 Com +2, Str –1, Sta 0, Dex –1, Qik
Personality Traits: Brave +3, Loyal +3, Reputations: None 0
Overconfident +3 Combat: Size: 0
Reputations: None Fist: Init +2, Attack +7*, Defense +8, Age: 30 (30)
Combat: Damage +1* Decrepitude: 0
Dagger: Init +3, Attack +11, Defense +7, (* These statistics apply in normal Warping Score: 0 (0)
Damage +4 combat against other ghosts. Against Virtues and Flaws: Custos; Puissant
Thrown Knife: Init +3, Attack +10, Defense corporeal targets, the ghost’s insub- Intrigue; Covenant Upbringing,
+7, Damage +3 stantial touch ignores parry and Temperate
Soak: +1 (Stamina) armor.) Personality Traits: Loyal +3, Temperate
Fatigue Levels: OK, 0, –1, –3, –5, Soak: +11* (ghostly chain mail) +3, Brave +2
Unconscious (* This statistic applies in combat Reputations: None
Wound Penalties: –1 (1–5), –3 (6–10), –5 against other ghosts. Corporeal crea- Combat:
(11–15), Incapacitated (16+) tures cannot physically affect the Dagger: Init +0, Attack +4, Defense +3,
Abilities: [Native Language] 5, Athletics ghost, so its soak is not relevant.) Damage +2
3 (grace), Awareness 3 (search), Powers: Fist: Init +0, Attack +1, Defense +2,
Brawl 3 (dagger), Climb 4 (walls), Invisibility: 0 points, Init +2, Imaginem: Damage –1
Covenant Lore 1 (people), Folk Ken The ghost can fade from a translu- Soak: +0
1 (grogs), Latin 3 (overheard speech), cent, near-solid appearance to com- Fatigue Levels: OK, 0, –1, –3, –5,
Legerdemain 4 (pilfering), Stealth 5 plete invisibility. Unconscious
(urban areas), Swim 1 (stay afloat), Insubstantiality: 0 points, —, Mentem: The Wound Penalties: –1 (1–5), –3 (6–10), –5
Thrown Weapon 3 (knife), Village ghost is insubstantial and can move (11–15), Incapacitated (16+)
Lore 1 (people) freely through objects, walls, floors, Abilities: [Native Language] 5, Artes
Equipment: travel clothes, dark (stealthy) etc. Liberales 1 (logic), Awareness 5
clothes, knives, pack with rope and Chill Touch, 1 point, Init +2, Ignem: The (search), Brawl 2 (dagger), Charm
other necessities ghost can use a power similar to the 2 (first impressions), Covenant Lore
Encumbrance: 0 (0) spell Winter’s Icy Touch (PeIg 10). 2 (politics), Etiquette 2 (magi), Folk
Customization Notes: Abilities can be Abilities: [Native Language] 5, Awareness Ken 3 (magi), Guile 4 (elaborate
swapped around, or change Great 4 (stand watch), Brawl 5 (fist), lies), Intrigue 5 (alliances), Latin 5
Dexterity to Great Quickness, or Carouse 1 (howling), Covenant Lore (smooth talking), Order of Hermes
swap one Great Characteristic for a 3 (history), Dominion Lore 1 (life Lore 3 (politics), Ride 1 (speed),
second Improved Characteristics. If after death), Magic Lore 1 (ghosts), Stealth 2 (shadowing)
swapping Afflicted Tongue for anoth- Premonitions 3 (ghosts and spirits), Equipment: fine clothes, badge of author-
er Flaw, consider adding Guile 2 or 3 Stealth 3 (insubstantial) ity from covenant, fine dagger
(fast talk). Equipment: ghostly chain mail Encumbrance: 0 (0)
Encumbrance: 0 (0)* Customization Notes: Add a third
(* Ghostly equipment is not encum- Flaw and Virtue; Temperate can be
bering once ghostliness is accepted.) swapped for various other Flaws.

55
Chapter Five

Wealth & Poverty


It is a very rare covenant that has per 10 pounds); otherwise it should be selling surplus honey for a few shillings at
no need for money. Just the same as any assumed to have no significant reserves of the local market), unless they provide sev-
manor house, fortress, or monastery, there cash on hand at the start of the saga. eral pounds or more per year. Each source
are a large number of people to be fed, of income comes in one of four categories,
housed, and protected, and only a limited specifying broadly how much income it
amount (and limited types) of resources in provides (see insert).
the immediate vicinity. Indeed, magi are
accustomed to living like nobility, with
a need for precious lab equipment and
materials, and expensive parchments and
Income Baseline
inks, that would be a burden for even a Most covenants have a single source
rich nobleman. Therefore, almost all cov- of income, although some have diversified The base for covenant creation (a
enants require a source of income, so that with two or more distinct sources, and standard covenant with no Hooks or
they may trade for needed goods. In this impoverished covenants may have none at Boons relating to income) is a single
chapter you will find some straightfor- all. Broadly speaking, a source of income Typical source of income. An alterna-
ward rules for running of your covenant’s is a single large enterprise that provides tive base option is to take two Lesser
finances, and suggestions for sources of a significant portion (usually most or all) sources of income instead of one Typical
income. of the covenant’s income. For the sake of source. (Although this provides a lower
These rules may be summarized by simplicity, a group of related enterprises total income, there are benefits to such
a very simple rule of thumb: Round any (for example, agricultural land with a diversity. Should one source of income
major income or expenditure to the near- variety of crops, or a trading business with fail, the covenant has a backup, plus there
est pound, and disregard smaller amounts multiple trade routes plus incomes from are double the opportunities for income
(shillings and pence). While it is impor- rent) can be counted as a single source. It growth and for stories.)
tant to have a sense of the overall state is probably not worth accounting for any This base provides a fairly modest
of the covenant’s finances, you probably trivial sources of income (for example, income by Hermetic standards (although
don’t want to get bogged down in the a considerable sum by mundane stan-
minutiae of smaller items of expenditure, dards), usually enough to cover the
such as how many jugs of ale the grogs
drank last night or how many candles are
The Mythic Pound covenant’s expenses. Unless a relevant
Hook is taken, the source of income is
used in a season. A lot of money is spent assumed to be mostly stable and discreet
in many ways during the course of a typi- Prices in this chapter are quoted — something that the magi will not
cal covenant year, and accounting for all in Mythic Pounds. This conveniently need to frequently concern themselves
of it precisely would be a daunting task. ignores the fact that Mythic Europe with. The annual income of 100 pounds
Thus, for the sake of simplicity, you will consists of a multitude of different is just a guideline, and assumes an aver-
only find prices for broad categories of realms with different coinages, whose age-sized covenant of about six magi. If
expenditure and major items in this chap- relative value may be subject to signifi- your covenant has more magi, you may
ter, quoted in whole pounds. cant variation. This is something that wish to adjust the income upwards by 15
Many covenants employ an autocrat, only need concern you if you use the pounds per additional magus. Likewise,
whose job it is (amongst other things) Extremely Complex wealth manage- if you have fewer magi, you may reduce
to oversee the covenant’s treasury and ment option; otherwise, it is suggested the income by the same amount. For a
expenditure. It is also common for a that you do your accounting in Mythic covenant with only one Lesser source of
magus (traditionally, but by no means Pounds, and simply assume that this is income, the adjustment should be only
always, of House Jerbiton) to take on this being handled in the local currency at six pounds per magus. If need be, you may
role, although the detailed bookkeeping the appropriate rate of exchange. also tweak the starting income relative to
is usually delegated to the autocrat or One Mythic Pound is equivalent the starting yearly expenditure, so that at
scribes. to a pound of silver, the annual income the start of the saga, the desired surplus or
A starting reserve of money for the of a typical peasant, or enough money deficit is attained. Probably you will want
covenant may be purchased with Build to maintain an average Hermetic labo- to start the saga with the covenant having
Points (at the rate of one Build Point ratory for a year. a small annual surplus, say ten pounds or

56
Covenants
so, to cover a modicum of sundry expens-
es (see below). Source of Income Categories
Source of Income Relevant Hook or Boon Typical Annual Income (pounds)
Customization (None) Poverty Hook (Major) 0
According to the Hooks and Boons Lesser Poverty Hook (Minor) 40
taken, you can determine the number Typical n/a 100
of sources of income for the covenant,
and the category of each. For example, Greater Wealth Boon (Minor) 250
a covenant with the Wealth (Minor) Legendary Wealth Boon (Major) 1000
and Secondary Income Boons, and the
Contested Resource Hook, has one
Greater and one Typical source of income,
with the Greater source being contested.
Based upon the covenant’s situation and Income Modification
concept, as agreed by the troupe, you can
then flesh out these sources, using the list
Effect Income Multiplier Stress Die Result
below as inspiration.
Slump x 0.5 botch
Contraction x 0.8 0
Improvement Stagnation x 0.95 2
Once the saga commences, the Status Quo x1 3–8
income provided by each source may vary Growth x 1.05 9
from one year to the next, based upon the
characters’ efforts (whether they invest in Expansion x 1.2 10–19
or neglect it) and on external factors (such Boom x 1.5 20+
as competition, demand, weather, and
so on). Each year, the storyguide should
choose an appropriate effect according cal means to create their fortune. Surely, for the covenant in the short-term, can
to the Income Modification table (see they might ask themselves, could we not potentially have a corrosive effect on the
insert), and apply the relevant multiplier — even with modest and discreet magics local economy, namely inflation. As the
to that year’s income from the source. — dramatically improve our income? The covenant gains more money, it will natu-
Usually, this will be Status Quo, and so simple answer is that, yes, quite often they rally spend it, and demand for goods will
no change to income will be needed. Such can, and a number of covenants do indeed begin to exceed supply. After all, there
changes are usually permanent, adjusting do this, to a greater or lesser extent. There is only so much grain that villagers can
the base income for all subsequent years, are a whole range of approaches, from produce, and if the local covenant buys it
although some effects may only apply the subtle (such as minor spells to nurture all up, these peasants will find themselves
for one year (for example, a bumper har- and protect crops) to the blatant (such as with a surplus of silver pennies, but no
vest, a plague of locusts, or a wandering permanently creating raw silver). food left over to feed themselves, and so
friendly or rival merchant). Thus, a major There are, however, three main draw- prices will rise. This effect is more pro-
effort or investment by the characters that backs to magical wealth-creation. Firstly, nounced if the covenant procures much
meets with success may be rewarded. For the creation of the relevant items or of its wares locally, less so if its spend-
example, five years of Expansion results the casting of ritual spells requires sea- ing is more widely spread. Redcaps are
in a Typical source of income growing to sons of lab work and the expenditure of usually among the first to notice local
become equivalent to a Greater source. vis. Secondly, such magical activity often inflation, and if it is a cause for concern,
Equally, a major setback or catastrophe attracts unwanted attention, if not done the Quaesitores (or irate merchants or
may result in income being slashed. If you with great subtlety. It might attract the noblemen) may not be far behind. Due
wish, you can determine an outcome on envy of a rival merchant, for example, to the inflationary troubles of a number
the Income Modification table randomly or the questioning eyes and ears of over- of covenants, several of the Tribunals
by rolling a stress die, although most attentive villagers or visiting Redcaps. have recently passed measures limiting
sagas will probably not wish to introduce Since the Order of Hermes frowns on each covenant to the creation of at most
such a large element of chance into their mundane interference, wise covenants try 2 pounds of silver (or its equivalent) per
finances! to keep quiet about their more dubious magus per year (see Houses of Hermes: True
moneymaking schemes. That said, low- Lineages, page 87).
key magics restricted to the covenant’s The storyguide should decide upon
own lands are usually acceptable. Some the effectiveness of any magical improve-
Magical Improvement covenants are even quite proud of the ment a covenant undertakes and choose
magically assisted productiveness of their an appropriate income multiplier (which
Magi who languish in a covenant own vineyards or mines, for example. The is usually applied once, but permanent-
of relatively modest means will almost third and final drawback is that a sud- ly). For example, each Stone-Cutting
inevitably be tempted to employ magi- den boost in income, while a great boon Knife (see Chapter 4: Covenfolk, Lesser

57
Covenants

Option: Extremely Option: No Wealth Agriculture


Complex Wealth Management Farming is the staple activity of most
Management Not every troupe may want to
peasants, and so it is a logical (if some-
what unglamorous) source of income for a
bother to keep track of their covenant’s covenant. Such a covenant’s territory con-
If you wish, you may keep track of finances. If you prefer, you can simply tains at least one village of peasants, who
the covenant’s finances exactly, record- neglect the bookkeeping altogether, labor in the covenant’s lands in exchange
ing income and expenditure down to instead introducing any monetary sur- for tenancy on their own, making the
the level of shillings and pence. For pluses or shortfalls at the storyguide’s covenant similar to most feudal overlords.
example, instead of simply noting the discretion. This requires some careful Only a few crops are produced in quan-
total cost of an expedition as one judgment to avoid giving the impres- tity, with the surplus being traded for
pound, say, you would account for sion either that the characters have other foods and goods. Rarer (and more
individual purchases of basic provi- unlimited funds, or that they have no profitable) farms specialize in the produc-
sions or trinkets. Most troupes prefer control over their own finances, but tion of agricultural luxuries, for example,
not to enter this level of detail for their this style of play may be especially vineyards, silk farms (sericulture is the
saga, since it usually entails an exces- appropriate for a very rich covenant or art of growing silkworms on mulberry
sive amount of bookkeeping, although a high fantasy saga. plants), and kermes plantations (insects
it may be appropriate for a very poor found on some Mediterranean oak trees,
covenant, or a saga with a focus on the ciently careful about how they sell their used to make dye).
mundane world or trade. wares (for example, dumping everything Pros: Provides a mostly stable and
on a local village market is a bad idea), uncontroversial source of income; the
Enchanted Devices) contributed to a then the prices for these wares are likely farm is usually close at hand (and a
quarry may enhance its productivity and to drop in the local area, resulting in a local food supply offers greater protection
thus merit the Growth income modifier. diminished income. (In this case, negative against famine).
More powerful magical items or ritual effects on the Income Modification table Cons: Farming is tedious and tiring
spells may merit higher income modifiers. can be applied). work, suitable only for peasants and sub-
Some suggestions for magical improve- Just about all sources of income ject to vagaries of the weather and crop
ment and example spells are listed below. require a number of people to run them. blights.
For example, an inn owned by a covenant Magical Options: Creo Animal to
needs an innkeeper and staff, whereas make silk; Herbam to nurture crops (for
a covenant with a large amount of agri- example, The Bountiful Feast); Auram to
Sources of Income cultural land may rule over hundreds of ensure favorable weather.
peasants in several villages. You do not
This section lists many of the more need to account for any expenditure due Examples
common sources of income for a cov- to such people (for example the costs to Lesser: Two or three Scottish ham-
enant (and other wealthy folk in medieval feed, house, or pay them), even if they lets, with rye and field crops.
Europe, for that matter). The source(s) live at the covenant proper, nor for the Typical: A large tract of wheat fields
you select are likely to depend to a large costs of any raw materials. Instead, the in Westphalia, with a half-dozen villages.
extent on the geographical location of income provided by the source is simply Greater: An estate of several famed
the covenant, as well as the skills of its the surplus after such “operating costs” Burgundian vineyards.
covenfolk and companions, and any rel- have been deducted. Thus, you do not Legendary: A silk-farming monopoly
evant Hooks and Boons. Some sources need to book-keep these expenses for in Constantinople.
of income (for example forestry and toll- sources of income, although an increase in
collecting) usually require the Right Boon operating costs might warrant a negative
in order to function without interfer- effect on the Income Modification table, Charity
ence. Otherwise, it is suggested that the as the profits are eaten into.
Contested Resource Hook be taken, as Some covenants may plausibly con- Some few covenants are lucky
a nearby noble is likely to have his rights sume some of their own produce; for enough to benefit from the charity of oth-
infringed upon. The Indiscreet Resource example, a covenant with a large fishing ers, receiving a regular monetary gratuity.
Hook may be appropriate for some of the fleet may keep back a small proportion The donor might be an individual, such as
sources (for example crime and wizardry), of the catch for itself. For the purposes a noble, a merchant, or a wealthy widow
meaning that it is difficult to undertake of bookkeeping, however, it is simpler (if a player character, she should have the
these activities without unwanted atten- to disregard this consumption, since the Wealthy Virtue); or an institution, such as
tion. cost-savings of the covenant producing a gild, another covenant, or the Church.
For those sources that yield some some of its own supplies are offset by The reasons for such generosity might be
kind of good (for example foodstuffs or the loss of income due to having less to simple gratitude or altruism; alternatively,
manufactures), it is not sufficient merely sell. Anything which is only consumed the donor might expect some form of pro-
to produce the good in question, it must by the covenant (such as a small herd of tection or favors, or anticipate some future
also be sold, either for other goods or livestock, or a handful of locally crafted benefit from his or its “investment.”
cash. Much of medieval Europe is a barter wares) does not count as a separate source Pros: You get money for nothing!
economy, with money only seeing every- of income, but is instead catered for by Cons: Charity continues only for so
day use in towns and cities, and among the rules on cost-saving, below. long as the donor(s) are alive, solvent, and
the nobility. If the magi are not suffi- well-disposed towards the covenant.

58
Covenants
Magical Options: Mentem magics
in the form of charms or potions to make Story Seeds: Wealth and Poverty
a potential donor feel more generously
inclined. • The covenant starts to experience a some other malign influence, such as
slow but steady leak of funds, as the a traveling magus passing off fool’s
Examples corrupt autocrat embezzles money silver.
Lesser: The charitable income of a away. How has this person managed • A rival nobleman starts collecting
monastery. to get away with this for so long, and swingeing tolls on the nearby trade
Typical: A tithe or donation from a who else might be profiting from this route, causing difficulties for the
powerful Autumn covenant. corruption? covenant as they either fall foul of
Greater: The sponsorship of the king • The covenant’s debts begin to mount, the tolls themselves, or as the local
of France. until one day a powerful creditor economy threatens to collapse. How
Legendary: The income of the Pope. comes calling. She agrees to write off can the magi persuade him to cease?
a large portion of the money owed, • A criminal band begins to prey on
in exchange for some service from the covenant’s trade interests, inter-
Crime the magi, which skirts at the edge of rupting their income or supplies.
the Code of Hermes. These leeches will need to be hunted
Some magi, living at the edges of • A mysterious character arrives at down, or else the covenant’s finances
mundane society and lacking a legitimate the covenant and offers a seemingly will be crippled.
source of wealth, find themselves fall- generous loan of money. What is the • The covenant runs out of money.
ing into criminal habits, in which their catch? Will the magi borrow to cover the
supernatural talents may be highly useful. • The nearby townsfolk begin to com- shortfall, lay off some of the coven-
In wild or lawless areas, options relying plain of fake silver coinage, and the folk, try to skimp on provisions and
on the simple application or threat of blame falls on the covenant. This lab equipment, or instead pursue a
force may be feasible. These include ban- might be due to a faerie curse or magical solution?
ditry, racketeering (demanding protection
money), and piracy. Subtler possibilities more crewed vessels, replete with nets. Legendary: Lübeck’s monopoly on
include blackmail, smuggling, forgery, Fish supplements the diet of many folk, the fertile herring grounds of southern
fencing, espionage, and assassination. It and is usually eaten on Friday. Whales Sweden.
should be noted that several of the other may also be hunted, for their oil and meat,
sources of income listed in this section, although this requires a larger and more
if undertaken without a right or permis- skilled crew. Forestry
sion, may be considered criminal. Under Pros: You are unlikely to ever run
these circumstances, hunting is poaching, out of fish. Many covenants have woodland
toll-gathering is theft, and moneylending Cons: Storms may damage or wreck nearby, in which skilled foresters can
is usury. fishing vessels; fish smell. make a living. Timber can be cut, provid-
Pros: Crime pays, offering rewards Magical Options: Enchanted boats, ing wood for construction, shipbuilding,
that are disproportionate to the effort nets, sails, or oars; Rego Auram, Rego and fuel. Alternatively, some creatures,
invested. Aquam, or Rego Animal to control the including the bear, fox, ermine, sable, and
Cons: The constant threat of cap- winds, the waves, and the catch, respec- hare, may be hunted for their fur. A third
ture and punishment (which is usually tively. possibility is to hunt wild animals such as
severe); imperilment of the soul and pos- deer and boar, or foraging pigs, for their
sible demonic interest. Examples meat, although this is not usually a viable
Magical Options: Imaginem spells Lesser: A dozen fishing boats in a source of income — such game is usually
for disguise (for example, Disguise of the lakeside village, employing 40 people. destined to grace the tables of local lords,
Transformed Image); Mentem for deception; Typical: A sizeable fishing fleet in a not for sale at the local market, since
even minor magics can cause fear or give port town. hunting is a privilege which noblemen
the impression of a significant threat. Greater: A large Basque whale fish- like to reserve for themselves. Magi might
ery. also hunt for vis or supernatural beasts,
Examples
Lesser: A gang of highway bandits.
Typical: An organized crime network
in a large city.
Greater: The pirate fleet of the Rhine
covenant of Waddenzee.
Legendary: Robin Hood, with
demonic assistance.

Fishing
It is possible to make a living harvest-
ing from seas and rivers, instead of the
land. This requires ready access to a river,
or (preferably) a lake or sea, and one or

59
Covenants

although this is not (usually) a source Hospitality Greater: The Bierhaus brewery and
of mundane wealth. Some forests have inn in Bamberg, Franconia.
relatively few trees, consisting of hunting A decent living can be made by Legendary: The great hospital of St.
preserves rather than woodlands (see the providing food, drink, and shelter (and John, in Jerusalem.
Chase Boon, for example). A covenant possibly other, more specialized facilities
is unlikely to possess both significant or comforts) to wealthy travelers. Inns
farmland and forest, unless their estates and taverns, with their related breweries Livestock
are large. and butcheries, are an obvious choice,
Pros: Forestry is a relatively discreet but hospitals, farriers, and brothels also Farmland owned by the covenant
enterprise, free from most mundane inter- do good business. Such enterprises are might be devoted mainly to animal pas-
ference. usually located in towns and cities, along ture, instead of crops, and income gained
Cons: Possible infringement on the trade or pilgrimage routes, or at sites of from the sale of livestock, hides, or wool.
domains and rights of mundane or faerie religious significance or natural beauty. Just as with arable farming, this is not
lords, earning their enmity. Unless the covenant happens to be locat- the most glamorous source of income,
Magical Options: Ritual Herbam ed in such a place, a hospitable business and usually requires at least a small hold-
magics to enhance the productivity of a may therefore need to be placed some ing of peasants to tend the herds. A few
forest; enchanted bows or spears to assist distance away. covenants are known to breed sheep and
huntsmen; Rego Animal to summon or Pros: Subtle magics may make such a calves in order to produce parchment and
control hunted creatures. business very profitable; Redcaps tend to vellum.
favor hospitable covenants. Pros: Animal herding is less labor
Examples Cons: Magi, having The Gift, tend to intensive than arable crops; use can be
Lesser: Several miles of woodland, be unwelcoming types who do not usually made of more marginal land (such as for-
worked by three dozen woodcutters. relish mundane visitors to their covenant. est or heath).
Typical: A smaller royal chase, with If the business is located elsewhere, it Cons: Animals are often smelly and
a few villages and hamlets of well-trained must be independently managed by a noisy; the risk of animal pestilence.
huntsmen. trusted companion. Magical Options: Creo Animal
Greater: Sable and ermine from a Magical Options: Mentem magics to to make cloth, hides, or parchment, or
Russian forest estate, employing a hun- bolster the spirits of visitors and loosen enhance fertility; Rego Animal to control
dred trappers. their purses; magically enhanced bever- herds; Herbam to nurture crops for graz-
Legendary: Sole preserve of the royal ages or food. ing.
New Forest, in England.
Examples Examples
Lesser: A large town tavern. Lesser: A village or two of Alpine
Typical: A luxurious Parisian brothel. goat-herders.

60
Covenants
Typical: A pig-herding operation
(1,000 head) in extensive beech wood- The Riches That are Rightfully Mine(d)
lands.
Greater: One of the wealthiest East CrTe 35 bles. Given the recent rulings in many
Anglian wool estates. R: Touch, D: Mom, T: Ind, Ritual Tribunals, a covenant of ten magi would
Legendary: A famed Andalusian stud This spell fills a large chest or other only be permitted to distribute 20 pounds
farm, breeding warhorses for princes and sturdy container with up to ten cubic of such silver per year, so that it would
dukes. feet of silver pennies, an amount equiva- take 100 years to exhaust the silver cre-
lent to about 2000 Mythic Pounds. The ated by even a single casting of the spell.
magus may choose the imprint on the Therefore, while there is nothing to stop
Manufacturing coins, but this mark always bears some a magus from learning this spell in the
trace of the magus’s sigil, which does Great Library, he would surely earn the
With a retinue of skilled craftsmen, tend to make them traceable. instant suspicion and attention of the
a covenant lacking in natural resources A copy of this spell resides at the Quaesitores if he did so.
can nevertheless provide for itself by Great Library of Durenmar, but it is (Base 15, +1 Touch, +2 size, +1
manufacturing and selling goods. Buyers infamous for causing inflationary trou- complexity)
might include merchants, the nobility,
the Church, or other covenants. The cov- (blocks of dressed stone) or slate, which is tion of coins or their appearance; Mentem
enant could produce simple household used as a fireproof roofing material. magics to influence customers.
manufactures, such as tools, cloth, or Pros: A relatively stable and solid
leather goods. More exotic possibilities, source of income. Examples
which would likely be traded further Cons: Mining is backbreaking, dirty, Lesser: The main pawnbroker in a
afield, include war materials (weapons, and dangerous work; a wealthy mine may sizable town.
armor, siege equipment, and so on), luxu- arouse the envy of surrounding nobles. Typical: A large and wealthy Jewish
ry clothing, furniture, or ships. A handful Magical Options: Enchanted tools family.
of covenants are known for their manufac- to accelerate quarrying or mining; a fake Greater: A Mercer House specializ-
ture of parchments, inks, glassware, and mine where Creo Terram is used to cre- ing in moneylending.
other laboratory exotica, which can be ate metal or stone from scratch (or Muto Legendary: The Genoese bank of
readily traded with other covenants. Terram employed to transform it from Leccacorvo.
Pros: Magic can often be success- base rock).
fully employed to improve the quality or
quantity of goods, inflating profits hand- Examples Service
somely. Lesser: An unremarkable coal mine.
Cons: The covenant’s production Typical: A large sandstone quarry. Although it is difficult to make a
may draw the ire of rival producers or Greater: The salt mines of Wieliczka, good living out of unskilled labor, since
infringe upon pre-existing monopolies; in Poland. peasants are cheap to hire, covenants may
the Quaesitores take a dim view of bla- Legendary: The Penteli marble quar- be able to profit by hiring out their skilled
tantly magical manufacture. ries, near Athens. covenfolk or companions, be they apoth-
Magical Options: Magical tools, ecaries, architects, artists, fortune-tellers,
machines, or containers to help crafts- merchants, minstrels, or ship’s captains.
men with their trade; spells to purify or Money One or two individuals by themselves
enhance either raw materials or the end are unlikely to provide a sizable income,
product. For those who already find them- unless prodigiously talented; dozens of
selves with a surplus of cash, it is possible skilled workers may be needed. Such
Examples to profit in a number of ways, including skilled service is likely to prove most prof-
Lesser: A few dozen town craftsmen. moneylending, banking, moneychanging, itable where there are rich people willing
Typical: A busy shipyard in a port or pawnbroking. Since the Church regards to pay for it, such as in a large city, or in
city. usury (the charging of interest) as sin, the lands of a wealthy nobleman. Some
Greater: A famed swordsmithing moneylending is mostly undertaken by covenants have even been known to hire
workshop in Toledo, Castile. Jews, although some other moneylenders out their turb as a band of mercenaries,
Legendary: A Venetian glassblowing and moneychangers employ various tricks although this stretches at the edges of
monopoly. to hide their interest, such as demanding the Code.
repayment in a more valuable currency. In Pros: Puts the idle covenfolk to work,
the 13th century, banking is in its infancy, without needing to feed and house them.
Mining only existing to any extent in the urban Cons: Availability of work may vary
centers of northern Italy. considerably; the covenfolk may get a
In the right location, a covenant may Pros: No heavy lifting; money breeds better offer and decide not to return.
be able to hew its riches from the earth. money. Magical Options: Any items which
Covenants have been known to be placed Cons: Usury is sin — moneylenders help the covenfolk in their work, such as
atop mines, extracting either metal ores may be vilified or punished; the risk of enchanted musical instruments; Mentem
(iron, tin, lead, copper), salt, or coal. bad debt; requires you to have money in magics to ensure their loyalty and return.
More rarely, a lucky covenant may even the first place!
be located near a source of silver, gold, Magical Options: Creo Terram to Examples
or gemstones. Some other covenants are create coins from scratch; Muto Terram or Lesser: A wandering troupe of a
built near quarries, and export ashlar Muto Imaginem to change the denomina- dozen minstrels, modestly famed.

61
Covenants
Legendary: Several hundred elite Examples
The Twice-Gifted Coin Ghulam bodyguards. Lesser: The toll on a river ferry.
Typical: The toll on the only bridge
leading to a large town.
PeMe 15 Toll-Gathering Greater: A toll station in the Rhine
R: Touch, D: Mom, T: Ind gorge or an Alpine pass.
This spell is usually cast when the Those who find themselves in a stra- Legendary: Customs duties at Venice
target deposits a coin into the caster’s tegically important location, such as by or Constantinople.
hand. The victim immediately loses a bridge, ford, ferry, mountain pass, city
his memory of having paid. Assuming gate, or waystation, usually seek to profit
that he had a legitimate reason for from it, by imposing a toll on passing Trade
paying in the first place, he then usu- travelers and merchants. To do this legiti-
ally reaches for his purse to hand over mately requires either that one owns the A covenant lacking resources can
another coin. facility in question, or has permission make money by transporting things from
Some sneaky covenants have been from the feudal overlord to collect tolls, where they are cheaply available to where
known to enchant this effect into a although this is a privilege that the greater they are expensive. Some merchants travel
toll-gate, for example. Travelers are nobility like to reserve for themselves. In great distances with precious items, while
asked to pay a toll before the gate, places where it is possible to easily bypass others prefer to follow short routes many
then allowed to proceed, whereupon the toll station (such as on a road), it must times per year. Some covenants provide
they touch the gate and promptly be patrolled, and all toll stations require a other services to traders, like warehouse
forget having paid. Upon request, they certain measure of force, so that non-pay- space, repair facilities and lighterage, in
then pay again, after the gate. The ers can be refused entry. exchange for fees.
income from a toll station can thus be Pros: You ask people for money and House Mercere is involved in many
doubled. they give it to you! trading enterprises and is usually inter-
(Base 10, +1 Touch) Cons: Typically infringes on the ested in exploring alliances with trading
rights of nobles; requires enforcement and covenants.
Typical: A king’s favored astronomer, defense; threat of rival toll-collectors. Pros: Selling someone else’s wares is
paid handsomely for his astrological pre- Magical Options: Creo Terram to easier and more profitable than producing
dictions. create a bridge; Rego Terram or Mentem them yourself.
Greater: A Greek navy of several to extract more coins from toll-payers. Cons: Competition may be fierce;
dozen ships, with expert crew, for hire. risks of banditry and piracy; supply and
demand may vary. Cargoes are very
expensive and are often purchased with
credit, making shipwrecks ruinous.
Magical Options: Items or spells to
preserve goods or transport them safely
and quickly, such as faster or more durable
wagons or ships; Muto magics to change
the size or amount of goods for storage
or sale.

Examples
Lesser: A local merchant with a dozen
carts, or a small ship that trades locally.
Typical: A large merchant ship chas-
ing rumors of profit across Europe or
trading manufactured goods to nearby
regions. Alternatively, a small fleet of
ships engaged in local trade of bulk goods
like food, fuel, or salt.
Greater: A merchant company with
warehouses in at least two cites, ferrying
consignments in many ships each year.
Alternatively, a fleet of up to a dozen
ships, of varying sizes, all plying profit-
able routes.
Legendary: In Northern Europe, an
annual fleet to Acre in the Levant, that
returns laden with fine silk and aromatic
spices. In Southern Europe, annual expe-
ditions to the almost-fabled lands where
gemstones are mined and spices grow, like
India, Ethiopia, or Persia.

62
Covenants

Wizardry Points of Inhabitants


Some covenants take the straightfor-
ward approach of trying to profit directly Typical Spring or Winter covenant Typical Summer or Autumn covenant
from their magical talents. Magical items, Inhabitant Points Living Conditions Points Living Conditions
potions, the casting of spells disguised Modifier Modifier
as charms or fortune-telling, and so on,
may be offered to wealthy nobles for the Magus, Noble 5 +1 10 +2
right price. This needs to be undertaken Companion 3 0 5 +1
with considerable discretion, in order to
avoid mundane meddlement and attract- Specialist, 2 0 3 +1
ing unwanted attention to the Order Craftsman
of Hermes. An alternative possibility is Other 1 0 2 +1
to sell items of Hermetic value, such as Covenfolk
books, lab texts, vis, items, longevity ritu-
als, and even seasons of service to other Horse 1 n/a 1 n/a
covenants or magi. Although vis is the
far more usual Hermetic currency, rich When calculating a covenant’s sum of points in this area, do not include characters
covenants and magi may sometimes be of independent means who pay for their own upkeep, nor any characters who work
willing to pay in cash, or with other mun- for one of the covenant’s sources of income. By sacrificing their privileged lifestyle
dane wealth — even a single pawn of vis (and the better Living Conditions Modifier), impoverished magi may reduce their
may be worth a dozen or more pounds to point cost to 3. By adopting the same privileges as standard covenfolk (the same
the right buyer. This avoids the problems food, wages, and living quarters), magi and companions may even reduce their point
of selling to mundanes, but it is rather cost to 2. However a covenant with such pauper magi will likely develop a nega-
demeaning to hawk away one’s magics for tive Reputation as the Redcaps quickly spread word of their lamentable standard of
mere silver. living!
Pros: Wealthy folk will pay hand-
somely for magic; needs very few coven- be maintained, luxury items might be pur- this from the income for the year, and add
folk. chased, construction may be undertaken, any surplus to (or if there is a shortfall,
Cons: Most magi tend to view those travel and hospitality need to be paid for, subtract it from) the covenant’s stores.
who sell their magics with some measure and so on. Even for a small Spring cov-
of contempt; possible attention from the enant, these costs can easily amount to
Quaesitores; loss of seasons and vis. 50 pounds per year; larger covenants may
Magical Options: This is the magical spend five or even ten times that much. Covenfolk Categories
option! To start with, determine the nor-
mal yearly expenditure of the covenant For the purposes of accounting, the
Examples — the costs of the things that are the covenfolk (that is, everyone living at the
Lesser: Occasional minor charms or same every year. Firstly, determine how covenant apart from magi and compan-
potions sold to the local nobility. many people of each type live at the ions) should be separated into the follow-
Typical: A couple of smaller items covenant. After deciding on the basic ing categories. (For characters that have
or Longevity Rituals per year sold to the number of inhabitants, the additional sup- a dual vocation, simply pick the most
nearest Mercer House. port staff needed must be calculated (see appropriate category.)
Greater: Michael Scot, the court the Covenfolk Categories section below). Craftsmen: People with a Craft
wizard of Frederick II, the Holy Roman Then, total up the points of inhabitants, Ability, employed by the covenant to
Emperor. points of weapons and armor, and points practice their craft and produce wares
Legendary: Verdi, the domus magna of laboratories; use these to determine the for the covenant, such as a smith, a car-
of House Verditius. corresponding costs in each category of penter, or a weaver. Craftsmen allow for
expenditure listed below, or refer to the cost savings in one or more categories
Yearly Expenditure summary . The result- of expenditure — the covenant does not
ing total annual expenditure — which is need to spend so much buying wares from
the sum of these category expenditures outside. The exceptions are book-binders
Expenditure —usually remains static unless the point
totals change (for example, the covenant
employs more covenfolk, or the magi
and illuminators, who do not save costs,
but instead allow the covenant to produce
quality books.
The successful running of a covenant upgrade their labs). Dependents: Residents supported by
requires a multitude of different sup- Every year, there is also at least the covenant who do no useful work, such
plies and goods, which, if the covenant one pound’s worth (usually considerably as children, idle spouses, the infirm, and
does not produce them itself, need to be more) of sundry expenses — one-off retirees. Children should only be counted
purchased. At the most basic level, there items of expenditure, such as travel, or the from the age of five onwards (children
is the need to feed, clothe, and shelter purchase of books. Refer to the price list younger than five consume negligible).
the covenfolk, and to provide labora- below. These extra costs should be noted, Once they are old enough to work, chil-
tory equipment and writing materials for totaled at the end of the year, and added dren can be moved to another category.
the magi. Beyond that, the grogs need to the normal yearly expenditure to give
weapons and armor, the defenses need to you that year’s total expenditure. Subtract

63
Covenants
Specialists: Individuals who occupy
Points of Laboratories some important role in the hierarchy of
running the covenant, such as an autocrat,
Laboratory’s a steward, a chamberlain, a turb captain,
Upkeep Score Points A covenant’s total in this area is the sum or a scribe. Hermetic apprentices also
of the points for all the laboratories in count as specialists.
–5 1 the covenant. For an Upkeep score of Teamsters: People who are employed
between –5 (the lowest possible) and to procure provisions and supplies from
–4 2 +2, the number of points per laboratory elsewhere and transport them to the cove-
–3 3 is as specified in the above table. For nant, typically one or more market buyers
example, a standard laboratory (Upkeep and a team of wagoners or hauliers. Some
–2 5 0) equates to ten points. Beyond +2, covenants are served by traveling mer-
–1 7 the number of extra points gained per chants, in which case the teamsters do not
level of Upkeep increase is equal to belong to the covenant. However, they
0 10 the new Upkeep score times ten. For still need to be paid and accounted for,
+1 15 example, increasing the Upkeep from since it is more expensive to buy wares
+2 to +3 increases the number of points on your doorstep than to travel to market
+2 30 by 30 (+3 multiplied by ten), taking it and buy them there — either way, the
+3 60 from 30 to 60. Thus, for a laboratory covenant has to bear the haulage costs.
with an Upkeep of +2 or greater, the You may employ as many or as few of
+4 100 number of points is equal to ten times each type of covenfolk as you like, except
+5 150 the number of experience points needed that there is a minimum required number
to buy an Art score with the same of servants and teamsters. There is also a
value as the Upkeep, as specified in the limit to the number of laborers and crafts-
These following multipliers apply to Advancement Table of ArM5, page 32. men that can be usefully employed (see
maintenance costs, but not construction For example, a lab with an Upkeep of the Cost Saving section below).
costs: +15 equates to 1200 points, ten times To determine the minimum number
Light use (average of one season the cost of an Art score of 15 (120 of servants and teamsters for your cov-
x 0.5 experience points). There is no upper enant, proceed as follows: Total up the
or less per year)
limit on an Upkeep score except the points of inhabitants (see insert), includ-
Typical use (average of about covenant’s ability to pay for it! ing everyone except laborers, servants, and
x1 teamsters. For every ten points of this
two seasons per year)
total, you need two servants. Add the
Heavy use (average of three sea- points for these servants to the total.
x 1.5
sons or more per year ) Now, subtract twice the number of labor-
ers. For every ten points of this total, you
need one teamster. Finally, re-compute
the total points of inhabitants, including
Points of Weapons and Armor all laborers, servants, and teamsters.
Number of Servants Required: 2
for every 10 points of (all inhabitants,
Inexpensive Standard Expensive excluding laborers, servants, and team-
sters)
Weapon or shield 1 4 16 Number of Teamsters Required: 1
Partial armor 2 8 32 for every 10 points of (all inhabitants,
excluding laborers and teamsters – [2 *
Full armour 4 16 64 number of laborers])
Ballista or light catapult n/a n/a 16
Heavy catapult or trebuchet n/a n/a 32
Yearly Expenditure
A covenant’s total in this area is the sum of the points of the weapons and armor
possessed by all the characters at the covenant, as well as any the covenant itself Categories
has stored. For the sake of simplicity, you may wish to simply estimate the average
number of points per grog. The regular expenditure of the cov-
enant can be divided into the following
categories. It is worth noting that the
Grogs: Full-time soldiers whose pri- the covenant does not need to buy so Buildings, Consumables, Provisions, and
mary vocation is the martial defense of much food. Wages totals usually amount to exactly
the covenant and its magi. Servants: Essential folk who prepare one pound per point of inhabitants, and
Laborers: Workers who gather food and serve the food, clean, and perform form the bulk of the expenditure. Thus,
for the covenant, such as farmhands, other household tasks, such as maids, a very rough rule of thumb is that a cov-
herders, fishermen, or hunters. Laborers cooks, bakers, errand-boys, stablehands, enant can afford a number of points of
allow for cost saving on Provisions, since and the like. inhabitants equal to its income in pounds,

64
Covenants
provided it has a moderate amount of cost
saving.

Buildings
The covenant’s buildings need to be
properly maintained, decorated, and fur-
nished to prevent them from falling into
disrepair. For example, damaged roofing
and stonework has to be patched up, old
furniture needs to be replaced, and there
are often plenty of minor repair jobs for a
carpenter to do.

Buildings Cost:
1 pound for every 10 points of
inhabitants

Add two pounds for any relevant


Minor Fortifications Boon, and five pounds
for any relevant Major Fortifications
Boon (see Chapter 2: Boons and Hooks,
Fortification). Only Boons that add to the
size, magnificence, or quantity of the cov-
enant’s buildings or fortifications count.

Consumables
There are a whole host of minor
tools, equipment, and consumables that
are necessary for the smooth running of
a covenant, which need to be replenished
and repaired, including candles, carts, it may increase by several pounds. Also, of expenditure — often the largest of all
clothing, fuel, kitchen utensils, barrels, it is suggested that inflation not increase — is the purchase of foodstuffs. A typi-
brooms, and so on. Special materials during a year in which the covenant’s cal covenant consumes grains, meat, fish,
required for books and laboratories are expenditure drops (for example, as a result vegetables, cheese, spices, salt, ale, and
accounted for separately. of new cost saving measures). wines, and needs fodder for its horses.

Consumables Cost: Provisions Cost:


2 pounds for every 10 points of Laboratories 5 pounds for every 10 points of
inhabitants inhabitants
Unsurprisingly, magi are willing to
spend a significant portion of their money
Inflation on their own laboratories. To maintain Tithes
a laboratory at its existing level requires
Most covenants have a gradually cor- a steady supply of replacement equip- Some covenants need to regularly
rosive effect on their local economy (see ment (especially glassware) and precious pay off their masters, just like many folk in
the Magical Improvement section above) ingredients, as well as more basic items, medieval Europe. Such yearly payments
and the magi would be wise to be careful such as fuel for heating and candles for might take the form of a tithe to another
how they spend their money, to avoid lighting. The cost for each laboratory covenant, taxes to a feudal overlord or the
inflating the prices of the things they depends on its Upkeep score (see Chapter Church, or debt repayments.
need to buy. 9: Laboratory). For example, a standard
The effects of inflation can be crude- laboratory (with an Upkeep of 0) costs
ly modeled by simply adding a flat cost one pound per year of typical use. Wages
in pounds to the yearly expenditure. In
the covenant’s first year, the inflation cost Laboratories Cost: Covenfolk are not usually paid a
should be zero. As a rule of thumb, it is 1 pound per 10 points of laboratories daily wage; they instead receive food
suggested that it increase by one pound and lodging in return for their service.
per hundred pounds of expenditure every Nevertheless, it is common for them to
year, although in favorable years (if there Provisions be given a modest weekly or monthly
is a good harvest, for example) the infla- stipend so that they may occasionally
tion may not rise, or in bad years (perhaps With many dozens of mouths to buy things for themselves. For example,
when the magi have spent profligately) feed, one of the covenant’s major items a grog in a typical Spring covenant might

65
Covenants
ditures (apart from scrimping or laying off
Cost Saving Limits by Craft staff): by employing laborers, by employ-
ing craftsmen, and by utilizing magical
items (or Ritual spells) which substitute for
Category of Cost Saving Limit the work of one or more covenfolk . The
Expenditure Example Craftsmen (per Craft) benefits of adding laborers and craftsmen
Buildings stonemason, carpenter, furniture 50% are threefold: Firstly, there is a modest net
maker, thatcher saving in overall expenditure. Secondly,
by producing more of its food and wares
Consumables blacksmith, carpenter, candlemak- 20% locally, the covenant becomes more resis-
er, tinker, weaver, leatherworker, tant to crises caused by any interruptions
cooper, cobbler to its outside supplies. Lastly, by adding
Laboratories glass-blower, goldsmith, silver- 20% more points of inhabitants, the cost saving
smith, lapidary, mechanic, tool- limits (as detailed below) increase in real
maker terms, allowing the covenant to exploit
economies of scale. For example, adding
Provisions brewer, vintner 20% laborers actually allows the covenant to
Weapons and Armor swordsmith, armorer, bowyer 50% potentially make greater use of its existing
craftsmen, who find themselves with more
Writing Materials percamenarius, ink-maker 50% work to do, such as creating and repairing
the tools used by the laborers.

get one penny per week, enough to buy However, for a small turb with modest
a dozen mugs of ale. Although magi do outfitting, this cost is likely to amount to Laborers
not get paid wages per se, they neverthe- only a couple of pounds per year.
less often have some kind of allowance Each laborer working for the cov-
for discretionary personal spending. This Weapons and Armor Cost: enant reduces expenditure on Provisions
caters for minor purchases such as cloth- 1 pound for every 320 points of by one pound. (In addition, as detailed
ing, jewelry, and the like, which need not weapons and armor above, every five laborers also make one
be accounted for separately. The “wages” teamster redundant, indirectly saving one
for horses can be assumed to be spent on pound.) The maximum amount of money
the extra food that they require. Writing Materials that can be saved by laborers is half of
You may adjust these wage costs as the Provisions total. A covenant with
appropriate for your covenant, but bear Writing is a costly business, since craftsmen producing foodstuffs can also
in mind that the more you pay them, the parchment and inks are expensive. As a save even more money on Provisions, as
happier the covenfolk will be (and vice- rule of thumb, one pound provides enough described below, up to the entire annual
versa). The standard wage costs listed materials to write four books, without Provisions expenditure if there are enough
here make no adjustment to Loyalty; if embellishment. Typically, a magus uses different types of sufficiently skilled crafts-
you increase (or reduce) them, you may such a quantity in one year. For example, men.
gain the benefits (or penalties) to Loyalty two seasons of lab work (in which a lab
outlined in Chapter 4: Governance, text is produced), one season of book
Prevailing Loyalty. writing, plus diaries, accounts, records, Craftsmen
letters, and so on, would amount to this
Wages Cost: much. Writing costs can be reduced for Craftsmen employed by the covenant
2 pounds for every 10 points of magi who are absent from the covenant come in two types. Common craftsmen,
inhabitants or undertake little lab work or scribing, such as blacksmiths, leatherworkers, and
however. Specialist craftsmen (scribes, brewers, are those found in almost every
The formula equates to one penny binders, and illuminators) allow better village of any size in Mythic Europe, and
per point of inhabitants, per week. Add quality books to be produced, but add are relatively easy to come by. Rare crafts-
one pound per each penny that is paid to the production costs (see Chapter 7: men, such as glassblowers, goldsmiths,
daily to any professional soldiers in the Library). Precious materials used for reso- and percamenarii, have a much more
covenant’s service. For example, for the nant bonuses on books are more expensive specialized trade and are encountered less
Veteran Fighters and Crossbowmen still, but are counted as sundry expenses frequently. They are harder to find and
Boons, add one or nine pounds per sol- (see below), on a case-by-case basis. recruit, but are consequently more highly
dier, respectively. valued by a covenant.
Writing Materials Cost: A common craftsman reduces expen-
1 pound for every magus, scribe, diture by a number of pounds equal to
Weapons and Armor bookbinder, and illuminator one plus half of his Craft Ability, rounded
down. For example, a craftsman with an
Almost all covenants have a turb of Ability score of five saves three pounds.
warriors, who are outfitted with weaponry A rare craftsman reduces expenditure by
and armor, and some have an additional Cost Saving a number of pounds equal to his Craft
store of weapons, or even an arsenal. This Ability.
equipment needs to be regularly cleaned, There are three main ways in which a Craftsmen may save money in vari-
repaired, and (every so often) replaced. covenant may be able to reduce its expen- ous categories of expenditure, as detailed

66
Covenants
in the insert. For each category, there is
a limit to the amount of savings that can Yearly Expenditure Summary
be achieved with each particular craft.
For example, a typical covenant with 100 Buildings + Consumables + Writing Materials
points of inhabitants spends 20 pounds Provisions + Wages • 1 pound per magus, scribe, book-
per year on Consumables, before cost sav- • 1 pound per point of inhabitants binder, or illuminator
ing. At most 20% of this (four pounds) can • Extra buildings and fortifications:
be saved in any one craft. Thus, no matter 2 pounds per each relevant Minor Cost Saving
how many blacksmiths the covenant has Fortifications Boon; 5 pounds per • Laborers: For each, subtract 1 pound
(or how skilled they are), the maximum each relevant major Fortifications • Craftsmen (common): For each, sub-
that can be saved by blacksmithing alone Boon tract 1 + (Ability / 2) pounds (round-
is four pounds. However, the covenant • Paid soldiers: 1 pound per penny ing down)
could (potentially) save its entire spend- paid daily • Craftsmen (rare): For each, subtract
ing on Consumables by employing at (Ability) pounds
least five different relevant types of crafts- Inflation • Magic items: For each magnitude of
men. In some cases, you may wish to • Starts at 0; increases by an average of effect, subtract 1 pound
make common-sense adjustments to the 1 pound per 100 pounds of expendi- • Ritual spells: For each magnitude of
cost-saving limits. For example, if only ture per year effect, subtract 5 pounds
a handful of your grogs carry bows, the • Cost Saving limits: For laborers, 50%
cost-saving limit for a bowyer should be Laboratories of the Provisions total; for craftsmen,
much less than 50% of the Weapons and • 1 pound per 10 points of laborato- either 50% or 20% of each total per
Armor expenditure. ries relevant craft (see above insert)

Weapons and Armor Tithes and Sundry Expenses


Magic • 1 pound per 320 points of weapons • Per specific amounts
and armor
Magic can also be employed to save
money; many of the options here are
similar to those for magically improved
income, except that product of the magic Expenditure — A Simple Example
is consumed instead of traded for profit.
For example, the fertility of the cove- Vernus is a typical starting Spring 6 who produce wares for the covenant,
nant’s own lands may be improved, or covenant. It consists of 6 magi (30 plus a bookbinder and an illuminator),
the magi might magically create tools points), 4 companions (12 points), 3 10 more grogs, and has acquired 10
or lab equipment instead of purchas- specialists — a chamberlain, a steward, dependents. Thus it now has 6 magi
ing them. See Chapter 4: Covenfolk, and a turb captain — (6 points), 10 (30 points), 4 companions (12 points),
Magical Alternatives to Covenfolk for grogs (10 points), and no dependents, 3 specialists (6 points), 20 grogs (20
examples of relevant magical devices and laborers, or craftsmen, for a provisional points), 6 craftsmen (12 points), and 10
spells. A magical item might reduce the total of 58 points. It thus needs 12 ser- dependents (10 points), for a provisional
Consumables costs, for example, an oven vants (12 points), taking the total to 70 total of 90 points. It thus needs 18 ser-
which requires no fuel. Alternatively, it points. Finally, it also needs 7 teamsters vants (18 points), taking the total to 108
might save on labor, for example, a broom (7 points), giving a final total of 77 points. Subtracting twice the number of
that sweeps by itself. In the former case, points of inhabitants (from 42 people). laborers (2 * 20 = 40) from this gives
one or more pounds is saved directly; in It has 60 points of laboratories (6 68, so 7 teamsters (7 points) are needed.
the latter case, you can achieve the same standard laboratories) and 320 points Adding these, plus the 20 laborers (20
results with fewer covenfolk (thus saving of weapons and armor (Standard cost points), gives a final total of 135 points
money indirectly). The minimum required outfitting for each grog). of inhabitants (from 94 people). It still
numbers of servants and teamsters may It has no cost savings at all (pur- has 60 points of laboratories but now
thus be reduced. chasing everything it needs) and its has 640 points of weapons and armor.
Magical items can also perform the Yearly Expenditure is as follows: Its Yearly Expenditure (before cost
work of laborers and craftsmen, and may savings) is now as follows:
be treated as such for the purposes of Buildings + Consumables + Provisions
cost saving. For example, the Motivated + Wages: 77 pounds Buildings + Consumables + Provisions
Plough (see Chapter 4: Covenfolk, Lesser Inflation: 0 pounds + Wages: 135 pounds
Enchanted Devices) does the equivalent Laboratories: 6 pounds Inflation: 10 pounds
of about three laborers’ work, and thus Weapons and Armor: 1 pound Laboratories: 6 pounds
saves three pounds per year. As a very Writing Materials: 6 pounds Weapons and Armor: 2 pounds
simple rule of thumb, each magnitude of Total: 90 pounds Writing Materials: 8 pounds
effect in such items can save one pound Its Cost Savings are as follows:
per year. Each casting of a Ritual spell After ten years of expansion, Vernus Laborers: –20 pounds
may save approximately five pounds per has acquired a small plot of farmland and Craftsmen: 16 pounds
magnitude, although this depends on the has added 20 laborers (farmhands and Total: 125 pounds
nature of the effect (and the discretion of huntsmen), 6 craftsmen (4 of various
the storyguide). Although Ritual spells common types with a Craft Ability of
may make dramatic improvements, such

67
The Finances of Semita Errabunda
Semita Errabunda has no Hooks or Ability of 6 each, plus a bookbinder Craftsmen: Provisions –8 pounds (2
Boons relating to income and thus has and an illuminator) (24 points) brewers); Buildings –16 pounds (2 carpen-
a single Typical source of income, pro- • 20 grogs (20 points) ters, a thatcher, and a furniture maker);
viding an annual income of about 100 • 5 dependents (5 points) Consumables –16 pounds (a blacksmith, a
pounds. This consists of a trading enter- • 6 horses (6 points) candlemaker, a tinker, and a cobbler)
prise, which exploits the property of the Magic Items: 4 items with a total of
covenant’s regio that connects to differ- This gives a provisional total of 100 12 magnitudes of effects:
ent places in Europe, effectively allow- points. Therefore 20 servants would be
ing the covenant to rapidly “transport” needed, but two magic items with a total • 2 brooms (each with a level 10 effect)
large quantities of goods over very long of 4 magnitudes of effects take the place of clean and tidy rooms, taking the
distances. A sizable shipment of goods is 4 servants, leaving 16 servants (16 points), place of 2 servants each.
bought cheaply near to their source, and taking the total to 116. Subtracting twice • 1 loom (with a level 30 effect) does
then stored at the covenant’s voluminous the number of laborers (2 * 40 = 80) from the job of a weaver, saving 6 pounds
central warehouse (and preserved with the this gives 36, so 4 teamsters (4 points) are on Consumables (weaving).
aid of magic, if need be). At such time as needed. Adding these, plus the 40 labor- • 1 anvil (with a level 10 effect) assists
a regio opening leads to a new region in ers (40 points), gives a final total of 160 the blacksmith by keeping metal hot,
Europe where these goods are in demand, points of inhabitants (from 110 people, saving 2 pounds on Consumables
they are sold off. The profits from this not including Victor or those involved (blacksmithing).
scheme do depend to some extent on luck, with the trading business).
providing a somewhat variable income, The covenant maintains 4 standard The expenditure in each category
but it often pays off handsomely. laboratories (Upkeep 0) and one labora- before and after cost saving (in pounds) is
The covenant currently consists of: tory with an Upkeep of +2, belonging to summarized in the table below.
Darius, for 70 points of laboratories. The fixed yearly expenditure is thus
• 5 magi (Carolus, Darius, Mari, The covenant maintains one suit of 90 pounds per year. In a typical year,
Moratamis, and Tillitus) (25 points) full Standard armor and 4 Standard weap- Semita Errabunda also has about 5 to 10
• 4 companions (Isabelle, Jarvis, ons per grog, for 640 points of weapons pounds worth of sundry expenses, mainly
Mansur, and Uberto count here; of and armor. due to hospitality and travel. The cove-
the three others, Jerome and Naimes It should also be noted that the cov- nant runs a small surplus in most years, but
count as scribes, and the Redcap enant suffers no inflation, due to trading it is very small. The magi are considering
Victor does not count — he travels at different places all over Europe. ways to bolster their income, so that they
and pays for himself) (12 points) Semita Errabunda’s cost savings are may be able to fund building projects and
• 4 specialists (an autocrat, a turb cap- as follows: the improvement of their laboratories.
tain, and 2 scribes) (8 points) Laborers: Provisions –40 pounds (6
• 12 craftsmen of various types (10 fishermen, 24 farmhands, and 10 hunts-
common craftsmen with a Craft men)

Category of Expenditure Amount Cost Saving Limits Cost Saving Total


Buildings 16 (8 per craft) –16 0
Consumables 32 (6 per craft) –24 8
Inflation 0 0
Laboratories 7 (1 per craft) 7
Provisions 80 (40 + 16 per craft) –48 32
Wages 32 32
Weapons and Armor 2 (1 per craft) 2
Writing Materials 9 (4 per craft) 9
Total 178 –88 90

68
Covenants
as creating a barnful of grain, they are
somewhat rarely employed, since most The Price of Vis
magi value the necessary vis at more than
five pounds per pawn. At the storyguide’s It is almost impossible to put a fixed undertaken, although it is not unheard
discretion, non-ritual Rego craft spells, if monetary price on a pawn of vis. Magi of, especially amongst House Mercere,
cast repeatedly over an extended period, prize vis, their currency of choice, far who have a more practical sense of
may save money as per magic items. more highly than silver. Most consider the relative worth of vis and silver (see
that mundane things should be bought Houses of Hermes: True Lineages, page 87). In
with silver, and magical things with vis, the cases where vis is sold for silver, the
Emergency Savings and that is indeed usually what happens. price varies wildly between a couple of
There are many wealthy covenants that pounds to a hundred or more pounds
Sometimes a covenant will find itself would not even consider selling a pawn per pawn, depending on such factors as
out of money (or credit), with its expen- of vis for less than a hundred pounds, geographical location, the particular Art
diture exceeding its income. If it cannot since vis can be employed effective- of the vis, the wealth and whims of local
suddenly increase its cashflow, it will ly in various magical wealth-creation covenants and magi, and the availability
need to reduce its outgoings. There are a schemes. Yet at the same time, plenty of vis relative to other Hermetic com-
number of possibilities, which are a good of covenants would not be able to spare modities in your saga. Having said that,
source of stories. As detailed in the Points more than a few pounds to actually a base guideline of roughly ten pounds
of Inhabitants insert above, the more buy vis, since their silver is needed to per pawn is a reasonable rule of thumb
privileged members of the covenant may run their covenants. For this reason, for a typical saga.
voluntarily dispense with some of their the trading of vis for silver is rarely
perks and luxuries. (The points per magus
or companion may be reduced to less than may decide to throw an occasional festi-
five or three points each, respectively, and Books val or regularly observe feast days, which
the cost saving limit on Provisions from involves greater consumption of food
laborers may be increased from 50%, as Knowledge is always a wise invest- and drink, but which boosts the morale
the covenfolk rely more on their own ment, and some covenants have amassed of the covenfolk, adding loyalty points
produce.) Alternatively, the wages may a large collection of mundane books. (see Chapter 4: Governance, Increasing
be cut, but the covenfolk’s Prevailing Merchants who trade in rare tomes fre- Prevailing Loyalty).
Loyalty will suffer. Some of the covenfolk quently find that covenants are a lucrative
could be laid off, turning them into dis- port of call. See Chapter 7: Library, Prices
gruntled vagabonds, possibly with an axe for Books. Labor
to grind against their former employers. When producing their own Hermetic
As explained above, there is a minimum books, magi like to use resonant materi- Sometimes, there is a temporary need
number of servants and teamsters needed als to decorate and enhance them (see to hire extra hands, for example, for a
to keep the covenant running smoothly. If Chapter 7: Library, Resonances). Although construction project, as mercenaries, or
you have fewer than these minimums, it the costs vary considerably depending on to crew a ship. Fortunately, most labor is
will adversely affect the functioning of the the exact nature of the materials used, a cheap, although skilled labor is somewhat
covenant — the storyguide should deter- good rule of thumb is that these precious less so.
mine the appropriate story consequences, materials cost one pound per book.
such as overworked staff, or magi having
to forage or cook for themselves! In more Laboratory Construction
severe cases of shortage or emergency, Hermetic Commodities
the magi might neglect entire categories The materials needed to outfit a
of expenditure, allowing the buildings, Items for trade amongst magi of the laboratory (starting with an unfurnished
laboratories, or weapons to go unmain- Order (Hermetic books, items, Longevity chamber) cost one pound per two points
tained, or letting the covenfolk starve, Rituals, and the like) are almost always of the laboratory. Thus, a standard labo-
which will likely cause severe Loyalty priced in vis, not silver. Nevertheless, cash ratory with an Upkeep of 0 costs five
Point penalties. may exceptionally be accepted as pay- pounds to build from scratch. If upgrading
ment, especially if offered in very large a lab (see Chapter 9: Laboratories) results
quantities, or if the seller is poor. in an increase to Upkeep, the cost is one
pound for every two points by which it
Sundry Expenses increases.
Hospitality
Depending on the events of each
year, there are numerous items of irregu- The visits of Redcaps can be rather Magi
lar expenditure, and some surplus cash costly. It is customary that each visiting
is spent. These may be travel expenses; Redcap is paid 30 silver pennies (an eighth The whims of magi and their need
fees paid to visiting Redcaps; purchases of of a pound) for her services. The total cost for silver are hard to predict. They may
equipment, buildings, or land; laboratory of a Redcap’s stay often rises to three or suddenly demand large amounts of “petty
upgrades, and so on. Here are listed some four times this amount, however, once he cash” from the autocrat to finance current
of the more common sundry expenses, has been suitably wined and dined by the pet projects or schemes. Modest amounts
and a price list, below. covenant. Months or seasons of accom- of such spending are already handled by
modation for visiting noblemen or magi the yearly expenditure on “wages,” but
may be even more expensive. A covenant the costs for major purchases, such as

69
Covenants
a warhorse, a set of luxury furniture, a Enumerus might amount to significantly
golden casket, and suchlike, should be more than one pound!) Training
added separately.
Although most covenants train their
Property covenfolk and grogs themselves (which
The Pound of Enumerus costs nothing), rich covenants may decide
For the covenant to expand, it may to pay outsiders for this purpose. If so,
A reknowned Jerbiton magus by the wish to purchase or construct new prop- assume that a skilled individual costs half
name of Enumerus once wrote a lengthy erty, or acquire extra land. A covenant is as much to recruit for teaching as to
treatise on the economics of a covenant, often judged, on first appearances at least, employ for work (see the price list).
a copy of which now resides in the Great by the magnificence of its buildings and
Library of Durenmar. In the course of his surroundings. These usually constitute
research he came to a curious discovery: very large items of expenditure, needing Travel
no matter how precisely he reckoned the to be saved for and planned some years in
books of his covenant, he could never advance. As a rule of thumb, roughly one Magi are known to go on expeditions
fully account for all of its outgoings. After virgate of arable land (a twentieth of a from time to time! Travel and accom-
many years of trying, he eventually gave square mile) is needed for each farmhand modation for a group of magi and their
up, concluding that it was simply impos- laborer at the covenant. grogs can be quite costly, especially for
sible for a mortal man to account for all If building a property, you may sim- an extended period. This may involve
such expenditure — there would always ply assume that the costs of the raw mate- passage on a ship, accommodation in
be some petty costs he had neglected, rials and labor are equivalent to the price inns, or the hire of a coach and horses.
amounting to at least a pound. Since of a pre-existing building. In this case, If such a party is traveling rough, how-
then, this phenomenon (and amount) of it takes one year per floor (or ten feet of ever, then you need not account for their
undocumented covenant spending has height) to build. This rate can be doubled expenses (in this case they fall under the
become widely known as the Pound of by paying 50% more. As a rule of thumb, purview of the existing Provisions and
Enumerus. new buildings designed for covenfolk can Consumables costs). A season or more of
Every year, therefore, you should be assigned a cost equal to the number of rough travel might merit a penalty to the
add one pound onto the sundry expens- points of inhabitants they are to house. For Living Conditions modifier for the char-
es. (Note that if the covenant is some- example, in a Spring covenant, a hut to acters involved, for that year.
how cursed, or suffers from incompetent house a servant costs one pound, whereas
or crooked management, the Pound of the house of a magus costs five pounds.

70
Price List
This list is a rough guide to the prices Manor house. . . . . . . . . . . . . . . 10 pounds which is sufficient land to support one peasant fam-
of various items of sundry expenses. Exact Motte and bailey. . . . . . . . . . . . 12 pounds ily reasonably comfortably. A square mile is about
prices may vary considerably by region Church . . . . . . . . . . . . . . . . . . . 50 pounds 20 virgates. Purchase prices of land vary widely;
and circumstances. For the sake of sim- Tower . . . . . . . . . . . . . . . . . . . 100 pounds a typical price is between 20 and 50 times its gross
plicity, prices are quoted in whole Mythic Castle . . . . . . . . . . . . . . . . . 1,000 pounds annual income.
Pounds.
Buildings designed for covenant inhabitants cost a Precious Materials
Quality and Size Multipliers number of pounds equal to the number of points of Ten blocks of dressed building stone
inhabitants they are able to house. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 pound
Shoddy / Small. . . . . . . . . . . . . . . . . x 0.5 Half a dozen precious gems. . . . 1 pound
Standard / Average . . . . . . . . . . . . . . . . x 1 Hermetic Items Three or four paintings or tapestries
Superior / Large. . . . . . . . . . . . . . . . . . . x 2 One year of maintenance of a standard . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 pound
Excellent / Huge. . . . . . . . . . . . . . . . . . x 5 laboratory (with average use). . . 1 pound Two garments of fine fur. . . . . . . 1 pound
Flawless / Stupendous. . . . . . . . . . . . . x 10 Outfitting a standard laboratory from A statue. . . . . . . . . . . . . . . . . . . . 1 pound
scratch. . . . . . . . . . . . . . . . . . . . . 5 pounds A bough of rare wood. . . . . . . . . 1 pound
Apply these quality and size multipli- One pound of gold. . . . . . . . . . 10 pounds
ers to prices where appropriate. For exam- Laboratories cost 1 pound per 2 points to outfit
ple, a handsome riding horse (Excellent) from scratch, and 1 pound per 10 points to main- 1 pound typically buys enough precious materials
costs considerably more than a filthy nag tain for a year of average use. Other Hermetic to add a resonant bonus to one book.
(Shoddy), a Standard house might be items are usually paid for with vis, not silver. See
made of timber whereas a Superior dwell- Chapter 7: Library, Prices for Books for suggested Travel
ing is built of stone (although note that prices of Hermetic books. Rent of a wagon and horses for a season 1
a Standard castle is built of stone), a dia- pound
mond counts as an Excellent gem, a goat Hospitality Two weeks of travel and accomodation for
counts as a Large sheep, and so on. Note One lavish festival or two feast days for a a couple of magi and a half-dozen grogs
that both quality and size multipliers can hundred participants. . . . . . . . . . 1 pound . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 pound
apply, for example, something that is both Visits of two Redcaps, each lasting a A season of travel and accomodation for
Huge and of Excellent quality has a total couple of weeks. . . . . . . . . . . . . . 1 pound a couple of magi and a half-dozen grogs
multiplier of 25. Maintaining a horse for a year. . 1 pound . . . . . . . . . . . . . . . . . . . . . . . . . . 6 pounds
Board and lodging for a commoner for 12 wagons, or one coach . . . . . . 1 pound
Animals one year. . . . . . . . . . . . . . . . . . . . 1 pound 12 small fishing boats. . . . . . . . . 1 pound
20 sheep, 8 hunting dogs, 4 cows, 2 oxen, Board and lodging for a nobleman or Barge. . . . . . . . . . . . . . . . . . . . . . 2 pounds
or 2 draught horses. . . . . . . . . . . 1 pound magus for one season . . . . . . . . . 2 pounds Ship. . . . . . . . . . . . . . . . . . . . . . . 8 pounds
Captured or trained wild animal, such as a
bear or monkey. . . . . . . . . . . . . . 1 pound Labor Weapons and Armor
Riding horse . . . . . . . . . . . . . . . . 2 pounds Purchase of a half-dozen slaves. . 1 pound 16 sets of Inexpensive armor, 4 sets of
Warhorse. . . . . . . . . . . . . . . . . . 16 pounds Hire of one unskilled workman (paid one Standard armor, or 1 set of Expensive
penny per day) for a year. . . . . . 1 pound armor. . . . . . . . . . . . . . . . . . . . . . 1 pound
Books Hire of one skilled workman or man at 32 Inexpensive weapons, 8 Standard wea-
One standard book (non-Hermetic) arms (paid two pence per day) for a year pons, or 2 Expensive weapons . . 1 pound
. . . . . . . . . . . . . . . . . . . . . . . . . . . 1 pound . . . . . . . . . . . . . . . . . . . . . . . . . . 2 pounds 2 ballistas or light catapults, or 1 heavy
Parchment and inks sufficient to write Hire of one master craftsman or ship’s catapult or trebuchet. . . . . . . . . . 1 pound
four books, without embellishment captain (paid five pence per day) for a
. . . . . . . . . . . . . . . . . . . . . . . . . . . 1 pound year. . . . . . . . . . . . . . . . . . . . . . . 5 pounds Armor prices are for partial armor. Full armor is
twice as expensive. Weapons and armor cost 1
Buildings Land pound per 32 points to buy. Starting characters
House . . . . . . . . . . . . . . . . . . . . . 1 pound One virgate of arable land, or two virgates and mercenaries usually come with their own
Bridge . . . . . . . . . . . . . . . . . . . . . 2 pounds of wild land. . . . . . . . . . . . . . . . 10 pounds weapons and armor, which do not need to be paid
Mill. . . . . . . . . . . . . . . . . . . . . . . 5 pounds for. The cost for yearly repair and maintenance is
Gatehouse. . . . . . . . . . . . . . . . . . 7 pounds One virgate (or yardland) is equal to about 30 one tenth of the cost to buy, 1 pound per 320 points
Chapel. . . . . . . . . . . . . . . . . . . . . 8 pounds acres (although the exact size varies by region), Shields cost the same as weapons.

71
Chapter Six

Vis Sources
This chapter contains 45 vis sources,
three for each Hermetic Art, ready for use Creo Despite her considerable age, she has
not passed through menopause and her
in your saga, or to serve as inspiration for menstrual blood contains Creo vis. The
your own creations. None of the sourc- Crone’s cycle is, however, slower than
es specify the amount of vis available,
because that is dependent on how much
Apples of Hesperides normal and she menstruates only once
every two lunar cycles. This is a side effect
vis you want in your saga (see ArM5, page of the particular Unaging Virtue that the
218). Just as sagas can be divided into low, by Stuart Kenny Crone has.
moderate, and high vis sagas, so too can The Crone is respected in her vil-
sources be divided between low, moder- Years ago, a stranger visiting the cov- lage; many of the villagers are, in fact, her
ate, and high yield. The table in the insert enant told a story about an apple tree that descendants. She is often consulted by
gives some rough numbers; a source with was a wedding present to Hera, queen of the villagers on matters of herbs, medi-
a high yield should give about as much vis the gods, and of Hercules who labored to cine, and minor magic. The Crone is not
as an individual magus receives in a year. steal the apples from it. The stranger then Gifted, but due to her age she has come
Remember that most sources yield only offered a single apple seed in trade for one to know something about magic. She is
one type of vis, so most covenants want a of the covenant’s most valuable books, not quite sure what vis is, and hence does
wide range of sources. claiming that the seed was descended not know exactly why the magi want her
The size of the source should be from that very tree. Why he was believed blood, but she is aware that it is valuable
determined by the significance of the none can say, but the deal was struck and to them. The Crone is also aware that
story involved in finding it, and how the seed was planted. her blood represents a powerful Arcane
much you like the source in question. A Now the tree produces six golden Connection to herself, which the magi
high-yield source is more important in the apples each year, although, heeding the could use to her detriment.
saga than a low-yield one, so you should stranger’s advice, three of these are not The Crone may be convinced to
attach a high yield to the sources with the harvested. If three apples are not allowed swap her blood for magical services that
best attached stories. Obviously, this is to rot where they fall to nourish the roots, benefit the village, but she is not be will-
also entirely dependent on the interests then a stress die is rolled with as many ing to trade with hostile magi. In the event
of your troupe, and thus not specified botch dice as there are missing apples. For of the Crone’s death it may be discovered
below. each botch, the tree forever produces one that one of her female descendants has
Most of the example sources are fewer apple per year. the same affliction.
designed so that getting initial access to The skins of the apples are pure gold
the source requires a story of some type, and, once cut open, the flesh of a single
but that collecting the vis thereafter does apple will sustain a man for a week and is
not. This is a good pattern, because if the proof against many illnesses (+6 on rolls A Foul Gift from a
same story repeats every year of game
time it tends to become stale. That does
to resist illness). However, the apples are
rarely eaten, as each contains Creo vis. Festering Meadow
not mean that a source cannot provoke So far all attempts to get the tree to
further stories later in its existence, from reproduce have failed, but the prospect by Gary N. Mengle and Sean
time to time. of being able to create an orchard of vis- Mitchell
producing trees has lured many a magus
to try to unlock the secret. In the woods there is a meadow from
Vis Source Yields which comes the sweet, pungent smell of
the decay of rotting flesh. In the summer,
Saga Vis Level Low Moderate High this sickly odor is enough to make almost
Low 1 2 4 The Crone’s Blood anyone ill; even in winter there remains
Moderate 2 4 8 a bit of the awful stench. A Stamina
High 4 8 16 by Richard Love roll against an Ease Factor of 6 to avoid
Numbers indicate a given source’s retching should be made by anyone who
yield in pawns per year. The Crone is an elderly woman remains in the meadow for more than a
who lives in a village near the covenant. few moments. The number of carcasses

72
Covenants
here would seem to indicate that this
place is some sort of animal graveyard,
The Waystones The Tree of Truth
but the reason that so many beasts come
here to die is left to the storyguide’s dis- by David Chart by Andrew Reimer
cretion.
Some of the maggots that arise spon- A group of ancient standing stones A tree has been found in a forest not
taneously in the rotting carcasses (animal stand near the covenant. Each stone is too far from the covenant that bears a
or human) have a golden coloration and taller than a grown man, and from each fruit not familiar in the local landscape.
contain Creo vis. Approximately half a stone it is possible to see at least one Villagers tend to avoid the tree because its
dozen such maggots can be collected other. When the stones are first encoun- fruit is quite bitter, but the steward of the
each summer no matter how many car- tered there are four of them, forming a local lord has stumbled upon another use
casses are placed in the meadow, but one path that can be followed from either for it. Before dispensing any judgments on
must go through the grim, unpleasant end. If someone follows the path alone, local disputes, the steward eats a piece of
work of rooting around inside the fester- going away from the covenant, starting the fruit, as he finds it helps him to clear
ing corpses to find the maggots with the at dawn on the Autumnal Equinox, he his mind and see the truth of any situa-
particular virtue. The maggots only live finds an additional stone at the end of the tion. The steward has, in fact, been gain-
for about a day before they die, unless route, and his shoes contain Intellego vis. ing a reputation beyond the local town
they are kept with rotting flesh. In this This process can be repeated each year, for his wise judgments. If called upon to
case, they can survive much longer. and, indeed, the covenant records might settle disputes in other areas, he prepares
show that there were originally only two a supply of the fruit to take with him and
or three stones, allowing the magi to learn has even gone as far as having his wife
the method by which new stones can be preserve a supply for the off-season. No
found. It seems likely that the stones lead others yet know of his secret.
Intellego somewhere, but it is far from clear where. Indeed, the fruit of this tree does
have magical properties and Intellego vis
can be extracted from it. Several ques-
tions remain, though. Could this tree be
The Lens of Wisdom in some way related to the Biblical “tree
of the knowledge of good and evil” as
described in the creation story? If so, what
by Gary N. Mengle and Sean possible effect might the use of the tree
Mitchell have on the mortal soul?

This crystal lens of astonishing work-


manship, a hand-span in diameter and
bound in a hoop of brass, has a most curi-
ous property. When the light of the sun
at noon on the summer solstice is focused
through the lens upon a blank parchment,
indecipherable patterns burn themselves
upon the page. It may be that these are
the glyphs of some unknown writing,
but thus far neither mundane scholarship
nor magical investigation has revealed
their nature or origin. One page can be
prepared each year, and each contains
Intellego vis. If the vis is removed from
the page, the writing also fades.
The brass circle that holds the lens
has the remains of a mounting bracket
of some sort still attached. It may be that
there was originally a stand or tripod on
which the device rested, but if so, this has
now been lost.
It is thought by some Hermetic
scholars that the glyphs contain the key
to lost secrets, and that if they could
be deciphered a vast source of wisdom
might be unlocked. If this proves correct,
it could result in conflict among scholars
vying for control of the lens. Even the
most underhanded methods of obtaining
the lens might be undertaken by those
convinced of its great value.

73
Covenants

Muto behind as normal handiwork, this results


in much less vis available overall for the
next year. The magi may refuse to assist
Perdo
the grogs, but consistent refusal to spend
a moment assisting in such vital covenant
The Chrysalis of tasks when the magi don’t have to go out Circle of Destroying
of their way may foster resentment among
Rebirth the grogs and result in the covenant’s loss Angel Mushrooms
of necessary skilled workers.
by Gary N. Mengle and Sean Subtle use of spontaneous Perdo by John Post
Mitchell magic around the covenant may increase
the amount of maintenance work needed, Deep in the heart of a cold and
Some distance away from the cov- and thus indirectly affect the amount of sinister wood, an Unseelie faerie lord
enant, there is a field of wildflowers of vis that collects in the workshop, but wise holds court on the last day of winter.
many vibrant colors. Each year, caterpil- magi would be rightfully nervous about The lord hosts a great melancholy feast
lars nest in and feed upon these flowers. using magic to harm their own covenant; marking the end of the Unseelie faeries’
The butterflies that these caterpillars turn spending spare moments over the course period of ascendancy, and a mortal is
into burst free from their cocoons at of a year breaking things adds a stress die brought to dance for the dark lord. The
dawn on a single day, the twentieth of to the total vis available here, but a botch mortal is compelled to dance past the
July, and on that day the field is ablaze means that something disastrous has hap- point of exhaustion to his eventual death.
with a dazzling riot of color, the sort of pened which harms the day-to-day work- Although the dance occurs in a Faerie
natural beauty that would tempt the heart ings of the covenant, makes the manipula- regio, it leaves footprints in the mundane
of a poet. tion obvious to the staff, or both. world.
Awe-inspiring though this may be, In late spring, destroying angel mush-
the butterflies do not contain vis, nor rooms appear where the doomed dancer’s
do they have any particular virtue other footsteps landed. These tall, pure white
than their odd habit of all hatching at the First Freeze of the mushrooms have slightly convex caps,
same time. However, some intact cocoons
can be found each year from which no Winter Spirits which become flatter as they mature. The
mushrooms are deadly poisonous; one bite
butterfly hatched. These each contain a easily kills a man, and they contain Perdo
pawn of Muto vis, and exhibit an odd, by Andrew Reimer vis. Once harvested, the mushrooms do
almost metallic luster. These must be not reappear until the next year.
harvested before the sun sets on the day With the approach of each winter, After the characters become accus-
of the hatching, for after that time their the spirits of Snow and Wind descend tomed to collecting the vis, they should
power dissipates if not collected, and from their high places to bring about the discover its source. They might learn
finding the unspent cocoons in a field full change of seasons. Before moving further that peasants in nearby villages are afraid
of them is no small task; many hands may into the occupied lowlands, they first stop to venture out the evening before the
be required. It may be possible to instruct and frolic in the cold waters of certain Vernal Equinox. Many spend the night on
grogs or covenfolk to collect all the mountain lakes, celebrating the coming of holy ground, guarded by the Dominion.
cocoons, burst or whole, for later sorting another winter during which they reign. Successful Awareness + Folk Ken rolls
at the covenant’s convenience. An isolated lake lies nestled in a col against an Ease Factor of 12 allow char-
near the top of a mountain. This lake is acters to recognize the pattern of mush-
in fact the favored spot for Snow and rooms as similar to the steps of a popular
Wind to celebrate the coming change of dance. A character with Second Sight
Covenant Workshop seasons, and is the first of all the lakes to may recognize the contours of the Faerie
freeze over each year. Upon the eve of the regio, or stumble into it accidentally and
by Nick Simmonds first snowfall, a localized snow storm with discover the dancer’s decaying corpse.
high winds overtakes the col for several Should the characters investigate at the
This covenant has a mundane work- hours. During this time, the entire lake wrong time, the Unseelie might abduct
shop wherein talented grogs shape items freezes over. Any water that is collected at one of them for their ritual.
that require an expert’s touch, yet are the point of turning into ice is a source of
too common to bother the magi with. Muto vis, as it embodies both the change
Ironically, performing such work in the of water to ice and autumn to winter.
presence of a magical aura has caused Snow and Wind do not take offense The Heirloom
the magi to pay inordinate attention to at the presence of other parties at the
these items. The sawdust, metal filings, lake, but might amuse themselves at their by Sheila Thomas
and other detritus that builds up here expense, so those who would collect this
can be collected and used as a source of vis are advised to dress warmly! One of the covenant’s washer-women
Muto vis. A normal year’s work results in has a piece of pumice stone that she uses
a certain amount of vis, although collect- to remove particularly stubborn stains.
ing more than half of that requires the She does not like to lend it, as she has
magi to be in the workshop so much that never had anything so effective. The
the grogs begin asking for quick spells to stone contains a little Perdo vis. It is
assist them in tricky or time-consuming highly unlikely that the magi take any
tasks. As spells don’t leave the same scrap interest in their laundry or that they are

74
Covenants
in the habit of engaging a washer-woman Factor of 12 determines the proper timing ing ring of ice forms upon his brow. This
in casual conversation, so it could take for the sacrifices. winter crown contains Rego vis.
a long time — and perhaps exceptional The locals say that the image is of a
circumstances — before any of them hear king of ancient days, who watches over
about this. his people still, and who will rise again
If questioned, the washer-woman says when the time is right. They say that he
her mother gave it to her. Intellego Terram
of high enough level will reveal that it
came from close to the foot of a volcano.
Rego watches the sea, waiting for a sign that
he is needed once more, but they cannot
agree on exactly what he is waiting for.
The location and nature of this volcano The local parish priest believes the icy
depend on where the covenant is situated.
The volcano may have been extinct for so The Honey of Kings crown resembles a crown of thorns, and
the image to be that of Christ, who will
long that it does not appear to be such. If return at the end of the world to judge
in Stonehenge, it is near Conwy on the by Paul Tevis mankind and establish the kingdom of
North Wales coast; if Loch Leglean, on God on Earth.
the Isle of Arran; in Normandy, one of Pliny the Elder writes in his Natural
the puys of the Auvergne; in the Roman History that bees are the most remarkable
Tribunal it is Vesuvius; or it could be creatures. Bees, who make both honey
Krafla in Iceland. and wax, are the only animal created Parliament of Ghosts
If the magi travel to the source of the specifically to serve humanity. They live
pumice, it takes them a while to find the in communities, they elect their own gov- by Jeff Kyer
particular, fine-grained rock full of holes ernment, and they possess their own set
that contains Perdo vis. A few pawns may of morals. Of particular interest to Pliny In the depths of the forest lies a small
be taken from the seam periodically. If the is the king-bee, of whom he says, “The meadow surrounded by ancient cedar
source is far from the covenant, this may obedience which his subjects manifest trees. Throughout the area are numerous
mean negotiating with someone to act as in his presence is quite surprising. When small barrows and the occasional piece
a local agent. he goes forth, the whole swarm attends of ancient statuary. Few travel this way,
him, throngs about him, surrounds him, and even hunters and shepherds avoid
protects him, and will not allow him to the area — it has a well-earned reputa-
be seen. At other times, when the swarm tion for being haunted. The clearing and
The Stone of Death is at work within, the king is seen to visit its surroundings have a Magic aura of 3.
the works, and appears to be giving his Long ago, this was a pagan graveyard.
by Paul Tevis encouragement, being himself the only The dead here are not under the auspices
one that is exempt from work: around him of the Church and their spirits linger on,
The ancients knew much about how are certain other bees which act as body- haunting the surrounding forest. Once a
the heavens affect the earth. They were guards and lictors, the careful guardians of year, these “villagers” return in strength
great astronomers, and they wrote much his authority.” to hold their moot. just as they did in life.
about how the stars and planets influence In some places, where certain flowers Mootnight changes from year to year,
human events. Although the Christian grow, bees make a special honey to feed being the first full moon after the Spring
Church has declared that astrology is to their king. When the proper flowers Equinox. Mortals brave enough visit on
anathema to the doctrine of free will, are in bloom, this honey takes on magical that night are invited to sit in judgment
many magi heed the words of Hermes powers. If the king can be convinced to over the conflicts between the restless
Trismegistus: “As above, so below.” bring it forth from the hive and to make dead. Some cases are quite strange, such
The Stone of Death is of an unknown obeisance to a magus, the honey is trans- as that of the woman who remarried
age, but it is undoubtedly ancient. The formed into Rego vis. — and whose husbands both claim her
stone measures two paces long and half a as wife. Other ghosts bring up mundane
pace wide, and it protrudes no more than concerns, such as the well-being of their
knee-high from the ground. Its major axis descendants, or demands for vengeance
is aligned with setting sun on the winter The King Enthroned on those plundering their graves. A mortal
solstice.
The ancient Egyptians divided the Forever lawgiver who is just and wise — as well as
brave! — is rewarded by the ghosts with
sun’s path through the stars not only into Rego vis (in the form of corroded cop-
the familiar signs of the zodiac, but also by Gary N. Mengle and Sean per pennies), long-lost treasure, or even
into thirty-six decans, three in each zodia- Mitchell secrets that only the dead may know. The
cal house. The third decan of Gemini foolish or weak-willed are haunted or
is ruled by Saturn, the planet of death. A rock outcropping on the coast was driven mad by the angry ghosts.
When the sun rises in this decan, begin- carved long ago by unknown hands into
ning the second week of June, the stone the image of a seated man of regal bear-
is shrouded in a light mist. If an animal is ing, facing ever outward to the open sea.
sacrificed each day for the ten days that His beard is long and there is wisdom in
the sun remains in the decan, at sunset his deep-set eyes. The weathered image
on the final day Perdo vis forms from the is five times the height of a man, and can
blood. Each sacrifice must occur at the be seen clearly by ships passing along
rising of Saturn. An Intelligence + Artes the coast. Each winter, a jagged, gleam-
Liberales (Astronomy) roll against an Ease

75
Covenants

Animal slaughter, but the size of the flock has so


far precluded checking every bird. There
appears to be no way to detect the golden
the slippery rubble of the mountain slopes
can easily be fatal.
Once the crystals are brought to a
goose until after the first egg has been magpie’s nest, the vis is lost. But one of the
laid. eggs bred in a nest decorated with crys-
Faerie Furries Traditionally, the covenfolk who tals hatches a magical magpie containing
finds the golden egg is allowed to keep Animal vis — or making an interesting
by Sheila Thomas it, as long as the correct bird is identified. familiar. Stealing hatchlings, however,
This leads to enthusiastic egg hunts and results in the wrath of the whole flock.
There is a sallow tree, so old that great vigilance against thieves. (Note:
no-one living can recall a time when it The amount of gold in the egg, like the
did not look like the oldest tree in the yield of vis, should be set to suit your
world. It grows at the edge of a patch of saga.)
ancient woodland and not far from a small
pool of still, clear water in the corner of
a flower-studded water meadow that lies
Aquam
beside the lazily-curving middle stretches The Treasure of the
of a sizable river not too far from the
covenant. Although of venerable age, the Thieving Magpies The Purest Stream
tree is still vigorous, and some say this is
because the fay care for it. Every spring it by Ulrich Willmünder by Paul Tevis
is covered in large yellow catkins. Before
the catkins develop, they appear as fat, Over the course of centuries, attri- High in the mountains, fed from
furry little silver-gray buds. By the light tion and erosion have worn down a once- melting snow, lies a stream of crystal clar-
of a new moon, a few of these take on the proud mountain, and have produced a ity. As it rushes down the mountainside, it
appearance of tiny little kittens. Locals large field of rubble on the lower slopes collects neither dirt nor leaf. The village
say these are fairy cats and fear to go below a ridge called the Devil’s Chimney. at the base of the mountain enjoys con-
anywhere near then, lest the fay come to Below the field of rubble lies a dark and siderable fame for the beer that the villag-
defend their property. wild magical for- ers brew from its
If gathered by moonlight while they est, inhabited, sparkling water.
look like kittens, each little kitten-bud among other ani- Magi are
contains one pawn of Animal vis; once cut mals, by a large less interested
from the tree, they look like normal pussy flock of magpies. in the villagers’
willow buds but retain their vis. If it suits Every spring, beer than they
the storyguide, small trickster fay harass the melting snow are in its source.
collectors from the moment they take the reveals some new Halfway up the
first kitten-bud. rubble broken mountain, the
down from the stream pours over
mountain and the a small waterfall.
Devil’s Chimney. On a ledge at the
Golden Geese Among this rubble top the fall lies
a number of pure a stone inscribed
by Stuart Kenny white, slightly with a Hermetic
glowing crystals rune for Aquam.
The covenant maintains a large and can be found, On auspicious
rather special flock of geese. For as long which contain a nights of the year,
as anyone can remember, sometime each pawn of Terram vis a magus who sits
spring one of the yearlings of the flock each. The vis could upon this stone
begins to lay golden eggs. To magi the be easily harvested may thrust his
bird is more valuable than the gold, for each spring — if hand into the
the goose contains Animal vis. However, it were not for the water and cast
the bird needs to be identified quickly: magpies. Distillation of the
each golden egg laid after the first reduces The magpies Purest Stream (see
the goose’s vis by one pawn. Once all the of the forest view below) to recov-
vis is consumed, the goose is completely the beautiful crys- er Aquam vis.
normal, producing nothing but mundane tals as their natu- This requires a
eggs. ral possession and Concentr a t i o n
Naturally, only the most trusted and search the field + Strength roll
alert covenfolk are assigned to care for the of rubble as soon against an Ease
geese. Beyond the usual care and protec- as the snow starts Factor of 15,
tion of the flock, the geese must also be melting, and they due to the frigid
penned in small groups each spring until attack anyone water and the
the golden egg layer is identified. Once coming near the field. While the attack of strong current. If the magus is protected
the first egg is laid it is a simple Intellego a single magpie is no danger for a grown against the cold, the Ease Factor drops to
Vim effect to identify the correct bird for man, being attacked by a large flock on

76
Covenants

Distillation of the The Water of the and attracts to itself the lightning from
the tempest, accumulating it as Auram vis.
Purest Stream Waterless Valley The glass vessels, about a quart in capac-
ity, are specially enchanted and can store
the vis indefinitely. They can be detached
ReVi 15 by Ulrich Willmünder for storage and replaced with spare con-
R: Touch, D: Mom, T: Ind tainers.
Concentrates the essence of a High up in the mountains lies an The entire mechanism must be con-
stream of exceptionally pure water into unusually fertile vale called the Waterless tinuously maintained, as many of its com-
a pawn of Aquam vis. The purity of the Valley. While it does rain or snow there ponents are fragile and not easily replaced.
stream determines how often the spell occasionally, there is no brook and no This requires the occasional dedication of
may be cast successfully upon it. pond that holds water, and no glacier an entire season of work, though the Lab
(Base 10, +1 Touch) ends here, melting its ice, to water the Texts of the long-dead Tremere can be
valley. Even though the valley reaches up used to guide the magus who keeps up the
9. If the Concentration roll fails, no vis to more than 9.000 feet, access from the device. It seems that some non-Hermetic
may be gathered that night. main valley to the south is relatively easy, techniques were used in its construction,
For a day after the vis is collected, and, despite the lack of water, it is used to making the whole enchantment very dif-
the water from the stream (and any beer graze goats. ficult to reproduce.
brewed with the water) tastes brackish Legend says that for one day in
and foul. spring, when the snow melts and the
weather is warm for the first time, a small
river flows through the valley, providing The Peak of Storms
enough water to last the valley for a whole
St. Swithin’s Soupbowl summer. No one remembers actually see- by Paul Tevis
ing this river though.
by Matt Sprengeler In fact, the valley is covered with a The Peak of Storms is never visible, as
network of very small streams, all hidden the top of the mountain is always hidden
The tale of St. Swithin’s burial is from the mundane eye in a magical regio, by clouds. In winter, a cold wind blows
known by churchmen throughout which can be found by the usual means, down its slopes, threatening to freeze an
Christendom. The holy scholar wished but cannot be entered, because it is barely unwary traveler solid. During the spring
to be laid to rest in a modest grave, a few inches thick. On the first warm and summer, thunderstorms form around
but when he died, well-meaning folk day in spring, however, the regio can no the mountain. On Midsummer’s Day, a
instead interred him in a splendid tomb longer contain all the water, and it over- great storm cloud takes shape over the
within Winchester cathedral. A down- flows at a random place in the valley. This peak, and at noon a tremendous thun-
pour struck, and it rained for forty days overflowing water contains Aquam vis and derclap splits the air. It is said that any
and forty nights until the saint’s body was can be harvested with simple buckets. The child born that day in the valley below
moved to a more humble resting place. amount collected depends mainly on the will have the power to speak with the
Even now, the people of Winchester say skill of those catching it. four winds.
that rain on St. Swithin’s Day (July 15) is Climbing the mountain is treacher-
a portent of more rain to come. ous. In winter, it is almost impossible,
So it is with the lonely stone column as snow covers the upper slopes and the
called St. Swithin’s Soupbowl. As tall as a frigid winds blow with great intensity. In
man, it stands atop a bare hill, sporting no
decoration save rust-colored lichen. The
column is crowned by an ancient stone
Auram the summer it is easier, but not without
danger. The more serious threat comes
from the fogs that hide the peak. A climb-
bowl that seems to be of a piece with it. er may become lost and stumble into one
In truth, the bowl was set there centuries
ago by fierce Viking raiders who origi- The Lightning-Bringer of the ravines that dot the slopes. During
a summer storm, the ascent is almost as
nally carried it off from southern England, dangerous as in the winter.
and may have carried it to anywhere in by Gary N. Mengle and Sean If the peak is reached, the climber
Europe. Whether Swithin himself ever Mitchell finds an ancient and charred tree. Each
touched it is unknown, but if it should Midsummer’s Day this tree is struck with
be filled with water by sunrise of his day, A cunningly wrought device once a bolt of lightning. If an agate pendant
the liquid within becomes Aquam vis by rested on the top floor of the tallest tower is hung from the tree on that morning,
sunset. Filling the bowl with regular water of an ancient covenant — the Lightning- when the bolt strikes it the pendant will
results in some vis, but if rain falls over- Bringer. Invented almost a century ago by be transformed into Auram vis.
night and fills the vessel, it produces twice a Tremere Archimagus, it was his great-
as much. Moving the bowl from this spot est achievement. The Lightning-Bringer
breaks the vis-producing effect. consists of a number of copper spheres
of varying diameters, connected by thin, The Reed Melody
spiral rods of gold to several dozen glass
vessels. The whole device is highly magi- by Oscar Diez Martínez
cal even when not in operation.
On the night of each new moon, the Maria was a beautiful young woman
device calls up a powerful thunderstorm, who lived in a nearby village. She had

77
Covenants
been in love with a local farmer named In each year in which a man is This hill is thick with deep pur-
Juan since they first met. They wanted to hanged from the Hangman’s Oak for his ple, almost crimson, violet blossoms.
marry but her father was against the mar- crimes, the oak produces one blood red Harvested, each blossom holds a minute
riage because he had promised Maria to acorn on the very branch that the man amount of Corpus vis. A barrowful of
Lucas, the mill official appointed by the died on. This acorn contains Corpus vis the plants holds about one pawn. Over
local baron. To avoid further problems, and only one acorn grows, no matter how the course of the year the hill might pro-
Maria’s father forbade her to meet Juan. many men are hanged. And beware: If the duce a large amount of vis, as the flowers
This did not stop the love between Maria hanged man was not guilty, this acorn blanket the ground throughout the spring
and Juan, but merely forced them to meet might be infernally tainted! and summer months. However, they are
in secret. also a favorite gift from one sweetheart
They used to meet on the shore of to another, and a substantial amount of
a nearby river, near a thick formation vis may thus escape into the town each
of reeds that were swayed by the wind. Lovers’ Violets year — briefly admired, then composted.
Maria always reached their secret meet- Greedily claiming all of the flowers for
ing place first, and sang a tune to indicate by Nick Simmonds the covenant could sour relations with
to Juan where she was. One day Maria’s the town, but periodic harvesting of up to
father discovered that they met in secret There is a hill between the covenant half the yearly yield only results in a mild
and burst into the lovers’ secret place, and the nearest town, known to be a reputation as wizardly voyeurs — perhaps
accidentally pushing her into the river. favorite spot for lovers to hold midsum- beneficial, as it could make the magi seem
Maria’s head hit a rock and she drowned mer trysts; it is within walking distance more human.
in the stream. but far enough for discretion. The hill is If transplanted to covenant grounds,
Since that day, in the season when also under a Faerie aura, which may have these violets bloom each year provided
the winds are strongest, the reeds try to something to do with its bawdy repu- they are within a Magical or Faerie aura.
use the air to sing Maria’s song, but they tation. During the spring and summer, However, they won’t produce vis without
cannot perform all the notes. If somebody a magus could hardly swing a familiar often being in proximity to the same sorts
completes the melody with the correct without striking a shepherd, dairy maid, of activities found on the hilltop.
notes, the air that goes through the reeds noble’s son, or bar lass in flagrante delicto.
can be harvested to obtain Auram vis.

Corpus
The Hangman’s Oak
by Ulrich Willmünder
A couple of decades ago, the smith
of a village was found guilty of murdering
both his wife and a wandering monk who
was a witness to her murder. An enraged
mob of villagers caught up with the flee-
ing smith and hanged him to death on the
strongest oak near the village, the very
same oak under which the smith had dis-
posed of the corpses of his victims. Ever
since then the oak has been known as the
Hangman’s Oak, even though the village
was then so small that it had hardly ever
seen any crime.
By 1220, however, the former village
is a thriving town with prosperous mer-
chants, a small church, and its own baron.
With wealth came greed and other sins,
and thus the need for regular jurisdiction.
While it is still very rare for a man to be
hanged in the town, it does happen about
every other year. And since there already
is a place named after a hanging, the cul-
prits sentenced to death are hanged from
the Hangman’s Oak.

78
Covenants

The Spring of Asclepius Christ had cursed the fig. The tree imme-
diately sprang into bloom. From that day Sprouting Out of
forward, the tree has been as it is now.
by Paul Tevis On the eve of the first day of spring, Season
the tree sheds all of its leaves. At sundown
The Romans loved to bathe, and on that day, a single golden acorn falls CrHe 20
they built great public baths and temples from the tree. If the acorn is buried and R: Touch, D: Sun, T: Ind
around natural hot springs, such as the sprouted overnight (see below), then at By the use of this spell, the seed
one at Aquae Sulis. They developed com- dawn on the first day of spring, the sprout of any plant can be sprouted in a single
plex bathing rituals, and they believed is transformed into Herbam vis. day or night.
that these springs possessed healing pow- (Base 5, +1 Touch, +2 Sun)
ers. In some cases, they were right.
Deep in the woods, safe from pry-
ing eyes, lies the Spring of Asclepius. The Gargoyle’s die down in the winter. Instead, the next
A small pool of water, large enough to
contain a single person, breaks through Blossom spring the new blooming pushes the old
seeds out all at once, and the hilltop is
the rocky terrain. The water is quite blanketed with a tempest of tiny white
warm, and steam rises from the water’s by Matt Sprengeler clouds. If collected, these yield Auram vis,
surface. Carved into the stone above the although this generally requires someone
pool is the Latin inscription, “May the In a cavern deep below ground, a with the capability of flight or a touch of
blessings of Asclepius be on those who stone hand rises from the rocky floor. It Herbam or Auram magic to gather those
cleanse themselves here.” Anyone recov- seems to be the work of a cunning sculp- seeds that float out of arm’s reach. A grog,
ering from a disease who spends at least tor. Every detail is perfect — the size, or magus without the proper skills, is still
an hour a day in the pool each day of the the proportion, even the ragged edges able to pull together a small amount of
recovery period receives +3 bonus to the of the fingernails. Most remarkable is a vis before losing the rest of seeds in the
Recovery roll. detail that no craftsman ever wrought wind.
While the pool’s restorative power is with stone. The hand clutches a beautiful If, instead, the dandelion blooms are
remarkable, magi may be more interested red rose, a plant that grows from its stony harvested while still golden, it is possible
in the spring’s less obvious treasure. A grasp even though the blossom has never to ferment a light wine from the flowers.
piece of cloth may be hung over the pool seen the sun. If left to age until the winter solstice, this
to shade the bather. At the end of each No sculptor created this scene, and wine yields Muto and Herbam vis, or
season, if the cloth is washed and the no gardener tends the rose. The hand is if drunk, grants the drinker the Ability
collected water is evaporated, Corpus vis all that remains of a lowly faerie, an ugly Second Sight 1 for 24 hours (or gives a
may be harvested from the residue. mountain spirit named Tulgank. He loved +1 bonus to Second Sight, if the character
a fair maid of the Seelie court; she dis- already possesses the Ability).
dained him. One day he stole a rose from
a human gardener and presented it to the
object of his desire, but his temerity dis-
Herbam pleased her. More powerful than he, and
of higher rank, the Seelie caused Tulgank
to meld forever with the floor of his home Ignem
cavern. His life ended, but his love has
The Cursed Tree kept the rose petals alive.
The petals grow slowly, even without
light or water, and can be harvested for Firebrand’s Rantings
by Paul Tevis Herbam vis. The rose’s stem was turned to
stone along with Tulgank, so it cannot be by Nick Simmonds
Deep in the forest, along an old road, removed from his petrified hand. Should
there is an oak tree that blooms out of the entire hand be removed from the A nearby town has an elderly wise
season. In the spring, just as its neighbors earth, it contains ten pawns of Creo vis, woman who is critical of the local mayor
are budding, its leaves turn golden and but the flower immediately dies. and his cronies. She’s right to be so, as he’s
fall. It sits barren all summer, naked under done a poor job of running the town, and
the midsummer sun. In the fall, when all he unfairly favors his friends in disputes.
the trees around it are losing their leaves, He’s not done badly enough to be run out
its new covering emerges. It keeps its foli- Mallorn Dandelions by the townsfolk, but some have voiced
age throughout the winter, shining like a complaints to the parish priest, thus far
green beacon when all around is white. by Nick Simmonds without result. No one feels that things
Some say that in the dark of winter, you are bad enough that they can’t be borne.
can hear the tree moan under the weight A hill just outside the covenant, No one, that is, except the wise woman.
of its snow-covered leaves. They say that within a small faerie aura, grows thick A childless widow, she feels that she has
a saint once was traveling along the road with dandelion blossoms every spring. nothing to gain from silence, and is more
and sought rest under the tree. It was late Each year, these dandelion blooms turn than willing to harangue these men. She
summer, but the tree had already lost all of to seeds, becoming white puffballs as is kind-hearted, but she speaks her mind,
its leaves, so the holy man found no relief normal, but due to their faerie nature and the coterie in charge of the town has
from the sun. Angry, he cursed the oak, as they don’t release their seeds and don’t made her angry. They try to avoid her, as

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Covenants
she’s too well-respected to deal with as
they’d like; from time to time, though, she
St. Laurence’s Beam take into the cathedral without being
noticed. It would be difficult, though
catches one and brings down on his head not impossible, to remove the significant
a jeremiad that some townsfolk swear can by Sheila Thomas piece of glass, but it would not have the
scorch the thatching of nearby homes. same effect elsewhere.
A magus with Rego Vim magic can At the cathedral closest to the cov-
catch these rants on a specially prepared enant, there is a stained glass window that
comb, where they take the form of a depicts the coming of the Holy Spirit at
bright red wool that contains Ignem
vis. How many pawns are available
annually depends on how often she
catches one of the mayor’s friends out
Imaginem
and about. Clever magi may be able to
influence this, but too much invective
may cause the mayor to take action. The Lake of Mirrors
Some magi may also feel obligated to
help the town. by Nicholas Peterson

This mountain lake is surrounded


Mithras Shrine on all sides by rocky peaks, sheltering
it from the outside world. Perhaps
by Jeff Kyer this has created a natural reservoir
for Imaginem vis, or perhaps there is
Built high upon a rocky hill, the some unknown factor which causes
spire of the Church of Saint Michael the vis to pool here.
is visible for miles and it is one of the
more popular churches in the region. The terrain around the lake
This church stands upon a pagan blocks all but the strongest winds
holy place: an ancient cave-shrine from reaching the water. As a result,
to Mithras. Established by Roman the surface of the lake is completely
legionaries, this mithraeum lies past still nearly all the time, and reveals a
several neglected catacombs beneath perfect reflection of the sky and hills
the church (though magi may want above it. Anyone who looks at his
to make a less noticeable route to own reflection sees himself, not as
the place). The altar at the heart of he is, but rather as a Platonic ideal of
the small temple is still intact and the himself: his own perfect form. If the
bas-reliefs carved into the surrounding water is collected in a container, it still
walls show the bull-slayer bringing reflects the unnatural image, which is
light and life to mankind. However, actually a distillation of the vis con-
these stones are covered with a thick tained within. When the vis is drained
layer of nitre that sweats from the from the water, it does not lose any of
rocks. If gathered properly, this mate- its clarity or stillness, but now instead
rial yields Ignem vis. reflects a dark image of anyone who
During much of the week, the local Pentecost in the form of tongues of fire gazes upon it. Magi who have tapped the
aura on the hill around the church is above the head of each of the apostles. On waters for vis see themselves as old and
Divine, ranging from 2–3, but the mithrae- the feast of Saint Laurence, 10th August, decrepit, with the worst of their physical
um retains a Magic aura of 3. However, on the light of the mid-day sun produces a features emphasized. More than one grog
Sunday, the Divine aura rises to 4 (and brilliant beam of light by shining directly has been driven screaming from the sight
even higher on feast days), submerging through a particular piece of golden yel- of the “cursed reflecting pool” left over
the magical aura completely. Eventually, low glass that forms part of the image of once the magic has been worked.
this will destroy both the aura and the vis the halo of light around the dove repre-
source. Magi wishing to preserve the site senting the Holy Spirit towards the top
may want to revive some of Mithras’ ritu- of the window. On a fine day, the beam
als or somehow do away with the church
overhead — without breaking the Code
is stable for an hour or so before the sun
moves too far. The beam of light, in this
Reginald’s Rebec
of Hermes. Worse, these efforts may place, on this day, contains Ignem vis.
result in Infernal influence, or backfire and The window is situated prominently by James Hazlerig
raise the Divine aura higher — particu- at the cathedral, in the south wall near the
larly if churchmen have been martyred by altar, or, if the cathedral is large enough to No one knows the exact origins of
“evil wizards.” posses one, at the end of the south tran- the three-stringed fiddle played by the
sept. The magi may be able to find a way wandering minstrel Reginald, but all agree
of harvesting the vis, perhaps by making that it is a rebec of exceptional quality
an enchanted item of glass based on Gather and beauty. Reginald inherited it from his
the Essence of the Beast, which a grog might father, also a minstrel, who gave varying

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Covenants
accounts of how he acquired it. In some but it must be done in complete silence. eyes, and feel the presence of witchery in
versions of the tale, Reginald’s father won Once the silence is captured, however, his bones from a mile away. Clad in his
the rebec in a competition with a fay lord; the opposite of silence is heard — a noise armor and unfailing in his faith, he led his
in other versions, he found it on the steps that takes days to fade away. zealous retinue on lengthy hunts in the
of a church one Easter morning. When dark groves of his wondrous prey. One by
pressed to say which version he believes, one, all of the legendary creatures left the
Reginald simply smiles and plays another mundane world. Only one of them, the
tune. last of the nymphs in his lands, refused
To a musician, the magic of Reginald’s
rebec lies in its exceptionally sweet and
ringing tone, which grants a +3 bonus
Mentem to leave her spring. Faced with stubborn
defiance, the noble furiously hunted the
fay down to her sacred lake. As his venge-
to any Music rolls made with it. To ful spear was about to plunge into the
a magus, however, the rebec has even
greater value. When the instrument is The Box of Unguarded nymph’s heart, she was still facing him
with her own unflinching azure eyes.
played on a regular basis by a performer
of sufficient ability (Music score of six
Thoughts However, hers was not the gaze of
rejection and enmity but of hope and
or higher), Imaginem vis accumulates in compassion. Unfortunately, she was alone
the horsehair bowstrings. The vis can be by Gary N. Mengle and Sean in her feelings. A cold wind had started
harvested when the bow hair is changed, Mitchell to blow from the lake as the bloody work
a part of instrument maintenance that usu- ended and the noble, too, slumped to the
ally occurs about once a year. The amount A small, intricately wrought silver ground with a wound in his chest and
of vis which accumulates in a season is coffer, whose is lid is inlaid with mother- peace in his heart. His spear had not one
based on the performer’s Music score and of-pearl and carved in the shape of a writh- but two piercing ends, one for his unbear-
Presence. ing serpent, this box collects the stray able secret, his faerie mother, and one for
Playing the rebec on a regular basis thoughts of people nearby and distills his own heart upon the completion of his
is a time-consuming activity that cannot them into small silver coins of an unknown life’s torturous work. The nymph had died
be combined with any other profitable but apparently ancient minting. These with her eyes wide open with grief, the
activity for the season, except work as a coins each contain a pawn of Mentem vis. memory of her son’s demise and her utter
professional minstrel. Particularly powerful or intense thoughts failing in his salvation clear in her mind.
may even (at the storyguide’s discretion) Her essence never truly left this world.
be an Arcane Connection to those from Since then, mothers shun that cursed
whom they are gathered. Once the coffer lake’s shores. And only those women
The Sound of Silence has filled with coins, it can gather no more with children — and no man whatso-
thoughts until it is emptied. ever — can hear the nymph’s sobs in the
by Ulrich Willmünder The box makes an excellent personal shuffle of the waves and the rushing of
vis source for a magus, and may be the the winds. After a mother listens to it, her
The mountains are well known for subject of investigation, for the nature of heart breaks with unbearable sorrow of
their extensive caves. Many of these caves its powers is not readily apparent, and is the nymph, and she begins to shed tears
have Faerie auras, and some of these caves certainly non-Hermetic. Such a device of regret. The tears collected in the purest
are known to the peasants of the area as would be keenly sought-after by curious of vials carry potent feelings and Mentem
echo caves. One cave to the south side of magi, or those seeking to gain Arcane vis; they taste like bitter, howling winds.
the mountains is famed for the delay of Connections to unwary enemies. It may
its echoes — the cave actually repeats a also be possible to extract the thoughts
whole sentence back to the caller, some- themselves from the coins, and thereby
times repeating it for hours. gain insight into an enemy’s mind. This A Monk’s Head
Magi of the Order have argued that use would almost certainly be seen as a
echoes of such strength must be magi- violation of the Hermetic proscription on by Ulrich Willmünder
cal in nature, but all attempts to capture magically spying on other magi. Indeed,
echoes containing vis have failed. Echoes mere possession of the box could be Brother Paul of Bolzano was a pious
are far too normal for this place to contain regarded by narrow-minded Quaesitors as canon of the Augustinian order. When he
vis: bats and other small animals visit the a breach of the Code. died horribly at the hands of diabolists,
cave, sounds from outside are echoed, everyone who knew him assumed him to
and the occasional visitor enjoys a game be a saint and martyr. But Brother Paul
of echoes. had not always been the friendly and
Silence in this cave, on the other Howling of the Winds pious monk everyone remembered. In his
hand, is something almost unheard of. In a youth he had been a petty thief and had
moment of complete and utter silence the by Emre Arin only joined the order to evade persecu-
cave accumulates Imaginem vis, stored in tion. He had found his true calling in his
the sound of silence. Magically silencing Even before the Order’s founding, a service to God, but the sins of his youth
the cave keeps the vis from forming, but pious warrior-noble had begun the cleans- remained to be repented.
blocking sounds from coming in does not ing of fay creatures in his lands in the name Because of Brother Paul’s background,
affect the accumulation of vis. Once this of his emperor and the one true God. then, he was not the pure and innocent
is done, it takes at least eight hours for Surely he was blessed by the Creator, soul the diabolists needed to complete
all echoes to fade. Capturing the vis with because he could discern the sorcerous their unholy ritual — with nasty and fatal
a Rego Imaginem spell is relatively easy, from the mundane with a look of his azure results for them. When a group of men led

81
Covenants
by a Hermetic maga later investigated the
scene, they found Brother Paul’s severed
The Cave of the the earth elemental went to see his lover
he found that the river was almost dry
but otherwise unharmed head among the
infernal paraphernalia and the diabolists’
Nameless Goblin because a mill’s dam had retained the flow.
He never found her again.
horribly mutilated and burned bodies. Since then, the earth elemental starts
They thoroughly cleansed the area of all by Paul Tevis a pilgrimage every year when the winter
evidence of infernal doings and took the is over. He carries the most beautiful
head away to give it a Christian burial. The underground world is the home rock from the garden, whereon he has
On their way back, however, on the of the goblins, faeries who live in per- engraved his lover’s name. He puts the
25th of January, the day of the celebration petual darkness and whose subtle magics rock on a small and rough altar outside
of St. Paul’s conversion — and the anni- have made them masters of the shaping the cavern and spends the whole night
versary of Brother Paul’s acceptance into of stone. Long ago, one noble house rose calling his lover and weeping. On the fol-
the Augustinian order — the head began up against the goblin king. The rebellion lowing morning he lets the rock be swept
to weep for Paul’s soul, shedding bitter was put down, and although many of the away by the current, hoping that she will
tears containing Mentem vis. Overcome traitors were executed, the leader’s life was read the rock and remember him.
by greed, the maga preserved the head spared, because he was a cousin to the The rock (which will not travel far
magically instead of burying it, but over king. As punishment for his crime, he was away since the current is not strong
the course of the years it has been lost. stripped of his name, transformed into a enough to pull it) can then be harvested,
stalactite, and hung from the ceiling of an and after treatment in a Hermetic labora-
isolated cave. The king decreed that his tory, it yields both Aquam and Terram
punishment would end when a stalagmite vis.
grew up to meet him.
Terram Even in his transformed state, the
nameless goblin retained his power over
stone. The stalagmite beneath him grew

Aetites
at marvelous rate. Some goblins feared he
would be released, so they crept into the
cave and broke off the stalagmite. When
Vim
the goblin king discovered this, he for-
Arseny Kuznetsov
by bade any goblin from entering the cave.
When a maga found the cave, however, The Auberge
Mentioned in Pliny’s Natural Histories, the goblins were happy to explain how
these rare stones can be found in eagles’ she could help. by John Scott
nests. Also called eagle-stones, they look The stalagmite grows upward at a
like yellowish pebbles, approximately an rate of a hand’s-breadth per season, but it On an island mid-river the ruins of
inch in diameter. If one is shaken care- is narrow and may be easily snapped off a Roman villa stand. Only a few stones
fully, a quiet rattling can be heard — it is at the base. Each season’s growth may be remain, including one on either side of a
made by a smaller pebble, held inside the ground to powder to yield Terram vis. If doorway. Walking through those stones at
larger one, not unlike a nut in a shell. the stalagmite is not broken, it grows to dawn, from outside to in, allows anyone
The smaller stone, if removed from the ceiling in three score years. The cave to pass into the level 1 Magical regio.
its “womb” undamaged, holds one pawn may be guarded by the survivors of the Inside is a slightly less ruined villa
of Terram vis. goblin rebels. with three shabbily dressed inhabitants;
Nobody quite agrees where the an old man (the Penates: guardian of the
stones come from. Some scholars say storeroom), an old woman (the Lares:
that eagles are naturally able to find them guardian of the house), and a young girl
among common pebbles, and bring them The Rock Shepherd (Vesta: guardian of the fire).
to their nests, while others theorize that Initially suspicious, they question
the stones are transformed while held in by Oscar Diez Martínez those entering, displaying a surprising
the bird’s goiter. amount of out-of-date information about
Aetites are also known as “pregnant There is an entrance to a huge under- the Order of Hermes. The Auberge was
stones,” and indeed, give a +5 Material ground cavern on the shore of a small once a Mercere way station, long since
bonus to fertility if used as an element of river. This cavern is filled with stalagmites forgotten. Once they are reassured, they
an enchanted item or a talisman. and stalactites in strange and marvelous offer what little food they have in wel-
Aetites can only be found only in shapes that remind one of a garden. come.
regiones where small rocks and pebbles This rock garden is looked after by Unless the magi have a way of leav-
occur naturally in adequate quantities. an ancient earth elemental. He was sum- ing the regio other than the now-sealed
Since eagle families nest apart from one moned a long time ago by the magi of a door, they have to stay overnight. Entry
another, there is usually only one nest in now-fallen covenant to keep the garden and exit are only possible during the
a single area. and supply the magi with strange minerals diameter duration of the sun rising. When
When collecting aetites, one must and gems. they wake in the morning, the villa is less
be careful not to chase off the eagles The elemental had a very lonely disreputable than before — the walls a
occupying the nest; empty nests cease to life because he had no friends, save for little higher, the fire a little brighter.
produce vis. a little water elemental who dwelt in the After a month’s occupation, the villa
plentiful river. With the time this friend- is restored to its full glory, the three
ship became true love. But one day when

82
Covenants
inhabitants dressed as prosperous Roman ceiling is covered with crystals that reflect for twenty years or more. No spider has
servants. light so well that a single candle inside the used it since it was newly spun. It happens
When the visitors eventually leave, hill will create a light as bright as day. The that this point is adjacent to, or in line
they are presented with knapsacks of light from a torch would blind anyone with, a laboratory where vis distillation
food. The food of the magi contains Vim unlucky enough to see it. goes on periodically, or else it is close to
vis — a number of pawns based on the The floor at the center of the room the place where the magi store the cove-
number of full weeks they occupied the is inscribed with an ancient circle and nant’s vis supply. Over the years, the dust
Auberge. marked with symbols in an unknown in the vicinity has absorbed something
language. If one pawn each of Creo, of the surroundings and has collected on
Perdo, Rego, Muto, and Intellego vis are the web so that the dusty web, when first
placed around the edge of the circle and discovered, contains Vim vis.
The Cave of Magic left there for a full season, Vim vis forms If the web is removed, another will
at the center of the circle. At the end of eventually be spun there and will start to
by Paul Tevis the season both the Technique vis and the accumulate dust that produces Vim vis.
newly-created Vim vis may be recovered, The web must be natural, and in just the
Legends tell of hollow hills, where or the Technique vis may be left in place right place with just the right orientation,
faeries dwell and plot. Some of these to continue generating Vim vis. and the time it takes for a new one to
mounds are gateways to Arcadia, while appear is variable. The characters have
other barrows hold the bodies of ancient a choice of harvesting a little frequently
warriors and their restless spirits. The hol- and then not knowing how long it will be
low hills are not to be entered lightly, and Housework Is A Bad before they can start counting the time
tales of hidden treasures have drawn more
than one unlucky soul to his doom. Idea again, or of simply being patient.
Any covenfolk who work in the
One such hill holds a curious cham- library need to know about this, especially
ber that many magi would brave barrow- by Sheila Thomas any servants with the task of keeping the
wights to find. The cave is no more than place clean.
three paces wide, and a full-grown man A spider’s web in a dark corner of the
must stoop to stand within it. The low covenant library has been gathering dust

83
Chapter Seven

Library
Books are the way that magi, across manor houses. Magi author books, but it made by liming, stretching, and scrap-
the centuries and through the veil of is rare for them to physically write more ing animal hides. These membranes are
death, pass their ideas on to their descen- than a single copy of each book, and scoured with pumice or chalk to produce
dants. A book is an author’s wish; a many author their books by dictation. smooth surfaces. Each sheet of parchment
library a repository of wishes. A book is The author dictates his text to a notary, has a flesh and a hair side, which differ
a treasure; a library a treasury. A book or writes notes himself. The speed of in color and graininess. Few covenants
contains thoughts; a library stores desires this writing, as described in ArM5, page can supply their own parchment. A single
until they find new hearts and heads. 165, is based on the Communication + sheep gives only one sheet of usable
To Hermetic magi, libraries are mystical Language total of either the author or material. Parchment is expensive, but
spaces. The library is where the past waits notary, whichever is lower. lightweight and very durable compared
to be remembered, and where the future This draft is sent to a scribe, who to its predecessors, papyrus and leather.
waits to be dreamed. renders it into the beautiful calligraphy Parchment is said to have been invented
required for a finished book. Magical in Pergamum, a city in ancient Thrace. Its
books require scribes with a variety of library rivaled the Library of Alexandria
Abilities, like Magic Theory, to prevent in Egypt, so King Ptolemy forbade the
corruption of the text. Many covenants export of papyrus. This forced his rivals
The speed this process by giving material to
the scribe as the notary completes it,
rather than waiting for the draft to be
to develop an alternative.
The finest parchment, vellum,
is made from the skins of calves and
Manufacture of complete.
The scribe’s work, still on loose
kids. The quality of vellum has steadily
declined since the 8th Century because

Books sheets, is next sent to an illuminator, who demand, both mundane and Hermetic,
adds chapter headings, usually in red ink, has driven parchment makers to use skins
and small pictures, which aid a reader from increasingly undesirable animals.
navigating the text. They also check Different source animals provide different
In the last few decades, the book for scribal errors. These pages are then colors of vellum.
industry has developed in Europe to a size sent to a binder, who cases them in cov- Papyrus is made from the reed rushes
and complexity never before seen. There ers. Again, the binder may receive pages of Egypt. It was the favored writing sur-
are many reasons that this new industry piecemeal, and prepare earlier portions face in the early Empire, but was supplant-
has emerged. The sack of Constantinople for binding while the remaining text is ed by parchment in the Fifth Century. It is
by the Fourth Crusade bought many being written and illuminated. cheaper than parchment, but thicker, stiff-
books into Italy, rekindling an interest in Covenants that want to create their er, and far less durable, particularly when
them. The rise of the cathedral schools own books must employ many specialists exposed to humidity. Some Hermetic
and universities provides a steady pool of and laborers. To provide the raw materials works are written on papyrus, but its use
customers for a new class of merchants, they need shepherds, gooseherds, cow- is uncommon, even in the Tribunals that
called stationers, who provide writing herds, tanners, and apothecaries. They trade with Egypt.
materials. require notaries and scribes, illuminators Paper is made from mashed linen
Stationers are found in cities and and binders. Many also employ mer- rags. It is cheap, thin, and flexible, but
major towns. They provide parchment chants, who find rare inks for their works. is not durable. University students often
of moderate quality and inks suitable for Some members of the Order use magic as use paper to create temporary books of
general clerical work. Many covenants an alternative to mundane book produc- notes. It is not an acceptable alterna-
use stationers to provide their materials tion. tive to parchment for permanent records,
for administration, and a steady supply although covenants use it for administra-
of quills. This stationery can be used for tive notes. The quality and availability
Hermetic writing, but lacks the advan- of paper has been steadily increasing for
tages of the vellum and inks available at Writing Surfaces about a century, and its price continues
Tribunal fairs or through House Mercere. to fall.
Most covenants prepare books in the Parchment is the preferred writing Wax is made from honeycomb. It
same way that noblemen prepare their surface of Hermetic magi. Parchment is is used to make slates by fitting a shal-

84
Covenants
low frame to a board, then allowing a
layer of wax to cool upon the board’s Ink and Paint Ingredients
surface. Boards are often strung together
into books, filled with double-sided, wax The pigments available to mun- Yellow: weld (flower extract), clay
slates. Wax slates are scored with a stylus dane Europeans include those from (an ochre), hawthorn (berries), honey,
to keep temporary notes. Apprentices both mineral and organic sources. The saffron (flower part), eel galls (diseased
practice their characters on wax, which mineral sources tend to last longer, growths in fish), massicot (mineral, used
can be heated and then reused. Mundanes but many react with air to change in flesh tones)
simply press the wax back into shape with color over time. The plant sources are Green: copper, hawthorn (berries),
the spatulate end of their stylus. cheap and safe, but some fade if left in clay (particularly from France), mala-
Wax is a wonderful medium for sunlight for extended periods. Many chite (mineral)
Hermetic note-taking. Once a wax slate is common ink and paint pigments are Blue: lapis lazuli (semiprecious
fitted to a firm writing surface, the magus listed below. stone), woad (fermented leaf balls),
does not need to dip his writing imple- Red: vermilion (made by heating elderberries, corn flowers, fish galls
ment into an inkpot, or sharpen it, so it is mercury and sulphur), brasil (extract of Purple: bilberries, whortleberries,
quicker than parchment. The magus need the brazilwood tree), honey, madder huckleberries, ostrum (shellfish), turn-
not prepare ink at all, so it is convenient (root extract), clay (an ochre), realgar sole (berries)
when traveling. Some magi, aware of the (arsenic mineral usually found with orpi- Brown: umber (a clay), many ber-
usefulness of wax but wary of its imperma- ment), minium (lead mineral), kermes ries containing tannin, boiled wood
nence, prefer to mold stone, metal, bone, (insect) White: lead, chalk, eggshells
or wood, as suits their Arts. Orange: juniper (berries), orpiment Black: soot, burned bones, char-
(mineral, used for false gold) coal, walnuts

Writing Materials another plant gum, instead of the acacia gall is harvested and then soaked in wine
resin. or vinegar to extract the tannins. The fin-
An important class of alternatives to est galls come from Aleppo in the Levant
Ink and Paint the natural substances used by mundanes Tribunal. Other tannin sources used by
are remnants, useful materials left over magi include hawthorn twigs, and some
Hermetic magi use two different from other Hermetic activities. Vis rem- poisonous mushrooms. These are stewed
methods of making ink. The older meth- nants are the masses left when vis is dis- in wine, mixed with copperas, then dyed
od creates inks that coat the surface of the tilled out of its natural forms. Laboratory with a little soot, since the reaction that
parchment, like paint. The newer meth- remnants are the discards from other mag- blackens the ink on the page takes a
od, known from the third century but ical processes, such as the ash left after couple of days.
only dominant in the last hundred years, forging a magical sword. Some remnants
uses tannins that soak into the parchment can be used as pigments, binding agents,
and stain it. Technically this isn’t ink at or solvents because they retain links to Writing Equipment
all — it’s a dye. Hermetic magi use both the vis they once contained or to the
types when writing books, because the process they are the waste of, through the Most Hermetic pens are made from
newer type cannot produce colors. Law of Contagion. The remnants from the flight feathers of geese. Up to five
The older style of ink is composed vis sources based on mundane pigments feathers can be taken from each wing of
of at least two substances: the pigment, are particularly prized. For example, the a goose to be converted into pens. The
which gives it its color, and the binding remnants from magical hawthorn berries barbs of the feather may be removed for
agent, which prevents the color from make marvelous ink. easier writing, if the user desires, but often
flaking off the writing surface. Most also The newer type of ink, iron-gall ink, only the first few inches are removed,
contain a third substance, a solvent liquid, is made with a source of acid, a source where the scribe wishes to grip the pen.
which allows the first two to mix and coat of iron, and a handling medium. These These feathers are plunged into hot sand
a quill. A traditional, cheap ink of this inks seep into the surface of the parch- to dry the membrane that surrounds the
type contains soot as a black pigment, egg ment, so they do not rub or wash away barrel of the feather so that it can scraped
white as the binding agent, and honey as as easily as the older inks. The typical away. They are then heated in sand again,
the solvent. The red most typically found iron-gall ink is made using oak galls as to firm the barrels.
in Hermetic and monastic manuscripts is the source of acid (tannin, in this case), Their tips are cut into nibs, which
made from vermilion, gum Arabic, and copperas as the source of iron, and gum allow the ink to flow out of the barrel
egg white. A safer form uses steeped bra- Arabic, this time not as an adhesive but in a steady stream. When a nib is worn,
zilwood, gum Arabic, and vinegar. as a thickening agent. Hermetic magi are the scribe repairs it by trimming with a
There are many binding agents used particularly keen to find iron-gall style penknife. Scribes taking dictation lack
for different surfaces, varying pigments, inks in colors other than black, and to the time to resharpen their quills, so they
or because they are produced locally. The develop substitutes for the dangerous and prepare many in advance. A note-taker
most common are glair, made from egg rare ingredients. for Tribunal meetings often blunts sixty
whites, and gum Arabic, made from acacia Tannins are mildly toxic substances pens in a day.
resin. Others include icthyocollon, made found in plants. Oak galls, the finest Pens wear quickly so, although some
from fish, casein from milk, and gelatin, source of ink tannin known to the Order, writers claim to be able to complete an
made by boiling old parchments. Some result when a moth lays its eggs into an oak entire book with a single pen, few small
covenants in Thebes use gum Tragacanth, tree. The tree defends itself by enclosing covenants raise enough geese to meet
the intruder in a toxic, hard growth. This even modest needs. Pens made from other

85
Covenants
tainers are inkpots and horns. They can be documents and hemp cords for routine
Illuminators resealed to prevent the ink from drying. messages. Covenants have a variety of rib-
A concern for every scribe is the bons, some of which are enchanted.
stability of his inkpot, since an upturned A roll is a single, long strip of writing
Illumination adds little to the qual- container might mar an entire work. Some surface, usually secured at each end with
ity of mundane books, but is required if mages use pots that slot into their writing a handle. Most rolls in Mythic Europe are
the sponsor of a Hermetic book wants lecterns, either into holes in the surface, sewn together from rectangles of parch-
resonant materials to be included in or into wire loops on the dominant hand’s ment. Roman rolls, called volumina, had
its inks. Members of House Jerbiton, edge of the desk. Others use pots that columns of writing along the roll, but medi-
who are interested in the mundane have bases far broader than their tops. eval scribes write across rolls. Scribes only
arts, claim that the burgeoning trade in Some have freestanding inkpots, similar write on the flesh side of the parchment.
books allows new methods and tech- to candleholders in construction, which Each roll is usually fitted with a tag that
nologies of illumination to be tested. stand beside the lectern. described its contents. This hangs toward
They believe that great illuminators, the viewer when the roll is shelved.
unparalleled in the history of Europe, As an example of length, the Iliad,
will emerge in the next few decades. when written on rolls ten inches across,
They see great promise in certain orna- Writing Implements as is 300 feet long. This is approximately 12
mental books given by nobles as gifts.
Some believe, and many more hope, Gifts rolls, as each is between 20 and 30 feet
long. If the magus chooses to separate his
that within a century Hermetic books words with spaces, which is an unusual
will include complicated maps, intri- Hermetic magi offer the tools of habit, the length increases by ten per-
cate mystical diagrams, and realistic literacy as gifts to honored sodales, even cent. Since ancient times, the appropriate
drawings that will make them unparal- those from militant Houses. To give a gift way of carrying a bundle of related rolls
leled instructional aids. of stationery to a magus is to acknowledge through a library has been to place them
that his thoughts are important to future in a leather bucket.
birds, like swans, are common and some generations of magi, and to encourage the Rolls persist among the mundanes, in
are used for particular tasks. The thin pens magus to record them. This is particularly Britain particularly. Rolls tend to be used
from crows, for example, are used to write true of magi from militant Houses, who for archival records, particularly those
miniature books. Pens from magical birds cannot be certain to live the fifteen years where it is useful to add notes to the end
have stronger sympathetic connections required to raise an apprentice. It is usual, of a document by adding a new sheet
to texts. however, to give violent magi penknives, to the roll. They are also used when a
The pen replaced an earlier imple- rather than rare inks or parchments. secretary is required to make rapid notes,
ment, called a calamus, which is a slitted and for formal documents. Rolls also have
reed, about two hundred years ago. Before ceremonial functions. A covenant or town
that time, some scribes used quill and reed charter is always a roll, never a codex, for
pens in conjunction. The calamus was Varieties of Manuscript example.
used for the capital and decorative letters Some members of House Criamon
in books, the smaller pen for standard To a Hermetic magus, a book is any use a unique variety of the roll. It is cre-
letters. The calamus is more durable than lengthy composition. The word comes ated by sewing together the edges of a
the pen, but less flexible. Some Hermetic from byblos, which means papyrus. Books series of folded pages. This creates a roll
magi still use reeds, created magically out may be split into many parts, like the that folds into a rectangular shape like a
of unusual materials. ancient books that were kept on many conventional codex. They attach covers
A stylus makes its characters by rolls of papyrus. These parts are called to the first and last pages, which are held
deforming the surface on which it writes. volumes. Several books may also share a in place with ribbons or a wooden case.
These are used on wax tablets. Styluses single codex (see below), bound together A codex is a collection of pages
are also used to guide the work of the like the many books of the Bible. between covers. It is made from gather-
scribe on the parchment, by ruling lines, A sheet is a single piece of parch- ings. Folding rectangles of parchment
laying out areas for decoration, or giv- ment. These are used for letters and offi- down the middle creates gatherings. In
ing instructions that will be drawn over. cial documents. These items are not used early bookbinding, these gatherings are
Some scribes use a plummet, a lead point, for study in libraries, but are often stored sewn along the fold. The average gather-
instead of a stylus for this. Members of there. A tablet (tabulata) is a sheet which ing, called a quaternion, has four sheets
the Order have created some magical has had its edges folded over a board, of parchment, which creates eight pages
styluses, which etch metal or stone, and then attached. This creates a display used with sixteen faces. Binders carefully ensure
used them to create truly remarkable liter- for learning aids, maps, group-ritual spells, that the flesh and hair sides of parchment
ary works. and significant documents, like charters. are never facing each other.
Many surfaces can act as ink recep- Sheets and tablets are often sealed, The gatherings are then bound
tacles, and the choice often reflects the to demonstrate their genuineness. A seal together. This creates the text block: the
personality of the scribe. Criamon used is an impression on a circle of wax, used sum of the written pages. Flyleaves are
seashells for the many inks required to tat- as a signature. The pope uses lead instead added to protect the final pages of the
too his students. Bonisagus used a pair of of wax and some Hermetic covenants book. The gatherings are stitched togeth-
inkhorns, one for red, the other for black, have seals with unusual colors, designs, er in cheap books, or are bound together
made from walrus ivory. Jerbiton used a or materials. Sometimes the seal dangles on a book loom to create properly made
little pot from Greece, which had once from a tag of parchment, cut from or codices. The book loom leaves the gath-
held votive oil for the priests of a shrine attached to the tail of the document. ers bound together by thick cords that run
to Aphrodite. The most convenient con- The Vatican uses silk cords for important across the spine of the block.

86
Covenants
The cords are then sewn into the
cover. The cover is usually made from two
thin boards and it is from these boards
that the codex, which means tree-trunk
in Latin, takes its name. Books have only
recently been bound in covers slightly
larger than their pages. The boards are
separated by a connecting hinge wide
enough to allow for the width of the
block, made of leather or a thin board.
The end flyleaves are pasted down to hide
the internal join. The cover is enclosed
in leather or fabric, then decorated. The
weight of the cover’s boards inhibits the
natural tendency of parchment sheets to
develop waves.
Many cover decorations are practi-
cal. Spine inscriptions give the title on
newer books, and also occasionally list
authors. Clasps keep the pages pressed
against the covers to minimize warping.
Small metal plates, called bosses, protect
the book from rubbing against rough
surfaces, while corner pieces protect the
edges of the book from damage. Hot-
pressed insignia mark ownership of the
book. Fabric jackets, looped over the top
of the book, keep dust away.

Extended the book’s role as a study aid is compro- dons, and employ its tongue — flattened
Suggestions on mised by another consideration, typically
due to an unusual style of use. Damage
and rolled — as bound-in registers.
Players using resonant materials

the Quality of can also reduce the quality of a book. The of either type in crafting a book must
book’s quality declines sharply if the dam- describe the materials employed and their
age makes the book so incomplete that usage in detail.

Books the mystical elements incorporated into it


no longer resonate with the text.
Potentially Resonant
Ars Magica contains a system for Book Components
measuring the usefulness of books as Resonances
study aids. It assumes that books vary in • The inks
usefulness only because of the skill of the The mystical nature of Hermetic • The pages
author. This section presents a more com- books allows their readers to gain benefit • The flyleaves (the blank pages at
plicated system, which allows troupes to from the resonances between the materi- the end of the book)
improve covenant libraries through play als from which a book is constructed • The cover boards
and construct great tools of learning. and its subject. A book’s quality can • The leather or cloth over the boards
In this system, Hermetic books are be increased by one point if the book of the book
mystical objects that gain their quality incorporates resonant materials that the • The binding ribbons across the
from several sources. The author provides covenant purchases. A book on the art of spine
the text of the book, the scribe the expres- Aquam, for example, might gain an added • The strings, traditionally ox-gut,
sion of that text, and the binder the final point of quality if bound in eel skin and into which the gathers are bound
seal upon the text, making it a book in the decorated with pearls. • The catches that hold the book
mystical sense. Once the text has become A second quality point can be gained closed
a book, the materials used in the construc- if the book contains resonant materials • Ornamentation on the cover of
tion of the book resonate sympathetically acquired through stories. A fine Ignem the book
with the text, allowing magi to study the text, for example, might have two fire- • The bookplate
book more easily. drake scales as its boards, be bound with • The registers (ribbons) that act as
A book’s creators sometimes deliber- cured strips of the creature’s ankle ten- place markers
ately reduce its quality. This occurs when

87
Covenants
a legitimate target for spells designed to
Summary of Quality Rules affect books.
The statistical adjustments for dam-
Core Rules (Communication + Virtue bonuses + age vary enormously.
bonuses due to skilled artisans + 3). Editions de luxe are usually created
Summa Source Quality: Author’s Maximum Tractatus Quality: as gifts, particularly for nobles and church-
Communication + 6 + bonuses due to Author’s Communication + 1 for skilled men. These versions of books are deco-
Virtues + bonus for writing to level less scribe +1 for skilled binder + 1 for rated ostentatiously and are larger than
than half of Art score. skilled illuminator + 3 (or less) due to usual. This makes them heavy, fragile, and
Quality may not exceed 2 x mystical resonance + bonuses due to unpleasant to study from, although they
(Communication + Virtue bonuses + 6). Virtues + 3 for non-magical subjects. are beautiful expressions of the scribal
A summae’s level may not exceed The effective maximum quality for arts. The text is complete and other arti-
half its author’s score in an Art at the Art tractatus is 17, and most books have sans can make working copies from these
time of writing. It may instruct a magus scores below this. gorgeous books. An edition de luxe has
until his Art equals the book’s level. A professional is considered to be its quality reduced by up to (Profession:
Tractatus Source Quality: Author’s skilled if she has a Profession score of Scribe + Profession: Binder + Profession:
Communication + 6 + bonuses due to 6 or more. Illuminator) / 2, but the greater the reduc-
Virtues. Mystically resonant materials tion the more sumptuous, and suitable as
A tractatus can only be read once add to quality in books on Arcane a gift, the book becomes. A related type
for benefit. Abilities or Arts. A material is resonant is the treasure-bound book. This has the
if it appears on the Shape and Material external features of an edition de luxe, but
Bonus Table (see ArM5, page 110) with does not have the unusual internal decora-
Extended Rules a bonus appropriate to the text. Troupes tion. Many Hermetic books that incorpo-
may also judge other materials to be rate resonant materials are, to mundane
Maximum Summa Quality: resonant. scholars, treasure-bound editions.
Author’s Communication + 3 +1 for Resonant materials add +1 to qual- An epitome was originally the fin-
skilled scribe +1 for skilled binder + 1 ity if they are purchased items, +2 if est, and final, work on a subject by a
for skilled illuminator + 3 (or less) due they are rare items only to be gained Hermetic author. In the modern Order, it
to mystical resonance + bonuses due to from stories. Clarification of a book refers to books that have been enchanted
Virtues + bonus for writing to level less using resonant materials (see below) as magical items. For the purposes of
than half of Art score + 3 for non-magi- adds a further +1, for a maximum pos- enchantment, a book has a material level
cal subjects. sible bonus of +3. of 2 and a size multiplier of 4. Books have
A summa may instruct a magus Books about non-magical subjects many shape bonuses: some of these are +6
until his Art equals the book’s level. The (that is, subjects other than Arcane for changing thoughts, +6 for changing
effective maximum quality for Art sum- Abilities and Arts) are easier to make images within the book, +4 for numerol-
mae is (35 – level), and most books have than mystical books, so they have an ogy, and +3 for divination. The resonant
scores below this. automatic +3 quality bonus. They may materials of an epitome are the only ones
The quality bonus due to reduc- not have resonant materials. that may be used to assist in its enchant-
ing a book’s level may not exceed 2 x ment as an item. Books on mundane sub-
jects do not suffer this restriction.
Ex libris books are cheap copies
A third point of Quality can be
gained by clarifying a book. Clarification
Secondary Functions created by those libraries that allow large
numbers of visitors or copyists. Ex libris
allows a magus to enchant a book con- versions lack resonant materials, as they
cerning an Art or Arcane Ability so that Many Hermetic books have their are considered likely to be stolen, worn,
it expresses its resonances more vividly. quality compromised by a consideration, or abused by readers. Many are damaged,
This allows readers to grasp the book’s other than their use as a course of instruc- which reduces their quality, and those
contents more rapidly. A magus must have tion, which influenced their author or that require complicated repairs are often
a score of 15 or more in the Art relevant construction. instead sold or given to young covenants.
to the book, or mastery of the relevant Damaged books are used because Exemplars are miniature books cre-
spell, before he can clarify a book. the covenant chooses not to accept the ated as templates for distant scribes and
To perform clarification, the magus expense of repairing or replacing them. illuminators. Exemplars are extremely
opens the book to enchantment as an There are many sorts of damage that a cheap to make, and very easy to transport,
invested device. The book must then book might suffer, most of which can be compared to full-sized books. An exem-
be left in a Magical aura for (12 / aura repaired by a skilled binder and scribe. plar has a –3 modification to quality.
strength) years, during which time the Magic is sometimes used to repair minor Flap-bound books have leather flaps
book sheds the mundane matter it con- book damage. All books age over time, instead of boards as their covers. They
tains, replacing it with purer, more rel- but the rate at which a book ages can be are usually smaller than books with board
evant materials from the surrounding aura. slowed by storage at constant temperature, covers. Their pages develop waves, since
Such books often develop a translucent with moderate humidity, in darkness. they lack a firm cover to provide pressure.
appearance. They crumble away into sand A book that has deteriorated so far Their covers are tied closed to prevent
and dust if removed from a Magical aura. that it is no longer a codex, in a mysti- gaping. Flap-bound books were popular-
A magus of House Bonisagus discovered cal sense, loses its quality bonus due to ized by Redcaps, are created in surprising
this technique in 1126; many older books magical resonances. It also ceases to be numbers within the Order, and are some-
have not been clarified. times used in lieu of exemplars.

88
Covenants
A flap book has a quality modifier Some huge works, called congre- containing two texts, which overlap each
of –1 and cannot have resonant materi- gationals , are designed to be read by other. A reader may study either text, but
als incorporated as cover ornamentation. several magi simultaneously. A congre- the re-emergent text loses its +1 scribal
As they age, flap books usually buckle, gational has text commensurate with bonus and has a quality penalty of –3.
which damages them, further reducing the book’s size — the reverse of an The newer text also has a quality penalty
their quality. exemplar. Scribes and illuminators find of –3.
Holographical books are those scribed these extremely easy to create, although Unbound books are simply a series
by the author. These are usually poorly the coloring is time-consuming. Several of sheets that have not been bound.
prepared, compared to those completed magi of similar Intelligence and talent Many copyists deliver books in this form
by a professional scribe. Holographic can study from a congregational simulta- to their clients, who then pay a binder to
books retain an arcane connection to their neously, but these books are used, more complete the work in the dress of their
author for a year, although this is severed often, as collections of communal casting library. Unbound books lack resonances
if the magus’s opinion, encapsulated in the tablets (see below). and are very easily damaged.
book, changes. A season of study on the Some covenants permit departing
book’s subject, for example, destroys this apprentices to make copies of minor
connection. works from their libraries. These cop-
Huge codices are physically ies, called Juvenilia, are poor study aids: Opus Types
immense. Each contains vast amounts they are transcribed swiftly as models for
of information, often many books, but later, working copies of books. Juvenile An opus is, literally, any work by an
requires magic or assistants to turn the copies are scribed by apprentices (their author. An opus’s type defines the style of
pages. The biggest codex in the Durenmar typical lack of a Profession: Scribe score book it is. The core rules detail summae
Library is a treatise on Mercurian rituals. resulting in a –3 quality penalty), are not and tractatus, which are expanded below.
It is so large that its diagram for Wizard’s illuminated, and are usually not bound (no
Communion, to be performed by between Profession: Binder bonus, no resonances).
three and 12 magi, is life-sized, with the A literate person may make 15 levels of Casting Tablets
participants standing in designated circles juvenile copy in a season.
upon the surface of the book. Palimpsests are books that have had A casting tablet contains a simple
A huge codex extremely expensive their original text scraped away so that series of instructions for casting a par-
to create, but can be read normally if the their vellum can be reused. Hermetic ticular spell. Magi who have not learned
wizard has magical methods or servants palimpsests retain applicable resonanc- the spell’s intricacies through laboratory
to compensate for its vastness. Scribes and es, and the +1 binding bonus, unless research may use a casting tablet instead.
illuminators prepare huge codices normal- rebound. The scraped text of a palimpsest Casting from tablets is dangerous, because
ly, provide they have assistants to turn the often re-emerges, as the ink on the pages the magus is calling on power that he
pages. Many huge books are epitomes. continues to darken. This creates a codex cannot control accurately. Casting from

89
Covenants
Magi can only author casting tablets
Scriptoria for spells they have mastered, although
magi can copy tablets written by oth-
A scriptorium is a room where each, binding them together once all ers. A character spending a season as an
books are copied and illuminated. Many are complete. Other nobles do not have author or copyist may create laboratory
monasteries include scriptoria, because books copied, but instead buy popular texts and/or tablets from the same pool
the Rule of Benedict makes service in titles kept in stock by booksellers. of levels. Many options concerning cast-
the scriptorium compulsory. The library Hermetic covenants sometimes ing, like range or vis use, are foreclosed
is the source for the templates that the have scriptoria. Many covenants trade by the author while writing the casting
monks copy and then disseminate. The books frequently and, preferring to keep tablet. Casting tablets do not aid magi to
armaria of monasteries are often kept in, copies of the volumes they barter away, learn spells the way laboratory texts do.
or in attics above, scriptoria. employ a copyist permanently. These Casting tablets purchased at covenant
The private libraries of the wealthy copyists usually have Magic Theory creation cost two Build Points per five
often lack scriptoria. Scribes are hired and Realm Lore scores so that they levels of spells.
as needed, particularly in those cities can create incorrupt copies (see ArM5,
with cathedral schools and universities. page 166). Those covenants that use
These scribes work from home, bor- hired copyists typically prefer that they Other Opus Types
rowing their patrons’ books for a time. don’t carry books of the Art outside the
They are usually paid per page. Some covenant walls. Magi, when they write, Commentaries are books about other
stationers speed up the production of generally prefer the comfort of their books. A student may not study a com-
books by dividing them into gatherings sancta to scriptoria. mentary until he has studied the summa
and hiring separate copyists to duplicate to which it relates for at least a season.
Commentaries are written in the same
tablets is also an inflexible style of spell- When casting from a tablet, a magus way as tractatus, and purchased in the
casting. determines his casting total according to same way during covenant creation, but
A magus casting from a tablet does the following formula, then subtracts the have a +1 quality bonus which does not
not understand the spell’s workings, and spell level from the casting total and looks affect their Build Point cost.
so may not tinker with decisions made up the result on the table that follows. Correspondences are collections of
by the author. The Range, Duration, and letters that focus on a subject, bound
Target of the spell; the exact amount and Casting Total: together in chronological sequence. A
Art of raw vis consumed; and any single Stamina + Form + Technique + Aura magus can participate in many corre-
type of arcane connection to be used, are + stress die (modified by Virtues, Flaws spondences, but can only gain benefit
specified by the author at writing. The and requisites) from one per season, which must be on a
author either designs the spell for ceremo- theme that is associated with the magus’s
nial casting or for non-ceremonial cast- research or reading. Each magus must
ing. Spells cast from tablets do not have Casting Total read the previous letter in the sequence,
Penetration bonuses unless they are built – Spell Level Result from his or her correspondent, before
into the spell’s level by the author. 0 or more Spell cast, lose one responding, and must receive at least one
Rituals may be cast from tablets. It is Fatigue level. letter in a season to claim experience. A
possible, but dangerous, for a magus with magus gains an extra experience point in
a tablet to lead a Wizard’s Communion. A –1 to –10 Spell cast, lose two each season in which he is engaged in use-
botch by any member of the group causes Fatigue levels. ful correspondence.
the leader also to botch. An odd effect of –11 o –20 Spell cast, lose three Bound correspondences contain at
casting from a tablet is that the sigil of the Fatigue levels. least 24 topical letters from each magus,
writer is preserved in the spell, and is vis- representing around two years’ worth of
ible along with the sigil of the caster. –21 to –30 Spell cast, gain one correspondence. These are read — and
Warping Point, lose purchased at covenant creation — as trac-
four Fatigue levels. tatus with a quality equal to the sum of the
–31 or less Spell not cast, gain two participants’ Communication scores.
Warping Points equal Lengthy bound correspondences are use-
to the magnitude of ful as research materials, described below.
the spell, lose five If both correspondents were experts on
Fatigue levels. If the a topic, and the collection contains at
caster gains two or least one hundred and twenty letters from
more Warping Points each, the collection’s value as a research
he must check for aid increases one level. See the research
Twilight. (A magus rules below.
with scores of zero Florilegia (singular florilegium) are
in the Arts, negative anthologies on a topic created by binding
Stamina, casting in a together tractatus on Arcane Abilities and
strong Divine aura, Arts. Each tractatus is still read separately,
could have a penalty but each gains a quality bonus to reflect
of more than 30 to his its mystical interaction with surrounding
stress die.) texts.

90
Covenants
The bonus depends on the editor who
assembles the collection, and the materi-
his work, which increases the level of
his book by one-third of the difference
Ancient Magical
als with which he can work. An editor can
only collect as many tractatus into a single
between his current Art score and the Art
score he had when he wrote the summa.
Writing
florilegium as he could write on that sub- Many books lack sufficient page space to
ject (half his score in an Ability, one fifth be annotated in this way, so the magus The Cult of Mercury used religious
of his score in an Art). He must have makes notes which a scribe then incul- ceremonies to cast magic. Legend records
access to a collection containing at least cates, usually in red ink, or offset from the that Plentarch, Pontifex of the Pompeii
twice as many tractatus on the subject as page’s edge in a new codex. Inspeximuses Temple, collected these rituals in the
he plans to include in the florilegium, are purchased at covenant creation as second century and carved them into 38
and a score of at least six in the relevant summae of their quality and level. golden tablets, which have been lost. Two
Ability, or 20 in the relevant Art. If these Pictorial works are designed primar- of these rituals have been adapted for
minima are met, the tractatus all gain a +1 ily for reference. A pictorial work requires use by the Hermetic magi, becoming the
bonus to quality. The bonus increases to at least a year’s work from an illustrator spells Vision of the Scrying Pool and Aegis of the
+2 if the editor is an insightful authority who is also a specialist in the skill that the Hearth. The rest were lost, although House
on the subject of the florilegium (has a work concerns, represented by scores of Guernicus claims Fenicil rediscovered
score of at least 10 in the Ability, or 35 in at least six in two appropriate Abilities. some of these rituals, which they retain
the Art) and is working from a library with Pictorial works are purchased in batches, to assist in the dispensation of Hermetic
a peerless collection on a subject (having at covenant creation. A group of pictorial justice. Hermetic magi scour Europe for
at least five times as many tractatus as the works raises the collection’s usefulness for traces of the Order of Mercury. They are
editor plans to include). research, in the rules given below, by one certain that the other rituals would easily
An editor may create as many florile- level. This costs ten points per Ability. convert to Hermetic practice.
gia as he wishes, but each assemblage takes Pamphlets are brief works, circulated The druids did not have an equiva-
a season. Florilegia express resonance, unbound. They are not usually used as lent to formulaic spellcasting, although
so their qualities cannot — yet — be study aids. Hermetic magi sometimes dis- they did cast great rituals. The Schism
improved with resonant materials or clari- patch them to encourage their sodales to War obscured the druidical origin of
fication, although young Bonisagus magi support them in Tribunal. Hermetic rituals. Many magi suggest that
sometimes study this problem. Florilegia Primers are summae written for Calling the Council of Trees is a druidical
are purchased, at covenant creation, as students of little skill, like apprentices. spell, but Merinita magi claim it for their
copies of the included tractatus, including Calling a magus’s opus a primer is a Founder. Some magi believe the pre-
quality bonuses for scribing, binding, and deep insult, except if the work really was Hermetic druids did keep libraries, carved
illumination. intended for inexperienced students. in Ogham at sacred sites, daubed on the
Folios: Every seven years, one society
within House Bonisagus issues a publica-
tion, called a folio, that contains the best
laboratory texts and tractatus presented
for possible inclusion. More details can be
found in Houses of Hermes: True Lineages.
Glossed books are those that have
Magical
been written upon by a reader. Some
glossers are skilled magi whose incisive Libraries
observations make the book a superior
study aid. The majority of glossers are Hermetic scholars cannot be sure
simply vandals: their opinionated com- when the first magical library was found-
mentary, little jokes, and personal notes ed. The Primus Fenicil of Guernicus, the
obscure and crowd the text. Order’s most famous historian, claimed
Glossing, by a reader at least half that the tradition of magic was eter-
as skilled as the book’s level and with a nal. He confirmed that the Temple of
superior Communication score to the Imhotep in ancient Egypt contained a
author, adds 1 to the quality of a book. It library. Hermetic scholars are sure, how-
is performed during a season of reading. ever, that there is no collection with an
Although books may be glossed many unbroken history older than Durenmar.
times, this does not improve their quality The preceding traditions of the Order
beyond the first point. Glossed texts are — the Cult of Mercury, druidism, and
bought as books of equivalent quality dur- shapeshifting — did not have libraries in
ing covenant creation. a style similar to that of Hermetic cov-
An inspeximus is literally a book enants, but nevertheless, their writings
that has been re-read by its author to still interest Hermetic magi.
ensure accurate transcription, but in the
Order the term is used for a book which
the author has revisited after develop-
ing greater experience, and annotated to
increase its study level.
A magus who annotates his summa
takes one season to reread and gloss

91
Covenants
to the Hermetic collections they post- be thought of as having between 100 and
A Note on Terms date because they face similar problems 500 books, use an architecture where
with similar resources. Furthermore, some each book is chained to a rod that runs
transmission of Hermetic methods of across the top of a series of lecterns. The
In this book, an attempt has been librarianship has occurred, possibly to the lecterns are sometimes arranged like the
made to keep obscure medieval terms Church and nobility through interaction pews of a church, so that the back of each
to a minimum. The term “armarius” has with House Jerbiton. row of seats forms the lectern for the row
been used here because the English behind it. Other libraries save space by
term for these book closets is “book having their lecterns back to back, with a
press.” To avoid confusion with a Small Covenant Libraries row of shared pews running between each
printing press or binder’s press, the lectern pair. This shape of furniture makes
Latin term has been used, although, in Small covenant libraries are similar to libraries obvious to those observing build-
Mythic Europe, an armarius is any sort those of small monasteries. Such libraries ings, because each lectern pair is usually
of locked cupboard. A related, mod- usually contain only sufficient books for perpendicular to a window, so libraries
ern, English term is armoire, borrowed each magus to have something instruc- have more, and narrower, windows than
from the French. tive to read. The library is shelved in a other rooms. Hermetic libraries use this
common room, for example the council system occasionally, but many covenants
walls of initiatory caves, and reflected in chamber, or is stored in a book closet. prefer an alcove system.
the songs of the faeries. The magi of the The amarius, or book closet, holds A book alcove is created by building
Order cannot agree whether they should books flat and keeps the air around them a small room or corridor lined with shelves
seek these spells. dry, insulated, and dustless. Armarii can that are made by carving niches into the
Bjornaer learned magic orally. Her be locked, and usually have a list of their walls, then placing boards across the nich-
stories pass intact between generations in contents pasted upon them, to aid magi es. Book alcoves can be kept warm with
her House. Some of the Order’s weather searching for particular books. Armarii small fires or minor enchantments, which
and transformation rituals derive from are usually double-doored to limit the prevents the books from being damaged
ideas she gave to Bonisagus. A few of amount of floor space that must be kept by the cold weather experienced in much
her descendants seek détente with the free about them. Mundane armarii each of Europe. Some covenants use freestand-
Pomeranian tradition, which still exists. hold only a score of books, shelved with ing shelves instead of niches in the walls.
They fear their Founder rebelled against their front covers showing, but Hermetic These look bizarre to mundane people.
her tradition before she learned all of its magi shelve their books differently, which The books in small libraries are usu-
rites. saves space. Small collections, or those ally fundamental or intermediate works in
Many magi search for the remains which are regularly transported, are kept the subjects covered. The owners of small
of other ancient libraries. The libraries of in chests instead. libraries are usually keen to expand their
Trajan in Rome, Cleopatra in Egypt, and The library of a small covenant is collections by trade, purchase, or less
Eumenes at Pergamum might have con- often near the council chamber for a scrupulous methods of acquisition. Small
tained magical rolls. Even if they lacked second reason: it is the room most likely libraries often have many more books on
useful magical writing, they would still to have glazed windows. Magi have the mundane subjects than magical ones.
contain invaluable texts. House Mercere, ability to create smokeless, heatless light,
for example, has offered any magus five but visitors to covenants usually lack this
pawns of vis every year for 20 years in ability because of the Aegis of the Hearth. Medium Covenant Libraries
exchange for a complete copy of the lost It is convenient to place libraries where
Geographica by Ptolemy, whichgives the natural light is available. The libraries of Summer covenants
exact longitude and latitude for hundreds Librarians for collections of this are similar to those of minor nobility.
of legendary sites, many of which contain size are usually responsible for a more The library has its own room, which is
vis. Some magi feel that 100 pawns of vis important task to which the library is well-ventilated but warm. The room has
is a paltry payment for such a treasure, relevant, and take care of the books in a series of niches around the walls, each
but the Mercere point out that the finder the quiet moments of their primary pro- containing books on a particular subject.
could copy if first, then give it to them. fession. Many monastic librarians, as an These niches may have doors, which
When the race for the vis sources in example, are precentors — choirmasters might lock, or might depend instead
Geographica begins, they want to start out — who care for hymnals and by extension on the room being locked. The room is
at least an equal second. all other books. In small Hermetic cov- kept warm by fires, magic, or hypocausts.
enants, the librarian is often the autocrat, The center of the room is sometimes a
the body servant of a senior magus, or an scriptorium or bindery. Some covenants,
apprentice. They air the books occasion- alternately, use the center of the room for
Hermetic Libraries ally, and fetch them for magi who do not their councils, or to keep mementos of
wish to collect them personally. If the their battles. Mundane theft is deterred
The earliest Hermetic libraries fol- library is kept in a room rather than a by several methods, including locking the
lowed models provided by mundane soci- series of armarii, the librarian must also room, chaining the books to the shelves,
ety. Many Hermetic collections, however, stoke the fire that warms the room, and placing curses over the doorways, and
were larger and more diverse than any dust. keeping a staff member permanently busy
mundane equivalent. The rise of the book In libraries large enough that a single in the room.
trade in the 13th century, however, has row of armarii does not suffice, it becomes The books in Summer covenants are
given birth to mundane libraries that inconvenient to require the librarian to usually informative texts on a broad range
are similar in size to the larger Hermetic unlock each case before using a book. of Arts and mundane topics, surrounding
collections. These libraries look similar Mundane libraries of this size, which may a few treasures that are pride of the col-

92
Covenants
lection. These key holdings are rarely the To do this, they catalog and shelve the its role in the collection, a process called
result of trade. Many are the opuses of library’s collection with a degree of preci- accessioning. The book is then used; it
the founders of the covenant. Others are sion not found elsewhere. is read, studied from, perhaps used as a
riches seized from dangerous locations, or bargaining chip if it contains rare or valu-
were constructed with materials obtained able information. Finally, when no longer
with great daring. Libraries of this size Unique Hermetic useful to their owners, books are selected
sometimes also contain voluminous lab Collections for disposal, and disposed of.
notes written by the members of the cov-
enant during years of research. Many of the domus magnae have
The covenant pays a person to care excellent libraries, focused on areas that
for the library. Her tasks include dust- fascinate their Houses. The greatest col- Selection
ing, airing the books, and making minor lection of magical lore in Europe is housed
repairs. This person may have a second at Durenmar in the Rhine Tribunal. It A covenant’s librarian might seek par-
responsibility that accompanies her role contains copies of most of the books writ- ticular texts to add to a Hermetic library
as librarian, but as the collection increases ten by Bonisagus magi, and many written for a variety of reasons. The first task for
in size, it holds less of her attention. by magi of other Houses. The Library many young covenants is to assemble
Larger Summer libraries may have several of Valnastium holds a vast collection collection of sufficient breadth in Arts
staff, in multiple roles: bookbinder, copy- concerning mundane arts, sciences, and that it is possible for the covenant’s magi
ist, illuminator, tanner, and apothecary. theology. The Library of Harco contains to train new apprentices. On the other
a useful melange of facts from across hand, covenants whose member magi are
Europe, which assists House Mercere’s particularly interested in specific theories
Large Covenant Libraries commercial efforts. Many older covenants of one particular Art usually find their
have libraries which, in their own particu- library developing a depth of books on
The libraries of powerful Summer, lar fields, surpass all other collections. that particular topic. Beyond these trends,
many Autumn, and some Winter cov- the specializations of a library reflect the
enants are similar to those of cathedral interests, current or historical, of the magi
schools or universities. Libraries that fol- of the covenant.
low this model have the following char- The Greater Collection Magic is rarely used in book selection,
acteristics, but some large libraries remain although some of the spells described in
similar to those of Summer covenants. The librarians who manage the later sections can assist a magus to peruse
The library is physically divided into Order’s largest libraries are aware that no a library and find the works he would like
smaller collections, by topic. These col- single covenant can own every book. Only copies of.
lections may share a single building, but Durenmar tries. Most of the great libraries
more commonly are distributed around of the Order have mediocre materials on
the covenant, close to the sancta of their a broad range of subjects, but specialize Standard Texts
most frequent users. The library has a in a single theme. These libraries then
central office, which stores the library’s grant each others’ researchers hospital- For nine of the Arts, there is a basic
catalog. ity, under a variety of payment arrange- text that, over time, has come to be
Large Hermetic libraries contain ments. Young magi may benefit from this, accepted as the preferred primer for a
books whose subjects overlap. Their because this coalition of powerful libraries magus seeking the competence necessary
materials include works of graduated com- sometimes gives aid to new covenants, in to train an apprentice. These texts, called
plexity on many Arts. The books also exchange for their promise to specialize the Roots of the Arts, are widely and
include notes on obscure areas of magical in an area of weakness within the Greater cheaply available. A Redcap can arrange
practice. Autumn libraries contain the Collection, as they call the sum of all the delivery of any of these texts, for a
collected papers of famous magi that have Hermetic libraries. Durenmar aids the very small consideration.
passed away. efforts to build the Greater Collection. In eight of the Arts, there are sum-
The collection appears disjointed Its librarians see the Greater Collection mae that are widely accepted as the
because it serves many roles. The library as a spare copy of the, as yet incomplete, finest works yet produced. These works,
is a teaching aid, with material suitable Durenmar Collection, from which dam- called the Branches of the Arts, are some-
for apprentices and young magi. It is a aged materials are recoverable. times purchased by young covenants from
research tool, with material suitable for established libraries, but this is unusual. In
senior magi. The collection is a source of the ritual of the Order it is accepted that
income, with copying of mediocre texts these, the purest expressions of the Arts
by outsiders permitted, perhaps encour- they concern, should be given as gifts,
aged. The library is an historical reposi-
tory, a source of pride, and a display of
power. Access to the library is a pawn in
The Hermetic because the information they contain is of
such great value that they cannot be met
in kind. It is, however, a delicate matter for
internal political struggles, and a way of
showing favor to outsiders. Book Cycle a younger covenant to convince an older
one to patronize them with such a valu-
Libraries of this size have many staff. able gift and, surreptitiously, they often
They perform all of the functions of the The book cycle describes the life of offer payments and services in exchange
staff of smaller libraries, but the complex- each book within a Hermetic library. In for the gift of one of these summae.
ity of their collection requires an extra set overview, it begins when a text is selected Many magi seek to pen a standard
of duties involving finding and retrieving for inclusion. A copy of the text is then text, but fail to produce a work that
materials for those who request them. acquired. Next, this copy is prepared for gains this highest level of acclaim. Many

93
Covenants
unusual for a potential seller to contact
Hermetic Books: Definition of the tendering covenant and suggest an
alternative price or method of payment.
Categories of Value Alternately, covenants who do not wish
to advertise their requirements can usu-
It is theoretically possible for a peer- These books are called “vain summae,” ally hire a Redcap to discretely ask nearby
lessly capable Hermetic teacher, writing because these immodest people do not covenants if they have a particular book
in the best of circumstances, to create a understand why their books, poor and available. Negotiations for sale by tender
summa with a quality score of approxi- weak as they are, should not sit along- can be complex and protracted. It is com-
mately (41 – level). In the history of the side better work. These summae have mon for several covenants to answer each
Order, this has never happened, but it qualities of (25 – level) or below. call, and the tendering covenant may hold
might during your saga. Discarded summae are usually dam- a glacial auction by mail, pressuring the
A very few summae, those most aged versions of the types above. They sellers to reduce their price.
prized in the Order, have been cre- are stripped of their resonant materials Sale by exchange occurs when a
ated by exceptionally powerful magi, before sale and usually have qualities covenant advertises that it wishes to trade
with excellent Reputations, later in life. between (18 – level) and (15 – level). one class of text for a second class of text.
Perfect, clarified copies of these books A tractatus written by a legendary This sort of barter can lead to extended
have qualities of (35 – level). teacher could, theoretically, have a qual- negotiations, on delivery dates and con-
Most of the summae traded within ity of around 17. Generally, however, firmation of the quality of the copies to
the Order are written by specialists in an excellent tractatus has a quality of be traded by a third party trusted by both
an Art, but with no particular skill in around 14, a sound tractatus approxi- vendors. Even the choice of quality asses-
teaching. These summae have qualities mately 11, and a vain tractatus around sor is often a matter of haggling.
somewhere between (31 – level) and six. Damaged tractatus may have quality Sale by subscription occurs when
(28 – level). scores as low as one. a magus announces his intention to cre-
A few books are written by magi ate a spell or device and invites magi to
with weaker skills than these authors. pay, in advance, for access to a Lab Text
when it becomes available. Some magi
libraries contain these informative, but Redcap network is considered more fully seeking subscriptions offer a flat price,
non-definitive, works. Some are excellent in Houses of Hermes: True Lineages, page 101. for example, a pawn of vis per subscriber.
but lack the historical romance that has Scribal hospitality occurs when a magus Other magi, performing more difficult and
made foundational texts definitive in the is allowed to copy from the library of a expensive research, sometimes encourage
minds of magi. Two Roots of the Arts have covenant to which he does not belong. the formation of purchasing consortia
been superseded, each time by a magus of Hospitality is usually offered in exchange by offering proportional payments. For
renown and intelligence. The Branches for a payment or service. example, a magus might agree to release
of the Arts have changed over time, as his new Ritual in exchange for twenty-
Hermetic magic has gradually increased five pawns of vis. Covenants spread across
its reach. Some of these titles hold such The Sale of Hermetic Books Europe may form a buying cartel, splitting
awe, however, that the works that have the costs in various ways. These consortia
replaced them have retained their original Many Hermetic books are sold are maintained by side agreements. For
titles and nominal authors. through exchanges of letters, carried by example, a vis-rich covenant may pay a
There are no standard tractatus, but Redcaps. Some Redcaps provide other large proportion of the price in exchange
dedicated students of various subjects ancillary services to the book trade. Some for a series of political concessions, acts of
consider certain florilegia worthy of par- assess goods for sale on behalf of distant assistance with vexing problems, and pay-
ticular note. These books are far rarer clients, or act as neutral parties between ments in kind. This allows poor, Spring
than the Roots and Branches, but can be a pair of interested vendors. A few act as covenants to join purchasing consortia.
accessed in libraries that specialize in the procurers, finding desired materials for a No matter the method of sale, books
florilegium’s theme, or magi can pay for a small fee. House Mercere’s covenants also are often sold at Tribunal. Many of these
copy while the text is being created . sometimes act as scribal centers. There are sales are pre-arranged, by the methods
Certain magi consider the root and four main methods of postal sale. that are described above, and completed
branch symbolism employed in the adver- Sale by public offer occurs when at the Tribunal meeting, when each party
tising of standard texts to be a vestigial covenants make known the catalog of has the opportunity to inspect the goods
druidical practice. They refer instead to books they have available, and invite of their correspondent. Other covenants
the Foundations and Pillars of the Arts. buyers. Public offers often persist over bring surplus copies to sell to whoever
lengthy periods. Some covenants, for desires to buy. Many covenants, not want-
example, provide their sodales with a list ing the possible expense of unsold stock,
at each Tribunal meeting. Some public create exemplars and take orders during
Acquisition offers specify the price the seller requires, tribunal for later delivery. These books are
others invite negotiation. prepared to a series of informal standards,
The Order of Hermes supports a Sale by tender occurs when a cov- with the finer books, intended to be used
vibrant book trade through two main enant circulates the desire to possess a for study, commanding higher prices than
branches: sale of finished books, and certain work, or books of a particular those intended as originals, from which
scribal hospitality. Books are sold through type, and invites contact by potential working copies are to be made.
the Redcap system, supplemented by suppliers. These offers are usually accom-
exchanges that occur at Tribunal meet- panied by an indication of the price the
ings. The use of magic to support the covenant would consider fair, but it is not

94
Prices for Books
Many Hermetic books are sold from major libraries. Inexpensive charge a number of pawns of vis equal
under a condition called the Cow and Hermetic books are not systematically to the book’s level, if the purchaser is
Calf Oath. This refers to a ruling from produced for sale. Any established cov- willing to wait a season for the copy to
the Hibernia Tribunal that has not been enant could theoretically make them, be produced. A surcharge of up to 20%
ratified by the Grand Tribunal. It is an but no established covenant needs them. is added if there is a spare copy available
agreement that the purchaser of a book There are few buyers for cheap books, for the impatient. Sound tractatus cost
will not sell, or freely give, copies of and no covenant wastes the effort of around two pawns to order, or three for
that book without the seller’s permission. creating a book on something that might the impatient, but trade of equivalent,
Some magi approve of the Cow and Calf not sell for years. Characters wanting sound tractus remains very common.
Oath, while others despise it. The prices damaged and discarded books can often
given below, aside from those for mun- arrange for them to be added to other
dane books, assume the characters have trades as sweeteners. A covenant wanting Excellent Books
sworn the Oath. Prices may be far higher to purchase damaged summae with vis
for books that will rival their parents can usually find a seller for about a pawn Most books of the highest quality
and reduce the income of the original of vis per book, but could arrange other cannot be purchased. Covenants receive
covenant. services instead. It is unusual for a seller them as gifts in exchange for exceptional
to have a pile of damaged tractatus to sell service, and almost always under the con-
for a pawn of vis, but after a library flood ditions of the Cow and Calf Oath, that
Mundane Books or some similar calamity, a buyer might the book will never be copied without
get somewhere between three and nine the permission of the originating cov-
The mundane book market is a cash to the pawn, depending on the degree enant, or magus.
market. Any magus with a spare pound of damage. House Bonisagus does allow magi
can have any standard text from a statio- to copy books of exceptional quality,
ner in a large city. Less common books as part of its members’ obligation under
still cost a pound, but it takes season Vain Books the Oath of Hermes. Durenmar does not
for the stationer to arrange for a copy sell copies of these texts, but does limit
to be produced and delivered. Cheaper Books of the second-lowest level copying to one magus at a time, selected
versions, unbound and written on paper, of quality exist because their authors by the Primus’s representative. Durenmar
are also available, for half a pound. chose to publish them despite their com- uses a version of the Cow and Calf Oath
Commissioning books takes longer for parative lack of worth. Such authors are to insist that copies of these finest works
covenants remarkably distant from civili- usually proud of their books, and some not be sold, because it is an insult to the
zation, or poorly served by the Redcaps. give them as gifts to their friends and authors of the book to value their work
allies. Characters can usually purchase against mundane possessions. They may
vain summae for half their level in pawns only be given, and with ceremony. In the
Books Concerning the Arts of vis, less if the author is particularly end, however, there is little the Bonisagus
and Arcane Abilities susceptible to flattery. Vain tractatus cost magi can do to prevent gifts from being
about a pawn each. reciprocated, beyond applying social
The Hermetic book trade is essen- Characters attempting to acquire a pressure.
tially a barter market. Most covenants vanity book from someone other than House Tremere is eager to sell, or
can create so much mortal money that it its author often find that they must pay buy, copies of excellent books. A dif-
isn’t valuable enough for them to use as a for it as if it were sound. The amount of ficulty is that Coeris is an extraordinarily
medium of exchange for rare items. This labor and material involved in copying rich covenant, so simple offers of vis
makes pricing books an art, subject to a a book does not change simply because do not interest the Prima. In the past,
lot of haggling. The value of the book the buyer insists on a poor title, and the she has accepted transfer of ownership
for sale, and of the things that might be time taken to copy the poor book could over valuable vis sources in exchange
traded for it, can be disturbed by events. instead be used to copy a good one for for books. House Tremere takes the
A second magus might offer a similar another buyer. Cow and Calf Oath very seriously and
book at any time, lowering the first sometimes champions it at the request
book’s value. A covenant might decide it of others.
has too much vis for one Art, and seek to Sound Books
trade it for others. This lowers the value
of all vis of that Art, which would make a Books of the level of quality that
book’s seller ask for more. make up most Hermetic libraries are the
most difficult to price. There are many
possible sellers, so buyers have some
Least Expensive Books opportunity to compare prices and force
competition. Generally, the lowest prices
The cheapest books available are can be found at covenants that have
damaged and discarded surplus books staff permanently copying books. These

95
Covenants

Scribal Magic
This brief grimoire is intended for This spell confirms the quality of a Req: Rego
magi acting as scribe-artisans or librar- container of ink, dye, or paint, verify- This spell reduces an animal to its
ians within their covenants. There are ing for the magus that it will not fade components. A dead sheep, for example,
a handful of Hermetic scribe-artisans, quickly, flake off rapidly, or eat through becomes a pile of unwashed wool, a hide,
found predominantly in House Verditius, parchment. a collection of boned joins of meat, a
and most have copies of these spells, (Base 3, +1 Touch, +1 Part) stack of organs, and a skeleton. The con-
which they share readily. The scribe-arti- tents of the alimentary tract vanish.
sans of House Verditius also frequently The Plunder of Twenty Geese (Base 30, +1 Eye, +1 destruction of
sell small magic items that incorporate MuAn 15 alimentary contents, +0 cosmetic req-
many of these low-level spells. The usual R: Touch, D: Sun, T: Group uisite)
form for enchantment is a leather stamp, Req: Rego (optional, raises level to
used to place the library’s mark of owner- 20)
ship on the leather covers of books. This spell transforms up to 100 To Aid or Replace Scribes
feathers, usually gained by plucking a
chicken, into the wing feathers of geese,
To Make Materials which are the preferred source of pens. The Welcome Addition of False
A version of this spell, with a Rego req- Sunlight
Players using these spells should uisite and level of 20, strips and tempers CrIg 15
remember that when using Finesse and the pens. R: Touch, D: Ring, T: Ind
the Art of Rego to replace skill at mun- (Base 1, +1 Touch, +2 Sun, +2 This spell creates a steady, cool,
dane crafts, the target scores represent- Group, +1 size, +1 optional requisite) smokeless light that does not flicker.
ing levels of quality of goods increase by Variants of this spell are enchanted into
at least 3 points. The Apple That Etches devices in many libraries. Some are hand-
CrHe 20 held, while others float by their user, are
Hide to Parchment R: Touch, D: Mom, T: Group, embedded in the ceiling, or overlook the
ReAn 10 Ritual work desks of individual scholars.
R: Touch, D: Mom, T: Group This spell creates 100,000 oak galls. (Base 4, +1 Touch, +2 Ring)
This spell stretches, shaves, and dries Magi, even in inhospitable climates, can
a stack of animal hides, as if a percame- usually find an alternative to galls that The Scribe’s Touch
narius had worked on them. Stretching provides them with ink, but some cov- PeAn 3
makes hide flexible instead of leathery, enants are so closed off from the mortal R: Touch, D: Mom, T: Ind
while shaving makes it smooth enough world, and have such an abundance of This spell trims the magus’s quill
for writing and thin enough for bind- Herbam vis, that their magi find this with the flick of a finger.
ing. Drying prevents mold from forming spell convenient. There are variants of (Base 2, +1 Touch)
on the vellum, but if excessive makes it this spell that create far fewer oak galls,
brittle. but its Ritual nature ensures that their Autodictation
A Perception + Finesse roll is treated level is no lower, and they cost the same ReTe 15
as a Craft: Percamenarius roll to deter- amount of vis. R: Voice, D: Ring, T: Ind
mine the quality of the vellum created. (Base 1, +1 Touch, +2 Group, +4 This spell allows the magus to write
(Base 3,. +1 Touch, +2 Group) size) by talking. Before casting this spell, the
magus prepares a metal stylus and series
Test of Fastness and Fading Swift Knives, Invisible of wax boards, which are inscribed as
InAq 5 PeAn 40 the magus speaks. At the end of each
R: Touch, D: Mom, T: Part R: Eye, D: Mom, T: Ind day’s declamation, the wax boards go to

their books usually allow the stationer to surface. Some covenants permit scholars
Scribal Hospitality co-ordinate the production and purchase to dine in the reading room, the slope
of scribal supplies, the scribal process, and of the lectern forcing them to keep their
Many Hermetic covenants allow the dispatching of books to purchasers. food and books on separate tables. Many
visitors to stay for a time, and study or Those covenants that sell scribal hos- reading rooms are sun-lit. There are many
copy works from their library, usually in pitality usually charge for materials like styles of reading room; the different struc-
exchange for payment. Hermetic magi quills, vellum, and ink, and the stationer tures are responses to varying Hermetic
call this scribal hospitality. Hermetic study is responsible for ensuring the availability views on how to prevent visitors from
tends to be strongly affected by astrologi- of these supplies. Stationers often have harming staff and damaging books.
cal factors, so most guests measure their frequent dealings with Redcaps. One model, which is traditional in
stays in seasons. The facilities available to A reading room is a portion of the some of Durenmar’s collections, involves
guests vary, depending on the wealth of library that is sectioned off from the col- visitors requesting materials by sliding a
the host covenant and their desire to pay lection, in which visitors are permitted to wax slate down an incline in the wall, into
for luxurious quarters. peruse books. It is usually appointed with an adjoining room. The book is then slid
Many covenants that engage in the comfortable chairs and lecterns (liter- down a similar incline onto a padded table
book trade employ a stationer. Those ally “reading stands”), since magi prefer in the reading room. This prevents eye
covenants that trade away many copies of to read books that are resting on a sloped and voice contact between the visitor and

96
Covenants

Scribal Magic (Continued)


notaries, who make temporary copies. repeatedly over the course of a season, Binding the Mundane Codex
These are then sent to scribes. This spell it can assist in the creation of copies of ReAn 5
does not allow a magus to write faster Hermetic books, allowing an unskilled R: Touch, D: Mom, T: Group
than the core rules permit, but does allow magus to avoid the –3 penalty for scrib- Req: Optional, Vary
impaired magi to write when they would ing without Profession: Scribe. This spell This spell binds up to 1,000 pre-
otherwise require a notary. A Finesse roll is also known as The Principal Aide to the pared bifolds into books. Usually these
makes the writing particularly precise Forger’s Art. bifolds have already been written upon,
and neat, which is usually unimportant. (Base 1, +1 changes as pages turn, but magi may use this spell to create
(Base 1, +2 metal, +2 Voice, +2 +2 Voice, +2 Sun, +2 Group, +1 req- blank books if they wish. The spell fails
Ring) uisite) if any of the necessary pieces of a codex
are missing. Codicies created with this
Thoughts Distinctly Burned Ink ofNoblest Metals spell are usually flap-books, since they
ReAq10 MuTe 20 lack wooden boards within their covers.
R: Voice, D: Ring, T: Ind R: Voice, D: Dia, T: Ind Binding mundane materials into the book
This spell controls ink so that it Req: Aquam which are not derived from animals,
makes patterns on the pages that cor- This spell transforms gold into a like cover boards or registers, requires a
respond to the magus’s words. This spell liquid that is applied as ink. When the spell with the appropriate requisite and
does not allow a magus to write faster spell expires, it turns back into solid an Intelligence + Finesse roll against
than the core rules permit, but does allow metal, allowing magi to place it on a page an Ease Factor of 12. Some magi mold
impaired magi to write when they would without developing skill with gold leaf. animal bones into plates, to serve instead
otherwise require a notary. A Finesse roll By pouring the golden ink into molds, of wood. This spell allows readers of the
makes the writing particularly precise the magi can set it into shapes. book to claim the +1 quality bonus for
and neat, which is usually unimportant. (Base 3, +2 metal, +2 Voice, +1 sound binding.
(Base 1, +2 Voice, +2 Ring, +1 to Dia) (Base 1, +1 Touch, +2 Group, +1
allow many colors of ink) size)

To Aid or Replace Binding the Hermetic Codex


To Aid or Replace Bookbinders ReAn 20
Illuminators R: Touch, D: Mom, T: Group
Req: Vary
Creating an Empty Book From a A variant of Binding the Mundane Codex,
The First Furrow Guides the Filled One this ritual allows magi to incorporate
Second PeAn 3 resonant materials into their bindings.
CrIm 25 R: Touch, D: Mom, T: Ind Binding a book with resonant materials
R: Voice, D: Sun, T: Group This spell creates a palimpsest (a is extremely difficult and requires an
Req: Intellego book that has had its writing scraped Intelligence + Finesse roll against an Ease
This spell lays the image of a book’s away so that it can be reused) from an Factor of 12 + 3 per resonant material, to
page over the top of a blank sheet, so existing book. It does this by flaking a maximum of three materials. This spell
that a scribe can trace the page’s con- away a thin layer from both sides of each allows readers of the book to claim the
tents. This creates identical copies of page. +1 quality bonus for sound binding.
books. This is particularly useful when An Intelligence + Finesse roll deter- (Base 1, +1 Touch, +2 Group, +1
a book has lost a page, but can be made mines the skill with which the previous size)
complete with a page copied from one writing has been removed.
of its sisters in another library. Used (Base 2, +1 Touch)

staff, reducing the possibility of casual reading for around the last century; before stationery and illumination fuel. These
mind control. These measures have prob- that time the usual method of making are usually kept centrally, in a room near
ably been unnecessary since the invention copies was for the scribe to read the the suite, or in armarii along the hallway
of the Aegis of the Hearth centuries ago, but book aloud, to himself, then copy what formed by the carrels. Some covenants
the tradition remains. As a counterexam- had been said. When many scribes were refuse to allow their own staff to use car-
ple, the reading rooms for the covenant working together in a room, this made the rels, because it prevents them from being
of Valnastium lie on a lawn in a section scriptorium so noisy that many monaster- observed, to ensure diligence. These cov-
of the gardens. These are intermittently ies developed languages of hand-signals enants may allow visitors to use scripto-
protected by weather magic. All reading to allow communication in the scripto- riola because the magi do not care if their
rooms contain some measure to reduce rium to continue. Autodictation continues guests waste their time.
the possibility of theft. in many institutions, and separating the Some covenants include suites for use
A scriptoriolum is a scribal carrel scribes in tiny rooms, so that they work by visiting scribes. These quarters vary in
— a tiny room in which a scribe may without disturbing each other, is popular complexity from a single room in which
work undisturbed. Carrels were a monas- in some monasteries. the visitor sleeps, writes, reads, and — if
tic invention, developed in response to A suite of scriptoriola is more expen- he wishes — eats, up to elaborate apart-
the problems caused by autodictation. sive to build, and to run, than a scrip- ments, which contain separate rooms for
Mundane copyists have only used silent torium. Each carrel requires a supply of sleeping, bathing, writing, easting, and

97
Covenants
keeping a servant. Redcaps often use visi- in this chronological order, using their copy may act as a proxy for the library,
tors’ suites, if they are available. accession numbers, within their Art or and then only if it is accurate.
Covenants with visitors’ suites need subject. The ritual that binds libraries to their
to balance the cost of enchanting a sec- Ownership marks are used to iden- catalog was invented during the second
ond building with library-related magic tify books’ owners. Some Hermetic librar- century of the Order’s history. A magus
against the risk of having strangers live ies insert an illustrated leaf, called a book- performing it requires a season and a
within the library building for extended plate, at the start or end of every book pawn of Vim vis. It needs to be performed
periods. Some young covenants rely upon in their collection. Some bookplates are again whenever every copy of the library’s
their Aegis of the Hearth and locked armarii made by carving a negative image into a catalog has been destroyed. This ritual is
exclusively, and so see no harm in allow- block of wood, then dipping this block the ancestor of the ritual than fixes Arcane
ing visitors to stay in the library build- into ink and stamping it onto the parch- Connections.
ing. Some mature covenants have their ment, a process called xylography. Many
guest chambers some distance from the Hermetic libraries instead press a design
inner ward. An extreme case is found in into the leather covers of their books.
the Transylvanian Tribunal, where one This is often their covenant sigil. Many Use
covenant occupies a mountain valley and donors to libraries mark books similarly,
maintains a visitors’ pavilion at the valley’s particularly specialists in an area that the Hermetic libraries serve two main
mouth, two miles from the covenant’s library is renowned for, and it is impolite purposes, study and research. They allow
library. to remove these marks. students to develop their abilities, and
A voucher is a slip of parchment, allow researchers to uncover answers to
usually kept within the book, that remains questions.
with the library if the book is removed.
Accession The voucher briefly acts as an arcane
connection to the book, due to the law Study
Accession is the process of prepar- of contagion. In Hermetic libraries that
ing books for use by readers, so that they allow lending, the vouchers are usually The rules assume that a student is
become part of the library. Two processes small envelopes, which the borrowing reading in optimal conditions. A magus
that comprise accession: the physical magus signs, then fills with either a lock of working in poor conditions suffers a qual-
preparation of the book and the classifica- hair, which acts as an arcane connection ity penalty of up to –6, at the storyguide’s
tion of the book. In Hermetic libraries, for The Inexorable Search, or a quantity of discretion. Conversely, magi gain no
physical preparation is performed first. vis, which is forfeited for poor behavior. mechanical advantage from using magic
Sometimes, when a book is scribed for Libraries reinsert their vouchers into the to control the environment of their read-
sale to a library, much of its shelf prepara- books as they are returned, so many books ing rooms — they are assumed to have
tion is performed before its transfer, since contain lists of signatures that chart each well-lit, warm rooms. Smokeless lights,
shelf-readied books are more durable, and copy’s history. floating books, and magically-refilled ink-
so travel better. Chaining is the practice of securing wells make their work more comfortable
the book to an iron rail that runs along the than that of their mundane equivalents,
top of a series of lecterns in the library. but doesn’t allow them to gain additional
Shelf-Readying Chaining is a security measure. The chain mechanical advantage. Certain magi go
is often attached by a flap to the upper so far as to demand Spartan writing areas,
Shelf-readying consists of a series of corner of the front cover furthest from since they find the rigor of it prevents
steps, many of which can be performed in the spine. In this position, it is less likely them from being distracted.
any order. to tangle with adjoining chains.
Covering is the process of surround-
ing the pages of the book, to protect them Research
from damage. Hard covers, like those that Catalog as Proxy
contain wooden boards, gently prevent A magus seeking a fact in a library
pages from developing a wavy cross-sec- A library’s catalog — the list of books makes an Intelligence + Ability roll, with
tion as they age. Pages not kept under the library contains — acts as an arcane a bonus modified by the library’s holdings.
pressure thicken on the edge furthest from connection to the library, and allows a Sample library bonuses are as follows.
the spine, so that the book develops a magus to cast spells upon the whole col- • +5 for a peerless collection on a
wedge shape. The edge can become up to lection. It is a connection to each book subject
three times thicker than the spine. Many the library contains, and to all of the • +4 for a collection that is specialized
covers tie or lock shut, which assists the books collectively. Individual books are in the subject but not unique
covers to remain in place. Some books are not connected to the library of which • +3 for a collection like that of a
uncovered, and instead are kept in boxes they are part once they are removed from powerful Autumn covenant with no
or pouches. the library building; they are connected particular interest in the subject
Numbering occurs when each book to the catalog instead. This provides the • +2 for a collection like that of an
is given a unique identifying number, library with an added layer of security average Summer covenant with no
which assists librarians in assessing the against magical attack and botched spells. particular interest in the subject
completeness and orderliness of the col- Many libraries keep multiple copies of • +1 for a library with only a few books
lection. In many libraries, the accession- their catalog, since they are sometimes on the subject
ing number is used as a shelving aid. The destroyed in lieu of the library by botched
numbers are given to books as they are spells. Only the most recently scribed A library may also have a bonus due
purchased, and the books are shelved to the presence of a significant magical

98
Covenants
item. For example, a library lit using a
lamp made from the skull of Chiron, the Enchanted Space
centaur who taught humans medicine,
might have a +3 on all medical research Much of the magic used in librar- Provide Answers: Using Intellego
rolls. ies supports the work of the librarians, magic, books can be searched for infor-
rather than researchers. These effects mation, line by line. It is best that
treat the library as an enchanted space, this be done by magic items or other
rather than as a collection of books. The automata because there’s less possibility
Deselection library space has the following func- of a magus damaging the library with
tions, supporting those of library users his sigil. Many libraries use their catalog
Books are removed from Hermetic like scribes and readers. Many libraries as an Arcane Connection during magi-
libraries because they are no longer useful have small magic items that allow users, cal searching. It acts as a proxy target,
to the magi. Some books become so dam- or unskilled covenfolk, to do the work which reduces botch damage.
aged through use and age that they are of librarians. Theft Prevention: Mundane librar-
retired. Other books are no longer inter- Storage: Library books degrade over ies chain down books, or lock them in
esting, because the needs of the magi have time, but their useful life is extended by chests, closets, or rooms, to prevent
changed since the books were acquired. storage in moderate heat, low humidity, theft. Hermetic magi are more cunning
When one of the magi living in a cov- circulating air clean of smoke and dust, and less forgiving. Many books are
enant dies, the items which favor their darkness, and an area free of insects and enchanted to harm thieves, although
Arts are sometimes no longer needed, and fungal spores. Many small Hermetic the method varies between libraries.
so are traded away to provide materials libraries enchant armarii to provide the The two general classes of protective
which suit the current magi. When all desired environment. Others enchant effect are wards, such as enchantments
magi who are interested in a given trac- rooms, or devices in rooms, to regulate over doors and windows, and traps,
tatus are finished reading it, it is often temperature, humidity, air circulation, such as bookplates that explode. Subtler
traded away. When a particular project is and light level. Some companions find traps are also possible. One covenant
finished, the materials required for it are these devices useful when visiting ruins. has poison on the pages of its books,
no longer needed. For example, primers Book Retrieval: A book in a library because the Parma Magica does not
used to round out the Arts of a magus is only useful when it is retrieved for use resist it. Many magi make deliberate
determined to train an apprentice are or maintenance. Many libraries have errors when transcribing their lab notes,
often sold away after the magus completes magical methods of maintaining the so that a magus following an uncor-
his studies, although sometimes they are shelf order of books, and retrieving a rected copy, who fails an Intelligence +
kept and passed on to the apprentice. desired book. Magic Theory roll against an Ease Factor
Delivery: Books travel for many of 12, must roll as if he had botched an
reasons. Some magi never visit their experiment.
Disposal libraries, expecting instead that their Structural Capacity: Many librar-
books will be provided in their sancta. ies grow rapidly. This creates perennial
Books are disposed of in several Some books, which contain difficult problems of space, not simply because
ways. Those that are still useful to magi, Rituals, are used as casting tablets and the library runs out of places to put
but simply no longer desired by the are required at the site of the Ritual. lecterns, but the weight of the lecterns
inhabitants of a particular covenant, are Many books are carried by traveling themselves becomes so great that the
sold using one of the methods described magi, and by Redcaps. Hermetic librar- wooden floors of many covenants can-
in the acquisition section. Those that are ians have found several ways to enhance not hold them up. Magic is often used to
physically robust, but cannot be sold, can the durability of traveling books. enhance the load capacity of libraries.
have their text removed so that they can
be reused. These blanked books are called
palimpsests. Books that have suffered seri-
ous damage are stripped for their materi-
Magic that Aids craftsmen, or on books of such historical
significance that their owners prefer they
als. The final, ignominious end of many
magical texts is the gelatin pot, where
Librarians are not repaired by human hands. For
example, if one of the holographic diaries
they are boiled down to make magically- of Bonisagus is damaged, it is repaired in
resonant glue and ink-binding agents. Players using these spells are remind- this way, rather than by having a scribe
The residue of magical books some- ed that when using Finesse and the Art of create a replacement page, because it pre-
times distorts the environment in which Rego to replace skill at mundane crafts, serves the handwriting of the Founder.
it is placed. A few covenants keep retired the target scores representing levels of (Base 5 [one hide], +2 treated animal
book rooms, while others incinerate their quality of goods increase by at least 3 product [parchment] +1 Touch)
retired books, then dump the ashes in the points.
sea. Many older covenants have stories A Useful Inculcator of Comments
about how some unusual feature is due to Repair Cracks and Tears ReHe 4
old books being buried at a certain site, or CrAn 20 R: Touch, D: Mom, T: Ind
books being burned in a chimney whose R: Touch, D: Mom, T: Ind, Ritual This spell allows librarians to add
dust was emptied in a certain garden. This spell allows a magus to heal new descriptions to their catalogs, by
cracks and tears in the parchment and sliding the letters on a page aside to
leather of a book. It is a comparatively create the space for the new entry. The
expensive way to repair books, so it is spell was originally created by a magus-
only used when the covenant lacks skilled scribe to assist in glossing books, but is

99
Covenants
not effective for this purpose in newer The Avariciousness of the Ptolemies The Demand of the Frustrated
works. That’s because the oak-gall “ink” in ReAn 4 Scholar Soothed
newer books is really a dye, and to move R: Touch, D: Ring, T: Circle ReAn Level 40
aside such characters, which are made of This ward makes it impossible for R: Arc, D: Mom, T: Ind
dyed parchment, would require an Animal those lacking Magic Resistance to remove This spell makes a book that is within
requisite. This limitation can be ignored if a book from the library, because the 500 paces materialize by the hand of
magi use true inks, which are suspensions book cannot cross a circle inscribed on the caster. The spell requires an Arcane
of colored material in fluid, to write their the floor, or around the single doorway. Connection to the book, which is usually
catalogs. This spell assumes an ink made It is traditional for librarians to defend the library catalog. There are higher-level
of soot, gum, and vinegar, all of which these wards by placing destructive magi- versions of this spell that draw a book
lie within a single Form. A Dexterity + cal items near the entrances with the from up to seven leagues away.
Finesse roll determines the quality of the triggering condition “tampering with the (Base 20 [movement up to 500 feet,
text after the magus has relocated it. A book ward.” using ReCo guidelines], +4 Arc)
result less than 6 indicates that the text (Base 1, +1 Touch, + 2 Ring)
has interpolated into and corrupted some Determine the Location of the
other passage. Absent Volume
(Base 3, +1 Touch) Reorder the Contents of the InAn 25
Armarius Req: Imaginem, Creo (the latter
A Simple Test for the Completeness ReAn 10 optional)
of Books Req: Intellego, Mentem (the latter R: Arc, D: Conc, T: Ind
InAn 15 optional, raises level to 15 This spell allows the caster to deter-
R: Touch, D: Mom, T: Ind R: Touch, D: Mom, T: Room mine the location of a missing book by
Req: Herbam This spell places books in a book having the magus’s sigil appear on a map.
This spell allows the magus to check chest or closet into a sequence. Sample Library floor plans on tablets are often
the physical condition and history of a sequences include the Art or Ability the used in conjunction with this spell. With
book. It also, through the Herbam requi- books concern, the authors’ names, size a Creo requisite, the magus can project an
site, allows the magus to test the quality of through any dimension, the color of the image of the book’s location on a mirror,
the plant-based inks used in its creation. covers, the binding material, the new- and hand-held magic items using this vari-
(Base 5, +1 Touch, +1 requisite) ness of the books, and their opening ant are often employed in libraries that
sentences. If the books are marked with encourage visitors.
Books that Scream in Pain acquisition or shelf location numbers, (Based on The Inexorable Search, +1
InAn 25 then those may also guide the sequence. requisite)
R: Touch, D: Mom, T: Ind With a Mentem requisite the magus can
Req: Herbam shelve books based on whether he has The Weightless Transportation of
This spell allows the magus to check read them or not, how much he liked Books
every book in a room for a physical or the books while reading them, how he PeAn 25
historical property. The name of the spell feels about the authors, or his emotional R: Touch, D: Sun, T: Group
comes from the habit of an early librarian attachment to the people who gave him This spell makes the books within
at Durenmar of making the books in the the books. Books in chained libraries need a chest almost weightless. This allows
collection cry out if they were damaged, to be taken off their rails for this spell to library staff or Redcaps to easily carry
but the sigil of the caster determines be used. a collection of books to a new loca-
the appearance of the spell’s signal. The (Base 1, +1 Touch, +2 Room, +1 tion. This spell does not make the book
spell’s Herbam requisite allows it to detect requisite, +1 versatility) chest itself weightless; that requires an
words in the books, provided they have Herbam requisite, and adds five levels
a plant-based ink or binding agent, like A Simple Charm for the Recovery of to the spell’s difficulty. This spell is also
gum arabic. Misfiled Books used, enchanted into book cases, to make
(Base 5, +1 Touch, +1 requisite, +2 ReAn 10 a library weigh less, which is important if
room) R: Arc, D: Conc, T: Ind the covenant has a growing library and
This spell makes a misplaced book fly no desire to replace the timber floors on
Fatal Register swiftly to rest on its lectern, in an open the upper levels of its towers.
MuAn 20 bookcase, or to the hand of the caster. (Base 4, +1 Touch, +2 Sun, +2
Requisite: Rego, Intellego The spell requires an Arcane Connection Group)
R: Per, D: Dia, T: Ind to the book, which is usually the library
This spell changes the book’s regis- catalog, although the book’s voucher can Chamber of Summer Breezes
ter, its bookmark ribbon, into a venom- serve equally well. The book moves about CrAu 10
ous serpent. Cobras are traditional. It is as quickly as a running man, and falls to R: Touch, D: Sun, T: Ind
typically vested in a single-use charged the ground if the caster’s concentration Req: Ignem
object, activated when the book is stolen lapses before it arrives. This spell cannot This spell creates a breeze of fresh,
from a library. Most librarians prefer this cause books to pass through solid objects, dry, warm air that continually moves
Animal form, but many others exist, due so the book must have a clear path to the throughout a room , keeping the air
to the various specializations of magi. magus for the spell to work. Stolen books unpolluted and the humidity and tem-
The exploding bookplate is perennially are usually kept in a chest, or behind a perature constant. This spell is often
popular, as are bookplates that drive the closed door, to prevent this spell’s use. cast on armarii and book chests.
thief into a penitent mania. (Base 1, +4 Arc, +1 Conc) (Base 1, +1 Touch, +2 Sun, +1
(Base 5, +1 Dia, +2 requisites) unnatural, +1 requisite)

100
Covenants
Drawing Up the Siege Ladder other scholars, or training by a mind more meaning under the phenomena of the real
ReHe 15 skilled in a subject . While the book is world, and that magic works by tapping
R: Voice, D: Mom, T: Group the most convenient method of study for into this hidden series of connections. In
This spell was originally developed most magi, some covenants collect other the same way that rubies can affect blood
to allow defenders to draw siege ladders items that provide for these alternative because they are linked mystically, many
over a castle’s wall. These could then means of study. mundane things are linked mystically to
be used as fuel by the other phenomena by their nature. These
beseiged, or, if soldiers links are more overt in magical objects, so
clung to them, dropped rubies which naturally contain Corpus vis
from great heights. are simply expressing a link that all rubies
Librarians use it to rear- have. Magi can collect objects to study
range wooden furniture, these links, have unusual experiences, or
but it can move any watch them in action.
group of wooden objects.
Items containing this
effect can, for example, Significatos
be used to stack fire-
wood, move barrels, pile Significatos are magically occur-
grain sacks, and perform ring phenomena that illuminate
many other useful forms truth. The significato most famil-
of labor. iar to Hermetic magi is lab study
(Base 3, +2 Voice, using vis. Magi may generate
+2 Group) similar Lab Totals by under-
going mystical experiences.
Eternal Repetition in A magus watching a dragon
a Bottomless Pool egg hatch for the first time
CrIm 35 might, for example, gener-
R: Arc, D: Sun, T: ate a study total as if study-
Ind ing from Creo or Ignem vis,
This spell uses or both. As a rule of thumb,
enchanted mirrors to an event can substitute for a
display the text of a book number of pawns of vis equal
to which the magus has to one-fifth (round up) of the
an Arcane Connection. highest Might possessed by
The magus command- the creatures involved. Study
ing the mirror can nav- takes an entire season, even
igate the book by vocal if the event itself is brief, as
command. For example, the magus ponders what he
“next page” and “the first has learned.
bit about marsh fronds There are sites of mysti-
“ are both legitimate cal significance scattered across
commands. The spell’s Europe which magi use to sup-
name is a vestige of the plement their magical develop-
early order, when mir- ment. At each site at a certain
rors were more expensive time of year, if the correct
and the spell was enchanted actions are performed, a magus
into clay vessels, read by pouring can gain mystical insight.
black ink into them. These sites are rarer in 1220 that dur-
(Base 1, +4 Arc, +2 Sun, +1 clear While all of ing the founding era, because covenants
words, +2 accepts commands, +1 these alternatives can tend to harvest them, taking vis in lieu of
extremely intricate) be considered part of a library, the name mystical understanding. Houses Merinita
comes to seem less appropriate the fewer and Bjornaer protect some of these sites,
books that there are. Few people would claiming them for their own covenants,
call a group of teachers a library, for and wandering Trianomans defend them
example, but such a group could serve politically. The number of pawns of vis
Alternatives to much the same purpose as a room full of
books. Nevertheless, the alternatives are
presented here for consideration.
that the site can substitute for depends on
the site, but is always more than the num-
ber of pawns it yields as a harvest. Some
Books such sites produce special insights, rather
than experience points.

Students may gain an understanding Phenomena


of a subject from three sources. These are
examination of natural phenomena, the Many magi believe that the Creator,
description of examinations carried out by or similar, placed a layer of occluded

101
Covenants
tractatus of quality 1, two as a tractuatus The best known of the Great Works is
Realia of quality 2, four as a tractatus of quality the Forest of Shining Stone at Durenmar,
3, and so on. Realia collections rarely rise where Bonisagus’s epitome concerning
Some covenants collect realia: mun- above quality 6, which requires 64 excel- Magic Theory, The Art of Magic¸ has been
dane objects, or magical examples of lent specimens. An object is suited to this etched by later magi into 36 clear crystals,
usually-mundane things, so that magi can style of collection only if it is so unique each six feet high. The largest, perhaps
study them. Realia have several uses. that it would make an absolutely ideal unfinished, Great Work is the Cave of
Many magi cannot create a thing vessel for enchantment. Twisting Shadows, a labyrinthine cov-
unless they are aware, in general, of that Purchasing realia at covenant cre- enant that serves as the domus magna of
thing’s nature. A magus who has never ation costs the collection’s quality on the House Criamon. Its physical structures
heard of an aloe or a cameleopard cannot Advancement Table Art column in ArM5, embody the quest for the Enigma.
create an aloe or a cameleopard. There page 31: quality 1 costs one Build Point, The Great Works of the Order
are books which contain descriptions of quality 2 costs three points, three costs six embrace learning styles that differ
such things but a serious student of an points, four costs ten points, five costs 15 from the book-based style favored by
Art would prefer to gain a compendi- points, six costs 21 points. Bonisagus. House Bjornaer, in particular,
ous knowledge of her field quickly, not A realia collection can be studied as maintains Great Works that are based on
piecemeal from books that — in this and many times as it has levels of quality. If movements with meaning, and on sym-
many other cases — are trying to teach several magi wish to study from a collec- bolic patterns of scent, dimension, and
something else. Studying collections of tion simultaneously, it can be divided up sound. This allows some members of the
preserved animals, leaves, minerals, herbs, into smaller realia collections for a sea- House to study the Arts while in animal
gemstones, and so on allow magi to son. Each smaller collection has a quality form. Quendalon is said to have created
become more powerful, because the spells based on its number of items, and study- a series of illusionary dancers that teach
that they already know, particularly of the ing from it counts toward the maximum the fundamentals of his techniques, while
Creo Art, gain increased scope by their number of times a magus may study from Jerbiton created an amphitheater in which
experience. the complete collection. canticles of mystic wisdom are sung.
Realia can be used in certain types Great Works are, in game terms,
of research, although Intellego magic created and used as summae or tractatus.
usually makes this unnecessary. Realia However, a Great Work costs at least
can provide clues when a magus lacks Information 100 Mythic Pounds to build, or a simi-
the physical object required for Intellego lar investment of magical resources. The
spells. A magus wanting to know the type The book is the cheapest, most con- Work cannot have a quality bonus for
of the butterfly that attended the faerie venient way for magi to distribute text to scribing, binding, or illumination. On
queen who stole his apprentice, where students. Other alternatives are sometimes the other hand, it gains triple the nor-
it lives, and what it eats, can compare it favored because the creator has a magical mal bonus from resonant materials and
to a collection of realia, for example, and affinity that suits a different material, or clarification. Opening a Great Work for
question the collection’s keeper. A suit- because the material chosen is highly enchantment often requires more pawns
able collection of realia adds up to +1 on resonant with the text. of vis than a magus can handle, however.
a research roll. Covenants purchasing Great Works
There are many collections of realia pay the Build Points for a book of equiva-
because many magi collect objects related Alternatives to Books lent level and quality. Troupes might,
to their Arts and interests as a form of alternatively, prefer to select one as an
recreation. Some covenants have exten- There are so many alternatives to Edifice Boon.
sive realia collections that are composed parchment that comprehensive notes can-
of objects taken as trophies by magicians not be given for all of them. Alternatives
exploring and fighting on behalf of the to parchment are treated, for study pur-
covenant. These realia collections are poses, as if they were books. A mirror that Knowledge
often accessible to others, since part of displays writing, for example, is treated as
their purpose is display. if it were a book. Their quality scores vary Knowledge-based libraries use the
Collectors of realia tend to be aware on the same scale, although most works teaching rules rather than the book study
of others with similar collections, and their using alternative materials contain highly rules. They are purchased using the cov-
interactions vary from hostility, through resonant substances, allow the magus to enant creation guidelines for teachers. An
envy, to congeniality. The objects of act as a scribe-artisan, or both. example of a knowledge-based library is
collection seems not to influence the found at the Cave of Twisting Shadows ,
relationships of collectors: the Order’s where the ghosts of Criamon magi teach
collectors of rare gemstones tend to be Great Works visitors their Arts. Spirits, demons, faeries
deeply suspicious of each other, while the who learned them from humans, familiars
Order’s physical necromancers, who col- Great works are learning experiences that outlived their masters, and — accord-
lect bones, parasites, and preserved organs created as an alternative to reading a ing to myth — angels can also teach the
with interesting diseases, meet regularly at book. If considered solely for their edu- Arts in this way.
symposia and socialize. cational value, their construction is too
A realia collection is studied as a expensive to justify compared to copying
tractatus. The number of unique and books. Great Works are, however, beauti-
highly informative pieces in the collec- ful structures that embody the values of
tion determines its quality score. A single, their creators, so they also serve com-
quintessential object can be studied as a memorative and aesthetic functions.

102
Chapter Eight

Sanctum
Hermetic magi require personal space inside. The magus’s chief servant sleeps choose not to add these new elements of
in which to pursue their Arts and interests. in this room. This might be a shield grog, their suite to the legal sanctum. A maga’s
The Code allows for this by recognizing but is often a favored domestic attendant. bathing room or scriptorium might be
that a magus may have a sanctum, a place Autumn covenants, and particularly in her sanctum, since each requires only
of contemplation where he cannot be sumptuous Summer ones, cultivate larger the apprentice as a laborer, but a per-
disturbed. The covenant is the magus’s sanctums as the magi develop idiosyn- sonal kitchen, with its many scullions and
home, but the sanctum comprises the cratic requirements, and find wealth to cooks, usually lies near the guest room,
private place where the magus can act indulge them. Magi with large familiars outside the legally-defined sanctum. This
without censure. draw their friends’ lodgings into their cluster of rooms for servants and guests is
The Code makes several provisions sancta, so stables, mews, kennels, and even called the maga’s antechambers.
regarding sancta. The owner may slay a portions of the moat are sometimes added
magus trespassing in a sanctum without to the suite. Methods for the familiar, or
penalty. A sanctum must be clearly marked the shapeshifted magus, to enter and leave
with a design of square, circle, and diago- the building are added, if required.
nal lines, and with the name of the magus
who claims it. A magus may have only one
sanctum at a time, and in some Tribunals
Public facilities are often duplicated
for each magus, although some magi Defending the
may not change his sanctum more than a
certain number of times per year. Sanctum
Many magi have protective enchant-
ments of their sancta. Most have a ward
that prevents casual visits by those who
Common Types might accidentally damage the magus’s
experiments, for example curious coven-
folk. Many others have spells that kill
of Sancta intruders. Seen objectively, these are
often excessive. Any intruder facing these
enchantments must already have passed
The simplest sanctum, found in Spring through the covenant’s fortifications and
covenants, is a bedroom, with space for Aegis of the Hearth. The person most like-
keepsakes and treasure. Even at this simple ly to be killed by complicated sanctum
level of development, many covenants defenses is the magus’s own apprentice.
provide a separate building for each magus. Traps are, however, common in those
Wooden cottages are common. As cov- covenants where amicability within the
enants develop, it is usual for each magus council of magi has broken down. Some
to acquire a personal laboratory, and to magi employ them in the defense of their
replace his wooden buildings with stone. keep, their place of final refuge in siege.
Many Summer covenants contain
sancta in their mural towers. Commonly,
the lowest and highest levels are given
over to crossbowmen, and the middle two Mundane Defenses
levels are set aside for a laboratory and a
bedroom. The magus’s familiar shares his Most sancta have doors, bolts, locks,
bedroom, in many cases. The apprentice and the other accouterments of mundane
might rest in either space. Many magi security. The only function of these is to
have a meeting room placed just outside cause mundane intruders to make sufficient
their sanctum, so that they can greet and noise, chopping through the door with an
entertain visitors without bringing them axe, that a guard notices. Any intruder

103
Covenants

Ring and Circle Ward Examples Apprentices: A


Ward Against the Curious laboratories, around heat sources that Security Problem
Scullion could tip or spill. It is also popular around
ReCo 10 grain stores. The fine dust that is found The pass methods for magical
R: Touch, D: Ring, T: Circle wherever people store flour is highly traps are less secure if known by an
This spell creates a circle that flammable, and many magi use this spell apprentice, so many magi find ways
humans lacking Magic Resistance can- to quarantine areas in mills and granaries for the apprentice to avoid trigger-
not cross. The spell gently pushes the from the fires that are used in other parts ing the wards without any conscious
target away from the ring. It is used to of the buildings. Hermetic librarians use effort. Some magi, for example, key
bar entry in many Hermetic sancta. this spell far more than is necessary: their effects to a distinguishing physi-
This spell has an alternate name, in one covenant, for example, the drip cal feature that both share. A few have
Tytalus’s Prison, which comes from a catcher on every candleholder has a circle their apprentices carry an object at
story, possibly apocryphal, from the for this spell etched into its surface. all times, but do not tell them what
life of the Founder Tytalus. It suggests This spell sometimes encloses an it is about the object that prevents
that in the early years of the Order, he entire laboratory, but is of limited useful- the activation of the wards, or even
cast down a wizard living as a feudal ness in that application. The fires caused that this is the object’s function. Some
lord in the Rhineland, in part by trap- by laboratory accidents are often magi- alter the apprentice in a minor way,
ping his mustered army inside a ring cally powerful enough to overcome this and then destroy the memory of that
placed about the army camp. Members ward, or hot enough to burn through the alteration. One archmagus was deeply
of House Tremere claim a similar feat wooden boards used as floors and ceil- concerned to find a small tattoo on his
for one of their early archimagi. Their ings in many covenants. The spell does scalp, exposed by receding hair, and
story seems more likely because he was keep fires bottled, but this makes them was only mollified when he discovered
a vallationist, a builder of magical walls, more intense, until they burn through similar tattoos on the heads of the
which explains why the army was not their supply of fuel and air. other magi who had shared the same
able to deface the ring and escape. It (Base 4, +1 Touch, +2 Ring) master. Some magi cannot be bothered
is possible that this is a trick of Guorna with all of this, and refuse to allow
the Fetid’s, which both magi knew. The Ward Against Mundane Intrusions their apprentices to cross their wards
second name also hints at an alternative Rego Ignem 35 except in their presence.
use of the spell in a magus’s sanctum: to Req: Corpus, Animal, Aquam, Familiars and spouses create similar
imprison an apprentice inside. Herbam security problems, which are typically
(Base 3 [move “away”], +1 Touch, R: Touch, D: Ring, T: Circle solved in many of the same ways.
+2 Ring) This spell conglomerates other
wards into a single working. It holds at which the magus is strong is likely to be
Ward Against Flame bay many of the things likely to damage surprised.
ReIg 15 Hermetic sancta: flame, excessive light, Other magi make their own items.
R: Touch, D: Ring, T: Circle thieves, pests, moisture, and mildew. These usually have small effects, but tre-
This spell creates a circle that mun- (As Ward Against Flame, +4 requi- mendous Penetration bonuses. Their mak-
dane fires cannot cross. It is used, in many sites) ers assume that a creature or person who
has penetrated the covenant’s Aegis of the
Hearth, the curtain walls, the mundane bars
dependent on mundane tools would not against mundane things, like people, pests to entry, and the sanctum’s wards is likely
be able to cross even the simplest of and fire, are easy to create and cost no to have formidable Magical Resistance.
wards, so the door is an alternative to the vis. Circle wards at entrances, unlike These items can often be taken from the
sort of ward that many apprentices could spells cast on the Room Targets, do not sanctum and used to defend the walls dur-
create. The door does, however, have a warp the residents of the warded space. ing sieges.
legal use: it defines where in a passageway Defacing the circle can destroy ring and Many magi layer their effects, so
the sanctum begins. circle wards, so durable circles are carved that they minimize the harm caused to
Some members of the Order use into stone, or made of metal fastened to intruders. A typical layered sanctum has
mundane traps to secure their sanctums. other surfaces. minor wards to keep out mundane ser-
There are two advantages offered by non- vants, a second spell that immobilizes or
magical devices: they cannot be resisted transforms, and finally a fatal spell. The
using the Parma Magica, and they are immobilizing spell allows the magus to
invisible to spells that detect enchant- Magic Items capture and question an intruder, perhaps
ments. Spells that repel mundane weapons giving him to the Quaesitores. There is no
make mundane traps of little use against Sanctum items are highly individual, requirement in Hermetic law that intrud-
an experienced, prepared magus. since they derive from the array of Arts ers should, by preference, be captured,
and magical foci that Hermetic magi but many magi want to interrogate those
possess. Many magi, who assume their who have trespassed in their sancta.
sancta will be intruded into only rarely,
Ring and Circle Wards purchase charged items from discreet
Verditius magi to use as traps. This has the
The most popular type of sanctum advantage that an intruder who has taken
defense is the ring and circle ward. Wards special precautions against the Forms in

104
Standard Hermetic Laboratory & Sanctum

F Fireplace 10 Spell Circle


L Light Source 11 Bookshelf
P Pillar 12 Writing Desk
13 Bookstand
1 Stair 14 Observatory
2 Privy 15 Orb
3 Meeting Room 16 Astrolabe
4 Sanctum Marker 17 Astronomical Charts
5 Bedroom 18 Wax Tablet
6 Stores 19 Cauldron
7 Water Basin 20 Balance
8 Ornaments and Secimens 21 Ingredients
9 Mirror 22 Refuse Tip

105
Chapter Nine

Laboratories
The laboratories of the magi are right feet of floor space, a ten foot high ceil- alcohol (used as a solvent), and oil; as well
at the very heart of the covenant, its most ing, and sturdy walls and roof to protect as various powders and pastes.
precious areas, where the wizards of the against the elements. The required outfit- Since the creation of (or the study
Order of Hermes carefully stow away tings cost five Mythic Pounds to procure. from) a Laboratory Text is an important
their magic and secrets. The laboratory is It takes someone with a Magic Theory part of the process of lab work, each
usually the innermost part of the sanctum of three or more two seasons of work to lab usually includes a writing desk and
(see Chapter 8: Sanctum) — this chap- set up the lab. After the first season of a bookstand, and has a stock of writing
ter only discusses the laboratory itself, setup (requiring three of the five pounds), materials at hand, including parchments,
although some of the rules also relate there is a functioning lab of sorts, albeit inks, and quills (see Chapter Seven:
more broadly to the sanctum. with the Basic Flaw (see below), giving a Library for more details). For the making
This chapter does not introduce a –3 penalty to all Lab Totals. The second of temporary notes, a wax tablet and a
great many extra rules for the tasks one can season (and the remaining two pounds) stylus is employed. The writing (or read-
perform in a laboratory, which are already removes this penalty, giving a functioning ing) area needs to be well lit, usually with
covered in detail in the Laboratory chap- standard laboratory. many candles.
ter of ArM5; rather it presents a whole Note that every one of the require- More precious equipment is often
host of options for personalizing and ments listed above (apart from needing at fashioned of brass, glass, or other unusual
specializing the lab itself. Instead of being least one season, unless the lab is created materials. A retort is a vessel that looks
a sterile and standardized workplace, the with magic) can be violated, and the magus like a sphere with a long, thin nose. They
lab now comes alive with a flavor and still obtains a functioning lab. However, are used to distill liquids: the sphere is
sometimes even a personality of its own, such a laboratory is non-standard, and heated, and some of the liquid boils off
becoming just as individual and unique as has some penalties (Flaws), which are into vapor, condensing in the nose tube.
its owner. detailed below. In particular, although a Glass containers, such as beakers and
Magic Theory score is required, someone flasks, are used for measuring or heating,
with a Magic Theory of less than three although they are prone to shatter when
can still set up a lab. However, such a lab heated. Stills are used to help purify liquid
The Standard Hermetic starts with a negative Refinement score mixtures. Here, a large network of glass
Laboratory (see below), meaning that it automatically
acquires one or more Flaws.
or metal tubing is used to cool the vapor
so that it condenses again. One of the
simplest types is an alembic, consisting of
Although the labs of Hermetic magi two retorts connected by a tube. A large
(especially more elderly magi) do vary brass or copper cauldron is often used to
considerably, there is nevertheless a com- Laboratory Equipment heat or mix large quantities of materials.
monly accepted notion of what consti- In order to measure the positions of
tutes a “standard laboratory.” While they There are several types of mundane the stars, most labs contain at least one
may find themselves bewildered upon equipment that are found in a standard astronomical device, the most common
entering the highly personalized lab of an laboratory. Heating sources — including of which is the astrolabe, a circular tool
archmagus or an exotic wizard, for exam- candles, lamps, and braziers — are used bearing a depiction of the heavens, with a
ple, all magi find themselves familiar with when the maga needs to distill or calcine rotating arm. More sophisticated devices
and at home in a standard Hermetic labo- a compound. Receptacles such as pots, include armillary spheres.
ratory. Indeed, freshly Gauntleted magi bowls, and crucibles may be made from
usually start out with just such a standard pottery, stone, or metal. Storage containers
lab of their own. Only after a number of are also a must, and include bags, baskets,
years and decades of lab improvement boxes, jars, and sealed pots. Other basic Physical Arrangement
does the lab gradually deviate from the equipment includes spatulas or spoons to
norm, according to the personalization measure out and stir compounds, weigh- The main chamber of the laboratory
rules below. ing scales, tongs to move heated contain- usually consists of a number of distinct
The basic physical requirements for ers, and tables. Basic ingredients include areas, although at least half of the floor
a standard Hermetic laboratory are as fol- sand; charcoal; a small quantity of silver; space should be broad and open, unen-
lows: a single chamber, with 500 square numerous liquids including water, distilled cumbered by architectural features such

106
Covenants
as supports or pillars. The entrance of the be well lit, well heated, sanitary, and well focus relates to the central purpose of the
lab is often its grandest feature, advertis- furnished, and its owner needs to be fed lab. For example, a Verditius metalsmith
ing the presumed magnificence within to regularly. The unfortunate owner of an may have a large forge as his centerpiece.
others. It is where the owner of the lab uncomfortable lab may well find that his
commonly places his sanctum marker. work suffers because of it.
One well-lit area is devoted to reading Sympathy: The magical law of sym-
and writing. In another place might be pathy plays a role in the lab, just as it Life in the Laboratory
arranged one or more stills and delicate does in the creation of books (see Chapter
glassware, where precise alchemical work 7: Library, Resonances). It is therefore Hermetic lab work is time-consum-
is undertaken. A cauldron and bigger con- advantageous if the outfittings and ingre- ing and demanding, and it inevitably
tainers, for larger, more robust work, may dients of the lab relate to the magics being takes its toll on a magus. Some few magi
be nearby. One area is usually cleared of performed. For example, an underground manage to lead fairly normal lives at the
most equipment and is set aside for the chamber with many specimens of crystal same time as undertaking lab work, while
casting of spells, for which empty space is beneficial for lab work with the Art of others, the archetypal “lab-rats,” retreat
is needed. In another area, the magus may Terram. For this reason, it is often easy almost completely to their laboratories for
wish to sit and tinker with devices such to guess at the magical proclivities of a entire seasons with the barest minimum of
as astrolabes, usually by a window or sky- magus from the appearance and outfit- outside interaction. Most magi fall some-
light. In one secure corner of the lab are tings of his lab. where between these two extremes. Since
usually placed the stores, where vis and lab work can be highly engrossing, it is
other precious ingredients are kept. Some very easy for magi to fall into the antiso-
magi even sleep in their labs, in which cial habits of lab-rats.
case a portion is reserved for a bed and The standard lab routine assumes
other furniture. However, it is more usual that a magus works in the lab for ten hours
for a magus to have separate living quar- a day, six days a week. On work days, this
ters, which are often nearby or adjacent to leaves precious little time — only a couple
the main lab chamber. Lastly, there may of hours — for other activities, apart from
be areas or antechambers set aside for eating and sleeping. On his rest day, a
either an apprentice or a familiar. magus might engage in the writing of
letters or diaries, socializing, attending to
household tasks, engaging in noble pas-
Quality: Since Hermetic magic often times such as hunting, worshiping (if he is
The Principles of deals with things in their perfect form, or religious), or simply relaxing or meditat-
Labwork in an idealized state, it follows that the
Hermetic magus tries to work with equip-
ing. Occasionally, important lab tasks that
cannot be interrupted require a magus to
ment and ingredients that are as perfect skip one or more rest days, so that he
The functioning of a Hermetic labo- as possible. He therefore demands the will have about ten rest days in total in
ratory can be illustrated by listing seven highest standards of craftsmanship in his a typical season. Up to ten work days
main principles or factors that play a key tools and requires the most precious and can be missed in a season (in any order)
role. expensive ingredients that the funds of his without penalty, provided that the lost
Experimentation: The experimental covenant will allow. Purely from a practi- time is made up by working on rest days.
premise is crucial to labwork. There is of cal standpoint, delicate equipment that However, a magus who is absent from his
course a need to try things out — magic is of a higher quality is also less prone to lab for more than ten days in a season suf-
cannot be studied or effects learned with- breakage and error. fers the penalties to his Lab Total given in
out actually performing magic. This is a Extent: A larger lab, with more ArM5, page 103.
process of trial and error, and involves extensive contents, is generally desirable.
consuming ingredients, replacing broken With more space, there may be a greater
equipment, and so on. While there is variety of tools, ingredients, and speci- Non-Standard Laboratory
an element of experimentation in all lab mens at hand — all of these things lead to Routines
work, this principle is applied especially more possibilities and fewer limitations.
when using the Experimentation rules (see A greater quantity of equipment also Some magi work longer hours than
ArM5, page 109) or when studying Arts allows for some tools that are more highly normal, or at odd times of the day or
from raw vis. specialized. However, large labs are also night, as well as sacrificing rest days, in
Documentation: Laboratory Texts more complex and thus require more an effort to make their seasons in the
are usually either produced or studied skilled magi to construct them safely. lab more productive. While this does
during a season of lab work. A maga Focus: Most labs have some kind of provide some benefit (a small bonus to
writes things down principally so that she center, which is usually where the maga’s that season’s Lab Total), there are also a
has a record of her own work, and thus time and efforts are most concentrated. host of disadvantages. For example, tired-
does not need to rely on her own memory, Although she naturally roams her whole ness due to overwork may make a magus
but also to allow others to learn from and lab, this focal area is often the one where more prone to accidents, and there may
duplicate her efforts. This aspect of lab she spends the bulk of her time, or where be adverse effects on his health. Staying
work naturally involves the consumption the most important tasks are undertaken. in the lab for too long can also cause
of candles, parchment, and inks. Not all labs need a focus, but it is very Warping.
Comfort: It is difficult to concentrate common for specialized labs to have a If a magus decides to work non-stan-
on intricate study if the body’s basic needs central feature or device. Again according dard hours, choose one (or more) of the
are not well catered for — a lab needs to to the law of sympathy, the nature of the following routines each season. He may

107
Covenants
Fatigue level and gains one extra botch
die on all activities for the day. She will
likely not appreciate being woken up in
daylight hours. This routine is commonly
taken by characters with the Nocturnal
Personality Flaw.
Addled: The maga works an average
of two extra hours per day in the lab, and
may take at most five rest days in the sea-
son. Due to the extra hours worked, she
gains +3 to the Lab Total for the season.
She has devised some eccentric means
of avoiding fatigue from this extra work,
such as smoking magical herbs, drink-
ing faerie wine, casting spells on herself,
or perhaps just working herself up into
a frenzy. This has the following nega-
tive effects: for every two such seasons,
gain one Warping Point and three extra
botch dice on all activities for the season
(including lab activities).
A maga working under these condi-
tions is also likely to become dependent
on whatever drugs she consumes or mag-
ics she works, and to become known as
not being safe to be around. As soon as
she stops using this lab routine, she must
recover from her excesses by making a
Stamina – Addicted Personality Trait roll
against an Ease Factor of three times the
number of consecutive Addled seasons. If
this roll fails, she suffers adverse effects
for the following season. For every point
by which the roll fails, subtract one from
her Lab Total (if working in the lab). For
combine mul- day. There every five points by which the roll fails,
tiple routines (for example, are no special routines for this — for or fraction thereof, subtract one from her
Nocturnal, Addled, and Overtime), each hour fewer, she simply loses 10% of Advancement Total (if studying), and she
except that the three Overtime routines her Lab Total or Advancement Total for loses a Long-Term Fatigue level for the
may not be combined with each other, the season. whole season. If the roll fails by more than
and Early Riser may not be combined Early Riser: A “lark,” the maga’s daily 20 points, she spends the entire season
with Nocturnal. When more than one cycle is a couple of hours earlier than most debilitated (at the Dazed Fatigue level),
routine is taken, the effects of each are folk, and she usually rises before dawn. and can do no useful work.
cumulative. Any penalties to the Living This allows her to fit in a little extra lab For example, Carolus undergoes four
Conditions modifier from any given rou- time in the quiet early hours — gain +1 consecutive Addled seasons during which
tine only apply once in a year. For exam- to the Lab Total for the season. However, he smokes faerie herbs. At the end of the
ple, for a year in which the Nocturnal she becomes tired as soon as dusk falls, four seasons, he has gained two Warping
and Overtime routines are taken in all at which point she loses a Long-Term Points, and the storyguide decides to
four seasons, the total adjustment to the Fatigue level and gains one extra botch increase his Addicted Personality Trait to
Living Conditions modifier would be –2 die on all activities for the night. Since +2. His Stamina is +1. Carolus’s player
(–1 from each routine). For a character this is her bedtime, she likely resents rolls a six, for a total of five, missing
less than 35 years old, any penalty to the being disturbed or woken up thereafter. the required Ease Factor of 12 by seven
Living Conditions modifier also requires Nocturnal: An “owl,” the maga’s daily points. Thus, Carolus must spend the next
her to make an Aging roll at the end of the cycle is the opposite of most folk — she season at the Weary Fatigue level, and he
year. Fatigue penalties do not apply to Lab works at night and sleeps during the day. suffers either –7 to his Lab Total, or –2 to
Totals. Magi who regularly employ non- This has the advantage that the night his Advancement Total for that season.
standard routines generally acquire rel- is quieter and presents fewer distrac- Overtime: The maga works an aver-
evant Personality Traits and Reputations, tions — gain +2 to the Lab Total for age of two extra hours per day in the lab,
at the discretion of the storyguide. If a the season. Due to lack of sunlight and and may take at most five rest days in the
magus’s routine is disrupted (for example, daylight living, however, she suffers a –1 season. Due to the extra hours worked,
he is absent from his lab for longer than penalty to her Living Conditions modifier she gains +3 to the Lab Total for the
the routine allows), he loses the Lab Total for any year in which she has taken at season. Due to fatigue and isolation, she
bonus, but still suffers the penalties. least one Nocturnal season. She also has suffers the following negative effects: –1
A maga may also choose to work trouble functioning during the daytime; to her Living Conditions modifier for any
fewer than the standard ten hours per when dawn breaks, she loses a Long-Term year in which she has taken at least one

108
Covenants
Overtime season; for every four such personal habits and magical specialties
seasons, she gains one Warping Point; she of a maga. A long-established laboratory Second Laboratories
suffers –3 to Wound Recovery rolls for the tells a great deal about its owner, in its
season; she spends the entire season at the features and outfittings, as well as in its
Winded Fatigue level or below; and she cleanliness and orderliness. The vast majority of magi have
rolls one extra botch die on all activities The following sections introduce only one laboratory. The expense and
for the season (including lab activities). new statistics for laboratories : they effort of maintaining a second lab is
Double Overtime: The maga works have Characteristics, Virtues and Flaws, usually not worthwhile, and most magi
an average of four extra hours per day in Specializations (which are analogous to prefer to have one really good lab,
the lab, and may take at most two rest Abilities for human characters), and pos- rather than two mediocre ones. Also,
days in the season. Due to the extra hours sibly also Personality Traits. the Peripheral Code only allows a
worked, she gains +6 to the Lab Total for Each laboratory is characterized by magus to maintain one sanctum, which
the season. Due to fatigue and isolation, a set of eight Characteristics, with a stan- means that a magus with two labs will
she suffers the following negative effects: dard (default) lab starting with scores of only have one that is legally protected,
–2 to her Living Conditions modifier 0 in each. Unlike human Characteristics, unless both labs are sufficiently close
and an extra Aging roll for any year in however, these values are relatively easy together so as to fit inside the same
which she has taken at least one Double to change. Labs with a positive Warping sanctum.
Overtime season; for every two such sea- Characteristic also have one or more Nevertheless, some elderly and
sons, she gains one Warping Point; she Personality Traits. Each lab may also rich magi do maintain second labora-
suffers –6 to Wound Recovery rolls for have a number of Virtues and Flaws, tories. This might be to cater to several
the season; she spends the entire season at which may be Major (worth three points), conflicting preferences, because the
the Weary Fatigue level or below; and she Minor (worth one point), or Free (worth magus regularly travels to some remote
rolls two extra botch die on all activities 0 points), just as for human characters. location, or out of sheer vanity. It is
for the season (including lab activities). Certain Virtues and Flaws may grant a somewhat common for covenants to
Triple Overtime: The maga works lab a small number of Specializations. A maintain some additional labs, either
an average of six extra hours per day in Specialization adds its score to any Lab for communal work, for guests, or for
the lab, and may not take any rest days at Total with a particular Art or type of the extraction of vis from some remote
all in the season. Due to the extra hours activity. For example, a lab might have the magical aura. It should also be noted
worked, she gains +9 to the Lab Total for Specializations “Spells 1” and “Creo 2.” that a laboratory must occupy a single
the season. Due to fatigue and isolation, chamber. Installing lab equipment onto
she suffers the following negative effects: two separate floors of a tower, for
–3 to her Living Conditions modifier for example, counts as two separate labs.
any year in which she has taken at least Laboratory
Size
one Triple Overtime season; for every
such season, she makes an extra Aging Characteristics
roll and gains one Warping Point; she suf- Size specifies broadly how much
fers –9 to Wound Recovery rolls for the The eight Laboratory Characteristics floor space is provided by the physical
season; she spends the entire season at the are as follows: Size, Refinement, General structure of the laboratory. The larger the
Tired Fatigue level or below; and she rolls Quality, Upkeep, Safety, Warping, laboratory is, the more benefits (Virtues)
three extra botch die on all activities for Health, and Aesthetics. it can accommodate. Thus, each point of
the season (including lab activities). Apart from Warping, which cannot Size adds to the maximum permitted sum
be negative, each Characteristic may be of Virtue points minus Flaw points (see
positive, negative, or zero. A standard lab Virtues and Flaws, below).
starts with all Characteristics at zero. It is sometimes necessary to use the
To determine the Characteristics of occupied Size, which might be less than
Laboratory a non-standard laboratory, proceed as
follows:
the Size. More often than not, the labora-
tory is filled to capacity (there is no more
room for extra points of Virtues), in which
Personalization 1. Select the Size and Refinement scores
according to the descriptions of these
case the occupied Size is simply equal
to the Size. However, if the lab space is

Rules Characteristics below. not fully used, then the occupied Size
2. Set the Safety to be equal to the is equal to the Size minus the number
Refinement. If the occupied Size (see of free points available for new Virtues.
below) is greater than zero, subtract (This is exactly the same as the number of
After settling in to her standard and it from the Safety. Set the scores of points of Virtues minus Flaws, minus the
average laboratory, a young maga sooner the remaining five Characteristics to Refinement.) For example, a lab with Size
or later starts to consider the possibili- zero. +4 and Refinement 0, and two points of
ties of adding a little personal touch and 3. For each of the lab’s Virtues and Virtues minus Flaws, has an occupied Size
flavor to her workspace. Doing so helps Flaws, apply any adjustments to the of +2. In this case, the occupied Size is
her to feel a greater sense of identity and Characteristics that they specify. given in parentheses, so for this example,
comfort with her own lab, but perhaps the Size would be written as “+4 (+2).”
more importantly, the lab also becomes Despite the extra Virtues that they
more effective in her preferred areas of may accommodate, most magi do not
research. Needless to say, labs usually opt to have a significantly above-average
grow to become colored according to the

109
Covenants
by one, the net Safety increase is either
Size and Refinement Refinement one point (if the new occupied Size is
negative) or two points (otherwise).
Summary Refinement is a measure of the exper- For example, Darius (when he has a
tise and time taken to assemble the con- Magic Theory of 4) spends a season to
Limit of Virtuepoints minus Flaw tents of the lab efficaciously. The more increase the Refinement of his standard
points: experienced a maga is, the more efficient- laboratory (with all Characteristics equal
Size + Refinement ly she can make use of the available space. to zero, and no Virtues or Flaws) to +1.
Just like Size, therefore, each point of This causes the occupied Size to drop to
Occupied Size: Refinement adds to the maximum permit- –1 and the Safety to increase to +1. There
current Virtue points minus Flaw ted number of Virtue points minus Flaw is now free space for one Minor Virtue.
points – Refinement points (see Virtues and Flaws, below). If, in the next season, he installs such a
Highly-refined labs can thus either be Virtue, the occupied Size returns to 0, and
Base Safety of lab: smaller than normal, without needing to the Safety stays at +1. Later on, he has
Refinement – occupied Size (if suffer Flaws, or permit more points of an extension to the chamber constructed,
greater than zero) Virtues than would otherwise be possible. increasing its Size to +1 (0) and allowing
A freshly assembled lab starts with a space for one more Minor Virtue. When
sized lab. This is because labs with posi- Refinement score of 0, unless the assem- he spends a further season to install such
tive Size have two drawbacks. bler has a Magic Theory of less than 3, in a Virtue, the occupied Size increases to
Firstly, the more a laboratory is which case its Refinement score is equal +1 and the Safety thus drops to 0. Later
expanded, the more unmanageable and to her Magic Theory – 3. However, for still (when Darius has increased his Magic
dangerous it becomes — it becomes hard- a maga with a Magic Theory of more Theory to 5) he spends a further season
er to oversee it all, and it takes longer to than 3, the starting Refinement score is to increase the Refinement to +2. This
get around it. Magi can only cope with always 0, no matter how high her Magic causes the occupied Size to drop to 0 and
a certain extent of equipment and out- Theory. the Safety to increase to +2. When he
fittings before they begin to lose track The rules for increasing a lab’s spends another season to install his third
of it all. For this reason, and as stated Refinement are quite straightforward: A Minor Virtue, the occupied Size returns to
above, the occupied Size (if positive) maga must be familiar with the lab in +1, and the Safety drops to +1.
subtracts from the lab’s base Safety. (Since question (as a rule of thumb, she must
Refinement has the opposite effect, how- have have worked in the lab for a number
ever, this penalty may be offset by taking of years equal to the existing Refinement General Quality
a Refinement at least as high as the Size.) score) and have a Magic Theory equal to
There is no Safety benefit to an occupied at least the desired Refinement score, plus General Quality is simply an overall
Size less than zero. 3. Increasing the Refinement by one point measure of the effectiveness of the lab
Secondly, it looks slightly ridiculous takes a season of work, during which time in all areas. General Quality adds to all
if a chamber is far larger than it needs the lab’s contents are optimized and rear- Lab Totals. This bonus (or penalty, if the
to be to accommodate a laboratory. It is ranged. For example, a maga with a Magic General Quality is negative) applies in
not aesthetically pleasing if, for example, Theory of 5 and a lab with a Refinement addition to any other Lab Total adjust-
all of a magus’s furniture and equipment 0 can spend one season to increase the ments (such as from Specializations). This
squats in the middle of a much larger Refinement to +1, and a further season to Characteristic has no effect on teaching
room, surrounded by an echo chamber of increase it to +2. or the scribing of texts.
unused space which merely gathers dust Such a season of work also gives a
and cobwebs. For this reason, for every chance to gain the Highly Organized and
full two points by which the Size exceeds Spotless Virtues, or to gain or lose the Upkeep
the occupied Size, you should take the Hidden Defect Flaw. Make an Intelligence
Empty Flaw. For example, a lab with Size + Magic Theory stress roll. If this meets Upkeep specifies the monetary cost
+5 (0) should take the Empty Flaw twice. an Ease Factor of 12, Highly Organized is of building and maintaining the lab. For
gained. If this also meets an Ease Factor of example, a lab with priceless ingredients
Size Square feet 15, then any existing Hidden Defect Flaw may have a better General Quality, but it
–3 100 may be spotted and corrected (the Flaw is also more expensive to maintain. A lab
is removed). However, if the roll results with an Upkeep of zero costs five pounds
–2 200 in a botch, the Hidden Defect Flaw is to build and one pound per typical year
–1 350 gained. If you wish, you may also make a of use to maintain. See Chapter 5: Wealth
0 500 Tidy (or other relevant Personality Trait) and Poverty, Expenditure for the costs of
+1 650 roll against an Ease Factor of 9. If this suc- labs with other Upkeep scores.
+2 800 ceeds, the Spotless Virtue is gained. See There may be insufficient money
below for the effects of these two Virtues to maintain a lab at its current Upkeep.
+3 1000
and the Hidden Defect Flaw. In this case, after two seasons of use
+4 1250 Whenever the Refinement score with neglected maintenance, a new Flaw
+5 1500 increases by one, the occupied Size is gained automatically (or an existing
decreases by one, since one extra point Virtue lost), which reduces the Upkeep.
A lab cannot be smaller than Size –3. has been made available for Virtues. Since This may need to be repeated (after
However, there is no upper limit; for each the base Safety of a lab is equal to another two seasons) until the Upkeep
additional 500 square feet beyond 1500, Refinement – occupied Size (if positive), drops to an affordable level. For example,
add a further +1 to Size. whenever the Refinement score increases Semita Errabunda experiences a tempo-

110
Covenants
rary financial crisis, and can only afford in his laboratory, which has a Safety of
to spend one pound per year on Darius’s –2. Helvius’s player rolls a simple die, Health
Upkeep +2 laboratory (which normally getting a one, which is less than or equal
needs three pounds per year). After two to two, so there is a chance of suffering a The environment of a laboratory
seasons, the lab gains a Flaw, which reduc- lab botch. He then rolls for botch with might be either beneficial or detrimental
es the Upkeep to +1, and after a further two botch dice (the base number of none to the health of its owner. A lab with a
two seasons, another Flaw, taking the for this activity, plus two for the Safety positive Health score might be especially
Upkeep to 0. score). One of the dice comes up zero, snug, comfortable, or clean, whereas a
If a new Virtue or Flaw (or its remov- for a lab accident. Helvius’ player groans lab with a negative Health might be
al) results in an increase to Upkeep, then at his misfortune and makes a roll on drafty, awkward to get around, or bear
the difference between the old and new the Disaster chart. He rolls a five; with a foul stench. The Health score adds to
build costs (which are one pound per two Helvius’ Perception of 0, and the risk any Wound Recovery rolls for inhabit-
points of the lab; see Chapter 5: Wealth modifier of +2, the result is 7, indicating ants of the lab. Also, half of the Health
and Poverty) must be paid. For example, a threat to the entire covenant! The sto- score (rounded down) adds to the Living
raising a lab’s Upkeep from +2 to +4 (an ryguide decides it is time for the dragon Conditions modifier (used for Aging rolls)
increase of 70 points) costs 35 pounds. who slumbers beneath his lab to begin for inhabitants, provided that they spend
Thereafter, maintenance is paid at the stirring. at least half of the year there. In this way,
new, higher rate. However, if the Upkeep the Living Conditions modifier of a lab
score should drop, there is no refund. (or sanctum) might differ from that of the
Warping covenant as a whole.
For example, the lab of Igor Rastvan
Safety A laboratory with a zero Warping has a Health of +2, giving +1 to the
score produces consistent and predictable Living Conditions modifier. His covenant
The higher the Safety, the lower the results (at least, it does if it isn’t unsafe of Roznov has a base Living Conditions
risk of lab accidents, and vice versa. The and the magus using it doesn’t engage modifier of +2 for magi, therefore, his
Safety score is subtracted from the number in experimentation). A lab with a posi- total Living Conditions modifier is +3.
of botch dice on all lab activities. (Thus, tive Warping score, however, sometimes
a negative Safety results in more botch yields altered or unintended results. For
dice.) Labs with a zero or better Safety are each season of lab work, roll a simple Aesthetics
fairly trustworthy places — there is only die. If the result is less than or equal to
a significant danger of an accident with the Warping score, then the product of Aesthetics is a measure of the impres-
certain categories of lab activities (those that season’s work (be it an item, spell, or siveness, splendor, and luxury of the labo-
requiring a stress roll, such as when using something else) suffers Warping. Warping ratory. While this is mostly a question
experimentation, or when studying from on lab work is not the same as for charac- of personal comfort and preferences,
vis). Labs with a negative Safety, however, ters; instead refer to the Experimentation: the aesthetic quality of a lab may affect
are deemed unsafe. With an unsafe lab, Extraordinary Results chart (see ArM5, the prestige enjoyed by its owner, influ-
there is always the risk of an accident, no page 109). If the outcome of the simple encing her standing amongst her peers.
matter what type of lab work is under- die was odd, roll once for a side effect. The Aesthetics score suggests the typi-
taken. While some magi are prepared If the outcome was even, roll once for cal impression the lab makes on visitors,
to accept the risk of a slightly negative a modified effect. The specifics of the and whether or not it is favorable. For
Safety, such as –1 or –2, only reckless effect should be chosen by the storyguide every point of Aesthetics, either positive
magi are prepared to work repeatedly in a as appropriate for the cause(s) of the or negative, the owner gains five experi-
highly unsafe lab. Warping. For example, an item enchanted ence points in an appropriate Reputation.
For each season of work in an unsafe in an invisible lab might be found to be These points might not all be gained
lab, roll a simple die. (This extra roll is invisible itself, once it is finished and immediately, especially if few people visit
in addition to any others that may be removed from the lab. the laboratory. Sooner or later, however,
made, such as for experimentation or A lab with a positive Warping score rumors will spread , even if they are based
study from vis.) If the result is less than or should also be assigned one or more mostly on speculation, especially among
equal to the absolute value of the Safety Personality Traits, with a total score or the covenfolk.
(in other words, ignore the minus sign), scores equal to the Warping score. For For example, Lutisse has a lab with
there is a chance of suffering a lab botch. example, a lab with a Warping score Aesthetics –2. She gains ten experience
If that happens, roll the usual number of of +1, due to faerie ingredients, might points in her Impoverished Hedge Wizard
botch dice (including the extra dice for gain the Personality Trait Whimsical +1. Reputation.
having a negative Safety). For this roll, These Personality Traits tend to color
you cannot have no botch dice; there is the experience of the lab’s owner and
always a minimum of at least one. In the any other residents or guests, and are
event of a botch, a lab accident is suffered suggestive of suitable Warping effects,
— roll on the Disaster sub-chart of the both for Warping on lab work, and on
Experimentation: Extraordinary Results any character Warping suffered by the
chart (see ArM5, page 109). Add the inhabitant(s). At the storyguide’s discre-
absolute value of the Safety score to the tion, a Personality Trait may be added to
risk modifier, but do not let it exceed +3. a Lab Total for an effect that matches it
For example, Helvius spends a season closely, or subtracted from a Lab Total for
to invent a spell (something that would an opposite effect.
normally be safe, and not require a roll)

111
Covenants

Laboratory Specializations and Appearance


Experimentation: The lab might be contraption, such as an elaborate still, blood, bones, and skin, or even live sub-
equipped with bizarre custom outfittings, and numerous containers for vis. jects. Perhaps it resembles a surgery, with
or have a non-standard configuration Creo: The lab is often brightly lit, the tools of a chirurgeon present.
that appears confusing or even dangerous clean, or contains many growing things. Herbam: Such a lab predictably
to the uninitiated. It is usually a pleasant environment. features plants, either in pots, or grow-
Familiar: Such a lab often resembles Intellego: Such an esoteric lab might ing out of the floor or walls, or the lab
one with a specialization in Animal. It contain many books or astronomical itself might be built of living wood. It
likely features a prominent pen or dwell- devices, as well as viewing objects such may have a smell of foliage, blossom, or
ing for a familiar. as orbs or a scrying pool. wood.
Items: The lab usually resembles a Muto: The lab might appear cha- Ignem: The lab is usually very well
kind of workshop, with a great variety otic or in a state of constant change. heated, with multiple fireplaces or a
of tools, and is likely to be smelly, dirty, Perhaps the owner is continually rear- furnace, or it may be lit by many hun-
or noisy. ranging things. dreds of candles. It may smell of smoke
Longevity Rituals: The lab often Perdo: The lab might be dark or or sulfur.
closely resembles one with a specializa- dirty, possibly containing decaying or Imaginem: The lab may be extrava-
tion in Creo or Corpus. It might feature dead things. It is often an unpleasant gantly decorated, or even partly illu-
a pallet where a live subject can be place. sory. Alternately or additionally, it may
examined. Rego: Such a lab is tidy and give the impression of having some
Spells: This Specialization is not well ordered, with everything neatly other Specialization, since it is not all
usually immediately obvious, as the lab arranged. it seems.
differs in only subtle ways from the Animal: This Specialization is usu- Mentem: Such a lab is often puz-
norm. It may feature a large empty space, ally evident from the lab’s feral smell. It zling and elaborate, and may feature
such as a summoning circle, where spells may contain numerous fauna specimens, esoteric toys or ornate mirrors.
are tested. dead or alive, and the floor may be lit- Terram: The lab is often subterra-
Teaching: The lab is usually com- tered with straw, fur, or droppings. nean, and is usually solidly built, with an
fortable, with a preordained position for Aquam: The lab almost always fea- earthy or mineral smell. Many samples of
both master and pupil, such as a desk tures some kind of water, either still or metals, gems, or crystals may be present.
before a teaching pulpit. flowing, and may be damp. Vim: Such a Specialization is usually
Texts: The lab usually features a Auram: Such a lab is often spacious, hard to spot, as there is no characteris-
prominent desk or bookstand, contains with a high ceiling, and might feature a tic appearance, apart perhaps from an
a wide variety of writing materials, and window or balcony, or even be exposed increased overall complexity.
is well lit. to the elements.
Vis Extraction: Such a lab often fea- Corpus: The lab might contain
tures some kind of measuring or refining human corpses and body parts, such as

Laboratory Art. The following is a list of possible


activity Specializations.
spell with the benefit of a Lab Text, as
well as to Lab Totals for translating Lab
Specializations Experimentation: The value of the Texts. For every full three points of this
Specialization adds to all Lab Totals when Specialization, the lab’s user may also
experimenting (see ArM5, page 107). add one to her Profession: Scribe score
Laboratories that have Specializations Familiar: The value of the whenever copying Lab Texts and books,
are particularly well suited to one or more Specialization adds to all Lab Totals when and one to her relevant Language Ability
types of lab work or to certain Arts, pro- binding or enchanting a familiar. when writing Lab Texts and books.
viding a bonus (in almost all cases, to the Items: The value of the Specialization Vis Extraction: The value of the
Lab Total) equal to their value. These adds to all Lab Totals when enchanting Specialization adds to the Lab Total for
benefits arise, either by design or by acci- items and when investigating enchanted vis extraction.
dent, from certain properties of the lab items. Specializations are gained due to
and its outfittings, according to the law of Longevity Rituals: The value of the Virtues (most notably Features and Magic
sympathy. For example, a brightly lit lab Specialization adds to all Lab Totals when Items) and sometimes also due to Flaws.
is more suited to Imaginem, a lab with a creating a Longevity Ritual. Therefore, to determine the Specializations
water feature is suited to Aquam, and a lab Spells: The value of the Specialization of a magus’s lab (if any), simply total up
with caged slaves is suited to Corpus. adds to all Lab Totals when inventing a the Specializations described by each
A lab can have at most two activ- spell. of its Virtues and Flaws. (Note that for
ity Specializations, plus four Art Teaching: The value of the some of them, you are able to choose
Specializations (at most two of which Specialization adds to all training and the Specialization). If you find that the
can be Techniques). Bonuses to Lab teaching source qualities, whenever train- laboratory has more than the allowed
Totals from all applicable Specializations ing or teaching is performed in the lab. number of Specializations, you must drop
are cumulative. The value of an Art However, this can provide a bonus of at one or more of them. You do not need
Specialization adds to any Lab Total (but most three points. to drop any Virtues or Flaws; just choose
not Advancement Total) involving that Texts: The value of the Specialization which Specializations you least want, and
adds to all Lab Totals when inventing a strike them out. Once made, however,

112
Covenants
the choice of dropped Specializations either first spend a season to increase For example, a lab might start out with
is fixed — you can only change it when the Refinement to +1 (requiring a Magic Size –1, Refinement 0, and the Cramped
the magus undertakes a season of work to Theory of 4), accept a Flaw to balance Flaw. With a Magic Theory of 4, one sea-
improve the Refinement of the lab. the Virtue, somehow increase the physical son of work will suffice both to increase
space of the existing lab, or move into a the Refinement to +1 and eliminate the
bigger lab. Free Virtues have no point cost Cramped Flaw.
and are thus not restricted in this way.
Laboratory Virtues and Virtues are not simply chosen and
Flaws gained automatically — there may be
a cost in time, money, or vis, and there Structure Virtues and
Just as for characters, Virtues for labs
may be additional specific requirements
(see the list below). As a general rule, it Flaws
reflect some kind of merit, improvement, takes one season of work to gain a Minor
or advantage, whereas Flaws reflect a Virtue, and two seasons to gain a Major These Virtues and Flaws are due to
drawback, deficiency, or story opportu- Virtue. This time is occupied with con- the physical structure and basic arrange-
nity. The most important rule to bear in structing or installing the improvement. ment of the laboratory, and its location.
mind is that the number of points spent The person doing this work needs to Gaining or losing them usually entails
on Virtues, minus the number of points have a Magic Theory score at least three some kind of construction project on or
spent on Flaws, cannot exceed the Size + points higher than the lab’s Refinement. within the lab, or on the immediate sur-
Refinement of the lab. The sum of these Free Virtues have no space and (usually) roundings.
two Characteristics specifies the overall no seasonal construction requirement.
available space for the installment of They may be gained in a day or so, if the
improvements. Virtues with a point cost relevant materials are procured, or if the Major Structure Virtues
take up a certain amount of space, where- relevant circumstances are satisfied.
as Flaws with a point cost free up space, Sometimes, a magus might wish to Greater Feature*: The lab promi-
or allow the lab to be smaller. Free Virtues remove Virtues. This is not always pos- nently features a unique and extensive
and Flaws make a negligible contribution sible, since some Virtues are due to fun- structure that aids certain types of lab
to space. For example, a lab with a Size of damental properties of the lab (such as its work — see the list of possible Features
+1 and a Refinement of +1 (for a total of physical location) that can not readily be below. +2 Aesthetics; 3 points on appropriate
+2) might have one Major Virtue and one changed. Where it is possible, a Minor or Specialization(s).
Minor Virtue (+4 points) and two Minor Major Virtue can only be removed dur- Natural Environment: A swathe of
Flaws (–2 points) as well as a number of ing a season or more of work to improve natural scenery, such as forest, desert, or
Free Virtues and Flaws. A standard lab of the laboratory (either by increasing the a river, is located in the lab, or the lab is
Size 0 or greater starts with no Virtues and Refinement, or installing a different built in or around it. +2 Aesthetics; 3 points
Flaws, but a lab smaller than the standard, Virtue). For example, a magus can remove among Specializations in Cr, An, Aq, Au, He, Ig,
or less refined, automatically starts with an existing Lesser Feature and replace it or Te, depending upon terrain type.
sufficient points of Flaws to pay for its with a new one, in one season. Where it
negative Size + Refinement. is possible to remove a Free Virtue, it can
Most laboratory Virtues and Flaws usually be done in a day or so. Minor Structure Virtues
can only be taken once — those few that
can be taken multiple times are marked Auspicious Shape: The lab or its
with asterisks in the list below. Two of Flaws building is formed into a magically ben-
these Virtues in particular, Feature and eficial shape, such as a hexagon or penta-
Magic Item, come in a multitude of types Flaws may be chosen, arise due to gram. A circle or square does not count.
and are described in more detail later. The general neglect, or be selected to free up +1 Aesthetics; +1 Vi.
storyguide may always adjust the benefits points of space to balance a new Virtue. Extensive Stores: The lab’s large
of particular Virtues and Flaws as she sees There is no limit on their number and stores mean that it can withstand short-
fit, and is encouraged to devise new ones they take effect immediately. In the event ages better. In the case of a lack of funds,
in consultation with the players. of a lack of funds, you may also be forced the lab can last six seasons before a Flaw
to take a Flaw resulting in a lower Upkeep must be selected to lower the Upkeep,
(see the Upkeep section, above). instead of the usual two. However, a
Virtues Just as for Virtues, some Flaws can one-time payment of a number of pounds
later be removed, whereas others are due equal to the lab’s yearly maintenance cost
A laboratory has free space for one to fundamental properties of the lab, and must be made when this Virtue is added,
or more new Virtues if its current points cannot be altered. If removing a Minor to stock up the stores in the first place.
of Virtues minus points of Flaws is less or Major Flaw, the magus needs to have Vis and dangerous materials can also be
than the Size + Refinement, and thus the sufficient free points of space, since the stored more safely. +2 Safety.
occupied Size is less than the overall Size occupied Size will increase. Where pos- Gallery: The lab is fitted with an
statistic. If there are sufficient points of sible and unless otherwise stated, remov- interior gallery or platform, designed to
free space, a Virtue can be taken without ing a Free or Minor Flaw usually takes allow someone to view the whole of the
a corresponding Flaw. Otherwise, one or one season and removing a Major Flaw lab without disturbing it. +1 Safety, +1
more Flaws must be taken simultaneously takes two seasons. This time is occupied Aesthetics; +1 Teaching.
to balance it. A magus who wishes to with repairing or restoring the faulty Lesser Feature*: The lab features a
install a Virtue (Minor or Major) into a component, but it can be combined with unique structure that aids certain types
standard laboratory thus has four choices: a season spent improving the Refinement. of lab work — see the list of possible

113
Covenants
Idyllic Surroundings: The lab is
Build Point Cost for Starting Laboratories located some way by itself, in a charming
and peaceful location, such as in a beauti-
If using the customized covenant lab is underground, the Subterranean ful vale or garden. +2 Health, +1 Aesthetics; 1
creation rules (see ArM5, page 71), the Flaw should be taken. At the story- point on a Specialization in Cr, An, Aq, He, or Te,
baseline is that there is one standard guide’s option, a small number of Free depending upon terrain type.
laboratory (Size 0, Refinement 0) for Virtues and an equal number of Free Mobile: The entire lab can be readily
each member of the covenant. Extra Flaws may be taken, provided that the moved. For example, it might be located
(spare) labs cost 50 Build Points each. Upkeep does not increase beyond zero. on a ship or (if it is very small) a cart. This
For each magus who completely lacks a If the covenant has the Wealth Boon, Virtue is usually taken with the Unstable
lab, 50 Build Points are gained. To deter- on the other hand, then Free Virtues Flaw. +1 Experimentation.
mine the Build Point cost of labs that that require only an increase to Upkeep Mountaintop: The lab is located at
are either larger or smaller than aver- may be taken without a corresponding the peak of a mountain. This is a dramatic
age, multiply their Size Characteristics Free Flaw, if desired. With the Poverty and remote setting with a spectacular
by 20. Hook, it is suggested that the average view, prone to strong winds and snows. –1
One or more labs might start out Upkeep score for all labs should not Safety, +1 Upkeep, +2 Aesthetics; +2 Au.
with Minor or Major Virtues, if they be higher than –2 (if Minor) or –5 (if Superior Construction: The lab ben-
have sufficient space (or if they are bal- Major).Take a sufficient number of Flaws efits from distinguished construction tech-
anced with Flaws). Each Minor Virtue accordingly. niques, for example, high quality building
costs ten Build Points and each Major Labs in established covenants, on materials were used, or it was made by a
Virtue costs 20 Build Points. Free Virtues the other hand, especially Autumn or master architect or a magus (such as with
and all Flaws do not cost any Build Winter covenants, might have more the spell Conjuring the Mystic Tower). If con-
Points. Note that starting laboratories Virtues and Flaws, as might the labs structing the building, its cost is doubled.
with negative Size need to take one or of experienced magi. The storyguide +1 Safety, +1 Aesthetics.
more Flaws (Minor or Major) automati- should determine the labs of starting Studio: An ornate room just outside
cally. magi in an established covenant. For the lab proper is set aside for the sole
For example, a covenant which example, they might have one or more purpose of displaying and showing off the
starts with Size +2 labs for two of its Supernatural Virtues and Flaws. For owner’s most prized possessions to guests.
magi (80 Points), Size 0 labs for the experienced magi, the Build Point total Verditius magi commonly build studios
remaining magi, a spare Size 0 lab (50 of the lab’s Virtues should be subtracted in order to display the items they have
Points), and a total of three Minor from their experience point total, instead crafted to potential customers (see Houses
Virtues (30 Points) and one Major Virtue of from the covenant’s Build Point total, of Hermes: Mystery Cults). The studio takes
(20 Points) costs a total of 180 Build under the assumption that they were up more of the sanctum space, but not
Points. If the Build Point total for the responsible for the improvements. This usually of the laboratory chamber itself.
labs is negative, Build Points are freed is due to the time required to achieve +1 to +3 Aesthetics, depending on the number and
up, which may be spent elsewhere. the Virtues; each Minor Virtue, taking magnificence of items displayed.
It is suggested that labs for start- one season, costs ten points, and each
ing magi in a Spring covenant should Major Virtue, taking two seasons, costs
begin with few or no Virtues or Flaws. 20 points, according to the rules for gen- Free Structure Flaws
Only those Virtues and Flaws that are erating magi after apprenticeship (see
intrinsic to the structure or location ArM5, page 32). Deformed: Part of the structure has
should be taken. For example, if the subsided or is otherwise warped. For
example, one wall has partially collapsed
Features below. +1 Aesthetics; 1 point on an else. There are likely to be fewer distrac- into rubble, and has to be propped up. –1
appropriate Specialization. tions. +1 Upkeep, +1 Aesthetics; +1 Re. Safety, –1 Aesthetics; +1 Mu or Pe.
Spacious: The lab has enough spare Defenses: The lab has some kind Disguised: The lab or its entrance is
room that its outfittings can be spread out of sturdy defense, such as a portcullis or protected by some mundane concealment,
a little. If building a lab from scratch and battlements. +1 Aesthetics. such as a hidden door. –1 Aesthetics.
if space permits, you may choose to start Elevated: The lab is located at least Empty*: The lab has a large amount
with this Virtue, without needing an extra four floors up, or on the top floor of a of empty, unused space. A lab that is much
season of work. +2 Safety, +1 Aesthetics. tower, which affords a commanding view bigger than it needs to be is a disadvantage
Well Insulated: The lab is especially of the surroundings. +1 Aesthetics; +1 Au. since it costs more to maintain the empty
well shielded from the outside world, Grand Entrance: An elaborate and space — it takes more to heat, light, and
due to an extra partition wall or a layer sizable entranceway, such as a great door clean the chamber. Alternatively, if the
of thick curtains, perhaps. Little noise or or arch, an opulent lobby, or perhaps empty space is neglected, it gathers dirt
disturbance emerges from within, making a reception room leads to the lab. This and cobwebs, or causes drafts . This Flaw
it suitable for a sensitive location such as takes up more of the sanctum space, but should be taken for every full two points
a city. +1 Safety, +1 Aesthetics. not usually of the laboratory chamber by which the Size of the lab exceeds the
itself. It often takes a season or more for occupied Size. As soon as the empty space
craftsmen to build or outfit. The sanctum is filled up, this Flaw is lost. –1 Aesthetics,
Free Structure Virtues marker is likely displayed prominently. either +1 Upkeep or –1 Health.
The lab at least looks good from the out- Low Ceiling*: The ceiling is lower
Dedicated Building: The lab (and side, so casual observers are likely to be than the requisite ten feet, which slightly
probably the living quarters of the owner) impressed. +2 Aesthetics. hampers some magical activities. This
is in its own building, shared with no one Flaw should be taken twice if the ceiling is

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Covenants
less than eight feet, or thrice if the magus
has to stoop (in which case also take –2
Heinous Architecture: The construc-
tion of the chamber is deliberately inaus-
Outfittings Virtues and
Health). –1 General Quality, –1 Safety, –1
Aesthetics.
picious, perverse, or erroneous. –1 General
Quality, –2 Safety, +1 Warping, –2 Aesthetics.
Flaws
Subterranean: The lab is under- Lesser Focus: An existing Lesser
ground. There is a lack of natural light, Feature is the central focus of the lab, These Virtues and Flaws are due to
and so more candles are required for enhancing the Feature, but making activi- the quality and quantity of the mundane
lighting. +1 Upkeep, –1 Health, –1 Aesthetics; ties that do not involve its use more materials and equipment that are in the
+1 Te. difficult. –1 General Quality; 2 points among lab, as well as any other inhabitants of the
Exposed: The building is partially Specializations provided by the Feature. lab. Gaining or losing these Virtues and
exposed to the elements. For example, it is No Stores: The lab has nowhere to Flaws thus usually entails the purchase or
unroofed or poorly roofed, or wind blows store supplies, and so it cannot withstand acquisition of things to put in the lab, or
through large cracks. –1 Safety, +1 Upkeep, any shortages. In case of a lack of funds, the lack of (or defects in) such things.
–2 Health, –1 Aesthetics; +1 Au. compulsory Flaw(s) to reduce the lab’s
Uneven Floor: The lab has a wonky Upkeep are taken immediately, instead
or dangerous floor. The lab might be in a of after the usual two seasons. Vis and Major Outfittings Virtues
cave, or maybe the floor is covered with dangerous materials cannot be stored very
sand or pebbles. –1 Safety, –1 Health, –1 safely. –2 Safety. Greater Expansion: The extent of
Aesthetics; +1 Mu or Te. Poorly Insulated: The lab is poorly the lab is greatly increased, with at least
Unstable*: The lab is prone to move- shielded from the outside world, perhaps double the usual amount of equipment.
ments, for example it is on a ship, is due to thin walls or ceilings. It is easy to This allows it to have more areas and
earthquake-prone, or merely has dodgy hear what is going on inside, and noise equipment dedicated to specialized tasks.
foundations, which is the occasional cause from the lab is likely to be a nuisance to +2 General Quality, +4 Upkeep, +1 Aesthetics; 2
of accidents or breakages. This Flaw may nearby people or adjacent floors. –1 Safety, points on any Specialization(s).
be taken more than once for a greater –1 Aesthetics. Palatial: The lab is lavishly and mag-
instability. +1 Upkeep, –1 Safety. nificently outfitted, with the very best
Vile Surroundings: The lab is locat- of comforts and decoration. +1 General
ed in an undesirable or unpleasant place, Quality, +3 Upkeep, +2 Health, +4 Aesthetics; +2
such as in a swamp, next to a filthy peas- Teaching, 1 point on any other Specialization.
ant hovel, or by a dirty and busy road. –2
Health, –1 Aesthetics; 1 point on a Specialization
in Pe, An, Aq, Au, or Co, depending upon terrain Minor Outfittings Virtues
type.
Vulnerable: The lab is lacking even Excessive Heating: The lab is kept
basic defenses, and is easily broken or far more warm than is necessary, and has
stumbled into. For example, it is on the necessary facilities for it. For example,
the ground floor and has no door. –1 it has a half-dozen fireplaces. +2 Upkeep,
Aesthetics. –1 Safety; +2 Ig.
Excessive Lighting: The lab is lit far
more than is necessary. For example, there
Minor Structure Flaws are several hundred candles or lamps,
which take up more space than usual. +2
Awkward Shape: The lab’s chamber Upkeep; +2 Im.
is a difficult shape, for example, it is long Lesser Expansion: The extent of the
and thin, or is partitioned in two. –2 Safety, lab is increased, with some more special-
–1 Aesthetics. Major Structure Flaws ized equipment. +1 General Quality, +2
Cramped: The lab equipment is Upkeep; 1 point on any Specialization.
packed a little too close together for com- Greater Focus: An existing Greater Living Quarters: The lab contains
fort, due to lack of space. This slightly Feature is the overwhelming focus of the suitable furniture, such as a bed, a ward-
hampers all but one type of lab activity, lab, enhancing the Feature, but making robe, and so on, that the owner may live
which is taken as a Specialization. The activities that do not involve its use more and sleep in it. There is a small benefit to
lab can be reconfigured to change the difficult. –2 General Quality; 4 points among lab work if you live in the lab proper, but
Specialization with a season of work. Specializations provided by the Feature. it is not good for your health, and is con-
(This can be done at the same time Outdoors: The lab (but not neces- sidered somewhat obsessive. +1 General
as working to increase the Refinement.) sarily the living quarters of the magus) Quality, –1 Safety, –2 Health, –2 Aesthetics.
–1 General Quality, –1 Upkeep, –2 Safety, –1 is not housed in a building at all and is Menagerie: The lab contains a col-
Aesthetics; 1 point on an activity Specialization. completely exposed to the elements. This lection of live animals. +1 Upkeep, –1 Safety,
Diminutive: The lab is configured Flaw should be taken with the Natural –1 Aesthetics; +2 An.
for an especially small magus (Size –1 or Environment Virtue (although in this case Opulent: The lab is comfortable and
less), who may use it normally. However, it does not take any time to gain the well furnished. +1 Upkeep, +1 Health, +2
a normal-sized magus (or a normal-sized Virtue, since the natural environment is Aesthetics; +1 Teaching.
assistant) would have (or cause) consid- already present). Size may be increased to Pot Plants: The lab contains dozens
erable difficulty. For characters with Size 0 any desired number. –1 General Quality, +2 of potted plants. +1 Upkeep, +1 Aesthetics;
or greater: –1 General Quality, –2 Safety, –1 Upkeep, –1 Safety, –2 Health, –3 Aesthetics. +1 He.
Health, –1 Aesthetics).

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Covenants
Slaves: Human slaves are employed +1 General Quality, +2 Upkeep; +1 Longevity visitors find it pretty unbearable. –1 Health,
in the lab, either as manual labor or as Rituals. –2 Aesthetics; +1 Pe.
experimental subjects. +1 Upkeep, –1 Safety, Priceless Ingredients: The lab is sup- Disorganized: The lab is organized
–1 Aesthetics; +2 Co or Me. plied with the kind of things that most in a rather haphazard or carefree fashion.
Specimens*: The lab has a large people can only dream of, such as copious Some magi prefer it this way. –1 Safety, –1
collection of related things, stored in vis- quantities of gold and gems. +2 General Aesthetics; +1 Mu or Experimentation.
ible containers such as jars, or otherwise Quality, +4 Upkeep; +2 Longevity Rituals. Gaudy: The lab’s decoration is taste-
serving as objects of study or decoration. Servant: One of the covenfolk is less and excessive. +1 Upkeep, –1 Aesthetics;
+1 Upkeep, +1 Aesthetics; 1 point on any Form employed as a full-time lab servant, to +1 Im.
Specialization. perform the most mundane or bothersome Hidden Defect*: A subtle and poten-
Superior Decoration: The lab is tasks in the lab, and cater to the needs of tially dangerous error exists in the lab’s
luxuriantly or generously decorated. For the magus. +(servant’s Intelligence / 2, rounding configuration. This is usually the fault of
example, many fine tapestries hang on the up) Safety, +1 Aesthetics; +1 Me. the owner, but it may also be caused by a
walls. +1 Upkeep, +2 Aesthetics; +1 Im. Spotless: The lab is impeccably malicious and clever third party. There is
Superior Heating: The lab has supe- clean. This requires a season of work a chance to gain (or lose) this Flaw when-
rior facilities for heating, and the snug to gain. Also, there is a chance to gain ever a season of work is undertaken to
occupant is never chilly. For example, this Virtue whenever a season of work is improve the Refinement (see Refinement,
there is under-floor heating, or several undertaken to improve the Refinement above). Whenever this defect is the cause
fireplaces. +1 Upkeep, +1 Health, +1 Aesthetics; (see Refinement, above). This Virtue is of a lab botch, make a Perception + Magic
+1 Ig. lost if cleanliness is not maintained, or Theory roll against an Ease Factor of 12.
Superior Lighting: The lab is very after an accident or neglect is suffered. +1 If this succeeds, the defect is spotted and
well lit, so that things are easy to find, and Health, +1 Aesthetics; +1 Cr. may be corrected with a few hours of
books are easy to read, without eye-strain. Superior Equipment: The lab is sup- work. –3 Safety.
+1 Upkeep, +1 Aesthetics; +1 Texts, +1 Im. plied with higher-quality equipment, for Inferior Equipment: The lab is out-
example Venetian glassware. If the equip- fitted with shoddy wares. It does not
ment was made at the covenant, the take a season to remove this Flaw, if suf-
Free Outfittings Virtues craftsman should have a Craft Ability of ficient funds are available to increase the
6 or more, but do not increase Upkeep. Upkeep. –1 General Quality, –1 Upkeep.
Assistant*: A Gifted assistant (such +1 General Quality, +2 Upkeep, +1 Safety; +1 Inferior Tools: The lab’s tools are
as an Hermetic apprentice) helps out in Vis Extraction. crudely crafted, and are prone to break-
the lab, affording a bonus to lab work. Superior Tools: The lab’s tools were age. It does not take a season to remove
+(assistant’s Intelligence + Magic Theory) produced by master craftsmen. If the tools this Flaw, if sufficient funds are available
General Quality. (This is simply a restatement of were made at the covenant, the craftsman to increase the Upkeep. –1 Upkeep, –1
the existing bonus given in ArM5, page 103.) should have a Craft Ability of 6 or more, Safety.
Guard*: A shield grog is on perma- but do not increase Upkeep. +1 Upkeep, +1 Infested: The lab has an animal or
nent duty at the lab’s entrance, and may Safety; +1 Items. plant infestation, for example a nest of
dissuade unwanted visitors from pestering mice, a vine, or fungi. Depending on the
the magus or intruding. +1 Aesthetics. nature of the infestation, it may not neces-
Highly Organized: The lab’s con- Free Outfittings Flaws sarily take a season to remove this Flaw. –1
tents have been optimally arranged. There Safety, –1 Aesthetics; +1 An or He.
is a chance to gain this Virtue whenever a Basic: The lab setup is incomplete, Lousy Ingredients: The lab is sup-
season of work is undertaken to improve and not all the necessary equipment has plied with dirty, impure, or poor-qual-
the Refinement (see Refinement, above). been installed. This Flaw is acquired ity ingredients. It does not take a season
A season of such work (with a roll to gain after the first season of lab construction to remove this Flaw, if sufficient funds
the Virtue) may still be undertaken, even (see The Standard Hermetic Laboratory, are available to increase the Upkeep. –1
if no increase to Refinement is possible. above). It is removed after the second General Quality, –1 Upkeep.
This Virtue is lost if a major accident is season of work completes the lab. –3 Missing Ingredients*: Due to a lack
suffered, if someone else uses the lab, or if General Quality. of certain ingredients, lab work involv-
someone of lower Intelligence helps in it. Damaged: The lab is partially dam- ing either one specific Technique or
+1 General Quality. aged, for example as the result of a lab two specific Forms is severely hampered
Person*: There is another person, accident. It takes one season to repair the — relevant Lab Totals are halved. For
perhaps a close family member or a maid, damage and eliminate this Flaw. –2 General example, the lab might contain no silver,
who is to be found very frequently (as a Quality, –1 Safety, –1 Aesthetics. in which case Terram and Vim Lab Totals
rule of thumb, most days, for at least an Damp: The lab is waterlogged or are halved. It does not take a season
hour) in the lab. This Virtue may be taken moist. Parchment and some ingredients to remove this Flaw, if sufficient funds
once for each such person who regularly will spoil quickly. +1 Upkeep, –1 Health, –1 are available to increase the Upkeep. –1
comes in to the lab. Do not count the Aesthetics; +1 Aq. Upkeep.
owner or any full-time lab assistants, such Decaying: The equipment, furnish- Missing Sanctum Marker: The sanc-
as apprentices. A full-time trained mun- ings, and materials of the lab are neglect- tum marker is not prominently displayed,
dane assistant is instead represented by ed (or have been allowed to go bad). and is thus easy to miss, or it is missing
the Servant Virtue. –1 Safety; +1 Co or Me. –1 General Quality, –1 Upkeep, –1 Safety, –1 altogether. Hermetic magi might (unwit-
Precious Ingredients: The lab is Aesthetics; +2 Pe. tingly or knowingly) intrude. It does not
supplied with more expensive ingredi- Dirty: The lab is not kept to basic take a season to remove this Flaw. –1
ents than a typical covenant can afford. standards of cleanliness. Its owner often Aesthetics.
emerges from it smelly or dirty, and most

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Covenants

Wrecked: The lab is very heavily section above). This Flaw cannot be taken magi would never even consider setting
damaged, for example as the result of a more than twice. –1 Upkeep. foot in such a wretched hole. –1 General
major lab accident. It takes two seasons to Undecorated: The lab has very Quality, –2 Upkeep, –2 Safety, –3 Health, –4
repair the damage completely and elimi- spartan decoration, or the decoration is Aesthetics.
nate this Flaw. (After one season, it may completely lacking, making the place
be replaced by the Damaged Flaw.) –5 rather uninspiring and unwelcoming. –1
General Quality, –2 Safety, –2 Aesthetics. Upkeep, –1 Aesthetics; subtract one point from any
Specializations with a score of 2 or more. Supernatural Virtues and
Minor Outfittings Flaws Flaws
Major Outfittings Flaws
Defective Heating: The lab has an These Virtues and Flaws are due to
inadequate or missing heating mecha- Elementary: This is a cut-down ver- supernatural effects, creatures, or items.
nism, and is rather too cold for comfort in sion of a Hermetic laboratory, with an The means of gaining or losing these
the winter months. –1 General Quality, –1 extremely limited selection of lab equip- Virtues and Flaws varies widely — most
Upkeep, –1 Health, –1 Aesthetics. ment installed, so that only one category cannot be gained by some straightfor-
Defective Lighting: The lab is poor- of lab activity (see the list of possible ward effort on the part of a magus. Some,
ly lit, making it dingy and gloomy. It can activity Specializations above) is possible such as gaining a supernatural guardian,
be more difficult to read or find things. at all. The type of activity is determined may require a story or a Hermetic break-
–1 General Quality, –1 Upkeep, –1 Safety, –1 at the time of construction, and is fixed through. Others, such as the presence of
Aesthetics. thereafter. Still, such a limited lab is a vis source in the lab, or a Hermetic pre-
Missing Equipment*: Due to a lack cheaper to maintain and takes only one decessor, are generally choices for the sto-
of certain equipment, lab work in one or season to build completely. It might be ryguide to make, rather than the player.
two types of activity is totally impossible. suitable for an extremely confined space, In the latter case, the player might not be
For example, if there is no desk, parch- such as in a small cave, or in a wagon. aware of these Virtues and Flaws (and thus
ment, or ink, it is impossible to work with Some covenants build elementary labs the complete statistics of the lab).
texts. If Items, Spells, or Texts is selected, in powerful auras for the purposes of vis
only that single activity is impossible. extraction. –2 General Quality, –3 Upkeep.
Otherwise, you must pick two of the Hovel: The lab is very cramped,
activity categories (see the Specialization neglected, and filthy — it amounts to
little more than a stinking dump. Most

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Covenants
outside the scope of normal Hermetic
Taking Over a Laboratory magic, but it might have a non-Hermetic
or faerie origin. Size may be increased to
Sometimes a maga finds herself in that the resulting Refinement score of the any desired number. +2 Warping.
the situation of moving into a lab that lab is equal to its old Refinement, or the Enchantment*: The lab itself
was previously owned or used by some- new owner’s Magic Theory – 3, which- has been enchanted as a magic item.
one else. If such a lab has a Refinement ever is lower. If the new Refinement This may grant Virtues or Flaws, alter
score of zero or less, or if the lab has a score is lower, the lab may now have Characteristics, or add to Specializations
positive Refinement but was designed more points of Virtues minus points of (see the guidelines below, under Magic
for transient use (as the spare labs at Flaws than is permitted. In this case, one Items for Laboratories ).
Durenmar are, for example), then the or more Virtues are lost — the lab was Faerie Ingredients: Some of the lab’s
new owner may simply move in and sufficiently advanced or exotic that the stores are supplied by faeries, and have
begin work straight away. In this case, new owner was unable to incorporate beneficial (if sometimes unpredictable)
there is no need to change the lab’s sta- all of its improvements into her method. properties. For example, faerie silver is used
tistics. If a lab is unique and has a posi- Finally, the storyguide should secretly in place of real silver. +1 General Quality, -
tive Refinement score, however, then make a Perception + Magic Theory roll 1 Upkeep, +1 Warping; +1 Experimentation, 1
the new owner will find it unfamiliar and against an Ease Factor of three times the point on an appropriate Specialization.
must undertake a season of rearrange- lab’s original Refinement for the maga. Flawless Equipment: The outfittings
ment (and possibly exploration) before If the roll fails, the Predecessor Flaw is of the lab are flawless, perhaps even too
it can be used. This counts as a season gained, as the lab retains some foibles of perfect to have been crafted by mortal
spent to increase the Refinement, with the previous owner. If the roll botches, hands. +2 General Quality, +2 Upkeep (unless
a chance to gain the Highly Organized the Hidden Defect Flaw is gained in the equipment is continuously protected, created, or
and Spotless Virtues or the Hidden addition. donated by supernatural means, in which case –1
Defect Flaw (as detailed above), except Upkeep); +2 Vis Extraction.
Flawless Tools: The craftsman who
created such perfect tools as are found
Major Supernatural Virtues the gateway, or simply the ability to pass in this lab must have been legendary. +1
through the gateway herself. The gate- Upkeep (unless the equipment is continuously pro-
Greater Guardian: A powerful super- way may be made into a Portal Feature tected, created, or donated by supernatural means,
natural creature (Might 20 or higher), (purchased as usual) and might also be in which case –1 Upkeep); +2 Items.
which is not the familiar of the owner, combined with the Thoroughfare Flaw. –1 Ice Cavern: The lab is located in
resides in the lab and acts as its protector, Safety, +1 Aesthetics; 1 point on Rego or another a structure built of ice that never melts.
being well-disposed to the owner. Woe appropriate Art Specialization. Either it is located in the extreme north
betide any who should intrude. +(creature’s Lesser Guardian: A supernatural or high up a mountain, or else magic is
Intelligence) Safety, +1 Warping, +1 Aesthetics; 3 creature (less than Might 20), which is used to prevent the ice from melting. The
points on appropriate Art specialization(s). not the familiar of the owner, resides in owner of such a lab presumably does not
Greater Horde: A large community the lab and acts as its protector, being mind the cold. +1 Upkeep, +1 Warping, –2
of resident minor supernatural creatures well-disposed to the owner. +1 Safety; 1 Health (unless immune to the cold), +2 Aesthetics;
are at the owner’s command. They are point on an appropriate Art specialization. +2 Re or Te.
intelligent enough to serve a protective Lesser Horde: A small group of semi- Inexhaustible Supplies: The lab is
function and assist with simple lab tasks. intelligent creatures helps out in the lab. blessed with magically replenishing ingre-
+2 General Quality, +1 Upkeep, +(creature’s +1 General Quality, +1 Upkeep, +1 Safety, +1 dients and consumables, which never run
Intelligence) Safety, +2 Aesthetics; 2 points on Aesthetics; 1 point on Rego or another appropriate out. –3 Upkeep, +1 Warping.
Rego or other appropriate Art specialization(s). Art specialization. Invisible: The interior of the lab, and
Vis Source*: A naturally occurring its outfittings, are invisible. Naturally, this
source of vis is located in the lab. –1 Safety, requires the owner of the lab to have some
Minor Supernatural Virtues +1 Warping; 2 points on the appropriate Art magical means of seeing them, otherwise
Specialization. he is not going to get very far with his lab
Familiar: The owner of the lab has a work. +1 Warping, halve the Aesthetics score
familiar, and the familiar lives in the lab. after all other modifications ; +2 Im.
Perhaps it even helps with lab work. This Free Supernatural Virtues Magic Item*: A magic item is
Virtue assumes that the familiar takes installed in the lab. It might be self-made,
up a non-trivial amount of space. If not, Airborne: The lab flies upon the donated, purchased, or perhaps some kind
this can be instead taken as a Free Virtue. winds or clouds, and rarely lands. Needless of artifact which was found in the lab. If
+(familiar’s Intelligence + Magic Theory) General to say, only very powerful magics are able the item is very large, taking up a sig-
Quality, +(Golden Cord) Safety. (This is simply to permanently levitate an entire building, nificant amount of space in the lab, then
a restatement of the existing bonuses given in the or erect a lab upon a cloud. This Virtue it should be treated as a Minor Virtue
Laboratory chapter of ArM5.) is often combined with the Unstable instead of a Free Virtue. This may grant
Gateway: The lab is located at a Flaw, since flying is a tricky business. +1 Virtues or Flaws, alter Characteristics, or
supernatural gateway, for example, an Upkeep, –2 Safety, +2 Warping, +1 Health, +4 add to Specializations (see the guidelines
entrance to a regio or a faerie realm, or a Aesthetics; +1 Experimentation, +4 Au. below).
Mercere Portal. The owner of the lab usu- Boundless: The interior of the lab Magical Heating: Heating is pro-
ally controls access to the gateway, and has an unlimited amount of space, despite vided magically. This Virtue functions
might get some tangible benefits, such the seeming mundane limitations of its as either Superior Heating or Excessive
as receiving a toll from those who use structure from the outside. This effect is

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Covenants
Heating (but without the space and
Upkeep cost). Moving a Laboratory
Magical Lighting: Lighting is pro-
vided magically. This Virtue functions Relocating a lab to a new room the same as building a lab from scratch
as either Superior Lighting or Excessive (possibly in a different covenant alto- (except that the end result is the same
Lighting (but without the space and gether) is unfortunately a rather tire- as the previous lab, not a standard lab).
Upkeep cost). some procedure. Firstly, the contents Due to this time and expense, labs are
Preserved: The lab, or part of its con- of the lab must be disassembled and rarely transported (at least not by mun-
tents, is immune from natural decay. –1 carefully and laboriously packed into dane means). When moving between
Upkeep, +1 Warping, +2 Health, +1 Aesthetics; sturdy crates. This takes a season of covenants (or even between rooms in
+1 Cr. work, although it may delegated to the same covenant), some magi employ
Regio*: The interior of the lab is in an apprentice, for example. Secondly, magic (such as The Ambulatory Laboratory,
a regio, and there is another regio level, the crates must be transported to the above) to move their labs, but most
which the owner can navigate easily. If new site. Unless aided or performed simply abandon their old labs or donate
there are further regio levels, this Virtue by magic, there will inevitably be some them to other magi. Building a new lab
may be taken more than once. +3 Size, +1 breakage in transit — the transport from scratch is an opportunity for a fresh
Warping. counts (and costs) as two entire years of start and a new design concept, perhaps
Relocation: The location of the lab maintenance. Finally, the crates must be taking advantage of a larger or otherwise
in the physical world can be magically unpacked and the lab reassembled. This superior chamber.
adjusted. For example, it is enchanted takes two seasons, since it is basically
with a powerful Rego Terram effect. This
may provide benefits for travel, but it also Degenerative: The equipment and of danger. –1 Safety; 1 point on an appropriate
makes the lab and its occupant hard to ingredients of the lab decay and wear Art Specialization.
find. +1 Warping (if the relocation is in constant unnaturally quickly. +2 Upkeep, –1 Safety, Predecessor: The lab retains some
effect); +1 Experimentation. +1 Warping, –2 Health, –1 Aesthetics; +2 Pe. foibles due to its (notable) previous owner.
Sentient: The lab seems to have Gremlins: The lab is home to delib- –1 Safety, +1 Warping; +1 Experimentation.
developed an independent mind. This is erately disruptive creatures, spirits, or Restriction: The lab either forbids
unlikely to have resulted from Hermetic demons. –3 Safety, +1 Warping, –1 Aesthetics; certain activities (one category of lab
magic (unless a breakthrough), but could +1 Experimentation, 1 point on an appropriate Art activity cannot be performed), or oth-
be a result of being many decades in Specialization. erwise tiresome or expensive rituals or
a high-level magic or faerie aura. +1 Haunted: The lab is home to a practices are required in order to perform
Warping; +1 Experimentation, +1 Me. haunting spirit, who occasionally dis- lab work. –1 General Quality or +2 Upkeep as
Shrouded: The lab is hidden or pro- turbs the current owner. +1 Warping, –1 appropriate.
tected by a supernatural effect such as The Aesthetics; +2 Me. Sacrifices: Animal sacrifices are need-
Shrouded Glen. +1 Warping, halve the Aesthetics Impregnable: The lab is completely ed in order for the lab to function. +2
score after all other modifications . inaccessible, except through reasonably Upkeep, –1 Safety, +1 Warping, –1 Health, –3
Site of Legend: Stories are told powerful magic. For example, it is blocked Aesthetics; 2 points on any Technique or Animal
about this lab, and legends are associated off by a stone wall and requires a Muto Specialization as appropriate.
with it. Any adjustments to Characteristics and Terram spell to access. While the owner Thoroughfare: Supernatural crea-
Specializations as appropriate. is much less likely to be disturbed, fewer tures, such as gnomes, pass through the
people will ever get to see the lab, or they lab occasionally and cause a minor nui-
may assume that the owner is rather para- sance. –1 Safety.
Minor Supernatural Flaws noid. –2 Aesthetics. Underwater: The lab is filled with
Inhabitants: Residency in the lab is water, instead of air, presenting certain
Abyss: The lab contains some kind of shared with other creatures who consider logistical difficulties with breathing and
magical void, such as a bottomless well. the place their home, not a lab. They may moving promptly and precisely from one
This may be made into a Void Feature be a nuisance to the owner, and vice versa. point to another. Some categories of lab
(purchased as usual). –2 Safety; +2 Pe. –1 Safety, –1 Aesthetics; 1 point on an appropri- work (for example, working with texts,
Afire: The lab, or large portions there- ate Art Specialization. Auram, or Ignem) may be impossible.
of, are engulfed in flames which never die Labyrinth: The lab, or at least its +2 Safety, +1 Warping, –2 Aesthetics; +1
out. This naturally requires some kind of exterior portions, consists of some kind Experimentation, +4 Aq.
protection or immunity to work in, and of maze or other structural puzzle. Most
it means that whole categories of lab magi would find this tiresome and unnec-
work (for example, research with Corpus, essary, but some Criamon magi like to Minor Supernatural Flaws
Animal, or Aquam) may be impossible. +1 make their labs into labyrinths. –1 Safety,
Upkeep, –3 Safety, +2 Warping, +2 Aesthetics; –1 Health, –2 Aesthetics; +2 Me or Vi. Lesser Illusion*: One of the apparent
+1 Experimentation, +3 Ig. Lair: A creature hides or hibernates merits of the lab is but an illusion. Take
Chaotic: The lab or its outfittings in the lab, either known or unknown. –1 one Minor Virtue immediately (there is
are in a constant state of flux or motion. Safety, +1 Warping; 1 point on an appropriate no time cost) to balance this Flaw, but
–2 Safety, +1 Warping; +1 Experimentation, +2 Art Specialization. note that it is illusory and its effects are
Mu or Re. Precarious*: The lab is located in negated completely. For example, the lab
Cursed: The lab suffers from a super- a supernaturally dangerous place, such may appear to be hung with fine tapestries
natural curse. Any penalties to Characteristics as inside a volcano. This Virtue may be which do not really exist. In this case,
(often Safety) as may be appropriate. taken more than once, for greater degrees take the Superior Decoration Virtue, but

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Covenants
do not apply its modifications to the lab’s activities that are unrelated to the Feature Cauldron: A heavy copper or brass
statistics. +1 Warping, +1 Aesthetics; +1 Im. are disadvantaged, but the specialized cauldron, for heating and mixing large
Lightless: The lab is totally dark and benefits of the Feature are increased. It quantities of ingredients. Specializations:
its contents cannot be seen. The owner takes one season to build or assemble Experimentation, Longevity Rituals, Vis
must devise some other means of spatial the structure of a Lesser Feature, and Extraction, Mu, Aq, He, Ig.
perception in order to work normally. –1 two seasons to do the same for a Greater Desk: A comfortable and stout
Upkeep, +1 Warping, the Aesthetics score cannot Feature. table, designed for reading and scribing.
exceed –1; +1 Pe or Im. Some example Features, together Specializations: Texts, In.
Living: The lab’s structure is in some with the possible Specializations for each, Fireplace: A stone enclosure where
way alive. For example, it is inside a faerie are listed below. Many labs have a number fuel is burnt for heating, but where sub-
tree, or in the belly of a slumbering beast. of these things, but they do not count stances may also be heated or immolated.
–2 Safety, +2 Warping; 3 points on appropriate as Features unless purchased with either Specializations: Pe, Ig, Im.
Art Specialization(s). the Greater Feature or Lesser Feature Forge: A furnace — a more tight-
Virtue. The former provides three points ly enclosed and robust fireplace often
of Specialization(s), the latter one point. operated by bellows, which yields heat
Major Supernatural Flaws You may choose to distribute these points sufficient for the smelting of metals —
among the listed Specializations as you accompanied by an anvil and smithy.
Greater Illusion*: One of the major wish. You should also feel free to come Specializations: Items, Ig, Te.
parts or aspects of the lab is but an illusion. up with your own ideas for Features, since Grave: The burial place of one or
Take one Major Virtue immediately (there just about anything that may be found in more corpses. This may be either a sim-
is no time cost) to balance this Flaw, but a Hermetic laboratory may be made into ple earthen grave or something more
note that it is illusory and its effects are a Feature. elaborate, such as a stone sarcophagus.
negated completely. For example, the lab Specializations: Pe, Co.
may appear to be twice as large as it really Lofty Ceiling: A light, airy space
is. In this case, take the Greater Expansion overhead, for which a tall chamber, per-
Virtue, but do not apply its modifica- haps with a vaulted ceiling, is required.
tions to the lab’s statistics. +2 Warping, +2 Specializations: Au.
Aesthetics; +2 Im. Loom: A large wooden appara-
Mental Construct: The entire lab (or tus for weaving threads into a fabric.
a significant portion thereof) is all in the Specializations: Re, He.
mind of the magus, created by a powerful Map: An elaborate and detailed
Creo Mentem Ritual spell, perhaps. The plan or model, accurately illustrating
Size of the lab (or its imaginary part) surrounding lands or buildings, perhaps.
cannot be higher than the Intelligence Specializations: In, Te.
score of the magus. The imaginary parts Mechanism: Any kind of large
of the lab may be improved as usual (that mechanical device, consisting of many
is, Virtues and Flaws may be gained, the moving parts such as cogs and wheels,
Refinement may be increased, and so on) Altar: An ornamental place of ritual used for the basic automation of one or
with the usual time cost, but disregard any worship, such as a raised dais. Specializations: more tasks. Specializations: Vis Extraction, Re.
changes to Upkeep, Health, or Aesthetics. any Technique, Vi. Mirror: A grand and ornamental sil-
Without sophisticated magic, the magus Animal Pen: An enclosure for one or vered mirror or other reflective surface.
cannot use the lab to bond with a familiar, more animals, often a familiar, to dwell. Specializations: In, Im, Me.
enchant items or Longevity Rituals, or Specializations: Familiar, An. Monolith: A huge slab of primal
teach. He probably also cannot extract Antechamber: A separate enclosure or rock, possibly carved with mystical sym-
vis in it. However he can invent spells, compartment. Spells may be cast here in bols. Specializations: Te, Vi.
work with Laboratory Texts, and study a more secure environment. Specializations: Orb: A smooth sphere of precious
Arts “normally.” –5 Upkeep, +2 Warping, –2 Experimentation, Spells, Re. stone, possibly opaque or semi-opaque,
Aesthetics; +3 Me. Astronomical Device: A sophisti- used in conjunction with divinatory
cated tool for measuring the movements effects. Specializations: In, Im, Me, Vi.
of the heavens, often placed near a win- Pallet: A bed upon which a patient
dow or skylight. The most common type may be treated or examined, perhaps
Laboratory Features is the astrolabe; an example of a more equipped with some surgeon’s tools.
advanced device is the armillary sphere. Specializations: Longevity Rituals, Cr, Co.
Specialized labs often have certain Specializations: In, Vi. Pit: A deep hole dug in the floor.
noteworthy or unique structural features Balance: An exact weighing device, Things placed inside it cannot easily get
(arising from one or more Greater Feature such as a pair of scales. Specializations: Vis out. Specializations: Pe, Te.
or Lesser Feature Virtues), which aid or Extraction, In, Re. Pool: A still body of water, or a well.
inspire certain types of magic. Features Balcony: An outdoors balcony, where It may be used when scrying. Specializations:
may be added to a lab with relatively little the magus may cast spells into the open In, Aq.
disruption, if space permits. Alternatively, air. Specializations: Spells, Au. Portal: A gateway through which
the lab may be rearranged such that one Cage: A large cage, usually built things may be summoned or sent away.
Feature becomes the lab’s central focus of sturdy metal bars, for imprisoning or Specializations: Cr, Re.
(in which case, take the Greater Focus or immobilizing a subject. Specializations: Pe, Rack: A large, rather unpleasant
Lesser Focus Flaw, as appropriate). A lab Re, Co, An. mechanical construct, used to torture per-
may only have one Focus. In this case, lab

120
Covenants
sons placed inside it. Specializations: Pe,
Co, Me. Example Laboratory Items
Running Water: Any kind of water
that runs through or around the lab, such The Bookstand of Hespera use will also inflict a Warping point, due
as a stream or fountain. Specializations: This item is a wooden lectern with to being continuously under the influ-
Items, Aq. enough space on its top for a Lab Text, ence of the effect. The imaginary lab
Summoning Circle: An elaborate as well as an inkhorn, a small knife, and may be treated as a standard one, except
pentagram marked on the floor, into several quills. The stand moves around that it has the Mental Construct Flaw
which things are summoned. Specializations: to follow the magus so that he is never (see above). Cr(In, Mu, Re)Me 50 (Base
Experimentation, Spells, Cr, Re, An, Vi. far from his Lab Text. He only need 35, +1 Touch, +2 Sun)
Statue: A carved semblance of some turn to consult his text or make further
person, creature, or thing, usually made of notes. The Bookstand adds two points to The Prodigious Plant Pot
stone, metal, or porcelain. Specializations: a Specialization in Texts. ReHe 15 (Base This object is a large and sturdy
Re, An, Co, Te. 10, +1 Conc), item maintains concentra- clay pot. If filled with loam, a seed or
Still: A network of glass or metal tub- tion (final level 20) seedling placed in it grows rapidly into
ing connecting delicate containers, such a mature plant over the course of a full
as retorts, designed for the distillation and The Crown of Hermes day. The Plant Pot adds +1 to a lab’s
refinement of compounds. Specializations: The powerful creator of this arti- Experimentation Specialization and +2
Vis Extraction, Mu, Re, Aq. fact, an elaborate, jewel-encrusted to its Herbam Specialization. CrHe 30
Tablet: A large framed slab of wax, golden crown, has been lost to living (Base 15, +1 Touch, +2 Sun)
for temporary scribing with a stylus. memory. Although invested with other
Specializations: Texts, In, Im. effects, such as Aura of Rightful Authority, The Tireless Servant
Tank: A bulky container for storing the crown’s most powerful property is This is an automaton of sorts, a
fluids. Specializations: Vis Extraction, Re, Aq. that it enables its wearer to enter a kind skeleton which has been animated and
Throne: An opulent and raised seat of trance and thus create an imaginary may be controlled quite precisely with
for a ruler (or at least, the self-important) laboratory in his mind. With seasons of a limited set of verbal commands. It can
to sit in. Specializations: Teaching, Re, Me. meditation whilst wearing the crown, be instructed to hold or fetch objects,
Tree: A live tree or a large plant, such the wearer can undertake some kinds and perform simple operations, such
as a vine. Specializations: Cr, He. of lab work (or even lab improvement). as lifting and stirring, independently.
Void: A shaft, hole, or opening. When the crown is removed and later The Tireless Servant adds +1 to a lab’s
Specializations: In, Pe, Au. put back on, the wearer recalls his imagi- General Quality, and +1 to its Safety.
Wall: A large blank wall onto which nary lab in the last state that he left it. ReCo 25 (Base 10, +1 Conc, +2 com-
images may be summoned. Specializations: Wearing the crown for the first time will plexity), item maintains concentration,
In, Im. inflict one Warping point, since it is a unlimited uses per day (final level 40)
Wheel: A wheel powered by water, powerful mystical effect. Every year of
wind, horse, slaves, or magic. Specializations:
Items, Re.
Window: A portal to the outside cannot be conceived which yields the Characteristic by one point (20 levels)
world, which lets in the sun, moon, and desired benefit, then it is probably not and one Specialization by three points (30
stars. Specializations: In, Au, Im. possible. To provide a benefit, an effect levels). Also, items or enchantments with
must also be new to the laboratory, and powerful effects, influencing the whole
not duplicate any existing effects. For of the lab, may (unintentionally) increase
example, if the lab already has a set of the Warping Characteristic, at the discre-
Magic Items for enchanted lanterns that grant the Magical tion of the storyguide.
Laboratories Lighting Virtue, then adding more lan-
terns is not really going to help. For each
effect, there are two possible ways to Common Laboratory Items
A magic item designed for lab use determine the appropriate modifications
(or an enchantment on the whole lab to the lab’s statistics. A number of common magic items
itself) can grant one or more Virtues or First, if the effect duplicates an exist- for the lab take on the role of mun-
Flaws, or add to the Characteristics or ing Laboratory Virtue or Flaw, then the dane equipment, and do a better job of
Specializations of the lab. A magic item item simply grants that Virtue or Flaw to it. Items that provide light may negate
may be made into a Feature, in which the lab. It is gained immediately and has the need for candles and lanterns, and
case that Virtue should be paid for as no space cost; apply its stated modifica- grant the Magical Lighting Virtue. Items
usual. Equally, an existing Feature may be tions to Characteristics or Specializations, that provide heat may negate the need
enchanted as a magic item. In this case, as usual. for fireplaces and fuel, and grant the
if the Shape and Material bonuses of the Second, if the effect does not resemble Magical Heating Virtue. A set of magical-
Feature are not listed elsewhere (such as a Laboratory Virtue or Flaw, then the final ly enchanted tools may grant the Superior
in ArM5, page 110), you may assume it level of the effect determines how many Tools Virtue. Containers with magical
to have Shape and Material Bonuses equal points of Characteristics or Specializations effects to purify mixtures may add to the
to the points of Arts Specializations it may be gained. Every ten levels may grant General Quality, or give a Specialization
provides. one point in a Specialization, or every 20 in Vis Extraction. Magical decorations,
Specific effects for each item should levels may improve a Characteristic by such as tapestries or paintings that show
be created normally according to the one point. For example, an effect with moving pictures, may add to Aesthetics, or
Laboratory chapter of ArM5. If an effect a final level of 50 might improve one give a Specialization in Imaginem. A levi-

121
Covenants

Example Laboratory Spells


The Resolute Mind of the Tireless rigorously maintained at the higher level This spell precisely transports all
Researcher of Upkeep, however, these Virtues will the movable contents of a chamber into
Rego Mentam Level 20 quickly be lost, and it will degrade to a another room to which the caster has an
R: Per, D:Sun, T: Ind more mundane standard laboratory. It Arcane Connection, leaving their con-
This spell is designed for a magus starts with the following statistics: figuration and relative positions intact.
to cast upon himself at the start of a Virtues and Flaws: Flawless Some casting requisites are usually
day’s work in the laboratory. Andreas Equipment, Flawless Tools, Spotless required, depending on the composition
of House Bonisagus, frustrated at his Characteristics: Size 0, Refinement of the lab’s outfittings; a Herbam requisite
constant lapses of concentration, and 0, General Quality +2, Upkeep +3, Safety is required to move wooden furniture, an
finding it difficult to maintain focus on 0, Warping 0, Health +1, Aesthetics +1 Aquam requisite is required to move
his research, came up with this effect in Specializations: Items 2, Vis liquids, and so on. The destination room
an effort to make his work days more Extraction 2, Creo 1 must be at least as large as the occupied
productive. The target of the spell finds (Base 5, +1 Touch, +2 Group, +5 part of the current room, although it can
his mind resolutely fixed on the task complexity) be a different shape. Magi quite often
in hand, and does not waver from it. utilize this effect in order to avoid the
Opinion is sharply divided on the merits Gleam of the Freshly-Polished tiresome (and expensive) practicalities
of this spell, with the majority of magi Glass of moving their sanctum by more mun-
considering it little more than a danger- Perdo Terram 25 dane means. When this spell is cast on
ous self-delusion, which warps the mind R: Touch, D: Moon, T: Room a lab, make a Perception + Finesse roll
of the magus, making him dependent This spell maintains the equipment to determine the precision with which
and weak-willed. If this spell is used on and tools of a lab in a constant state of the contents are rearranged in the new
a daily basis, a magus should select the immaculate cleanliness. Dirt, dust, and chamber. The base Ease Factor is 9 +
Addled laboratory routine (see above). grime are all removed, leaving the outfit- (3 x Refinement). Add three if the lab
(Base 10, +2 Sun) tings positively gleaming, as if they had is Highly Organized; subtract three if
been freshly dusted and polished. This it is Disorganized. Also add three if the
The Laboratory of Bonisagus grants the Spotless Virtue to the lab, shapes of the old and new chambers do
Creo Terram 45 provided that the spell is cast every lunar not match, or six if they are radically dif-
R: Touch, D: Mom, T: Group, month. If the spell ceases, the magus ferent. If this roll fails, the Disorganized
Ritual must maintain this pristine condition Flaw is gained, or the Highly Organized
Req: Vim through more mundane means, other- Virtue is lost. If the roll botches, the
This rather well-known spell fur- wise the Virtue is lost. There is just one Hidden Defect Flaw is gained instead.
nishes an empty chamber of the appro- small drawback to this spell — the lab’s A version of this spell with Arcane
priate dimensions with a fully-equipped, Warping score increases by one point Connection Range is also believed to
standard Hermetic laboratory. It is gener- (giving a Personality Trait Spotless +1) exist; with this more powerful variant a
ally employed by magi who find them- due to the unnatural nature of this clean- magus may summon the contents of a
selves with plenty of vis, but who oth- ing, for as long as it is active. remote lab into the chamber he occupies.
erwise have difficulties in securing the (Base 3, +1 Touch, +3 Moon, +2 It is not unheard of for a nefarious magus
necessary funds and sources to procure Room) to steal an entire lab in this fashion!
the materials by mundane means. This (Base 5, +1 Touch, +2 Room, +2
laboratory is actually rather better than The Ambulatory Laboratory complexity)
the standard, since the magically created Rego Terram 30
outfittings are perfect. Unless this lab is R: Touch, D: Mom, T: Room

tating chair might improve the Health or to the lab’s statistics can be determined in might attempt to cast (repeatedly, over
Aesthetics, or give a Rego Specialization. the same way as for items, above. the course of a season) a pair of Creo
Items with protective effects, such as However, there are disadvantages to Imaginem spells to make the lab bright-
objects of unbreakable glassware, might the usage of non-Ritual spells. Casting ly lit (temporarily granting the Superior
improve the Safety. Rarely, an unhelpful such spells on a daily or monthly basis Lighting Virtue) and to create illuso-
or cursed item may be hidden in a lab and can become tiresome, and they may ry paintings (temporarily granting the
cause a malign effect. have unpredictable side effects. As a rule Superior Decoration Virtue). While this
of thumb, for each such spell that is can be done (albeit with a penalty of two
employed regularly, either add one to the points on Warping or Safety), this does not
lab’s Warping Characteristic or subtract add to the lab’s Imaginem Specialization.
Spells for Laboratories one from its Safety. A magus undertaking a season of lab work
For the sake of game balance, a fur- involving Imaginem might already be
Spells may be employed to assist in ther restriction also applies to the use of presumed to be doing such things, and
the lab. Ritual spells can be cast once for non-Ritual spells in the lab. A magus can his proficiency with that Art is already
permanent effect, or more minor spells never gain a bonus to Lab Totals (either figured into the Lab Total. However, the
used more often for maintenance and from General Quality or a Specialization) storyguide might allow the usage of a Creo
comfort. The appropriate modifications by casting spells that use the same Arts as Terram spell to create a large number
those in the Lab Total. For example, one of brightly colored crystals (temporar-

122
Covenants
ily granting the Specimens Virtue) to other inhabitants of Semita Errabunda, for Virtues and Flaws: Superior Lighting;
add one to the Imaginem Specialization, no one but Darius knows what it contains, Elevated, Enchantment, Site of Legend
if the spell was good enough. A good although many have speculated. (+3 In), Superior Construction, Superior
guiding principle is that anything involv- Virtues and Flaws: Auspicious Equipment; Infested (Vine; +1 He);
ing the use of vis (Ritual spells, magic Shape, Extensive Stores, Lesser Expansion Cramped
items), or any inspiration or improvement (+1 Pe), Lesser Feature (Pit; +1 Pe), Characteristics: Size –1, Refinement
from an external source or non-magical Specimens (Bones; +1 Co); Dedicated +1, General Quality 0, Upkeep +2, Safety
objects, can grant such Lab Total bonuses. Building, Highly Organized; Decaying, 0, Warping 0, Health 0, Aesthetics +1
Anything that comes directly from the Subterranean; Lightless, Undecorated Specializations: Texts 2, Vis
magus’s own magics in the same season Characteristics: Size +2, Refinement Extraction 1, Intellego 3, Auram 1,
cannot. +1, General Quality +1, Upkeep +2, Herbam 1, Imaginem 1
Safety 0, Warping +1, Health –1,
Aesthetics –1
Specializations: Perdo 4, Corpus 1, Ricardus Caespuus
Example Laboratories Terram 1, Vim 1
Personality Traits: Dread +1 The laboratory of Ricardus Caespuus
A number of example Hermetic labo- of House Bonisagus at the covenant of
ratories are listed below, illustrating how Durenmar is a large glass house located in
the rules in this chapter may be used to Ierimyra a scenic and secluded spot. This elaborate
construct unique and widely varied labs. In building is crammed full of plants, which
the list of Virtues and Flaws for each lab, The laboratory of Ierimyra at the Ricardus cultivates as a unique method of
those with the same cost are separated by former covenant of Calebais was ruined vis extraction which he has developed.
commas, whereas different cost categories some time ago and has been abandoned The lab is also home to the Prodigious
are separated by semicolons, thusly: Major for many years, although it is still haunted Plant Pot (see above), which he made.
Virtues; Minor Virtues; Free Virtues; Free by her ghost. The square stone room is Virtues and Flaws: Lesser Feature
Flaws; Minor Flaws; Major Flaws. It should a little unstable, with cracks in the walls (Tree; +1 He), Pot Plants; Dedicated
also be noted that for some labs with a and floor, and it is strewn with the wreck- Building, Idyllic Surroundings (+1 He),
large number of Virtues and Flaws, points age of lab equipment. The remains of Magic Item (+1 Experimentation, +2
are granted on more than the allowed a collection of animals rot in rusty iron He), Superior Equipment; Disorganized,
number of Specializations, therefore some cages along one wall. In warrens nearby Infested (Plants; +1 He); Lesser Focus
Specializations are dropped. live a number of hrools, intelligent fer- Characteristics: Size 0, Refinement
ret-like creatures, who still protect the +1, General Quality 0, Upkeep +4, Safety
lab. Needless to say, this lab would need 0, Warping 0, Health +2, Aesthetics +2
Carolus Furax some significant repairs before being safe Specializations: Experimentation 2,
to work in. Vis Extraction 1, Rego 1, Herbam 8
The sanctum of Carolus Furax of Virtues and Flaws: Specimens
House Tytalus, one of the junior magi (Dead animals; +1 An); Damp, Decaying,
at the covenant of Semita Errabunda, is Haunted, Infested (Moss; +1 He), Igor Rastvan
a rather rickety-looking wooden house. Inhabitants (Hrools; +1 An), Predecessor,
Carolus in fact prefers it to look run- Subterranean, Uneven Floor, Unstable, Igor Rastvan, an archmagus of House
down, to avoid unwanted attention to Vulnerable, Wrecked Ex Miscellanea and ruler of the Rhine cov-
those stolen items he has carefully hidden Characteristics: Size 0, Refinement enant of Roznov, is famed (amongst other
away inside. Carolus has not invested any +1, General Quality –6, Upkeep +3, things) for his magnificent laboratory,
time into improving his lab, thus it differs Safety –7, Warping +2, Health –3, one of the best in the Order of Hermes.
only slightly from a standard laboratory. Aesthetics –9 It is housed in a great hall occupying
Virtues and Flaws: Dedicated Specializations: Experimentation 1, one entire end of Roznov Castle, up the
Building; Decaying Perdo 2, Animal 2, Mentem 2, Terram 2 side of Mount Radhost. Its high vaulted
Characteristics: Size 0, Refinement Personality Traits: Haunting ceiling is hung with tapestries, and it is
0, General Quality –1, Upkeep 0, Safety Presence +2 maintained with thousands of candles and
–1, Warping 0, Health 0, Aesthetics 0 multiple fireplaces. One end of the lab,
Specializations: Perdo 2, Rego 1 its focus, consists of a great altar to the
The Tower of Bonisagus god Radegast. The building costs a small
fortune to maintain.
Darius These four labs, two each in the Virtues and Flaws: Greater Feature
fourth and fifth floors of the Tower of (Altar; +3 Pe), Palatial (+1 Im); Gallery,
Darius, follower of Flambeau, the Bonisagus (more commonly known as the Lesser Expansion (+1 Longevity Rituals),
senior magus of the covenant of Semita Great Library) at the famed covenant of Slaves, Spacious, Superior Decoration,
Errabunda, has erected his laboratory Durenmar, are designed for visitors to the Superior Heating, Superior Lighting;
in the sizable basement underneath his library to invent spells with the aid of its Dedicated Building, Grand Entrance,
unobtrusive house, which he has gradually Lab Texts. Each lab is rather small, being Guard x2, Precious Ingredients, Servant
expanded over the years. This oppressive only 350 square feet, and a large magical (Int +2), Superior Construction, Superior
room is totally lightless, still, and silent vine winds inside the tower and smothers Equipment; Sacrifices; Greater Focus
(although Darius can navigate it without the interior walls. The tower is enchanted Characteristics: Size +6, Refinement
difficulty). There is a stale smell in the air. to prevent all forms of natural decay to +3, General Quality +2, Upkeep +16,
This is a place of dread and rumor for the the books inside.

123
Covenants
Safety +1, Warping +1, Health +2,
Aesthetics +15 Helvius Pertinax Lutisse
Specializations: Longevity Rituals 2,
Teaching 3, Perdo 7, Corpus 4, Imaginem Helvius Pertinax of House Tremere, a Lutisse of House Ex Miscellanea
3, Mentem 1 rather paranoid magus specializing in ice resides in a crude treehouse at the edge of
Personality Traits: Domineering +1 magics, resides in a spacious underground a faerie forest. The dwelling is shrouded
cavern by an underground lake. The lake by a faerie glamour and protected by a
water is prone to rising unpredictably, poisonous faerie spider that Lutisse has
The Sphinx which is due (unbeknownst to Helvius) to befriended, but is also infested by its cob-
the fact that a dragon makes its lair some webs. Lutisse is very slight (Size –1) and
This laboratory has been erected by distance underneath the cave. Helvius has the Characteristics are therefore listed
magi from a covenant near the Pyramids yet to fill the cave out to its maximum without any penalty for the Diminutive
in Egypt, out in the open desert near the extent; there is space for four more points Flaw.
great Sphinx, in an effort to study that of Virtues. He currently uses spells to Virtues and Flaws: Lesser Feature
legendary monument. The lab has no provide light to the cave (this adds one to (Cauldron; +1 Mu), Lesser Feature (Tree;
building as such; the equipment is merely the lab’s Warping, but does not add to its +1 He), Lesser Guardian; Dedicated
arranged on a number of tables in the Specializations). Unfortunately, the cave Building, Elevated, Faerie Ingredients,
open air, with a few tents and windbreaks is not the healthiest (or safest) of environ- Shrouded; Inferior Equipment, Inferior
to protect against the worst of the blow- ments, but that does not deter Helvius. Tools, Infested (Cobwebs; +1 An), Low
ing sands. The quality and comfort of the Virtues and Flaws: Natural Ceiling, Missing Sanctum Marker, Uneven
lab both suffer due to this exposure, but Environment (Lake; +3 Aq); Extensive Floor; Defective Heating, Defective
it gains the benefit of a strong aura and a Stores, Lesser Feature (Monolith; +1 Lighting, Diminutive, Lesser Focus
number of Specializations due to its mys- Te), Living Quarters, Spacious; Magical Characteristics: Size –2, Refinement
tical location. Lighting; Damp, Empty x2, Impregnable, +1, General Quality –4, Upkeep –4, Safety
Virtues and Flaws: Greater Feature Lair, Precarious, Subterranean, Uneven –3, Warping +2, Health –2, Aesthetics
(Statue; +3 Re), Natural Environment Floor; Defective Heating, Lesser Focus, –1
(Desert; +3 Ig); Spacious; Site of Legend Undecorated Specializations: Experimentation 1,
(+1 Warping, +2 Me); Haunted, Uneven Characteristics: Size +7 (+3), Muto 3, Rego 1, Animal 2, Herbam 2
Floor, Vulnerable; Undecorated; Greater Refinement +1, General Quality –1, Personality Traits: Creepy +2
Focus, Outdoors Upkeep 0, Safety –2, Warping +2, Health
Characteristics: Size 0, Refinement –8, Aesthetics –6
0, General Quality –3, Upkeep +1, Safety Specializations: Aquam 4, Terram 4,
0, Warping +2, Health –3, Aesthetics –2 Vim 1
Specializations: Muto 1, Rego 6, Personality Traits: Eerie Light +1,
Ignem 2, Mentem 3 Uncomfortable Silence +1
Personality Traits: Enigmatic +2

124
Appendix

Play Aids

The pages that follow contain a vari- Beginning on page 129 are ten pages
ety of materials useful in founding, defin- of record sheets created specifically to
ing, and administrating covenants of the accommodate the new rules presented
Order of Hermes according to the new throughout this book. You will find record
rules presented in this book. sheets to track covenant statistics, mem-
The first four pages contain a sample bership, wealth, income, laboratories,
covenant charter. It can be used for your libraries, books, vis, and to summarize a
own covenant, and blank spaces are pro- covenant’s annual activities.
vided for including your covenant’s name, The pages of this appendix may be
its magi, the year, and so forth. The text photocopied for your personal use, but
of the oath and charter are the same are copyright 2005 by Trident, Inc. d/b/a
as those of the covenant Arae Flaviae. Atlas Games. They are also available for
Because it is such a commonly used and PDF download from the Ars Magica web
well-respected document in the Order, if site at www.atlas-games.com/ArM5.
adopted, it will be automatically ratified
by the Quaesitors. For more information,
see page 33.

125
The Oath of Covenant of
________________________
Being the charter of the Covenant of in the Year of Our Lord, Jesus Christ.

I pledge my lifelong support and loyalty to the Covenant of , and declare that the trials and
fortunes of this covenant are now my own. Just as I am pledged to the Oath of Hermes, so do I pledge the covenant to
the Order of Hermes and the authority of the Tribunal of . I swear to uphold and protect this covenant
regardless of the personal price. Over all the years of my life and throughout my studies and travels, I will neither betray the
covenant nor give aid to its enemies. In times of need, I will aid the covenant in whatever way I am able, and I will devote
myself to its service if the need is clear. I will abide by the decisions of the ruling council of this covenant, and I will treat these
decisions as if they were my own. I will treat my fellows with respect and fairness, and I will not attempt to harm them in any
way. Their blood is my blood. Where the covenant stands, there do I stand; how the covenant grows, so do I grow; should
the covenant fall, then do I fall. This I so swear, upon the honor of my house and its Founder.
Given under our hand,

Membership mous approval of the current Council of Members. Provisional members


assume the basic and provisional rights detailed by this charter and the
duties therein attached. The status of provisional member shall last a period
The covenant allows for two types of membership of its council, and of seven seasons, unless abridged through censure or canceled through expul-
recognizes a third status, which it offers to visitors to the covenant. sion.
The status of Protected Guest may be extended to any person by the The status of Full Member of the Council is extended upon the
formal invitation of a single full member of the covenant. Protected Guests completion of the duties and obligations of a probationary member, unless
are afforded the basic rights detailed by this charter, and are not obligated testimony is brought against him that proves him unfit to swear the Oath of
to the Council of Members, nor are they a member of this council. Protected Covenant in good conscience; in which case all rights of membership will be
Guests may partake in meetings of the Council of Members should they withdrawn. Should elevation to the role of full member take place, then all
desire it, but are required to leave if asked to do so by a member of that rights and duties of probationary membership are shed, to be replaced with
council, and are afforded no voice nor vote unless granted such by the the assumption of the basic and full rights detailed by this charter, and the
council’s chairman, the disceptator. The status of Protected Guest may be duties therein attached. Full membership persists, unless abridged through
may be revoked by the member who granted it, or by a vote of the Council censure or canceled through expulsion.
of Members. Should a magus ever come to desire release from this covenant, he must
The status of Probationary Member of the Council may be extended renounce his Oath of Covenant in the presence of at least two members of the
to any magus in good standing of the Order of Hermes, who owes no council, and shall thereby be relieved of all duties and rights, and may not
allegiance nor fealty to any other covenant, and is admitted upon the unani- call upon such rights furthermore.

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Governance of this This covenant lays claim to all books obtained by members of the
council while acting at the behest of the council, and all books scribed by

Covenant members of the council where payment was received for this scribing from the
covenant’s resources. This covenant also lays claim to any texts gifted to the
Council of Members as a whole.
This council lays claim to all magical items obtained by members of
The members of this covenant are governed by the Council of the council while acting at the behest of the council; and all magical items
Members, which shall consist of all probationary and full members of the made by members of the council where payment was received for this manu-
covenant. This council shall not declare action except on behalf of the entire facture from the covenant’s resources. This covenant also lays claim to any
membership of the covenant; no action may be demanded of individuals by magical items gifted to the Council of Members as a whole.
council agreement. Conversely, the rulings of the council cannot be over- This council lays claim to all monies generated using the resources of
turned by an individual. the covenant. This council also lays claim to all monies obtained by mem-
Any member of the covenant shall have the right and duty to convene bers of the council while acting at the behest of the council. This covenant
the Council of Members for consideration of matters justly grave, and all also lays claim to any monies gifted to the Council of Members as a whole.
members shall be charged with attendance and diligence in the proceedings. This council lays claim to the buildings, defenses, chattels, and inhab-
Should it not be possible to convene the full Council of Members, any quo- itants of the covenant. This council also lays claim to any such buildings,
rum consisting of more than half of its current members is considered valid; defenses, chattels, and inhabitants gifted to the Council of Members as a
else the discharge of the council’s duty must be delayed until such time as the whole.
full council may be convened. The Council of Members shall convene four Surplus resources of the covenant will be determined at the Winter
times each year, one day prior to each equinox and solstice, regardless of meeting of the Council of Members. Resources necessary for the contin-
call from any member, and all members of the covenant should endeavor to ued existence of the covenant and the protection of its members’ rights are
make themselves present. accounted for first; this includes payment for seasons of work performed on
Motions to be decided upon by the Council of Members must be intro- behalf of the covenant, and a stipend of vis for the casting of the Aegis of
duced by a member; debated fully and justly, allowing those who wish to the Hearth. Contributions to all debts owed to the covenant are decided by
speak to do so; and then proposed for the vote. Proposals must be seconded the disceptator, and set aside. The remaining resources are deemed surplus,
by another member of the covenant, else no vote can take place. All issues and shall be allocated to the settlement of requests from each member of the
shall be passed by a majority vote of the members there present; excepting covenant.
that the unanimous opinion of the Council of Members is required for issues
involving changes to the charter; expulsion of a member; and acceptance of a
new probationary member.
The Council of Members shall confer the office of disceptator to the
representative of the covenant in matters of governance and temporal con-
cern. The title of disceptator is a duty of each and every full member of the
covenant; this position is cyclical and mandatory, with the responsibility
Rights of the Members
rotating in sequence of Hermetic seniority amongst the full members of the
council. Each disceptator serves for a period of seven years, commencing one of this Covenant
year following Tribunal. The duties of the disceptator are: to attend regular
meetings of the council; to keep order at meetings; to break tied votes with a Each and every member of this covenant and protected guests shall
discretionary casting vote; to determine the yearly surplus of provision and be entitled to the basic rights of the covenant; to whit, full and unrestricted
store; and to act as a spokesman for the Council of Members. The discepta- access to the protection and support of the covenant within the boundaries of
tor shall not be empowered to rule on matters on the covenant’s behalf, but the covenant by all the rights and benefits accorded by the Code of Hermes,
instead is charged with ensuring that the rulings of the Council of Members the benefit of a sanctum which shall remain inviolate and the supply of
are enacted. materials thereof, access to the library of the covenant, and victuals appro-
priate to the status of a magus. These basic rights shall not be abridged
except by expulsion from the Council of Members.
In furtherance and additional to the basic rights, a full member of
the covenant shall be entitled to the full rights of the covenant; to whit, the
Resources Owned by right to presence and a vote in the Council of Members, which he shall
exercise dutifully with due prudence. Further, full and unrestricted access to
the services and skills of the servants and covenfolk. Further, an equal right
this Covenant to all surplus provision and store necessary to conduct his studies, or the
travel demanded by those studies; such rights to include (but be not limited
to) vis, monies, and diverse magical and mundane resources claimed by the
Resources of this covenant are held in common by the Council of covenant. Where a conflict is evident between members of the council over
Members, and it is the responsibility of this council to maintain and defend the allotment of surplus resource, distribution is drawn by ballot; excepting
them. that priority claims that have been advanced and agreed by the disceptator
This covenant lays claim to all the vis originating from undisputed are taken into consideration prior to the ballot. These rights shall not be
and unclaimed sources discovered by members of the council; save for the abridged except by decision of the council under conditions of grave concern.
first harvest of a new vis source, which belongs to the finder or finders. This In furtherance and additional to the basic rights of a member of this
covenant also lays claim to any vis gifted to the Council of Members as a covenant, a probationary member of the covenant is entitled the probation-
whole. In all other situations, undisputed and unclaimed vis belongs to the ary rights of the covenant; to whit, a fractional share of those rights and
finder or finders. duties offered to a full member of the covenant, such share being equal to
half that offered to full members. A probationary member’s vote counts only

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
half of that of a full member, and they may only claim half the share of maintains a minimum payment which shall be, for a single season of work
the surplus provision and store of the covenant’s resources afforded a full at low risk with a low gain, two pawns of vis, of the flavor most prevalent
member. The services and skills of the servants and covenfolk may not be in the stores at the time. The disceptator may increase the remuneration to
halved, but the needs of a full member of the covenant take precedence over increase the attractiveness of a particular urgent task, for the Council of
the needs of a probationary member. Further, a probationary member of the Members is not empowered to force a member to accept one of these duties
covenant who remains true to his Oath of Covenant has the right to remain unless failure to perform it would be in breach of this covenant, in which
at the covenant for a total of seven seasons following the conferral of this case the threat of censure may be employed. All payments will be made in
status. Further, a probationary member of the covenant has the right to be the Spring meeting of the Council. If there is more than one claimant for the
considered for full membership of this covenant after serving a total of seven service, and each claimant refuses to share the duty, then the disceptator will
seasons as a probationary member. These rights shall not be abridged except assign the duty by ballot. If there is insufficient vis to meet the demands of
by decision of the council under conditions of grave concern. the council, the disceptator may withhold payment for one or more years.
Covenant work may be declared such retroactively.
Each probationary member of the covenant is obligated to perform no
fewer than one of the tasks under remuneration currently outlined by the
Council of Members during his period of probation. For this mandatory
Responsibilities of service, no payment need be offered by the Council of Members.

the Members of this


Covenant Censure of the Members
Members of this covenant are obligated to obey the Oath of Hermes of this Covenant
and the Peripheral Code, as demanded by the Oath of Covenant; failure
on this account will not be tolerated by the Council of Members, and the If a member should contravene the decisions of the council, by vote or
covenant reserves the right to censure those members who are convicted in just by charter, then the member may be censured or expelled by a vote of the
Tribunal of an offense against the Order of Hermes. Council of Members. Censure requires the passing of a motion at a meeting
The responsibility of the members of this covenant towards its lasting of the Council of Members. The censure of a full member revokes the rights of
success is dependent on service to the covenant. The Council of Members that status, returning him to probationary status; whereupon he assumes all
will declare the duties that need to be performed at the regular meetings of the duties and rights of that status. Censure must not prejudice the applica-
the covenant. Such duties include (but are not limited to) the safeguarding tion of a probationary member to the position of full member of the covenant.
and harvesting of the covenant’s claimed vis sources, the safeguarding and The censure of a probationary member shall abridge the rights of the member
harvesting of the covenant’s income, the wellbeing and discipline of the cov- to remain a probationary member of the covenant, and shall confer upon him
enant’s employees, the maintenance of the covenant’s resources, the increase instead the status of Protected Guest. The status of a Protected Guest may
of the covenant’s resources, and the maintenance of good relations with the be withdrawn at any time by a vote of the Council of Members without need
covenant’s allies. Duties that will not entail more than a week of service at for censure.
low personal risk will be assigned by the council to its members, with no Expulsion is enacted by a unanimous vote of the remaining Council
more than one being assigned to each member in each season. Such assigned of Members. Expulsion is the only means through which a member of the
duties attract no recompense or advantage to the member who discharges covenant shall lose his basic rights; and requires that the former member
them, but cannot be refused without reasonable extenuation. ceases to draw upon those basic rights subsequent to the first full moon after
Duties which will entail a higher investment of time or personal risk expulsion was enacted. Should a magus be cast out from the Order, it is the
will be offered up for service by the covenant. These services will attract a duty and obligation of this covenant that he shall also and without delay be
remuneration which shall be commensurate with the time, risk, and potential expelled from this covenant.
benefit to the covenant. This remuneration is decided by the disceptator, but

The Seal of Office


This charter was approved by , Quaesitor in good standing, in the Year of Our Lord, Jesus Christ.

(This oath was first sworn by the magi of Arae Flaviae, in the Rhine Tribunal.)

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Covenant Record Sheet
Page 1 of 4

Covenant Name: Tribunal:


Storyguide: Setting:
Saga: Year Founded: Current Year:
Aura Type: Aura Level: Regio Levels:
Living Conditions Modifier (Magi): Living Conditions Modifier (Mundanes):
Season: Aegis of the Hearth:

Reputations Type Score

Build Points
Build Points Total:
Starting Points Current Points Notes
Library
Lab Texts
Vis
Enchanted Items
Specialists
Laboratories
Money

Boons & Hooks


Name Notes Name Notes
Major Boons

Minor Boons

Free Choices

Minor Hooks

Major Hooks

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Covenant Record Sheet
Page 2 of 4

Inhabitants
Type of Governance:
Base Loyalty Points (Due to Magi): Current Loyalty Points: Prevailing Loyalty Score:
Situational Modifiers for... Living Conditions: Equipment: Money: Specialists:

Magi Year Born Titles / Responsibilities Gift Type Notes Loyalty Points

Companions Year Born Job Description / Abilities Notes Loyalty Points

Specialists Year Born Job Description / Abilities Notes Loyalty Points

Covenfolk Year Born Job Description / Abilities Notes Loyalty Points

Horses & Livestock Year Born Quantity Notes Points

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Covenant Record Sheet
Page 3 of 4

Lands & Possessions Location Area / Dimensions / Floors Inhabitants Notes

Magic Items Creator Year Effect Arts Level R/D/T Uses Description

Mundane Items Quantity Description / Notes

Weapons & Armor Cost Points per Item Quantity Notes Points

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Covenant Record Sheet
Page 4 of 4

Wealth
Total Income: Expenditure (Before Cost Savings): Cost Savings: Total Expenditure:
Points of Inhabitants: Points of Laboratories: Points of Weapons and Armor:

Sources of Income Description Type Current Income Notes

Yearly Expenditure Rule Summary Cost Saving Limit Expenditure Notes


Buildings 1 pound per 10 pts. Inhabitants 50% per craft
Consumables 2 pounds per 10 pts. Inhabitants 20% per craft
Inflation increases yearly
Laboratories 1 pound per 10 points Laboratories 20% per craft
Provisions 5 pounds per 10 points Inhabitants 50% + 20% per craft
Titles debts and taxes
Wages 2 points per 10 pts. Inhabitants
Weapons and Armor 1 pound per 320 points Weapons and 50% per craft
Armor
Writing Materials 1 pound per Magus and book specialist 50% per craft

Cost Savings Rule Summary Name / Quantity Saving Notes


Laborers 1 pound per person
Craftsmen (common) 1 + (Ability / 2) pounds per season
Craftemsn (rare) Ability pounds per season
Magic Items 1 pound per magnitude

Calendar Date Council Meeting Date Vis Collection Date Other Yearly Event
Winter
Spring
Summer
Autumn

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Library Record Sheet
Page 1 of 3

Magical Books Author / Scribe Year Type Art / Ability Level Quality Notes

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Library Record Sheet
Page 2 of 3

Laboratory Texts Author / Scribe Year Arts Level R/D/T Notes

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Library Record Sheet
Page 3 of 3

Mundane Books Author / Scribe Year Type Ability Level Quality Notes

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Laboratory Record Sheet
Page 1 of 1

Owner:
Location / Building: Floor: Points:
Names Added to Sanctum Marker:
Size: General Quality: Safety: Health:
Refinement: Upkeep: Warping: Aesthetics:

Virtues & Flaws


Major Virtues: Minor Virtues: Free Virtues:

Major Flaws: Minor Flaws: Free Flaws:

Specializations
Activity Specialization Score Tech. Specialization Score Form Specialization Score

Personality Traits Score Notes

Features Focus? Specialization Bonus Location Description

Magic Items Effect Arts Level R/D/T Uses Benefit / Description

Sanctum Chambers Floor Area Description

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Vis Record Sheet
Page 1 of 1

Vis Sources Art(s) Pawns Time of Harvest Description Notes

Vis Stores Pawns Physical Form Notes Total Pawns


Creo

Intellego

Muto

Perdo

Rego

Animal

Aquam

Auram

Corpus

Herbam

Ignem

Imaginem

Mentem

Terram

Vim

Total Pawns:

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Yearly Summary Sheet
Page 1 of 1

Covenant: Year:

Inhabitants
Loyalty Points (Start of Year): Loyalty Points (End of Year):
Prevailing Loyalty Score:
Loyalty Points Gained: Loyalty Points Lost:
Familiarity Gain:
Arrivals / Births: Departures / Deaths:

Wealth
Income Modifiers Applied: Total Income:
Fixed Expenditure: Sundry Expenses Total: Inflation: Total Expenditure:
Sundry Expenses:

Treasury (Start of Year): Treasury (End of Year): Surplus / Deficit:

Events & Adventures


Season / Date Event Character(s) Notes

Seasonal Activities
Character Winter Spring Summer Autumn

Permission granted to photocopy for personal use. © 2005 Trident, Inc. d/b/a Atlas Games. Also available as a PDF download from www.atlas-games.com/ArM5.
Contributors
About the Authors
Timothy Ferguson is a librar- writing for the game since the fourth on the shores of Lake Constance,
ian in Nerang, Australia. He’d like to edition. Were it not for the short southern Germany. His line of work is
dedicate his section of the book to his life expectancy, poor sanitation, and rumoured to be “something to do with
partner, Linda, for being the sort of lack of decent music, he would find maths and computers.” Andrew would
person that people dedicate books to. Mythic Europe immeasurably more like to thank the playtesters, the edi-
As further reading, he’d like to suggest pleasurable than the Real World. He tor, and his fellow authors for their
Invisible Cities by Italo Calvino. would like to thank his family, friends, productive input to his chapters.
and ferrets (which are not mutually
Mark Shirley is a zoologist from exclusive categories) for their help Neil Taylor lives, games, and
the South of England who is currently and support. breeds grogs in Cambridge, along
haunting the Lands of the Border with his long-suffering non-gaming
Reivers. He has been playing Ars Andrew P. Smith is a mysteri- wife, and their ancient orange cat,
Magica since its second edition, and ous and shadowy figure last spotted Merlin.

About the Illustrators


Jason Cole attended the since 1984, with over five years train- G rey T hornberry (www.
Academy of Art in San Francisco for ing in art and art design, and over 20 greystudio.com) is a self-diagnosed
two years before accepting a double years of experience in the publishing (and self-medicated) illustrator based
scholarship to the Center for Creative industry. His studio is in Maple Ridge, in Brooklyn, NY. “About art I’d say
Studies in Detroit. He is currently British Columbia. there’s few things more important
enrolled in F.I.T.’s MA in Illustration than a well-drawn line; about myself,
program. B rad M c D evitt (www. caffeine is the only thing standing
bradleykmcdevitt.net), a 17-year vet- between me and the evil person I
K elley H ensing (www. eran of gaming art, has done work for really am.”
wickiearts.com) is a graduate of the everyone from TSR to Pinnacle. He
Rhode Island School of Design. lives in Ohio with his wife Jessica. From The Lord of the Rings to the
Creating creatures and mythological World of Darkness, Kieran Yanner
characters is one of her favorite sub- Working on Ars Magica since (www.kieranyanner.com) has crept
jects. Inspirations include myths, fairy 1989, Jeff A. Menges (www. into award-winning publications
tales, and religious texts. skaircrow.com) is currently pursuing for the past six years. Recent clients
a Master’s degree in Illustration, and include DC Comics and The Upper
Eric Hotz (www.erichotz.com) has been freelancing in the gaming Deck Company.
has worked as a full-time illustrator industry for nearly 20 years.

139

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