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Hooks

Credits
Authors: Christian Rosenkjaer Andersen (Echoes of the Ancient Author Biographies
Dead, New Deal), Jason Brennan (Small Game), Richard Love
(Birthright, Salvation, The River, To The Dark Tower), David Christian Andersen lives in Denmark. He is involved in
MacGregor (Into the Valley), Xavier Requejo (Small Game) planning Rego Auram devices, and to a lesser degree also Creo
Development, Editing, & Project Management: David Chart and Perdo Ignem, used in the construction of centers of medical
Proofreading, Layout, & Art Direction: Cam Banks science. He dedicates his part of this book to his family: Lene,
Layout Assistance: Michelle Nephew Robert, and Laura.
Publisher: John Nephew Jason Brennan lives in Kingston Ontario. This is the first Ars
Cover Illustration: Christian St. Pierre Magica book he’s written for and he’d like to thank David Chart
Cartography: Sean Macdonald and the other authors for making it such an enjoyable experi-
Interior Art: Jason Cole, Jenna Fowler, Alayna Lemmer,
ence. His chapter is dedicated to the multitude of felines who’ve
Christian St. Pierre
insinuated themselves into his life over the years and, in doing
Additional Art: Castles, Mineola, NY: Dover Publications,
so, helped to inspire his chapter’s antagonists and their powers.
Inc. 2007. Arms & Armor, Mineola, NY: Dover Publications,
Richard Love lives in New Zealand. He worries that the
Inc. 2004.
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves river behind his house will flood, but fortunately his wonderful
Publisher’s Special Thanks: Jerry Corrick & the gang at the Source. partner Paula makes regular offerings of thanks and appeasement
to the natural spirits on the solstices. Richard thanks Malcolm
First Round Playtesters: Mark Barltrop, Mark Lawford, Simon Harbrow for running the excellent scenario that was mangled
Turner, Alex Coyne-Turner, David Staveley; Christian into Salvation.
Jensen Romer, Luke Price, Kevin Sides, David Curtin, In past lives, David MacGregor has traveled the Great Lakes
Andrew Oakley, Lloyd Graney, Thomas Nowell, Peter region as an I.T. trainer, a human resource manager, and a food
Hiley; Jason Fryer, Matt Dyson, Emily Dyson; Christian service representative. Currently, he is a full time stay-at-home
Rosenkjaer Andersen, Pelle Kofod, Bob Harrison, Guillaume dad and part-time writer for Ars Magica. He gratefully dedicates
Lacalmontie, Patrick M. Murphy, Valerie Nix, Eric Strongin this writing to his ever-patient wife and long-napping daughter.
Second Round Playtesters: Andrew Gronosky, Vesna Xavier Requejo is a grog in the Barcelona covenant. He
Gronosky, Matt Ryan, Andrew Mitchell, John Tibbetts, works as a consultant for the Rego Auram infrastructure of the
Casey O’Brien; John Post, Paul Briscoe, Erik Johnson, Bryan city, which mundanes call “an airport.” Recently he has been
Jacques, Kurt Konegen; Simone Bischof, Irene Frings, Stefan feeling an urge to ask the magi about their views on supernatural
Frings, Anna-Lena Schubert, MaPhi Werner, Alexander creatures, but he doesn’t know exactly why. He dedicates his
Bader, Tanja Bader, Nina Baur, Jochen Gutjahr, Jens Oesterle, chapter to his gaming troupe and especially to Ricard Prats, who
Mirjam Rösen-Oesterle introduced him to Ars Magica in the 90s.
Third Round Playtesters: Donna Giltrap, Malcolm Harbrow,
Aaron Hicks

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), maintaining 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 discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright 2014–2015 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 purpose of reviews, is
expressly prohibited.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of
Hermes, Tremere, and Doissetep are trademarks or registered trademarks of CCP hf in the United States and other
jurisdictions. and are used with permission.
Digital Version 1.0

2
Hooks

Contents
I. Introduction 6 Further Tales..................18 The Estate of Antunnos....32
The Scenarios....................7 The Ancient Marker.......32
Birth Right........................7 III. Echoes of Lince’s Leather
Echoes of the Ancient Dead...7 the Ancient Dead 20 Working Shop................32
Into the Valley..................7 Introduction....................20 The Church of St Mary...33
New Deal..........................7 Prelude...........................20 The Gelb..........................33
Salvation...........................7 Events.............................21 Part II:
Small Game......................7 Arrival of the Courier.....21 Enter the Church...........33
The River..........................7 The Clay Tablets.............21 Noon, at the Church......34
To the Dark Tower...........7 Marauding Ghosts...........21 Part III:
Argos’ Visit......................21 The Great Ceremony.......35
Guidelines.......................35
II. Birth Right 8 Further Investigation......24
Argos of Bonisagus..........24 The Big Picture...............35
The Faerie Queen Blegen...8 Antunnos’
Changing Location.........10 Bellox the Necromancer....24
The Seekers.......................24 Wilderist Philosophy......36
Changing Power.............10 Preventing Railroading...38
Baby Marcus Canaanite Necromancy....26
Dealing with Argos........26 The Characters...............38
and Baron Frederick........10 Rossen-Antunnuac..........38
What Happens. ................10 Aftermath. ......................27
Argos Gets the Tablets...27 Rani.................................39
Kidnap and Murder........11 Apostle Mabsuthat,
Responses to Kidnap......11 The Player Magi
Hold the Tablets.............27 Lince the Pelter..............39
A Hidden Covenant..........12 Apostle Ulama,
Bad Relations..................12 Working With Argos.......28
Denying Argos His Tablets....28 Igor the Villein...............40
Murder............................12 Apostle Vivopario,
Saving the Baron.............12 Appendix..........................28
New Major Supernatural Elsie of the Glebe...........40
A New Queen..................12 Jane & Olaf.....................40
The Faerie Court............12 Virtue: Lore of the Dead...29
New Supernatural Ability: The Mayor of the Town....41
Player Characters Father John.....................41
in the Faerie Court............13 Lore of the Dead............29
Eyes of the Dead..............29 The Heartbeasts
King in Ashes...................15 of the Town....................41
Faerie Knights..................17 Touch of Ghostly Calling....29
Old Nanny Dirge...............................30
Anchored in the Veil.........30 V: New Deal 42
and the Nursery..............17
Entering the Nursery........17 Additional Material........30 Introduction..................42
Moving Through the Web...17 The Missing Shipment. .....42
The Time Trap.................17 IV: Into the Valley 31 Going To Town..............42
Old Nanny Storyguide’s Information..31 Waiting...........................43
and the Faerie Queen........18 Part I: Seeking Antunnos. .32 Shortages in Labs...........43

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The Town.......................45 Escaping the Church........62 and Thebes Tribunals.......81
Information in Town.......45 The Cloven Hoofed Monk... 63 Normandy Tribunal.........81
Simon..............................45 Further Tales..................64 Novgorod Tribunal..........81
Charles............................45 Transylvania Tribunal.....81
Peter................................45 VII: Small Game 65 The Rhine Tribunal..........81
Timeline...........................46 Introduction..................65 What Happens. ................82
At the Warehouse...........46 Prologue........................66 Involving the Magi.........82
Simon’s Townhouse........46 Setting............................67 Investigating
Breaking and Entering......46 Characters......................67 Trajan’s Crimes...............82
Smiling Simon..................47 The Hook. ......................67 Arousing Mundane Anger...83
The New Deal................48 The City..........................70 Gathering Political Allies....83
Future Deals with Simon....50 The Fair..........................71 The River Spirit..............83
Favors.............................50 The Boy in the Barn........71 Wizard War....................84
Spoiling Leather Goods.....50 Philippe l’Orfevrier.........72 Extrajudicial Execution...84
Further Schemes................50 Encounters in The Tribunal Hearing.....85
Digging Up Dirt.............51 the City and Fair.............73
What Hermetic Crimes
Official Rulings...............51 Final Encounter...............73 has Trajan committed?......85
Guild Officials.................51 Further Stories...............74 If Trajan is Found Guilty....85
Town Court.....................51 Jacques’ Trial...................74 If Trajan is Found Innocent....86
Setting Up Business.........51 Following Heron’s Trail....74 Further Tales..................86
Extended Paws................74
VI: Salvation 54 Predators.........................74 IX: To the Dark Tower 87
The Damned Monastery Bared Claws....................75 Sir Erwan.........................87
of Saint Sylvester............54 Creations of Old, Sir Erwan’s Vision...........88
Who Burned Prizes of Today...............75 Sir Erwan and
The Monastery?..............55 Electrum.........................75 His Father’s Court...........88
A Hell Made of Earth.....55 The County
Involving the VIII: The River 76 of Penthièvre..................88
Player Characters...........55 Trajan the River Guardian.76 Re-Locating the County...88
Moving the Monastery...57 The Guardians Sir Erwan’s
What Happens. ................57 of the Forests..................77 Greater Malediction.......89
Questioning Nature Lore......................77 Sir Erwan’s Companions....90
Father Guthrie................57 Gilds................................77 Sir Louis & Sir Rudolph....91
Getting to the Monastery....57 What Does Trajan Want?...77 Andru..............................92
Monastery Rumors..........57 The Poisoning of the River.....77 Fighting As A Group......92
Exploring the What Has Trajan Done?...77 How Do The
Ruined Monastery..........58 Siegfried the Quaesitor...81 Magi Respond?.................92
The Mass Grave..............59 Moving the River............81 Rising to the Challenge....94
The Crypt........................60 Greater Alps Tribunal.......81 Ignoring the Challenge..95
The Black Cockerel...........60 Hibernia, Iberia, Levant, Using Magic...................95
Dealing with the Loch Leglean, Provence, Mundane Responses.......95
Cloven Hoofed Monk....62 Rome, Stonehenge, Further Tales..................96
The Burned Monks...........62

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List of Inserts
Faerie Queen Blegen..............9 Initiation of the Simple Alternative Deals..................64
Faeries...................................10 Heartbeast........................39 Anima and Terminology.......66
Lady Elaine...........................11 Story Seed: Mechanica of Heron............66
Contract Killers....................11 Of the Bjornaer..................39 Mechanica and Damage.......67
Faerie Knights......................14 Story Seed: Ailuros (Silver Cat)..............68
Baby Marcus’ Cradle.............15 The Ladies Move In..........39 Maahes Tyreos
Old Nanny...........................16 Rani......................................40 (Golden Cat)....................69
Mechanics of the Tablets.....22 Story Seed: The Rise Danger in the City – Fire!....71
Veteran of Rossen-Antunnuac........41 Masterminds of the City......71
Kataphraktos Spectre.......23 Charles and the Shipment....43 Gathering Rumors................72
Notes on Balance..................24 Use of Magic........................44 Trajan: Master
Argos, Magus Peter the Merchant..............46 of House Tytalus.........78–79
of Bonisagus......................25 Simon the Merchant............47 Cattus, Daughter
Spectres................................27 Court Mechanics..................48 of the Danube...................80
The Town.............................32 Story Seed: Siegried of Guernicus...........82
Story Seed: Double Scandal.................48 Detecting Spell Traces.........83
Town and Country...........33 The Old Letters....................49 Tribunal Politics in the Saga...84
Breaking the Code................34 Setting Up Sir Erwan..............................89
Concepts from Houses of Business Story Seeds.........52 Sir Louis
Hermes: Mystery Cults....36 What Could the Player and Sir Rudolph................90
Mystagogue Antunnos, Characters Already Know?...55 Andru, a Squire.....................91
Dark Strider of Bjornaer...37 Father Guthrie......................56 Knights, Women,
The Black Stag, Agatha..................................58 and Old Men....................92
Antunnos’ Heartbeast.......38 The Cloven Hoofed Monk...61 Supernatural Protection.......93
Story Seed: Eden Returns?...38 An Infernal Vis Source.........62 Autocephalous......................94
New Bjornaer Mystery: Burned Monks......................63

5
Chapter One

Introduction
Welcome to Hooks, an only take a single session of play, tures either by themselves or as
adventure supplement for Ars although depending on your interludes in a larger saga.
Magica Fifth Edition. troupe the scenarios may actual- Some chapters refer to the rules
The library of Ars Magica ly take longer to resolve. There is and terminology of their target
Fifth Edition supplements con- nothing wrong with your troupe supplement (or other Ars Magica
tains many exciting and intriguing if this happens! Fifth Edition books). If under-
story opportunities for your saga. The scenarios all offer sug- standing these rules and terms are
However, it is sometimes difficult gestions as to how your troupe critical to using the chapter’s sce-
to provide a rationale, in play, can extend the story in later play nario a brief explanation is given
that draws the player characters using the target supplement, but in the text. Otherwise, these ref-
in these new story directions. This your troupe does not need to ex- erences are not directly relevant
book, Hooks, provides your troupe tend the scenarios if you do not now, but may be relevant later if
with a set of short scenarios that want to. Playing these scenarios the troupe continues to explore
each lure the player characters gives your troupe the chance to the story possibilities in later play.
into new story opportunities. see whether you enjoy a certain Note that your troupe does not
Each scenario is intended to sort of story, and a launchpad for actually require the target supple-
introduce another supplement more of the same if you do. If ments to play these scenarios; they
for Ars Magica Fifth Edition, you don’t, the scenarios are per- are intended as tasters.
and has been been written to fectly playable as one-off adven-

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Hooks

The Scenarios Into the Valley Small Game


The covenant discovers that a A pair of covenant grogs be-
Each scenario is briefly de- local vis source is being harvested gin to act strangely, as if they are
scribed here, without spoilers, by a magus who has taken residence being manipulated into spying
so that you can choose what in a nearby town. Confronting the on the covenant. Can the player
you would like to play. thief reveals a deeper plot involving characters discover the mecha-
the awakening of an ancient power. nism behind these cat’s paws?
This scenario introduces This scenario introduces the
Birth Right Houses of Hermes: Mystery Cults, Ancient Magic sourcebook’s Me-
Bjornaer chapter. chanica of Heron chapter.
The infant son of the baron
is abducted by faeries. The faer-
ies plot to gain power over the New Deal The River
baron’s fiefdom, which includes
(or borders on) the player char- The magi are confronted by A Tytalus magus floods a river,
acter covenant. an imminent shortage of lab sup- killing hundreds of mundanes, and
This scenario introduces plies when their regular supplier perhaps damaging the properties
Realms of Power: Faerie. fails to deliver. The player char- of magi. The magus claims his
acters need to find new suppliers actions are not criminal because
and strike new deals, potentially (in the Rhine Tribunal) he is the
Echoes of the involving them in the machina- guardian of this river. Do the play-
Ancient Dead tions of the merchants. Perhaps er characters, and the rest of the
they are better off starting a busi- Tribunal, support this interpreta-
Clay tablets with clues to the ness of their own? tion of the Code or not?
location of the lost Canaanite This scenario introduces This political scenario intro-
city of En-Dor in the Levant fall City and Guild, especially trad- duces Guardians of the Forests: Rhine
into the hands of the covenant. ing and shipping. Tribunal, particularly for sagas set
A magus arrives claiming to in a different Tribunal.
be the rightful owner. Will the
player character magi work with Salvation
or against him in his quest for the To the Dark Tower
forgotten secrets of the ancient The magi learn of a nearby,
Canaanite necromancers? haunted, ruined monastery. A noble knight has a terrible
This scenario introduces An- Can the player characters in- vision of the ruin that the cove-
cient Magic, Canaanite Necro- vestigate without damning nant will bring to his lord’s lands.
mancy chapter. their immortal souls? The knight thus travels on a quest
This scenario introduces to slay the player character magi.
Realms of Power: Infernal. This scenario introduces the
Lords of Men sourcebook.

7
Chapter Two

Birth Right
A naked and screaming baby gold ring onto her own slender erie kingdom. However, Blegen is
boy is held aloft by a pale wom- finger. The creatures watching insatiably curious about the mun-
an, wearing a long white lace from the forest-edge applaud and dane world. Her plan is to marry
bridal gown, standing in a ver- cheer the marriage. From among the infant, first-born son of a lo-
dant forest clearing. The forest- the joyful throng a band of faerie cal noble and then have her faerie
edge is crowded with a fantastic knights turn away and head out knights assassinate the noble. Her
audience: rank centaurs, fecund from the green forest-heart. Out baby husband will inherit his fa-
satyrs, valiant knights. Even the toward the world of men... ther’s lands and, due to his infan-
gnarled trees closely observe this cy, she will rule until his majority.
ritual held at the forest-heart. This will expand her faerie king-
A moment of irritation flashes dom to encompass the local lands
over the pale woman’s other-
wise calm face as she carefully
The Faerie of men, allowing her to “break”
her Sovereign Ward and venture
pries open the baby’s chubby, Queen Blegen into the mortal world.
clenched fist and slips a tiny gold Blegen’s plan has three phases:
ring onto his finger. The beautiful pale woman is
The baby falls asleep and the the faerie queen Blegen. She has • Kidnap the baron’s baby son.
beautiful, pale woman smiles se- a Sovereign Ward that means that • Marry the baron’s baby son.
renely once more, sliding a larger she cannot leave her forested fa- • Assassinate the baron.

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Hooks

Faerie Queen Blegen


Faerie Might: 20 (Herbam) Powers: queen is within her castle
Characteristics: Int +2, Per +1, Faerie Sight: This power allows she is aware of everything
Pre +2, Com 0, Str –1, Sta the faerie to automatically happening within the castle.
–1, Dex +1, Qik +1 distinguish mundane things To determine whether she
Size: 0 from glamor, and to auto- notices something make a
Virtues and Flaws: Focus Pow- matically identify another Perception + Awareness roll
er (forest queen), Increased faerie’s glamor, and to au- against an Ease Factor of 9. If
Might; Faerie Sight, Faerie tomatically see an Arcane she is specifically looking for
Speech, Humanoid Faerie, Connection (and know to the thing, the Ease Factor is
Personal Power (castle eyes); whom it is an Arcane Con- only 3. Mundane and magi-
Narrowly Cognizant; En- nection, if that person is cal attempts to hide from the
emies (loyalists, Old Nan- present). The faerie can also faerie queen have no effect,
ny), Proud, Sovereign Ward use faerie sight to deter- but this power needs to Pen-
(faerie kingdom); Obsessed mine the motives and goals etrate the Magic Resistance
(outside faerie kingdom) of other faeries (Awareness of those sensed.
Personality Traits: Proud +6 + Perception roll against an Equipment: Long lace dress,
Reputations: Forest Queen (lo- Ease Factor equal to Might silver tiara, wedding ring.
cal) +5 of other faerie / 5). See Vis: 4 pawns of Herbam vis in a
Soak: –1 Realms of Power: Faerie, page wooden heart.
Wound Penalties: –1 (1–5), –3 50 for more details. Appearance: The faerie queen
(6–10), –5 (11–15), Incapac- Faerie Speech: This power allows Blegen appears as a beautiful
itated (16–20), Dead (21+) the faerie to duplicate the pale-skinned woman wear-
Pretenses: Area Lore: Local 4 language spoken by her hu- ing a delicate silver tiara. Her
(forest), Awareness 5 (cas- man audience. See Realms voice is crisp and authorita-
tle eyes), Bargain 6 (mor- of Power: Faerie, page 50 for tive, and it is difficult to judge
tal men), Charm 4 (mortal more details. her apparent age: mid-thirties
men), Etiquette 5 (courtly), Forest Queen, 1 point per mag- seems plausible. Blegen usu-
Folk Ken 3 (nobles), Guile nitude of effect, Init –4, ally wears a dark-green, long,
4 (mortal men), Intrigue 6 Herbam or Animal: The fa- translucent, lace dress, but
(plotting), Leadership 5 (fa- erie queen can duplicate any she sometimes changes the
eries), Magic Lore 1 (court Hermetic Herbam or Animal dress’ color. Her hair changes
wizards), Music 5 (harp), effect, up to level 25, that af- with the seasons: in spring it
Organization Lore: Order fects the forest, or its inhabit- is short and white; in summer
of Hermes 1 (House Me- ants. The power costs 1 point her hair is long, sleek, and
rinita), Penetration 5 (castle per magnitude of effect. golden; in autumn wild, twist-
eyes), Ride 3 (faerie beasts), Castle Eyes, 0 point, constant, ed and red; finally, in winter it
Stealth 1 (courts) Mentem: While the faerie hangs in black ringlets.

When the scenario begins the spective, is that the covenant is This may interfere with the magi’s
first two phases are already com- within (or very near) the noble fief magic, vis sources, and so on.
plete. The important consequence she claims via her infant husband. This story is a hook for the
of Blegen completing her plan, Her suzerainty over the fief will Realms of Power: Faerie book.
from the player characters’ per- cause it to develop a Faerie aura.

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Hooks
covenant. The covenant may be
Faeries built within the fief too. For this
Realms of Power: Faerie de- ity. A Narrowly Cognizant scenario this will be the Baron
scribes the nature of faeries. faerie lies between the two Frederick, but choose a noble ap-
Faeries gain “power” or vital- extremes and is capable of propriate to your saga. A duke,
ity from acting out roles in changing her role in a limited count, or other noble rank can be
stories, even if the role re- way. Blegen and Old Nanny used instead.
quires the faerie to be “killed” are Narrowly Cognizant. The Marcus is about a year old
or “defeated.” There is no other faeries in this story are when the scenario begins. If plan-
game mechanic for vitality, Incognizant. Most magi are ning ahead, you can foreshadow
but ultimately vitality moti- unaware of the true nature of this story by news reaching the
vates faeries. faeries. covenant, a year earlier, of Mar-
Most faeries are fully im- Faeries have Pretenses in- cus’ birth. The birth of an heir
mersed in story roles and in- stead of Abilities. Faeries only could be cause for celebration
capable of acting outside the imitate skills and knowledge,
by the noble and common-folk
role. Such faeries are Incog- but only Cognizant faeries do
of the fiefdom. Apart from being
nizant. A Cognizant faerie is this consciously. In play, use
fully aware she is merely act- Pretenses exactly as Abilities, Baron Frederick’s heir, Marcus is
ing out a role and can change but very observant characters an ordinary mortal baby, and thus
roles to increase her vital- may notice something odd. game statistics are not provided
here for baby Marcus.
Game statistics are not pro-
Changing Location Changing Power vided for Baron Frederick either.
If in your saga, you already have
For the story, the mundane The faeries may not be chal- established statistics for a suitable
noble’s fief contains a forest lenging for powerful magi. If the local noble, use those statistics.
with faerie regiones. The faeries troupe wants to make the faer- Otherwise, use The Knight tem-
do not need to be the sole, or ies more challenging, the easiest plate (ArM5, page 23).
most powerful, supernatural solution is to increase the Might Baron Frederick has a dozen
inhabitants of the forest. Scores. The Major Faerie Virtue men-at-arms at his ready disposal;
If, in your saga, the lands Increased Might increases a faerie’s use The Standard Soldier tem-
near the covenant do not con- Might Score by 15. The Minor plate (ArM5, page 22) for them.
tain a suitable forest, you can Faerie Virtue Increased Might in- The baron also usually has four
move the faeries to a different creases a faerie’s Might Score by 5. vassal knights at his castle, but
sort of terrain. these have been replaced by faer-
For example, Blegen can ies (see later).
just as easily rule over faeries
of the mountain, glacier, lake,
or desert; replace her Forest
Baby Marcus &
Queen power, her specializa- Baron Frederick What Happens
tions, and her Might Form as
appropriate. You will also need Marcus is the baby heir of a The following scenes give the
to devise new descriptions for noble whose fief contains the fa- player characters opportunities
the faerie regiones. erie queen’s regio and is near the to become involved in this story.

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Hooks
Kidnap and Murder ering his son to move against the
covenant right now. In this case, Lady Elaine
The desperately worried Bar- the troupe should move on to
on Frederick (or his servants) the subsequent murder of Baron The baron’s wife, Lady
Elaine, was killed by the fa-
approach the magi for help to Frederick.
erie knights and her body
find baby Marcus, the baron’s If the player’s covenant re- left in the castle. Lady
heir. The baron’s wife (the lady sponds to the kidnap, then bear Elaine’s murder ensures that
Elaine) was murdered two days the following in mind: she cannot later have rights
ago, and their baby is missing over the baron’s fief as his
(presumed kidnapped by the as- • It is easy to confirm with widow. Elaine’s ghost, if
sassin). Frederick’s four knights spells when the knights were summoned, knows little of
were also missing. murdered. It is obvious to value. She was killed with
The baron’s servants have mundane inspection alone a single sword thrust to the
since found the bodies of the that the corpses have been heart while she slept.
knights. The knights’ throats had lying in the foggy ravine
been slit, and the bodies dumped for months. The fog, which
in a forested and fog-filled ravine has hidden the corpses until Contract Killers
not far from the castle. Surpris- now, is a faerie effect (cast
ingly, the knights appear to have by a faerie knight, see lat- It is assumed the magi
been killed months ago. This er). The spirits of the dead are opposed to the faerie
is surprising because the four knights (if interrogated) queen’s plan. However, magi
knights have been recently seen tell of being ambushed and strongly sympathetic to faer-
at feasts, jousts, and hunts. killed in the forest. ies (such as magi from House
Stories are told in Frederick’s • The baron’s huntsmen have Merinita) might instead help
the faerie queen complete
court of faerie imposters that tracked the faerie knights
her plan. If this is likely, rath-
haunt the forest near his castle. into the forest, where
er than sending her knights
The baron fears these faerie the trail disappears. The to murder Baron Frederick,
creatures have murdered and re- knights continued into a the faerie queen’s agents
placed the baron’s knights, mur- faerie regio containing the might first try to give the job
dered the baroness, and then faerie queen’s court. Player to the magi.
kidnapped his son. It is not clear characters with access to
to the baron what might moti- suitable spells can easily
vate the faeries, but it is clearly find the regio and continue • There are many things that
a problem that wizards can solve. to track the faeries. The can be taken from Baron
trail is at least two days old Frederick’s castle and used
Responses to Kidnap before the covenant be- as Arcane Connections to
comes involved. find baby Marcus. Note
The magi may refuse or ig- • Queen Blegen has already baby Marcus is not actually
nore Baron Frederick’s plea for married baby Marcus. In in the faerie queen’s court:
help to find his kidnapped son the next few days or weeks, he is in the Nursery (a dif-
and Lady Elaine’s assassins. This her knights will attempt ferent faerie regio within
will greatly anger the baron, but to murder Baron Frederick the forest).
he is too concerned about recov- (see later). • The magi may be cautious

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Hooks
of involving themselves Murder causes a Faerie aura of 1 to arise
too readily in this mysteri- throughout the barony. In many
ous kidnapping. There is a A few days or weeks after Ble- areas this new aura is swamped
risk of accusations of either gen’s marriage to baby Marcus by existing Dominion or other
‘interfering with the mun- her knights attempt to murder auras. However, every spring
dane’ or ‘molesting faeries’. Baron Frederick. The knights ei- equinox the Faerie aura increases
• The magi (especially ther ambush him in the forest or by 1, until it reaches a value of 4.
House Merinita magi) may sneak back into the baron’s castle Blegen’s first action is to send
already be aware of the fa- to kill him in his sleep. centaur heralds to every village
erie queen’s plan through The baron only has men-at- and town in the barony. The
their faerie court contacts. arms left available to him at his centaurs announce the sad death
They may have even been castle (see earlier). His other of Baron Frederick, and the suc-
invited to the wedding. knight vassals all have responsi- cession of baby Marcus and his
bilities and live on manors else- wife the faerie queen Blegen.
A Hidden Covenant where in his fief. If the player The centaur heralds also an-
characters somehow gather these nounce that all feudal taxes are
If the covenant is hidden vassal knights, the game statistics canceled for a year and a day,
from the mundane world, then for the knights in Chapter Nine: to commemorate the death of
word reaches the covenant of To The Dark Tower can be used. the old baron, and the life of the
baby Marcus’ kidnap and the new. Blegen does this very rap-
baroness’ murder through the Saving the Baron idly and long before the death of
contacts maintained by the the old baron is reported in feu-
grogs. If Baron Frederick is mur- If the player characters try dal courts. Thus, her take-over
dered, then word similarly even- to protect Baron Frederick, then precedes any similar attempt by
tually reaches the covenant. the success of the assassination the king (or neighboring nobles)
attempt depends on player char- to install a steward.
Bad Relations acter actions. If the unsuccessful If the player character’s cov-
knights escape they return at a enant is within the fief, it is also
If the magi are already on later date to finish the job. If the visited by centaur heralds relay-
bad terms with Baron Frederick, knights are destroyed, then the ing Blegen’s message. Even if the
then he assumes that these dis- faerie queen makes no more im- covenant is hidden in a regio the
reputable wizards have some- mediate attempts. However, she centaurs are able to find it. On
thing to do with the strange sends new assassins over the fol- the other hand, being only faerie
abduction and murders. In this lowing months and years. Might 5, the heralds are prob-
case, the baron angrily ap- If the player characters do notably not able to enter the Aegis of
proaches the covenant (or sends try to protect the Baron, the as- the Hearth without invitation.
representatives) seeking the ab- sassination attempt is successful.
ducted baby, and may be expect-
ing and willing to pay a ransom. A New Queen The Faerie Court
The magi might try to recover
baby Marcus to prove their in- If the Baron is killed, Blegen Blegen’s faerie court is dense-
nocence (or to ransom him back inherits his lands via her baby ly forested, much more so than
to his father). husband. This immediately the mundane forest. The sea-

12
Hooks

sons and days pass at the same Apart from green forest, Player Characters
in the Faerie Court
rate in the court as they do in the main features of the court
the mortal world. are a wooden castle and two If the player characters travel
There are many entrances large clearings, each of which to the faerie court they find the
to the court, which is a regio is several acres across. The faerie queen Blegen either in her
with a Faerie aura of 4. Any- humanoid faeries of the court, castle awaiting the murder of
body who is in the forest and including Blegen, live in the Baron Frederick, or in the green
can see the way to the court castle. The dense forest is forest clearing holding a feast to
(see ArM5, page 189) can cross haunted by a tribe of centaurs celebrate the murder and her as-
into the regio (and lead others and wild bands of satyrs. cension to her mundane title.
across). Within the regio, if a One of the two forest
character climbs to the top of clearings is used by Blegen • Most of the court faeries
the tall trees, the forest appears as an audience and feasting avoid the player characters.
limitless in all directions. How- hall. This clearing is verdant However, if questioned, they
ever, this is just an illusion. The and grassy. The other forest readily say that baby Marcus
forest regio is actually only a clearing is a dead place. The is in the Nursery, looked after
dozen miles across, but it has ground is covered in thick ash by Old Nanny. The faeries
no edge. A character who walks and rusting shards of iron. This are excited about the recent
far enough finds himself to have second clearing is avoided by marriage between Blegen and
walked in a circle. the faeries. Marcus, and (if Baron Freder-

13
Hooks

Faerie Knights
Faerie Might: 5 (Corpus) his target. The javelin au- Moon, +1 size; +5 one intri-
Characteristics: Int 0, Per +1, tomatically hits and does cacy point to reduce Might
Pre –2, Com –3, Str +2, Sta +10 damage, but must Pen- Cost)
+3, Dex +2, Qik +2 etrate Magic Resistance to Equipment: Full chain armor,
Size: 0 be effective. (Lesser Power; long sword, shield, war-
Virtues and Flaws: Faerie 25 spell levels) horse.
Sight, Humanoid Faerie, (Base 3, +3 Sight, +1 Rego Vis: 1 pawn of Corpus vis (in
Lesser Power; Passes for Requisite; +10 two intrica- sword).
Human; Dutybound, In- cy points to reduce Might Appearance: The knights
cognizant, Tradition Ward Cost) appear identical to the
(garlic) Flame Sword, 1 point, Init –4, murdered knights of the
Personality Traits: Brave +6, Ignem: The knight’s sword baron. They are armored,
Chivalrous +3 is wreathed in flickering carry swords, and ride the
Reputations: Knight (local) blue flames. This adds +6 horses of the murdered
+4 to damage with the sword, knights.
Combat: and the blade can be used
Long Sword + Heater Shield: Init to start fires. (Lesser Power; The speech of the knights
+4, Attack +14*, Defense 25 spell levels) is slurred and accented. This
+14*, Damage +8 (Base 5, +1 Touch, +1 Di- is because the faeries have
* Add +3 if mounted. ameter; +10 two intricacy concentrated their Pretenses
Soak: +12 (Stamina + chain points to reduce Might in weapon skills rather than
mail) Cost) language — in fact, the fa-
Wound Penalties: –1 (1–5), The Quaffing Knight, 0 points, eries are marginally better
–3 (6–10), –5 (11–15), In- Init –1, Aquam: This power swordsmen than the original
capacitated (16–20), Dead vastly increases the alcohol mortals they are simulating.
(21+) content of wine or beer. The unusual speech pattern of
Pretenses: Animal Handling 2 The power can affect over the faerie knights makes them
(horses), Area Lore: Local 3,000 gallons — but has to sound slightly drunk.
2 (forest), Athletics 2 (run- be used multiple times to af- Apart from murdering
ning), Awareness 4 (weap- fect multiple vessels. (Lesser and kidnapping for the fa-
ons), Etiquette 3 (court- Power; 25 spell levels) erie queen, the knights are
ly), Leadership 3 (faerie (Base 2, +1 Touch, +2 Sun, dutybound to act in a chival-
knights), Single Weapon +1 size; +10 two intricacy rous manner. However, being
7 (long sword), Speak Liv- points to reduce Might faeries, the knights are only
ing Language: German 3 Cost, +5 increase Init) simulating their chivalry, so
(courtly), Ride 3 (combat) Fog of War, 4 points, Init –4, a careful observer may notice
Powers: Auram: This power creates something false.
Faerie Sight, see Blegen. a bank of thick fog that These knights are ward-
Each of the four knights has covers an area of 16 acres ed against with garlic. The
one of the following powers. (an area about 160 paces knights cannot touch or harm
Javelin of Earth, 1 point, Init –4, across). (Lesser Power; 25 a target carrying garlic and
Terram: The knight throws spell levels) take +6 Damage if forced into
a javelin made of earth at (Base 3, +1 Touch, +3 contact with garlic.

14
Hooks
ick has already been killed)
the faeries are happy that Ble-
Baby Marcus’ Cradle
gen’s faerie kingdom has ex- Baby Marcus is asleep,
tended into the mortal world. gently cradled in a nest
If asked, the faeries will ex- of web hung between two
plain that the Nursery regio trees. Apart from Old Nan-
entrance is the darkest place ny there are no guards. Baby
in the forest, but they do not Marcus is naked except for
know where this actually is. a plain gold wedding ring,
• Unless the player characters which is an enchanted item.
attack first, the members of
the faerie court do not attack Quiet My Darling Husband
the player characters. Apart
from the knights (see insert) ReMe 10, 0 Pen, 1 / day
R: Touch, D: While
the only combatant faeries are
(Worn),
the tribe of centaurs. The sa- T: Individual
tyrs are not combatants. The This faerie ring causes the
centaurs have Faerie Animal wearer to fall asleep.
Might 5 (see Realms of Power: (Base 4, +1 Touch, +1
Faerie, page 76). The centaurs While)
are Size +3, have +8 Soak,
and attack with a lance and
shield (Init +1, Attack +14*, and centaurs to cover her es-
Defense +11*, Damage +11; cape. Her wooden castle is
* includes +3 “mounted” bo- incredibly and supernaturally
nus). The centaurs attack in large (it is actually another re-
squadrons of five, but are not gio, with a Faerie aura of 6),
trained groups. The centaurs and with her Castle Eyes power
may not attack (and greatly Blegen is aware of everything
fear) anybody who carries happening within it. This,
the sign of the cross. coupled with the size of the
• The faerie queen does not castle, means that Blegen can
particularly fear the magi. Al- quite easily avoid the magi
though she has heard of the once she is within her castle.
Order of Hermes, she views
the magi as irrelevant and, King in Ashes
once Baron Frederick has
been murdered, she expects In a previous age, Blegen ruled
magi to obey her like any of the faerie forest alongside a faer-
her other subjects — if the ie king named Aethele. Clearly,
covenant is built within her Blegen needed to dispose of her
new lands. If the magi attack husband, so that as a widow she
her, Blegen retreats to her could marry a mortal heir. Aeth-
castle, ordering her knights ele was therefore murdered by

15
Hooks

Old Nanny
Faerie Might: 10 (Animal) ** Due to Old Nanny’s many clawed described in the text. It takes
Characteristics: Int +1, Per 0, Pre legs she inflicts 3 Wounds when she an hour for all the silk to be
–2, Com –5, Str +8, Sta +1, strikes. If you are using the Group created, and Old Nanny uses
Dex +3, Qik –1 combat rules these Wounds are dis- her Profession: Weaver Pre-
Size: +4 tributed about the opposing Group tense to fashion the silk into
Virtues and Flaws: Huge, Ritual as normal. webs (or other items). (Lesser
Power (Web Weaver); In- Soak: +3 (Stamina + Tough Power; 25 spell levels)
creased Might, Faerie Beast, Hide) (Base 5, +1 Touch, +2 Size; +5
Faerie Sight, Faerie Speech; Wound Penalties: –1 (1–9), –3 one intricacy points to re-
Narrowly Cognizant; Driven (10–18), –5 (19–27), Incapac- duce Might Cost)
(create webs), Enemies (faerie itated (28–36), Dead (37+) Vis: 2 pawns of Animal vis (in
Queen), Monstrous Appear- Pretenses: Area Lore: Local 5 spider silk gland).
ance; Reclusive (forest), Athletics 3 (climb- Appearance: Old Nanny is
Qualities: Aggressive, Ambush ing), Awareness 3 (things in an enormous spider. She
Predator, Skilled Climber (+3 web), Brawl 5 (bite), Hunt 4 is a black, scuttling, primi-
Climb rolls), Tough Hide, (prey), Profession: Weaver tive nightmare.
Venomous 10 (web), Stealth 4 (ambush),
Personality Traits: Secretive +3, Survival 3 (forest) Her usual tactic is to wait
Jealous +1 Powers: until prey is snared in her
Reputations: Ancient Nightmare Faerie Sight, see the description web, and then she moves in to
(local) +1 given with the faerie queen deliver an incapacitating, poi-
Combat: Blegen. sonous bite to the compara-
Bite: Init –1, Attack +12, Defense Faerie Speech, see the description tively defenseless victim. If a
+6, Damage +9* given with the faerie queen snared victim appears to be
Claws: Init –2, Attack +10, De- Blegen. too tough (or armored), then
fense +7, Damage +10** Web Weaver, 3 points, Init –9, An- Old Nanny merely waits for
* Old Nanny’s bite is venomous. If a imal, ritual: This ritual power the victim to starve.
character takes any Wound from her creates a thick rope of spider Old Nanny flees from char-
bite, check to see whether the charac- silk half a foot in diameter acters who are not affected by
ter is poisoned too. Old Nanny’s and two and a half miles long. her webs and hides in a dark
venom is equivalent to an Asp bite The spider silk is as tough as corner of the Nursery.
(see ArM5, page 180). iron and can entrap people as

Blegen’s knights, and his ashes, is Aethele’s old drink-master the player characters investigate
laced with iron, were scattered Guma — a tiny dwarf respon- the forest clearing scattered
in one of the forest clearings. To- sible for providing intoxicating with Aethele’s ash, Guma care-
day, most of the faerie court are brews at the faerie court. Guma fully observes them. Guma also
loyal to Blegen, but a few are still has carefully maintained his po- quietly tells the player charac-
secretly servants of Aethele. This sition in Blegen’s court, and does ters that baby Marcus is in the
hidden, loyalist court faction aim not aid the player characters di- Nursery with Old Nanny, if it
to resurrect king Aethele, but do rectly, nor reveal information seems that they will not find this
not know how to do so. about Aethele until he trusts out by questioning other faeries.
The leader of the loyalists them completely. However, if Guma has identical game sta-

16
Hooks
tistics to Mateos the Faerie Butler between the web and the pillar- must not bring illumination with
(ArM5, page 194–195). like trees, patches of blue sky them when seeking the entrance
and puffy cloud can be seen, but to the regio — as an illuminated
Faerie Knights the light is strangely strangled. area will, obviously, not be the
A close observer can spot that darkest place in the forest. On
The faerie knights are identical the web extends up into the sky, the other hand, clever spell cast-
in appearance to the baron’s mur- linking air to earth. Even the ers may be able to artificially cre-
dered knights. sun is caught in this sticky co- ate the darkest place in the forest
Blegen’s four faerie knights coon, and so it only illuminates (using a combination of Creo and
could be encountered in her court. the regio with a sickly throttled Perdo Ignem effects, for example).
Alternatively, the player characters light. Everything else is locked A magus with access to spells
might be present when the knights up tight in Old Nanny’s clasp. like Leap of Homecoming, and an Ar-
attempt to murder Baron Frederick. Old Nanny is, of course, cane Connection to baby Marcus,
The knights can fight together the architect of this trap… the can instantly transport himself to
as a trained group, receiving a +12 arachnoid architect. the baby’s location without need-
group combat bonus (see ArM5, ing to find the regio entrance.
page 173). Entering the Nursery
If the knights are captured they Moving Through The Web
can be compelled, by magic, to re- The Nursery is a regio with
veal that baby Marcus is being kept a Faerie aura of 5. The entrance The sticky webs that fill the
by Old Nanny in the Nursery. The is the darkest place in the for- regio make it difficult to move.
knights are unlikely to succumb est, and so the entrance moves Characters may freely speak
to mundane persuasion or torture. around depending on the seasons and make gestures, but mov-
The knights have not been to the and the position of the sun (or ing around (including flying)
Nursery. They do know that the moon). A character can calculate requires a successful Strength +
entrance is the darkest part of the where the natural entrance will Stress Die roll against an Ease
forest, but they do not know where be at a particular time by devis- Factor of 9. A single successful
that might be. ing a horoscope for the location roll allows the character to move
(Intelligence + Artes Liberales about for several minutes. Char-
(astronomy) roll against an Ease acters who are stuck to the webs
Old Nanny Factor of 9). Each such horoscope may not make combat Defense
and the Nursery takes about an hour to calculate or Attack rolls, and if a free char-
and is only valid for a window of acter botches in melee combat
In a dark, deep forgotten one Diameter. The character cal- he becomes stuck to the webs.
place in the forest is the Nurs- culating the horoscope can free- Spiders and other spider-like
ery, in which baby Marcus is ly choose the time at which the creatures, including Old Nanny
watched over by Old Nanny. window occurs when performing herself, can move without pen-
The regio is cramped, ancient, the calculation. alty in the regio.
and covered in thick ropey spi- The Nursery can be entered by
derwebs. The tall trees of the anybody at the entrance location The Time Trap
forest, aged and wrinkled pillars, who can see the way: by using a
huddle together like shrouded spell such as Piercing the Faerie Veil The faerie queen has tasked
mourners under sheets of gray (ArM5, page 158), for example. Old Nanny with the care of
web. Through the narrow gaps However, note that characters baby Marcus because Old Nan-

17
Hooks
ny’s webs have stopped the pas- on the edge of the forest feared also be important.
sage of time in her regio. The the dark, scuttling creatures of
sun is snared and day neither the forest and the greatest of • If Blegen is successful, the
waxes nor wanes. This means their fears was Old Nanny. In barony near the covenant is
that baby Marcus will not age that age Old Nanny had a differ- gradually colonized by fa-
and will never enter his major- ent name, a primitive, primeval eries. Eventually, the magi
ity. Blegen will forever act as name; she was terror, the stench need to interact with these
his steward. of death, and the dark of night. faeries, and the faerie occu-
The freezing of time means However, over the centuries the pation may attract visitors
that any spells (and other ef- people tamed the dark forest, from House Merinita. With-
fects) cast with a long Dura- named the forest creatures, and in four years the barony has
tion in the regio do not expire. no longer feared the dark places. developed a Faerie aura of 4.
Momentary Spells still have an At least not so much. Blegen, • Links to the Faerie realm may
instant effect. Spells with Dura- the faerie queen, arose, and Old appear in the faerie barony,
tions such as Until or Bargain Nanny, the night terror, shrank. especially if the magi botch
expire if their trigger conditions Old Nanny is not part of the spell casting attempts or en-
are met, as usual. faerie court, but she is subservi- ter Twilight.
If the characters destroy a ent to it and jealously remembers • Vis sources within the bar-
large amount of web, the sun when she ruled the faerie forest ony may be tainted by the
lurches forward in the sky, re- and Blegen was a wispy, half- Faerie realm.
leasing stored up time, until it is formed idea fluttering among • Many mundane inhabitants
once again snagged by the web the swaying trees. Although Old of the barony are quite con-
that crisscrosses the sky. It take Nanny watches over baby Mar- tent with Blegen as baron,
a Diameter for the sun to be cus for the faerie queen, she has even though some of the
snagged again, and during this her own story to tell. Old Nanny faeries are very frighten-
period everything in the regio tries to kill some of the player ing. This is because when
ages by one year; make Aging characters if they make it into the the year long tax-reprieve is
rolls if required. Nursery, but she also wants some lifted the faeries collect taxes
This causes active spell effects to escape (even taking Marcus in bizarre ways that the peas-
with a Duration of Year or less to with them), spreading the tale of ants and townsfolk do not
expire too. Causing the sun to the ancient darkness at the true consider arduous; for exam-
briefly move in this way requires heart of the forest. ple, “the first sheaf of wheat
at least 1000 cubic paces of web from the harvest,” “the last
to be destroyed; just freeing indi- drop of candle-wax from a
vidual characters is not sufficient. vigil held on the spring equi-
Further Tales nox,” and “the tails of seven
cats.” The magi may suspect
Old Nanny
and the Faerie Queen However this Hook is re- some of these taxes are vis
solved, the opportunity is cre- (albeit probably tainted by
There is an ancient rivalry be- ated for further stories that in- the Faerie realm).
tween Old Nanny and the faerie volve the Faerie realm, if the • Blegen attempts to fulfill any
queen Blegen. troupe wishes. How the nearby feudal obligations she owes
Many ages ago, perhaps be- mundane nobles react to Ble- as “baron.” She swears fealty
fore The Flood, the people living gen’s claim to the barony may to the king, pays taxes, and

18
Hooks
provides faerie soldiers for mitted Hermetic crimes. legal argument that the mar-
the royal army. To receive • If the magi prevent Baron riage was invalid (perhaps
her oath of fealty the king Frederick from being assas- due to age, lack of consent,
must travel to Blegen as her sinated, the faerie queen tries the faerie priest not being
Sovereign Ward restricts Ble- again in future years. This time properly ordained, “faeries
gen’s travel. As most kings she tries to distract the magi not being real,” etc). Faerie
regularly tour their king- with some other issue before lawyers attempt to counter
doms, this is not necessarily sending her assassins after the such arguments in the eccle-
problematic. The king’s re- baron. Blegen may seek allies siastic courts. It is likely that
sponse (positive or negative) among the neighboring mor- baby Marcus will be changed
to the faerie queen may cre- tal nobles, agreeing to cede a by his marriage to the faerie
ate further stories. portion of the barony to her queen, and he may develop
• Neighboring mortal nobles neighbors, or offering them faerie powers in later years.
(possibly including the king) supernatural resources. • If the magi kill the faerie
might refuse to recognize Ble- • If the magi recover baby queen, the faerie court is
gen’s right to the barony and Marcus, it actually has little thrown into disarray: Old
try to overthrow her. Warfare effect on the faerie queen’s Nanny tries to reassert her
between mundane and fa- plan: Blegen is still his wife. power, the dead faerie king
erie armies could embroil the She tries to kidnap her hus- tries to reclaim his throne,
magi. At the very least, Tri- band again. and the faerie queen tries to
bunal Quaesitors will wonder • The player characters may be reborn too. Some, or all,
(and investigate) whether the try to get the marriage an- of these factions try to gain
covenant has caused this con- nulled by the local bishop, support from the magi of
flict, and thus perhaps com- or the pope. This requires a the covenant.

19
Chapter Three

Echoes of the Ancient Dead


A hooded figure searches of Hermes, powerful magic was magi to investigate, seek, inte-
through the ruins of a Byzan- practiced in lands far away from grate and use powerful magic of
tine fortress under the light of a
the heartland of Mythic Europe. ancient days. The intent of this
full moon, trusting the stories of
These secrets are all but forgot- hook is to introduce the player
ghosts to keep the curious at bay.
ten and lost, yet rumors and magi to the concepts of Ancient
Reaching between two stones, clues of some find their way to Magic — more specifically Ca-
he extracts a tooth from a shat-
enterprising magi. naanite vecromancy — and the
tered skull, his grin of triumph These hints of great power and search for and integration of such
eerie in the wan light. magic are worthy of the attention magics, as well as introduce the
“If anyone is watching,” heof the Seekers, who delve into an- tradition and organization of the
thinks, “those stories are about
cient lore. Such magic is incom- Seekers. For more information,
to get stronger.” patible with Hermetic magic, but consult Ancient Magic, Chapter 2.
can be integrated for great ben-
efit through hard work. Finding
Introduction sources of insight can often be as

Long before Bonisagus in-


hard as understanding them.
This story delivers ancient ar-
Prelude
troduced his unified theory of tifacts by pure chance to the cov- Prior to the first events of
magic and founded the Order enant, challenging determined this story, the Seeker Argos

20
Hooks
of Bonisagus made a deal with and disperse. The driver is rec- Marauding Ghosts
Vito, a Genoese merchant, to ognized by covenant members
buy ancient clay tablets from as Marco, a freelance courier The ghosts of the kataphraktoi
the Holy Land. Vito took the sometimes used to transport or are disciplined and execute a
advance payment but double- procure objects of a more sensi- tactical retreat once the Aegis
crossed Argos, rationalizing tive nature. He often works for repels them. Argos presses them
that cheating such an unsavory Vito, a Genoese merchant who into his service again using Coerce
character couldn’t be a sin. specializes in such artifacts. He is the Spirits of the Night; their orders
Vito sent the clay tablets by
by no means comfortable being are to terrorize the locale. He is
courier to the Teutonic Knights,
in the covenant, and clearly ner- not unnecessarily cruel and does
who had shown an interest in vous around the magi. However, not order mass murder, but the
the artifacts as well. Argos is now
seeking refuge here is better than riders drive the populace from
tracking the tablets by magic the alternative. their homes, damage dwellings,
through an Arcane Connection In his wagon the driver has a livestock, and crops, and attack
to the courier. crate with the clay tablets from travelers going to and from the
the Levant, bound for some undis- covenant. He deliberately has
closed buyers within a few days’ them drop his assumed name
ride of the covenant location. He during raids, saying, for example,
Events has been warned that the tab-
lets contain secrets best left un-
“Bellox gave orders to torch
the place!” In Argos’ mind this
The following sections out- touched, and that they must not furthers his diplomatic leverage
line the expected sequence of fall into the wrong hands. Tonight once he goes to the covenant.
events for this story. was the last night of the window of The riders employ hit-and-
his meeting with the knights who run tactics to cover as much
had bought the tablets. ground as possible and make
Arrival of the Courier a determined counterattack
The Clay Tablets difficult. If they face a formidable
As dusk approaches, a sharp- foe the ghostly riders retreat
eyed person spots a wagon head- The language of the tablets is and reform at their next raiding
ing for the covenant gates at great obscure. Those with Hebrew 4 objective.
speed. The driver looks scared or higher recognize the text as
out of his wits and the team of an archaic form of Hebrew and Argos’ Visit
horses look near the point of ex- thus stand a chance of decoding
haustion. They look like they are it. They offer clues to finding the Within a day or two of Marco’s
pursued by the devil himself, and ancient ruins of En-Dor on the arrival, one of the covenfolk spots
the truth isn’t far off. Far behind basis of descriptions of Canaan a lone visitor approaching the cov-
him gallop 15 ghostly riders clad from the time when it was a liv- enant. This gray-haired individual
in archaic arms and armor, rap- ing culture. They also offer infor- insists on speaking Latin only and
idly gaining on him. mation as to the skills of the Ca- introduces himself as Argos, a Ma-
The driver pleads for sanc- naanite necromancers, who had gus of Bonisagus. He asks to speak
tuary and entrance to the cov- unsurpassed powers to speak with with the magi and acts as if he
enant grounds. Assuming this is as well as summon spirits of the was expected. Once he is before
granted, the Aegis of the Hearth dead. These may be integrated some or all of the player magi, he
causes the horsemen to retreat into Hermetic Theory. demands that he is given what is

21
Hooks

Mechanics of the Tablets


Decoding is a seasonal activ- more tablets. Note that the tab- ing that these are secrets best
ity requiring a stress roll of In- lets are not the only texts avail- left alone. Any scribe with even
telligence + Hebrew against an able from which to learn Area the slightest bit of knowledge
Ease Factor of 18. If successful, Lore: Canaan. If more tablets are about Judaism or Christianity
the tablets are revealed to be a given to the player magi the re- soon recognizes the name En-
Summa in Area Lore: Canaan. A search phase could become triv- Dor and instantly remembers
complete sequence of six tablets ial, but leave more room for the the warning about horrible nec-
is Level 10 Quality 15, with each actual search for En-Dor. This romancy. The player magi now
missing tablet subtracting three find should yield several avenues have their hands full trying to
from Quality. In total there are of investigation and research on contain the problem, as a con-
seven sequences consisting of six which to start out. Remember scientious scribe alerts his com-
tablets, each of which is a sepa- that even a complete set does munity. It should become clear
rate summa. Some tablets are not make finding the location of that these tablets are something
safe at Durenmar and some are En-Dor a trivial matter; the real to be hidden by the magi and
held by the Teutonic Knights, challenge lies in the desert. A studied in the dark.
but most are unaccounted for season’s worth of search requires
since they were scattered in an Intelligence + Area Lore: Ca- Copying the Tablets
Constantinople long ago. A naan roll against an Ease Factor
more detailed description of the of 18 for success. This is for field Since the text is unintelli-
tablets can be found in Ancient work, Ease Factor is raised to 21 gible copying carries with it the
Magic, pages 34–36. for research off-site. risk of making mistakes. Careful
Precisely how many and copying is done at half the stan-
which tablets the Genoese mer- Using an Interpreter dard rate, while copying at nor-
chant was selling to Argos is up mal speed means –3 Quality for
to the storyguide. The number The player magi might the final, translated text. Clever
of tablets found influences the come up with the idea of us- magi wanting to make rubbings
likely style of any follow-up ing a scholar from the outside or wax impressions need to take
story. A set of four tablets results as interpreter. For instance, any care as well, as the tablets are
in a respectable study source of Rabbi or Jewish scribe recog- old, worn, and damaged. Such
Quality 9. Fewer means that it nizes the text as some kind of copies take but a few hours to
takes longer to finish reading the Hebrew, but he will not be able complete, and have a –2 Qual-
text, but it might send the magi to read it until it is decoded. ity for the text.
searching for other sources, or But bear in mind Marco’s warn-

rightfully his. it would be best for all parties if Ar- more at this time.
He patiently tells his story once, gos simply took them and went his Argos tells his story and an-
but tolerates no interruptions. He own way. If asked about the ghosts, swers but a few questions. Ca-
bought some Levantine clay tablets he answers that the sinister Bel- naan should be mentioned. He
from Vito, a Genoese merchant, lox from “some dirty necromantic acts slightly offended if the player
who took his silver but sent the cult” desires the artifacts as well. If magi don’t immediately roll over
goods to his bidding rival anyway. not asked, he casually remarks that and obey; he is apparently expect-
The courier carrying the tablets has Bellox will probably try to get his ing the whole affair to be a formal-
been tracked to the covenant, and filthy hands on them. He says no ity. He agrees to give the player

22
Hooks

Veteran Kataphraktos Spectre


Magic Might: 18 (Mentem) spectre cannot be affected by Spectral Mount, 1 point, Init +1,
Characteristics: Int 0, Per +1, Pre or affect any physical object. Animal: The kataphraktos
0, Com 0, Str +3, Sta +2 Dex By spending 1 Might point it may conjure up a spectral
+2, Qik +1 can make a chilling attack that horse as a prop for Duration
Size: +1 causes a single Fatigue level Sun. He may ride across any
Age: Appears to be in his late instead of damage, disregard- terrain, including water, faster
twenties ing Soak. A weapon affected than any mundane horse can
Decrepitude: n/a by a MuTe(Me) effect of Base run on level ground. Affect-
Warping: n/a 25 will affect it. Note the ing the mount is effectively
Virtues and Flaws: Improved kataphraktos’ power Reaching affecting the rider, so it uses
Characteristics x3, Large, Through the Veil. Their bodies the kataphraktos’ Might for
Puissant Single Weapon may be affected by physical Resistance. When the kata-
Personality Traits: Brave +3, magic (e.g. Creo Ignem) with phraktos is mounted, modify
Loyal +2, Proud +2 a Mentem casting requisite, all Attack totals by +3.
Reputations: n/a as may their spectral mounts. Appearance: Mounted warriors
Combat: This power is always active. of impressive stature clad in
Spatha* and Shield: Init +3, Attack Reaching Through the Veil, 1 point, archaic mail and helmets,
+15, Defense +14, Damage Init +1, Mentem/Terram: The from within a skull with thin,
+10 kataphraktos can affect the wilted skin can sometimes be
Bow: Init 0, Attack +12, Defense mundane world and corpo- seen staring with hollow eye
+8, Damage +7 real objects with his entire ar- sockets.
* The spatha is a cavalry blade with ray of weapons for Duration: Equipment: Full chain mail,
no thrusting tip. Game statistics Sun, making him very effi- spatha, shield, bow, camping
for a longsword are used. cient. Against a mundane op- equipment, and sometimes a
Soak: +11 (full chain mail) ponent with wholly mundane warhorse if that power is used
Fatigue: Tireless gear the kataphraktos has +3 Encumbrance: 0 (0)
Wound Penalties: –1 (1–6), –3 Attack, Defense, and Soak, Vis: 3 pawns Mentem, finger
(7–12), –5 (13–18), Incapaci- which is not included in the bones from right hand
tated (19–24), Dead (25+) calculated statistics. Defense
Abilities: Animal handling 3 against the kataphraktos is as The kataphraktoi were the
(horses), Byzantine Lore 3 normal, but physical attacks cavalry fighters of the Rhoman-
(roads), Athletics 3 (hiking), still do not affect him. oi Eastern Empire. Statistics are
Awareness 4 (battle), Bow 6 Fearsome Appearance, 1 point, Init +1, given for veteran spectres from
(short bow), Brawl 3 (dagger), Mentem: Anyone seeing the an elite unit; they have excel-
Chirurgy 2 (sword cuts), Eti- ghost must succeed in a Stress lent training and years worth of
quette 3 (Rhomanoi), Leader- Roll against an Ease Factor of experience. This unit consisting
ship 5 (soldiers), Roman Army 6, modified by Brave Person- of an officer, two sergeants, and
Lore 3 (elite forces), Greek ality Trait, to avoid cowering 12 soldiers were killed to the
5 (military), Ride 6 (battle), in fear. Affected victims miss last man in the sixth century
Single Weapon 6+2 (spatha), their next action and need to while on a mission to drive the
Survival 2 (desert) roll again the following round pagans away. They have not
Powers: until successful. Power affects a received a Christian burial and
Incorporeal, 0 points, Mentem: The group of up to 10 people. have unfinished business.

23
Hooks
Modifiers can be up to +5 for a
Notes on Balance large collection of texts likely to
If the storyguide feels that have the kataphraktoi be fully contain the information sought,
the player magi are too weak to affected by mundane weapons like records of Redcaps, other
face the kataphraktoi as written, when in corporeal form and Seekers, or Quaesitores.
for example if they are recently therefore also affected by all
Gauntleted or completely physical magic without the
Argos of Bonisagus
without Mentem magic, the need for Mentem requisites.
power level can be lowered. However, should the player
In addition to reducing the magi be seasoned veterans Argos is of Trianoma’s lineage.
number of ghosts to as few and skilled necromancers Records show him passing his
as seven, reduce their Might themselves, simply raising the Gauntlet some 20 years ago in
to 12 or lower, reduce their Might should be sufficient. the Levant Tribunal. A bit of a
combat Abilities, or limit their Consider having Argos use loner like his mater Pharla, he
Fearsome Appearance power to his Dirge rite (see later) to followed in his mistress’ footsteps
give –1 to –3 to actions taken bolster the ghosts against as a Seeker, with a focus on local
against them. spells of dominance and
Alternatively, you can Might-stripping. ancient magics. He has made no
significant contributions to the
Order, yet.
magi a day to discuss and consider, Further Investigation
while he collects his possessions Bellox the Necromancer
from his camp. This is mainly be- Because of the relatively short
cause he needs to meet up with the time span, the possibilities for a Since he is not a Hermetic
ghosts yet again to arrange for fur- thorough investigation are lim- magus, very little information
ther stages of his plan, in case he ited, and unless the player magi’s can be found about the so-called
doesn’t get the tablets right away. covenant boasts detailed records necromancer Bellox. The name
If offered hospitality, kind words, of the Order like the libraries of- occurs in some legal accounts;
and genuine interest, he appears magi Mercere or Guernici this he has a history as the villain
to thaw out a bit but still declines could be hard. Well-connected blamed for various nefarious and
hospitality for now. magi with means of fast commu- sinister acts in the Roman Tri-
Should the player magi hand nication or transportation might bunal concerning breaking into
over the tablets at once with no reach such a place within this and stealing from old burial sites.
questions asked, refer to the sec- time frame though. The follow- He must have crossed paths with
tion “Argos Gets the Tablets.” ing bits of information should be Argos previously, since many of
Should they want to meet him available in these situations. the times Bellox is mentioned is
again and offer their help, refer The researcher rolls Intelli- in testimony from Argos.
to the section “Working with Ar- gence + Ability against an Ease
gos.” In such a situation they have Factor set by the storyguide; for The Seekers
more time and opportunity to in- information on individual magi
vestigate, but there is little more to these are influenced by any Rep- Seekers are a self-declared,
learn about Argos, except perhaps utation. Relevant Abilities could informal group of magi looking
for stronger hints that Bellox is en- be Organization Lore: Order for secrets of the Old Ones, ex-
tirely fictitious and that it is Argos of Hermes, Area Lore: Levant, tinct lineages of pre-Hermetic
himself who controls the kata- Code of Hermes, or Organiza- magic, or other Mystery cults
phraktoi ghosts. tion Lore: House Bonisagus. with which to complement and

24
Hooks

Argos, Magus of Bonisagus


Characteristics: Int +2, Per –1, Pre ory (integration) 5, Organization young age he had some strange abili-
+2, Com +3, Str –1, Sta +2, Dex Lore: Order of Hermes 3 (Seekers), ties and was drawn to old, pagan burial
–2, Qik –2 Parma Magica 3 (Mentem), Pene- caverns where no sane man would set
Size: 0 tration 4 (Mentem), Philosophiae foot. In such a place he crossed paths
Age: 48 (47, Longevity ritual +5 used 3 (metaphysics), Stealth 3 (move with Lucretia, a non-Hermetic nec-
from the age of 35) silently), Survival 2 (desert) romancer, who taught him Lore of the
Decrepitude: 0 (0) * As mentioned in Ancient Magic, page Dead. Soon after, he was taken on as
Warping: 2 (26) 34, Area Lore: Levant is a legal substitute an apprentice by Pharla of Bonisagus,
Virtues and Flaws: The Gift; Hermetic for Area Lore: Canaan when trying to a Seeker from the Levant with an in-
Magus; Secondary Insight, Lore of find En-Dor. terest in necromancy. Pharla died a de-
the Dead*, Affinity with Mentem, ** New Supernatural Ability, see later cade ago and Argos has continued her
Deft Mentem, Minor Magical Fo- Arts: Cr 0, In 5, Mu 5, Pe 9, Re 12, An work, focusing on single aspects of her
cus (Ghosts), Puissant Guile, Well 3, Aq 0, Au 0, Co 8, He 5, Ig 0, Im initial forays into necromantic secrets.
Traveled, Chaotic Magic, Deficient 4, Me 18+3, Te 5, Vi 12 He spreads rumors about the made-up
Creo, Restriction (Sacred Ground), Twilight Scars: Smell of hot dust character Bellox, whom he invented as
Susceptibility to Divine Power. Appearance: Weather-worn face, scapegoat and deterrent in order to fur-
* New Virtue, see later leathery skin. Slight frame with ther his plans.
Personality Traits: Greedy +3, Enjoys little muscle mass but sinewy. Using the fixed Arcane Connec-
complex plans +3, Callous +1, Equipment: Practical travel robes on tions to the bodies of the Kataphraktoi
Perfectionist +3 the road, comfortable robes when ghosts, Argos dominates them by use
Reputations: indoors, always fitting the climate of the spell Coerce the Spirits of the Night.
Seeker (Hermetic) 2, Methodical per- and weather. All are of fine work- This way he gets them to promise one
fectionist (Hermetic) 2, Bonisagus manship but old and well-worn. A favor to him at a time, each favor be-
Acclaim (Hermetic) 1 necklace with fixed Arcane Con- ing defined as obeying him for a single
Combat: nections to the kataphraktoi. He long-term action. He orders them to
Dodge: Init –2, Attack n/a, Defense +0, carries 8 pawns each of Rego, ravage the countryside, and they do
Damage n/a Corpus, Mentem, and Vim vis. this over the course of a few days. Af-
Being no fighter himself he uses his kata- Encumbrance: 0 terward, he may order them to stand
phraktoi to fight for him. Spells known: by and come to his aid if called.
Soak: +2 The Inexorable Search (InCo20/+15) If Argos is not sufficiently power-
Fatigue Levels: OK, 0, –1, –3, –5, Disguise of the Transformed Image ful to challenge the magi he can easily
Unconscious (MuIm15/+11) be modified to present a greater chal-
Wound Penalties: –1 (1–5), –3 (6– Veil of Invisibility (PeIm20/+15) lenge. Making him older leaves room
10), –5 (11–15), Incapacitated Lay to Rest the Haunting Spirit to raise Arts and invent new or more
(16–20), Dead (21+) (PeMe5/+41)F powerful spells. A higher Rego Men-
Abilities: Area Lore: Levant* 3 (Ca- The Call to Slumber (ReMe10/+35) tem Penetration total allows Argos to
naan), Area Lore: Italy 3 (pagan Coerce the Spirits of the Night command more powerful spirits using
burial sites), Artes Liberales 3 (writ- (ReMe20/+47)F only the spells he already has. Within
ing systems), Awareness 2 (alert- Incantation of Summoning the Dead the scope of the core rules he could
ness), Bargain 2 (spirits), Charm 2 (ReMe40/+53)-RitualF benefit greatly from an owl Familiar, a
(spirits), Folk Ken 4 (magi), Guile Ring of Warding against Spirits Talisman (staff, cypress wood, or with
5+2 (long term), Greek 4 (Romaic), (ReMe20/+47)F green turquoise), or enchanted devic-
Hebrew 3 (reading), Infernal Lore Demon’s Eternal Oblivion (PeVi5/+23) es. Several other books for Ars Magica
1 (infernal ghosts), Italian 5 (Abru- F
Includes Focus Fifth Edition contain potentially useful
zzo), Latin 5 (Hermetic), Lore of material, and some of these are briefly
the Dead** 5 (eyes of the dead), Argos originally came from a tribe outlined in Additional Material later.
Magic Lore 3 (spirits), Magic The- of shepherds in northern Italy. From a

25
Hooks
refine Hermetic theory. Seekers to finding a lost city with secrets
are nominally under the control of great importance to him. His
of House Bonisagus, the House explanation is littered with phrases
containing the most Seekers, but that assume that the player magi
they are in reality individuals know very well what he is talking
working autonomously. The first about, such as what kind of magus
Seeker was Lucian, Trianoma’s a Seeker is and where Canaan is.
first apprentice. For more details Anybody asking for more detail
see Houses of Hermes: True Lineages reveals her ignorance to him, and
pages 12 & 15. he answers in patronizing ways.
Having spent his entire life in the
Canaanite Necromancy Levant, he is fascinated with the
magics of old, and the spirit mas-
The biblical land of Canaan tery of ancient Canaan is his life’s
and its culture is mentioned in project. He wishes to discover
religious works like the Bible as these secrets and integrate their
well as by some classical authors; powerful potential into Hermetic
see Ancient Magic, page 35. The theory. He speaks of the subject
Canaanite necromancers had passionately, almost bordering on
mastery well beyond Hermetic fanaticism, but gives the impres-
magic: they were able to affect sion of having a purely academic
the dead regardless of physical interest in it and not being after
range, able to create Arcane Con- any glory or power.
nections to the dead with only a The storyguide should secretly
trivial effort, and able to sense roll Folk Ken against Argos’ Guile,
whether named persons were to see if anybody senses Argos
dead. There are also dire warn- is holding something back. If
ings about the consequences. If pressed, he admits to downplaying
Hermetic limits are suddenly the risks: the secrets of Canaanite
surpassed, contacting individu- Necromancy could be dangerous
als thought dead and gone might or at least have major consequences
easily resurrect old and impla- for the balance of the Order if
cable conflicts, like those of the they fall into the wrong hands,
Schism War. Houses Tremere Bellox’s in particular. Naturlly, as
and Guernicus would rather the Argo’s House, House Bonisagus
secrets stay lost forever. must take charge and prevent any
problems resulting from Argos
being first to find En-Dor.
Dealing with Argos Argos awaits their answer,
expecting them now to be
Argos returns the next day as sufficiently interested. He has
promised. If asked about the tab- decided that having a set of helpers
lets, he briefly explains about them: with him to do the dirty work, or
they are reputed to contain clues alternatively to draw the attention

26
Hooks
of the Teutonic knights away from to pursue the matter, foil the at- it there are many chances for sto-
him, is useful indeed. He is open to tempts to recover the secrets, and ries. Because many other tablets
suggestions and claims that Bellox keep them hidden. The odds are exist and at least one other group
is a manageable thorn in his side. that they will be sufficiently mo- — the Teutonic Knights — are
There are several ways this can tivated to either find or eliminate also known to seek En-Dor, the
end. The characters might keep the secrets by themselves. player magi must do more than
the tablets and send Argos off While not involved in this in- just destroy these tablets to hide
somehow. They might convince troductory phase, the Teutonic the place. The big wild card is
him to cooperate. Or they might Knights may play a part later on, what deal they strike with Argos.
just give him what he asks and lose as outlined in Ancient Magic, page The tablets need to be deciphered
out on the deal. 35, and for this very reason Ar- and the texts read before an expe-
gos prefers to have other magi dition has any chance of finding
bumbling around as well in order En-Dor in the Levantine desert.
to take the heat off him. Prudent magi research further to
Aftermath find out all they can and be pre-
pared for the search, as well as for
Multiple stories can kick off The Player Magi whatever awaits in the ancient ru-
from the meeting with Argos. Hold the Tablets ins. However, Argos is known as a
Here are some ideas for possible perfectionist and in no particular
outcomes of the situation. The player magi can, with hurry, so the magi need not feel
little effort, keep their access to that they can never catch up. In
the clay tablets or a copy one way fact, he readily spreads rumors of
Argos Gets the Tablets or another. As mentioned earlier, himself being engaged in time-
many Houses feel the need to keep consuming activities or suffering
If handed the tablets, Argos these secrets out of circulation, so setbacks in order to motivate the
goes on his way. The ghosts stay whether the motivation is to find rivals he is too arrogant to count
behind for another day to finish the place or prevent the finding of as serious competitors. Examples
up their raids to add insult to in-
jury, so they still pose a challenge
to the covenant. The kataphrak- Spectres
toi follow Argos home afterward.
This is the least desirable out- A spectre is a ghost defined Simple rules for converting a
come, for the story as well as for by its work or role and keeps dead character to a spectre are
Argos. The player magi have all doing the same thing in the af- as follows. Might is assigned
terlife; it remembers and knows depending on importance and
but missed the boat on pursuing
nothing else. Detailed rules for power, typically between 1 and
ancient magic. Argos has decid-
a deceased person returning as 20. Virtues and Flaws are re-
ed he prefers to keep the player a ghost can be found in Realms tained if applicable; note that
magi on hand as patsies and he of Power: Magic Chapter Five; most social or physical traits
spreads rumors of the affair with- information about the different become irrelevant after death.
in weeks. Since many Houses and kinds of ghosts is found on pag- Characteristics are unchanged,
individual magi feel the secrets of es 115–116. The kataphraktoi all Abilities relating to the vo-
Canaanite Necromancy are best are examples of spectres; they cation are kept unchanged but
left alone, a superior of the player keep on taking orders to fight. all others are lost.
magi or a Quaesitor asks them

27
Hooks
include him being called on as a in trouble themselves so he can not be used to force a magus to
witness in a Hermetic case, being avoid being charged with stealing overlook violations of the Code
severely wounded during his trav- their work. nor to breach it himself. Argos
els, or having set off on a chase Argo is confident that this is will not accept a certamen chal-
for ghosts to bind. enough to beat them to En-Dor, lenge in which he gives up the
and that by keeping any secrets of tablets if he loses.
Working With Argos what one must face in the city to Legal issues aside, the player
himself, he believes they will fail magi can decide that Argos is
Although Argos initially just — if they even make it that far. enough of a pest to declare Wiz-
wanted to get the tablets and be ard’s War. He is not much of a
off, he has since decided he wants Denying Argos His Tablets fighter personally, although his
another set of magi investigating ghosts are a force to be reckoned
and perhaps drawing attention. It is possible that the player with. He would rather retreat and
If the player magi are just a little magi want the tablets for them- cut his losses than risk serious in-
diplomatic, they easily arrive at selves and attempt to get rid of jury. If he survives, he becomes
an understanding with Argos. He Argos. He may even be exposed an active enemy regardless of the
moves his research to the player as the one controlling the ghosts, outcome, and he is only more
covenant if need be; he carries thus being the very villain Bellox. adamant in his charges of depri-
with him his notes from his pre- The legal consequences need to vation of magic. He tries to spoil
vious research. Otherwise, he be considered, though. Techni- the player magi’s chances of find-
can as easily return home to his cally, Argos is right; he did law- ing En-Dor and beat them to the
work, and they can communicate fully buy the tablets and thus has place. The Teutonic Knights are
through Redcaps. the right to take them from the certainly tipped off as are any
Argos now uses the player cheating merchant. By interfering magi wishing for the secrets to
magi to make his work easier, and the player magi are in principle remain hidden.
does not want to have the deal guilty of deprivation of magic, Should he be killed in the Wiz-
soured by Quaesitors or those but it is not the strongest or most ard’s War, Argos’ story ends there,
magi wanting the secrets lost for- aggravated case since they acted and the player magi now have
ever. His language skills means in good faith, at least to begin free rein to pursue the secrets of
that the player need not bother with. But if they insist on refusing Canaanite necromancy. If Argos
learning Hebrew. He plots to al- him they face a Quaesitor, and if had any intimation of what was
low the player magi to help him this should happen Argos is likely coming, he leaves a letter with an
all the way to the desert, and then to win the case. Even if he is ex- ally or a Redcap to be opened on
separate from them in a danger- posed as “Bellox” it is debatable his death in order to tip off the
ous place. He could insert a clev- whether he has broken the Code, opposition that the player magi
erly falsified “reliable source” into since his ghosts have merely de- are looking for En-Dor.
the research material naming a stroyed mundane property, not
somewhat vague landmark from magical. However, destroying the
the tablets as something else, food resources and scaring off the
in order to lead the player magi work force seriously hampers the
into a trap in the form of danger- magi’s activities. He is willing to
Appendix
ous quicksand, malevolent jinn, accept a fine for this. This section contains some
or vicious desert bandits. Argos Certamen may seem like a new rules used in this story.
would rather the player magi got solution, but the contest can-

28
Hooks
New Major Supernatural Casual Rite, Fatiguing: Touch of Ghostly Calling
Virtue: Lore of The Dead Stamina + Lore of the Dead
+ stress die Ease Factor: 12, Corpus, 1
The character can perform pawn of Rego or Corpus vis
certain necromantic spell-like Penetration: R: Touch, D: Special, T: Indi-
effects called rites, representing Casting Total – Ease Factor vidual
powers that are relatively com- + Penetration ability When the target of this ritual
mon among cults of the dead, dies, he returns the following
although not very widespread Specialities: specific rite, ca- night as a spectre, a specific kind
in Hermetic circles. This Virtue sual, ceremonial of ghost (see insert) that keeps
gives the character a Score of 1 living out the role or vocation he
in the Supernatural Ability Lore of Eyes of the Dead had in life. The rite fails if target is
the Dead. given a proper burial. Other types
Ease Factor: 6, Mentem, of ghosts are beyond the scope of
no vis cost this ritual. It is treated as an ongo-
New Supernatural R: Personal, D: Moon, T: Vision ing magical effect until target dies,
Ability: Lore of the Dead This effect mimics Second Sight and causes Warping as a continu-
(ArM5, pages 48 & 67), and as such ous mystical effect. The ritual can
Rites may be cast either cer- does not need to Penetrate. be dispelled prior to the target’s
emonially or casually, using (Non-Hermetic, magnitude 1) death, but not once he has risen.
casting totals as shown later, (Non-Hermetic, magnitude 3)
with the Ease Factors listed for
each rite.
Ceremonial rites take one
hour and may include props to
utilize appropriate Shape & Ma-
terial bonuses, limited by the
score in Lore of the Dead.
Casual rites take only one
round, but the casting total is
halved unless a Fatigue level is
spent. Vis cost if any is listed.
All rites need to Penetrate
unless noted otherwise.

Ceremonial Rite:
Stamina + Lore of the Dead
+ Shape & Material bonus +
stress die

Casual Rite, Non-Fatiguing:


(Stamina + Lore of the Dead
+ stress die)/2

29
Hooks
Dirge Ease Factor Modifier: –3 a better idea of what can be
Effect: Decrease target to Circle gained from the secrets.
Ease Factor: 9, Vim, 1 pawn (all armaments of all individuals Houses of Hermes: True Lineages,
of Creo or Vim vis inside) pages 110–143 has in the Tre-
R: Touch, D: Sun, T: Room mere chapter a lot of material
or Group Ease Factor Modifier: +3 on ghosts, such as spells and
The Might scores and pools Effect: Increase Target to Room Virtues useful for a necroman-
of undead creatures are increased or a Group of 10 individuals cer, especially if he works with
by five. Creatures do not regain ghosts who lack the ability to
Might points while under the in- Ease Factor Modifier: +6 affect the physical world. Some
fluence of this effect. Effect: Increase Target to Structure of these could render Argos’
(Non-Hermetic, magnitude 2) Lore of the Dead Virtue unneces-
Ease Factor Modifier: +3 sary, giving him room for other
Anchored in the Veil E ffect : Increase Duration to Moon Virtues. He might want to take
Second Sight instead.
Ease Factor: 12+, Mentem, +3 Ease Factor increase per Houses of Hermes: Societates,
no vis cost tenfold increase in size of tar- page 89 features in the Tytalus
R: Voice, D: Sun (may be var- gets Individual, Group, Room or chapter the Supernatural Abil-
ied); T: Group (may be varied) Structure. ity Personae, which would be a
The caster can alter the na- (Non-Hermetic, magnitude way for Argos to expand the use
ture of physical objects, anchor- varies) of the fictional Bellox, and make
ing them for a time in the veil it a long-term, deep cover. How-
between the world of the living ever, Argos may very well com-
and the dead. Physical objects mit Low Crimes by doing this,
now affect ghosts as if they were
corporeal, or ghosts may affect
Additional or even breach the Code proper
if he manages to create Bellox as
physical targets without using
any powers, so that it counts as
Material a Hermetic identity. In this case
there could have been a real Bel-
a natural attack regarding Magic This hook utilizes only ma- lox in the Order who was a bit of
Resistance. Against a wholly terial from ArM5, but troupes a loner, and Argos kept his death
mundane opponent or item an may be in the possession of a secret and took over his iden-
anchored object is superior and more books and wish to explore tity and sigil.
has +3 on relevant rolls, e.g. these to expand its scope. A few The Mysteries, Revised Edition,
+3 Attack for a sword or +3 to choice references for such are page 129–131 mentions the Dis-
open a lock for a lockpick. Ob- given here. ciples of the Worm, which could
jects are seen as shimmering and Ancient Magic, pages 30–40. be the sinister necromantic cult
semi-transparent. Base Target Some information has been in- Bellox is said to associate with.
covers an individual ghost and cluded in this hook, but having The Necromantic Spirit Magic
all its equipment since this is the entire book at hand allows on pages 64–74 could be of use,
formed by the ghost. For a mun- the option of integrating the especially Spirit Familiar. In ad-
dane, physical target the power Teutonic Knights. This book dition, the common mystery of
affects one person or a single also presents the rules and me- Potent Magic could really boost
piece of equipment. chanics for integrating non- his Penetration.
Hermetic magic, which gives

30
Chapter Four

Into the Valley


“Antunnos, the collectors will This story is designed to be the troupe are best positioned to
soon come,” whispered Rani. linear. Seeking Antunnos brings end his plans. Thus, what appears
“The trail has been cut. What the characters to a nearby town to be a simple theft of vis spirals
shall come has been prepared for.” where he has a sanctum. The into a much larger threat to the
The sharp eyes of the magus glint- characters’ investigations incite a covenant, on both a practical and
ed with cold cunning. “We have the gathering at the town’s church. legal basis.
harvest, now we return to the den. This, in turn, forces Antunnos to This adventure has been de-
Today, we shall be prey. Tomorrow, perform a “Great Ceremony” that signed to allow the storyguide to
we shall commission the hunters.” awakens a number of heartbeasts use a nearby urban location. It is
Antunnos put his robes in a in the mundane population. It is assumed that the player charac-
saddlebag, concentrated, and took during this Great Ceremony that ters know of Antunnos. He may
the form of his stag heartbeast.
All that remained of the cov-
enant’s vis harvest were the tracks
of a deer and a boar leading off to
a nearby town.

Storyguide’s
Information
This story begins when an
outer-covenant vis harvest re-
turns empty handed. When the
harvest site is investigated, it
is found that the vis has been
properly removed. Spells (InCo
or InAn) reveal that the magus
Antunnos performed the har-
vest. Furthermore, it is common
knowledge that he maintains a
sanctum in town.

31
Hooks
Confronting Antunnos about
The Town the stolen vis will be met with
Characters with the appropriate Int + Area Lore have the following the return of said vis. Antun-
information about the town. nos explains that he requires the
characters’ support, and that this
Ease Factor: 15+ “theft and return” has been meant
Information: The Romans had a permanent camp where the local town to illustrate the solidity of a single
now stands named Antunnacum. It was a healers’ camp.
promise: Should the covenant
Ease Factor: 18+
support him in his Great Cer-
Information: It is believed that an ancient Celtic (or region appro- emony, he will dedicate this area’s
priate) tribe called this place Antunnuac “Home of the Farmer.” resources to the covenant’s needs.
All that is left is an ancient stone marker. Should there be issues with the
Ceremony, refer to Antunnos’
The town is a community of 800, with half of its population outside Wilderist philosophy (see later).
of the town proper. It has an overall Dominion aura of 2, although this
may be raised or lowered slightly as you see fit.
The Ancient Marker
have spent time at the covenant The Estate of Antunnos
during the past year, or used its The immediate site of the mark-
Redcap services. Antunnos’ “den” is protected er has a Magic aura of 2, which
by a Level 20 Aegis of the Hearth. overrides the local Divine aura at
Rani, Jane, Olaf, Lince, Igor, and night. The marker itself ancient,
Elsie were part of the ceremony. predating Roman times. It has
Part I: This property has been in his
possession for five seasons. He is
well worn pagan symbols shaped
into it that convey “strength of the
Seeking Antunnos assisted by his bodyguard Rani land.” The town has developed
and two servants named Jane and around it and forgotten about it;
This section focuses upon con- Olaf. It is a spartan, functional es- it might be a fallen standing stone
fronting Antunnos and the return tate that is divided into two gen- in a cattle pen, or built into a wall.
of the stolen vis. This requires en- eral areas. Last, it is obvious that it has been
tering the town, and finding An- The public rooms of the house cared for recently. In game terms,
tunnos’ living quarters. serve the general needs of the es- this is the physical site of Rossen-
Listed here are specific places of tate as well as being the meeting Antunnuac (see later).
interest that pertain to this adven- place for Wilderist teachings. The
ture. Antunnos has set up a sanc- rear rooms are Antunnos’ clearly
tum in an estate property, which marked sanctum. This is where he Lince’s Leather
he refers to as his “den.” There is sleeps, keeps a small library, and Working Shop
an ancient stone marker, a leather maintains his lab. His past seasons
crafter’s shop houses Antunnos’ have been dedicated to field re- Antunnos’ most fanatical fol-
apostles, and last, but not least, search: investigating the ancient lowers gave themselves over to
there is a well-kept church that has marker; performing a handful of the Mystagogue during the early
strong ties to the local authorities heartbeast rituals; making himself months of his time in the town.
(referred to as the mayor here). useful to the rural folk; and im- Of them, three proved to be cun-
proving his Area Lore. ning enough to continue work-

32
Hooks
ing within the town proper. They lem will work itself out.
have taken sept names (see later). The building and immediate
Story Seed:
This trio became known to other grounds are well cared for. Town and Country
Wilderists as Antunnos’ apostles, Although the town itself
and eventually gathered together The Gelb remains in a Divine aura, the
under the roof of Lince the Pelter. countryside is not. After the
The property itself is well-used, A gelb is a rural church-owned two years of manipulations by
but cared for. Many of the tools farmland property. This one has Antunnos, the country folk are
have been handed down from a Dominion aura of 2. There are now left in a void. They were
father to son. There is a house, a always at least five farmers and influenced by magic, with
yard filled with drying racks, and a their families here, and the lead- some actually becoming bear-
work shed. Worn paths lead from er at this site is a farmer named ers of the heartbeast. Some
place to place. The buildings are as Golta. These people are all anti- have even renounced the
old as any in the town. Wilderist Christians. Golta con- Church. Many have been ma-
This is the default meeting siders Antunnos a devil and had nipulated to speak against it.
place of the Wilderists. Each many conversations with Elsie This is prime hunting grounds
apostle truly loves what they before she gave herself fully to for Infernal forces. Accusers
(Realms of Power: The Infer-
have become, and each passion- the Wilderist way (see later).
nal, page 43) could pave the
ately discusses the concepts of
way for the Infernal in the
Wilderist ideals. Every simple area. Vis sources may become
heartbeast Wilderist visits at least
once per month. Part II: tainted. Companions and
grogs may inadvertently bring

The Church of St Mary


Enter the Church Infernally-influenced people
into the covenant grounds.

Antunnos is being watched


The church of St Mary has a by church members who suspect of concerns about paganism: he
Dominion aura of 5. The entry him of pagan rites. When the suspects the player characters to
hall of the church contains a sin- characters visit Antunnos’ estate, be in league with Antunnos, who
gle image of the Virgin Mary sit- or are seen publicly with him, he thinks is the leader. Seeking
ting on a throne with a church in the watchers report this to Father to prevent trouble before it
her right hand and a town in her John. Within a day of a visit, An- starts by challenging it publicly,
left. The inscription on this im- tunnos receives a summons to de- Father John summons Antunnos
age is Mater Dei Patrona Civium fend his alleged pagan activities. to the church.
(Mother of God, patron saint of Antunnos, wishing to maintain This is the only time when all
the citizens). a commanding public presence, parties are peacefully gathered, so
Father John serves this church complies. Father John is not igno- the player characters should feel
and manages the nearby gelb. He rant of magic, and he has interact- free to involve themselves in any
has noticed a fluctuation in at- ed with Antunnos for more than a way that they see fit. It should
tendance over the past year, but year. Both men have the sense to be noted that Antunnos may be
tithing has remained constant and maintain some level of civility to obsessed to the point of mad-
no obvious disrespect has been each other to gain the respect of ness, but he is no fool. He does
shown to the church. Given this, the townspeople. his best to forestall any violence
he has faith that this minor prob- John’s response is one born by surrounding himself with his

33
Hooks

Breaking the Code


The players should soon real- says that the Order has a responsi-
ize that Antunnos is breaking the bility to slow the encroachment of
Code of Hermes. the Dominion to preserve nature’s
First, interfering with mun- wellspring of Magic. It is further
danes (ArM5, page 14) should noted that such actions must not
be easy to prove, provided that incur the wrath of the mundanes,
the characters can prove that An- else the Oath of Hermes will
tunnos’ actions would bring ruin be broken, and due punishment
to his fellow magi. This is the meted forthwith. This Peripheral
most obvious charge. Characters Code ruling is what Antunnos re-
must take care if they attack him lies on to cover his actions, if he
before bringing a case to Tribu- is in the Rhine. He is not harming
nal, for Antunnos takes care not the mundanes; he is improving
to attack them directly, unless to them to better live within the aura
defend himself. produced by Rossen-Antunnuac.
Second, a Peripheral Code rul- Should the player characters
ing in the Rhine Tribunal named join Antunnos, then they too
The Guardians of the Forests are guilty of breaking the Code
(Guardians of the Forests, page 18) of Hermes.

apostles. If he must run, he seeks Antunnos retorts that in study-


the safety of the den while his ing the history of this town, he
apostles patrol the grounds. has simply encountered pagan
sites that are part of its landscape.
His purpose is higher: The illumi-
Noon, at the Church nation of the history woven with-
in this town. He also points out
At noon, Antunnos stands his current living quarters were
next to the pulpit as Father John a gift from the mayor after sav-
address him: ing his family from a servant who
shape-shifted into an asp.
“We have no issues with the aid Father John warns those ob-
given to our town. Your wisdom in serving of the sinful nature of let-
such natural matters is to be com- ting go of the human form. He also
mended. However, there are some with- warns that such magic is bestiality.
in the town who have a concern. It is Antunnos points out that
said that you have been seen dealing Adam and Eve were stewards of
with persons of questionable natures. Eden. He challenges John with
Some say that you have engaged in a question: Is Eden within those
pagan rituals. What say you to this who take animal shapes?
accusation?” From this, the gathering dis-
solves as the crowd polarizes

34
Hooks
into Wilderists against Chris- rite, there is no vis consumed. anti-Dominion rhetoric frustrat-
tians. Father John quickly clears However, each Initiation is a ing, but others find wisdom in his
the hall in fear of further esca- deeply personal event and must meditations on the importance
lation. If there is some form of be performed individually. In of wilderness spirits.
town guard present, they are many ways, it is something akin Two years past, Antunnos
slow to react, as Antunnos has to a magical baptism, or a mar- and his protector, a man named
previously cast Seed of Betrayal. riage rite; it requires true accep- Rani, entered a town near the
At the exit, Golta storms over tance and takes about 5 minutes. player covenant. Both made
to Antunnos, screaming “Witch- If the characters attach An- themselves useful during that
craft! Demon!” He is roughly tunnos before the ritual, it is winter, providing aid to the
pushed back to John’s group by likely to appear to Quaesitors hunters and herdsmen. Through
Mabsuthat and Rani. that they attacked the Mysta- these actions, the pair became
gogue simply for harvesting a something of a trusted oddity.
vis stock. On the other hand, One day, Antunnos saved the
if they wait too long, the is- mayor’s children from a local
Part III: The sues multiply. They have to
deal with a large number of
potter who had shape-shifted
into an asp (as planned by
Great Ceremony un-Gifted heartbeasts, Antun-
nos’ retainers, and possibly the
Antunnos). From that time on,
Antunnos and Rani were granted
After Father John’s summons, awakened nature spirit of Ros- rooms in a previously abandoned
Antunnos feels forced into the sen-Antunnuac. estate house in the town.
Great Ceremony at the ancient If the players decide to hide Antunnos is far from being
marker. He devises a historic, out in the covenant, bring the a helpful wise man. Antunnos
celebratory cover story for the issues of the town to them or sensed Rossen-Antunnuac within
event, gathering as many follow- motivate them with a Quaesitor the walls of the town. He found
ers as he and his apostles can. visit. If Antunnos and Rossen- that the spirit desired the removal
Depending on your needs, this Antunnuac come to power in of the yoke of the Dominion from
may be as low as 20 or as high a local town, there are many the landscape. Antunnos realized
as 100; the larger the group, the ways in which the covenant that he could perform this task
more attention it draws. will face trouble. through his Initiation of the Sim-
On the night of the first full ple Heartbeast (see later).
moon, Antunnos begins the To make this happen, he
ritual Initiation of the Simple befriended the townspeople,
Heartbeast (see later). He re-
peats this ritual until dawn, us-
Guidelines while contacting like-minded
Wilderists within House Bjornaer.
ing Recollection of Memories This section provides necessary Then, he drove a handful of
Never Quite Lived as well as information not found in ArM5. rural townspeople away from
Seed of Betrayal (see later) on the Church using Mentem
any mundanes who attempt to spells, picking the three most
stop him. He is physically pro- The Big Picture dedicated to serve as his apostles
tected by Rani and the three ac- within the town. Currently, he
olytes, as well as surrounded by Antunnos is a Mystagogue is gathering followers to awaken
10 to 20 other simple heartbeast for clan Ilfetu and an outspoken their heartbeasts in order to
citizens. As this is an Initiation Wilderist. Some may find his further soften the presence of

35
Hooks

Concepts from Houses of Hermes: Mystery Cults


Harmonists versus Wilderists of their cities, where they can do House. They are considered to
no harm to the wilderness. be both blessed and moonstruck,
Central to the philosophy of and their core value is to teach.
House Bjornaer is the idea that The clan also leads the way in the
Clans and Septs
the wellspring of all magic ex- discovery of new Mysteries. This
ists in those areas that remain in The internal structure of the Clan maintains the Initiation Rit-
their pristine state, untouched by House is tribal, first subdivided into ual of Twelve Years, which awak-
the hand of man. With mankind six clans, each of which is further ens the heartbeast within seeking
comes the corruption of such pure subdivided into various Hermetic- magi. The overall political stance
spirits, warping them into aspects family-based Septs. of Ilfetu is Wilderist.
of the fay. The defense of these This enables the House to Septs are small groups of magi
pristine places has divided the maintain its diverse ideals, as well focused upon a singular task in
House into two factions: The Har- as showing organization and fo- the expectation that wisdom will
monists, who believe that invasion cused strength in times of need. blossom from the seeds of the
of the wilderness by humankind is Antunnos is a member of Clan Il- like-minded. In the case of An-
unavoidable, and thus teach that fetu, the most mystically inclined tunnos, any success in this story
co-existence is fundamental; and of the six clans. This clan admin- may well foster a new sept dedi-
the Wilderists, who wish to en- isters to the cult of ancestors, con- cated to reclaiming pure spirits
close humankind within the walls ducting all the public rites of the from mortal bonds.

the Dominion. He plans to ally tion, whether out of madness or • We are magi of the Order. You
with the players’ magi to increase ego (that’s up to the storyguide). serve as this region’s mystical
his strength for when the Order An important part of this plan is lords, those who maintain the
seeks to impose the Code. to have the player characters sup- landscape of Magic. You har-
Eventually, with the town port the benefits that a magic- vest its vis. You tame its beasts.
turned and Rossen-Antunnuac held urban center would create, Let the town become your
strengthened, the measures taken and Antunnos is willing to put allodial land. Antunnos does
in this town can serve as a symbol a lot of effort in to gaining their not care about property. He is
for the Wilderist ideal, and an support. Below are some of the ar- only concerned about releas-
exemplar of a method of freeing guments that Antunnos presents ing Rossen-Antunnuac from
nature spirits, should Antunnos to magi who oppose him. the Divine aura. Making the
survive the political ramifications. town a kind of covenant seisin
• I represent all Wilderists in releases Antunnos from long-
this matter. Humans have tak- term management and legal
Antunnos’ en the magic from the nature responsibilities.
Wilderist Philosophy spirit Rossen-Antunnuac. It • The die is cast. Is it better to
is the responsibility of House destroy this re-awakening, or
The central goal for Antun- Bjornaer to return it to vitality. should we become the learned
nos is to raise Rossen-Antunnuac This town will become a sym- master of its evolution? The real
back to its ancient form. Antun- bol. Do you seek a Dominion- argument is this: who should
nos is convinced that he will re- rich environment, or a Magic- rule the landscape, the humans
write the Code through this ac- rich one? who depress magic, or the

36
Hooks

Mystagogue Antunnos, Dark Strider of Bjornaer


Characteristics: Int +2, Per 0, Pre Magic Theory 3 (Animal), often that the target infers a
+3, Com 0, Str –1, Sta +1, Dex Organization Lore: Church 2 reason for the memory. Simple
–1, Qik –1 (Bible quotes), Organization memories, like, “I need to
Size: 0 Lore: House Bjornaer 5 leave the back door unlocked
Age: 63 (45) (modifying Initiation scripts), tomorrow night” draw out
Decrepitude: 0 Parma Magic 2 (Animal), reasonable inferences like,
Warping: 4 (6) Penetration 3 (Muto), Second “because his lordship is
Confidence Score: 1 (3) Sight 3 (ghosts), Survival sneaking out for a night on the
Virtues and Flaws: The Gift; Her- 3 (forests), Teaching 5 town after her ladyship falls
metic Magus; Gentle Gift; (heartbeasts) asleep.” Characters cannot
Berserk, Clan Ilfetu (training Arts: Cr 5, In 12, Mu 14, Pe 10, be convinced to do things
in House Rituals), Heartbeast Re 6; An 10, Aq 5, Au 5, Co that are dangerous unless the
(Black Stag), Inspirational, Sec- 13, He 5, Ig 5, Im 5, Me 13, Te character regularly faces that
ond Sight; Ambitious, Weak 5, Vi 5 sort of danger as part of his
Spontaneous Magic; Deficient Encumbrance: 0 (0) profession. Houses of Hermes:
Form (Ignem) Spells Known: Societates page 70.
Personality Traits: Brave +3, Aegis of the Hearth (ReVi 20/+14) (Base 5, +1 Eye, +3 Moon)
Angry +2, Obedient (House Blunt the Viper’s Fangs (PeAn 20/+21) Viper’s Gaze (ReAn 15/+17)
Bjornaer) –3 Eyes of the Cat (MuCo(An) 5/+25) The Wound that Weeps (PeCo 15/+24)
Reputations: Wise One +1 (Clan Gift of the Bear’s Fortitude (MuCo Vis: 5 pawns of Animal vis, in the
Ilfetu) 25/+28) form of clean bear claws on a
Combat: Grip of the Choking Hand (PeCo string around his neck.
Dodge: Init 0, Attack n/a, Defense 25/+26) Mastery 2 (quiet cast, Appearance: Antunnos is a tall,
+5, Damage n/a still cast) trim man with pale skin, deep
Fist: Init 0, Attack +3, Defense +3, Lifting the Dangling Puppet (ReCo brown eyes, and dull black hair
Damage 0 15/+20) that shimmers auburn in the
Fist, berserk: Init 0, Attack +5, De- Peering into the Mortal Mind (InMe sunlight. He appears regal, yet
fense +1, Damage 0 30/+26) friendly to those who speak
Soak: +1 (+2 when Berserk) Recollection of Memories Never Quite with him. His sigil may be
Fatigue Levels: OK, 0, –1, –3, –5, Lived (MuMe 4/+28) heard as the distant rumble of
Unconscious Seed of Betrayal (MuMe 15/+31) hoof beats.
Wound Penalties: –1 (1–5), –3 (6– Mastery 3 (quiet, still, multiple
10), –5 (11–15), Incapacitated (x3) casting) R: Eye, D: Moon, A Wilderist, Antunnos believes
(16–20), Dead (21+) T: Ind. Changes the target’s that humankind must be penned.
Abilities: Area Lore: Local 3 emotions toward their master(s) The modified heartbeast ritual
(wilderness), Area Lore: Local to contempt, such that she will will tether the humans to Rossen-
Town 2 (nature spirits), Artes readily betray him. Subtract 5 Antunnuac. He also firmly believes
Liberales 2 (rhetoric), Athletic points from the target’s relevant that the six Clans of his House are
2 (endurance), Awareness 3 Loyal Personality Trait, for the fragmenting; dispersing it as a po-
(people), Brawl 3 (dodge), duration of the spell. litical force within the Order. From
Finesse 2 (targeting), Folk (Base 3, +1 Eye, +3 Moon) the town, he plans to strengthen
Ken 4 (hunters), Local Transformation of the Ravenous Beast to Wilderist allegiances within House
Language 5 (rural dialect), the Torpid Toad (MuAn 25/+25) Bjornaer. This would enable the
Gothic 4 (Hermetic usage), The Unbidden Task (MuMe 25/+28) Wilderists to secure spiritual places,
Guile 3 (Christian rhetoric), R: Eye, D: Moon, T: Ind. and potentially strengthen the Or-
Heartbeast 4 (taking animal This spell creates a simple der’s fonts of magic.
form), Hunt 4 (small animals), prospective memory in the
Latin 4 (Hermetic terms), target, which repeats itself so

37
Hooks

The Black Stag, Antunnos’ Heartbeast Story Seed:


Characteristics: Int +2, Per +2, Combat: Eden Returns?
Pre +2, Com –5, Str +2, Sta Antlers: Init +4, Attack +7, De-
Should Rossen-Antunnuac
+2, Dex 0, Qik +2 fense +8, Damage +5
return, plant life seems to thrive.
Size: +2 Hooves: Init +4, Attack +6, De-
Confidence Score: 1 (3) fense +8, Damage +3 In the midst of the town sits the
Virtues and Flaws: The Gift; Antlers, Berserk: Init +4, Attack +9, church of St Mary, unscathed and
Hermetic Magus; Gentle Defense +6, Damage +5 pristine. Rumors of beast-men
Gift; Berserk, Clan Ilfetu, Hooves, Berserk: Init +4, Attack +8, have been recorded. The local
Heartbeast (Black Stag), In- Defense +6, Damage +3 bishop or archbishop will respond
spirational, Second Sight; Soak: +2 (additional +2 when to these changes. Being well edu-
Ambitious, Weak Spontane- Berserk, +5 with Gift of the cated and not fearful of using the
ous Magic; Deficient Form Bears Fortitude) military to support his views of
(Ignem) Fatigue Levels: OK, 0, –1, –3, the law, how would he assess the
Qualities: Defensive Fighter, Ex- –5, Unconscious town? Are these beast-men evil
tra Natural Weapons, Large Wound Penalties: –1 (1–7), –3 or useful? Could this be a sign of
Antlers, Fast Runner, Good (8–14), –5 (15–21), Incapaci-
Eden’s Return?
Jumper, Sharp Ears tated (22–28), Dead (29+)
Personality Traits: Brave +3, Abilities: Athletics 4 (sprint-
Calculating +2, Obedient ing), Awareness 3 (predators),
(House Bjornaer) –3
Reputations: Noble (local) 2
Brawl 4 (dodge), Survival 3
(woodlands)
The Characters
This section provides statis-
magi who are intertwined with House Bjornaer, so storyguides tics and descriptions for the im-
the landscapes mystical spirits? may want to encourage their portant characters in this story.
Think of the new sources of vis troupes to oppose him. Here are
that may develop! three suggestions.
• It has been two years. Do you Rossen-Antunnuac
believe I have been idle? He • Play Antunnos as a megalo-
has allies within the Clans of maniac demanding that the This spirit is comatose. It should
Ilfetu, Maruhs, and Midusulf. magi choose his Wilderist be noted that although it is the
He knows the landscape, and philosophy above the Or- focus of Antunnos’ energies, it is
its resources. His followers der’s Code. too weak to function. The ancient
know of the covenant, should • Promote a sense of urgency marker is where it is bound to the
Antunnos be martyred. by having a Quaesitor due mortal world. It is a Genius Loci
to arrive in the near future. (Realms of Power: Magic, page
The Quaesitor is coming to 106–7) aligned with Herbam.
Preventing Railroading discuss how best to stop An- Constant magical activity over
tunnos’ activities in the town. the site of Rossen-Antunnuac even-
There are certainly many • Bring in the Divine. The tually awakens the nature spirit. It
interesting stories arising if the ritual might be rendered im- will be weak (Magic Might 5 or 10
player characters choose to join possible, pushing Antunnos at best) on awakening, but given a
Antunnos. However, they focus over the edge and leaving few months of generous support, it
more on avoiding Hermetic jus- the troupe with a wild mob achieves Magic Might 40.
tice than on the philosophy of to contend with. Rossen-Antunnuac’s rise also

38
Hooks

New Bjornaer Mystery: Initiation of the Simple Heartbeast


Ease Factor: 15 (Minor Virtue grants the Flaw Magical Air (+3); Notes
known to the Mystagogue) however, animals of the same spe-
Script Bonus: +6 + Participation cies as the Initiate’s heartbeast ig- The standard heartbeast rules ap-
Modifier (see later) nore this modifier. As at the Ritual ply (ArM5, page 91–2). The heart-
Script Details: The Mysta- of Twelve Years, the Participation beast is a Hermetic Virtue, but Clan
gogue must possess Organization modifier provides +1 for every Ilfetu has also developed an Initia-
Lore: Bjornaer to perform this witness who has the same tem- tion that awakens the heartbeast of
ritual. The Initiate must not pos- perament as the probationer’s the unGifted. Antunnos refers to
sess The Gift. At the site of a na- heartbeast and –1 for every wit- this as the ‘simple’ heartbeast.
ture spirit’s regio (+3), the Initiate ness who has an opposing tem- Initiation mechanics are dis-
renounces all spiritual beliefs and perament. The Initiate’s final Ini- cussed in The Mysteries Revised
accepts the rites and practices of tiation Total must equal or exceed Edition and Houses of Hermes:
the nature spirit in question. This the Ease Factor to succeed. Mystery Cults.

increases the Magic aura, and by


the time the spirit has regained a
Story Seed: Story Seed:
Might of 40, the Magic aura over Of the Bjornaer The Ladies Move In
the town reaches 4, enough to No matter how the char- The Witches of Pomerania
suppress the Dominion aura any- acters deal with Antunnos, (Houses of Hermes: Mystery
where outside the church. House Bjornaer takes an in- Cults, page 9; Guardians of
terest. At the very least, magi the Forests, page 99) have fol-
want to talk to the player lowed Rani’s activities. As the
Rani characters, and they may have town embraces the Wilderist
much weightier requests, if philosophy, the witches in-
Rani was raised in the for- many unGifted people with filtrate the region. After four
est hovel of a clan of Pomera- heartbeasts survived. If the centuries of fearful hiding,
nian witches, a sworn enemy player characters are interest- the witches may have found
of House Bjornaer. Set loose to ed, it will be a simple matter a foothold against the Order.
seek a weakness that his clan to become more involved in That foothold is Rossen-An-
could exploit, he came upon the House’s Mysteries. tunnuac. Once they are allied
to the nature spirit, where
Antunnos. He knows about the
would revenge be best taken?
Order, especially House Bjorn- shapeshift skill. When Rani shape-
aer’s kill-on-sight doctrine con- shifts, each form requires a spe-
cerning shapeshifters. How- cific mental state. The boar form Apostle Mabsuthat,
ever, he has carefully exploited is his preferred shape and becomes
this knowledge to gain favor available when he scavenges. Lince the Pelter
with Antunnos. When threatened, the bear shape
Rani assumes Antunnos seeks becomes available to him. Finally, Mabsuthat uses the Specialist
the goal of House Bjornaer’s dis- should he take any wound, the bull template (ArM5, page 21; primary
ruption. He has earned the repu- form becomes available, allowing ability: Craft: Hideworking), with
tation of being Antunnos’ protec- him to charge through groups of the addition of a lynx heartbeast
tor, and is very careful with his opponents to safety. and the Flaw Magical Air. Through

39
Hooks

Rani
Characteristics: Int –1, Per +1, +5, Damage +2 (fables), Stealth 5 (forests),
Pre –1, Com -1, Str +2, Sta Kick: Init +1, Attack +3, De- Survival 3 (forests), Thrown
+2, Dex 0, Qik +2 fense +4, Damage +5 Weapon 3 (knife)
Size: 0 Knife: Init +2, Attack +5, De- Equipment: Rani is generally
Age: 27 (27) fense +6, Damage +4 clothed in wools that can
Decrepitude: 0 Knife (thrown): Init +2, Attack be easily discarded if he
Warping Score: 0 (0) +5, Defense n/a, Damage +4 should shapeshift. Any tool
Confidence Score: 1 (3) Spear: Init +4, Attack +6, De- or weapon he uses is taken
Virtues and Flaws: Warrior; fense +6, Damage +7 from the immediate environ-
Shape-shifter; Dark Secret: Soak: +2 (without armor) ment, although he does keep
Pomeranian Witch (Guard- Fatigue Levels: OK, 0, –1, –3, a knife in his boot.
ians of the Forest, page 99), –5, Unconscious Encumbrance: 0 (2)
Social Handicap (morose Wound Penalties: –1 (1–5), –3 Appearance: A man of average
temperament) (6–10), –5 (11–15), Incapac- build, with the straight nose,
Personality Traits: Quiet +3, itated (16–20), Dead (21)+ brown eyes, and soft brown
Wanderer +2, Greedy +1 Abilities: Bows 5 (short bow), shoulder-length hair of the
Reputations: Mercenary +2 Brawl 3 (knife), Craft: Hide- Baltic people. He usually
(Antunnos’ bodyguard) working 2 (skinning), Hunt wears simple wool clothes
Combat: 5 (forests), Local Language and a heavy, hooded cloak
Bow (short): Init +1, Attack +8, 3 (townsfolk), Shapeshifter to keep warm. His voice is
Defense +7, Damage +8 3 (boar, bear, bull), Single soft and carries a subtle, de-
Fist: Init +2, Attack +3, Defense Weapon 3 (knife), Slavic 5 pressing tone.

his studies as a devout Wilderist, forms of human establishment Jane & Olaf
he has taken a liking to the ide- that he can find. His personality
als of the Midusulf Chieftain; he type is Sanguine. These tow are the housemaid
seeks to become a leader of hu- and guard of the estate. Neither ever
man heartbeasts who would rule leave the grounds and both were
through action over birthright. Apostle Vivopario, part of the Aegis ritual. Jane and
His personality type is Choleric. Elsie of the Glebe Olaf are married, but the process of
Antunnos’ heartbeast ritual forced
Vivopario uses the Priest tem- them to renounce the sacrament.
Apostle Ulama, plate (ArM5, page 23) with a viper The pair are still very dedicated to
Igor the Villein heartbeast and the Flaw Magical each other (and, in the eyes of the
Air. Although a woman, she has Divine, still married). Jane uses the
Ulama uses the Hunter tem- been raised as an orphan at the Witch template (ArM5, page 23)
plate (ArM5, page 21) with a fal- Church’s glebe outside of town. and has a lioness heartbeast, with
con heartbeast and the Flaw Mag- Over time, she shared the responsi- the Flaw Magical Air. Olaf uses the
ical Air. The most mischievous of bilities of the farm with Goldt. She Tough Guy template (ArM5, page
the trio, his beliefs as a Wilderist had also taken simple vows for an 22) and has a wolf heartbeast and
embrace the Maruhs Puck ideal; informal religious life. She repre- the Flaw Magical Air.
he simply wishes to shatter any sents Antunnos’ greatest triumph.

40
Hooks

The Mayor of the Town ence within the town. He takes


Story Seed:
refuge within the church and seeks
The farms and herds of the re- to bind the people together under The Rise of
gion have produced well this year, the Word of God. Rossen-Antunnuac
with much of the gain due to An-
tunnos’ aid. Although officially a As the nature spirit Rossen-
staunch supporter of the Church, The Heartbeasts Antunnuac continues to gather
the mayor sees to it that people of the Town strength, a regio forms (Realms
of Power, Magic, page 103).
speaking against Antunnos have
Over the course of a single
better things to do with their time. People swayed by Antun-
year, the local wilderness be-
On the other hand, the mayor nos are still few in number, and comes pristine. Plant growth
detests Rani, and sees many ac- most live outside the central matures quickly and produces
cusations made against Antunnos town area. Antunnos has used vibrant fruits. Spirit guardians
as Rani’s fault. This is caused in these men and women as test begin wandering the land-
part due to Rani’s handicap, and subjects in the development of scape, protecting the passages
also in part due to an occasional the Great Ceremony. to the local town. Should he
magical nudge from Antunnos. Should you need characters to have fallen during this adven-
represent the townspeople, use the ture, the spirit of Antunnos
Grog and Companion templates may well have become bound
Father John (ArM5, page 21–24). Beasts are to Rossen-Antunnuac. Aside
listed in the Book of Beasts, avail- from the immediate problems,
Use the Priest template (ArM5, able as a free download from the the Order will be very interest-
page 23). Father John stands as the Atlas web site, or as an appendix in ing in a Magic aura that grows
so quickly.
final anchor of the Church’s pres- Realms of Power: Magic.

41
Chapter Five

New Deal
An elderly merchant clutch- be used as a stepping stone for he was paid in advance because
es the rigging on a ship as it is using City and Guild for stories of the exotic nature of the goods
tossed about in a violent storm. about liaising with traders or and the distance to the sellers.
His frightened gaze flickers be- setting up merchant businesses. This arrangement has worked
tween the struggling helmsman Troupes who resolve bookkeep- without a hitch for a number of
and a weak light in the darkness, ing and economics in a loose years, until now.
which he hopes fervently is the manner may find inspiration in
lighthouse showing the way to the possibilities for merchant
the safety of the port. adventurers traveling to far-off Going To Town
A wave the size of a castle lands and meeting foreign cul-
rises from the sea and swallows tures at the edge of the known A proactive approach is to
the ship. In the foam and churn- world and the Order’s influence. send envoys to town to check
ing waters no debris can be seen. up on things, and to see if any
information on Charles is to be
found. The journey is unevent-
The Missing ful, although since at least the
Introduction Shipment
latter half of the trip takes them
through populated areas any
Mythic Europe has aspects Gifted individuals in the group
not involving faeries, griffins, The player magi realize mid- draw attention to themselves.
and demons. Mundanes pro- season that they are missing an This is a good opportunity
duce much-needed items with important shipment of rare and to get socially adept compan-
their hands and merchants use valuable materials needed to ion characters into play. There
their talents and connections to perform their magical projects. are a number of logical places
distribute these wares. The ex- The usual supplier — Charles — to start in town, among others
plosive growth of towns during has failed to deliver the goods the warehouse Charles usually
the 13th century provides ample within the expected time frame. rents and the taverns frequent-
opportunity for business as well The delay is beyond what is ed by the laborers and teamsters
as adventure. reasonable considering the dis- employed by the merchants.
The story below illuminates tances involved, resulting in an Activities of this kind lead to
the importance of arranging imminent shortage of materials a minor investigation covered
for supplies through well-main- vital for lab work. To add insult below on a location by location
tained trade relations. It can to injury, the agreement was that basis in The Town.

42
Hooks
Waiting Charles and the Shipment
If the magi simply choose Charles was an honest mer- bought with Simon’s money.
to wait, a letter arrives by a chant adventurer who suffered His original cargo of labora-
mundane messenger within a a stroke of bad luck on one tory supplies are held by Peter
few weeks. If the covenant has of his risky ventures to exotic as a neutral third party. Simon
a difficult approach (for exam- lands in search of rare goods now believes this cargo to be
ple, in a regio) the directions and valuables. One setback his to sell to the original recipi-
were found in Charles’ letters led to the next, and eventually ents at a higher price so he can
(see later). The letter is from he was goaded by Simon into make a profit.
a merchant named Simon who borrowing money from him,
offers to supply what Charles using the expensive shipment The Coroner’s Ruling
belonging to the covenant as
obviously has failed to deliver.
security. He was loath to come As Charles’ body was found
He cordially invites a repre-
clean to the magi since he had washed up on shore, the coro-
sentative of the wizards to his already been paid in advance, ner (or other regional variation
house to negotiate. Should the so he tried to cover his losses. of this office) investigated for
matter be ignored at this point, He took even greater risks than evidence of a crime. He found
the shortage is there to stay. If usual, skimping on the quan- none, and the death was ruled
a character attempts to procure tity of manpower and quality accidental. No goods were
some of the missing materials of ships, and had the misfor- salvaged after the accident.
in town he certainly crosses tune to suffer a shipwreck with Charles’ body was buried with-
paths with Simon. an additional cargo of gems in a few days of his demise.

Shortages in Labs shipment was due to arrive. is missing, as well as any spe-
The shortage affects the magi cific items ordered (such as for
Stores of rare consumables from the start of the following enchanted devices). The situa-
and replacement tools have season. The bulk of the sub- tion both forces magi to post-
been running low since the stances consumed by lab work pone projects requiring specific

43
Hooks

Use of Magic
Magic is the obvious tool to cess in manipulating Simon. will raise a case with the Quaes-
use for solving this problem, Intellego Mentem gives itores. Making Simon disappear
but this is neither easy nor safe. easy access to information isn’t hard either, but since he is
that may otherwise be gleaned an influential merchant this is
Subtle Magic from skilled use of social abili- also investigated.
ties. There is no real mystery
The immediate resolution as to what is happening; the A Hermetic Case
of the entire problem by use challenge lies in negotiating a
of magic — Mentem especial- long term deal. Although mind The Order does not know
ly — is well within the scope reading reveals sinister busi- every thing that goes on in the
of even recently Gauntleted ness methods, it’s nothing s spy mundane world. However, if
magi. But remember that Men- wouldn’t find out by shadowing the case with Simon is resolved
tem spells used to manipulate Simon anyway. using considerable magic or
people have a limit of Dura- foul play the Order might find
tion Moon for standard For- Overt Magic out in a number of ways. Simon
mulaic spells. Any deals made knows he is dealing with wiz-
under magical duress will be Apart from using Mentem ards, and if he senses interfer-
reconsidered once the magic magic on Simon there are many ence he will raise a complaint
wears off. If someone is ma- others ways to easily resolve with his guild. The guild knows
nipulated into signing a writ- the immediate problems by of the Order and has a way of
ten contract, once he comes means of a spell or two. Find- contacting the Order with a
to his senses he will smell ing, stealing, and moving the grievance; the same goes for
foul play and take the mat- missing cargo is relatively easy, the Church and major nobles.
ter further. Bear in mind that but Simon misses it and knows Depending on the player ma-
sometimes this happens even where to start looking for it. gi’s situation there may be a rival
if only mundane persuasion is Again, this draws the attention or enemy who smells a rat and
used. It is not possible to men- of several influential individu- fingers them. Once this happens
tally manipulate everyone for als, and once the supplies run a Quaesitorial investigation
ever, and any Mentem magus out again a new supplier must starts, which could end with Tri-
worth his salt knows this. This be found. Important author- bunal proceedings for meddling
being said, if the characters ity figures like noblemen, guild with mundanes. An allied magus
employ intelligent and cre- magistrates, and senior clergy in the city could foresee prob-
ative methods the storyguide know of both magic and the lems arising and give a friendly
should reward this with suc- Order, and all of them can and warning in advance.

items until such are procured, within four seasons, all labs need Flaws (or remove Virtues) in
and results in a general short- to be closed down completely. order to reduce Upkeep to half
age hampering lab work. If using the rules for labs of the usual value immediately,
If only rules from ArM5 are from Covenants page 106–124, distributed in any way the magi
used, the shortage means that the covenant can only support see fit. Even though the funding
the number of active labs must the equivalent of half of the in Mythic pounds is there, the
be reduced to half (round down). sum of Upkeep values of all labs materials are missing. Once
If the shortage is not dealt with (round down). Labs need to take the shortage has ended, any

44
Hooks
new Flaws are removed without the marketplace, at any harbor, when he was in town.
needing to spend time doing riverside, or grazing common • He refurbished the warehouse
this, but lost Virtues take time the town might have. The offices and told the workers to look
to regain. If the shortage is not of merchants or even the Trading for hiding places under floor-
dealt with within four seasons, Guild can yield information boards, between the rafters,
the sum of Upkeep of the labs as well. Intrigue, Etiquette, and so on. No treasure was
needs to be reduced to zero. Carousing, Organization Lore: found, only old letters, for
Trading Guild, and Area Lore are which Simon paid handsomely.
all relevant Abilities, depending
on where the player characters
The Town go. Characteristics usable are
Presence, Communication, or
Charles

• He lost money when a


The details of the town even Perception, depending ship was lost and set off on
depend on individual sagas. on approach. An Ease Factor of a risky venture seriously
This is the town from which 9 is sufficient, while modifiers skimping on the manpower
the covenant buys the bulk of between –3 and +3 apply and quality of ships/wagons.
its supplies, so it is probably the depending on the location, the • He owed Simon a lot
largest trading town, or even Ability used, and on whether of money, and Simon
a full-sized city, in the local tactful bribes of at least a day’s has Charles’ last, exotic
area. For the purposes of this salary are offered. shipment as collateral, held
hook it is assumed to be a town by Peter, a neutral third-
with chartered trading rights Simon party merchant.
ruled by a council of citizens • He died recently. Depend-
rather than by a feudal lord. It • He arrived in town five years ing on the location of the
is inconvenient if it is located ago, and set up a merchant town he has drowned at sea
too far away, so a location house. His family has trading or in the river, or has been
within a weeks’ travel fits well. money in a city far away. killed by a landslide or col-
Ideally, the town should be • He deals in high-end goods lapsed bridge. The body was
situated on a coastline or on like fine clothing, armaments, recovered, the coroner ruled
the banks of a fair-sized river. and silverware rather than it an accident, and he has
Some of the player characters lower class wares. been buried.
are almost certainly familiar • He is hiring manpower for • He had hidden some impor-
with the town. It is, however, making long trade ventures tant papers pertaining to his
easy to adapt this hook to any to faraway places. past trade ventures, prob-
town near the covenant; Simon • He works as a moneylender, ably in his warehouse.
and Charles could have set up though as a Christian he
business anywhere. does not charge interest. But Peter
he still manages to turn a
hefty profit. • He is a moderately wealthy
Information in Town • He rented the warehouse a merchant dealing in manu-
month ago and paid for two factured goods made from
Facts and rumors are easily years in advance for a new furs, leather, and cloth.
picked up at the taverns where venture. Before that is was • He is an honest and reason-
the workers and craftsmen go, at used occasionally by Charles able man.

45
Hooks
pairs and refurbishment of the
Peter the Merchant well-worn building. Teamsters
Peter is a moderately success- make their case before the Trade and laborers load and unload
ful and well-off merchant in his Guild officials. cargo. The workers can’t and
early forties dealing in cloth and Full game stats are not won’t say anything in fear of
leather wares. He does not see given for Peter. He has above Lucas the foreman, who is surly
himself as a rival of Simon but average mental characteris- and points all nosy questioners
will, in time, notice that Simon tics and all relevant Abilities toward Simon. The warehouse
is in fact trying to take over his for his trade. Key stats are is full of imported goods com-
market. He grudgingly respects Artes Liberales 3 (arithmetic), mon to the area.
Simon’s success but fears his Civil and Canon Law 3 (com-
schemes rather than admires him. mercial), Organization Lore:
Peter was chosen as a neutral Trading Guild 4 (personali- Simon’s Townhouse
third party to hold the shipment ties) and Communication +2.
of goods which Charles used as If the player characters do
The new building has many
collateral when borrowing mon- not take matters before the of-
architectural qualities, but the in-
ey from Simon. Peter expected ficials but instead do Simon’s
this to be a straight-forward bidding, they might attempt to side is decorated in tasteless opu-
transaction and is genuinely sabotage the leather goods in lence, thanks to Simon’s failed
sorry for the player characters his warehouse. They may then attempts to make a sophisticated
about the whole mess. However, be facing him as defendants in a show of his family’s wealth and
he can’t in good conscience give future court session. power. The house has a suitable
them the wares before a settle- If the situation ends amicably number of servants, and several
ment or official ruling is reached. with Peter, he may become a are burly thugs acting as body-
If he is approached with good future supplier to the covenant, guards. The ground floor houses
sense and treated well he will albeit of necessary consumables the office and reception cham-
testify on behalf of the cove- and clothing rather than exotic bers as well as the kitchen in the
nant, and he may even offer to goods and lab supplies. back. The upper floors house
Simon’s chambers, guest rooms,
and the dining hall. Servants
• He is seen as a rival by messenger to the covenant, and live in outbuildings at the back.
Simon, who tries to corner the messenger took a week to The basement holds stores as
his market. get there. well as the vault. It is built stur-
dily of thick stone slabs and has
Timeline a strong iron door with a good
At the Warehouse quality padlock. Here can be
At the start of the season found Simon’s cash in silver, ac-
in which the magi expected The warehouse is located in count books, and the letters he
Charles’ shipment, Charles the trading district and is bus- found at the warehouse.
borrowed money from Si- tling with activity. All workers
mon. Two weeks later Charles are wearing the yellow and red Breaking and Entering
died in the accident, and two checkered armband which is
weeks after that information of easily found to mark them as in If player characters think to
this reached town. Two weeks the employ of Simon the mer- break into the house to learn more
passed before Simon sent his chant. Builders are finishing re- or steal something, it should be

46
Hooks
possible for determined and skilled
specialists. Naturally, all doors and
Smiling Simon depends on how important Si-
mon believes they are and how
windows are secured with dead- profitable a deal he thinks he can
bolts, and a single thug makes If the player characters an- strike. In any case, a meeting is
regular patrols through the house. swer the invitation Simon sent, easy to set up. Simon receives
For game statistics use the or if they identify themselves his guests in a gaudy room clut-
Tough Guy template on ArM5 at the house as representatives tered with various tapestries,
page 22, except that no armor is of the magi, they are received furniture, and nicknacks.
worn, for Soak +6 and his only politely and with little waiting. Simon is devious and schem-
weapon is a Club with Init +2, Atk If they assume other identities, ing, he is good at what he does,
+7, Dfn +7, Dam +4. their reception and waiting time and outfoxing him by mundane

Simon the Merchant


Characteristics: Int +1, Per +1, Fatigue Levels: OK, 0, –1, –3, most constantly smiling,
Pre +2, Com +1, Str 0, Sta –5, Unconscious giving rise to his nickname,
+1, Dex 0, Qik 0 Wound Penalties: –1 (1–5), –3 but the smile has a sneaky
Size: 0 (6–10), –5 (11–15), Incapac- and predatory quality. His
Age: 32 (32) itated (16–20), Dead (21+) sleek frame looks slightly
Decrepitude: 0 Abilities: Area Lore: Town 4 more imposing due to the
Warping Score: 0 (0) (business), Artes Libera- cut of his clothes, as well as
Confidence Score: 1 (3) les 1 (arithmetic), Bargain padding in the right places.
Virtues and Flaws: Capo*, 6 (selling), Brawl 2 (dag-
Wealthy; Vernacular Educa- ger), Charm 4 (customers), Simon’s merchant father
tion*; Avaricious, Dark Se- Etiquette 4 (nobility), Folk recently died of old age, and
cret; No Sense of Direction Ken 4 (while trading), Guile the four sons split the busi-
* These Virtues and Flaws are found 4 (half-truths), Intrigue 4 ness between them. Simon
in City & Guild page 109. Capo (plotting), Latin 4 (trade), was tasked with setting up a
is a Major Social Virtue: Simon Leadership 2 (merchant), new venture in this town. It
manages the trading company in Local Language 5 (upper was perhaps the hardest task,
this town. Vernacular Education class), Organization Lore: but he relishes the challenge
is a Minor General Virtue, grant- Trading Guild 3 (personali- as well as the freedom to do
ing additional experience points for ties), Profession: Merchant as he pleases without interfer-
trade-related abilities. 6 (rare goods), Ride 3 (walk) ence. Besides his trading, he is
Personality Traits: Avaricious Equipment: Fine merchant’s also a successful moneylender.
+6, Smiling +3, Devious +2 clothes, writing imple- Since Christians don’t charge
Reputations: Powerful Mer- ments, dagger interest, his profit comes from
chant 2 Encumbrance: 0 (0) impounding wares, ships, or
Combat: Appearance: Simon is a hand- buildings from debtors who
Dodge: Init +0, Attack n/a, De- some man, fair-skinned fail to pay, and adding any ex-
fense +2, Damage n/a with a healthy complexion. penses for storage and trans-
Dagger: Init +0, Attack +5, De- His lightly curled hair is port he can get away with.
fense +3, Damage +3 dark brown as is his neatly
Soak: +1 trimmed beard. He is al-

47
Hooks

Court Mechanics Story Seed:


The plaintiff makes his case, the majority of credible wit- Double Scandal
presents evidence, and the court nesses testifying; this may in- The scandal revealed
hears statements form witnesses. clude player characters. Simon takes on a life of its own.
Following this, the defendant should have as many witnesses Maria’s mother Odile lost
makes his case. The statements on his behalf as the player char- her husband to an accident
are not proof and fact, but rather acters (though at least two), but shortly after the birth of the
testimony about the character of if Peter testifies he may win the child. The priest took the
the plaintiff or defendant, testify- character this modifier. widow in as housekeeper.
ing to the fact that he is innocent On closer inspection, Ma-
or guilty as the case may be. A Situation Modifier: +3 for having ria does look an awful lot
roll of Communication + Civil the better Reputation more like the priest than
and Canon Law or Artes Liberales she does her plump moth-
(logic) versus an Ease Factor of 9 Situation Modifier: +3 if the de- er. Exposing this scandal
results in a credible statement. fendant is actually innocent. can lead to unwanted at-
Both sides make a Communi- Note that Simon isn’t guilty of tention on the priest, who
cation + Civil and Canon Law roll fraud, he has a credible contract then goes looking for those
with modifiers as listed: for the loan. However, if the responsible. Simon is sure
case focuses on the ownership to try to ride out the storm
Situation Modifier: –3 for the Gift, of the shipment, then the player as best he can by finger-
–6 for Blatant Gift, if speaking characters get this bonus. ing the player characters as
before the court. the source of the rumors. A
The court finds in favor of the case of meddling with the
Situation Modifier: –1 (to player side which rolls higher. Court of- mundanes can start to form
character’s side only) per Gifted ficials quickly settle the issue and if the player characters are
(non Gentle) individual in the pass sentence on the basis of the not very careful.
court room. town charter or appropriate writ-
ten law. In this case it is simply a
Situation Modifier: +1 to Simon in question of the ownership of the
Town Court if the Trading Guild shipment; no punishment will be
is that Simon genuinely believes
already found in favor of him. administered. However, a moder-
the shipment to be rightfully his.
ate sum is to be paid by both sides
Situation Modifier: +3 for having for the court’s time.

The New Deal


means is hard, as he is well tually leading to his death. Si-
versed in social abilities. Con- mon does not feel responsible A business meeting with Si-
trary to what one might think, for Charles’ tragedy, but is quick mon is straight to the point.
Simon did not contribute by any to take advantage of it. His long He offers the exact shipment
direct action to the demise of term goals are simply profit and Charles failed to deliver for a
Charles, but he did lure Charles overshadowing his rivals and quarter more than the original
into borrowing money with the competitors. It is obvious that he price. He believes he can right-
covenant’s shipment as collat- intends to milk the covenant for fully do this due to Charles’ un-
eral; this in turn drove Charles all the money and magical favors paid debt; he does not know that
to take unnecessary risks, even- he can. The important point here the covenant paid in advance. If

48
Hooks
and when confronted with this
and even shown a receipt, he is The Old Letters
loath to admit defeat and insists The old letters found at take up this business in order to
that any fault lies with Charles. the warehouse were hidden get hold of the supplies. They
If the player characters give there by Charles before his also give details of how to get
in to his demands, they will have last journey. Rumors of them in touch with the covenant.
paid two and a quarter times the had circulated among disgrun- Simon will not sell the let-
original price. Even if the troupe tled employees, and the story ters, nor will he let them go
does not use detailed rules for is that Simon has them now. easily. He does remember
economy from Covenants, but They are hidden in his vault, most of the information in
runs things in a more abstract but this fact is only known for them, so even if they are sto-
manner, this must have conse- certain to Simon himself. len he tries to make a profit
quences. The storyguide should The letters are old corre- from the ventures, If the play-
enforce the situation by ruling spondence and contracts for er characters become rivals,
deals with both sellers and they have to compete with
that the covenant lacks funds
producers of the rare materi- him. However, Simon has no
for long journeys, luxury items,
als which Charles dealt in, as particular interest in this busi-
hired specialists, and similar. well as with buyers (like the ness, so if it becomes too risky
However, doing Simon a simple, covenant). These are all highly or low on profit he abandons
little favor would be worth a dis- useful for Simon, who wants to the project.
count; see Favors later. Since this
seems completely unfair, there
are other solutions as well.
Refusing to follow Simon’s
interpretation means taking the
matter to the Trading Guild.
Simon is fully prepared to face
this. Refer to the section Offi-
cial Rulings later.
The wares are in town, kept safe
by Peter. Simon claims there are
some challenges regarding trans-
port. There is a shortage of ships
or wagons (whichever is more
relevant to the geography of the
saga). Simon can deliver the goods
in three months’ time; he is even
so generous that he adds no extra
cost for storage in the meantime.
Alternatively, the characters could
do him a small favor, which will
free up transport to get the wares
to the covenant in two weeks. See
the section Favors, later.

49
Hooks
Future Deals with Simon Spoiling Leather Goods floor. Under these circumstanc-
es, a fire could spread easily and
In the future, Simon offers to Simon asks the characters have disastrous consequences
continue supplying the covenant to spoil a shipment of leather for the town as well as cost many
with everything Charles used to goods waiting in a warehouse. If lives. It would take callous char-
supply, and he will do his very the player characters choose to acters to go through with this.
best to procure anything else do this favor, they get involved Doors and windows are barred
they want. However, the prices with the Tanners’ Guild and Pe- from the inside by the old, lame
go up by a quarter compared ter. The goods need to be taken watchman, who is watching for
to what the characters are used to a nobleman in the direction fires, not intruders.
to. Simon thinks it is quite of the covenant. Ruining the
obvious that Charles sold his wares leaves the wagons booked Further Schemes
wares too cheaply and was to make the trip free for Simon
forced to lower his priorities on to hire. He has these pick up By doing Simon the first fa-
security measures and quality another shipment of leathers of vor, the player characters give
of travel arrangements. He also slightly inferior quality in a vil- him an opening to ask for more
goes on about variable delivery lage nearby which the manufac- favors, and this escalates over
times and fluctuating prices. turer there cannot find a buyer time. The following favors ini-
However, there are a number for. As Peter cannot deliver to the tially seem innocent and altruis-
of factors which might help, as customer, Simon can get a good tic enough, like ridding the area
his customers are wizards, they price by picking up this deal. The of bandits or clearing a road of
might be able to provide valuable wagons can then take the lab sup- a landslide. But suddenly there
wares for him to sell or be able to plies back to the covenant and be is another problem, and an-
help in other ways. there within two weeks. other. They could be dealt with
Simon suggests that he Simon is expecting something in other ways, but that would
could easily sell books on clever like ruining the materials, mean more expenses or de-
magical subjects to nobles rotting the leather, rusting the layed shipments. In time, Simon
and academics in his contact buckles, or something along that wants jobs done that are still
group, fetching high prices. vein. Burning the whole place easy, but smell more and more
Simon knows of magic, but he down seems quite crude and is of sabotage and ridding himself
does not know that the books unlikely to have the full effect of competitors.
are useless to unGifted buyers. since guilds patrol the streets at The first favor could be for
Alternatively, he cuts better night to watch for fires. Also, the player characters to take
deals if the characters do him a Simon has goons who could do a group of bandits out of ac-
“little favor.” that kind of thing anyway. tion. The bandits plague travel-
The warehouse is located in ers and trade routes around the
the dense trading and manufac- town; they might be pirates or
Favors turing district in a small court- highwaymen and camp out at
yard at the end of a narrow, a natural harbor, river ford, or
Below are ideas for doing Si- winding street. The buildings abandoned farmstead. The ban-
mon favors in order to help se- are all close together, and most dits are a small gang of eight
cure supplies for the covenant workshops or small businesses men including their leader. Use
as well as further Simon’s under- have their owners or workers the Standard Grog templates for
hand business strategy. living in the back or on the top the bandits and Grizzled Vet-

50
Hooks
eran for the leader, from ArM5 consequences for those spread- stage, Organization Lore: Trad-
page 22. ing such rumors might be dire ing Guild may be used instead
Further favors might include: due to Maria’s father (see later). of Civil and Canon Law, and the
repairing a road and bridge dis- Apart from infidelity, Simon modifiers may tip the scales. If
abled by weather and landslide; has not committed any crimes the guild rules in favor of the
cleverly sabotaging a shipment or serious offenses. He prefers covenant, then they get the
of wares (e.g. wine) so the dam- to have other people do this, shipment. Simon does not take
age isn’t apparent until deliv- and that is why he wants favors the matter any further, but he
ery; framing a craftsman, town from the magi. His books and also refuses to deal with the
official, or rival merchant for a accounts are in order, and no covenant and may work against
crime; or discovering or fabri- guild or customer has any se- their attempts to trade with oth-
cating evidence of a scandal in rious issues with his deliveries ers. If the guild rules in favor of
order to ruin a competitor. and deals. Simon, then the player charac-
These favors ask more and ters may take the matter to the
more of the player characters, town court since they have good
and eventually they risk draw- Official Rulings evidence to support their case,
ing unwanted attention to them- and Simon obviously only won
selves, be it from town officials, As the first step in establish- because he is better connected.
noblemen, guilds, clergy, or the ing their rights to the shipment
Order. These are intended to be the player characters need to Town Court
future events beyond the scope take up the matter with officials
of this hook. For further inspira- of the Trading Guild. They are Rulings about crime are made
tion refer to City and Guild pages the plaintiffs and need some- by a council of magistrates se-
124–125. one suitable to make their case. lected from among the town’s
Although this may be a player citizens. Mechanics and modi-
character, the troupe may hire fiers as listed in the Court Me-
Digging Up Dirt a local lawyer or Peter the mer- chanics insert. If Simon loses
chant may play this part. A lo- here, he may work against the
If a competent character cal lawyer can be assumed to covenant as mentioned earlier.
investigates thoroughly, the have Communication +1, Civil
skeletons in Simon’s closet fall and Canon Law 5, Artes Libe-
out. This can include following rales 2, and Organization Lore:
Simon around and asking ques-
tions among his peers. He has
Trading Guild 2. Simon hires
the very best lawyer in town
Setting Up
a secret lover, the young and
beautiful Maria, who is married
with Abilities two points high-
er than this. Refer to the Court
Business
to a sailor who is away from Mechanics insert. Any deal with Simon
home most of the time. Threat- most likely sours in time, and
ening to expose this scandalous Guild Officials enterprising player characters
behavior helps keep Simon in might think seriously about
line if done correctly, at least Rulings about trade are made setting up a merchant business
for a while. If pushed too hard by officials from the Trading of their own. Alternatively, they
or too crudely, Simon calls Guild appointed from among might refuse to deal with Simon
their bluff and claim that the the masters in town. At this from the start. Such a venture is

51
Hooks
beyond the scope of this hook
beyond its inspiration, and thus
it will not be treated further.
It requires a companion or
even magus level character to
invest a lot of time and money
in the process. Details about
running a business, maintaining
it, and seeing it grow are
covered in City and Guild, as are
seeds for stories to run in this
environment. The book also
contains many new and useful
Virtues and Flaws, details about
guilds and trading, as well as
a system to keep records of
how the business is thriving by
means of Labor Points.
A profitable venture takes
local wares to sell in a foreign
place and brings home valuable
goods. The initial investment

Setting Up Business Story Seeds


Ghost Ship Haunted Warehouse Faux Pas
During the evening, the A warehouse, empty for a long In a port far from home and
ship’s lookout spots a spec- time, is surprisingly cheap to rent in a foreign culture, a vital
tral ship heading to cut off or buy. Too cheap! Rumors say crewmen or trusted grog has
the merchant ship. Once, a it is haunted and that people get the misfortune to anger a mer-
group of sailors capsized and possessed by evil if they go in- chant. The merchant’s guards
drowned while hunting these side. A heinous string of crimes haul the miscreant off and im-
waters for pirates, and their were committed there, giving prison him, and horrible pun-
spectres continue this job. But rise to an Infernal aura tainted ishment awaits. But what did
what makes them think the with murderous rage. These sins he do wrong? Was it a cultural
merchant is a pirate? Is it the affect the personality of anyone or religious taboo? And how
lack of permission to travel entering and might turn a dis- can he be saved: through di-
here, something in the cargo, agreement into a bloody fight. plomacy, a daring rescue raid,
or some dark secret of one of The place is also infested with a or the rattle of swords?
the crewmen? pack of corrupted rats or a minor
demon associated with anger.

52
Hooks
is needed to buy such wares, are available as well as names of tools, as well as consumables like
as well as purchase or hire sellers. Paying still more may alchemical compounds, metals,
transport and staff. A local even get a Redcap with local and minerals. The raw materials
warehouse need not be kept connections to act as agent and needed must also be procured in
on hand by the merchant liaison. The investments could order to manufacture the supplies.
venturer, only being needed end up being quite significant, As the power of the guilds
if a permanent local presence but also pay very well in does not reach far from the
is desired. The most pressing the long run. Details on the towns, skilled craftsmen are
need is contacts or clues about merchants and suppliers are up not hard to hire, especially if
what to deal in and where to go. to the storyguide to define for the covenant employs those
Charles’ letters are a good start; specific sagas. Each journey and tired of the rigid rules or with
the magi can try to get them each meeting could be stories little possibility of financing a
from Simon. An alternative in their own right. shop of their own. Craftsmen
is for the magi to make use of In addition to a trade business, moving to the covenant win
the extensive network they the covenant could start up themselves a bad reputation in
have in the Redcaps. It would workshops to produce some of town should they ever return,
be appropriate to pay a small the equipment needed, but this or may be unsavory characters
fee of silver, a favor, or a pawn is a greater endeavor since it to begin with.
of vis for information. Leads requires many different crafts. Nearby are listed a few story
can be information on a place The most important items needed seeds to get things going, but
where the sought-after items for labs are glassware and metal beyond this refer to City and Guild.

53
Chapter Six

Salvation
Thick smoke, stinking of soot-smeared young monk. As among the smoldering ruins.
roasted human flesh, rises above he digs, plaintively, like a lost Hours later, the monk wearily
a devastated church. Charred lamb of God, he cries out names trudges away from his dead home.
corpses, the brittle black bones — “Luke… Paul… Gregory…” As the monk departs, a bitter
rendered of fat and meat by hot — either saints, or his dead wind rattles through the ruined
fire, are scattered through the brethren; in his hysteria he can monastery. The rustling ashes al-
still-warm rubble. The burnt no longer be sure. The monk’s most sound like laughter…
skulls blindly grimace at the hands are bloody, blackened,
ash-flecked sky. and blistered by his futile search
Furiously digging through for another survivor, and, with a
the rubble is a black-robed, final despairing cry, he collapses The Damned
Monastery of
Saint Sylvester
The monks of the Benedic-
tine monastery of Saint Syl-
vester, in the parish of West
Brockshire, were massacred —
burned alive in the monastery
church by a cruel band of out-
laws. Only one monk survived,
and the ruined monastery now
lies haunted by Infernal spir-
its. At its heart, in a fiery regio,
waits a demon monk who traps
hapless mortals behind walls
of hellfire so that he can offer
a simple choice to his victims:
“sell your soul or die in flames.”
This Hook introduces Realms
of Power: Infernal.

54
Hooks
Who Burned What Could the
The Monastery? Player Characters Already Know?
A player character well-trav- couple of decades ago by Owen
The monastery of Saint Syl-
eled within the diocese may have the Beast. If an Ease Factor of 12 is
vester was burned, in the year
already heard of the ruined monas- beaten, she also knows that there
1200, by a vile outlaw captain:
tery. If an Intelligence + Area Lore: was a surviving monk. Finally, an
Owen the Beast. Owen and his Diocese roll against an Ease Factor Ease Factor of 15 means that the
men raided the monastery be- of 9 is made, the character knows character additionally knows that
cause of its reputed wealth (from which parish the monastery was the monk relocated and became a
the monks’ leatherwork). The located in, and that it was burnt a canon at the cathedral.
outlaws burst into the Benedic-
tine monastery during mass,
seizing the jewel-encrusted rel- parishioners. Owen the Beast and fered salvation from the flames. The
ics, books, and silver platters and his band of outlaws were captured price would be Guthrie’s soul. Ter-
cutlery. Unfortunately, Owen did and hanged by the sheriff in the rified, Guthrie agreed and as black
not believe the abbot’s protests diocese’s main city several years smoke filled the crypt he collapsed.
that this was the extent of their after the burning of the monas- When he awoke, the fire had died
wealth, so the monks were con- tery. The massacre of the monks down. The bandits had left. Guth-
fined inside their church, which was only one of many atrocities rie’s brethren were dead.
was set alight. Owen promised to committed by the bandits. Ashamed at his weakness, and
free any monk who would reveal fearing retribution by the church,
the hidden treasure trove, but Guthrie lied to hide his bargain
none of the monks spoke and all A Hell Made of Earth with the demon in the burning
hideously perished in flames. crypt. To his great shame, his sur-
Except, one young monk did It is twenty years since the mas- vival was even feted as a miracle
survive the massacre. sacre of the monks at Saint Sylves- of Saint Sylvester. Nightly, in
The sole survivor claimed to ter, and the young monk, the sole dreams, the demon (claiming to be
have been outside the monas- survivor, is now a canon in the dio- the Abbot of the Unholy Order of
tery complex when the bandits cese’s cathedral. Since the massacre Tempters) has appeared to Guth-
arrived, and unnoticed by the the canon, now Father Guthrie, has rie and goaded him into further
outlaws he witnessed the atroc- suffered terrible torment and wres- sins. Under the demon’s influence
ity. Once the bandits had left, tled nightly in fevered dreams with Guthrie has committed depraved
the survivor desperately searched his conscience. The problem: his acts with fallen women, set fire to
the still-smoking ruins, hoping a tale of the massacre at Saint Sylves- a chapel, and provided false tes-
miracle had saved at least one of ter omitted a dreadful truth. timony at witchcraft trials. Even
his brothers. However, his hopes Guthrie’s survival was not a worse, Guthrie secretly enjoys the
were in vain. Tear-stained, with miracle. Guthrie sold his soul. demon’s depraved temptations.
bleeding hands blackened by ash, Father Guthrie was actually
the survivor made his way to the trapped in the burning monastery
nearby village. church with the other monks. Des- Involving the
The tale of the monastery’s perate, Guthrie managed to flee Player Characters
destruction, originally relayed by into the comparative cool of the
the sole survivor, the sub-deacon crypt, where he encountered an Here are the ways the player
Guthrie, is known by the nearby unfamiliar, hooded monk, who of- characters can become involved:

55
Hooks

Father Guthrie
Characteristics: Int +1, Per (vigil), Dead Language: Latin to attend to the care of souls.
+1(1), Pre +1, Com 0, Str +1, 5 (church usage), Etiquette The few who confess to Father
Sta +1, Dex +1, Qik +1(1) 1 (bishop’s court), Folk Ken Guthrie are those that the other
Size: 0 5 (clergy), Guile 5 (lies), In- canons find distasteful, such as
Age: 47 (47) fernal Lore 5+2 (demons), prostitutes, witches, and the in-
Confidence Score: 1 (3) Intrigue 5 (bishop’s court), sane.
Virtues and Flaws: Priest; Leadership 2 (clergy), Living Conflicted and troubled by
Greater Immunity (fire); Sk- Language: English 5 (London the dark path he is upon, Father
inchanger (crow), Student of dialect), Music 1 (hymns), Guthrie uses his quiet solitude to
the Infernal Realm; Dark Se- Organization Lore: Church study the records of the bishop’s
cret (sold soul to hell); Cow- 3 (exorcisms), Ride 3 (horse), court concerning evil and the
ard, Depraved, Tainted with Stealth 2 (hiding), Survival 2 worship of demons. He is con-
Evil (disasters), Teaching 2 (minor sidered expert in dark matters,
Personality Traits: Coward +3, orders), Theology 2 (hell) and when cases of devil wor-
Depraved +3 Equipment: Habit and priest’s ship are brought to the bishop’s
Reputations: Unpleasant canon stole, necklace of crow feath- court Father Guthrie provides
+3 (local), Expert on demon ers (not worn). expert testimony. This dubious
worship +2 (ecclesiastical), Appearance: Father Guthrie has specialty feeds the father’s un-
Survivor of monastery infer- a hooked nose and a frightful pleasant reputation and greatly
no +1 (ecclesiastical) scowl on his face. amuses the demons who ap-
Combat: pear in his dreams. Sometimes
Dodge: Init +1, Attack n/a, De- The father has a bad reputa- he has knowingly convicted in-
fense +1, Damage n/a tion in the city for setting un- nocents of devil-worship, who
Soak: +1 (Sta) pleasant, almost perverse, tasks were then burned alive by the
Fatigue Levels: OK, 0, –1, –3, as penance and so city-folk secular authorities. In reward for
–5, Unconscious hope he is not their confessor. these sacrifices, hell has granted
Wound Penalties: –1 (1–5), –3 Within the church the father the father a magical necklace of
(6–10), –5 (11–15), Incapaci- is also thought of as unpleas- crow feathers, which he can use
tated (16–20), Dead (21+) ant, although this is charitably to turn into a sleek black crow.
Abilities: Area Lore: Diocese 5 attributed to the trauma of the As Father Guthrie is a clergy-
(evil), Artes Liberales 1 (log- massacre. This means the father man with unconfessed sins he is
ic), Awareness 3 (evil), Civil is usually left to his own quiet irregular, which means he can-
and Canon Law 3 (demon studies within the cathedral not spend Faith Points (see The
worship), Concentration 2 complex, without frequent need Church, page 37).

• A player character receives a vi- • The marauders who burned tery while following the vile
sion which guides him to either the monastery have not yet trail of Owen the Beast. For
the ruined monastery or to the been captured and hanged, this is to be plausible, the
damned canon Father Guthrie. are still active, and also at- monastery has probably been
• Player characters encounter tack covenant property (or burned only a few years, or
the ruined monastery (or ru- the property of the covenant’s even months, ago.
mors of it) while traveling on allies). The player characters • The bishop (or the local
other business. discover the burned monas- Benedictine authorities) com-

56
Hooks
mission the player characters
to investigate rumors of the
What Happens the player characters to the ruined
monastery, he contributes as little
demon-haunted monastery. as possible to the investigation; he
For this commission to be of- The main scenes are Question- is however keen to see that the In-
fered, the player characters ing Father Guthrie, Getting to the fernal regio is entered (see later).
must already have reputations Monastery, Exploring the Ruined Because the father is immune to
within the diocese as super- Monastery, and Dealing with the fire, he can leave the monastery
natural specialists, but not be Cloven-Hoofed Monk. regio at any time without negative
considered an infernal liability effect. The demons in the regio
themselves. Ironically, Father are not above tormenting him, but
Guthrie — an ecclesiastical Questioning Father Guthrie do know that his soul is already
expert in dark matters — may claimed by hell, and thus do not
also be assigned to investigate. This scene might not occur; trouble him as much as they might
whether it does (or not) depends trouble the player characters.
on whether the player characters
Moving the Monastery learn that the sole survivor Father
Guthrie is now a canon at the ca- Getting to the Monastery
The exact date of the monas- thedral and whether the player
tery’s destruction can be changed characters decide to question him. The monastery is in the par-
if your saga requires. Consider It is possible that this scene instead ish of West Brockshire, which
whether you want it to be possible plays out at the end of the scenario also contains one small village
for the player characters to meet when the player characters, hav- and a dozen lonely farmsteads.
Father Guthrie (the sole survivor ing realized that the monk’s story The journey to the parish is not
of the fire). If it is too long ago, he is implausible, confront him. challenging and takes a week on
has (probably) died of old age. Father Guthrie is reluctant to foot from the covenant.
The monastery can be located discuss the massacre at Saint Syl- The ruined monastery is a
in any parish, anywhere in Myth- vester’s, and tries to avoid an inter- few hours’ walk from the main
ic Europe, but it is probably easier view if he can. If he is questioned, parish village.
to introduce if the monastery’s Father Guthrie relays his standard
parish is in the same diocese as story about what happened dur- Monastery Rumors
the covenant. A typical diocese ing the massacre, and describes
contains hundreds of parishes, the functioning monastery and its The parish priest (Father Mi-
and some contain thousands, so it location. If the player characters chael; his church is in the main
should not be surprising that the doubt the father’s story, he ceases village), or other parishioners,
player characters have not pre- to co-operate, and if a witchcraft explain that the Benedictine mon-
viously heard of the monastery’s trial or similar is conducted the astery was wealthy because of the
fate (unless a player character has father defends himself. If he is monks’ skill as leather-workers,
an extensive local Area Lore Abil- found guilty he tries to escape by making belts, bags, and jerkins.
ity; see insert). turning into a crow. Note that a The monks’ products were most-
It is not crucial that the site was Gifted character is unlikely to be ly exported and sold in the large
linked to the broader parish via the considered a reputable witness at towns of the diocese. Many pa-
leather works. However, the re- a witchcraft trial, particularly if his rishioners supplied raw hides to
puted wealth of the monks gives a testimony relies upon magic. the monks, while others worked
rationale for the outlaws to attack. If Father Guthrie accompanies as teamsters transporting finished

57
Hooks

Agatha was to hold a secret black mass


every full moon. Agatha refuses
Characteristics: Int 0, Per +1, Pre tated (16–20), Dead (21+) to return to the monastery. Sara is
+1, Com 0, Str –1, Sta 0, Dex Abilities: Animal Handling 3 (cat- buried in an unmarked grave, out-
+2, Qik +2 tle), Area Lore: Parish 4 (farm- side the village, near the stream
Size: 0 ing), Athletics 1 (climbing), where she drowned.
Age: 19 (19) Awareness 1 (searching), Bargain The parishioners also know
Virtues and Flaws: Peasant; Puis- 2 (demons), Brawl 3 (knife), that a single monk survived the
sant Ability: Second Sight, Chirurgy 2 (cuts), Folk Ken 2 original fire, and fled the parish
Second Sight, Student of (clergy), Guile 2 (fast talk), In-
to the cathedral. The wealthy
the Infernal Realm; Infamous fernal Lore 3+2 (curses), Leader-
monks also reputedly had a trea-
(Devil Worshiper), Lost Love ship 1 (coven), Living Language:
English 5 (slang), Second Sight
sure trove that still lies hidden in
(Sara), Offensive to Animals.
Personality Traits: Lonely +3, 4+2 (demons), Stealth 1 (sneak), the ruins (this is false).
Scared +1 Survival 2 (cooking), Swim 1 Apart from a wary suspicion
Reputations: Devil Worshiper +4 (rivers & streams) of Gifted characters, the
(local area) Equipment: simple peasant parishioners freely offer the
Combat: clothes, a knife. information they have. If some
Dodge: Init +2, Attack n/a, De- Appearance: Agatha is a lonely of the player characters appear
fense +5, Damage n/a young blonde woman. She to be clergy, the parishioners
Knife: Init +2, Attack +7, Defense works on her father’s farm- erroneously assume the player
+6, Damage +1 stead, but many parish folk will characters are Benedictine monks
Soak: +0 not drink the milk she collects scouting the old monastery site
Fatigue Levels: OK, 0, –1, –3, — with great difficulty — from for possible recolonization. This
–5, Unconscious the cows. (Milkmaid is not the pleases the parishioners.
Wound Penalties: –1 (1–5), –3 best occupation for someone
(6–10), –5 (11–15), Incapaci- who is Offensive to Animals.)
Exploring the
leather goods to distant markets. one of the girls later drowned her- Ruined Monastery
The monks dispersed much of self in a stream, and the surviving
their profit as alms to the poor of girl confessed her witchery. Black and soot-stained, the ruins
the parish, and when the Benedic- The survivor, Agatha, is now of the monastery stand by a small
tines did not re-build the burned aged 19 and lives on her father’s gurgling stream in an empty, rock-
monastery the parishioners were farmstead. Agatha is lonely and pocked field. The ruined church
bitterly disappointed; many left to shunned by the parish menfolk is splayed open and the half-fallen
live in other parts of the diocese. because of her past. Agatha is stone arches, which once held
The locals all know the pre- very repentant and if questioned beautiful stained-glass images of
cise location of the ruined monas- she gives a garbled account of the devotion, now point skyward like
tery and it is common knowledge Infernal regio: “It is full of flames the bleached bone ribs of a carrion-
that it is now haunted by demons. and screaming monks and there is picked corpse. The silent court-
The parishioners explain that ten a red-robed demon abbot in the yard, which formerly echoed with
years ago two young girls became crypt” (she was very frightened murmured prayers to God’s glory, is
trapped in the ruined monastery and only nine years old at the now overgrown with grasses.
and sold their souls to a demon, time). The bargain that Agatha The burned-out Benedictine
becoming witches, in order to es- and the other girl (Sara) made monastery of Saint Sylvester is
cape. The locals know this because with the demon for their freedom composed of half a dozen ruined

58
Hooks

and unoccupied buildings. The • The site has an Infernal aura • There is an Infernal regio
largest and most damaged ruin is the of 3. Characters with Infer- within the church. The Infer-
church, once the heart of this mo- nal Lore should be able to nal regio has an aura of 5. The
nastic community. The other build- infer that evil acts occurred presence of the regio can be
ings are fire-damaged too, but less at the site, either in the past detected via the usual means
so, and were once sleeping, kitchen or currently. (see ArM5, page 189). From
and dining facilities, a workshop • The relics and other church the outside, the regio appears
where the monks worked at manu- treasures have been looted black, empty, and quiet; it
facturing fine leather goods, and long ago by Owen the Beast. smells of soot and tastes of ash.
(beside the stream) the remains of There is no hidden treasure to
a small tannery. be found. The Mass Grave
Nearly 50 monks lived at the • A few hundred feet to the
monastery. The only inhabitants north of the monastery is a A mass grave, a few hundred
of the site, now, are a large, proud, mass grave. feet north of the main monastery
black cockerel and his harem of • There is a crypt underneath complex, contains the burned
hens. The birds roost in what was the church. The entrance is bones of the massacred monks.
once the monastery kitchens. obscured and obstructed by The grave is hard to find (Per-
The field surrounding the mon- fallen stones. ception + Awareness roll against
astery lies fallow, too rocky to be • The black cockerel, located in an Ease Factor of 12), as plants
easily farmed. the ruined monastery kitch- have long since grown over the
Other features that the player ens, is possessed by the Clo- disturbed earth. The center of the
characters can discover follow. ven Hoofed Monk. grave is marked by a simple stone

59
Hooks
cross, which would be about six several characters are cooperating,
feet tall, and easy to find. How- add the positive Strength scores of
ever, the marker has been pushed the assisting characters as a bonus
over and lies flat on the ground, to the roll.
obscured by grasses and weeds. The interior of the crypt is cool
The surface of the stone cross is and dark. Although soot-stained,
covered in scratches that spell it is not badly damaged by fire.
out apparently nonsensical Latin The crypt consists of a wide corri-
phrases. Characters with a score in dor (7 paces long) that terminates
Infernal Lore recognize that such in a square chamber (about 400
a defacement is suggestive of in- square feet). The corridor is filled
fernal rituals. However, there is no with shelves where the bodies of
other apparent evidence of infer- the lesser monks were laid out.
nalism at the grave. The scratches The terminal chamber has stone
are too old to be Arcane Connec- sarcophagi for the senior monks
tions to their author. to rest in. Inscriptions on the sar-
When the monks were interred cophagi indicate that monks were
they received a proper Christian interred in the crypt between
burial. The burial rites were con- 1117 (the date that the monastery
ducted by a delegation from the church was completed) and the
Benedictine monk’s mother house, burning of the monastery in 1200.
but it was such a long time ago Looters have already entered
that the parishioners have forgot- the crypt. The bones of the dead
ten this detail. monks are strewn about the crypt
and the sarcophagi have been
The Crypt pried open, although the bones
older than the mid-12th century
Beneath the church is the are already dust. Everything of
crypt. This is where the Bene- value has been taken.
dictine monks buried their dead,
when the monastery was live and The Black Cockerel
active. Any character searching
the ruined church finds the crypt. Proudly striding around the
The entrance to the crypt is ruins of the monastery is a large
obstructed by fallen masonry and black cockerel. He spends most
partially burnt and rotted wooden of his time pecking at, flapping
beams, but a very small charac- his black wings at, and otherwise
ter (Size –2 or less) can squirm terrorizing a harem of a dozen
through the gaps. Other charac- hens that he keeps sequestered in
ters need to move the obstruc- the ruined monastery kitchens.
tions, which could be trivial for a The hens are ordinary mun-
magus. For characters using unaid- dane chickens, descended from
ed muscle power, make a Strength the birds kept by the monks. The
roll against an Ease Factor of 12; if cockerel is descended from the

60
Hooks
same incestuous population, and the cockerel. The copy is entirely himself by running the cockerel
he is possessed by the Cloven independent of the original de- into walls, and making it fall off its
Hoofed Monk. mon and has the same powers and perch in convulsive fits; this abuse
The demon has invested 1 statistics (but no physical body has turned the cockerel mad. A
Might Point in the possession and less Might). The possession spell equivalent to Demon’s Eternal
of the cockerel. This means that allows the demon to use the senses Oblivion can exorcise the demon
an independent Infernal Might 1 of, and to manipulate the body of, from the cockerel. This has no
copy of the demon resides within the cockerel. The demon amuses other effect on either the cockerel

The Cloven Hoofed Monk


Order: Lord Abbot of the Unholy fire), Single Weapon 6 (sword), Power: Infernal page 31.
Order of Tempters (tentator) Stealth 4 (urban) Possession, Variable, Init +2, Mentem:
Infernal Might: 20(19) (Corpus) (1 Powers: The demon uses this power to
Might Point used to possess the Ball of Hellfire, 1 point, Init +3, Ig- possess the black cockerel; see
black cockerel). nem: The demon launches a Realms of Power: Infernal, page 32.
Characteristics: Int +2, Per +2, Pre ball of black flame at the target Equipment: Red robes, long sword,
+1, Com 0, Str +2, Sta +2, Dex (within Voice Range), which book, black cockerel tail-feath-
+3, Qik +3 automatically hits and causes er on a silver chain.
Size: 0 +30 damage. Weakness: Abhorrent Material: salt.
Confidence Score: 1 (3) Coagulation, 2 points, Init –1, Cor- Vis: 4 pawns of Corpus in book
Virtues and Flaws: Greater Immu- pus: Allows the demon to form cover.
nity (fire); Tough the physical body described Appearance: The demon abbot
Personality Traits: Deceitful +3, below. He can return to his wears dark red robes and carries
Depraved +3 spiritual form at will. When the (in a leather harness) a large book
Reputations: Profane Abbot +3 demon is in his spiritual form he bound in flayed human skin. Un-
Hierarchy: +3 is invisible and undetectable by like a mortal Christian monk,
Combat: Hermetic magic (and if he can- the abbot follows no prohibition
Fist: Init +3, Attack +8, Defense +8, not be sensed he cannot usu- against the shedding of blood
Damage +2 ally be targeted by Hermetic and carries a plain-looking yet
Long Sword: Init +5, Attack +14, De- magic). In his physical form the finely made long sword. Around
fense +11, Damage +8 demon can be killed, but in his the monk’s neck is a silver chain
Soak: +5 (+2 Sta + 3 Tough) spiritual form the demon can with a black feather (from the
Fatigue Levels: OK, 0, –1, –3, –5, only be destroyed by destroy- cockerel) woven into it.
Unconscious ing his Might (see Realms of Pow-
Wound Penalties: –1 (1–5), –3 (6– er: Infernal page 31). The book the monk carries is
10), –5 (11–15), Incapacitated Envisioning, 1 point, Init 0, Mentem: The Book of the Morning Star (Infernal
(16–20), Dead (21+) Allows the demon to appear in Lore Ability Summa; Quality 10,
Abilities: Athletics 3 (grace), the dreams of a character (see Level 4).
Awareness 4 (sin), Bargain 5 (in- Realms of Power: Infernal page 32). A character who makes a
fernal), Brawl 4 (fist), Civil and Obsession, 1 point, Init –5, Vim: Perception + Awareness roll
Canon Law 3 (heresy), Code of Whenever a character sins in against an Ease Factor of 6 notices
Hermes 1 (infernalism), Guile the presence of the demon he that the monk has cloven hoofs
6 (infernalists), Infernal Lore can use this power to infect the instead of feet. He otherwise
3 (demons), Leadership 3 (de- character with the Personality appears to be a normal middle-
mons), Penetration 3 (ball of hell- Trait: Depraved +1; see Realms of aged man.

61
Hooks

An Infernal each other for the cockerel copy deliverance, while others stand
to relay information about the below the tower madly ringing the
Vis Source player characters. church bells.
The infernal hellfire can These terrified ghosts are not re-
be harvested as an Ignem vis ally the spirits of the burned monks;
source. Five pawns of Ignem
Dealing with the they are maligenii, evil Infernal spirits.
vis can be harvested per sea- Cloven Hoofed Monk Although there appear to be nearly
son, and this vis is tainted 50 ghosts, there are only 10 spirits
with the infernal. The sto- Every midnight, for one Diam- (each with many apparent bodies).
ryguide can adjust the number eter, the Infernal regio in the ruined The ghosts are distressing, and can
of pawns available to suit your church opens and characters in or make other characters hysterical,
saga. It is best to err on the entering the ruined church at this but are otherwise relatively harm-
side of generosity, as Hell pro- time enter the regio. At other times, less (see insert).
vides the vis as a temptation. characters who can see into the re- One of the monk ghosts dashes
gio can freely cross into the regio. into the crypt, which is accessible
or the original demon. Full rules From the outside, the regio ap- from the church interior. The de-
for possession are given in Realms pears black, empty, and quiet, and mons intend for the player charac-
of Power: The Infernal, page 32. it smells of soot and tastes of ash. ters to see the fleeing monk.
When the player characters ar- However, inside the regio, the
rive at the monastery, the demon- church is intact and surrounded by Escaping The Church
cockerel observes them as they fierce, black hellfire. The doors are
explore the site and tries to gauge barred and wild dancing shadows The door to the church is
the extent of their powers. If the flicker outside the stained glass bolted and barred by an infernal
player characters look ready to windows. The lead seals in the supernatural power, and cannot
leave the ruined monastery before roof melt and splatter a scalding be opened by mundane means.
midnight then the demon tries to silvery rain down into the nave. However, the infernal lock (an
maintain their interest. He can do Choking smoke curls up the walls. effect of magnitude two) can be
this by manipulating the cockerel Each character who remains dispelled by a suitable Perdo Vim
in an unusual way, stealing items, in the Infernal regio must make a effect. Characters can also create
or attacking the characters with his Deprivation check every Diameter exits by breaking the windows,
Ball of Hellfire power. As the copy of due to the heat and choking smoke shattering the walls, or destroy-
the demon possessing the cockerel (see ArM5, page 180), unless the ing the door.
has only 1 Might he can only use character is immune to such haz- Once the characters have cre-
this particular power once per day. ards. A character who wraps his ated an exit they must brave the
Player characters who can face in a cloth receives a +3 bonus hellfire flames that surround the
speak to the cockerel rapidly dis- to the Deprivation roll. church. These terrifically hot
cover that it is insane. Although black flames inflict +15 damage.
the demon can speak through the The Burned Monks Any character running through
cockerel, it probably will not. the flames take +60 damage (due
If the player characters enter In the regio the church is filled to total immersion; ArM5, page
the regio, the cockerel enters the with the panicked spirits of the 181). The hellfire extends all
regio too, whereupon he dashes burned monks, who frantically around the church, but characters
to the regio crypt where the dash back and forth, screaming, who can fly can avoid total immer-
original demon waits. The two through the nave. Several monks sion (so take only +15 damage, or
copies of the demon need to see by the altar feverishly pray for perhaps less). Characters who leap

62
Hooks
unaided from the church tower (or Any characters who survive crypt he steps forward to make
roof) avoid total immersion, but crossing through the hellfire exit this offer:
also take +15 falling damage. the regio.
The hellfire is a “natural” fea- The Cloven Hoofed Monk “I am abbot and priest of this profane
ture of the regio, and so cannot also offers salvation from the church. Pledge your immortal soul to me,
be dispelled or blocked by Magic flames to those who accept it. and I will save you from fiery death.”
Resistance, but a magus receives
his Ignem Form bonus to his Soak. The Cloven Hoofed Monk Characters who accept the
The flames can be temporarily ex- infernal deal immediately fall un-
tinguished with Perdo Ignem ef- In the Infernal regio, the crypt conscious and awake outside the
fects, but once the magic ends the is dark and cool, so Deprivation regio in the cold, black ruins of
flames erupt back into life. Tele- Checks for heat and smoke need the church. From the perspective
portation, Ignem wards, immuni- not be made. The cool shadows of characters who remain in the
ties, and so on can also save the hide a red-robed, hooded monk regio, the corrupted characters
characters from immolation. and when the characters enter the merely disappear.

Burned Monks
Order: Tempters (maligenii) “physical” body manifested by number of images equal to his
Infernal Might: 5 (Ignem) the burned monks is immate- Perception + Concentration
Characteristics: Int 0, Per 0, Pre rial (made of hot air, ash, and Ability Score. If the demon ceas-
+1, Com –3, Str –1, Sta 0, Dex smoke) and cannot be damaged es to concentrate, the images
+2, Qik +2 by normal physical means. remain but continue repeating
Size: 0 Envisioning, 1 point, Init 0, Mentem: their recent actions. The images
Virtues and Flaws: None Allows the demon to appear in are of Imaginem Form, have no
Personality Traits: Hysterical +6 the dreams of a character (see powers, and can be dispelled.
Reputations: None Realms of Power: Infernal page 32). The images must remain within
Hierarchy: 0 Obsession, 1 point, Init –5, Vim: Sight Range of the demon.
Combat: Whenever a character sins in Equipment: Robes, torn shreds of
Dodge: Init +2, Attack n/a, Defense the presence of the demon it bible.
+4, Damage n/a can use this power to infect the Weakness: The Lord’s Prayer.
Soak: 0 character with the Personality Vis: 1 pawn of Ignem in ash (the
Fatigue Levels: OK, 0, –1, –3, –5, Trait: Hysterical +1; see Realms images contain no vis).
Unconscious of Power: Infernal page 31. When- Appearance: The screaming, burned
Wound Penalties: –1 (1–5), –3 ever a stress roll is made for a monks rush backwards and forth,
(6–10), –5 (11–15), Incapaci- character with a Hysterical Per- leaving a taste of ash and flutter-
tated (16–20), Dead (21+) sonality, roll an additional num- ing torn pages from the bible in
Abilities: Athletics 3 (run), Brawl ber of botch die equal to the their wake. The monks are trans-
1 (dodge), Concentration 5 (A value of the Personality Trait. parent and colored in smoky, or-
Problem Shared Is A Problem Doubled) A Problem Shared Is A Problem Doubled, ange sepia tones. Each demonic
Powers: 0 point, Init –1, Imaginem: This monk has produced nearly half a
Coagulation, 1 point, Init –1, Ignem: power allows the demon to cre- dozen images of itself, so the rel-
Allows the demon to form a ate a duplicate image of itself. atively small number of demons
physical body (see Realms of The demon can do this multiple appear to be a larger crowd of
Power: Infernal page 31). The times, but it can only control a panicked ghosts.

63
Hooks
nal realm, if the troupe wishes. make it known that they have
Alternative Deals slain demons, then demon-
The demon abbot will not • If a character has sold his soul hunters may instead come to
himself propose alternative deals, to the Cloven Hoofed Monk, the covenant seeking recruits.
but if the player characters pro- the demon tries to tempt him • If the demon is destroyed,
pose other deals then he accepts. into other sins. The demon then the magi may gather (in-
The abbot accepts because he can provide vis (tainted, of fernally tainted) vis from the
knows that any deal made with course, by the infernal), the church ruins, but is using this
him damns the characters. true names of other demons vis a sin? See Realms of Power:
Whatever deal is struck, the (which the magi can use as Ar- Infernal, page 18.
demon will not free the player cane Connections to summon • If they have not yet done so,
characters without first receiv- the demons and negotiate for the characters might track
ing his payment.
other powers), and he is more down and confront the survi-
If asked, the demon will
than happy to engage in other vor, Father Guthrie. Success-
claim that the only way to exit
the regio is via a deal with him;
bargains with the magi. fully exposing the corrupted
this is a lie, of course. • The church believes that con- monk earns the bishop’s grati-
fession and penance can save tude, who may call upon the
the characters if they have sold magi to solve other problems
If the characters attack the Clo- their souls. However, a charac- with heretics and demons. It is
ven Hoofed Monk he fights back. ter might not know or believe also twenty years since Guth-
However, the demon is a coward, this (particularly if a demon rie sold his soul. He may have
so if he receives a Medium Wound has told him otherwise), or he since founded a secret corrupt
(or heavier) he enters his spiritual may (rightly) fear an arduous clerical sect that can likewise
form and hides in the darkness of or dangerous penance. Also, be tracked down (see Realms of
the crypt. If the characters attack even though the church may Power: Infernal, page 133).
the demon’s Might (for example, forgive, the secular authorities • Was the bandit, Owen the
with Demon’s Eternal Oblivion) he im- may not, and may thus still at- Beast, who burned the monas-
mediately turns into his spiritual tempt to burn the character as tery an infernalist? If so, what
form and hides. If the characters a diabolical witch. For magi the demons did he and his outlaws
have attacked the demon, but particular risk of confession is unleash at the sites of their
not destroyed him, they can still that the Order of Hermes may other crimes? If Owen was a
pledge their souls (regardless of learn of the characters’ demon- powerful black magician, hell
the demon’s form). ic pact. Under the Hermetic might have returned him to
If the Cloven Hoofed Monk Oath there is never forgiveness the realm of the living as an
is destroyed, the hellfire extin- for dealing with demons (see infernal ghost (see Realms of
guishes, allowing the characters to ArM5, page 14). Power: Infernal, page 36).
freely leave the regio. • There are a number of demon- • The confessed witch Agatha
hunters in the Order of Hermes (who is shunned by the villag-
(see Realms of Power: Infernal, page ers) may seek to return to the
120). If it becomes suspected covenant with the magi. She
Further Tales that the player characters have
dealt with demons, then de- •
may again be tempted by hell.
Some of the other parishio-
However this hook is resolved, mon-hunters will investigate ners may be secret diabolists
the opportunity is created for fur- the covenant. On the other who worship at the damned
ther stories that involve the Infer- hand, if the player characters monastery.

64
Chapter Seven

Small Game
In the hazy dawn light, two of animae – self-aware magical should be usable by most troupes
men leave the city. One man rests automatons created centuries ago without alteration. Storyguides
his heavy head against the side by members of a forgotten magi- wishing to increase the challenge
of their fully-laden cart, while his cal tradition. Details regarding the presented by the animae are ad-
companion narrowly avoids steer- mechanicians and how their pow- vised to portray them more as-
ing into the path of the itinerant ers can be integrated to improve sertively and ruthlessly. It should
merchants arriving at the city gate Hermetic Magic are described in be noted, however, that Ailuros
for the day’s fair. The heavy-head- Ancient Magic, but that book is not and Maahes can be very danger-
ed man sadly contemplates the required to run this story. ous adversaries as they will not
lightness of his coin purse — emp- Because the antagonists do not hesitate to sic nobility, church
tied last night into an extraordi- directly interact with the charac- officials, or urban mobs upon the
nary number of tankards — while ters for most of this story, they magi if they feel threatened.
two small shapes watch this igno-
minious departure from a vantage
atop the city battlements.
One of the observers chimes,
with a delicate, silvery metallic
voice, “Are we really relying on
these men to outwit magi?”
“You worry too much, Ailuros,”
the other replies, lazily lifting a
long leg to scratch behind his ear.
“What is done cannot be undone.”
The two small observers then
turn, elegantly leap onto a near-
by house, and chase each other’s
shadows over the rooftops. Below,
the fairground is being prepared.

Introduction
This adventure seed pits the
player characters against a pair

65
Hooks
counterpart, but to his chagrin the
Anima and Mechanica of Heron cats were instantly smitten with
Terminology Mechanica of Heron re- each other and soon became in-
fers to both a Major Super- separable companions.
Among the innumerable
natural Virtue and its atten- Being immortal, the felines
magical practices endemic
to Mythic Europe, the abil- dant Supernatural Ability. outlived the magical tradition that
ity to generate an anima (vi- Possession of this Virtue al- spawned them and were residing
tal spark) is one of the most lows a character to construct in Tyre when that city fell to Arab
impressive, allowing a magus a variety of magical wonders, armies in 636. Entering the service
to imbue an otherwise in- including sentient magical of a victorious emir, the felines
animate object with a life of devices called animae (sin- acted as advisers to the city’s
its own. Despite superficial gular anima). Other arcane Islamic rulers. In 1124, Tyre was
similarities to Heron’s art, secrets known to the mech- captured by the crusaders and
however, neither the Ani- anicians included the abil-
the two animae arranged to be
mae Magic of House Merin- ity to create permanent en-
smuggled out of the city disguised
ita, the Automata of House chantments without vis, and
knowledge of how to create as figurines. Unfortunately, they
Verditius, nor the Augustan were attacked en route and
Brotherhood’s Animo ability devices whose effects can lat-
er be altered (so long as the came into the possession of a
can demonstrably create sen- young knight from the player
tient life. Thus, while the re- new power uses same Tech-
nique and Form combina- characters’ Tribunal. Shortly
lationship between the afore-
mentioned powers remains tion as the previous one). For after escaping from the knight’s
hotly debated by Hermetic more information on Heron’s manor, Maahes and Ailuros came
scholars, Maahes and Ailuros magic, consult Ancient Magic, to the attention of a nearby
would be deeply offended at pages 77–78. Hermetic covenant, which
being mistaken for the prod- promptly had them abducted for
ucts of what they haughtily arcane experimentation.
dismiss as inferior magics. edged as a paragon of the mechani- The cats do not have fond
Details concerning the Ani- cian’s craft, earning her master, who memories of their imprisonment.
mae Magic and Automata regarded his creation more as a Considered little more than toys,
mysteries can be found in daughter than a pet, great prestige. they were subject to all manner of
Houses of Hermes: Mystery Cults, Years later Celmis’ former pu- torments by the magi. Unable to
while Animo is described in pil, Epimedes Daktyloi, crafted a escape the covenant themselves
Rival Magic. golden cat whom he named Maa- due to a series of magical wards,
hes, believing this would prove the cats eventually succeeded
that he had surpassed his famous in tricking an apprentices into
Prologue parens. While Epimedes’ peers breaking the wards for them. Be-
agreed that the gold cat was im- lieving themselves to be hunted
In the city of Alexandria in 293 pressive, most thought that it was by their former captors, the cats
AD, a famed mechanician named too derivative of Celmis’ designs are extremely wary of the Order
Celmis Rodhios constructed his and failed to illustrate any real in- of Hermes and suspicious of any
masterpiece, a silver cat anima novation on the part of its creator. friendly overtures from magi.
whom he named Ailuros (a Hel- Feeling cheated by the judgment Still, they are aware that they
lenization of the Egyptian deity of his colleagues, Epimedes urged cannot oppose a Hermetic cove-
Bast). Beautiful, urbane, and well- Maahes to demonstrate his supe- nant by themselves and are look-
educated, the feline was acknowl- riority by destroying his feminine ing for allies. They have settled

66
Hooks
in a city near the players’ cove- spells similar to Demon’s Eternal no longer relevant or useful as of
nant and have entered into an al- Oblivion, though they are vulner- 1220. In game terms, both have
liance with a local goldsmith, co- able to the Disenchant ritual. The several levels of the Worthless
vertly engineering his election as primary function of their Might Abilities flaw (Grogs, page 86).
the city’s prevot (mayor). For fur- Score is to provide them with
ther details on town governance, Magic Resistance.
consult City & Guild, page 13. The powers of animae work
like those of Hermetic magic
items in terms of uses per day and
The Hook
Penetration. Consequently, the This story begins when it
Setting cats are relatively indifferent to
adverse supernatural auras, which
comes to the characters’ atten-
tion that two of the covenant’s
This hook can, theoretically, reduce their Magic Resistance teamsters, Jean and Marc, who
be played out just about anywhere and Penetration, but have no have just returned from the
in Mythic Europe, but it is easier impact on their ability to affect city with supplies, are behav-
if the players’ covenant is located themselves or normal human be- ing very strangely. Soon, the
reasonably close to a town or city ings with their powers. other grogs come to the con-
where the renegade mechanica Finally, it should be noted that clusion that the pair are spying
can hide from their pursuers. If the animae’s Abilities are some- on the covenant. The problem
the players live in a more isolated what misleading. While Ailuros (for Ailuros and Maahes) is
covenant the story will still work, and Maahes are truly ancient be- that the grogs they’ve selected
but getting the characters on site ings and have learned much over are completely incompetent at
might require more effort. the centuries, much of the knowl- espionage. Play the scene in a
As written, the adventure is as- edge they have accumulated is way that suits your saga, but
sumed to take place in the Nor-
mandy Tribunal (covered fully in Mechanica and Damage
The Lion and the Lily). To this end, all
of the given names are provided Because animae are fash- no Wound Penalties as they ac-
in their French form, but as they ioned from lifeless metal, they crue damage, but when the last
are all the names of popular saints, do not have Wound Penalties Damage Level is lost, they are
they can be readily adapted to fit like living creatures, but track destroyed.
other regions of Mythic Europe. damage using Damage Lev- Animae do not heal natu-
els like other objects instead. rally, but can be repaired by a
Whenever an anima suffers skilled craftsman. Specifically,
damage exceeding its Soak, characters with the Mechanica
Characters it must make a Stamina roll
against an Ease Factor equal to
of Heron or Craft Automata
abilities (consult Ancient Magic,
the amount by which the dam- page 75 and Houses of Hermes:
While functionally similar to age exceeded the Soak. If the Mystery Cults, page 128 respec-
the magical creatures described roll fails, the anima loses a Dam- tively) can repair a number
in other Ars Magica Fifth Edi- age Level; if the roll botches it of Damage Levels per season
tion supplements, this story’s an- loses additional Damage Levels equal to their score in the Abil-
tagonists are, in fact, enchanted equal to the number of botches. ity used. Non-functioning me-
devices. As such, the cats do not Maahes and Ailuros each have chanica cannot serve as a source
contain vis and are not susceptible 5 Damage Levels. They suffer of Insight.
to the effects of Might stripping

67
Hooks

Ailuros (Silver Cat)


Magic Might: 9 (Terram) Powers: seconds, but this is sufficient
Characteristics: Int +1, Per +1, Child of Hephaestus, 0 points, Init for the intended purpose.
Pre –2, Com –4, Str –7, Sta +0, Terram: The anima is able PeTe 20: Base 5, +2 metal; +5
+1, Dex +3, Qik +4 to move under its own power levels for 24 uses per day. (Me-
Size: –3 in a manner appropriate to its chanica Level: 12)
Confidence Score: 1 (3) shape. Ailuros & Maaes are The Wish of Your Mistress, 0 points,
Virtues and Flaws: Perfect Bal- somewhat heavier than flesh Init +0, Mentem: The anima
ance, Puissant Awareness, and blood felines, but not by is able to implant a single
Sharp Ears, Tough; Nocturnal. enough to affect their mobil- complex suggestion into the
Personality Traits: Curious +4, ity. ReTe 20: Base 2, +1 Con- target’s mind, which must be
Mischievous +3, Timid +2 centration, +2 metal; +5 levels obeyed to the best of the vic-
Combat: for device to maintain concen- tim’s ability. Combined with
Claws: Init +3, Attack +8, Defense tration, +10 levels for unlimit- Maahes’ “Voice of the Dema-
+10, Damage –5 ed uses. (Mechanica Level: 12) gogue” power, the cats are able
Teeth: Init +4, Attack +8, Defense Gift of the Muses, 0 points, Init +0, to rapidly recruit a host of ser-
+7, Damage –6 Auram: The anima has a so- vants. ReMe 50: Base 20, +1
Soak: +4 phisticated panpipe system Touch, +3 Moon; +5 levels for
Wound Penalties: None, see in its neck. By selectively a Penetration of 10, +5 levels
“Mechanica & Damage” insert. opening and closing vents to for 24 uses per day. (Mechani-
Abilities*: Arabic 5 (cultured expose different reeds, the ca Level: 30)
discourse), Area Lore: Al- cat can approximate human Vis: None.
exandria 4 (libraries), Area speech. CrAu 20: Base 2, +1 Appearance: Ailuros is a lithe silver
Lore: Eastern Roman Empire Concentration, +2 highly un- cat with sparkling emerald eyes,
6 (history), Area Lore: Town natural; +5 levels for device to built to resemble an Egyptian
2 (personalities), Artes Libe- maintain concentration, +10 Mau. Mischievous by nature,
rales 5 (rhetoric), Athletics 3 levels for unlimited uses. (Me- she appreciates the sobering
(jumping), Awareness 4+2 (at chanica Level: 12) effect Maahes’ presence has on
night), Brawl 2 (claws), Clas- Gown of the Night Predator, 0 points, her, curbing her more capricious
sical Greek 6 (Koine), Folk Init +0, Terram: The anima impulses and helping to keep
Ken 5 (scholars), French 3 can camouflage itself by alter- her focused. She enjoys the
(peasants), Guile 5 (obfusca- ing the coloration and pattern thrill of the hunt, and Justinian’s
tion), Hunt 6 (birds), Intrigue of its “coat”, conferring a +3 nightingale (an anima described
3 (elaborate schemes), Latin 5 bonus on Stealth or Hunt to- on page 84 of Ancient Magic) still
(eastern), Magic Lore 2 (magic tals. MuTe 13: Base 2, +2 Sun, holds a grudge against her for
users), Organization Lore: Or- +2 metal; +3 levels for six uses damaging its wing on more than
der of Hermes 2 (Verditius), per day. (Mechanica Level: 9) one occasion. She is smarter
Organization Lore: Impris- Unbound Stalker, 0 points, Init +0, than Maahes and acts as his ad-
oning Covenant 2 (wards), Terram: The anima can tem- viser on important matters, but
Philosophiae 3 (sympathies), porarily become incorporeal, defers to his authority complete-
Stealth 4 (stalking). allowing it to pass through ly as she feels a wife should. The
* Cats are excellent climbers and jump- walls unhindered or slip free sound of a silver wind chime
ers, gaining a +3 bonus on appro- from ropes and fetters. The (Celmis’ sigil) can be heard
priate rolls. magic only persists for a few when she uses her powers.

68
Hooks

Maahes Tyreos (Golden Cat)


Magic Might: 13 (Terram) ing). normally, but while Maahes
Characteristics: Int 0, Per +1, * Cats are excellent climbers and purrs, they react to even the
Pre 0, Com –4, Str –7, Sta jumpers, gaining a +3 bonus to most outlandish events as if
+1, Dex +3, Qik +4 appropriate rolls. they were perfectly normal
Size: –3 Powers: occurrences unworthy of
Confidence Score: 1 (3) Child of Hephaestus, 0 points, Init comment. The power per-
Virtues and Flaws: Perfect Bal- +0, Terram. See Ailuros. sists for as long as Maahes
ance, Puissant Awareness, Gift of the Muses, 0 points, Init keeps purring and, with re-
Sharp Ears, Tough; Noctur- +0, Auram. See Ailuros. peated applications, can af-
nal, Proud. Gown of the Night Predator, 0 fect several groups simulta-
Personality Traits: Curious +4, points, Init +0, Terram. See neously. ReMe 34: Base 4, +2
Prideful +3, Hedonistic +2, Ailuros. Voice, +1 Concentration, +2
Timid +2 Unbound Stalker, 0 points, Init Group; +5 levels for device
Combat: +0, Terram. See Ailuros. to maintain concentration,
Claws: Init +3, Attack +8, De- Voice of the Demagogue, 0 points, +4 levels for 12 uses per day.
fense +10, Damage –5 Init +0, Mentem: The ani- (Mechanica Level: 21)
Teeth: Init +4, Attack +8, De- ma appears more intelligent Vis: None.
fense +7, Damage –6 and majestic than it actually Appearance: Maahes is a gold-
Soak: +4 is. Those affected by this en cat with dazzling ruby
Wound Penalties: None, see power are inclined to regard eyes who was designed to
“Mechanica and Damage” the caster as their natural su- look like a majestic Persian.
insert. perior, to be respected and Larger and more heavily built
Abilities*: Arabic 5 (cultured), obeyed to the best of their than Ailuros, Maahes attracts
Area Lore: Alexandria 3 (Li- ability. Targets do not find it even more attention than his
brary of Alexandria), Area particularly unusual or note- lovely mate, something he
Lore: Eastern Roman Em- worthy that their superior is secretly enjoys. Given to in-
pire 5 (history), Area Lore: a metal cat. ReMe 40: Base 5, dolence and pride, he values
Town 1 (geography), Artes +2 Voice, +2 Sun, +2 Group; his wife’s keen intellect and
Liberales 3 (rhetoric), Ath- +3 levels for a Penetration of enjoys the sense of whim-
letics 3 (jumping), Aware- 6, +2 levels for three uses per sy she injects into his life,
ness 4+2 (at night), Brawl day. (Mechanica Level: 24) which prevents him from
2 (claws), Classical Greek 5 Tranquility of the Purring Cat, 0 getting too complacent.
(Koine), Folk Ken 3 (nobil- points, Init +0, Mentem: Maahes enjoys sunning him-
ity), French 3 (merchants), The anima can inspire a self and has a passion for
Hunt 4 (mice), Intrigue 2 sense of supernatural calm in academic debate, particu-
(alliances), Latin 5 (academ- a small group of people by larly on his pet topic of al-
ic usage), Leadership 4 (ser- purring. Those affected are chemy. Whenever Maahes
vants), Magic Lore 3 (items oblivious to strange goings uses his powers, those in his
of quality), Normandy Lore on (rhinoceroses crashing immediate vicinity can feel
2 (cities), Organization through the door, a pair of the spring sun shining upon
Lore: Order of Hermes 2 animated metal cats walking their shoulders regardless of
(hierarchy), Philosophiae 6 down the street, and so on.) the time of day or meteoro-
(reagents), Stealth 4 (stalk- The targets perceive events logical conditions.

69
Hooks

the grogs’ activities should be to talk, the grogs reveal that vestigate. If they don’t, after
sufficient to worry the other a well-dressed gentleman in a few months they notice that
characters without prompting hooded cape commanded another pair of teamsters (most
them to incinerate the unfor- them to investigate the cov- covenants have several) have
tunate grogs first and ask ques- enant’s defenses and ascertain been traveling to the city every
tions later. For example, they the resident’s attitudes toward month, even when they had no
might be trying to infiltrate ar- non-Hermetic magic, magical covenant business there. Magi-
eas reserved for magi, making creatures, and Hermetic prop- cal investigation reveals that
sketches of the battlements, or erty, then report back to him in they are being controlled by
asking the sergeant about the a month’s time. Nothing more the same magical effect that
covenant’s magical defenses. can be extracted from the pair afflicted Marc and Jean. These
Ultimately, it should be obvi- since they simply don’t know new spies are just smarter than
ous to everyone that the team- what the hooded man is plan- the previous ones.
sters are trying to gather infor- ning to do with the informa-
mation about the covenant and tion. Although they were sup-
its magi beyond what is known posed to return to the city next
to most covenfolk.
If interrogated through
month to deliver their report,
neither grog knows where the
The City
mundane methods, Marc and rendezvous is set to occur — At this point the characters
Jean fall into a dogged silence. the man said that he would find are likely to head for the city to
Intellego Vim magic reveals them. Peering into the grogs’ investigate. When the characters
them to be under a powerful minds reveals the image of a arrive, it’s the feast day of the city’s
non-hermetic Mentem effect of sun-shaped gold pendant hang- patron saint. That means that the
10th magnitude (base level 1 to ing around a man’s neck. churches are specially attended
detect the Form, base 3 to de- A non-Hermetic magic user and the city has an increased Do-
termine Form and Technique). inquiring about their magical minion aura of 4. It remains at this
The sound of a silver chime is secrets and facilities should level for a week before returning
also heard. If magically forced prompt the characters to in- to its usual value of 3. Adding

70
Hooks
to the festive and vibrant atmo-
sphere is a fair in progress just be- Danger Masterminds
yond the city walls. in the City – Fire! of the City
Medieval cities are highly The cats have been using
The Fair flammable. Thatched roofs their influence around the
and wooden walls are the norm city to promote their candi-
and, as such, fire is a serious date for prevot (mayor). This
The fair is situated in a small hazard because entire cities has left a magical trail that
field just outside the city walls. can go up in flames quickly if can be found by magi, lead-
It consists of a series of lanes any part of them catches fire. ing them directly to the cats.
marked with ropes, and stalls. Characters know this, However, Ailuros and Maa-
The main products being sold so the use of Creo Ignem hes have a number of agents
are local produce and livestock spells should be seen as a around the city, not all of
(or wool, depending on the dangerous proposition in an them laboring under mind-
area), but some of the merchant urban environment. controlling magics; many
stalls also sell luxury items and are employees of Philippe
other rare objects. This could be l’Orfevrier or supporting
an opportunity for the characters thing that has prevented him him of their own free will.
to do some shopping if they are from escaping, but staging a jail- As such, the cats are likely
to be aware of the charac-
so inclined. The fair is bustling break can create political and le-
ters’ capabilities long before
with activity during daylight gal problems with the mundane
they are encountered.
hours, but is relatively desolate authorities. Players may also
at night. There are a few guards- wish to make arrangements for
men patrolling the area to watch Jacques’ legal defense in hopes of want to build a story around this
for fires or thieves, but they are saving his life. The trial is sched- hook or even make him a poten-
easily avoided in the dark. uled to take place in a month’s tial apprentice.
time, however, so the matter isn’t Recognizing the supernatu-
a particularly urgent one. ral loathing Jacques inspires as a
The Boy in the Barn If the characters wish to talk sign of The Gift, Maahes and Ai-
to the boy themselves, the guards luros visited the boy along with
One of the rumors described acquiesce so long as the charac- Philippe l’Orfevrier a few days
earlier relates to an accused mur- ters turn over any weapons before ago. Jacques does remember the
derer named Jacques. Depend- entering the makeshift jailhouse. visit but because Maahes was us-
ing upon the needs of your saga, Jacques is lonely and eager to talk ing Tranquility of the Purring Cat he
Jacques can be either Gifted or once he realizes that the charac- doesn’t consider the meeting to
simply cursed with the Magical ters don’t want to hurt him. He be worthy of note. If asked about
Air Flaw. He is dirty, hungry, freely admits to killing Michael visitors, cats, or the sun pendant,
lonely, and miserable, but apart Le Long, but claims to have done however, he remembers that he
from the guards this is the same so in self-defense. Asking around received a visitor a few days ago
condition in which he’s spent town will confirm that the victim who wanted to know whether he
most of his brief life. Freeing the was a well-known robber, and was an “apprentice.” The man he
boy by force is a simple matter Jacques would not likely have saw appeared to be in his late for-
for a Hermetic magus since a been charged if not for his sus- ties with brown hair and a beard.
pair of village thugs are the only picious air. It is up to you if you The description of the man and

71
Hooks
the sun pendant leads the char- his delicate gold designs were works of art in the city cathedral
acters to Philippe l’Orfevrier. one of the things that drew Maa- and donations to hospices and
Jacques can describe the cats too if hes to him. church houses. Philippe is also
asked, but knows nothing of their Although Philippe believes contributing to the well-being of
plans or capabilities. Apart from himself to be the cats’ equal in the city and has offered to host
him, only a handful of townsfolk their joint endeavor, the cats are a feast for all the townsfolk on
have seen the animae and most of under no such illusions. Philippe the last day of the fair. He is also
those have been sworn to secrecy. has the necessary skills and tools pressing for improvements to
to perform routine maintenance some of the public areas of the
on an anima’s delicate mecha- city, offering to pay part of the
Philippe l’Orfevrier nisms (though he lacks the magi- costs himself.
cal ability needed to truly repair These activities have made him
Philippe l’Orfevrier is a them) and is in a position of in- popular in town, but are also cost-
wealthy townsman in his late for- fluence high enough to interest ing him a lot of money. He has had
ties. He owns a large house in the the cats, but they have no partic- to secure a loan from a local mon-
richest part of town and sits on ular attachment or loyalty to him ey-changer despite the brisk busi-
the town council. His business as personally. The cats are currently ness he’s been doing lately. The
a goldsmith is very lucrative and engineering Philippe’s rise to the cats are engineering this streak of
he maintains a number of busy position of prevot. This is a life- good business, and are trying to
workshops located throughout long post, so it is very important. delay repayment of the debt, but
the city. He specializes in small Obtaining such a lofty position the True Faith of the rabbi who
intricate pieces of gold jewelry; requires the funding of important lent Philippe the money is mak-

Gathering Rumors
Once within the city walls, • Philippe l’Orfevrier is gath- nearby barn awaiting trial.
characters may question the locals ering support to become the The results of the trial, how-
about the various clues they’ve next prevot. He is a skilled ever, are almost a foregone
managed to gather. The towns- goldsmith who seems to be conclusion.
folk are wary and guarded if the doing good business with the • If the characters ask about
characters are strongly armed and Count. Philippe has earned a well-dressed man wearing
armored, assuming that they’re a lot of money recently and a hood, they are informed
looking for trouble. If they man- is actively recruiting an en- that a number of people in
age to earn the trust of the citizens, tourage of learned men. the town fit that description.
however, the following rumors • Michael Le Long, a fellow The sun pendant, however, is
can be overheard in conversations from a neighboring village, recognized as the mark of the
or by talking to the locals in the was murdered recently. incipient Merchants’ Guild in
taverns or at the fair. The town watch captured a the city. Its members are the
young boy named Jacques richest merchants in town.
• It has been a lean year. The not far from the scene. They adopted the symbol re-
fair is helping, but not by The boy bears the taint of cently due to its inclusion in
much. witchcraft and was caught the local nobleman’s coat of
• Taxes are already too high, red handed so there’s little arms and its association with
and the lord and city council doubt as to his guilt. He is gold and wealth.
want to increase them. currently being held in a

72
Hooks
ing things difficult for them. The help highlight the importance of for help if attacked. If the charac-
felines are also influencing people’s grogs in urban settings. ters manage to enter the home any-
perception of Philippe as a good way they find the two cats loung-
and worthy member of the city • A belligerent group of drunken ing in the main chamber. The cats
council, and plan to brainwash as youths (statistics as The Rogue, are surprised, but not frightened,
many people as possible when the ArM5 page 23) try to pick a and calmly explain that that they
actual election takes place. As it fight with the characters after were merely trying to determine
happens, the current prevot is quite accusing them of some faux pas. whether the magi were friendly or
old, so it’s not unusual for Philippe • A pack of stray dogs follows not, and wish to parley.
to have announced his candidacy. a Gifted character around, If the characters seem to be
Other councilmen are making barking at him and occasion- set on harming the cats, Maahes
similar overtures, albeit without ally nipping at his heels. This controls the characters who are
the same measure of success. makes stealthy movement im- not magically protected (grogs
Philippe’s house is a two story possible and attracts all sorts of and companions) and turn them
building with stout stone walls and negative attention. against the magi, while he and
strong wooden doors. The gold- • Children react as negatively to Ailuros use the distraction to flee
smith lives on the second floor The Gift as adults, but are less though the nearest wall and dis-
with his wife Maria, two daughters inhibited; babies crying incon- appear from the city. Such an at-
(aged 7 and 4), and his 3 year old solably when brought into the tack will convince the cats that
son. Four servants and Philippe’s character’s presence makes a the Order of Hermes is intrinsi-
apprentice, Mathieu, inhabit the bad first impression. Older chil- cally hostile to magical creatures
ground floor. dren may throw rocks or gar- and will predispose them against
The family and servants have bage at the character instead. further interactions with magi
been living with the cats for a while • Characters who have antago- (see Bared Claws, later).
and have come to trust them as nized the animae may find The cats’ main desire is to be
supernatural but benign creatures themselves hunted by an assas- left alone. They tell the players
who must be kept safe at all costs. sin. He too has the statistics of about their long and humiliating
They will not volunteer any infor- The Rogue, but carries a dagger imprisonment, stressing that they
mation about the animae to strang- coated in monkshood (Init +4, wish to avoid suffering such a fate
ers, having been ordered not to. Atk +9, Def +7, Dam +2; those ever again. To this end, they want
wounded by the blade must physical and legal protection from
make a Stamina roll against an the Hermetic magi that had held
Ease Factor of 9 or suffer an ad- them captive. In return, they are
Encounters in ditional Heavy wound). willing to offer up a wealth of in-
formation that might interest the
the City and Fair Final Encounter
players. In particular, they have a
vast knowledge of the history of
The following situations may the Eastern Roman Empire dur-
be encountered in the city or fair. Eventually, the characters ing the last thousand years. Their
Some of opponents described should be able to track the plot to most enticing offer, however, is
below pose a significant threat the home of Philippe l’Orfevrier. information regarding the lost
while others are merely annoy- Naturally, the servants refuse to magics of the Mechanica of Her-
ing, but all of them add a bit of allow the characters to enter their on and the location of a temple of
extra excitement to the game and master’s home uninvited and call Serapis which contains a treasure

73
Hooks
trove of mechanica. a Communication + Civil and Extended Paws
Given all of their previous Canon Law roll versus an Ease
experiences, the cats are Factor of 9 with success resulting If the cats are granted the magi’s
understandably wary of Hermetic in an acquittal (The –3 penalty protection, they set up court in the
magi, and are suspicious of any offer to social interactions has already city. With time, the city grows and
that appears to be too generous. been added to the Ease Factor). prospers, becoming a center of the
However, they know they need If the characters do not send arts and sciences, especially poetry
protection if they want to avoid anyone to defend Jacques he is and experimental philosophiae,
being recaptured so they are quite found guilty and hanged the fol- with the two cats acting as the true
motivated to reach an agreement lowing day. Even if the court ac- power behind the city council. Ai-
with any sympathetic magi, such cepts the defendant’s plea of self- luros and Maahes are already en-
as the player characters.. defense, however, Jacques is still gineering the rise of their human
Depending upon how the ad- likely to face a hefty fine which, proxy Philippe l’Orfevrier to power.
venture has progressed, this story as an urchin, he is unable to pay. If they succeed, academics and art-
might end with one or both of If the covenant pays the fine for ists will flock to the city to practice
the cats being killed or captured him, the grateful boy is remand- their trades under his patronage.
by the magi, escaping the city, or ed into the covenant’s custody As soon as they can manage it,
reaching a detente with the char- where he makes a fine servant (or the animae wish to found a univer-
acter’s covenant. apprentice). sity, though this is likely to take
several years to come to fruition.
Through the artistic and schol-
Following Heron’s Trail arly works they commission, the
Further Stories For characters interested in
cats endeavor to portray magic in
a positive light. This can improve
The events of this hook could uncovering Heron’s lost magical the relationship of the covenant
easily lead to many further stories. secrets, this hook can serve as a with the city, and might even ben-
direct tie-in to the adventure de- efit the Order as a whole once their
scribed in Ancient Magic. The cats ideas begin to enter mainstream
Jacques’ Trial make excellent guides since they academic discourse. The cats also
are intimately familiar with both try to assist the magi by keeping
Characters try to save the life Alexandria and Constantinople. them apprised of mundane events
of Jacques, the boy charged with Ailuros doesn’t get along with Jus- in the area.
the murder of Michael Le Long. tinian’s nightingale (Ancient Magic, On the downside, too close a
This is somewhat time sensitive page 84), however, and if both relationship with the animae could
as the trial is set for one month animae are present the characters expose the characters to charges
after the events detailed in the have to endure a lot of bickering. of interference with mundanes.
main adventure, though it might The characters might also
be postponed for various rea- think to use Ailuros and Maahes
sons. While Jacques is guilty of themselves as sources of Insight. Predators
the crime, there are grounds to The cats find the prospect of be-
claim self-defense and have him ing poked and prodded in such a The cats might be being pur-
acquitted with a fine. There are fashion to be extremely degrad- sued by other magi as they fear.
rules for trials in City and Guild, ing, but might consent to it as part As a result, the characters might
page 29, but they boil down to of negotiations for protection. well find themselves accused of
Jacques (or his lawyer) making depriving another covenant of

74
Hooks
its magical power. Whether the Creations of Old, If the character’s suspicions are
other covenant seeks financial Prizes of Today correct, they have strong black-
restitution or blood can vary ac- mail material. If the other cat sur-
cording to the needs of your saga. If the characters return the vived and is still at large the Bared
Likewise, the strength of the cov- cats to the covenant they previ- Claws scenario outlined earlier
enant in question should be tai- ously escaped from, they even- could be in the making.
lored to fit your saga. In a worst tually learn that Damnameneus
case scenario, the protagonists filius Acmon, a middle aged
may find themselves embroiled Verditius, presented a mechani- Electrum
in Wizard’s War with dangerous cal cat that fits the description
opponents unless they agree to of Maahes or Ailuros as his en- While insufferably conde-
return the cats to their “owners.” try into the Verditius Contest, scending at times, the animae do
claiming to have created it as part acknowledge some limitations to
of an unstabilized breakthrough. their condition — most notably
Bared Claws The cat appears identical to the the inability to procreate. If a
anima met by the characters but maga successfully integrates the
If the cats have to flee from doesn’t seem to have any of its Awaken Device virtue (Ancient
the city or if one of them is de- powers (other than locomotion) Magic, page 80), the cats seek her
stroyed by the characters, they and seems considerably less in- out immediately to commission a
are convinced that the Order of telligent. Has the Verditius been kitten crafted from electrum (an
Hermes as a whole is their ene- tinkering with the Mechanica? If alloy of gold and silver). Is the
my. They move to another major so, will the players be able to res- character comfortable undertak-
city with a university, formulat- cue the cats and repair whatever ing such a project?
ing a long-term plan to influence Damnameneus did to them? The
the Church’s policies against the discovery has placed the Verdi-
use of magic. Soon, Paris or an- tius (previously a nobody) in a
other major center of learning strong position to become the
starts spreading the doctrine that next Primus, and he is currently
all magic is the work of the Devil. basking in his new-found fame.

75
Chapter Eight

The River
As loud as a thousand galloping vasion leaves the town devastated the Guardian of the Danube river.
knights, the river surges, washes up and confused. Dozens of battered This status, he asserts, allows him
over its banks, over the piers and and drowned corpses drift down to defend the river, even in ways
into the town. Like an invading the river or lie tangled in the wreck- that violate the Hermetic Code.
army the swirling waters crash age of buildings. He bases this upon a Rhine Tribu-
down the streets. The ramshackle The river has slain the town. nal Peripheral Code ruling: The
slums skirting the town instantly Guardians of the Forests. Reck-
disintegrate as the flood engulfs lessly, he has acted on this and
them. The more substantial destroyed several mundane towns
buildings in the established areas
hold for a little longer before either
Trajan the (killing hundreds) on the banks of
the Danube in the player charac-
bursting into jagged splinters, or River Guardian ter’s Tribunal. Effectively, Trajan
being dragged whole into the waters is trying to export the Rhine Tri-
and thrown against neighboring This hook introduces Guard- bunal’s ruling into the Peripheral
properties. Even a few of the tall ians of the Forests: The Rhine Tribunal Code of another Tribunal.
brick towers of the wealthy teeter into a saga that is not set in the The young Rhine Quaesitor
and fall under the watery siege. Rhine Tribunal. Siegfried is vehemently opposed to
Then the waters slowly retreat. The Tytalus magus Trajan, from this interpretation. In fact, Siegfried
The river’s rapid, unexpected in- the Rhine Tribunal, claims to be is opposed to the entire Guardians

76
Hooks
of the Forests ruling and is trying to based on this assertion, this makes cal spirit is being slowly poisoned
take advantage of Trajan’s reckless- the status “official.” by the Dominion auras and other
ness to engineer the ruling’s sup- pollutants (sewage, effluent from
pression by the Grand Tribunal. Nature Lore tanneries and slaughter-yards) dis-
This political story is about the charged from the river-bank towns.
player characters’ support for (or Many forest guardians (al- The river spirit believes this too.
indifference to) either Trajan or though not all) have the Supernat- Although the Tytalus Trajan
Siegfried’s position. ural Ability Forest Lore (see Guard- enjoys this political conflict, he
ians of the Forests: The Rhine Tribunal, does not really care about the legal
page 37). This allows the charac- situation. Trajan just wants to defend
The Guardians ter to interact in special ways with the river. Creating a legal cover is a
of the Forests the forest. Similar Nature Lore Su- great outcome, but if he fails to do
pernatural Abilities exist for other so, Trajan contentedly pays legal
The Guardians of the Forests sorts of natural features, including fines. Of course, legal fines do not
is a Rhine Peripheral Code ruling rivers (see Houses of Hermes: Mystery prevent him from taking similar
(see Guardians of the Forests: The Rhine Cults, page 103). actions in the future to defend the
Tribunal, page 18). It allows a char- Trajan has the Nature Lore: river. If Marched, Trajan uses his
acter recognized as a guardian of Danube River Supernatural Abil- Return to the Flow spell to retreat into
a forest to take actions otherwise ity. This allows him to find regio- the Danube (see later).
considered against the Code, as nes and vis within the Danube,
long as those actions can be justi- speak with supernatural river in- The Poisoning of the River
fied as attempts to defend the for- habitants, and commune with the
est. The ruling has been used to river spirit, all without the use of The river near the human
justify mundane interference, fa- Hermetic magic. towns really is being poisoned.
erie molestation, and deprivation The water is bad, which can be de-
of magical power. Sometimes, the Gilds tected with Intellego Aquam, and
Rhine Tribunal has allowed forest Intellego Animal (or Herbam) can
guardians very wide latitude to Gilds are political factions within detect the unhealthy imbalance of
“break” the Code, while in other the Rhine Tribunal (see Guardians of humors in the river-borne wild-
cases it has allowed forest guard- the Forests: The Rhine Tribunal, page 27). life. Sites of great natural beauty
ians no special dispensations. The Trajan is a member of the Hawthorn (with weak Magic auras) along the
forest guardians ruling is one of Gild. Its agenda is to protect the river have been either destroyed
many political issues that divide wild places and creatures from the or swamped by town growth and
the Rhine Tribunal. mundanes. Siegfried is a member of Divine auras.
Trajan’s use of the Guardians of the Oak Gild. Its agenda is to foster
the Forest ruling is innovative in respect for authentic Hermetic
two ways. First, the ruling is nor- traditions and rid the Order of What Has Trajan Done?
mally only applied to forests. He hedge wizard influences.
is attempting to apply it to a river. Trajan has used his Wizard’s Flood
Second, the ruling is not recog- ritual (see insert) to destroy half a
nized outside the Rhine Tribunal. What Does Trajan Want? dozen towns along the Danube in
Note that, even in the Rhine the player’s Tribunal (or another
Tribunal, guardian status is not Trajan genuinely sees himself river: see Moving the River). This
given, the magus just claims it. If as the Guardian of the Danube. has killed hundreds of mundanes.
the Tribunal agrees with a defense He believes that the river’s magi- Many magi find the sheer scale of

77
Hooks

Trajan: Master of House Tytalus


Characteristics: Int +2, Per +1, Pre 3 (spirits), Brawl 2 (fist), Code Comfort of the Drenched Traveler (PeAq
+1 (1), Com –1, Str +3 (1), Sta of Hermes 2 (forest guardians), 5/+24)
+3, Dex 0, Qik 0 Concentration 3 (spells), Dead Chaos of the Angry Waves (ReAq
Size: +2 Language: Latin 4 (Hermetic 30/+28)
Age: 64 (50; +5 Longevity ritual, +2 usage), Faerie Lore 1 (river crea- Danibus’ Favour (ReAq 35/+39*)
Bronze Cord) tures), Finesse 3 (Aquam), Hunt 3 Whispers Through the Black Gate
Decrepitude: 0 (2) (fishing), Intrigue 4 (Hermetic), (InCo(Me) 15/+16)
Warping Score: 3 (11) Leadership 2 (river creatures), Return to the Flow (ReCo 40/+31)
Confidence Score: 2 (5) Living Language: High German Wizard’s Sidestep (ReIm 10/+19)
Virtues and Flaws: The Gift; 5 (Bavarian), Magic Lore 1 (river Arms of Neptune (CrTe 25/+19)
Master Magus; Giant Blood; creatures), Magic Theory 5 (in- Fist of Shattering (PeTe 10/+16)
Gild Trained (Hawthorn venting spells), Nature Lore: Sense the Nature of Vis (InVi 5/+19)
Gild), Improved Characteris- Danube 6 (finding places of Piercing the Magic Shroud (Magic
tics, Inoffensive to Animals, power), Organization Lore: Du- equivalent of Piercing the Faerie
Lesser Immunity: Exposure, renmar 1 (library), Organization Veil) (InVi 20/+19)
Minor Magical Focus: Rivers, Lore: Order of Hermes 2 (poli- Demon’s Eternal Oblivion (PeVi 5/+18)
Self-Confident, Tough, True tics), Parma Magica 5 (Vim), Bane of the Fae (Faerie equivalent of
Friend (Cattus); Oath of Fealty Penetration 4 (Aquam), Single Demon’s Eternal Oblivion) (PeVi
(Danube river), Waster of Vis; Weapon 6 (trident), Stealth 3 5/+18)
Incomprehensible, Obsessed (rivers), Survival 4 (river), Swim * Includes Minor Magical Focus: Rivers
(Danube), Reckless 5 (diving) Vis: 12 pawns of Aquam vis in topaz
Personality Traits: Loyal (Cattus) Arts: Cr 10, In 8, Mu 7, Pe 7, Re bracelet.
+3, Reckless +3, Obsessed +1 11; An 7, Aq 14, Au 6, Co 17, Appearance: Trajan is a giant,
Reputations: Guardian of the Dan- He 6, Ig 5, Im 5, Me 5, Te 6, strong man with a ragged, steel-
ube 2 (Hermetic), River Spirit 1 Vi 8 blue beard, clothed in robes
(local) Twilight Scars: Trajan’s voice is like of cresting waves. With his
Combat: swirling water, which makes him voice like swirling water, Trajan
Trident + Heater Shield: Init +3, Attack difficult to understand (other appears as the very incarnation
+10, Defense +13, Damage +8 characters need to make a Per- of Danibus, the Roman god
Fist: Init +3, Attack +3, Defense +3, ception + Concentration roll of the Danube river. Many
Damage +3 against an Ease Factor of 6 to fishermen have seen a wild river
Soak: +8 (+3 Tough, + 3 Sta, +2 comprehend him), but does spirit stalking the shallows of the
Bronze Cord) not affect spell casting or Voice Danube, and Trajan is well known
Fatigue Levels: OK, 0, –1, –3, –5, Range. in the Rhine as the guardian
Unconscious Equipment: Copper neck-torque, of the Danube. Trajan’s body
Wound Penalties: –1 (1–7), –3 (8– bracelet of topaz beads, robes of is covered in abstract tattoos,
14), –5 (15–21), Incapacitated rushing water. which are a coded astrological
(22–28), Dead (29+) Encumbrance: 0 (0) map of the places of power
Abilities: Animal Handling 3 (fish), Spells Known: along the Danube. The tattoos
Area Lore: Greater Alps 2 (riv- Tongue of the Fishes (InAn 20/+18) are fixed Arcane Connections to
ers), Area Lore: Rhine Tribu- Mighty Torrent of Water (CrAq 20/+27) four different locations along the
nal 4 (rivers), Artes Liberales 1 Wizard’s Flood (CrAq 35/+37*) Danube, which all have strong
(rhetoric), Athletics 3 (jumping), Eyes of Danibus (InAq(Im) 20/+21*) Magic auras (6+).
Awareness 3 (searching), Bargain Lungs of the Fish (MuAq 20/+24)

78
Hooks

Trajan: Master of House Tytalus cont.


Trajan’s sigil is the sound of Wizard’s Flood Wards a building against flood-
rushing water, with volume propor- ing. Trajan can use this spell to save
tional to the magnitude of the spell. CrAq 35 a building from the worst of the
Trajan is a member of the R: Touch, D: Momentary, T: In- Wizard’s Flood damage.
Hawthorn Gild (a political dividual, ritual (Base 5, +1 Touch, +2 Sun, +3
faction in the Rhine Tribunal) This ritual, when cast in a river, Structure)
and a member of the covenant of causes it to rapidly rise and burst
Durenmar. Trajan has a laboratory its banks. This floods the terrain
Return to the Flow
and sanctum at Durenmar, but he about half a mile from either bank,
has not used it for over a decade. for a length of about 20 miles, to a ReCo 40
Trajan’s Giant Blood depth of two paces. The area inun- R: Personal, D: Momentary, T:
means many Corpus spells are dated depends on the local geog- Individual
ineffective on him without raphy (cliffs, gorges and dams may This spell instantly transports
including size modifiers. direct the flow, for example). The Trajan to a point that he has an Ar-
flood waters are natural, cannot be cane Connection to. He often uses
resisted by Magic Resistance, and his tattoos as the Arcane Connec-
Tongue of the Fishes
may take days to recede, evaporate, tions for this spell; his tattoos are
InAn 20 and drain. The flood drowns people fixed Arcane Connections to the
R: Eye, D: Concentration, and animals, ruins crops, and washes river (see character insert).
T: Individual away most wooden structures (and (Base 35, +1 size modifier)
This spell allows Trajan to speak ruins the lower level of stone ones).
with any animal whose natural habi- This ritual is Trajan’s master work.
He is well known for it in the Rhine. Arms of Neptune
tat is the river. Despite the spell
name this includes animals other (Base 3, +1 Touch, +7 size) CrTe 25
than fishes. R: Touch, D: Diameter, T:
(Base 10, +1 Eye, +1 Concentration) Eyes of Danibus Group
This spell creates, in Trajan’s
InAq(Im) 20 outstretched hands, an intricately
Robes of the Cataract
R: Arcane, D: Concentration, T: wrought trident and a metal shield
Cr(Re)Aq 24 Individual engraved with the image of a raging
Pen 0, constant effect Trajan can see from any vantage river. The weapons have standard
R: Touch, D: Sun, T: Individual point along a river that he holds an game statistics. When the spell is
Trajan wears this enchanted Arcane Connection to. He can see cast make an Intelligence + Finesse
copper torque, stained blue- the river itself, anything on or in the roll against an Ease Factor of 6. If the
green with age, around his neck. river, and anything within a pace of roll succeeds the weapons are beau-
The item constantly creates a the river banks (subject to the nor- tiful, if it fails the weapons are ser-
swirling torrent of water around mal limitations of sight). viceable but ugly. If the Finesse roll
Trajan in the shape of robes. Any (Base 3, +4 Arcane, +1 Concen- botches the weapons are flawed and
mundanes who see this are im- tration, +1 Requisite) break when used. Record the Pen-
pressed and terrified. Most magi etration of this spell, as the weapons
consider it to be showing off. Danibus’ Favor must Penetrate the Magic Resis-
(Base 5, +1 Touch, +2 Sun; +4 tance of opponents.
Constant Effect) ReAq 35 (Base 5, +1 Touch, +1 Diameter,
R: Touch, D: Sun, T: Structure +2 Group)

79
Hooks

Cattus, Daughter of the Danube


Characteristics: Int 0, Per –2, Pre +8, Damage –4 from the river Cattus patrols
–5 (1), Com –6, Str –5, Sta +2, Soak: +5 (+1 Thick Scales, +2 Sta, for perils to the river’s spirit
Dex +2, Qik +3 +2 Bronze Cord) (unless set some other task).
Size: –3 Fatigue Levels: OK, 0, 0, –1, –3,
Age: 20 (14; ages with Trajan) –5, Unconscious Cattus is not a magic creature,
Decrepitude: 0 (1) Wound Penalties: –1 (1–2), –3 but she was born with the Super-
Warping Score: 0 (3) (3–4), –5 (5–6), Incapacitated natural Ability to find things in the
Confidence Score: 2 (5) (7–8), Dead (9+) river bed (Dowsing) and she found
Virtues and Flaws: Dowsing, Self- Abilities: Awareness 2 (food), Trajan when he was ready for a fa-
Confident, True Friend (Tra- Brawl 3 (teeth), Dead Lan- miliar. Trajan later paid another
jan); Nocturnal guage: Latin 4 (Hermetic us- Rhine magus to cast rituals to in-
Qualities: Aquatic (breathes wa- age), Dowsing 5 (vis), Hunt 4 crease Cattus’ Intelligence to 0. As
ter), Camouflage (+3 hide when (smaller fish), Living Language: she has no Magic Resistance of her
stationary), Pursuit Predator High German 5 (Bavarian), own, Cattus uses Trajan’s Form Art
(extra Fatigue Level), Slippery Magic Theory 3 (lab assistant), Scores as her Magic Resistance.
(+6 Defense against Grapple), Stealth 2 (shallows), Survival 3 Trajan created the Familiar
Thick Scales (+1 Soak) (rivers), Swim 5 (upstream) Bond with an InAq Lab Total of 25
Personality Traits: Loyal (Trajan) Encumbrance: 0 (0) (Gold Cord +1, Silver Cord +1,
+3, Confident +2, Nocturnal +1 Vis: None. Bronze Cord +2). The bond has
Reputations: Trajan’s Familiar 1 Appearance: Cattus (Cat) has been enchanted with Mental Com-
(Hermetic) been Trajan’s familiar for 14 munication which allows Trajan to
Combat: years. She is a playful, speckled speak telepathically with Cattus
Dodge: Init +3, Attack n/a, Defense brown trout, and very difficult (and vice versa, thus, two powers;
+6, Damage n/a to spot as she swims along the see ArM5, page 105).
Teeth: Init +3, Attack +9, Defense Danube. When Tajan is away

these casualties to be abhorrent. not actually a Hermetic crime (al- crime). For Trajan to face Hermetic
However, murder of mundanes is though it is, of course, a mundane justice he must be convicted by the

80
Hooks
Tribunal of a Hermetic crime, such
as “interference with the mundane.” Moving the River Transylvania Tribunal

The Danube river flows from


Trajan has destroyed the Rhine across the Transylva-
mundane towns on the banks of nia Tribunal, ultimately emptying
Siegfried a river, in the player characters’
Tribunal, and claims he is
into the Black Sea.

the Quaesitor permitted to do this as he is The Rhine Tribunal


the guardian of the river. The
Siegfried is a young, smug- scenario is written as if that If your saga is set in the Rhine
looking Quaesitor of House Guer- Tribunal, then this story can still
river is the Danube, but this can
nicus. He represents Rhine magi be changed depending on the be used. Can a magus claim to be a
who are strongly opposed to the player character Tribunal. river guardian modeled on the for-
Guardians of the Forests ruling. est guardian ruling? Alternatively,
Depending on your saga Siegfried Greater Alps Tribunal Trajan could still assert the right to
may be either the lead prosecutor be the guardian of the Danube in
of Trajan or helping other charac- The Danube river is suit- a foreign Tribunal, with the player
ters to prosecute Trajan. able. The upper reaches are the characters asked to either help
Siegfried personally finds the southern border between the prosecute or defend Trajan.
Guardians of the Forests ruling Rhine Tribunal and the Greater
an embarrassment and a hideous Alps Tribunal. Other Tribunals
testament to the bestial Mystery
Cults and pagan nature-worshipers Normandy Tribunal There are no rivers that flow
whom he believes to dominate the over natural geography be-
Rhine Tribunal. He wants Trajan The Scheldt river (along the tween the Rhine Tribunal and
to be prosecuted and Marched by northwestern border of the Rhine the Tribunals of Hibernia, Iberia,
the foreign Tribunal for interfer- Tribunal) originates in northern Levant, Loch Leglean, Provence,
ence in the mundane and he wants France in the Normandy Tribu- Rome, Stonehenge, and Thebes.
the Quaesitors (or other officials nal, where it is called the Escaut If your saga is set in one of these
of the foreign Tribunal) to appeal river. The river enters the North tribunals then Trajan has discov-
the Rhine Tribunal’s rulings to the sea near Antwerp. ered a regio with an entrance in the
Grand Tribunal. Siegfried’s ultimate Danube and an exit at the headwa-
goal is for the Grand Tribunal to Novgorod Tribunal ters of a river in the player char-
overrule the Rhine Tribunal, elimi- acters’ Tribunal. Water flows from
nating the legal abomination of the The Oder River has its head- the Danube through the regio and
guardians of the forests. waters near the border of the feeds the remote river. This, Trajan
Siegfried thinks he is the best Rhine and Novogorod Tribu- claims, makes the other river a part
magus to prosecute Trajan. However, nals in the Giant Mountains, of the Danube. Thus, he claims, as
he cedes control of the case to others and flows north through the the guardian of the Danube he is
if it becomes apparent, to him, that Novgorod Tribunal, entering also the guardian of the river in the
those others have a better chance the Rhine Tribunal in Pomera- player characters’ Tribunal.
of success. Also, the saga Tribunal nia before flowing out into the Trajan knows the way through
might not allow Siegfried (a non- Baltic sea. the regio and can easily travel be-
resident) to mount a prosecution. tween the two rivers.

81
Hooks

Siegried of Guernicus
Siegfried is young, blond-haired plate in ArM5 (page 26) for Sieg- Order of Hermes Ability Score
magus. He is an arrogant and expert fried’s characteristics, but make the to 3. Increase his Artes Liberales
Guernicus lawyer, but he has re- following changes: Ability Score to 2. Increase his
cently lost a high profile case in the Parma Magica Ability Score to 2.
Rhine Tribunal when he attempted • Change his Personalty Traits • Increase his Vim Art Score to 5.
to prosecute the leader of the Haw- to: Arrogant +3, Smug +3, • Add the Ability Intrigue 3 (Her-
thorn Gild (the Bjornaer archmagus Careful +1. metic). Add the Ability Penetra-
Urgen) for dangerously interfer- • Increase his Age to 29. tion 1 (Mentem).
ing in the mundane by murdering • Add the Reputation: Rhine Tri- • Add the spell Stench of Magic
a band of woodcutters. Although bunal Quaesitor 3 (Hermetic). (InVi 25/+20)
Siegfried’s prosecution was unsuc- • Add the Minor Hermetic Virtue
cessful, the attempt has earned him Gild Trained (this adds 90 expe- Stench of Magic
the enmity of the Hawthorn Gild. rience points; see Guardians of the
Siegfried is determined to redeem Forests: The Rhine Tribunal, page 20). InVi 25
himself by prosecuting Trajan and Add the Minor Hermetic Flaw R: Personal, D: Concentration,
undermining the forest guardians. Gild Enmity (Hawthorn Gild). T: Smell
Siegfried is a member of the Oak • Increase his Code of Hermes The caster can smell the pres-
Gild in the Rhine Tribunal. Note Ability Score to 5. Increase his ence of spell traces down to mag-
that Siegfried has the Curse of Ve- Dead Language: Latin Ability nitude zero. See Detecting Spell
nus, which may create inconvenient Score to 5. Increase his Magic Traces insert.
distractions for him. Theory Ability Score to 4. In- (Base 10, +1 Concentration, +2
Use the Guernicus magus tem- crease his Organization Lore: Smell)

Investigating
What Happens ters have mundane or magical
resources (perhaps vis sourc- Trajan’s Crimes
es) destroyed. The player
This story depends on the characters might thus investi-
political attitudes of the player gate the floods and encounter Trajan’s floods have destroyed
characters, the characters’ in- Siegfried likewise investigat- half a dozen towns in the Tribunal
volvement in Tribunal politics, ing the sodden ruins. over the last few months. They have
and the characters’ willingness • The player characters may in- since been abandoned; this was, of
to settle political matters outside vestigate the floods because of course, his goal. Siegfried intends
Tribunal meetings. the terrible damage caused to to prosecute Trajan for dangerous
the mundanes. interference in the mundane.
• If the player characters are Trajan has made no attempt to
Involving the Magi Quaesitors they should be in- hide his involvement from Her-
formed about Siegfried’s inves- metic investigation. His sigil can
The troupe can involve the tigation and prosecution, and be detected in the spell traces (see
player characters in these ways: may want to monitor, assist, or insert). Once detected Trajan’s si-
take over Siegfried’s case. gil can be identified as specifically
• Allies of the covenant have • The player magi might be ap- his by any character familiar with
been killed in the terrible proached by either Siegfried or the magi of the Rhine Tribunal;
floods, or the player charac Trajan (or both) for support. make an Intelligence + Organiza-
tion Lore: Order of Hermes roll

82
Hooks
has been brought upon magi by
Detecting Spell Traces Trajan’s actions.
When a spell’s Duration ex- effect. Traces down to magnitude Informing mundanes might
pires it leaves behind spell traces –10 can be detected by adding an itself be considered a Hermetic
equal to half the magnitude of the additional magnitude to the detec- crime, but if Siegfried (or his al-
original spell. The trace then de- tion effect per negative magnitude lies) are careful they might not be
creases by one magnitude for ev- of trace. caught. Mundane anger could be
ery Duration of the original spell Traces from Trajan’s Wizard’s secretly aroused by sending agents
that passes. When the trace reach- Flood can be detected with a base to spread rumors, or using magic
es magnitude zero it continues to InVi 10 effect if the detection spell to implant suggestions in the
decay at a rate of one magnitude is cast within a year of the ritual. If minds of the influential.
per month, if the original spell was longer than a year has passed an ad-
a non-ritual Momentary, Concen- ditional magnitude is required for
tration or Diameter Duration ef- each year, after 10 years the traces Gathering Political Allies
fect, or one magnitude per year for are no longer detectable. An addi-
other original Durations. tional two magnitudes reveals the
Traces down to magnitude zero Form and Technique and another
If the characters want to help
can be detected by a base InVi 10 magnitude reveals Trajan’s sigil. prosecute Trajan, they need to
gather allies for the Tribunal vote.
In general, Wilderist magi of House
against an Ease Factor of 9 (or 15 if At all times — unless he is trav- Bjornaer support Trajan, largely to
the investigator is unfamiliar with eling to speak to his Hermetic al- set precedent for themselves in
Rhine magi). lies — Trajan can be found some- the future. Traditionalist magi of
A handful of stubborn survi- where upon the river. Bonisagus or Guernicus are likely to
vors remain in the ruins, but most oppose Trajan. However, the posi-
inhabitants are now refugees in tion of an single magus depends on
other nearby towns. The mundane Arousing Mundane Anger his temperament or circumstances.
survivors believe the floods were Undecided magi (possibly
Divine punishment for the sins of Mundanes do not blame the including the player characters)
the townsfolk; survivors, of course, Order of Hermes for the floods, may be persuaded to support ei-
being spared because of their so Siegfried’s case against Trajan ther Trajan or Siegfried in return
good and worthy nature. Howev- may be considered weak (depend- for support for their own Tribu-
er, there are rumors of a river god ing upon the Peripheral Code nal agenda. Trajan or Siegfried
who appeared prior to the floods. in the Tribunal). If so, Siegfried can also offer resources from their
Trajan’s familiar, Cattus, keeps (or his supporters) may think to respective Rhine Gilds as persua-
watch (from the river) on the strengthen the case by either in- sion, including: vis, hospitality, ac-
wrecked towns to see whether the forming mundane authorities of cess to books and lab texts, and so
sites are truly abandoned or not. Trajan’s involvement or allowing on. Collecting on such offers may
Depending on what occurs she this information to be discovered. lead into further stories.
may notice the player characters; Once mundane anger is
she can recognize Hermetic spell aroused, Redcaps are detained,
casting. If she notices any magi she and nearby known covenants are The River Spirit
reports this to Trajan and tries to approached and held accountable
avoid the magi. for the floods and massive casual- Trajan can commune with the
Magi might encounter Sieg- ties by the bishop (or nobles). This river spirit, using his Nature Lore,
fried investigating the flood sites. clearly makes the case that ruin whenever he is standing within

83
Hooks
fried will not do so because he is
Tribunal Politics in the Saga not powerful enough to defeat
This story involves Tribunal bunal, what sort of evidence Trajan, and also because his goal is
politics, so some issues should be and testimony is usually per- to set a favorable legal precedent
considered prior to using this story. mitted, and how is the truthful- rather than exact revenge upon
Your troupe may have already con- ness of evidence and testimony Trajan. Trajan will not because he
sidered the Tribunal’s politics. If determined (if at all)? is confident that he is in the legal
not, this story is a good opportuni- • What is the attitude of most right, and he is looking forward to
ty to do so. The main decisions are: magi in the Tribunal to trials the legal conflict.
for Hermetic crimes? Do magi However, the player characters,
• Which river is Trajan claiming cast votes according to political or others, may decide to resolve the
to be the guardian of? favor (like a noble court), ac-
situation by killing either Siegfried
• Which towns have been de- cording to the character of the
or Trajan in Wizard War. This is
stroyed by Trajan and has this accused (like a canon court),
directly affected any magi (or or according to the facts of the
entirely legal, assuming the Wizard
their allies)? case presented (like a secular War is conducted properly.
• When is the next opportu- court). This preference might If Trajan is killed, the killer ac-
nity for Siegfried to bring his depend on the particular case quires the enmity of the Hawthorn
prosecution against Trajan? or the particular voting magi. Gild (Trajan’s Rhine Tribunal allies).
This is normally the next Tri- • What is the attitude of most The killer also acquires the enmity
bunal meeting. magi to Trajan’s case (over- of Siegfried, because this actually
• What is the procedure for whelmingly in favor of either undermines his goal of creating a
bringing a prosecution against Trajan or Siegfried, or split, or legal precedent against the Guard-
Trajan? Who needs to be noti- apathetic); obviously this may ians of the Forests.
fied (when and how), can cases change based on player char- If Siegfried is killed, Trajan ex-
be settled outside a formal Tri- acter actions. presses gratitude for this unex-
pected help, and the killer earns the
the waters of the Danube. Trajan sources (vis, for example) from the enmity of the Oak Gild (Siegfried’s
refers to the river spirit as Dani- river. Although he approves of Tra- Rhine Tribunal allies). Whether the
bus, who was the Roman god of jan’s recent actions, Danibus has no case still proceeds depends on the
the Danube. This does not neces- desire (or capability) to interfere in enthusiasm of the local Quaesitors
sarily mean that the river spirit ac- the legal case or Hermetic politics. for Siegfried’s case. If the Quaesi-
tually is the Roman god. Choose Danibus is located in a well- tors consider Trajan has a substan-
another suitable name if your sto- hidden river regio with no reason tial case to answer, prosecution is
ry involves a different river. to leave it during this story. If you likely to continue. However, the lo-
Trajan has sworn an Oath of Fe- need game statistics for Danibus cal Quaesitors may either abandon
alty to Danibus. This may be illegal for subsequent stories, you may like the case, or resolve it informally
in the Tribunal, depending on the to use the rules in Realms of Power: with the imposition of vis fines out-
their position on Oaths of Fealty to Magic, page 100. Danibus has an side of a full Tribunal hearing.
supernatural overlords. In any case, Aquam Magic Might of at least 40.
neither Trajan nor Danibus (nor
Cattus) has any reason to reveal Extrajudicial Execution
this oath. Trajan serves Danibus, Wizard War
but Danibus generally allows Tra- The player characters (or other
jan to decide how. In return, Trajan Neither Siegfried nor Trajan magi) may attempt to track Tra-
receives some of his power and re- plan to declare Wizard War. Sieg- jan down and execute him outside

84
Hooks
of Wizard War. For some magi, the mundane by destroying towns If Trajan is Found Guilty
Trajan’s murder of hundreds of and drowning hundreds of mun-
mundanes is so abhorrent that it danes. At face value this is a High If Trajan is found guilty he
is justification for murder in kind. Crime. However, as the mundanes could be fined, Marched, or the
However, murdering Trajan (out- do not associate this devastation Tribunal might decide to impose
side of Wizard War) is itself defi- with Hermetic magi (unless this some other penalty, such as labor,
nitely a Hermetic crime, as Trajan has changed during play), it may or the execution of his beloved fa-
is a magus. be questionable whether Trajan’s miliar, Cattus.
Magi who murder Trajan thus (if interference has really resulted in Trajan pays any reasonable
discovered) find themselves pros- “ruin to his sodales.” vis fine (although he needs to re-
ecuted at Tribunal by Trajan’s allies. The excessive mundane deaths turn to the Rhine Tribunal or the
Apart from denial, the only real de- may be a factor in the Tribunal’s Danube to collect it). Usually, he
fense is to convince the Tribunal to decision. If Trajan’s actions have would be granted time until the
retrospectively March Trajan. damaged covenant property, vis next Tribunal to pay the fine.
sources, or other magical resources, Trajan likewise completes any
then Siegfried also (or instead) ac- reasonable labor fine.
The Tribunal Hearing cuses Trajan of deprivation of magi- If Trajan is Marched, or if he is
cal power. asked to give up Cattus, then he
Unless resolved earlier, the Trajan claims he is the river immediately attempts to use his
prosecution of Trajan occurs at guardian, and that this excuses Return to the Flow spell to return to
the next Tribunal under the usual both his intended actions and any the Danube. Once at the Danube
rules for that Tribunal. This may collateral damage. he — with Cattus — hides along
be several years away. Unless magi
offering support lie, the principals
should have a good idea whether
the Tribunal votes in their favor
prior to the meeting. Trajan and
Siegfried both attend the Tribu-
nal to argue their respective cases,
and if the Tribunal appears to be
split both are confident of swing-
ing enough support through tes-
timony and argument. Obviously,
Trajan’s familiar Cattus does not
attend; she is confined to the river.
If Siegfried cannot prosecute
the case then a local second (per-
haps a player character) will pres-
ent his case for him.

What Hermetic Crimes


has Trajan committed?

Siegfried (or his proxies) accuse


Trajan of dangerously interfering in

85
Hooks
the river until he can escape back supporters to help him appeal the • If Trajan is Marched, but escapes
to the Rhine Tribunal. Tribunal’s — and the original Rhine immediate death, then Siegfried
This escape strategy is not rulings — to the Grand Tribunal. If assembles a team of hoplites
infallible. For example, very quick the player characters Siegfried’s al- to hunt Trajan down, and the
characters may be able to disrupt lies, they might try to help him. player characters may be re-
Trajan’s Return to the Flow spell, or If Siegfried, or his allies, have cruited. The assassination team
forward thinking characters may been discovered to have informed may need to travel to the Rhine
have acquired Arcane Connections the mundane authorities about Tra- Tribunal to find Trajan’s trail.
to Trajan, which might allow jan’s role in the devastating floods, • The magi may have accepted
Trajan to be followed (or killed then Siegfried might be found guilty the offer of resources from ei-
from Arcane Connection Range). of interfering with the mundanes, ther Siegfried’s or Trajan’s Rhine
The player characters may also rather than Trajan. allies as payment for their help.
search for Trajan’s hiding place and They need to travel to the
confront him there. Rhine to collect these debts.
Siegfried, flush with success, • If the player characters have
tries to gather support for the
Tribunal to appeal and thus
Further Tales become close to Trajan (and
he survives) he might try to re-
over-rule the Rhine Tribunal’s Further stories involving the cruit them as fellow minions of
Guardians of the Forests ruling at Rhine Tribunal include: the river spirit. They can gain
the Grand Tribunal. If Trajan has power from this, but need to
been Marched, and especially if • If Trajan has testified to a re- perform quests for the river.
he has then escaped, there could gio linking the Danube and • If Trajan is killed, Danibus may
be considerable support for this another river in the Tribunal as have the power (and inclina-
idea. However, if Trajan has only part of his legal defense, then tion) to raise him as a ghost. Tra-
been fined, then the Tribunal is the existence of this regio be- jan might thus continue to serve
probably reluctant to challenge comes common knowledge the river after death, and his
the Rhine Tribunal in this way. in the Tribunal. If the player ghost may need to be destroyed
characters can locate it (which by the player characters.
If Trajan is Found Innocent should not be difficult if Tra- • The player characters may ac-
jan’s testimony is accurate), quire enemies or allies in the
If Trajan is found innocent, this they can use the regio to easily Rhine as a result of the case.
Tribunal has effectively imported travel to the Rhine Tribunal. • If Trajan is found innocent, the
the Rhine Forest Guardians ruling Closer links between the two player characters (or others)
by creating a similar ruling (per- Tribunals may lead to conflict may try to use the new prec-
taining to rivers) in this Tribunal’s between the respective politi- edent to declare themselves
Peripheral Code. Whether this cal structures. guardians of natural features
precedent can be effectively used • If he survives, Siegfried tries to within the Tribunal.
by other characters may be the ba- make a case for the Grand Tri- • If Trajan is found innocent
sis of future stories. bunal to suppress the Rhine’s (or only fined vis or labor) he
If the player characters helped Guardians of the Forests rul- continues in the coming years
Trajan they earn the enmity of ing, supported by either his to clear the banks of the Dan-
Siegfried, and Trajan is grateful to failure or success in prosecuting ube of human habitation. This
them afterward. Trajan. The player characters may led to conflict with the
Disgruntled by proceedings, might try to assist or hinder player characters and more
Siegfried still tries to gather some Siegfried and his Rhine allies. Tribunal cases.

86
Chapter Nine

To the Dark Tower


Above, the sky is filled to the
horizon with wrinkled gray clouds
yet to come. Deeper still, beneath
the tabards, there are glimpses of
Sir Erwan
that race overhead like the mot- the darker, solid, glistening patina Sir Erwan and his companions
tled underbelly of a great beast of armor. The lead figure reaches have arrived at the player charac-
swimming through the heavens; forward with a gauntleted fist and ters’ covenant. Sir Erwan is a no-
endlessly, blindly, searching for bashes at the tower gates. ble, the younger son of Henry II
food, oblivious to the tiny dramas Those watching from the tower of Avagnor, Count of Penthièvre.
crawling beneath. heights, above, exchange glances. Sir Erwan had a vision which
Looking downwards, down the The younger sentinel races down- revealed to him that this towering
sheer face of the tall stone tower, stairs to the laboratories… wizard’s fortress — the covenant
a small group of figures is seen dis- — on the border of his father’s
mounting from their horses at its
base. One figure holds the reins
of his companions’ horses, as the
others stride purposefully across
the broken ground toward the
tower gate. The horses’ nervous
whinnies spiral up into the gray
sky, and carry up to those watch-
ing from the parapets above.
It is the end of day and the
men’s long shadows, faint and
ghostly, stretch out to touch the
tower gate long before the men
reach it. The shadows dance as
the men draw swords and throw
off their traveling cloaks. Beneath
are emblazoned tabards — bright
yellows, greens, and blues, em-
broidered with furled leaves,
fierce beasts, and crazed geome-
tries. All proud signs proclaiming
ownership and descent, glorious
deeds done, and threats of deeds

87
Hooks
lands is a terrible evil. His vision to Sir Erwan fulfills the prophecy. collected in his father’s name, and
revealed that the sorcery and ritu- There could be a Divine or Infer- Sir Erwan dutifully forwards a pro-
als cast in the equinox dawn by nal source for the vision. Another portion of these taxes to his father.
these wizards will bring death and possibility is that Hermetic en- Sir Erwan uses the remaining taxes
devastation to his father’s lands emies of the covenant have sent to support his own household.
and peoples. Being a direct man, the vision. The visions might also Sir Erwan expects that when his
and a highly trained and skilled be the result of spells cast by court brother inherits this situation will
warrior, Sir Erwan has resolved wizards, either hedge wizards continue. However, he is not par-
to solve this problem in the most from Sir Erwan’s father’s court or ticularly interested in the detail of
straight-forward manner he can from a foreign court. his manorial lands, preferring to
think of. He has left his father’s Regardless of its source, Sir Er- engage in fighting, hunting, feast-
court and traveled on a quest to wan’s vision is accurate at least in ing and other noble pursuits, and
the wizard’s tower. He intends to the sense that if the covenant is so devolves much of the adminis-
challenge and defeat the magi in normally hidden somehow from tration to his servants. Sir Erwan’s
single combat. the mundane world (perhaps peasants admire his prowess as a
The magi need to respond, within a regio), then the vision re- hunter but otherwise have noth-
somehow, to this challenge. The veals the covenant’s existence and ing particularly good or bad to say
significance of this story is not re- guides him to the correct location. about him.
ally whether the magi can slay Sir
Erwan (they almost certainly can),
but about whether they choose to Sir Erwan and The County of
slay a major local noble and deal His Father’s Court Penthièvre
with the consequences, or find
some other way to solve the prob- Sir Erwan is a respected mem- Penthièvre is a county along
lem. Whatever the magi do, Sir Er- ber of his father’s court. He gets on the northern coast of Brittany (in
wan’s quest to their tower embroils well with his father and wider fam- the Normandy Tribunal; see The
them in the noble courts. This ily, and he is noted for his chivalry Lion and the Lily, page 38). The coast
hook thus serves to introduce the and noble demeanor. Sir Erwan is rugged and broken by numerous
Lords of Men to the saga. also has a reputation for being islands, and the county extends in-
wildly confident of his own abili- land into thickly forested hills. Sir
ties as a warrior — on the other Erwan’s father, Henry II of Avag-
Sir Erwan’s Vision hand, it seems that his confidence nor inherited the county in 1212,
is usually very well placed. when Sir Erwan’s grandfather Alain
Sir Erwan has been guided to Sir Erwan has a wife, Lady killed himself by leaping off a cliff.
the covenant, to challenge the Danielle, and two infant sons, Sir Erwan’s family is a minor
magi to combat, by the terrible Alain and Roland. branch of the Duke of Brittany’s
vision he has seen that prophe- As Sir Erwan is himself a family, and were granted the coun-
sies the destruction of his father’s younger son he will not inherit ty in the early 11th century.
lands due to the arcane meddling his father’s lands (unless his elder
of the magi. brothers are killed). However, Sir
The exact source of Sir Erwan’s Erwan does live on his own manor Re-Locating the County
vision is left to your troupe to de- and collects taxes and rents from
cide. It may not be true. It may a cluster of coastal villages within For this story, Sir Erwan is the
even be that the magi’s response his father’s lands. These taxes are son of the ruler of the county,

88
Hooks
barony, or some similar feudal
unit that the covenant is either
Sir Erwan
in or neighboring. Sir Erwan’s Characteristics: Int +1, Per 0, Pre love), Chirurgy 1 (binding
father does not need to be the +1, Com 0, Str +1, Sta +1, Dex wounds), Dead Language:
feudal overlord of the covenant +2, Qik +2 Latin 4 (clerical), Etiquette 2
(although he can be). The only Size: 0 (heraldry), Folk Ken 2 (no-
criteria is that Sir Erwan’s family Age: 34 (34) bles), Great Weapon 4 (great
owns land geographically near the Confidence Score: 2 (5) sword), Guile 1 (disguise),
covenant, so that the “evil” inhab- Virtues and Flaws: Knight; Hunt 4 (deer), Leadership
itants (the player characters) are a Wealthy; Affinity with Single 4 (battle), Living Language:
plausible threat. Weapon, Educated, Improved Breton 5 (courtly), Living Lan-
Characteristics, Self-Confi- guage: French 2 (Orleannais),
Even if the covenant was con-
dent, Tough, Warrior; Greater Ride 5 (battle), Single Weap-
structed with “permission” from
Malediction (hereditary mad- on 8 (sword), Stealth 2 (for-
Sir Erwan’s father, an ancestor, or ness), Oath of Fealty, Over- est), Survival 2 (forest), Swim
another noble, Sir Erwan still con- confident; Visions 1 (rivers), Thrown Weapons 2
siders the magi a threat. The magi Personality Traits: Confident +6, (throwing axe)
may need to re-assert any such Chivalrous +3 Equipment: Long sword, heater
rights in a court and still need to Reputations: Valiant Knight +5 shield, full chain armor, war-
deal with the immediate problem (nobles), Huntsman +3 (local) horse, great sword, short bow
of angry knights at the covenant Combat: and arrows
gate. Of course, the covenant’s le- Gauntlet: Init +2, Attack +5, De- Encumbrance: 3 (4; armor + long
gal rights might be revoked in the fense +6, Damage +3 sword + heater shield)
light of either their actions or Sir Long Sword: Init +4, Attack +15, Appearance: A tall man with
Erwan’s visions. Defense +12, Damage +7 black hair, strong arms, and
Change the details of Sir Er- Heater Shield: Init -, Attack -, De- dark eyes, Sir Erwan rides like
wan’s family to whatever is suit- fense +3, Damage - a descendant of the centaur,
able for your saga. There is no Great Sword: Init +4, Attack +12, hunts like a soaring bird-of-
Defense +9, Damage +10 prey, and fights like a grinning
difficulty with moving Sir Erwan
Short Bow: Init +1, Attack +11, De- yellow-toothed wolf. He is the
and his companions to any other
fense +8, Damage +7 incarnation of nobility: strong,
place in Mythic Europe — just Soak: +13 (Sta + Tough + Full violent, and entitled. Sir Erwan
replace Area Lore and Language Chain) does not routinely carry a lance
Abilities, names, and family back- Fatigue Levels: OK, 0, –1, –3, –5, (although he can use one).
grounds as appropriate. Unconscious
Wound Penalties: –1 (1–5), –3 (6– Sir Erwan is heavily armed
10), –5 (11–15), Incapacitated and rides a magnificent warhorse;
Sir Erwan’s (16–20), Dead (21+) reputedly, a descendant of Char-
Greater Malediction Abilities: Animal Handling 2 lemagne’s steed. Over his armor,
(falconry), Area Lore: Brit- Sir Erwan wears a vibrant, expen-
Sir Erwan has a Greater Male- tany 3 (Penthièvre), Artes sively embroidered tabard. This
diction of Hereditary Madness. Liberales 1 (rhetoric), Ath- heraldry proudly reveals his fam-
This curse has affected all the male letics 3 (racing), Awareness 3 ily’s lineage and lands and status
members of his family for the last (spotting prey), Bows 5 (short as a branch of the ducal family.
three generations. This Greater bow), Brawl 3 (fist), Carouse
1 (courtly), Charm 1 (courtly
Malediction has no real effect in

89
Hooks

Sir Louis and Sir Rudolph


Characteristics: Int 0, Per 0, Defense +8, Damage +9 er shield, full chain armor,
Pre +1, Com 0, Str +2, Sta * Sir Rudolph’s Attack values have warhorse, lance, long spear.
+1, Dex +1, Qik +1 a penalty of –1 due to his Miss- Encumbrance: 2 (4; armor +
Size: 0 ing Eye. long sword + heater shield)
Age: 28 (28) Soak: +10 (Sta + Full Chain) Appearance: The twins Louis
Confidence Score: 0 (0) Fatigue Levels: OK, 0, –1, –3, and Rudolph are heav-
Virtues and Flaws: Knight; –5, Unconscious ily armed and wear virtually
True Friend, Warrior; Abil- Wound Penalties: –1 (1–5), –3 identical heraldry, such that
ity Block (Academic), Af- (6–10), –5 (11–15), Incapac- only the most skilled heralds
flicted Tongue (Louis only), itated (16–20), Dead (21+) can distinguish them from
Missing Eye (Rudolph only), Abilities: Animal Handling 2 each other on the battlefield.
Vow (Code of Chivalry) (hunting dogs), Area Lore: Even their warhorses appear
Personality Traits: Brave +3, Brittany 3 (Penthièvre), to be twins.
Chivalrous +2, Loyal +2 Athletics 2 (racing), Aware- When they remove their
Reputations: Twin Valiant ness 2 (battlefield), Brawl 3 helms, both brothers reveal
Knights +2 (nobles), Vicious (wrestling), Carouse 2 (sol- long mustaches, and blue
Brawlers +1 (local) diers), Chirurgy 1 (brawling eyes set in nearly identi-
Combat: injuries), Concentration 1 cal faces, albeit both some-
Gauntlet: Init +1, Attack +4*, (vigil), Etiquette 1 (herald- what beaten and weathered
Defense +5, Damage +4 ry), Great Weapon 5 (spear), by a brutal career of hunt-
Long Sword: Init +3, Attack +11*, Hunt 3 (tracking), Leader- ing, drinking, and fighting.
Defense +8, Damage +8 ship 2 (men-at-arms), Living Stripped of the anonymity
Heater Shield: Init -, Attack -, De- Language: Breton 5 (court- of his steel helm, Rudolph is
fense +3, Damage - ly), Ride 5 (battle), Single easily identifiable by a large,
Lance: Init +3, Attack +13*, De- Weapon 5 (sword), Stealth long-healed, scar that cuts
fense +9, Damage +7 3 (forest), Survival 1 (forest) through the entire left-side
Long Spear: Init +4, Attack +10*, Equipment: Long sword, heat- of his face.

this scenario, but if Sir Erwan re-


mains in the saga it may become a
becomes Major instead. There is
no additional effect if he already Sir Erwan’s
source of further stories.
The curse means that every
has the corresponding Major
Personality Flaw. Companions
time Sir Erwan’s Decrepitude
Score increases he gains a Mi- Roll Effect Sir Erwan has three compan-
nor Personality Flaw, in addition 1-3 Gains Compulsion Flaw ions: the twin vassal knights,
to any other aging effects (see 4-6 Gains Delusion Flaw Sir Louis and Sir Rudolph, and a
ArM5, page 17). 7-9 Gains Short Attention Span young squire named Andru.
To determine the Personality Flaw All the characters, including Sir
Flaw roll a simple die + Decrepi- 10-12 Gains Poor Memory Flaw Erwan, are mounted on warhorses.
tude Score and compare to the 12+ Gains Depressed Flaw If you need game statistics for a
list that follows. If he already has warhorse these can be found in the
that Minor Flaw then the Flaw Book of Mundane Beasts (see Realms of

90
Hooks
Power: Magic). Alternative horse empty socket. Sir Rudolph’s scar Sir Louis has a stutter (Afflicted
statistics are available in Lords of was inflicted in a vicious knife-fight Tongue). He was born with this
Men, page 55. that the twins were embroiled in as impediment, and so he usually lets
Sir Erwan may also be accom- teenagers. After the brawl, Sir Louis Sir Rudolph speak for him.
panied by a dozen or more lesser tracked down and slit the throat of As the twins are identical a
retainers (use The Standard Sol- Sir Rudolph’s assailant in retaliation. single set of character statistics is
dier template; ArM5, page 22). If To this day, the twins are still pay- given for the pair (note the mod-
he needs to stay in the field for a ing the fines consequently imposed ification to combat statistics due
long time he can recruit more such on them by the town magistrates. to Rudolph’s missing eye).
men from either from his home or
from a local manor. Andru, a Squire
Characteristics: Int +1, Per +3, 1 (light wounds), Etiquette
Sir Louis Pre +1, Com –2, Str 0, Sta 0, 1 (courtly), Folk Ken 3 (so-
and Sir Rudolph Dex +1, Qik +1 cial problems), Great Weapon
Size: 0 1 (spear), Hunt 3 (falconry),
The twins Sir Louis and Sir Ru- Age: 21 (21) Leadership 1 (battle), Living
dolph are vassal knights of Sir Er- Confidence Score: 0 (0) Language: Breton 5 (courtly),
Virtues and Flaws: Custos (squire); Premonitions 3 (domestic prob-
wan. They are several years young-
Premonitions (Magic Supernat- lems), Ride 3 (racing), Single
er than Sir Erwan, but the trio were
ural Ability), Warrior; Poor Stu- Weapon 5 (sword), Stealth 1
brought up together. In their child-
dent, Social Handicap, Weak- (urban), Survival 1 (forest)
hood Sir Erwan acted like an older ness (solving social mysteries) Equipment: Long sword, heat-
brother to the young knights. Personality Traits: Curious +3, er shield, full chain armor,
Sir Louis and Sir Rudolph are Loyal +3 warhorse.
loyal to Sir Erwan. However, the Reputations: Interfering +3 (local) Encumbrance: 4 (4; armor + long
twins have a much stronger bond Combat: sword + heater shield)
to each other (represented by the Gauntlet: Init +1, Attack +5, De- Appearance: A young, clean
True Friend Virtue). The twins feel fense +6, Damage +3 shaven man with short un-
a tremendous psychic emptiness Long Sword: Init +3, Attack +11, ruly, curly brown hair, Andru
when they are apart, but their love Defense +8, Damage +6 is a keen observer of how
for each other gives them bonuses Heater Shield: Init -, Attack -, De- others interact socially. An-
to Personality Trait rolls (and, at fense +3, Damage - dru is particularly adroit at
the storyguide’s discretion, to oth- Soak: +9 (Sta + Full Chain) spotting unresolved social
er rolls); see ArM5, page 50. Fatigue Levels: OK, 0, –1, –3, –5, tensions, which he often
Unconscious then attempts to resolve, de-
Sir Louis and Sir Rudolph are
Wound Penalties: –1 (1–5), –3 (6– spite the anger his interfer-
identical twins. However, they can
10), –5 (11–15), Incapacitated ence usually provokes.
be easily told apart, as Sir Rudolph Like the others he is heavily
(16–20), Dead (21+)
has a terrible scar that crosses from Abilities: Animal Handling 3 (hors- armed and armored. He wears
the left-hand corner of his mouth, es), Area Lore: Brittany 2 (towns), a simpler tabard than the oth-
through his left eye-socket, and Athletics 2 (grace), Awareness 2 ers, which reveals to those
up into his hair-line. This injury (things out of place), Bows 1 with suitable heraldic knowl-
destroyed his left eye, and he usu- (short bow), Brawl 3 (gauntlet), edge that he is a retainer of
ally wears an eye-patch to hide the Carouse 1 (courtly), Chirurgy Sir Erwan.

91
Hooks
Andru lives. Although he makes a rea- Fighting As A Group
sonable first impression, Andru’s
Andru is Sir Erwan’s squire. inability to keep his counsel to Sir Erwan and his companions
The squire is an intelligent himself usually leads to others may fight together as a trained
and perceptive young man. In growing to dislike him. How- group if needed, with Sir Erwan
fact, he is supernaturally percep- ever, Sir Erwan is very tolerant of normally taking on role of leader
tive (represented by the Premo- (and in fact encourages) Andru’s and vanguard. However, if Sir Er-
nitions Supernatural Ability), but social bluntness. wan is heavily injured one of the
he is not well liked within Sir Er- Andru has had a premonition, twin knights will be the vanguard.
wan’s household. This is because which increases with urgency as In any case, the members of the
he has a particular weakness the knights approach the cov- group provide a combat bonus of
for using his enhanced percep- enant, that Erwan’s plan to chal- +15 to the vanguard (see ArM5,
tion to try to unravel the social lenge the magi will lead to Sir Er- page 172-173).
problems of others, and unfortu- wan’s death. Andru has done his Also remember that if Sir Erwan
nately, he is not quite perceptive best to dissuade Sir Erwan, and, and his companions fight mounted
enough to realize when others fearing for his master’s life, at- (either as a group or individually)
do not want to hear his so very tempts to negotiate a compromise they each receive a +3 bonus to
perceptive insights into their between the magi and Sir Erwan. their Attack and Defense Totals.

Knights, Women, and Old Men


Sir Erwan is expecting the what Sir Erwan envisaged
How Do
magi to appear as clerical,
middle-aged men. He is con-
when he left for his quest.
So, he proposes that such
The Magi
fident that he can beat such
opponents in combat, what-
non-combatants nominate
champions from among their
Respond?
ever sorcery they may be able younger and male colleagues
The magi can respond to Sir
to conjure. If some (or all) of and retainers. When he has
Erwan’s challenge by rising to
the magi appear to actually be defeated a maga’s champion
proficient warriors, or even Sir Erwan expects the maga to it, ignoring it, attempting to use
knights, Sir Erwan is not put flee into exile either far away magic to solve the problem, or
off. Indeed, engaging in com- or possibly into a nearby con- trying to use mundane contacts
bat with such worthy foes is vent (or monastery). to defuse the situation. It is possi-
an unexpected, but preferable On the other hand, if el- ble that the player characters will
and glorious outcome of his derly or female magi do dem- devise another strategy, which
quest. onstrate proficiency in either your troupe has to judge on its
What will discomfort Sir weaponry or battle worthy own merits. However, whatever
Erwan is if he discovers that magic, then they are no lon- the magi do they are doing so in
the magi are women or very ger considered non-combat- the knowledge of who Sir Erwan
old men. ant by Sir Erwan. He subse- is (a son of the noble who owns
Putting an apparent con- quently has no problem in the land the covenant is built
vent (the covenant) filled attacking such diabolical sor- on or near). That is, the magi
with women and elderly men cerers, however frail or wom- should know that Sir Erwan is a
to the sword is not exactly anly a mortal guise they take.
well-connected, well-known lo-

92
Hooks
cal noble. The magi should thus to look at the covenant (and proclaims his identity, titles,
be very aware that their response the covenants of other magi) as and lineage upon arrival at the
to Sir Erwan may embroil them sources of supernatural peril. covenant. The magi may sus-
in a noble court, and thus open Even if the magi do not per- pect that “Sir Erwan” is a mun-
the covenant to prosecutions for sonally know very much about dane or supernatural imposter,
mundane interference. the local nobility, the covenant but suitably skilled magi can
Making peace with Sir Erwan, servants who more routinely prove Sir Erwan’s identity with
particularly if the magi do this by deal with the mundane world Intellego magic.
demonstrating how their “evil” recognize Sir Erwan’s name and Andru, Sir Erwan’s squire,
magic is not really evil but in fact lineage and can inform the magi. greatly fears for his master’s life,
beneficial to the nobles, may be However, only people who per- a fear reinforced by his super-
seen as straying toward acting sonally liaise with the court can natural premonitions. Andru will
as court wizards. On the other positively identify Sir Erwan. thus attempt to negotiate to save
hand, it is obvious that slaying Sir Erwan makes no secret his master’s life.
Sir Erwan will cause other nobles of who he is. In fact, he loudly

Supernatural Protection
If Sir Erwan is interfered with template (ArM5, page 23) for the • Charm Against Shape-Shifting
by magic, but not killed, he re- canon’s game statistics. Magic, allows Sir Erwan to
turns at a later time with super- Sir Erwan may have a Guard- make Stamina roll against
natural protection. Alternatively, ian Angel (which gives him a an Ease Factor of 6 to return
he can initially approach the magi magic resistance of 15; ArM5, to his normal shape if he has
with some of this supernatural page 43). The angel may in fact been shape-shifted.
protection if the troupe feels that be the source of Sir Erwan’s vi- • Charm Against Befuddlement,
it is necessary. However, remem- sions. Alternatively, if Sir Erwan allows Sir Erwan to make a
ber that the significance of this prays to a saint for intervention Presence roll against an Ease
story is not really whether the the saint may assign a temporary Factor of 6 + Magnitude of
magi can slay Sir Erwan, but about guardian angel to Sir Erwan. Effect to shake off the effect
whether they choose to slay a ma- Sir Erwan may be able to of an ongoing Mentem spell.
jor local noble and deal with the obtain folk charms against • Charm of Strength, gives Sir Er-
consequences, or find some other magic. Sir Erwan has nothing wan a +3 Soak bonus against
way to solve the problem. against magic in general, and magic sources of damage.
It is common knowledge that his vision only concerns the • Charm of the Immovable Object,
church relics provide protection magi at the covenant, so he is allows Sir Erwan to make a
against the supernatural, so Sir perfectly willing to track down Strength roll against an Ease
Erwan may think to borrow a folk witches, learned magi- Factor of 6 + Magnitude of
relic from the cathedral. Present- cians, hedge wizards, or even Effect to shake off the effect
ing the relic gives him a Magic other Hermetic magi, for as- of an ongoing Rego spell.
Resistance (ArM5, page 189). sistance. Of course, much “as- • Confounding Charm, raises
If he has a relic Sir Erwan’s reti- sistance” such characters can the Concentration Ease
nue expands to include a nervous provide will be ineffective, but Factor by 3 of Concentra-
cathedral canon, Father Otto, Sir Erwan does not know this. tion Duration magic effects
who tries to ensure that no harm Possible folk charms that will that target Sir Erwan.
comes to the relic. Use The Priest actually be effective include:

93
Hooks
Rising to the Challenge limit or exclude magic, unless the his squire, attempts to negotiate
magus proposes such a limit himself. such terms on his behalf. If Andru
The magi can quite simply If the magi do not want to and the magi do convince Sir Er-
fight Sir Erwan. fight immediately, Sir Erwan wan to fight in this manner (agree-
If the magi agree to Sir Erwan’s and his companions camp out- ing to exile if they lose), then Sir
terms he fights the magi one at a side the covenant gates until the Erwan is honest and keeps to the
time, until he has slain them all (or negotiated duel-time. Sir Erwan agreed conditions and stakes. If
has been slain). If Sir Erwan wins accepts a delay of several weeks, Andru is unsuccessful in negotiat-
but is seriously injured in a bout, but no longer. ing terms he attempts to interrupt
he attempts to parley with the Sir Erwan accepts one magus (or and end the fight if Sir Erwan suf-
surviving magi, to allow time to even a mundane servant of the magi) fers a Medium Wound (or worse).
recover before the remaining du- standing as champion for the others. The twin knights reluctantly sup-
els. Sir Erwan believes that a chiv- In this case, Sir Erwan expects the port Andru in his actions.
alrous opponent would allow such surviving magi to leave his lands Of course, the magi may
respite; he would under similar and travel far away into exile if their merely attack Sir Erwan en masse,
circumstances. However, he is not champion is defeated. Such terms rather than agreeing to his duels.
surprised if the infernal, deceitful should be negotiated before the duel In such a case, Sir Erwan’s com-
sorcerers do not agree. with the champion begins. panions come to his aid. Andru at-
Sir Erwan expects a magus to use Sir Erwan cannot easily be tempts to negotiate a truce as soon
magic to fight, and so he does not convinced to fight only until first- as one of the knights suffer a Me-
attempt to negotiate duel terms that blood or similar. However, Andru, dium Wound (or worse).

Autocephalous
Some covenants hold
charters or other documents
that grant them exclusive
rights to their lands, while
other covenants merely hold
such rights by custom (see
Covenants, page 20). Such a
covenant may argue that Sir
Erwan has no legal rights
over them. Sir Erwan will not
be dissuaded by such a legal
argument, claiming that such
documents are invalid or
forgeries, or that the rights
are revoked due to the un-
holy nature of the magi. The
covenant has to prove any
such rights in order to sway
mundane courts, and char-
ters can always be revoked.

94
Hooks
Ignoring the Challenge covenant servants are sufficiently storyguide has doubts as to what
stealthy (magic may help with Sir Erwan would do in the face
If the magi ignore Sir Erwan this, of course). Alternatively, the of powerful magical opposition,
he camps, with his companions, covenant may be able to muster try to consider what a group
outside the covenant wall until a large armed turb to break the of player characters would do
the magi do respond. siege. Sir Erwan and his com- if they encountered similar
If no response is received after panions are good judges of the formidable opposition.
a month or so, Sir Erwan finds a strength of mundane forces, so Once he discovers that he is
place to live nearby; perhaps the they will not attempt to fool- very vulnerable to magic, Sir Er-
manor house of one of his father’s ishly engage a superior mundane wan tries to bring some supernat-
vassals. He uses the manor house force. Instead, if the covenant ural protection when he returns
as a base to interdict any sup- deploys (or appears to deploy) a (see insert).
plies that the covenant receives large mundane force, Sir Erwan
by mundane means and to harass and his companions return to his
the covenant’s servants as they father’s court, where they raise Mundane Responses
travel, tend fields, and so forth. an army sufficient to quash the
If the covenant servants are un- magi’s armed insurrection (see If the magi are well-connect-
armed there is little that they can Lords of Men, page 102, for details ed to the mundane world they
do to object to the belligerent on raising an army). could appeal to a clerical court
knights. The knights confiscate or higher feudal authority for a
and destroy supplies, and detain declaration that Sir Erwan’s ac-
the covenant servants. As they Using Magic tions are illegal.
do not have a jail, the knights are To determine whether a cleri-
not able to detain the covenant Apart from using magic to cal court (probably the local
servants indefinitely, so after be- slay Sir Erwan, the magi may bishop’s court or possibly the
ing stripped of equipment and be able to use magic to scare pope) finds in favor of the cov-
valuables, prisoners are turned Sir Erwan off, to teleport him enant, the petition rules in The
loose. The knights try to prevent far away, or to interfere with his Church (page 46) can be used.
outgoing servants from leaving mind. The magi may even take As canon law has outlawed trials
the covenant, and to prevent in- the opportunity, with Mentem by combat (which is effectively
coming servants from entering magics, to convert Sir Erwan what Sir Erwan is proposing) the
the covenant. into an ally. Andru, the squire church tends to look favorably
This small-scale siege, Sir Er- who has premonitions of Sir Er- upon the covenant’s appeal, but
wan hopes, will force the magi to wan’s death at the hands of the the church may still propose a
rise to his challenge. The troupe magi, tacitly supports any sud- compromise solution such as ex-
needs to decide how effective den change in Sir Erwan’s atti- ile for the magi.
the siege is, depending upon the tude due to magic. The attitude of feudal courts
covenant’s reliance on mundane As Sir Erwan and his will likely depend on the past in-
supply. It is possible that the companions have no Magic teractions between the court and
siege may even affect the magi’s Resistance, any magic-based the covenant. No local feudal
Hermetic interests — as it may schemes are quite likely to courts have had particular prob-
disrupt the collection of vis. succeed in the short-term, but Sir lems with Sir Erwan in the past.
The covenant may be able to Erwan just returns to complete See Lords of Men page 80, for de-
bypass Sir Erwan’s siege if the his mission at a later date. If the tails on feudal courts.

95
Hooks

Further Tales happened to Sir Erwan.


• If the magi deploy sufficient
upon them to assist in his mun-
dane court. An uneasy alliance
mundane forces to cause Sir between the covenant and the
If your troupe wishes, dealing Erwan to retreat, he raises court may also be the outcome
with Sir Erwan can be a one-off an army to quash the magi’s if Andru, the squire, manages
story. On the other hand, the rebellion. If the magi’s forces to negotiate a truce between Sir
consequences of how the magi appear to be very large the Erwan and the magi.
deal with Sir Erwan can lead into subsequent conflict may • The magi might investigate
further stories that involve nobles. entangle neighboring nobles. the source of Sir Erwan’s vi-
Some options include: The neighboring nobles may sions, perhaps discovering
take Sir Erwan’s side, but hedge wizards, Hermetic
• If the magi kill Sir Erwan, his might be tempted instead to magi, or other supernatural
companions (if they survive) use the opportunity to settle forces active in Sir Erwan’s fa-
try to recover his body and old scores with Sir Erwan or ther’s court.
return with it to his father’s his father. • If the magi flee Sir Erwan,
court. Sir Erwan is popular and • If the magi use magic to make news of their defeat travels
the news of his slaying makes Sir Erwan forget his quest or through the mundane courts,
the covenant an enemy of the flee, or use a similar strata- and encourage other nobles to
court. Even if Sir Erwan’s com- gem, then (as his quest is well challenge their local magi.
panions do not return, Sir Er- known in the court) he even- • If the magi resorted to
wan’s quest is well known in tually regains his equilibrium mundane authorities to resolve
the court. Therefore, rumors and returns to his quest. At the the problem with Sir Erwan,
of Sir Erwan’s apparent mur- very least, his visions (which then mundane courts may try
der (by the magi) spread and prompted the quest) return. to enforce their jurisdiction
eventually other knights make • If the magi manage to make over the covenant in other
their way to the covenant to an ally of Sir Erwan (perhaps matters too, such as the
discover the truth of what has through magic) then he may call gathering of the tithe or taxes.

96

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