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The

CHARTING NEW
Sorcerer's
Slave
REALMS OF
IMAGINATION™

An Ars Magica™
Fantasy Roleplaying Adventure

by Thomas M. Kane AG3020


Credits
Design: Thomas M. Kane
Editing, Cartography, Layout & Coordination: John
Nephew
Editorial Assistance: Marty Dennis
Cover Illustration: Fresco of Zeus from Pompeii, photo-
graph by Oliverw (http://commons.wikimedia.org/wiki/File:
Zeus_pompei.JPG)
Interior Art: John Podeszwa, Anne C. Martin
Editor's Thanks: Betsey Buckheit, Lion Rampant Games,
Melissa Moore, Al Nephew, Pam Reister, Shirley Roth, and
the Source

Table of Contents
Chapter 1. Introduction................... 3 Towns................................................................................17
Time and Location.............................................................3 Journey by Land..............................................................18
Summary of Plot................................................................4
Urania’s Past......................................................................5 Chapter 4. Covenant Urania......... 19
Theme.................................................................................5 The Hermitage.................................................................19
Running The Sorcerer’s Slave...........................................5 Basil’s Return...................................................................19
The Message Arrives..........................................................7 The Party on Trial............................................................19
What the Magi Know.........................................................7 Covenant Layout..............................................................21
Sukhumi...........................................................................24
Chapter 2. Constantinople.............. 8
The Baths of Zeuxippus.....................................................8 Chapter 5. Sanctum Saturnalia.... 26
Within the Bathhouse........................................................8 Layout of Farad’s Tower..................................................27
Map Key..............................................................................9 The Genjii Realm.............................................................30
End Notes.........................................................................32
Chapter 3. Travelling..................... 15
Journey by Sea.................................................................15 Appendix: The Genjii..................... 32

Atlas Games
Saint Paul, Minnesota
www.atlas-games.com

Charting New Realms of Imagination™

Ars Magica, Mythic Europe, Covenants, and Charting New Realms of Imagination are trademarks of Trident, Inc. Atlas Games and
the Atlas Games logo are trademarks of John Nephew and Trident, Inc. Tales of the Dark Ages, Stalenric, and Atlas Europa are
trademarks of John Nephew. Order of Hermes and Tremere are trademarks of White Wolf, Inc. and are used with permission.

Copyright ©1990, 2010 John A. Nephew. All rights reserved. Reproduction of this work by any means without written permission
of the publisher, except small excerpts for the purpose of reviews, is expressly prohibited.

DIGITAL EDITION VERSION 1.0


Chapter 1
Introduction
A bastard ranked higher than an apprentice in the eyes one moment and piercing shrieks the next, occasionally
of Master Blanc, and therefore, ‘prentice Pierre found stopping to pound his ears with her fists, which were bony
himself constantly dragooned to care for the covenant’s and inhumanly strong. Over and over, Pierre pleaded that
strange new child. Pierre did not mind. He galloped he had never taught Andros to hate Cindiana. Finally,
across fields with little Andros on his back. He carved she dragged him toward her and demanded, “If so, then
wooden swords and fenced. He rediscovered the delights bring me my son.”
of raiding pantries and instructed Andros in the tech- Pierre hustled back to the log stockade. It now had
nique. When Master Blanc started to teach his pupils five towers, and looked quite impressive. The apprentice
about the spirits of the dead, Pierre told his charge all scarcely looked at them. “Andros—come out.”
the most lurid tales. None of them ever scared his small
“Don’t want to.” The voice quavered from somewhere
companion. Nevertheless, when Andros began having
beneath the wall.
his nightmares, everybody blamed Pierre.
Pierre drew a breath. “Now, Andros!” Getting no re-
The little boy started refusing to talk with people.
sponse, he pushed into the woodpile, knocking over castle
Andros grew increasingly hysterical until he shrieked
walls, and grabbed Andros around the ribcage. He hoisted
whenever a magus approached him. Soon, not even his
the kicking little boy over one shoulder and carried him
own mother, the sorceress Cindiana, could get close.
inside. Andros suddenly stopped struggling. When they
The enchantress previously seemed rather remote from
reached Cindiana, he had become quite docile. He went
her son, but when he ran from her, she stormed away
home with his mother and dutifully prattled about some
weeping as profusely as the child.
flowers she pointed out.
Pierre looked for Andros and found him outside
Andros seemed to have completely forgotten the inci-
the kitchens, making a fortress out of firewood. The
dent. Nobody mentioned the nightmares again. Cindi-
apprentice tried to tell his little friend that the ghost
ana spent much more time with her son, which meant
stories had not been true (although Master Blanc said
Pierre did not have to take care of Andros as often, but
they were). Andros did not seem especially interested.
when they saw each other, the little boy still wanted to
However, Andros happily let Pierre in and put him to
wrestle in the loft. One night he asked to hear another
work building a bastion, saying, “I knew you’d help.”
ghost story.
The little boy explained that if they built the fort strong
enough, it would keep “that witch” away. In early autumn, Master Blanc sent Pierre to split
wood. When he walked in with his wedge and hammer,
A servant overheard what Andros said and reported
he almost tripped over Andros, who was lying flat among
it. When Cindiana heard about the fortress, she hunted
the logs.
Pierre down, her face pale and her eyes afire with injured
rage. She glared at him and spat, “So, you’ve taught my The little boy immediately spoke, slowly articulating
son to hate me. Very well, but if I’m a witch, how he’d each word. “It’s no good.”
loathe the one who sired him!” It was the first time “What’s no good?”
Cindiana had ever mentioned Andros’ father. Andros laughed and hid his face. “Not telling.” But
At that point though, Pierre could not reflect on Andros’ Pierre did not feel at all surprised a week later day when
paternity. The enchantress flew into a rage. It went on Andros vanished without a trace, and neither his mother
and on, with pauses but no conclusion. The sun began to nor the elder wizards of the covenant could guess what
sink west. Cindiana railed at the apprentice in low tones had happened to him.

Time and Location tium could become any exotic, fading


empire. If there is no suitable wilder-
them. For example, this adventure
assumes that the party comes from a
This adventure spans a mythic ver- ness nearby, you may add an extra covenant in France, modelled on the
sion of Europe and Asia, beginning in voyage to the adventure’s storyline, Mistridge Saga of other Ars Magica™
the Player Characters' home covenant to get the party from the city to the books. Byzantium seems exotic, almost
in France, proceeding to the fading lonely stronghold where this adventure mythical to these people. Instead, you
grandeur of Byzantine Constantinople reaches its climax. might have a companion from Italy,
and ending up in the mountains of the where merchants know the Emperor
Caucasus. Naturally, Storyguides You may also enjoy using the same
locations but altering the circumstanc- of Constantinople well, and usually
may adapt these settings to places in hate him. This variant opens up two
their own campaign worlds. Byzan- es under which the adventurers view
 Introduction
more sub-possibilities—do you simply
substitute Italy for France in the intro-
• 14th Century: Civil wars and
dynastic quarrels wrack the impov-
Summary of Plot
duction, or do the adventurers simply erished empire. Art and philosophy Almost thirty years ago, Cindiana, a
hear of strange activities in France and flourish, but the Empire is clearly female wizard in the party’s covenant
undertake a preliminary adventure to doomed. (or perhaps of the covenant in which a
investigate them? player magus was apprenticed), bore a
• 1301: The Ottoman (Turkish) son and named him Andros. Nobody
The story also assumes that your Emirate wins its first victory over the knew the father. For some time, the
campaign takes place in the late 13th Byzantines. mother kept her son away from the
Century. However, although Byzan- • 1347: The Black Death kills two- other wizards, but as he grew, she
tium changes drastically during the thirds of Constantinople’s popula- could not restrain him, and the magi
1200s, you can still set this adven- tion. realized that Andros understood magic
ture in whatever era your campaign at a level the scholars of Hermes could
• 1362: Ottomans conquer parts of
requires. The wizards of this story not comprehend. He knew the future
Greece.
live somewhat isolated lives, insulated and the past. He could see and speak
from great historical change. You • 1391: The Ottomans cancel a
with spirits. He had the potential to
should still add flavor by referring to planned assault on Constantinople in
become a legendary wizard. Then,
recent historical events. The following order to fight the Mongols.
suddenly, he developed an intense
timeline shows some significant events • 15th Century: The Turks become fear of magic. Shortly thereafter, he
in medieval Byzantium. Byzantium’s nemesis and eventually ran away.
destroy the empire.
Now, the covenant has a chance to
• 11th Century: Byzantine strength • 1422: The Ottomans besiege Con- get its precocious child back. When the
is at high tide, but Western traders stantinople once more, but this time, story begins, a mysterious messenger
(mainly Italians) now compete with a revolt in the Sultan’s own lands arrives from Byzantium. According to
Constantinople’s merchants. Moslems distracts him. him, Andros lives as a slave of Farad
make their presence known in the • 1453: The Turks finally capture Sahda, the Old Physician. The author
East, but Roman Catholics currently Constantinople and extinguish the of the message enjoins the covenant to
present the most dangerous threat to Byzantine Empire. The Ottoman rescue the child of its sorceress. Farad
the Empire. The emperors allow gold Empire renames Constantinople, owns the famous Baths of Zeuxippus
to “flow like a river” as they vie with Istanbul, and survives until the twen- in Constantinople, and adventurers
their predecessors to build monuments tieth century. can expect to find both him and his
of their reign. slave there.
The party must cope with a variety In Constantinople, the adventurers
• 12th Century: Norman Crusaders of languages in this adventure. Un- discover Farad’s bathhouse sanctum.
covet Byzantine lands. In 1147, the less otherwise mentioned, all NPCs The adventure opens with a raid.
French conquer the Greek (Byzantine) speak Greek as their native tongue. Furthermore, the presence of other
territories of Thebes and Corinth. Numerous local languages appear in magi and city police means that the
the steppes of Georgia and beyond. The party must rely on stealth and sub-
Genjii in this story speak Greek. At terfuge as well as grogs’ brawn. As
• 13th Century: The West clearly they probe the bathhouse, they make
least some of these languages should
dominates Europe’s economy, and another discovery: Andros is not there.
seem strange to the adventurers.
temporarily conquers Byzantium. He and his owner fled, just before the
Nevertheless, someone who can speak
Constantinople’s decor remains osten- adventurers arrived. To find more
Latin can talk with all the wizards
tatious and expensive. information, th e party must cross the
and educated people here. Greek and
• 1203-1204: Incited by Enrico Turkish allow the party to converse Black Sea and travel in the perilous
Dandolo, Doge of Venice, the Fourth wherever they go. Caucasus Mountains.
Crusade sacks Constantinople. Sur- There, where the steppes meet the
Make sure the multiple languages
vivors of the Byzantine court establish foothills of the Caucasus, adventurers
add to the adventure, not detract from
semi-independent kingdoms in Nicaea, discover Covenant Urania, the local
it. The party should have to develop
Anatolia and Epirus. Victorious West- community of wizards. The Consul, or
inventive ways of communicating,
erners attempt to impose a Belgian as ruler of Urania recently lost his sanity,
such as gestures, or the use of Animál
Emperor (Baldwin of Flanders) and perhaps in an encounter with spirits
magic to let two wizards speak in the
forcibly establish the Roman church beyond mortal control. Nobody expects
common tongue of animalkind. At the
in Byzantium. The Venetians win him to recover. The other wizards
same time, try not to let translation
complete control over trade and mari- must choose his successor, using the
interfere with plot. Both magi and
time activity. ancient rituals of their covenant. To
grogs should spend most of their time
• 1261: Michael Palaeologus, King looking for friendship and information rule Covenant Urania, a wizard must
of Nicaea, re-captures Constantinople among the non-player characters. Do obtain the servitude of one of the spirits
for the Byzantines. He receives aid not let language rolls stop them. called genjii (genies).
from Venice’s trading rival, Genoa. Farad appears likely to claim the
Palaeologus founds the longest-lived service and rule the covenant. He owes
Byzantine dynasty—and the last.
Introduction 
his triumphs to the advice of Andros,
his slave. Andros requested permis-
may try to prevent Andros’ revenge.
However, the slave bitterly resists
Theme
sion to work in Covenant Urania’s salt any plan which leaves his servitude The Sorcerer’s Slave addresses the
mines and quickly found his master unavenged and if forced to abandon theme of slavery, and the true motives
an artifact known as the Mirror of his plot, he becomes the party’s bit- of a slave. Adventurers begin the story
Broken Salt, an artifact which allows ter, secret enemy. Other parties may intending to liberate the thrall Andros,
contact with the genjii realms. He let Andros succeed, and then flee and the task seems as unambiguously
then led Farad to a mountain sacred with the slave, racing to escape the charitable as any rescue. However,
to the genjii and advised him on the Genjii’s holocaust. The Vizier Genjii Andros does not cooperate. He gladly
construction of a vast stronghold there, now has no more use for his son, and lures rescuers to their death. He has
the Sanctum Saturnalia. Soon, Farad would gladly kill him unless the party absorbed the lessons of slavery to the
will demand the servitude of the genjii intervenes. And of course, many of point where life and liberty mean
Vizier himself. the best players will create new plot nothing to him.
Andros assists his master with more lines, completely different from the The typical medieval person be-
than magic. He has neutralized Farad’s summary above. This section merely lieves, as Aristotle taught, that some
political enemies too, by exploiting describes the most likely way for the people are born “slaves by nature.”
the personal rifts within Covenant story to proceed. (This is a social and psychological
Urania. That explains the mystery of matter, not a racial one.) With Andros,
who invited the party to Byzantium, the party seems to have found a true
and why: Farad’s few enemies within Urania’s Past natural slave, who has fully accepted
the Order of Hermes know that to The current affairs in Covenant his role as unfree and whose father
stop the Old Physician from becoming Urania have their roots in the early created him specifically for the purpose
Consul, they must deprive him of his years of this covenant. Centuries of servitude. Yet his ultimate ambition
brilliant slave. ago, as wizards first gathered in belies this conclusion. In this adven-
Caucasia, the Vizier Genjii launched ture, the more philosophical magi must
The adventurers find themselves in consider whether they want freedom
the middle of Urania’s disputes. They a determined campaign to destroy
Urania with lightning storms and for one slave in particular, or all slaves
must keep themselves out of these in general. And if they choose the lat-
fights and gather enough information Auram magic. Eventually, the magus
Ere Rok Vatutin learned the secret ter, how do they react when they learn
to find Farad’s new sanctum, which that Andros intends to avenge himself
stands at the source of the Kura river, names of the strongest genjii, and, in
an epic duel of sorcery, entombed the by enslaving Farad?
beneath a permanent veil of thunder-
clouds. When they arive there, they do dreaded genie warriors known as the Another contradiction appears as
indeed find Andros. They may consider “Armored Six” beneath the steppes the party considers Andros’ role in the
their rescue almost complete. along the Don. adventure. He advises Farad on magic
Vatutin then forced the other genies and politics, meaning that most of the
But a slave does not think of freedom. time, his master must obey him. Nor
A slave thinks of revenge. Andros to sign a pact which remains in effect to
day. This treaty reads as follows: is Andros oppressed. If he chose, he
knows exactly the revenge he wants, could enjoy luxuries and power like
and to attain it, he must make his those of the elite, yet Andros remains
owner’s plots succeed. When Farad a thrall, and that fact renders all his
confronts the Vizier Genjii to demand trappings of rank irrelevant to him.
his service, he will learn that he has Genjii of this clan may not en-
ter the world except through the What does this mean for the theory
already had one—in the form of his of natural slavery?
slave. The Vizier Genjii is Andros’ fa- agency of a mortal.
ther, and he conceived him specifically In the final encounter with the genjii,
Each time the Covenant Urania
for the purpose of becoming Farad’s many questions concerning slavery
requires a new Consul, the genjii materialize. Do the ethics of servitude
servant. must perform one service for the change when wizards enslave spiritual
Now that Farad has enslaved the first magus of Urania to contact beings such as the genjii, and if they
Vizier’s son, the contract of Vatutin them. (With this clause, Vatutin do, what about the reverse, when
(one of Urania’s founders) specifically hoped to give the genies a vested spirits demand service from people?
forbids him to trouble the genjii again. These are the deeper issues of The
interest in Urania’s stability.)
If the Vizier chooses, he could drive Sorcerer’s Slave.
Farad insane. Instead, he will demand In return for these agreements,
Farad’s servitude, and the wizard the magi of Urania agree not to
will have no choice but to submit and
become a slave himself. The genjii
search for the secret soul-names Running
of genjii, nor to demand more ser-
will ride Farad into the world like a vices than the treaty provides for. The Sorcerer’s Slave
horse, intent on punishing humanity If a magus breaks the agreement, For most of this adventure, the
for daring to make demands on their his mind is forfeit. A genjii need party must find and follow the clues
Prince. which lead them to Andros. Hostile
only invoke the Pact to drive such
And as for the adventurers? They a presumptuous wizard insane. wizards guard most of this informa-
can choose how to respond. They
 Introduction
tion, and the party must often resort The Storyguide must be prepared the ritual for becoming Consul, the
to trickery or force. Nevertheless, to resolve encounters through pure pact with the genjii, etc., give them a
they cannot simply attack the magi role-playing, based on his perception of quick, uncomplicated explanation. As
of another covenant without risking how the NPCs would react. Remember often as possible, adventurers should
Wizard Wars and Wizard Marches. that the magi of Covenant Urania all know what is going on.
They need subtler forms of intimida- know the general background of their A typical adventure takes roughly
tion and influence-trading. covenant and do not consider it espe- the following course. The party arrives
cially secret. If adventurers ask about

Basil
Description: An erect, balding who still seemed like an outsider in Concentration—1
man with a long beard, Basil first Urania. Andros, who had spent his Folk Ken—2
learned magic from his father, a life as Farad’s slave, easily exploited Finesse—2
village herbalist who grew rather their xenophobia. Guile—1
wealthy selling enchantments to the Basil quickly realized the slave’s Hermes Lore—3
common folk. The old man attributed crucial role in Farad’s successes. Af- Hermes History—1
his powers to “blessed herbs,” not ter a little research, Basil discovered Intrigue—1
spells, and thereby avoided unwel- Andros’ past, and developed his plan Magic Theory—3
come attention from the Church. to lure the party into freeing the slave. Parma Magica—2
Basil’s father sent his son around Experience at Urania taught Basil not Pretend—3
Europe to study from wizards. In his to ask wizards for help against other Scribe Latin—3
journeying, the young man became wizards. Therefore, he approaches Staff Attack—4
outgoing, superficially worldly and the party disguised as a merchant Staff Parry—5
slightly overconfident. He learned and maintains this facade as long as Speak French—2
less magic than his father hoped. he can. However, he wants the party Speak German—2
About two years ago, Basil re- to succeed and does not conceal infor- Speak Greek—4
turned from his travels and joined mation the adventurers might need. Speak Latin—4
Covenant Urania. Both he and He does tell the party about covenant, Subterfuge—3
Farad had an interest in market- claiming to have traded there, and if
able healing enchantments and the the party runs out of clues, he reluc- Magic Arts
two became rivals. When Boniface tantly suggests seeking information Cr 5 An 8 Ig 5
went mad and Farad seemed likely in Krasnodar. In 7 Aq 5 Im 0
to take his position, Basil tried to Mu 5 Au 5 Me 0
Role-Playing Tips: Basil gladly
rally the other magicians against Pe 7 Co 5 Te 7
talks with anyone, on any topic, in
the Old Physician, but Andros eas- Re 8 He 15 Vi 5
the fashion of a salesman. He smiles
ily foiled his attempts. The other broadly and often. This magician
magicians had no desire to become Grimoire
wishes to conceal his identity, and
involved in the schemes of Basil, Agony of the Beast (PeAn 10) +16
does not cast spells if he can avoid it.
Alleviate the Serpent’s Bite (PeAn
Few of his spells would help the party
10) +16
much in any event.
Dance of the Staves (MuHe 10)
+21
Cnf 4 Age 33 Enc 0 Hunt for the Wild Herb (InHe 15)
+21
Characteristics Soothe the Pains of the Beast (CrAn
Int +1 Prs +2 15) +14
Stm +1 Com +1 Tongue of the Beasts (InAn 15)
+16
Combat Trap of the Entwining Vines (CrHe
Attack/Quarterstaff: 1st +9—Atk 15) +21
+6—Dam +8 Plants’ Withering Bane (PeHe 20)
Defense/Quarterstaff: +11 +23
Soak Total: +1 Probe Nature’s Hidden Lore (InHe
Body Levels: OK/0/-1/-3/-5/Incap 5) +21
Fatigue Total: 0
Fatigue Levels: OK/0/-1/-3/-5/Unc. Personality Traits
Brave +1
Abilities Deceitful +1
Acting—2 Impulsive +1
Certámen—1
Introduction 
at Constaninople and investigates the Andros. By age five, the child exhib- After normal formalities, the cov-
Baths. From there, they probably go ited an amazing grasp of magic and of enant dispatches the adventurers to
to the covenant at Krasnodar, either prophecy. Shortly after these talents bring back Andros. Basil can give them
voluntarily, seeking clues, or to de- developed, he suffered an inexplicable passage to Byzantium and show them
fend themselves before the wizards fit of terror. Then he vanished. to the Baths once they arrive.
against charges that they pillaged the Basil then continues, “I have found
Bathhouse. Alternatively the party
may meet a slave at Constantinople
Andros. He is now a slave, living in
Constantinople, but he remembers you
What The Magi Know
who offers to take them to Andros at well. I have spoken with this Andros, • Magi throughout Europe know
Sukhumi, a port on the Black Sea. and am stunned by the amount of lore the Baths of Zeuxippus as a meet-
The party has a few brief encounters within his head. Now as a compan- ing-ground for fortune-tellers and
between Constantinople and the Cau- ion of wizards, it struck me that you hedge-wizards.
casus. Then, if they go to Urania, they could gain a wealth of knowledge by • Adventurers who use the covenant
learn what they can from the wizards. recovering your long-lost child. Fur- library or other sources to research
Among other discoveries, they find that thermore, I cannot imagine that you Farad or other wizards around the
the man who told them about Andros is be so dishonorable as to leave the son Black Sea learn the name of Covenant
actually a wizard, with more motives of your sorceress in servitude.” Urania.
than he originally revealed. Eventu- The stranger then explains that • Anyone who reads about Urania
ally, they find the location of Farad’s Andros belongs to Farad Sahda, a learns that ever since an ancient battle
new Sanctum. sorcerer known as the Old Physi- with genjii, the Consul, or leader, of
If the party follows the helpful slave, cian. Adventurers can find the two this covenant has won his office by
they find themselves in a trap. Andros at Constantinople’s famed Baths of proving that he can compel a service
has arranged for some genies to kidnap Zeuxippus. Basil adds that he has from genjiikind.
the adventurers and send them to the finished his business in France and • According to the party’s sources,
genjii realm. He wants them there plans to return east within the week. a wizard named Boniface currently
because of his negotiations with Farad, He does not wish to actually confront rules Urania.
which are described in chapter five. Farad but would be glad to serve the
Furthermore, he needs them standing party as a guide.
by to help him escape the genjii once
his revenge is complete.
Scale: 1 inch = 2 miles
The adventure reaches its climax
either in the genjii realm or at Farad’s Aquaduct
new Sanctum, as adventurers try to Blachernae
get Andros away and simultaneously Palace
City Wall
discover the true nature of the slave’s
plan.

The Message Arrives Phosphorion


The
The story begins when a stranger Harbor
Chain
arrives from the distant east. If the
adventurers happen to visit a port,
have them meet the visitor there,
as he searches for a magician in Forum Hagia
this unfamiliar land. Otherwise, he Sophia
knocks on the doors of the covenant,
demanding entry. The stranger wears
Hippodrome
the embroidered jacket in the style
favored by traders in the Byzantine
empire. He identifies himself as Basil, Baths
merchant of Constantinople, friend Harbor of Julian of Xeuxippus
of wizards. Harbor of
Eleutherius
Without much ado, Basil asks the
magi if they remember Andros, “the
honored child of this covenant.”
The magi do. One of the older wiz-
ards explains to the adventurers that
about thirty years ago, a sorceress
named Cindiana bore a child by an
unknown father, whom she named Map 1: Constantinople
Chapter 2
Constantinople
Unless you wish to make up a sepa- sage, but the original writing shows
rate adventure, the journeys to and Byzantine City Watch through.
from Byzantium proceed unevent- Enc: 2 Bathers go in and out of the Baths
fully and take about a month. In all day, with women admitted between
Constantinople, the adventurers find Characteristics morning and noon and males admit-
a teeming city, made elegant by the Str +1 ted from noon to sundown. The party
stone monuments of a vanished age. may enter as patrons if they like, or
The city firmly belongs to the Chris- Combat attempt to sneak in some other way.
tian West, yet it possesses an exotic Attack/Spear: 1st +9—Atk +6— When in the Baths, adventurers
air, enhanced by the ornate ikons of Dam +10 must remember that everyone but
the Byzantine church. Ships of every Defense/Round Shield: +7 servants walks about stark naked.
sort pass between the chain barriers Soak Total (Leather Hauberk): +5 One simply cannot smuggle weapons
and towers of the Golden Horn, from Body Levels: OK/0/-1/-3/-5/Incap. in. Furthermore, despite the pagan
Venetian galleys to tiny Arab feluccas Fatigue Total: 2 artwork, the morality of the Eastern
with red triangular sails. Fatigue Levels: OK/0-/-1/-3/- Church prevails. Visitors who wish
Byzantium has a highly developed 5/Unc. to avoid an uproar must exercise
mercantile economy, and wizards special discretion, because everyone
who normally ignore the mundane Abilities feels wet, vulnerable and slightly
concerns of finance can expect a rude Spear +3 embarrassed.
shock. Each time adventurers enter Shield Parry +4 Be sure to compute soak totals
or leave Constantinople, they must without armor bonuses for naked
pay a 10% tax on all possessions Personality Traits combatants in these steamy rooms.
they wish to carry. Within the city, Brave +1
when adventurers want lodging,
food or supplies, they have to pay.
The Baths of Within The Bathhouse
People conduct minor transactions
As Basil says, these Baths are a
in silver, but the official currency Zeuxippus sanctum of Farad. Yet though the
is the golden nomisma, or bezant,
Basil brings the adventurers to Baths have power, they lack the energy
renowned throughout the world for
these Baths the moment they ar- needed for Andros’ grand ambitions.
its value. Each bezant contains 65
rive in Constantinople. He leads The slave encouraged Farad to build
grains of pure gold. For exchange
them through teeming streets to an a new sanctum, high in the Caucasus.
purposes, treat it as about forty
elegant district which surrounds the The approach of the adventurers, fore-
silver deniers.
Hippodrome. There, the party sees a told by Andros, finally gave Farad the
Constantinople bristles with walls, marble building supported by fluted impetus to leave comfortable Byzan-
towers and patrols. Adventurers columns, encircled by a low wall. tium, enter the stronger fortress and
should strive to avoid any entangle- Painted statues of Greek gods adorn begin his formal bid for a Consul’s role.
ment with the law. The Byzantine the wall, some broken, but all of unsur- Farad’s retainer Peron now manages
constables have enough strength to passed loveliness. Basil can explain the Baths.
capture almost any wrongdoer, and that these are the famous Baths of The Baths of Zeuxippus contain a sa-
although the death penalty applies Zeuxippus. The name comes from cred spring of the ancient gods. These
only to murder and treason, the law the painter Zeuxes, who did much of waters make the building a magic area,
punishes even minor offenses with the interior artwork. Farad and his with an aura of 1, as described on page
mutilation. When the party meets slave have apartments within. 71 of the Ars Magica rules. Compared
city watchmen, asssume they encoun-
Anyone who examines the artwork to the rest of Constantinople, this spot
ter a group of four with the statistics
may attempt a Per + Legend Lore roll is a wizard’s paradise, and numerous
shown in the boxed text.
with an Ease Factor of 6. Characters diviners and hedge wizards practice
As a Holy City (due to the great without Legend Lore may make this here. The Church forbids these
number of churches, relics, and roll at a -2 penalty. Anyone who passes practices. However, the people of
holy sites, plus the fact that this is the roll finds partially obscured writ- Constantinople take pride in the Baths
the center of the Eastern Orthodox ing identifying the Baths as a temple as a one of the city’s great landmarks.
faith), Constantinople has a Divine of Zeus. They also advise patrons to If the adventurers denounce these
aura of four; be sure to take penal- leave an oil offering to the nymph Baths as a haven of paganism, nobody
ties into account if magi engage in who dwells within. Christian artists believes them.
spellcasting. have painted over parts of this mes-
Constantinople 
These Baths draw their power from a as key attackers suddenly decide not confronting a wizard, he calls for certá-
water-nymph in the wells below. Born to fight. However, if the party does men. He chooses Rego as his Technique
of the ancient springs and bound to manage to attack the Baths, or if the and freely uses the vis in his sword and
servitude by incantations, she serves nymph’s mind-probing spells reveal the pool of area 9. If defeated, Peron
whatever magician chooses to rule her. them to be a continuing threat, Peron submits to any reasonable demand. He
Farad, and now his henchman Peron, and all his employees fight to defend may answer questions, but refuses to
use this being to spy on Bathhouse their Sanctum. The nymph helps too, give up any items from the Bathhouse,
guests and to prepare enemies for usually by casting “Scent of Peaceful since they belong to Farad, not him.
destruction, softening their bodies and Slumber.” In the course of the battles, If Peron wins, he expects his oppo-
dulling their minds. She casts similar remember the slippery floors, boiling nent to surrender, apologize and volun-
spells on ordinary guests, making this tubs and floating clouds of steam. tarily pay some restitution chosen by a
Bathhouse supernaturally relaxing. These not only liven up Botches, they meeting of Covenant Urania. He then
The nymph forestalls many battles open up new tactics, such as Tackling has Alshenka (see area 3) escort the
simply by making the two sides lose enemies into pools and holding them adventurers to Urania with a written
interest. Adventurers may find their under. account of their behavior at the Baths.
carefully planned raid disintegrating When Peron finds himself directly Alshenka uses her Entrancement
and Hex abilities to keep the captives
docile. She takes them to Ipyreia, the
Spring Nymph interim mistress of the Covenant. The
prisoners must finance the journey
Magic Might 30 to command her is only fifth level.
across the Black Sea.
However, no matter how carefully
Characteristics enchanted, this nymph bemuses If the Bathhouse staff captures ad-
Int +2 her master with spells of calm and venturers who are not wizards, Peron
lassitude. does not disguise his inclination to kill
Combat them. He keeps them bound within his
The Spring Spirit has no physical
Special—see description below wizardly chambers (room 9 of the map
form. She manifests herself only in
key). However, the nymph undermines
the water of the Baths, and certain
Personality Traits his resolve, buying the prisoners three
enchanted foci such as statues and
Yielding +2 days. During this period, the slave
fountains. The nymph can see,
Willful -2 Grigory attempts to free them, on the
hear and speak, but is absolutely
condition that they go with him to
invisible and intangible, except
Abilities Bovoro Vlad. See room 6 on the map
through her actions. The adven-
Notes of a Delightful Sound, MuIm key for more details.
turers cannot physically destroy
15, as per spell her except by tearing down the
Peering into the Mortal Mind, InMe whole Bathhouse and polluting the
30, as per spell springs underneath, but they can
Map Key
Trust of Childlike Faith, PeMe 10, keep her from appearing in a given
as per spell area by destroying the focus. The
Calm the Motion of the Heart, PerMe 1. Lobby
spirit cannot leave the Bathhouse
15, as per spell Upon entering this spacious cham-
grounds, even if adventurers carry
Passion’s Lost Feeling, PeMe 20, ber, adventurers feel the humid air of
one of her foci elsewhere.
as per spell the Bathhouse. Artwork covers the
Confusion of the Numbed Will, Nobody has sacrificed to the walls and pillars of this room, but one
ReMe 15, as per spell nymph in centuries. If the adven- scarcely notices it among the milling
Scent of Peaceful Slumber, ReMe turers make an offering of olive crowds. Patrons linger before or after
20, as per spell oil in one of her pools, she feels entering the Baths, servants wait for
Induce calm and lack of ambition: no deeply honored. Whoever made masters, vendors offer their wares.
tangible effects, except as affects the offering senses a warm aura Assume that 15 people are here when
role-playing, perhaps to include of gratitude, and may hear a mur- the party arrives.
appropriate personality rolls, and mering thanks from the water.
At the center of the room, one sees
long-term plans. After this, the Spring Spirit will
an effigy of Homer. This startlingly
do anything the party asks unless
realistic statue shows the poet with
it involves direct confrontation with
This spirit draws her power from his hands folded and his beard hang-
an enemy. However, she will also
the soothing, fluid properties of ing askew, undoubtedly composing an
still obey Peron. When her masters
warm water. She can dissolve the epic. It is not a flattering depiction.
give contradictory orders, she tries
will of mortals, and like her ele- Homer’s hair grows thin in front,
to cast “Passion’s Lost Feeling” on
ment, will flow wherever stronger wrinkles score his face, and he stares
them both.
forces direct it. The nymph makes ahead aimlessly, for tradition holds
no attempt to resist spells of con- The Spring Spirit can cast her that Homer was blind.
trol. A spontaneous spell (ReAq) spells on anyone who is wet. She
Tradesmen sell olive oil, grapes and
suffers no fatigue for using magic.
figs around the statue. They do not
10 Constantinople
These servants can explain several
with guests. If accosted and asked
Servants and regimens of bathing in steam, hot
about Farad or Andros, they curtly
Bystanders water and frigid pools. None of them
explain that Farad owns the Bath-
involve entering any rooms but the
The following statistics apply to house, and Andros was one of his
Caudarium, Tepidarium and Frigi-
servants and bystanders througout slaves but both of them are travel-
darium.
the Bathhouse. ling now. They left, “rather abruptly,
some months ago.” The servants Anyone who searches other people’s
Bystanders: Although unarmed clothing must attempt a Stealth +
pride themselves on knowing as
and not specially trained for combat, Quickness roll with an Ease Factor
little as possible about the magic and
one-third of the ordinary Bathhouse of 6. If it fails, someone notices, and
pagan rituals of this facility.
patrons in any room will assist the runs over sputtering with indignation.
Bathhouse Servants in a fracas. Then all the patrons in the room turn
They have no unusual statistics. Enc 0
on the thief. They intend to beat him
The rest of the bystanders run. severely and then turn him over to the
The fugitives alert the city guards, Characteristics
city guard. Stealthier pickpockets find
who arrive in 3-30 minutes (roll Str +1 [Manservants only]
one of the items from the list below.
the ten-sided die three times). See Dex +1 [Maidservants only]
Adventurers must pass a separate roll
Byzantine Notes for details on the to get each item.
guards. Combat
Attack/Staff: 1st +9—Atk +6 [+7 for • Purse of 15 silvers.
Bathhouse Servants (12): The
Maidservants]—Dam +8 [+7 for • Tiny brass statuette of Zeus, wield-
Bathhouse servants look lithe and
Maidservants] ing a thunderbolt.
capable. They dress in loose tunics
Defense/Staff Parry: +10
with cloaks and remain clothed, • Pouch of worthless “magical” herbs
Soak Total: +0
even in the bathing rooms. Each ser- and figurines.
Body Levels: OK/0/-1/-3/-5/Incap.
vant has a staff nearby, intended for
Fatigue Total: +0
walking but equally useful in a fight.
The Baths employ six maidservants
Fatigue Levels: OK/0/-1/-3/-5/Unc. 3. Caudarium
and six manservants. During the Steam billows through this room.
Abilities
morning, only female servants work Pink, sweating forms move about in
Staff Attack—4
in the Baths themselves. In the the steam, occasionally descending
Staff Parry—3
afternoon, the opposite applies. into one of the pools, which are hot.
The workers in the bathing rooms Those not accustomed to the stifling
Personality Traits
are paid servants, not slaves. They heat must pass a Stm roll with an
Brave +1
whisk about performing their du- Ease factor of six or drop a fatigue level
Cowardly -1
ties, and do not waste time talking (Short-Term fatigue). Furthermore,
anyone who walks through the steam of
this room becomes wet enough for the
shout and wave the way they might
outdoors, but adventurers cannot
avoid passing their tables. Figs cost
Map 2: The Bathhouse Scale: 1 inch = 40 feet
half a silver per bunch. Grapes cost Columns
one-quarter silver per bunch. Olive
oil comes in either clay flasks, worth Unroofed Courtyard
half a silver, or small kegs, costing one
5 4 Pool
silver each. The patrons use this oil
as a substitute for soap, and on food. Door
It does not burn well.
9
Five Bathhouse servants sit at a
desk by the dressing room, collecting
a fee of one silver from each guest. A
coinbox is anchored to the floor and 6 3
holds 500 pieces of silver. 8 7

2. Dressing Room
This room branches into a myriad of
alcoves, each one containing a damp
stone bench and rack for clothing. N 1 2
Adventurers find six patrons here.
Two bathhouse servants move about,
to protect people’s possessions and
conduct guests to the bathing rooms.
Constantinople 11

Alshenka Epirus
Description: An immensely Description: A bearded man Characteristics
obese peasant girl, Alshenka suf- with a mangled nose, Epirus for- Per +1 Str +1 Qik +1
fers from flashes of pain in her merly worked as a dealer in relics. Per +2 Stm +3
joints. Her grandmother paid for He was no charlatan—although his
her to visit the Baths of Zeuxip- artifacts were worthless, Epirus Combat
pus, hoping for a cure. Alshenka actually possessed a magical tal- Unarmed
still has the disease, but after an ent. However, he had to abandon Defense: 0
encounter with the spring nymph, that career after an accusation of Soak Total: +2
she became convinced that her simony (the crime of attempting to Body Levels: OK/0/-1/-3/-5/In-
ailment is not a sickness, but a sell divine power). Stripped of his cap.
call from the god Zeus to become livelihood, he considered becoming Fatigue Total: 0
an oracle. Fortunately, she told a monk, but then discovered that Fatigue Levels: OK/0/-1/-3/-5/
Farad and not a priest. He asked even without his ikons and artifacts, Unc.
to keep Alshenka as a servant, he could still perform minor feats
and her family, having no use for of magic. Epirus then began his Abilities
a sickly, unmarriageable child, practice as an enchanter. He blends Brawling +3
agreed. Christian mysticism with pagan Healer +2
In order to defend the sacred rituals to awe his clients. Entrancement +2
Baths, Alshenka has become a Role-Playing Tips: Mumble Speak Greek +3
proficient wrestler. mystical benedictions in a hollow, Visions +3
Role-Playing Tips: Alshenka fervent voice. Then ask to be paid.
Epirus is genuinely religious, but he Personality Traits
speaks in a thick-tongued voice,
honestly does not understand the Avaracious +1
with the poor grammar of a
contradiction between spirituality Mystical +1
peasant. This girl speaks with
quiet fervor about the pagan and hucksterism.
gods, although she retains enough
common sense not to mention Spring Spirit to cast spells on him. one can see the open courtyard, with
them before anyone who might Most bathers pant for a few min- its grazing bulls. (See area 7.) A bas-
denounce her to the Church. The utes in the steamy room, then move relief on the walls depicts an enormous
adventurers should worry that into the more pleasant Tepidarium. marble face, its curling hair tossed by
she really does have powers as a However, one of the two Bathouse the wind, and its blank eyes staring
heathen priestess—and indeed, seers are always here, oblivious to the at occupants. Bathers like to linger in
maybe she does. heat. During the morning, the witch this pleasant room, discussing matters
Alshenka reclines in a pool, kicking of local interest or wandering out to
the water with her feet, oblivious to the gardens and courtyard.
Cnf 2 Age 17
its near-boiling temperature. In the The Bathhouse spirit inhabits the
Characteristics afternoon, a medium named Epirus sits bas-relief face. She uses her spells to
Int +1 Str +1 Prs +3 unmoving against a cool stone wall, lull the bathers, and spy on them for the
Per +2 Stm +3 beads of condensation pouring over his Bathhouse owners. Not only can she
body like some parody of sweat. see and hear through the statue’s eyes
Combat These hedge wizards do nothing to and ears, this being can cast “Peering
Unarmed: 1st +3—Atk +3 solicit customers for their services. into the Mortal Mind” on anyone who
Defense: +0 However, people throughout Byzan- is wet. Normally, the spirit reports her
Soak Total: +2 tium know them as fortune-tellers. The discoveries to Peron (see area 11) at
Body Levels: OK/0/-1/-3/-5/Incap. hedge wizards charge four silvers for the end of each day. If she discovers
Fatigue Total: 0 their services. They drop the money that the adventurers intend to free
Fatigue Levels: OK/0/-1/-3/-5/Unc. into a near-boiling pool, which causes Andros, this being leaves to warn her
+5 damage per second to anyone who master at once. People in the room
Abilities dips his hand in. Long practice enables may observe a sudden deadening of the
Brawling—3 one to resist the heat, and the mediums statue’s features—without the spirit,
Entrancement—4 can fish their coins out unharmed. The it no longer looks quite as animate.
Hex—3 pool currently contains 28 silvers. One must pass a Per + Int roll with an
Speak Greek—3 Ease Factor of 8 to notice. Then the
Visions—3 inhabitants of the Baths begin their
defense, as described above.
4. Tepidarium
Personality Traits This room contains ten patrons
Graceful statues overlook the
Obsessed (with role as priest- when the adventurers arrive. Anyone
lukewarm pools of the Tepidarium.
ess) +1 who mingles with them hears a flood
Through a row of marble columns,
of Constantinople gossip. Much of it
12 Constantinople

deals with the guilds or the Church keep her master’s enemies out. No water. If they win any Tackle attacks,
Fathers, but the topic of conversation sacrificial offering can convince her the victim suffers +10 Dam from be-
always drifts back to the supernatural. to let openly hostile adventurers past, ing pressed against the metal pans or
The Bathhouse attracts superstitous but she will yield to magical control as actually toppled into the water.
folk, and all patrons know the rumors usual. Anyone who plunges into the icy One of the slaves, a man named
of its pagan heritage. All know that water against the nymph’s will must Grigory, surveys rescuers with wide
Alshenka and Epirus (see room 3) pass a Stm roll with an Ease Factor of eyes of awe. Andros prophesied to him
have supernatural gifts, and sell their 8 or suffer paralysis for 1-10 minutes. that the adventurers would come, and
powers for silver. Victims tumble into area 7, limp and now, his prediction has come true. He
helpless. even named how many adventurers
there would be, and what possessions
5. Frigidarium
6. Furnaces they would carry. (The Storyguide
The marble pools of this room con- should fill in exact details to match
tain clear, chilly water. An artifical Slaves must continually stoke these
the party.) If asked about Andros or
waterfall cascades down the room’s stone fireplaces, to heat the water
Farad, Grigory replies, “Gone...gone,
southwest corner. The fountain con- for this Bathhouse’s Caudaria. Two
good master. 'Twas months ago, that
ceals a gap between the wall and ceiling bondsmen labor here. One hired
Andros warned his master to go East.
which allows one to crawl through a Bathhouse servant supervises them,
And why did he warn them? Oh,
secret passage into area 9. All who pass and fights off any attempt to free the
masters, Andros foresaw your coming,
through must undergo the scrutiny of slaves. The slaves do not participate in
and wanted his master gone before
the Baths’ nymph. If the adventurers battle. In battle here, the Bathhouse
you arrived. He predicted it almost
seem to have business within, the servants attempt to tackle their foes
to the day!”
nymph admits them but she tries to into the copper cauldrons of boiling
Constantinople 13
When the party arrives, it finds Peron
with his show of servility. It is,
Grigory here, collecting items from the shelves,
perhaps, his unconscious way of wrapping them in tissue paper and
Description: A downcast man taking revenge. then sealing the packages with wax.
with cleanshaven cheeks and gray-
He will have either Epirus or Alshenka
ish skin, Grigory feels that he owes
Cnf 0 Age 32 assisting him, depending on which one
his life to Andros. The reason comes
is currently in the Caudarium. (See
from an episode many years ago,
Characteristics area 3.)
when all the slaves had the fever and
Stm +1 Farad and his followers use these
Grigory lay on the verge of death.
Andros assured him that he would chambers as bedrooms, kitchens,
Combat libraries, conjuration chambers and
not die. Grigory murmured some
Unarmed temples all at once. One can find
word of delight, but Andros simply
Defense: +0 pantries and sleeping-pallets among
shook his head. “Thank me not.
Soak Total: +1 the collection of artwork and occult
You shall recover, but your brother
Body Levels: OK/0/-1/-3/-5/Incap. devices. The pool contains four points
will die.” The next day, Grigory
Fatigue Total: 0 of Aquam vis. It can produce another
felt far better. But even as Andros
Fatigue Levels: OK/0/-1/-3/-5/Unc. point of vis every month. As for money,
predicted, his brother expired.
the portable artwork would be worth
Role-playing Tips: Mumble in Abilities 40 nomisma but it takes a Per + Evalu-
a resigned voice, and look away Servant Skills—1 ate roll with an Ease Factor of 6 to
whenever someone meets your eye.
identify the valuable ones and a Com
Grigory has completely acquired the Personality Traits + Merchant roll to find a buyer. Apply
ways of a slave. Even if freed, he Resentfully Servile +2 a -5 penalty to these rolls if characters
tries to embarrass the adventurers Superstitious +1 lack the needed skills.
Peron has already sent most of the
Andros gave not only a prophecy but certain level of passion, the horns of truly valuable materials to Farad’s new
a command. He instructed Grigory to the dying bull can accumulate Rego dwelling. He is currently wrapping
bring the visitors to Sukhumi, where or Auram vis. the last ones. The packages contain
they must avoid all contact with people few actual books, but their paintings
and proceed directly to the tower of a and frescoed panels contain the same
wizard named Bovoro Vlad. Grigory Bull information as tomes with the follow-
shivers as he explains this order. He Size +4 Cun -2 ing knowledge values: Creo 7, Rego
senses something sinister about An- 5, Aquam 10, Auram 10, Area Lore
dros. Nevertheless, he nearly worships Stm +10 (Caucasus) 3. The Caucasian lore
his fellow-slave and wishes to obey him. deals exclusively with certain spirits
If the adventurers refuse, Grigory in- Brave +3 of Earth, Air, Fire and Water, who
sists on going before Bovoro Vlad alone dress in Eastern clothing. They depict
unless physically restrained. Attack/Horns: 1st +8* Atk +7 ways of imprisoning these beings in
The other slave, an indentured Dam +24 lamps, rings or bottles, but hint that
servant named Barbarus, tries only Body Levels: OK, 0/0, -1/-1, -2, -5, the beings can take terrible revenge
to avoid the adventurers. His term of Incapacitated for their servitude.
servitude ends in three months and Each package bears a colorful seal
he does not want to do anything which * Make one roll for both horns.
which reads as follows, in Latin: “Let
might endanger his release. the Officer of Customs know that these
items have been duly taxed and exam-
8. Servants’ Quarters ined. I charge you to ship them intact
7. Courtyard unto the port of Tmutorokan, where
No roof covers this green sward. This barracks contains beds and my master will receive them through
Four coal-black bulls graze among provisions for the 12 Bathhouse ser- his servant, Boniface. These parcels
the marble columns and shrubs, in vants. When the adventurers arrive, require no further examination. Woe
full view of the bathers. Each one is they find five present. to him who breaks the seals.” Peron
tethered to a pillar, but the animals’ has not yet hired the sailors to ship
presence discourages bathhouse pa- these packages.
trons from walking in the courtyard. 9. Chambers of the Vis
If the party finds some way to ques-
Anyone who examines the grass and The painted statues of these rooms
tion Peron, either by force, subterfuge
passes a Per + Scan roll with an seem both finer and more bizarre than
or friendship, he can tell them the
Ease Factor of 8 finds traces of blood. any the party has yet seen. Stained-
following:
The Bathhouse keeps these animals glass skylights provide the only il-
for rituals to invoke Zeus. Many of lumination. Soft, multicolored lights • If magi cordially request an au-
their sacrifices bring no discernible fall on limpid pools, garish ikons and dience with Farad, Peron can only
results, but when the ritual attains a statues depicting Apollo, Zeus and suggest that they look for more infor-
Hecate, the goddess of black magic. mation at Covenant Urania.
14 Constantinople
• Farad has studied Arabic texts • Andros urged his master to move • Boniface, the old Consul now lives
diligently for the past several years, into his new laboratories, but Farad in a monastic cell of the main Covenant.
and applied what he read to building resisted until three months ago when Farad and Andros allow him to feel
a new tower, the Sanctum Saturnalia, they both abruptly left. useful by relaying goods and messages
somewhere nearer to the main Cov- • Ipyreia acts as caretaker for the to them. (See chapter four.)
enant in Krasnodar. He constantly Covenant.
consulted Andros about his project.

Peron

Description: Tall and painfully five studs of polished iron which each Certámen—5
thin, even Peron’s flowing robe can- contain two points of Rego vis. Magic Theory—1
not disguise his skeleton-like frame. Role-playing Tips: Peron does not Broadsword Attack—1
He recently completed an appren- speak much, knowing that nobody will Broadsword Parry—1
ticeship under Boniface Magnifico, give him the respect he feels every Scribe Greek—2
Consul of the Covenant. When magus deserves. When he does talk, Scribe Latin—3
his master showed his first signs he usually speaks under the pretense Speak Latin—5
of madness, the sorceress Ipyreia of representing his master. Peron Speak Greek—3
volunteered to take over Peron’s feels an exaggerated loyalty to Andros, Speak Italian—1
training, but her patronizing offer Boniface and Farad. He seldom men- Hermes Lore—1
only infuriated the apprentice. In tions their names without mentioning Parma Magica—2
private, he nursed his crazed master that they are wise, learned and very Sailing—1
while in public, he bitterly defended good at chess.
the Consul’s sanity. Magic Arts
Peron’s respect for Hermetic coun-
Six months ago, Covenant Urania Cr—0 An—0 Ig—0
cils, Tribunals, certámen and other
finally held a council to remove In—1 Aq—10 Im—0
obligations borders on the naïve. He
Boniface from office. As the Consul’s Mu—0 Au—3 Me—3
has honed his skills at certámen, as
apprentice, Peron had the duty of Pe—3 Co—0 Te—0
the only legitimate way to defend
providing the most condemning Re—9 He—0 Vi—0
his pride against elder wizards. If
testimony. Ipyreia, a Quaesitor, this sorcerer feels that adventurers
questioned him mercilessly, forc- Grimoire
have broken the Code of Hermes, he
ing him to reveal all the most Broom of the Winds (ReAu 15)
threatens to denounce them before a
humiliating episodes of Boniface’s +14
Tribunal. The Storyguide may decide
recent months. Despite his love for Control Nymph (ReMe 5) +14
whether the Tribunal listens to him,
his master, Peron did not consider Jupiter’s Resounding Blow (ReAu
depending on whether this would help
lying to the council. After Peron’s 10) +14
or hurt the campaign.
testimony, Boniface abdicated. Subtle Tongue of Poison and Purity
(InAq 10) +13
Once the council ended, Andros
Age 31 Cnf 3 The Call to Slumber (ReMe 15)
quietly arranged for Farad to com-
+14
plete Peron’s training, not Ipyreia.
Characteristics Thief of the Stolen Breath (PeAu
Peron feels deep gratitude to Farad
Int +2 Str -3 10) +8
and the slave. Since nobody tells
Per +1 Stm -2 Com -1 Touch of the Pearls (InAq 5) +13
him anything about the ongoing
Wave of Drowning and Smashing
affairs of the covenant, he bases
Combat (ReAq 25) +21. This is a special-
all his opinions on personal preju-
Attack/Broadsword: 1st +4 Atk +5 ized version of the spell which can
dice. Nevertheless, he understands
Dam +7 heat water and send it flowing
Hermetic traditions and remains
Defense/Broadsword: +4 across dry ground. The boiling
true to them.
Soak Total: -2 liquid inflicts +20 damage on
In the grip of a paranoid dread Body Levels: OK/0/-1/-3/-5/Incap. anyone it touches. The water may
of attackers, Boniface insisted that Fatigue Total: 0 spread over an area of dry land
his apprentice learn the use of a Fatigue Levels: OK/0/-1/-3/-5/Unc. 15 paces by 15 paces.
broadsword. Peron never became
skilled with this weapon, but he still Abilities Personality Traits
wears one at his waist. Its pommel Finesse—1 Proud +2
contains something more useful: Concentration—1 Loyal +2
Naive +1
Chapter 3
Travelling

Map 3: Lands Around the Black Sea


Passage on the normal trade routes
After their encounters at the Baths,
adventurers may pursue any of sev-
Journey By Sea costs three nomisma per person, or
The sailors of Constantinople gladly nothing for strong men willing to row
eral clues, but all the possibilities
talk to potential passengers. Vessels in a galley. However, merchants do
lead across the Black Sea. Anyone
of every description traverse the Black not usually stop at the places adven-
investigating the covenant at Krasno-
Sea, to buy grain and salt from the turers need to go. It costs an extra
dar will wish to land at Tmutorokan,
Crimea and Tana, or cottons, silks 15 nomisma to stop in Novorissk, and
although if necessary they could walk
and fine leather from Trebizond, a an extra 25 to land at Tmutorokan.
to the covenant from another harbor,
waystation on the Silk Road. Sailors Alternatively, sailors are supersti-
such as Tana. To find Bovoro Vlad,
live well on their trade, and the ports tious, and if the party offers a magical
and, eventually, Farad, the party
have a prosperous, businesslike atmo- blessing for their ships, few ship-
must go to Sukhumi. Eventually,
sphere. Salt, spices and exotic fabrics masters can resist. The Storyguide,
they may also have to travel deep into
are traded here, not to mention slaves. of course, must decide how much the
the mountains, searching for Farad’s
The typical ship-master owns a tiny spell adventurers offer seems worth.
fasting at the mouth of the Kura. This
caique, felucca or bark with a large These sailors are crafty enough to
chapter covers the logistics and poten-
sail and about 15 crewmen. Huge insist that the magi work their magic
tial hazards of these journeys.
Genoan galleys with about 200 men before the journey begins.
also ply the trade routes.
16 Travelling
As the map shows, the party may 10 nomisma to cover repairs. He no Dex + Carpentry stress roll with an
have to travel for hundreds of miles longer considers magic a substitute Ease Factor of 10 + 1 per passenger
across the water. For purposes of for money. +1 per day’s rations carried. The ship
this trip, assume that a ship can cover Anyone who talks to Hafez in a has three days’ rations for its pas-
150 miles per day. Therefore, a trip calmer moment discovers that he is a sengers and crew. Multiple workers
from Constantinople to Sukhumi or Levantine Christian of Arab blood. His may combine their scores for a single
Tmutorokan lasts about one week, people have many tales about wizards, roll. If nobody has carpentry, modify
and a trip between Tmutorokan and and Hafez seems uncannily informed the roll by -4. The Storyguide should
Sukhumi requires about 36 hours of about magic. He has heard of Covenant make this roll secretly because if it
travel. The following list includes some Urania, and knows that the genjii have fails, the raft looks normal but breaks
maritime events which the Storyguide performed great services for it in the up a mile from the ship. For purposes
may flesh out to keep the adventurers past. The magi seem to expect such of this adventure, these rafts travel
alert while at sea. gifts again. Hafez spits and mutters, about one mile every two hours.
“Wizards can be fools. Don’t they know
• This encounter happens to ad- what happens when you go to the well
once too often?”
Typical Sailors
venturers who row in a galley.
Whether Constantinople mer-
One of the adventurers finds himself Hafez has the statistics of any other
chants or Black Sea fishermen,
rowing next to the coughing victim of a sailor (see below) but knows Occult
these swarthy mariners know the
lung infection. The second day of the Lore at +3, Hermes Lore at +0 and
sea. They also know the ways of
voyage, the adventurer finds himself Direction Sense at +4.
business and welcome paying
barely able to draw breath. Every passengers with the broad smiles
hour he rows, he must attempt a Stm • This encounter occurs about of accomplished traders, although
roll with an Ease Factor of 10 to avoid two miles from shore as the ship they reserve their real friend-
losing a fatigue level. Victims require sails along the coast of the Black ship for old shipmates. Most of
a day of complete rest and a Stm roll Sea between Sukhumi and Tmu- them feel particularly conscious
with an Ease Factor of 8 to recover torokan. of magic, and do not wish to pass
each level lost. The galley-master, Fog blankets the sea. The sailors up any spell which might help
meanwhile, accuses the victim of ma- laugh about it, asking adventurers if them survive on the dangerous
lingering. “You’re sick all right—sick they enjoy the view, but despite their sea. However, their fear of black
in the head if you think that fools me.” jokes, the mariners know that the mists magic outweighs their interest
If the adventurer wishes to stop rowing, conceal a nest of perilous underwater in charms.
he must immediately pay full fare. rocks. A magician may dispel the fog
with a spontaneous Perdo Auram spell
Enc 0
• This encounter occurs in the of 15th level. Wizards may devise other
middle of the Black Sea, after the systems of avoiding danger, such as
Characteristics
party leaves Constantinople for using magical senses to find rocks (a
Str +2
the East. 10th level spontaneous Intéllego Ter-
Stm +2
ram spell). Anyone with Premonitions
A tempest sweeps the sea. Waves
should get a roll to detect them with
buffet the ship and the dark sky turns Combat
an Ease Factor of 14. Unless some-
the sea as black as its name. The storm Attack/Shortsword: 1st +6 Atk
body does something the Storyguide
is natural, and wizards can control it +8 Dam +10
considers effective, the ship grinds to
with “Quiet the Raging Winds” or simi- Defense/Shortsword: +6
a halt among hidden stones. Its hull
lar magic. However, a turban-wearing Soak Total: +2
buckles and cracks.
steersman named Hafez pronounces Body Levels: OK/0/-1/-3/-5/Inca-
that the genjii are angry, and some There is a remote chance that some- pacitated
wizard must be at fault. Unless the one can repair the hull while a magus Fatigue Total: 0.
party can calm the storm, panicked frees the ship with “Stone to Falling Fatigue Levels: OK/0/-1/-3/-5/Un-
sailors attempt to throw any known Dust,” “Creeping Chasm,” or some oth- conscious
magi into the sea. er powerful Terram spell (at least 30th
level). If adventurers suggest this, the Abilities
A magician who has never men-
sailors accept eagerly, hoping to save Area Lore +3
tioned magic before may attempt a Prs
their ship, but whoever supervises the Boating +4
+ Subterfuge roll with an Ease Factor
repairs must pass a Per + Carpentry Brawl +4
of 9 to conceal his or her profession.
stress roll with an Ease Factor of 12 Carpentry +1
If nobody stops the storm, it ends to fix the hull. Supervisors who lack Shortsword +4
after three hours, causing severe carpentry have a penalty of -6. If this Shortsword Parry +4
damage to the ship and delaying the roll fails, the ship rolls over and sinks
voyage by two days. The crew sul- the moment it reaches open sea.
lenly abandons its attempts to kill
People on the ship will probably
magicians. However, the ship-master
need to build a raft. This requires a
expects his wizardly passengers to pay
Travelling 17
Towns towns. Provisions cost five silvers per
person per day. A pack mule costs 100
them with an icy gaze. She tells the
party that, “The wizards are all mad, if
The adventurers may stop at several silver. Adventurers may hire fishing you ask me.” If asked for more details,
Black Sea towns on their travels, nota- boats at the same rates mentioned for she can add that “Their king lost his
bly Tmutorokan, Tana, and Sukhumi. sailors in Constantinople. Adventur- wit, and the Abbey had to take him in
All are dusty communities with an ers who ask questions about Covenant like any poor idiot.” She also knows
atmosphere mixing the Central Asian Urania should attempt Com + Folk that the wizard in Sukhumi is named
and Middle Eastern; the ancient influ- Ken rolls with a Target Number of 7. Bovoro Vlad and that he goes around
ences on these regions range from the If they succeed, they learn something “Mumbling about penance and conjur-
Greek to Muslim and Mongol. No major from the following list. ing hellfire.” The woman concludes,
encounters occur here, but the Story- “Every one of them is in the grip of
guide may play through some meetings • Anyone the party meets knows that
the wizards congregate at the hermit- something stronger, like sheep going
at docks or inns. Consult chapter four to slaughter.”
for more notes on Sukhumi. ages in the desolate Caucasian foothills
and can direct the party there. • A long-haired horseman with
The population of Tmutorokan and Tartar features grunts that he has
the others is never large. However, • People in Tmutorokan know that
a wizard named Boniface often collects seen wizards “busy as bees” building
the townscontain a bewildering mix a stronghold in the mountains. He
of inhabitants which includes Moslem shipments from Constantinople at the
port. Boniface lives in the hermitages could not guide the party there, but
shopkeepers, Christian merchants, lo- he knows folk who might. If the ad-
cal fishermen, sword-bearing nomads mentioned above.
venturers announce their intentions to
in tribal dress and bandits selling their • The party meets a pair of broth-
find these people, the horseman gives
booty. A veneer of cosmopolitanism ers from Sukhumi. They grow very
a long, coarse laugh, which he refuses
covers nearly universal suspicion. All agitated if anyone mentions wizards
to explain. The people he mentions are
transactions take place at a strictly and finally dart off. Somebody nearby
brigands, who rob all travellers, but
mercantile level. Use the Typical explains that there’s a magus named
they may indeed help the party. By
Sailor statistics, above, if the adventur- Bovoro Vlad there, “whom the simple
following this man’s directions, adven-
ers get in a fight with anybody. folk durst not mention.”
turers can find the bandits mentioned
Adventurers may wish to replenish • The party meets a red-faced peas- under “Journey By Land,” below.
supplies or look for information in these ant woman of about 30, who appraises
18 Travelling
Journey By Land and assume that on a 1-2, they go north;
on a 3-4 they go south; on a 5-6 they
the party’s close allies. They can get
adventurers into Farad’s domain...and
Adventurers must cross several go east, on a 7-8 they go west and on a help the party escape.
tracts of Caucasian wilderness. The 9-10 they go in the opposite direction
map shows what sort of landscapes These bandits cannot actually find
of where they wanted, whatever that Sanctum Saturnalia but can lead the
they must contend with. Clear areas might be. Travellers may not notice
are steppes. They constitute Light party to “the Wizard’s servant,” Bovoro
this error until they arrive somewhere Vlad, near Sukhumi. See chapter four
terrain for travelling purposes (page completely unexpected. Direction
152, Ars Magica 2nd Edition rules). for details.
Sense, Premonitions and other special
They represent expanses of brown, The bandits have three days’ worth
skills may help adventurers extricate
flat grassland. In Rough terrain, the of food. They keep their booty wrapped
themselves.
steppe gives way to rocky crests and in black woolen cloth, and it includes
dense copses which are Hard to travel three lustrous golden rings worth five
through. Mountain and marsh terrain • The adventurers pass a few with- nomismas each, a box of rare peppers
are Very Hard, and represent craggy ered corpses, strategically propped worth 100 silvers, and a filigreed dag-
peaks and broad, flooded plains, re- where travellers cannot avoid them. ger worth 20 silvers. They also have
spectively. Shortly thereafter, a rider approaches eight extra horses, with standard
at a gallop, his padded jacket flapping statistics, but an excellent blend of
The Storyguide may introduce against the horse’s flanks. He shouts
the following events into travels as courage and training. At the command
a demand for the party to yield. If of the bandits, they would carry even
desired. the party resists, he offers to engage a wizard. This may prove invaluable
an adventurer in single combat. In in an escape from the genjii.
• Adventurers come upon a herds- case the whole party attacks him,
man village. The ambience seems he has ten mounted companions be-
almost the reverse of that in the hind a crest 200 yards away. If the
coastal towns. People here have not party surrenders, these raiders take Bandits
seen strangers in decades, and the valuables, and some, but not all of
the adventurers’ food. These bandits Enc 0 (Gear on horse)
arrival of travellers excites everyone.
Peasant wives, children and bearded consider themselves not criminals,
but gallant warriors, and they do not Characteristics
young men press forward, admiring the
behave wantonly. All are devout Mus- Str +1 Dex +1
party’s possessions and asking about
lims, who carry copies of the Koran on Stm +1 Qik +3
their journey.
their saddles.
Assuming the adventurers respond Combat
politely and perhaps give some minor If the adventurers reveal that one Attack/Scimitar (Broadsword): 1st
gifts, everyone welcomes them. The of them is a wizard, these bandits +10—Atk +9—Dam +11
burly village “tamada,” or toastmaster, kneel to do homage. They still rob Self Bow: Rate +6—Atk +3—Dam
invites them and most of the neighbors the party, but one long-bearded bandit +8
to his house for the evening and butch- assures the magus, “Today I come as Defense/Scimitar: +6
ers a goat in the visitors’ honor. He then your misfortune. But if Allah wills our Soak Total (Hard Leather Hau-
spends the evening telling stories and paths to cross again, you may call on berk): +6
engaging guests in drinking contests me as your friend.” Magic is one of the Body Levels: OK/0/-1/-3/-5/Inca-
with the sweet, barely alcoholic Cau- few things these men really fear, and pacitated
casian wine. Adventurers must pass therefore, they respect it. Fatigue Total: 0
a stress roll of Stm + Drinking with an The bandits know of a “Golden Wiz- Fatigue Levels: OK/0/-1/-3/-5/Un-
Ease Factor of 18 to beat him. (He’s ard” who is currently building a tower conscious
had practice.) When the adventurers in the mountains. They hate him,
leave next morning, people bring them because they have heard a rumor that Abilities
two days’ worth of provisions in goat he is neither a Christian nor Muslim Area Lore (Caucasus)—3
cheese and dried fruits. nor Jew, but a follower of the accursed Intimidation—3
Village storytellers know the tale of heathen gods. If the party describes Ride—5
Covenant Urania’s founding and know its errand, the bandits shout their sup- Scimitar—4
that the genjii have sworn an oath to port. Their tribal tradition holds that Scimitar Parry—4
give the next Consul a mighty gift. one may kill a man but never enslave Survival—2
him. With some clever role-playing Self Bow—3
and whatever Social Skills rolls the
• The adventurers lose their way and Storyguide considers appropriate,
walk in a random direction. Roll a die these lusty horsemen may become
Chapter 4
Covenant Urania
This chapter covers what happens enant. She announces that since Basil seat of Consul.
when the adventurers finally start invited them, they should expect to At this point, the party may avoid
meeting wizards, either at Tmuto- stay in his chambers. much trouble by quietly making accom-
rokan or Sukhumi. The party may At Urania, the party may arrange modations with Katerina and possibly
gather more information and react as meetings with wizards, to spy, con- Ipyreia. See the boxed text for descrip-
it chooses to the power struggles within verse or conspire. Currently, they can tions of their motives and interests.
Urania. Furthermore, whether the find the magi Ipyreia, Katerina and If the party fails to intervene, Ipyreia
adventurers intend it or not, events in Boniface the ex-Consul here. Several bans any expedition to free Andros.
this chapter determine the manner in more magi belong to this Covenant, She formally requests that the mem-
which they actually meet Andros and but dwell in Sanctums elsewhere, glad bers of outside covenants desist from
Farad. By joining the plots of certain to avoid petty politics like the ones such exploits here. If the adventurers
wizards, adventurers can approach which dominate this adventure. The defy her ban, she, Katerina, and Boni-
Farad’s tower with an idea of what Storyguide should use the boxed text to face use spells to harass them now and
to expect. Bovoro Vlad, conversely, role-play the members of the covenant, eventually request restitution from a
intends to cast them unprepared into keeping in mind that these magicians Tribunal. The Storyguide may develop
the land of the genjii. are not necessarily either allies nor this into a future adventure.
Urania is a covenant of the Order of adversaries for the party. Everything
Hermes, in the Tribunal of the Levant depends on the way adventurers choose
(see The Order of Hermes, from Lion to approach them. The Party On Trial
Rampant, p. 48). It has extensive con- Needless to say, the wizards and If the adventurers come here to
nections with the Theban Tribunal, grogs of Urania ruthlessly defend report for judgment after invading
which covers the Byzantine Empire, themselves against overt violence, the Baths, Ipyreia calls a covenant
and sporadic communication with temporarily discarding all personal meeting to take place in three days.
the Novgorod Tribunal to the north; grievances to support one another. During that period, she and Katerina
but otherwise it is quite isolated from approach party members privately to
European matters. ask what the adventurers had in mind
Basil’s Return at Zeuxippus. The Storyguide should
role-play them using the guidelines in
The Hermitage When the party reaches Urania,
Basil becomes embroiled in an affair the boxed text. If the adventurers can
The shadowy windows of Covenant which the adventurers may misin- convince these women that the quest
Urania peek from limestone bluffs, terpret completely. The sorceress to free Andros dovetails with the two
where the magi live in tunnels which Katerina begins trying to arrange a sorceresses’ own plans, then they speak
burrow through the stone. Monks private rendezvous with him. Since on the party’s behalf.
have similar dwellings throughout the the adventurers stay in Basil’s room, Basil automatically supports the
area, and Urania’s wizards encourage they witness several of her visits, and adventurers, while Boniface, who owes
common people to think of them as if they ask about it, Basil evades the a debt of gratitude to Farad and Peron,
religious hermits. The entire cavern subject with insincere smiles. Basil automatically opposes them. Ipyreia
complex has an magic Aura of +2. hates and dreads Katerina. The sor- and Katerina vote against them unless
Grogs survey the surrounding region ceress wants information and knows the adventurers give them a reason
from upper windows, giving Urania she can intimidate him. not to. Bovoro, Farad and Peron,
a Watch score of +2. (See Covenants, who are not present, cannot vote. If
Unless the adventurers maintain a
from Lion Rampant, for more details the majority supports the adventur-
guard on Basil, Katerina catches him
on Watch.) ers, this council moves to excuse the
in a library within a day of his arrival
When the party arrives, five grogs at Urania. He cowers before her. As adventurers of wrongdoing. In a tie,
dressed in gray monkish cowls greet the sorceress snaps out questions, it requires the party to compensate
them and ask their business, using Basil tells her all about his plan to Peron and Farad for any damage to
voices which sound far too soldierly free Andros, and the course of events the Baths, plus an extra five points of
for meek men of God. Once the guards thus far. Katerina has no intention vis. If the majority opposes the party,
recognize Basil, or ascertain that the of letting her rival obtain Andros or the magi of Urania command adventur-
strangers have some affiliation with any other tool for controlling genjii. ers to pay compensation, ten points of
the Order of Hermes, they call for a Therefore, she informs Ipyreia of the vis to Peron and twenty points to the
ladder to allow visitors in. Ipyreia attempts to free Andros, portraying covenant and then and return west as
formally welcomes guests to the cov- the quest as an attempt to usurp the quickly as possible. If the adventurers
20 Covenant Urania

Map 4:
Covenant Urania
Covenant Urania 21
defy covenant judgments, the magi of Grog Armory Boniface’s Cell
Urania call for a Wizards’ March.
These cool burrows house the grogs. A long, dank tunnel leads down to
Ten off-duty warriors appear here at Boniface’s cell. Visitors receive the
any given time. impression that they are descending
Covenant Layout into a tomb. The cell itself has several
woolen hangings on the walls. Due to
Entry Libraries his madness, Boniface spends almost
The narrow windows of this room all his time here, apart from the other
Covenant Urania sits at the junc-
admit slits of light which fall on the wizards.
tion of two bleached precipices. Built
polished brass bindings of neatly or-
50 feet above ground, the Covenant
ganized books. Other rooms contain
gate may appear unguarded, but is
alchemical equipment and carved Private Chambers
actually a deathtrap for invaders. The
wands. Ipyreia keeps a final chamber These tunnels lead to the locked
covenant’s grogs can pour arrows from
as an office, with scribing-table and chambers of various wizards and
windows in the cliffs on either side. Ten
chairs. Nobody may examine the books companions who play no part in this
stand guard positioned within each
without her permission. adventure. Anyone who peeks in
cliff, while five wait at the foot of the
Urania’s library describes the histo- sees a lizard scurry by. The passage
cliffs to greet strangers. A final war-
ry and treaties of Urania, as mentioned contains a series of doors marked with
rior waits at the gate, ready to lower
in the Introduction. This collection wizardly runes requesting privacy. In
a ladder for guests.
also contains tomes with the following the rooms, one finds beds, a few ikon
Anyone trying to reach Urania’s gate paintings of the Virgin, and some odd
scores: Cr 2, In 10, Mu 7, Pe 10, Re 15,
without a ladder must pass a Dex + stone instruments. None of these
An 8, Aq 12, Au 10, Co 13, He 6, Ig 3,
Climbing roll with an Ease Factor of rooms has occupants unless the Sto-
Im 5, Me 7, Te 2, Vi 10, Legend Lore
12. It takes a minimum of five minutes ryguide wishes to invent some.
3, Magic Theory 6, Hermes History 3,
to scale this cliff.
Humanities 6.
Salt Mines
Katerina’s Chambers The magi support their covenant by
Grogs (36) One feels a distinct chill in Kat- selling salt from these holes. Inside,
These warriors conceal their erina’s chambers, compared to the angular cubes of rock salt blend with
gear with what appear to be outdoor sun. She blocks her windows the filthy walls. One hundred well-
monks’ robes. They can easily with heavy tapestries and keeps all treated slaves labor here. Most of these
cast off these garments in combat. internal doors locked. One must pass men worked on Sanctum Saturnalia,
The five who receive guests carry a Dex + Pick Locks roll with an Ease Farad’s new tower, but although they
only broadswords, but the others Factor of 14 to pick these locks. Anyone know it lies in the mountains to the
have self bows too. who fails takes +3 damage from a claw southeast, they could not find their
of magic energy which appears out of way there again. The older thralls
thin air to pinch a thief. Illusionary remember laboring alongside Andros,
Enc 4
venom drips from the claw, but has and either admire or despise him for
no effect. his incredible luck. He is not a laborer
Characteristics
but the personal servant of a magus,
Dex +1 Piles of boxes, bags and leather cases
who has spent only days in the mines,
Per +2 lean against all Katerina’s walls. She
and those by choice. Seven years ago,
collects twigs, chips of stone and other
he voluntarily requested to labor un-
Combat artifacts from throughout Byzantium
derground. He quickly opened a new
Attack/Broadsword: 1st +4—Atk and the Caucasus, for use in casting
shaft, and found a magical artifact
+10—Dam +11 Summoning the Distant Images. One
which delighted all the magi. The wiz-
Attack/Self Bow: Rate -1—Atk golden coffer even holds bits of a tile
ards called his discovery “The Mirror
+4—Dam +8 roof from Cathay. Katerina’s chambers
of Broken Salt.” They claim it allows
Defense/Broadsword: +5 also contain a private library with the
one to see the spirit realms.
Soak Total (Chain Curiass): +8 following scores: In 4, Re 9, Im 8, Vi 12,
Body Levels: OK/0/-1/-3/-5/Inca- Area Lore (genjii and local myths) 3.
pacitated Laborers
Fatigue Total: -4. Enc 0
Fatigue Level: OK/0/-1/-3/-5/Un- Basil’s Chambers
conscious Basil owns a series of well-lighted Characteristics
cells, containing wooden furniture Str +1 Stm +1
Abilities and a few Persian tapestries. He has
Broadsword—5 a standard collection of laboratory Unarmed but can fight
Broadsword Parry—4 glassware and other supplies.
Self Bow—2 Abilities
Mining +2
22 Covenant Urania

Boniface
Description: Boniface has the Factor equals 8, plus the combined when he does, he only confirms his
flashing eyes, cropped beard and Presence of all people whom he may insanity. When he talks, he uses
imposing presence of the lord he begin to copy. Through a variant of a deep, ringing voice, forcing out
once was. However, he shuffles Second Sight, he can absorb traits and each word deliberately, trying to
about with his head down in shame, goals which his companions have not keep the madness from slipping in.
well aware that he no longer rules actually revealed. He often begins his sentences by
this covenant. Boniface has no illu- Making matters worse, Boniface begging forgiveness for the things
sions about his condition. Even at has a compulsion to separate himself he cannot control.
the height of his insanity, he knows from the people he so slavishly copies.
his own madness. Once he borrows a trait, he grows Cnf 0 Age 64 Enc 0
Boniface once served as the chief angry if its original owner exhibits
of this covenant. He was a wizard it too. If not humored, he becomes Characteristics
of dynamic personality but only grim, depressed and even murderous. Int +2 Prs +2 Dex +2
average talent. Although he never In his madness, he fears that to allow Per +3
admitted it, he always felt slightly himself to have a double would mean
ashamed to rule wizards while to part with his soul. Combat
possessing such mediocre wizardry An hour alone restores Boniface to Attack/Dagger: 1st +4—Atk +9—
himself. Therefore, when Farad his normal self, such as it is. Dam +5
acquired Andros, Boniface could Defense/Dagger: +5
• Boniface no longer knows spells
not resist discussing sorcery with Soak Total: 0
or magic arts. However, if any of the
the young genius. Since Boniface Body Levels: OK/0/-1/-3/-5/Incap.
people he bonds to are wizards, he
was Consul of the covenant, Farad Fatigue Total: 0
gains the highest Technique and the
could hardly prevent their conver- Fatigue Levels: OK/0/-1/-3/-5/Unc.
highest Form in the group. He may
sations.
use these arts to create spontaneous
Eventually, Boniface put Andros’ magic. Abilities
lore to use. He went to the Kura Concentration—2
Andros, Farad and Peron be-
river, and ventured into the land Dagger Attack—3
friended Boniface in his madness. In
of the genjii. Scarcely had he ar- Dagger Parry—3
return, he serves as their messenger,
rived before the genjii accused him Finesse—3
relaying items from the port of Tmuto-
of seeking their true names and Hermes Lore—3
rokan to Farad’s new Sanctum at the
blasted his mind. He returned with Hermes History—2
mouth of the Kura River. If the party
his personality shattered, and his Magic Theory—3
asks, Boniface may take them to the
magic twisted to a new form. He Parma Magica—2
Sanctum. However, if he suspects the
suffers the following two effects: Scribe Latin—2
adventurers of trying to harm Farad,
• Boniface has only a shaky grip Speak Latin—4
he begins a pathological quest to bring
on his self. In the presence of others, disaster upon them. This takes the
he must pass an Stm roll every day, Personality Traits
form of an overt attack only if he has
or begin to acquire their personality. Ashamed +1
no time for anything more subtle.
If the roll fails, he gains the Person- Attached to Farad, Andros and
Role-Playing Tips: Boniface Peron +2
ality Traits of all people present,
seldom dares speak, knowing that
even if contradictory. The Ease

Ipyreia
Description: A tall woman with organized archives and laboratories. concert can demand trivial services
a wide frame, Ipyreia wears gray Although Ipyreia has not cultivated from genies. Most leaders of the
robes and a coarse veil over her hair. an extensive grimoire of personal covenant, including Boniface, won
Peasants call her the Abbess, and spells, magi throughout Europe ad- their title by convincing the rest of
she behaves like an old nun, preach- mire her theoretical discoveries. She the magi to help cast these spells.
ing about order and moralistically would like to organize people in the Ipyreia expected to claim the office
supervising the other covenfolk. As same way she organizes books, and the same way but when Boniface
one of Urania’s elder members and has made a scrupulous Quaesitor, if went mad, Basil, Peron, Bovoro and
a Quaesitor, she leads the covenant not a lovable one. Katerina refused to help her.
in the absence of a Consul. Anyone Ipyreia would now be Consul, if The Abbess took this rejection
who visits Urania must contend only she was popular. The library of as a personal insult (which, to be
with her. Urania describes several safe, certain honest, it was). She has decided
The Abbess supervises Urania’s means for contacting genjii, in which that if her wizards do not want
research. She maintains superbly a group of three wizards acting in her as Consul, she does not want
Covenant Urania 23

any of them, either. Ipyreia uses Cnf 2 Age 56 Enc 0


her authority to dampen everyone
Katerina
else’s plans. Making matters worse Characteristics Description: Katerina’s hair
for the adventurers, Ipyreia feels Int +2 turned gray at an early age, giv-
no special animosity toward Farad. Per +1 Stm +1 ing her youthful face an aura of
He was not present when Boniface mystery. She wears this hair in
fell, and therefore could not pos- Noncombatant a careless ponytail, which hangs
sibly have joined the ritual. Since distinctly left of center. Her skin
then, Andros has sent an offer of Abilities has the olive shade of this climate
his master’s help, although Ipyreia Church Knowledge—2 but is otherwise devoid of color,
had to reject it because two wizards Concentration—2 and combined with her slender-
are not enough to cast the spell. Finesse—3 ness and unruffled expression,
This brew of resentments makes Hermes Lore—2 it gives her the look of one who
the “Abbess” a certain opponent Hermes History—3 has meddled in magic better left
for the party. Humanities—5 alone. Katerina never explains
Legend Lore—5 her magical pursuits, but she
Adventurers may try to pla-
Magic Theory—8 smiles at the compliment if anyone
cate Ipyreia by recognizing her
Parma Magica—2 presses her to.
legitimate authority. In fact, in
the event that they can produce Scribe Latin—5 Katerina feels no burning
two trained wizards to assist in Speak Latin—4 drive to become Consul, but she
a Lvl 40 ritual ReMe spell, they considers herself fully capable of
can make her Consul and win her Magic Arts the role, and certainly does not
permanent gratitude. (Needless to Cr 5 An 0 Ig 5 leave opportunities for power
say, Farad’s offer was not sincere.) In 16 Aq 0 Im 5 untried. This sorceress supports
Even without giving Ipyreia this Mu 5 Au 0 Me 15 the adventurers if she feels sure
rank, adventurers can win her toler- Pe 2 Co 7 Te 2 that they will work for her. She
ance by sympathizing with her and Re 7 He 7 Vi 19 wants to speak with Andros and
acknowledging her prerogative by after that, she would gladly let the
submitting all their plans for her Grimoire adventurers take him far away.
approval. This behavior disgusts Flash of the Scarlet Flames (CrIg However, Katerina has no inten-
Katerina and Basil if they find out 15) +12 tion of allowing Basil or Ipyreia
about it. The Invisible Eye Revealed (InVi learn from the brilliant slave.
15) +37 If Katerina cannot be Consul,
Ipyreia knows the location of
Peering into the Mortal Mind (InMe she would rather have Farad than
Farad’s new Sanctum at the mouth
30) +33 any other chief, because he is too
of the Kura River. She can advise
Posing the Silent Question (InMe lazy to impose covenant duties
friendly adventurers on travelling
25) +33 and regulations. Furthermore,
there.
Revealed Flaws of Mortal Flesh Katerina does not consider him ca-
Role-Playing Tips: Ipyreia loves (InCo 10) +25 pable of becoming Consul. Andros
to moralize and find fault, speak- Scales of the Magical Weight (InVi has told her some of Farad’s plans
ing in an aggrieved tone of prim 15) +37 to control the genjii, and although
indignation. She constantly worries Wizards’ Communion (MuVi 35) they contain solid principles of
about the Code of Hermes and the +26 magic, Katerina knows that they
internal discipline of Urania. When
will not succeed. Her own studies
anybody resists her ideas, she com- Personality Traits indicate that genies have grown
plains about the “conspiracies and Sensitive +2 experienced in the techniques of
back-stabbing” within her covenant. Severe +1 wizards. They have spent the past
Ipyreia considers the adventurers Patronizing +1 few decades plotting revenge on
guests from another covenant, and
the wizards who entrap them, and
therefore both entitled to hospital-
Boniface’s fate indicates that their
ity but obliged to conform to local
plans have begun to succeed.
rules.
Katerina carries an Arabic dag-
As long as they respect her au-
ger with a grooved hilt of pure
thority, the Abbess tries to help un-
gold. She wields it with amazing
fortunates such as inferior wizards
confidence and skill. The sorcer-
and guests from strange lands. She
ess also carries a brass ring of five
considers herself benevolent, even
keys, which open the doors of her
self-sacrificing. Recipients of her
rooms. The handle of each one
aid find it only patronizing.
holds two points of Rego vis.
24 Covenant Urania
Note that if Katerina wishes Covenant anything. Therefore, under Finesse—3
to impede the party, she can use the terms of Vatutin’s treaty, any Hermes Lore—4
“Opening the Intangible Tunnel” wizard of Urania who demands his Hermes History—2
and “Summoning the Distant Im- service risks insanity. Hex—5
ages” to cast spells on them from Role-Playing Tips: Katerina’s Intimidation—3
afar. By the same token, if they glances often contain as much mean- Intrigue—3
are her allies, she can Summon the ing as her words. She is quiet by Magic Theory—7
Distant Images to aid them. nature, but not at all shy, and can be Parma Magica—4
If the party makes friends with ruthlessly direct when she chooses. Scribe Latin—3
Katerina, she can show them the Katerina behaves graciously with Speak Latin—5
results of her own research on the peers, but does not hesitate to ma-
genjii. Adventurers must treat her nipulate the weak. As a sorceress, she Magic Arts
respectfully and second her political feels superior to any human authority, Cr 5 An 5 Ig 5
moves to win this confidence. She and makes her forays into wizardly In 14 Aq 5 Im 10
knows the following facts. For more politics largely to prevent any superior Mu 5 Au 5 Me 5
details, consult both chapter five from meddling in her designs. Pe 7 Co 5 Te 5
and “Sukhumi,” below. Re 12 He 5 Vi 10
• The genjii live in thunderclouds Cnf 2 Age 34 Enc 0 Grimoire
over Sukhumi. Anyone who could
Confusion of the Insane Vibrations
reach the clouds would be able to Characteristics (ReIm 25) +25
enter their realm. Int +3 Prs +2 Confusion of the Numbed Will
• Farad owns the Mirror of Bro- Per +2 Com +1 (ReMe 15) +20
ken Salt. If he has set it up, anyone Frosty Breath of the Spoken Lie
who speaks the word “Sirena” on the Combat (InMe 20) +22
genjii realm could immediately step Dagger: 1st +4—Atk +7—Dam +5 Opening the Intangible Tunnel
out of the genjii realm and through Defense: +6 (ReVi Gen) +25
the mirror, back into the ordinary Soak Total: 0 Pilum of Fire (CrIg 20) +13
world. Such a person would emerge Body Levels: OK/0/-1/-3/-5/Incap. Summoning the Distant Images
in whatever spot Farad has placed Fatigue Total: 0 (InIm 35) +27
his mirror. (See Sanctum Saturna- Fatigue Levels: OK/0/-1/-3/-5/Incap. Whispers Through The Black Gate
lia Layout for this location). One (InCo 15) +22
could also get to the genjii realm by Abilities Wizard’s Sidestep (ReIm 20) +25
finding the Mirror and entering it, Certámen—1
once again using the password. Concentration—3 Personality Traits
• Currently, the Vizier Genjii Dagger—3 Enigmatic +1
does not believe that he owes the Dagger Parry—5 Domineering +1
Rebellious +1

genjii three rounds to get there. See


Sukhumi after the party enters, Bovoro Vlad
Chapter 5 for details on what happens
meets them, pushing through the
A thundercloud hovers over Sukhu- in the genjii realm.
jungle of stems. With him come four
mi, golden when viewed from the sea,
shirtless beings which resemble per- If the party refuses to go, these beings
but pitch black once overhead. After
fectly-featured men, with turbans, attempt to carry them away by force.
coming ashore, the slave from Zeuxip-
bare chests and scarlet skin. Their The genjii take turns fighting and
pus wishes to proceed straight out of
skin glows, and exudes a faint haze. carrying away victims. Bovoro Vlad
town, to the endless fields of sunflow-
Andros has ordered this group to get protects himself with a “Circle of En-
ers which surround many Caucasus
the adventurers into the genjii realm compassing Flame” and “Maintaining
towns. If the party refuses, they find
without delay. the Demanding Spell.” Then he casts
that Sukhumi resembles the other
Bovoro mutters that these beings spells to incapacitate party members.
Caucasus ports described in Chapter 3.
are red genjii, who will take the party The genjii and wizard kill when they
People have a special fear of wizards.
to Andros. If the party accepts, the must, but would take adventurers
They tell tales of “Fiery Men,” who
genjii carry adventurers away one by alive if given the choice. Genjii may
descend from the omnipresent clouds,
one. To transport a person, each genie use their smoky fists to subdue adven-
slaying shepherds. If anyone inquires
takes the passenger’s arm. Then they turers, and although the victims may
about Bovoro Vlad, people hastily
soar away together, into the thunder- recover moments later, by then they
direct that person to the sunflowers.
cloud, and upon entering the mist, will be hundreds of feet above ground
After that nobody wishes to talk with
all three pass into the genjii realm. and well-advised not to struggle.
the questioners.
These beings then return for the next Bovoro Vlad’s hut contains only a bag
A few paths lead through the gaudy
passenger. The clouds are 2,500 feet of parched grain, a wooden ikon of the
flowers outside Sukhumi. Shortly
above ground, meaning that it takes the Cross, and a bloody penance-whip.
Covenant Urania 25
Farad’s new Sanctum, at the mouth Scribe Latin—2
Bovoro Vlad of the Kura river. Speak Latin—1
Description: Bovoro Vlad walks
Role-Playing Guide: Bovoro mut-
bent nearly double, cursed to “carry” Magic Arts
ters when he speaks, and frequently
four genjii upon his back. He has an Cr 15 An 5 Ig 17
howls about his sins. He refuses all
enormous, warty nose and wears a In 0 Aq 0 Im 0
material wealth and makes great
hair shirt. This magus once enjoyed Mu 0 Au 0 Me 10
shows of respect to clergymen and
a sinister air, and fancied himself a Pe 13 Co 5 Te 0
“Christ’s Poor.”
diabolist until Farad’s slave Andros Re 15 He 0 Vi 5
introduced him to the control of
genjii. Eager for power, he followed Cnf 2 Age 63 Enc 8
Grimoire
Andros’ advice to enter the Mirror Arc of Fiery Ribbons (CrIg 25) +34
of Broken Salt, and travel in the Characteristics
Agony of the Beast (PeAn 10) +20
genjii realm. There, the four genies Int +2 Dex +2
Ball of Abyssmal Flame (CrIg 30)
promptly ambushed him and rode Per +2
+34
on his back into the world. Circle of Encompassing Flames
Combat
Bovoro Vlad attributes every- (CrIg 30) +34 (Mastered)
Dagger: 1st -4—Atk +9—Dam +5
thing to his own sin. Far from Circular Ward Against Demons
Defense: +5
blaming Andros, he thinks that (ReVi 30) +22
Soak Total: 0
the slave saved his soul by show- Confusion of the Numbed Will
Body Levels: OK/0/-1/-3/-5/Incap.
ing him the evil of his life. Now he (ReMe 15) +27 (Mastered)
Fatigue Total: 0
serves Andros diligently as a sort of Cripple the Howling Wolf (PeAn
Fatigue Levels: OK/0/-1/-3/-5/Incap.
penance. The weight of the genjii 15) +20
never leaves his back, although the Grip of the Choking Hand (PeCo
Abilities
beings themselves may travel about 10) +20
Certámen—3
the world without him. Heat of the Searing Forge (CrIg
Church Lore—1
Andros ordered Bovoro and the 10) +34
Concentration—2
genjii to get the party into the genie Incantation of the Milky Eyes (PeCo
Dagger—3
realm as quickly as possible. He 20) +20
Dagger Parry—4
tries to obey without unnecessary Maintaining the Demanding Spell
Diabolic Lore—4
talk. However, if the party captures (ReVi 30) +22
Finesse—3
him or otherwise upsets the entire Hermes Lore—2
plan, they find him eager to tell Personality Traits
Hermes History—2
his life story, as a lesson to other Obedient (to Andros) +2
Magic Theory—4
magi. He also knows the location of Self-Abasing +2
Parma Magica—6
Pious +3

Soak Total: +5 any number of genjii may “ride”


Genjii (4) Body Levels: OK/0/-1/-3/-5/Incap. out on his or her back. This “rid-
These genjii have the skills of Fatigue Total: 0 ing” is metaphorical only, and the
warriors, not wizards, and use no Fatigue Levels: OK/0/-1/-3/-5/Unc. genjii need not actually sit on
magic except for flight and their their “horse.” However, a “horse”
smoky fists. They consider the Powers accumulates two points of Load
normal world an alien place, and Flight, at 30 paces per combat round, for each “passenger.” A “horse”
keep themselves aloof from it, re- or 300 paces if rocketing straight need not obey his genjii master.
maining expressionless and silent up. No cost. Nevertheless, since a genjii can
even in combat. Ride: ReMe, no cost. To use this power, read his “horse’s” thoughts, he can
The corpses of these genjii contain a genjii must force some mortal to usually punish rebellion.
one point of Ignem vis each. voluntarily become a “horse.” The Smoky Burst, CrAu, 1 point. If
genie may use any form of violence the genjii wish, they may punch
or magic to demand surrender, but with their fists and create clouds
Faerie Might 13
the victim has to acknowledge his of blinding smoke with each hit.
or her submission. Once someone The victim must pass a Stm roll
Characteristics
gives in, the genjii immediately with an Ease Factor of 12 or
Str +2 Dex +2 Qik +2
gains the power to speak into choke helplessly for three combat
Stm +5
the victim’s mind and read any rounds. This costs the genjii one
thoughts he wishes to keep secret. Faerie Point per blow.
Combat
This mental contact works no mat-
Attack/Scimitar (Broadsword): 1st
ter how much distance separates Abilities
+9—Atk +10—Dam +12
the genjii and slave. Furthermore, Scimitar Attack—4
Defense/Scimitar: +7
when the “horse” leaves Faerieland, Scimitar Parry—4
Chapter 5
Sanctum Saturnalia
In this chapter, the party finally “kidnap” Andros, Farad must conclude Sanctum’s enchanted guards. Actu-
meets Andros and Farad, either at the that hostile wizards plan to beat him ally, Andros intends to betray the
Sanctum Tower, or in the genjii realm. to the genjii. party to Farad.
The adventurers arrive in the middle Use role-playing and the following • Farad cannot summon the Vi-
of Farad’s most fateful choice. Andros guidelines to resolve the culmination zier Genjii without Andros’ help. If
wants the wizard to go through the of this adventure. the party’s rescue attempt somehow
Mirror of Broken Salt and demand the succeeds, Andros tries to escape his
• If the party enters the cloud over
servitude of the genjii’s Vizier. Farad rescuers and return.
Sukhumi, Andros shows his master
still lacks the resolve. At this climax
the foreign wizards on the genjii realm, • Under normal circumstances,
to the adventure, the party must either
using the Mirror of Broken Salt. Then Farad would not consider selling
intervene at the brink of disaster or
Farad agrees to travel there at once, Andros.
give Farad enough false courage to
before the strangers can capture the • If the party meets Farad amiably
confront the Vizier of Genjii.
Vizier Genjii for themselves. and discusses magic with him, they
To spur his master into action, An-
• After the party makes an unmis- can try to convince him that his at-
dros must portray himself as absolute-
takable rescue attempt or attack on tempts to control genjii will only lead
ly trustworthy, while simultaneously
the Sanctum, Farad agrees to depart to disaster. To make him abandon his
pressuring Farad with the fear that
for the genjii realm at once. If the ad- ambitions, adventurers must attempt
time is running out. Andros exploits
venturers approach Andros, he feigns Com + Social Skills rolls with an Ease
the adventurers fully in his attempts
delight at the chance for escape but Factor of 10. Party members must
to manipulate Farad. If strange mor-
asks for time before-hand, claiming make rolls at a rate of one per day until
tals appear in the genjii realm, or if
that if he can steal his master’s “Iron they accumulate 20 points. If the party
wizards from another covenant try to
Wand,” he will be able to control the tells him about Katerina’s discoveries,
Sanctum Saturnalia 27
they gain a +3 on these rolls. These are He arrives within about a minute. Mirror of Broken Salt
stress rolls, and on any Botch, Farad If anyone tries to go farther into the
No windows light this round, bare
decides that the party merely has a tower, or to turn and flee, these beings
chamber. The room’s only furnishing
plot to keep him from becoming Con- block the way with their bodies. They
is a cubical crystal of pure salt, still
sul. Then he has his guards attack the only fight if unable to restrain guests
imbedded in its matrix of gray stone.
party and departs for the genjii realm any other way.
Shatter lines mar the crystal’s clarity,
at once. Furthermore, Andros tries to Farad feels in no mood for guests. but it still flashes back any source of
either Entrance or assassinate anyone He fixes visitors with a piercing gaze light. This is the Mirror of Broken
who raises Farad’s doubts. and informs them that they have come Salt, an enchanted item with a rating
If the party evades all hazards and to a wizard’s tower, in the middle of an of 30. It weighs 500 pounds. Cur-
convinces Farad not to go to the genjii important work. He asks, “What do you rently, anyone who looks into the salt
realms, then they can buy Andros have which deserves my time?” This sees the pure-white, bubbling surface
for ten points of vis or any potent usually frightens common folk away. of the clouds over Sukhumi.
enchanted item. If fellow members of Hermes insist
The Mirror of Broken Salt serves
• If, for whatever reason, the adven- on staying, Farad does not fight them
as a window and a portal to faerie
turers advise Farad to go to the genjii without provocation, but gives them
realms. When placed in a region of
realm, he agrees at once on the condi- only a corner near the guard-post to
faerie power, it allows one to view
tion that they accompany him. sleep in. This is a gross breach of the
any area in the nearby region at will,
local customs of hospitality.
seeing illusions as such and observ-
ing all realms normally hidden from
Layout of Farad’s Storerooms humankind. One sees an area 300' in
radius. Anyone who knows the proper
Tower Farad keeps a month’s supply of
command word may step through the
The jagged black tower of Sanctum grain, olive oil and vegetables here. A
mirror, in and out of the area under
Saturnalia rises from a forested hill- pen just outside holds chickens and
view. All people in physical contact
side, surrounded by the springs and a few pigs.
with him may come along. Each faerie
rivulets which feed the Kura River. realm has its own command and the
Billowing clouds drift overhead. This password for this genjii realm is “Si-
region has a Faerie aura of +4 (which Andros’ Chambers
rena.” See “The Genjii Realm,” below,
translates to a Magic aura of +2). Any- When not advising Farad, Andros if adventurers go in.
one who climbs the twisted peak losses lives on a straw bed in this bare room.
He visits the Mirror of Broken Salt The Mirror of Broken Salt not only
three levels of long-term fatigue. Farad
every few hours, to see if his agents at sends people to faerie realms, it equips
can call for help from his automatons
Sukhumi have captured anyone, and those travellers to cope with the faer-
anywhere in the tower. See Gates of
to consult with the genjii. Anyone who ies. Anyone who passes through may
Saturnalia for details.
secretly watches the slave there may spend vis to gain a Faerie Might score,
see him call the image of an enormous which lasts until the traveller leaves
Gates of Saturnalia blue genjii to the salt’s surface. Andros faerieland. Adventurers gain one
kneels before the salt and whispers, “I point of Faerie Might per pawn of vis
Two enchanted guards protect the
will not fail you, Father.” spent. They may then add the Faerie
Sanctum Saturnalia. They resemble
Might to any magic resistance, magic
upright logs, roughly hewn into the
use, social, perception of knowledge
shape of men, with leaves for hair,
branches for arms and knots in the Farad’s Chambers rolls involving faeries. Furthermore,
magi with Faerie Might may use the
wood for eyes. Anyone who passes an Farad fills his level of the tower with
full faerie rating of an area, instead
Int + Legend Lore or Magic Theory roll gleanings from the baths of Zeuxippus.
of the usual half. The corpse of a hu-
with an Ease Factor of 6 knows that He sleeps on a silk couch and adorns
man who has attained Faerie Might
these beings are highly enchanted and the walls with classical Greek painting.
contains vis equal to half the Faerie
powerful (see p. 29 for boxed statistics). A mosaic of Poseidon covers the floor,
Might score.
Each automaton contains an elemental and ten of the tiles contain one point
spirit which cannot speak, but obeys its each of Aquam vis. Many more tiles
master’s orders with the intelligence are missing. The books in these rooms Tower Roof
of a human child. Currently, Farad have the following values: Cr 4, In 8,
Mu 3, Pe 6, Re 9, Aq 8, Au 7, Ig 7, Vi The smooth, irregular peaks of the
has told them to call him if strangers
9, Fantastic Beast Lore 3. When not tower surround this deck like a melt-
arrive. They also alert their master to
engaged elsewhere, Farad sits on his ing crown. Anyone standing here
anything else which seems extraordi-
couch, examining books and weighing sees the billowing clouds, and a flash
nary, such as an attempt to carry large
Andros’ arguments for haste against of the sea to the west. Everywhere
bundles out of the tower.
his own trepidation. else, hills ripple off to the brown haze
To alert Farad, these automatons of the horizon.
beat their hollow bodies like drums.
28 Sanctum Saturnalia

Store
Room Andros
Farad

Level One Level Two

Level Three Level Four (Roof)

The
Mirror
of
Broken
Salt

Scale: 1 inch = 20 feet

Gates

Door

Automaton ❈
N
Stairs Up

Stairs Down

Map 5: Sanctum Saturnalia


Sanctum Saturnalia 29
stands, Andros addresses even his
Andros master with brief commands.
Description: Andros is tall and Automatons
thin, with a permanent sunburn and
short ringlets of black hair. He wears Age 29 Cnf 1 Magic Might 25
black breeches, with neither shirt
nor shoes. The slave has a shackle on Characteristics Combat
each leg, although these serve more Int +4 Prs +3 Blow (With sharpened hard-
as jewelry than restraints, because Per +4 Stm +3 Com +4 wood fingers): 1st +10—Atk
they are not fastened to anything. +14—Dam +12
Andros remains silent most of the Combat Each automaton gets two blows
time, like an obedient slave, and his Unarmed, but can fight. per round, one for each hand.
idle gaze could indicate submission, Soak Total: +3 Defense: +2
although it actually conceals know- Body Levels: OK/-1/-3/-5/Incap. Soak Total: +15
ing contempt. Fatigue Total: 0 Body Levels: OK/0/0/0/0/-1/-1/-1/-
Fatigue Levels: OK/0/-1/-3/-5/Unc. 3/-3/-3/Incap.
The Vizier Genjii fathered Andros
to punish Urania and he produced Fatigue Total: Cannot be fa-
Abilities tigued.
the perfect tool for revenge. As be-
Entrancement—5
fits his task, the slave is humorless,
Guile—5 Powers
vengeful and bitter. Many times,
Hermes Lore—3 Immune to all magic affecting
Farad has offered him treasure,
Intrigue—3 the mind or senses. Having
wives, fine accommodations—even
Magic Sensitivity—5 no flesh, these beings need not
freedom—but Andros always has
Magic Theory (Hermetic)—3 fear Perdo Corporem magic,
refused. He does not care about his
Magic Theory (Non-Hermetic)—6 although Perdo Herbam might
own comfort, or even his life, nor
Occult Lore—5 harm them. It takes a level
does he have a trace of compassion
Premonitions—6 40 spell to actually kill an Au-
for any living thing. To him, noth-
Pretend—3 tomaton, although lesser PeHe
ing matters but his dark visions and
Second Sight—2 magic does +1 damage for every
dark plans.
Servant Skills—3 two levels.
Role-Playing Tips: Andros nor- Subterfuge—3 Fiery Mirror, ReIg 40. All Ignem
mally speaks only when spoken to. Visions—7 spells cast at these beings af-
This is a gesture, not of servility,
fect not them, but the caster.
but of pride, and when he chooses Personality Traits Ordinary fire jets away from
to talk, his crisp, low voice makes Bitter +3 their bodies, burning whatever
this perfectly clear. When speaking Inscrutable +1 is directly behind it.
of genjii or other things he under- Vengeful +3

Map 6. The Genjii Realm

ouds
solid cl ud
s
o
cl
• Sukumi and
Throne of
the Vizier so
lid • Sanctum Saturnalia
Bovoro Vlad

Scale: 1 inch = 40 miles


30 Sanctum Saturnalia

Farad
Description: Farad’s beard is tiles each containing a point of vis. Penetration—2
white, but neat and trimmed to a He also has a tiny golden lyre with Scribe Latin—5
rakish point. His black eyes twinkle, silver strings. Whenever anyone hums Speak Latin—6
and his smile shows perfect teeth. the first notes of a song, it magically
Farad might have become a re- plays the rest. Magic Arts
nowned wizard long ago if not for his Role-Playing Tips: Laugh mer- Cr 7 An 5 Ig 5
inconstant personality. He took his rily, if not always sincerely, and try In 5 Aq 7 Im 5
apprenticeship under a noted sor- to dominate others. Farad has a Mu 12 Au 5 Me 15
cerous healer, but quickly decided classical education, and uses slightly Pe 10 Co 15 Te 5
that he had more to gain by study- pretentious language. He is a little Re 15 He 5 Vi 5
ing destructive spells and going on haughty, but always jovial.
expeditions to find the magic lore of Grimoire
the Caucasian wilderness. Then he Arm of the Infant (MuCo 20) +30
abandoned that to pursue Hermetic Age 69 Cnf 2 The Chirurgeon’s Healing Touch
intrigue from his Constantinople (CrCo 20) +25
Bathhouse. Under the influence of Characteristics Curse of the Unruly Tongue (ReCo
the nymph there, he lost interest in Int +3 Prs +2 Dex +1 10) +33, Mastered.
politics too, and devoted himself to Stm +1 Com +3 Despair of the Quivering Manacles
drink and song. (ReCo 10) +33 (Mastered)
Combat Gift of the Bear’s Fortitude (MuCo
In the process, Farad heard about
Attack/Dagger: 1st +2—Atk +6—Dam 30) +30 (Mastered)
the sorcerously precocious slave
+3 Maintaining the Demanding Spell
Andros and purchased him on a
Defense/Dagger: +3 (ReVi Gen) +23
whim. Thus far, the investment has
Soak Total: +3 Mind of the Beast (MuMe 30) +30
rewarded him spectacularly. The
Body Levels: OK/-1/-3/-5/Incap. Preternatural Growth and Shrink-
slave acquired for him the potent
Fatigue Total: 0 ing (MuCo 20) +30
Mirror of Broken Salt, showed him
Fatigue Levels: OK/0/-1/-3/-5/Unc. Repel the Wooden Shafts (ReHe
where to build a tower and use it,
helped him construct his powerful 10) +23
Abilities Sight of the True Form (InCo 10)
automatons and, eventually dis-
Alchemy—3 +23
placed Boniface as Consul. Then
Certámen—2 Strings of the Unwilling Marionette
Andros manipulated the rest of
Charm—2 (ReCo 30) +33
Urania—even Boniface—into sup-
Chirurgy—3 The Wound that Weeps (PeCo 15)
porting Farad’s bid for the Consul’s
Classics—2 +28
seat. Andros has an unquestionable
Dagger—1 Wreathes of Foul Smoke (CrAu
magic talent. Furthermore, the
Dagger Parry—2 15) +15
slave knows how to treat Farad
Finesse—3
firmly, and curb his tendency to
Hermes Lore—3 Personality Traits
abandon tasks he tires of.
Hermes History—2 Ambitious +1
Farad wears comfortable cotton Intrigue—2 Dissolute +2
garments with fur trim. An inlaid Legend Lore—3 Inconstant +3
dirk hangs from his waist. This Magic Theory—5 Timid +1
wizard’s pockets contain five mosaic Parma Magica—4

The Genjii Realm knows the password “Sirena” may exit


this cloud to the Mirror of Broken Salt
glimpses of these remarkable build-
ings, floating scores of miles away.
A great cloudbank of the genjii in Sanctum Saturnalia. They lie outside the faerie realm of the
faerieland floats over the Kura river, Kura river, and hence are inaccessible
with its subsidiaries stretching almost The cloudbank over the Kura River
contains only one significant land- even to the Mirror of Broken Salt.
as far as Sukhumi. Adventurers may
arrive here by flight, capture, or in mark. At the center of the clouds, one Adventurers inevitably encounter
pursuit of Andros and Farad. In the finds a curtained chamber of ebony this adventure’s protagonists in these
clouds, they discover a realm of bil- beads, which surround a golden throne, white, spongy hills. As mentioned
lowing misty hills. Fogs swirl over twenty feet high. The Vizier Genjii before, the party’s presence here goads
this terrain, but they cover a magical holds audiences here. Most genjii live Farad into letting Andros bring him
surface, which magically supports the on different cloud-islands, in gleaming through the Mirror into this realm. The
weight of earthly creatures. The region brass domes and golden minarets. moment adventurers arrive, Andros
has a Faerie aura of 8. Anyone who Party members, however, catch only learns of their presence in a vision and
Sanctum Saturnalia 31

Genjii Vizier Genjii Warriors (10)


Faerie Might 70 spontaneous magic. (Yes, the Faerie Might 14
Size +6 genjii Vizier is powerful.)
Ride: ReMe, no cost. To use this Characteristics
Characteristics power, a genjii must force some Str +2 Dex +2 Qik +2
Int +3 Str +5 Dex +5 mortal to voluntarily become Stm +5
Per +3 Stm +10 Qik +5 a “horse.” The genie may use
any form of violence or magic to Combat
Combat demand surrender, but the victim Attack/Scimitar (Broadsword): 1st
Scimitar (Broadsword): 1st +15— has to acknowledge his or her sub- +9—Atk +10—Dam +12
Atk +16—Dam +18 mission. Once someone gives in, Defense/Scimitar: +7
Defense: +10 the genjii immediately gains the Soak Total: +5
Soak Total: +16 power to speak into the victim’s Body Levels: OK/0/-1/-3/-5/In-
Body Levels: OK/0/0/0/-1/-1/-3/-3/- mind and read any thoughts cap.
5/-5/Incap. he wishes to keep secret. This Fatigue Total: 0
Fatigue Total: 0 mental contact works no matter Fatigue Level: OK/0/-1/-3/-5/
Fatigue Level: OK/0/0/0/-1/-1/-3/- how much distance separates the Unc.
3/-5/-5/Unc. genjii and slave. Furthermore,
when the “horse” leaves Faeri- Powers
Powers eland, any number of genjii may Flight, at 30 paces per combat
Flight, at 30 paces per combat “ride” out on his or her back. This round, or 300 paces if rocketing
round, or 300 paces if rocketing “riding” is metaphorical only, and straight up. No cost.
straight up. No cost. the genjii need not actually sit on Blade of the Virulent Flame, CrIg,
Aura of Heat, CrIg 20. Causes their “horse.” However, a “horse” 1 point. Treat as the per spell.
+10 damage to anyone who ap- accumulates two points of Load Their blades do not melt when
proaches within three feet of the for each “passenger.” A “horse” afire.
Vizier, to strike him with a melee need not obey his genjii master. Ride: ReMe, no cost. Identical to
weapon for example. No cost. Nevertheless, since a genjii can the ability of this name of the
Element Mastery: The Vizier may read his “horse’s” thoughts, he can Genjii Vizier (at left).
cast any Terram, Ignem, Auram usually punish rebellion.
or Aquam spell at the cost of one Abilities
Faerie Point per two spell levels. Abilities Scimitar Attack—4
He knows all the formulaiac spells Scimitar Attack +7 Scimitar Parry—4
in the ArM rules and can also cast Scimitar Parry +13

informs his master. The two meet the predictable way. Farad and his slave present, including Andros. They wish,
party thirty minutes after adventurers walk to the veiled throne. There, An- not to kill, but to force victims to carry
arrive in this realm. Farad uses the dros kneels, and soon afterward, the them through the Mirror into the
vis in his floor (ten points; see "Farad's Vizier Genjii descends into the chair, world. There, they intend to wreak all
Chambers," p. 27) to acquire a Faerie a gigantic, half-naked man in an Arab the vengeance they can on mortalkind,
Might of 10 for this fateful trip through burnoose with a skin of deep, smoky using Sanctum Saturnalia as a base.
the Mirror. Upon meeting the adven- violet. Farad demands the service Farad succumbs to the Vizier at once,
turers, Farad warns the party not to this Vizier promised Vatutin centuries bound by the terms of Vatutin’s pact.
interfere with him. “This is a private ago. But the being only laughs, and ob- He casts spells at the Vizier’s command
affair of the Covenant Urania and I serves that Farad has already received and once in his Sanctum, will use his
charge you not to impede it. The genjii wealth, castles, lore and rulership of a automatons on the genjii’s behalf as
here have sworn to render a single covenant from the genjii—through the well. Andros, meanwhile, turns to
service to me, and none other. Any agency of his slave. Now the genies the adventurers and sighs that now,
who meddle with this bargain merely owe him nothing. Instead, he must at last, he can go home. He wants the
risk their revenge.” pay them for their service. party’s protection as he escapes the
Unless the party does something Ten red genjii warriors descend. The genjii, and would now gladly return
drastic, affairs proceed in a tragically genjii and their Vizier attack everyone with the adventurers to France.
32 Sanctum Saturnalia

End Notes
If the party allowed Andros to trick the Vizier. To get him out of the Cau- The role of Andros at the party’s
Farad into confronting the genjii, the casus while Farad remains alive and covenant depends entirely on the
Vizier Genjii leads a rampage which free, the party must use force. When troupe’s ideas for future campaigning.
the adventurers can hope only to es- Andros realizes he cannot escape, he He possesses an unpredictable genius,
cape. Fortunately, this region has a becomes cheerful and friendly, but which may develop invaluable insights
sparse, mobile population. The dark secretly begins plotting some grand on the most unexpected topics. Add
Vizier of Sanctum Saturnalia may revenge on them, which may be the +4 to all Laboratory or studying rolls
become a villain for future adventures. basis for another storyline. If the made with Andros’ advice. Neverthe-
After achieving his revenge, Andros party kills Farad, Andros comes with less, Andros always retains his affinity
badly wants to escape with the adven- the adventurers grudgingly, his life for dark magic and remains consumed
turers, although if they turn on him goal shattered. You may wish to run by a bitterness he never expresses.
after seeing the genjii attack, he is too an adventure where Andros studies Whether he wishes or not, he will
proud to beg for forgiveness. necromancy, intending to punish his certainly drag the party into the most
As mentioned before, Andros cannot enemy beyond the grave. perilous avenues of sorcery.
rest until Farad knows slavery under

Appendix: The Genjii


The faeries of the East, genjii appear in many with a +30 on all Magic Rolls. Furthermore, by
forms with many powers. Unlike the Western inscribing a genjii’s name on a lamp, ring, bottle
faeries, who embody a medley of woods and or other receptacle, one can trap a genjii within
brooks, animals and hillsides, these beings the object. It remains within until someone
draw their power from the pure Elements, Air, rubs the lamp, wears the ring, opens the bottle
Water, Earth and Fire. As pure beings, they or otherwise deliberately uses the device. If the
lack the mercurial nature of other faeries. In- genjii bargains for its release, an unbreakable
stead, they are severe, purposeful and proud. faerie magic keeps it from breaking its word,
They pursue their amusements with deliberate but this same magic compels the bargainer to
hedonism, in the luxurious pleasure-domes of obey the terms of the agreement.
their hidden cities. The genjii divulge their names only to their
Although innumerable variations of genjii most trusted sorcerers, for use in beneficial
exist, the race has certain features in common. spells. Many a dying genjii learns that potent
Most look like muscular, well-formed humans, magic offers his only hope to survive. Therefore,
with limbs trailing off into wisps of smoke, through corrupt magicans and clever spies, True
cloud or water. Genjii come from five tribes, Names have leaked out. Certain ancient tomes
Red, Golden, Green, Blue, and Royal Black. contain the names of genjii, and a number of
Their skin color matches their tribe, although demons claim to have such lore. An Intéllego
the Royal Black genjii are actually a deep shade spell (with a form appropriate to the genjii’s
of violet. No genjii needs water, food or air to element) to uncover this information would be
survive, although all genjii enjoy all three. a 40th level ritual and would require some
Every genjii has a secret name, which con- physical token from the genjii in question. Un-
trols its soul. These creatures become pitifully derstandably, the genjii seek vicious revenge on
helpless when their names are known. Anyone anyone who pries after their names.
who speaks a genjii’s name may cast spells at it

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