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Dies Irae

Credits
Authors: Mark Lawford (The End of Time), Ben McFarland Author Biographies
(Fimbulwinter), Matt Ryan (The Great Pestilence), Mark
Shirley (The Twilight of the Gods) Mark Lawford lives in Eastbourne on England’s sunny south coast
Development, Editing, & Project Management: David Chart where he is working on his first novel and continues to feed his new-
Layout: Joseph Hanna found love of strength sports. Mark is also currently co-editor of Sub
Art Direction & Layout Assistance: Cam Banks Rosa, the Ars Magic fan magazine. He’d like to dedicate his work on
Proofreader & Publisher: John Nephew this book to David Chart, without whom Mark would never have sent
Cover Illustration: Christian St. Pierre in that first open call submission. It’s been a great run and Mark has
Cartography: Matt Ryan had the chance to do just about everything he wanted with the game.
Interior Art: Brett Barkley, Jason Cole, Anayte Delahay, Jenna Ben McFarland lives in the wilds of Upstate New York, where he
Fowler, Jeff Menges, Christian N. St. Pierre continues to venture into mysterious regiones in search of adventure
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves with the priceless support of his wonderful wife, Mandy, his family, and
Publisher’s Special Thanks: Jerry Corrick & the gang at the Source. the excellent advice of his steadfast friend, James. He sincerely wishes
to thank David Chart, Mark Lawford, Erik Dahl, and James Parks for
First Round Playtesters: Jason Brennan, Justin Brennan, Elisha their excellent friendship, trust, and encouragement. To them and the
Campbell, Robert Major; Leon Bullock, Peter Ryan, Chris other authors of the line, it’s truly been a pleasure to work with you on
Barrett; Thomas Nowell, Christian Jensen Romer, Phillip this incarnation of Ars Magica. Ordo Hermae vitae.
Jenkins, Lloyd Graney, Peter Hiley, Kevin Sides; Donna Matt Ryan wrote for Ars Magica for just over a decade, starting in
Giltrap, Malcolm Harbrow, Aaron Hicks, Richard Love 2004 with Living Lore and ending in 2016 with Dies Irae. He contributed
Second Round Playtesters: Jason Brennan, Justin Brennan, to almost two score supplements, either as author or cartographer. He
Elisha Campbell, Robert Major; Mike Eagles, Peter Ryan, had many joys and a few disappointments writing for the game – such
Chris Barrett; Christian Jensen Romer, Peter Hiley, Lloyd is life – and is proud to have participated in creating such a wonderful
Graney, Lisa Langood, Phil Jenkins, Thomas Nowell; Jason role-playing game. He hopes players enjoy it and his contributions for
Fryer, Matt Dyson, Emily Dyson; Donna Giltrap, Malcolm many years to come. He thanks his family, KC and Aug, for the many
Harbrow, Aaron Hicks, Richard Love; Nicholas Peterson, hours they let him spend in his study writing and drawing.
Dan Byrne, Bryan Jones, Kristi Jones, Jennafyr Peterson; Mark Shirley lives in the no man’s land between Stonehenge and
André Neergaard, Helge Rager Furuseth, Ola Hulbak, Karl Loch Leglean where he works as a zoologist and biomathematician.
Thomas Hjelmervik, Karl Trygve Kalleberg, Leif Olav Jøsang; He would like to apologize to any fans of Norse Mythology for any
Christian Andersen, Pelle Kofod jamais vu caused by using Viktor Rydberg’s writings for source mate-
Third Round Playtesters: Jason Brennan, Justin Brennan, Elisha rial. If you find the mythological details familiar yet not quite right,
Campbell, Robert Major; Donna Giltrap, Malcolm Harbrow, that is why! Mark considers that working on Ars Magica Fifth Edition
Aaron Hicks, Richard Love; Pelle Kofod; Alexander Bader, has been a privilege, not least because of the remarkable and talented
Tanja Bader, Simone Bischof, Stefan Ehret, MaPhi Werner people with whom he has worked and would like to thank them all for
their encouragement and collaboration.

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the
Berkeley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and
running demos through Atlas Games’ Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You
can also participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright © 2016 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by
any means without written permission from the publisher, except short excerpts for the purpose of reviews, is
expressly prohibited.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc.
Order of Hermes, Tremere, and Doissetep are trademarks of White Wolf Publishing, a Paradox Interactive AB
company, and are used with permission.
Digital Version 1.0

2
Dies Irae

Contents
Introduction 6 The Sixth Seal, Famine..................................................33
1250: The Fallen Star...........................24 Loss of Rule...........................................33
The End of Time..................................... 6 The Burning Town.................................24 Aetheric Storms......................................33
Fimbulwinter........................................... 6 The Maga.............................................25 Rise of The Infernal...............................33
The Great Pestilence.............................. 6 The Star................................................25 Response of the Divine............................33
The Twilight of the Gods. ................... 7 The Alien Aura......................................25 Time......................................................34
Resolving the Story................................25 Denizens of the Lunar Sphere.............34
The End of Time 9 1263: The Tribunal of 1263.................25 Creatures of Lunar Fire...........................34
Questions Over the Fallen Star..............25 The Poisoned Waters.............................34
Precis..................................................... 9
A Gathering of Books.............................26 Forests of the Dead.................................35
The Invisible Enemy................................. 9
Reports of Odd Behavior.......................26 Impact on the Covenant......................35
Brighde Bronach
1265: The Last Wizard War................26 Magic After the Apocalypse.................. 36
of House Criamon...............................11
1270: The Tribunal of 1270.................26 The Lunar Aura....................................36
Anaximander of House Verditius...........11
A Service to the House............................26 Impact on Hermetic Magic..................36
Agents...................................................11
1272: The Retreat to Megiddo............26 Realm Interaction...................................37
Quaesitor Beatritz of House Criamon....11
The Templars of Haifa...........................27 Durations..............................................37
Agents...................................................14
1274: Selene’s Lament..........................27 Parma Magica and
Andreva of House Criamon.................14
Introducing Selene..................................27 the Aegis of the Hearth...........................37
Advancing the Antagonists..................14
The Grieving Town................................27 New Lunar Durations...........................37
The Death of an Antagonist...................15
The Visitor............................................27 Exotic Magic and Supernatural Beasts......38
Cosmology. ......................................... 15
Talking to Selene....................................28 Infernal and Divine Powers....................38
The Axis Mundi...................................16
What Happens Next?............................28 The End of Everything......................... 38
Properties of the Axis Mundi..................17
1276: Divine Intervention....................28 Strategies for Surviving........................38
The Coming Apocalypse........................ 17
1277: The Final Tribunal......................28 Learn Aetheric Magic.............................38
Expected Run of Play...........................18
Preventing the Apocalypse..................28 Learn Other Magics..............................38
1231: The Axis Mundi is Found...........18
Options.................................................28 Regiones and the Supernatural Realms.....38
The Great Observatory.........................19
One Last Chance to Save the World....29 Appendix: Touching the Sky.................. 39
1233: Escape from
Finding Megiddo...................................29 Hermetic Breakthrough:
the Great Observatory.........................19
Face the Knights Templar.......................29 Aetheric Magic.....................................39
The Missing Men..................................20
Entering the Underground Retreat...........29 Appendix: Aetheric Magic...................... 39
The Observatory Under Siege................20
Interrupting the Ritual...........................30 The Aetheric Library...........................39
Conclusion............................................20
The Aftermath of Success....................30 New Spells.............................................39
The Fifth Seal, 1244:
The Seventh Seal: Laboratory Texts...................................42
Spirits from the Underworld................20
The Becalming of the Heavens............31 Arcane Knowledge.................................42
Encountering the Madmen......................21
The End of All Moments........................31
Dealing with the Rabble.........................21
Wormwood:
Talking to the Lunatics...........................21
The Aftermath of Failure......................31
Fimbulwinter: The Cold Doom 45
Tales of their Captivity..........................22 To Stand Against Winter..................... 45
The Brightening Star..............................31
Curing their Manias..............................22 The Saga’s Scope and Focus.................45
Hail and Fire.........................................32
Finding the Source of their Madness..............22 Introducing the Enemy........................46
The Seas and Oceans.............................32
Andreva’s Laboratory.............................23 The First Stage, Beginning the Path............46
The Poisoned Waters.............................32
1244: Brighde Bronach Arrives............23 The Second Stage, Emerging Threat............46
The Apocalypse in Microcosm...............32
1245: The Seeds of Doubt...................23 The Third Stage, Unleashing Winter...........47
The Extraordinary Tribunals................32
Introducing Brighde: Hunter’s Moon............23 Winter’s Heralds...................................47
The World of the Apocalypse. ............. 32
Introducing Beatritz: The Witch............23 Kotkill Ulfsbrodir..................................47
Destruction............................................33
Introducing Andreva: Horoscope............23 Leif Ormsbrodir ....................................48
Sickness.................................................33
Introducing Andreva: The Rebellious Tide....23 Magnus Norn.......................................48
Lunacy..................................................33

3
Dies Irae
Gunnvara Jarnvidja..............................48 Chimes to Mark the True Time................70 The Terram Infection...........................98
Ingvar Suttungja...................................48 Seeking the Warmth............................70 Terram Blight.........................................98
The Tools At Hand................................48 A House Already Abandoned.................70 The Ignem Infection............................98
Seasons of Conflict: The Return of Spring...........................70 Ignem Blight..........................................98
Saga Pacing and Structure....................49 Postmortem:
For Evil to Triumph...............................49 Life after the Great Pestilence..............98
Saga Foundation:
The Great Pestilence 77 The Grand Tribunal Response. ............. 99
Laying the Groundwork.......................49 The Coming Storm............................... 77 The Magi Gather.................................99
The Irminsul..........................................50 Fangs in the Night...............................77 Discussing Solutions............................99
First Stage: Beginning the Path............ 50 The Plague...........................................80 October’s New Moon:
Telling Tales.........................................52 Storm Crows........................................82 the Corpus Miasma............................100
The Price of Ignorance...........................52 Interlude. ............................................ 84 Laboratory Solutions. ....................... 100
The End State......................................53 A Good Place for a Lab........................84 Building Protective Barriers................100
Story Seeds for the First Tending Sick Crops..............................85 Affecting the Miasmas.......................101
Stage: Initial Explorations....................53 Ward against Natural Viewing the Herbam Miasma...............101
Vis Site: Sunstone Quarry.....................53 Imbalances of Nutrition.........................86 Moving the Herbam Miasma...............101
Vis Site: Magical Honeycomb................53 Ward against Unnatural Destroy the Herbam Miasma...............101
Regional Troubles................................54 Imbalances of Nutrition.........................86 Puzzling Out the
Hermetic Correspondence...................54 Shade the Scorched Earth.......................86 Order of Forms Attacked...................101
Second Stage: Enemy Apparent.............. 55 The Accident.......................................86 Curing Auras,
Telling Tales.........................................56 Four Months of Contagion................. 86 Regiones, and Magic Beings..............101
The Price of Ignorance........................56 The Moon of Herbam Rot...................87 Suture Gaia’s Wound...........................102
The End State......................................56 The Moon of Herbam Sickness...........87 Save the Magic Beings.......................102
Story Seeds..........................................56 The Herbam Miasma Moon................88 The Balm of St Francis........................102
Regional Troubles..................................56 Herbam Blight.......................................88 Discovering the Means of Attack............102
Hermetic Correspondence........................57 Miasma Sizes........................................88 Seeking the Thread of Power.................102
Corrupting Auras..................................58 Miasmas and Regiones...........................89 Snipping the Thread of Power..............103
Death Which Does Not Die...................59 We are Doomed!”...................................89 Inventing the Great Barrier................103
Third Stage: Calling Down the Storm....59 The Herbam Death Moon...................90 Magna Claustra..................................103
Calling Winter.....................................60 The Tribunal Response. ........................ 90 Adventure Solutions. ........................ 103
Telling Tales..........................................60 Example Tribunal Responses................91 Ministering to the Sick......................104
The Price of Ignorance...........................60 The Rhine Tribunal...............................91 Stopping the Accident.......................104
The End State........................................60 The Normandy Tribunal........................91 Invading the Arcana Centrum............104
First Phase: Winter Arrives...................60 The Thebes Tribunal..............................91 Finding the Arcane Doorway...............105
Regional Events.....................................60 The Transylvania Tribunal....................91 The Path to the Arcana Centrum...........105
Hermetic Correspondence........................62 The Hibernia Tribunal...........................92 A Poisoned Realm................................106
A Winter Homecoming...........................62 The Provençal Tribunal.........................92 The Beast Within Its Lair....................107
The Egesterenstein..................................63 Seeking Hellix......................................92 The Aftermath. .................................. 107
Sunday, Laetare Sunday........................63 Inside the Fen.........................................92
The Heart of Winter..............................64 The Twilight Tear..................................93
Second Phase: False Trails....................64 Hellix Seeking the Magi.........................93 The Twilight of the Gods 111
Telling Tales..........................................64 The Cycle Continues. .......................... 93 The First Titanomachy....................... 111
The Price of Ignorance...........................64 The Corpus Infection...........................93 The Binding of the Jotnar..................111
The Snake By the Tail...........................65 Corpus Blight........................................94 The End of This World. .................... 112
Shadow War.........................................65 The Soothing Balm of Telesphorus............95 Ragnarok............................................112
Regional Troubles..................................65 The Mentem Infection.........................95 Apokatastasis and
Hermetic Correspondence........................66 Mentem Blight.......................................95 the Criamon Enigma..........................112
In the Storm and Ending It.................67 The Vim Infection................................95 Loki. .................................................. 112
The Cost of the Cold..............................67 Vim Blight.............................................96 Loki’s Goal.........................................113
Divine Intervention.................................67 The Aquam Infection...........................96 Playing Loki.......................................113
...Make Good Neighbors........................68 Aquam Blight........................................96 Aspects of Loki...................................114
The Source of the Effects.........................68 Embracing the Downy Loftur Laufeyjasonur............................114
Chasing the Culprits..............................68 Arms of the Nephelae..............................96 Bekki...................................................114
Hunting Aspects....................................68 Wringing Free the Tears of Zeus.............96 The Emissary of Fire............................116
Hunting Irminsul...................................68 The Auram Infection............................97 Prometheus..........................................117
Into the Heart of Winter.........................68 Auram Blight.........................................97 Loki’s Mortal Agents..........................118
Hermetic Survival: Winter Has Arrived.... 68 The Animal Infection...........................97 The Muspelli.......................................118
Riding the Storm..................................69 Animal Blight........................................97 The Legion of Atlas..............................118
The Hidden Warren...............................69 The Imaginem Infection......................97 The Sons and Daughters of Strife............118
Chime of a Sunken Spring Day..............70 Imaginem Blight.....................................97 Help Saving the World...................... 118

4
Dies Irae
Assistance From the Order of Hermes....118 The Counselor of Evil...........................126 Fjalar Retrieves the Sword....................135
Help From the Gods..........................119 Other Plans: Brother Against Brother....127 Silencing the Red Cockerel....................135
Heimdallur, Watchman of the Gods........... 119 Giants in the East.............................. 127 The Dead Return.................................136
Thor the Thunderer..............................120 The Magogoli....................................127 The White Cockerel..........................136
The God at the Ford.............................120 The Invasion of Mythic Europe...........128 The Army of the Faerie Gods................136
The Hammer God................................121 A Spiritual Interloper...........................128 The Black Cockerel............................137
Skidbladnir..........................................121 The Eastern Bastion.............................128 The Seven Sleepers................................137
Acquiring the Wondrous Ship..............121 Kill the Khan.......................................129 Other Plans: Three Cockerels Crow....138
Help From Prophecy..........................121 Other Plans: Giants in the East..........129 The Second Titanomachy................... 138
Prophecies of the End Times..................122 The Monsters in the Ironwood.......... 129 Loki Fails............................................138
Gylfaginning.......................................123 The Herdsman of Monsters...............130 Loki Succeeds.....................................139
Völuspá...............................................123 The Ironwood Comes to Pomerania....130 A New Dawn. ..................................... 139
Muspilli..............................................123 Quenching the Holy Fire.....................131 The Magic Realm...............................139
De Principiis........................................123 Help Against the Ironwood...................133 Wild Magic........................................139
Titanomachia......................................123 Other Plans: The Golden Chain...............................140
Lore on the Titans.................................124 Monsters in the Ironwood.....................133 All Bonds Break...................................141
Letting the World Burn......................124 Swallowing the Moon. ...................... 133 The Faerie Realm...............................142
Five Acts to Destroy the World. ......... 124 Moon-Eaters.......................................133 Deicide................................................142
Signs of the End.................................125 Guardians of the Moon......................134 No Faerie Auras..................................142
Winter Without End............................125 Investigating in the Dark......................134 Vitality Is No Longer Enough..............142
Serpents in the West.............................125 Preserving the Light..............................134 The Divine and Infernal Realms......143
Gods’ Halls Reddened with Blood............125 Drawing Down the Moon....................134 Society After Ragnarok......................143
Brother Fights With Brother............ 125 A World Adrift Without a Moon...........134 The Order of Hermes............................143
A Chance Meeting...............................126 Other Plans: Swallowing the Moon.....135
The Princess in the Tower.....................126 Three Cockerels Crow....................... 135
Caught in the Middle...........................126 The Red Cockerel..............................135
Teste David 144

List of Inserts
Daimons and Aspects................................. 7 When Do Other Muspelli Find Irminsul?....55 The Rate of Infection
The Book of Revelation.............................. 9 Slidr, the Merciless Blizzard..................... 61 and a Slower World End......................... 90
Criamon Player Characters...................... 10 Right Here, Right Now............................ 63 Animated Tree.......................................... 92
Divine and Infernal Player Characters..... 10 My Enemy Is My Friend........................... 65 Marking Time: New Moons and Seasons....94
Everything is a Lie.................................... 10 Winter’s Bite............................................. 66 Divine, Infernal, and Faerie Vis................ 95
Brighde Bronach....................................... 12 Story Seed: A Lordly Tribute................... 66 Hedge Wizards, Witches,
Anaximander of House Verditius............. 14 Story Seed: Plowing Through.................. 66 Elementalists, and Supernatural Abilities.....96
Quaesitor Beatritz.................................... 15 Story Seed: In the Act.............................. 67 Bookkeeping............................................. 98
Andreva of House Criamon..................... 16 Story Seed: A Fistful of Vis...................... 67 Changing the Order of Plagues............. 101
Options for the Axis Mundi..................... 17 Story Seed: The Old Grey Mare.............. 67 New Guidelines: Creo Animal............... 102
A Timeline................................................ 18 Story Seed: Hunger of Desperation......... 70 New Guideline: Perdo Vim.................... 106
Stopping House Criamon........................ 19 Story Seed: The Case Air Elemental.......................................... 107
The Spirit of Bitter Loneliness................. 20 for Fight or Flight..................................... 70 The Great Pestilence.............................. 108
Lena Kessler of House Criamon.............. 24 Penetrating Cold...................................... 70 Loki’s Family........................................... 112
The Fallen Star......................................... 25 Leif Ormsbrodir: Loftur, An Aspect of Loki....................... 114
Who is Affected by Selene’s Grief........... 27 Young Muspelli of Nidhogg..................... 71 Bekki, an Aspect of Loki......................... 116
Designing the Ritual................................. 31 Muspelli Details....................................... 71 The Emissary of Fire, an Aspect of Loki.... 117
The Falling of the World into Ruin.......... 32 Magnus Norn: Gifts of the Gods.................................... 118
Vignettes of the Apocalypse.................... 34 Median Muspelli of Urdur....................... 72 Heimdallur............................................. 119
New Animal Quality: Lunar..................... 34 Gandar and Utiseta.................................. 74 Story Seeds: Thor the Thunderer.......... 120
Lunar Spore.............................................. 35 Ingvar Suttungja: Skidbladnir............................................. 122
Example Lunar Plant: Lost Robert.......... 35 Experienced Muspelli of Fire.................... 74 Prophetic Utterances............................. 122
New Realm Interaction Table................... 37 The Geography of the Magic Realm........ 77 Story Seeds: Finding Prophecies............ 123
Summary of Durations............................. 37 Précis........................................................ 79 Son of the Eagle..................................... 127
Initiation Script: Aetheric Magic............. 38 Shade of Saint Anthony........................... 79 Ironwood Wolf....................................... 129
Sample Aetheric Magic Projects.............. 40 Black Wolf................................................ 80 Eggther, A Frost Giant........................... 130
The Form of Aether (Ae).......................... 42 Dealing with Disease................................ 81 Gambanteinn, the Wand of Woe........... 131
What You Need To Run This Saga.......... 45 The Tytalus and The Redcap................... 82 The Snatcher of the Moon..................... 133
Wolf Statistics.......................................... 48 Plant Diseases in the 13th Century.......... 84 Lunar Eclipses......................................... 134
Sidebar: “How did New Guidelines: Rego Herbam............... 85 Story Seeds: Days of the Dead.............. 136
the Irminsul get There?”........................... 50 New Guidelines: Creo Herbam............... 85 Vidofnir.................................................. 137
Why All The Plans?................................. 51 Not Hellix, but New Virtue: Folk Magic......................... 140
Saga Consideration: One of the Covenant’s Magi.................... 85 Pacts with Daimon Magi........................ 141
One of a Thousand Gates..............................51 What about Magic Resistance?................ 86 Impacts on Non-Hermetic Magicians.... 141
Saga Consideration: The Call of Winter.....51 Handling Multiple Miasmas..................... 89 Story Seeds............................................. 141
What is Insight?....................................... 54 Realm Interaction Table......................... 142

5
Chapter One

Introduction
Welcome to Dies Irae — the Day of lenge to separate the wheat from chaff, to see four horsemen, the rising of the beast from
Wrath — the culminating story for your which characters are truly powerful enough the sea, stars falling from the sky.
Ars Magica Fifth Edition saga. Within are to withstand such an apocalyptic threat. Per- Can the magi recognize these signs,
four chapters, each setting out a story of the haps you simply want an epic story to guide identify the cultists, and can they con-
destruction of Mythic Europe as your player your players through, and there are none vince a skeptical Order that those they
characters know it. Yet in the darkness is a more epic than the following four. once called friends will submit the Earth to
thin ray of light; each chapter also offers a The following four apocalypses are in- conquest, war, famine, and death. Can they
variety of means for the magi to stop the tended to combine with your current saga prevent the end of time?
catastrophe and save the world, or at least and close it. The early stages of each should
survive in the aftermath. seamlessly mesh with ordinary events, blend-
The title, Dies Irae, is derived from the ing with any current story arcs you are run-

Fimbulwinter
medieval Latin hymn, “Dies Irae,” composed ning. As the years progress, the apocalypse
sometime during the 13th century and sung moves to center stage, overriding the magi’s
most often at funerals during the Requiem current concerns due to its cataclysmic im-
Mass, the Mass for the dead. Nineteen stan- portance. Each of the four apocalypses covers
zas long, the first warrants repeating: many in-game years, and will take sessions of Before the great battle of Ragnarok, be-
play to resolve. More than a straightforward fore the battle of the Jotnar and the Aesir, the
Dies irae! Dies illa series of interlinked adventures, such as we eddas tell of a terrible, unnatural season, a
Solvet saeclum in favilla: presented in the ArM5 supplement Thrice- time of three winters without summer where
Teste David cum Sibylla. Told Tales, each of the following four chap- starvation, death, and war rule the land: the
(The day of wrath, and in that day ters is an extended campaign, designed to Fimbulwinter. And now someone has found
The world in ashes pass away include your current stories before dashing a way to bring this winter to Mythic Europe.
As David and the Sibyl say.) the magi’s hopes and dreams against rocks of Things start slowly, as the plotters seek
impending doom. out the places of power and allies they need
Most troupes will only use one of the fol- to carry out their plans, and as the magi seek
lowing four chapters; pick the one that best out vis and write their books, they may not
suits your troupe’s style of play. Nothing pre- realize that winter is coming. If the enemies

The End of Time


vents you from using more than one chapter, are not stopped, however, they summon As-
and if your players characters are especially pects of Primeval Winter from the Magic
good at saving the world, they may like to Realm to blanket the land in unending snow,
do so more than once. While that may be bringing war, famine, and despair.
overly dramatic for many troupes, it is well The limit of the Lunar Sphere has been
within the bounds of legitimate role-playing. a prize for Hermetic researchers since the
Indeed, some of the chapters work well as a founding of the Order. Breaking that limit

The Great
set, if that is what you want. could open up new forms of magic, whole new
Why destroy the world? Everything has worlds even. Or it could, in the wrong hands,
a cycle, and just as covenants are measured bring about the Apocalypse and the end of
in seasons, growing from Spring to Summer,
to Autumn, and eventually to Winter, so too
do sagas age and mature. Winter brings the
time itself. A doomsday cult within the Order
is working to bring about just such an end.
No simple grab for power, the threat
Pestilence
death of things, but Spring sprouts life. Per- comes from the last place the Order would Plagues are notorious horrors of Mythic
haps your saga has run its course and your think to look. Driven by an unshakable be- Europe, striking without warning and stem-
troupe is looking for a fitting end before be- lief, this cult at the heart of the Order is ming from no known cause. The Order of
ginning anew. If your player characters are nearing the end of its plan. As that end draws Hermes generally ignores such calamities,
exceptionally powerful, as many magi can nigh, signs and portents start to appear to its magic more than equal to protecting its
be, perhaps you need a world-ending chal- those who recognize them; the rise of the members from such pandemics. Magi sit

6
Dies Irae
safely and smugly in their ivy-clad towers,
waiting out plagues as if they were nothing
more than a passing rainstorm.
Until their vis mysterious rots away, their
magical animals and creature allies grow sick
and die, and the land encompassed by their
Magic aura emits noxious vapors that poison
the surrounding countryside. All this with no
advance notice, no known origin, and with
no end in sight. Dubbed “The Great Pesti-
lence,” this fearsome blight overwhelms the
Magic Realm, eating it away one Form at a
time, and slowly rendering its magic inert
and useless. As the magi lose power, the
Great Pestilence continues to spread. Man-
kind falters, stricken by wave after wave of
various poisons generated from every Magic
aura and regio across Mythic Europe.
Can the magi discern what is happening
and survive long enough to stop it, or will they
too suffer the ravages of the Great Pestilence?

The Twilight
of the Gods
Millenia ago, the Magic titans and
the Faerie gods clashed in a cosmic battle
called the Titanomachy. The titans lost, Daimons and Aspects
and were imprisoned in the Magic Realm;
their powers tempered by the chains that Daimons are featured in more than pect can be restored instantly, although it
bound them. Now someone plots to fulfill one chapter in this book, so some general cannot return to the same location where
the prophecy that will bring about a second notes are offered here. it was destroyed or dismissed until a day
war with the gods: a war which the titans Daimons are spirits that embody the has passed. An Aspect also cannot appear
are fated to win. As the metaphorical chains elements of creation. They dwell in the within several miles of another Aspect of
binding the titans are loosened one by one, Magic Realm, but interact with the mun- the same Daimon, or where one has been
the approaching apocalypse is presaged by dane world by a creating a spirit called an in the last day. Powerful Daimons have
wars, armies of giants, invasion by mon- Aspect. Aspects are normally in constant several Aspect types, each with a unique
sters, the swallowing of the moon, and the mental contact with their Daimon, and identity and name, personality, and pow-
return of the pagan dead. Unless the plan are Arcane Connections to them. Creat- ers. They can also manifest multiple copies
can be thwarted, mankind will be caught in ing an Aspect does not cost the Daimon of the same Aspect simultaneously. More
between the warring powers. any Might points, and it can have any information about Daimons can be found
Should they fail, the new world that number of Aspects active at any one time. on page 102 of Realms of Power: Magic.
emerges from the chaos of the war between The Daimon knows what all its Aspects Destroying an Aspect is the same
Magic and Faerie is one ruled by magic. Far are thinking and doing, although it does as destroying any supernatural crea-
from being a magician’s idyll, magi will dis- not necessarily share this information ture, but destroying a Daimon is much
cover that magical power can no longer be with other active Aspects. An Aspect has harder; Perdo Vim directed through
freely acquired; the titans are back in control its own Might Score, although its Might the Arcane Connection provided by an
and they jealously guard magic and closely pool does not replenish; instead when it is Aspect does not work. Even in the Ti-
regulate its flow. The world has become a exhausted of Might points it is recreated tanomachy, the Daimons were not de-
dangerous place where monsters roam free by its Daimon. Destroying an Aspect has stroyed, merely imprisoned.
and magic warps the edifices of man. few consequences for the Daimon; the As-

7
Chapter Two

The End of Time


Stand still, you ever-moving spheres of heaven,
That time may cease and midnight never come. Precis apocalypse is visited upon the Earth.
This chapter provides troupes with a
series of stories through which the player
Doctor Faustus: Act 5, Scene 1 Heaven fashioned us of nothing, and we strive to characters become aware of House Criamon’s
bring ourselves to nothing plan, giving them opportunities to stop them
The Order of Hermes has long wanted before the fateful day. Stopping House Cri-
to extend their power to the lunar sphere The Duchess of Malfi: Act 3, Scene 5 amon is by no means certain, and this chapter
and beyond, but few considered what might also describes the world as it falls into ruin.
happen should that breakthrough come to House Criamon, unassuming mystics of We also explore House Criamon’s Hermet-
pass. While magi through the centuries the Order of Hermes, have their own phi- ic Breakthrough, the breaking of the Limit of
have idly dreamed of the wonders that they losophy. Since the founding of their House the Lunar Sphere, and the new Form of Aether,
might perform and the knowledge they its magi have sought to escape the eternity of the way that the apocalypse disrupts the Or-
might gain, some within the Order worked life, turmoil, death, and rebirth. Early in the der’s grasp on magic, and also new research that
quietly to achieve the unthinkable. Theirs eleventh century the elders of the House for- the Order may undertake to help it survive.
was no quest for idle glory, nor even power mulated a plan; they would suspend the con-
over the world and its population; theirs is stant motion of the heavens and bring time
a plan born out of misplaced benevolence, itself to an end. That plan is nearly ended.

The Invisible
ignorant of the risks; theirs is a plan to de- However, they have made a fundamental
stroy the very workings of the cosmos it- error. Their plan to stop eternity is destined
self, a plan to bring about the end of time to fail. Their understanding of cosmology is
and thereby save the world. flawed and instead of the motion of the heav-
ens peacefully ending, the heavenly spheres
are disrupted, the moon is destroyed, and an
Enemy
No idle stargazers or mystics, at the
core of House Criamon are members of a
doomsday cult who intend to bring about
The Book of Revelation the end of time. Their reasons are ground-
ed in an unshakable philosophy and an
This chapter uses the term apocalypse to sites is an observatory in the ocean with seven understanding of the cosmos as a dread-
describe the ultimate fate of the world at the great lenses, reflecting the seven-headed beast ful eternity. Their intention is to release
hands of House Criamon, but this is not the that rises from the sea as described in Revela- the world and all its peoples from an end-
Biblical Apocalypse as described in the Book tion. However, there is no direct correlation to less cycle of suffering, death, and rebirth.
of Revelation. The Bible anticipates the end of the increasingly harrowing events of the Apoc- What some might see as an abomination,
days when the forces of heaven and hell fight alypse as described in Revelation. The symbol- those at the heart of House Criamon see as
their final battle and those living must suffer ism used here is borrowed from that work to a just and merciful release.
judgment for their sins. This chapter on the provide a suggestion of the devastation to come The magi of House Criamon have not
other hand describes an act of grandiose magi- if that fate is not avoided. been acting alone, however. There are others
cal hubris, and while that act lays waste to the Within the context of your game, you across the Order who have wittingly or unwit-
world it is still an act born of human free will need to decide whether it is by chance that tingly helped the House prepare for the end.
and not of predestined fate. these associations make themselves apparent,
Most have no idea of the House’s ultimate aims.
That said, much of the symbolism found or whether it is some Divine warning as to
While the most significant cultists are de-
in this chapter harks back to the Book of Rev- the direction of these events. Either way, we
scribed here, you should feel free to add to,
elation. There are four principle members of describe where these symbols are purposefully
modify, or relocate any of them as best suits
House Criamon and they share aspects with used so that you may highlight them in the tell-
your own saga. Each of the four refers back to
the four horsemen of the apocalypse as de- ing of these stories.
the Biblical Four Horsemen of the Apocalypse,
scribed in the Bible; and one of their magical
which are released at the breaking of the first

9
Dies Irae

Criamon Player Characters


Given that the plot spans House Cri-
amon, filtering down through the ranks as
exhibiting madness, etc.
Once they know that House Criamon Divine and Infernal
the magi learn more Enigmatic Wisdom or
house lore, it is inevitable that player Cri-
is actively working to bring about the end
of time, they may be called upon to either
Player Characters
amon will become involved at some point. undertake specific research or to assist An- Characters with Divine or Infernal pa-
Those recently out of apprenticeship are dreva in a research project. trons may gain additional insight into each
considered young and unreliable but the near- Finally, they may be asked to undertake event as it happens. It should be noted that
by table suggests the level of knowledge that arrangements for the move to Megiddo, the potential end of time is not the Bibli-
they gain as their understanding increases. including building devices to be installed cal apocalypse; it is not God’s will. While
Their first responsibility is to send vis to into a laboratory to aid with the develop- God does not intervene, the creatures of
the most senior Criamon in the Tribunal. This ment of ritual spells. Heaven and Hell understand the dangers.
is likely to be a nominal amount, but may in- The level of secrecy you apply to the Any Divine or Infernal visions or premo-
crease. They may then be asked to gather re- character’s involvement with regard to the nitions concerning story events should point
sources of the kind likely to support research. other players should be in keeping with the character squarely at House Criamon.
Examples might be water from a high or low your troupe’s play style.
tide, horoscopes for certain people, a woman

Everything is a Lie
Houses of Hermes: Mystery Cults explores 8 The world will escape all time with the recurrence of the suffering of the weak
House Criamon in great depth. This covers the coming conjunction on December at the hands of the strong. Their theologians
not only their organization as a House and the 23rd in the year 1277. studied the great religions and even there
mystical paths that they follow but also their they found suffering and resurrection into
underlying cosmological understanding. The In addition, when the final magical further suffering; any suggestion in those
world of the Criamon is one of infinite recur- breakthrough has been made, magi of theological sources of peace at the end of all
sion and of reincarnation. It is one of peace House Criamon are offered initiation into things was considered tenuous at best.
contrasted with strife, and acceptance bal- the secret new mysteries of the House With no hope on the horizon, a coun-
anced against resistance. What Houses of Hermes: when they reach Enigmatic Wisdom level cil convened in the deepest parts of the
Mystery Cults does not explore is a House-wide 7; the very same magic to be used to bring Cave of Twisting Shadows and decided the
plot to bring about the end of time. about the end of time. fate of the world.
The plan to end all time was hatched in
the decades that followed the Schism War
and is known only to those who achieve The Schism War The True Destiny
a certain level of Enigmatic Wisdom. Nu- and Other Calamities of House Criamon
merous approaches were explored before
it was ultimately decided to breach the The Schism War was neither the first nor It is important to note that House Cri-
Lunar Sphere. For generations, the knowl- the last event that demonstrated to House Cri- amon has committed itself to this path not
edge was kept within the most senior of the amon that the world had to escape the cycle by some corruption of their beliefs but as a
House’s magi and their trusted researchers, of suffering within which it was trapped, but consequence of those beliefs. Its magi believe
but it has recently been filtering down it was a decisive moment. The Sundering of that Criamon the Founder wants them to
throughout the House. The nearby table House Tremere, the Schism War, the corrup- release him from the duty he performs,
suggests the level of knowledge of the plan tion of House Tytalus, the war with Damhan- namely holding open the path between
available at a given Enigmatic Wisdom or Allaidh soon after the founding of the Order, the material realms and Twilight. As Cri-
House Criamon Lore level. the crusades perpetrated by the mundanes; amon wanted to escape the suffering of the
they all reinforce the belief that humanity is world, so his followers believe that all must
Enigmatic Wisdom/Knowledge incapable of living through eternity without follow him out of the world. They see it as
House Criamon Lore causing suffering without measure. a responsibility to release the world and its
5 The end of time shall be House Cri- The mystics of House Criamon were populace into the Hypostasis that sits out-
amon’s gift to the cosmos. originally set a task: find evidence that the side of the universe. Bringing about the end
6 House Criamon has been actively work- future holds an age of enlightenment. De- of time is their means to this end.
ing to bring about the end of time. spite years of intense scrying into portents
7 House Criamon will cause the moon to and omens, and even research into magic
stop in its rotations and time will end. able to directly see the future, they saw only

10
Dies Irae

four seals of heaven that herald the end of days. Anaximander of monk in Provencal, and even a Radhanite
The statistics below are a baseline; given merchant in Baghdad.
that the story runs across a number of de- House Verditius His agents know of the great obser-
cades, it is not possible to provide statistics vatory (described below) and that it was
for each point in the story at which they Anaximander of Verditius is a senior figure commissioned by House Criamon, but do
might be encountered. in the Tribunal of Thebes, recently retired to not know of its purpose. They are, how-
the covenant of Ingasia on the island of Lemnos ever, likely to mention it in passing by
(The Sundered Eagle, page 86). Over a century in example of Anaximander’s power and the
Brighde Bronach age, he is a noted member of a confraternity of
Verditius magi who use their magic to enchant
kinds of services he can perform.
His agents may be identified by the
of House Criamon structures, such as towers and laboratories, on symbol of the red lion that they wear as a
behalf of other magi. He has turned this power broach or clasp.
to the good of House Criamon, allowing large
Brighde Bronach is a follower of the and powerful devices to be enchanted in the
Path of Strife, schooled by House Criamon
to bear the most grievous of sins should the
furtherance of their plans.
An alchemist at heart, Anaximander
Quaesitor Beatritz
need arise. She is charged with protecting yearns for knowledge of new elements and of House Criamon
House Criamon’s research and the further- new magic that he knows must exist beyond
ance of their plans through Wizard War. the Earthly Sphere. This makes him a willing
Dispassionate and detached, Brighde has participant in House Criamon’s research to Quaesitor Beatritz is an itinerant
had cause to engage in war twice before, breach the Lunar Sphere, although he does maga. Nominally a member of the play-
once against a member of her own House not know their ultimate aim. As such, he is a er characters’ home Tribunal, she main-
who discovered the plan before they were potential weak link in House Criamon’s plan. tains a sanctum in the Cave of Twisting
prepared for the burden. Anaximander’s voting sigil is a staff bearing Shadows in the Tribunal of the Greater
She covers herself with a magical salve a red lion’s head at its top. He dresses exclusive- Alps and relies upon the hospitality of
of white clay designed to prevent the shed- ly in robes of deep red and travels in a chariot that Tribunal for much of the year.
ding of Arcane Connections, and with her drawn by an iron horse that has been allowed She is scrupulously even-handed in
white horse familiar and her bow talisman, to rust, giving it a blood-red character. These the undertaking of her duties as Quae-
fate identifies her as the White Horseman; facets identify Anaximander as the Red Horse- sitor and has been granted jurisdiction
the first of the four Horsemen to herald the man, the second of the heavenly seals. over matters pertaining to House Cri-
Apocalypse and the first of the four heav- amon. Her claim, that she alone can un-
enly seals to be broken. derstand those of her House, has been
Agents accepted. Of course, this puts her in a
position to protect those of her House
Anaximander has outlived a number of should they ever need her.
venditores but still supports agents in three Beatritz dresses in modest black, as
Tribunals, including a Mercere Redcap befits her role as Quaesitor, and she car-
in Hibernia called Luathan, an Augustan ries a tall staff from which hands a set of

11
Dies Irae

Brighde Bronach
Characteristics: Int +1, Per 0, Pre 0, Com 7+2 (Corpus), Philosophiae 3 (ritual mag- Mastery 1 (penetration)
–1, Str 0, Sta +3, Dex 0, Qik +1 ic), Ride 3 (battle), Scots Gaelic 5 (High- Aegis of the Hearth (ReVi 20) +63, Mastery 1
Size: 0 land), Whittling 4 (sympathetic charms) (stalwart casting)
Age: 120 (90) Arts: Cr 6, In 12, Mu 9, Pe 25, Re 25, An Circular Ward Against Demons (ReVi 20) +54,
Decrepitude: 0 (4) 10, Aq 6, Au 7, Co 25, He 5, Ig 8, Im 5, Mastery 1 (ceremonial casting)
Warping Score: 9 (45) Me 7, Te 5, Vi 25 Opening the Intangible Tunnel (ReVi 25) +55,
Confidence: 2 (5) Twilight Scars: Clothes disintegrate after ex- Mastery 2 (magic resistance, penetration)
Virtues and Flaws: The Gift; Hermetic Ma- cessive spell-casting; Presence sours wine
gus; Flawless Magic, Attraction and Re- Equipment: The White Bow talisman Given her Initiations and great age, Brighde
pulsion*, Enigmatic Magic Sensitivity*, Encumbrance: 1 (1) has more Virtues and Flaws than a character
Power of Destruction*; The Enigma**, Appearance: Small and wizened, Brighde is constructed with the usual limits does.
Affinity with Penetration, Fast Caster, a woman of apparently 90 years of age,
Puissant Penetration, Self-Confident, which implies a degree of frailty. Though * Gained through Initiation
Skilled Parens, True Friend (Beathan); covered in the stigmata of her House, she ** House Virtue
Blatant Gift, Deficient Technique (Intel- is swathed in a white clay salve that covers *** See Hermetic Projects, Chapter Five
lego), Dark Secret (Part of the House her from head to foot. She wears barely
Criamon Plot to End Time); Deficient anything; sandals to protect her feet and
Form (Ignem), Dispassionate, Higher a slip to protect her modesty. Even these Tactics
Purpose (Eat sin on behalf of House) she does not own; she borrows them from
Initiations: The Avenue of Faith in Strife a willing agent in order to prevent the ac- Brighde never enters a foreign Aegis
(Sin), The Avenue that Splinters, The cumulation of Arcane Connections. of the Hearth without first being grant-
Avenue of Charm and Scorn Spells Known: ed a token associated with that Aegis.
Personality Traits: Calculating +3, Dili- Convergence of Birth (InCo 10) +21, Mastery When prosecuting Wizard War,
gent +2, Hedonistic –2 1 (penetration) *** Brighde prefers to plan seasons ahead,
Reputations: Protector of House Criamon Touch of the Goose Feather (PeCo 5) +54, Mas- usually from within her own Aegis of the
(Those who know of the plan) 5, Un- tery 1 (fast casting) Hearth. She studies her target, learning
clean (House Criamon) 4, Fearsome The Wound that Weeps (PeCo 15) +54, Mas- her habits; when she is likely to be out-
(Magi of Loch Leglean) 3, Fearsome tery 1 (multiple casting) side of her covenant or Aegis and with
(Magi of the Order) 1 Kiss of Aging (PeCo 20) +54, Mastery 1 whom they engage in correspondence.
Combat: (penetration) *** She uses agents to do this rather than in-
Dodge: Init +1, Attack n/a, Defense +5, Bind Wound (CrCo 10) +35, Mastery 1 volve herself in the details. She attempts
Damage n/a (penetration) to retrieve an Arcane Connection of
Short Bow: Init –1, Attack +13, Defense Gift of the Bear’s Fortitude (MuCo 25) +38, some kind, however slight, which she
+11, Damage +6 Mastery 1 (penetration) immediately fixes. She uses her Craft
Fist: Init +1, Attack +3, Defense +4, Bane of the Decrepit Body (PeCo 25) +54, Mas- Ability to carve a symbolic represen-
Damage +0 tery 1 (penetration) tation of the individual to aid with in-
Soak: +3 Befuddled Speaker (ReCo 5) +54, Mastery 1 creasing Penetration, which is also bol-
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- (penetration) *** stered by divining their horoscope.
scious Curse of the Unruly Tongue (ReCo 5) +54, With the tools assembled and not
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– Mastery 1 (quick casting) before, Brighde offers the mandated
15), Incapacitated (16–20), Dead (21+) Ward Against Heat and Flames (ReIg 25) +19, warning. At the commencement of the
Abilities: Artes Liberales 5 (astronomy), Mastery 1 (fast casting) war, she wards herself with some simple
Awareness 3 (determining effect), Bows Image Phantom (MuIm 20) +18, Mastery 1 spells and then opens an Intangible Tun-
1 (short bow), Brawl 3 (dodge), Concen- (still casting) nel to her victim, increasing the Pene-
tration 4 (spell concentration), Enigmatic Loss of But a Moment’s Memory (PeMe 15) +36, tration as far as she can through the use
Wisdom 10 (interpreting signs), Finesse 6 Mastery 1 (penetration) of vis to boost her Casting Total. Her
(casting speed), Latin 4 (hermetic usage), Fading Star of Evening (CrVi 15) +35, Mas- favored means of assault is to diminish
Leadership 3 (intimidation), Magic Lore tery 1 (multiple casting) *** the target’s ability to use The Gift and
4 (magical traditions), Magic Theory 10 Wizard’s Communion (MuVi 15) +38, Mastery then to inflict terrible Warping and ag-
(Corpus), Organization Lore: House Cri- 1 (imperturbable casting) ing. These are wounds from which it is
amon 5 (initiating others), Organization Paralysis of the Gift (PeVi 20) +55, Mastery 2 impossible to recover.
Lore: Order of Hermes 3 (personalities), (magic resistance, penetration) ***
Parma Magica 5 (Mentem), Penetration Opening the Intangible Tunnel (ReVi 15) +54,

12
Dies Irae

Brighde Bronach (Cont’d)


The White Salve Febris Semitertiana, which becomes appar- Hooves: Init +1, Attack +7, Defense +5,
ent after a week. The disease is debili- Damage +7
PeCo 15 tating, causing fever, rash, and crippling Soak: +6
R: Touch, D: Moon, T: Individual abdominal pain. Fatigue Levels: OK, 0/0, –1/–1, –3, –5,
This salve of white clay destroys skin This spell uses the Perdo Corpus Unconscious
flakes and hair that falls or is brushed from guidelines from Art & Academe, page 57 and Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–
the individual in order to prevent the easy the disease rules from page 45 of that sup- 24), Incapacitated (25–32), Dead (33+)
acquisition of Arcane Connections to the plement. Abilities: Area Lore: Tribunal 3 (Cov-
bearer of the salve. The salve is applied all (Effect: Base 20, +1 Touch; Modifica- enants), Artes Liberales 1 (rhetoric),
over the body as where it is not the skin tions: +1 2/day, +15 for +30 Penetration) Athletics 5 (balancing), Awareness 3
and hair is vulnerable to shedding. The (ambushes), Brawl 5 (hooves), Folk
salve fades only at the end of the duration, Ken 1 (magi), Latin 4 (Hermetic),
at which point a new dose must be reap- Beathan, the Organization Lore: Order of Hermes
plied. Brighde wears the salve, on average, Seven-league Destrier 3 (magi), Profession: Mount 4 (cou-
for less than half the year. rier), Stealth 3 (moving quietly), Sur-
This is a charged device and Brighde Brighde traveled far to find her familiar, vival 3 (woods)
has a steady supply created for her by Beathan, having found no such beast in her Natural Weapons: The weapon statistics
House Criamon. home Tribunal. for a destrier’s kick are Init +2, Atk +2,
(Base 3, +1 Touch, +3 Moon) Magic Might: 8 (Animal) Def +2, Dam +1.
Characteristics: Int 0, Per 0, Pre 0, Com Powers:
–4, Str +6, Sta +3, Dex +1, Qik –1 The Long Road Made Shorter, 0 points, Init
Talisman: The White Bow Size: +3 –6, Animal (R: Touch, D: Mom, T:
Season: Summer Group) Beathan may transport himself
Opening the Intangible Tunnel Confidence Score: 1 (3) and anyone touching him to a point up
Pen +30, 6/day Virtues and Flaws: Ferocity (when ridden to seven leagues away which he can
ReVi 53 in battle), Improved Characteristics, see. Level 50 effect (Base ReAn 30, +1
R: Arcane Connection, D: Concentra- Long-Winded, Proud (minor), True Touch, +2 Group, +1 Co requisite),
tion, T: Individual Friend (Brighde) Greater Power (45 levels, cost –1)
As per the spell described in ArM5, Magic Qualities and Inferiorities: Gift Equipment: comfortable harness, ornate
page 162. Allows spells of up to level 30 to of Speech, Greater Power, Improved and expensively tooled saddle
be cast through the connection. The Pen- Abilities, Improved Might, Improved Vis: 2 Animal, in head.
etration is a little low for use against op- Power (The Long Road Made Shorter), Appearance: Beathan is a heavy war horse
ponents of great power, but the device is Minor Virtue (x3) (Improved Char- standing over 16 hands high at the with-
useful against mundanes and minor powers. acteristics, Tough, Unaffected by ers. His neck is thick and heavy with a
(Effect: Base +4 Arcane Connection, The Gift) graceful curve and his chest is broad and
+1 Concentration; Modifications: +5 de- Qualities: Domesticated, Fast Runner, deep. He has a white coat, turning grey
vice maintains concentration, +3 6/day, Herd Animal, Imposing Appear- and black around the nose and mouth.
+15 for +30 Penetration) ance, Tireless
The Fetid Arrow Familiar Cords: Gold +2, Silver +1, Those traveling with Beathan when he
Pen +30, 2/day Bronze +1 uses his Long Road Made Shorter power
PeCo 41 Personality Traits: Loyal +2, Taciturn +2, experience the full distance of the journey
R: Touch, D: Momentary, T: Individual Brave +1 made shorter rather than simply appearing
Cast through the Intangible Tunnel, Reputations: Aggressive (local) 1 in the target location.
this effect causes the target to contract Combat:

13
Dies Irae
balances. She rides a large black horse, Andreva of House Criamon Advancing the Antagonists
magically trained to ignore the effects
of The Gift. Her colors, her mount, and
the balances she carries identifies her as Andreva lives not too far from the The antagonists described above are
the Third Horseman; the third of the player magi, but most within the Tribunal presented before the major breakthrough
seven seals of heaven. consider her too vague and ambiguous to that House Criamon will use to seize con-
be of any importance. They could not be trol of the moon and end time. Once the
more wrong. She is House Criamon’s most breakthrough has been made, Andreva
Agents gifted researcher and she has guided much gains the new Aetheric Magic Virtue and
of its research over the last seventy years. its associated new Hermetic Form of Aether
As a Quaesitor, Beatritz may draw upon Her pallid complexion and the pale at a score of 13. This Virtue is then Initi-
a number of resources, first from her House, green in which she dresses identifies her ated out to members of House Criamon and
second from the Tribunal itself, and last from as the Fourth Horseman, the pale rider, their willing allies, Anaximander of Verdi-
House Guernicus, which is inclined to sup- and the bringer of death. When traveling, tius included. This grants the new Form of
port Quaesitors no matter their House. she most often takes the form of a pale Aether but at a score of zero.
Her word is trusted, so those inclined to horse thanks to one of her favored spells.
follow Quaesitors, such as Hoplites, junior Her birth represented the breaking of the
members of House Guernicus, and similar- fourth seal of heaven.
minded magi, may undertake tasks on her
behalf with few questions.

Anaximander of House Verditius


Characteristics: Int +3, Per 0, Pre 0, Com (precision), Goldsmith 13+3 (devices Sight of the Transparent Motive (InMe 10) +19
+2, Str –1, Sta 0, Dex 0, Qik –1 for enchantment), Greek 5 (poetry), Shell of False Determinations (CrVi 40) +46
Size: 0 Guile 3 (concerning cult activities), Shell of Opaque Mysteries (CrVi 40) +46
Age: 110 (67) Latin 5 (Hermetic usage), Leadership Sense the Nature of Vis (InVi 5) +27
Decrepitude: 0 4 (laboratory work), Magic Lore 2 The Invisible Eye Revealed (InVi 20) +27
Warping Score: 8 (20) (regiones), Magic Theory 12 (extract- Piercing the Magical Veil (InVi 20) +27
Confidence: 1 (3) ing vis), Organization Lore: Order of Sense of the Lingering Magic (InVi 30) +27
Virtues and Flaws: The Gift; Hermetic Hermes 3 (personalities), Organiza- Wizard’s Communion (MuVi 10) +28
Magus; Verditius Magic*; Major Philo- tion Lore: Verditius Cult 5 (initiating Shroud Magic (MuVi 20) +28
sophic Alchemy; Affinity with Gold- others), Parma Magica 4 (Mentem), Demon’s Eternal Oblivion (PeVi 15) +28
smith, Affinity with Magic Theory, Penetration 4 (Ignem), Philosophiae 5 Disenchant (PeVi 30) +38
Dwarf Blood, Puissant Goldsmith; Am- (metaphysics) Circular Ward Against Demons (ReVi 15) +28
bitious, Weak Spontaneous Magic Arts: Cr 18, In 9, Mu 10, Pe 10, Re 10, An Aegis of the Hearth (ReVi 20) +38
Personality Traits: Ambitious +3, Prac- 15, Aq 9, Au 7, Co 10, He 8, Ig 8, Im 9, * House Virtue
tical +2, Believe the Criamon are Me 10, Te 10, Vi 18 The above statistics account for the
Dangerous –1 Sigil: Vis is subtly drawn toward Anaxi- majority of the available experience points
Combat: mander’s magical effects. for a magus of his age. The remainder have
Dodge: Init –1, Attack n/a, Defense +1, Twilight: His blood carries flakes of gold been spent in many years worth of labora-
Damage n/a through it tory work, some in service to House Cri-
Fist: Init –1, Attack +1, Defense +0, Dam- Equipment: Casting tools (see below) amon where he has built numerous devices
age –1 Encumbrance: 0 (0) installed in Criamon laboratories across
Kick: Init –2, Attack +1, Defense –1, Dam- Appearance: Short and broad, with bold Mythic Europe. He has access to a vast ar-
age +2 rounded features. His eyes are light ray of laboratory texts, by himself and vari-
Soak: 0 and clear and his hair still red despite ous colleagues through the years.
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- his obvious age.
scious Spells Known:
Wound Penalties: –1 (1–5), –3 (6–10), –5 Eyes of the Cat (MuCo(An) 5) +20 Casting Tools
(11–15), Incapacitated (16–20), Dead Conjuring the Mystic Tower (CrTe 35) +38
(21+) Fist of Shattering (PeTe 10) +20 Anaximander’s casting tools are the same
Abilities: Artes Liberales 5 (astronomy), The Unseen Porter (ReTe 10) +20 he uses for his smithing work and include nu-
Awareness 3 (determining effect), The Wound that Weeps (PeCo 15) +20 merous small hammers, pliers, tongs, rasps,
Brawl 1 (dodge), Carouse 2 (staying The Leap of Homecoming (ReCo 35) +20 files, and snips. When casting, these must be
sober), Charm 2 (being witty), Code Heat of the Searing Forge (CrIg 10) +26 used upon a piece of silver or gold secured in
of Hermes 3 (political intrigue), Con- Pilum of Fire (CrIg 20) +26 a hand-held vice and strung from a loop upon
centration 4 (lab work), Finesse 5 Words of the Unbroken Silence (CrMe 10) +28 his belt. The tools are not enchanted.

14
Dies Irae
The Death of an Antagonist
Quaesitor Beatritz
The death of one of the four primary
antagonists is not necessarily the end of Characteristics: Int +2, Per 0, Pre +2, 11, Aq 9, Au 9, Co 14, He 8, Ig 11, Im
House Criamon’s plan. The House will look Com +2, Str –1, Sta 0, Dex –1, Qik 0 13, Me 15, Te 9, Vi 14
for alternatives to carry on the work. Anaxi- Size: 0 Equipment: Always carries a staff and her
mander is easy to replace as his involve- Age: 105 (70) mundane attendants normally carry
ment is simply in building an observatory. Decrepitude: 0 several slim volumes on the Tribunal’s
Brighde can be replaced by the hiring of Warping Score: 8 (30) peripheral code. Usually carries a rook
Hermetic mercenaries skilled in combative Confidence: 1 (3) each of Mentem and Vim vis.
arts willing to serve for payment. If Andreva Virtues and Flaws: The Gift; Hermetic Ma- Encumbrance: 0 (0)
is removed then others from the House will gus; The Enigma*, Flexible Formulaic Appearance: Modestly dressed in a sim-
be recruited to fill her place. Magic, Hermetic Prestige, Quiet Mag- ple black gown and wimple and car-
ic, Subtle Magic, Inspirational, Piercing rying a tall staff from which a silver
The rate of progress may slow, but un- Gaze; Dark Secret (Part of the House balances hangs. Appearing around
less the plan is revealed in its entirety, the Criamon Plot to End Time), Painful 70, her eyes are hooded and her lips
House continues. Magic; Driven (Bring about the end of are always pursed.
time), Susceptibility to Divine Power Spells Known:
Personality Traits: Analytical +3, Political Opening the Tome of the Animal’s Mind (InAn 25)
+2, Unforgiving +1 +26

Cosmology
Reputations: Quaesitor (The Order) 3, Touch of the Pearls (InAq 5) +24
Even-Handed (Provencal Tribunal) 3 Revealed Flaws of Mortal Flesh (InCo 10) +29
Combat: The Inexorable Search (InCo 20) +30, Mas-
Dodge: Init +0, Attack n/a, Defense +0, tery 1 (penetration)
The cosmos is arranged in a progres- Damage n/a The Leap of Homecoming (ReCo 35) +29
sion of celestial spheres, with the Earth Fist: Init +0, Attack –1, Defense +0, Dam- Peering into the Mortal Mind (InMe 30) +30
at the center and each successive sphere age –1 Perception of the Conflicting Motives (InMe
fully enclosing all those before it. Each Soak: 0 15) +30
sphere turns independently, accounting Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Frosty Breath of the Spoken Lie (InMe 20) +30
for the motion of the sun, the moon, the scious Pilum of Fire (CrIg 20) +22
planets, and even the furthest stars against Wound Penalties: –1 (1–5), –3 (6–10), –5 Prying Eyes (InIm 5) +28
the sky. (11–15), Incapacitated (16–20), Dead Discern the Images of Truth and Falsehood
From the center, the first spheres are (21+) (InIm) +28
earth, water, air, and fire. These are con- Abilities: Area Lore: Provencal Tribunal Trust of Childlike Faith (PeMe 10) +30
sidered the elemental spheres and represent 4 (politics), Artes Liberales 4 (rheto- Calm the Motion of the Heart (PeMe 15) +30
the matter over which Hermetic magic ric), Awareness 3 (determining effect), Loss of But a Moment’s Memory (PeMe 15) +30
has power. Then follows the moon, or Bargain 4 (reaching compromise), Ca- Aura of Rightful Authority (ReMe 20) +30
Lunar sphere, the Sun, Mercury, Venus, rouse 2 (staying sober), Civil and Can- Impression of the Faded Sigil (InVi 30) +29
Mars, Jupiter, and then Saturn. The final on Law 4 (Provencal Tribunal), Code The Invisible Eye Revealed (InVi) +29
sphere is that of the fixed stars. These are of Hermes 7 (Tribunal procedures), Wizard’s Communion (MuVi 20) +29
Concentration 4 (reading), Dominion Demon’s Eternal Oblivion (PeVi 10) +29
considered to be the ethereal spheres and
Lore 2 (saints), Enigmatic Wisdom Circular Ward Against Demons (ReVi 20) +29
they fall so far outside of Hermetic Magic
8 (Twilight), Etiquette 3 (court), Fa-
Theory that directly affecting each sphere
erie Lore 2 (faerie mounds), Finesse Given her knowledge of the House
requires its own Hermetic breakthrough.
3 (casting speed), Folk Ken 3 (magi), and of Enigmatic Wisdom, Beatritz knows
Each of these ethereal spheres is com-
Guile 3 (lying to authority), Infernal of, supports, and protects the secrecy of
posed of aether. Unlike terrestrial mat-
Lore 2 (curses), Intrigue 5 (plotting), the plot to end time.
ter, which moves in straight lines, aether
Latin 5 (hermetic usage), Leadership
moves in circles; thus the rotation of the
3 (magi), Magic Lore 2 (regiones),
stars. Aether possesses no known mun-
Magic Theory 7 (inventing spells),
dane qualities and can be considered
Occitan 5 (prose), Organization Lore:
neither hot, nor cold, wet, nor dry. It is
House Criamon Lore 5 (initiating
also incapable of natural change. Aether others), Organization Lore: Order of
does have variations in density however, Hermes 5 (politics), Parma Magica
and the planets and stars are made from 3 (Mentem), Penetration 2 (Vim),
dense aether, making them visible within Philosophiae 2 (ritual magic), Ride 3
the more subtle aether of the spheres. (speed), Teaching 1 (Code of Hermes)
While aether can exist within different Arts: Cr 11, In 15, Mu 15, Pe 15, Re 15, An
states, once in a state it cannot change. It
is this incapacity for natural change that

15
Dies Irae
puts aether beyond the understanding of the workings of the spirit and the soul are around which the supernatural realms
Hermetic Magic. separate from the workings of the body. turn. This is different and distinct from
Lacking qualities, aether does not The spheres do, however, have links the Axis Mundi, which is the point around
produce species, which hides its shape, between their motions. The motion of which the cosmos turns. House Criamon
but aether does shine and it does shed the heavens can be likened to the move- is intent on controlling both of these pow-
light. A thing made of aether appears as ment of a water mill, with the motion of erful nexus points.
a shadowy hole surrounded by an aura the water driving the wheel, which drives The term Axis Mundi, the center of the
of light. Such things do not cast a shad- a shaft, which turns a cog, which turns world, has many meanings. It may mean
ow of their own but they do illuminate another and so on. In the case of the ethe- the point about which the world turns, the
nearby objects like a mundane light does. real spheres this interconnected nature is point where the four cardinal directions
This light could be fierce like the sun, or exactly what House Criamon intends to meet, or the point where heaven and earth
gentle like the moon, depending on the leverage; by disrupting the motion of the touch. Different cultures across Mythic
density of the aether and the size it has lunar sphere the entire working of the Europe have their own vision of the Axis
aggregated into. heavens can be halted, bringing time and Mundi. To the Norse, Yggdrasil the World
Hermetic magic can, however, af- eternity to an end. Tree spans heaven and earth, and for the
fect each of the elemental spheres, which See Art & Academe for a more detailed ancient Greeks Mount Olympus served a
includes instantaneous travel to a point discussion of the cosmos. similar role. Judeo-Christian tradition has
within those spheres, assuming the magus numerous references that all feed into an
had a suitable Arcane Connection or other understanding of the Axis Mundi, from Ja-
means of affecting his target. As the lunar
sphere is the first of the ethereal spheres,
The Axis Mundi cob’s Ladder, to the Tree of Knowledge, to
the Garden of Eden itself. Each represents
it cannot be affected by Hermetic magic a point within the Earth with heightened
and represents the boundary between the The domus magna of House Criamon, cosmological significance.
known and the unknown. These mecha- The Cave of Twisting Shadows in the Tri- In keeping with this, there are many
nisms are entirely separate from the su- bunal of the Greater Alps, is built upon mystical Axes Mundi across Mythic Eu-
pernatural realms in the same way that the Axis Magica. This is the central point rope. Some have an obvious focus, such

Andreva of House Criamon


Characteristics: Int +3, Per 0, Pre 0, Com 2 (angels), Enigmatic Wisdom 9 (phi- she is working on, the tattoos on her face
0, Str 0, Sta 0, Dex 0, Qik 0 losophy), Faerie Lore 3 (faerie forests), disappear, replaced by a single stylized
Size: 0 Finesse 3 (precision), Guile 4 (conceal- representation of the moon.
Age: 95 (70) ing House Criamon’s plans), Infernal
Decrepitude: 0 Lore 2 (demons), Latin 5 (hermetic us- Spells Known:
Warping Score: 9 (35) age), Leadership 4 (laboratory work), Shape of the Pale Horse (MuCo(An) 25) +19
Confidence: 1 (3) Magic Lore 1 (magical traditions), Magic Moonbeam (CrIg 3) +31
Virtues and Flaws: The Gift; Hermetic Ma- Theory 10+2 (research), Occitan 5 (ex- Heat of the Searing Forge (CrIg 10) +31
gus; Affinity with Magic Theory, Cautious pansive vocabulary), Organization Lore: Pilum of Fire (CrIg 20) +31
Sorcerer, Inventive Genius, Minor Magical House Criamon 7 (Initiating others), Words of the Unbroken Silence (CrMe 10) +22
Focus (the moon), Puissant Magic Theory, Parma Magica 3 (Vim), Penetration 3 Shadows of the Fires Past (InIg 15) +33
The Enigma*; Dark Secret (Part of the (Mentem), Philosophiae 5 (ritual magic) Tales of the Ashes (InIg 5) +33
House Criamon Plot to End Time), Driven Arts: Cr 15, In 17, Mu 12, Pe 15, Re 18, An Eyes of the Eons (InTe 10) +22
(Bring about the end of time); Slow Caster 7, Aq 6, Au 7, Co 12, He 6, Ig 16, Im 5, Unseen Arm (ReTe 5) +23
Personality Traits: Driven +3, Impatient Me 7, Te 5, Vi 20 The Phantom Gift (CrVi 15) +35
+2, Dismissive +1 Equipment: Rarely found outside her labo- Scales of the Magical Weight (InVi 5) +37
Combat: ratory, Andreva carries little with her. Sense of Magical Power (InVi 2) +37
Dodge: Init +0, Attack n/a, Defense +0, If outside, she carries writing imple- Sense the Nature of Vis (InVi 5) +37
Damage n/a ments, ink, parchment, bottles in Wizard’s Communion (MuVi 20) +32
Fist: Init +0, Attack +0, Defense +0, Damage +0 which to capture samples, and several Masking the Odor of Magic (PeVi 20) +35
Soak: 0 pawns of vis of varying Arts. Disenchant (PeVi 20) +46
Fatigue Levels: OK, 0, –1, –3, –5, Un- Encumbrance: 0 (0) Original Research and Integration Effects:
conscious Appearance: A thin woman appearing Know the Quality of the Man (InCo 35) +29 *
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– around 70 years of age, modestly if un- The Mania of Others (ReMe 30) +25 *
15), Incapacitated (16–20), Dead (21+) tidily dressed. She has pale skin and her Observe the Color of the (Lunar) Sphere (InVi 50) +37 *
Abilities: Artes Liberales 4 (ritual magic), strained eyes have a yellow tinge to them.
Awareness 2 (determining effect), Code The stigma and tattoos of her House are * Described later
of Hermes 1 (Tribunal procedures), Con- clear across her hands, arm, neck, and
centration 5 (lab work), Dominion Lore face. Once she makes the breakthrough

16
Dies Irae

as Mount Olympus, while others may ing totals and totals for Abilities such as the story of the rise of House Criamon or
go unnoticed with nothing to suggest its Artes Liberales where Astronomy is being of the saving of the world before the com-
cosmic importance. It is one such place used, and Astrology. ing apocalypse.
that House Criamon have selected as There are many locations across Stories are outlined in which the play-
their Axis Mundi: the lost city of Megid- Mythic Europe with a legitimate claim er characters gain visions of the apoca-
do in the Levant. upon the Axis Mundi title, and each of lypse to come, learn of the Axis Mundi,
Time and the sands have conspired to these is treated as an Arcane Connection encounter aether in its raw form, and
bury most of the city of Megiddo and there to each and any of the others that the then see the beginning of the end. The
is little left of the city on the surface: just character knows about.
a few dusty ruins that provide occasional The Axis Mundi exists only within
shelter to pilgrims, shepherds, and ban-
dits. However, beneath the dust and sand,
the mortal world. There are no vestiges
of it within the Magic Realm and no re-
Options for
House Criamon have cleared out a series giones exist within the Divine or Infernal the Axis Mundi
of tunnels and chambers, which they use that touch upon it. Any representation of
as libraries and laboratories. This network the Axis Mundi within the Faerie realm is Characters wanting to reproduce
surrounds a buried Canaanite temple. This entirely false, valid only within the con- the research of House Criamon need
great domed structure has been adapted text of whatever narrative the faeries con- not use the same Axis Mundi as in
into a ritual space from where House Cri- cerned are pursuing. those experiments. They may instead
amon can call down the heavens. seek out their own hidden places of
cosmological significance. Doing so is
a story-driven task and not one gov-
Properties of the Axis Mundi erned by game statistics.

While the new Form of Aether (de-


The Coming There are a number of options they
may choose. Any place typically associ-
scribed below) allows magi to manipulate
the substance that makes up the ethereal
spheres, the Axis Mundi is the only place
Apocalypse ated with the connection between Earth
and Heaven is suitable, such as Yggdra-
sil or Mount Olympus. Magi may also
in Mythic Europe where the ethereal It is the very error of the moon; she comes more explore man-made places such as the
spheres themselves are sufficiently close to nearer earth than she was wont and makes men mad. pyramids of Egypt, the Tower of Babel
or a Hermetic covenant built within a
the world that magic may act upon them.
Volcano, or even the Great Tower as
Outside of the Axis, the connection is too Othello: Act 5, Scene 2
presented in Hermetic Projects.
tenuous to allow magic to breach the bar-
If the characters gain access to the
riers. At these focal points across Mythic The spheres will collapse and the Earth
Great Observatory (see below) then
Europe, the spheres are considered to be is doomed. Unless, that is, the troupe pre-
they could use the device to identify
touching one another. vent House Criamon from succeeding.
numerous Axes Mundi across Mythic Eu-
Those within the Axis Mundi gain a While later sections provide the projects
rope that they could use.
bonus of +5 to any totals relating to the needed to control the lunar sphere, this
cosmological spheres. This includes cast- section provides the framework for telling

17
Dies Irae
elements provide enough information to The player characters first become an agent of House Criamon sent to secure
lead the player characters and the Order connected with the storyline through a it. The star is made of a material unknown
toward the cult, with enough time to pre- number of small stories, each designed to Hermetic magic and the magi learn
vent the end of the world. around a theme of the moon, planets, and that House Criamon is meddling with
stars and their effects on the Earth and its forces beyond the Order’s understanding.
people. Through these events, the player House Criamon then retreats to
Expected Run of Play characters encounter the leading cultists
or their agents, which gives recognizable
Megiddo, pulling all its magi back to pre-
pare for the end of days.
faces to the later events. The final seal is broken when the
As presented here, the apocalypse The first of the major events is the magi of House Criamon complete their
starts on December 23rd, 1277, when a escape of a number of experimental sub- ritual to suspend the motion of the
conjunction of the planets can be seen in jects from Andreva’s laboratory. These moon. At this point, time, as Hermetic
the sky. Assuming a start date of 1220, tortured souls escaping from the subter- magic understands it, is disrupted and all
that allows 57 years through which the ranean sanctum represent the breaking of across the world the heavens crack and
story plays out as House Criamon finally the fifth seal, wherein the souls of mar- fracture as their eternal rotations are un-
gains the power to achieve its aims. This tyrs cry out for revenge. naturally halted.
provides the opportunity to seed the sto- Mirroring the breaking of the sixth The first event of the apocalypse oc-
ry early and introduce strong clues that seal, a star is seen to fall from the sky. curs when Wormwood falls. This is the
House Criamon has an agenda. This star is an Adulteration, a magical first part of the moon to break away and
The setting is assumed to be the Proven- result of an intense Twilight suffered by fall to Earth; it may not be the last. It
cal Tribunal, but that is a convenience only Andreva upon successfully breaking the provides a portent of what is to come by
and the action and the characters can be Limit of the Lunar Sphere. The player poisoning the Earth and its waters and
moved with little modification to the events. characters encounter the fallen star and creating a new kind of supernatural aura.
From this point on, while the Order
teeters on the verge of a new Schism
A Timeline War, the magi must either work to re-
verse the damage to the world, or find a
way to survive.
The following events, ordered in terms of the earliest accessible events to those cov-
Most of the sections below indicate
ering the apocalypse itself, may help in shaping this story’s inclusion in your own saga.
the year in which the event is suggested
You can choose where to start this story within your saga and the list below provides
to occur. Others indicate which of the
a guide as to the activities being undertaken at that time. The aim is to use at least one
seals they represent being broken.
story to introduce each of the four cultists, to provide evidence that House Criamon is
planning something large, and then to lead into the Apocalypse itself.

1178 A Criamon assault on Selene, the spirit of the moon, takes place in the Magic 1231: The Axis
Realm. The assault is visible from Mythic Europe as a fire upon the moon’s
surface that blazes for days Mundi is Found
1228 The Grand Tribunal
1230 The Great Observatory is completed
1231 The Axis Mundi is found The years leading up to 1231 see the
1244 The lost souls escape from Andreva’s laboratory construction of an observatory out to sea,
1250 Andreva finalizes the breakthrough to create the new Hermetic Form of Aether sponsored by House Criamon and con-
A star apparently falls to Earth structed by Anaximander of Verditius, as
1263 The Tribunal of 1263 described above. The observatory has one
Knowledge of the new Form of Aether starts to spread into House Criamon aim: to identify the Axis Mundi and there-
1265 The Last Wizard War by provide House Criamon with the most
1270 The Tribunal of 1270 sympathetic point at which to cast their
1272 The magi of House Criamon retreat rituals when the time comes.
Work starts on the ritual to becalm the heavens If the player covenant is anywhere
Selene, spirit of the moon, sets out to die near the coast and has anything to do with
1277 The Tribunal of 1277 – the Criamon are missing nearby ports the player magi may learn
December 23rd, the day of the Apocalypse of various craftsmen, including masons,
Wormwood Falls blacksmiths, and glass-workers, being
transported out to an unknown destination
If concerned at the number of years represented by the suggested time line above, off-shore, and then returning months later.
you could reduce the timings by about half from the year 1220. In that case, the Apoca- These men are assisting Anaximander with
lypse starts in 1256, which still provides 36 years of play from 1220, although some of the construction of the tower and the de-
the events will need to be compressed to fit. vices that surround it, as described later.
If the player characters do hear of these

18
Dies Irae
things and they do investigate, then allow and levers around the walls allow the gi-
them to find the observatory out at sea. If ant sphere to be moved and manipulated. Stopping
they find it before the Axis Mundi has been However, some of those levers actually
found, that is before the device has been move the lenses around the outside of the House Criamon
completed, then they find teams of labor- tower, allowing the operator to position
ers and craftsmen all led by Anaximander. the lenses in order that each captures the Remember, the apocalypse can be
Anaximander is surprised by any visi- light originating in their associated sphere. averted. Guided by the player charac-
tors but not unwelcoming, assuming that The light is sent through a series of lenses ters, the Order can discover the nature
his renown can only increase with stories and reflectors and onto a mosaic map of of House Criamon’s research and put a
of his Great Observatory. He is happy to the world on the chamber’s floor. stop to it. Discovering the research and
describe the basic workings of the device, This recombined light highlights in understanding the reasons behind that
research is fully supported by the sto-
although there are some secrets concerning particular the various places within the
ries outlined in this section.
the Axis Mundi that he does not divulge. world that touch the Axis Mundi. There is
The stories outlined allow the play-
He may even engage the covenant to pro- at least one in every Tribunal.
ers to intervene at any stage in the pro-
vide some lesser service for him, such as When aligned, the seven lenses, each
cess. In fact, they may attempt to put
the obtaining of vis, supplies, or even mi- enchanted with a variation on the Observe
a stop to the plot well ahead of House
nor enchantments. He may even ask for the Color of the (sphere) Sphere effect (see
Criamon’s plan coming to fruition. On
any casting tablets or devices they have later), collect and direct the essence of the
discovering the plot, the player char-
concerning the location and control of mi- spheres into the viewing chamber where
acters might seek to confront House
nor spirits (see below). the pure light allows a magical map of the
Criamon or individual magi with the
As 1231 approaches, members of target sphere to be created, shining bright-
obvious dangers of what they are trying
House Criamon, including Lena Kessler est where the sphere comes closest to the
to do. While the House itself may be
(see later) arrive to operate the device. Sto- Earth. When these are overlaid onto a map too far gone, individual Criamon may
ries of these tattooed magi heading out to of the Earthly sphere, they identify the lo- be persuaded, seeing the clear error of
sea may then reach the covenant. cation of the Axes Mundi as bright points their ways. Such characters might then
of light reflecting off the mosaic floor. be used to disrupt the research efforts,
Characters who know their Bible may bringing sufficient evidence to the Or-
The Great Observatory recognize some of the tower’s traits, iden- der to force an intervention.
tifying it as the seven-headed beast that If the player characters turn a blind
The Observatory primarily functions rises from the ocean at the end of days. eye or fail to stop House Criamon, all is
as a huge armillary sphere, as per The The seven lenses are the beast’s seven not lost. While the world does experience
Mysteries: Revised Edition, page 52, but it heads, while the ten concentric tiers repre- apocalyptic conditions as a result of the
also has another purpose: to identify the sent its ten crowns. The names of blasphe- House’s actions, the player characters can
Axis Mundi. my borne upon the dragon’s heads are of help put the world right, perhaps even us-
The tower was raised through Her- course the astrological symbols engraved ing House Criamon’s own research.
metic magic and close inspection of the upon each lens.
smooth stones sides reveal them to be While this chapter assumes that the ob-
engraved with names and symbols associ- servatory has been built off the Provencal Why is the Order
ated with each of the ten Hermetic forms. coast, you should feel free to relocate it as Looking the Other Way?
The tower is stepped, made in ten sections, suits your saga so that it is relatively near
smaller in diameter as they approach the your player characters. It should be built at Nobody wants another Schism
top. Circling the seven upper-most sec- sea, but that could equally be a sea of sand if War. To even consider singling out an
tions is a set of seven great lenses, each the that better fits your saga. entire House for investigation, let alone
height of a man, mounted on bronze ar- action, raises too many parallels with
matures, which are themselves mounted on what happened to House Diedne to be
wheeled devices that allow them to rotate
around the tower. Each of the lenses is as-
1233: Escape from the contemplated. The burden of evidence
needed to persuade even junior Quaesi-
sociated with one of the ethereal spheres: Great Observatory tors or others with political influence of
the moon, the sun, Mercury, Venus, Mars, House Criamon’s activities is consider-
Jupiter, and Saturn. Astrological symbols able, even without considering the out-
related to the target sphere are engraved Assuming that the player characters have landish nature of any such claims.
across the face of each lens. When the not already learned of the observatory, this Not until members of House Cri-
device is used, the lenses gather light small scenario serves to introduce it. amon start disappearing from public
from the sky but allow only light from its If you need an incentive to get the player view can those with influence be made
dedicated sphere to pass through into the characters looking for the observatory, then to listen, and even then they are keen
central chamber. Marten Weiss of House Bonisagus, a member to distance themselves from any direct
This central chamber runs almost the of the Magoi of the Stars mystery cult (The actions until definitive proof of wrong-
full height of the tower and this is where Mysteries: Revised Edition), arrives at the cov- doing is presented.
the armillary sphere is suspended. Wheels enant from outside the Tribunal looking for

19
Dies Irae
information on a rumored observatory. He of the characters, perhaps jumping between The Fifth Seal,
and his two astrologer companions are keen hosts for as long as its Might Pool allows.
to see the device and meet those who com- The magi and their companions must 1244: Spirits from the
missioned and designed it. Inevitably, Mar-
ten appeals to the player magi to help him
flee the rock or find and subdue the spirit.
If the spirit can be subdued, it can also
Underworld
discover more. He has heard that it was built be interrogated. It was present throughout
at sea off the nearby coast and the rumor the time when House Criamon was using In this story, the player magi learn that
reached him ultimately from a glass-worker the Observatory to find their Axis Mundi Andreva of House Criamon has been exper-
who worked upon one of the great lenses. and it is able to mimic the actions taken by imenting with the effects of the moon upon
He has been able to piece together some the magi when they found the Axes Mundi the human mind. Having finished with this
(inaccurate) drawings of the tower from the across Mythic Europe. batch of her subjects, her attention turned
glass-worker’s limited descriptions. to other matters and they managed to find
their way out of her laboratory and into the
Conclusion countryside surrounding her covenant.
The Missing Men
Early in the overall story of House
As House Criamon have gained the in- Criamon and their plans, this story might
formation they needed from the observato- initially play out as one simply of survival
ry, namely the location of the Axis Mundi, against a murderous monster, but the play-
only a token presence has been left. There ers may return to the observatory at a later
are signs of three men living in the tower: date for further investigations.
there are three beds in a common room,
three sets of possessions, etc. However,
what quickly becomes evident once the
player magi arrive, is that these three are
The Spirit of Bitter Loneliness
missing. Store rooms have been ransacked Loneliness breeds bitterness and this true nature), Leadership 4 (intimida-
and the walls are daubed in broken Latin spirit is driven by its bitterness, driven to tion), Magic Lore 3 (ghosts), Penetra-
phrases urging visitors to “Go Away” and protect its feelings of desolate despair. tion 4 (Mentem), Stealth 4 (dark cor-
to “Leave this Place” and informing them ners), Swim 3 (the ocean)
“You are Not Wanted Here.” Magic Might: 15 (Mentem) Powers:
With no sanctum marker barring entry, Season: Summer Sweet Touch of Bitterness, 1 point, Init +2,
the player characters are free to explore Characteristics: Int 0, Per +1, Pre +3, Mentem: The spirit raises feelings of
the observatory and even to investigate its Com +2, Str +1, Sta +2, Dex +1, Qik bitterness in the target, giving the tar-
magic, should they wish. +1 get a personality trait of Bitter +3. It
Confidence Score: 2 (6 points) uses this power before using Control
Virtues and Flaws: Magic Spirit; Self Con- Human as the Bitter Personality Trait
The Observatory Under Siege fident; Meddler (Minor) works in the spirit’s favor. CrMe 15
Magical Qualities and Inferiorities: (Base 4; +1 Touch, +2 Sun): Greater
The visitors are not alone, however. A Greater Power (Sweet Touch of Bit- Power (15 levels, –1 Might cost, +3
spirit of primal bitter loneliness haunts the terness), Greater Power (Control Init)
rock. It was this spirit that possessed one of Human); Lesser Power (Donning the Control Human, 2 points, Init +1, Mentem:
the three caretakers and forced him to mur- Corporeal Veil), Minor Virtue: Im- Allows the spirit to control the ac-
der the others, throwing himself into the sea proved Characteristics x3 tions of a target human, forcing them
as a final act. It wants to be left alone and it Personality Traits: Bitter +3, Jealous +2 to violence and murder. See Realms of
uses its powers to control the weak. Combat: Power: Magic, page 101 for more de-
While the characters are exploring the Dodge: Init +1, Attack n/a, Defense +4, tails. ReMe 30 (Base 20, +1 Touch, +1
tower, one of the supporting characters goes Damage n/a Conc): Greater Power (30 levels, –1
quietly missing, now under the control of Claws: Init +1, Attack +5, Defense +5, Might cost, +3 Init)
the spirit. This possessed character now at- Damage +1 Donning the Corporeal Veil, 5 points, Init – 2,
tempts to drive the visitors from its rock. Soak: +2 Corpus: the spirit manifests with the
The attempts start small, with perhaps new Wound Penalties: –1 (1–4), –3 (5–8), –5 physical Characteristics given above.
writing appearing on the walls, a stone dropped (9–12), Incapacitated (13–16), Dead See Realms of Power: Magic, page 102 for
from a high balcony above the magi, a window (17+) more details.
broken, a pretense of seeing something de- Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Vis: 3 pawns of Mentem, as an immate-
monic in the shadows. After each event, the scious rial corpse
spirit is able to leave the host, which leaves the Abilities: Awareness 4 (watching for Appearance: This spirit appears as a
host with no recollection of the event. If the strangers), Brawl 3 (claws), Folk Ken wretched, unkempt, and malnourished
party refuses to leave, the spirit escalates mat- 4 (the low and wretched), Guile 4 (its man or woman.
ters and looks for opportunities to kill another

20
Dies Irae

Encountering the Madmen Dealing with the Rabble Talking to the Lunatics

There are two ways to introduce this It seems that the jeering rabble, who Once free of the mob, the five affected
story. The first is to give the player magi have only failed to string up the lunatics men are content to talk, each revealing a
the opportunity to investigate when talk because of their own arguing about wheth- little of their own manias and also, unwit-
of a group of pitiable lunatics reaches the er all or only some should be strung up and tingly, a little something of House Cri-
covenant. One of these, it is claimed, is how it might be achieved, have just cause amon’s intentions.
painted over with all manner of symbols to be afraid of these deranged figures. They
and they claim among them some lordship report that these men were seen late the The Monk: He believes he has been
over the moon and the stars. If this is in- previous night in a graveyard and that one crowned prince of all the heavens and
sufficient to prompt an investigation then of them had been seen with a disinterred that the sun and the moon rise by his
have a number of the covenant’s compan- leg over his shoulder and an arm between very command. He demonstrates by
ions or grogs encounter the group directly his teeth while he growled like a dog. An showing how he commands the sun
when in a nearby town buying supplies. examination of the scene, should the play- to move across the sky. If asked to
In either case, when the player charac- ers visit the nearby churchyard, confirms demonstrate some other motion he
ters find them there is a mob around them that a body had been dug up. The body willingly does so. When the effects of
demanding that they be strung up. The itself is not important to this story, being his powers are not apparent, he claims
five lunatics are chained together, bound just the unfortunate victim of the miller’s simply that the observers have not the
at the wrists, the ankles, and the waists so deranged hunger. wit to see the truth behind his pow-
that they may not be free of each other un- In among the mob is Simo de Balencs, er… But that one day they shall. His
til separated by a blacksmith. They flinch the weary captain of the town’s small sanguine humor has been strongly and
from each assault and shy away from the guard. He has no wish to see these five unnaturally expressed.
baying crowd, but in among their jeers, men hanged, so clearly are they out of The Doctor: The doctor has experienced
these unfortunates carry on their own dis- their wits, especially given the arrange- a revelation. While life exists, life
tracted murmurings. ments that would have to be made to sepa- shall be subject to frailty and falter.
The five lunatics are a monk, a doctor, rate them first. He can be seen appealing Each illness and complaint may be
a lawyer, an astrologer, and a miller. Each for calm and even shielding the unfortu- addressed by the extinction of life,
has their own mania; the monk thinks nates from the rotten vegetables thrown at for the dead complain little about the
himself a prince of the heavens, the doc- them by the mob. frailties of the flesh. If challenged as
tor believes that death is the only cure, If the player characters show willing to to the state of the sore upon his leg
the lawyer argues the heavens out of their take charge of the five men and promise to and the discomfort and pain it causes
movements, the astrologer constantly remove them from the town, then Simo de him, he claims that he would slay
draws charts of the heavens upon him- Balencs turns them over to their custody. himself but that he is chained to all
self and others, and the miller claims to these others. We must all go together
change his form as the sun and the moon or none at all, he explains. His mel-
travel through the sky. ancholic humor has been strongly and
unnaturally expressed.

21
Dies Irae
The Lawyer: The lawyer pays little atten- charts written upon any who come near are Curing their Manias
tion to those around him, instead sav- a clear reference to the tattoos and stigma
ing his arguments for the myriad stars of House Criamon; and the lycanthrope Examination of their humors shows
above him. He tries to name each of reborn into the same body, minute, by an unnaturally strong and persistent influ-
the fixed stars and the planets as de- minute, crying out for an end to his confu- ence of one humor over the others. The
fendants in his case against them. His sion, references the mystical philosophy at magi may attempt to cure this imbalance
complaint? That they are inconstant. the heart of House Criamon’s plot. through magic directly affecting their
He is irritable at the stars’ refusal to One clue to the origin of their lunacy minds, or through magic designed to op-
show during the daytime, and at the lies in the symbols that the astrologer erate over their bodily humors. Physicians
planets’ propensity to wander as they inscribes into his skin. Those observing may even prescribe particular diets to
would. Any man he sees with a halberd, him may make an Intelligence + Magic bring them back into balance. However,
spear, or sword he commands to hold Theory roll. On a roll of nine or more, there is a magical effect at work creating
fast the fleeing sun or the moon so that the observing character notices a number something with the power to influence
they may be brought to account. His of Hermetic symbols. If challenged as to their humors, a persistent effect that con-
melancholic humor has been strongly where he learned them, the astrologer ex- tinues to operate despite magical attempts
and unnaturally expressed. plains, while attempting to draw over his to correct those humors; like trying to
The Astrologer: Armed with burnt twigs, questioners, that he saw them on the walls heal an arrow-wound while the arrow-
he draws charts and calculations over where they were kept. head is still present. It is the continuing
his own skin and that of his neighbors, Furthermore, the charts and calcula- effect, and not the humors themselves,
frustrated as they twist and move. He tions the astrologer attempts may be rec- that needs to be addressed.
is absorbed into his own frustrations ognized as being Hermetic in nature with By the time the magi get hold of these
and cries out for it all to stop mov- a simple Magic Theory roll. His imagina- men, the magic has been active for some
ing, even as he draws upon his own tion, that part of his mind that recalls im- time; in another week the spell ends, its
face. If the burnt twigs are taken from ages he has seen, contains parts of texts duration up. At that point, the treatments
him, he bites into his finger and uses and notes that he saw within Andreva’s described above are effective.
the blood to continue his charts. His laboratory. The specific notes relate to the Until that time, the magic may be de-
choleric humor has been strongly and Know the Moon’s Influence, an experimental tected and partly identified with an Intel-
unnaturally expressed. spell detailed in the Touching the Sky appen- lego Vim effect of level 15. This reveals the
The Miller: The miller complains that dix at the end of this chapter. Enough can presence of an active effect, the fact that it
with each passing moment he changes be gained from the scrawled notes to learn is essentially Hermetic in nature, that the
his shape. First a man, then a wolf, the spell’s Arts and that it is experimental. effect makes use of Creo and Corpus, and
then perhaps an eagle, then a boar, that there is something other involved. This
then a stoat… Each professed change last item is the key information. There is
takes place exactly one Diameter (as Tales of their Captivity something in the design of the spell that is
per the standard Hermetic Duration) unknown to the magi. This is the new Form
after the last. As he changes, so his be- Affected their minds may be, but they of Aether, as described below.
havior changes (treat him as though have some knowledge of what happened Once free of the effect, and the bal-
he had a Personality Trait of +4 ap- to them. They remember being captured, ance of their humors addressed, the vic-
propriate for the beast or shape he kidnapped by armed men, and taken to tims begin to remember where they came
currently professes to have). If chal- a dark place of stone and no windows. from and who they left behind. They each
lenged as to why he looks the same There was a woman there in the darkness want to be rid of the filth and rags of their
each time he explains that is part of and in the feeble candlelight they could confinement and to go back to their own
the curse; things would not be so bad see that her skin was painted with odd homes and their old lives, assuming that
if all of him changed for he would unnatural symbols. She also cursed them they are there to be found.
truly be a different beast, but as it is, repeatedly. However, they are all too con-
so much of him survives that it would vinced of their own particular manias to
be better for it all to be ended. His believe that she caused them. Finding the Source
phlegmatic humor has been strongly The learned among the lunatics are of their Madness
and unnaturally expressed. clear that the woman spoke Latin, but a
very strange form and they think they The men know that their new under-
Careful examination of the manias were words of magic as she conjured up standing of the world was given to them
present in these five individuals reveals many strange and uncommon thoughts by a woman of great learning, a result of
more about House Criamon and their plot and images in them. the curses she cast upon them. Between the
than may at first be apparent. The monk They do not remember how long they men, they have enough Latin to know that
has the hubristic belief that he has domin- were with this woman, but they remember her magic made much of the moon. They
ion over the heavens; the doctor believes the woman losing interest in them. In truth, are able to describe this woman in some
that all must die so that none may suffer; they spent a year with Andreva as she cast detail. They describe Andreva of Criamon:
the lawyer commands that the planets her experimental spells upon them. a slender woman whose age is somewhat
and the stars be held still; the astrologer’s obscured by the markings upon her skin

22
Dies Irae
and whose graying hair is cut brutally and riod of the war. However, if some should witch asks for aid from one of the player
carelessly short. think she is bluffing, she isn’t. At the end companions, how far are they prepared
As Andreva is a member of the player’s of the war, she informs her enemy that to go? Protect a witch who has trafficked
Tribunal, her description is sufficient to the second time she declares war it will with demons? Or cast her to the mercy
identify both her and her covenant. There be final. If pushed at this point, she does of a man who has already hanged several
is a mystery left to solve, and that is the declare and carry out her threat. innocents in his search?
mystery of her reasons. The witch explains that she was sub-
Whether confronted in person, either jected to magical tortures designed to
directly following on from these events or
at the next Tribunal, or through correspon-
1245: bring about her Witch Moon (see Hedge
Magic: Revised Edition, page 42) and she can
dence, Andreva is somewhat forthcoming, The Seeds of Doubt describe her captor — a woman with mys-
if cryptic. She explains that there will come tical markings across her face.
a time when the moon may make short- If the magi give her sanctuary, the
lived fools of us all. She refuses to say more The following story seeds can be used monk contacts Beatritz, who then prompt-
for fear of making liars of them all, except during your saga either as stories that di- ly arrives with Brighde in tow threatening
that she is glad that the men are well. rectly involve the player covenant or as to investigate the covenant for trafficking
stories reported by their allies. In some with hell’s agents. This should, though,
cases, both may have occurred. They all give the player characters time to identify
Andreva’s Laboratory involve the moon in some fashion and they Andreva as the experimenting maga.
are designed to introduce some of the im-
Should the player characters choose portant magi of House Criamon involved
to, the could attempt to access Andreva’s in the research. These are appropriate to Introducing
laboratory (acts entirely against the Code, run from around 1245 onwards at a rate Andreva: Horoscope
of course). If they succeed, they find nu- of one every two to three years while the
merous volumes of experimental laborato- House is in the last years of its research. A young Criamon astrologer bearing
ry texts, some successful, others not. The a letter of introduction from Andreva of
Touching the Sky appendix at the end of this Criamon asks to stay at the covenant for
chapter provides more information on the Introducing Brighde: a season in order to make important astro-
kind of effects that might be detailed. Hunter’s Moon nomical observations. His activities seem
somewhat clandestine, however, and he
Lycanthropes most often change with frequently leaves the covenant with little
1244: Brighde the phases of the moon, so Brighde sponsors
a hunt of such beasts. The covenant becomes
word on where he is going.
News reaches the covenant through its
Bronach Arrives involved in one of two ways: companions that physicians, scholars, and
astrologers from the nearby town or court
• The covenant may harbor a lycan- have found their precious horoscopes have
After her experimental subjects were thrope character who is hunted and been going missing from their libraries.
allowed to wander freely from her sanc- captured alive, destined for labora- They have been taken by the Hermetic
tum, House Criamon dispatches a senior tory experimentation. astrologer. He is using them as a source
maga to ensure that Andreva is kept safe • A band of lycanthropes enters cove- of insight into a power to change an in-
and secure. That maga is Brighde Bron- nant lands, fleeing the magical hunt- dividual’s horoscope and alter their fate in
ach, from Loch Leglean. Her duties are to ers on their trail; it isn’t immediately the process. Though he does not reveal it
protect Andreva from further investiga- clear which faction poses the greater willingly, this work is on behalf of House
tion and to persecute those who attempt risk to the covenant. Criamon as they research the true effects
such investigation. of the heavens on the populace.
If the player characters visited An-
dreva, they subsequently receive a visit Introducing
from Brighde, who warns them to stay Beatritz: The Witch Introducing Andreva:
away from Andreva and her covenant, The Rebellious Tide
declaring that any who disturb Andreva’s A monk and a detachment of soldiers
peace shall be made to suffer through scours the area looking for witches in or- Councilmen from the nearest port
the suffering of others. She’s deadly seri- der to put an end to their evil ways. As come cap-in-hand to the covenant with a
ous and if tested on the matter she does it turns out, they are actually looking for problem. For the last two months, the tide
kill one of the covenant’s senior grogs or one in particular. With the aid of demons, has been erratic, catching experienced sea
companion characters. she escaped imprisonment in Andreva’s captains off-guard, causing damage to ves-
A declaration of Wizard War follows covenant where her response to Warping sels, and loss of goods and revenue. The
if the warning is not heeded. She does was being studied. The monk is an agent problem started when a magus undertook
this initially as a further warning, opting in Beatritz’s employ and knows that she certain studies near the harbor.
to take no offensive actions during the pe- was part of their experiments. When the Investigating, it appears that a member

23
Dies Irae
of Andreva’s clutch had been experiment-
ing with spells that forced the spirits con- Lena Kessler of House Criamon
trolling the tide to act against their will
and against the influence of the moon. The Lena Kessler has achieved the Degree 2 (personalities), Parma Magica 3
spirits are angry and refuse to resume their of Jupiter within the Magoi of the Star, a (Mentem), Penetration 3 (Mentem),
normal behavior until reparation is made. label she wears with pride. But she is also Philosophiae 4 (metaphysics), Teach-
loyal to her House and knows of the plan ing 2 (Artes Liberales)
to release humanity from the suffering of Arts: Cr 5, In 6, Mu 7, Pe 8, Re 8, An 5,
The Sixth Seal, existence. She is proud to play a part in
that noble aim.
Aq 4, Au 4, Co 5, He 3, Ig 6, Im 9, Me
11, Te 10, Vi 6
1250: The Fallen Star Equipment: Quills, inks, vellum, astrologi-
Characteristics: Int +2, Per 0, Pre 0, Com cal charts, a folding table and chair,
+1, Str 0, Sta +2, Dex 0, Qik 0 writing tools, a cushion, two-dozen
As the deep snows of winter settle Size: 0 pawns of vis of various arts.
across the land, a star falls from the sky, Age: 55 (44) Encumbrance: 0 (0)
lighting up the night for miles around. Decrepitude: 0 Appearance: Deep blue robes with slen-
The star is a thing of aether that has fallen Warping Score: 6 (5) der astrological symbols embroidered
to Earth through the sphere of fire. This Confidence: 1 (3) into the velvet, a long silver-cord
star falls upon a nearby town, causing Virtues and Flaws: The Gift; Hermetic belt, and numerous pouches hung
panic and sending many of the townsfolk Magus; The Enigma*, Educated, Mi- around her waist. She is a sturdy-
out of their homes. nor Potent Magic (Aries), Planetary looking woman with close-cropped
This event did not have a natural cause, Magic, Puissant Artes Liberales, Spe- fair hair and confident blue eyes.
however. The star’s fall was caused by an cial Circumstances (within the Do- Spells Known:
Adulteration (Houses of Hermes: Mystery Cults, minion: +3); Dark Secret: House Bind Wound (CrCo 10) +6
page 53), an intense magical side-effect of Criamon Working to End Time; Slow Aura of Ennobled Presence (MuIm 10) +21**
Andreva being thrown into Twilight at the Caster; Deficient Form (Corpus) Words of the Unbroken Silence (CrMe 10) +18
moment she made the final breakthrough Personality Traits: Confident +3, Cool- Posing the Silent Question (InMe 20) +19
and reached the Lunar Sphere. tempered +2, Idealistic +1 Trust of Childlike Faith (PeMe 10) +22, Mas-
Combat: tery 1 (penetration)
Dodge: Init +0, Attack n/a, Defense +0, Calm the Motion of the Heart (PeMe 15) +24**
The Burning Town Damage n/a Loss of But a Moment’s Memory (PeMe 15) +24**
Fist: Init +0, Attack +0, Defense +0, Dam- Aura of Rightful Authority (ReMe 20) +24**
Approaching the town, the orange age +0 The Crystal Dart (Mu(Re)Te 10) +19
glow of fire is visible rising behind the Soak: +2 Piercing the Magical Veil (InVi 20) +14
walls, almost obscured by the smoke still Fatigue Levels: OK, 0, –1, –3, –5, Unravelling the Fabric of Imaginem (PeVi 10) +16
drifting on the wind. Unconscious The Unseen Porter (ReTe 10) +20
Outside the town walls, there is an im- Wound Penalties: –1 (1–5), –3 (6–10),
promptu camp where townsfolk have es- –5 (11–15), Incapacitated (16–20), * House Virtue
caped the flames and the threat of a spread- Dead (21+) ** Potent Magic Applied
ing fire. If the magi stop to inquire, they find Abilities: Artes Liberales 5+2 (astronomy),
Awareness 2 (determining effect), Lena Kessler has a grimoire of casting
that a star did indeed fall and that it started a
Church Lore 1 (liturgical rites), Con- tablets with her that provide spells such as
fire in the town. Some were struck blind by
centration 4 (spell concentration), Ward of Heat and Flames in order to provide
looking upon the star and some were killed.
Dominion Lore 2 (divine creatures), protection against the searing heat, in ad-
The council say that the fire is contained, but
Enigmatic Wisdom 6 (interpreting dition to Pit of Gaping Earth that she used to
many are fearful of returning. The guards at
signs), Etiquette 2 (the church), Fa- collapse the ground beneath the fallen star
the gates advise against entering.
erie Lore 2 (faerie forests), Finesse 3 and contain its intense heat.
Inside, the source of the fire is easy to
(precision), Folk Ken 2 (magi), Guile In addition to her own vis, she has also
find – follow the smoke and light – but on
3 (lying about House Criamon), High been provisioned with ten pawns each of
approach, the magi and their party is stopped
German 5, Infernal Lore 2 (demons), Creo, Perdo, and Rego, and Auram, Ig-
by a couple of spear-carriers who block the
Intrigue 3 (plotting), Latin 5 (Hermet- nem, and Terram to help her cast ceremo-
street and order the party away. nial magic and deal with the situation.
ic usage), Leadership 2 (grogs), Magic
These men, who have had Aura of Rightful Lore 3 (regiones), Magic Theory 5
Authority cast over them, are in the employ (inventing spells), Occitan 3 (prose),
of a maga named Lena Kessler. If prompted, Organization Lore: House Criamon 5
the elder of the two men recognize the magi (Initiating others), Organization Lore:
as members of the Order and apologizes be- Magoi of the Star 2 (Initiating self),
fore reiterating that they cannot pass under Organization Lore: Order of Hermes
orders of his mistress already on-site. Beyond
these grogs, the blackened and smoking re-

24
Dies Irae
mains of a market can be seen and there does heat and the light. 1263: The Tribunal of 1263
indeed appear to be a robed woman at work, Those who see through the light see
taking measurements and, readily apparent nothing visible at its heart; there is a physical
to the trained eye, casting magic. presence but it does not emit sensory species This Tribunal plays out as any might,
apart from the blinding light. with political squabbles between rivals and
An Intelligence + Magic Theory sim- spats over the rightful ownership of vis,
The Maga ple roll against an Ease Factor of 9 informs books, apprentices, and items left by magi
the magi that they are dealing with some- fallen into twilight. However, there are po-
Lena Kessler of House Criamon is a thing that is beyond the limits of Hermetic tentially three events of interest.
member of the Magoi of the Star mystery Magic or something that has been so en-
cult (The Mysteries: Revised, page 54). This chanted as to appear beyond those limits.
alone would be enough to explain her in- An Intelligence + Philosophiae simple roll Questions Over the Fallen Star
terest in the fallen star, but she is there against an Ease Factor of 9 confirms that
on Criamon business and she intends to the object seems to have no discernible If the player covenant raise any ques-
collect the fallen star. When challenged, properties or qualities, and against an Ease tions over the nature of the fallen star or
she lays claim to the star, although it is Factor of 15 identifies it with Aristotle’s de- the presence and behavior of Lena Kessler,
clearly close enough to the player cov- scription of aether. then Quaesitor Beatritz listens earnestly
enant that they should feel they also have and suggests that she work with the cov-
a valid claim. enant to investigate the matter. Thanking
As far as she claims, there is no mys- The Alien Aura them for bringing the matter to the Tri-
tery to her arrival; she is an astronomer bunal, she promises to discuss it further
and predicted the star-fall. That isn’t en- Crucially, the area around the fallen star has with them and make arrangements for the
tirely true. When Andreva entered Twi- gained a new and alien supernatural aura (de- investigation. As for Lena Kessler herself,
light and the star fell, Brighde sent Lena scribed later in this chapter). This Lunar Aura
to find it. What is true is that she has is of strength 3 and imposes a –15 penalty on
been instructed to retrieve the object any casting totals generated within it. Intellego Vim The Fallen Star
way she can. magic designed to identify auras can detect that
While careful to insist that she has there is something there but it does not identify The blinding light can be treated
claimed the star, she claims to be willing it as any of the four auras the Order understands. like a standard Hermetic effect, al-
to share its secrets with magi who might The aura does not move with the fallen though it has no Penetration.
lend their assistance. In particular, if they star and it fades over the course of a season,
have an aura or regio nearby to which becoming subsumed beneath the Dominion The Searing Light of Heaven
the star could be moved pending further as it reasserts itself. CrIg 38
study, she would be grateful. Pen +0, Constant Effect
She admits to having used magic on R: Personal, D: Sun, T: Spectacle
certain of the townsfolk in order to ease Resolving the Story
her access and to allow her to work. She Anyone looking directly at the fall-
is also aware that the star has a dangerous Kessler wants the star. She has been sent en star is blinded by its brilliant light.
effect upon those who look upon it. to fetch it and take it back to her covenant (the Those affected must make a Stamina
Lena Kessler has two attendants with stroyguide should decide where this is) for the stress roll against an Ease Factor of 9 to
her besides the sizable turb of grogs she purpose of studying it and she is not about to avoid blindness. Magi benefit from their
has posted to guard the approaches to the give it up easily. However, if confronted by Ignem Form bonus on this roll. Those
star, one a grizzled veteran grog and the superior numbers she does not act rashly. If possessing the Form of Aether may in-
other a clerk. She has extended her Parma threatened, she offers the reasonable option of stead use their Aether Form bonus to
Magica over them to protect against mi- certamen. She tries to ensure that the Arts are this roll. On a botch, the blinding is
nor magics. such that she can use the vis she carries with permanent and the character gains the
her to secure the outcome. Blind Flaw, otherwise a Stamina stress
Her preference is that, if the covenant is roll (no botch) against an Ease Factor
The Star insistent on getting something out of the event, of 9 can be attempted every diameter
that they help her retrieve the star in exchange until recovered.
The star is almost impossible to see for some reasonable reward or favor to be This effect uses the Spectacle Tar-
within the searing light it throws off, but it agreed with her superiors. get, more commonly associated with
is a sphere just over a pace across. The heat If the player magi exert their dominance, magic known to magi of House Bjor-
naer, which affects any who look at
accumulated from the journey through the or Kessler loses the certamen, then she esca-
the object in question, in this case the
fiery sphere is dissipating, but the star shines lates the affair back to Brighde Bronach, who
fallen star.
at the bottom of a pit that Kessler opened then takes up negotiations.
(Effect: Base 5, +2 Sun, +4 Spec-
up beneath it, which affords some protection The star itself diminishes over the course of
tacle; Modifications: +1 for 2/day, +3
against the effects of the blinding light. Kes- a decade although the blinding power remains
triggered at sunrise/set)
sler is careful to warn others against both the until the last of the star finally disappears.

25
Dies Irae
the maga is currently studying in a distant his crisis of conscience, he has lost all of his the plan during the Tribunal gathering.
Tribunal, but the Quaesitor promises that Criamon stigmata. This is a potentially dangerous moment
she shall be part of her investigation. Finding himself on the player covenant’s for all concerned and the magus is told of
Such is Beatritz’s reputation that the Tri- doorstep, he confides in them that he is en- the plan in the presence of Brighde Bron-
bunal accepts her at her word. gaged in Wizard’s War with Brighde. Far ach only after handing over Arcane Con-
from seeking protection though, he seeks nections to himself. The magus is reassured
understanding. The young Criamon asks that that there will be no suffering; a fearful and
A Gathering of Books the magi take him to see suffering, despair, confused response is expected but the Cri-
hopelessness, and finally hope. He asks them amon make constant reference back to their
With the research entering its final whether all the suffering and despair in the founder and his intention that the world be
phase, the magi of House Criamon scour world is worth the small glimmer of hope. set free. As storyguide, it may be useful to
their Tribunal for copies of books on the He asks whether, if they could, they would have a copy of Houses of Hermes: Mystery Cults
Technique of Perdo, and on Magic Theory. end all suffering in an instant, or whether to hand so that you can provide the same
They are offering to pay over the usual ask- the world needs to suffer. The magus does guidance, showing the player key passages
ing price: the recommended prices found in not break the confidence of his House but that back up their assertions as to the cru-
Covenants, page 95, plus two pawns of vis. it should be clear to the players that he has elty of time and the obligation of the House
recently learned something dreadful. to help the world escape.
If the player magi use magic to pull in-
Reports of Odd Behavior formation from him then they learn what
he has learned: that House Criamon plan A Service to the House
A magus known to the player charac- to bring about the end of time, thereby re-
ters approaches them and asks whether leasing all souls from an eternity of torment. The Tribunal is also an opportunity for
they have noticed anything strange about He does not know the mechanism through the player characters to directly contribute
the Criamon. He is not amused by any which this will be done. to the laboratories in the Holy Land that
jokes the characters make. He recounts Brighde Bronach arrives at the covenant House Criamon is planning. A Criamon
how one of the Criamon learned that his as soon as the period of warning is up, the player character, or one with a reputa-
covenant had a copy of a book around a war starting the following morning. The tion concerning laboratory work, is asked
century old concerning the Magic Realm. young Criamon chooses to go with Brighde. to spend several season establishing and
The Criamon was keen to acquire it, offer- If he is allowed to go, he is never heard from developing a laboratory near Acre, while
ing ten pawns of vis outright for the origi- again. If the covenant refuse to let him leave, a Verditius character might be asked to
nal and any copies that the covenant might then Brighde involves Quaesitor Beatritz; create a device to aid in the development
have made. He sold it, of course. they will have their man one way or another. of spells (conferring a specialty bonus to
If pushed to recall its content, the magus If the covenant still will not hand the ma- inventing spells, as described in Covenants,
remembers that it was written by a compan- gus over, then the war is declared anew and Chapter Nine).
ion to a Criamon magus who had accom- Brighde bides her time.
panied him on a trip to the Magic Realm. What starts as a philosophical encoun-
Having read it many years ago, the magus re-
members that it concerned some hunters and
ter, asking the player characters to look hard
into their view of the world around them,
1272: The Retreat
some enchanted equipment; he considered it ultimately allows an exploration of the Cri- to Megiddo
to be typically metaphorical for House Cri- amon philosophy once more, reminding
amon as they had apparently set out to cap- players and characters of their views on suf-
ture the spirit of the moon. The book itself fering and eternity. This encounter can be As House Criamon grows ready, they
was particularly vain, being of low academic used to definitively learn that House Cri- draw their supporters back to Megiddo.
quality and a little damaged. amon has something catastrophic in mind This means that some non-player char-
for the world and that it may be possible that acters that the characters know suddenly
other Gorgiastics know more about the plot. disappear, so it is important at least by this
1265: The Last time to determine which of your saga char-
acters have been brought into that cult.
Wizard War 1270: The Tribunal of 1270 Those who leave are careful to de-
stroy Arcane Connections to them over
the course of a season or more in prepara-
A young magus of House Criamon has With the possible exclusion of player tion. This may include books and enchant-
reached a level of Enigmatic Wisdom that Criamon magi, all the Tribunal’s magi of ments, but also includes anything in their
reveals to him that his House is working House Criamon now appear with the same personal chambers, including laboratory
to bring about the end of the world. He stigmatic mark; a crescent moon upon their equipment. These characters take on un-
is unable to accept their arguments and so forehead. If the player Criamon have not yet usual behaviors during the season before
has fled with Brighde Bronach on his trail, been brought into the plan by virtue of their they leave. Rather than leave their washing
becoming one of the Gorgiastics (Houses of Enigmatic Wisdom or Organization Lore: to the covenfolk, for instance, they may
Hermes: Mystery Cults, page 52). As a result of House Criamon scores, then they are told of start doing it themselves. Their colleagues

26
Dies Irae
may notice them taking care not to leave 1274: Selene’s Lament the characters reflects upon a troubling
any trace of their presence behind them, and upsetting loss to come, a sense that
and they may request their own books and the world is dying. The longer they stay
items from the library, which they magi- When Andreva makes her break- in the town, the more the sense of loss
cally cleanse of connection to them. through, creating the Form of Aether increases. Give each character a Grieving
When they leave, they ask that corre- and with it breaking the Limit of the Lu- +1 Personality Trait, which increases by
spondence be kept for their return and that nar Sphere, the Daimon Selene starts to +1 for each day they remain in the town.
they will be gone at most two seasons. If lose her influence over the motion of the Townsfolk can be seen weeping in the
pressed, they claim to be traveling to visit moon. The first thing those in the Order streets. The churches are full and many
a contact in Thebes. Always Thebes. notice is the duration of their spells: those have their doors flung wide open with
of Moon Duration start to drift out by a praying supplicants spilling out onto the
day or two, sometimes shorter and some- steps. While the populace lament loudly
The Templars of Haifa times longer than expected. and uncontrollably, priests, learned ma-
This is an important development and gicians, and even diabolists who benefit
The work of House Criamon has been should be emphasized to the player char- from some measure of Magic Resistance,
decades in the making and their selection acters. If they do not routinely use Moon- roam the town doing what they can to ei-
of Megiddo as their Axis Mundi was a deci- duration effects, have their friends and ther console the grieving or at least look
sion made years ago. This has given them allies inform them of the strange occur- after themselves.
time to gain agents in the region to pro- rence. Magical investigation shows noth- It should be clear to the player char-
tect their interests. Chief among these is ing wrong with the spells themselves, but acters that they are under the influence of
a small chapter of Knights Templar based all magical traditions are equally affected. a supernatural effect, one that those with
in Acre in the bay of Haifa, some twenty Recognizing that her duty and her Magic Resistance, such as those possess-
miles north-west of Megiddo. burden will soon be over, Selene sends ing relics, are able to resist.
These knights are part of a doomsday Aspects of herself to the mundane world Selene can be seen, a wan figure
cult, aware of and ready for the end of the where she is intent to diminish. Her pres- dressed in a dirty white shift, wandering
world. Promised protection and salvation ence, however, causes problems that the the streets barefoot and alone, outwardly
from the events to come, they are a cor- magi are soon drawn into. In hearing her unaffected by the grief.
rupt chapter of knights, not led astray by story, the magi learn that there are now
the infernal but by magic, believing that those within the Order who have broken
the Biblical end of days is being heralded. the Limit of the Lunar Sphere. The Visitor
This is important for two key reasons.
Firstly, it provides House Criamon with If you want to bypass the grieving
protection locally, and secondly Acre is Introducing Selene town, you can have a magus bring Selene
the seat of power for the Knights Templar to the covenant. He should be previously
and is home to the order’s Grand Master There are two ways in which this story well-disposed toward the player magi and
(Thomas Bérard until 1273 and Guillaume can be introduced. The first is that word his story is just as above: he came across
de Beaujeu thereafter). This gives the cult reaches the player covenant directly of a the town deep in grief and discovered that
a significant reach far beyond Megiddo in magical phenomenon in the nearby mar- the source of the phenomenon was the
the lead up to the apocalypse. More in- ket town, with an expectation that they woman he now brings with him. He has
formation on the Knights Templar can be will then investigate. While Selene has
found in The Church, from page 102. sent many Aspects of herself to the mun-
Troupes playing near Acre will certain-
ly encounter these knights and they may
dane world, if this feels too convenient
then Selene can first be encountered by a
Who is Affected
prove supportive of activities that keep the friend of the covenant, who deals with the by Selene’s Grief
magi away from Megiddo. Interest shown phenomenon in the town and then brings
in the lost city, however, results in po- Selene to the magi. The following sections Given Selene’s Might Score, the
litical pressure not only from the knights outline these options. points spent activating the power, and
themselves but also through their ally the the level of the Divine aura, any char-
bishop of Acre. acter with a Magic Resistance of +0 or
The knights are widely known for their The Grieving Town more is unaffected by the grief thrown
knowledge of the region and they make off by Selene.
obvious scouts and guides for magi search- An Aspect of Selene walks into a small The effect, though drawn from her
ing for a specific place and the Criamon market town somewhere near the player Might Pool, is not under her control.
hiding there. Engaging the knights in this covenant and every person present is It is an involuntary response to her loss
way ultimately results in the magi being moved to uncontrolled grief. The grogs of influence over the moon. As such,
led out into the desert where the knights and companions are the first to come into she is unable to stop or otherwise sus-
turn on them, prepared to risk death in contact with the phenomenon while at pend the effect, which is renewed at
protection of the magi of House Criamon. the town securing supplies. Unless pro- both dusk and dawn.
tected through Magic Resistance, each of

27
Dies Irae
not undertaken any magical investigations time, they provide House Criamon with magi are demanding answers.
and knows only that her name is Selene. the time it needs to complete its research. There is much discussion about the
The first inkling he had that she might be Criamon before any councils are called to
a Magical Spirit was when she could not order: has anybody seen them or heard
cross the Aegis threshold.
If the woman is brought in, those with-
1276: Divine Intervention from them; someone suggested they were
studying overseas; why didn’t the Red-
in the Aegis who lack Magic Resistance be- caps do anything before? When at last
gin to suffer the effects of her power. Word reaches the covenant of a man the council meets, their disappearance is
who is building an ark not far from the cov- the chief topic.
enant. It is claimed that an angel told him
Talking to Selene the end of the world was coming and that

Selene’s grief is for the loss of her con-


he should build an ark as refuge for all those
who remain true to the Lord.
Preventing
nection to the moon. She understands that The peasant has been working day and the Apocalypse
as a creature of magic that she was in a night to fell the trees he needs and to build
near-unique position in that she was con- his ark, which is far from finished and far
nected to something beyond, something from likely to hold many individuals. But Despite the disappearance of House
outside of the terrestrial spheres. With what at first seems like madness is actually Criamon from public life, the Order is not
that connection lost, she wonders what she divine inspiration. moved to immediate action and so, unless
shall do. Will she diminish? Certainly, she The man has True Faith and his strength through the agency of the player charac-
intends to send herself across the world and stamina are sustained by angels. The ters, the apocalypse will not be prevent-
and there live out whatever days she has. ark itself, currently just a skeletal shell, al- ed. What is needed is for definitive proof
Asked why her connection was lost, ready has a Divine aura. Why is he building to be brought before magi senior enough
she explain that the connection was always the ark? Because man has gone against God to order an intervention.
tenuous. Now that others have learned and is bringing about the end of the world. Thanks to the man building his ark,
how to make that connection, hers is gone. He even knows the date, revealed to him in the player characters should now know
She knows that the painted ones have sto- a vision: the twenty-third day of December, the date the apocalypse begins. Through
len her connection to the moon and that in the year 1277. The angels are using him Selene, they should now understand that
only ruination and the end of the world as their instrument on Earth, to save what this event has something to do with the
will come of it. She is very clear; if the few they can. Those with Sense Holiness Lunar Sphere or the moon itself. There
spheres are broken, it means the end of the and Unholiness detect the presence of an- have been enough clues pointing to
world and she is powerless to intervene. gels watching over the man. House Criamon, including Lena Kessler
Come the morning, Selene leaves But there is a problem. The trees he has and the fallen star. Furthermore, the play-
the covenant, never to be seen again. As felled belong to the local landowning knight er characters should also know that An-
a daimon, she is still capable of recalling and he arrives shortly after the player char- dreva of Criamon was undertaking magi-
any Aspect, so there is nothing the player acters looking to bring the man man to jus- cal research. They should also remember
characters can do to keep this Aspect at tice for his theft. Do the magi help this man Anaximander’s observatory, many years
the covenant. or leave him to his landlord’s justice? previous, with its magical view of the
And what of the ark if the man is al- heavens. A convincing case can be con-
lowed to finish? Does it become just a structed by drawing upon this evidence.
What Happens Next? noble failure or instead a divine regio large Allies may be found within House
enough to save an entire community? Bonisagus if senior magi can be convinced
By this point, the player characters that the breaching of the Lunar Sphere
should have learned that House Criamon is possible, that House Criamon has
are coordinating their efforts and their re-
sources toward some aim and that some are
1277: The Final Tribunal been secretly experimenting to that aim,
and even that they may have succeeded.
leaving the House, unable to bring them- Bonisagus pride may not allow such a
selves to support that aim. Furthermore, Across the Order, as Tribunals gather, breakthrough to go unchallenged.
the encounter with Selene should suggest all magi are aware of one thing: the Cri-
that the end of the world is coming. amon are missing. Individual magi real-
If using the time line provided in ized that they were missing from their Options
this chapter, the player characters have covenants, indeed the Redcaps of House
a number of years between encountering Mercere had reported such. But the Red- The potential outcomes from this
Selene and House Criamon completing caps found those covenants staffed with council are too broad to cover here, but
their preparations. This time could be used mundane servants and protected by grogs some of the likely actions are:
to put a stop to the plot by finding their — the business of running a covenant car-
center of research and bringing the might ried on seemingly uninterrupted. Investigate the Criamon covenants or
of the Order down upon it. If the player Now though, with no Criamon at Tri- laboratories: The player magi are
characters do not press forward at this bunal, and the same situation elsewhere, tasked with entering the abandoned

28
Dies Irae
Criamon covenants to investigate Finding Megiddo Entering the
their disappearance. Underground Retreat
Go to the Cave of Twisting Shadows: The House has set watch across the
The player magi are asked to go to the area surrounding Megiddo and these spies The entrance to the underground retreat
Tribunal of the Greater Alps and the use magical amulets to alert the House if has been magically sealed and obscured be-
Criamon central clutch at the Cave of they see any force that may threaten the neath an old ruined temple, the tallest of the
Twisting Shadows. plan. If the player characters approach in remaining ruins. It may also be found by fol-
Determine what the House may be work- a way that raises the alarm, it is impor- lowing the trail left by Brighde and Beathan
ing on: Given the nature of the in- tant that this mundane watchman is seen when they left the battlefield, in which case the
volvement that people have had with and caught by the player characters and trail leads to a large stone wall. The way can be
House Criamon, can the player charac- their companions. This informs them that opened by moving or destroying the wall, to
ters determine why the Criamon have House Criamon has been warned of their reveal a steady slope down into the catacombs.
withdrawn? Remember, they left some approach. The watchman also knows that Once beneath the city, the magi encounter
six years ago and had been gathering the Criamon are can be found in the cata- an Aegis of the Hearth of level 20 and penetra-
materials on Perdo since before then. combs beneath the ruins of the old city. tion of +45, which may serve to exclude some
Find House Criamon: Discover where Dealing with the scout and finding the familiars or similar characters.
they retreated to, investigate the area, old city takes two hours.If the characters The catacombs are threaded with magical
potentially make contact with them, do not raise the alarm, they can get to the alarms. These alarms do not sound in any way
and report back. old city before provoking the Criamon that the characters can hear, but unless magi-
into starting the ritual. cally detected and bypassed they do alert the
Clues to be found at this stage include Criamon, who immediately scry on the char-
discarded or forgotten maps of the Holy acters, and urgently begin the ritual. It is very
Land, stray notes on the phases of the Face the Knights Templar likely that the scrying magic will fail to Pen-
moon, and even forgotten letters discuss- etrate on at least one magus, warning them that
ing Andreva’s breakthrough in vague terms. The watchman does not know that they have been spotted. If the characters have
By this point in the saga the player the ruins are protected by around twenty got this far without raising the alarm, they have
magi can be expected to have some se- Knights Templar. If they are forewarned, done very well, but there are so many magical
niority, so it is important that the Tribu- these knights prepare for the arrival of alarms within the catacombs that it is effective-
nal assign them tasks with some authority. the magi by hiding within the ruins, and ly impossible to get through.
Of course, the players may have other attack from ambush. If the characters House Criamon have had time to prepare
actions that they want to take and these have not raised the alarm, the knights and the catacombs have also become a magi-
should be accommodated. are alert for intruders, but not organized cal labyrinth of illusions and misdirections. For
into an ambush. instance, the sounds of ritual chanting may be
The knights fight as five trained groups heard from nearby — following those sounds
One Last Chance of four mounted knights. They attack from
ambush using lances in the first round be-
leads the party away from the ritual site and
eventually into a small dead end from where
to Save the World fore switching to sword and mace. They the chanting emanates. Illusory walls appear
fight to the last man. Also present and vis- and disappear (bearing a casting sigil by which
ible is Brighde on her familiar steed Beath- canny magi may then recognize them), guid-
Once the player characters have com- an. She uses what power she has to aid the ing the magi yet further until they find them-
mitted to ending the madness of the Cri- Templars, retreating to the underground selves in an apparently sealed chamber. Illusory
amon plot, a doomsday clock is started. sanctum when the Templars finally fall. guides may also appear, claiming to be appren-
House Criamon sees this as their best Entering the old city and confront- tices scared at what the House is doing. Fol-
chance to save the world, and they ap- ing the ambush takes a further hour. If the lowing these apparitions leads only to the exit.
proach it cautiously. The magic is entirely battle goes badly, then consider the time Following each of these illusions to their nat-
new, and no one, not even Andreva, fully to have been two hours. ural conclusion costs the magi an hour each. See-
understands it. They believe that the con- The player characters could also ing through them early costs them no time at all.
junction on December 23rd, 1277, is prob- search the ruins for the entrance to the Once the player characters are through the
ably important to its success, so they do not underground sanctum without alerting illusions, they encounter Brighde one final time.
perform the ritual before that date unless it the Templars. Brighde is not present all She stands, illuminated in the catacombs, bow
appears likely that they will not be able to the time if the alarm has not been raised, ready, defending the path. She warns them that
wait. An attack by other Hermetic magi, or and the characters probably have time to they can only do ill by continuing on their path.
a clear risk of the same, does provoke them wait for her to go, which might be wise. If challenged to explain, she outlines the House
into starting. In fact, the conjunction is not The search is impossible without the use understanding of infinite suffering that will all be
important to the ritual, and, if the Criamon of magic, and hiding from the Templars by ended in a matter of hours. Beathan waits, hidden
complete it, it has the effects described mundane means is almost impossible, but in the dark. The old woman uses her guile and
later, no matter when they act. Once the the magi may well have enough magic to magic to disrupt the magic of those facing her
Criamon start the ritual, the player charac- make this possible. while Beathan attacks the unwary from ambush.
ters have ten hours to save the world. Neither surrenders. Neither retreats. This is a

29
Dies Irae

fight to the end for both of them. Beatritz sees the threat to the ritual as the If the player characters fail to prevent
From this point, the genuine chanting of player characters arrive and she can be the completion of the ritual however, the
the assembled ritualists may be heard and leads seen urging Andreva to hurry. Seventh Seal is broken and the heavens are
the party inexorably toward their goal. It is now for the player characters to becalmed; the Apocalypse begins.
The last line of defense takes the form of decide how to interrupt the ritual. A sudden
the final corridor filled with those members of or violent interruption forces an immedi-
House Criamon not taking part in the ritual it-
self. They stand, arms linked and blocking the
ate spell-casting roll as if the ritual had
completed. If a zero is rolled, then the sto-
The Aftermath
path of any who seek to move through them. ryguide should roll for a botch as normal, of Success
They do not offer violence but they do tell the although this is with 30 botch dice due to
interlopers to go back, that they are interfering the magnitude of the ritual and the pawns
in things they know nothing about, that what of vis being used. If the player characters succeed in stop-
they do they do for the good of all the world. The effects of any botch are open to ping the ritual, they still have House Cri-
Of course, there are many ways through a the storyguide to determine, but given its amon to contend with, and the Order may
blockade of some forty peaceable magi and it magnitude, a significant event can be ex- never be the same again. Andreva, if alive,
all depends on how long the player characters pected. Here are a few suggestions: still knows the ritual she invented, and it
are prepared to be held up. could be just a matter of time before House
The fight with Brighde accounts for an • Solid aether pours from the ritual site, Criamon attempts to assemble again.
hour and the blockade of magi the same if blinding white and crushing everyone With the ritual stopped, many of the
the player characters let it. At this point, they and everything in its path, filling the Criamon magi flee the site, while others
reach the ritual. catacombs – the player characters race through the catacombs daubing sanc-
must race to the exit. tum markers on every door in order to pre-
• The ritualists are sucked upwards into vent intrusion. It is a vain hope as council
Interrupting the Ritual the Lunar Sphere – the player charac- of senior magi, perhaps including Primi of
ters face the same fate unless they can the other Houses, arrive and pass whatever
The breaking of the seventh seal comes find something to hold on to. emergency measures needed to gain access
in the form of a great ritual. While the • An explosion of pure magic collapses the to the research.
Form of Aether has been discovered and catacombs. The player characters must House Bonisagus is well-represented
the Lunar Sphere breached, that knowl- rely on their wits and spontaneous magic and asks to take charge of any and all re-
edge on its own is entirely academic; it to find cover and survive the blast. search materials and information on new
must be put to use. The ritual takes place magic. Houses Tremere and Guernicus
in a large domed chamber. Representa- Assuming no botch, the vis is con- concern themselves with the future of
tions of the spheres and the planets paint- sumed and its power wasted. Many of the House Criamon, including the business of
ed on the chamber walls revolve around a Criamon collapse from their exertions. bringing the chief cultists to account.
central circular altar. Others, such as Andreva, Beatritz, and Pri- The player characters should be involved
Standing over the altar is Andreva, ma Muscaria (Houses of Hermes: Mystery Cults, in such councils and have direct agency in
and she is surrounded by the rest of House page 56) remonstrate with the interlopers deciding some of the following matters:
Criamon, including Quaesitor Beatritz. and plead that they be allowed to continue.

30
Dies Irae
• Which crimes the senior cultists be fects are suddenly canceled. They may be ized to the player characters’ Tribunal, giving
charged with recast, but spells and effects relying on a taste of what is to come.
• The nature and timing of their trials certain Durations linked to celestial move-
• The punishments due for those ments immediately fail again. See the sec-
found guilty tion later on Magic after the Apocalypse The Brightening Star
• How to deal with any identified as hav- for more detail.
ing helped or supported the Criamon As the spheres have ceased in their mo- Wormwood is actually part of the
• The fate of the research materials found tion, the storyguide should decide whether moon itself, broken off due to the dam-
in the catacombs the characters’ home region is plunged into age caused in the heavens. It spends a
• Whether any magus or House should perpetual night, dawn, dusk, or daytime. season growing bright in the sky. Some
possess such power draw religious parallels, feeding the idea
• What to do about the knowledge con- that this is a precursor to the apocalypse.
cerning the new magic already held by
individual magi
Wormwood: The If the player characters themselves do not
light upon the name Wormwood, then a
• The ultimate fate of House Criamon Aftermath of Failure supporting character does. At this point,
and its members Wormwood is the only moving heavenly
body visible in the sky.
And the name of the star is called Wormwood: Importantly, as this star originates in the
House Criamon’s philosophy is such that and the third part of the waters became wormwood; lunar sphere, most magi are unable to use
Andreva and Beatritz will attempt the ritual and many men died of the waters, because they were magic to investigate or affect it. However,
again and they are honest about that fact. made bitter. House Criamon have their rituals that can af-
House Tremere is clear that there cannot be fect Wormwood and suspend its movement.
a new Schism War, despite the outrage ex- Revelation: 8:11 A hastily-called Tribunal is held and
pressed by House Flambeau and others. The the magi consider the meaning of the
Order could still tear itself apart, but as the Once the ritual has been cast, a part of event and their options.
magi who saved the world the player charac- the lunar sphere, Wormwood, falls to Earth.
ters are in a strong position to offer guidance. Its fall has four phases, which include its
brightening in the sky, the great hail of fire
that falls upon the earth as Wormwood starts
The Seventh Seal: The to break apart, the destruction in the seas
and oceans, and then the poisoning of the
Becalming of the Heavens waters of the land. These events are local-

I cannot by the progress of the stars give guess


how near to day
Designing the Ritual
Julius Caesar: Act 2, Scene 1
There are two effects that must be cre- Hold the Sky in Thrall
ated in order to suspend the motion of the
heavens as House Criamon intends. The PeAe 145
The ritual is designed to destroy the
first is a simple effect that allows the ritual R: Sight, D: Momentary, T: Individual,
moon’s property of motion. By Criamon
caster to see the aether, which she will tar- Ritual
understanding, this is sufficient to cause the
get with the second ritual. This ritual destroys the target aeth-
motion of all the interconnected spheres to
end and with it time. er’s fundamental property of movement.
Upon completion of the ritual, the effect
Sense of the Moon’s Presence is instant and irrevocable.
The End of All Moments This ritual, given the nature of the
InAe 20 power concerned, is unique. It has been
R: Personal, D: Sun, T: Vision designed to target the moon, or rather the
As the ritual is completed, the moon’s Aether is intangible and invisible, aether behind what those below the Lunar
motion is suddenly halted. The effect ra- which makes it hard for Hermetic magic Sphere perceive as the moon. Once cast,
diates out immediately and every sphere to affect. This effect gives the caster the there is no other target that this ritual can
from the Earth out to the fixed stars cease ability to see aether, which is sufficient then target.
their motion. An earthquake is felt across then to target that aether with further (Base 5, +3 Sight, +5 density, +20 size)
Mythic Europe and a crack forms across spells and effects. Required Lab Total: 4 seasons (182),
the face of the moon. (Base 1, +1 Touch, +2 Sun, +4 Vision) 8 seasons (164), 12 seasons (158), 16 sea-
This is the point at which most Her- sons (153), 20 seasons (152)
metic magic momentarily fails. Just as
when a magus crosses from the mundane
world into the Magic Realm, all active ef-

31
Dies Irae
Hail and Fire The Seas and Oceans The Apocalypse in Microcosm

Unless prevented, Wormwood visibly After the hail of fire at the end of the The later section describing the Apoca-
breaks up in the sky into three large parts as season, the largest part of Wormwood lypse in full may be used in the aftermath of
it passes through the fiery sphere. The first reaches the Earth. It crashes into the ocean Wormwood’s fall. Where pieces of the star
of these burns bright in the night and then, near to the covenant’s Tribunal, causing a fall to Earth, the strange new Lunar aura
three days later, fills the sky with a burning hail great wave that destroys fully a third of all manifests, bringing with it outlandish plants
storm. This hail storm is centered on an ex- creatures in that sea and a third of all ves- and animals that populate the Lunar Sphere.
panse of woodland and the surrounding towns sels that sail upon it. All along the coast,
and villages within half a day’s walk of the cov- towns, villages, harbors, and beaches are
enant. The glow from the fire is visible through
the night and the smoke rising from the woods
submerged by the wave. When it with-
draws, just as quickly as it came, the bodies
The Extraordinary
and the farms blots out the day. of great fish and whales lie inland, mingled Tribunals
The scene is devastating. In each town and among the broken timbers of ships.
village, roughly a third of the population have The invisible body of Wormwood
perished or will without aid. Some were burned sinks to the sea floor, where it continues In response to Wormwood and the
in their homes while others fled the flames only to poison anything that draws close to it. becalming of the heavens, the Order of
to be caught in the burning hail, like a storm of Hermes convenes a number of extraordi-
embers from a forge. Burned and blacked bod- nary Tribunals. Their aim is to order magi-
ies litter the ruins, lying next to livestock that The Poisoned Waters cal investigation of the heavens to gauge
suffered the same fate. whether Wormwood is a sign of worse to
Investigation of the scenes shows that the Wormwood’s tail falls the following come. Due to the disruption of the Parma
fire is pure elemental fire, which can be affected day. This time, as it passes overhead, a Magica, the meetings are fractious and riv-
by Hermetic magic. In places though, a strange third of all the open water in the Tribu- en with mistrust.
invisible stone-like material can be found. This nal becomes poisoned. This includes lakes, Any magi from House Criamon who
dense aether should be familiar, as it is the same rivers, and streams. The water can be puri- remain are convinced, despite the apparent
as Lena Kessler was sent to retrieve. fied through magic or workings of schol- crisis, that they have released all humanity
ars, but those who drink the poison suffer from the horror of eternity. They are willing
as though having ingested Monkshood, as to submit themselves to any Earthly punish-
per ArM5, page 180. ment as the price they pay for their success.
Eventually, samples of the aetheric stone
are brought before the Tribunal, where de-
bate rages around its origin and the reasons
why Hermetic magic is powerless to affect
it. Some believe that the biblical apocalypse
The Falling of the World into Ruin is nigh and flee to live out their remaining
days. Others see it as the Order’s duty to set
Every season, there is a chance of the first that the astronomer is trying to di- the world straight.
player characters’ Tribunal being struck. vine. A successful roll informs the astrono-
The first time the Tribunal is struck, the mer of which Tribunal (or other region)
impact is considered very distant from will be struck in the target season and an
the player covenant. The second time approximate date.
that Tribunal is struck, the impact is
closer. The third impact is directly over
Example: Hildegarde scours the night-
time sky, observing the ruins of the moon
The World of
the player covenant’s home region. On a
near miss, the impact occurs in a neigh-
boring Tribunal or stretch of ocean. For
as they spread across the heavens. With
the storyguide already determining the
next few seasons of strikes against the
the Apocalypse
each season, the storyguide rolls a simple Earth, and secretly determining that the This section describes conditions after
die, treating a roll of 1 as indicating the player Tribunal will be struck in just two the Apocalypse. Not only do fragments of
player Tribunal. For each step removed, seasons time, Hildegarde makes succes- the moon periodically fall to Earth, bring-
the strike happens further away. sive rolls for the next year. With an Intel- ing with them fire, desolation, pestilence,
Characters may try to anticipate the ligence of +2 and an Artes Liberales (As- and death, but the careful balance of the
strikes. Characters may make an Intel- tronomy) of +5, she rolls 7, 9, 0 (with no four Supernatural Realms is also disrupted.
ligence + Artes Liberales (Astronomy) botch), and 6, for totals of 13, 14, 4, and
Stress Roll. The target Ease Factor is 12 in 9 once the penalties have been taken into
order to determine which area will be af- account. She knows where the Earth will
fected in the next season. The roll suffers a be struck in each of the next two seasons,
penalty of –1 for each season beyond the but no further.

32
Dies Irae
Destruction Famine temporary imbalance of their humors that
results in extreme Personality Traits while
First comes the raw destruction of Food starts to become scarce. The the storm passes through.
the world. With the lunar sphere collaps- miller turning wheat into flour, the baker Storms containing aether at higher
ing and the Moon falling to Earth, many turning flour into bread, and cottage in- densities can be damaging. Even at the
villages, towns, and cities are destroyed dustry of brewing beer, are all gone. Those density of stone, aether lacks the quality
outright by aether falling from the sky. In mills that may be left standing are also left of hardness, but the impact can still cause
some places, new mountains of aether re- idle as millers flee with their families in the harm. Those caught in such storms suffer
place fields, forests, and valleys, and fires hope of finding somewhere safe. +8 damage each diameter that they are ex-
burn for weeks on end. Survivors flee, tak- Unattended livestock die through ill- posed. Buildings or other shelters are suf-
ing what they can, and streams of refugees ness and predation and fields burn and rot in ficient to protect individuals from damage.
cross every land looking for safety. equal measure. The land becomes ravaged In some cases, aether with the density
as people take what they can from it, no of earth, stone, and metal are caught up
longer managed by farmers and landowners. in the storm and these can wreak havoc.
Sickness Each year after the first, a cumulative Aetheric earth moves at 100 paces per
–1 living standards modifier is imposed as round and is dense enough to damage
As the air thickens with smoke and food becomes more scarce and less nutri- buildings in its path.
ash, sickness sets in. Coughing, crying, tious. Covenants devoting magical re-
and choking become the most prevalent sources to this problem may alleviate this
sounds; that and prayer. The sickness is penalty for their own covenfolk and any Rise of The Infernal
non-natural, caused by the violent envi- other areas that they choose to protect.
ronment. Choleric diseases (as listed in Art The infernal turns this calamity to its
& Academe, pages 47 to 51 and City and Guild, own evil advantage; leaders may cling to
pages 25 to 28) rise in frequency. Livestock Loss of Rule their rule through infernal influence, refu-
and wild animals are similarly affected. gees may find food ahead of others in re-
These conditions that promote sick- Mundane leaders, kings, princes, land- turn for prayers to their demonic saviors,
ness also impose a –2 aging roll modifier. owners, burghers, and boyars alike might and demons of sicknesses might pass over
This extends even to covenants in affected quickly lose control of their people. those who embrace the devil.
areas. If using the guidelines for covenant Each season after the first, leaders With communities forced to flee the
loyalty (Covenants, page 38) then this may who continue to assert their leadership safety of the Dominion, demons and their
affect the loyalty of the covenfolk. must make a Communication or Presence agents operate more openly. While they
+ Leadership stress roll against an Ease may not manifest physically, they use their
Factor of 9. They have a penalty to this powers widely to spread fear and call the
Lunacy roll equal to any negative reputation they fearful to them.
have personally. A failure increases a “Poor
The manifest aether across Mythic Leader” reputation by one point. This
Europe has a direct impact on the mental reputation is used as the number of botch Response of the Divine
state of the population. Just as with the dice to roll should the leader roll zero. A
Edge of Reason effect described below, those botch indicates that an uprising is immi- The Dominion is the most accessible
with a dominant sanguine humor become nent, within the season. More significant aspect of the Divine across Mythic Europe,
hysterical, those with a choleric dominant botches reduce the time down from season but it is also the most fragile. Once a com-
humor become gripped with psychosis, to month, to week, to day, and then to no munity is broken, the power of the Domin-
those with a melancholic dominant humor warning at all. If there is any kind of warn- ion begins to wane and a parish may fall to
become neurotic, and those with a phleg- ing, the leader may try to escape or to con- temptation born of desperation.
matic dominant humor become struck front the situation. Communities led by the pious and
with fear and horror. those with True Faith may be established,
Eventually, bands of similarly affect- providing sanctuary from the devasta-
ed individuals group together and form Aetheric Storms tion outside. Some may retain the formal
strange discordant pilgrimages that roam trappings of the Church, others may not.
the land. Their cries and wails can be Aether has a natural proclivity to move Some may be welcoming to all-com-
heard in advance of their arrival. They are from east to west. As a result, power- ers, recognizing their need, others may
as much a danger to each other as to those ful aetheric winds and storms race across staunchly protect their resources, perhaps
who cross their paths. Mythic Europe at great speed. These winds even with violence.
largely consist of intangible aether and so Pilgrims become a common sight, refu-
there is no physical effect upon the popu- gees banding together to find safety and
lace or buildings. However, these storms salvation. They wind their way through
do influence the humors of those they the landscape in search of shrines where
pass over. Just as with the description of saints may be invoked (Realms of Power: The
lunacy above, the population experiences a Divine, page 87) to ease their suffering, in

33
Dies Irae
search of protection, or in search of land lypse and these are now spilled across the The Poisoned Waters
unmolested by the apocalypse. face of the Earth, trying to gain a foothold
Angels of mercy may provide succor on an unusual world. Earthly water contaminated with water
to those in need, but ultimately they are or material from the lunar sphere is bitter and
powerless to put right the sins of the few. poisonous. Treat such water as a poison caus-
Creatures of Lunar Fire ing a Light Wound with an Ease Factor of 9
to resist if ingested. See ArM5, page 180 for
Time The lunar sphere has its own deviant details. The water’s poisonous quality can be
creatures, like twisted shadows of earthly destroyed by a base 15 Perdo Aquam effect
Day and night cease to mark the pas- beasts. They cling to the lunar auras for or similar intervention. In particular, Experi-
sage of time. Even the tides fail to keep the most part, away from Earthly creatures mental Philosophy may also be used. See Art
time, and crops and other plants lose the until it is time to hunt. & Academe, page 67 for details.
environmental cues they rely upon for seed- All creatures from the lunar sphere and Aetheric water originating on the
ing, sprouting, and fruiting. beyond possess the Lunar Animal Quality, moon is dangerous to the touch and is
You should continue book-keeping time reflecting their strange physiognomy. See the treated like vitriol, as per ArM5, page 181.
as normal; advance the world in season and nearby box for details of this new Quality. A character drinking this invisible water
years, but the lines between day and night, In all other respects, creatures of the suffers non-combat damage (stress die + 9
weeks and months, become blurred and lunar sphere can be created as per the rules in this case), which may be soaked by a
most soon lose track. for Magical Animals in Realms of Power: stress die + Stamina.
Magic, or mundane animals in Houses of
Hermes: Mystery Cults.
Denizens of the
Lunar Sphere
The lunar sphere was populated with its New Animal Quality: Lunar
own plants and creatures before the apoca-
A Lunar creature is invisible apart from sion (killing), Infamous
its eyes and mouth, which glow with lu- Qualities: Aggressive, Hardy, Keen Sense
Vignettes of the nar light. Its body dissolves quickly after
death, fading into intangible aether. If the
of Smell, Lunar*, Pack Animal/Pack
Leader, Pursuit Predator, Sharp Ears,
Apocalypse creature normally leaves vis behind, this Thick Fur, Vocal
must be collected quickly or else it is scat- Personality Traits: Brave +3, Cowardly +3
The following vignettes provide a tered on the winds. Reputations: Bloodthirsty (local) 4
little background color for those wan- The attacks of Lunar creatures sap Combat:
dering through the Apocalypse. their victim’s will. For each point of Teeth: Init +2, Attack +11, Defense +9,
wound penalty inflicted, the victim loses Damage 0
• A lone horse in a village, trying to one point off their highest Personality Soak: +4
eat the dry thatch from a cottage Trait. The Lunar creature may then use Fatigue Levels: OK, 0/0, –1/–1, –3, –5,
roof. It would make a fair riding that point like a point of Ferocity. Should Unconscious
horse or it could feed the party for the victim survive the encounter, these lost Wound Penalties: –1 (1–4), –3 (5–8), –5
a good few days. Personality Trait points are recovered as (9–12), Incapacitated (13–16)
• A pack of dogs roams the near wood- the associated wounds heal. Abilities: Athletics 5 (distance running),
lands. They are becoming braver as A Lunar creature is immune to harm- Awareness 3 (smell), Brawl 5 (teeth),
they grow more hungry and desper- ful effects of water and plants from its Hunt 4 (track by smell), Survival 3
ate. They are more than a match for own Sphere. (winter)
the occasional family that enters their Natural Weapons: Teeth: Init 0, Atk +3,
territory and may even outmatch a Def +1, Dam +1. Its thick fur gives it a
patrol of grogs on the road. Example Lunar Protection of +1.
• A peddler stops the characters to Creature: Wolf Appearance: The Lunar Wolf has the
trade things he has found along the same shape as a wolf of the Earth, but
road for food or something to drink. Characteristics: Cun +2, Per 0, Pre –2, its body is made of aether. The only
A forlorn soul, he cannot acknowl- Com 0, Str –1, Sta +3, Dex +2, Qik +2 hint as to its presence is the tracks it
edge the devastation around him Size: –1 leaves and the faint silver glow from
and continues to speak as though Confidence Score: 1 (3) its mouth and eyes.
he were simply traveling from one Virtues and Flaws: Improved Character-
prosperous village to another. istics (x2), Ferocity (when hungry), * Described earlier
Long-Winded, Sharp Ears, Compul-

34
Dies Irae
Forests of the Dead Symptoms: The veins around the site a recovery roll, their most distinctive Per-
of first infection grow hard and blackened, sonalty Trait gains or loses a point such that
A Lunar plant uses the matter in which it visible through the skin. At the end of the it approaches a score of zero, representing
grows to construct its form. So, a plant grow- incubation period (typically a few days), the gradual erosion of their consciousness.
ing through a body uses the flesh of that body the individual is unable to move or use that
in order to build its own form. A spore falling part of their body. These veins soon ex-
on stony ground weaves a body out of those
stones, while a spore blown into a graveyard
trude through the skin and latch onto the
ground or other hard surface, locking the
Impact on the Covenant
may cause long-buried bodies to sprout from infected individual into place. As the dis-
the ground. Hermetic magic may affect these ease progresses, more of the body becomes A well-supplied covenant should have lit-
plants with the appropriate Form. paralyzed until the individual ultimately tle difficulty in surviving the collapsing of the
Once the plant has reached maturity, dies. Each time the infected character fails spheres; they could simply lock their gates,
which it does across the course of a season,
it buds numerous balls of fluffy spores. These
are made of pure aether and the only sign of
their presence is the slight sparkle in the air. Lunar Spore
These balls are delicate and easily disturbed
and broken apart and an individual seed may Lunar Might: 1 Warping Score: 0 (0)
Characteristics: Cun –5, Per –5, Pre –5, Virtues and Flaws: Peasant; Enduring
carry far on the wind.
Com –5, Str –5, Sta –5, Dex –5, Qik –5 Constitution; Weak Characteristics,
Once embedded in the ground, the spore
Size: –18 Poor Dexterity × 1
sends out slender tendrils that lie in wait for
Qualities: Camouflage (+3 to rolls to hide Personality Traits: Fearful +1
a likely host. Lunar plants grow rapidly and
when not moving) Combat:
may ensnare the unwary, either those sleeping
Magical Qualities: Improved Damage Fist: Init –1, Attack –1, Defense +3, Dam-
outside or those unfortunate enough to have a
(bite) age +2
spore enter their homes. When a host comes
Combat: Soak: +2
near, the seed seeks it out and latches on. This
Bite: Init –5, Atk +4, Def +2, Dam –1 Fatigue Levels: OK, 0, –1, –3, –5, Uncon-
constitutes an attack roll made by the seed, as
Wound Levels: Dead scious
described below.
Abilities: Brawl (bite) 5, Stealth (shadow) 5 Wound Penalties: –1 (1–5), –3 (6–10),
As a Lunar spore is easily missed, it is
Appearance: a tiny sharp-pointed black –5 (11–15), Incapacitated (16–20),
treated as only leaving faint traces, as de- Dead (21+)
seed suspended by a slender stalk from
scribed in Houses of Hermes: Societates, page 33. a parachute of fine black hairs. Abilities: Animal Handling 2 (cattle),
This gives the seed +6 to attack, +9 to de- Area Lore: Home Village 3 (peo-
fense, and +9 to Stealth rolls. ple), Athletics 1 (run), Awareness 3
When in the vicinity of a spore, charac-
ters make a Perception + (Awareness or Hunt) Example Lunar (search), Bargain 1 (produce), Brawl
3 (fist), Carouse 1 (power drinking),
roll against the seed’s Dexterity + Stealth (+9,
as above). A roll is permitted each round, and
Plant: Lost Robert English 5 (slang), Farmer 2 (plowing),
Folk Ken 2 (peasants), Guile 3 (lying
until the character is successful, the spore to authority), Ride 2 (mule), Survival
Robert was a young peasant farmer un-
gains the listed bonuses. 2 (sleeping rough)
til the end of the world came. Robert and
If the spore succeeds in inflicting a Light Equipment: Workman’s clothes
his family left their village, taking their
Wound or greater, then the host becomes in- livestock away to safe ground. Robert, Encumbrance: 0 (0)
fected. This replaces the normal Stamina roll however, was bitten by something in the Appearance: A forlorn figure of a young
to resist the disease. If the infection is left to night and awoke to find himself rooted to man locked into a reclining pose. His
grow, the host eventually becomes rooted to the ground and unable to leave. His family limbs are split open and blackened
the ground. They experience consciousness, left him, fearful of trying to help. roots protrude from them and from
fatigue, hunger, and sleep as normal. While He is almost overcome by the time his abdomen into the ground. He tries
rooted, the infection progresses like a disease. the player characters come across him and to cover himself with a blanket out
Surgical intervention may be used to release both legs and an arm are now blackened, of shame, but it too is now becoming
an infected individual and this may involve split, and rooted to the ground. The thick part of him. He has one good arm,
amputation or other surgical work to separate tendrils claw their way to his face and now which he uses to try to shield himself
the individual from the root. and then his remaining free arm pulls at from those who chance upon him.
them so that he may breathe a little easier.
Lost Robert suffers a –5 Fatigue penalty
The Lunar Infection Characteristics: Int +1, Per +2, Pre 0, to all actions that he takes, which given his
Critical Sanguine Disease, Severity 18 Com 0, Str +2, Sta +2, Dex –4, Qik 0 condition are necessarily few. He still has his
Stable 6, Improve 18, Interval: Week Size: 0 memories, but his personality is all but gone.
This disease is the result of coming into Age: 16 (16)
contact with a lunar Spore. The spore grows Decrepitude: 0
throughout the body. (Contra-Natural)

35
Dies Irae

guard their walls, and protect their resources


from the desperate population beyond. Magic After relatively easy — the greater the amount of
Lunar matter, the stronger the aura.
However, as noted above, the effects of
the environment and famine on the covenant’s
area do have an effect in terms of living condi-
the Apocalypse As the aura is closely tied to the material
itself, areas under a Lunar aura can be cleared
of that material, thereby reducing the power
tions modifiers. These can be abated through of that aura. Each season’s work spent clear-
magic and covenants may want to design spe- With the fall of the lunar sphere, what was ing an area of Lunar material reduces the aura
cific magical effects to protect themselves. It once beyond the understanding of Hermetic strength by one. The same could be achieved
isn’t just a lack of food, however. It is hard to magi is suddenly very close. The apocalypse through Rego Craft Magic (Covenants, page
procure new glasswork when the craftsmen introduces a new Supernatural Realm, Lunar, 49), although being unable to directly sense
have fled their workshops and harder still to representing the scattering of the lunar sphere the material remains a challenge.
find herbs and plants when the woodlands are across Mythic Europe. The working of magic The cleared material must go somewhere,
aflame. There is also the question of giving within this new realm is challenging and mate- however. Unless magically destroyed, Lunar
those tradesmen who remain the price they rial originating from the lunar sphere is beyond material transported elsewhere starts to gen-
ask for their services. Instead of silver, they the understanding of Hermetic Magic Theory. erate a new Lunar aura. By each point that a
may seek safety and sanctuary with the magi. With the motion of the spheres ended, given aura is reduced, either a new level one
A covenant that protects itself but not much common Hermetic Magic ceases to aura is created elsewhere or another target
its allies may find itself under pressure or at- function as expected. Spells and device ef- Lunar aura is increased by one level, depend-
tack. A mundane leader needing to reassert fects relying on Sun, Moon, or Year Dura- ing on where the material is moved to.
his authority might direct his people to the tion become obsolete and fail. Those with
covenant to take it from the heathen magi. Flexible Formulaic Magic or another means
Similarly, the roads become flush with rob-
bers, which makes travel for Redcaps increas-
of altering the parameters of a known spell
or device effect may still be able to use the
Impact on
ingly difficult. effect in some way. Hermetic Magic
Grogs may seek to bring their families
to safety; a trusted and loyal grog may try to
bring their brother, sister, or cousin into the
covenant away from the horrors of the out-
The Lunar Aura The effects of the apocalypse makes
working Hermetic magic more difficult in
side. But how do the magi manage this? If all several ways. First, the matter broken off
covenfolk were free to do this then how far In places where the lunar material rests from the Lunar sphere and crashed to Earth
would the resources stretch? upon the Earth, that matter starts to create has produced a new supernatural Lunar
The unquiet dead may also seek sanctuary a Lunar aura. Just as with any other super- realm, inimical to Hermetic magic. Second,
at the covenant. With few burials performed natural aura, these Lunar auras range in size the new cosmology means that the heavens
according to scripture, the ghosts of the dead and intensity. This is typically defined by the no longer operate as before, which means
are free to walk. They, along with magical spread of material across the area covered by that certain Hermetic Durations calculated
beasts in search of safe and secure auras, may the aura, and by the quantity of matter in- and predicated on those heavenly motions
head to the covenant. volved. Unlike other supernatural auras, this simply fail. Third, as a result of the failure
makes judging the strength of a Lunar aura of Hermetic durations, the Aegis of the

36
Dies Irae
Hearth ritual and even the Parma Magica, New Lunar Durations 300 Miles: Lasts until the caster or any of
which are tied to the Year and Sun Dura- the targets travels a total distance of 300 miles.
tions, do not function. Any distance moved at all adds to the accumu-
The damage done to the nature of the world lated distance. This is based on the distance on
by the collapse of the lunar sphere means that good roads that could be traveled during the
Realm Interaction much of the Order’s common magic loses its standard Moon Duration. Equivalent to Moon.
well-understood frames of reference. For in-
The nearby Replacement Realm Inter- stance, with no moon in the heavens the Moon The Weight of Years: The effect lasts
action Table shows the power of the Lunar duration no longer operates and all spells and de- until either the caster or the target is forced
Realm as an outside and foreign force impos- vice effects that make use of it cease to function. to make an aging roll. Where the caster and
ing itself upon the Earth. The aura is beyond Magi may research new Durations, each target are both younger than 35, this means
the experience and nature of the Earthly requiring a Minor Breakthrough and around that the effect may last several years. Artifi-
powers and they experience large penalties 30 Breakthrough Points (or 150 levels of ex- cially-induced aging rolls, through magic or
when operating within a Lunar aura. perimental effects). Some examples are pro- other trauma, are sufficient to end the effect.
Creatures and effects native to the lunar vided below but players are free to be creative. Equivalent of Year. Requires a Ritual.
sphere are considered to part of that sphere Of course, magi may invent spells with
and any effects they use are considered a Lunar The Burning of a Taper: Effects last for non-standard Durations (as per ArM5,
Power for the purposes of realm interaction. the duration of a lit taper, equivalent to the two page 114) without first making the ap-
minutes represented by standard Diameter ef- propriate breakthrough, but the Duration
fects. There is no requirement to light a taper is considered one magnitude greater than
Durations during spells or effects with this Duration. it would have been had it been formalized
through research.
With the heavens disrupted, so too is Her- At the Waking or the Sleeping: Lasts un-
metic understanding of the world. The calcula- til either the caster or the target next sleeps or
tions used in casting spells and in device effects wakes. Equivalent to Sun.
no longer make sense, given that the spheres
are held in their places. The nearby table shows
which Durations still function correctly and
those that are beyond use. For those that are Summary of Durations
beyond use, magi may research replacements
and a number of these have been suggested. The following table summarizes the status of the spell durations commonly used
by Hermetic magi as well as some hedge wizards. Many of these, based as they are on
cosmological cues, no longer function.
Parma Magica and
the Aegis of the Hearth Standard Duration Status Alternative
Momentary Functioning This duration remains as it is
The Sun and Year Durations are both Ring Functioning This duration remains as it is a form
disrupted once the lunar sphere falls. This of conditional duration
means that both Parma Magica and the Aegis Concentration Functioning This duration remains as it is a form
of the Hearth fail. This is a dangerous blow of conditional duration
to the Order of Hermes as it leaves mem- Diameter Non-Functioning The Burning of a Taper
bers exposed and vulnerable. If the Order Sun Non-Functioning At the Waking or the Sleeping
can research new Durations, then the next Moon Non-Functioning 300 Miles
step may be to research new versions of the Year Non-Functioning The Weight of Years (until the caster
Parma Magica and Aegis of the Hearth. or the target makes an aging roll)

Durations granted by mystery cults or other traditions should be judged against this list.

New Realm Interaction Table


Lunar Power Magic Power Divine Power Faerie Power Infernal Power
Lunar Aura + aura – (5 x aura) no effect – (5 x aura) – aura
Magic Aura – aura + aura no effect + (1/2 aura) – aura
Divine Aura – (3 x aura) – (3 x aura) + aura – (4 x aura) – (5 x aura)
Faerie Aura – aura + (1/2 aura) no effect + aura – aura
Infernal Aura – aura – aura no effect – (2 x aura) + aura

37
Dies Irae
Exotic Magic and Learn Aetheric Magic world. In particular, Alchemical Reagents may
Supernatural Beasts take natural processes to an extreme degree.
Slay utterly, old and young, both maids, and While unable to mimic an unnatural effect,
Beyond the Order of Hermes, magical little children, and women: but come not near any man such as turning water into wood, it could turn
traditions across the world also feel the im- upon whom is the mark water into extremely pure, cold, or hard ice.
pact of the collapsing of the spheres. Dura- These effects are completely natural, which
tions used in their magic are affected in the Ezekiel: 9:3 confounds magic resistance provided by Aegis
same way, which limits their power just as it of the Hearth or Parma Magica. Formulae are
does for Hermetic magi. The most immediate option for restor- typically recorded in academic texts and seek-
For the most part, the powers of super- ing a region is to destroy or remove the ing these texts out and learning their secrets
natural beasts are unaffected by the Apoca- aetheric material that fell from the lunar provides a line of stories in this new world.
lypse. Even if their powers reference one of sphere. The first step is to learn Aetheric Similarly, Objects of Virtue, as presented
the prohibited durations, these are consid- Magic (as described below), which can be in Realms of Power: Magic, provide a low-power
ered to be outside of cosmological influence done either by recreating the research, like- but reliable means of working magic. These are
and tied to the beast itself. ly with the help of the appropriate labora- supernatural objects, animals, plants, and min-
tory texts, or by initiation or tuition from erals, that grant powers or Virtues to those who
members of House Criamon. use them. Their power is intrinsic and does not
Infernal and Divine Powers If the magi can learn to target the aether rely on an academic or folk understanding of
then they could move or destroy it. As an al- magic. This means that any duration or similar
Infernal and Divine Powers are unaffect- ternative, they could bury it deep within the parameter that the magus finds difficult after the
ed by the Apocalypse, with the exception of Earth. Riding the area of such material re- apocalypse still functions as normal for these
any aura-interaction penalties. moves the lunar auras from that region, sepa- objects. They are typically of low power, but
rates any Lunar denizens from their source their reliability could be leveraged. The same
of power, and restores much of the natural is true of Extraordinary Vis, also described in
order of the Earth. Realms of Power: Magic, containing intrinsic spell,

The End of
ritual, or device-like powers.

Everything Learn Other Magics


There may be other types of magic to be
Regiones and the
Supernatural Realms
It is possible that devastation will rain learned, allowing the Order to rebuild. The With strong enough magic, magi could
down on Mythic Europe for decades if not experimental philosophy of Art & Academe is an create deep regiones within which they
centuries to come. Unless it finds a way to entirely natural means of producing wondrous could find some kind of sanctuary. They
deal with the new state of the world, the effects. It relies on the natural properties of sub- would exchange the supernatural and harm-
Order is at risk of losing its binding force; stances and phenomena to allow the creation ful effects of lunar auras and storms of aether
Houses and Tribunals dissolve, Redcap net- of Ligatures, which provide bonuses to given for areas of confinement and warping for
works become disrupted, and individual magi actions, or the invention and use of Formu- those they bring with them.
and covenants are left to fend for themselves. lae, which directly query or affect the natural Magi who withdraw to the Magic Realm
What remains of the Order must move with find that their command over Hermetic magic
uncharacteristic swiftness if it is to survive returns to them, within the boundaries set out
and the player magi are presented with the
chance to show leadership. Initiation Script: in Realms of Power: Magic. Routes into the Mag-
ic Realm operate as before, so if the magi can
Aetheric Magic find either a magical beast able to step from
the mundane world to the Magic Realm they
Strategies for Surviving Target Level: 21
Script Bonus: +13
can follow. Alternatively, they can get there
by traversing a sequence of magical regiones.
Description: The initiate must travel Escape into the Divine or Infernal Realms
The Apocalypse isn’t necessarily the end to Megiddo (+3), bringing vis to pay represents journeys from which there is no
of the saga. The Earth has changed, so the for their tuition (+1), where the mysta- return. However, the Faerie Realm offers the
challenge becomes one of surviving this new gogue spends time teaching the initiate same haven as the Magic Realm and the same
hostile world. There are a number of ways in (+3). The initiation causes a version of opportunity to rebuild and plan.
which your player characters may approach a Criamon Stigma to manifest upon the It is safe to assume that many magi, both
that challenge, ranging from destroying the initiate’s brow (+3). This grants the Dis- Hermetic and otherwise, would take this
Lunar influence on the Earth to fleeing the figured Flaw. The initiate swears that they route out. Some may intend to return, others
world to the supernatural realms. will further disseminate the knowledge of to hide out their days. There is great story po-
Aetheric Magic any way they can, gain- tential in trying to find those magi who may
ing the Vow Minor Personality Flaw (+3). hold the key to restoring the world who have
lost themselves within the Magic Realm.

38
Dies Irae

Appendix: Hermetic magic. Recreating that effect using


Hermetic understanding again provides one Appendix:
Touching Aetheric Magic
breakthrough point per magnitude.
It is possible to invent new magical
Durations that do not rely on cosmologi-

the Sky cal time, and subsequently new versions of


Parma Magica and the Aegis of the Hearth.
Each of the new Durations represents a Mi-
The Major Hermetic Virtue of Aeth-
eric Magic grants knowledge of the new
Now, now, you stars that move in your right spheres, nor Breakthrough requiring 30 breakthrough Hermetic Form of Aether. This represents
Where be your powers? points, while a New Parma Magica or Aegis a form of matter previously hidden from
of the Hearth would take 60 points. Hermetic magic but which exhibits great
History of King John: Act V, Scene 7 force over earthly phenomena, such as the
tides, the fates of individuals, and even the
This section explores the magical re-
search undertaken by House Criamon, pro-
Hermetic Breakthrough: rise and fall of sickness and madness. As
such, Aether spells can be used to heighten
viding sample projects and some of the com- Aetheric Magic or reduce the influence of the heavens, to
pleted effects created along the way. The create aetheric objects, or to make changes
player characters may discover the research to the nature of aether itself.
while it is still in progress, and this may offer The key to breaking the Limit of the Lunar The new Form is a full addition to
ways to intervene and stop the Criamon. Sphere is in learning how to affect the substance Magic Theory and each of the Techniques
In addition to providing Laboratory of the ethereal spheres themselves: aether. As can be applied to it in order to generate
Texts, Casting Tablets, and devices that the discussed above, it has no discernible proper- magical effects. The standard rules for ac-
player characters may discover, these also ties, exhibits a constant motion, and is resistant counting for rituals apply.
provide guidance for players wishing to learn to change through mundane means. However,
how to affect the super-lunar spheres, which aether is present on the Earth. Its presence ac-
could be pivotal to reversing the damage
done by House Criamon.
counts for the way that the motion of the heav-
ens is able to influence events and the fate and
The Aetheric Library
The breakthrough of Aetheric Magic (Her- behavior of individuals under its sway.
metic Breakthrough requiring 100 breakthrough By understanding these effects House Cri- Until the conclusion of the End of
points) is completed by House Criamon during amon have gained the ability to affect aether Time storyline, House Criamon possesses
the course of this story. This opens the door to itself; they have created the new Hermetic Form the only library of books on the Form of
new breakthroughs related to the other spheres. of Aether, allowing them to use the five Her- Aether and spells that use it. These spells
There are two means of accumulating the metic Techniques to create, inspect, change, ma- and effects were created as a means to
required breakthrough points: through origi- nipulate, and destroy aether both on Earth and spread the knowledge of the new Form
nal research or through studying a source of in the heavens. This is a true Hermetic Break- throughout the House.
insight. Both require the magus to study and through requiring 100 breakthrough points.
develop new spells, rituals, or enchantments. The original research projects must investi-
As the magus develops more of these effects, gate or replicate some natural process that either New Spells
so they learn until ultimately they complete interacts with or is influenced by aether. Insight
their breakthrough into a new and unique can be gained from phenomena associated with It is important to note that spells that
understanding of Hermetic magic. aether, such as certain spirits. However these create aetheric objects must still penetrate
The full rules for achieving these break- points are gained, a minimum of 20 points must the Magic Resistance of anyone or any-
throughs are not reproduced here, but ref- be gained from projects associated with each of thing they they are used against. However,
erences to the relevant books have been the Hermetic Techniques, which equates to 100 as aether is a material unknown to Hermetic
provided. In short, magi experiment upon levels of experimental effects for each Technique. magic, magi without knowledge of the Form
effects with the aim of gaining a discovery On completion of this project, the magus of Aether do not receive any Form bonus ei-
on the Extraordinary Results table (ArM5, gains the Aetheric Magic Major Hermetic Virtue ther as part of their Magic Resistance or as a
page 109). Once the discovery has been and the new Art of Aether at a starting score of soak bonus to reduce any damage received.
made and the effect successfully dupli- 13 with a further nine experience points left over. Spells exist to create a base individual
cated, each magnitude of effect contributes This is based on the guideline presented in Ancient amount of aether at each level of density
one breakthrough point toward the specific Magic, page 9, in which the researcher converts and to detect the presence of aether using
breakthrough. In the case of a Hermetic the Breakthrough Points to Experience Points, the Vision Target. As Aether has few natural
Breakthrough requiring 60 points, the ma- with which to buy the associated Ability. In this properties and given that magic finds it hard
gus must experiment upon and stabilize 300 case, it is an Art being bought. 100XP buys a score to create aether at high density, aether is ill-
levels-worth of effects. of 13 for 91XP, leaving nine to carry forward. suited to offensive magic in the same way as
Alternatively, a magus may study a text, Ignem or Terram and few such spells exist.
phenomenon, or from a tutor. This insight
reveals the workings of a specific effect that
may go beyond the accepted workings of

39
Dies Irae
The Unseen Barrier Creates an amount of aether with the den- Personality Trait for the spell’s duration ac-
CrAe 35 sity of earth that travels 50 paces in an arc dur- cording to the character’s dominant humor.
R: Touch, D: Concentration, T: Individual ing the round in which the spell is cast. If this Sanguine Hysteric
This spell creates a wall of aether, an- aether is aimed at an individual, a Perception + Choleric Psychotic
chored to the ground, in an arc described Finesse roll is made against the target’s Defense Melancholic Neurotic
by the caster. The wall has the density of roll. If successful, the target takes +30 damage. Phlegmatic Fearful
tightly-packed earth and is four paces wide, (Base 5, +4 for density of stone, +2 Voice) (Base 1, +3 Sight, +3 Moon, +1 Corpus
by two paces tall, and about one pace thick, Requisite)
enough to arrest the charge of any assailants The Edge of Reason
or projectiles. Like all aether, the wall itself is CrAe(Co) 20 The Invisible Revealed
invisible, but it does give off a glow. R: Sight, D: Moon, T: Individual InAe 20
(Base 25, +1 Touch, +1 Concentration) Creates an amount of intangible aether R: Personal, D: Concentration, T: Vision
within a target person. This influences the Allows the caster to see all aether in his pres-
The Fall individual’s most prominent humor, which ence, whether that aether is unbounded, intan-
CrAe 35 increases the individual’s strongest Person- gible or dense, or manifest within another object
R: Voice, D: Momentary, T: Individual ality Trait by 3 points and grants a new +3 or individual. This is sufficient to allow the caster

Sample Aetheric Magic Projects


Laboratory notes for each of the fol- Endurance of the Witch Moon If this roll fails, then the target gains an-
lowing projects are in the possession of Cr(Mu)Vi 35 other Warping Point and the Witch Moon
House Criamon. The examples below R: Voice, D: Momentary, T: Individual lasts for another month, inflicting another
provide a total of 84 breakthrough points. Similar to the common spell The Medium Wound on the due to fever. Roll
There are also texts on many other failed Enigma’s Gift (ArM5, page 157), this spell again at the end of the second month and
experiments. See Houses of Hermes: True Lin- causes the target to gain four Warping so forth, until the target recovers. If the
eages, page 26 for details on the experimen- Points. However, in the case of characters roll to end the Witch Moon is botched, the
tal process and Ancient Magic, page 8 for with a specific response to Warping, the target gains an additional number of Warp-
details of gaining insight. effect of these points is to force the tar- ing Points equal to the number of 0s of the
get to undergo the Witch Moon just as if botch die. Note that the penalties due to
the affected target were a member of the wounds do not affect this roll.
Creo Projects Folk Witch hedge tradition, as described in (Base 20, +2 Voice, +1 special)
Hedge Magic: Revised Edition, page 42. Endur-
Beyond the two example projects be- ing the Witch Moon is automatic. This re-
low, a further 8 breakthrough points are places the normal effects of gaining two or Intellego Projects
needed from Creo effects. more Warping Points, which for Hermetic
magi is a roll for Twilight. If the projects below are completed, no
The Gift of Moonlight This effect is inspired by observing further breakthrough points from Intellego
CrIg 25 the Witch Moon endured by a subject effects are needed.
R: Touch, D: Moon, T: Boundary, Ritual Folk Witch.
This ritual illuminates a standard If you are not using the Hedge Magic: Know the Quality of the Man
boundary with moonlight equivalent to Revised Edition rules, then the following InCo 35
a full moon throughout a standard Moon should suffice: R: Touch, D: Year, T: Individual, Ritual
Duration. Those brought within the The target immediately develops a fe- The caster of this ritual gains informa-
boundary who would normally experi- ver, treated as a Medium Wound. For the tion on the target’s location and the state
ence any effects or changes due to the full period of a month, the target is unable of the humors within the target Individual,
moon experience those while within the to draw upon their Gift either to use Su- who must be present throughout the cast-
affected boundary. pernatural Abilities or to cast spells. This ing of the ritual, across the duration of a
This demonstrates greater power than potentially disrupts laboratory work, al- year. This allows the magus to record the
simple CrIg spells that just create light; though the use of enchanted devices is un- changes in the target’s humors in response
the light created is moonlight carrying the affected. At the end of the month, make a to celestial events and circumstances ap-
aether that so affects people. roll to see if the Witch Moon has passed: propriate for their location. In doing so,
(Base 1, +1 Touch, +3 Moon, +4 the magus learns more about the effects of
Boundary) aether upon the humors, ultimately enough
To End Witch Moon: to detect the very aether itself once the fi-
Stamina – Warping Score + stress die vs nal breakthrough has been made.
Ease Factor 6 (Base 10, +1 Touch, +4 year)

40
Dies Irae

Sample Aetheric Magic Projects (Cont’d)


Know the Moon’s Influence (Base 10, +1 Touch, +4 Year, +1 for When that reaches zero, the next least
InMe 15 Mentem requisite, +1 special effect) prominent Trait is affected. Negative Traits
R: Sight, D: Momentary, T: Individual are similarly affected, but their scores are
Determines the extent to which the Alteration of the Birth Horoscope increased toward zero.
moon and its pull upon earthly aether is MuCo(Vi) 55 This has the effect of removing the
affecting the target individual. This may R: Touch, D: Year, T: Individual, Ritual checks and balances afforded by the lesser
reveal, for instance, whether an individual Using insight from the observations Personality Traits, leaving the mind influ-
with lycanthropy is close to undergoing a of three-score horoscopes, this spell masks enced by its most prominent Traits only.
change, an individual with Cyclic Magic the essential birth horoscope for the given (Base 10, +2 Voice, +3 Moon)
tied to the moon is experiencing a bonus target, altering the effects of the heavens
or a penalty, or any Personality Traits are upon the target. Horoscopes created for
under lunar influence. this individual fail unless calculated using Rego Projects
(Base: 4, +3 Sight) new birth information defined during the
ritual, including the place, date, and time A further six breakthrough points from
Observe the Color of the (Sphere) Sphere of birth, among other factors. Effects that Rego effects are needed if the projects be-
InVi 50 derive a horoscope from a magical under- low are completed.
Pen +0, 1 use per Day standing of the target function as normal,
R: Personal, D: Concentration, T: Vision but any information gained relates to the The Strengthening Tide
Enchanted into a lens, this effect de- altered birth information. ReAq 40
tects subtle variations in light emitted by the The original horoscope reasserts itself R: Touch, D: Moon, T: Part
specified sphere, with each lens designed for at the end of the spell’s duration. This spell makes the movement of the
a particular celestial sphere as denoted by The effect is inspired by taking horo- tides more extreme throughout a port or
the symbols engraved around its edge. scopes for three-score individuals, each re- natural bay, forcing them to rise higher and
The effect is designed to detect the ac- lated to one or more of the others. fall lower, and with greater speed. The ef-
tive magical influence of the spheres, so the (Base 30, +1 Touch, +4 Year) fects are to impose a –1 penalty to all swim-
base level is relatively low. The effect must ming and sea-faring rolls and totals along
collect as much separate information as the affected coast.
possible and so the additional magnitudes Perdo Projects By observing the motion of the tides
required increase the level of the effect. for a season or more in conjunction with
(Base: 5, +1 Concentration, +4 vision, If the projects below are completed, a the brightness of the moon, the magus
+1 for non-Hermetic, +2 Technique and further two breakthrough points are need- gains insight into the effect that heav-
Form; Modifications: +5 Device maintains ed from new Perdo effects. enly aether has upon the aether resident
concentration) within the oceans. By replicating and
The Becalmed Harbor strengthening that effect across the
PeAq 55 Moon Duration, the magus learns more
Muto Projects R: Touch, D: Moon, T: Part, Ritual about how aether behaves.
This project removes the naturally-oc- (Base 4, +1 Touch, +3 Moon, +1 Part,
The two projects below provide all curring aether from within the waters of a +3 Size)
the required breakthrough points required harbor or bay. In doing so, the aether in the
from Muto effects. heavens is unable to influence the motion The Mania of Others
of the waters and all tides stop throughout ReMe 30
Curse of the Werewolf the Moon Duration. The ocean neither R: Touch, D: Moon, T: Individual
MuCo(An, Me) 45 rises nor falls as before, but rather retains This spell moves the mania or other
R: Touch, D: Year, T: Individual, Ritual the level at the point it occupies when the mental illness from one individual to an-
Over the course of a year, the target suf- ritual concludes. other for Moon Duration. The two individ-
fers from lycanthropy: the curse of the were- (Base 15, +1 Touch, +3 Moon, +1 Part, uals must have different dominant humors
wolf. With each full moon, the target trans- +3 Size) (Sanguine, Choleric, Melancholic, and
forms into the semblance of a wolf, losing Phlegmatic) for the effect. The mania re-
both human body and mind to be replaced Heighten the Mind turns to the originating individual after this
by lupine savagery. The effect goes beyond PeMe 35 point. This provides the magus with an un-
Hermetic understanding through the contin- R: Voice, D: Moon, T: Individual derstanding of how shifts in these humors,
ued response to the moon without recourse Removes four points of Personality as might be induced by the movement of
to a device effect or linked trigger. Traits from the individual, which return the heavens, affect the mind.
This effect is inspired by observing the one-by-one across the Duration. They are (Base 10, +1 Touch, +2 Moon, +1 special)
repeated transformations of a werewolf. taken from weakest Personality Trait first.

41
Dies Irae

to then affect that aether with further spells. (Base 10, +3 Sight, +1 Concentration, used to create the Hermetic Form of Aether.
(Base 3, +1, +4 Vision) +1 intensity) There are no books yet on Lunar Lore, the
new Ability governing knowledge of the auras
Aetheric Fire across Mythic Europe. There is no knowledge
MuAe(Ig) 35 Laboratory Texts at all of that new supernatural realm until at
R: Sight, D: Concentration, T: Individual least after Wormwood falls to Earth. Only then
This spell gives the target intangible aeth- Translated laboratory texts exist for all do magi and others start to learn about this
er the unnatural quality of heat. The default spells contained in the library. strange new power.
quality makes the aether noticeably warm, but
does no damage. However, this effect increas-
es the intensity of the heat such that it does Arcane Knowledge
+10 damage to those within the area of effect.
This effect has a number of advantages The library contains four Tractatus on
over the much lower level equivalent CrIg the Art of Aether at Quality 9 and four at
effect. First, the aetheric fire cannot itself be quality 8. These are accompanied by the four
affected by non-aetheric effects, second if summae, each at Level 4, two at Quality 9
the aether is intangible it can pass through and two at Quality 10. Each of these twelve
physical barriers in its way, and third those volumes may be studied as a source of insight
caught in the fire do not benefit from any Ig- (as per the rules in Ancient Magic) and each
nem Form bonus they might possess. provides inspiration for one of the projects

The Form of Aether (Ae)


Aether is the Art governing the aether base Individual is equal to the equivalent gible aether.
that forms the heavenly spheres and is Hermetic Form. To the best of Hermetic understand-
found within objects, living and dead, Where the aether within earthly matter ing, there are at least ten Provinces in the
upon the Earth. is targeted, the base Individual is as appro- Magic Realm, each associated with one
The base Individual for Aether de- priate for that earthly matter. of the ten accepted Hermetic Forms (see
pends upon its density. The base Individ- Aether exhibits a constant circular mo- Realms of Power: Magic, page 24). Magi who
ual for intangible aether is a circle of the tion from East to West. This is also true of gain knowledge of the new Form of Aether
sky equal in size to the sun. However, it aether created through Creo Aethera ef- may recognize the associated Province on
is possible to manipulate aether at higher fects. Its speed of motion is determined by future visits to the Magic Realm.
densities, such as the density of fire, air, its density; one pace per round for a density Form Bonus: Soak against damage in-
water, earth, stone, and metal, though this of metal, ten paces per round for stone, 100 flicted by aether, rolls to resist the influence
typically involves increased magnitudes of paces for earth, 1,000 for water, 10,000 for of aether on the humors.
effect. At these densities, the size of the fire, 100,000 for air, and 1,000,000 for intan- Pronounced “AY-ther” and “Ay-ther-Ah”

42
Dies Irae

The Form of Aether (Ae) (Cont’d)


Creo Aethera Guidelines further magical effects. Level 20: Change aether into
one of the living Forms
Creo Aethera spells create a quantity Level 1: Sense the presence of (Animal, Corpus,
of aether. Creating that aether in some unbounded aether. Herbam, Mentem)
unusual or worked shape is one magnitude Level 3: Sense the presence of Level 25: Change aether into
higher than the listed values. aether within another one of the intangible
Having no conventional physical material. Forms (Imaginem,
properties, aether is intangible at its low- Level 5: Sense unnatural Vim)
est density, but it can be brought together properties possessed
into progressively more dense accretions, by aether.
accounting for the moon and stars. While Level 15: Speak with an aetheric Perdo Aethera Guidelines
aether itself remains invisible regardless of spirit.
density, it does emit light, which becomes Level 20: Speak with an aetheric Perdo Aethera spells may be used to
brighter as the aether becomes more dense. creature. destroy an amount of aether. Doing so is
Level 25: Speak with an aetheric particularly difficult, however.
Level 1: Create an amount of plant. The guidelines below are for intan-
intangible aether. gible aether. Add successive magnitudes
Level 3: Create an amount of for aether with densities of fire, air, water,
aether with the density Muto Aethera Guidelines earth, stone, and metal.
of fire.
Level 5: Create an amount of Muto Aethera spells grant properties Level 5: Destroy a single property of
aether with the density that aether would otherwise not have and aether.
of air. to transmute it into another substance. Level 10: Destroy a quantity of free aether.
Level 15: Create an amount of The guidelines below are for intangible Level 15: Destroy a quantity of aether con-
aether with the density aether. Add successive magnitudes for tained within other material.
of water. aether with densities of fire, air, water,
Level 25: Create an amount of earth, stone, and metal.
aether with the density Rego Aethera Guidelines
of earth. Level 1: Give aether the
Level 30: Create an amount of property of emitting Rego Aethera moves aether between
aether with the density one type of sensory naturally-occurring densities, allowing
of stone or glass. species. the magus to accrete aether into higher
Level 35: Create an amount of Level 3: Give aether the densities or to disperse it into lower den-
aether with the density property of emitting sity. Magnitude adjustments are required
of metal. three types of sensory based on the highest density. Aether
species. does not naturally return to its former
Level 5: Give aether the density, instead remaining in its magical-
Intellego Aethera Guidelines property of emitting ly-induced state.
five types of sensory
Intellego Aethera spells are not af- species. Change the Level 2: Ward an individual or
fected by the density of the aether. They speed of aether’s area against aether.
allow the magus to detect the presence of natural motion. Level 3: Change the density of
aether, any unnatural properties or quali- Level 10: Give aether an aether within the
ties given the aether, and to communicate unnatural property, target area.
with entities formed from aether. As aether such as heat, cold, Level 5: Move aether from one
is naturally invisible, only giving off light, dryness, or moisture. location to another.
a magus cannot normally see aether even Level 15: Change aether into
at high densities. Intellego Aethera spells one of the elemental
allow the magus to sense aether, which is Forms (Aquam,
sufficient to then target that aether with Auram, Ignem,
Terram)

43
Chapter Three

Fimbulwinter:
The Cold Doom
The end of the world need not arrive Few communities possess the resources from the knowledge of the chained Norse
in fire and blood; it could come with the for both, and at its heart, this saga is an giants. A single, Gently Gifted Muspelli
cold, inexorable march of ice and snow. asymmetric war against a foe who needs no named Ingvar leads them as a distributed
The Fimbulwinter supposedly heralds the power bases beyond the necessities to cre- cabal. He has managed a breakthrough.
coming of Ragnarok, and while eddas fore- ate Fimbulwinter, while the covenant must Ingvar discovered a way to alter the ritual
tell blustery snow for three consecutive decide whether to oppose the Muspelli or used to summon their Jotun (pl. Jotnar)
seasons, the prematurely invoked winter commit to expeditions sent to prepare new patrons, and instead summon Aspects of
described here washes over the world and sanctuaries, frantically collecting supplies the Daimon of Fimbulwinter, a feat no
remains until its power is broken. The re- and personnel, all while enduring a situa- other Muspelli has managed before. In-
sult is bleak world without summer, full of tion which is constantly getting worse. gvar believes that once these Aspects are
starvation and misery. unleashed on Mythic Europe, civilization
A group of Jotun-bound servants, will be sufficiently disrupted by the ensu-
known as the Muspelli and detailed in Ri- ing Fimbulwinter that the Muspelli will be

To Stand
val Magic, plans to precipitate Fimbulwin- able to either rule the ruins or free Loki
ter. This is the Muspelli’s very purpose, and bring about Ragnarok. In a situation
but until this moment, their Gift has pre- not unlike the very early Order, he has
vented them from coming together. The
player magi might well realize that there is
a conspiracy to enact Fimbulwinter before
Against Winter managed to convince a group of Muspelli
to work with him, and they are commit-
ted to his plan, even if they don’t trust or
it succeeds. In such situations, a covenant For Hermetic wizards working to stop even don’t know each other. Because this
is faced with the hard decision of prepar- Fimbulwinter, many options exist for in- plan doesn’t require the Muspelli to work
ing to survive the coming perpetual Win- vestigating the Muspelli as they prepare together, but simply all perform the same
ter or attempting to stop its fulfillment. to enact their grand strategy, but the saga activity in different places, it stands a rea-
is ideally set in a Tribunal such as the sonable chance of success.
Greater Alps (the northern portion), Nor- The pagan wizards plan to unleash
What You Need mandy, Novgorod (the Baltic states), or
Rhine. Others regions, like Hibernia, Loch
multiple Aspects of the very embodiment
of Fimbulwinter itself. By enacting a spe-
To Run This Saga Leglean, Provence, or Stonehenge require a cial variant of their ceremonial spells,
bit more work on the part of the storyguide. called utiseta, at various pagan holy places
Fimbulwinter absolutely relies on Sagas set in the latter regions both put the known as Irminsul, the Muspelli summon
the Muspelli section of Rival Magic, Muspelli at an advantage due to the dis- powerful Magical spirits driven to cover
with some material from Realms of Power: tance between the magi and the majority of the world in snow and ice. This time-con-
Magic. Rival Magic should be consid- the Muspelli activities, and draw attention suming and challenging process requires
ered essential. Realms of Power: Magic to Muspelli operations near the Hermetic that the Muspelli gather resources, find
is extremely useful for generating ad- magi because of their novelty. proper locations, and finally cast their uti-
ditional magical foes and some of the seta at different locations all across Mythic
Muspelli shapeshifting forms. Tribunal Europe. However, the fact no one knows
books like Guardians of the Forest, The Lion
and the Lily, and The Contested Isle provide
The Saga’s their intent or their targets gives the Mus-
pelli the advantage. Only they know they
useful material to storyguides who have
not defined these areas but wish to set
Scope and Focus are at war as this saga begins. Once they
know the locations of Irminsul and learn
events there. If desired, Hedge Magic has the ritual to summon Aspects, there is no
details for those wishing to use hedge The Muspelli plan to bring winter to arbitrary date or time when the summon-
witches and vitkir as foes or allies, but all of Mythic Europe through circumstanc- ing must occur; the Muspelli can simply
their inclusion in this saga isn’t required. es enabled by a perfect combination of in- continue unleashing an Aspect for every
dividual leadership and inspiration derived Irminsul they find and replacing defeated

45
Dies Irae

Aspects with new summons when neces-


sary. With Fimbulwinter established, the
Introducing the Enemy the magi to believe that the individual,
strange pagan wizards are operating with
Muspelli believe the liberation of Loki and unrelated intentions. This stage gradually
the commencement of Ragnarok are immi- The presentation of a long-term oppo- builds, as the Muspelli roam across Mythic
nent, possibly leading into another of the nent, like the Muspelli, requires a slow and Europe; consider at least one story for the
sagas offered within this book. steady hand. Early in the saga, the Muspelli Muspelli to improve themselves, another
The saga starts very close to the begin- should be directly encountered very rarely; arc where they are gathering resources
ning of the Muspelli’s plans, and must consid- the only evidence of their existence should like vis, allies, or information on potential
er the Muspelli process of building personal be the consequences of their actions, the targets, and a third storyline where they
power by acquiring their personal talismans, victims of their ambition, or the broken sur- discover either the covenant’s Irminsul or
known as gandur (pl. gandar), and perform- vivors of their arrogance. This means that another one in the region. More storylines
ing the scouting expeditions later allowing the Muspelli should begin with some allies, are certainly possible, as the Muspelli and
them to create Fimbulwinter. It must hint at to better allow for the necessary distance covenant interact. This phase might take
the machinations to distract their enemies between them and the player covenant. three to seven years, or longer, depending
and the slow acquisition of undead warbands Consider the saga in three stages. on the pace you wish to set for your saga.
meant to decimate local communities now,
and serve as the Muspelli’s foot soldiers later.
This saga should consider the Muspelli cogni- The First Stage, The Second Stage,
zant enough of the Order of Hermes to know Beginning the Path Emerging Threat
they must be wary of it, but not so familiar
with Hermetic magi that they take every po- The start of this saga involves stories Stage two begins when the Muspelli
tential precaution. It considers the divisive foreshadowing the plans for Fimbulwinter, realize the need to make preparations for
internal politics which wrack the Order after where the magi encounter the aftermath Hermetic interference while they continue
their discovery. However, the saga cannot or the servants of the Muspelli as they searching. Many or all of them have found
create a story with a foregone conclusion. search for at least two Irminsul, collect one Irminsul and search for a second. The
There’s little entertainment in a tale which oc- vis, perform personal initiations, develop Muspelli occasionally pause their search to
curs completely off-screen and then imposes a their powers, and build alliances. Such build more alliances with mundanes and
terrible cataclysm without warning. arcs gradually increase tension, providing create mobs of patiently waiting Walking
The Order of Hermes must have an op- opportunities to investigate and possibly Dead, sabotage vis sites, and identify other
portunity to interfere and succeed. discover the larger plot, but often leave hedge wizards or supernatural creatures for

46
Dies Irae

later sacrifice. The Muspelli are a very pa- acters must either address the problem or while in their etin-mod.
tient tradition, who take the time to learn deal with the consequences. If the magi ig- While these individuals regularly op-
what threats exist around their objectives, nored many of the Muspelli threats prior to erate with a small band of followers who
and create situations to observe how local this stage, then this might prove quite dif- are comfortable with the Muspelli’s pres-
powers respond. Muspelli who have lo- ficult as many Aspects are released. On the ence and commands, much like covenfolk,
cated at least two Irminsul return to Ingvar other hand, this stage could be easier, with mapping out their development provides
to complete their initiation, learning the few Aspects released, if the magi effectively storyguides a better idea of where they can
ceremony that will summon an Aspect of contained and addressed the Muspelli threat. be found at any time. Leif and Kotkill are
Fimbulwinter. This phase might take five This phase may take a year or two years to weaker Muspelli, more suited as early foes
to seven years. blossom into its full glory and continues until who might be defeated physically. Gun-
the Muspelli or the magi die. nvara and Magnus are best considered me-
Considering these objectives helps dian foes, challenging the characters as the
The Third Stage, link the saga’s progression to actual story story builds to a climax, while Ingvar fills
Unleashing Winter arcs, and simplifies the process of design- the role of grizzled zealot leader.
ing stories.
Armed with their newfound knowledge
of the Aspect summoning, the Muspelli now Kotkill Ulfsbrodir
scatter back across Mythic Europe, returning
to their previously identified Irminsul sites to
Winter’s Heralds Youngest of the Muspelli presented at
enact the ritual. With the magic spirits loosed the age of 25, Kotkill’s statistics can be found
upon the countryside, the Muspelli continue The distributed and cellular nature on page 87 of Rival Magic. Feral and Mute
looking for more Irminsul, seeking out other of the Muspelli cabal and its supporters in human form, Kotkill lurks on the fringes
Muspelli whom they can train to master the means hunting for each member presents of civilization where he can hunt man and
summoning, and engaging in general acts of its own challenge. While this material beast alike while running with the pack of
disruptive mayhem using the information presents several members and their etin- wolves led by his foster brother Wolf of
they learned and the resources they put in mods, a storyguide should also utilize the Virtue (Realms of Power: Magic, page 55). His
place during the first stage. What had been two Muspelli offered in Rival Magic (pages skill with Sjonhverling means the pack can
a nebulous or shadowy threat now escalates 87 and 88). Statistics for these antagonists ambush foes seemingly out of nowhere. He
into active conflict as Fimbulwinter spreads are presented in Appendix 1. Remember, is swift and rapacious, and commonly ranges
its frigid blanket across the world; the char- they do not suffer from General flaws quite far, seeking out prey and potential uti-

47
Dies Irae
seta sites. He was the most difficult member ever. His powers of Entrancement, Premo- first Muspelli locates an Irminsul, he learns
for Ingvar to recruit, and while he under- nitions, Threads of Fate and Sjonhverling of the Egesterenstein (See The Egesterenstein,
stands the plan, Kotkill sees Fimbulwinter mean Magnus can operate very effectively later) as a second Irminsul. He preaches a
as his chance to hunt anything anywhere in from the shadows, serving as a hated but se- message of Jotnar supremacy, where the
creation with impunity. This glorious world cretive spymaster who can bring otherwise Muspelli need not work together in order
sounds like paradise to Kotkill, and so he impossible-to-coordinate forces to bear on to cooperate and achieve their goals, and
happily pursues Ingvar’s agenda. Muspelli activities. His regular Premoni- that is very attractive. Ingvar’s strengths in
tions and the magical defense associated Valgaldrar, Wildfire, and Winter’s Breath
with Spadomur can help keep the Muspelli mean his role becomes more prominent as
Leif Ormsbrodir one step ahead of the player characters or the conflict escalates. He makes an appear-
provide unexpected advantages. Magnus ance as a false Aspect of a Jotun or Fimbul-
Leif favors coastal regions and ports, believes in the Muspelli’s cause with nearly winter, as volcanoes erupt or Fimbulwinter
where he can attack merchants and remote the same fervor as Ingvar; he hopes to free utiseta claim communities. More details on
communities with relative impunity. While and serve Loki, becoming a great power in his activities during each stage are given
not as experienced as the other Muspelli, the shattered world to come. later in this chapter. For Ingvar, Fimbul-
he is a very physical force. His powers of winter is meant as an act of revenge for the
Shapeshifting can prove quite dangerous for loss of his wife and son, and as a triumph
opponents, whether he takes the form of a Gunnvara Jarnvidja of the Old Ways over Christianity. How-
lindwurm or bear for a raid while retaining ever, he knows a plan with this many parts
his intelligence, or turns a foe into a salmon. For Gunnvara, consider exchanging her has many, many places where it can fail,
Storyguides should tailor his known shapes Entrancement score (9+2) with her Valgal- and that is why he takes the precautions
based on the region where they place him, drar score (6) when referencing her statis- described later in this chapter.
but a wide variety is best. His Mute flaw in tics from page 88 of Rival Magic. She focuses
human form means he is safe from nearly all primarily on acquiring hosts of Walking
mundane interrogation, and he might oper- Dead for later attacks on communities and The Tools At Hand
ate alone, but his Weakness for women and to defend utiseta sites as Muspelli cast. She
his Curse of Venus mean Leif is inclined to uses her Shapeshifting to travel quickly be- Much like established magi in the Or-
seek out taverns and alehouses, hungering tween locations, giving her a vast range, der, the Muspelli possess companions who
for some kind of social interaction, even if it’s though she is described as being focused in are inured to the Muspelli and their Gift
impacted by his Gift. He deeply desires to Denmark and Germany, and animals should and assist them in their activities. Initial al-
rule men and be desired, to create a legacy, be appropriate to the regions where she lies for each might include:
and feels creating Fimbulwinter provides the operates. When not hunting Irminsul, she
opportunity to gain those things. haunts battlefields, plague outbreaks, leper • Nordic pirates who work with Leif.
colonies, and war-torn regions, taking up as Consider statistics for the “Tough Guy,”
many of the fallen as possible and march- on ArM5, page 22. They know little,
Magnus Norn ing them away under the cover of darkness. but work with him to capture vessels he
Gunnvara works to conceal many of these damages and give him a cut of the loot.
Magnus actually works to infiltrate as- hordes all over Mythic Europe. She sees • Werewolf tribes and wolves who work
pects of mundane society, despite the nega- Fimbulwinter as her chance to crush the with Kotkill. These may be from the
tive effects of his Gift. He plants sugges- Church and punish the society which has Baltic or Scandinavian region, or even
tions and coordinates otherwise unwitting always marginalized her. She finds Magnus local, if appropriate. They fanatically
mundane allies to support Muspelli actions. strangely attractive, but doesn’t quite know serve him as an avatar of their kind.
Magnus’ weakness for alcohol serves as a how to address these feelings. These are men who may become
potential method for thwarting him, how- wolves; they use Berserker statistics in
ArM5, page 21 with a Brawl of 5 (teeth)
Ingvar Suttungja and the wolf combat statistics given
Wolf Statistics nearby.
Ingvar is presented as the leader, • Soldiers and Mercenaries hired by
Combat: Teeth: Init +2, Attack +11, the visionary founder of the Fimbulwin- Magnus. Consider statistics for the
Defense +9, Damage 0 ter campaign, and takes on a persona as “Grizzled Veteran” and “Standard Sol-
Soak: +4 “Lokeshafr,” or Loki’s Goat, when dealing dier” on ArM5, pages 21–22. Often
Fatigue Levels: OK, 0/0, –1/–1, –3, with other Muspelli. His Gentle Gift and magically influenced, these are really
–5, Unconscious wide filial ties to a mercenary company just men-at-arms doing their occasion-
Wound Penalties: –1 (1–4), –3 give him an excellent base of mundane ally distasteful work.
(5–8), –5 (9–12), Incapacitated (13–16) power, while his Gentle Gift and Unaf- • Folk Witches and Walking Dead com-
Natural Weapons: Teeth: Init 0, fected by the Gift Virtues make him the manded by Gunnvara. Sample folk
Atk +3, Def +1, Dam +1. Its thick fur most capable of inspiring the rest of the witches are in Hedge Magic, pages 47–50.
gives it a Protection of +1. Muspelli. Ingvar begins the saga knowing The witches are devoted to Gunnvara,
the location of one Irminsul, and when the as her patronage has allowed them to

48
Dies Irae

flourish. The Walking Dead are either


freshly made or drawn from frozen re-
Seasons of Conflict: Saga more immediate should have priority. Such
a choice is completely acceptable, because


serves she has hidden over the years.
Seasoned Mercenaries and possibly a
Pacing and Structure it maintains verisimilitude, but the resulting
consequences should apply to the plotline,
rogue vitki serving with Ingvar. Use the allowing the larger story to progress even
“Berserker” statistics on ArM5, page 21 While every troupe is different, as a without player interaction, and have greater
for his mercenaries, who might even guideline, consider roughly two or three impact if player inaction results in disaster.
be former members of the Varangian stories per Muspelli for each of the first two Throughout the first two stages, when
Guard in Constantinople, who have re- stages. By the third stage, there are several a possible Muspelli-associated story arc is
turned disillusioned by what they saw. potential scenarios offered for different fac- presented and the players choose to pursue
A good warrior vitki example is in Hedge ets of the Muspelli releasing the Aspects of a different plotline, permit the Muspelli to
Magic, page 141. These agents trust Fimbulwinter, including an attack on the achieve the intended goal, be it the cement-
and believe in Ingvar’s vision, but don’t players’ covenant. This allows for saga pro- ing of a supernatural alliance, acquiring a
necessarily know where he is. Only his gression at your preferred pace. There is new gandur, completing an initiation, or
sons directly converse with him. no hard and fast deadline for the actions of even discovering or securing access to an
• Manifested Aspects of the Muspelli’s the Muspelli; they come to pass when the Irminsul. Then use the consequences and
Jotun Aspects, which use the Norse storyguide wants them to occur. Several aftermath as potential hooks for later stories
giant statistics from Realms of Power: methods for introducing these incidents are in which the Muspelli get closer to achiev-
Magic, page 87. Ingvar has discovered presented here, along with potential devel- ing their goal. The Muspelli do not initially
how to summon these lesser Aspects opments and consequences. Naturally, the know a player covenant has taken an inter-
of the Jotnar with a variant of the ritu- Muspelli should respond to the actions of est in them. Until the conflict is common
al used to summon a Muspelli’s patron the player characters. knowledge between the two groups, the
and taught this as a part of convinc- Muspelli do not take extraordinary mea-
ing the Muspelli to join. However, sures to conceal their actions. However,
they are used very sparingly until the For Evil to Triumph... they maintain a minimum level of arcane
Aspects of Fimbulwinter are freed. security, removing any personal Arcane
This particular saga has a very “scripted Connections whenever possible.
Muspelli have these allies create dis- sequence” approach, offering the various
tractions while they perform utiseta, probe stories as potential events the player char-
defenses, and gather the resources neces-
sary to enjoy a pleasant standard of living
acters may or may not investigate. There
is the possibility the Hermetics will do
Saga Foundation:
during Fimbulwinter. nothing in a given season. It is acceptable Laying the Groundwork
to have an early encounter or two with
the Muspelli where the player covenant is
left baffled, wondering “who were those This saga outline assumes that the
men?” When presenting a potential hook player covenant is in a fairly typical situ-
from the Muspelli, do not force a response ation, with the normal neighbors. This
from the player characters. It could be the foundation includes vis sites, regional
group feels something local, political, or groups of known Magical animals or

49
Dies Irae
Faeries, regular Redcap visits, maybe a conversions which took place during the regular delivery of (possibly begrudged) vis,
small group of hedge wizards or a coven Saxon Wars in the later part of the 8th or serving as a source for otherwise rare or
of folk witches previously considered century. Some stand forgotten in remote hard-won information. Consider making
weak or innocuous, and perhaps a couple and wild places, while others were taken as these lesser wizards related to a Compan-
of small towns which have malleable at- trophies, toppled by conquerors, and one ion character, or the source tradition for the
titudes toward the covenant. All of these was even incorporated into the cathedral Companion’s background to build invest-
elements mean easier hooks for Muspelli of Hildesheim as a candelabrum. Irminsul ment in their survival, or present an avenue
stories as this saga progresses, but the might have even been used by the Diedne. for their redemption, should the Muspelli
saga can easily handle the absence of If a player suggests a Pagan magus, consider turn them against the covenant. The minor
one or two. If your player covenant is in offering the Germanic background and this Promised Favors Boon, the Protector Hook,
a very unusual location, however, adap- vis source as an association, potentially the Favors Owed Hook, or the Hedge Tradi-
tation may need more work. building player investment for later story tion Hook could represent this.
The outline does assume that the cov- arcs. This Irminsul could be a covenant vis
enant has one thing among its resources: an source, or represented by the Hidden Re-
Irminsul. This old pagan object was an altar, sources Boon, Contested Resource Hook, The Irminsul
a statue and a monument combined. Used Fallen Temple Hook, Roman Ruins Hook,
by Celtic and Germanic tribes through or the Ruined Covenant Hook. 5 pawns of Rego per year
the time of Charlemagne, an Irminsul was Knowing the local supernatural land- This small stele is carved to resemble a
a carved standing stone which represented scape is extremely important for this saga. tree with nine branches, and a split, fluted
the World Tree, the heart of Creation from Magical beasts and nearby faeries serve as top, vaguely resembling a letter “T” or an up-
which all things came. The Roman Legions potential targets for Muspelli seeking gan- percase letter “I.” Its sides have faded, nearly
claimed or defaced many of these, though dar, sacrificial victims, or possible allies. By imperceptible Futhark runes. In midwinter,
more survived. Charlemagne ordered their determining what creatures roam and lair if it is festooned with boughs of holly, ivy,
destruction as part of the pacification and in the region surrounding the covenant, the mistletoe, yew, and pine, the branches con-
storyguide may better plan which story seeds tain the vis after the Solstice. Otherwise, the
fit best. Some suggested options include vis gathers in icicles which form on the split
Sidebar: “How did the courtly fae, tempter faeries like huldra or arms. There is a Magic aura of 2 here.
nymphs, Stags of Virtue, Wolves of Virtue, This source costs 25 Build Points.
Irminsul get There?” possibly sleeping drakes or giants in remote
areas. These could be represented with the
The Irminsul were primarily a re- Mystical Allies Boon, the Monster Hook, the
ligious aspect of the Celtic, Gaulish,

First Stage:
Resident Nuisance Hook, the Rival Hook, or
Germanic, and Scandinavian tribes, and
the Faerie Court or Faerie Landlord Hooks.
as such, they are more common in the
While a Redcap is only required to visit

Beginning
Greater Alps, Normandy, and Rhine
once a year, many reasons could motivate
Tribunals, as well as the Baltic states of
House Mercere to come knocking more
the Novgorod Tribunal. They usually

the Path
frequently. The Redcap might be romanti-
took the form of a pillar or standing
cally interested in a member of the covenant.
stone, carved in some way to represent
Members of the Redcap’s extended family
Yggdrasil, the World Tree.
could live there. The covenant could trade in
The Roman legions often captured
goods, or produce something the Redcap en- These events are intended to act as the
them as trophies, and brought them
joys. A covenant expert or craftsman might introduction to the saga, giving hints of the
back to install in old temples, temples
share interests with the regular messenger. Muspelli while establishing the growth of
which later became churches, or in
town squares, which might have suf- All of these options provide a good reason the Muspelli’s personal power. The servants
fered any number of calamities in the for a Redcap to enjoy the covenant’s hospi- of the Jotnar know they need to find the
following centuries. As Christianity tality more often, bringing story seeds from Irminsul in order to later unleash a world-
spread, many proselytizers appropri- elsewhere in the Tribunal or from a neigh- wide Fimbulwinter, but they also know they
ated Irminsul and subverted them by boring Tribunal. This could be represented need to become more capable before they
establishing churches over them. Lo- by the Informants Boon, the minor Road can execute their plan. They also recognize
cal builders, not caring about the his- Hook, the Mercer House Hook, or as part of the need to develop long-term resources
tory of a conveniently available piece a Dedicated Covenant Hook. to deal with any opposition and learn how
of cut stone, could have incorporated Finally, it is very helpful to have an es- that opposition reacts to trouble. Most of
an Irminsul into a structure, left it in a tablished nearby unGifted hedge tradition or the Muspelli begin the campaign without
debris pile, or it might have been se- a folk witch coven, which should not be part knowing exactly how to accomplish their
creted away by a tribe hoping to save of the Order of Hermes. As lesser supernatu- goal, only that they need to increase their
it from the legionnaires’ grasp. Earlier, ral practitioners who complete Initiations power and mastery of Muspelli Lore, de-
pagan members of the Order may have to gain their powers, they could have an ar- velop resources and learn about the region,
reestablished an Irminsul in the years rangement for protection with the covenant and discover two Irminsul sites. It may seem
or a slightly resentful relationship, owing a counter-intuitive that the Muspelli do not

50
Dies Irae

Sidebar: “How did the Irminsul get There?” (Cont’d)


leading up to the Schism War, or as a part co-conspirators have before the Muspelli nate a number of different covenants, while
of failed Bonisagus research. This variety are ready to enact Fimbulwinter, he reduc- the Muspelli must only find a single blind
means you can scatter a number of the lost es the chances that the defeat of any one spot. This makes it far easier for the Mus-
and forgotten altars where you need them Muspelli might cause the situation to un- pelli to choose the time and place of their
to draw in the Muspelli, even to a region ravel. If a Muspelli is captured and forced battles, which they prefer. The key to their
they might not usually operate, and make to reveal their plan before preparations are strategy must be measured patience. For
the saga suitably interesting for the troupe. complete, they cannot reveal anything too the Hermetics, the key lies in gaining and
The Irminsul should be relatively damaging. The Muspelli only know they fixing Arcane Connections to the Muspelli,
whole, but may have been reassembled need to find the Irminsul and then return so they might find them and possibly limit
with mortar. It can be moved to a new lo- to the designated meeting place with In- the Fimbulwinter threat.
cation and still serve its purpose. It does gvar. Once they return, Lokishafr explains
not matter what kind of aura an Irminsul the next step and teaches them how to use
resides in. None of the Muspelli can cre-
ate an Irminsul, but a Christian ritual does
the Irminsul to summon an Aspect of Fim-
bulwinter. He then sends them back out to
Saga Consideration:
create one for a short period. This is de-
scribed in a later section, Sunday, Laetare
await his signal. Additionally, the Muspelli
here are very much like the Order when it
The Call of Winter
Sunday. Irminsul serve as Arcane Connec- was forming; they are still learning to work Once the saga enters the second stage,
tions to the Aspects of Fimbulwinter, but toward a single goal and laying their foun- the question arises, “how do the Muspelli
not to each other. Certainly, one option for dation. And perhaps most importantly, the know it is time to begin Fimbulwinter since
the characters is to hunt down the Irmin- Muspelli are working toward Fimbulwinter they’re scattered across Mythic Europe?”
suls before the Muspelli, and destroy them. and beyond, potentially to Ragnarok. With After the midpoint of Stage 2 passes, or af-
For the Muspelli, they use Muspelli Lore to this paradigm of planning for the world ter they have returned to Lokishafr to learn
find an Irminsul in a region over the course after their task is complete, the Order is the Fimbulwinter Aspect summoning, the
of a season or story. Magi may only locate less their enemy and more of an obstacle Muspelli know they are to call upon their
Irminsul (other than their covenant’s vis to victory which must be understood and Jotun patron for a sign once per month (at
source) with a story event for a season. contained for the long term. a time decided by the Storyguide), using
the ritual they generally use for summon-
ing it for advice. This is more frequently
Why All The Plans? Saga Consideration: than noted in Rival Magic, page 93, but
the patron is spending little time in the
Why don’t the Muspelli simply appear, One of a Thousand Gates mundane world, and risks are necessary to
summon Aspects of Fimbulwinter, and dis- bring about Fimbulwinter. If at least three
appear? There are several reasons for this The Muspelli anticipate a game of Muspelli have found their two Irminsul
beyond the story’s metaplot. First, Irminsul cat and mouse against magical foes with sites and learned the Fimbulwinter ritual,
are fairly rare. These relic objects need to greater resources, but less flexibility. The then Lokishafr passes on the message via
be found and secured, so that the Muspelli Muspelli are not necessarily tied to any one his patron to the Jotnar, “Unleash Fimbul-
can safely summon the Aspect. Controlling site for an extended period, allowing them winter.” Since the Jotnar all remain trapped
the Irminsul means that not only the first to drift between locations and strike when together in the Magic Realm, this message
summoning is successful, but that further and where the situation is most optimal. spreads to all of the patrons as Lokishafr
summonings can be performed, after the They can disappear for a year, then return communicates it. Then, when the scattered
Aspect is first defeated. The relative rarity and resume operations with little threat Muspelli make their monthly summoning
of the Irminsul mean the Muspelli can not of disruption. The Order of Hermes, on to ask their Jotun patron for a sign, the pa-
simply ignore one controlled by the cove- the other hand, has established roots and tron relays Lokishafr’s message. This way,
nant. Second, only one Aspect may be sum- relationships, and often keeps its homes the Muspelli can communicate over great
moned at a time per Irminsul, and Lokishafr deliberately unobtrusive. They have rules distances without ever speaking face to
wants to overwhelm Mythic Europe with about scrying they must follow. Going to face, but still coordinate their plans. This
multiple Aspects at once, which requires war for the Hermetics means potentially method can also be used to pass important
locating multiple Irminsuls. If the Aspects stirring up trouble with an ever increas- messages between Muspelli while they
appeared individually, they might be easily ingly capable mundane world which dis- search or to share the sites of discovered
defeated. Multiple Aspects of Fimbulwinter trusts them at best. It means convincing Irminsul, too, if you need them to do so,
also create confusion as stories from survi- the rest of their Tribunal the threat is real, but the Jotnar will not stand for being used
vors make it seem as if the Aspects can be and this isn’t simply an excuse for scrying. as casual messengers.
in many places at once. Third, Lokishafr Additionally, once the Order knows of the
wants to minimize the chances his plan will threat, they must watch an enormous range
be stopped. By limiting the information his of the countryside and potentially coordi-

51
Dies Irae

know the whole plan, but their leader does Telling Tales to a remote site in Scandinavia. Once
know, and while his fellow conspirators seek there, Lokeshafr will determine if they
out sites and build their strength, he lays the During the first stage, if the player char- are ready to learn more. If so, he will
foundations to ensure success, even if he is acters capture either the Muspelli or their teach them further, otherwise, they will
not alive to see it. minions, the amount of information available return in a year. They do not know how
Specifically, the Muspelli are directed about the Fimbulwinter plot is frustratingly Lokeshafr will know when they are at
to roam Mythic Europe to identify Irmin- sparse. Regardless of whether the story arc is the site, but he will come to them once
sul sites, extend their powers, and locate focused on the acquisition of a resource or the they arrive. If they encounter potential
resources. The Muspelli know that they discovery of an Irminsul, a trusted ally of the interference, they should make some
risk death if they confront Hermetic magi Muspelli knows only that the non-Hermetic preparations to deal with it later on.
directly, so they do all they can to avoid sorcerer is seeking out a magical place in the • The Muspelli should be alert for other
that.They prefer to create encounters area, hoping to access its power. Such a ser- Muspelli, and, if they find them, con-
where they can observe their enemies, so vant doesn’t even know of the term “Fimbul- vince these other sorcerers to seek out
they can tailor utiseta to use against them winter” in relation to this plot. For now, they Irminsul, and to travel to Lokeshafr and
later, and focus these utiseta on their foes’ remain uninformed beyond what is necessary join their cause. What is this cause? To
weaknesses. The storyguide should con- to complete their immediate task, or have a bring about Fimbulwinter, the long win-
sider a particular Muspelli to bring into false cover story they believe true, like ban- ter without summer which marks the
conflict with the covenant, like Kotkill ditry, or the Muspelli’s personal research. beginning of Ragnarok and the awaken-
Ulfsbrodir, Leif Ormsbrodir, or possibly An interrogated Muspelli knows slight- ing of Loki. When and how will Fimbul-
Gunnvara Jarnvidja. Ingvar should remain ly more. Using magic to completely rum- winter start? The Muspelli don’t know
completely out of the saga at this point, as mage through a Muspelli’s mind provides yet. Only Lokeshafr knows that part
the cabal’s leader. the following details: of the plan. Who is Lokeshafr? They
In this stage, the Muspelli are exploring, met in Etin-mod, and so the Muspelli
beginning their search, but not really aware • There is another Muspelli urging and doesn’t know Lokeshafr’s human form.
of the Order’s potential threat. The second coordinating other Muspelli to complete • They can learn what an Irminsul gener-
stage begins after the Muspelli discover a task, though the Muspelli are working ally looks like and its former purpose.
Irminsul, realize the danger Order might independent of one another. This coor- They do not know how it will be used
pose, and begin developing plans to distract dinating Muspelli is called “Lokeshafr.” for Fimbulwinter, and whether that
or preoccupy the Order while continuing Depending on the type of spell used to means it will be destroyed, used in a
to complete their directives. With multiple interrogate the target, the magus can ritual, or otherwise exploited.
Muspelli active, expect some overlap be- learn what this Muspelli looks like in
tween stages. The storyguide must tailor Etin-mod and where the two Muspelli
these story seeds to the player characters’ met. By default, this is Ingvar and their The Price of Ignorance
Tribunal, adding details like appropriate re- meeting place should be the captured
gional names or specific locations. For stories Muspelli’s home region, but you should Should the covenant fail to respond to
involving the Muspelli directly, be sure to re- feel free to adjust this as desired. a particular Muspelli activity, then the sto-
view the benefits of their Magic Defenses, on • The Muspelli have been directed to find ryguide should consider one of the following
page 9 and page 85 of Rival Magic. at least two Irminsul before returning consequences.

52
Dies Irae
• The Muspelli now knows either how Story Seeds for the the bearer to always know the direction of
to reach the intended Irminsul site or the Sun. They are immensely useful for navi-
acquire vis from the vis site. They pos- First Stage: Initial gators and travelers in snowbound regions
sess an Arcane Connection to the site
as well as a sample of vis from the site,
Explorations with little in the way of landmarks, as view-
ing an overcast daytime sky through these
if it produces vis. objects allows the bearer to ascertain the
• If they were seeking a potential gandur, The storyguide has a reasonable amount Sun’s position and avoid accidentally going
they acquire the suitable materials or of latitude in the number and types of stories the wrong way.
objects to create one. used to complete this stage. As previously
• The Muspelli gains 5xp in Muspelli mentioned, consider one to three stories per
Lore, increasing this score for later use. Muspelli in the cabal. Each one will later Vis Site: Magical Honeycomb
This is in addition to any other relevant serve as a foe for the covenant, and more
experience resulting from the task, such Muspelli mean both a more difficult conflict Spell-like Pawns of Rego Vis
as Area Lore, Magic Lore, or possibly later, and that a quicker, harsher Fimbulwin- ReAn Level 45
weapon skills. ter arrives in the third stage. Not all of these Pen 10
• Some story seeds specify particular stories need or should take place in the cov- R: Arc, D: Sun, T: Ind, Ritual
benefits for the Muspelli. enant’s home Tribunal. Expanding the scope This aromatic fragment of beehive still
of the stories to occur when the characters drips with tiny beads of honey. By placing
While these consequences seem mini- are abroad helps demonstrate the problem an Arcane Connection to a particular beast
mal, they are the foundation of later Mus- isn’t limited to the covenant’s home. (of Size +4 or less) inside the sticky bees-
pelli activity. It is especially important to The hunt for Irminsuls takes the Muspelli wax, then crumpling the honeycomb into a
note how many Irminsul sites the Mus- across the formerly Celtic and currently pagan ball and consuming the wax or destroying
pelli uncover. regions of Mythic Europe, from Hibernia to it in fire, the caster gains total control over
Provence, across the Rhine Tribunal and into the targeted creature until either the next
the Novgorod. Because these pagan religious sunrise or sunset.
The End State altars were toppled, taken as spoils by Chris-
tians and Romans alike, and even established in
(Base 15, +4 Arc, +2 Sun, +1 Size)

remote, wild places, it means a searching Mus-


With the end of the first stage, the pelli most often serves as a secondary storyline;
Muspelli become an element on the fringe perhaps a red herring distracting from the ac-
of the covenant’s awareness after a few tive plot, a moment of chance presented as a Story Seed:
brief encounters with the servants of the sideline during the current arc, or an opportu- The Figureheads
Muspelli. They might have seen the Mus- nity to discover the actual storyline as a more
pelli or the traces of their passing. Unless significant incident over the course of play. Leif keeps a secret lair with a pre-
the Muspelli have been very clever, or very However, building a Muspelli’s power in- cious collection of dragon figureheads
lucky, the player magi should know there volves trials, sacrifices, or even the creation taken from ships. He takes great pride
in the wooden carvings. As Fimbulwin-
is a strange, new non-Hermetic sorcerer of allies or servants to be utilized later in the
ter escalates into a full fledged conflict,
active in the region, perhaps even a small saga. Because the Muspelli cannot quickly
a deceptive magus could exploit this
cabal of this tradition, but unsure what use powerful effects, they are interested in
habit and steal his figureheads while the
their actual focus or intention is. While a acquiring magical items, such as extraor-
Muspelli is abroad. Then, with some
hint of danger or trouble lingers on the ho- dinary vis, or items enchanted by hedge
clever trickery, the player character
rizon, the magnitude of the Muspelli plans wizards. Hermetic items would be very wel-
might frame another Muspelli for the
should remain shadowy or puzzling. The come, but might be dangerous to get. This
theft and arrange for Leif to learn of the
Muspelli themselves might remain a mys- process of acquiring enchanted items pro-
supposed perpetrator. This way, player
tery for the first story or two. vides a second source for stories. A couple of
characters could trick Leif into either
For every two seasons where the Mus- sample vis sites are described below. Other
weakening or eliminating another foe,
pelli are not directly involved in stories, the forms of Extraordinary Vis may be found on
while using the raging Muspelli’s acts as
storyguide should provide them with 15 ex- pages 120–122 of Realms of Power: Magic. an opportunity to exhaust his resources
perience points to increase their abilities. before the player characters act. As
Back at his stronghold, Ingvar uses Val- long as the Muspelli don’t uncover the
galdrar to bind a corpse to his meeting place Vis Site: Sunstone Quarry deception, the magi could potentially
for a Decade duration. This corpse (Might eliminate two enemies, as one of the
10) watches from afar and notifies him of a Lesser Enchantment Muspelli is likely killed by one of his
Muspelli recruit’s arrival. If he dies, it remains Pawns of Intellego Vis peers and the cabal planning Fimbul-
until the effect expires. It does not otherwise InIg Level 25 winter is poisoned with the seeds of
confront or engage visitors. Pen 0, constant effect distrust and paranoia. Everyone wins…
R: Touch, D: Sun, T: Vision well, really just the player magi.
Cut from a vein of high quality crystal,
these rhomboid-shaped calcite stones allow

53
Dies Irae
Regional Troubles +3. The Muspelli also becomes familiar
with the area. As an additional result of the
only earns one of the benefits described
in the “If Ignored” option. The antagonist
Initiation, the Muspelli gains the Afflicted gains 5xp in Muspelli Lore.
These are chance events, ones caught by a Tongue Flaw and suffers the Incompre-
nosy covenfolk in town, or told to a grog over hensible Flaw. Alternatively, the Muspelli The Spoils: Studying the animal’s corpse
cups in a nearby tavern, perhaps even spotted could gain the Disfigured Flaw and Missing provides two pawns of vis, either Muto, Ani-
by apprentices sneaking out of the covenant. Ear Flaw. The Muspelli remains in the area mal, or Vim, and serves as a source of Insight
through the Spring to search for an Irminsul for any investigation of Muspelli magic. If
The Event: A week before the Winter as a potential second story event. killed in his etin-mod, the Muspelli’s corpse
Solstice, woodcutter sees one of the Mus- may also act as a source of Insight if pre-
pelli in monstrous etin-mod, fighting an If Captured: This provides the Mus- served and studied. The body is also an Ar-
elk or stag to the death, barehanded, in the pelli as a live captive. However he cannot cane Connection to the Muspelli’s ghost.
snow-bound woods. The local retreats back speak clearly and must be interrogated
to town, and over his cups, he talks about magically. No other potential captives ex-
how a giant troll or creature is menacing the
community. The Muspelli is performing an
ist in this scenario.
Hermetic Correspondence
Initiation designed to give him more physi- If Thwarted: Acting before the Sol-
cal power, and has completed the first part. stice scares off the Muspelli before the This section offers story seeds delivered
second Initiation can be completed and he by Tribunal gossip, bits of conversation
If Ignored: If the covenant does noth-
ing until after the Winter Solstice, the
Muspelli gains the benefits of performing
the Initiation twice, gaining the Claws and What is Insight?
Fangs Quality, or if these are possessed,
giving them the Improved quality and in- Insight is part of the Original Re- covenmates, or sodales of these victims
creases their stats by Atk +2, Dfn +1, Dmg search rules from Ancient Magic or Houses seek out the covenant, hoping to prevent
of Hermes: True Lineages. It includes objects, the death of the prisoners. If magi arrive
texts, or other sources which could assist too late, they face the angry Jotun Aspect
a researcher trying to achieve a Magical while the Muspelli withdraws.
Story Seed: For Love Breakthrough of some kind, such as incor-
porating Muspelli magic into Hermetic
Leif, with his Curse of Venus and theory. If you’re not using these rules, then Story Seed:
Weakness for women, is likely to be- consider allowing sources of Insight to Spiritual Assistance
come obsessed with the wrong woman, provide experience to the researcher on
or she with him, and this obsession can other topics, such as Muspelli Lore, Jotun When Magnus claimed his gandur, he
serve as his downfall. Perhaps a maga or Lore, or even Magic Lore. Once dead, drove silver nails into the feet of the
companion leads the hunt for Leif after Muspelli are no longer Arcane Connec- interred corpse before the spirit there
an encounter. Leif sees her at a distance tions to their Jotun patrons. At the sto- could animate it as a draughir. This
and becomes smitten. He arranges an ryguide’s discretion, studying a body for spirit might have been a vitki or a
attack at dusk. During the attack, he Insight effectively destroys it. Diedne magus in hiding, who, even
incapacitates her, but instead of killing in death, knows the location of lost
her, he leaves her a small token of his caches of magic. If the magi can recov-
affection while killing her shield grog. Story Seed: To er the sickle for the ghost, putting the
He might become distracted from his Contact Gullveig ghost to rest, then the player charac-
search, taking the form of a small animal ter can acquire a war chest of resourc-
and attempting to show his feelings for Attempting to contact Gullveig, a es while striking a blow against the
the woman in a strange way, bringing Muspelli captures two magicians – some Muspelli cause. The covenant might
her mice, songbirds, or fish. These in- combination of folk witches, other hedge discover the draughir’s barrow as they
teractions might become the basis of a wizards, vitkir, or even Hermetic magi, search for vis near their covenant, in
relationship where he inadvertently re- such as a Verditius captured without cast- the course of their travels, or through
veals his plan, or his travel destinations, ing tools or one whose Necessary Con- the reports of a visiting Redcap. If the
or pauses in a crucial attack to spare the dition or Restriction is exploited, and magi are willing to parlay with the un-
object of his affection. The combina- prepares to force them into a fight to the quiet spirit rather than simply destroy
tion of Flaws provides an Achilles’ heel death. The Muspelli intends to sacrifice it, they can be put on the path to op-
for Leif which relies on developing re- the winner while summoning Gullveig’s posing Magnus. Hasty magi might be
lationships through nonviolent encoun- Aspect. She appears after this sacrifice, given a second chance as the ghost re-
ters made more emotionally powerful claiming the victims’ hearts as gifts, and turns to haunt them for denying it the
through the struggle to overcome his promises to teach the Muspelli, increas- chance at vengeance.
Gift and communication issues. ing a Trolldomur ability. The apprentices,

54
Dies Irae
made in passing by traveling magi who seek issues he’s experienced dealing with hunt- not, they carry word of the Muspelli’s cap-
hospitality, Redcap-delivered correspon- ers from outside the region poaching some ture back to another member of the cabal,
dence, or at events such as Tribunal gather- wolves from his protected pack. His con- alerting the Muspelli to the covenant’s in-
ings, House meetings, or chance encounters tacts witnessed the activity, but the hunt- terest in any activity in the area.
on the road or in towns. These events are ers seemed very sophisticated and eluded
near the covenant, but primarily affect oth- them. He can arrange some favor for the If Thwarted: The Muspelli attempt this
er members of the Order. covenant if they can investigate the issue raid twice more, alternating the season it is
and stop the hunters. A group of were- conducted. The werewolves are initially will-
The Event: An urgent letter from a dis- wolves led by a Muspelli is responsible for ing to assist in exchange for slaves or loot,
tant Jerbiton magus indicates that one of the kills, but is more interested in locating but consider revenge an acceptable reason if
his relatives has recently gone missing. He an Irminsul site or good resources for Fim- any werewolves died during previous hunts.
cannot attend to the matter directly, and bulwinter than taking trophies. The Muspelli gains 10xp in an appropriate
offers an appropriate reward if the cov- Ability based on the adventure.
enant can investigate the disappearance, If Ignored: The Muspelli capture sev-
more for a successful rescue. Alternately, eral Wolves of Virtue for sacrifice when The Spoils: The Muspelli carries five
this may be a fellow Jerbiton in the local performing utiseta in the area, and identify pawns of vis and his gandur, which may or
Tribunal, who asks the covenant to help. an an old Irminsul within a cave. Addition- may not still have utiseta stored in it. If killed
A Muspelli seeking Leiken’s favor has kid- ally, the Muspelli strengthens an alliance in their etin-mod, their corpse may also act
napped the relative, and is in the process with the werewolf tribe, expanding the as a source of Insight if preserved and stud-
of starving them senseless, then sacrificing number of allies available to this Muspelli ied. The body is also an Arcane Connection
them in a ritual for the Aspect. (A simi- when pursuing other endeavors. to the Muspelli’s ghost.
lar event could also target the covenant
directly, but it is important to drop hints If Captured: This provides the Muspelli
that the Muspelli’s plots are widespread.) or guards as captives. The werewolves know

Second Stage:
of the concept of “Fimbulwinter,” but only
If Ignored: The Muspelli gains the abil- the myth of three winters without sum-
ity of Valgaldrar at 1, gains 15xp in this mer. They know of Muspelli as a tradition
ability next season, and starts utilizing the
Walking Dead in his plans. Increase the an-
tagonist’s Muspelli Lore by 10xp.
of individuals, and know their master or
employer in both etin-mod and human
form. They do not know what the Muspelli
Enemy Apparent
wanted to do with the Wolves of Virtue, As they explore, the Muspelli both real-
If Captured: This provides the Muspelli but they intended to take them alive. If the ize the scope of the threat posed by the Or-
as a live captive, or possibly a few guards at werewolves escape but the Muspelli does der of Hermes and locate an Irminsul each.
the storyguide’s discretion.

If Thwarted: The relative isn’t specifical-


ly essential to the ritual, and so the Muspelli
When Do Other Muspelli Find Irminsul?
is willing to abandon the victim if the situa- Storyguides are not likely going to the Irminsul they were seeking. When at
tion becomes too dangerous. If the antago- want to play out the discovery of every least half of the Muspelli have located two
nist escapes, he seeks out another victim to Irminsul by every member of the Muspelli Irminsul, the storyguide may proceed to
sacrifice next season, and learns of the cov- cabal. Instead, use the success or failure of the third stage of the saga at any time.
enant’s interest in his activities. Increase the the player characters’ encounter with the Taken literally, these rules mean that
antagonist’s Muspelli Lore by 5xp. Muspelli searching near their covenant as a skilled and lucky troupe might hold up
the indicator for the other searching Mus- Fimbulwinter indefinitely without ever
The Spoils: Magi who spend a season pelli. If the Hermetics fail, then all of the even noticing that there is a Muspelli plot.
researching the victim’s body may use the Muspelli discover an Irminsul site. If they However, if they capture at least two Mus-
corpse as a source of Insight in any inves- capture the Muspelli, then the other Mus- pelli (which, in practice, is likely to be
tigation of Muspelli magic. The victim’s pelli fail that season. If the player wizards necessary to delay things for long), they
corpse can also provide a description of chase away the Muspelli, then each other should become aware of a wider plot, and
the Muspelli involved, but only what he Muspelli has a 50% chance of securing his are very likely to take action on their own
looks like in etin-mod. If killed in his etin- Irminsul. Alternatively, if the storyguide initiative. If they do not, but seem to be
mod, the Muspelli corpse may also act as a wants the option of a story, a regularly becoming bored with the repeated events,
source of Insight if preserved and studied. visiting Redcap or passing traveler might you can either fudge the rolls, or decide
The body is also an Arcane Connection to bring news of strange sightings in another that the Muspelli give up, at least for now.
the Muspelli’s ghost. Destroying the Aspect Tribunal or region. Failure to respond, On the other hand, if everyone is enjoy-
leaves behind vis as described in Realms of even with a trip to another covenant in the ing the “whack-a-mole” version of averting
Power: Magic, page 87. area, roleplaying the exchange of a warn- Fimbulwinter, there is no reason to stop.
ing, means the Muspelli involved finds
The Event: A Tremere magus mentions

55
Dies Irae
This initiates the saga’s second stage, when second spent creating resources. It may take summoning ritual, or to allow the Muspelli
the Muspelli begin expanding their power, much longer, if a Muspelli becomes involved to secure a captured Irminsul. They might be
not only personally, as they did earlier, in a feud or running war with a covenant that combined with actually finding or claiming
but also in terms of building their forces is not consistently focused on finding and an Irminsul, as well.
through alliances and creating hordes of stopping the non-Hermetic sorcerers.
Walking Dead while seeking out a sec-
ond Irminsul. They strengthen their magi- Regional Troubles
cal abilities to call Aspects, using them in
combat, in conjunction with casting utiseta,
The End State These are chance events, ones caught
and to broaden their skills. They attempt to by a nosy covenfolk in town, or told to
distract the covenant by denying resources, By the end of this stage, it is very likely a grog over cups in a nearby tavern, per-
realigning or destroying auras with Trolldo- the covenant has faced and possibly defeated haps even spotted by apprentices sneak-
mur, capturing Magical beasts and striking one of the Muspelli in combat. Through this ing out of the covenant.
at the mundane population. loss, the Muspelli not only learn what the
This stage might be dominated by a covenant is capable of doing, but force the The Event: The local lord recently
younger, less cautious Muspelli who engages magi into open hostilities with them. After killed two groups of pirates, bandits, or
the magi, while trying to locate the cov- such an encounter, neither group operates criminals and ordered their bodies left
enant’s Irminsul vis site. Consider Gunnvara unknown to the other, but the scope of the to the birds as an example, despite pro-
Jarnvidja or Kotkill Ulfsbrodir, with the “The Muspelli plans may remain shrouded. The tests from the clergy. A shepherd swears
Fruits of Loyalty” seed being another chance aftermath of this battle hints to the magi he saw them stand up and walk into the
to hint at the more powerful Ingvar Suttung- at the wider scope of the Muspelli plan and hills. The priests are claiming a miracle,
ja in the background. could potentially give them prisoners or and the noble suspects the churchmen
In this stage, the Muspelli have discov- spirits to interrogate. Now, where they may are defying him, burying the bodies un-
ered at least one Irminsul each, realize the have seen simple raids or banditry, the acts der cover of night. A third group is slated
danger Order might pose, and begin devel- of a single, lone non-Hermetic wizard, they to die soon. A Muspelli has been luring
oping plans to distract or preoccupy the may view events with a lens of conspiracy these groups into the area with Entrance-
Order while continuing to complete their and paranoia, and in some aspects, rightfully ment as well as stories of rich churches
directives. For stories involving the Muspel- so. Even as the saga enters the next stage, the and traveling merchants, then collecting
li directly, be sure to review the benefits of larger portion of the Muspelli cabal remains the corpses with Valgaldrar.
their Magic Defenses, on page 9 and page still hidden, or at least beyond easy obser-
85 of Rival Magic. vation, and they work to shift focus toward If Ignored: If the Walking Dead aren’t
other potential culprits while putting their discovered in a hidden cave and destroyed,
resources into position to complete their they emerge later to attack the covenant’s in-
Telling Tales Winter-bringing rituals.
For every two seasons where the Mus-
terests or cause trouble in the region.

pelli are not directly involved in stories, the If Captured: Captives interrogated be-
The information player characters can storyguide should provide them with 15 ex- fore they are killed can describe the human
learn by interrogating the Muspelli or their perience points to increase their abilities. form of the Muspelli behind this plot, and
minions in the second half of the stage is Ingvar and the Muspelli continue to where he was encountered. They do not
similar to the intelligence available in the take precautions to ensure that Ingvar’s know of Fimbulwinter, or Irminsuls, or that
first half, except that now even the thugs location is not revealed, and unless the the person who sent them here was a Mus-
and reavers aiding the pagan sorcerers characters are both skilled and lucky they pelli. They are dupes. A captured Muspelli
know the Muspelli are seeking out Irmin- do not face him at this stage. Once each knows a larger conflict is brewing. He knows
sul, but they don’t know why, or what the of the Muspelli have located their two the approximate size of the Muspelli group,
Muspelli will do with the old monuments. Irminsul, they return to Ingvar and spend a and that Lokeshafr has been working to in-
In most cases, they can provide human and season learning the summoning ritual from crease their number. The Muspelli still do
etin-mod descriptions, and can describe him. Afterward, they venture back out into not know how the Irminsuls will be used to
what Irminsul look like. Mythic Europe, and prepare to unleash the bring about Fimbulwinter.
Aspects on the next winter Solstice, a date
decided upon by Ingvar. If Thwarted: The Muspelli departs and
The Price of Ignorance resumes his search for other Irminsul sites.
He notes the Hermetic interference for later

Left to their own devices, the Muspelli


Story Seeds and alerts any other Muspelli he knows.

locate at least two Irminsul sites in the Tri- The Spoils: The Muspelli has any vis
bunal, and establish additional resources to The stories for this phase of the saga fo- he carries, and any gandur. His body, gan-
assist them when they return later. This stage cus on the development of resources for later dur, and any still active Walking Dead could
should probably take at least two years, with use, either to distract the Order of Hermes serve as a source of Insight.
one year dedicated to finding Irminsul, and a while the Muspelli are enacting an Aspect

56
Dies Irae
The Event: The sister of a locally- that Lokeshafr is trying to expand it. The Event: A Bjornaer acquainted with
born grog approaches the covenant, want- the covenant sends correspondence regard-
ing to talk to her brother. Her husband, If Thwarted: The Muspelli gives up on ing werewolf sightings in the area. The Bjor-
the grog’s brother-in-law, works with the this plan for now and continues searching naer asks the magi to investigate, but with
regional noble’s huntsman, and more than for Irminsul sites. He remembers the Her- discretion. In exchange for their report, the
once he’s complained of being slighted by metic interference and adjusts his plans to Bjornaer acquires a requested text from Du-
the lord or the lord’s son. Lately, he’s vocal- account for it. renmar for the magi. The werewolves are
ly mentioned how “his betters” might not scouting the area for Beasts of Virtue, vis
remain so for long, and disappeared for an The Spoils: If captured, the Muspelli sites, and Irminsul for the Muspelli, as one of
evening meeting with several foreign men. has his gandur and 5 pawns of vis. His gan- their number is Magically Sensitive. Along
Worrying for her family, she followed and dur and body may both serve as sources the way, they are raiding the countryside for
believes she heard them discussing some- of Insight. easy loot, food, vis, and sport.
thing terrible. She isn’t sure what will hap-
pen, but asks her brother to investigate. If Ignored: The Muspelli learn about the
The Muspelli are looking to subvert or Hermetic Correspondence vis sites in the area and begin poaching them
usurp the noble’s position, and plan on us- once they begin enacting their plans in the
ing the husband’s knowledge of the target’s These story options arrive via Tribunal next stage, using the vis to help fuel their
hunting habits to accomplish it. gossip, bits of conversation made in passing rituals. They take Arcane Connections to
by traveling magi who seek hospitality, or the sites, and in particular, to the covenant’s
If Ignored: If the Muspelli’s ambush isn’t House Mercere’s messengers. These events Irminsul vis site.
prevented, then either the noble is replaced are near the covenant, but primarily affect
with a Muspelli, or the lord’s son rises as a other members of the Order. If Captured: The werewolves know
new leader secretly serving the Muspelli. nothing additional for this phase.
This gives the Muspelli a safe base of op-
erations in the area, and freedom to execute If Thwarted: Should the werewolves
preparations for Fimbulwinter with little Story Seed: escape, they notify the Muspelli regard-
mundane interference. The Fruits of Loyalty ing the Hermetic presence in the area. The
Muspelli arrives in three seasons to investi-
If Captured: Searching the husband’s A Muspelli begins driving out the gate the area himself.
mind with Mentem magics provides the face inhabitants of a remote area as winter
of one of the Muspelli’s lieutenants responsi- begins, leaving no communities stand-
ble for organizing the plot, who, in turn, could ing in a 5 mile radius, roughly nine vil-
be used to seek out his master. The Muspelli lages. Then, as the new shoots of trees Story Seed: Gaining
knows the rough size of the conspiracy, and and plants sprout in the ruined sites Surtur’s Favor
during the following spring, the Mus-
pelli intends to sacrifice the religious A Muspelli hunts down a local vit-
Story Seed: Gaining symbols of the communities’ religious ki or eremite pagan Hermetic magus,
Gullveig’s Favor leaders at the most central site. Once forcing him to surrender his personal
the task is complete, the Aspect of weapon, Thor’s Hammer amulet, or
After discovering a local coven of Gymir appears and instructs the Mus- talisman to the Muspelli. Then, us-
folk witches, a Muspelli and a detach- pelli over the next season in any of the ing the item, the Muspelli prepares to
ment of his followers subjugate them, Supernatural Abilities listed on page 82 sacrifice an individual important to the
receiving tribute from them on the of Rival Magic. This sets the ability at 1 previous owner. In exchange for this
Summer solstice. Once they are domi- and provides 15xp in the next season. deed, the Aspect instructs the Muspelli
nated, the Muspelli prepares to sacrifice Some of these refugees approach the over the next season in one of the Su-
the oldest and the youngest to Gullveig covenant in the dead of winter, asking pernatural Abilities listed on page 82
on pyres during the Winter solstice. for sanctuary and permission to join as of Rival Magic. This sets the ability at
Rising out of the smoldering ashes, the covenfolk. In the course of their incor- 1 and provides 15xp in the next season.
Aspect of Gullveig promises to instruct poration, they explain the raid, giving Realizing the danger, but lacking the
the Muspelli and the eldest remaining details about the nature of the attackers, resources to stop the Muspelli, the ma-
folk witch in any of the Supernatural which might put the covenant on their gus or vitki approaches the covenant
Abilities associated with her, listed on trail. The lord of the area is too distant for help, creating a political ally or
page 82 of Rival Magic. A relative or re- to intervene before winter starts, and friend useful in other Tribunal business
bellious member of the coven acciden- the weather makes it impractical during and storylines. Depending on the sort
tally overhears this plan and seeks out winter, but he will raise an army the fol- of conflict desired, the covenant might
the covenant, asking for assistance, but lowing spring. The Muspelli intends to face the Muspelli or the Muspelli’s
the surviving folk witches have joined be long gone by then, giving the char- minions, with the potential to trace the
the Muspelli’s cause. acters a deadline. attack back to the Muspelli.

57
Dies Irae
the chains that bind Loki. While Divine auras
are immune and Infernal auras nearly so to the
decay of Trolldomur, destroying Faerie auras
and converting Magic auras into Trolldomur
provides Muspelli with locations where their
magic remains strong, but their enemies’ mag-
ic suffers. To accomplish this transformation,
the Muspelli must enact utiseta with an Ease
Factor equal to or greater than 5 times the
Faerie Aura, or 10 times the Magic Aura. See
Rival Magic, page 81 for details.
Potential stories associated with this op-
tion include:

The Event: Covenant servants observe


a group of Entranced mercenaries or raiders
either belonging to the Raudskinna Compact
or connected to a local hedge wizard making
a blatant attempt steal from or damage one
of the covenant’s vis sites. The thieves fight
bitterly, but ultimately attempt a retreat.

If Ignored: The attack conceals the true


target. While the covenant is preoccupied
with the overt assault on their resources, a
Muspelli visits the covenant’s Irminsul vis
site. Possibly escorted by Walking Dead
or another ally, the Muspelli gathers an
Arcane Connection and completes a ritual
reducing the aura by one and realigning it
The Spoils: The werewolves have to Trolldomur.
some easily portable loot, and a rook (ten If Captured: The Muspelli knows
pawns) of Animal vis. nothing additional for this phase. If Captured: Mentem or Corpus magics
reveal that the raiders had orders to destroy
The Event: A recent rash of disappear- If Thwarted: Should the Muspelli es- the site and claim the vis. They can identify
ances among the local folk witch commu- cape, he resumes his search for Irminsul the human form of the Muspelli.
nity, which is composed primarily of village sites and another hedge wizard group for
wise women, convinces a Bonisagus or Ex a year before reattempting this operation. If Thwarted: Should the Muspelli es-
Miscellanea maga that something sinister is The bodies can identify the Muspelli’s cape, he waits two seasons and attempts
happening, and she contacts a member of etin-mod form. this attack again.
the covenant to discuss her suspicions. A
covenant that acts quickly rescues the witch- The Spoils: If the witches are killed, The Spoils: If damaged, the aura could
es from hidden captivity. A Muspelli’s band searching the site reveals similarities be- be studied as a source of Insight regarding
captured them and plans to sacrifice them tween these deaths and with those from Muspelli magic. Utilizing vis from before
in a ritual to summon an Aspect of Gullveig. the previous stage’s story seed, “To Con- and after the transformation should pro-
The Muspelli is willing to find other lesser tact Gullveig.” The bodies may be used as a vide a benefit to either the ease or quality
practitioners, and abandons the captives if source of Insight regarding Muspelli mag- of the research.
the situation becomes too dangerous. ic, and each contains two pawns of Corpus
vis. If the characters save the witches, they The Event: A lone Muspelli is wander-
If Ignored: Those who delay too long have some new allies. ing the Tribunal in disguise. The Muspelli
discover bodies of the witches who were might have a chance encounter with grogs
forced to fight, then had their hearts torn or a Redcap. He is seeking out Irminsul and
out. The Muspelli gains an ability associ- Corrupting Auras vis sites throughout the region, and attempt-
ated with Gullveig, augmenting his abili- ing to damage or destroy as many vis sites
ties with an additional power, such as En- By transforming Magic auras into ones as possible by completing utiseta within the
trancement, Valgaldrar, or Winter’s Breath. aligned with Trolldomur, the Muspelli de- auras. This event requires the storyguide to
Alternatively, the Muspelli might gain a stroy the resources available to their Hermetic have a good accounting of the larger area’s
gandur, or learn the location of an Irminsul foes while predisposing the area toward their vis sites, their strengths, their locations, any
used by the folk witches. plans and continuing the process of breaking nearby inhabitants, and when the vis is har-

58
Dies Irae
vested. Then the storyguide should plan a
specific itinerary for the Muspelli, so there
ance with local faeries. Should the Muspelli
escape, he stops seeking out faeries and re- Third Stage:
Calling Down
is no question as to where their enemy will sumes his search for Irminsul sites.
be, should the magi come hunting for them.
If Ignored: Left unopposed, the Muspelli The Spoils: The Muspelli has any vis he
locates an Irminsul and manages to dam-
age at least a third of the vis sites in the re-
gion, causing numerous accusations of Low
carries, and any gandur. His body, gandur,
and any damaged auras could still serve as a
source of Insight.
the Storm
Crimes between rival covenants and forcing Now is the time of the Muspelli. With
the initiation of an investigation by the Tri- the third stage, the hour has arrived when
bunal’s Head Quaesitor, who delegates this Death Which Does Not Die they return to the previously identified
responsibility to the player characters. They Irminsul sites and enact the rituals summon-
are charged with determining what has oc- Why do the Muspelli regularly kill the ing Aspects of Fimbulwinter to blanket the
curred and presenting an initial report to the inhabitants of an area directly or indirectly world in freezing death for as long as they
Quaesitor and the Praeco within a year. when their primary goal is to unleash Fim- are free to roam the land.
bulwinter? Whether the populace dies at the One of these attacks and utiseta cere-
If Captured: The Muspelli knows he hands of raiding bandits, through starvation, monies should take place at the covenant’s
must seek out Irminsul, and where he must or from exposure, their unfortunate demise Irminsul, if it still stands. Another occurs at
go to meet Lokeshafr, but does not know allows the Muspelli to create unquestion- a random town within the Rhine Tribunal
the summoning ritual or what he will do ing and trustworthy soldiers. Muspelli take on Laetare Sunday. Another happens at the
with the Irminsul. a long time to cast their spells, and Walking Egesterenstein in the Teutoberger Wald.
Dead serve wonderfully as sentries and pro- Other Aspect summons might occur in lo-
If Thwarted: Should the Muspelli es- tection while they perform utiseta or sum- cations of the storyguide’s choice, or “off-
cape, he stops damaging sites and resumes mons. Once the situation escalates to open screen” as appropriate, such as in those
his search for Irminsul sites. conflict with the Order of Hermes, armies sagas where Fimbulwinter is inevitable
of the dead can be turned upon upon trade and the storyguide expects to run another
The Spoils: The Muspelli has any vis he routes, outlying communities, and small apocalypse story from this book as a direct
carries, and any gandur. His body, gandur, strongholds, creating problems for allies or result of the actions of this saga, or sim-
and any damaged auras could still serve as a resources the magi rely upon. They can be ply in those games where the storyguide
source of Insight. sent to create distractions or ambushes. Ad- wishes to increase the difficulty of the task
ditionally, walking corpses do not care about posed to the player magi.
The Event: Exploiting faerie weakness- the weather, need no sleep, and require no The third saga stage has two phases.
es and habits, the Muspelli uses Entranced supply train. They can be buried in shallow The first phase involves surviving Muspelli
proxies or loyal servants as bait. After luring graves or hidden in snow, left lying around a and their allies, acting as intelligently as
the fae into traps where they can be cap- ruined wagon, or standing unseen on a lake possible. It represents the culmination of
tured, the Muspelli goes about destroying or river bed, waiting for the right moment long preparations for the Muspelli. Success
their Faerie auras. It is possible that an incog- to ambush their target. Using animated bod- means they’ve established one of the first
nizant or partially cognizant faerie escapes ies as the core of their forces, Muspelli can conditions for Loki’s awakening and revival
and tries to find help. better fortify the sites established to create while demonstrating they are a power to be
Fimbulwinter with troops capable of stand- respected. The storyguide should decide the
If Ignored: Depending on the relation- ing guard forever. And when Fimbulwinter is sequence of events in advance, determining
ship between the covenant and the local finally achieved, the Muspelli will likely have when each summoning occurs. It is also im-
faeries, the player magi may not become hordes which will serve them quite well in portant to consider whether the player char-
aware of this event, except through its con- the aftermath of Fimbulwinter while others acters know enough to potentially stop the
sequences. In such cases, the fae become are desperately seeking able-bodied warriors. Muspelli at any particular location before
weaker, but make oaths to serve the Muspelli Statistics for these levies can be found an Aspect’s release, if they will be provided
in exchange for preserving their Faerie auras. in Realms of Power: Magic, page 98. Com- opportunities to learn, or if the storyguide
Alternatively, the faerie may lead the Mus- monly, they possess a Might of 9, and so intends for them to learn after Fimbulwinter
pelli to an Irminsul. most covenants’ Aegis of the Hearth keeps howls across Mythic Europe.
them outside. However, the Parma doesn’t The second phase begins after the Mus-
If Captured: The Muspelli knows he protect from the physical attacks of Walk- pelli have released at least three Aspects of
must seek out Irminsul, and where he must ing Dead, so being caught by a mob of Fimbulwinter. The Muspelli unleash the
go to meet Lokeshafr, but does not know the them could prove quite deadly. Walking remainder of their preparations, attempt
summoning ritual or what he will eventually Dead with no Might are possible, but only to create a conflict of distraction between
do with the Irminsul. as part of an ongoing utiseta effect. the Raudskinna compact and the Order of
Hermes, attack the infrastructure of society
If Thwarted: This situation offers the with Walking Dead, enact actual Fimbulwin-
player magi not only an opportunity to en- ter or Wildfire utisetas to further damage
gage the Muspelli, but forge a stronger alli- the environment, and lead any supernatural

59
Dies Irae
or mundane allies they have acquired on raise their Muspelli Lore scores to a similar The Price of Ignorance
various acts of mayhem. They also work to level in order to successfully complete the
convert as many auras as possible to Troll- ritual. As they gather power based on In- Failing to respond to events at this
domur, thereby attacking the chains holding telligence + (Muspelli Lore – Gleipnir) + a stage likely results in either the release of
the Jotnar imprisoned. At this point, the saga simple die, they have an interest in raising an Aspect of Fimbulwinter or the escala-
becomes a war between the Muspelli and this total as far as possible, so that they can tion of hostilities between the Order of
Mythic Europe, although, it is likely, only complete the ritual before Etin-mod kills Hermes and another organization, such as
the covenant truly knows who is responsible. them. In any case, the ritual takes many the mundane rulership, the Church, or the
Be sure to review the benefits of the hours, providing a dramatic opportunity Raudskinna Compact.
Muspelli’s Magic Defenses, on page 9 and for the characters to interrupt it.
page 85 of Rival Magic. Additional Irminsul which might serve
as the focus of the Muspelli’s summoning The End State
rituals include a toppled Irminsul near War-
Calling Winter burg, now covered in moss and ignored,
the Irminsul standing in the cathedral of
Welcome to Fimbulwinter. The only way
this stage can end is with the deaths of the
Hildesheim as a candelabrum, the Cross at player characters or the Muspelli responsible
The Muspelli endeavor to release As- Bewcastle, Cumberland, which supposedly for this cataclysm.
pects of Hvergelmir, the Primal Cold which began as a cross, but remains an Irminsul
gave rise to Niflheim. Hvergelmir sired Ymir, covered in Futhark runes and Pagan sym-
and lingers in the Magic Realm as a Pro-
togonoi, along with Urdarbrunnr, the Primal
bolism after the top portion was removed,
or the runestone of King Harald Bluetooth
First Phase:
Warmth. Eleven rivers spewed forth from at Jelling, Denmark, depicting Christ and Winter Arrives
Hvergelmir, each one considered an Aspect Fenris on either side of the Irminsul. Obvi-
of winter and they now serve as the embodi- ously, given the repeating nature of Laetare
ment of Fimbulwinter in Mythic Europe. The Sunday (see later), it is possible for this Encounters involving the Aspects of
rivers include cool Svol, defiant Gunnthra, threat to persist until either every Muspelli Fimbulwinter, the Muspelli and their allies,
Fjorm, bubbling Fimbulthul, fearsome Slidr who knows the ritual is killed and all record and mundane elements managing the catas-
and storming Hrid, Sylg and Ylg, broad Vid, of the ritual is destroyed, or the abolish- trophe dominate the stories for this stage.
bounding Leiptr and freezing Gjoll. ment of the Laetare Sunday tradition. However, the crucial moments are those
In Norse mythology, biting cold and Reducing an Aspect to 0 Might doesn’t times when the Muspelli summon new As-
poison are linked; stories described these destroy it, but forces it to return to the Mag- pects to Mythic Europe, tightening their icy
rivers as filled with both bitter poison and ic Realm, where it could be summoned again. grip on the environment.
clashing swords tumbling just beneath the
surface. Embodied through Aspects, each
brings a slightly different type of cold, such Telling Tales Regional Events
as deep-clinging frost, bitter winds, encrust-
ing ice, inexorable glaciers, or freezing wet The information player characters These are chance events, ones caught
fog. However, they all serve as harbingers can learn by interrogating the Muspelli or by a nosy covenfolk in town, or told to a
for the coming snows. their minions in the first half of this stage grog over cups in a nearby tavern, perhaps
To release these Aspects, the Muspelli is much greater than in the last stage. The even spotted by apprentices sneaking out
perform a special utiseta at an Irminsul. thugs and reavers aiding the pagan sorcer- of the covenant.
This utiseta is based on Intelligence and ers know that the Muspelli are seeking out Ritual Confrontation: Sailors tell how
Muspelli Lore, like the rules for summon- magic sites, but don’t know what the Mus- several longships attacked a merchant vessel;
ing a Muspelli’s Jotun patron, but oth- pelli do there. Dead or alive, they can pro- it foundered and sank after being hit by light-
erwise uses the rules for utiseta, with an vide human and etin-mod descriptions. In ning, and they are among the few survivors.
Ease Factor of 50. The Irminsul used in the all cases, the Muspelli want to carry away A Muspelli is leading a force to a nearby area
utiseta and provides an additional Power their dead, having learned that Hermetic or island to perform the Aspect summoning
Modifier of 1, cumulative with all the magi can question spirits and corpses. The ritual, and wanted to ensure there were no
standard ones. Other modifiers associated Muspelli must accept that they will be dis- witnesses to their arrival.
with the Muspelli’s specific patron for ele- covered, but want their purpose to remain If Ignored: Neglecting to stop the Mus-
ments of Hamur, Ond, Blot, and Litur, all secret as long as possible. pelli within four days means he successfully
apply to the summoning ritual. See Rival Muspelli know the location of their summons another Aspect of Fimbulwinter.
Magic, pages 90–91 for different modifiers Irminsul sites, the details of the summon- If Captured: Mundane allies know
which might be appropriate. This is where ing ritual, the face and etin-mod of Ingvar, they are escorting the Muspelli to visit a
magical or faerie creatures might be sacri- and likely the etin-mod of at least one special site, and protect the Muspelli while
ficed, or the Muspelli might utilize a sto- other Muspelli. he spends perhaps a day there. They can
len gandur, or even mutilate themselves. identify the human form of the Muspelli,
The Muspelli should be able to manage and know he seems very unsettling. Su-
a Power Modifier of 7 or 8, and need to pernatural allies know the Muspelli’s true

60
Dies Irae

Slidr, the Merciless Blizzard


Magic Might: 50 (Auram) 5 (stalking), Wilderness Sense 6 (find- power still holds the spirit aloft in-
Characteristics: Int 0, Per +1, Pre +3, Com ing settlements) definitely. ReCo 25 (Base 15, +2 Sun,
0, Str +2, Sta +4, Dex +2, Qik +4 Powers: constant): Personal Power (25 levels);
Season: Winter Breath of Unfathomable Cold 3 points, Init –14, Improved Powers (–1 Might cost)
Size: 0 Ignem Madness of the Perpetual Winter 0 points, Init
Confidence Score: 2 (5) R: Voice, D: Mom, T: Part –8, Mentem
Virtues and Flaws: Magic Spirit, Daimon; Cools the air within 1000 paces of the tar- R: Sight, D: Moon, T: Group
Great Quickness, Great Stamina, Im- get, leaving it freezing. All nonliving Groups of up to 1000 people within sight
proved Characteristics x6, Wilderness things are chilled thoroughly, not just of Slidr are filled with anger and resent-
Sense; Blatant Magical Air, Driven on the surface. All living things, except ment, looking for any excuse to take it
(To Make the World Winter), Magical the Aspect, suffer +5 damage. Armor out on those around them. In almost
Monster; Anchored to the Sky, Delete- does not add to Soak against this spell. all cases, this quickly develops into
rious Circumstances (Summer), Over- House fires become as small as camp- violence. CrMe 45 (Base 4, +3 Sight,
confident, Susceptible to the Divine fires, bonfires become as small as torch +3 Moon, +2 Group, +2 size): Greater
Magical Qualities and Inferiorities: Focus fires, and campfires and smaller fires go Power (50 levels); Improved Powers
Power: Auram x2, Greater Power (Don- out. PeIg 45 (Base 5, +2 Voice, +1 Part, (–5 Might cost)
ning the Corporeal Veil, Eidolon, Madness of +4 size): Lesser Power (x2, 45 levels; Master of Winter’s Cloak, up to 8 points, Init
the Perpetual Winter), Ritual Power (Eternal 1pt Mastery for –2 Might cost); Im- +4–Magnitude, Aquam
Snows) x2; Ignem Resistance, Improved proved Powers (–4 Might cost) Slidr may create non-ritual Creo/Muto/
Confidence, Improved Might x5, Im- Donning the Corporeal Veil, 0 points, Init Rego Aquam effects pertaining to snow
proved Powers (Breath of Unfathomable +3, Corpus: Slidr can assume mate- and ice up to 8th magnitude. (Focus
Cold, Eternal Snows x2, Madness of the Per- rial form. Cr(Re)Co 25 (Base 5 +1 power x2; 2 Mastery points spent on
petual Winter), Improved Recovery, Im- Touch, +2 Sun, +1 requisite): Great- Ignem prerequisites, 1pt Perdo prereq-
proved Soak, Lesser Power x2 (Breath of er Power (25 levels, –3 Might cost, uisites)
Unfathomable Cold), Magical Meditation, +10xp Penetration) Through the Winds of the Storm, 1 point, Init
No Fatigue, Personal Power (Flight of the Eidolon, 0 points, Init +4, Imaginem +4, Corpus
Biting Zephyr, Sight Beyond Sight x2) R: Touch, D: Conc, T: Ind R: Per, D: Conc, T: Vision
Personality Traits: Driven +6, Fierce +3, Creates an illusionary form visible and au- All five of Slidr’s senses operate at a dis-
Persistent +3, Uncaring +3, Winter +3* dible to material beings. The image can tance, as far as the Aspect can see.
Reputations: Awesome Force of Nature move and speak as directed by the spirit This gives Slidr supernatural awareness
(local) 5 and lasts until the spirit has no use for it. of everything which occurs, and it is
Combat: CrIm 15 (Base 2, +1 Touch, +2 Conc, exceptionally difficult to catch it by
Dodge: Init +2, Attack n/a, Defense +9, +2 Move on command, +1 intricacy): surprise. InIm 30 (Base 5, +1 Conc, +4
Damage n/a Greater Power (15 levels, –2 Might Vision): Personal Power x 2 (20 levels,
Fist: Init +2, Attack +8, Defense +8, cost, +2 Init, +15xp Penetration) –2 Might cost, +2 Init)
Damage +2 Eternal Snows 1 point, Init –16, Auram Vis: There are three pawns of Aquam and
Icy Battleaxe: Init +3, Attack +12, De- R: Voice, D: Year, T: Group Auram vis in the frost on the Slidr’s
fense +9, Damage +5 Creates clouds dropping snow over an clothes, and there are two pawns of Ig-
Soak: +6 area about 10 miles across. The clouds nem and Mentem vis in its eyes.
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– gather over a few seconds at the begin- Appearance: Slidr looks like a platinum-
15), Incapacitated (16–20), Dead (21+) ning of the spell, and dissipate over blonde Nordic man with an extremely
Abilities: Athletics 5 (charging), Awareness the same sort of time when duration pale complexion and a white, ice-en-
5 (sneak attacks), Area Lore 1 (local re- concludes. The spell does affect tem- crusted beard stretching down to his
gion), Brawl 5 (dodge), Concentration perature, chilling the air thoroughly. chest. He wears heavy, fur-lined hide
5 (Auram effects), Finesse 5 (shaping Cr(Pe)Au(Ig) 50 (Base 2, +2 Voice, armor coated in frost and carries a battle
effects), Etiquette 1 (Muspelli), Folk +4 Year, +2 Group, +2 Size, +2 Req- axe with a head and haft of pale blue ice.
Ken 5 (first impressions), Guile 5 (mis- uisites): Ritual Power (50 levels): Im- Design Note: This is only one example
leading), Hunt 4 (tracking), Ignem proved Powers (x2, –9 Might cost, +5 of an Aspect of Fimbulwinter. Others
Resistance 3 (ice), Living Language: xp Penetration) may have different powers associated
Local Language 2 (warnings), Living Flight of the Biting Zephyr 1 points, Init +2, with the particular Aspect’s reputa-
Language: Norse 5 (warnings), Magic Corpus tion or specialties.
Lore 5 (Regiones), Organization Lore: R: Per, D: Sun, T: Ind
Muspelli 5 (Jotnar), Penetration 6 (Au- Slidr can fly through the air in any di-
ram effects), Second Sight 5 (invisible rection, simply by concentrating. If
things), Single Weapon 6 (axe), Stealth distracted, this control is lost but the

61
Dies Irae
nature, and that the site has magical sig- ing Redcaps, or House Guernicus’ quaesitors If Thwarted: The Muspelli abandons
nificance. They may know this operation prosecuting an investigation. These events this scheme if it does not meet with suc-
is related to the coming Fimbulwinter, are near the covenant, but primarily affect cess, unless the town contains an Irminsul, in
depending on how significant they are. A other members of the Order or the inhabit- which case he returns in a month to attempt
captured Muspelli knows the Fimbulwinter ants of the region. to summon an Aspect.
plot, and the plan to use Irminsul sites to
summon Aspects of Fimbulwinter. They all Ritual Confrontation: A local, in- The Spoils: The Muspelli has any vis
know what Lokeshafr looks like in human cognizant faerie approaches the magi in he carries, and any gandur. His body, gan-
and etin-mod form, and know the etin- search of assistance. One of its faerie allies dur, and still functioning Walking Dead may
mod of at least one other Muspelli. has been captured by the Muspelli. The serve as sources of Insight into Trolldomur
If Thwarted: As long as the Muspelli pagan sorcerer plans to do something ter- magic. The Muspelli may also have any eas-
escapes, he returns to enact the summoning rible very soon, unless the magi can stop ily portable loot from the sacked town, such
ritual in a month. He returns whether or not him. The Muspelli will kill the victim, and as gold church items.
the Irminsul remains here; if it is moved or then use its external vis in the utiseta, ut-
destroyed, he uses an Arcane Connection to terly destroying the faerie.
determine its fate with Spadomur. A Winter Homecoming
The Spoils: Searching the sailors’ minds If Ignored: Neglecting to stop the Mus-
with Mentem magic provides a weak im- pelli means he successfully completes the The Muspelli intend to perform a sum-
age or description for scrying attempts, and intended summoning. It may also draw the moning ritual at the covenant’s Irminsul. To
only if the Muspelli is not in etin-mod. If the ire of the faerie the magi spurned, creating conceal this action, they plan an attack on
Irminsul is discovered, it could be moved to another foe the magi don’t need, one who the covenant itself, to distract the magi from
provide a vis source for the player covenant. may become cognizant enough to take the their true purpose, but only if covenant is
Ritual Confrontation: Several grogs re- role of the traitorous ally. established above ground and not in a re-
port being attacked and chased away from gio. Even if the Irminsul is distant from the
a distant vis source by large group of enor- If Captured: The Muspelli knows noth- covenant, they engage to keep the covenant
mous wolves. They only escaped after fall- ing additional for this phase. occupied and ensure the Muspelli can sum-
ing down a steep, snow-covered slope. One mon the Aspect without interruption. Ide-
believes he saw men clearing some kind of If Thwarted: As long as the Muspelli ally, if they’ve gained sufficient intelligence
space at the site. A pair of Muspelli and their escapes, he returns to enact the summon- through captured or subverted covenfolk,
servants plan to enact an Aspect summoning ing ritual in a month, though he lacks the they attack on the day of the Aegis ritual,
ritual there with the new moon. captive faerie. He returns whether or not hoping to prevent its conclusion, so that
If Ignored: Neglecting to stop the Mus- the Irminsul remains here; if it is moved or the newly arrived Aspect can affect the
pelli means he successfully summons another destroyed, he uses an Arcane Connection to whole community. Otherwise, their attack
Aspect of Fimbulwinter. determine its fate. arrives in the small hours of the night, af-
If Captured: The wolves are a combina- ter any shift change. The Muspelli’s forces
tion of Wolves of Virtue and werewolves. The Spoils: The Muspelli has any vis open with massed volleys of mundane fire
They know the human and etin-mod forms he carries, and any gandur. His body and arrows, attempting to ignite as many struc-
of the Muspelli, and understand he intends gandur may serve as sources of Insight into tures as possible. If possible, they use En-
to perform a ritual at the Irminsul. They do Trolldomur magic. tranced proxy forces from nearby mundane
not know the result of the ritual. The Mus- lords or outposts, or stage a false flag attack
pelli knows nothing additional for this phase. The Event: A Redcap arrives in early on the nearby lord, with a “captured” Mus-
If Thwarted: As long as the Muspelli winter, after several very cold days, explain- pelli soldier who claims to serve the cov-
escapes, he returns to enact the summon- ing how he encountered numerous Walking enant. This planted prisoner threatens the
ing ritual in a month. He returns whether Dead plaguing a town that acts as a regular local leadership with terrible acts against
or not the Irminsul remains here; if it is resting point for traveling Mercere, and re- the members of their households.
moved or destroyed, he uses an Arcane quests assistance from the covenant. The Meanwhile, the Muspelli and a small
Connection to determine its fate. Muspelli are preparing to overwhelm the escort travel to the Irminsul vis site. There,
The Spoils: The Muspelli has any vis town and enact a Fimbulwinter or Aspect sum- they perform the summoning ritual. Once
he carries, and any gandur. His body, gan- moning ritual there. They had hoped to cap- complete, the Muspelli conceals the Irmin-
dur, and still functioning Walking Dead may ture the Redcap for intelligence and sacrifice. sul in a new, nearby location and departs,
serve as sources of Insight into Trolldomur suggesting the newly freed Aspect start by
magic. The Wolves of Virtue contain vis. If Ignored: The town is engulfed by bringing winter to the magi’s covenant.
a Fimbulwinter utiseta and the population Appropriate Muspelli for this event in-
is turned into Walking Dead. The effect clude Magnus or Gunnvara, who complete
Hermetic Correspondence lasts for a year. the utiseta, and possibly Leif or Kotkill, who
lead or guide the attack on the covenant
These story options arrive via Tribunal If Captured: The Muspelli knows noth- proper, depending on whether the attackers
gossip, bits of conversation made in passing ing additional for this phase. are proxies or Muspelli forces. Other op-
by traveling magi who seek hospitality, visit- tions include only mundane, but either loyal

62
Dies Irae
or Entranced forces attacking the covenant, no sufficient congregation that gathers to
and supernatural allies protecting the cast- regularly worship here, and no relic conse- Right Here,
ing Muspelli. Once the Aspect arrives, any crated within the altar. The monks mostly
Muspelli attacking the covenant immedi- ignore the former pagan altar space, high Right Now
ately retreats, but says nothing to the other above the valley in a grotto atop the third of
attackers, leaving them to unwittingly cover five monoliths. This grotto is accessed only Alternatively, the storyguide could
the retreat.Should the Muspelli succeed, the by a narrow stone staircase, carved along the make the Egesterenstein the site of the
covenant finds itself truly in the thick of both raw stone of the sheer face, and the monks most prominent stronghold for the
Muspelli. There is a certain poetic jus-
winter and a vicious brawl against a powerful occasionally use it for prayer and contempla-
tice to having the pagan forces violent-
Magic Aspect. The spirit means to cover the tion; it has a Magic aura of 3, which rises to 5
ly capture their former holy place from
world in perpetual snow, drifting in banks up on the Summer Solstice. These clergy stand
the token group of monks occupying
to four feet tall, starting here. The aftermath no chance against the Muspelli’s forces.
it, using the blood of those devout
of this battle could have serious repercus- Magnus, Gunnvara, or even Ingvar is a good
men to reconsecrate their sacrificial
sions for the survival of the covenant, de- choice for this site.
stone as a Muspelli performs the magi-
pending on the damage to the infrastructure, This site has great significance to the
cal ritual which brings forth a Magic
and the magical effects in place from the Jotnar, and the Muspelli layer their de-
spirit intent on enveloping the world
Muspelli or the Aspect. fenses around it to keep it. First, Entranced
in the howling cold of winter. The site
If any of the Muspelli died during this locals deter most visitors, giving warnings
is formidable and impressive, poten-
attack, their bodies and gandar serve as regarding fictitious hauntings. Next, the
tially serving as a very capable redoubt
sources of Insight for magi investigating Muspelli use loyal mercenaries to patrol. against mundane forces. This brings
Trolldomur. Additionally, enduring utiseta Finally, a Jotun Aspect and a large horde the masterstroke of the Muspelli plan
effects could be researched for a season, if of Walking Dead protect the base of the into the heartland of Hermetic society,
the duration is sufficient. If killed in their Egesterenstein itself. High in the grotto- and the significance of this act does
etin-mod, the Muspelli corpse may also act chapel, the Muspelli remains in etin-mod, not escape Ingvar. In this case, replace
as a source of Insight if preserved and stud- sacrificing monks and other offerings until Magnus or Gunnvara with Ingvar and
ied. The body is also an Arcane Connection the summoning ritual is complete. his sons, while adding any remaining
to the Muspelli’s ghost. For storyguides wishing to increase Muspelli to support the area.
Captured or dead allies of the Mus- the difficulty of this event, consider add- Afterward, if successful, this Mus-
pelli know their attack was the distraction ing converted vitkir with skills identical pelli delays an extra day to revel in the
for another ritual nearby. The don’t know to those presented later. Also, adding Leif victory represented here, before con-
what the ritual was, or exactly where. They Ormsbrodir to the ranks of the mercenar- tinuing to the next Irminsul site. The
can provide images or descriptions of the ies, ready to fight in etin-mod, is another Aspect is sent into the world to cause
Muspelli in human and etin-mod form. If option for a greater challenge. havoc, and the mercenaries accompany
interrogated, the Muspelli can provide in- the Muspelli, but the Walking Dead are
formation any remaining plots he may have ordered to remain and guard the site,
planned, such as framing the covenant, Sunday, Laetare Sunday and the locals remain Entranced until
starting a false conflict with the Raudskinna, the effect ends.
or the location of another Irminsul. This attack may throw the characters If the player magi attack and in-
If the rest of the player characters’ Tribu- off balance, as it does not involve an exist- terrupt this utiseta, then much like the
nal members doubted the possibility of Fim- ing Irminsul. Instead, it involves a tradition aftermath of an attack on the player
bulwinter, the aftermath of the attack and associated with Laetare Sunday. The Divine covenant, the useful items of note are
the likely presence of the Aspect should go a ceremony commemorates Charlemagne’s likely to include the captured Mus-
long way toward convincing them. victory over the Saxons and the end of pa- pelli or their bodies, and their per-
If prevented from completing the utiseta, ganism in the Holy Roman Empire. On the sonal effects. If any of the Muspelli
the Muspelli returns two seasons later to at- 4th Sunday of Lent, in villages and towns died during the attack, their bodies
tempt the operation again. throughout the Saxony region, the residents and gandar serve as sources of Insight
raise a wooden Irminsul in their town square, for magi investigating Trolldomur.
and then the young men throw stones at it Here, particularly, the location may
The Egesterenstein until it topples. Taking advantage of this be studied for Insight, as could the al-
ritual, the Muspelli strike after the Irminsul tar stone or the sacrificial victims, but
As the third stage progresses, the Mus- is raised, but before the traditional toppling this involves keeping the site secure
pelli claim the Egesterenstein in the Teuto- of the monument. First, they overwhelm the from the surviving monks who want
berger Wald. This ancient stone monument town with their allies and supernatural pow- to reoccupy their chapel.
served as a pagan holy site until Charlemagne ers. Then, using the Irminsul as the Arcane
defeated the Saxons in 792. There are sev- Connection to Fimbulwinter and the focus
eral caves here, serving as residences for of the ritual, the Muspelli completes the
the half-dozen hermit monks who maintain summoning ritual. Laetare Sunday is always
a small, rough chapel on the ground floor. three Sundays prior to Easter, but the date
This chapel has no Divine aura, as there is varies from year to year.

63
Dies Irae
plete an Aspect summoning. Once the cupied while the Aspects rampage, helping
Story Seed: third stage begins, he regularly performs create the conditions described in old eddas.
For the Children this summoning, so as to bring the Aspect An enemy who cannot identify the true strat-
back from the Magic Realm if it has been egy of the servants of the Jotnar in a storm of
recently destroyed. events is an enemy unlikely to prevent Fim-
Player magi discovering the site of Some local werewolf tribes and hedge bulwinter, and therefore unable to prevent
the Laetare Sunday Fimbulwinter sum- wizards are allied with this powerful Mus- Ragnarok. This is where the hordes of walk-
moning afterwards find it protected by pelli. Ingvar should have a sizable force of ing dead and intelligence gathered in the
Helgam of Bonisagus. In this scenario, Walking Dead, and his home is often cloaked first and second stages pay true dividends.
the Muspelli managed to capture the in the veil of Sjonhverfing. A battle against Storyguides seeking a particular Mus-
apprentices she intended to shepherd this potent non-Hermetic sorcerer should be pelli to bring into conflict with the covenant
to safety, and they are held hostage a conflict of epic proportions, scaled to truly should consider Gunnvara Jarnvidja or Mag-
for a year and day as Helgam is forced
challenge the player magi. Ingvar fights to nus Norn, with the “Shadow War” concept
to defend the site from any Hermetics
the death and refuses to surrender. He be- being a chance to bring Ingvar Suttungja
who arrive intending to destroy the
lieves he has seen the future of his land and more into play. Magnus is especially appro-
Irminsul. The fate of the apprentices,
of his beliefs, and feels Fimbulwinter is the priate to this section. However, storyguides
whether they actually still live, is left as
only way to preserve any of it. He hopes his should still be careful to keep Ingvar from
a decision for the storyguide.
efforts truly bring about the new beginning being traced easily. At this point, he should
he envisions Ragnarok to be. seem like the foe they just can’t pin down,
Defeating Ingvar seriously hampers even if other Muspelli have mentioned him.
This event always provides another the Muspelli threat. No other member of These are distraction plotlines, meant
Irminsul site, helping the Muspelli complete the cabal has the force of personality to to be started up when the Aspects are being
their plan through an unwitting ally in local inspire independent members of their tra- released, to provide additional chaos. These
tradition. It is not an essential event, but one dition, and he discovered the Aspect sum- plotlines should continue to run their cours-
which can be placed anywhere in the Rhine moning ritual. With his death, no new es, drawing resources, causing difficulties,
Tribunal, and so it offers flexibility for saga Muspelli join the crusade to bring Fimbul- and generally causing trouble in the magi’s
planning, and establishes a precise date for a winter, and only surviving members of his world as the Muspelli continue to enact As-
battle which allows both the Hermetics and conspiracy remain to fight the Order of pect summoning utisetas. At this point, the
the Muspelli to plan accordingly. In sagas Hermes. Their cabal is still significant, but saga should feel like the full-blown war it is.
where the storyguide wants Fimbulwinter this loss greatly hinders their momentum.
to begin simultaneously across Mythic Eu- Ingvar provides a wealth of information, as
rope, Laetare Sunday provides an established he knows all of the Irminsul sites discovered by Telling Tales
time and day for the Muspelli to coordinate the other members of the cabal, and can de-
around, synchronizing the summoning at scribe members in human and etin-mod forms. The information player characters can
more traditional or ancient Irminsul to con- He can detail potential plots in development learn by interrogating the Muspelli or their
clude at the same time as a battle here. by the other Muspelli, as well, since he advised minions in the second half of the stage is
Those captured at this event provide them when he taught the summoning ritual. similar to the intelligence available in the
no additional information for this phase. For magi seeking to decipher or incorpo- first half, except now even the thugs and
If thwarted, the Muspelli will attempt rate Muspelli magic into Hermetic Theory, reivers aiding the pagan sorcerers know the
this same attack in a different village next the bodies of any of the Muspelli who died Muspelli are seeking out Irminsul, and know
year, until killed. during the attack, their bodies and gandar the Muspelli perform a ritual at the old mon-
might serve as sources of Insight. Also, In- uments. Dead or alive, they can provide hu-
gvar’s redoubt and his Irminsul could be re- man and etin-mod descriptions, and can de-
searched for Insight. If Ingvar possesses relics scribe what Irminsul look like. The Muspelli
The Heart of Winter from the former temple in Gamla Uppsala, still do what they can to keep things secret.
Sweden, these are most likely non-Hermetic Muspelli know their Irminsul sites, the
Ingvar Suttungja’s redoubt in the Nordic magic items and sources of Insight. summoning ritual, the face and etin-mod of
region is not given a specific location, so the Ingvar, and likely the etin-mod of at least
storyguide may place it as best fits her saga. one other Muspelli.
Some options include the hills near Gamla
Uppsala, where he has gathered relics and
Second Phase:
the Irminsul of the great Temple, secreted False Trails The Price of Ignorance
away before its destruction in the late 11th
century, or the island of Gotland, or even in It is possible the covenant may still wish
the pagan lands of the Balts, where the were- The Muspelli respond to the Hermetics’ to pursue their own agendas, either prepar-
wolves run in the forests. active engagement with distractions and red ing to flee the destruction or simply shelter
No matter which location you select, herrings. As events progress, Muspelli may in place. Adjust their plotlines accordingly
he has an Irminsul and is guarded by both create situations to distract from their true with the consequences of any successful
his family and allies as he prepares to com- goals and to keep the Order of Hermes oc- Muspelli actions.

64
Dies Irae
The Snake By the Tail traveling groups like a Muspelli party. While of the whole conflict changes.
this may seem like an unfortunate loss of the The Raudskinna Compact is detailed
The Order of Hermes and its magi pres- magi’s resources, the time spent investigat- in Rival Magic, pages 106-109, and rules for
ent the single largest and most dangerous ing the Redcap’s death offers the chance for vitkir, the main members, are given in Hedge
threat to the Muspelli; opposing them di- increased Hermetic awareness of Muspelli Magic, pages 120-140.
rectly without the proper preparation most plans and membership.
certainly results in terrible defeat. However,
even the Hermetics have their weak points.
Individually, isolated lone magi, or eremites, Shadow War Regional Troubles
offer targets a raiding or scouting party can
overwhelm, especially if Muspelli learn to The Muspelli stand a reasonable chance To the common folk, there is little dif-
time attacks at dawn or dusk. Given the of framing the Raudskinna Compact for their ference between the terrifying Muspelli in
limited social activity of most magi, such activities, and potentially distracting the Or- their etin-mod, and the Hermetic wizards
opportunistic attacks could remain unno- der of Hermes with a secondary conflict, if studying in their covenants. It doesn’t mat-
ticed for months. Once discovered, inves- you choose to include the Compact in your ter how badly the local residents misper-
tigations consume resources and attention version of Mythic Europe. Such an accom- ceive their attackers, falling quickly back
as quaesitors first determine whether any plishment would pit the Muspelli’s oldest foe to easily remembered suspicions about
crime has been committed, then begin seek- against their greatest threat while leaving the those strange scholars and their rough
ing culprits. By then, the Muspelli’s band is servants of the Jotnar free to complete their guardsmen. By attacking soft targets serv-
long-gone with their loot. goals. But how would they instigate hostili- ing as sources of income and prestige to
Redcaps offer another target. Defensive- ties between the two groups? both nobility and clergy, the Muspelli
ly weaker, they often carry lesser enchant- The easiest way to begin a war is to essentially kick a very angry bear predis-
ed items, large amounts of vis, and some make both sides believe the other started posed to suspect the magi.
amount of silver, all of which Muspelli want. events. One way to arrange such a belief
However, Redcaps likely have Arcane Con- requires the Muspelli to capture and En- The Event: Several groups of refugees
nections safely stored back at their home trance a group of Redcaps or grogs, di- arrive at the covenant and the castles of local
covenants or at the domus magna of Harco. recting them to attack a Raudskinna com- lords after raiders burn and partially destroy
This means a curious magus will eventually munity, preferably using enchanted items, their villages. They claim their attackers did
interrogate their bodies or spirits once their but not overwhelming force. Once de- not die, and while there are signs of people
absence is noted. Such investigation leaves feated, a properly “prodded” Raudskinna, being killed, the wreckage of each commu-
the Order of Hermes more suspicious of inflamed by Entranced members of their nity is devoid of any corpses. A local priest
own community, responds in kind, sending believes the covenant is at fault, and has the
a retributive warband into Hermetic terri- ear of both the local noble and the bishop.
My Enemy tory, striking at what they either suspect
or know to be weak. This spurs a series
In truth, a Muspelli is marching through the
countryside at night, slaughtering whomever
Is My Friend of retributitive attacks, where the Order he can, commanding the victims with Val-
likely overpowers the Raudskinna. In des- galdrar, and then hiding the mob of Walking
There is a possibility the Muspelli peration, the Raudskinna explore a number Dead during the day with Sjonhverfing.
could join the Order of Hermes, if they of options, from seeking help from the
learn of the “Join or Die” clause. If they Muspelli, to suing for peace, to making a If Ignored: If the covenant cannot con-
do so, the situation becomes complex. last stand. This subordinate story arc may vince the priest and the lord they are not
The covenant must now deal with the unfold in the background, once initiated, culpable for the attacks, bringing proof
Muspelli as peers (unless they wish to observed from a distance by the player which withstands their accuser’s scrutiny,
become outlaws themselves and act characters and prosecuted by other mem- they may face Divinely backed retribu-
outside the Code of Hermes), bringing bers of the Order of Hermes. tion and larger political troubles within
proof of their activities before a Quaesi- The Muspelli could remain more in- the Order. Meanwhile, the Muspelli and a
tor or Tribunal, while dealing with foes volved, but as a “fifth column,” offering to growing horde of Walking Dead continues
who now know the Parma Magica and support either side against the other, while to terrorize the countryside, and popular
might even accuse the covenant of de- purposefully sabotaging operations. This is opinion against them mounts.
priving them of their magical power or a dangerous gamble, because most Muspelli
scrying on them. Even then, the magi have little to no resistance against Hermetic If Captured: Still functioning Walking
need to overcome the Order’s political Mentem magics, and such a role risks pre- Dead may serve as an arcane connection back
perception of House Ex Miscellanea as mature discovery, with disastrous results. As- to the Muspelli who created them. The Mus-
a collection of weak hedge wizards, a sisting the Raudskinna is equally dangerous, pelli knows nothing additional for this phase.
task made harder by the fact that the because in a conflict between the vitkir and
Muspelli are, indeed, weaker than Her-
the Hermetics, the Order of Hermes will If Thwarted: Capturing either minions or
metic magi in most ways.This option
eventually win, leaving the Muspelli to “join the Muspelli responsible for this event does lit-
radically changes the tone of the saga.
or die.”However, if the Muspelli can learn tle to help the covenant’s case with the bishop
about and gain the Parma Magica, the tenor or noble. There is a suspicion the magi have

65
Dies Irae
created a scapegoat. Ideally, a third-party wit- If Ignored: Failing to investigate means enant into an ambush orchestrated by the
ness beyond reproach would need to vouch for the Muspelli reclaim and use the bodies Muspelli, but fought by the Raudskinna. The
the guilt of the Muspelli. Allowing the Mus- with Valgaldrar and Sjonhverfing to fake Muspelli has captured Raudskinna allies, and
pelli to escape means he continues to harass the an attack on the Raudskinna Compact, at- made it appear that the covenant, working
covenant through other schemes. tempting to incite hostilities. through hedge wizard proxies, is respon-
sible. The captives are hidden in another
The Spoils: The Muspelli has any vis If Successful: Using Mentem or Corpus hedge wizard’s home and the Raudskinna
he carries, and any gandur. His body, gan- magics to interrogate the deceased paints attack when it seems like the Hermetics are
dur, and still functioning Walking Dead may another picture of their deaths and provides about to free the captives, thinking they
serve as sources of Insight into Trolldomur clues to their Muspelli murderers, perhaps mean to harm them.
magic. The Muspelli may also have any eas- revealing weaknesses or otherwise undiscov-
ily portable loot from sacked towns, such as ered connections. If Ignored: This encounter escalates
gold church items. hostilities between the Raudskinna and the
The Spoils: The dead members of the Order of Hermes. If no one is dispatched to
Order have a few magical items left behind engage the Raudskinna, they kill the hedge
Hermetic Correspondence by the Muspelli, who did not know the wizard and three other lesser hedge wizards
items were magic or did not care to take in the area.
The Event: Several Redcaps and a Per- them. These items might be used by the
egrinator Magus have disappeared while covenant or returned to the deceased in- If Captured: Using magic to interro-
traveling through the Rhine to Stonehenge. dividuals’ next of kin, who reward the cov- gate the Entranced victim provides more
There have been signs of struggles and at- enant for successfully answering the ques- details regarding one of the Muspelli.
tacks, and the Praecos, Presiding Quae- tions surrounding their fates. While these Questioning the Raudskinna forces reveals
sitors, and Redcaps of both Tribunals have answers are to the satisfaction of those who that someone told them about the attack,
asked for assistance resolving the issue, per- requested the covenant’s assistance, the and where to set the ambush.
haps offering leniency on other issues, like situation hopefully inspires more questions
interfering with the mundanes, if the cov- from the player characters. If Thwarted: If cooler heads prevail,
enant can successfully resolve their fates. the attack can be turned into a meeting
Several of the bodies are discovered upon and an opportunity for either truce or al-
searching, with evidence suggesting that The Event: Arriving disheveled and liance between the Order of Hermes and
vitkir or hedge wizards are responsible. bloody, a hedge wizard ally reports being the Raudskinna.
attacked or hunted by a group of men with The Spoils: The Raudskinna have a
rune-marked weaponry. In fact, he has been number of rune-marked weapons and items,
Entranced, and commanded to lead the cov- all non-Hermetic, as well as about 7 pawns of
vis. The hedge wizards have roughly a rook
Winter’s Bite of vis hidden away.

Fimbulwinter grows harsher after As-


Story Seed: The Event: A Redcap arrives to trade with
pects roam the land for a year or more.
Scotland and Scandinavia become out-
A Lordly Tribute the covenant, and reports being attacked by
men with rune-marked weapons who spoke
right uninhabitable, with regular levels The growing expanse of Fimbulwin- a Nordic language. They captured him and
of Major Exposure for those outdoors ter exhausts most reasonable stores after
(Deprivation checks each hour, Ease two years of snow and cold. Recently, no-
Factor 9 or +3 frostbite damage). While
those acclimated to winter in places like
bles have begun confiscating animals and
hoarding craftsmen. Edicts declare any
Story Seed:
Norway or Orkney might initially endure
the weather, the cold spurs migration
poacher may be killed on sight. A roving
band of “tax collecting” men-at-arms, led
Plowing Through
from north to south, with the highland- by the local ruler’s cousin, spot the cov- The covenant’s source of food, either
ers moving first, and then a second wave enant’s smaller band eating well, and de- a merchant, a group of nearby fields, or
of “barbarian” invasions. This makes trav- cide to “collect” both the lord’s share, and maybe the surplus generated by a nearby
eling to prospective Fimbulwinter sites the relatively well-made weapons the manor, has been taken by another party,
more difficult as refugees clog the roads, group carries. Giving the resources over such as a local knight or lord, or even a
ship captains refuse to carry passengers could weaken the covenant’s ability to hungry mob of refugees. The covenant
for less than exorbitant rates, and bandit- oppose the Muspelli and any lawless ele- must either secure the previous supply, or
ry becomes commonplace. The covenant ments. Killing the upstart means making acquire a new one, and consider how they
may need to become more vicious and an overt enemy out of the lord, as peas- handle growing influx of refugees asking
brutal if they hope to complete their task; ants watch the altercation from nearby the covenant for shelter. Do the area’s
the question becomes, do they have the concealment. Can the magi handle the lords consider it a theft of labor, or do they
resources to match their resolve? situation with enough restraint? demand taxes in the form of foodstuffs?

66
Dies Irae
killed his mount, but he escaped while they Order and the Raudskinna, the two organi- The Cost of the Cold
slept. He doesn’t think he was followed, but zations form some type of alliance, or one
they have his satchel. The men are Entranced of the two dupes is completely eliminated Fimbulwinter inevitably impacts mun-
allies of the Raudskinna Compact, command- from the area. dane supplies, as the freezing weather both
ed to take the satchel to a vitki by a Muspelli. reduces harvests and forces the populace to
The Spoils: The Raudskinna have a few seek better living conditions. Simple neces-
If Ignored: The Compact’s men are killed rune-marked weapons and items, all non- sities, like tools, laboratory supplies, or live-
and the Order of Hermes is framed for the Hermetic, but none very powerful. The Red- stock, become difficult to acquire as the cov-
act. The Compact organizes a raiding party cap is willing to provide the covenant with enant competes with nearby communities for
to strike out at covenant resource. The Mus- two rooks of vis of their choice for helping the raw materials necessary to survive. While
pelli gain information about any of the magi ensure the successful delivery of his parcels. not every troupe tracks their logistical mat-
who wrote letters. Following the men but ters, stories regarding dwindling stocks and
only watching their deaths unnoticed earns shortages should become a recurring part
the observer the Haunted Flaw until the Mus-
pelli and their killers are slain. However, the
In the Storm of the saga after the second Fimbulwinter
Aspect is released, helping accentuate the
ghosts sometimes appear to point the haunted and Ending It forced migration of the common populace
individual in the direction of nearby culprits. when their land can no longer support them
At other times, the ghosts simply torment the and the desperate competition for remain-
individual. Failure to allow them inside an Ae- As events unfold, the covenant must ing resources among those who attempt to
gis of the Hearth angers them. Destroying any manage many elements of the situation. shelter in place.
of their number with PeVi or PeMe magics Changes in the availability of mundane and
causes them to stop helping the observer, and supernatural resources demand attention
simply do what they can to make life miser- from the player characters. The wizards Divine Intervention
able around the haunted person. might investigate the nature of Fimbulwin-
ter in order to learn the identity of their en- Where is the Divine as Fimbulwinter

If Captured: If cooler heads prevail, emy or in an attempt to incorporate a new blossoms into its full, terrible glory? The
the attack can be turned into a meeting type of magic into Hermetic theory. Once storyguide has a few options to consider.
and an opportunity for either truce or al- the player characters discover the Muspelli First, the Host of Heaven may simply arrive
liance between the Order of Hermes and plot and recognize the threat posed by the in Mythic Europe and bring those with True
the Raudskinna. Aspects, chances are good they will go on Faith back to the Kingdom of God, creating a
the offensive, seeking out ways to halt the “left behind” situation for the rest of human-
If Thwarted: The Muspelli is willing to winter’s escalation and reverse its effects. ity. (This is a bad option if any player char-
try this gambit again, and if the ruse is suc- acters have True Faith.) Second, there may
cessful, repeat it with minor variations until be a number of subtle Divine interventions
either full-blown war erupts between the where wood burns far longer than normal, or

Story Seed: Story Seed: Story Seed:


In the Act A Fistful of Vis The Old Grey Mare
The magi arrive to collect the vis from A Muspelli has been poaching all of Brigands accost a group of coven-
one of their sites, only to discover a magi- the Rego vis in the area in preparation for folk and steal the livestock being used
cal wolf servant of Kotkill busily harvesting a Wildfire utiseta against a covenant. The to complete their chores. The thieves
it (see ArM5, page 193) for the Muspelli. victims of one of these thefts suspect the sell the beasts to the local lord, who now
The many-in-one nature of the enemy player characters, and go to challenge has them, and considers them his rightful
means there are no corpses to question them for the rights to their vis sites. Con- property. Reclaiming the animals isn’t as
unless the primary creature is killed, and fronting the magi at each vis site, they simple as purchasing them, because the
taking the vis after killing the beast causes demand certamen for the right to the noble now hoards his resources, and feels
it to disintegrate. If the magi capture or existing vis, and certamen for the right the livestock are essential to his house-
keep the creature’s corpse, they can inter- to continue collecting the vis. Unable to hold’s survival. Even by requesting the
rogate it, but cannot get the vis until they catch the Muspelli thief looting their sites, livestock, the magi might reveal their own
are satisfied with the answers. Bringing the they believe the player characters know community as another resource the ruler
live creature inside the Aegis as a prisoner something, and hope to use access to the feels he has a right to strip for his own
requires giving it a token or involving it in vis as a bargaining chip. While no individ- comfort. Do they surreptitiously steal the
the ritual; either option has complications. ual magus is challenging the characters to animals back without approaching? Do
And more importantly, what do they do certamen excessively often, the cumulative they acquire new animals from afar? And
with what they learn from the encounter? effect is far more than a minor annoyance. what will be the fate of the thieves?

67
Dies Irae
a week’s worth of grain produces bread for Chasing the Culprits this is not a foolproof course of action. Magi
seven weeks, but these should be reserved may choose to use the Irminsuls as an Arcane
for those of great piety. Finally, the Divine Once the player characters realize the Connection to affect the currently sum-
may treat Fimbulwinter as a test of faith, an Muspelli are responsible for releasing the moned Aspect; the Irminsul is considered an
opportunity for mankind to live and exem- Aspects of Fimbulwinter, they may decide indefinite Arcane Connection. New Irmin-
plify the ways of God in the face of great ad- to hunt down the pagan sorcerers. Killing all suls may only be created through rituals like
versity. In any case, the response should not of the living Muspelli who know the Aspect the Laetare Sunday tradition, or by discov-
take agency away from the player characters summoning ritual brings the threat to an end. ering priests of this tradition in some regio
or make their choices meaningless. However, in order to perpetuate Fimbul- who know how to do so; none are alive in
winter, the Muspelli only need to transmit Mythic Europe in 1220.
the summoning ritual to other Muspelli, a
...Make Good Neighbors process which takes a season of instruc-
tion. If the Hermetics discover the Muspelli Into the Heart of Winter
The loss of vis sources generates issues are Arcane Connections to the Jotnar, they
for both the player character magi and other might decide to exploit the connection in re- Similar to affecting all the Muspelli of a
Hermetics. Converting auras to Trolldomur verse. Once dead, Muspelli are no longer Ar- particular Jotun, it is possible the magi may
destroys vis sources. Depending on the loca- cane Connections to their Jotun patron. By decide to venture into the Magic Realm, seek-
tion of a vis source relative to other Tribu- hunting down a particular Jotun in the Magic ing out the region of Yggdrasil to strike at the
nals, foreign magi may cross their borders to Realm and acquiring an Arcane Connection, kosmokrater they represent, or acquire either
poach the covenant’s site after theirs has been it is possible to create an effect capable of the Aspects’ True Names or some other Ar-
damaged or taken. Muspelli might also steal affecting all Muspelli associated with the Jo- cane Connection. Then, armed with this link,
vis from unguarded sources, or supernatural tun. This effect could be as subtle as a Rego they might use it to destroy the Aspects across
creatures might consume the vis to survive. Mentem charm, causing the Muspelli to be- Mythic Europe with a targeted effect. While
These stories could occur at any point in the come farmers, or a bloody killing spell. certainly possible, such a venture is beyond
saga, but particularly in the second phase of the scope of this book. Magi would face nu-
the first stage, as the Muspelli prepare and merous Jotun foes, lindwurms, trolls, possibly
execute their plans, and then during the sec- Hunting Aspects even valkyries; the destruction of the very
ond phase of the third stage, as the Muspelli concept of Fimbulwinter leaves the Aesir with
prosecute their war of attrition. Magi are likely to face Aspects of Fim- no foe to fight, an intolerable consequence.
bulwinter in magical combat, potentially The Daimon of Fimbulwinter, the kosmokra-
destroying a particular Aspect more than tor trapped in the Magic Realm, should be
The Source of the Effects once. The Aspects are a part of the Daimon considered effectively immortal while there.
of Fimbulwinter and also individuals at the It cannot be damaged by Perdo Vim effects
Discovering the origin of Fimbulwinter same time. Aspects carry grudges between the way other creatures with Might are vul-
means hunting down witnesses who may incarnations, remembering who destroyed nerable. A Daimon’s connection to the Magic
have seen a summoning ritual performed, their previous form, as well as any interac- Realm renders it immune to any such attack.
and then unraveling the mystery of the tions they may have had with those charac- Likewise, while the currently summoned As-
Muspelli tradition by learning who they ters. This task is both potentially simple and pects may be destroyed, removing them from
are and what they desire. In the course of challenging; following the wintry trail of Mythic Europe until summoned again, they
the investigation, the player characters an Aspect is easier during the early seasons cannot be eradicated from the Magic Realm.
may find themselves approaching the Raud- of the third stage, but once winter is wide-
skinna to learn about the greatest enemy of spread, locating Aspects somewhere in the
the vitkir. They might engage local hedge countryside requires a dedicated hunt or an

Hermetic
wizards, Seekers, or other Hermetics with Arcane Connection.
reputations as scholars of non-Hermetic
traditions, trying to gain information on
Muspelli tactics and motivations. Given
that the enemy follows a pagan philoso- Hunting Irminsul Survival: Winter
Has Arrived
phy, necromantic specialists might bind the
ghosts of defeated or long-dead Muspelli By destroying the Irminsul, the Order of
for extended interrogation. They might Hermes eliminates the Arcane Connection
decide to study Fimbulwinter and the Mus- necessary for the Muspelli to summon As-
pelli’s magical tradition of Trolldomur, in an pects of Fimbulwinter. This option is likely For a Hermetic covenant looking to
effort to incorporate it into Hermetic The- to bring the player characters into direct survive Fimbulwinter, several options exist.
ory. This last option represents a Hermetic conflict with the Muspelli more often, be- This section considers sheltering in place,
Breakthrough, representing the integration cause the servants of the Jotnar are also look- reestablishing the covenant elsewhere, and
of the utiseta-style casting method as an al- ing for these pagan altars. Unfortunately, finally, what must be done to break Fimbul-
ternative for ceremonial casting. while it might slow the number of Aspects winter’s grasp.
which can be released into Mythic Europe,

68
Dies Irae
Riding the Storm
To maintain a covenant’s current loca-
tion, the magi need to consider the basic
necessities: concealing the site, maintain-
ing defenses in a world growing decidedly
more hostile, generating food, and sustain-
ing livestock. In a small mercy, finding
water becomes trivial as the snow drifts
around them.
The first, and most key task, is con-
cealing the covenant. The Aegis and the
Parma might keep the worst of the effects
outside, and placing the boundary some-
place visible has its own hazards. First, an
area clear of snow and cold draws mun-
dane creatures of all sizes and shapes,
seeking someplace warmer. Even if a ward
prevents their entry, the concentration of
wildlife and the difference in environment
brings hunters and opportunists, looking
for supplies. Second, it attracts the atten-
tion of Muspelli seeking to realign Magic
auras into Trolldomur and eliminate Her-
metic magi. While they might not imme-
diately be able to breach the covenant’s
defenses, they can certainly engage in a
guerrilla war, as the Muspelli attack the
covenant’s external mundane and vis re-
sources. With this in mind, covenants
The Hidden Warren
should consider hiding their community make a Stamina check at the end of the
in some way. Some choices might include month versus an Ease Factor 12 or lose
going underground or underwater, build- three Long-Term Fatigue levels. If they PeTe 40
ing within a regio, or even attempting to did it again, they would need to make R: Touch, D: Mom, T: Part
build something mobile, like a small fleet a Stamina check versus an Ease Factor This spell carves out 2,500 linear paces
of ships or a flying structure. Those un- of 21 or suffer the loss of another three of passageway that is two paces by two pac-
able to do so might cloak the site with Long-Term Fatigue levels. Each successive es, for a total of 10,000 cubic paces of stone
an Imaginem or Mentem effect. Failing to month of magical food increases the Ease or mixed stone and dirt destroyed. This
conceal the covenant means there should Factor by 9 with the loss of three Long- space may be adjusted to create doorways,
be a story every season regarding the de- Term Fatigue levels. When the characters rooms, and stairs with a Finesse roll against
fense of the covenant against attacking become Unconscious, the loss becomes an Ease Factor of 12. An Ease Factor of 15
forces. At least one in three of these at- damage as described under Deprivation, allows for more intricate details like chairs,
tacks should be from magical forces, ei- ArM5, page 180. Animals bred as food and tables, and shelves. This spell carves through
ther Hermetic magi who have forsaken sustained on magically created food are dirt and stone alike, but a structure cut pri-
the Code, a magical creature of some not as healthy, and anyone living in such marily out of dirt requires wooden supports
kind that is susceptible to deprivation, or an environment suffers a –2 Living Condi- added afterwards. This spell easily creates
a Muspelli raid. tions modifier. To avoid this, people and a space 6 paces underground, with twenty
To stay independent of the world out- animals either need to be fed food magi- 5-by-5-by-3 pace rooms joined to a 2-by-
side, covenants need to maintain livestock cally created with vis, or naturally grown. 2-by-60 paces corridor, for approximately
and grow food, which requires heat and Natural food grown with magical assis- 1,775 cubic paces, and allows for 5 such lev-
light in a protected environment. While tance is still naturally grown food. els, each joined by a 2-by-2 pace stairwell 6
food could simply be created magically, if paces deep. The form of the excavation can
this is done without using vis the people be modified by the caster, however.
eating the food begin to build a debt of (Base 3, +1 Touch, +1 Part, +4 Size, +1
Deprivation which takes effect when the for Stone, +2 for complexity)
spells’ durations expire. For instance, char- The Shroud Cut of Winter’s Cloth
acters who ate magical food with a dura- CrIm(Me) 45
tion of Moon every day would need to R: Touch, D: Year, T: Boundary [Ritual]

69
Dies Irae
Similar to The Shrouded Glen (ArM5, page candlelight to avoid excessively interfering secure peace, as the locals resist the arrival
152), this spell enchants the Boundary in with sleep patterns. of refugees. Covenants consolidating their
which the ritual is cast so that anyone mov- (Effect: 3, +1 Touch, +2 Sun, +3 Struct; supplies for the journey need to keep them
ing through it is not only subtly diverted, +0 for 1/day use) hidden from opportunists and scavengers.
but believes the space within the Boundary A covenant pursuing this option is essen-
is filled with the image of the terrain of the tially abandoning Europe to the Muspelli.
caster’s choice, usually identical to the area
surrounding it. This image affects the senses
Seeking the Warmth While other covenants may do the same,
there are likely to be those who favor at-
of sight, touch, and hearing. tempting to remain behind and stop Fimbul-
(Base 3, +1 Touch, +4 Year, +4 Bound- Some covenants might consider rees- winter. This may result in a second schism of
ary, +1 Mentem Req.) tablishing a covenant in a more remote and the Order, as those who flee are considered
southerly location with slightly muted win- traitors by those who stay.
ters as one alternative. Options include the
Chime of a Sunken Spring Day caves of Cappadocia or the Pyrenees, the
highlands of Ethiopia, the Maghreb of North A House Already Abandoned
CrIg 24 Africa, or the island of Soqotra. Such an exo-
Pen +0, 1/day dus requires packing the necessary essentials, MuIm 35
R: Touch, D: Sun, T: Structure acquiring transportation, and then making R: Touch, D: Moon, T: Structure
Ringing this handbell and setting it the long and arduous journey. From outside the structure, the targeted
against the wall of a structure fills the struc- Magi probably need to bring their grogs structure appears empty and crumbling, and
ture with warmth equivalent a pleasant, and covenfolk with them when planning re- there are no signs of movement inside. Any-
balmy, late spring afternoon. location to a new site. Anyone at the desti- one within the structure seems to be noth-
(Effect: 2, +1 Touch, +2 Sun, +3 Struct; nation would be untrustworthy at best, and ing more than a scurrying insect, and any
+1 for 2/day use, +3 Environmental Trigger: more likely hostile. The new environment furnishings seem to be rubble. The sounds,
Sunrise/set) of the world would not encourage anyone to sights, and smells of anyone inside are
welcome newcomers, who would represent masked and hidden.
an increased strain on available resources. (Base 3, +1 Touch, +3 Moon, +3 Struc-
Chimes to Mark the True Time However, the covenant needs to ensure ture, +1 Complexity)
they have translators to speak with the na-
CrIg 25 tive populations, intelligence regarding the
Pen +0, 1/day
R: Touch, D: Sun, T: Structure
current political situation, and enough raw
supplies to survive until local materials can
The Return of Spring
Ringing this handbell and setting it be acquired. The journey will not instantly
against the wall of a structure fills it with soft Ultimately, the key to sundering the
light equivalent to torchlight. A covenant Muspelli stranglehold on the climate is to
would probably desire two of these items to
help maintain a schedule underground, but
Story Seed: The Case kill the Muspelli who initiated it. Once
Fimbulwinter is complete and Mythic Eu-
the second would only need to be level 20, as for Fight or Flight rope is cloaked in ice and snow, even mun-
the light provided would be no greater than
The magi gather for an impromptu
Tribunal gathering as Fimbulwinter over- Penetrating Cold
Story Seed: Hunger comes their region. Spirited debate en-
sues as factions argue the merits of fight- Does Fimbulwinter need to Pen-
of Desperation ing this new situation versus a calm and etrate? This is determined in the nor-
orderly exodus. Some claim the Order mal way. Magically created media or
The covenant finds that even in its is finished, unable to foresee or forestall magically controlled substances must
concealed and masked state, refugees this apocalypse. Regardless of their posi- Penetrate, but mundane items that have
continue to enter their “former”grounds, tion and the state of the other covenants, been moved by magic and then released
looking for anything to scavenge. How some stay and others go, and each side need not. Slidr (earlier) creates snow
do they deal with these intruders? considers the other fools. The question through a Creo effect, with Perdo for
Christian ideology would demand they becomes, “Will it be an amicable end, or the cold, so the snow and cold must
accept them into the covenant and try a violent one?” Some magi might con- Penetrate. On the other hand, they
to help them survive. The truth of the sider settling scores or looting whatever have a Penetration of 52, and thus are
available supplies might dictate that an- resources are available before the Order not stopped by most Aegises or Par-
other mouth simply reduces the amount effectively dissolves. Or is it possible mas. Storms moved to the area of the
for everyone else, and hastens eventual that the player characters can forge a covenant and then left to their own de-
starvation. At what point do they aban- unified response, now the consequences vices do not need to Penetrate, but can
don their fellow man? of inaction have arrived? equally be controlled by magi.

70
Dies Irae
dane sources know of the Muspelli and tance. Even with magic, Mythic Europe is
their depredations. At that point, the Or- a large place, and magi require some kind Muspelli Details
der of Hermes has little trouble learning of direction to find the trail of the Mus-
who is responsible, but they don’t know pelli and engage them. The following blocks provide
where to find the culprits. This means the Consider pursing the “Twilight of the the statistics for some of the Muspelli
magi must hunt down both the Aspects Gods” saga presented in this book as one in both human and etin-mod form,
and the Muspelli and defeat them. With option for this scenario. complemented by those found in Rival
Fimbulwinter complete, this is easier said Magic (pages 87 and 88). Remember,
than done, as the Muspelli roam the land Muspelli do not suffer General Flaws in
seeking to free Loki. The magi must ac- etin-mod. These statistics may require
quire Arcane Connections to the Muspelli, some minor modifications for languages
and either scry their locations or strike at or Area Lore specialties, depending on
them with spells through those connec- where you set the saga.
tions. The roles are now reversed; the
magi fight an asymmetric conflict, with
fewer resources, a hostile natural environ-
ment and a more organized Muspelli resis-

Leif Ormsbrodir: Young Muspelli of Nidhogg


Characteristics: Int 0 Per +1 Pre 0, Com 5 (storytelling), Finesse 2 (accura- his wide belt.
–1, Str +2, Sta +3, Dex +2, Qik +2 cy), Folk Ken 2 (peasants), Guile 2
Size: +2 (lying about motives), Hunt 2 (cov- Leif attacks ships traveling across the
Age: 31 ering tracks), Jotun 2 (deference), Baltic and North Sea. Arriving under the
Decrepitude: 0 Magic Lore 1 (heipt), Organization cover of a Sjonhverfing mist in the form
Warping Score: 0 Lore: Muspelli 4 (initiation), Single of a dragon, he savages the crew, often
Gleipnir Score: 0 Weapon 4 (axe), Penetration 2 (Win- damaging the hull before tearing off the
Confidence Score: 1 (3) ter’s Breath), Stealth 3 (hiding within dragon figurehead. He leaves the wounded
Virtues and Flaws: The Gift; Muspelli; forests), Survival 2 (arctic), Swim 2 and dying to the mercies of the cold sea as
Giant Blood, Greater Immunity (Ex- (underwater) the vessel founders. His cavern lair has a
posure); Improved Characteristics, Supernatural Abilities: Animal Ken 6 Magic aura of 3, and is only accessible via
Tough, Warrior; Curse of Venus, Mute, (orcas), Shapeshifter 10 (birds), Sjon- a submerged tunnel. Over 30 figureheads
Overconfident; Susceptibility to Infer- hverfing 6 (mists), Summon Animals stare down at the ritual space where Leif
nal Power, Weakness (Women), Vi- 6 (sharks), Wildfire 5 (pyrotechnic lives, each one a longship sent beneath the
sions tricks), Winter’s Breath 10 (snow); waves. Leif has an intrinsic +3 power modi-
Personality Traits: Overconfident +3, Equipment: axe, full leather armor, gandur fier (+1 for Mute, +1 for having 5 in anoth-
Contemplative +2 of a serpent tooth (+1 to his Power er of Nidhogg’s powers, +1 for possessing
Combat: Modifier), round shield a gandur of his patron). For his best Abili-
Axe & Round Shield: Init +3, Attack +11, De- Sample Utiseta Known: ties, Shapeshifter and Winter’s Breath, he
fense +9, Damage +8 Scion of Jorgmandir. Once per day, Leif can can expect casting totals of 33+aura+stress
Bludgeon: Init +2, Attack +8, Defense +6, take the form of a lindwurm as de- die. If given the opportunity, he stores an
Damage +4 tailed on Realms of Power: Magic, page utiseta to turn a specific target into a fish in
Dodge: Init +2, Attack N/A, Defense +6, 78. (Shapeshifter 27, +5 size, +7 his gandur. (Fool out of Water; Shapeshifter
Damage N/A Penetration) This form is resisted by Ease Factor 24; R: Voice, D: Sun, T: Ind;
Fist: Init +2, Attack +7, Defense +7, Dam- the Parma, as it is an ongoing utiseta. Target is transformed into a large bass (size
age +2 Encumbrance: 6 (1, this does not impact -2); (BL 12 + 2 Voice +2 Sun))
Soak: +8 combat)
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Appearance: An extremely tall and broad
scious. young man with a quiet, oppressive Leif Ormsbrodir: Young
Wound Penalties: –1 (1–7), –3 (8–14), demeanor emphasized by his enor- Muspelli of Nidhogg, Etin-mod
–5 (15–21), Incapacitated (22–28), mous build. Leif has dark black hair
Dead (29+) and deep brown eyes. His tongue is Characteristics: Int 0 Per +1 Pre 0, Com
Abilities: Area Lore: Baltic Sea 2 (Coasts), split down the middle with a terrible –1, Str +4, Sta +3, Dex +2, Qik +2
Athletics 2 (running), Awareness 2 purple scar, back into his throat. He Size: +3
(searching), Brawl 4 (Fist), Carouse wears pitted and marked leather ar- Age: 31
1 (power drinking), Concentration mor and a heavy walrus-hide cloak. Warping Score: 0
2 (spell concentration), East Norse Two carved walrus tusks are tucked in Gleipnir Score: 0

71
Dies Irae

Leif Ormsbrodir: Young Muspelli of Nidhogg (Cont’d)


Confidence Score: 1 (3) Fatigue Levels: OK, 0, 0, 0, –1, –3, –5, tricks), Winter’s Breath 10 (snow);
Virtues and Flaws: The Gift; Muspelli; Gi- Unconscious Equipment: axe, full leather armor, gandur
ant Blood, Greater Immunity (Expo- Wound Penalties: –1 (1–8), –3 (9–16), of a serpent’s tooth (+1 to his Power
sure & Sleep), Greater Magical Defens- –5 (17–24), Incapacitated (25–32), Modifier), round shield
es; Improved Characteristics, Tough, Dead (33+) Utiseta Held in Gandur:
Warrior; Curse of Venus, Overconfi- Abilities: Area Lore: Baltic Sea 2 (Coasts), Scion of Jorgmandir. Leif can take the form
dent; Susceptibility to Infernal Power, Athletics 2 (running), Awareness 2 of a lindwurm as detailed on Realms of
Weakness (Women), Visions (searching), Brawl 4 (Fist), Carouse Power: Magic, page 78. (Shapeshifter
Qualities: Aquatic, Claws, Fins, Good 1 (power drinking), Concentration 27, +5 size) This form is resisted by
Jumper, Tireless, Tough Hide 2 (spell concentration), East Norse the Parma, as it is an ongoing utiseta.
Personality Traits: Overconfident +3, 5 (storytelling), Finesse 2 (accura- Encumbrance: 6 (0)
Contemplative +2 cy), Folk Ken 2 (peasants), Guile 2 Appearance: In etin-mod, Leif appears to
Combat: (lying about motives), Hunt 2 (cov- be some form of man-like orca whale,
Axe & Round Shield: Init +3, Attack +11, De- ering tracks), Jotun 2 (deference), with fins, teeth, claws, standing at a
fense +9, Damage +10 Magic Lore 1 (heipt), Organization towering 12 feet tall. His thick claws
Bludgeon: Init +2, Attack +8, Defense +6, Lore: Muspelli 4 (initiation), Single are webbed, and he has fins across his
Damage +6 Weapon 4 (axe), Penetration 2 (Win- forearms and the crest of his head. His
Claws: Init +2, Attack +10, Defense +9, ter’s Breath), Stealth 3 (hiding within wide mouth is full of small, sharp teeth,
Damage +8 forests), Survival 2 (arctic), Swim 2 and his large eyes are black. Leif’s
Dodge: Init +2, Attack N/A, Defense +6, (underwater) leathery hide is very similar to an orca’s
Damage N/A Supernatural Abilities: Animal Ken 6 coloration. He looks very much like
Fist: Init +2, Attack +7, Defense +7, Dam- (orcas), Shapeshifter 10 (birds), Sjon- the creature on page 85 of Rival Magic.
age +4 hverfing 6 (mists), Summon Animals
Soak: +14 6 (sharks), Wildfire 5 (pyrotechnic

Magnus Norn: Median Muspelli of Urdur


Characteristics: Int +5 Per +1 Pre +2, Com Damage N/A verfing 10 (mists), Spadomir 6 (deaths),
+1, Str +1, Sta +2, Dex 0, Qik –1 Fist: Init –1, Attack +5, Defense +4, Dam- Storm’s Eye 12 (lightning), Threads of
Size: 0 age +1 Fate 10 (battle);
Age: 43 (43) Soak: +8 Powers:
Decrepitude: 0 Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Look of Willing Assistance: CrMe 15 (R: Eye,
Warping Score: 0 scious. D: Sun, T: Ind; neither speaking nor
Gleipnir Score: 0 Wound Penalties: –1 (1–5), –3 (6–10), gesture required): This effect creates a
Confidence Score: 0 (0) –5 (11–15), Incapacitated (16–20), sensation in the target to want to help
Virtues and Flaws: The Gift; Muspelli; Dead (21+) Magnus with anything he has sug-
Mythic Blood of Urdur; Great Intel- Abilities: Area Lore: Baltic Sea 3 (Coasts), gested.
ligence x2, Improved Characteristics Awareness 3 (eavesdroppers), Bow 2 Equipment: axe, partial chain mail, silver
x2, Puissant Guile, Puissant Muspelli (longbow), Brawl 4 (Fist), Charm 4 sickle gandur
Lore*, Warrior, Well-Traveled; Low (first impressions), Concentration 3 Sample Utiseta Known: (+3 to Power
Self-Esteem, Pagan, Waster of Vis; Cy- (spell concentration), Craft: Brew 4 Modifier)
clic Magic (negative, Spring), Disfig- (Mead), East Norse 5 (conversation), Theft of Thor’s Thunder. Magnus can summon a
ured (Badly healed leg), Susceptibility Finesse 4 (lightning), Folk Ken 3 (peas- light rain and thunderstorm in the range
to Divine Power, Weakness (Alcohol); ants), Low German 4 (conversation), of his voice, and can then, once a round
*Mythic Blood virtue Guile 4+2 (putting listener at ease), for four rounds, direct a bolt of light-
Personality Traits: Insecure +6, Skulking Hunt 2 (covering tracks), Intrigue 3 ning at targets he can see. Hitting a Size
+3, Vindictive +2 (manipulating), Jotun 2 (deference), 0 target requires a Dexterity + Finesse
Combat: Magic Lore 1 (heipt), Organization roll against an Ease Factor of 12. Each
Axe: Init 0, Attack +7, Defense +2, Dam- Lore: Muspelli 3+2 (initiation), Pen- bolt does +30 damage if it hits. (Storm’s
age +7 etration 2 (Entrancement), Single Eye 9, + 6 Voice, +6 for thunder and
Longbow: Init –3, Attack +7, Defense +2, Weapon 2 (axe) lightning.) The lightning is also resisted
Damage +9 Supernatural Abilities: Entrancement 9 by Magic Resistance, as it is the product
Dodge: Init –1, Attack N/A, Defense +3, (Men), Premonitions 6 (foes), Sjonh- of a magically created storm.

72
Dies Irae

Magnus Norn: Median Muspelli of Urdur (Cont’d)


Encumbrance: 7 (2, this does not impact prefers to store Theft of Thor’s Thunder in his 2 (covering tracks), Intrigue 3 (ma-
combat) gandur, although he might increase the in- nipulating), Jotun 2 (deference),
Appearance: Magnus is a man of strong tensity of the storm. Magic Lore 1 (heipt), Muspelli Lore
build and magnetic looks, but has 3 +2 (initiation), Penetration 2 (En-
oily black hair and distinctive, drag- trancement), Single Weapon 2 (axe)
ging limp. He carries a hand axe in Magnus Norn: Median
his belt, but maintains a very obse- Muspelli of Urdur, Etin-Mod Supernatural Abilities: Entrancement 9
quious attitude. His piercing blue (Men), Premonitions 6 (foes), Sjonh-
eyes seemingly disassemble and ab- Characteristics: Int +5 Per +1 Pre +2, Com verfing 10 (mists), Spadomir 6 (deaths),
sorb everything around him, and +1, Str +3, Sta +3, Dex 0, Qik 0 Storm’s Eye 12 (lightning), Threads of
Magnus never stops calculating the Size: +2 Fate 10 (battle);
value and use of those around him. Age: 43 Powers:
Warping Score: 0 Look of Willing Assistance: CrMe 15 (R:
Due to The Gift, Magnus was never Gleipnir Score: 0 Eye, D: Sun, T: Ind; neither speak-
well liked, even with the ability of his Confidence Score: 1 (3) ing nor gesture required): This effect
Mythic Blood to invoke a desire to offer Virtues and Flaws: The Gift; Muspelli; Gi- creates a sensation in the target to
assistance, and often defended himself ant Blood, Greater Magical Defenses, want to help Magnus with anything
from childhood tormentors. He managed Immunity to Sleep, Mythic Blood; he has suggested.
to get himself apprenticed as a brewer Great Intelligence x2, Improved Char- Equipment: axe, partial chain armor, silver
and even went on a few pirate raids as acteristics x2, Puissant Guile, Warrior, sickle gandur
a young man, though he never found Well-Traveled; Pagan, Waster of Vis; Utiseta Held in Gandur: (+3 to Power
glory. But in his seventeenth year, an ac- Cyclic Magic (negative, Spring), Sus- Modifier)
cident climbing for a beehive left Mag- ceptibility to Divine Power; *Mythic Theft of Thor’s Thunder. Magnus can sum-
nus pinned beneath a dead tree, alone Blood virtue mon a light rain and thunderstorm in
and without help. The Muspelli who had Qualities: Teeth (beak), Claws, Spiny, the range of his voice, and can then,
been watching him took advantage of Tireless, Tough Hide once a round for four rounds, direct
this event and saved him, but only after Personality Traits: Skulking +3, Vindictive +2 a bolt of lightning at targets he can
Magnus swore to serve the Jotun. Combat: see. Hitting a Size 0 target requires
He was freed and left with the Jotun Axe: Init +1, Attack +7, Defense +3, Damage +9 a Dexterity + Finesse roll against an
Urdur’s Aspect, forced to heal as the As- Beak: Init 0, Attack +8, Defense +6, Damage +8 Ease Factor of 12. Each bolt does +30
pect taught him; his leg never recovered, Claws: Init 0, Attack +8, Defense +7, Damage +7 damage if it hits. (Storm’s Eye 9, + 6
and he walks with a very visible limp, ob- Dodge: Init 0, Attack N/A, Defense +4, Voice, +6 for thunder and lightning.)
viously disfigured. He claimed his gandur Damage N/A The lightning is resisted by Magic
afterwards, from an old burial mound, Fist: Init 0, Attack +5, Defense +5, Damage +3 Resistance, as it is the product of a
leaving before the restless spirit there Soak: +15 (anyone inflicts damage on Mag- magically created storm.
could catch him. nus with a bite, claw, or fist, the attacker Encumbrance: 6 (0)
In the following years, he has honed suffers +5 damage from his spines.) Appearance: In etin-mod, Magnus
his powers, believing he is never as ca- Fatigue Levels: OK, 0, 0, 0, –1, –3, –5, appears as a cross between a raven,
pable as when he is in his etin-mod, but Unconscious vulture and man, with winged arms
still a reasonable manipulator of men. He Wound Penalties: –1 (1–7), –3 (8–15), ending in fierce claws, hunched over,
looks for ways to guide the community, –5 (16–23), Incapacitated (24–31), but still standing an imposing 10
taking charge of men with Entrancement Dead (32+) feet tall with red, blood-shot eyes.
when he needs, offering advice and living Abilities: Area Lore: Baltic Sea 3 His head is bald and corpse grey,
apart from the bulk of the populace as the (Coasts), Awareness 3 (eavesdrop- his mouth is a raven’s beak with a
power behind the local lord, and the lord’s pers), Bow 2 (longbow), Brawl 4 slight hook at the tip. His feathers
private apiarist. (Fist), Charm 4 (first impressions), are glossy black and tattered, but he
Magnus has an intrinsic +3 power Concentration 3 (spell concentra- has many heavy quills protruding
modifier (+1 for Low-self esteem, +1 for tion), Craft: Brew 4 (Mead), East all over his body. His feet are heavy
having 5 in another of Urdur’s powers, +1 Norse 5 (conversation), Finesse 4 grey talons with glossy black claws.
for possessing a gandur of the patron). For (lightning), Folk Ken 3 (peasants),
his best Ability, Storm’s Eye, he can expect Low German 4 (conversation), Guile
casting totals of 39+aura+stress die. He 4+2 (putting listener at ease), Hunt

73
Dies Irae

Gandar and Utiseta Ingvar Suttungja: Experienced Muspelli of Fire


Gandar are important to Muspel- Characteristics: Int 0, Per +1, Pre +2, Eye 10 (lightning), Valgaldrar 12
li, as they give a significant boost to Com –1, Str +1, Sta +2, Dex +2, (Men), Wildfire 11+2 (foes), Winter’s
their power. Most important, an uti- Qik –2 Breath 10 (snow);
seta effect can be stored in a gandur Size: +1 Equipment: Longsword gandur, partial
for later use, as described on page 91 Age: 68 (68) chain mail, round shield
of Rival Magic. This is the only way Decrepitude: 2 (7) Sample Utiseta Known: (+3 to Power
a Muspelli can cast powerful effects Warping Score: 0 Modifier)
quickly, so most Muspelli make use Gleipnir Score: 0 Blast of Ymir’s Bellows. Ingvar can cause a
of it. However, there are two impor- Confidence Score: 1 (3) torch or lantern to burn with white-
tant limits. First, a gandur can only Virtues and Flaws: The Gift; Muspelli; hot intensity and leap from the source
store an effect for one year. If the tar- Gentle Gift; Large, Mercenary Captain, to a target within his voice range. This
get ceases to exist before the utiseta Potent Sorcery (Wildfire), Puissant Craft, fire burns those it strikes for +15 dam-
is used, it cannot be discharged, and Tough, Unaffected by the Gift, Unaging; age. He may continue causing this
is released uncontrollably, Warping Ambitious, Deaf, Necessary Condition hungry flame to leap between targets
the Muspelli, at the end of the year (must be touching the ground); Close until he breaks concentration. (Wild-
(Rival Magic, page 91). Second, the Family Ties, Lost Love (dead wife), fire 24 R: Voice, D: Conc, T: Ind; +
target of the effect must be specified Hunchbacked, Missing Eye*, Social 3 Conc, +3 very unusual movement.)
at the time of casting, not when the Handicap (facial scars); *For Initiation of Encumbrance: 7 (2, this does not impact
utiseta is released. This means that etin-mod Tough Hide quality. combat)
utiseta affecting people are normally Personality Traits: Ambitious +6, Dedi- Appearance: Ingvar was a tall man, standing
stored when the Muspelli intends to cated +3, Patient +2 a full two hands over his raiding peers
seek out that person. Utiseta that tar- Combat: before accident and habit made him
get the Muspelli himself, that create Dodge: Init –2, Attack N/A, Defense +1, hungry for more power. Now, he is still
something by magic, or that affect Damage N/A a great giant with a deep, deep voice,
an item the Muspelli can carry with Fist: Init –2, Attack +6, Defense +5, who stoops to the height of most men,
him are much more flexible choices. Damage +1 due to his crooked form. When not in
The Penetration of an utiseta is Longsword: Init 0, Attack +12, Defense +5, his etin-mod, Ingvar looks like a broad,
calculated as shown on page 90 of Damage +7 and strong man, despite the sooty
Rival Magic. It differs every time, so Shortbow: Init –3, Attack +8, Defense 0, stains on his rough clothes, his one,
you should roll it anew for each en- Damage +7 yellowing eye, his hunchbacked body,
counter. Note that the roll for the Soak: +8 and his heavily creased face, framed in
Casting Total is made at the end of Fatigue Levels: OK, 0, –1, –3, –5, Uncon- stringy white hair and a snowy goatee.
the utiseta ritual, after the Muspelli scious. If his age weighs upon him, Ingvar does
has gathered the necessary energy. Wound Penalties: –1 (1–6), –3 (7–12), –5 not show it, but rather relishes dividing
A failure on this roll means that (13–18), Incapacitated (19–24), Dead his time between his family, his forge,
nothing happens, and the energy (25+) and the glorious opportunities of the
gathered is safely dissipated, while a Abilities: Area Lore: Baltic Sea 4 (ports), battlefield.
botch causes Warping as if the Mus- Awareness 4 (spotting dangers on the
pelli had failed to gather any energy sea), Bargain 3 (negotiating), Bow 2 With a Gentle Gift, Ingvar actually
for the utiseta (Rival Magic, page 91), (shortbow), Brawl 3 (fist), Carouse 3 (re- had a very normal life. He found a wife,
in addition to any other effects. maining conscious), Charm 3 (first im- sired three children, learned a craft, and
pressions), Chirurgy 1 (sword wounds), took part in the occasional pirate raid for
Concentration 4 (spell maintenance), glory and treasure. Then, upon returning
Craft: Steel 5+2 (swords), East Norse 5 from a trip, heavy with plunder, he found
(conversation), Finesse 3 (aiming), Folk his community sacked in a vengeful coun-
Ken 3 (monitoring morale), Intrigue 3 terattack. While two of Ingvar’s sons sur-
(long-term plans), Jotun 2 (deference), vived, the love of his life, Ingvar’s young
Leadership 4 (mercenaries), Low German wife, and third son were killed, and Ingvar
4 (conversation), Magic Lore 2 (heipt), was heartbroken. Drawn by the smoke and
Organization Lore: Muspelli 5 (initia- Premonitions, a lone stranger approached
tion), Penetration 4 (Storm’s Eye), Pro- Ingvar.
fession: Mercenary 3 (serving abroad), This man promised him the power for
Single Weapon 4 (longsword) revenge, to burn his foes, to conceal his raid-
Supernatural Abilities: Shapeshifter 10 ers from the lookouts of the enemy, and to
(bears), Sjonhverfing 7 (mists), Storm’s freeze his foes where they slept if he would

74
Dies Irae

Ingvar Suttungja: Experienced Muspelli of Fire (Cont’d)


join as a Muspelli. Leaving his living sons in having 5 in another of Surtur’s powers, +1 sea), Bargain 3 (negotiating), Bow 2
the capable hands of his surviving mother, for possessing a gandur of the patron). For (shortbow), Brawl 3 (fist), Carouse
he joined the stranger and served the Jotun, his best Ability, Wildfire, he can expect 3 (remaining conscious), Charm 3
deep within the earth. Returning after six casting totals of 41+aura+stress die. (first impressions), Chirurgy 1 (sword
years, he arrived to find his mother dying. He wounds), Concentration 4 (spell main-
tended and buried her and then took back up tenance), Craft: Steel 5+2 (swords),
his forge at the edge of town, now deaf from Ingvar Suttungja: Experienced East Norse 5 (conversation), Finesse
the hammers within Surtur’s caves. Muspelli of Fire, Etin-Mod 3 (aiming), Folk Ken 3 (monitor-
Ingvar’s new-found skills allowed him to ing morale), Intrigue 3 (long-term
create vicious surprise attacks with Sjonh- Characteristics: Int 0 Per +1 Pre +2, Com plans), Jotun 2 (deference), Leader-
verfing or Winter’s Breath. He caused flames -1, Str +4, Sta +2, Dex +2, Qik -3 ship 4 (mercenaries), Low German 4
to leap across the air to choke an enemy in Size: +3 (conversation), Magic Lore 2 (heipt),
moments. He rampaged through their barri- Age: 68 Organization Lore: Muspelli 5 (initia-
cades as a lindworm. So long as the payment Warping Score: 0 tion), Penetration 4 (Storm’s Eye), Pro-
arrived on time and he was left to execute the Gleipnir Score: 0 fession: Mercenary 3 (serving abroad),
objective, he has been successful for the last Confidence Score: 1 (3) Single Weapon 4 (longsword)
30 years while still seeking out those respon- Virtues and Flaws: The Gift; Muspelli; Supernatural Abilities: Shapeshifter 10
sible for his wife’s death. Local men flocked to Gentle Gift, Greater Immunity (Sleep), (bears), Sjonhverfing 7 (mists), Storm’s
his company of nocturnal raiders, who took Greater Magical Defenses; Large, Eye 10 (lightning), Valgaldrar 12
the name “Black Dragons.” Mercenary Captain, Potent Sorcery (Men), Wildfire 11+2 (foes), Winter’s
Over time, he came to feel that he (Wildfire), Puissant Craft, Tough, Un- Breath 10 (snow);
should serve the Jotnar more directly and affected by the Gift, Unaging; Ambi- Equipment: Longsword gandur, partial
effectively, and that led him to discover the tious, Necessary Condition (must be chain mail, round shield
rituals that could bring about Fimbulwin- touching the ground); Close Family Utiseta Prepared:
ter. Now, feeling that he might be instru- Ties, Lost Love (dead wife) Blast of Ymir’s Bellows. Ingvar can cause a
mental in freeing the Jotnar from their long Qualities: Horns, Tireless, Tough Hide torch or lantern to burn with white-hot
imprisonment, he is more engaged in life Personality Traits: Ambitious +6, Dedi- intensity and leap from the source to a
that he has been since his wife died. cated +3, Patient +2 target within his voice range. This fire
Ingvar often stores Blast of Ymir’s Bellows Combat: burns those it strikes for +15 damage.
in his gandur. Because the target must be set Dodge: Init –3, Attack N/A, Defense 0, He may continue causing this hungry
at the time of casting, he carries a lantern, Damage N/A flame to leap between targets until he
which he keeps burning from the prepara- Fist: Init -3, Attack +6, Defense 0, Damage +4 breaks concentration. (Wildfire 24, +
tion of the utiseta to its use, and specifies Horns: Init –1, Attack +8, Defense +2, 3 Conc, +3 very unusual movement.)
the flame in the lantern as the target. He Damage +7 Encumbrance: 0
can bring the flame back to the lantern and Longsword: Init –1, Attack +12, Defense +4, Appearance: Ingvar appears as an enor-
use it again if he has stored more than one Damage +10 mous, charcoal-skinned man with
casting of the utiseta in the gandur. This Shortbow: Init -4, Attack +6, Defense 0, smoldering, spiraling ram’s horns and
is risky, however, because if the flame goes Damage +10 eyes glowing like cinders. His hair
out there is no way to discharge the uti- Soak: +10 becomes a shaggy black mane of wiry
seta, and Ingvar faces Warping, and an Fatigue Levels: OK, 0, –1, –3, –5, Uncon- black strands. He wears an apron of
uncontrolled fire, after a year. Accordingly, scious heavy chains, a mail shirt, and never
Ingvar normally only stores one version of Wound Penalties: –1 (1–8), –3 (9–16), walks without a bared sword. He glee-
the effect.Ingvar also uses Scion of Jorgmandir –5 (17–24), Incapacitated (25–32), fully leads his men into combat in this
and Theft of Thor’s Thunder, as both are well Dead (33+) form, and they love him for it, thinking
within his capability. Ingvar has an intrin- Abilities: Area Lore: Baltic Sea 4 (ports), they are true heirs of Ragnarok.
sic +3 power modifier (+1 for Deaf, +1 for Awareness 4 (spotting dangers on the

75
Chapter Four

The Great Pestilence


“Civilization both in the East and the West Pestilence can be stopped by Hermetic wolves sprang from the nearby wood at
was visited by a destructive plague which dev- magi, although the necessary actions far sundown and tore down the main street.
astated nations and caused populations to van- exceed those required to create it. Can Several villagers were maimed and a few
ish. It swallowed up many of the good things your magi stop the greatest and worst killed. The messenger asks for any aid the
of civilization and wiped them out in the entire plague of all time, or will they too fall as magi can provide. His interest piqued,
inhabited world.” the world rots around them? the Redcap asks to accompany the player
characters to the village.
– Tillitus of House Bonisagus, writing The wolves’ predations are obvious.
from his deathbed in the year 1258 The muddy street has been churned up by

The Coming
the rushing pack, and the wounded have
Plagues are a constant threat to man- been taken to a large house and await
kind, and have periodically scoured Myth- treatment. The dead lie in a corner of the
ic Europe with devastating contagions that
kill crops, beasts, and people. From the
biblical Ten Plagues of Egypt to the disas-
Storm same room awaiting burial, their family
members wailing in mourning. Healing the
wounded is fairly straightforward. A dozen
trous Plague of Justinian in the 6th cen- Trouble starts in a village close to the or so villagers have suffered one or two
tury, humanity has suffered through and covenant, one that has a long history of Light Wounds, and a few have a Medium
survived several waves of infectious mala- happy interactions with the magi and their Wound. Any sort of medical aid is benefi-
dies. The worst is yet to come, however, staff. This is a village or town that the cial, from magical curing to the simpler of-
and in this adventure your players face the companions and grogs regularly visit, and fer of fresh food and clean bandages. The
Great Pestilence, Mythic Europe’s deadli- one whose notables have heard of or even dead need to be buried and the villagers
est plague, and possibly its last. met the magi. The selected village must in-
The Great Pestilence is caused by a clude a village elder, a sizable population,
sentient creature, spawned from a Her- and a low Dominion aura.
metic lab accident and living deep in the The story’s beginning coincides with The Geography of
hidden heart of the Magic Realm. Named
after the plague it causes, the Great Pes-
the local Redcap’s visit, so that his ac-
count of the upcoming events can be
the Magic Realm
tilence creature infects the Magic Realm, spread to the story’s principle storyguide The Magic Realm consists of
targeting one Hermetic Form after an- characters. Hopefully at this point in your innumerable areas called boundar-
other, until all ten Forms are systematically saga the covenant has a recurring Redcap ies, each aligned to one of the ten
devoured and the Magic Realm destroyed. character who visits regularly, and whose Hermetic Forms. Each boundary is
Intertwined with the fabric of Mythic Eu- inclusion in a story won’t necessarily accessed by a vestige or a regio, or
rope’s reality, this contagion extends from alarm the player characters. That Redcap in rare instances both. Vestiges are
the Magic Realm to the mundane realm, is not detailed in this book. complex illusions that link a spe-
spreading infections severe enough to ex- cific location in the mundane world
tinguish all life. Its attacks are numerous: it to a certain boundary. From every
rots vis through the substance’s connection
to the Magic Realm, it infects creatures
Fangs in the Night boundary in the Magic Realm, a trav-
eler can enter the Twilight Void, a
and beings aligned to the Magic Realm shadow realm made up of ten prov-
with a deathly illness, and it creates invis- Early in the Autumn season, a breath- inces, each aligned to one of the ten
ible clouds of noxious gas that carry dis- less messenger comes from the nearby Hermetic Forms. The ten provinces
ease to areas surrounding Magic auras and village. He has run through the night converge at the Arcana Centrum,
regiones. Left unchecked the Great Pesti- and arrives soon after dawn bearing ter- the center of the Magic Realm and
lence destroys Mythic Europe and leaves a rible news. The village has been attacked the hub of all arcane power.
lifeless husk at the center of the universe. by a large pack of wolves, fierce villains
Started by Hermetic magi, the Great with jet black fur and flashing fangs. The

77
Dies Irae

gladly accept assistance with this sad task. There is no die roll added to the Prog- hiding an embarrassing secret. A year ago
Any character who spends time in the nosis Total. Further information about one of the villagers killed his father, and
house may notice that one of the villagers is treating disease can be found in the accom- the body lay lost in the local woods for
sick. Allow a roll of Perception + Awareness panying sidebar, “Dealing with Disease.” a week, its blood soaking the forest car-
+ a simple die against an Ease Factor of 9. If Outside the large house, it is easy pet. The murderer was apprehended and
the roll succeeds the character notices a man to follow the wolves’ tracks, which run hung by the local authorities. The village
whose hands and wrists are covered with a red through a nearby field. From there the elder and his men would rather not men-
rash. If asked, the man says he felt fine yester- tracks lead into a copse of trees, and 200 tion this ugly incident, but it is hard to
day, but his hands started to itch and burn this paces further in suddenly disappear under keep such news quiet. Anyone with the
morning. He thinks it is just a reaction from the low hanging branches of an ancient local Area Lore Ability can make an In-
handling the dead. Anyone skilled in Medi- hawthorn tree. Inspecting the woods re- telligence + Area Lore + simple die roll
cine may take a look at the man and attempt to veals a ring of hawthorns roughly spaced against an Ease Factor of 9 to have heard
diagnose his illness. He is suffering from Saint around a circle 10 paces in diameter. The of the murder. The elder and his council-
Anthony’s Fire, a serious disease caused by a circle is not empty but filled with large oak ors are not professional liars, and a Per-
minor demon. To correctly identify the illness, and tall elm trees. The hawthorns mark the ception + Folk Lore + simple die against
the inspector must have a Prognosis Total edge of an Infernal regio with an Infernal an Ease Factor of 6 reveals that they are
equal to 12, the severity of the disease. Diag- aura of 3. Inside the regio the wolves rest, hiding the truth. If pressed, the elder
nosing illness is explained in full on pages 57- preparing to emerge again at sundown on sadly shakes his head and admits that the
58 of Art & Academe, but the necessary totals are: the next day. If the player characters enter crime happened in the local woods.
the regio the wolves attack, as do their rid- The horrific patricide and the blood
Prognosis Total: ers, the Shades of St. Anthony (described that seeped into the earth created an Infer-
Intelligence + Medicine + Diet modifier later). If the player characters cannot enter nal aura and regio, which was eventually
+ Medication modifier + Surgery modifier the Infernal regio, they have to wait for the inhabited by a cluster of minor demons
pack to emerge on the following day. and their black wolf steeds. The demons, a
Modifiers to Prognosis Total: If the player characters interview the variety of Tempters called “Shades of Saint
Diet modifier + Living Condition village elder, either before they follow Anthony,” exist to spread disease. Their
(0 in this case) the tracks or after, he says he has no idea Infernal beast steeds terrorize and kill
Medication modifier + Profession: why the wolves attacked. His councilors, those in their path. The demons’ plan is
Apothecary (maximum 3) the more well-to-do peasants of the vil- to chase through the village each night for
Surgery modifier + Chirurgy (maximum 3) lage, are equally tight-lipped. They are the next seven nights, the wolves slash-

78
Dies Irae

Précis
The Great Pestilence is a sentient These clouds carry the Herbam Rot, a calam- The magi must survive each phase of
magic creature created in a botched itous effect that destroys plants in the area infection, overcome the accumulating
Hermetic laboratory experiment. After and the surrounding environs. In the fourth troubles, and stop the Great Pestilence
its creation, the creature slipped into a month the Herbam Form ceases to work, before it destroys the Magic Realm,
Herbam boundary in the Magic Realm, having been consumed by the Great Pesti- and much of creation.
and from there traveled through the lence’s rot, and Hermetic magi can no lon- The Great Pestilence hides in the
Twilight Void to the very center of the ger cast Herbam Spontaneous or Formulaic Magic Realm, and while not vital to
Magic Realm, a place called the Arcana spells unless they use vis in the casting. In running this adventure, storyguides will
Centrum. From its hiding spot the crea- the same month the Great Pestilence mu- find Realms of Power: Magic a useful sup-
ture attacks one Form at a time. These tates, changing its Form affiliation so that plement. This adventure also deals with
attacks target every Magic aura and it can target and attack a different Form in diseases, which are dealt with in depth
regio aligned to that Form. No Magic the next (fifth) month. in the ArM5 supplement Art & Academe.
aura and regio in the world aligned to The order of Forms attacked is
the attacked Form escapes this blight. Herbam, Corpus, Mentem, Vim,
The Great Pestilence first attacks the Aquam, Auram, Animal, Imaginem,
Herbam Form. In the first month of infes- Terram, and finally Ignem. It takes
tation the creature rots all Herbam vis. In four months to destroy a Form. At that
the second month it infects all Herbam rate, the Great Pestilence destroys all
creatures and beings with a lethal dis- magic in Mythic Europe in 3 years and
ease. In the third month it creates poison- 4 months (40 months). This gives your
ous clouds in every Magic aura and regio. players 16 seasons to find a solution.

Shade of Saint Anthony


Order: Tempters Mentem: Using a special form of the wolf’s back.
Infernal Might: 5 (Mentem) the demonic Possession power, the When the demon spots a likely
Characteristics: Int +2, Per +3, Pre –2, demon can inflict its disease upon a human target it abandons its physi-
Com +1, Str –1, Sta 0, Dex 0, Qik +3 single target. cal form for its spiritual form, which
Size: –1 Obsession, 1 point, Init –5, Vim: The de- costs no Might points, and possesses
Virtues and Flaws: Small Frame mon can impose a temporary person- the human. If the Diseased Possession
Personality Traits: Persistent +6, Merci- ality trait of Merciless +1 on a person power penetrates the target’s Magic
less +3 engaged in sinful thoughts or actions. Resistance, the target immediately suc-
Reputation: Fatal Disease 2 (Infernal) Necrotic Touch, 1 point, Init –5, Herbam: cumbs to the St. Anthony’s Fire disease.
Hierarchy: 2 With a touch the shade can inflict The shade must continue to possess the
Combat: the disease necrosis on an Individual- victim for the course of the disease, re-
Dodge: Init +3, Attack n/a, Defense +4, sized plant, blackening and clogging quiring that it temporarily decrease its
Damage n/a its root system and immediately kill- Might Pool by 3 points. The victim is
Fist: Init +3, Attack +2, Defense +5, ing the plant. allowed an immediate Disease Avoid-
Damage –1 Weakness: Abhorrent Material: holy wa- ance roll (see later). If the roll fails the
Soak: +0 ter. disease progresses using the same rules
Fatigue Levels: OK, 0, –1, –3, –5, Un- Vis: One pawn of Mentem vis infesta in as natural diseases. While possessing a
conscious the shade’s head victim, the demon cannot regain Might
Wound Penalties: –0 (1–4), –1 (5–8), –3 Appearance: A black silhouette of a points. Once the victim dies or the de-
(9–12), Incapacitated (13–16), Dead short, hairy human with no discern- mon is exorcized, it returns to its fel-
(17+) ible features. lows waiting in the nearby woods.
Abilities: Brawl 1 (fist), Riding 2 (staying
mounted), Stealth 5 (hiding against a A shade typically rides on the back
black wolf’s fur) of a black wolf, clinging to its hairy
Powers: back and hiding in its fur. It is nearly
Coagulation, 1 point, Init –1, Corpus: This impossible to see. Allow players Per-
power allows the shade to take physi- ception + Awareness + a stress die roll
cal form. against an Ease Factor of 15, with suc-
Diseased Possession, 3 points, Init +4, cess revealing the demon hidden on

79
Dies Irae
ing and rending and the demons inflict- the magi for help with this problem, and
ing the St. Anthony’s Fire disease. Demons there are a number of ways they can assist.
that don’t possess a target will retreat to Because the villagers do not die instantly,
their regio, accompanied by any riderless any type of medicinal aid supports a vil-
wolves, and inflict the disease necrosis on lager’s recovery. Better living conditions,
plants along their path. At some point, ei- healthier food, and fresh and plentiful wa-
ther by defending the village or by enter- ter add +1 to the Disease Recovery roll.
ing the Infernal regio, the player charac- Physicians and healers can apply their
ters encounter the demons. mundane arts to the suffering, and if they
There are 50 demons and 50 wolves in have correctly diagnosed the disease (see
total; reduce these numbers if your player earlier) they can add their Medicine Abil-
characters would have a difficult time de- ity score to the Disease Recovery roll (see
feating this evil. When attacked the wolves the sidebar “Dealing with Disease”).
fight savagely. The shades, having a paltry The village does not itself have any
Attack skill, attempt to possess those they holy means of dealing with the disease.
can to make them sick. Once their num- The local priest is poor and simple, barely
bers are halved, the demons and wolves trained in Latin, and lacks any divine power
flee, rushing back through the village one to intercede. The closest church depends
final time. The shades leave the wolves and on your saga, and holy aid may or may not
possess the villagers, while the wolves de- reside there. Realms of Power: the Divine lists a
part to distant areas. variety of holy methods that can exorcise
the demons, including the holy power of
Adjuration (page 48), prayer for a miracle
The Plague by a character with True Faith (page 60),
and asking a saint for divine intervention
(page 87). If you do not own that book
During their raids the Shades of St An- and still want to provide a divine solution
thony demons infect the villagers with the for the sick, consider allowing the player
disease St Anthony’s Fire, which proves a characters access to a relic with Divine
greater calamity than the wolves. Those Might of 3 or more. Such a relic is pow-
possessed instantly succumb to the dis- erful enough to instantly banish a demon
ease. At some point the village elder begs from its diseased host with a mere touch

Black Wolf
Infernal Might: 5 (Animal) Unconscious
Characteristics: Cun +2, Per 0, Pre –6, Com Wound Penalties: –0 (1–5), –1 (6–10),
0, Str –1, Sta +3, Dex +2, Qik +2 –3 (11–15), Incapacitated (16–20),
Size: 0 Dead (21+)
Confidence Score: 1 (3) Abilities: Athletics 5 (distance run-
Virtues and Flaws: Improved Character- ning), Awareness 3 (smell), Brawl
istics (x2), Ferocity (when hungry), 5 (teeth), Hunt 4 (track by smell),
Long-Winded, Sharp Ears; Compul- Survival 3 (winter)
sion (killing), Corrupted Beast, Infa- Vis: 1 pawn of Perdo vis in the beast’s
mous, Tainted with Evil tongue
Qualities: Aggressive, Hardy, Keen Appearance: A savage wolf with shaggy,
Sense of Smell, Pack Animal/Pack matted fur. The creature is entirely
Leader, Pursuit Predator, Sharp Ears, black except for its baleful red eyes.
Thick Fur, Vocal
Personality Traits: Savage +6, Brave +1 A black wolf is not a demon but a
Reputations: Bloodthirsty 4 (local) corrupted beast. Though it has Might
Combat: it cannot take spiritual form nor does it
Teeth: Init +2, Attack +11, Defense +9, have any magical powers. The Quality
Damage +0 Pack Leader grants a wolf Leadership 5
Soak: +4 (wolves), so that up to six wolves can
Fatigue Levels: OK, 0/0, –1/ –1, –3, –5, fight as a trained group.

80
Dies Irae

Dealing with Disease


Since much of this chapter deals disease imparts a – 1 penalty, a Serious A simpler method exists, described in
with contacting and suffering from vari- disease a – 3 penalty, and a Major disease ArM5, page 180, which is useful if the
ous diseases, you need guidelines as to a – 5 penalty. A Critical disease prohibits troupe wants to reduce the number of
how this mechanically affects charac- all activity. die rolls. The disease is simply another
ters. Complete rules for dealing with Diseases also have an interval, the form of debilitation, and those exposed
diseases can be found in Art & Academe, period of time it takes to possibly recover make a Stamina check against an Ease
pages 45–47, from which this short sum- from the malady. At the end of the indi- Factor set by the disease, in this case 12.
mary is derived. cated interval, the player makes a Disease Those who fail suffer effects equivalent
When a character is exposed to a Recovery Roll. A disease has two Ease to a Light Wound. Though simpler, this
disease, the player checks whether their Factors to measure the Disease Recovery method loses much of the nuances (and
character avoids catching it by making a Roll against: a Stable Ease Factor and an fun) of dealing with the disease.
Disease Avoidance Roll. If the roll suc- Improvement Ease Factor. If the roll fails
ceeds, the character has successfully to beat the Stable Ease Factor, the disease
avoided the disease. If the roll fails, the worsens in severity. If the roll makes the St. Anthony’s Fire
disease takes effect and the character suf- Stable Ease Factor but fails the Improve-
fers its consequences. ment Ease Factor, the disease continues. Minor Sanguine Disease, Severity 12
If the roll succeeds against the Improve- Stable: 6, Improve 18, Interval: Season
Disease Avoidance Roll: ment Ease Factor, the disease lessens in An excess of blood caused by a de-
Stamina + Living Condition Modifier + severity by one step. mon of disease, St. Anthony’s Fire fol-
(Corpus/5) + Wound Penalty + stress die lows slightly different rules for recovery.
Disease Recovery Roll: There is no Disease Avoidance Roll. If the
Ease Factor: Stamina + Medicine + (Corpus/5) + demon’s disease possession power penetrates
Stable Ease Factor of the disease (see Wound Penalty + Recovery Modifiers the Magic Resistance of the victim, the
later) (A&A, page 47) + stress die victim immediately suffers the effects of
the disease. The patient is still allowed a
Diseases have various severities, A Crisis occurs when a character’s Disease Recovery Roll at the appropriate
measured as Mild, Serious, Major, and disease is Critical. At that point, the interval, and if the roll is successful the
Critical. Each severity has a wound player must make two Disease Recovery sickness lessens in severity by one step. If
equivalent: Mild severity equals a Light Rolls every day, one at dawn and one at the demon is exorcised or destroyed by
Wound, Serious severity equals a Me- dusk. If the total is 0 or less, the character magic, the victim instantly recovers.
dium Wound, Major equals a Heavy dies. If a roll equals or exceeds the Stable Symptoms include a red rash, intes-
Wound, and Critical equals an Incapaci- Ease Factor, the Crisis improves to Ma- tinal pain, visions, muscle spasms, and a
tating Wound. Just like a wounded char- jor Severity. If the roll does not meet the burning sensation in the limbs. Eventual-
acter, a character suffering from a disease Stable Ease Factor, the character stays in ly the feet and hands wither and become
receives a penalty to all die rolls equal Crisis, and each subsequent roll is made useless. The disease worsens each season,
to the severity of the disease. A Mild at a cumulative –1 penalty. eventually killing the victim.

81
Dies Irae
of the holy artifact. If desired you could Storm Crows exist, and in helping the sick villagers.
construct a side adventure around finding Józef is full of information, and cor-
a relic and convincing its owners to let the roborates the Tytalus’ good intentions.
player characters use it. Within days of the plague outbreak, He confirms that the maga was trained
Magical aid might be the simplest and a Tytalus maga arrives, led by a Slavic in the Hibernia Tribunal by Okeabutes,
quickest solution. If the characters know Redcap named Józef. Towering Hellix is who five years ago was convicted of di-
that the disease is caused by a demon, they a filia of Okeabutes, a Tytalus magus from abolism. Hellix has long been looking
can target the sick person with a Perdo the Hibernia Tribunal who was Marched for a cure to diseases that affect crops.
Vim spell and destroy the fiend. Discovery for diabolism. Shifty-eyed Józef was con- After her parens’ execution, Hellix left
is the trick. A high enough Prognosis Total victed of stealing vis and is serving his Hibernia and set up a new residence
indicates the disease and its cause. Intel- sentence by leading Hellix across Myth- in the Stonehenge Tribunal. Józef, sta-
lego Corpus magic may also prove success- ic Europe for a year. The scene at the vil- tioned in the Hibernian Tribunal but
ful. A simple spell, Physician’s Eye, grants lage depends on how quickly your player born and trained in the Transylvania
the magus a Perception + Medicine roll characters responded to the plague, and Tribunal, was apprehended stealing vis,
against the severity of the disease (12) to how swiftly news and magi travel in your which he then used as currency with Ire-
successfully diagnose the illness. Charac- saga. If it makes plausible sense for the land’s hedge wizards. He admits to his
ters who discover the specific nature of the pair to arrive while your player charac- criminal faults, and says that the punish-
symptoms, perhaps by using the spell Re- ters are healing the villagers, their arrival ment hasn’t proven onerous; Hellix is a
vealed Flaws of Mortal Flesh, should be given adds to the dramatic tension. Hellix im- descent enough traveling companion
an Intelligence + Infernal Lore roll against mediately offers to help. If the sick are and her motives are more generous than
an Ease Factor of 9 to know that a demon is dealt with quickly, the maga and Redcap many magi he has worked with.
responsible. Once a magus knows a demon arrive merely to meet and talk with the In particular, Hellix looks for anyone
is behind the disease, he can target the pa- player character magi, asking about the who caught and survived an infection,
tients with Demon’s Eternal Oblivion. A level event and how they dealt with it. especially if they did so without medi-
5 spell, if it penetrates the demon’s Magic Józef explains that Hellix is crossing cal or magical aid. If any of the village
Resistance of 5, destroys the demon and the Tribunals looking for incidents of members achieved this feat, she would
instantly cures the victim. plant diseases. It quickly becomes evident like to inspect him. She is also interested
The visiting Redcap does not stay that she is more interested in the necrosis in those who died from disease, and asks
with the magi as they deal with the vil- that infects the field than the St Antho- to inspect those bodies as well. After a
lage’s plague. He leaves, returning to his ny’s Fire that infects the villagers. While cursory investigation, Hellix asks if the
ambulatory duties, where he meets the investigating outbreaks she collects sam- survivor and the corpse can return with
Redcap Józef and the Tytalus maga Hellix. ples of damaged plants, which she plans her to her sanctum. She also asks if she
He tells the pair what is happening at the to diagnose later in her lab. Ultimately can take a bushel or two of the grain
village and the two swiftly depart to fol- she seeks a cure to the various diseases crops infected with necrosis. However
low up on his account. that infect crops and plants. The cov- the magi resolve this request, even if
enant’s magi may suspect the Tytalus of they refuse everything, Hellix remains
foul play or ill intentions, and her parens’ interested in the covenant and the area.
reputation as an Infernalist doesn’t help She instructs Józef to make regular visits
matters. Hellix promises the magi that to see if the demonic infestation leads to
she means them no harm, and is only in- another episode of necrosis. An eligible
terested in the diseased plants, if any still and attractive man, Józef may find his

The Tytalus and The Redcap


After her parens’ March, Hellix left Hellix of House Tytalus to find a cure for Mythic Europe’s most
the Hibernian Tribunal and joined Cad notorious plant diseases to help erase the
Gadu, the domus magna of House Ex Born in Kent in south eastern England, stain she feels House Tytalus has imprint-
Miscellanea, located in the Stonehenge she was apprenticed under Okeabutes at ed on mundane society.
Tribunal. Before leaving she made her Circulus Ruber, in the Hibernian Tribunal.
desire to walk Mythic Europe known to Specializing in Herbam magic, especially Characteristics: Int +3, Per –2, Pre +3,
the magi of Hibernia. When Józef was trees, Hellix found the Tribunal well suit- Com +1, Str 0, Sta 0, Dex 0, Qik 0
later convicted of a low crime, his pun- ed to her magical affinity. As much as she Size: +1
ishment was to help Hellix in her task, loves her magical abilities, she despises Age: 66 (45)
and he was assigned to be her guide and her lineage. She thinks House Tytalus’s Warping Score: 5 (11)
guard for a year. methods are too brutal, too extreme, and Confidence Score: 2 (5)
vows to never take an apprentice to carry Virtues and Flaws: The Gift; Hermetic
on such a barbarous tradition. She hopes Magus; Affinity with Herbam, Deft

82
Dies Irae

The Tytalus and The Redcap (Cont’d)


Herbam, Inventive Genius, Improved 45/+41) Damage n/a
Characteristics, Large**, Minor Freeing of the Striding Tree (an augmented Short Sword: Init 0, Attack +9, Defense
Magical Focus (living trees); Puissant version of this spell with Duration +3, Damage +7
Herbam, Self Confident*; Ambitious, Year, making it a ritual spell; ReHe Thrown Stone: Init –1, Attack +5, De-
Deficient Muto 45/+43) fense +2, Damage +4
* Free House Virtue Thoughts within Babble (InMe 25/+22) Soak: +1
** Gained through Temporary Twilight Appearance: Hellix is abnormally tall, a Fatigue Levels: OK, 0, –1, –3, –5.
Personality Traits: Ambitious +6, Self- result of a Temporary Twilight inci- Wound Penalties: –1 (1–5), –3 (6–10),
Sufficient +2, Articulate +1 dent that elongated her legs but did –5 (11–15), Incapacitated (16–20),
Reputations: Herbam Specialist 4 (Her- not effect the rest of her body. She Dead (21+)
metic) wears a long black robe to cover this Abilities: Area Lore: Lithuania 2 (coastal
Combat: abnormality, but because she stands regions), Area Lore: Hibernia Tribu-
Dodge: Init +0, Attack n/a, Defense +0, almost 7 feet tall it does little to mask nal 3 (covenants), Area Lore: Poland
Damage n/a her freakish height. 2 (forests), Artes Liberales 1 (mu-
Soak: +0 sic), Athletics 2 (running), Aware-
Fatigue Levels: OK, 0, –1, –3, –5. ness 3 (ambushes), Bargain 2 (hedge
Wound Penalties: –1 (1–6), –3 (7–12), The Redcap Józef wizards), Brawl 3 (dagger), Carouse
–5 (13–18), Incapacitated (19–24), 2 (binge drinking), Charm 4 (su-
Dead (25+) Józef is a Slavic Redcap born near periors), Code of Hermes 2 (Wiz-
Abilities: Artes Liberales 2 (5) (gram- Ujazdów Castle (the future site of the ards’ Wars), Etiquette 2 (Tribunal
mar), Charm 4 (15) (debating), Code city of Warsaw) and trained in the Tran- meetings), Folk Ken 2 (magi), Latin
of Hermes 2 (debate procedures), sylvania Tribunal. Because the Tribunal 4 (Hermetic usage), Leadership 2
Concentration 2 (10) (maintaining has an abundance of Redcaps, Józef’s (Redcaps), Lithuanian 1 (curses),
spells), English 5 (extreme polite- superiors assigned him to the Hibernia Music 4 (10) (singing), Organization
ness), Finesse 3 (Herbam), Folk Ken Tribunal. He became familiar with all the Lore: Order of Hermes 3 (hospital-
3 (magi), Guile 4 (lying), Intrigue 3 Tribunal’s magi, including the Marched ity rights), Polish 5 (rhymes), Second
(15) (debating), Latin 4 (Hermetic us- Okeabutes. At some point he started Sight 3 (5) (regio boundaries), Single
age), Leadership 3 (debating), Magic stealing vis, which he would then trade Weapon 3 (short sword), Stealth 3
Lore 2 (regiones), Magic Theory 6 to Hibernian hedge wizards for goods (hiding), Survival 2 (forests), Thrown
(16) (inventing spells), Organiza- and services. Caught and convicted, his Weapon 2 (stone)
tion Lore: Order of Hermes 1 (Tribu- punishment is to serve Hellix for a year. Equipment: Traveling clothes and weap-
nals), Parma Magica 3 (5) (Herbam), The Hibernian Quaesitor hopes that re- ons. Józef owns a cloak that makes
Penetration 4 (Herbam), Profession: moving Józef from the Tribunal for a year him invisible (PeIm base 4, +1 Touch,
Scribe 2 (copying manuscripts), will ensure that the Redcap won’t want to +1 Conc, +1 changing image; +5
Arts: Cr 13, In 15, Mu 3, Pe 0, Re 14; An come back. It is working. item maintains concentration, +5 for
5, Aq 5, Au 5, Co 10, He 23+3 (8), Ig Characteristics: Int –3, Per –1, Pre +2, 24 uses per day; total spell effect level
2, Im 5, Me 7, Te 4, Vi 7 Com +2, Str +2, Sta +1, Dex +2, Qik 25) and a gold figurine of a horse that
Twilight Scars: Elongated legs, bark fin- –1 can create a live horse (CrAn 15, +1
gernails, berries grow from her hair Size: 0 Touch, +2 Sun, +1 size; +2 for 3 uses
in spring Age: 30 (30) per day; total spell effect level 37).
Spells Known: Decrepitude: 0 Encumbrance: 0 (0)
Trap of the Enduring Vine (CrHe15/+39) Warping Score: 0 (0) Appearance: Dark hair spills out under
Bridge of Wood (CrHe 20/+39) Confidence Score: 1 (3) Józef’s red cap in long ringlets. His
Wall of Thorns (CrHe 20/+39) Virtues and Flaws: Redcap; Death traveling clothes are stained and
Wall of Living Wood (CrHe 25/+39) Prophecy, Ghostly Warder; Second worn, and luckily concealed beneath
The Bountiful Feast (CrHe 35/+39) Sight, Well-Traveled*; Curse of Ve- his short blue cape.
Intuition of the Forest (InHe 10/+39) nus, Meddler; Soft-Hearted
Shriek of the Impending Shafts (InHe 15/+41) * Free Virtue Józef’s death prophesy is that he will
Converse with Plant and Tree (InHe 25/+41) Personality Traits: Meddler +5, Pacifist die alone. Consequently he rarely is, and
Transformation of the Thorny Staff (MuHe +3, Jovial +2 does his best to entice others to accom-
10/+17) Reputations: Rich Baritone Voice 2 pany him on his message deliveries. His
Piercing Shaft of Wood (Mu(Re)He 10/+17) (Hermetic) busy-body ghost mother doesn’t make
Repel the Wooden Shafts (ReHe 10/+43) Combat: this an easy task, and his Curse of Venus
Coils of the Entangling Plant (ReHe 20/+43) Dagger: Init –1, Attack +8, Defense +3, doesn’t always afford him the best com-
Lord of the Trees (ReHe 25/+43) Damage +5 pany, but he is generally successful in se-
Calling the Council of Trees (Re(In)He Dodge: Init –1, Attack n/a, Defense +2, curing companionship.

83
Dies Irae
own reasons to return, depending on the
availability of marriageable women at
the covenant. His Curse of Venus Flaw
Interlude his year spent with Hellix, Józef asked to
transfer to the Stonehenge Tribunal and
the request was granted. Use Józef to link
may also draw unwanted attention, per- “The Coming Storm” can be run in one the Tytalus maga and her laboratory work
haps from a social superior who demands or two gaming sessions, depending how to the player characters and their cov-
the Redcap’s regular return. easily your player characters manage the enant. Hellix is interested in any tractatus
Once the villagers are healed and wolves, demons, and plague. After that ini- about the Arts, except for Muto, Herbam,
Hellix is either granted or denied her tial introduction to disease, let time pass, and Vim. She offers to exchange vis for the
requests, this initial adventure con- either through long term events (labora- loaned material. Józef reports that she con-
cludes. Hellix and Józef leave and life tory work and aging) or by playing anoth- tinues to investigate plant diseases.
returns to normal. er adventure. Ideally several years should
pass as the stage is set for events to unfold
at locations afar. As your players plot their
characters’ laboratory activities, or play
A Good Place for a Lab
another unrelated adventure, Hellix acci-
dentally creates the Great Pestilence. After her year spent abroad with Józef,
To keep your players marginally in- Hellix left Hibernia and resettled in the
volved, Józef turns up occasionally, asking Stonehenge Tribunal. Rather than live
for loans from the covenant’s library. After with other magi in an existing covenant,

Plant Diseases in the 13th Century


In Mythic Europe, there are two leaves and fruit of a plant before killing most common plant ailment in Mythic Europe
ways that plants get diseases, a natural it, grubs, various types of caterpillar- and is often the first killer in areas of drought.
way and an unnatural way. The natural like insects that form within the fruit
way is from an imbalance in the three and then devour it as they emerge, Grubs
sources of nutrition, three factors that kambros, a rust-like discoloration of the Major Disease, Severity 12
contribute to a healthy plant. Just as leaves that prevents a plant from bud- Stable: 10, Improve 10, Interval: Week
natural human diseases are caused by ding fruit, mold, a fuzzy black growth Grubs destroy the field within a month.
an imbalance of the four humors (see that taints fruit and kills the plant, and Kambros
Art & Academe, p. 36), plant diseases are necrosis, or “black root,” a disease that Minor Disease, Severity 6
caused by an imbalance of the amount blackens a plant’s roots and prevents Stable n/a, Improve 9, Interval: Week
or type of a plant’s food, water, or the them from delivering food and water.
prevailing weather conditions. Dis- None of these diseases affect humans Kambros prevents a plant from pro-
covered by Aristotle, this basic plant directly, although the loss of a field or ducing fruit, but will not necessarily kill
biology was recorded by his successor orchard’s produce certainly can. the plant if left unattended. The disease
Theophrastus, and is available in his All of these diseases can be trans- will not worsen, but it is a persistent
work, De causis plantarium (On The Causes mitted unnaturally as well, Theo- blight until cured.
of Plants), a tractatus on Philosophiae phrastus making a distinction between
(natural philosophy), Quality 8. the natural transmission of a disease Mold
The exact nature of a plant’s food through an imbalance of a plant’s nutri- Serious Disease, Severity 9
is unknown, although it is known that tional sources, and the unnatural trans- Stable 6, Improve 15, Interval: Day
the food is derived from the soil and mission of disease through magical, in-
transported to the plant through its fernal, or divine agencies. The demons, Mold is a determined ailment and will
roots. Water is also absorbed through for example, infect a plant with necro- destroy an Individual-sized plant in 7 days.
the roots for nutrition, but the amount sis through an infernal power. Larger plants take longer to die, but are no
of water on a plant’s leaves also deter- more resistant to the disease. Multiply the
mines its health. The prevailing weath- length of time it takes to destroy the plant
er conditions, predominately the tem- Common Plant Diseases by 10 for every +1 size increment.
perature, direction, and strength of the
winds hitting the plant, also determine Sun Scorch Necrosis
its health. If any of these factors falls Minor Disease, Severity 6 Critical Disease, Severity 15
askew, or happen during an inappropri- Stable: 6, Improve 10, Interval: Week Stable 12, Improve 18, Interval: Hour
ate time in the plant’s growth cycle, a
disease manifests. Sun scorch can be cured by increasing a The dreaded “black root” disease will
The most common plant diseases plant’s water source and, if possible, provid- kill a plant in 12 hours, regardless of the
are sun scorch, which blanches the ing shade. If left unattended for a month sun plant’s Size.
scorch will kill the plant. Sun scorch is the

84
Dies Irae
she instead looked for a more private place Welsh faerie knight investigate the sur- Tending Sick Crops
for her laboratory and sanctum. She found roundings, and once Jarl Ketill once raided
it in Cors Goch, a large wetland on the the manor. Hellix defended the house by
eastern side of Anglesey, an island off the summoning and stationing animated trees The heaven, even the heavens, are the Lord’s;
north coast of Wales. Uninhabited by mor- around the property. After Jarl Ketill’s de- but earth hath He given to the children of men.
tal society, the fen is split in half between feat Prince Rhodri staged an attack, which
two powerful faerie groups. The northern was also repulsed. - Psalm 115:16
group of faeries is led by Jarl Ketill, a no- Visiting and leaving the house entails
torious faerie viking raider, and the south- dodging Cors Goch’s faeries and penetrat- Blighted and diseased fields are noth-
ern group is led by Prince Rhodri, a faerie ing Hellix’s defenses, a task that Józef ing new to medieval farmers, and the
copy of a famous local hero. Both faerie has become adroit at. Hellix is a nominal Order of Hermes has created preventa-
groups interact with the people living near member of the covenant Cad Gadu, the tive measures to protect a field from sun
them, and rarely interact with each other domus magna of House Ex Miscellanea. scorch, grubs, mold and other plant dis-
unless a human penetrates the fens. She is the sole Tytalus member – she is eases. The spell The Bountiful Feast (ArM5,
Hellix commissioned a fellow magus to the only maga who isn’t from House Ex page 135), does just that, and a field pro-
magically erect a stone tower in the middle Miscellanea for that matter – claiming her tected by that spell is immune to natural
of Cors Goch, built on an island of firm inclusion is through her House’s connec- diseases. If the disease is caused by un-
ground with a Magic aura of 5. This aura tion to Pralix and that maga’s importance natural causes, like the necrosis inflicted
is surrounded by the nearby Faerie auras of in the House’s history. No other member by the Shades of St. Anthony demons, The
4, Jarl Ketill’s to the north and Prince Rho- of the covenant cares. Bountiful Feast grants no protection.
dri’s to the south. Hellix installed a Her- Left alone in her sanctum, Hellix in-
metic laboratory and made it her sanctum. vestigates plant diseases. She frequently
Her actions drew the attention of both requests samples, and Józef complies to the Not Hellix, but One
faerie groups, who sent representatives to best of his ability. She also asks to borrow
investigate. These welcoming parties took Hermetic texts, and some of these requests of the Covenant’s Magi
the forms of faerie Viking raiders, on the should fall on the player characters’ ears.
one hand, and troublesome Welsh faerie It could be one of your player
knights on the other. When Hellix made character magi who accidentally cre-
it clear that she wasn’t interested in inter- ates the Great Pestilence. If so, this
acting with them, they became a problem. story does not need Hellix or Józef
Lone faerie vikings and the occasional at all. Perhaps the player character
is working on a ward against plant
disease, or any other Rego Herbam
New Guidelines: Rego Herbam laboratory activity. The magus must
experiment and the player must roll
either a botch or a 9 on the Extraordi-
General: Ward against magical plant diseases associated with one realm (Divine,
nary Results Chart (ArM5, page 109).
Faerie, Infernal, or Magic), with a Might of less than the level of the Spell. (Range Touch,
If he rolls a 9, resulting in “Special or
Duration Ring, Target Circle)
story event,” the accident is not di-
rectly harmful. Let the season’s effort
Level 5: Ward a plant against mundane plant diseases.
succeed, and near season’s end, dur-
ing an intensely intricate moment of
the laboratory process, the temporary
vestige opens and siphons off some of
New Guidelines: Creo Herbam the magical energies swirling around
the room. The Great Pestilence is cre-
Base 1: Heal a Light Wound to a plant. Cure a Minor plant disease ated from this energy.
Base 2: Heal a Medium Wound to a plant. Cure a Serious plant disease If the player rolled a botch, he
Base 3: Heal a Heavy Wound to a plant. Cure a Major plant disease must then roll on the Disaster chart.
Base 4: Heal an Incapacitating Wound to a plant. Cure a Critical plant disease If the roll is 2 or less, the magus has
Base 5: Heal all Wounds to a plant. avoided creating a temporary vestige,
Base 10: Heal all damage to a plant, including wounds, disease, and poison. but if the roll is anything else (3 or
higher) the vestige and the Great Pes-
Just like human diseases, plant diseases come in a variety of severities. The type tilence are created. The other results
of severity, Mild, Serious, etc., is the same as the severity of the human disease or of the roll also transpire. For example,
animal disease that effects the eater of the diseased plant. Like Creo Corpus heal- a player who rolls a 5 – 6 explodes his
ing spells, a healing spell cast other than as a Momentary Duration Ritual actually character’s lab, and creates a tempo-
suspends the healing process so that upon the spell’s expiration wounds are as fresh rary vestige and the Great Pestilence.
as they were when the spell was cast.

85
Dies Irae
Unlike most Hermetic spells, those score, from a small garden. It does not aid
that strive to provide fertile crops are not growth, or otherwise invigorate the crop. What about
exact. The Bountiful Feast “attempts to ensure The selected base level of effect must be
that all crops that grow within its target greater than the Might of the source of Magic Resistance?
will be healthy and fruitful.” Hermetic the- the magical plant disease, or of the dis-
orists are uncertain why such magics are ease itself if the disease has a Might score. Every being of the Magic realm
imprecise, and speculate that it has some- In addition to the base effect level, the has Magic Resistance, based on its
thing to do with the plant’s growing cycle spell needs to penetrate the Magic Re- Magic Might, and has resistance
and the insidious nature of plant diseases. sistance of the magical plant disease, or against the Great Pestilence’s attack.
Rituals spells that nurture crops through- more likely its source. However, the Great Pestilence, whose
statistical information appears at the
out the growing season are less accurate (Base effect)
end of this chapter, has a very high
than those designed to keep plant blight Rather than promoting healthy growth
Penetration on his power that inflicts
and rot from the fields. A long-lasting or protective wards, another solution is to
the Great (Form) Pestilence. None of
Rego Herbam ward works better than a cure a field already damaged by a plant
the Great Pestilence’s powers that find
long-lasting Creo Herbam ritual. disease. Much like curing human disease,
and target Magic beings costs Might
Hellix desires a plant cure that sur- spells that return a blighted field to health
points, so its total Penetration is its
passes those already available. Having are rituals and require vis. Curing one dis-
Might (50) + its Penetration (10) =
discovered that demons, faeries, and magi- ease does not prevent another, nor does
60. Attacking from the Magic Realm
cal creatures can cause plant diseases, she it guard against repeat infestations of the
bolsters this total by 10, and residing
seeks to protect fields from those super- disease just cured. Yields may be affected,
in the (Form) province adds another
natural maladies. She also seeks a more depending on how much damage a disease
+10, for a Penetration total of 80.
embracing cure, one that wards vasts acres has done, but if the spell is cast before har-
of tillage from both natural and unnatural vest the crop is hale and untainted.
plant diseases. Her motivation might seem
generous — what greater gift than that of lix’s Temporary Twilight, the mold creeps
a stable food supply — but it is driven by Shade the Scorched Earth toward the maga and slowly climbs her
her ambition to outshine the other mem- body. Edging its way through the rend in
bers of her House. While they squabble CeHe 20 the Magic aura, called a Twilight Tear, the
and pursue petty differences, thinks Hel- R: Touch, D: Mom, T: Boundary, Ritual sentient fungus oozes through the vestige
lix, she will show them and the world the This spell heals a crop infested with and into the Herbam province. The Great
greater benefit of magic. sun scorch. Pestilence is born.
(Base 1, +1 Touch, +4 Boundary, +1 size)

Ward against Natural


Imbalances of Nutrition The Accident
ReHe 55
Four Months
R: Touch, D: Year, T: Boundary, Ritual
This ritual spell keeps natural plant
diseases from a sizable crop field. It does
This event likely happens offstage. In
her lab at Cors Goch, Hellix experiments
while creating Rego Herbam wards, spells
of Contagion
not aid growth, fecundity, or yield, but will that will prevent natural and unnatural dis- Even if the magi stay in close cor-
keep the plant healthy despite imbalances eases from infecting a crop field. Midway respondence with Józef and Hellix, it is
in its food, water, and effects from atmo- through the Winter season she makes a nearly impossible to know that the Great
spheric conditions. It offers no protection disastrous error that causes an explosion Pestilence is coming. But this is Mythic
from magical diseases emanating from su- in her lab. Glass and pottery are hurled Europe and the impossible often happens.
pernatural causes. throughout the room, and Hellix is thrown Once spawned and shied off into the Mag-
(Base 5, +1 Touch, +4 Year, +4 Bound- into a Temporary Twilight that lasts for a ic Realm, the Great Pestilence needs time
ary, +1 size) year. The force of the blast is so severe that to grow and fester. Several warning signs
it tears the magical lining of the Magic occur during this time, almost as if the
aura within her lab, creating a temporary Magic Realm is trying to indicate the ter-
Ward against Unnatural vestige that leads to the Herbam province, rors ahead. Any character with the Virtue:
Imbalances of Nutrition an area in the Magic Realm aligned to the Premonitions or the Flaw: Visions receives
Herbam Form. The explosion contami- an indication of the impending horrors.
General nates the large pile of raw vis she was using A vision is vague: a dreamer sees the ob-
R: Touch, D: Ring, T: Circle to augment her experiment. This combina- jects in his bedroom rapidly decompose,
This ritual spell keeps supernatu- tion of raw vis and unleashed magical en- a distant figure in black engulfed in olive-
ral magical plant diseases of a particular ergies creates a sentient creature, a wooly colored fungus, or the Tower of Bonisa-
Realm, those originating from a super- black clump of magical rot that is both gus at Durenmar tarred in black mold and
natural source or creature with a Might intelligent and malicious. During Hel- tumbling to the ground. For characters

86
Dies Irae
with Premonitions, the result of the Per- dependent upon how attentive he is to Important: Once a Magic aura or re-
ception + Premonitions roll determines his duties, based on past seasons played gio that produces Herbam vis has been
the accuracy of the preternatural feeling. in your saga. The average autocrat’s infected, it no longer produces that vis.
A 6 or higher indicates something terrible Ease Factor is 9, while a lazy autocrat’s This hold true of other auras that produce
is coming, a 9 or higher that this terrible Ease Factor is 12. Any magus or appren- other types of vis; once that Form of vis
thing will cut off the food supply and en- tice who takes vis from the stores has a becomes diseased, that area no longer
danger everyone, a 12 or higher that the chance to notice the blight as well; make produces vis.
world will be consumed by rot, and a 15 a Perception + Awareness roll against an
or higher that a wizard created the malady Ease Factor of 6.
that will destroy the world. The wizard’s
identity remains hidden.
At this point, the vis still empowers
spells and boosts magic, as a simple test
The Moon of
If the magi have kept close ties with reveals. However, it feels riskier to the Herbam Sickness
Hellix, they may have an inkling of the caster, a subtle but noticeable feeling.
events to come. Józef tells them that The Herbam Form is more unpredict-
Hellix takes risks, judging from the dark able, and Herbam spell-casting requires a The Order of Hermes buzzes with
shadows under the maga’s eyes and the stress die in situations that normally use the news. As magi ponder the contagion,
replacement glassware costs, and deems a simple die. Intellego Vim spells cast on the next new moon brings another calam-
her to be impetuous. When the Redcap the rotting vis offer no aid, and simply itous event. The Great Pestilence targets
last tried to visit the magus the way was state the obvious, that the item contains every magic being, spirit, creature and
barred; the maga had doubled the number vis and possibly how many pawns. The object belonging to the Magic realm and
of animated trees guarding her sanctum quantity of pawns of vis in the actual item aligned to the Herbam Form. Herbam-
and the Redcap couldn’t get through. De- does not diminish. For example, an ear of aligned Magic creatures outside a Magic
pending on how much time you give the barley that holds four pawns of vis con- aura or regio not affected. Most are,
players, the characters might be able to tinues to hold all four pawns, up to the Herbam creatures being stationary as a
hurry to Cors Goch and investigate Hel- point when all of it ceases to function. At rule. On the night of the new moon, and
lix’s laboratory. Travel time depends on month’s end, on the rise of the next new each week thereafter for the next month,
how far the covenant is from Wales and moon, the diseased vis is useless and void Herbam magic creatures in every Magic
the magical or mundane means the magi of any magical essence. If left unattended aura and regio must succeed on a Disease
have of visiting the lab. The investigation or unnoticed, all Herbam vis expires. Avoidance roll or suffer the malignant ef-
itself shouldn’t take long. The players have a chance to save their fects of the Great Herbam Pestilence, so
If the players haven’t kept in touch magi’s vis. Even if their wizards didn’t no- named because of the creature causing it
with Józef, they are as surprised and con- tice the early signs of disease, others do. and the Form affected.
fused as the rest of Mythic Europe when Two weeks after the new moon, Tribunal Sick creatures show obvious signs
the plague strikes. Redcaps start spreading the news that one of infection. Large, black buboes form
of the area’s covenants noticed the rot and on the creature, which quickly tax its
is asking for help. When other covenants strength. Trees drop leaves, objects grow
The Moon of offer to send Herbam vis, they notice that
theirs is also rotting. If Herbam vis is very
warty protuberances along their surface,
and spirits become hazy. Most victims
Herbam Rot important to your saga’s magi, this word die within the week. Those that don’t die
comes in time for the magi to save their in the first week gradually worsen until
stored Herbam vis. If Herbam vis is not they too expire. Those that survive a dose
The Great Pestilence strikes in the so important, word comes too late. of exposure must make another Disease
spring, on the first new moon after the The solution is to move the vis out- Avoidance roll for each week that they
vernal equinox (sometime in April), and side a Magic aura. Raw vis must be fully stay in a Magic aura.
targets every Magic aura and regio. All mature for this to work. It must be ready The solution is to remove the sick in-
Herbam vis becomes diseased, either to harvest in early or mid-spring, har- dividual from any Magic aura, the same
molding, forming grubs, or showing sun vested, and then removed from a Magic solution that saved Herbam vis. While vis
scorch. Raw vis maturing on the vine or aura. Raw Herbam vis that won’t be ready automatically stopped worsening, a Mag-
in the field develops a blue fuzz, and by the next new moon can’t be saved. If ic being still dies if it does not survive
stored vis displays small black dots that the vis is taken to another Magic aura, the disease. Like diseases in humans, the
grow in size over the next few days. This the blight continues. It must be outside creature benefits from magical and medi-
goes unnoticed unless the magi regularly all Magic auras to retain its potency. cal curatives. While it is safe from the
take stock of their vis stores and their vis Though stinking and discolored by the Great Pestilence’s sickness, it may suffer
sites. Most covenants collect their vis in blight, Herbam vis removed from all Acclimation while removed from a Magic
one place, often a secure room or a safe Magic auras still works after the month aura of appropriate strength. (Acclima-
corner of the magi’s library, and place ends. All Herbam vis left inside a Magic tion is the slow loss of magical Qualities
someone in charge of the collection. Let aura rots and turns useless when the next or Might to a Magic creature that does
the overseer’s player make a Perception new moon rises. not reside within a strong enough Magic
+ Awareness roll against an Ease Factor aura; see Realms of Power: Magic, page 52.)

87
Dies Irae
Dying from the Great Herbam Pes- Herbam Blight the Herbam Blight, preventing new plants
tilence taints a magic creature’s body, so from growing. However. natural winds
that its vis rots and cannot be siphoned PeHe 30 carry the majority of miasmas across the
off and used. Losing Magic creatures may R: Touch, D: Mom, T: Bound countryside, ruining many fields. Cattle
affect the strength of an area’s Magic This spell destroys any plant that falls and herd animals used to grazing on fresh
aura. Creatures that live in an aura for within the confines of the miasma. It af- grass need fodder, forcing farmers to use
more than a year form a preternatural fects every plant, from a blade of grass to any hay they may still have on hand. Mi-
tether to that area, and add one-fourth of a towering oak. Visually, plants become asmas generated in urban Magic aura la-
their Might to the area’s Magic aura, mea- blighted and rot within a matter of min- cunas continually ricochet within the city
sured in magnitudes. The death of such utes. As the miasma touches the area, the walls, blown about by small winds until a
creature reduces the aura’s strength by 1 entire bounded zone withers and dies. strong enough gale forces it over the city’s
point for each year after its demise. (Base 5, +1 Touch, +4 Boundary) walls. Most if not all urban dwellers grow
Being magical creatures, familiars are A miasma is a magical creation, an ac- small vegetable gardens to supplement
affected by the Great (Form) Pestilence. cidental result of the Great Pestilence’s their diet, and the roving Herbam miasma
While there might not be many Herbam- contamination of a Magic aura and regio, ruins these plots.
aligned familiars in your saga, this be- and not specifically created by the Great The Order of Hermes immediately
comes a larger issue as the Great Pesti- Pestilence creature. A miasma does not sees the connection between the Herbam
lence advances through the Forms. have a Might score, or Intelligence, or miasma, the loss of Herbam vis, and dis-
any other Characteristic. It has one power eased magical beings. On the other hand,
that operates continually with a Penetra- mundane society sees the poor harvests
The Great (Form) Pestilence tion Total of 0. The miasma has the rough as a sign of the Almighty’s displeasure.
circumference of the Magic aura in which Most cities are prepared to handle a year’s
Critical Phlegmatic Disease, Severity 21 it was created, and is about 60 paces tall. crop loss, with stored grains and managed
Stable: 12, Improve: 18, Interval: Day This correlates to a cloud of 10 to 100 prices that allow the majority of the pop-
Symptoms: Once acquired, the dis- times the size of a base Auram Individual ulation to survive. Bellies will not starve
ease advances quickly. Initial signs in target. See the insert “Miasma Sizes” to the first winter after the Herbam miasma,
humans and animals are fatigue and fe- determine how large a particular miasma only grumble at times, but the situation
ver, followed by coughing and sneezing. is and if an incoming spell needs to be ad- will steadily deteriorate. Farmers begin a
Within an hour coughing leads to bloody justed due to the miasma’s size. desperate race to find new pastures. New
expectoration, and within two hours Every Magic aura and regio produces grass will grow in areas laid waste, but only
puss-filled buboes appear on the throat, a Herbam miasma. In the years to come, on their natural cycle. A pasture wasted in
armpits, and groin. For objects, miner- this same phenomenon will repeat with the summer may grow new grass by the
als, and plants, the symptoms are a gen- every new stage of infection. Every four autumn, but is just as susceptible to a rov-
eral encompassing of the surface with a new moons, every Magic aura and magic ing Herbam miasma as it was last year.
blue-black mold. Firm textures becoming regio produces a noxious Form-aligned
spongy and exude a foul odor. The Dis- miasma. A miasma has a life span of 1 year.
ease Penalty is –5. A miasma does not stay in the aura Miasma Sizes
it was created in, but moves according
to the prevailing winds. On the third A base Target: Individual for Auram
The Herbam new moon hundreds, if not thousands of
Herbam miasmas are created, which de-
is a single weather phenomena, which
includes a cloud. Clouds come in various
Miasma Moon stroy the plants in the immediate area, sizes, however, and spells that affect very
and are then blown around Mythic Eu- large clouds need to be adjusted due to
rope. An area will likely be affected by the cloud’s size. A miasma is about the
The loss of most of Mythic Europe’s several Herbam miasmas as they circulate size of a cloud, and when resting on the
Herbam vis and Herbam magic beings is across Mythic Europe. Besides the direct ground occupies approximately the same
tragic, but pales against the deprivations damage done, each miasma penalizes Ag- space as an acre of land. This rough rule is
of the next stage of the Great Pestilence’s ing rolls by –2. When it is time to make used for convenience. In the 13th century,
progression. On the rise of the third new Aging rolls in your saga, often done at the an acre of land is the amount of land an
moon, the last in the spring season, an in- beginning of the Winter season, impose a ox can plow in a day, or a plot of land 22
visible cloud forms in every Magic aura –2 penalty for every active cycle of Form- yards wide and 220 yards long. Adding a
and regio, a cloud that destroys all living type miasmas circulating through Mythic magnitude would affect a miasma the size
plant material. This cloud, called a mias- Europe at that time. of 10 acres of land (220 yards by 2,200
ma, is odorless, invisible, silent, intangible, Generated near the end of the spring yards), adding a second would affect 100
and has no taste. Named after the Form it season, when most of an area’s cereal crops acres of land, and a third 1,000 acres.
is targeting, the Herbam miasma delivers a have been planted and are just showing The miasma is the same size as the
lethal rot to all living plant material. Every signs of growth, a Herbam miasma will Magic aura that spawned it. When deal-
plant within the cloud suffers the effects of devastate an area. A stagnant miasma ing with spells that target miasmas, one
the spell-like Herbam Blight. continually targets an area of land with target: Individual is a miasma the size of

88
Dies Irae
an acre of land. Very small Magic auras, succeeding on an Intelligence + Medicine it does prevent other miasmas from be-
like those lacunas found in cities, can be roll against an Ease Factor of 9. ing blown into the area it protects. Being
targeted with Target: Ind. Spells targeting Second Sight allows characters to see magical things, and especially due to their
larger miasmas, like those derived from through illusionary concealment, includ- lack of penetration, miasmas cannot pass
most covenants, need to be increased by ing invisibility. A player character can spot through even the lowest level Aegis of the
two magnitudes to affect the miasma. An a miasma on a Perception + Second Sight Hearth. Once the initial Herbam miasma
aura’s strength has nothing to do with the roll against an Ease Factor of 9. is dispersed, destroyed, or somehow dealt
miasma’s size. with, foreign Herbam miasmas cannot
Spot a Miasma: Perception pierce the Aegis of the Hearth.
+ Second Sight + stress die vs. 9
Miasmas and Regiones
In the covenant, all living plants die
Magic regiones generate miasmas just as soon as the Herbam miasma gener-
like Magic auras. Inside a regio, however, ates, and nothing grows as long as the
winds won’t blow the miasma away, nor miasma stays. Once it is blown away by
carry a new miasma into the regio. Re- winds, new plants can be sown. A cov-
giones are trapped air, in a sense, and do enant’s Aegis of the Hearth spell doesn’t stop
not interact with mundane winds. Even the initial miasma from generating, but
if the regio is a particularly windy regio
due to its own magical characteristics, a
miasma remains within the bounded area.
In regiones, and only in regiones, a new Handling Multiple Miasmas
miasma will replace an older one. When
The Great Pestilence generates its Corpus Miasmas are created every four months, the Form of the miasma the same as the
miasma later in the year (see later), the Form the Great Pestilence is putrefying. Several types of Form miasmas soon circu-
Herbam miasma already in the regio is late throughout Mythic Europe. While the covenant is protected by its Aegis of the
suppressed and replaced. Hearth, the magi’s neighbors have no protection. Winds play the largest factor when
Regiones aligned to the other realms determining if a miasma enters a locale. Roll on the accompany table to determine if
also exist within their own confined envi- the wind is blowing and its direction.
ronments. Winds can blow miasmas into
Divine, Faerie, and Infernal auras, but not Simple Die Wind Direction
Divine, Faerie, and Infernal regiones. Such 1 No wind, check for length of time between miasmas (below)
places are safe havens, allowing people a 2 North
refuge from the ravages of the Great Pes- 3 Northeast
4 East
tilence. Living inside the regio, however,
5 Southeast
may not be possible. While sustainable re-
6 South
giones might produce food – crops grown
7 Southwest
in an Infernal regio, cattle stolen from a
8 West
faerie regio, or wholesome bread and wine
9 Northwest
found in a Divine regio – interacting with
10 Becalmed. Roll a simple die to determine how many days before the wind blows
the regio’s denizens has consequences.
The length of time between miasmas depends on how many Forms the Great
Pestilence has infected. Roll a stress die (no botch) and subtract the number of Forms
“We are Doomed!”
infected to determine the number of days before the next miasma visits an area.
For example, The Great Pestilence has infected three Forms: Herbam, Corpus,
They are not. Discovering miasmas is
and Mentem. A Corpus miasma currently sits over a local village. The storyguide
not as difficult as might be imagined. Me- rolls for the wind direction, gets a 5, and announces that a southeasterly wind blows
dieval medical theory already speculates the miasma away. He next rolls a stress die and gets an 8, minus 3 because 3 Forms
that plagues are disseminated by a cor- are infected, and discovers that 5 days pass before the next miasma arrives.
ruption of the atmosphere, and that this The speed of the wind doesn’t matter, nor does it matter how long an area
“bad air” congeals into pockets of poi- is in contact with a miasma. Because the miasma’s blight instantaneously affects
sonous foulness. Indistinguishable from its targets, even a few seconds of contact is lethal. A field of crops, for example,
other types of air, the clump of bad air is is destroyed whether an Herbam miasma sits on the plot for a week or is blown
blown from area to area by the wind. Any through it in an hour.
trained physician (anyone who possesses To determine which type of miasma arrives, randomize the available miasmas in
a score in Medicine) who investigates two accordance with which Forms have been infected.
or more areas devastated by the Herbam
Blight can speculate that it is caused by a
clump of bad air. Success is indicated by

89
Dies Irae
The Herbam functioning organization. There are sev-

Death Moon eral places where communication, infor- The Rate of


mation, and cohesion can break down,
and every Tribunal has its bad apples Infection and a
On the fourth new moon since the
plague began, formulaic and spontaneous
ready to spoil the bin, but as painted in
the majority of the Ars Magica Fifth Edi-
Slower World End
Herbam spells stop working. With a gasp tion books the Order as a whole works. As written, the Great Pestilence
the Order quickly finds that Herbam ritu- No matter what your Tribunal is like, takes 4 months to destroy a Form,
als still work, however, and it takes only make your player characters central to and 3 years and 4 months to destroy
a simple investigation to discover that the ensuing political action. If used as the Magic Realm. This assumes that
formulaic and spontaneous Herbam spells intended, this adventure ends (or threat- your saga is suitably advanced and
also work if the caster uses vis when cast- ens to end) a long saga, one in which your player character magi many
ing, one pawn per magnitude of the spell. the player characters have risen to posi- years past apprenticeship. If your
Herbam vis, which is likely in short supply, tions of distinction and power. If this is magi are realm-trotting adventurers
works, as does Technique vis correspond- not the case, and you are running this who know several routes to the Mag-
ing to the Technique used in the spell. The for less experienced player characters, ic Realm, political powerhouses in
used vis still supplies the regular +2 bonus you still need to make their participa- their Tribunal and even in the Order
to the spell casting total. tion meaningful to the Tribunal, despite as a whole, and magically capable of
From this point on, any lab work that their age, reputations, and past encoun- dealing with miasmas with spontane-
includes the Herbam Form can only be ters with other Tribunal magi. One way ous spells, then the month-by-month
completed by expending vis during the to do this is to give the player charac- contagion should provide the right
process. Since laboratory work is half in- ter magi important information that the level of challenge. Please note that
vestigation, half application, it costs 1 others don’t have, like the connection this quick rate of infection restricts
pawn of vis for every two magnitudes (10 with the Herbam specialist Hellix and complex laboratory activities, be-
levels) of final effect, in addition to the her interest in molds, fungi, and other cause the magi won’t have the neces-
number of pawns of vis the season’s activ- plant diseases. sary time to invent powerful spells or
ity would normally require. This rule holds If the magi have any allies in the Tri- explore original research.
true for any type of Form vis that has been bunal, those allies are at the meeting, as If your player characters are not as
targeted by the Great Pestilence’s attacks. are the magi’s enemies. The majority of powerful, you should consider slow-
those assembled are frightened and dis- ing down the rate of infection. Rather
play this feeling in a variety of ways. The than four months to destroy a Form,
more honest simply show their fears, ask- the Great Pestilence needs four sea-

The Tribunal
ing each other what is to come and what sons, Spring, Summer, Autumn, and
can be done. The majority mask their Winter. This gives the saga ten years
fear with anger, and brazenly hurl accu- before the final Form is destroyed, al-

Response sations at time-honored enemies. Minor-


ity groups are favorite targets, and magi
blame local heretics, hedge-wizards, and
lowing the player characters the labo-
ratory time to deal with the plagues
and the dying world. Remember that
At some point during the four- witches. At this stage this is just braying, while those outside the covenant suf-
month-long epidemic on the Herbam and true violence seems unlikely. fer greatly, inside the covenant the
Form, the Tribunal’s magi realize that The marks of disease on the various magi are protected by their Aegis of
something major is happening, a calami- items containing raw Herbam vis, many the Hearth. Covenants become pockets
ty of unprecedented proportions with no of which are fruits, vegetables, or other of survivors, giving the magi time to
known origin and no obvious end. The plant products, resemble mold, grubs, and invent spells, investigate areas, find a
movers and shakers in your saga’s Tribu- other common plant diseases. The player route to the Magic Realm, and ulti-
nal call for an emergency Tribunal meet- characters are the only magi present mately defeat the Great Pestilence. A
ing, summoning the magi to meet either who might link the damaged vis to Hel- slower infection rate also works well
in late Spring or early in the Summer lix. Even if other storyguide magi know in a low-powered saga, one in which
season. The exact date isn’t important, about Hellix, they do not put this infor- the magi need a month to walk to Du-
but you should set it during the third mation together. As mentioned, this gives renmar for the emergency Grand Tri-
or fourth month of the Herbam blight younger player character magi an impor- bunal and cannot instantly transport
cycle. Hopefully your player characters tant foothold in the Tribunal discussion, themselves there with magic.
are interested in responding on a grander so you should make sure that they do
scale than merely saving their covenant connect things to Hellix. Some phony In-
and the local environs. How this plays telligence + Organization Lore: Order of
out is unique to every saga and depends Hermes rolls might be called for. Use this
on how contentious or cooperative the advantage to explain why the Tribunal’s
magi are in your Order of Hermes. Ca- senior members are willing to listen to
nonically, the Order is a fairly stable, the player characters. Once this has been

90
Dies Irae
explained, someone will suggest that the Example of Fudarus might have something to do
player characters investigate Hellix’s lab, with it. Both Buliste and Harpax refuse to
and see if they can find her. Tribunal Responses accommodate any requests to investigate
If the magi have already visited Hel- their covenant, and before the second new
lix’s lab, they have discovered her cul- How the Tribunals respond to the moon sets most of the Norman Flambeau
pability. Hellix has inadvertently fouled Great Pestilence depends on your saga, and Tremere declare Wizards War against
the Herbam Art of the Magic Realm, and determined by your style of play and your the Primi and any Tytalus they know. This
the consequences are obvious. They may troupe’s vision of the Order of Hermes. Six could easily lead to a second Schism War.
even have rescued Hellix and brought her example responses are presented here, one
to the Tribunal. At this point, most of the for each of the six Tribunals detailed in Ars
Tribunal’s magi want reparations; they Magica Fifth Edition. Use or revise these The Thebes Tribunal
want the loss of their vis compensated for as you see fit.
and want some type of “creature price” for Rich in vis and abundantly blessed
slain Herbam creatures. Some hot-heads with Magic auras, the Thebes Tribunal
call for her death. With a blamable cul- The Rhine Tribunal does not initially treat the threat with
prit, attention shifts from the Great Pesti- the gravity it deserves. None view it as an
lence, which at this point has only made a The first and foremost Tribunal of the attack, since there is no clear cut magi-
cursory invasion of the Forms, to punish- Order, although not necessarily the most cal enemy for the Tribunal to face. They
ing the offender. powerful or influential, is already stalled in wonder instead if some ancient being has
If the troupe is interested, they could political debate between those who would arisen, some titan long thought buried
defend Hellix against the charges laid retreat and protect the great forests (the who now returns. A commission is formed
against her. She suggests the charge be Hawthorn and Elder Gilds) and those who to browse through the Redcap library at
debated and the praeco agrees, provided would treat with men (the Apple Gild). the covenant of Alexandria looking for
that Hellix doesn’t participate and finds Several factors complicate a settlement, in- references to the ancient titans and cor-
an advocate to defend her. If your play- cluding the ancient enmities between the relating that to the last known location
ers are more interested in prosecuting Black Forest covenants, the self-centered of where any titan might be bound. The
the Tytalus, switch roles and have a sto- agendas of the smaller covenants, and logothete Proximios applauds the plan,
ryguide character defend her. If you do the rigidness of the larger. Once Herbam facilitates the commissioners entry into
not have the debate rules (Houses of Hermes: vis rots and Herbam magic creatures per- Alexandria and loads them with volumes
Societates, page 90), have the debating so- ish, the wilderness faction screams for a of past Redcap messages and notes. Sens-
licitors make opposed Communication + solution, which unites the Tribunal in a ing that the situation is more dire than
Code of Hermes stress rolls. Each solici- common goal. All perceive it as a direct the other Theban magi realize, Proximios
tor has to make three points in the formal attack and look for someone to blame. hopes to exacerbate the issue by stalling
argument, and winning the roll equates The magi of Dankmar, assuming that most those hoping to find a solution.
to winning a point. After the Tribunal other Rhine magi believe that they are re-
decides what to do with Hellix, it needs sponsible, abandon their covenant and go
to address the concerns of the entire Or- into hiding. The loudest, most persuasive The Transylvania Tribunal
der. If compensation has been demanded, voices come from Oculus Septentrionalis,
does every Hermetic magus get to make a a covenant in Lübeck, who declare that the Rather than waste time finding the
similar demand? The debate could go on threat must come from the north, from the culprit, the Tremere of the Transylvania
into the night. antagonistic Order of Odin. They propose Tribunal rush into action. If no player
Storgyguide magi characters may an attack north, a proposal that is backed character discovers the solution of re-
have noticed a Twilight Tear during by Fengheld, the largest covenant in the locating vis and creatures to save them,
episodes of Temporary Twilight. As you Tribunal. Ships are bought and magi head the Tremere do. They are also fairly well
will read later, a Twilight Tear is a way to the coast, their sights set on the distant equipped to deal with such an enterprise,
into the Magic Realm, through one of pagan magicians in Sweden, Finland, Lat- using their system of store houses and
the Form Boundaries that connect that via, and Lithuania. their modes of mobility and fast transit. A
Realm to the mundane world. Use this vexillation forms to deal with the calam-
device as necessitated by your saga. If ity, and once the relocation is underway
the player characters have a way to the The Normandy Tribunal the vexillation looks for those behind the
Magic Realm then they probably won’t attack. Their first suspects are the ancient
need to use a Twilight Tear. If they do Probably the Tribunal where vis is and terrible Infernal dragons that haunt
not, then provide this information from most scarce, the magi of Normandy do the Carpathian Mountains. Thinking that
a storyguide character ally at an oppor- not overreact when their limited supply the Infernal dragons have found some
tune moment. Naturally, the player char- becomes threatened. Some few spar and new power to use against the Magic drag-
acters themselves have a chance to find feud, keeping their disputes within legal ons, squads of Tremere look for an Infer-
a Twilight Tear on their own, and at that boundaries, but most look for a solution. nal dragon leader, one who they think is
point decide to use it or not. Unfortunately they have nowhere to look, spearheading the assault.
until someone suggests that the dual Primi

91
Dies Irae
cold, receiving them with all due hospital-
ity. She commands her tree guardians to
allow the visitors entry. She has nothing
to hide and freely discusses her investiga-
tions. If pressed, she lets visitors into her
sanctum, show them her piles of vis, rotted
plants, and laboratory texts. If the player
characters are expecting to find any evi-
dence of foul play they are disappointed.
If the player characters arrive after the
accident has happened, they find a com-
pletely different situation.

Inside the Fen


Józef agrees to lead the player char-
acters to Hellix’s sanctum if asked. He is
perplexed by the number of animated trees
guarding Hellix’s lab. Where the maga
once found 15 sufficient protection, 30
now stand in a circle around the tower.
There is no way to slip through without
being subject to attacks from at least two
trees. Slow moving, the trees attack any
who approach, and follow those rushing
past them right up to the tower door. Since
the trees are animated by Hellix’s magic
and are not magical creatures themselves,
they are not affected by the Herbam Blight.
The Hibernia Tribunal The Provençal Tribunal Inside the tower are the standard
rooms and appointments generally found
in a Hermetic maga’s domicile. Hellix’s lab
The magi of Ireland have the swiftest With tensions hanging on the edge
and most pronounced reaction to Herbam of a sword, as they have for the past few
vis rotting: they panic. Those who know years, the Great Pestilence is the final
the history of the island know that plagues straw that breaks the Tribunal’s cohesion. Animated Tree
have twice wiped out its inhabitants in The Blacks and Whites of Tolosa Paratge
the ancient past, and this first sign of declare Wizard’s War on each other, and Magic Might: None (Herbam)
far-reaching blight sends them spinning. the long standing enmity between Aedes Characteristics: Cun –3, Per –2, Pre
None initially think to save their vis, or Mercurii and Castra Solis flares up as the –3, Com –3, Str +8, Sta +5, Dex
any magic Herbam creatures they may former launches magical raids against the –1, Qik –5
know, and instead look to their own safety. latter. Even the more pastoral covenants Size: +5
Virtues and Flaws: Clumsy
Some leave Ireland, only to find the same draw up their defenses and close their
Magic Qualities and Inferiorities: No
calamity abroad. Others lock themselves doors to outsiders. If there is a hope for
Fatigue
in their towers and safe houses hoping the recovery, it rests with the Coenobium and
Personality Traits: Tree +3
plague passes them by. The brave join with its far-flung network of Redcaps and Jerbi-
Combat:
the Coill Trí, the league of hedge wizards ton magi. Using their connections and ac-
Branch: Init +5, Attack +7, Defense
living in Connacht, and search the deeper cess to various river barges, they manage
+1, Damage +10
recesses of the Tribunal looking for the to save most of their Herbam vis.
Soak: +15
plague’s origin. Hibernia has its fair share
Wound Penalties: –1 (1–10), –3 (11–
of Herbam specialists, and at some point
20), –5 (21–30), Incapacitated
someone remembers the maga Hellix and
her skill in the Art.
Seeking Hellix (31–40), Dead (41+)
Abilities: Brawl 3 (branch)
Vis: None
At some point, either before or after Reprinted from Realms of Power:
the Great Pestilence strikes, the player Magic, page 129.
characters visit Hellix’s tower. If this hap-
pens before her accident, she is cordial, if

92
Dies Irae
is located on the top floor. The magical that holds the tail in a toothy grip.” from her tower, leaving it as it is, and rush-
botch that upended Hellix’s lab also over- The book does not explain what the es to the magi. Filled with guilt, she can
whelmed the maga and sent her spinning Arcana Centrum is. think of no better ally to help her. Once
into Temporary Twilight, which luckily she finds the magi, she confesses that she
saved her from the brunt of the explosion. was recklessly experimenting with invent-
Despite her low Warping Score, Hellix is The Twilight Tear ing a warding spell and had a large batch
enthralled for a year. If the player charac- of disease-ridden grain nearby. During the
ters arrive within the year, she is frozen in When Hellix fell into Temporary Twi- accident, the grain seemed to come alive,
her Temporary Twilight. The Order does light, in combination with the massive to form a ghastly clump roughly humanoid
not have a way to prematurely terminate a magical explosion, a temporary vestige in shape, and crawl along the floor. She
wizard’s Temporary Twilight, so they may was torn in the magical fabric of the lab’s reports that as she fell comatose into Tem-
investigate her laboratory, but have to wait aura, a vestige that led to the Herbam porary Twilight, the creature crept toward
to question the maga. province of the Magic Realm. The vestige her and engulfed her foot. Did the thing
As the magi look around the lab and has since closed, leaving behind a faint enter the Twilight Void with her?
explore the wreckage, a Perception + magical tear. Those with Second Sight or
Magic Theory roll against an Ease Factor Magic Sensitivity can make a Perception
of 9 shows that the experimental botch + Second Sight or Magic Sensitivity +

The Cycle
incorporated the other four Techniques stress die roll against an Ease Factor of 12.
besides Rego. The diseased grain that the If successful the character sees this Tear as
Lab Text says was on the workbench is a faint shimmering line hanging vertically
gone, presumably consumed in the explo-
sion. All of her vis is gone as well, some
20 pawns of Herbam, Perdo, Muto, and
in the center of the room. Hermetic spells
designed to see Magic regio boundaries
also indicate the vestige, as does a general
Continues
Vim vis. Investigating the lab with Intel- purpose Intellego Vim spell that is look- This section continues sequentially
lego Vim spells may locate the Twilight ing for traces of powerful magic. Only a through the Forms destroyed by the Great
Tear (see immediately following). Other remnant of the Tear is visible; characters Pestilence. The magi do not have to wait
combinations of Intellego magic reveal cannot see what is on the other side of to act, and can seek a solution at any point
other interesting facts. the now-closed Tear and thus cannot en- in the following sequence. The Great Pes-
ter the Herbam province here. tilence’s progression through the Forms is
• A dark stain on the floor indicates where This Twilight Tear is much more detailed without interruption for clarity,
a powerful Herbam being was sponta- than a simple reminder of Hellix’s acci- and character actions are considered later.
neously created (Intellego Herbam). dent. The Great Pestilence’s entry into
• The stones that make up the floor the Magic Realm was so traumatic that
can be questioned; they remember it mars every future episode of Hermetic
the explosion (although having no
sense of time don’t remember how
Temporary Twilight. From this point in
the saga onward, every time a magus ex-
The Corpus Infection
long ago it happened) and felt some- periences an episode of Temporary Twi-
thing wet and wooly crawling over light a rent is created that leads to one At the following new moon, sometime
them (Intellego Terram). of the ten provinces in the Magic Realm. in August, patches of disease sprout on
• Every tower eventually has rats. A few The specific province is the one that the all raw and stored Corpus vis located in
of them survived the explosion, saw Great Pestilence is currently targeting. Magic auras and regiones. Removing the
the Great Pestilence form, then crawl These temporary rents can be used as en- vis from the Magic aura and regio stops
over Hellix and disappear through the try points into the Form provinces of the the disease’s progression and saves it from
shimmering scar (Intellego Animal). Magic Realm (see “Adventure Solutions” rotting. If the magi have figured this out
• Hellix has assembled an assortment later). An observer has a chance to see from the Herbam infection, they no doubt
of summae and tractatus in her sanc- a Twilight Tear whenever a magus goes rush to find a safe place to relocate their
tum, the majority of them on the Arts into Temporary Twilight. Corpus vis. This second infestation shows
of Herbam, Vim, and Rego, as well as that the Great Pestilence is not limited
a few better known books on Magic Viewing a Twilight Tear: to Herbam, and its spread to the Corpus
Theory. Standing out because it is Perception + Second Sight or Magical Form indicates that it might continue
unlike its neighbors is a thick summa Sensitivity + stress die vs. 12 throughout all ten Forms.
entitled Codex Fantasia, written by In- On the new moon in September, Cor-
stitus of House Criamon. This summa pus-aligned magic creatures become sick,
on Magic Lore is Level 4, Quality 7. Hellix Seeking the Magi infected with the Great Corpus Pestilence,
A crow’s feather bookmarks a page, a similar disease to that which inflicted
and if opened a phrase is underlined If, for whatever reasons, the player Herbam-aligned creatures earlier. The so-
in black ink: “For at the very core sat characters do not go looking for Hellix, lution is similar as well; remove the Magic
the Arcana Centrum, the center of all, she heads for them once she recovers from creatures from a Magic aura to save them.
the beginning and the end, the mouth her Temporary Twilight. She takes nothing While magi are associated with the Magic

93
Dies Irae
Realm, they do not have a Might Score Corpus Blight
and are not targeted by the Great Corpus
Pestilence. Some few magi have a Might PeCo 40
Score, gained through a variety of arcane R: Touch, D: Mom, T: Bound
and obscure ways. In those rare cases, the This spell inflicts the Great Corpus
magus is affected by the Great (Form) Pes- Pestilence on every human target within
tilence that corresponds to the Form align- the miasma. The Great Corpus Pestilence
ment of his Might Score. is the same disease that earlier targeted
Magic creatures.
The Great Corpus Pestilence (Base 20, +4 Boundary)
Critical Phlegmatic Disease, Severity 21 Corpus miasmas wreak havoc at cov-
Stable: 12, Improve: 18, Interval: Day enants. The covenfolk instantly fall sick,
Symptoms: Once acquired the disease and the magi must act fast to save them.
progresses quickly. Initial signs are fatigue Any magical curative works, providing the
and fever, followed by coughing and sneez- magi have the vis necessary to make the
ing. Within an hour coughing leads to healing permanent. Physicians and mun-
bloody expectoration, and within two hours dane healers can also help, providing they
puss-filled buboes appear on the throat, arm- have not succumbed to the disease. People
pits, and groin. The Disease Penalty is –5. must be removed from the miasma imme-
As the Autumn season begins, on the diately, or the miasma must be pushed off
new moon in October, Magic auras and the covenant grounds. Luckily magi, and
regiones produce a Corpus miasma. Like all others with Magic Resistance, are im-
the Herbam miasma, the Corpus miasma mune to the Corpus Blight.
carries a lethal blight. Instead of targeting Arising from small Magic lacunas
plants, these noxious pockets of poisoned tucked in every major city in Mythic Eu-
air target people. Each person touched by rope, urban Corpus miasmas spread the
the Corpus miasma is infected with a dire Great Corpus Pestilence like fire in a dry
disease. While it is not instantly fatal, the hay barn. Panic erupts, and those not im-
infected has only a few days to survive. mediately affected flee the city, if they can,
or lock themselves in their homes. Because
Corpus miasmas can enter homes, blown
in on the various city air currents, flight is
the better choice. The rich and prosperous

Marking Time: New Moons and Seasons


There are 12 or 13 new moons a year, happen in October, November, and
depending on how the 28-day cycle of December, and the Winter new moons
the moon aligns against the annual cycle occur in January, February, and March.
of 2 solstices and 2 equinoxes. Being The third year of the plague has an ad-
exactly accurate when determining in ditional new moon in August, so that the
which season a new moon occurs is dif- third year’s Summer season has 4 new
ficult, especially considering that there moons instead of 3.
is no set date for the Great Pestilence to If you desire exact dates rather than
occur, and we have no way of know in our generalizations, the Internet can
which year you will use it in your saga. provide them. Dates of the new moons
Instead we have simplified this compli- for the thirteen century can be found
cated pattern to facilitate play. at National Aeronautics and Space Ad-
There are 12 new moons per year ministration eclipse website (http://
for the first two years of the Great Pes- eclipse.gsfc.nasa.gov/eclipse.html) and
tilence, 13 new moons in the third year, the solstices and equinoxes for the thir-
and 12 new moons in the final year. The teen century can be found online as well
Spring season new moons happen some- (http://www.timeanddate.com/calendar/
time in April, May, and June, the Sum- seasons.html). Make sure you take ac-
mer new moons happen in July, August, count of the difference between the Ju-
and September, the Autumn new moons lian and Gregorian calendars.

94
Dies Irae
are most able to flee, and may have summer ery period, but can be reapplied every During the new moon in February,
homes to which they can run, but are just as sunrise and sunset to continue its effec- Mentem miasmas form in every Magic aura
likely to stay, convinced that their expen- tiveness. Son of the mythical healer As- and regio. These physically undetectable
sive home can keep the disease out. They clepius, Telesphorus was the Greek god clouds carry the Mentem Blight, a malady
are mistaken, and a Corpus miasma kills of recuperation. that reduces humanity to savages. Those
almost all people who remain in the city. (Base 10, +1 Touch, +1 Sun) that survived the Corpus miasma’s Corpus
An Intelligence + Medicine roll against an In November, on the night of the new Blight, which merely inflicted the Great
Ease Factor of 6 indicates that relocating moon, spontaneous and formulaic Corpus Corpus Pestilence disease, will find no
and outrunning the miasma are the better spells cease working unless empowered by mundane escape from the Mentem Blight.
options. Monasteries, convents, outlying vis. If the magi had removed their stores of
villas, and remote castles are fairly safe, es- Corpus vis from Magic auras in the spring,
pecially if they are not near a Magic aura. it remains potent. Areas that once pro- Mentem Blight
Even though a Divine aura won’t block a duced Corpus vis stop producing it, how-
miasma’s entrance, people stampede to the ever, and there is no saving those resourc- PeMe 30
closest monasteries, rushing for God’s suc- es. Magi find their stock piles of Technique R: Touch, D: Mom, T: Bound
cor in the benevolent arms of the monks. vis dwindling, as they substitute Technique This spell-like effect reduces the men-
Focus on the covenant and keep the vis in the place of the vanishing Form vis. tal capabilities of every person within the
spotlight on the player characters. As soon miasma, effectively diminishing them to an-
as the Corpus miasma blossoms they have imal-like intelligence. Substitute Cunning
their hands full. Removing the miasma is
paramount. Immediate magical aid greatly
The Mentem Infection for Intelligence to those affected. Charac-
ters cannot use any Ability that combines
reduces the chance of people dying. Sick with Intelligence. Without magical assis-
doctors can tend sick patients, and magic On the last new moon in the Autumn tance, this condition is irreversible.
can aid recovery rolls. Such enchanted season, sometime in the month of Decem- (Base 10, +1 Boundary)
poultices do not need to be empowered by ber, Mentem vis starts to rot. A month Magi are unaffected, as are those with
vis to be effective. later, during January of the Winter Season, any other type of Magic Resistance. Men-
Mentem-aligned magic creatures become tem miasmas signal the likely end of hu-
sick with the Great Mentem Pestilence. man civilization. Those that survived the
The Soothing Winter is usually the time troupes make Great Corpus Pestilence are reduced to
Balm of Telesphorus Aging rolls for the saga’s many characters. savages, groups of men and women with
Aging rolls are penalized by a cumula- beast-like intelligence who react to the
CrCo 20 tive –4, –2 from the famine caused by the world through anger and fear. Such people
R: Touch, D: Sun, T: Ind Herbam miasmas and –2 due to the plague are extremely dangerous. Finally, during
This spell grants a sick person a +15 spread by the Corpus miasmas. If your March, the last new moon in the Win-
bonus to Disease Recovery rolls. It must characters have overcome these calamities, ter season brings the end of the Mentem
be in effect throughout the entire recov- do not penalize their aging rolls. Form, and like Herbam and Corpus spells,
Mentem spells can only be cast if the cast-
er uses vis in the casting.
Divine, Infernal, and Faerie Vis
With the supply of vis dwindling,
magi might replace Magic vis with vis
adds an experience point to the Person-
ality Trait, in effect enhancing it. There
The Vim Infection
aligned to other realms. Tainted vis, is no limit as to how high the Personal-
whether it be Divine, Infernal, or Fa- ity Trait can go. Abstaining from using One year since its inception, on the
erie, will work in Hermetic and most tainted vis for six months removes the first new moon of the Spring season, the
non-Hermetic castings. Extended use temporary Personality Trait. Great Pestilence targets Vim. Sometime
and botches are problematic. For each Tainted vis adds extra botch dice, 1 during April, Vim vis starts to rot. To
season that a magus regularly uses vis per pawn of tainted vis, and influences make matters worse, extracted Vim vis is
from another realm, he gains a tem- the botch if one occurs. Botches from inert, flaccid, and without power. From
porary Personality Trait based on the Divine vis suppress magic and may this point onwards magi cannot extract
source of the vis. Using Divine vis drain nearby magic sources of their vis from Magic auras (ArM5, page 94).
regularly grants a calming or temperate power. Infernal vis botches are deadly, Stored Vim vis can be saved, as the Order
Personality Trait, Infernal vis grants an damaging the caster and his surround- has learned, but areas that once produced
obsessive, violent, or sinful Personality ings. Botches from Faerie vis draw the raw Vim vis stop producing it.
Trait, and Faerie vis bestows a Personal- casting into a story, and while the in- On the new moon in May, magic be-
ity Trait based on some narrative role. tended effect may still transpire, the ings aligned to the Vim form suffer the
Once the temporary Personality Trait is subsequent display often draws the at- Great Vim Pestilence, unless they are
gained, each extra use of the tainted vis tention of the closest faeries. removed from their Magic aura. Some
beings cannot be removed, genii loci

95
Dies Irae
for example, and will likely perish. Such tency and stored Aquam vis succumbs to clouds lie 2,000 to 3,000 paces above, well
deaths have the potential to permanently disease. A month later Aquam beings are within Range: Sight, and can tower 15,000
reduce the aura’s strength. On June’s new struck with the Great Aquam Pestilence, a to 20,000 feet in height. Bringing one
moon every Magic aura and regio spawns version of the same major disease. In Oc- down is noticeable for miles around, but
a Vim miasma, an invisible poisonous tober, the first month in the Autumn sea- considering the consequences of the pre-
cloud that carries the Vim Blight, a spell- son, the generated Aquam miasma targets vious miasmas, it is unlikely the covenant
like effect that cancels magical spells bodies of water, polluting and poisoning has any living neighbors.
and effects. This miasma floats through them with Aquam Blight.
what is left of mundane society without
the survivors batting an eye, since it only Embracing the Downy
targets magical effects. Some enchanted Aquam Blight Arms of the Nephelae
items stop working, but that is the least
of mankind’s worries. PeAq 35 ReAu 25
R: Touch, D: Mom, T: Bound R: Sight, D: Conc, T: Ind
This spell-like effect destroys any This spell lets the caster control the
Vim Blight water that the miasma touches. Water in movements of a cloud. Designed to affect
lakes and seas is replenished from the same rain clouds, which are especially large and
PeVi 40 larger body of water. Rivers will have por- necessitate two additional magnitudes due
R: Touch, D: Mom, T: Bound tions of them destroyed, but once the mi- to size, the caster can direct the cloud in
This spell-like effect destroys magical asma moves on new water coming from the any direction she wishes, including down
effects, both existing spells and enchanted river’s source refills the river. to the ground. The Nephelae are Greek
items. It cancels any spell or spell-like ef- (Base 10, +1 Touch, +4 Boundary) cloud nymphs.
fect of level 30 or less. It destroys every Aquam miasmas make finding po- (Base 3, +3 Sight, +1 Conc, +2 size
power in any magic item whose spell-like table water harder, but not impossible. adjustment)
total is 30 or less. The Vim Blight has a Pen- Springs and small rivers are permanently Once lowered to the ground, the rain
etration Total of 0, but most spells and destroyed, but larger rivers refill once the cloud seethes with moisture as water drop-
enchanted items do not have Magic Re- miasma passes. The remnants of mundane lets dot the cloud’s dark gray bottom. With
sistance. Some carried items may be pro- society, small groups of savages with an- a sizable collection of barrels nearby, a
tected by the wielder’s Parma Magica and imal-like intelligence, shift again as the magus can magical force the water from
are immune from the Vim Blight for as long groups chase after fresh water. In Novem- the cloud into his assembled reservoirs. A
as they are so protected. ber, the last month of the Autumn season, single rain cloud contains enough potable
(Base 15, +1 Touch, +4 Boundary) the Aquam Form dies and Aquam spells water to sustain 100 people for a fortnight.
can only be cast if empowered by vis.
The initial Aquam miasma might de-
Wringing Free
The Aquam Infection stroy the covenant’s source of water. If so,
a second source of drinkable water floats in the Tears of Zeus
the sky above. A rain cloud ready to spill
Things continue to get worse. On its contents can be wrestled to the ground ReAq 35
August’s new moon, in the second month with Rego Auram spells and its life-giving R: Touch, D: Conc, T: Group
of the Spring season, Aquam vis loses po- water wrung from its pillowy body. Rain This spell transfers the collected water in

Hedge Wizards, Witches, Elementalists, and Supernatural Abilities


The Great Pestilence targets the do not use the terminology of their by appropriate vis. Some traditions can-
Magic Realm, and its ten Forms. If left Hermetic rivals. Amazonian magic, for not use vis in their castings, and when
unimpeded, it rots most of the Magic example, uses consonants instead of the Form rots their magic powers vanish.
Realm, but does not entirely consume it. Forms, whereas the Virgilian magic of Magical practitioners whose spell
Supernatural Abilities aligned with the the Augustan Brotherhood use schools. abilities are aligned with other realms
Magic realm still work, but are more dif- If your saga includes these esoteric tradi- do not suffer any magical misfortune
ficult to use. For every destroyed Form, tions, use your best judgment as to how due to the Great Pestilence’s blights.
increase the Ease Factor difficulty of ev- the rotting Magic Realm affects these Their Divine, Infernal, and Faerie spells
ery magical Supernatural Ability by 1. practitioners’ magic. Relate each conso- are just as effective and powerful as be-
Supernatural Abilities that derive their nant, school, what have you, to a corre- fore. Naturally, they are as susceptible as
power from other realms are not affect- sponding Form, the one that makes the anyone else to the various miasmas that
ed by this penalty. most sense to you. When that Form is roam the lands.
Other magical practitioners access destroyed that magical practice loses its
their power from the Magic realm, but power unless the casting is empowered

96
Dies Irae
a cloud to a distant barrel, jar, or similar hold- Auram Blight dairy animals. Survivors have learned to
ing vessel. The stream of water can be con- live off the steady supply of milk, cheese,
trolled, so that several vessels can be filled. PeAu 20 and butter from their herds of sheep, goats,
It takes approximately 5 minutes to empty a R: Touch, D: Mom, T: Boundary and cows. One touch of an Animal miasma
rain cloud of its watery contents. Because the A large-scale version of Room of Stale Air changes that, as the entire herd collapses
rain drops are individual, the Target must be (ArM5, page 128), anyone standing in an to the ground, bleating or mooing in pain.
Group, increased 10,000 fold (3 magnitudes) Aquam miasma has difficulty breathing and In July, the first new moon of the Sum-
(Base 4, +1 Touch, +1 Conc, +2 Group, suffers a –3 penalty on all rolls involving mer season, Animal spells stop working un-
+3 size adjustment) physical activity. For each round a charac- less empowered by the addition of vis.
ter exerts himself, the player must succeed
at a simple Stamina roll vs. an Ease Factor
The Auram Infection of 6 or the character loses a Fatigue Level.
(Base 3, +1 Touch, +4 Boundary)
The Imaginem Infection
In April, on the fist new moon of the
By this time, magi should at least have Spring season, Auram spells stop work- The August of the third year of the
procedures in place as they wait for the ing unless empowered by vis during their Great Pestilence has two new moons, the
next new moon, and try to develop meth- casting. By this time, without the Herbam first early in the month and the second at
ods to anticipate which Form the Great miasmas crisscrossing the land, plants have the end. The first new moon brings the rot
Pestilence targets next. A smart covenant begun to blossom and grow. Without Cor- of Imaginem vis, and the second heralds
might remove all stored vis from its Magic pus miasmas spreading Corpus Blight, hu- the arrival of the Great Imaginem Pesti-
aura, leaving one pawn of each of the re- manity might find a foothold for survival. lence to every Magic creature and being
maining Forms not yet blighted to serve as Many are still as dumb as beasts, however, aligned to the Imaginem Form. In Septem-
a marker to determine which Form is next a condition that lingers well after Mentem ber, carrying the Imaginem Blight, an Imagi-
affected. Panic strikes when, in the rising miasmas disappear. An interesting side nem miasma destroys every object’s abil-
new moon of December, a pawn of Au- note is that any children born of parents ity to produce visual images. The ability
ram vis develops a small black spot, which afflicted with the Mentem Blight are not un- is only suppressed for a moment, but the
slowly grows throughout the night. By this der the spell’s effects. Parents so afflicted miasma repeats the suppression constantly
time the magi may have calculated how can raise children, who will certainly be for as long as things are within it, so things
to save Auram vis and Auram beings, but feral, but far from stupid. within a miasma are invisible until the mi-
many shudder when considering the Au- asma moves on, at which point they re-
ram miasma. Will the very air turn poison- appear. Images entering from outside the
ous and unbreathable?
As the Winter season begins in the
The Animal Infection miasma are not destroyed, although they
still cannot pass through opaque objects,
third year since the Great Pestilence be- and light is not affected. Thus, someone
gan, troupes should make Aging rolls. Animals have certainly suffered up to inside an Imaginem miasma appears to be
Since each type of miasma lasts a year, this point, and many domestic and wild suspended in a void, and to have lost her
there are only three types still active: Men- beasts have starved from lack of food body. If she has line of sight to an area
tem, Vim, and Aquam miasmas. Impose a and perished from the lack of healthy outside the miasma, she can see that, but
–6 penalty to Aging rolls. On the new water. In April, under the first new moon she can see no obstacles that might be in-
moon in January, Auram-aligned creatures of the Spring season, Animal vis rots. A side the miasma. Someone inside a room
are struck with the Great Auram Pestilence month later magic beings aligned to the with no line of sight to a point outside the
disease. On the new moon in February, ev- Animal Form suffer the Great Animal miasma would seem to be floating in an
ery Magic aura and regio generates an Au- Pestilence. In May, Animal miasmas de- infinite void.
ram miasma of foul air the same size as the velop and inflict Animal Blight on every
aura. The effected air is foul, not fatal, and animal they touch.
weakens a breather rather than kills him. Imaginem Blight
This makes life difficult, but not impos-
sible. The Auram miasma only fouls the air Animal Blight PeIm 25
that it occupies, and once it has left an area R: Touch, D: Mom, T: Boundary
that location’s air is returned to normal. PeAn 45 This spell-like effect destroys an ob-
R: Touch, D: Mom, T: Bound ject’s ability to affect sight, and the object
This spell-like effect inflicts an Inca- immediately stops producing an image.
pacitating Wound on an animal. The beast (Base 4, +1 Touch, +4 Boundary)
isn’t killed automatically, but it is unlikely Escaping an Imaginem miasma is dif-
to survive without medical help. ficult once engulfed. Without sight, the
(Base 20, +1 Touch, +4 Boundary) primary sense of direction, a man must
Since the Great Pestilence began, ani- stumble around searching for an exit using
mals have been a source of nourishment for his other senses. Ironically, magi are not
the surviving human population, especially affected due to their Magic Resistance,

97
Dies Irae
and still produce an image. They serve as have bedrock laying much deeper, and in Postmortem: Life after
beacons for those lost within the miasma. some swampy areas the bedrock could lie
Imaginem miasmas are more nuisance than 100 or more paces below the surface. If a the Great Pestilence
anything else, although those trapped wind doesn’t move a Terram miasma with-
within a large miasma could hurt them- in seconds after it is spawned, the Terram Having consumed all ten Forms, the
selves as they wander blindly. Finally, in miasma digs a deep pit in the ground. In Great Pestilence starves to death, dying by
October, Imaginem spells cease working this case, structures and trees both col- the new moon in July, the first month of the
unless empowered by vis. lapse into the pit. After two minutes of Summer season. Even with the creature gone
destroying dirt, the miasma sinks below Mundane Europe is still a dangerous place.
ground and only comes to rest once it hits Imaginem and Ignem miasmas drift across
The Terram Infection bedrock. Even hurricane-strength winds
will not move a Terram miasma submerged
the land, and Terram miasmas lie submerged
in large, deep pits. The Living Condition
below ground level. penalty is modified by –6 for the next set of
Hardships continue when, under the Aging rolls made this Winter are pe- Aging rolls in the coming Winter.
November new moon, Terram vis rots. nalized by a cumulative –10 for 5 active Left unchecked, the Great Pestilence
That December, Magic creatures aligned types of miasmas: Vim (active for half the ravages Mythic Europe. It does not end life
to the Terram Form suffer the Great Ter- previous year), Aquam, Auram, Animal, completely, but comes close. Characters may
ram Pestilence. In the fourth and final year and Imaginem. Since the new moon hap- survive the entire panoply of devastation and
of the Great Pestilence, under January’s pens after the winter solstice, the Terram continue living in a medieval-post-apocalypse,
new moon, Terram miasmas carry the Ter- miasma is not included in the Aging roll a miniature Ice Age with savage bands of fe-
ram Blight throughout the land, a devilish modifier. On February’s new moon Terram ral humans roaming the landscape. This set-
malady that destroys the upper soil of an spells cease functioning. ting may be appealing to some players, which
area, ruining future plantings, uprooting would emphasize a saga set on weathering the
trees, and potentially toppling buildings. plague rather than stopping it. Players with
Covering the same area as its aura of ori-
gin, a Terram miasma destroys the top 9
The Ignem Infection
feet of dirt, exposing larger rocks and
other material exposed. Anything formerly Ignem is the final Form to suffer, and
Bookkeeping
resting on the spot falls into the large, ex- the end is a cold one. In March Ignem vis Unstopped, the Great Pestilence
cavated pit left behind. rots. In April, days after the start of the destroys the Magic Realm in 13 sea-
Spring season, the Great Ignem Pestilence sons. Each of its Form-infestation
infects Magic beings aligned to Ignem. In stages has lingering effects that must
Terram Blight May, Ignem miasmas generate from Magic be tracked, to accurately record the
auras and regiones, carrying the Ignem Blight slowly accumulating stages of the
PeTe 20 within their cloudy midst. end of the world. You cannot keep
R: Touch, D: Mom, T: Boundary track of every aura, regio, and area
This spell-like effect destroys the top- in Mythic Europe, so only need to
soil and upper dirt of an area, permanently Ignem Blight track auras in the immediate area
removing the dirt and leaving a pit 9 feet of the covenant, primarily those in
deep. Wooden buildings and small trees PeIg 30 which the magi have an interest.
collapse on a simple roll against an Ease R: Touch, D: Mom, T: Bound For each nearby Magic aura,
Factor of 3. Wooden fortifications, small This spell-like effect covers everything note the amount of vis produced
stone buildings, and medium-sized trees fall it touches in frost, chilling living thing and and the number of resident magic
on a simple roll against an Ease Factor of 6. killing small plants. Animals and humans beings. Once the aligned Form’s vis
For stone fortifications, castles and cathe- take +5 damage. has been destroyed, Magic auras
drals, and large trees, the Ease Factor is 9. (Base 5, +1 Touch, +4 Boundary) that once produced that type of vis
(Base 3, +1 Touch, +4 Boundary) Unprotected men and women take +5 won’t any more. If a resident creature
Terram Blight only affects dirt, not damage per round that they are inside an of Magic Might 20 or greater dies,
stone. If a wind doesn’t blow a Terram Ignem miasma. Animals are also similarly the aura diminishes by 1 for every
miasma away from an area immediately, harmed. Plants are chilled, and some small 4 magnitudes of the being’s Might.
it keeps destroying the dirt it covers and plants die from the frost. Larger plants like Each Magic aura and regio produces
quickly sinks into the ground at the rate trees can survive. A month later, under a miasma during the third stage of
of 3 paces per combat round (6 seconds). June’s new moon, the Ignem Form stops a Form’s infection. The immediate
In a minute it destroys 30 paces of dirt. At working, unless cast spells use vis. area is affected, as is the surrounding
some point the miasma hits bedrock and countryside when prevailing winds
stops descending. How deep the bedrock push the miasmas around. Do your
lies depends on the type of area. Moun- best to note how these miasmas af-
tainous areas have bedrock closer to the fect the covenant’s neighbors.
surface, while grassy valleys and fields

98
Dies Irae
more noble magi, or those seeking to return to The Magi Gather in formalities. Several Wizard’s Wars
the status quo, will press to stop the plagues. spontaneously erupt, with devastat-
ing collateral damage.
Assemble any storyguide magi your • The bellicose magi of the Hibernian
players have met, along with the most Tribunal refuse to cooperate and seek

The Grand
notable magi from the Order of Hermes, safety in their covenants. Those that
including Murion, Prima of House Bonisa- do emerge launch putative strikes
gus, Phillipus Niger, the Defender of Du- against Connacht, looking for any

Tribunal renmar, and Darius of Flambeau (ArM5,


page 34). This is a good opportunity to
Coill Trí member they can find. Rather
than seek a solution, they seek to fill

Response
use characters from any Tribunal book you their final days with glorious violence.
own. Several Primi from the other Houses
should be in attendance; use those who If the Order of Hermes in your saga is
lead the Houses of the player characters’ more cooperative, the picture looks different:
After the Herbam Form is lost, House magi. Keep in mind how your player char-
Bonisagus calls an emergency Grand Tri- acter’s Tribunal responded, for that will • The magi of Hibernia broker a deal
bunal. Redcaps streak through the Tribu- also affect the Grand Tribunal. If gangs of with the island’s faeries and relocate
nals, telling all magi they find that every- magi sailed north to hunt down the Order the many magi and their covenfolk to
one should meet at Durenmar in the Rhine of Odin, for example, they won’t have re- faerie regiones. Safe within these pock-
Tribunal on the autumnal equinox, where turned in time for the Grand Tribunal. ets of slowed time, the magi explore
the problem of the Great Pestilence, as it The emergency session mirrors last laboratory solutions to the plague.
starts being called, will be discussed. From season’s emergency Tribunal session, with • The magi of Thebes and Transylvania
the summons to the date of the meeting, various magi not knowing what to do. bury their ancient hostility and build
the magi have almost three months to If the Order behaved badly at the local an underground complex in the Bal-
plan and orchestrate their travel, giving Tribunal their fears are magnified at the kan Mountains, the mountain chain
most ample time to get to Durenmar in Grand Tribunal. On the other hand, if that separates the two Tribunals. All
the Black Forest. the Tribunal’s sense of common cause pre- are invited to join the venture.
As the magi head to the meeting, trav- vailed, then the Order might solidify into • Having no evidence of an Order of
eling after the Herbam Form has ceased a smoothly-running cooperative organiza- Odin, the seafaring magi of the Rhine
working and midway through the Corpus tion. So much depends on your saga’s his- build a huge ship and sail west, past the
Form contagion, they find Mythic Europe tory that generalizations are almost futile. British Isles and Iceland. They pilot a
severely changed. The land is ruined and Nonetheless, here are a few suggestions on course based on the stories found in the
barren. Peasants wander the highways how a conflicted and a cooperative Order Saga of the Greenlanders and The Saga of Erik
begging for food, and cities keep their might respond to the Great Pestilence. the Red, both written in the early 13th
gates closed, barely able to feed those If the magi of the Order of Hermes century, hoping to find an area uncon-
within. When the Corpus miasmas arrive, in your saga are generally in conflict with taminated by the Great Pestilence.
which will happen around the same time each other: • The Normandy magi partner with
the player characters are at Durenmar, bishops, offering their magical skills
the populace sees it as a continued con- • The Tremere magi of the Transylva- to help protect the Tribunal’s holiest
sequence of God’s justifiable wrath. Those nia Tribunal announce that they have sites. Many magi are allowed onto
that don’t die outright flee, hoping to find prepared a distant mountain top with Mont Saint-Michel, where their com-
safe havens away from civilization. It is supplies and water and plan to wait bined magics keep the island town
a time of extremes; the roads are either out the contagions. All who swear a and monastery safe.
choked full of survivors looking for a new new oath of vassalage to House Tre- • The Coenobium unites the magi of the
home or empty, scattered only with the mere may join them. Provençal Tribunal, using its access
dead and the crows feeding upon them. • The seafaring magi of the Rhine and to many areas without Magic auras
The player characters find Durenmar Thebes Tribunals take to the seas, to preserve vis, and its experience of
greatly affected by a Herbam miasma. The living aboard ships protected by Ae- working scattered across several sites
lush grasses and bushes that line the hidden gis of the Hearth spells and finding their to coordinate research on the problem.
valley are gone, and the towering pines stand livelihood from the ocean. Some an-
barren and blighted. The vine that grows nounce their intent while others slip
along the face of the Tower of Bonisagus is
gone, rotted away, and all of magus Ricardus
away into the night, hoping to sail
off before being noticed.
Discussing Solutions
Caepuus’s exotic plants have died. In frustra- • The conservative Flambeau of the
tion, the magus destroyed his glass sanctum, Normandy and Provençal Tribunals The Grand Tribunal should ultimate-
which now lies in ruins at the southern end of blame the younger members of the ly find some common course of action,
Durenmar’s clearing (see Guardians of the For- House, especially those living at the even if some of the magi – including your
est: The Rhine Tribunal, chapter 6 for details of domus magna of Castra Solis. With player characters – don’t agree with it and
Durenmar and its magi.) the end this close there is no point refuse to participate. As domus magna of

99
Dies Irae
House Bonisagus, most of the assembled
Durenmar magi want to head to the labs
emergency meeting. At this point, they
have only experienced one cycle of the Laboratory
Solutions
to find a solution, as explored in the next death of a Form, and the real fun begins
section. This is a more reactive approach, after they experience two or three cycles.
and many laboratory solutions focus on Once the Twilight Tears are revealed, magi
the symptoms of the Great Pestilence are able to penetrate the Magic Realm and
rather than combating the creature itself. find the Great Pestilence. Until that time, Your player characters may opt to find
These solutions heal sick auras, heal sick they are forced to deal with the Pesti- a laboratory solution to stop the Great
animals, and prevent future Form conta- lence’s disease effects. If after three of four Pestilence. Not an uncommon thought,
gions. Other laboratory solutions focus cycles of diseased Forms the players still and many magi gathered at the Grand
on finding and destroying miasmas. Of- haven’t found a route to the Magic Realm Tribunal press for such actions. A variety
fer these if the players seem stuck, but (if that is their preferred solution), have of spells can be researched and invented
don’t replace your players’ plans with any an elder magus tell the player characters that aid against the Great Pestilence’s
listed here. Chances are that your saga is about Twilight Tears. Perhaps it is even various effects. Because time is short, re-
so developed that your players will find Hellix who discovers them, her attempt at sources should be pooled so that the magi
ways to defeat the Great Pestilence that redemption for accidentally spawning the best suited to the laboratory have the ma-
we haven’t thought of. Great Pestilence. terials necessary for their research. You
Others suggest a more active ap- do not have to present all of the follow-
proach, and those options are detailed ing ideas at the Grand Tribunal. Feel free
in a later section. These self-proclaimed
defenders of the Order want to find the
October’s New Moon: to save a few and introduce them later,
especially if your players are struggling to
responsible party. If they know about Hel- the Corpus Miasma find solutions to the Great Pestilence. If
lix, they want her, and ask the player char- your players would rather fund such ef-
acters to travel to her sanctum and bring forts, or follow other tacks entirely, you
the maga to Durenmar. If they know about At some point, either on the way to could parcel these spells out to the play-
the Great Pestilence creature, they plot Durenmar, while there, or on the way er characters from the researchers’ labs.
attacks into the Magic Realm. Perhaps home, the player characters encounter a Supply them with those spells that best
some ancient archmagus knows about Corpus miasma. It depends on the exact suit the saga as it unfolds.
the Arcana Centrum and how the player year of your saga if the autumnal equi-
characters can use it to travel to the Great nox happens before or after the first new
Pestilence. If the magi do not know about
the Great Pestilence, the Order has other
moon in October. You could calculate that
on your own, using the references listed
Building
enemies to blame. Both the Hedge Magic earlier, or you could determine which hap- Protective Barriers
Revised Edition and Rival Magic supplements pens first based on how you want the story
detail several groups of magicians who to unfold. If the new moon happens before
could be blamed, if those groups exist in the equinox, the player characters are on It is readily evident that an Aegis of the
your saga. If you own one of those supple- their way to the Grand Tribunal emer- Hearth stops a miasma, but other, larger
ments and wish to tell war stories of an gency meeting and have to deal with the communities need different forms of pro-
open conflict between two groups, this miasma first. If the Corpus miasma hap- tection. Some magi speculate that they can
is your chance. This tactic could also be pens after the Grand Tribunal, they have create a high wall around villages and cities
used if you want to remove other, more to deal with it when they return. How the to protect them from incoming miasmas.
powerful storyguide magi from the story, covenant fared when the Corpus miasma This can be done, but the wall needs to
leaving center stage for your player char- formed would make an interesting story, be very high. A miasma is approximately
acters to discover the true culprit. especially with the magi away, as the com- 60 paces high, and Mythic Europe’s tallest
Use the Grand Tribunal to guide your panions and grogs will have to see to their walls, those that surround Constantinople,
players’ actions, not to steal the limelight own salvation. If the stars are right, the are 20 paces high. Taller structures exist
from them. Even if you must use a sto- new moon happens while the magi are at — the Hibernia tribunal has many stone
ryguide character to suggest a solution, un- Durenmar. The characters see the devasta- watch towers 30 paces high and St Paul’s
der no circumstances let those storyguide tion it brings to the Rhine covenant, and Cathedral in London rises to 150 paces —
characters carry it out. They can guide may either help or hustle home to assist but none of these enclose a large area. If
the way, spark ideas, serve as a sounding their own covenfolk. a wall is built, a door or other portal must
board, and even provide assistance, but be constructed to allow miasmas generated
they cannot save Mythic Europe. That is within to be ejected.
the player characters’ job. If your players
are clueless about what is going on, use
this second major meeting of magi to get
the player characters to look for Hellix.
It may be premature to reveal the Twi-
light Tears to the player characters at the

100
Dies Irae
Affecting the Miasmas not require Finesse rolls to make sure the preferences in the Forms, determined by
miasma goes where the maga wants. those spent the most time studying and us-
ing. Her Herbam Form stood out as stron-
Miasmas are invisible to the naked eye, gest, followed by Corpus. Next strongest
but magi can invent spells that “see” the Moving the Herbam Miasma was a tie between Mentem and Vim, and
miasmas, just as Intellego Vim magic can the Great Pestilence merely selected on
indicate regio boundaries. The Intellego ReAu (He) 25 at random. Animal, Aquam, Auram, and
Vim base level is 3. A necessary condition R: Voice, D: Conc, T: Ind Imaginem were all studied the same and
of viewing a miasma, and affecting it with This spell allows the caster to move an the Great Pestilence randomized these
magic in general, is to include a Form-spe- Herbam miasma according to her wishes. four as the next to attack, starting with
cific requisite. The requisite does not add The caster must first sense the miasma be- one and moving through them one by
a magnitude to the spell level because it fore she can move it. one. Terram was slightly weaker, and Ig-
simply allows the spell to have its effect, (Base 4, +2 Voice, +1 Conc, +2 size) nem was her weakest Form of the ten and
rather than adding an effect to the spell. Like other physical objects, miasmas thus the last to be attacked.
can be destroyed by Hermetic magi. Such A player character can determine a
a spell is a Perdo Auram spell, because at rough order by examining Hellix’s labora-
Viewing the Herbam Miasma its core the miasma is a clump of poison- tory notes and discovering which here her
ous gas, and needs a Vim requisite, because stronger Form Arts. This categorization is
InVi (He) 20 of its magical nature, and a Form requisite based on Arts scores, and while one charac-
R: Per, D: Conc, T: Vision matching the type of miasma. Neither of ter cannot look at another’s character sheet
This spell allows the caster to see any these two requisites add magnitudes to the to determine Art scores, the investigator
Herbam miasmas in the area. spell. Size is an issue, and the spell will can determine the maga’s stronger Arts after
(Base 3, +1 Conc, +4 Vision) need to be adjusted for larger miasmas. A spending a week with her notes and labora-
Once a miasma has been seen, it can miasma is a “severe weather phenomenon” tory texts. The observer must succeed with
be avoided or redirected. This can be done for the purposes of calculating the base an Intelligence + Magic Theory roll against
simply by creating magical winds, which Perdo Auram level needed to destroy it. an Ease Factor of 12. If Hellix is available for
will push the miasma just as mundane such an investigation and actively assists,
winds do. Specialized spells, however, al- adjust the Ease Factor of the Intelligence
low much more accurate control, and do Destroy the Herbam Miasma + Magic Theory roll to 6. Success tells
the investigator that her strongest Form is
PeAu (He, Vi) 35 Herbam, followed by Corpus, followed by
Changing the R: Voice, D: Mom, T: Ind
This spell destroys an Herbam miasma.
either Mentem or Vim, followed by four
equally studied Arts (Animal, Aquam, Au-
Order of Plagues (Base 15, +2 Voice, +2 size) ram, and Igaminem), followed by Terram,
A second laboratory solution is to in- and finally Ignem. The player character will
As written, the Great Pestilence vestigate destroyed vis and dead magic not get an exact order, but a rough idea of
is very likely to destroy civilization, creatures for insights into how the Great which Form will follow which.
as the player characters would have Pestilence is affecting every magic aura
to move very quickly to stop it be- and regio. This is further detailed later (see
fore the Corpus and Mentem blights.
This serves to emphasize just how
Inventing the Great Barrier). If your play-
ers opt for this solution, their magi can ask
Curing Auras, Regiones,
apocalyptic the disaster is, but you
might prefer to have civilization
for and receive assistance from other magi and Magic Beings
at the emergency Grand Tribunal.
saved. In that case, it easy enough
to change the order of the blights. Generally speaking, Hermetic magic
If the Vim infection occurs earlier, it
will push the magi into acting, but Puzzling Out the Order can heal everything that Hermetic magic
can harm, and even though the Great Pes-
have little effect on mundane so-
ciety. Similarly, the Imaginem and
of Forms Attacked tilence isn’t Hermetic, it was created by a
Hermetic accident. Its inflicted woes are
Auram infections have relatively few Perdo magics (destroy vis and inflict a
long-term consequences. The infec- The Great Pestilence’s attacks seem major disease), which infect the aura and
tions have been written to occur in arbitrary, its selected sequence of blighted consequently create a miasma. Healing the
descending order of Hellix’s Arts, Forms appears to be random and com- land bounded within the aura is possible
but that is not an important point. It pletely capricious. It is not, entirely, and with Creo magic. Healing the aura is a
is important that the first infection there is a pattern to the sequence. The Creo Vim spell, and needs to include a req-
be Herbam, to give the characters a Great Pestilence begins with the Form in uisite for the infected Form being healed.
clue to Hellix’s involvement. which Helix was strongest, because it was The base effect is 20, “heal the debilitating
the one she spent the most time using. after-effects of a disease,” derived from the
Its targeting scheme then follows Hellix’s Creo Corpus guidelines.

101
Dies Irae
Suture Gaia’s Wound The Balm of St Francis gaining insight produces Lab Texts, which
any magus can study. A magus may study
CrVm (He) 45 CeAn 35 one slain creature a season or a number
R: Touch, D: Mom, T: Boundary, Ritual R: Touch, D: Mom, T: Ind, Ritual of rotted pawns of vis equal to twice his
This spell repairs the damage done by This spell heals any animal disease, in- Magic Theory Ability.
the Great Pestilence to the aura and the stantly easing the beast’s suffering. St Fran- Armed with a number of Insight
Herbam Form in a specific area. It does not cis was a legendary healer of animals. This Points, a magus invents some sort of Intel-
prevent future impairments from the sen- spell works on animals Size +2 or smaller. lego Vim spell, of any level of his choos-
tient fungus. (Base 25, +1 Touch, +1 size adjustment) ing. If the spell is successfully created, he
(Base 20, +1 Touch, +4 Boundary) gains a number of Breakthrough Points
This spell heals blighted vis as it is rot- equal to the magnitude of the spell. He
ting during the season in which it is under
attack, but does not revive vis already de-
Discovering the may also create an enchanted item with
an Intellego Vim effect if he would rather
stroyed. This spell would not prevent the Means of Attack not invent a spell. To integrate spells that
Great Pestilence from targeting Herbam be- affect the Magic Realm the researcher
ings living in auras in the Summer Season. needs 30 Breakthrough points, which can
At the adventure’s beginning, the magi be gained individually or accumulated by
don’t know how the Great Pestilence is tar- a group of researchers.
Save the Magic Beings geting every Magic aura and regio. They
may speculate that there is some sort of
Once integrated, a magus can invent
spells that affect the Magic Realm, includ-
sympathetic connection that links each ing an Intellego Vim spell that sees the
Beings infected with the Great (Form) aura to the Magic Realm, and they are cor- mystical connection running between ev-
Pestilence can be cured using Creo magic. rect. Hermetic magic, however, cannot ery Magic aura and regio and the Magic
Just as Creo Corpus spells cure a diseased affect that link when the saga starts, and Realm. They can use this link as an Arcane
human, Creo Herbam spells cure diseased magi must invent a means to do so. Invent- Connection (Range: Arcane Connection),
plants, and Creo Animal spells cure sick ing spells that affect the Magic Realm re- allowing them to view the link, send spells
animals. In addition, spells can be invented quires a Minor Breakthrough in Hermetic along it to the far end, and prevent incom-
that cure a diseased magic being by heal- Magic Theory, and can be accomplished ing spells from using it. Viewing the dis-
ing the Form that the diseased being is as- through an integration process similar to tant site before the aura is infected shows
sociated to. For example, an infected drag- incorporating older magic into Hermetic a bucolic Form province correlated to the
on associated with the Ignem Form can be magic (Ancient Magic, page 7-9). This can aura’s Form alignment, the vis it produces,
healed with Creo Ignem magic as well as also be done with original research, as de- or Vim if no other Form is evident. View-
Creo Animal magic. scribed in Houses of Hermes: True Lineages pag- ing the Magic Realm after the aura has
If a magus is inventing a spell that heals es 26-30, but is more easily accomplished been blighted shows a rotting Form prov-
the creature through its Form association, through integration. ince, covered in fuzzy-blue mold, lousy
the base level of the spell is 25. Like any The first step is to gain Insight Points with grubs, or blanched and dehydrated.
magical cure, the spell must be a ritual to by studying diseased vis and Magic crea-
provide permanent healing. tures slain by the Great (Form) Pestilence.
Each rotted pawn of vis provides 1 insight Seeking the Thread of Power
point, as does each magnitude of Might
of a dead Magic creature. A season spent InVi 20
R: Touch, D: Conc, T: Ind
This spell indicates the arcane con-
New Guidelines: Creo Animal nection between two objects, allowing the
magus to sense the mystical link that con-
nects the smaller to the larger.
Base 5: Cure a Minor animal disease
(Base 10, +1 Touch, +1 Conc)
Base 10: Cure a Serious animal disease
Once this Arcane Connection has
Base 15: Cure a Major animal disease
been discovered, it can be destroyed, to
Base 20: Cure a Critical animal disease
prevent future contagions. Doing so pre-
Base 25: Stop the progress of any disease. Cure any disease countering its effects.
vents the Great Pestilence from targeting
that aura or regio with any effects, perma-
Just like human and plant diseases, animal diseases come in a variety of severities.
nently blocking the Great Pestilence and
The type of severity, Minor, Serious, etc., is the same as the severity of the plant
saving that particular plot of land. Snip-
disease that infects the plant and affects its eater. Like Creo Corpus healing spells, a
ping the arcane connection to the Magic
healing spell cast other than as a Momentary Duration Ritual actually suspends the
healing process so that upon the spell’s expiration, wounds are as fresh as they were Realm is as easy as destroying any Arcane
when the spell was cast. Connection.
Cutting this magical connection does
not destroy an area’s Magic aura, although

102
Dies Irae

it often reduces its strength. If the aura


arose from a natural tether, likely caused
on Roman soil management and preparing
fields with sulfur to prevent mosquitoes.
Adventure
by a beautiful or magnificent natural fea-
ture of the area, the Magic aura is undam-
aged. If the aura arose from a magical
Folk lore is full of preventative measures,
and the Order itself uses magical wards
daily, the Parma Magica being nothing
Solutions
source, a preternatural tether, then discon- more than a very effective ward against Few magi will sit idly by as the Great
necting it from the Magic Realm does can- enemy magic. Why can’t a Great Barrier Pestilence runs roughshod across Mythic
cel the aura. Many areas have both natu- (Latin: Magna Claustra) prevent the Great Europe. While they may hope that the ini-
ral and preternatural tethers. If you know Pestilence (pestilentia magna)? tial Herbam infection is the extent of the
the strength of both tethers, subtract the Once the magi have integrated affect- issue, they cannot ignore the more serious
strength of the preternatural tether from ing the Magic Realm into their repertoire problem once Corpus becomes infected.
the Magic aura when the connection to the of Hermetic magic, they can create such a Survival becomes paramount, and before
Magic Realm is cut. If you don’t know the ward. Like any ward, the Magna Claustra is the magi can construct a cure for the Great
exact allocation of natural and preternatu- a base general spell that needs to be potent Pestilence, they need to protect their own
ral tethers, simply reduce the strength of enough to prevent a creature from entering environs and ensure their daily sustenance.
the aura to half its original strength when and have enough penetration to affect that Several suggestions have already been pro-
the connection is severed. creature. The Great Pestilence has a Might vided, and include:
of 50 and the Form province adds +10 to
its Magic Resistance for a total of 60. The • Removal of vis and magic beings from
Snipping the Thread of Power successful Magna Claustra looks like this: Magic auras and regiones
• Leaving Magic auras and regiones to
PeVi 35 avoid miasmas
R: Touch, D: Mom, T: Ind Magna Claustra • Gathering and storing food, water,
This spell destroys the Arcane Con- and vis
nection between two items. ReVi 95 • Protecting a new area with physical
(Base 30, +1 Touch) R: Touch, D: Year, T: Boundary, Ritual structures, Aegis of the Hearth, or other
The Magna Claustra (Latin: Great Bar- magical wards to prevent miasmas
rier) protects an area from the Great Pes- • Retreating to a Divine, Faerie, or Infernal
Inventing the tilence, providing the Penetration Total of
the spell exceeds 60.
regio that supports long-term habitation

Great Barrier (Base 50, +1 Touch, +4 Year, +4 These stopgap measures address the
Boundary) symptoms of the malady, not the cause.
Once the magi have secured their home,
To save Forms from blight, a magus they can shift their focus to the Great Pes-
might invent a ward to prevent the Great tilence. There is a slight chance to avert
Pestilence from taking hold of a Magic the rot entirely, which would shift the saga
aura. Learned agriculturalists find this logi- from an “end of the world” story to a “save
cal, following Pliny the Elder’s instructions the maga from herself” story. It is more

103
Dies Irae
likely, however, that play focuses on the where they can hurry to known, nearby au- Realm and is targeting every Magic aura
player characters’ attempts to anticipate ras and perpetually heal them as they get in- and regio in Mythic Europe. If they have
and survive each wave of the Great Pes- fected. Perhaps some of the covenant’s magi talked to Hellix, they know about the sen-
tilence’s infections, protecting themselves perform this duty while others seek differ- tient Magic creature. If they have integrat-
and their allies, and then stopping the vari- ent avenues to stop the Great Pestilence. ed magic that can affect the Magic Realm
ous miasmas from ravaging the surround- into Hermetic magic, they know how the
ing countryside. creature is targeting auras and regiones.
At some point, either through sug-
gestions announced at the Grand Tribu-
Stopping the Accident The final clue is underlined in the book-
marked summa on Hellix’s laboratory desk:
nal or on their own initiative, the player the Arcana Centrum.
characters may wish to destroy the Great It is difficult to anticipate Hellix’s ac- The majority of the magi of the Order
Pestilence creature face-to-face. This type cidental creation of the Great Pestilence, have never heard the phrase. Most point
of swashbuckling, high fantasy adventure although there are clues in her personal- out that it is not even Latin. Those who
sees the magi traveling to the Magic Realm ity that suggest she might try something have traveled the Magic Realm may have
and pits them against the sentient creature rash. If they are fast, lucky, or both, the encountered mention of it in their travels.
in rounds of blazing combat. player characters may stave off the calam- If a character has traveled in the Magic
ity entirely. During the initial meeting, Realm, in particular if he has entered one
an Intelligence + Folk Ken roll against an of the ten Form provinces, he may roll
Ministering to the Sick Ease Factor of 9 indicates that Hellix is
prone to taking extreme risks in achiev-
Intelligence + Magic Lore + simple die
against an Ease Factor of 18. If success-
ing her goals. Hellix is not the Order’s ful, the character has heard of but not
Once curatives for auras and Magic only ambitious maga, so this information ventured into the Arcana Centrum. Magic
creatures have been invented, they need is hardly damning. However, her requests creatures may also know about the Arcana
to be applied to those suffering outside the for books and resources come with in- Centrum, on a successful Intelligence +
laboratory. Characters undertaking this task creasing frequency, suggesting that she is Magic Lore + simple die against an Ease
travel from site to site, heal the sick, and feverish in her attempt to end all plant Factor of 15. If the creature lives in the
then moving on. The spells would need to diseases. Józef assents if asked, saying Magic Realm, add that creature’s Might
invented first (see earlier), and then a magus that the maga is almost maniacal in her in Magnitudes to the die roll. A character
needs a road map, a gazetteer of all known desire to succeed. Though she hates her could head into the Magic Realm first and
Magic auras in Mythic Europe. Both House House and tries to step away from its ide- ask for directions later.
Bonisagus, through its Trianoma lineage, and als, Józef concedes that she is “a typical If the characters wonder about the
House Mercere keep gazetteers of known example of the irresponsibility and short- book’s author, Institus of House Criamon,
Magic auras and regiones. The Bonisagus sighted fervor of House Tytalus.” let the player make Reputation rolls. If
gazetteer, the Tabula Geographica Magica, is Portents and ominous visions abound any succeed with a stress die + 4 (Insti-
safely kept at Durenmar under the watchful when the Great Pestilence is created (see tus’ Hermetic Reputation: Befuddling)
eye of Tandaline, the current Tenens Occul- earlier), giving the magi the chance to against an Ease Factor of 9, then they
torum (see Houses of Hermes: True Lineages and magically feel that something dire has have heard of the cryptic Criamon. Hail-
Guardians of the Forest: The Rhine Tribunal for happened. If they are somehow connected ing from the Tribunal of the Greater Alps,
further explanation). Though this resource is to Hellix, possible by lending her learn- Institus was known for his rambling writ-
normally shared only with great reluctance, ing resources, and quick, they may arrive ings that seemed to confuse rather than
in this situation it is readily offered to any in Wales before the Great Pestilence slips clarify most subjects. His favorite subject
magus willing to travel the dangerous and through the temporary Twilight Tear to was Magic Lore, and rumors have it that
ravaged countryside to heal the earth. House the Herbam province. If encountered at he spent much of his life in the Magic
Mercere is more interested in covenant ad- this stage, the Great Pestilence is in its Realm. He was a member of the Cave of
dresses than Magic sites, but some auras do infancy, with only the power of locomo- Twisting Shadows, the domus magna of
get mentioned in Redcaps’ reports. In most tion and a Magic Resistance of 50. It can the House, but has long since passed into
Tribunals this information is kept at local be easily captured, contained, and ulti- Final Twilight. His library exists, as do
Mercer Houses, but in a few, the Tribunal mately destroyed. his notes, bound together and stored in
of Thebes for example, the information is a room off the great library. Reading the
collected, correlated, and stored in the main pertinent parts of these notes explains that
Mercere administrative center.
Characters undertaking this duty see
Invading the the Arcana Centrum is a place in the Magic
Realm where the ten Form provinces con-
Mythic Europe at its worst. Depending on Arcana Centrum verge at a single point. His notes do not
how long the curatives take to invent, the explain the name.
world has slid far down its unprecedented This mystical hub is extremely remote
decline. Civilized society is likely absent, In the more likely scenario, the player and exceedingly powerful. Seen from
and the only encounters are invisible mi- characters piece together the various clues above it resembles a large, multicolored
asmas drifting on the wind. This strategy from Hellix’s lab and discover that a sen- pie cut into ten slices. As part of the Magic
works best in the characters’ local environs, tient creature lies somewhere in the Magic Realm, the Arcana Centrum adds +10 to

104
Dies Irae
spell casting and magic Supernatural Abil- by picturing it in their mind. Regardless If the magi have integrated Magic Realm
ity totals. A spell with the same Form cast of whether they head to a province or the magic into Hermetic Magic Theory, they
within the province of that Form receives mystical core, their journey takes them may use an Arcane Connection linked to the
another +10 bonus. From the exact center through the Twilight Void. Institus’ prose Arcana Centrum and travel directly there.
rises a tall pillar, a single spike of mixed gives the reader enough familiarity with The only time such an arcane connection
material up which all Ten Forms run. At it so that they can bypass a province and is available is when the Great Pestilence is
the top of this spike as a large plateau and walk directly there from a boundary. targeting a particular Form, which happens
a ball of brilliant white light sitting at its Judge the difficulty with which your at midnight on the night of the new moon.
center. Normally within the field of bril- player characters gain Institus’ books by At that exact moment, and for the next two
liance there is no distinction between how they are doing overall, and how your minutes (20 combat rounds) the magi can
floor, walls, or ceiling, and all seems an Order of Hermes has fared. Reward coop- target the Great Pestilence with spells. The
infinitely expansive white light. The Great eration. If the player characters assist other connection to the distant Boundary and
Pestilence has marred this with its vast, magi, if aid is freely offered and received, the Great Pestilence lasts only for Dura-
ugly body of rot and decay (see later). if mundane communities have been saved, tion: Diameter. Using Rego Corpus magic
then the books are easily located and per- the magi can instantly transport themselves
haps offered to the covenant’s magi. The to the Great Pestilence’s location. They can
Finding the Arcane Doorway Oppidium of the Scholomance has a com- also target the Great Pestilence during this
plete set of the Criamon’s work and offers interval and try to destroy it, but a smarter
If the player characters have any of it to the characters if they come to Tran- alternative is to target the creature with low
Institus’ books – he mentions the Arcana sylvania to get it. If the Order has frac- level spells to determine its Magic Might, for
Centrum in more than one – they learn tured, the books are hidden somewhere, without knowing that it will be difficult to
that every boundary in the Magic Realm stuffed in the dusty bookshelves of a cov- construct a powerful enough ward to block
connects to one of the ten Form prov- enant locked behind its Aegis and unwill- it (see earlier, Inventing the Great Barrier).
inces, which in turn connects to the Ar- ing to entertain visitors. Evidence suggests
cana Centrum. Vestiges, avenues of Mag- that Crintera has several volumes, but that Finally, Hellix’s fall into Temporary
ic Realm ingress, lead to boundaries, so means penetrating their hidden regio on Twilight allowed the Great Pestilence to
while they don’t connect directly to the the island of Rügen and battling the Bjor- enter the Magic Realm, and this Twilight
center they stand as points of entrance. naer defenders. If the Order has fallen, lo- Tear can be exploited by others. Anyone
In his magnum opus, the summa Catalog cate the books in a lost covenant whose can enter the Magic Realm if they do so
of Curiosities (Magic Lore 6, Quality 7), In- lingering horrors still pose a threat. While at the same time as a magus enters Tem-
stitus lists several known vestiges, which the mad ghosts of the Cave of Twisting porary Twilight. As the magus succumbs,
link to boundaries in the Magic Realm. Shadows have been destroyed by the Great regardless if he comprehends the experi-
You are encouraged to create vestiges Mentem Pestilence, there may be traps and ence or not, a shimmering rift is visible in
that are meaningful to your troupe, per- other magical protections safeguarding the the area directly next to him. Like a regio
haps an incidental structure that served in books from thieving hands. boundary, anyone who walks through this
an earlier, unrelated adventure, or some Coming at the end of your saga, how- rift is transported to the other side, which
meaningful element you use to tailor your ever, the player characters may already in this case is one of the Form provinces,
stories. Example vestiges could be: have a way into the Magic Realm. Perhaps the one associated with the Form that cre-
the oak tree that once led to the Herbam ated the Temporary Twilight. Unlike regio
• The perfect cloud that always lies 12 boundary after Eustace and Vafer’s visit boundaries, which can be difficult to see
degrees NE of the full moon leads to reopens that mystical passage (“The without magic, the shimmering rift next to
an Auram boundary Champion’s Portion,” Tales of Mythic Eu- a Temporary Twilight is easily visible. The
• The mysterious reflection of a whale rope). If they encountered the Brass Horse- Twilight Tear lasts a handful of seconds,
that rises at dawn off the island of man outside the Marble Palace, they may perhaps two or three combat rounds.
Crete leads to an Animal boundary still be able to find the solid brass statue
• The foreboding shadow that sat under and slip down the Forgotten Road into
the character’s childhood bed leads to an Ignem boundary (“The City of Brass,” The Path to the
an Imaginem boundary Tales of Power). Those who have explored Arcana Centrum
• The life-sized illusion of a rock hanging the great pyramids of Mythic Egypt might
suspended in mid-air in a subterranean return and walk through a stele, an under- Once a vestige is found, or one of the
chamber leads to a Terram boundary ground doorway that stands as a Mentem rare regiones that connects directly to a
vestige and leads to the Field of Reeds in boundary, the magi can enter the Magic
The magi must travel to the mentioned the Magic Realm (Lands of the Nile). Don’t Realm. Like entering a regio, the magi must
vestige, see the perfect illusionary image, penalize players whose characters have be able to see through the veil that separates
and walk through it to enter the bound- had long and glorious careers by mak- vestige from reality or regio from boundary.
ary. In the boundary, they must picture a ing Institus’ books the only hoop through The viewer must possess an Ability that lets
spot in the correlating Form province and which they can leap. them see such veils, either Magic Might,
walk there. Those who know of the Arcana Second Sight, or Magic Sensitivity. Like
Centrum can instead walk directly there auras and regiones, vestiges and boundaries

105
Dies Irae
have levels, and the more powerful the level rectly to the center of the Magic Realm. Use tue (+2 to Attack and Soak, –2 to Defense,
the easier it is to travel through. the same Ease Factor as before, ((10 – level no retreat). If the party is exceptionally
of boundary or vestige) x 3) – Familiarity strong, increase the number of elementals.
Boundary and Vestige Travel: bonus, to determine how long the journey If the Form province is not yet dis-
Stress die + Perception + appropriate through the Twilight Void takes. eased, the air elementals still attack, know-
Ability + Form bonus vs. ((10 – level of ing that something is wrong with the Mag-
boundary or vestige) x 3) – Familiarity Twilight Void Travel: ic Realm and thinking the intruders might
modifier stress die + Stamina + Concentration + be the cause. Though angry they can be
Form bonus driven off or convinced not to attack. If the
A travel gets one familiarity modifier from player characters can speak with a calmed
the following table, that which gives On a successful roll, the traveler enters elemental, all it knows is that something is
the greatest bonus. his destination, either the Form province or wrong and most of the Magic Realm resi-
the Arcana Centrum. dents are disturbed and striking out at any
Familiarity Modifier Because the Magic Realm is timeless, foreign intruders.
Enigmatic Wisdom score travelers do not gain experience points while After walking through a Form province
Magic Lore score adventuring inside the Realm. Instead, raw the player characters eventually come to
Knows of destination 1 vis coalesces and collects on their persons, the pillar that rises to the Arcana Centrum.
Has seen destination 3 typically one pawn per awarded experience They climb it to reach the plateau and the
Has visited destination 6 point for the adventure. This only happens center of brilliance. If they are coming
Arcane Connection if the section of the Magic Realm traveled through a Twilight Tear or following an
to destination 15 through is healthy. If the characters are trav- Arcane Connection, they arrive atop the
eling through a boundary aligned to a Form pillar at the center of the Arcana Centrum.
The time it takes to make the trip de- already destroyed by the Great Pestilence, They are not alone.
pends on how well the traveler succeeded in they do not gain vis.
viewing the destination through the vestige
or boundary. Subtract the Ease Factor from The Beast Within Its Lair
the player’s Boundary and Vestige Travel roll A Poisoned Realm
total to determine their Speed Level, and The white brilliance inside the Arcana
then compare it to the following chart: If a Form province has been infected, Centrum is dulled and muted. A great
the disease is evident. The area appears black carpet of rot lays within, giving the
Speed Level Length of Journey damaged and dulled and its landscape is otherwise featureless space a hilly, hori-
0 seven plus a stress die overrun with rot, sun scorch, and grubs. If zontal surface that extends to infinity in all
(no botch) number of it is yet to be infected, it is beautiful, a pris- directions. It seems to the characters as if
years tine example of the Form. For example, the they are walking on mounds of rotten gar-
3 seven years unpolluted Terram province sits inside an bage, the landscape comprised of rotted
6 Year active volcano, with granite islands float- plants, decayed rocks, putrefied corpses,
9 one season ing on a magma lake. The Animal province and small pockets of polluted muck. This is
12 Moon is the back of some monstrous creature, the Great Pestilence. Most explorers won’t
15 day (24 hours) too huge to determine its exact species, its
18 Sun hair follicles as thick as palm trees and its
21
24
two hours
Diameter (2 minutes)
pink skin scaly and rough from scratching.
The Auram Boundary is a dark sky ham-
New Guideline:
27 one minute pered by storm clouds, pierced by flashes Perdo Vim
30+ Momentary of lightening followed by an ear-splitting
boom of thunder. General: Destroy an amount of raw
Since the Magic Realm is timeless, a trav- At some point in their journey through vis equal to the level of the spell.
eler does not feel the length of the journey, the Magic Realm, the characters encounter Leaving the Arcana Centrum is as
which more accurately measures how much the effects of the Great Pestilence’s conta- easy as entering it. The traveler pictures
time in the mundane world passes while the gion. A pair of diseased elementals of the a distant location in a Form province or
traveler journeys. Depending on when the Form boundary or province through which boundary and walks to that location.
traveler enters the Magic Realm, and how they are traveling spots them and attacks. The player makes another Twilight
long his journey takes, the world may look The example elementals are air elementals, Void Travel roll against the same Ease
quite different when he returns. From any but could be of any type, since each Form Factor used to enter the Twilight Void
point in a boundary, a traveler can attempt to provinces sprouts creatures of pure magi- from the location that the character en-
slip into the Twilight Void. Those few who cal matter. Contaminated by the Great tered from. Use the roll’s total to calcu-
regularly slip into the Twilight Void do so to Pestilence, the elementals suffer a Heavy late the character’s Speed Level to see
speed up their journey through a boundary, Wound each (–5 to die rolls). Enraged how long the journey back takes.
but those who know of the Arcana Centrum from their discomforts, the pair receive the
can also walk into the Twilight Void to go di- bonuses and penalties of the Berserker Vir-

106
Dies Irae
realize that the rot and refuse they poke
at are a lethal part of the creature. The
sentient creature immediately realizes that
speak, which is housed within its mon-
strous shape. When not in that shape, its
intelligence is spread throughout its body.
The Aftermath
its residence is invaded, but waits to react But if the Great Pestilence is wounded The Great Pestilence doesn’t last for-
until it can catch the invaders off guard. while in its monstrous shape it simply ever. It is either destroyed by the player
Once it thinks the characters have relaxed ends its Monstrous Metamorphosis power and characters or starves to death after con-
their guard, it ruthlessly attacks. disperses its consciousness back to its im- suming all ten Form Provinces of the Magic
Using its most direct attack, the Great mense body. Any wounds it suffered are Realm. Even if your magi defeat the crea-
Pestilence assumes a physical manifesta- gone and new shapes created by its Mon- ture, the world may still be ravaged and ru-
tion and tears the target to pieces. Using strous Metamorphosis power manifest without ined, depending on how long it took them
its Monstrous Metamorphosis power, the crea- the prior wounds. To kill the creature, the to kill the monster. If they instead decided
ture quickly transmogrifies from a sheet player characters have to destroy it in a to isolate and withstand the plague, they
of black moss into a human-shaped torso single round, otherwise it disperses and emerge to find a very different world than
with arms and head. Red eyes glare from then re-manifests. the one they left. The earth is scarred and
its black face and its fingers end in wicked Like its condition in Mythic Europe, pockmarked, and whole forests lie in fields
claws. This malicious upper torso hovers the Great Pestilence is persistent. It does of ash. Human and animal populations
in the air, connected to the rest of its body not retreat or run away from its attackers, have been almost annihilated, and only a
through a thin fibrous line. Severing this and continues to fight them until they or fraction of their original number survive.
line separates the monstrous manifestation it perish. If the attack is especially ruth- Human communities are remote and iso-
from the larger glob of rot, causing the up- less, the Great Pestilence uses its Master of lated, and are either feral tribes of sav-
per torso to lose shape and disperse, but (Form) and Crafter of (Form) powers to dam- ages or small pockets of humanity hidden
likely causing no real harm to the Great age the attackers. The Form of the powers away in Mythic Europe’s hinterlands. Hav-
Pestilence itself, for it can manifest a sec- is the Hermetic Form the creature is cur- ing lost communication with each other,
ond monstrous torso with an additional use rently infecting. It uses this strategy until it such clutches of survivors are reluctant to
of its Monstrous Metamorphosis power. has spent half of its Might points, and will emerge from their secure hibernation. The
The beast itself is too vast to kill with then re-assume monstrous shape and hope world is a forlorn and pitiful place.
direct spells. The only way to kill it is to to rend the player characters to bits. Yet the world will heal. As soon as the
destroy its sentient core, its “brain” so to Great Pestilence dies, the ten Hermetic

Air Elemental
Magic Might: 15 (Auram) Soak: wins. Trying to escape requires a
Season: Spring Wound Penalties: –1 & 1 Might Fatigue roll for the strenuous actions
Characteristics: Cun +1, Per +2, point (1–5), –3 & 3 Might points (ArM5, page 178)
Pre 0, Com 0, Str +3, Sta –4, Dex –2, (6–10), –5 & 5 Might points (11–15), Jupiter’s Touch, 5 point, Init +2,
Qik +4 Incapacitated & 5 Might points (16– Auram: The touch of the elemental
Size: 0 20), Dead & all Might points (21+) causes a flash of coruscating
Virtues and Flaws: Magic Thing; Abilities: Area Lore 3 (high lightning, causing +30 damage.
Ways of the Storm; Poor Memory, points), Athletics 3 (storm force Charge of the Angry Winds, 1 point,
Short Attention Span, Simple winds), Awareness 3 (metal objects), Init +6, Auram: As the spell of the
Minded. Brawl 3 (Jupiter’s Touch Power), same name; add the elemental’s
Magical Qualities and Penetration 2 (Jupiter’s Touch Power), Strength to all the Ease Factors for
Inferiorities: Greater Power Shapeshifter 4 (birds) acting within the wind. CrAu 15 (base
(Suffocate), Greater Power (Jupiter’s Powers: 3, +2 Voice, +1 Conc, +1 unnatural):
Touch), Greater Power (Charge of Suffocate, 0 points, Init +2, Auram: Greater Power (35 levels, –1 Might
the Angry Winds), Major Virtue The elemental surrounds its opponent cost, +4 Init, +15 experience points
(Shapeshifter); Improved Abilities, and enters its lungs, necessitating in Penetration)
Improved Powers (+3 Init to Jupiter’s a roll to avoid deprivation (ArM5, Vis: 3 pawns of Auram, in body
Touch Power), Minor Virtue (Keen pages 180–181). Escaping the Appearance: A roughly human-shaped
Vision) elemental requires the victim to get collection of wind, densely col-
Personality Traits: Storm +3* away from the elemental; its airy lected so that they are visible to the
Combat: body can be simply walked through, naked eye
Jupiter’s Touch Power*: Init +5, but the elemental usually pursues
Attack +5, Defense n/a, Damage +30 its victim. Compare Quickness + Reprinted from Realms of Power: Magic,
* Includes Way of the Storms Athletics stress rolls of the victim and page 138.
the elemental (using Might/5 for the
elemental’s Athletics); the highest

107
Dies Irae

The Great Pestilence


The Great Pestilence’s Form depends – magnitude), Special: The Great improve Initiative)
on the Form it is currently infecting. Pestilence can duplicate any Creo Form Transfiguration, 10 points, –21, Spe-
or Rego non-ritual effect of level 25 cial: This power changes the Great
Magic Might: 50 (Special) or less in the Form that it currently Pestilence from one Form to another.
Characteristics: Int +3, Per +2x, Pre –4, infects. The cost of the power is the The process takes only a few seconds,
Com –3, Str +17, Sta +5, Dex +2, magnitude of the effect. but it takes a season for the Great
Qik –5 (Cr(Form) or Re(Form)) Pestilence to recover the 10 points of
Size: +6 Master of (Form), Variable points, Init (Qik Might lost during the transformation.
Confidence Score: 1 (3) – magnitude), Special: The Great (Special, no Hermetic equivalent, re-
Virtues and Flaws: Magic Thing; Magi- Pestilence can duplicate any Muto quires two applications of the Great-
cal Monster; Affinity with Brawl, Af- or Perdo non-ritual effect of level 25 er Magical Quality: Ritual Power)
finity with Penetration, Arable Fields or less in the Form that it currently Vis: 10 pawns of vis of the Form that
Regio Network, Great Stamina (x2), infects. The cost of the power is the the Great Pestilence has taken
Great Strength (x2), Improved Char- magnitude of the effect. when it is destroyed.
acteristics (x2), Premonitions; Bla- (Mu(Form) or Pe(Form)) Appearance: A great black swath of pu-
tant Magical Air, Bound to Magic; Plague Touch, 0 points, Init –9, Corpus: trescence in a shape appropriate to
Poor Presence This power creates the Great (Form) the Form it is infecting, such as drea-
Qualities and Inferiorities: Focus Pestilence plague in an individual. ry fungus and moss (Herbam, Imagi-
Power (x2), Gigantic (x5), Greater This power changes as the Great Pes- nem), piles of dead bodies (Corpus,
Power (x5), Ritual Power (x2); Gift tilence changes, transforming so that Animal), black sand (Terram), oily
of Speech, Improved Attack (x3), the specific type of plague targets the water (Aquam), black cloud (Auram)
Improved Initiative (x3), Improved Form the Great Pestilence is infect-
Soak (x3), No Fatigue (Free); Tempo- ing, allowing Herbam plagues, Ani- Design Notes: The powers Crafter of
rary Might mal plagues, etc. (Form) and Master of (Forms) were bought
Personality Traits: Tenacious +3, Deter- (PeForm 20, +1 Touch, +1 Moon, 4 mas- with two applications of the Greater
mined +2 tery points used to reduce Might Magical Quality: Focus Power (Realms of
Combat: cost to 0) Power: Magic, page 57). The other 6 pow-
Large Claws: Init +4 Attack +29, Defense Waste the Essence of the Realm, 0 points, Init ers were designed using 5 applications
+14, Damage +21 –7, Vim: This power destroys 10 of Greater Power (Realms of Power: Magic,
Soak: +11 pawns of raw vis at a time. page 58), which provided 300 spell levels
Wound Penalties: –1 (1–11), –3 (12–22), (PeVi 10, +1 Touch, 2 mastery points for formulaic spells. The 6 powers total
–5 (23–33), Incapacitated (34–44), used to reduce Might cost to 0) 170 spell levels, leaving 130 spell levels
Dead (45+) Amorphous Ambulations, 2 points, Init –7, to convert into 26 mastery points.
Abilities: Awareness 10 (Arcane Con- Special: This power allows the Great The Great Pestilence does not have
nections), Brawl 15 (claws), Latin Pestilence to move, slowly sliding its individual powers representing its effects
3 (Hermetic usage), Magic Lore 9 entire bulk from one location to an- on Mythic Europe as a whole. Those are,
(Boundaries), Penetration 10 (Plague other. The base effect is an average of rather, part of its nature as a magical dis-
Touch power), Premonitions 6 (dan- the Rego effect used to slowly move ease, and cannot be used in any other
ger to self) an Individual target of the Form that way. They are still magical effects of
Natural Weapons: Large Claws: Init 0, that the Great Pestilence currently the Pestilence, however, and thus can be
Atk +5, Def +3, Dam +4. infects. blocked by Magic Resistance or warded
Powers: (ReForm 3, +1 Conc, +4 Size increase) off, as discussed earlier.
Scent of the Sympathetic, 0 points, Init –7, Monstrous Metamorphosis, 0 points, Init +2,
Vim: With this power the Great Pes- Special: This power creates a Size +6
tilence can detect arcane connec- human torso, arms, and head, which
tions. the Great Pestilence uses in personal
(InVi 10, +1 Touch, +1 Dia, 2 mastery combat. The Great Pestilence can
points used to reduce Might cost to speak when it assumes this form. The
0) power only lasts 2 minutes, which
Open the Intangible Tunnel, 0 points, Init is 20 combat rounds. The base ef-
–12, Vim: As the Hermetic spell fect is an average Muto effect used
(ArM5, page 162), allowing spells of to change the shape of the Form in
level 40 or less to pass through it. question.
(ReVi 40, +4 Arc, +1 Dia, 7 master points (MuForm 3, +1 Dia, +2 Size increase, 1
used to reduce Might cost to 0) mastery point used to reduce Might
Crafter of (Form), Variable points, Init (Qik cost to 0, 8 mastery points used to

108
Dies Irae
Forms start functioning again normally. es. Bellicose chieftains lead armed bands and worked together, the Order emerges
Spontaneous and Formulaic spells do not of warriors and carve out new kingdoms, more powerful than before, forged through
need vis to work. Magi have the full range each striving to take what they can and adversity into a stronger union of magi. If
of their magical capabilities as they work hold onto it. In some ways things might the magi faltered during the plagues, un-
to rebuild the world. Winds blow miasmas not be so different, but it is likely that art, able to unite and split by factions and
around after the Great Pestilence expires, academics, crafts, and markets have fallen self-interest, the Order sits in shambles,
but those disappear after a year. Slowly, into ruin and will take a long time to re- isolated pockets of wizards unwilling to as-
within the decade, Magic auras and re- cover. Surviving magi may participate in sist each other. Most likely the situation is
giones that were not wiped out during the these efforts as they see fit. Some might ig- somewhere in between these extremes: the
plague years start producing vis again. Not nore the Code of Hermes completely and Order is present, but like mundane society
all return. A Magic aura that was reduced fully interact with mundane society in any needs time to heal and rebuild.
to 0 is extinguished and gone. Surviving way they please. Others might continue to If your saga continues, let your player
Magic animals and beings slowly repro- remain aloof, offering indirect assistance characters lead the way to mankind’s re-
duce, following the original pattern of or none at all. In many ways, it is a new covery. Just as you made them paramount
gestation that created Magic animals and world, and this newness warrants new ways in the Tribunal meeting and the emergen-
beings in the first place. of interacting with it. cy Grand Tribunal, continue to give them
Humanity begins its slow climb back to Such interactions, just like interac- center stage as events unfold. With the
civilization. The incoming generation does tions with the mundane world before the Great Pestilence behind them, they forge
not have its parents’ addled wits, and any Great Pestilence, are likely moderated by new paths into an uncharted future. How
who survive can guide this effort as they the Order of Hermes, and will depend on they shape the world is for them to decide.
see fit. Charismatic religious leaders gather how the Order fared during the calamitous
their flocks and re-establish their church- plague years. If the magi were proactive

109
Chapter Five

The Twilight of the Gods


This chapter describes the breaking The Word of God created the uni- ished man’s resulting wickedness with
of the bonds that imprison the Titans in verse and everything within it. The Magic the flood, the faeries lost even more
the Magic Realm, and the subsequent war Realm was a perfect reflection of God’s worshipers. The rise of Divine faith has
with the faerie gods. This cosmic battle, creation, an unchanging and eternal ver- further weakened the faerie powers and
the second of its kind in the history of sion of the created world. It was the World they are a fragment of what they once
the world, is fated to result in the destruc- of Forms, the blueprint of existence. The were. Hardly anyone believes anymore
tion of Faerie and the supremacy of magic. act of Creation itself caused mighty intel- that there are creatures of immense
The architect of this catastrophe is Loki, a ligences to come into being to govern the power chained beyond the earth, and
Titan who has managed to slip his bonds universe from the Magic Realm; these are the bonds forged out of man’s credulity
and walks free in the world after an eon known as the protogonoi, the “first-born.” by the faerie gods have been weakening
of confinement. He harbors a deep hatred The protogonoi produced subordinates for some time now. Some kosmokrators
for the faerie gods who slew his family and called kosmokrators, the active counterparts have discovered that they can form As-
imprisoned him, and has been planning his to the passive protogonoi. The kosmokra- pects again and walk abroad on the face
revenge for many centuries. tors are those beings that man calls Titans, of the world once more. They cannot do
At first glance, a world ruled by magic or Jotnar, or Fomórach, or other names de- this for long without their captors taking
might seem highly attractive to the Order pending on culture. note and shortening their leashes again,
of Hermes but the powers of Magic are Time passed. Man was cast out of but soon the day will come when they
harsh and uncaring and have little regard Eden and encountered faeries for the first can no longer be reined back and a reck-
for humankind. Life under their rule will be time. Whatever their origin, some faeries oning will be made on the upstart gods.
a daily struggle against the wild forces of discovered that man’s belief could make
nature, and humans will be confined to is- them stronger, feeding them vitality and
lands of refuge within the sound of church
bells. Furthermore, Hermetic magic is
strengthening their glamour. These faeries
became gods. Despite this growing power,
The Binding
already at the pinnacle of the ars magica, the Titans still maintained a stranglehold of the Jotnar
but under the reign of magic other magi- on the governing of the universe. In a cata-
cal traditions will grow to match them in clysmic battle called the Titanomachy, the
strength, and Hermetic magi will lose their faerie gods went to war against the Titans, In the Norse version of the Titanomachy,
hegemony over the supernatural world. and won. The Titans were bound in the the Jotnar were killed and their spirits bound
Magic Realm, no longer able to intervene into Nifelhel. Later, Loki and his sister Gull-
in the world since they could no longer veig joined them there, along with their
create Aspects (see Introduction). They children Fenrir, Nidhogg, and Leiken. In

The First
still governed the universe but now the fa- a cosmological sense, Nifelhel is a part of
erie gods held the reigns of power. New the Magic Realm, one with only a handful
versions of the myths of the gods were told of boundaries which permit entrance. The

Titanomachy about the defeat of the wicked Titans by


the heroic gods and the kosmokrators were
bound by chains of belief.
god Thor was responsible for guarding the
chief of these on the shores of the mytho-
logical river Elivagor, and lesser allies of the
The history of the supernatural realms For millenia the faerie gods reigned. faerie gods kept watch over the others. The
is not easy to uncover, and few people even The Titans remained imprisoned while Jotnar have been able to make minor incur-
bother to try. Most who do uncover some- the gods suborned their powers with the sions into the world through these various
thing like the following account, although help of mankind’s belief. However, the boundaries, for example when summoned
not all of them accept it. Nevertheless, it vitality generated by worship has not by Muspelli (Rival Magic, page 92), but these
is the mainstream consensus among Her- proved to be a reliable source of power. incursions have been brief and avoided the
metic magi who have studied the issue, and The rise of Infernal corruption of pa- attention of the faerie gods.
all mythological figures in this chapter act gan faiths siphoned much vitality from However, as human worship fades, the
as if this account is true. the faerie gods, and when God pun- faerie gods have dwindled in power and

111
Dies Irae
their vigilance has declined. The Muspelli Muspelli, these magicians take orders di- doors to the Magic Realm are flung wide
are increasingly more active and yet the rectly from Loki, the architect of Ragnarok and immortal souls can escape the circle of
gods don’t seem to have noticed. Worse for and the prophesied agent provocateur of the time into the Hypostasis.
the world, Loki has somehow managed to war that will slay the faerie gods.
get free from Nifelhel and has been active The Norse mythological epic de-
once more upon the earth since the Viking scribes a creation through flood and an

Loki
Age. He is acting with subtlety, testing the end through fire. The flood drowns the
limits of the gods’ complacency, but his ac- kosmokrators and confines them to the
tions have been largely unchallenged. He underworld, and the gods raise the world
has been risking increasingly larger and from the waters. The world will end when
more overt acts, the chief of which was to the kosmokrators break free from their Loki is the principal antagonist in this
remove Thor from Elivagor (see Where is prisons, go to war against the gods and kill story. It may be that the player characters
Thor? later), but has suffered no serious or them, and then burn the world with fire. never directly confront this powerful be-
coordinated opposition. This has led him This is remarkably similar in outline to the ing, although that should be possible if
to believe that it is time to bring about Stoic cycle of kataklysmos and ekpyrosis. the storyguide judges that they are pow-
the Twilight of the Gods. Loki knows that erful enough to either survive or actually
Ragnarok is not the end of the world — defeat him. However, they will certainly
that will happen as described in the Book
of Revelation. However, he (rightly) be-
Apokatastasis and the come across his many schemes for bring-
ing about the twilight of the gods and
lieves that it will free the Titans and usher Criamon Enigma ending the world in a conflagration.
in a new age where magic is preeminent. Loki occupies an ambiguous posi-
tion in Norse mythology. He was once
Apokatastasis, in Stoic thought, is the counted among the gods, although he is
restoration of the world to its original or a Jotun by birth and by deeds. The Tit-

The End of
primordial condition. When the stars and anomachy is recorded in Norse legend
planets return themselves to their original as Odin and his brothers climbing up the
alignment at Creation in the constellation World Tree to kill Ymir the primeval gi-

This World of Cancer, this will spark a conflagration or


ekpyrosis. From the fire the universe will be
recreated and the world will proceed until
ant. They slit his throat and let forth an
ocean of blood which drowned all the

According to several interpretations the counter-recurrence, or antapokatastasis,


of both pagan mythology and rigorous
philosophy, the current world was cre-
when the stars and planets align again in
Capricorn. At this point the world is de-
Loki’s Family
ated through a flood and will end in fire. stroyed in a kataklysmos, or mighty flood. The Jotnar of Norse Mythology
Indeed, the book of Genesis records that This alternating cycle of destruction and are Loki’s closest kin. More information
God created the world by raising it from rebirth of the cosmos was said to occur un- about each one can be found in Rival
the waters, and the book of Revelations der the auspices of the Divine Word. Ori- Magic, pages 77–81.
describes the apocalypse of fire. Loki gen of Alexandria brought the doctrine of Gymir the Jotun of Storms, Aegir
does not seek the end of the world in the apokatastasis to the early Christian church, the Jotun of the Ocean, and Surtur
Biblical sense: rather he seeks to over- although it was later repudiated. Noah’s the Jotun of Fire are three brothers,
throw the current world order and re- Flood was the last kataklysmos and some one of whom (or perhaps all three) is
place it with one where he and his fellow believe that Origen was correct and there Loki’s father.
Titans rule. It’s the end of a world, rather are signs that the apokatastasis is nigh. Gullveig is the Jotun of Witch-
than the end of the world. This doctrine of recreation and de- craft. She is Loki’s sister and the wife of
struction is echoed in the teachings of Em- Gymir, Aegir, and Surtur.
pedocles and constitutes the central mys- Leikin, Nidhogg, and Fenrir are
Ragnarok tery of House Criamon (Houses of Hermes:
Mystery Cults page 45). Here, the dissolu-
Loki’s children by Gullveig. Leikin is
the Jotun of Death, personification of
tion of the universe into the Chaos is rep- decay. Nidhogg is the World Serpent,
A Norse poem called The Völuspá de- resented by ekpyrosis (fire is the element and Fenrir is the Jotun Wolf.
tails the foreboding signs that presage the that divides and separates), and the con- Urdur the Jotun of Fate is also con-
end of the world, called Ragnarok. There solidation of everything into a homoge- sidered among the Jotnar, although she
will be wars, endless winters, monsters in neous whole is represented by kataklysmos is not close kin or even an ally. Urdur
the east, the swallowing of the moon by a (water is an element that consolidates and is the mother of Odin and his broth-
wolf, and other signs of the coming doom. congeals). Those few of House Criamon ers; she does not resist the coming of
For as long as anyone can remember, a that are servants of strife may prove piv- Ragnarok since it was she who foretold
malevolent group of magicians have been otal in the bringing about of the Twilight it. However, she gives no aid to Loki,
working toward fulfilling this prophecy of the Gods, an event they believe to be who seeks the destruction of her family.
and bringing about these signs. Called the the state of maximal strife, when the prison

112
Dies Irae

elder Jotnar (that is, the titans); their sides within the Magic Realm and is effec- world to do battle against the faerie gods.
ghosts were then bound into Nifelhel for tively unassailable by any power wielded The symbolic acts he must perform
all eternity. Only a few escaped, these by mortals. Instead he sends Aspects of are encoded in prophecy. Loki knows the
became the forefathers of the race of himself to be his agents in the mundane prophecy — he heard Urdur recite it to
giants. Loki and his sister Gullveig also world. Loki is not malicious, but he has Odin — but he doesn’t know for sure ex-
escaped by virtue of being hostages in no regard whatsoever for humans; while actly how to fulfill it. He is also hampered
Asgard at the time of the genocide. his plans may cause a great deal of death by the vigilance of the faerie gods: every
While Loki pretended to friendship and suffering, this is not the purpose of time he manifests an Aspect, he risks be-
with the gods, he was plotting their down- his scheming. His sole concern is to free ing noticed by the watchers among the
fall all along. His tricks and misadventures the protogonoi and kosmokrators from gods. He must proceed cautiously and try
tested the limits of the god’s powers, as- their imprisonment and eliminate the fa- to fulfill each part of the prophecy as com-
sessing their strengths and weaknesses. erie gods in the process. Humans are a pletely as possible.
Eventually he tipped his hand and ar- petty annoyance in games played at Loki’s
ranged for the slaying of the god Baldur, level. As one of the most powerful spirits
the son of Odin. Baldur’s death prompted
Odin to seek out his mother Urdur and
of kosmokrator rank, Loki’s Magic Might
as a Daimon is at least 75.
Playing Loki
demand from her a prophecy on the fu-
ture of the world. Loki thereby learned Loki is an exceptionally intelli-
what he needed to do to finally avenge
the death of his kin upon the gods and
Loki’s Goal gent being. His chief Aspect (see Loftur
Laufeyjasonur, later) is likely more intelli-
release the Jotnar from their imprison- gent than the most intelligent human that
ment. His true face revealed at last, Odin Ultimately, Loki is attempting to has ever lived. This can be a challenging
ordered Loki bound with his kin, in a cave make a breach between the Magic Realm role to manage, since he is (presumably)
on an island on a lake in Nifelhel, chained and the mundane world. The boundary cleverer than the storyguide enacting his
with the entrails of his own son. between worlds was solidified by Might schemes. A solution to this conundrum is
Loki is a kosmokrator, a mighty being stolen from the protogonoi following the to occasionally allow hindsight to mimic
of the Magic Realm wielding a frightening first Titanomachy. Loki knows that a series foresight. Loki is an obsessive plotter and
level of power. He is the personification of symbolic acts can reverse the glamour he has had thousands of years of captiv-
of strife and rebellion, the primal force and make the boundary permeable again. ity to plan his actions, and the possible
that drives things apart. His true self re- He can then lead his kin into the mundane consequences of his actions, over the next

113
Dies Irae
few decades. It should not be possible to communication with him and do not share Loftur Laufeyjasonur
outwit him with a simple trick merely be- subsequent knowledge with him or with
cause the storyguide didn’t think of it. To other Aspects like other Daimons. To learn Loki Loftur (“he who fares aloft” or,
simulate this, the storyguide is justified in what an Aspect knows, Loki must rely upon more poetically, “skywalker”) Laufeyja-
inventing new obstacles for the players Muspelli (who can summon Aspects) as go- sonur (“son of Laufey,” a matronymic) is
on the spur of the moment and playing betweens. Only if an Aspect is drained of the most familiar form of the Jotun, and
them as if they had always been there. For all Might does it return to the fold and in- appears in most of the Norse myths. Loki
example, if one of Loki’s agents can eas- tegrate its intelligence with the Daimon; if Loftur’s main power is to call upon the
ily be defeated by a Veil of Invisibility, then one is physically killed its gathered knowl- prizes of the faerie gods, which he has
it is reasonable to assume that Loki has edge dies with it, although Loki knows that stolen from them. Each of these mystical
ensured that one of that agent’s comrades the Aspect is gone. As with all Aspects, an tools is a power of Loki Loftur; he is able
has the Second Sight Virtue who might Aspect of Loki cannot come within one to summon them to hand and dismiss them
spot a character using this spell. This tool mile of a place that another Aspect of Loki at will. Thor’s hammer Mjollnir is current-
should only be used to fill in easy loop- has been within the last 24 hours. ly still beyond him, a sign that the gods’
holes in Loki’s plots that the storyguide A further complication for Loki is that, power is not fully spent. Each Loftur As-
missed, however. If the player charac- denied his constant mental supervision, his pect is created with an appropriate Native
ters put a significant amount of effort Aspects become more-or-less autonomous Language Ability.
into concocting a clever plan, it should and develop their own identities. Made
succeed. Loki could, in theory, have an- from the stuff of rebellion and strife, the
ticipated this plan as well, but he cannot longer they exist the more independent Bekki
think of everything, and may have as- they become. They realize that returning
sumed that his opponents were not intel- to Loki to share knowledge means the loss Bekki is an insidious force who is ca-
ligent enough to make it work. of this individual existence. Every Aspect pable of wreaking as much havoc as Lo-
If a pattern is established in the early is still dedicated to Loki’s plans (an Aspect ki’s other Aspects even if he lacks their
part of the saga that Loki has several lay- could no more rebel against its Daimon than raw power. Bekki inveigles himself into
ers of plans and contingency plans, then an arm could rebel against its body, even for mundane groups, often targeting kings
it is more conceivable that he is able to a Daimon of strife) but will do its utmost to and princes. With judicious use of his
easily thwart simple actions against him. make itself invaluable to justify its contin- Entrancement and skillful deployment of
This should spur the player characters ued existence — which often means com- blackmail and intrigue, he wins the ear of
into being more inventive over their own peting with other Aspects. Like all Aspects, the king, then subtly influences him down
counteractions. It should also emphasize their Might pool does not regenerate but the course that bests suits Loki’s schemes.
that the characters are no longer in the consuming vis can replenish Might points Bekki deliberately takes a form that is
little leagues; their opponent is a being (5 points per pawn if the Form matches physically unimpressive; many of those he
who has killed gods. When all is done their Might, 2 points per pawn otherwise; tries to control are warriors and he wants
however, remember that Loki is not om- see Realms of Power: Magic page 29). to let them feel superior to him while he
niscient. A clever plan should be reward- Aspects can easily get out of synchro- whispers into their ears. Rather, Bekki takes
ed with success — the player characters nization with each other. Long-standing the role of the wise counselor and men-
should just have to work a little harder to Aspects may not recognize the player char-
earn that success. acters and can be ignorant of successes and
failures that have occurred since their cre-
ation. Note that it is often not expedient for Loftur, An
Aspects of Loki an Aspect to ‘break cover’ and disappear for
a full day, and clever player characters can
Aspect of Loki
ensure that it is difficult to do this without re- Magic Might: 49 (Corpus)
Already, the chains which bind Loki vealing itself (this is particularly true of Bek- Season: Winter
have begun to slip and he has been able to ki-Aspects, see later). The storyguide should Characteristics: Int +7, Per 0, Pre –1,
generate Aspects once more. However, Loki keep track of the Might of Aspects that are Com +3, Str –1, Sta 0, Dex +2,
does not have his full strength yet and does interacting with player characters, remem- Qik +2
not have the freedom of unlimited Aspects bering that they may have expended Might Size: 0
like other Daimons (general information on points before they meet the characters. Confidence Score: 2 (5)
Daimons can be found in the Introduction). This section details Loki’s most com- Virtues and Flaws: Magic Spirit; Magi-
Loki can only have a number of copies mon Aspects; there may be more as the cal Monster; Essential Virtue; Affin-
of the same Aspect active at any one time storyguide sees fit, Further, these Aspects ity with Guile, Great Intelligence x
equal to the Intelligence Characteristic of can be varied each time they are created, 2, Light Touch, Improved Charac-
that Aspect (with a minimum of one), and changing certain Abilities, or providing teristics x3, Puissant Stealth; Indis-
he cannot recall them at will once cre- access to different powers. creet, Meddler, Magical Air*; Fear
ated. Any Aspect Loki creates has all of his (thunderstorms), Reckless
knowledge at the point of its creation, but *free with Magic Spirit
Loki’s Aspects are not in constant mental

114
Dies Irae

Loftur, An Aspect of Loki (Cont’d)


Magic Qualities and Inferiorities: Great- has a Restriction as a Magic Inferior- an Incapacitating Wound. Firing an ac-
er Powers x 7, Improved Intelligence ity, that he cannot use his own power tual arrow is a purely cosmetic effect;
x 2, Major Virtue (Shapeshifter), while he has lent it to another char- the arrow always appears to hit, unless
Ritual Powers x 4; Improved Confi- acter and must physically reclaim the Magic Resistance applies. PeCo(An)
dence, Improved Abilities, Improved treasure to regain control over it. No 35 (Base 20, +2 Voice, +1 requisite)
Powers x 7, Improved Soak; Major Hermetic equivalent. Ritual Power x 2 Greater Power (35 levels, –2 Might
Flaw (Restriction: can’t use powers he (–5 Might cost (with 5 mastery points cost, +6 Init with 6 mastery points
has granted) from Improved powers)) from Improved Powers)
Personality Traits: Consummate Liar Odin’s Spear of Victory, 3 points, Init –1, Cor- Idun’s Apple, 1–4 points, Init –2, Corpus:
(Communication) +6*, Sly +6, Boast- pus: Brandishing the spear allows Loki When Loki takes a bite of this apple he
ful +3, Brave 0 to grant a group of up to 1000 men a +3 is healed from all Light Wounds, three
*Essential Trait, replaces listed Characteris- bonus to their Single Weapon Ability. bites heals all his Medium Wounds, and
tic whenever Trait applies. This power is the same as Grant Puis- five bites heals all his Heavy Wounds.
Reputations: Foe of the World 3 (Local) sance in (Ability) (Realms of Power: Magic Eating the whole apple cures all Inca-
Combat: page 38) with a Size modifier. MuCo pacitating Wounds. This power costs
Short sword: Init +3, Attack +11, Defense 30 (Base 2, +1 Eye, +2 Sun, +2 Group, him 1, 2, 3, or 4 Might points respec-
+9, Damage +4 +3 Size) Greater Power (30 levels) tively. If given as a gift, an apple offers
Short bow: Init +1, Attack +8, Defense +5, Odin’s Spear of Triumph, 3 points, Init –2, six bites in total. CrCo 35 (Base 35)
Damage +5 Corpus: Brandishing the spear allows Ritual Power x 2 (35 levels, –3 Might
Soak: +4 Loki to grant a group of up to 1000 cost, +10 Init with 10 mastery points
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- men a +2 bonus to their Soak Totals. from Improved Powers)
scious MuCo 45 (Base 10, +1 Eye, +2 Sun, Ran’s Net, 1 point, Init –1, Corpus: When
Wound Penalties: –1 (1–5), –3 (6–10), +2 Group, +2 Size) Greater Power (45 this fishing net is cast over a Group of
–5 (11–15), Incapacitated (16–20), levels, –2 Might cost, +1 Init with 2 Individuals, they become hopelessly
Dead (21+) mastery points from Improved Powers) tangled within it and cannot move
Abilities: Area Lore: Local 5 (hiding Odin’s Spear of Rage, 3 points, Init –1, Cor- at all. Loki must hold onto the net
places), Athletics 3 (balancing), pus: Brandishing the spear allows Loki to keep people entrapped; if he lets
Awareness 4 (traps), Bows 3 (mistle- to grant a group of up to 1000 men the go they can free themselves within a
toe arrows), Carouse 2 (with giants), ability to ignore Wound and Fatigue round. ReCo 30 (Base 5, +2 Voice, +1
Etiquette 5 (among Germans), Charm penalties. Affected characters still Conc, +2 Group) Greater Power (30
6 (women), Faerie Lore 4 (gods), Folk collapse when reaching Unconscious levels, –2 Might Cost)
Ken 6 (kings), Guile 10 (lying to or Incapacitated, at which point they Vis: 5 pawns of Mentem vis in tongue, 5
gods), Intrigue 4 (court) Leadership are no longer affected by this power. pawns of Corpus vis in hair.
4 (Muspelli), Native Language 5 (lo- ReCo 45 (Base 10, +1 Eye, +2 Sun, +2 Appearance: A tall lithe man with bright
cal dialect), Single Weapon 5 (short Group, +2 Size) Greater Power (45 red hair, clean-shaven. His lips are
sword), Shapeshifter 4 (fast transfor- levels, –2 Might cost, +2 Init with 4 scarred with a series of holes (rem-
mation), Stealth 7+2 (when others mastery points from Improved Powers) nants of when his mouth was once
are asleep), Teaching 2 (bows), West Thor’s Belt, 2 points, Init –3, Corpus: Buck- sewed shut); this twists his otherwise
Norse 5 (Icelandic) ling this belt around the waist increases handsome face into a disconcerting
Powers: Loki’s Strength by 5 points. MuCo leer. He wears clothes appropriate to
Donning the Corporeal Veil, 0 points, Init +1, 50 (No Hermetic equivalent) Greater the situation in which he finds him-
Corpus: See Realms of Power: Magic, page Power (50 levels, –3 Might cost with 3 self, typically dark brown leggings
102 Cr(Re)Co 25 (Base 5, +1 Touch, mastery points from Improved Powers) and a buff-colored overtunic. Loki is
+2 Sun, +1 requisite) Greater Power Freyja’s Cloak, 2 points, Init +5, Corpus: By an unusual shapeshifter in that he can
(25 levels, –3 Might, +2 Init) donning this cloak of gray feathers, change his sex as well as his shape,
Loan the Purloined Treasures, 5 points, Init –18, Loki is transformed into a falcon. The and he can turn into creatures smaller
Vim: Loki can grant a mortal the ability effect can be ended at any time by re- than the usual limit of –5. He can as-
to use one of his other Powers by giv- moving the cloak. MuCo(An) 30 (Base sume the following forms: mare, salm-
ing the respective treasure to the char- 20, +2 Sun) Greater Power (30 lev- on, spider, wolverine.
acter. The mortal gains the power as els, –1 Might, +6 Init with 5 mastery
the Greater Power Major Virtue, and if points from Improved Powers)
she lacks a Might score, must expend 1 Ullur’s Bow, 2 points, Init +4, Corpus or
Fatigue level for each 2 points (or frac- Animal: Any creature or person struck
tion) of the power’s Might cost. Loki with an arrow shot from this bow takes

115
Dies Irae
tor; to this end he often acts even weaker groundwork prior to an open assault. It it inflicts only base damage.
than he actually is. Like Loftur, Bekki can might ravage the character’s crop lands, If fought in combat, the Emissary of
summon purloined treasures of the gods, making them expend resources if they Fire usually grapples its foes, relying on
which are treated as powers, but he cannot want to eat. It has several lesser spirits of its superior strength and its Burn power.
usually grant use of these powers to others. fire in service to it, which it can use as Since its body is created using a power,
scouts, spies, and warriors. it must Penetrate to physically damage
Water does damage to this Aspect as those with Magic Resistance, although it
The Emissary of Fire if it was a (wood) fire, including the mul- can still grapple them effectively. It pre-
tipliers for degree of immersion (ArM5, fers to fight opponents in a flammable
The Emissary of Fire is one of Loki’s page 181), although the size of the Emis- environment, using its powers to set fires
most battle-worthy Aspects. If the player sary of Fire makes it difficult to immerse which then spread naturally into a non-
characters come to the notice of Loki and through mundane means and its Aquam magical inferno to imperil its foes.
are considered a sufficient threat for him Resistance adds to its Soak. A standard
to consider their elimination, the Emis- Individual of Aquam creates enough water
sary of Fire will be the agent that does to totally immerse the creature but it must
it. Despite being a brute, it shares in be held in place to count as immersion —
the Daimon’s cunning and will often lay simply dumping this amount of water on

Bekki, an Aspect of Loki


Magic Might: 25 (Corpus) Dead (21+) Freyja’s Necklace, 1 point, Init –6, Mentem:
Season: Winter Abilities: Awareness 2 (social situations), When donned, this golden necklace
Characteristics: Int +5, Per –1, Pre +1, Bargain 4 (negotiation), Brawl 2 studded with amber can incite pow-
Com +3, Str –3, Sta –1, Dex –1, (walking stick), Carouse 2 (with gi- erful passions in an individual. Bekki
Qik –3 ants), English 5 (Northumbrian), can decide upon the emotion to in-
Size: 0 Entrancement 5 (ambitious young voke and all of the individual’s deci-
Confidence Score: 1 (3) noblemen), Etiquette 6 (among Ger- sions are made in the light of slak-
Virtues and Flaws: Magic Spirit; Magical mans), Charm 6 (nobles), French 5 ing their unnatural emotions until
Covenfolk; Essential Virtue; Affin- (Norman), Folk Ken 6 (kings), Guile the duration ends. Typical emotions
ity with Intrigue, Great Intelligence 7 (lying to kings), High German 5 include envy of a political rival, ha-
x 2, Famous, Protection, Puissant In- (Franconian), Intrigue 10+2 (court), tred for an enemy state, greed for a
trigue, Social Contacts; Dark Secret Latin 4 (Classical), Low German 5 particular object, or lust for a certain
(true identity), Meddler; Fear (thun- (Saxon), Mentem Resistance 4 (mind person. ReMe 30 (Base 10, +1 Eye,
derstorms), Noncombatant, Palsied reading), Organization Lore: Church +3 Month) Greater Power (30 levels,
Hands, Poor Characteristics 2 (the corrupt), Organization Lore: –2 Might cost)
Magic Qualities and Inferiorities: Gen- Nobility 5 (the corruptible), Ride The Tarnhelm, 1 point, Init –1, Imaginem:
tle Air, Greater Powers x 2, Major 1 (on roads), Teaching 5 (intrigue), This helmet was stolen from dwarfs
Virtue (Entrancement); Improved West Norse 5 (Icelandic) loyal to the gods. While wearing
Abilities x 5, Improved Powers, Men- Powers: it, he is completely undetectable to
tem Resistance, Minor Virtue (Good Donning the Corporeal Veil, 0 points, Init +1, normal sight, hearing, smell, and
Teacher), Minor Virtue (Inspiration- Corpus: See Realms of Power: Magic, even if he brushes up against some-
al), Minor Virtue (Piercing Gaze), page 102 Cr(Re)Co 25 (Base 5, +1 one, his touch will not register (al-
Personal Powers x 3 Touch, +2 Sun, +1 requisite) Greater though any contact more rigorous
Personality Traits: Consummate Liar Power (25 levels, –3 Might, +2 Init) than this is noticed as normal). PeIm
(Communication) +6*, Sly +6, Ingra- Aura of Mundane Semblance, 0 points, con- 15 (Base 5, +1 Conc, +1 changing
tiating +3, Smug +2, Brave 0 stant effect, Vim: Prevents the detec- image) Personal Power (15 levels, –1
*Essential Trait, replaces listed Characteris- tion of Bekki’s Magic Might or of the Might, +2 Init with 1 mastery point
tic whenever Trait applies. use of any of his Personal Powers, from Improved Powers)
Reputations: Royal Counselor 3 (Nobility) unless the level of the spell used to Vis: 5 pawns of Corpus vis, in clothing.
Combat: examine him exceeds 45. To detect Appearance: Bekki takes the semblance
Walking Stick (bludgeon): Init –3, Attack +4, him with Magic Sensitivity would re- of a man in his sixties, hale but slow
Defense 0, Damage –1 quire an Ease Factor of 27 (magnitude and slightly trembling. He wears rich
Soak: –1 of this effect x 3). PeVi 45 (Base ef- clothes but in muted colors so that he
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- fect, +1 Touch, +2 Sun, +1 constant does not stand out. His hair is gray
scious effect) Personal Power x 2 (45 levels, but shows signs of its original auburn
Wound Penalties: –1 (1–5), –3 (6–10), –5 Might cost with 4 mastery points color at the temples.
–5 (11–15), Incapacitated (16–20), from Improved Powers)

116
Dies Irae
Prometheus or not they are simply Aspects of the same Ares’s Sword (Victory), Poseidon’s Trident
Titan or independent beings does not need (Triumph), and Dionysios’s Staff (Rage);
The Greek titan Prometheus bears a to be clear, since they have identical goals. Thor’s Belt came from Hephaistos; Freyja’s
great deal of resemblance to Loki. Both A saga that takes place in the south- Cloak is Hermes’s Sandals; Ullur’s Bow
are from the second generation of titans. ern part of Mythic Europe can employ instead belongs to Artemis; Idun’s Apples
Both were initially friendly with the gods Prometheus in Loki’s place. He should be takes the form of Demeter’s cornucopia;
and took no part in the Titanomachy. They treated the same as the Aspect of Loki Lof- and the power of Ran’s Net is attributed
both stole from the gods and in punish- tur Laufeyjasonur, although the powers de- to Athena’s Shield, mounted with Medusa’s
ment were bound onto a rock and tortured rive from items stolen from the Greek pan- head. The equivalent of Bekki is in posses-
by a monstrous creature (a snake in Loki’s theon of gods rather than the Norse: the sion of Hades’s Helm (the Tarnhelm) and
case, an eagle in Prometheus’s). Whether three powers of Odin’s Spear come from Aphrodite’s Mirror (Freyjas’s Necklace).

The Emissary of Fire, an Aspect of Loki


Magic Might: 27 (Ignem) Ignem: See Realms of Power: Magic, page area as several smaller fires. Any flam-
Season: Summer 102. This Aspect’s body is made of fire mable materials that caught fire when
Characteristics: Int +2, Per 0, Pre –2, Com and cannot be harmed with normal the target was at its larger size remain
+1, Str +10, Sta +2, Dex +2, Qik –2 weapons; they pass through it and pos- aflame. The Emissary can affect its own
Size: +5 sibly catch fire. Cr(Re)Ig 35 (Base 5, +1 created body with this effect; at Size
Confidence Score: 1 (3) Touch, +2 Sun, +1 requisite, +2 Size) +9 it stands about 55 feet tall; increas-
Virtues and Flaws: Magic Spirit; Magical Greater Power (35 levels, –4 Might cost) ing its Strength by 8 but reducing its
Champion; Essential Virtue, Puissant Burn, 0 points, Init –5, Ignem: Anyone Quickness by 4. It cannot combine
Brawl; Gluttonous; Clumsy touching or being touched by the Em- this power with Stoke the Fire. MuIg 20
Magic Qualities and Inferiorities: Greater issary of Fire takes +10 damage (this is (Base 2, +2 Voice, +1 Conc, +2 size,
Powers x 2, Focus Power; Aquam Re- cumulative with any Brawl damage). +1 to affect a fire doing +10 damage)
sistance, Improved Abilities, Improved This is the usual melee attack of the As- Lesser Power (20 levels, –2 Might cost,
Attack (fiery bludgeon) x 2, Improved pect. Any flammable material catches +1 Init with 2 mastery points from Im-
Attack (grapple) x 3, Improved Char- fire on contact; typically, clothes inflict proved Powers)
acteristics x 2, Improved Damage (fi- +10 damage per round on their wearer Stoke the Fire, 2 points, Init –4, Ignem: The
ery bludgeon) x 2, Improved Defense until extinguished. Any metal coming Emissary of Fire can increase the in-
(fiery bludgeon) x 2, Improved Initia- in contact with its body for more than tensity of any fire doing +10 damage
tive (grapple), Improved Might x2, Im- a round heats up, causing the effects or less, adding +5 to the amount of
proved Powers, Lesser Powers x 2 of Heat of the Searing Forge (ArM5, page damage it inflicts. A wood fire (nor-
Personality Traits: Brave +3, Hungry +3, 140); this does not include weapons mally +5 damage) will now melt lead
Intimidating (Presence) +3* used to strike it in combat. Cr(Re) and heat iron; a forge fire (normally
*Essential Trait, replaces listed Characteris- Ig 30 (Base 5, +1 Touch, +2 Sun, +1 +10 damage) will now melt iron. This
tic whenever Trait applies. requisite, +1 constant effect): Greater power can affect a fire up to 10 cubic
Reputations: none Power (30 levels, –3 Might cost with 1 paces (approximately Size +6) and in-
Combat: mastery point from Improved Powers) cludes the fire that composes the Em-
Fiery Bludgeon: Init –2, Attack +17, Defense Crafter of Fire, 1–5 points, Init – 7, Ignem: issary of Fire’s body. It cannot combine
+11, Damage +28 The Emissary of Fire can duplicate any this effect with Feed the Flames. MuIg 20
Grapple: Init +1, Attack +17, Defense +7, non-Ritual Creo Ignem or Rego Ignem (Base 2, +2 Voice, +1 Conc, +1 size,
Damage +10 spells up to 25th level at a cost of 1 +2 to increase damage to +15) Lesser
Soak: +2 Might point per magnitude. CrIg or Power (20 levels, –2 Might cost, +2
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- ReIg 25. Focus Power Init with 2 mastery points from Im-
scious Feed the Flames, 2 points, Init –5, Ignem: The proved Powers)
Wound Penalties: –1 (1–10), –3 (11–20), Emissary of Fire can increases the size Vis: 6 pawns of Ignem vis, in hands
–5 (21–30), Incapacitated (31–40), of any conflagration that does +10 Appearance: A twenty foot tall giant made
Dead (41+) damage or less. One use of this power of flames. It has two pits of darkness for
Abilities: Aquam Resistance 4 (5) (immer- can affect a fire up to ten cubic paces eyes and a huge gaping maw occupy-
sion), Athletics 5 (pursuit), Awareness (approximately Size +6) and increase ing the rest of its neckless head.
4 (terrain features), Brawl 6+2 (blud- it to a maximum size of one hundred
geon), Concentration 3 (Feed the Fire cubic paces (approximately Size +9). It is not necessary for this character to
power), Leadership 4 (fire spirits), Na- The increase in size only lasts as long buy the Gigantic Magic Quality since its
tive Language 5 (commands) as it concentrates, and when the effect body is created with a power that creates
Powers: ends the fire returns to its former size an appropriately-sized target.
Donning the Corporeal Veil, 0 points, Init –6, but may now be spread over a wider

117
Dies Irae
Loki’s Mortal Agents stop. Of course, the player characters may The Sons and
Daughters of Strife
actually decide to help Loki, in which case
they can act openly in alignment with the
Loki marshals a host of magical be- rest of their fellows. The Path of Strife is a component of
ings, notably giants, the walking dead, and the Criamon House Mystery (Houses of
monstrous wolves. Many of these will be Hermes: Mystery Cults, page 67). They will-
released upon the world as Ragnarok ap- The Muspelli ingly pollute themselves spiritually for the
proaches. However, Loki also employs redemption of the rest of the house. In the
mundane agents when he needs to. He has Loki’s chief mortal agents are a group Empedoclean philosophy of the house,
little regard for normal humans, who are of Norse magicians called the Muspelli. their actions increase strife, bringing the
little more than a means to an end. He has These are Gifted wizards who employ a world closer to the ekpyrosis. Loki is per-
more interest in individuals with The Gift, range of Supernatural Abilities to entrance haps the ultimate expression of strife and
who are already aligned to the power of minds, lay curses, shift shape, create il- he may be able to convince the handful
the Magic Realm. lusions, conjure visions, conjure storms, of magi on the Path of Strife to ally with
It is conceivable that a player may have summon animals, control fate, wake the him. He claims that by bringing the world
a character from one of the three groups of dead, spread wildfire, and invoke the win- into the ekpyrosis, the cycle of time will be
magi described below. If this is the case, it ter. They are also capable of adopting a shattered and all the prisons of the world
is better that Loki does not approach the monstrous giant-form, in which shape they opened. The cosmic mistake that trapped
player character, having already calculated can intensify their magic to create mighty immortal souls for eternity can be undone
the likelihood of that character joining ritual effects. Muspelli can also summon and the Hypostasis made attainable for all
his cause. Over the course of the saga, the Aspects of their patron Jotun and from magi. Properly convinced, the Criamon on
character may realize that his comrades the point that this chapter begins, Loki’s the Path of Strife are prepared to do any-
are helping the very enemy he is trying to Aspects are among those that all Muspelli thing necessary to help Loki.
can summon (using any sacred site avail-
able). Full rules for the Muspelli can be
Gifts of the Gods found in Chapter Four of Rival Magic; if

Help Saving
you don’t have access to this book, you
Some of Loki’s Aspects have the can still use this chapter. The Muspelli are
power to loan one of their powers to an- instrumental in enacting Loki’s schemes
other being, although this is done with
caution as it costs the Aspect 5 points of
but they need not take center stage; they
can work their magic in the background,
leaving the characters to deal with the
the World
Might. The loaned power manifests as a
mystical item which is wielded to acti- consequences rather than the cause. Player characters are the heroes (or
vate the power. While a power is loaned at least the protagonists) of stories in Ars
to another, that Aspect loses the use of Magica Fifth Edition but in world-chang-
the power and cannot grant it again, al- The Legion of Atlas ing story arcs such as this one they might
though a different Aspect can still use feel that they are doing all the work to save
and grant the same power. A society among Theban magi, the an ungrateful world. That needs not be the
The mystical item is a symbol of goal of the Legion of Atlas (The Sundered Ea- case: there are a number of sources of aid
the loaned power. Only the recipient gle: The Theban Tribunal, page 119) is to end to which the characters can turn.
can activate its powers and must be in the reign of the faerie gods, and thus they
possession of the object to do so; but are natural allies of Loki. Kristophoros of
others can hold or steal the object. The
item is an Arcane Connection to the
House Bonisagus perceives the continued
existence of the faerie gods as an affront to
Assistance From
Aspect that created it (not to Loki him- the one and true God and he has become the Order of Hermes
self), with a +3 Penetration modifier. If the rallying point for magi who share his
an Aspect is destroyed while a gift is on goal to eliminate them, even if they do
loan, then it disappears as well. If a fa- not share his reasons. Kristophoros is will- The Order of Hermes is one of the
erie god should ever get his hands on ing to flout the Order’s restrictions upon few institutions in Mythic Europe that
any copy of a mystical tool stolen from molesting the fae if it suits his goals. This reaches from the western shores of Ireland
him, then all Aspects permanently lose society is secretly influenced by the cult of to the Holy Land. It is rivaled only by the
the appropriate Power. the Titanoi within House Tytalus, although Church in terms of scope and influence
Although these gifts are repre- the two would never overtly work together and the medieval church is rent in Schism
sented by the stolen treasures of the while Kristophoros remains in charge. between its eastern and western halves.
faerie gods, the ability to use them One of the strengths of the Order
and gift them to others is a function is also its weakness: the Order is ruled
of Loki’s powers and thus is aligned to by committee, a method of governance
the Magic Realm. notorious for its lack of decisive action.
Furthermore, the Grand Tribunal meets

118
Dies Irae
only every thirty-three years; in theory
an extraordinary session of the Council of Heimdallur
Primi could be convened but this would
require substantial evidence of a tangible Faerie Might: 50 (Ignem) er, Imaginem: When he concentrates,
threat to the Order, not just a collection Characteristics: Int +1, Per +8, Pre 0, Heimdallur can hear the grass grow-
of moldy prophecies and paranoid specu- Com –2, Str +2, Sta +6, Dex +3, ing, the wool growing on the back
lation. Any help that the characters can Qik +2 of sheep, and everything louder than
muster in the early stages is likely to be Size: +1 that. InIm 40 (Base 3, +2 Sun, +4 Vi-
isolated — one house or one Tribunal Confidence Score: 1 (4) sion, +1 constant) Personal Power x 2
convinced sufficiently by the characters’ Virtues and Flaws: Focus Power x 2, Os- (30 levels, –3 Might cost)
evidence to help them. tentatious, Shapeshifter; Faerie Sight, Ten Thousand Yard Stare, 0 points, Init –12,
If the Order can be motivated into Faerie Speech, Famous, Highly Cog- Imaginem: Heimdallur can see and
action at the instigation of the player nizant, Humanoid Faerie, Improved hear what is going on at any location
characters, then it is likely that they are Damage, Improved Initiative, Im- to which he has an Arcane Connec-
given some operational role in the Or- proved Powers, Improved Soak x 3, tion. He can perceive anything and
der’s response to Loki’s schemes. The Large, Lesser Powers x 2, Personal everything that occurs within a 100
characters could find themselves as the Powers x 4, Positive Folk Tales, Repu- pace diameter, whether or not this
chiefs-of-staff to some of the Order’s most tation as Confidence; Feud (Loki), constitutes an actual Boundary. This
powerful magi, helping to coordinate its Proud; Dutybound, Higher Purpose, does not need to be a ritual effect for
response to Loki. Even if the characters Traditional Ward (the blind) this god. He can use his enhanced
cannot get the Order of Hermes to rec- Personality Traits: Watchful +6, Cautious senses through this power, allowing
ognize the threat, they might have bet- +5, Vain +5, Loyal to the Gods +4 him to extend his hearing and sight
ter luck with House Tremere. The whole Reputations: God of Light 4 (Local) to hundreds of miles. There are nu-
purpose of this House is to be prepared Combat: merous runestones across Scandinavia
to face a threat that threatens the Order’s Long Sword and Round Shield: Init +7, Attack made by rune wizards to which Heim-
existence and even if the Grand Tribunal +18, Defense +14, Damage +13 dallur has an Arcane Connection.
doesn’t take them seriously, Prima Poena Soak: +22 InIm 35 (Base 2, +4 Arc, +1 Conc, +4
of Tremere may, and provide the charac- Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Boundary) Lesser Power x 2 (35 levels,
scious –7 Might cost with 4 intricacy points
ters with some of the vast resources of her
Wound Penalties: –1 (1–6), –3 (7–12), –5 from Improved Powers)
house just in case they are right.
(13–18), Incapacitated (19–24), Dead World Illuminator, 1–10 points, Init –8,
(25+) Ignem: Heimdallur can create any
Pretenses: Athletics 3 (climbing), Aware- non-ritual effect of 50th level or less
Help From the Gods ness 15 (danger), Concentration 5 involving light, at a cost of 1 Might
(on watch), Faerie Speech 5 (Norse), point per magnitude of the effect. Fo-
Folk Ken 3 (motives), Jarl’s Leisure* 5 cus Power x 2
The other major source of help that
(riding), Karl’s Labor* 5 (trade), Lead- Vis: 10 pawns of Ignem vis, in teeth
the player characters can obtain is from
ership 5 (noblemen), Music 5 (horn), Appearance: A pale skinned warrior
the faerie gods. They have the strongest
Shapeshifter 5 (ram), Single Weapon with shining white hair and beard
motivation of all for stopping Loki’s plans:
10 (long sword), Thrall’s Toil* 5 (farm- despite his youthful mien. He wears
although Ragnarok is inevitable (or so they a chain hauberk, a gleaming helmet,
ing)
believe), they wish to delay it for as long as a white leather belt, and a cloak
*As the god of the social hierarchy, Heim-
possible. among the Norse gods, Heimdal- dallur appears competent with a wide made from the skin of a mighty
lur and Thor are the most likely to render range of crafts, professions and leisure snow-bear. His teeth are made from
assistance to the characters. pursuits appropriate to the thralls solid gold. When he wields Hofud,
(serfs), karls (freemen), and jarls (no- his massive sword, in combat it
blemen) which he represents. glows with a pure white light. He
Heimdallur, Powers: can take the form of an immense ram
Watchman of the Gods See the Grass Sprout, 0 points, constant with snow-white fleece and golden
power, Imaginem: Heimdallur can horns, a pure-white cockerel with a
Unlike many of his fellow gods, Heim- see several miles away, day or night; golden comb, a huge russet squirrel
dallur has not abandoned his post. The otherwise the same as Eyes of the Eagle, with sharp teeth, a crude but honest-
Watchman of the Gods remains vigilant ArM5 page 145. InIm 35 (Base 3, +2 looking serf, or a jolly fisherman.
over the world, missing nothing and for- Sun, +4 Vision, +1 see in the dark,
getting nothing. It will be his responsibil- +1 constant) Personal Power x 2 (35
ity to sound the horn that announces the levels, –4 Might cost with 1 intricacy
final battle of the gods and Jotnar. Heim- point from Improved Powers)
dallur is the chief of the tribe of Norse Hear the Wool Grow, 0 points, constant pow-
gods called the Alfar and is the god of
light and the day. In his myths, he is cred-

119
Dies Irae
ited with establishing the social hierarchy Midgard and foe of the giants, trolls, and
among mankind and teaching them all all baleful wights. If any one of the gods Story Seeds:
crafts and professions. Loki is his especial should manifest to fight Loki, it should
foe and they are fated to be responsible for be Thor and yet he is nowhere to be Thor the Thunderer
one another’s deaths at Ragnarok. seen, even with giants walking the land.
Heimdallur’s role is to be a watchman The answer is that Loki foresaw this very Identifying and restoring the thun-
and to signal the gods when Ragnarok is problem and made Thor his target long der god to his former power could be
upon them. Ultimately he is a passive god before he began to set anything else in the focus of a series of stories.
with little initiative and who procrastinates motion. Loki manipulated the Church
over getting actively involved. He knows into vigorously repressing his worship.
that once he rouses from passivity he will He provided subtle support for anti-pa-
The Bell and the Bridge
precipitate Ragnarok (see Three Cockerels gan monarchs such as Saint Olaf of Nor-
The characters are traveling to
Crow, later) and so will not overtly warn way. He spread folktales where Thor was or through the town where Hlorridi
gods or men of what he has seen of Loki’s cast as a buffoon and suppressed the old dwells. The characters may choose to
actions. His assistance is likely to be a lot tales which presented him as a hero. This wait for the bridge or be carried across
more subtle. Once he is aware that the wrought changes to the faerie god’s glam- the ford. The bridge is choked because
player characters are moving against Loki our; subtle changes but enough to give of the delivery of a new church bell.
he may provide covert assistance, ensuring Loki an edge. Once he was done Loki However, the bridge collapses under
that they do not miss important clues to was able to ensnare Thor easily. Much to the weight of the massive bell and
Loki’s plans and directing them like pieces his chagrin, Loki was still unable to take townsfolk are in immediate peril. Hlor-
on a game board. Even once they work Thor’s hammer Mjollnir from him, and it ridi wades over to help out; he can even
out who it is that is helping them, he still continued to mystically guard the prison shore up the failing bridge by support-
dares not to intervene directly. A typical of the Jotnar much as Thor had always ing its arch, allowing people to get off
intervention from Heimdallur involves him done (metaphysically, Mjollnir is the re- safely; player characters may similarly
disguising himself as a nobleman, freeman, cipient of as much vitality as Thor and is help out. The question remains as to
or peasant and dispensing unasked-for ad- a powerful faerie in its own right while why a hitherto sturdy bridge suddenly
vice, cryptic warnings, or important gifts separated from him). However, Loki did failed. Perhaps something or someone
disguised as mundane items. For example, the next best thing by stealing Thor’s belt doesn’t want the bell to be delivered
a mud-splattered ‘villein’ may seem to of strength. Without it, the faerie god — this would weaken the Dominion,
know a lot about the local nobility and was no longer able to lift Mjollnir and which only extends as far as the sound
is able to fill the characters in on all the he was effectively neutralized. Robbed of church bells.
juicy gossip (feeding them vital informa- of his weapon and made stupid by nega- Placing Hlorridi close to the cove-
tion for Brother Against Brother, see later); tive folktales, Thor has been reduced to nant is an excellent way to get the char-
or a ‘nobleman’ might be selling off his de- an incognizant wreck. He no longer re- acters into the whole saga and bring
ceased uncle’s belongings and is surprised members that he was once the mighty the player characters to the attention of
to find a Hermetic book among them. He Asa-Thor the Thunderer. Loki. He may choose to involve them
brings it to the player characters and sells in his later schemes as a distraction to
it for a fair price. A full version of Muspilli stop them restoring Thor to his former
(see Help from Prophecy, later) is scribed The God at the Ford glory, or in revenge for doing just that.
on one of the end pages.
When the player characters first en-
counter Thor, he is laboring in a town. The Belt of Strength
Thor the Thunderer This town could be anywhere in Mythic
Europe, but northern Europe is more plau- Heimdallur tells the characters
Thor is probably the most powerful of sible. He has taken the shape of a tall red- he has found Thor’s belt of strength.
the Norse gods by dint of being the most bearded peasant, the local halfwit. He ekes He has seen it around the neck of a
popular. He was the god of the common out a living ferrying people across the river monstrous wolf that is chewing on
man, the peasant, and the soldier, un- into town; there are no firm moorings for a a root of the World Tree. Worn as
like Odin who was the god of kings and ferry-rope and often a long queue to cross a collar, the belt magnifies the crea-
jarls or Freyr who was the god of priests. by the bridge, so ‘Hlorridi’ (as he is called) ture’s strength and it is in danger of
The heathen religion as a whole is still carries people across the river. He is both breaking through the root. This may
called Thór blóta in Christian Scandinavia tall and strong, and happy to wade waist- be a trap: Loki knows that the char-
and his hammer is seen as its symbol. He deep into the river carrying people on his acters need the belt of strength and
features in hundreds of folktales still told shoulders or goods on his head. For larger hopes to eliminate them.
throughout Scandinavia, England, and loads he dons a yoke and pulls two boats.
northern Germany, and his name is asso- He lives in a hovel on the river bank, so
ciated with a host of sayings and omens. small that his feet stick out from one end.
Thor’s popularity can be attributed He wraps his massive body around a shaft
to his role in legend as the guardian of sticking out of the middle of the dirt floor;

120
Dies Irae
actually the handle of his hammer, which ing more blatant. Loki can only rely on Loki. This might be because they have
he cannot lift. He has a rusty pair of gaunt- whatever Aspects of the other Jotnar are stumbled onto his schemes or because they
lets he keeps in the thatch. currently in the world and once they are have become the victim of one of them,
When the characters encounter Hlor- gone they cannot return. This also means but the gift of Skidbladnir is made after
ridi, they may know exactly who he is. that no more Muspelli can have their Gift they realize that the stakes are high.
It is possible that Heimdallur has clued Opened (see Rival Magic, page 93). Loki
them in to his true identity, asking them himself remains free from Nifelhel, how- Freyr is lord of the elves and he arranges
to restore the god to his former power. ever, and has no additional restrictions on for a faerie to reward the characters
Alternatively, the player characters may his own Aspects. with the ship. This may be totally
have no idea to his identity; they may en- disproportionate to the service the
counter him as a piece of local color and characters provide. For example: a
only much later work out who he might Skidbladnir brownie hands over one of the trea-
be. In order to restore Thor, Hlorridi must sures of the gods in return for slaying
be reunited with his belt of strength. He If the player characters are going to a particularly large rat. The characters
then dons his gauntlets and pulls Mjollnir stand a chance in stopping Ragnarok, may be suspicious but there is no ulte-
out of the packed dirt of the hovel’s floor. then they are going to be involved in a rior motive or trap here — other than
His memories are restored and his powers lot of travel. Once the characters have the fact the gods want them to stop
with them. Unfortunately, Loki has stolen come to the notice of the gods, no mat- the end of the world.
Thor’s belt of strength and getting it back ter how covertly, they arrange to assist The gods subtly steer the characters to-
may be very difficult. The characters’ best them in this and ensure that they come ward Skidbladnir’s current location.
prospect is to wait for Loki to give it to a into possession of Skidbladnir. For example: a local lord, secretly a
mortal servant (perhaps creating the situ- Skidbladnir is a magical ship belong- worshiper of Odin asks the characters
ation where this might be necessary) and ing to the god Freyr, and the Poetic Edda to catch a sorcerer who has entranced
then steal it. Restoring the Belt of Strength calls it ‘the best of ships’. As soon as its his daughter. The sorcerer is an agent
to Thor removes the power to summon it sail is hoisted, this ship finds good wind or Aspect of Loki who has stolen Skid-
from all Loftur Aspects. and it knows all ports. It is made of so bladnir. When they defeat him, the
many parts that it may be disassembled ship enters their hands as spoils. The
and packed away in a pouch. Skidblad- characters only find out much later in
The Hammer God nir was made by the Sons of Mimir, the the saga that the gods ensured that
dwarfs (see the Seven Sleepers, later). they came into possession of it.
Once restored, Thor will be grateful to Like many of the dwarfs’ creations, Skid- If the characters have some other con-
the player characters. He feels that he has bladnir is not merely an enchantment; it nection to the Norse gods, then the
neglected his duties for too long and must is a Magic Thing. Skidbladnir has superi- gods might be overt in their help. The
hie to Nifelhel (part of the Magic Realm) or knowledge of all seven seas and is able characters are told where Skidbladnir
and strengthen the bonds holding the to pilot and navigate itself, even without can be found, either by an emissary of
Jotnar. However, he promises to come to a crew. Most significantly, Skidbladnir the gods, or else directly by Heimdal-
them if they have great need; to summon can access a network of Magic regiones lur or another.
him they should strike the ground three that connect numerous aquatic locations,
times with an iron hammer, saying “Thrice allowing it to move vast distances in a re-
I smite with holy crock; with this mell I
thrice do knock; one for god, one for Wod,
markably short time.
Every time that Skidbladnir reas-
Help From Prophecy
and one for Lok” and he will come (this is a sembles itself, it can take a different con-
charm still used in the north of England for figuration to match ships of its current The characters should be given the
luck; the god mentioned first is Thor, then waters. Unfortunately, due to a slight opportunity to get their hands on a com-
Odin, and the final — and hardest — ham- flaw in its construction it tends to take plete or partial copy of one or more of the
mer blow is for Loki). He warns them that the form of ships that are notorious for sources of prophecy described in the next
when they summon him then the borders piracy and brigandage (represented by section. It might lie mouldering in a book
of Nifelhel will remain unguarded, so they the Mistaken Identity Flaw) and charac- won as spoils, it could be recited by a mad
should only do so in dire need. ters aboard may find themselves dealing man, or be written on the walls of a vil-
The restoration of Thor is a blow to with irate local navies. lain’s hideout. Völuspá is easily available
Loki’s plans. Unlike Heimdallur, Thor is in translation and can be provided to the
capable of motivating the other gods into players as a handout. The storyguide can
action. With Elivagor guarded once more Acquiring the Wondrous Ship freely alter the words or add new verses to
and the other boundaries of Nifelhel simi- fit her intended saga. Characters should be
larly strengthened, it becomes more dif- There are a number of ways in which encouraged to seek out other sources of
ficult for the other Jotnar to act on the the characters could come into possession the prophecy: no version is unambiguous,
world. Worse still, the gods are now aware of Skidbladnir. The decision to give them nor are any complete.
that Loki is up to his tricks and are extra the ship stems from the observation that From these sources, characters should
vigilant, just when Loki’s plans are becom- they have an active interest in stopping learn that Ragnarok is heralded by a num-

121
Dies Irae
ber of signs and that Loki is trying to
Skidbladnir bring these about. They should also get
the idea that in fulfilling some of these
Magic Might: 21 (Herbam) Skidbladnir can see through Magical plans Loki must wreak changes on Mythic
Season: Autumn regio boundaries and therefore divine Europe as a whole, and that if he succeeds
Characteristics: Cun 0, Per +1, Pre 0, the path to the next level. InVi 30 on a grand scale in some of the signs, he
Com 0, Str +12, Sta +3, Dex +1, (Base 3, +2 Sun, +4 Vision, +1 con- can afford partial or minor successes in
Qik –7 stant) Personal Power x 2 (30 levels, others yet still succeed in precipitating
Size: +6 –3 Might cost) the Twilight of the Gods.
Confidence Score: 1 (3) Cunningly Crafted, 0 points, Init –12,
Virtues and Flaws: Magic Thing; Magical Herbam: Skidbladnir can adjust its size
Friend; Essential Virtue; Great Bearer*, to accommodate up to 1000 passen- Prophecies of the End Times
Sea Regio Network, Well-Traveled, gers (Size +9), or else shrink down to
Wilderness Sense; Mistaken Identity, a hundredth of a cubic foot (Size –7). Many of the sources of lore offered in
Overconfident, Temporary Might** When at its smallest size, Skidbladnir this section are real texts: poems, stories,
*Heroic Virtue, see Houses of Hermes: True can be disassembled and packed into and philosophical expostulations. The text
Lineages, page 105 a pouch for easy transport. MuHe 45 of these books can be altered by the sto-
**Free with the Magic Thing Virtue (Base 4, +1 Conc, +3 Structure, +1 ryguide to add material of relevance to the
Magic Qualities and Inferiorities: allow growing and shrinking, +3 to saga. There may also be entirely fictional
Greater Powers; Aquam Resistance, allow drastic change in size, +1 con- sources of prophecy, such as the sayings
Improved Abilities x 4, Improved stant) Greater Power (45 levels, –5 of Immanola the former prima Ex Miscel-
Might, Improved Powers, Improved Might cost with 4 mastery points from lanea, or the Travels of Fedoso.
Soak x 5, Minor Virtue (Essential Vir- Improved Powers) In addition to the experience points
tue), Minor Virtue (Second Sight), Changeable Sails, 0 points, Init –7, they offer, these books also act as sources
Personal Powers x 3 Herbam: Skidbladnir can take the of lore. They may be used for research; a
Personality Traits: Instinctual Knowledge shape of any ship. This transforma-
of the Sea (Cunning) +6*, Dead Reck- tion affects all of its components,
oning (Perception) +3*, Ship +6*
*Essential Trait, replaces listed Charac-
including ropes, sails, and masts.
MuHe 15 (Base 3, +1 Conc, +3
Prophetic Utterances
teristic (where present) whenever Structure) Personal Power (15 levels,
To aid the players, the storyguide
Trait applies. –2 Might cost, +2 Init with 1 mas-
could compile a collection of individual
Reputations: The Best of Boats 2 (Local) tery point from Improved Powers)
predictions from all the sources that the
Combat: Vis: 4 pawns, in deck boards.
characters locate, either in summary
Bludgeon: Init –6, Attack +3, Defense –6, Appearance: Skidbladnir can take the
form or in the allegorical words used
Damage +14 shape of any boat or ship, from an im-
by the prophet. Such a playing aid can
Soak: +18 mense Byzantine trireme right down
be a source of help (and frustration!) to
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- to a fishing smack. Most commonly,
the players, but ultimately should give
scious it takes the form of a viking longboat
them the edge over their opponents.
Wound Penalties: –1 (1–11), –3 (12–22), with a sail striped in red and white.
You need a good number of individual
–5 (23–33), Incapacitated (34–44),
prophecies, some true, some irrelevant,
Dead (45+) You might wish to use the rules for
and some false. One method of achiev-
Abilities: Aquam Resistance 6 (krakens), Damaging Objects on page 77 of City &
ing this is to recruit some friends: either
Area Lore: Arabian Sea 5 (avoiding Guild rather than using Soak and Wound
beta storyguides or people who will not
pirates), Area Lore: Atlantic Sea 7 Penalties. In this case, Skidbladnir has
be regular players in the saga. While
(Bay of Biscay), Area Lore: Black Sea fifteen damage levels and when an event
the storyguide concentrates on the true
3 (shallow waters), Area Lore: Caspian could damage it, make a stress roll + 5
prophecies around which she will plan
Sea 3 (islands), Area Lore: Indian Sea (Wondrous item) + 15 (bonus from Im-
her stories, her conspirators can come
3 (avoiding pirates), Area Lore: Magic proved Soak Magic Qualities). If the re-
up with false utterances, or true proph-
Realm 4 (magical seas), Area Lore: sult is equal to or greater than the Ease
ecies that do not relate to Ragnarok.
Mediterranean Sea 5 (Western sea), Factor of 15, the ship avoids losing a
Jumble all these together and give them
Area Lore: North Sea 7 (5) (Scandina- damage level. Damage levels do not im-
to the players as a handout. For the true
vian harbors), Profession: Navigator 5 pose penalties, they simply indicate how
prophecies, include some repetition
(plotting courses), Profession: Pilot 3 much punishment an object can take
from different sources but do not feel
(outrunning pursuit), Second Sight 5 until it is broken beyond use. Damage
compelled to be too obvious — if some
(boundary travel), Wilderness Sense 5 levels can be restored by a competent
are only understood in hindsight that is
(dead reckoning) shipwright; although if the ship is com-
good too. False prophecies may be used
Powers: pletely broken it may not still be a Magic
as distractions by Loki to cover a par-
Fair Winds, 0 points, constant effect, Vim: Thing once repaired.
ticularly sensitive part of his operation.

122
Dies Irae
character who lacks the Ability contained De Principiis Titanomachia
within a book but who can read the lan-
guage in which it is written may make a “On First Principles” by Origen Ada- “The War of the Titans” by Eumelos of
roll to find a specific fact, whereas under mantius. Language: Latin. Summa on The- Corinth. Language: Classical Greek (Doric).
normal circumstances he could not roll if ology, Level 4 Quality 12. Two summae, one on Magic Lore and one on
he lacks the Ability. It takes about an hour Origen was an early Christian theolo- Faerie Lore, Level 5 Quality 10.
to find the information. For every different gian, although some of De Principiis was A description of the Greek version of
book he has on the same subject, he adds declared heretical in the sixth century and the creation of the world and the titans, and
+1 to the roll but requires an additional he was posthumously excommunicated. their subsequent war with their progeny.
hour of research time. If an unexpurgated version can be found There is a legendary third poem which con-
(containing an additional twenty four tains prophecy of the second titanomachy;
chapters), the Level is increased to 6; the if this is found then the Level of the summa
Gylfaginning unexpurgated text is also a tractatus on on Magic Lore raises to 7. Unfortunately all
Organization Lore: Church (specialized in three poems were lost in antiquity; while
“The Deluding of Gylfi” by Snorri heresy) of Quality 12 fragments of the first two exist as quotes in
Sturluson. Language: West Norse (Icelan- other works, nothing of the third remains at
dic). Summa on Organization Lore: Norse all. Characters may need to resort to necro-
Paganism, Level 5 Quality 10. mancy in order to retrieve this knowledge.
Written in 1218 by a famous Icelandic
lawspeaker, this work is not always accu-
rate and riddled with Christian prejudice
but is a good overview nevertheless.
Story Seeds: Finding Prophecies
Before the player characters can read When they go to collect it however,
Völuspá
the prophecies, they must find them. the price has changed. He’s had inter-
est from other buyers and now intends
“The Seeress’s Prophecy” by anony-
to auction the book. Every prospective
mous. Language: West Norse (Old Norse). Rescue Me buyer can enter a secret bid once a day
Summa on Organization Lore: Norse Pa- for three days; the day’s highest bid is
ganism, Level 7 Quality 7 Snorri Sturluson, author of Gylfag- announced at dusk each day. The win-
Völuspá purports to be the prophecy of inning and other compilations of Norse ner will be the highest overall bid on
Urdur the Jotun of Fate, recited to her son mythology visits Norway in 1218–1220 the third day. The characters might in-
Odin, and is the primary source for Ragn- and 1237–1239. He is perhaps the most vestigate the other bidders and discover
arok. It is filled with complex poetic allu- knowledgeable Christian on the subject potential allies who are also interested
sions and metaphor and the Quality drops of Norse paganism and an authority on in stopping the End of the World. How-
to 4 for characters who do not already pos- Ragnarok and the characters would do ever, they also discover that an Aspect of
sess the Organization Lore: Norse Pagan- well to visit him. He has also been kid- Loki is one of the other bidders.
ism Ability from another source. Complete napped by trolls…
copies of Völuspá are currently rare, since
it was collated some time in the thirteenth Babble of the Written Word
century. However, as an oral tradition Völus- Glossolalia
pá is available intact, although characters Through great effort the characters
may have to search for those who know it. As the player characters return from an manage to locate a native speaker of an
encounter with Loki or his minions, they ancient language in which a prophecy is
hear a man ranting on the street. They written. She is a charcoal-burner from a
Muspilli may have encountered him before and secretive and primitive people, and she
dismissed his ramblings as nonsense words speaks no other language, having lost the
by anonymous. Language: Old High thrown together that sound like sentences. ability to communicate with her family
German. Tractatus in Faerie Lore, Quality 6 However, sharp-eared characters pick out when her husband died. The spell Thoughts
Written about 870 by an unknown au- a sentence that is highly pertinent to the Within Babble allows communication with
thor, this poem is a thinly Christianized event in which they have just taken part. her; if she can be taught to read she can
account of Ragnarok, describing the battle Who is this man and why is he like this? recite the prophecy out loud, divulging its
between Elijah (Thor) and the Antichrist secrets. Unfortunately, this woman has a
(Surtur), the champions of God (Odin) and supernatural enemy — the ghost of her
the Devil (Loki). It is a somewhat obscure The Auction murdered husband, a vengeful werewolf,
poem, written in whole as a marginalia in or the forgotten god of the tribe. This en-
another book. The faerie gods may need to The characters locate a book of emy means to end her life and the life of
play a hand in getting this to the characters. prophecy and agree a price with the seller. anyone spending time with her.

123
Dies Irae
Lore on the Titans ertheless, all the prophecies include the they elect to stand aside and allow things
hope of a new world under the control of to happen then the storyguide should
In addition to doomsday prophecies, magic, populated by those who survived bring the action close to home so that it di-
characters are likely to come upon infor- the apocalypse. rectly affects the resources or allies of the
mation about the Titans and theories about The idea of the post-apocalypse world covenant. Alternatively, they might learn
the antediluvian world. The best sources may sound attractive to some characters. (rightly or wrongly) of the conditions of
for this information are the theurgical They might presume that individuals the world following the Titanomachy. No
works of the great Neoplatonists such as aligned to the Magic Realm — like all one knows in truth what it will be like, so
Plotinus, Porphyry, and Iamblichus; and Hermetic magi — could enter a golden predictions can be as dire (or utopian) as
their various works are summae and trac- age of magic. Impious characters may needed to spur the characters into action.
tatus in Magic Lore. Central to Neopla- believe that the Titanomachy may even
tonic theurgy is the concept of the Golden overturn the Dominion of God and place
Chain of Universal Sympathy. There ex- the Magic Realm in ascendance. Nev-

Five Acts
ists, so is claimed, a hierarchy descend- ertheless, among the prophecies associ-
ing from the Demiurge (i.e. God) to the ated with this event are warnings that the
protogonoi, kosmokrators, theoi, daimons, world might not be so nice with the Titans
and finally to the airy spirits. Before the
First Titanomachy, magic was performed
in control, regulating every aspect of the
world including magic. to Destroy
the World
by using incantation, sigils and mystical Some House philosophies align with
signs, and the properties of certain herbs, Loki’s goals to a greater or lesser extent.
stones, and so forth to set in motion a House Bjornaer, particularly the Rhine
chain of sympathies running up this hier- Bjornaer magi, might welcome the exter-
archy to the spirit the magician was try- mination of the fae and the return to the The various prophecies used by Loki
ing to evoke. The spirit would then enact pristine state of the world. Some Tytalan detail the events that must occur before
the magic desired. The paraphernalia of magi are already aligned with the Titans the restraints placed on the Magic Realm
the theurgical ritual were termed “syn- and could number among Loki’s forces, can be broken and the Titans freed. The
themata.” The faerie gods bypassed this unwittingly or knowingly. Criamon might ‘prophecies’ are directions, like an Ini-
system by cutting out the middle men and interpret the Titanomachy as their ultimate tiation Script. Each event mentioned
imprisoning the Titans. Henceforth noth- goal — the breaking of the cycle of time describes the undoing of one of the
ing stood between mankind and the magic and the establishment of the Magic Realm constraints that Faerie placed on Magic
they sought and everyone with The Gift as the Hypostasis. Other Houses might be after the first Titanomachy. Each of the
became his own god. horrified once Loki’s plans are revealed — key parts must align, in literal or sym-
Finding this information indicates to House Merinita for example. Regardless bolic form, in order for Loki’s planning
the player characters that a second Tit- of House philosophies, every character is to bear fruit and initiate the Second Tit-
anomachy may not usher in a new golden unique and may have her own drives and anomachy. These are not true foretelling,
age of magic. Instead, use of magic is likely reasons for seeking the destruction of the which only comes from God. If Loki does
to be regulated more tightly by the freed world as we know it. nothing then Ragnarok will not occur and
Titans and only those who know the syn- It is possible therefore that the char- the Titans will remain bound. The order
themata permitted to use it. acters might decide to help Loki to hasten of the events is not important, although
the world’s end. If this is the story that the they are presented here in the order that
players want, then it is the storyguide’s they will probably occur.
Letting the World Burn duty to satisfy them. Instead of opposing
Loki, they could become his allies; the
To succeed in bringing about the
Twilight of the Gods, Loki has to fulfill a
Jotun would certainly welcome power- certain number of signs. Five of these are
The prophecies are pretty clear that ful and influential magi into his ranks if it detailed in the following sections: Brother
the Second Titanomachy would not be means he has a better chance of success. Against Brother, Giants in the East, Mon-
good for the sublunar world. The Norse However, the player characters are bound sters in the Ironwood, Swallowing the
prophecies talk about the destruction to be opposed by other magi, who do not Moon, and Three Cockerels Crow. Each of
of the world by fire. Origen, in common agree that the end of the world would be these sections gives the outlines of Loki’s
with his Empedoclean and Stoic forebears beneficial to mankind. In effect, these sto- major plan to bring this event about. The
speaks of the state of pure strife, where ev- ryguide characters take the role that the storyguide needs to flesh out each of these
ery atom is disconnected from every other, player characters would have in the default outlines to best suit his own saga.
where Form is immaterial and Matter form- version of this chapter and it is the job of Loki has already succeeded with one
less. Some of the prophecies state that se- the player characters to oppose them and prophecy (Gods’ Halls are Reddened with
lect humans might survive the process, but preserve the fulfillment of prophecy. Blood), and has several others he can pur-
do not describe how the selection process The storyguide should not allow the sue. The symbolism of the prophecy must
will take place. Characters electing not to player characters to be bystanders in the be fulfilled, but he does not need to suc-
take part in stopping Loki are potentially upcoming conflict. There is no place for ceed with every one of the plans detailed
resigning themselves to destruction. Nev- spectators at the ending of the world. If later, although he does need to pay lip-ser-

124
Dies Irae

vice to all of them. Disrupting one of his a part of Loki’s plans. If you wish to inte- less likely to notice his schemes and less
plans does therefore not completely derail grate this event into Loki’s plans, then you powerful to oppose him even if they did.
his efforts and the ever-cunning Loki has can draw inspiration from that chapter. This counts as a success for Loki.
schemes, counter-schemes, fall-back posi-
tions, and back-up plans, meaning that it
is likely that he can achieve at least some Serpents in the West

Brother Fights
success on each event in the prophecy.
Loki might still be able to get Ragnarok In the Norse version of the prophecy,
started with a large number of minor suc- the mighty Midgard Serpent slips free
cesses rather than a few major successes. from its bonds and whips the western sea
into such a frenzy that it floods. In the
latter half of the thirteenth century, west-
With Brother
Signs of the End ern Europe (particularly Gascony, Aqui-
taine, Friesia, and Saxony) and northern
One of the first indicators of Ragn-
arok is an increase in chaos and warfare.
Iberia were subjected to devastating Völuspá couples this with of a loosening of
The prophecies describe more than floods. This can be employed as back- morals, when witchcraft is common and
five signs of the world’s end. Other signs drop as a further sign of the End Times incest rife. Greek seers saw this breaking
include the disappearance of the stars, or fleshed out into another event the down of the social order as an increase in
the shaking of the earth so violently that characters can try to stop. The characters the divisive power of Strife as the cycle
mountains fall, inundation of the land by might have friends located in the affected of the world descends into chaos. Loki
the sea, a winter without end, and the de- region and get involved in the rescue ef- achieves an unqualified success if he man-
struction of pagan temples. Loki has cho- fort. The agents of this catastrophe could ages to provoke war between two nations,
sen the five signs with which he believes be Muspelli or they could be elemental- or sufficiently destabilizes a significant
he has the best chance of succeeding and ists able to summon water monsters and portion of Mythic Europe.
has set a Loftur-Aspect over each one. elementals to do their bidding. The action in this story focuses around
Were he have to begin again with some two noblemen, here named Duke Arnault
of the other signs, it would take him many and Duke Bertram, although they should
more centuries of planning. Gods’ Halls be substituted for Greater Landed Nobles
Reddened with Blood close to the characters’ covenant. These
men should be close friends — maybe
Winter Without End This part of the prophecy refers to even brothers — to begin with, and have
the despoiling of the temples to the pagan many powerful friends. Each is advised by
One of the signs not dealt with in this gods who bound the titans. It was achieved a different version of Loki’s Bekki Aspect,
chapter is a mighty winter, with snow com- by agencies other than Loki — most sig- although these Aspects have different
ing from all directions and no summers in nificantly, the Church — although it is appearances and names. Duke Bertram,
between. This Fimbulvetr is given extensive certain that Loki lent his assistance to the under his Bekki’s influence, develops an
treatment in its own chapter of this book effort. This was an essential first step that inappropriate interest in a woman, here
as an apocalypse in and of itself rather than weakened the faerie gods, making them called Lady Caristiona. Bertram may be

125
Dies Irae

already married but Caristiona is doubly ling whatever enchantment has affected
The Counselor of Evil
inappropriate as she is a relative, either of his friend before the scandal ruins them
himself, his wife, or his brother’s wife. A both. Even if he hasn’t dealt with them As the conflict between Arnault and
relationship with any of these individuals before, Arnault knows that the characters Bertram escalates, more nobles are brought
would be considered incestuous by the are magi, and as magic is clearly at work into the conflict as old rivalries and jealou-
Church, and a great sin. Bekki has used here they need to fix it. The characters free sies find an outlet, all ably assisted by more
the power of Freyja’s Necklace to provoke Caristiona and become aware that Bekki Bekkis. The conflict has developed into a
this reaction in Bertram. Arnault visits his might be involved. full-blown feud and when powerful nobles
friend once rumors of the affair reach him Particularly astute characters may be fight, their vassals follow. Mythic Europe
but, enthralled by Bekki’s power, Bertram able to unravel the plot and stop it at this being what it is, both Arnault and Bertram
is not able to see sense. He mistakes con- stage. If they do, Loki has failed in his at- have relatives in many separate countries
cern for envy and convinces himself that tempt, as no discord has arisen. and, fueled by the manipulations of the
Arnault is lusting after Caristiona. This is Bekkis, there is soon civil strife throughout
where the characters come in. the region. Few remember (or were even
Caught in the Middle aware in the first place) that this began as a
fight over a woman.
A Chance Meeting Suspicious of Bertram’s Bekki, the char- Bertram’s Bekki ensures that the player
acters are moved to investigate him. They characters come into possession of infor-
The characters are on the road on an witness him passing messages to Arnault’s mation that says Bertram is about to attack
unrelated matter, when they encounter a Bekki, which is highly suspicious, although Arnault. This leaves them in the quandary
carriage stuck fast in a ford. The carriage the two never meet (in fact, they are never of whether to tell Arnault. There is already
is occupied by Lady Caristiona; she is sod- within a mile of one another). Also party a Quaesitor sniffing about due to all the
den from the leaking carriage and asks the to the plot is a red-headed man who can accusations of witchcraft; do they dare
characters to bring her to shelter. They take the form of a falcon: this is Loftur, meddle with the affairs of mundanes again?
know that Duke Bertram lives nearby and checking in on the progress of his plan. Eventually, the characters have a
are the architects of their first meeting. Meanwhile, relations have deteriorat- showdown with Bertram’s (or Arnault’s)
Bertram’s Bekki is also here and the charac- ed between Arnault and Bertram. The two Bekki. They may be surprised to discover
ters witness his pleasure at their meeting. Bekkis have stoked the fires of envy and just how magical he is. Bekki’s boastful na-
outrage and if he can, a Bekki makes the ture won’t allow him to complete this affair
characters’ covenant a target of Bertram without letting the characters know what
The Princess in the Tower since they were instrumental in taking Ca- dupes they have been. He’ll gloat like a
ristiona from him. caricatured villain, dropping references to
Duke Arnault comes to the covenant This is the stage at which the player Ragnarok. He may try to escape using the
with troubling news. Someone has be- characters are most likely to stop the plot. Tarnhelm, in which case he heads east (see
witched his friend Duke Bertram, who has Loki can claim a minor success, as relations the next story). Once he is killed or es-
become infatuated with Lady Caristiona. between Arnault and Bertram will never capes, characters may find partial copies of
He has imprisoned her in a tower and Ar- fully recover. some of the apocalyptic prophecies among
nault wants help freeing her and dispel- his belongings, particularly those relating

126
Dies Irae
to this sign. By now, the war is too big to they seem content slaughtering infidels Magic Might: 10 (Corpus)
stop even if proof of magical influence is and at first they were believed to be the Virtues and Flaws: Add the free Magic
brought to the principles involved. armies of Prester John, coming from the Human Virtue.
At this point, Loki has succeeded in east to save the Holy Land from the Sara- Magic Qualities & Inferiorities: Gigan-
this element, and all the characters can do cen threat. However, those few Mythic tic, Greater Power (Son of the Eagle, see
is try to limit the collateral damage. Europeans who have witnessed the sav- later); Minor Virtue (Large), Minor Vir-
agery of these vast armies bring back tales tue (Puissant Leadership), Minor Virtue
of horror. They have begun to be called (Self Confident), Minor Virtue (Tough)
Other Plans: Brother the ‘Magogoli’ and it is believed that their
coming might herald Armageddon.
Characteristics: Increase Strength by 4 and
reduce Quickness by 2 (from Gigantic)
Against Brother Loki can be accounted to have suc- Size: +3 (from Gigantic and Large)
ceeded in achieving this goal if the Ma-
gogoli invade and occupy a portion of The Magogoli are also accompanied by
Loki has not been relying solely on Mythic Europe and pose a significant böge or spirit summoners. A böge is a magus-
fomenting trouble between Arnault and threat to other nations. level character and a Magic Human. Use
Bertram. His agents have also been sub- the statistics for the Summoner (Realms of
tly working to weaken other alliances by Power: the Infernal page 119) or the Mongol
delaying tributes, spoiling dynastic mar-
riages, and altering diplomatic messages.
The Magogoli Spirit Shaman (The Cradle and the Crescent
page 181) with the following adjustments:
These efforts have been concentrated
mostly in the eastern part of Mythic Eu- These Magic Kin are a Mythic variant Magic Might: 20 (Corpus), or more for
rope, as he wants these nations to be dis- of the Mongols. A contemporary account powerful böge
united when the Giants in the East rise. He of the Magogoli describes them with nar- Virtues and Flaws: Add the free Magic
achieves some success, but the plot with row and piercing eyes and heads set on Human Virtue
Arnault and Bertram is decisive overall. their bodies as if they have no necks. Their Magic Qualities & Inferiorities: Gifted,
noses extend from cheekbone to cheek- Gigantic, Greater Power (Son of the Ea-
bone and are profuse with hair that reaches gle, see below), Major Virtue (Ghostly
as far as the lips. Their mustaches are of Warder), Major Virtue (Greater Immu-

Giants in
extravagant length but their beards scant. nity to Mind Control and Possession),
Their skin is rough-grained like shagreen Major Virtue (Nightwalker); Minor
and patched in black and white. Magogoli Virtue (Inoffensive to Spirits), Minor

the East are profuse with lice and have a smell that
is offensive to Western noses.
A common trooper is a grog character,
Virtue (Temporal Influence)
Characteristics: Increase Strength by 4 and
reduce Quickness by 2 (from Gigantic)
Prophecies of the coming Titanomachy although he also has the Giant Blood Vir- Size: +2 (from Gigantic)
predict the invasion by a horde of giants tue on top of his normal allotment. He is
from the east. Just outside of Mythic Eu- a human descendent of the Magic Humans If you do not have access to either
rope, on the steppes of Asia, live a vast who make up the generals and shamans of Realms of Power: the Infernal or The Cradle and
nation of people descended from Gog and Magogoli society. For simplicity, give him the Crescent, assume that a böge can summon
Magog, giants of Biblical times. There are the statistics of the Specialist template a Magic, Faerie, or Infernal spirit of Might
many tribes but they include some known (ArM5 page 21), or the Mongol trooper 30 or less and bargain with it to do his
to Mythic Europeans as former invad- (The Cradle and the Crescent page 180), with bidding. The Nightwalker Virtue (Hedge
ers, including the Scythians, the Bulgars, the following adjustments: Magic Revised Edition, Chapter 9) allows the
the Goths, the Huns, the Khazars, the
Cumans and Pechenegs, and the Ghuzz. Virtues and Flaws: Add the Giant Blood
Alexander the Great locked these barbar-
ians away, behind the Gate of Alexander
Virtue.
Characteristics: Increase Strength and
Son of the Eagle
in the Caucasus Mountains of Georgia and Stamina by 1 (from Giant Blood) 0 points, constant effect, Imaginem
behind the Great Wall of Gurgan to the Size: +2 (from Giant Blood) Magogoli can see distant things
east of the Caspian Sea (see The Cradle and clearly, making out the details of
the Crescent, page 153), but in the centuries A Magogoli orlock (general) is a com- objects that are miles distant as if
since their population has expanded into panion-level character and a Magic Hu- they were only a foot away. This is
the lands north of the Black and Caspian man. Give him the statistics of the Knight a constant version of Eyes of the Eagle
Seas, and they now look upon the pastures template (ArM5 page 23) or the Mongol (ArM5, page 145).
of Mythic Europe with envious eyes. general (The Cradle and the Crescent page 180) InIm 30 (Base 3, +2 Sun, +4 Vision,
There is one tribe of Gog and Magog with the following adjustments: +1 constant effect) Greater Power (30
not yet encountered by Mythic Europe- levels, –3 Might cost)
ans. They have already invaded Persia and
seem limitless in number. At the moment

127
Dies Irae

The Eastern Bastion


böge to leave its body as a spirit. When in lay waste to Europe. Either way, if a Bekki
this form it has no Magic Might and so Aspect has been allowed to report in Loki
cannot be affected by spells targeting a is aware of the characters’ involvement and House Tremere maintains a network
creature’s Might (including wards and The wants to know more about them. of fortresses specifically to watch for
Aegis of the Hearth). threats to the Transylvanian Tribunal or
Magogoli breed enormous horses the the Order as a whole (see Against the Dark:
size of elephants which they ride into bat- A Spiritual Interloper The Transylvanian Tribunal, Chapter 7 for
tle. They also rear immense wolf-like dogs, more details). At the first sign of the Ma-
renowned for their savagery, which accom- The magi first become aware they are gogoli horde, the Tribunal is mobilized
pany them in war. Breeding these creatures being spied upon when someone works and the Order warned.
is left to a secretive society of female böge late into the night and find herself unable Of course, Loki is aware of the
called idugan, who have extraordinary con- to rouse any covenfolk from sleep. This strengths of House Tremere and the lim-
trol over these monstrous beasts. The war- is due to the presence of a Nightwalk- its of the Code of Hermes and he has
dogs of the Magogoli are Size +2 and have ing böge who is checking out the charac- planned for this day. Fighting the Ma-
the game statistics of bears (to be found ters on behalf of Odi Aab (the Magogoli gogoli magically is a challenge. The foot-
in The Book of Mundane Beasts, available free name for Loki’s Emissary of Fire Aspect). soldiers are outside the range of a base
from the Atlas Games website), except that Nightwalkers have no Might score and so Individual of Corpus, which also reduces
they can fight as a trained group under the are not stopped by the Aegis of the Hearth, the effectiveness of Target: Group spells
control of a Magogoli witch, who uses but the drowsiness their presence causes fivefold. When the characters arrive in
Animal Handling rather than Leadership. has no Penetration so cannot affect any Coeris, they find most of the magi on the
For more information about the Myth- character with Magic Resistance. Anyone field of battle, leaving a familiar face in
ic Mongols, see The Cradle and the Crescent, with Second Sight or appropriate spells charge of the home defense — somehow
pages 179–184. can see the spirit and may be confused Loki has inveigled a Bekki Aspect into the
by its monstrous appearance. They may military leadership of House Tremere.
concoct methods to trap or follow their The targets of Magogoli attacks are
The Invasion of visitor; attempts to communicate send it
flying east however.
towns and cities, and they avoid areas
with covenants or Hermetic outposts to
Mythic Europe When the Order learns of the Ma- avoid giving the Order an excuse to med-
gogoli hordes, their description matches dle with mundane affairs. Magogoli battle
their nocturnal spy. This, coupled with tactics are the same as those of Mongols.
The first story could have ended with the prophecies found among Bekki’s be- They rely heavily on scouts and spies,
Bekki fleeing eastwards, pursued by the longings, should be enough to clue the who have been covertly in Mythic Europe
player characters. Bekki’s destination is be- characters into the bigger picture. for a decade or more making maps of the
yond the limits of Mythic Europe and into roads, assessing the military strength of
Mythic Asia, where a horde of giants waits each nation and the degree to which they
to invade. Alternatively, characters can be are allied. Some of these alliances may
alerted to the presence of the giants with well have been eroded. They are expert
the rest of the Order, when they begin to besiegers and divert rivers and cut off sup-

128
Dies Irae
plies. They drive captured civilians into
cities to stretch meager resources further The Monsters perstitious dread of its inhabitants.
The Ironwood has a single level with

in the Ironwood
and heighten fear, and infect these unfor- a Magic aura of 9. This aura is aligned to
tunates with contagion to further weaken trolldomur (Rival Magic page 92), which
the city. They accept surrender and trib- means that only those using giant-derived
ute from cities they capture, but if refused magic can benefit from the aura modifier.
are implacable and devastating in their The Ironwood (Jarnvidur in Norse) is a The Ironwood itself is a vast forest filled
total destruction of the enemy. In open potent regio used as a staging post for the with gray-barked trees. The leaves of these
warfare they are equally terrifying, using Twilight of the Gods. According to proph- trees are sword-blades and spear-tips, and
feigned retreats and flanking to encircle ecy, the Ironwood is populated by fear- when the wind blows there is an awful
their opponents before crushing them. some witches who whelp horrid wolf-like clamoring as the metal clashes together.
A favored tactic is using captured forces monsters that will oppose the forces of the The undergrowth is filled with wire-like
as human shields, throwing them against faerie gods at Ragnarok. Loki fulfills this briars tipped with iron thorns that tear
mounted cavalry charges to demoralize part of the prophecy of Ragnarok if the at the flesh and grasp at clothing. Simply
their opponents. Ironwood becomes established in Mythic moving through the forest can rip a man
Europe and remains unopposed due to su- to shreds. There may be entrances to the

Kill the Khan


As the invasion proceeds, it might seem
Ironwood Wolf
that the only way to prevent this menace Magic Might: 18 (Animal) (15–21), Incapacitated (22–28), Dead
is to go straight for the head. The Order Season: Summer (29+)
might hope that assassination of the Ma- Characteristics: Cun +2, Per 0, Pre 0, Abilities: Athletics 3 (pursuit), Awareness
gogoli’s supreme commander might stall Com –5, Str +7, Sta +4, Dex +2, Qik 0 3 (prey), Brawl 5 (teeth), Folk Ken 2
the invaders long enough to mount a rea- Size: +2 (motives), Hunt 4 (human), Leader-
sonable defense. House Tremere is looking Confidence Score: 1 (3) ship 3 (Ironwood wolves), Survival 5
for volunteers for this mission into enemy Virtues and Flaws: Magic Animal; Magi- (winter), Swim 3 (upstream)
territory, offering rich rewards to those cal Monster; Berserk, Improved Char- Powers:
daring enough to attempt it. The charac- acteristics x 3, Magical Blood, Tough; Relentless Search, 0 points, Init –2, Corpus:
ters may feel enough personal investment Wrathful; Nocturnal If in possession of an Arcane Con-
in the story to volunteer. Mundane Qualities: Aggressive, Extra nection, an Ironwood wolf always
Natural Weapons (Claws), Fast Run- knows the direction to his prey. The
ner, Grapple, Hardy, Imposing Ap- scent of his prey is an Arcane Con-
Other Plans: pearance, Keen Sense of Smell, Large
Teeth, Pursuit Predator, Tough Hide
nection lasting Hours. InCo 15 (Base
3, +4 Arc) Greater Power (15 levels,
Giants in the East Magic Qualities and Inferiorities: Greater –2 Might cost)
Powers, Major Virtue (Greater Immu- Terrifying Howl, 1 point, Init –2, Mentem:
nity to Iron); Improved Attack (Teeth) The sound of the creature’s howl cre-
The Magogoli aren’t Loki’s only gi- x 2, Improved Damage (Teeth) x 2, ates an overwhelming fear in its cho-
ants. Lurking in the Ironwood (see later) Improved Initiative (Grapple), Im- sen victim. This might cause them to
are a band of frost giants who are loyal to proved Might x 3, Improved Soak, Mi- bolt or cower, depending upon their
Loki, and he has sent embassies to all man- nor Virtue (Lesser Immunity to Silver) nature. These wolves prefer to hunt
ner of other magical giants. Ireland has its Personality Traits: Terrifyingly Ferocious down terrified prey. CrMe 20 (Base 4,
Fomórach, the Pyrenees has its Jentilak, +6, Cruel +3, Wolf* +3, Brave +2 +2 Voice, +2 Sun) Greater Power (20
and the Theban Tribunal has its Gigan- *Essential Trait levels, –1 Might cost)
tes (see the respective Tribunal books for Combat: Vis: 4 pawns of Animal, in teeth.
more details), and there are other groups Claws*: Init –1, Attack +9, Defense +8, Appearance: A bulky wolf standing five
in isolated mountainous areas. The sheer Damage +9 feet at the shoulder and ten feet nose
size of these giants means that they can Teeth*: Init 0, Attack +16, Defense +7, to tail; it has a dark mangy pelt and
achieve similar levels of destruction to a Damage +16 bloodied jaws. Its human ancestry is
ravening horde of Magogoli should they Grapple*: Init +3, Attack +7, Defense +5, evident in its face (which is curiously
be set loose on Mythic Europe. Damage n/a man-like) and in its uncommon intel-
Soak*: +12 ligence. Typically, one pins a foe with
*when berserk, +2 Attack, +2 Soak, –2 a grapple while its pack-mates rip the
Defense victim apart. Their immunity to iron
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, renders them unaffected by the hostile
Unconscious flora of the Ironwood.
Wound Penalties: –1 (1–7), –3 (8–14), –5

129
Dies Irae
Ironwood in multiple locations across Flaw among the Hundings. The Jarnvidjur ter of (Form) Creatures Virtues, and if the
Mythic Europe — any dense forest haunt- abduct Hunding men using Entrancement; characters seek to face him they must also
ed by wolves has appropriate symbolism. they may also kidnap Skinchangers and be prepared to face all manner of monsters.
Several groups of beings call the Iron- Lycanthropes from the mundane world. Eggther is also the guardian of a magical
wood home. The Jarnvidjur are Muspelli These unfortunates become the fathers of sword called the Gambanteinn (his name
dedicated to Gullveig. They are the moth- the Muspelli’s monstrous wolf-children. means “sword-watcher”) which Loki will
ers of the monstrous Ironwood wolves, need later; in the meantime this makes him
and each dwells singly surrounded only a dangerous warrior.
by her offspring. They occasionally ride
their children using using reins made from
The Herdsman
live venomous snakes. There is also a small of Monsters The Ironwood
group of hrimthursar (frost giants) in the
Ironwood led by Eggther (see later). Fi- Comes to Pomerania
nally, there are several small settlements of Loki’s chief lieutenant for this task is
Hundings in the Ironwood. The Hundings Eggther, a frost giant. Eggther is referred
were originally a human tribe but are now to by name in some prophecies (where Intelligence received by the characters
heavily warped by the Magic aura of the his harp-playing and his cheerful nature is from their allies is that Eggther is abroad
Ironwood. Each Hunding has a Magical mentioned) and alluded to in others (as a in the Pomeranian Forest (Guardians of the
Blood Virtue that gives them lupine fea- herdsman of monsters); the ‘sheep’ that he Forests, page 99), home to a malign genius
tures; some have the Monstrous Appear- tends are the Ironwood wolves and winter loci. Eggther wants to bring the Ironwood
ance Flaw, which grants them the head winds. He trains monstrous animals, wind- into the Pomeranian Forest but needs the
of a wolf. Lycanthrope is a very common creatures and cloud-spirits using his Mas- assistance of its ruler, the Holm Oak. The

Eggther, A Frost Giant


Magic Might: 33 (Auram) Kick: Init –5, Attack +4**, Defense True Sight of the Air, 0 points, Init constant
Season: Summer –2*, Damage +17 effect, Auram: As the spell on page 127
Characteristics: Int –2, Per 0, Pre +2, Com Soak: +14 (+16 when berserk) of ArM5. This ability is continuously
–2, Str +14, Sta +2, Dex +1, Qik –4 Wound Penalties: –1 (1–11), –3 (12–22), active. InAu 20 (Base 1, +2 Sun, +4 Vi-
Size: +6 –5 (23–33), Incapacitated (34-44), sion, +1 continuous effect): Personal
Confidence Score: 1 (3) Dead (45+) Power (20 levels, –1 Might cost), Im-
Virtues and Flaws: Magic Human; Magical Abilities: Animal Handling 4 (wolves), proved Powers (–1 Might cost, 10 xp
Monster; Arcane Lore, Berserk, Master Auram Resistance 4 (lightning), Brawl Penetration)
of Animal Creatures, Master of Auram 3 (kick), Concentration 3 (control- Equipment: lap harp, partial chainmail
Creatures, Piercing Gaze, Reserves of ling storms), Great Weapon 5 (pole armor, the Gambanteinn. His Com-
Strength, Voice of the Winter, War- axe), Leadership 4 (training), Magic bat Totals reflect that he is wielding a
rior; Envious (major), Monstrous Ap- Lore 4 (Norse giants), Music 3 (harp), sword of excellent quality but do not
pearance*; Baneful Circumstances Penetration 3 (hail), Shapeshifter 1 account for its powers.
(mild weather), Cheerful. (wolf form), Single Weapon 4 (Gam- Encumbrance: 0 (0)
*free with Magic Human bateinn), Survival 4 (cold climates), Vis: seven pawns of Auram, in his frozen heart.
Magic Qualities and Inferiorities: Focus Thrown Weapon 1 (javelin), West Appearance: Eggther stands 27 feet tall;
Power, Gigantic (x5), Greater Powers, Norse 5 (incantations) most humans do not reach his knees.
Major Virtue (Shapeshifter); Auram Powers: He has long pale hair streaked with
Resistance, Improved Abilities, Im- Master of Fierce Winds, 1–5 points, Init –7, white; this and his similarly colored
proved Powers, Improved Soak (x3), Auram: Eggther can spontaneously beard are braided into neat plaits. He
Minor Virtue (Lesser Immunity to ex- conjure Rego Auram effects of fifth wears a chain haubergeon and cuir-
posure), Personal Power magnitude or less that create violent boulli leg and arm protection. Details
Personality Traits: Envious +6, Angry +3, winds or hail. One of his favorite ef- of the Gambanteinn are found later
Cruel Sense of Humor +2 fects is Charge of the Angry Winds (ArM5, in this chapter.
Combat: page 125).(Focus Power), Improved
Gambanteinn*: Init +9 Attack +20**, De- Powers (+2 Init)
fense +16**, Damage +23 * see later for details of the
Gathering of the Stormy Might, 2 points, Init Gambanteinn, which mostly works
Pole axe: Init –3 Attack +12**, Defense –8, Auram: As the spell on page 129
+4**, Damage +31 with Eggther
of ArM5. ReAu 40 (Base 5, +3 Sight, ** Add +2 to Attack and –2 to
Javelin: Init –4, Attack +5, Defense –2, +2 Group, +2 Size): Greater Power (40
Damage +19 Defense when Eggther is berserk
levels, –2 Might cost)

130
Dies Irae
spirit wants freedom from the Divine trap
that confines it to the grove of Romowe. Gambanteinn,
Each has something to offer the other and
an alliance seems likely; especially since the Wand of Woe
the spirit approves wholly of Loki’s plan
to free the Titans. The Gambanteinn, or “Wand of
Woe,” is a sword forged in the dawn of
time. It was made by the elf-smith Vol-
Quenching the Holy Fire undur, won by the gods and traded to
the giants in return for Freyr’s perfidious
A holy fire was lit under the boughs of giant-bride Gerdur. In an old version of
a popular myth it was the sword used
the Holm Oak by Saint Aadelbert of Prague
by Hodur to kill his brother Baldur at
and has been fed ever since by a band of
the instigation of Loki (rather than a
foresters devoted to the saint. While the
mistletoe arrow). The sword ended up
fire burns, the great genius loci is imprisoned
in the hands of Fjalar, brother of Ger-
in the tree and can exert only subtle control
dur, who entrusted it to his servant Egg-
over the Pomeranian Forest. By the time
ther. When the time is right, Fjalar will
the characters arrive in the region, four of
deliver the Gambanteinn to his father
the five foresters have been killed and Iron-
Surtur. In the hands of the Jotun of Fire
wood wolves hunt the survivor. Eggther
it becomes the Surtlogi, a fiery brand
has brought winter to bear against the fire
that will burn the whole world.
they tended, and under his assault even the
The Gambanteinn is a Magic
divinely-lit pyre has failed. Thing. The characters might be able to
The last remaining forester has escaped win the Gambanteinn and use it against
with a flame from the holy fire. As long as their enemies, making them exception-
he feeds it with wood taken from the oak ally dangerous to Loki’s plans. Howev-
tree in which the spirit is trapped, the saint’s er, it has a mind of its own and is cruel
prison remains firm. Against such an even- and hateful, delighting in bloodshed. It
tuality, the foresters have several caches of cannot speak without magical aid but
wood hidden in the local area but they are its intense emotions can occasionally
now running low and it is getting harder for be felt radiating from it. If it befriends
the man to move about the forest as the Iron- a character (only really possible if they
wood encroaches. The characters must find share a personality) or else is dominated
him before the wolves do. by one, then it might teach him how to
Should the flame fail, then Romowe’s wield it more effectively. This does not
spirit is free. In accordance with its bar- require the character to be able to speak
gain with Eggther, the Ironwood becomes with the sword or even realize that it
coterminous with the borders of the Po- is teaching him; it is enough to merely
meranian Forest and its inhabitants are train with the sword for a season to
free to come and go as they please. The gain experience points from Teaching
forest’s vegetation turns to gray iron and in Great Weapon (Source Quality 14).
the Jarnvidjur and Hundings spill out to
harry neighboring lands. The spirit pos-
sesses the leader of a coven of Pomeranian Gambanteinn
werewolves and commences a campaign to
dominate the local area. Eggther serves as Magic Might: 10 (Terram)
its warleader and Loki’s ambassador. Season: Summer
The characters can foil the plot by keep- Characteristics: Cun –1, Per –1, Pre
ing the forester alive and the flame burning. –3, Com 0, Str +3, Sta +2, Dex
Eggther does not give up in his attempts, +2, Qik +2
however, so this means that they must face Size: –4
the giant. If the characters manage to defeat Virtues and Flaws: Magic Thing; Magi-
Eggther, they win possession of the Gam- cal Friend; Shapeshifter; Puissant
banteinn. As a self-aware (and ultimately Great Weapon, Strong-Willed,
selfish) item, it ensures that the characters Hatred, Temporary Might*; Small
notice it and want to possess it. While this Frame
is not ideal for Loki, he takes no immediate *Free with Magic Thing
steps to retrieve the sword, trusting that he Magic Qualities and Inferiorities:
can get it when he needs it.

131
Dies Irae

Gambanteinn, the Wand of Woe (Cont’d)


Greater Powers; Improved Attack x 2, intervention. Affected characters al- You might instead wish to use the
Improved Damage, Improved Defense, ways fail Wound Recovery rolls for the rules for Damaging Objects on page 77
Improved Initiative x 2, Improved Soak wounds inflicted by this sword, so even of City & Guild rather than using Soak and
x 2; Limited Movement a Light Wound eventually worsens to Wound Penalties. In this case, the Gam-
Personality Traits: Hateful +6, Rebellious a fatal one. Wound Recovery rolls that banteinn has five damage levels and adds
+3, Selfish +3 include any magical aid are not affect- +11 to any Stress check. See Skidbladnir
Reputations: Foe of Man 1 (Local) ed by this power. This power uses the (earlier) for more details.
Combat: guidelines for inflicting a major disease.
Great sword*: Init +9, Attack +20, Defense PeCo 25 (Base 20, +1 Touch) Greater
+16, Damage +16 Power (25 levels, –3 Might cost, 10 xp Unmaking the Gambanteinn
*see Guided Strike Power, below into Penetration)
Soak: +8 Vis: 2 pawns of Terram, in blade As a god-forged weapon, destroying
Fatigue Levels: OK, 0, –1, –3, –5, Uncon- Appearance: A sword of superb manufac- the Wand of Woe is no simple task. The
scious ture. Designed in the Viking style, it importance of the Gambanteinn in fulfill-
Wound Penalties: –1 (1), –3 (2), –5 (3), has a guard without quillons, a grip ing the prophecy of Ragnarok has left an
Incapacitated (4), Dead (5+) wrapped in red-dyed shagreen, and impression of it on the Magic Realm and
Abilities: Awareness 2 (foes), Great a cocked-hat pommel. Its blade is this impression must be erased properly
Weapon 6+2 (great sword), Fa- three finger-widths and has parallel (something which Perdo magic does not
erie Lore 4 (smiths), Magic Lore 5 sides and a rounded tip. The 50 inch achieve) to prevent its symbolic function
(smiths), Penetration 4 (The Woeful blade has a single deep fuller running from being transferred to another weapon.
Bite), Shapeshifter 3 (giant-sized), its entire length. The metal has a gold Those most likely to know how to unmake
Teaching 4 (martial Abilities) and brass pattern imbedded within it the sword are the Sons of Mimir (see The
Powers: that resembles flames, and always feels Seven Sleepers, later), but by the time they
Guided Strike: If wielded in combat, the warm to the touch. are awake the characters will have had to
Gambanteinn can guide its own blows. survive at least one attempt from Fjalar to
This is not a power, but the result of The Gambanteinn is a typical Viking regain the weapon. The dvergar can tell
the sword being aware and capable of sword but sized for a larger-than-normal them that the Gambanteinn can be un-
limited movement. If its wielder has no warrior; in the hands of a human it should done by immersing it in the Elivagor, the
Great Weapon Ability then use the sta- be treated as a great sword and must be icy stream of venom and hate in which
tistics above but with a –3 penalty to wielded with both hands unless it changes it was forged. To reach the Elivagor, the
Attack and Defense Totals to account size (see later). Due to the excellent qual- characters must travel to the far north of
for the lack of coordination between ity of its manufacture, the Gambanteinn Alfheim in the Faerie Realm to a strong-
wielder and weapon. If the bearer has has +2 Initiative and +2 Damage bonuses hold called Ýsetur. From this fortress, the
the Great Weapon Ability and is act- above and beyond those of a standard boundary with Nifelhel was once watched
ing in accordance with the sword, then great sword; these are figured into the to- for encroachment by the Jotnar. Now, Ýse-
use the highest of the wielder’s Com- tals above and should be included in the tur lies abandoned by its master and its elf
bat Totals and the sword’s. However, Combat Totals of any character wielding warband has fled. The strand is haunted by
the sword is willful and may resist the the sword. Unless under an active spell, the monstrous wyrms, spawn of Nidhogg who
wielder, desiring to continue fighting Gambanteinn’s blows do not need to Pen- have crawled from Elivagor’s tumultuous
when the wielder stops, or to attack a etrate any more than the claws of a magical currents. The Elivagor itself is the gulf of
different foe. If this occurs, then make wolf need to penetrate. the Twilight Void that serves as an Aquam
a Strength stress roll for the wielder The Shapeshifter Virtue allows the and an Ignem Boundary to Nifelhel — the
and the sword. If the wielder’s roll is sword to become different weapons rather prison of the Titans in the Magic Realm. If
higher then he uses the weapon with than adopting different animal forms. In Thor has been restored, then Ýsetur and its
his own Combat Totals. If the sword’s theory the Gambanteinn could become any beach will be less dangerous.
roll is higher then it attacks using the weapon but the shapes currently known to Alone, unmaking the Gambanteinn
statistics above. The sword cannot at- it are all different-sized swords: a short cannot prevent Ragnarok. The Gambante-
tack at all unless someone is holding sword with a 25 inch blade; a long sword inn is a powerful symbol in the prophecy
it; a character can resist the sword’s with a 40 inch blade; and a 16 foot-long but not irreplaceable. Its destruction would
actions by simply letting go, although sword suitable for a giant. Like the Shape- be a major setback to Loki however, and
this leaves him disarmed. shifter Virtue, the sword has no continuing in combination with other failures might
The Woeful Bite, 0 points, Init –1, Corpus: magic beyond the point of actual trans- cause a fatal disruption in his plan to de-
If this power Penetrates, any wound formation and therefore is not stopped by stroy the gods.
inflicted by the Gambanteinn festers Magic Resistance when at a different size.
and death is inevitable without magical

132
Dies Irae

Help Against the Ironwood These societies orchestrate public attacks have been trained by the same Jotun. Both
on significant public figures (dukes and groups have each been preparing for the
kings, bishops and archbishops), creating casting of an utiseta ritual (see insert) de-
The traditional enemies of the Hund- a culture of fear of wolves across Mythic signed to swallow up the moon and deny
ings were a tribe called the Wulfings or Ylf- Europe accompanied by the paranoia that
ings, who later became the Welf dukes of comes from not knowing who might be a
Swabia, Bavaria, and Saxony, and even an
Emperor, Otto IV, who abdicated in 1215.
member of one of these secret cults.
The Snatcher
The Welfs are still known as famous wolf- of the Moon
hunters and may even have connections to

Swallowing
a secret society of werewolf slayers. Sjonhverfing Ease Factor 48
The relics of Saint Aadelbert of Prague R: Sight, D: Decade, T: Boundary
are anathema to the Romowe spirit and This utiseta creates the image of a
may be used to drive it back into its age-
old prison. However, two complete sets of
his remains are to be found, one in Prague
the Moon mighty wolf that seems to swallow the
moon; from this day onwards, the moon
is not seen for ten years. The illusion
and the other in Gneizno, and it is not This part of the prophecy demands only holds when within the same geo-
clear which are the authentic ones. that the moon be swallowed by a hound graphical region as the Muspelli when
or a wolf. In Norse mythology, this crea- the ritual was cast; if characters travel
ture was an Aspect of Fenrir called Hati, out of the region the moon reappears.
Other Plans: who ran before the sun and chased the
moon. Eumelos references Kerberos the
(Base 12, +9 Sight, +15 Decade,
+12 Boundary)
Monsters in the Ironwood Hound of Hades in his Titanomachy, wor- To complete this utiseta, a Mus-
pelli with a good score in Sjonhverfing
shiped along with other deities of the
underworld by the Witches of Thessaly. (7) would need Power Modifiers of x5
Loki’s second-line plan for this part In ancient times, this group performed a or x6. This would probably mean that
of the prophecy is to unite the various ritual called “Drawing Down the Moon” they will be located on islands on lakes
shapeshifter cults across Mythic Europe. (see Realms of Power: the Infernal, page 141) (sites symbolic to Fenrir) all over Myth-
In addition to the Pomeranian witch-cult as part of their chthonic worship, and ic Europe, performing rites of self-mu-
there are the Wolf Brotherhoods of the Loki seeks to reestablish this tradition. tilation and sacrifices of creatures with
Transylvanian Tribunal (Against the Dark Faerie Might. These rituals would take
page 122), any number of Folk Witch co- an average of seven hours to complete.
For more information on the Muspelli
vens (including the Sorginak of Proven-
cal), and possibly other groups. For ex-
Moon-Eaters and their utiseta rituals, see Rival Magic,
ample, the people of Osraige in Ireland Chapter 4. While Muspelli cannot
are famous for husband and wife pairings For several decades, an Aspect of Fen- combine their powers, in this case they
of werewolves (where they are called rir in the guise of three-headed Kerebos are simply creating multiple illusions
faoladh or conroicht); and Pavia in Italy has has been training Witches of Thessaly in from many different vantage points.
regular outbreaks of werewolf activity. Muspelli magic. Similarly, Norse Muspelli

133
Dies Irae
its light to the world’s denizens. soon come in from all directions: the region. It remains a beacon surrounded by
Likewise, Loki’s servitors within the moon is being gradually extinguished. the darkness of the surrounding area, but
Order of Hermes have been distributing The pattern becomes clear to anyone pay- ultimately, on its own, will not be enough.
versions of The Wizard’s Eclipse (ArM5 page ing attention to the locations of the re- Only if a significant-sized hole in the blan-
142) as either Lab Texts or Casting Tab- ports: the area lit by the moon is becom- ket of darkness will prevent the final ritual
lets and stockpiling vis for its use. These ing successively smaller and smaller and in from making the effects permanent. Need-
versions are of Duration: Year (and thus a handful of months will be extinguished less to say, Loftur takes an interest in such
Perdo Ignem 50) and so are left to pow- altogether. The characters can even deter- holes and take steps to patch them.
erful solitary magi or groups of conspira- mine the last city to receive the light of Before the final ritual, the effects in
tors casting in communion. At Loki’s sig- the full moon will be Frankfurt (Guardians each region are continuing magical ef-
nal they station themselves in cities and of the Forests page 89). Astrologers will be fects, which means that the player charac-
populated valleys across Mythic Europe aware that a lunar eclipse is due on the ters could use Perdo Vim to dispel them.
and, coordinated with the Muspelli’s ef- day that the moon will be extinguished Again, Loftur takes steps to patch such
forts (although probably unaware of in Frankfurt; otherwise an Intelligence + holes. However, if the characters create
them), prepare to cast the nighttime sky Artes Liberales roll of Ease Factor 9 allows enough holes, Loftur may not be able to
of Mythic Europe into darkness. a character to calculate the significance of patch them in time for the final ritual,
Characters with suitable contacts the place and date. The exact location of again meaning that he fails in this aspect.
should hear about these preparations, but the last full moon and even the pattern of
not in any detail. If they investigate, they extinguishing can be changed to suit the
may be able to block the plan early on, individual saga. For example, a storyguide Drawing Down the Moon
ensuring that Loki fails in this respect. might prefer the pattern to go from east
to west and have Tuam in Connacht as the The very last ritual in Frankfurt on
last place affected. the eclipse is the most important, since it
Guardians of the Moon symbolizes the extinguishing of the moon
and mystically ‘locks’ the other effects and
Investigating in the Dark makes reality from illusion. If success-
Over successive months the moon ful, moonlight is truly extinguished from
ceases to rise in regions across Mythic Characters may wish to investigate Mythic Europe, at least until Ragnarok,
Europe. This effect begins at the fringes places already affected by the unnatural and the darkness is no longer dependent
of Mythic Europe— in Scotland, Ireland, darkness. They hear stories of a massive on the spells cast by Loki’s mortal agents.
Scandinavia, the Balkans, Greece, south- wolf in the sky catching the moon and During the culminating ritual, a theur-
ern Italy and Spain— but month after swallowing it in three bites. On lake is- gist (possibly the leader of the Magogoli
month creeps inwards. The moon always lands they may find evidence of Muspelli böges) summons an Aspect of the Daimon
disappears when it is full and is henceforth rituals in the form of warped auras and sac- of the Moon, now greatly weakened since
not seen again. Depending upon where rificial remains, or elsewhere of Hermetic each of the eclipse rituals drained a frac-
the player characters are based, they may rituals in the form of abandoned ritual tion of its Might score. This Aspect, taking
experience this for themselves or else hear spaces adorned with Hermetic symbols. A the form of a glowing woman, is given to
rumors from outlying provinces. Reports few days after each ritual, a falcon can be a monstrous wolf brought into the city just
seen flying in the affected area; this is Lof- for this occasion, who consumes her utter-
tur in his shapechanged form, checking on ly. This wolf could be a willing participant,
Lunar Eclipses the progress of his plan. perhaps a captain among the Ironwood
wolves, or it could be a dupe, captured
from the wild and starved or compelled to
Total lunar eclipses occur in Preserving the Light make it vicious. The wolf could even be a
October 1222, February 1226, magus’s familiar, or a member of the Wolf’s
September 1233, January 1237, If the characters are clever, quick, and Court (Mythic Locations Chapter 11). Loftur
December 1247, July 1255, May lucky, they determine the location of the is here as well, to ensure the plan goes off
1258 (southern Mythic Europe), next ritual and get there in time to stop without a hitch.
August 1262 (western Mythic it taking place. The individuals perform- The player characters can disrupt this
Europe only), December 1265 ing these rituals are powerful sorcerers in ritual, but this still counts a partial suc-
(on Christmas Day), November their own right and it should be no small cess for Loki.
1276, March 1280, October task to prevent them; they should be
1287, and February 1291. Each supported with whatever resources seem
eclipse lasts about 100 minutes. reasonable. If the Ironwood has success- A World Adrift
Of course, a storyguide need not fully encroached on the mortal realm, Without a Moon
feel constrained by these dates if then the assistance of Ironwood wolves
inconvenient, and can add or move is highly appropriate. If Loki is successful in this endeavor,
an eclipse as needed. Success in preventing a ritual means there is widespread fear and confusion that
that the moon continues to shine over this leads to rioting. The moon is an important

134
Dies Irae
indicator of timing of agricultural and re-
ligious events. Easter’s date is determined Three Fjalar Retrieves the Sword

Cockerels Crow
by the phase of the moon; without a moon If the player characters are in posses-
can there really be Easter? Most peasants sion of the Gambanteinn, then Heimdal-
attend to confessing their sins once a year lur tells them to expect a visit from Fjalar
in Lent, but with no Easter, there is no Suttungur very soon, and they should be
Lent. A clergyman rips off his vestments All available prophecies state that the prepared to die at his hands if they oppose
in the town square and begins to beat crowing of three cockerels is the beginning him. The characters could simply hand
himself with a knotted whip, shouting pas- of the End. Once the three roosters crow over the sword to him, in which case Fja-
sages from the Apocalypse of St John. A — one in the underworld, one in heaven, lar demands wergild (death-payment) for
riot is imminent; the slightest spark (such and one on earth — the armies of the fa- the murder of his servant Eggther but does
as a person with The Gift) could set it off. erie gods and the titans are summoned and not seek any vengeance beyond that. Wer-
This part of the story could be influenced battle will ensue. If prophecy has been ful- gild is a Norse tradition where the perpe-
or capitalized on by a diabolically-inspired filled, then this battle is Ragnarok, which trator of a slaying pays the family of the
cult (Antagonists, Chapter 8). Unlike the the gods are doomed to lose. If Loki has deceased his worth. Fjalar sets the worth
disaster detailed in an earlier chapter, the failed, then this battle marks his defeat and of Eggther at a hundred marks of silver
moon is still there, but its light is swal- re-imprisoning in the underworld. (800 ounces, or 50 Mythic Pounds). The
lowed by the Magic Realm before reaching This event is the culmination of all characters may be able to negotiate for
earth. At the option of the storyguide this Loki’s plans; Ragnarok cannot start until less, or for a time frame over which to pay,
may still have a mystical effect on Moon all three of the ‘cockerels’ sound their call but if they cannot or will not agree to the
duration spells and other moon-based phe- to arms. Loki only fails in this event if all wergild then Fjalar seeks to destroy them
nomena, in which case inspiration can be three cockerels are killed and the Gamban- instead. If the characters fight Fjalar using
drawn from “The End of Time.” teinn (see earlier) is destroyed. Failing to the Gambanteinn, the sword resists them
meet all these conditions merely delays the for the entire battle. Alternatively, if they
end, and if Loki thinks he has prophecy on concede the sword to the fire giant then
Other Plans: his side he continues to try to complete
this event until he succeeds or until suc-
they can follow him into the underworld
and have a second chance to stop him.
Swallowing the Moon cess is impossible. If characters survive and keep the
Gambanteinn out of Fjalar’s hands, then
they may wish to attempt to destroy the
If his main plan fails, Loki’s main back-
up is reliant on the player characters hav-
The Red Cockerel sword. Fjalar will not stop trying to ob-
tain the sword, but next time he comes to
ing restored Thor to his full glory, and if claim it he will have a horde of the walk-
they haven’t achieved this yet, Loki gives The rooster that crows in the Nifelhel ing dead with him.
them a helping hand. This has to happen is a guise of Fjalar Suttungur, the son of
anyway, because Thor must be present at Surtur the Black. Fjalar is a fire giant and
Ragnarok, but Loki would have preferred before he heads for the Magic Realm he Silencing the Red Cockerel
to have deferred this as long as possible. collects the Gambanteinn from his ser-
Knowing his foster brother as he does, vant Eggther. He then heads for the Magic If the characters do not have the
Loki can predict that Thor has promised a Realm, where he intends to summon the Gambanteinn, then Fjalar will not come
boon of help to his rescuers. If he can trick army of the pagan dead as well as deliver to them first but head straight for the
the player characters into invoking Thor’s the magical sword to his father in Nifelhel. Magic Realm. Nifelhel is an insula within
boon and summon him and Mjollnir with For Fjalar’s statistics, use those of the the Magic Realm that is peopled by the
him, the prison of the Jotnar will be truly Emissary of Fire (see Aspects of Loki), but spirits of the pagan dead who died an
unguarded for the first time in millenia he is a Magic Human rather than a Magic ignoble death: men who were executed;
and Loki can call across an Aspect of Fen- Spirit. Increase his Magic Might to 41 died in the torment of disease; commit-
rir called Hati to consume the moon. To and add the following Magic Qualities: ted suicide; or bore some terrible moral
do this, Loki must create a dire situation Gigantic x2, Major Virtue (Immunity to crime when they died. The Jotnar are also
for the player characters, perhaps turning Fire*); Increased Might; and Minor Vir- in Nifelhel, or more accurately in the Twi-
loose several of his most powerful allies tue (Skinchanger) with the shape of a red light Void that adjoins it.
against their covenant directly in a minia- rooster. His Size is +7 (making him over Skidbladnir knows the way to Nifel-
ture rehearsal for Ragnarok. 35 feet tall), he receives a +4 to Strength hel. They must travel to the utmost north,
On the other hand, if Loki is sure that and Damage and a –2 to Quickness and until they reach a sea onto which the sun
his other plans have gone well and prophe- all Initiative totals. and stars do not shine. Eventually, a light
cy is satisfied, then he may simply wait for *Unlike the Emissary of Fire, Fjalar is will be seen in the distance; this leads to
a lunar eclipse and allow this to symboli- a Magic Human who would be susceptible a fire being kindled on the beach of a
cally complete this part of the prophecy. to fire without this Virtue. rocky island by two faeries of uncommon
size. The guardians, swarthy elves who
have dead giants and the ignoble dead as

135
Dies Irae
neighbors, try to dissuade the characters Pagan dead from other religions follow suit;
Story Seeds: Days from continuing. They can confirm that
Fjalar has been this way. The beach is an
similar animated corpses issue from Etruscan
cemeteries in Italy, Bulgar grave mounds in
of the Dead Aquam Boundary to the Magic Realm of the Balkans, or Gaulish and Gothic burial
level 5 and the sea ahead is the Twilight sites in central Mythic Europe. Other pagan
Once Fjalar crows in the under- Void. For details on Boundary Travel see dead may haunt the living as ghosts (Realms of
world, all manner of the dead return to Realms of Power: Magic page 23; Skidblad- Power: Magic, pages 115–118). The Christian
earth. There are plenty of opportunities nir has a total of stress die +7, and the dead, in common with all buried under the
for the characters to be beset by the Ease Factor is 15, –15 for the ship’s Area auspices of a Divine religion, do not return.
shambling dead. Lore of the seas of the Magic Realm. This
route to Nifelhel is the same one taken by
Ghost Legions
Thorkill in Saxo’s Gesta Danorum (a Latin
history of the Danish people). Note that
The White Cockerel
of House Tremere Skidbladnir and the characters may even
reach Nifelhel before Fjalar due to the va- Once Fjalar has crowed in the Magic
House Tremere have been recruit-
garies of time in the Twilight Void. Realm, the white cockerel departs for heaven
ing armies of pagan ghosts as part of
Nifelhel is an insula with a Corpus — that is, Asgard in the Faerie Realm. The
their battle-readiness (Houses of Hermes:
Boundary of Level 8. It is a mountainous white cockerel is Heimdallur, who blows
True Lineages, Chapter 4). When the
broken land, covered in treacherous ice. his mighty horn to summon the army of the
first cockerel crows, these ghosts
The mountains are riddled with caves gods. While this makes Heimdallur com-
could break free of their Hermetic
inhabited by the pagan dead and the plicit in the schemes of his enemy Loki, the
shackles, reanimate their corpses, or
spirits of slain monsters (especially gi- White God has no choice. It is part of his
possess the living. This mass return of
ants), as well as hazards such as corpse- story to sound the call to arms and nothing
the dead could be the distraction Loki
eating serpents, rivers of swords, and short of his death will stop him. Heimdallur
needs for one of his other plans (such
as advancing the invasion of the east other horrors. All tunnels eventually will have the courtesy to inform the player
by the Magogoli). lead to a vast cavern where Loki once characters before he ascends the Rainbow
lay bound with the entrails of a wolf, Bridge to Asgard. If the characters kill Heim-
a serpent dripping venom on his face dallur they can delay Ragnarok, but it might
Givers of Eternal Rest (each an Aspect of one of his sons). The be unconscionable to kill a trusted ally (and
stone table on which he once laid is now possibly friend).
The Donatores (a tradition within occupied by a horn. The cavern is filled Once Heimdallur’s horn has been sound-
Ex Miscellanea, Houses of Hermes: Soci- with the supine bodies of the sleeping ed, the faerie gods acknowledge that the
etates, page 115) have been expecting dead, each the spirit of a pagan who Twilight of the Gods is inevitable and stop
the mass return of the dead for several died an ignoble death. If the characters trying to thwart Loki. Sympathetic gods like
decades. They have a God-given mis- do not intervene, when Fjalar arrives Heimdallur might still help the characters if
sion to lay the dead to rest and have here, he will lay down the Gambanteinn they can be convinced that it will make it
been feverishly training for this day. A (if he has it) and take up the horn and more likely that the gods will win, but they
cadre of these magi come to the cov- with one blast, wake the sleeping dead. do so with a resigned air having already ac-
enant to seek their help in destroying These spirits stream from the cavern, cepted their fate.
the undead menace terrorizing the lo- finding their way to the mundane world.
cal populace. While technically magi, As the characters return from the
these three have no Hermetic train- Magic Realm on Skidbladnir, regardless The Army of the Faerie Gods
ing, but are skilled Banishers. They of whether they were victorious or not,
have noticed that while the dead have they may witness a mighty bird spreading At the sound of Heimdallur’s horn, the
risen all over the region, the walking its pinions above them, leaving the Magic army of the gods is mustered. The einherjar are
corpses that they have encountered ac- Realm at the same time. This is Vidofnir, the spirits of those pagan Norsemen who died
count for a mere fraction of the total a black cockerel fated by prophecy to be a warrior’s death. They have been feasting and
number of disturbed graves they have the third to crow (see later). sleeping in the Valhall since the time of their
seen. The rest of the walking dead are death. Eight hundred issue from each of the
amassing somewhere and the Dona- Valhall’s 540 doors and the 432,000 warriors
tores need help to find where and why. The Dead Return begin their preparations to fight their final bat-
Who is the shadowy figure who com- tle. Each of the einheri is a faerie warrior, clothed
mands the army of the dead? The peas- If woken by Fjalar, the dead of Nifelhel in glamour that results from the stories told
ants whisper it is Death himself. are free to return to earth. The Norse dead about a deceased man by his shield-comrades,
do not return as ghosts, instead they oc- his family, and even his enemies. If the statis-
cupy their own corpses and animate them. tics of an einheri is needed, use the Berserker or
Some of the returned dead are exceptionally Grizzled Veteran Template (ArM5 page 21)
strong and may have the power to spread but also give him a Faerie Might of 5 (Corpus).
disease, shapeshift, or control the weather. A side effect of waking the einherjar is that

136
Dies Irae
Warping for Muspelli becomes a lot harsher. burial site such as a cathedral steeple and The Seven Sleepers
From hereon in, whenever a Muspelli is re- waits until dawn. He then lets out three
quired to make a Heipt Roll (i.e. takes 2 or mighty cries, splitting open graves and If Vidofnir is permitted to crow
more Warping Points at once, Rival Magic sepulchers and raising the dead. Afterward throughout Mythic Europe, stories begin
page 85) she is assumed to automatically fail he flies to another city and repeats his ac- to be told across Christendom of the ap-
and is visited by a Trained Group of einher- tions. The dead roam the streets until the pearance of the Seven Sleepers. They ap-
jar with a number of members equal to her power that animates them falters at sunset. pear at several sites associated with them,
Warping Score. The Enigma’s Gift (ArM5 page When Vidofnir arrives in a city close including Mount Pion at Ephesus and the
157) is now a powerful spell for magi to use to the player characters, they have the Church of St Victor of Gaul in Marseilles
against Muspelli. opportunity to stop him. There is no mal- where the tombs of the Seven Sleepers
ice in his actions; he is simply obeying have been venerated as relics for centu-
the iron chains of prophecy as a servant ries. There are similar appearances at pa-
The Black Cockerel of Urdur, the Jotun of Fate. However, the
prophecy says he will awaken the Seven
gan, Jewish, and Muslim holy sites. The
Sleepers bring the same message to all:
Sleepers, who Heimdallur can tell them they announce that the End of Times is
Vidofnir — who the characters may will be the salvation of mankind should upon the world but they have been sent by
have witnessed leaving the Magic Realm Ragnarok go ahead. The player characters God (or the gods, depending on the audi-
earlier — is the third rooster to crow. In are left with a dilemma: killing Vidofnir ence) to protect the faithful. When heaven
this case, Vidofnir actually is a rooster, could prevent Ragnarok but allowing him and earth war with one another, everyone
albeit a giant one endowed with magical to live could mean that more people sur- should shelter on holy ground (Divine or
powers. He travels across Mythic Europe, vive the Twilight of the Gods unscathed. Magic auras), where they will be kept safe
and his arrival is witnessed by many. He How confident are they that they have until the peril is over. The Seven Sleepers
seeks out a high vantage point close to a thwarted Loki sufficiently? that appear to Christians are saints with a

Vidofnir
Magic Might: 20 (Animal) Wound Penalties: –1 (1–8), –3 (9–16), –5 Rouse the Dead, 3 points, Init –5, Corpus:
Characteristics: Int –2, Per +2, Pre +2, (17–24), Incapacitated (25–32), Dead Vidofnir’s crow is loud enough to liter-
Com +3, Str +6, Sta +1, Dex +2, Qik 0 (33+) ally wake the dead. Any human corpse
Size: +3 Abilities: Athletics 2 (balancing), Aware- in the vicinity is animated, although
Season: Summer ness 6 (dawn and dusk), Brawl 4 the cockerel rarely directs them to do
Confidence Score: 1 (3) (spurs), Music 7+2 (crowing), Penetra- anything other than stumble about.
Virtues and Flaws: Magic Animal; Magi- tion 4 (Corpus effects) ReCo 45 (Base 10, +2 Voice, + 2 Sun,
cal Champion; Essential Virtue (Pow- Powers: +2 Group, +1 size) Greater Power (45
erful Voice); Improved Characteristics Ear-Shattering Cry, 0 points, Init +1, Corpus: levels, –2 Might cost)
x 4; Oath of Fealty (to Urdur), Proud; An individual in direct line of Vidof- Stunning Cry, 0 points, Init 0, Mentem:
Overconfident (minor), Restricted nir’s crowing has his hearing destroyed. Everyone hearing Vidofnir crow is
Power (Ear-Shattering Cry, only during This damage heals as a Heavy Wound, stunned by the sheer volume. This
the day), Restricted Power (Earth-Shat- and inflicts the effects of the Deaf leaves them confused as if affected
tering Cry, only during the day) Flaw until it heals to a Light Wound, by Confusion of the Numbed Will (ArM5,
Magic Qualities and Inferiorities: Gi- at which point it becomes equivalent page 151). This power activates simul-
gantic, Greater Powers x 4; Improved to Poor Hearing until totally healed. taneously with any of his other three
Might x 3, Improved Soak, Minor Vir- A deaf magus suffers the –15 penalty powers. ReMe 20 (Base 4, +1 Diam, +3
tue (Puissant Music) to spellcasting for using no words (but Sound) Greater Power (20 levels, –2
Personality Traits: Powerful Voice (Com- no penalty to Voice Range) until he Might cost, +2 Init)
munication) +6*, Cockerel* +3, Proud adjusts to his new condition (which Vis: 4 pawns of Imaginem, in tongue
+3, Imperturbable +2 takes about a day). PeCo 30 (Base 20, Appearance: An immense cockerel, ten
*Essential Trait, replaces listed Character- +2 Voice) Greater Power (30 levels, –3 feet tall from toes to comb and with
istic (where present) whenever Trait Might cost, +4 Init) a twenty foot wingspan. His feathers
applies. Earth-Shattering Cry, 0 points, Init –3, Ter- are a glossy black with sooty-red high-
Combat: ram: Vidofnir’s cry is so loud that it can lights; his comb, wattles, and eyes are
Spurs: Init –1, Attack +9, Defense +7, Dam- shatter stone and weaker material. This fiery red. His powerful voice mean that
age +8 effect can burst open doors and break R: Voice and T: Sound effects extend as
Beak: Init 0, Attack +9, Defense +5, Dam- open graves. PeTe(He) 25 (Base 3, +2 far as 300 paces.
age +8 Voice, +2 Group, +1 affect stone, +1
Soak: +5 requisite) Greater Power (25 levels, –3
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious Might cost)

137
Dies Irae
Divine Might of 25; magical versions have
similar levels of power.
newed faith in the eventual resurrection of
the dead. The seven returned to their cave, The Second
Titanomachy
There are many versions of the legend where they will sleep until Judgment Day.
of the Seven Sleepers. The Norse ver- On that day they will return to protect the
sion tells of the seven sons of Mimir, who faithful from the Antichrist. The version in
helped him craft the world from Ymir’s the Qur’an is very similar, except for the
corpse. These seven are sometimes called addition of a dog called Katmir. As soon as the third cockerel crows,
the dvergar, or dwarfs, but there is noth- Other versions can be found among the fate of the world hangs in the bal-
ing diminutive about them in the original the Greek, Slavic, German, Syrian, and ance. Some supernal assessor takes stock
stories. Once creation was done, the sons Jewish folk tales. The names of the Seven of Loki’s actions and judges whether he
of Mimir went to sleep, fated to awaken Sleepers are variously given as: has done enough to bring about the Tit-
at Ragnarok and protect mankind from anomachy. Much of what happens next
extinction in the events that follow. Both • Norse: Dvalinn (or Sindri), Dáinn occurs at a level incomprehensible to man-
Welsh and Irish legends tell of champions (or Brokk), Alfrigg, Berling, Grerr, kind; the powers of the world go to war
of men, cast into sleep in preparation for Dúneyr, Durathrór against one another and mankind must
the day that they are needed again. • Christian: Maximianus, Malchus, shelter while the battle rages.
The story of the Seven Sleepers of Martinianus, Dionysos, Ioannes, Sera-
Ephesus is one of the most popular medi- pion, Constantinus
eval Christian legends. Seven noble youths,
fleeing the persecutions of Christians insti-
• Greek: Achillides, Diomedes, Diogenos,
Probatos, Stephanos, Sambatos, Kyriakos
Loki Fails
tuted by emperor Decius (249–251), took • Irish: Fionn mac Cumhaill, Goll mac
refuge in a cave near Ephesus. Praying for Morna, Conán mac Morna, Caílte Through the actions of the player char-
guidance, they sank into a deep sleep, wak- mac Rónain, Diarmuid Ua Duibhne, acters (among others), Loki’s decades of
ing hundreds of years later when belief in Lugaid Stronghand, Liath Luachra planning could fail. When the cocker-
God and the eventual resurrection of the • Muslim: Mixelmina, Tamlikha, Mar- els crow, the world seems to pause for a
faithful was waning. Their appearance re- tool, Daryun, Ninom, Sarin, Qasentina long breath, as if taking stock. Birds are
• Welsh: Arthur, Cai, Bedwyr, Gwalch- silenced, men pause, the heavens seem to
mei, Gwrhyr Gwalstawd Ieithoedd, stop turning. Then everything resumes as
Hermetic Sleepers Menw son of Tairgwaedd, Cynddylig before. The world carries on unchanged.
Gyfarwydd Loki’s scream of rage echoes across the
At the option of the storyguide, world; it can be heard in all four corners
the Order of Hermes could have its of the earth. He has just a short time be-
own Seven Sleepers. Of the fourteen
individuals present at the Founding of Other Plans: fore his faerie jailers find him and haul
him back to his prison in Nifelhel and he
the Order (twelve founders plus Tri-
anoma and Pralix), only six deaths are
Three Cockerels Crow uses those moments to enact his revenge
on those who thwarted him. If the player
confirmed in Ars Magica Fifth Edi- characters were instrumental in the failure
tion —Flambeau, Guernicus, Jerbiton, Of all Loki’s plans, this one lacks alter- of Ragnarok, then they become his target;
Mercere, Tremere, and Trianoma. This natives. This is the precipitating event that otherwise Loki’s wrath may be spent on
leaves eight candidates from which you either starts Ragnarok or else reveals that Durenmar (as the seat of the Order), Rome
can assemble a Hermetic septet. When all Loki’s efforts have been for naught. As (as the home of the Church), or any other
the seven worthies step forth from the long as at least one of Fjalar, Heimdallur, foe that vigorously opposed him.
Twilight Void and present themselves and Vidofnir is still alive, Loki can substi- The player characters deserve a show-
at Tribunal (a Grand Tribunal would be tute other beings for the original ‘cocker- down; their moment of victory should not
fitting) with a message of impending els’ and such substitution is amenable to be marked with a failure of something to
doom, the Order cannot deny the com- the prophecy as long as the Jotun has met happen. If this attack is by an Aspect of
ing apocalypse. However, the return of with significant success in its other clauses. Loki, it is the most powerful he can man-
the Founders is bound to throw the Or- Unmaking the Gambanteinn (see earlier) age, one with a combination of powers
der into confusion. Their message de- is a much greater setback and might cause of Loftur Laufeyjasonur and the Emissary
livered, the Founders may disagree with Loki to abandon his plans for a century or of Fire. They just need to fight him for as
the current structure of their respective two while he regroups his efforts. long as it takes the faerie gods to arrive
Houses. Those Houses without a Re- and drag Loki back to the Magic Realm in
turned Founder might be disadvantaged chains. Even if Loki does not concentrate
by having no representation among the his wrath on the player characters, he still
cabal of seven. Maybe those who deny
directs one of his allies at them — a mighty
the identity of the Hermetic Sleepers
giant like Fjalar or Eggther, or a powerful
are right— but if so, who are they and
Muspelli that they may have faced before.
what is their goal?
This should be a suitably climactic battle.
A long period of clearing up follows.

138
Dies Irae
Depending upon Loki’s successes, the dead
may still walk the earth, the Magogoli
could still threaten Mythic Europe, and so
A New Dawn ous outpouring of magical energy during
the Titanomachy. The most common ef-
fect of this warping is the gaining of the
on. Whether the characters involve them- The Twilight of the Gods rages for a (Form) Monstrosity Flaw (Realms of Power:
selves in this or take a well-deserved rest season, although it takes several years for all Magic, page 48), but any other effect of
is a matter for the individual saga, but the the skirmishes to die down. During this time warping is possible, including gaining the
storyguide should not be stingy with re- all the powerful faeries are hunted down and Transformed (Being) Virtue and acquiring
warding them for saving the world. slain, or else flung into the Faerie Realm and a Magic Might. About one in five of all
imprisoned there for “eternity.” Magic floods animals and humans exposed are affected
into the world from the breach in the Magic in some way. Many magical creatures are
Loki Succeeds Realm, before it closes again. created during the Titanomachy, usually
through the amalgam of different animal
parts into one body. House Criamon sees
The seal of the world breaks and the
Magic Realm begins to bleed into the
The Magic Realm this as vindication of the Enigma, claim-
ing that the current state was preceded
mundane world. The sympathetic magic by one of free-floating organs which then
of this event is so great that all bindings The denizens of the Magic Realm are combined — sometimes wrongly — to
fail, all knots untie, and all locks open. the major beneficiaries of the second Tit- create living beings as Order became
This effect lasts for the duration of the anomachy. The Titans reclaim their rightful dominant over Strife.
main conflict — about three months. Loki place as the governors of God’s universe and About one in two inanimate objects
sets sail on an immense ship embarking their power is felt directly on the earth with- exposed to the wild magic is warped by
from the Magic Realm; the ship is packed out the faerie gods siphoning off much of it it. Such objects become less like a sign
with the souls of the pagan dead. Mean- to support their glamour. of human artifice and more like a magical
while, giants and monsters emerge from thing. A bridge may be intangible except
the east; the Midgard Serpent rears its by the light of the moon; a castle might
head in the west; and the fire giants and Wild Magic have turned from stone into living wood;
jinn amass in the south. The gods fall one a plowshare might move on its own; and
by one; the armies of dead heroes are not The world is a very different place fol- so on. Affected objects typically gain a
enough to defeat the forces of Magic. The lowing the Titanomachy. There is more single enchantment but certain items be-
aurora borealis burns in the sky through- untamed magic in the sublunar world come Magic Things instead. The latter
out the battle and vortices of colored fire than there once was and this has sev- acquire a Might Score appropriate to the
descend to burn away Faerie auras as their eral consequences. Since magic becomes item’s size and magical powers, and gain a
guardians are defeated. Loki himself is much more immediate to the general measure of self-awareness.
killed by Heimdallur, but it was a sacrifice populace, Magic Lore becomes a Gen- Vis also becomes more common. Most
for which he was always prepared. eral Ability rather than an Arcane Abil- vis sources see a modest increase in the
Humans miss most of the battle, of ity, although it cannot be used untrained. amount of vis they yield and more vis
course. If they have heeded the advice Thanks to the abundance of wild magic, sources spring up. A greater proportion
of the Seven Sleepers, they are shelter- Acclimation no longer bothers creatures of this vis is Spell-Like or Lesser Enchant-
ing in their holy places. All Divine and from the Magic Realm. ment Vis (Realms of Power: Magic, page 120).
Magic auras prove refuges against the war Magic auras become more common. Hedge traditions blossom with the in-
of the powers; sheltering within a church All Magic auras of level 9 or less increase flux of wild magic, at least once the problems
itself is not actually necessary as long as by one point. Areas of wilderness out- of the Golden Chain have been overcome
one remains within the sound of Church side of the trappings of human habitation (see later). The Gift becomes approximately
bells (that is, within the Dominion), al- gain a Magic aura of at least 1 and areas twice as common as it once was. Further, all
though rare incursions into the Dominion of pristine wilderness often have a higher Gifted wizards with Difficult Arts or Super-
by fleeing faeries or their magical pursuers aura than this. These auras attract (or natural Abilities may now increase them as
make trips outside of sacred places occa- are perhaps the cause of) an abundance normal Arts. The powers of unGifted magi-
sionally perilous. Those who venture be- of magical creatures, mostly with minor cians remain unaltered but the Initiation of
yond these refuges risk getting caught up powers or Beasts of Virtue. Passage into Mysteries becomes easier for the unGifted:
in the warp of wild magic. Those forced Magic regiones and the Magic Realm is an unGifted initiate is no longer required to
by necessity or foolhardiness to brave un- easier than it once was: reduce all Ease take an Ordeal Flaw as part of the Initiation
protected areas while the gods are at war Factors for Regio Sight rolls for Magic process and are also able to self-initiate Vir-
are never seen again, or return with laden regiones (ArM5 page 189) and travel tues. Finally, some people find their rituals
with Warping, or perhaps even The Gift. through Boundaries and Vestiges (Realms and superstitions suddenly gain real (if mea-
of Power: Magic page 25) by 6. ger) power, developing the Folk Magic Vir-
Creatures and man-made objects tue (see Insert). With more people having
and structures that do not reside within Magic Lore, Enrichment of Things of Virtue
a supernatural aura, or else hide within a (Realms of Power: Magic, page 124) becomes
Faerie aura, are warped by the tumultu- more common.

139
Dies Irae
The Golden Chain Immediately following the Tit- UnGifted characters are at the bottom of
anomachy most magicians aligned to the the chain, so they can restore what minor
Use of magic is now directly regu- Magic Realm find they cannot cast spells, magics they possess quite simply, for ex-
lated by the Titans. They are the conduits use Supernatural Abilities or make en- ample by being in a Magic aura, carrying
through which magic flows from the Magic chantments. This affects everyone from a pawn of vis, or touching a being with a
Realm; they pass it to their subordinates, the local wise woman with Second Sight Magic Might. Characters with The Gift
who parcel it out to their subordinates, right the way up to Hermetic archmagi. are higher up on the Golden Chain than
and so on down the great chain of being. The only exceptions are those who receive such things, and must instead connect via
Only characters connected to this ‘Golden their powers from spirits, such as spirit a pact to a being with a Magic Might. The
Chain’ can sequester the power necessary votaries, theurgists (including Hermetic entity chosen must be intelligent to pass
to fuel their spells. The Golden Chain has theurgists), and learned magicians who on the magic they receive from the Chain,
a strict hierarchy, with Daimons at the Entreat the Magic Powers (Hedge Magic and it must be powerful enough to supply
top arranged in order of Might, followed Revised Edition, page 87). Characters with a sufficient magic to the Gifted character.
by other beings and objects with a Magic Magic Might score are also unaffected. All These pacts can be formed ad hoc via
Might score arranged in order of Might. these types of magicians are tapped into theurgy or Entreating the Magic Pow-
Next are humans with The Gift, followed the Golden Chain and other wizards need ers, which is why such magics still work.
by beings and objects with intrinsic magi- to follow suit to restore their powers. A more permanent solution can be found
cal powers but no Might score (including To restore one’s former power char- through a formal relationship with a Mag-
vis and places with Magic auras), followed acters must find a way to connect to the ic being or Daimon. The character’s Cast-
by beings and objects with acquired magi- Golden Chain, specifically a being or crea- ing Totals and Lab Totals cannot be higher
cal powers (including unGifted humans). ture higher up the chain than themselves. than the Might of the creature with which
one has made a pact, so most magi will
want to enter relationships with power-
New Virtue: Folk Magic ful Daimons and similar creatures. There
is no generic method by which this can
Minor, Supernatural birthing of children and livestock. be achieved; each maga must contact and
You are capable of performing very Uses the Creo Corpus or Creo Ani- bargain with the chosen entity, probably
minor acts of magic through your knowl- mal guidelines. Infernal Lore cannot one that matches her interests or magic.
edge of scraps of occult lore. Choose one be used to produce this type of effect. This can be treated as a form of Initia-
(Realm) Lore which is the key Ability for Evil Eye: Causes minor acts of mischief tion (The Mysteries Revised Edition, Chapter
this magic; you may learn this Ability at such as pain, blight of crops, hair 2): the maga may need to undergo quests,
character creation even if you are nor- loss, sneezing, and so forth. Uses sacrifices, and ordeals in order to attract
mally unable to take Arcane Abilities. The the Perdo Corpus, Perdo Animal, the attention of the patron and persuade
choice of (Realm) Lore also determines or Perdo Herbam guidelines. Divine it to enter into a compact. This process
which supernatural Realm your magic is Lore cannot be used to produce this is likely to leave an indelible mark of the
aligned to for the purposes of aura modi- type of effect. patron’s power on the maga, represented
fiers. You can only create spells in one nar- by a Hermetic Flaw such as Restriction,
row area, which must be one of the follow- To cast a spell you must expend a Necessary Condition, or Study Require-
ing five options: fatigue level, whether the spell succeeds ment appropriate to the being involved, or
or fails. You must also spend at least 15 else a Story Flaw representing the duties
Abjuration: Creates a ward against ani- minutes preparing the spell, during which or responsibilities imposed by the patron.
mals or supernatural creature. Uses time you need unbroken concentration If you are using The Mysteries Revised Edition
the Rego Animal and Rego Vim and access to your “magical” materials to guide this process, then the Target Ease
guidelines. (while necessary, these materials offer Factor for the Initiation should be equal
Craft Magic: Duplicates mundane craft in no benefit to the casting). The spell is to two-thirds of the patron’s Might. Once
an instant without need of tools, but designed exactly like a Hermetic spell. the pact is forged, the character discov-
does require raw materials. Uses the Your Casting Total is equal to (Stamina ers that her magic works with the simple
Rego Animal, Rego Herbam, or Rego + (Realm) Lore + Aura modifier + stress inclusion of her patron’s name in spellcast-
Terram guidelines for one type of craft die) / 2. Penetration is calculated in the ing and enchantment.
(see Covenants page 49 for more on normal fashion: Casting Total – Spell The requirement to connect with the
Rego craft magic). Level + Penetration modifiers. You may Golden Chain is only applicable for pow-
Divination: Acquire magical senses pick this Virtue more than once, to ac- ers aligned to the Magic Realm. Practitio-
which detect health, wealth, and quire expertise in a different category of ners of Divine powers are unaffected and
mental state. Uses the Intellego Cor- spells. Each time you choose this Virtue, those who use Infernal powers are only
pus, Intellego Mentem, and Intellego you can align it to the same Realm as be- limited with respect to their inability
Terram guidelines. fore or pick a different one, although a to use Goetic bindings and ablations on
Healing: Grants a Recovery bonus for ei- character cannot have access to both the Magic creatures (see later). Faerie wizards
ther wounds or diseases, and aids the Divine and Infernal Realms. can no longer practice magic at all (see
The Faerie Realm, later). A magus can

140
Dies Irae
avoid making a pact by realigning their Might of a Magic creature, or Rego spells For example, a Magic wolf might be able to
magic to a new Realm: a powerful demon to ward against it. Humans can use theurgy break an enchanted rope that an Infernal
is capable of replacing The Gift with The to contact (but not summon) Daimons who wolf of the same strength cannot.
False Gift (Realms of Power: the Infernal, page may then provide such effects on lesser be- Most damaging to the Order of
124) in exchange for his soul. Alterna- ings. Spells that target the creature and not Hermes is the universal failure of the Aegis
tively, a magus could instead Initiate Holy its Might are still effective — a magical of the Hearth to affect any creature with a
Magic (Realms of Power: the Divine, page 66), creature can be captured in a magically- Magic Might, but nearly as devastating is
a difficult but virtuous path. conjured cage, or burned by a Ball of Abys- the breaking of all familiar bonds to crea-
mal Flame — but even these spells tend to tures with a Magic Might. If a creature
erode over time if they restrain or compel. gained Intelligence through the familiar
All Bonds Break
When Loki set sail from the Magic
Realm, he began a series of events that
Impacts on Non-Hermetic Magicians
set the Titans free, and this echoes down Learned Magicians who Entreat the mostly Christian Virgilian wizards are in
the Golden Chain. All bonds constrain- Magic Powers are already connected to the same position as magi and might find
ing magical creatures are instantly broken the Golden Chain, as are Theurgical El- a pact distasteful or idolatrous. This might
and all wards against magical creatures ementalists, Muspelli (who derive their spell the end of the new tradition, or else
fail. Ongoing spells and enchantments of power direct from the titans) and Soqo- someone might quest for the Daimon of
this type cease to work and new castings tran sorcerers (all of whom have Magical Virgil himself.
prove impotent against creatures from the allies, except for the Myrrh tribe, who Most severely affected are goetic sor-
Magic Realm. This is a permanent effect of need to find new patrons). Other wizards cerers and sahirs, who can no longer sum-
the Titanomachy that affects supernatural have to find a patron in the same way as mon or compel Magic spirits due to the
powers aligned to any Realm except the Hermetic magi. breaking of bonds and find that most Faer-
Divine and applies to targets belonging to Rune magicians might seek out the ie spirits have been destroyed. The impact
the Magic Realm. Jotun Mimir and his sister Urdur, who on the Order of Solomon could be devas-
Subsequently, all summonings, wards, taught Odin the runes in the first place. tating (see The Cradle and the Crescent, Chap-
and banishments no longer work against Folk witches might approach Titans such ter 3 for the reliance of sahirs on bound
Magic creatures that are higher up the as Hecate or Gullveig, and Gruagachan spirits). These individuals might resort to
Golden Chain than the originator of can approach their eponymous god, who dealing with Infernal spirits, or else make
the effect. A Daimon can still summon a may have also been a Titan. Amazon a pact with a powerful Magic spirit such as
magical spirit, and a creature with a Magic sorceresses might approach the ghost of a genius loci with many subordinate spirits it
Might of 20 can affect a creature with a Viea and be infected by her madness. The can lend to sorcerers.
Magic Might of 5, but even once he has
restored his ability to cast spells a magus
still cannot use Perdo magic to destroy the
Story Seeds
Pacts with The transformation of the natural or- any of its enchantments as powers, and
der gives rise to many possible stories. may develop more based on its creator’s
Daimon Magi signature spells. It can also create either an
illusory or artificial body, but has not yet
Through various esoteric Mys- The Tool developed speech.
teries, Hermetic magi are capable of Becomes the Master
becoming Daimons (see The Mysteries
Revised Edition for details). Furthermore, A powerful magus seriously endangers Ushant’s Woe
magi who entered Final Twilight may the Order though blatant and violent use
have earned themselves a place in the of magic on mundanes. The characters are The covenant of Fudarus has three
Golden Chain. As magi search for witnesses to some of these acts and forced powerful spirits bound to its service.
means to restore their magic, they may to do something before matters get out These are released when the bonds hold-
discover that they can make pacts with of hand. In truth this is not the magus in ing them are destroyed and the spirits of
ancient magi. If the Seven Hermetic question; instead, his talisman has become storm, mist, and concealment embark on
Sleepers were employed earlier in the a Magic Thing and the magus is dead, in a rampage across Brittany. Woe betide any
saga, then these could offer this service Twilight, or otherwise incapacitated by covenants or vis sources in their way. The
for their followers. This process might this traumatic event. Due to its connection damage they do to Fudarus before they
result in the formation of new Houses to the magus, the talisman believes that it leave may solve House Tytalus’s primus
as Mystery cults or societates form is him, although it has a warped view of crisis by killing one candidate, or start a
around powerful Daimonic magi. the world. The talisman is able to access new one by killing both.

141
Dies Irae
bond it retains that Characteristic, but it Mystery Cults, pages 96–99) and charmed Vitality Is No Longer Enough
loses all Bond Scores and any effects em- Virtues (Realms of Power: Faerie, pages 104–
powered into the bond. With the familial 105) — can no longer call upon the power Those faeries that remain are forced to
bond gone, familiar and magus no longer of stories and cease to work. form a bond with humanity to gain pro-
share the True Friend Virtue. This is likely tection against wild magic. Unlike before,
to be a tragic event in the life of both the vitality is a precious commodity that can
magus and the familiar and many will part No Faerie Auras no longer be harvested from casual adher-
ways following this event, unable to cope ence to folk rituals or legends whispered at
with the massive hole left in their lives. Mirroring the increase in Magic auras the dead of night. Instead, a faerie requires
(see earlier), there is a matching decline a formal exchange; they must receive the
in the prevalence of Faerie auras. Most are products of human craft or else a sacrifice
The Faerie Realm destroyed during the Titanomachy itself
by the shifting multicolored flames of the
of time or life’s blood. This can no longer
be stolen or involuntarily provided, it must
aurora borealis. All Faerie auras of level 1 be knowingly donated by a human or a com-
Faerie power has dramatically reduced or 2 vanish entirely. Those of level 3 to 5 munity of humans. The gift must be repeated
since the Titanomachy. Faeries can no become Magic auras of level 1. Those of at least once a year to sustain the faerie. In or-
longer draw power from human imagina- level 6 to 8 become Magic auras of level der to earn the gift that they need, the faerie
tions and emotions. The gates into Faerie 2 and those of 9 or more become Magic must usually agree to perform some task on
itself have closed, divorcing the fae from auras of level 3. A magical guardian is in- behalf of the humans it serves. This is rarely
the stories that sustain them. Tales abound stalled by the Titans into any former Faerie mutually beneficial: the faerie is usually the
that the false gods are dead and new stories aura of level 9 or 10; these are places where servant of the humans, using its glamour for
about their rebirth, resurrection, or rescue glamour was formerly very strong and the the good of the community. Some faeries are
are ineffectual at restoring the gods. Titans seek to prevent them from becom- able to pose a physical threat and demand a
ing rallying points for the faerie survivors. yearly tribute but the humans will eventually
All faerie regiones collapse, leaving be- discover that they can just withhold the trib-
Deicide hind a Magic aura with a level determined ute and cause the faerie harm. Sometimes,
by the level of the highest former Faerie rarely, these relationships between faeries
Many, if not most, of the powerful fa- aura on the site. The Faerie Realm can- and humans approach something akin to
eries were killed in the Titanomachy itself, not be reached; the former Threshold has friendship, with the benefits to either side
or hunted down subsequently. All of the become an impenetrable wall. Any power- being nearly equal.
major pantheons have been slaughtered, ful faeries who survived the Titanomachy Faeries incapable of forging or sus-
or were inside Faerie when the gates to are imprisoned in Faerie, unmolested but taining a formal bond with humans can-
the realm closed. As a consequence, the starved of vitality. not maintain their glamour and lose one
most powerful faeries still abroad in the Covenants in Faerie auras or regiones point of Might every year. They also lose
world have a Faerie Might around 20, are left intact by this event, although they a point of Virtue, which they can forestall
although this could be higher in certain might be scarred by the auroreal flames if by accepting a Flaw. Virtues affecting their
auspicious places or times. they were heavily Warped or otherwise in- physical form are the last to go, and many
Those humans who still served as fused with the power of Faerie. accept the Flaw of Intangible Flesh in a last
priests to the pagan gods felt their con- ditch effort to maintain their existence.
nection to their gods severed as they were The faerie literally fades from this world.
put to the sword and gods-given powers Faeries will probably die out with the cur-
such as faerie wizardry and rites using fa- rent generation of humans.
erie Methods and Powers no longer yield
any results. In addition, all magic relying
on charms — including the Folk Myster-
ies of House Merinita (Houses of Hermes:

Realm Interaction Table


The Realm Interaction Table has changed with the weakening of the Faerie Realm’s influence on the world and the burgeoning power
of the Magic Realm.

Magic Power Divine Power Faerie Power Infernal Power
Magic Aura + aura no effect – aura – aura
Divine Aura – (2 x aura) + aura – (4 x aura) – (5 x aura)
Infernal Aura – aura no effect – (2 x aura) + aura

142
Dies Irae
The Divine and naries, who usually include a magician, to trained in Hermetic magic due to lack of
keep the wagons safe. Employing the mer- available masters. Rather than lose them
Infernal Realms chant-adventurers is a costly business, but to hedge traditions it is proposed to the
guilds and companies form among trades- Grand Tribunal that the Order of Hermes
The Dominion has remained unaffected men who share the cost between them. joins forces with the Learned Magicians
by the Titanomachy; similarly divine places (Hedge Magic Revised Edition, Chapter 5).
are untouched. God still reigns supreme over Under the proposal, this hedge tradition
Creation; there’s just been a change in mid- The Order of Hermes incorporates as a trade guild providing
dle management. Unfortunately, the Devil magical services for mundanes. The Or-
and his works were likewise unaffected by The Order of Hermes is initially thrown der shares its resources, including Gifted
the war; there was little additional opportu- into confusion by the Titanomachy, bereft apprentices, and the Learned Magicians
nity for the corruption of mortal souls. of its capacity to work magic. Many crisis make their unGifted members available
Tribunals are held and solutions gradu- as companions and lab assistants to the
ally emerge (see earlier); until then, magi Order. This arrangement is mutually
Society After Ragnarok are forced to rely on preexisting enchant-
ments, Spell-Like and Lesser Enchantment
beneficial for both parties.
House Merinita undergoes a profound
Vis, Enrichment of Objects of Virtue, and change following the Titanomachy. With
The Poetic Edda refers to the post-apoca- other working magic. Once the problems the slaughter of fae and the closing of
lyptic world as Gimlé, a world of prosperity of the Golden Chain have been amelio- Arcadia’s gates, Faerie Magic becomes in-
free from the dictates of fate and unbound rated or solved, the Order can look out- operative and all but the nature mysteries
by prophecy. While this state might be true wards again. None of the improvements to of the house are lost. The primus killed
for creatures of magic, for those unaligned the way in which magic is acquired makes himself and many Merinita followed suit,
to the Magic Realm Gimlé is a more perilous a big difference to the Order of Hermes, unable to adapt to a world lacking glam-
world that that which preceded Ragnarok. since all that has happened is that other our. Covenants residing in former Faerie
Those who followed the advice of the magicians now enjoy some of the benefits auras are wrecked with warping; one even
Seven Sleepers and retreated to churches, that only magi had before. Some magical transformed into a dragon and flew away!
mosques, and synagogues during the Tit- traditions, particularly those who quickly Those Merinita magi who survive desper-
anomachy survive the tumultuous battle. solved the problem of the Golden Chain, ately look for ways to preserve the fae but
Following the cessation of the fighting, may have grown fast and gathered power most believe that like the fae, the days of
humankind emerges blinking from its ref- thanks to the influx of wild magic. Groups House Merinita are numbered.
uges into a changed world. Although cit- like the Folk Witches may even rise to House Criamon seem somewhat
ies still stand and crops still grow and the challenge the Order — through sheer disappointed that the world didn’t actu-
heavenly spheres still turn, life will never numbers if not raw power. ally end. They were expecting the Tit-
be the same again. The Dominion remains Despite the growth in power of anomachy to break the cycle of time and
a safe haven, for few Magic creatures care hedge wizards, the Order remains su- that magi would be free from the shack-
to intrude upon areas claimed by God. preme over these upstarts, in the short les of fate. After years of discussion, the
Beyond the sound of the Church bells, term at least. Hermetic magic is still the House concludes that time did indeed
the world has changed. During the Tit- most comprehensive magical system in end at the moment that the Titans, the
anomachy, there was a gradual reversion of Mythic Europe and magi are the only personifications of time, broke free. The
the world to its pristine state, evidenced tradition that possess universal Magic world existed timeless in a state of pure
by the warping of unprotected structures. Resistance and protection from The Chaos and then time restarted and love
Whole castles may have disappeared; Gift. The latter is perhaps the strongest brought order to the Chaos. The Cri-
bridges now demand payment; and roads asset the Order has; while the other tra- amon were insufficiently pure to main-
resent people treading upon them. Magic ditions will grow in power, they can nev- tain their existence during the time of the
auras now dominate in the wildernesses er be the political entity that the Order Chaos and missed their opportunity to
between towns and they are filled with all is without some means of avoiding the escape time. They are phlegmatic about
manner of dangerous beasts and spirits. social penalty of each other’s Gift. their failure. They have adjusted their
Travel outside the safety of the Domin- A major change is wrought in the eschatology, reorganized their baffling
ion becomes the business of the desperate, Order by the increase in the prevalence mysteries and are preparing for the katak-
the determined, and the foolish. A new of The Gift. Magi now have little trouble lysmos due in several thousand years. Or,
cadre of merchant-adventurers emerges locating apprentices and can afford to perhaps, they decide to make their own
from the confusion. These trade between be more choosy about which ones they attempt to bring about the end of time.
towns, carrying messages and occasional take. The Order finds itself with an ex-
travelers. They employ their own merce- cess of Gifted children who cannot be

143
Chapter Six

Teste David

This book marks the end of Mythic Europe as Editor for 14 years, and produced almost 50 books did not do everything they asked, but their input was es-
we know it. It is the last book in the Ars Magica Fifth for the game, including over 40 for fifth edition. sential, and I would like to thank them for all their work.
Edition line that I will produce as Line Editor. I have I came to the job determined to make the game as In recent years, I have felt that my main role was to
done everything I wanted to do with Ars Magica, and good as it could be: rules that supported an Ars Magica keep the production system running, so that the authors
it is time for me to move on, to let people with new style of play, accurate history, and historically inspired and playtesters could work their magic and produce the
ideas guide the game and its world into the future. myth, all presented so as to be immediately useful in a books. In the same way, I want to thank Atlas for not mi-
I first encountered Ars Magica through the review game. After years of writing for the line, I already knew cro-managing me, and for making sure that art, layout,
of the first edition in Dragon magazine. As I lived in the that it wouldn’t be easy, but, of course, it was even harder printing, warehousing, and distribution all happened
UK, and small-press RPGs were not readily available than I had anticipated. To achieve it, I needed to recruit without requiring me to do anything. Sometimes, they
there in the late 1980s, the first edition I was able to knowledgable authors and keen playtesters. The quality went above and beyond, as when they printed a very
read was the second edition, and I loved it. This was still of fifth edition is largely due to their contributions. short run of Apprentices with the dedication to the authors’
before most people had the internet, so in 1991, I sent The authors had to read large amounts of medieval (and my) children, which had been omitted from the
an actual, physical query letter to White Wolf. Mark history, distill it down into a useful draft, design and ap- main printing. It has been a pleasure working for them.
Rein•Hagen replied, enthusiastically, and the first thing ply complex game mechanics, revise the draft in line with Looking back over Ars Magica Fifth Edition, I am
I wrote professionally was “The Sorceress’ Tower,” for my comments, revise the draft in line with playtest com- very pleased with what we have produced. I think it is a
Ars Magica, published in White Wolf Magazine in 1993. ments, revise the draft in line with playtest comments very good role-playing game, with a rich background and
I contributed to the third edition Wizard’s Grimoire, and again, and in some cases repeat even more times; a few effective mechanics. It is not to everyone’s taste, but it is
by pure chance I was online when Wade Racine announced books had four rounds of playtesting. That is a lot of work what I had hoped to produce. Is it perfect? Of course not.
to the Berkeley Ars Magica mailing list that Wizards of the for a very small amount of money, so I am profoundly However, I am not sure that we could actually make it
Coast were canceling Ars Magica. As a result, I quickly got grateful for the endurance, enthusiasm, and erudition of better; there are limits to what human beings can achieve.
caught up in the fan efforts to do something to save the the people who have written for me over the years. That is why I am retiring. We have created a game
game, including starting a mailing list that we called the Playtesters had a slightly easier role, but, on the other line that I think is about as good as we could make it,
Secret Masters of Ars Magica. That got me an email from hand, they didn’t get paid at all. Their dedication and dili- and it fulfills my vision for Ars Magica. Its future lies
the real Secret Masters of Ars Magica, inviting me to join gence were also essential to the quality of the final books. with people who have a different vision, and can bring
their list, and I became deeply involved in fourth edition. The only way to catch all problems is to have a lot of things to the game that I would not even imagine.
When, in 2001, John Nephew asked me if I people look at the draft, and the playtesters did that for us,
was interested in becoming Line Editor, I said yes. I over many years. Sometimes they had to read revised drafts David Chart
started at the beginning of 2002, so I have been Line that still contained things they had criticized, because we Ars Magica Line Editor, 2002–2015

144

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