You are on page 1of 84

Issue 19, January 2017

https://www.facebook.com/subrosamagazine/
@subrosamagazine
Scenario
Bestiary

Dies Irae
Authors: Mark Lawford, Ben McFarland, Matt Ryan, Mark Shirley
Cover Artist: Christian St. Pierre
Stock Number: AG0314 | ISBN: 978-1-58978-162-7 | MSRP: $29.95 US
Format: 144 pages, hardcover
Release Date: April 2016
Fiction
Setting

Lands of the Nile


Authors: Timothy Ferguson, Ben McFarland, Mark Shirley
Cover Artist: Christian St. Pierre
Stock Number: AG0313 | ISBN: 978-1-58978-160-3 | MSRP: $29.95 US
Format: 144 pages, hardcover
Release Date: Available Now
Rules

Thrice-Told Tales
Authors: Christian Roesenkjaer Andersen, David MacGregor, Christian Jensen Romer,
Matt Ryan, Mark Shirley
Character

Cover Artist: Christian St. Pierre


Stock Number: AG0312 | ISBN: 1-58978-161-9 | MSRP: $27.95 US
Format: 144 pages, softcover
Release Date: Available Now
Editorial

Sub Rosa

Through the Aegis: Developed Covenants


Authors: Christian Rosenkjaer Andersen, Mark Lawford, Richard Love, Christian Jen-
sen Romer
Cover Artist: Christian St. Pierre
Stock Number: AG0311 | ISBN: 1-58978-154-6 | MSRP: $32.95 US
Format: 160 pages, hardcover
Release Date: Available Now

2
Contributors

Scenario
Publisher: Distant Lands Publishing
Contributors: Ben McFarland, Gerald Wylie, Robin
Bland, Jim Seals, Mark Shirley, Berengar Drexel, Benoît
Léoutre
Cover Art: Jeff Menges
Interior Artists: Patrick Demo, Barrie James, Jeff Menges,
Elizabeth Porter, Angela Taylor, Jason Tseng
Issue 19 January 2017 Art Coordinator: Ben McFarland

Bestiary
Editors: Ben McFarland, Mark Lawford
Design/Layout: Mark Lawford
Contents
Contact Sub Rosa
Email: subrosa@distantlandspublishing.com
Under the Rose .......................................................................... Page 4 Facebook: www.facebook.com/subrosamagazine/
Direct From Atlas-Games ....................................................... Page 5 Google+: https://plus.google.com/u/0/
Roanoke, Founded ...................................................................... Page 6 communities/110703677278654478962

Fiction
Twitter: @subrosamagazine
By Jim Seals
Geomantic Storytelling .......................................................... Page 22 Legal Disclaimer
By Mark Shirley Sub Rosa is an independent publication not affiliated with Atlas
Games or White Wolf Gaming Studios. Distant Lands Publishing
The Friends of the Apacei of Vinilandia............................. Page 30 is not affiliated with Atlas Games or White Wolf.
By Berengar Drexel Ars Magica is © Trident Inc. d/b/a Atlas Games. Ars Magica,
Mythic Europe, Covenants and Charting new Realms of the
Mutatis Mutandis: Stepping Away from D10 ..................... Page 40

Setting
Imagination are trademarks of Trident Inc.
By Gerald Wylie Order of Hermes, Tremere and Doissetep are trademarks of
White Wolf Gaming Studios. Ars Magica was created by
The Cloudlands of Aiolia ........................................................ Page 46 Jonathan Tweet and Mark Rein•Hagen.
By Ben McFarland
The intellectual content of Sub Rosa is © and held by the
Set Piece: The Mill .................................................................... Page 52 authors. All rights reserved. Reproduction of any issue of Sub
By Gerald Wylie Rosa for commercial use by any means without written
permission from the Publisher, except short excerpts for the
Hedge Wizards: A Saga of Minor Magics ............................ Page 60 purpose of reviews, is expressly prohibited.

Rules
By Robin Bland
References to any Trademarks, Registered Trademarks or
Old-Britannia ............................................................................. Page 78 Copyrights held by any company or individual in Sub Rosa is for
By Benoît Léoutre promotional and recreational use. Use of these terms should not
be construed a challenge to their ownership.

Character
Editorial
Sub Rosa

Contribute to Sub Rosa Subscription


Sub Rosa is made up of fan driven content. Contributors Individual Single Issue: US$4.50
receive a complementary copy of the issue their work appears
in. Individual Subscription – 4 issues: US$16.00
Troupe Single Issue: US$13.00
To contribute articles or illustrations, visit the Sub Rosa
website (www.subrosamagazine.org) and follow the guidelines. Troupe Subscription – 4 issues: US$35.00

The new releases in support of Ars Magica Fifth Edition may be ending, but i’s not the end. We’ll carry on playing it, for sure, and Sub Rosa will carry on for a good while yet supporting Fifth Edition any way it can.

3
Scenario
Bestiary

This issue has taken a bit of effort to I got to play an initial draft of the Spell guidelines were loose, partially
complete, but number 19 is in your rules in a very entertaining investigation crabbed from Fifth Edition, but still a
hands. With the official end of the line, of a faerie vineyard and its troublesome wor k in pr ogr es s . They wer e
we needed to consider how we would interactions with the locals while complemented by the addition of a new
proceed. attending Gencon Indianapolis this form, fabricum , which cover ed
summer. manufactured goods of all kinds. There
Fiction

I'm proud to say that we agree, Sub was no real mechanic for botches or
Rosa is going to continue, and we do so The spirit of the session still felt exploding dice that we used, but my
with Atlas-Games’ blessing. right, the essence of Mythic Europe and character did partake in a Certamen,
still ring true, in part no doubt, because which felt very like the stock dueling, as
We intend to keep creating this for of the tables familiarity with the setting we described our attacks and defenses
as long as we can and you keep asking and our GM's knowledge of it. Jeff in detail, adding a layer of fun.
for it; that's our pledge to the Ars Tidball, the former line editor for Ars
Setting

Magica fans. I personally hope to push Magica Fourth Edition, ran a fun Overall, we had a great time and the
past Mythic Perspective's high-water game, encouraging character interaction experience seemed perfectly familiar.
mark of 23 issues, and I hope you'll be and keeping the story moving at a good We had grogs, companions, and magi.
here with us. pace. I got to play a Tytalus apprentice While I love my Fifth Edition, I know
close to Gauntlet, who alternated this will be a great way to bring the
However, I'm also proud to say I between aiding and supporting his magic of Ars Magica to more
know we won't be the only torch Mater, who was played by the only imaginations and I promise we'll be here
keeping the flame lit. Jason Tondro, player unfamiliar with Mythic Europe. to talk about both!
Rules

known as Doctor Comics on the forms,


is putting together another fanzine,
Peripheral Code. I've gotten to
take a look at some preview
material, and I think you'll be quite
pleased at what it has to offer. I'd
Character

urge you to check it out and pick


up an issue as soon as it's
released. More content for this
game means we all win. We
welcome you to the community
tribunal Peripheral Code, and
can't wait to see some more.
Editorial

But the last of the line


books, Dies Irae, is both a book
Sub Rosa
of endings and new beginnings,
of whole new worlds fashioned
from the foundations of
previous ones. And in that
spirit, I want to offer a short
report on Magic Shoe, the
Gumshoe variant being
developed (about which you
can read on the next page).

4
Scenario
Bestiary
By Jeff Tidball
“Magic Shoe” is the working creative and operational projects
that lives up to both the Ars
title of our project here at Atlas in recent months.
Magica and Gumshoe names.
Games to unite the rich I managed to get enough work

Fiction
We expect that Magic Shoe
background of Mythic Europe done to run preview playtests of
— which is to say, whatever we
and the Order of Hermes, on the embryonic system at Origins
wind up actually calling it — will
one hand, with the truly stellar and Gen Con this year. And in
be a Kickstarter project launched
investigative RPG framework early November, at Metatopia in

Setting
in either 2017 or 2018. To make
found in Robin D. Laws’s New Jersey, I had developed
sure you hear about it as the
Gumshoe system, on the other enough of the character creation
launch date nears, double-check
hand. and spell stat systems that I was
that you’re subscribed to Ars

Rules
I fell madly in love with able to run expanded playtests of
Magica updates from our email
Gumshoe while writing Eternal both of those.
newsletter, which you can do
Lies for Trail of Cthulhu, and I’m There will be much in Magic
from literally any page on atlas-

Character
here to tell you have if you’ve Shoe that’s familiar, and some
games.com.
never played a game that uses it, that’ll be completely new. Some
you’re missing out. elements may be surprising;
Progress on Magic Shoe has hopefully none will be shocking.
been intermittent over the last Ars Magica fans can Editorial
year. That, essentially, is because hopefully rest assured that
Sub Rosa

I’m so excited about it that I someone who truly loves both of


wrestled it onto my own personal these games is standing at the
development slate, and my time helm of the project, working
has been divided between many hard to make something new

5
Scenario
Bestiary

In Grogs, Timothy Ferguson Within this article you will discover a By Jim Seals
introduced the concept of the Time- general background detailing the
Lost Witness as a means for players to historical account of England’s nascent
add “anachronistic touches to their attempts at colonization under the reign GENERAL
version of Mythic Europe” by means of of Queen Elizabeth I, grog templates
faerie meddling. outlining the Gentleman-Adventurer, BACKGROUND
Fiction

the Wandering Poor, and the Conjurer,


In Roanoke, Founded, we build on a magical bestiary entry delineating the Having won the esteem of his
this conceit, taking a lost page of history Wendigo, a creature of Algonquian queen, Elizabeth I, and proven his
and asking, what if the Lost Colony was legend, and lastly a collection of story mettle in Ireland during the Second
merely unstuck in time, reappearing seeds for incorporating Roanoke into Desmond Rebellion, Sir Walter Raleigh
several centuries earlier off the coast of your ongoing Ars Magica campaign. was awarded the English patent for
Mythic Europe? colonization of the New World in 1584.
Setting

This patent bestowed unto Sir Raleigh


the sole right to settle somewhere in
Rules
Character
Editorial

Sub Rosa

6
North America not otherwise claimed Gilbert’s death at sea in 1583 during his and France. Both Raleigh and Gilbert

Scenario
by a Christian power. Throughout the second attempt to establish a permanent agreed that England’s impending
patent’s lifespan (1584-1603), Raleigh English presence in Newfoundland. greatness resided in world trade through
dispatched a total of three expeditions colonization. After all, permanent
to America in as many years. It should During this period, England was still English governed plantations in
be noted, however, that Sir Raleigh’s seen as “a weak, somewhat backward America would allow for the cultivation
was not the first such patent issued by nation clinging to the fringe of the of renewable resources, freeing England
from their reliance on imported foreign

Bestiary
trade goods (much as the Spanish had
done with their holdings in the West
Indies). However, whereas Sir Gilbert
sought to claim a monopoly on
Europe’s seasonal fishing industry off
the banks of Newfoundland for his
settlement, Raleigh’s sights were set

Fiction
farther south, toward the Outer Banks
of North Carolina.

While his long term goal remained


the establishment of plantations,
Raleigh’s short term goal hinged on the
prospect of privateering. Specifically, he

Setting
sought to create in America a port-of-
call from which England could heighten
their assault on the Spanish treasure
fleet. Privateering was a practice in
which both mariners and merchants
might achieve recompense for the value
of their lost cargo at sea. The
government, in this case England,

Rules
would issue a “letter of marque” which
allowed the aggrieved parties six months
to seize goods from the country
responsible, up to the amount lost.
Once, privateering was a highly
regulated industry in England; however,

Character
as time wore on and relations between
England and Spain continued to
deteriorate, these regulations were
stripped and privateering became
commonplace on the high seas.

The central conceit between

Editorial
England and Spain’s shared enmity was
rooted in religious dogma. Since the
Protestant Reformation, Europe had
Sub Rosa

become a house divided on matters of


faith, and in 1585 Queen Elizabeth
committed herself to a holy war that
would last until the end of her reign
when she sent troops to defend the
Protestant Netherlands against a
the queen; that particular charge had European continent” whose foreign repressive Catholic Spain. As France
been entrusted to Raleigh’s half-brother, policy consisted solely of maneuvering descended into an ongoing civil struggle
Sir Humphrey Gilbert, in 1578; alas, around the whims of the continent’s between these two extremes, Spain
that patent came to an end with more established superpowers, Spain ascended as defender of Catholicism in

7
Europe, leaving weak, backward Henry VIII's request for an annulment
Scenario

England to assume a similar role for of his first marriage to Catherine of


Protestantism. The English believed PROTESTANTISM Aragon in the late 1520s, leading the
that the imperialistic Spanish sought king to sever all ties with the Roman
nothing less than the utter eradication The Protestant Reformation began on
Catholic Church; this set the stage for
of their Protestant faith and their October 31, 1517 when Martin Luther
the English Reformation. Under the
complete conversion back to Catholic posted The Ninety-Five Theses on the
stewardship of Queen Elizabeth I,
dogma. In such a harsh light, Power and Efficacy of Indulgences
Protestantism became the national
Bestiary

privateering against Spain was not only upon the door of All Saints' Church in
religion. Catholicism was still practiced
seen as a deeply patriotic act, but as a Wittenberg, Germany. The thesis was a
in some circles of the aristocracy,
defense of God Himself. scathing indictment of the Church’s
however, in secret.
practice of accepting monies in
By establishing his settlement farther exchange for divine forgiveness. If introducing Roanoke colonists as
south down the eastern seaboard, Time-Lost Witnesses into Mythic
In the sixty-seven years between
Raleigh hoped to create a base of Europe, the colonists will believe that
Luther’s thesis and the issuing of Sir
Fiction

operations in the Western Hemisphere the Pope is not only fallible, but
Walter Raleigh’s Patent to Settle
from whence to launch raiding corrupt; what’s more, his corruption is
Virginia in 1584, a schism had formed
missions, pillaging the ill-gotten Spanish tainting the faith. In this light,
in Western Christianity. Spain had sided
loot taken from indigenous peoples of England’s war with Spain has taken on
with the Church, while other countries,
Central and South Americans. Profits the connotations of a holy war, with the
like the Netherlands, took the side of
secured in these high stake ventures English as protectors of the one true
the Protestant Reformers. Still, there
would then go to rewarding the joint- faith against a scourge that would
were countries, like France, where the
Setting

stock companies and private investors eradicate it. If the Roanoke colonists are
in Raleigh’s colony. Raleigh’s short term issue of Catholicism versus
introduced to the Iberian Tribunal,
profits would help ensure the success of Protestantism had not been settled,
consider them hostile insurgents.
his long term goal. igniting a civil conflict.
For the English colonists of Roanoke,
Sadly for Sir Walter Raleigh, this their lot was cast when the Pope denied
never came to pass.
Rules

The first expedition left England on Parliament, the seizure of men and prize area. Their crowning achievement —
April 27th, 1584 under the command of ships, and also gifted unto him her own and perhaps the single greatest outcome
Philip Amadas and Arthur Barlowe. vessel, the Tiger, to serve as flagship. of this second expedition, though it was
Amadas and Barlowe made landfall by This second expedition was under the not thought such at the time — was the
July 13th. Theirs was a reconnaissance command of Sir Raleigh’s cousin, Sir creation of one of the most enduring
mission hoping to discover a location Richard Grenville, a man with no prior documents of the age, A Brief and True
Character

suitable to sustain a settlement. It was naval experience to speak of. Once Report of the New Found Land of
during this initial outing that Barlowe established, the settlement’s governor Virginia, which gave Englishman back
discovered the island of Roanoke, a was to be Ralph Lane, fresh from his home a concise picture of what life
place he would often describe as a role in the subjugation of Ireland. The could be like within a North American
newly discovered Garden of Eden. The mission was to establish a garrison settlement.
verisimilitude of these reports was within this fabled Garden of Eden. As
further bolstered by the presence of two the outpost was intended to service the In spite of this academic
Editorial

Native American visitors to court, endeavor’s short term goal, the accomplishment, the second expedition
Manteo and Wanchese, all of which colonists selected were, with rare was an abject failure. From the outset,
provided Sir Raleigh with the breadth of exception, hardened veterans of the the efforts of the gentleman -
Sub Rosa
propaganda needed to sign up enough continental and Irish campaigns. Two adventurers and their rank-and-file
backers to finance his second of those rare exceptions were Thomas subordinates were beset by woe and
expedition: England’s first outpost in Harriot and John White. Harriot was a ruin in equal measure. Some of these
the New World. scientist and writer, and White an woes the colonists could rightly
illustrator by trade. Upon their arrival in attribute to acts of God beyond their
On April 9th, 1585, seven ships set the New World, the two men control, such as the great storm that
sail from England; their destination was collaborated closely with one another, beleaguered their sojourn across the
Roanoke Island. Lending her support, creating scientifically accurate maps as Atlantic, scattering the fleet and
Queen Elizabeth granted Sir Raleigh well as detailed examinations of the claiming one of their light boats as its
powers once denied to him by various indigenous tribes local to the own, or the shallowness of the sounds

8
surrounding Roanoke, which were outpost had been abandoned. In the What is known is that shortly upon

Scenario
discovered shortly after their arrival on colonists’ haste to return home to his return to England, White took up
June 26th when the Tiger ran aground, England, three men previously the mantle of colonization and went to
depleting much of the expedition’s dispatched on a mission into the interior work pulling together another
stores. Other obstacles, however, were were stranded; of these lost souls no expedition in earnest. Taking to heart
of the colonists own doing, such as the further historical record remains. The the hard learned and bitterly fought
burning of an Aquascogoc village over following month, in July, Sir Grenville lessons of Lane’s failed colony, with its
one lost silver cup. This led to hostile returned from England with the overt emphasis on privateering and

Bestiary
relations with the indigenous people the supplies Governor Lane had requested. governing through military might,
colonists, with their diminished Discovering the outpost deserted, White leaned in the opposite direction
supplies, were entirely dependent upon Grenville dispatched a holding party of — perhaps too heavily so. His idealized
for survival. Hostile relations gave way fifteen men to occupy the settlement, settlement aligned with Raleigh’s own
to open hostilities; several skirmishes giving them a single year’s worth of long ter m goal for American
were had between the colonists and the provisions though his holds contained colonization: the establishment of
natives during this time period. Soon, much more, and promptly returned to permanent plantations whose American

Fiction
the colonists had to confront the very the West Indies to continue preying -made products would go on to
real possibility of either dying in another upon the Spanish treasure fleet. subsidize both English markets and
raiding attempt to secure more English wealth, stealing a page directly
resources or starving to death cloistered Sir Raleigh’s third and final from King Phillip II’s playbook on
in their settlement; neither prospect sat expedition to America, the oft- empire building. However, in order to
well with them. popularized “Lost Colony of Roanoke”, create a self-sufficient agrarian society in
is paradoxically his most well-known this strange land, his choice of colonists

Setting
By June 1586, with the aid of a venture and the one we know the least were almost exclusively families.
newly arrived Sir Francis Drake, the of. Whereas Lane’s colonists relied on

Rules
Character
Editorial
Sub Rosa

9
martial prowess, with the expectation of Seeing no other recourse, White attack, killing one in the skirmish. Sadly,
Scenario

returning home to England when their relented. He and his 40 charges onboard these were not the Native Americans
tour was done, White’s were forced to the Lion disembarked on Roanoke White sought; they were later proved to
commit their all to the endeavor. Island. The remainder of their number be a group of once-friendly Indians.
would arrive three days late. Of the
In the end, White enlisted 116 holding party, there was no sign, save Understandably, relations with the
settlers — including his own daughter, the remnants of a lone skeleton. Much indigenous people swiftly soured, and
Eleanor Dare, laden with child — and of Lane’s settlement, however, remained the colony soon found itself, much as
Bestiary

set sail for the New World aboard three and that was where White established Lane’s had earlier, at the mercy of a
ships, including their flagship the Lion, his settlement. now hostile native populace as supplies
on May 8th, 1587. White’s intention was dwindled.
to establish himself somewhere in the August was a tempestuous month
Chesapeake Bay area, not in Roanoke. for the Lost Colony. It began with the On August 18, Eleanor Dare gave
White carried on his person a missive death of one of their own, George birth to a daughter, Virginia Dare, the
from Raleigh that stated as such. Howe, on August 1st. The colonists first English colonist born in the New
Fiction

However, on July 22nd, once the Tiger discovered his corpse mutilated “wading World. Her christening was held on
had made landfall outside the Outer in shallow water ‘almost naked, without August 24th.
Banks to take the measure of any weapon” (Kupperman 112).
Grenville’s holding party, White Unaware of whom to blame, White For their part, Fernandez and his
discovered that Simon Fernandez, the tried to parlay with the nearby Croatan flotilla of three ships would soon depart
ship’s seasoned navigator and a veteran Tribe to determine those responsible for England. Uncertainty settled upon
of the previous two expeditions, had for Howe’s death and to learn the fate the colonists; the last vestiges of their
Setting

convinced his men to strand the of the holding party. Time passed and homeland would soon be well out of
colonists on Roanoke in order to pursue no answer came. On August 9th, White sight. It was determined that an agent
their own privateering interests before led a contingent of colonists to the would return home to petition on
summer had ended. Dasemunkepeuc village in a sneak behalf of the colonists. Through a
Rules
Character
Editorial

Sub Rosa

10
convoluted means of elections and time” (Anderson 86). This allotment of wealth was of paramount concern.

Scenario
refusals, White was selected to make the 30 experience points should be spent on While a flourishing merchant class was
petition and finally accepted, albeit with abilities that were contemporaneous to starting to come to power during Queen
great reluctance. It was determined that Elizabethan England. Elizabeth’s reign, thanks in no small
a s g o v e r n or h i s w or d w o u ld measure to technological advances in
undoubtedly hold more sway with the The most fundamental cultural seafaring and trade with neighboring
English court. departure from the Mythic Europe countries, inheritance remained the
campaign setting is the existence and central player in determining one’s

Bestiary
At the stroke of midnight on August widespread acceptance of social standing. Tradition adhered
27th, John White, now a grandfather Protestantism. The English strongly to primogeniture in matters of
and governor of what was to have been Reformation, which saw King Henry inheritance; the firstborn son remained
christened the City of Raleigh, departed VIII renounce the Roman Catholic the sole inheritor of a deceased father’s
the settlement. He promised to return Church in his single-minded pursuit for lands, titles and wealth. This left second
with supplies in three months’ time — a a male heir, occurred during the 1530s. and third sons of the gentry to fend for
promise he was destined not to keep. Since then Protestantism has become themselves. (In addition, those

Fiction
Thanks to the impending Spanish the adopted religion of the English, and overseeing a less than prosperous estate
Armada’s attack on England in 1588, it is what saw Queen Elizabeth commit or feeling the extravagant excesses of a
which placed an embargo on all vessels herself to a protracted military life lived at court may also have become
leaving port, White did not return to engagement with the world’s greatest Gentleman-Adventurers in their own
Roanoke Island for three years. When naval presence, Spain. Points spent on right as a means of shoring up their
he did, in 1590, he discovered nary a “Theology: Protestantism” would prove wealth.) While privateering by the
sign of the colony’s presence save the an excellent choice, as it means that gentry did exist prior to the advent of

Setting
word “CROATOAN” etched in the these time-lost men and women have war, a Gentleman-Adventurer was the
King’s English on the bark of a lone dedicated a portion of their lives to a exception and not the standard. It was
tree. There was no other trace of the religion that is two centuries from not until Elizabeth I declared war
colony’s existence; even the buildings formalizing. against Phillip II that the Gentleman-
that had stood since Lane’s initial Adventurer came into his own. Now,
settlement were gone. However, if the Storyguide is preying upon the Spanish treasure fleet
running a campaign set in Elizabethan was not only seen as a means to a
For the Roanoke Colony was truly England, then the Worthless Abilities worldly end, but as a patriotic act for

Rules
lost. Flaw need not be taken. Queen-&-Country; overnight, such
deeds took on a divine connotation.
Soon, the Gentleman-Adventurer
GROG THE GENTLEMAN- became the romantic figure of the

TEMPLATES ADVENTURER times, a stalwart defender of the one


true faith against an implacable foe. If

Character
Fain would I climb, yet fear I to fall. he was able to turn a personal profit
This section of the article is written from his godly efforts, all the better.
to be compatible with Chapter Seven of Sir Walter Raleigh
Grogs, “Grog Templates.” Provided As befitted a member of Elizabethan
herein are three suggested backgrounds gentry, the Gentleman-Adventurer was
for Elizabethan-era grogs found in the Background a creature prone to profound arrogance,
various Roanoke expeditions. Each The Gentleman-Adventurer is a caring little for the well being of the

Editorial
includes suggested Virtues and Flaws as privateer hailing from English gentry. “rank-and-file.” Often, those of lesser
well as Abilities at three different ages. Under the aegis of Queen Elizabeth’s station were regarded as mere cannon-
Letter of Marque, the Gentleman- fodder “to serve in any way their
Sub Rosa

This article assumes that the Adventurer has set out to make a name commanders saw fit” (Kupperman 33).
Storyguide has brought these characters for himself on the high seas. For a few, This is no more evident than during Sir
into Ars Magica’s default setting of success meant a lifetime of fame and Grenville’s initial voyage to America
Mythic Europe, rendering them “time- fortune; for most, however, it was a when he stranded twenty of his crew on
lost characters”. As a consequence, each tedious, unforgiving existence that came Jamaica after the supplies of his ship,
character has taken the Worthless to no pleasant end. the Lion, ran low. Moreover, command
Abilities Flaw (Minor, General): “A time of these expeditions was class-based,
-lost character must have about 30 As with Mythic Europe of the early taking little consideration of the
experience points that have been 1200s, England of the 1500s was a commander’s merits. Gentleman-
rendered valueless by her shift in plutocracy; ergo, the accumulation of Adventurers often found themselves in

11
leadership positions by the sole virtue of and colorful individuals. Another would
Scenario

their birth with little to no experience present a typical third-world developing


and questionable skills. This lack of OF THE country, with gross disparities of wealth,
seasoning, coupled with a blatant with the powerful few plundering the
disregard for those serving beneath COLONISTS AND commonwealth, the numerous poor
them, led to an exuberant loss of human with low life-expectancy, traditional
life throughout this time period (with THE RANK & FILE cultural patterns crumbling under the
nary a word murmured in the pressure of new and more efficient
Bestiary

romanticized tales of their exploits). This article intentionally forgoes


giving lengthy grog template for the agricultural and economic practices,
common rank-&-file soldiers of inflation outpacing wages, child labour,
Character Creation Governor Lane’s expedition or the infectious diseases, religious intolerance
civilian colonists of Governor White, in and widespread superstition.”
A Gentleman-Adventurer character
must take the Social Status Virtue favor of highlighting those colorful (Pritchard 1)
Gentleman-Adventurer (+1) and the characters more indicative of the
Fiction

Privileged Upbringing Virtue (+1) to English Renaissance. Elizabethan


denote their elevated status in England is often defined by extremes in In the case of this article, we are
opposition to one another. highlighting the disparity between the
Elizabethan England. Additional virtues
Gentleman-Adventurer and the
and flaws can be taken as normal. In
addition, a Gentleman-Adventurer Wandering Poor. In such a
allowed access to superior quality “[T]here are different perspectives on juxtaposition there is precious little
equipment, including a longsword, plate the life of these times. One would room for a middle ground.
portray ‘merry England’, an increasing For those Storyguides or players
Setting

cuirass, and musket. (See the


“Technological Advances” sidebar.) national confidence, the glamour of wishing to populate their version of
Court and high fashion, the splendor of Roanoke with that middle ground, see
great mansions, the power and beauty Grog Templates on Ars Magica 5th
Suggested Virtues & Flaws of the drama, literature and music, the Edition, page 21 and Grogs, page 87. In
Prior to taking to the open sea, eloquence of religious prose and case of soldiers, some abilities need to
several Gentleman-Adventurers came concern for religious principle, the be rearranged to give them access to
into their own at either the Inns of charm of traditional customs and a Firearms: Musket. In case of colonists,
Rules

Court, learning law, or in one of the relatively lightly populated, bird-rich any professional grog would work to fill
continental wars; this led to a countryside, and remarkable energetic the needed roles.
bifurcation of pursuits. Virtues that
emphasis additional experience points in
either Academic or Martial Abilities, Lastly, if one choses to forego the Packages. However, the Social
such as Educated or Warrior, are both harsh realities of the Gentleman- Childhood Package is recommended, as
Character

appropriate. Adventurer and strives instead to play a it will give the character social skills that
far more romanticized version then the will prove invaluable in navigating
If one wishes to create a more Inspirational virtue will serve that courtly intrigue.
scholarly Gentleman-Adventurer—the purpose quite nicely.
like of which may one day become a Age 20:
Renaissance Man in his later years, such In terms of Flaws, there are several
as Sir Walter Raleigh—then take Personality Flaws that can be taken as Artes Liberalis 1, Bargain 2, Brawl 2,
Editorial

Affinity with (Academic Ability), Apt Minors to simulate a Gentleman- Charm 3, Common Law 2, Craft:
Student, Book Learner, Clear Thinker, Adventurers’ privileged worldview, such Punning Word Games 2, Etiquette 3,
Common Sense or Intuition. If one as Ambitious, Avarice, Driven, Higher Folk Ken 3, Guile 3, Intrigue 3,
Sub Rosa
wishes to create a more militant Purpose, Overconfident, Proud, Firearm: Musket 2, Leadership 2, Native
Gentleman-Adventurer—the like of Reckless, Sheltered Upbringing, or Language: English 5, Organization
which may one day be sung in song Wrathful. Lore: Elizabethan Court 2, Ride 2,
throughout England, such as Sir Single Weapon: Longs word 3,
Richard Grenville, captain of the Theology: Protestantism 2
Revenge—then take Enduring Recommended Childhood
Constitution, Long-Winded, Puissant Packages Age 35:
(Martial Ability) or Tough. All the childhood packages listed in
Grogs, page 66 are applicable, except for Area Lore: The Newfoundland of
the Covenant-Bred and Feral Childhood Virginia 1, Artes Liberalis 1, Bargain 3,

12
Brawl 3, Carouse 2, Charm 3, Common as well as access to both Academic and John Howes, 1582

Scenario
Law 2, Craft: Punning Word Games 2, Martial Abilities.
Etiquette 3, Folk Ken 4, Guile 3,
Intrigue 3, Firearm: Musket 4, Upon reaching 18, the character is Background
Leadership 4, Living Language: assumed to have attended the Inns of Today, we have a highly
Algonquian 2, Native Language: English Court, such as the Middle Temple, romanticized image of the vagabond:
5, Organization Lore: Elizabethan where he was introduced to Common wandering the countryside with nary a
Court 2, Organization Lore: Military Law. It was common practice for care in the world, surviving on charm

Bestiary
Outpost of Roanoke 1, Profession: gentlemen to spend a year or two there, and wit in equal measure. However, this
Privateer 3, Ride 2, Single Weapon: especially those who expected to run an colorful fantasy is discordant with the
Longsword 5, Theology: Protestantism estate of their own someday; an harsh realities of Elizabethan England.
2 understanding of law was seen as
crucial. As with our modern-day concerns,
Age 50: the disparity in wealth in this time
At age 20, the character is period between a cloistered ruling elite

Fiction
Area Lore: The Newfoundland of inexperienced. All his training, both and the governed impoverished was
Virginia 1, Artes Liberalis 2, Bargain 3, academic and martial, has come by way quite vast. By the late sixteenth century,
Brawl 3, Carouse 2, Charm 4, Common of either paid tutors or goodhearted England was nearing the end of a
Law 3, Craft: Punning Word Games 2, mentors. He has yet to have his mettle protracted period of population
Dead Languages: Latin 4, Etiquette 5, tested. growth—all the while, it was burdened
Folk Ken 4, Guile 3, Intrigue 4, with severe economic inflation. The
Firearm: Musket 4, Leadership 4, Living By age 35, that mettle has been cost of goods continued to soar as

Setting
Language: Algonquian 2, Medicine 1, tested. Here is a privateer of some wages plummeted. There was simply
Native Language: English 5, renown. His martial skills have too much need and not enough to be
Organization Lore: Elizabethan Court increased, as has his leadership. Social had at affordable prices.
4, Organization Lore: Military Outpost skills that would benefit him at court
of Roanoke 1, Philosophiae 1, have not advanced. Instead, he picks up These socioeconomic factors
Profession: Privateer 3, Ride 3, Single Carouse and strengthens both his Folk conspired to give rise to the wandering
Weapon: Longsword 5, Theology: Ken and Bargain. Lastly, he picks up a poor: men, women, and children with
Protestantism 3 smattering of Algonquian, the language no settled home of their own who

Rules
of the Native Americans indigenous to wandered the countryside living off the
Roanoke, and acquires area lore for his succor of others.
Concluding Notes new home as well as organization lore
The Gentleman-Adventurer is for how that home is run under Adding insult to injury, the
expected to hold his own on both the Governor Ralph Lane. institutions once equipped to handle
battlefield and court. As a consequence, this need, the Catholic monasteries, had

Character
he needs a myriad of skills to represent B y age 50, the Gentleman all their wealth sized by Henry VIII
this dichotomy. In addition, several Adventurer has returned home to during the English Reformation. To
assumptions were made with this write England. His courtly skills increase, and answer this growing crisis, Parliament
up. he begins to entertain a myriad of introduced a parochial poor rate,
intellectual pursuits. It is possible to use requiring each parish to request
Chiefly, it is assumed that he is a part an older Gentleman-Adventurer in the parishioners of suitable means to give
of Governor Lane’s expedition, as Roanoke setting by establishing the alms to the poor. As time went on and

Editorial
Gentleman-Adventurers took no part in character as a more experienced the crisis showed little abatement, this
John White’s experiment. If the privateer predating the Anglo-Spanish request became an obligation with
Storyguide wishes to highlight War. disobedience punishable by
Sub Rosa

Governor White’s colony over Lane’s imprisonment. Now the districts


and still wants to use a Gentleman- themselves were given compulsory
Adventurer, then the character might THE WANDERING ownership over the poor living within
have been one of those lost souls left
behind in Lane’s departure.
POOR their parish, and none wanted to be
laden with the idleness of another’s
“Was there ever, in any age, the like parish.
This character has taken both the number of poor people as there are at the
Social Childhood Package and the present, begging in the streets of the City and These draconian measures made life
Privileged Upbringing Virtue. This wandering in the fields so idly, being ready to as a wandering poor even more
affords the character several social skills attempt any mischief upon any light occasion?” strenuous. Some of these impoverished

13
beggars were afforded a license by the reduces the character’s starting XP, When t ak ing th e T r av elin g
Scenario

state; the so-called “begging license” appropriate for a wanderer who was Childhood Package, consideration must
gave a person the right to travel from forced to rely on the charity of others, be given to which Living Language the
parish to parish unmolested; most, and Poor Living Conditions (-1) child was exposed to on the road and
however, had no such right. Overseeing accurately reflects the short and what those circumstances were. The
this process was the local Justice of the miserable lives of the Wandering Poor. England of Queen Elizabeth’s reign is
Peace. If a beggar was discovered This gives a Wandering Poor grog more not the cosmopolitan mecca we think of
without a license outside his parish of flaws than such a character is normally today; there is a strong streak of
Bestiary

origin, it would not be unheard of for permitted, but all these flaws are xenophobia inherent in all Englishmen,
him to know the Justice’s lash before accurate. Life as a Wandering Poor was and it was a common practice to deny
being dispatched to return home. These hard indeed. Wandering Poor are not immigrants of lesser means entry into
whippings might even occur in every educated, and should not have virtues the country. However, immigration did
parish the wanderer passed through, which grant Academic Abilities at occur on a much smaller scale, mainly
again and again, until he had reached his character creation. Wandering Poor Protestant refugees from France,
destination. should start with poor quality Germany and the Netherlands.
Fiction

equipment, their provisions having been


One of the reasons the supplied solely by the expedition. Age 20:
establishment of permanent plantations
in America was attractive to the Area Lore: Area A 2, Area Lore:
Elizabethan Court was that it would Suggested Virtues & Flaws Area B 2, Area Lore: Area C 1, Bargain
siphon off some of this excess To lessen the loss of experience 3, Brawl 3, Folk Ken 3, Guile 3, Living
population, placing these idle wanderers points caused by the Poor flaw, take the Language: German 1, Native Language:
Setting

to work for the good of England. virtue Well-Traveled. This will mark a English 5, Profession: Beggar 5,
Wandering Poor character’s time on the Survival 2
To that end, Queen Elizabeth gave road, traveling from parish to parish,
Sir Walter Raleigh the ability to press licensed or not. Age 35:
men into his service. This saw several of
the wandering poor enlist, signing into As their role at Roanoke is Area Lore: Area A 3, Area Lore:
one year agreements to colonize the predominantly physical in nature, Area B 2, Area Lore: Area C 2, Area
New World. Talk of paying the virtues should be taken to heighten this Lore: The Newfoundland of Virginia 1,
Rules

colonists in cultivated land did not enter aspect of the character, such as Bargain 3, Brawl 4, Folk Ken 4, Guile 3,
into the discussion until the third Enduring Constitution, Long-Winded, Legerdemain 1, Living Language:
expedition, when Governor White Reserves of Strength, and Tough. German 3, Native Language: English 5,
insisted that the colonists needed to be Depending on how the characteristics Organization Lore: Military Outpost of
shareholders in the colony if the are chosen, this would allow the Roanoke/Roanoke Colony 1,
expedition was to survive and succeed. Wandering Poor character to defend Profession: Beggar 6, Survival 3
Character

himself in a fight.
Keep in mind, the role of a Age 50:
Wandering Poor character on an Wandering Poor already have five
expedition to the New World was to points of flaws, but if the Storyteller Area Lore: Area A 3, Area Lore:
serve as manual labor. These were not permits a little customization, a minor Area B 2, Area Lore: Area C 2, Area
the hardened veterans of foreign wars as Personality Flaw is helpful in roleplay. If Lore: The Newfoundland of Virginia 1,
seen in Lane’s expedition, nor highly the storyguide or player wishes to play Bargain 4, Brawl 5, Carouse 1, Folk Ken
Editorial

skilled craftsmen of a particular trade as into the contemporary wisdom of 5, Guile 3, Legerdemain 1, Living
seen in White’s; these were menial Elizabethan England, that the poor are Language: German 3, Native Language:
laborers: men who served under the idle by choice and not circumstance, English 5, Organization Lore: Military
Sub Rosa
whims of their betters, living with the then Slothful is appropriate. Outpost of Roanoke/Roanoke Colony
slight promise of a better tomorrow at 2, Profession: Beggar 7, Profession:
year’s end. Laborer 2, Survival 4
Recommended Childhood
Character Creation Packages Concluding Notes
With the exception of the Covenant-
A Wandering Poor character must Born Upbringing, all childhood training This Wandering Poor character
take the Social Status Virtue Wandering packages are permissible for a adheres strongly to the contemptuous
Poor (-1) to denote their lowered status Wandering Poor character. image of the idle poor in Elizabethan
in Elizabethan England. Poor (-3) England. His most developed skill is

14
The rapier was created circa 1500 by the Spanish, coming

Scenario
into its own as the weapon of choice among the aristocracies
TECHNOLOGICAL of Europe during the 16th and 17th centuries. Rapiers are
characterized by a hilt that sweeps backward, protecting the
INNOVATION hand wielding the weapon, and a slender, long blade ending in
Along with a newly developed theology, the Roanoke a point. This made the rapier an ideal piercing weapon,
colonists bring with them three technological advances that prompting armorers of the time to add a solid collar to the
will set them apart from the Mythic Europe of the 1200s: Plate gorget.

Bestiary
armor, rapiers and muskets.
Now, it would be absurd for even the wealthiest of
Gentlemen-Adventurers to don a complete suit of armor. Ability Init Atk Dfn Dam Str Load Cost
After all, drowning at sea was all too real a danger in their Rapier Single 3 5 2 6 -1 1 Exp.
chosen line of work. But it was not at all unheard of for the
Gentleman-Adventurer to sport some plate armor
accoutrements, the most common of which was a plate armor Lastly, we have the muskets. Unlike the graceful elegance of a

Fiction
gorget. rapier, a musket is a clumsy, uncivilized weapon. It takes an
Unlike their medieval counterparts, which were intended to average of 20 seconds to fire a musket and prepare another
be worn in tandem with a complete suit of armor, Renaissance- shot. If a character is utilizing a musket in combat, he must
era gorgets were pieces of well-tempered steel covering a sacrifice one additional round of combat to reload.
simple doublet. These gorgets were also much larger, complete For the purposes of this write up, we have used a modified
with a collar to safeguard the neck and a sheet of metal that version of the Crossbow entry in Lords of Men on page 138.

Setting
would extend downward to cover the sternum and protect the The column entitled “Using Crossbows” applies here, save that
heart. Due to advances in metallurgy, the gorget is much lighter a musket is not easy to use and the three extra botch dice for
and studier than anything a non-Verditius armorer could an untrained Ability does apply.
provide in Mythic Europe.

Gorget Protection Load Cost Ability Init Atk Dfn Dam Range Load Cost
Plate 2 0.5 Expensive Musket Musket 5 5 0 10 25 2 Exp.

Rules
Profession: Beggar, and his highest The Algonquians were a settled
social skill is Guile. Possessing little The Conjurer people, dwelling within villages that had
disposable means, his Bargain is “[The Carolina Algonquians] have something in common with those found

Character
underdeveloped. He relies on his Folk commonly conjurers or jugglers which use in the English countryside; their center
Ken to select marks for Legerdemain. strange gestures, and often contrary to nature in was an open, communal space. Those
their enchantments.” deemed most important lived nearest,
His various area lores, which will be while the rest lived closer to the
three hundred years out of date in Thomas Harriot, A Briefe and True farmlands. The population of a village
Mythic Europe, count as his Worthless Report of the New Found Land of did not exceed two hundred people.
Abilities. Virginia Agriculture was paramount to the

Editorial
Native Americans’ lifestyle in the
To turn a Wandering Poor character region, most notably in the planting of
into a full fledge companion, try to Background corn, beans, and tobacco. Though they
Sub Rosa

avoid those skills that would give the The Carolina Algonquians were the were a settled people, a nomadic
character additional experience points, indigenous peoples of the tradition of hunting-and-gathering still
since the disparity in points between the Newfoundland of Virginia. Much like persisted, important for the tribe’s
Gentleman-Adventurer and the the Iroquois with their shared language, survival during the harsh winter
Wandering Poor is what simulates their there coexisted several local tribes living months. Meals were cooked, prepared
economic standing in Elizabethan throughout the region, all answering to over a fire.
England. their own respective werowances (or
chieftains) and sharing a common The local tribes who interacted with
tongue, though dialects differed from the various Roanoke expeditions were
tribe to tribe. the Choanoke, Croatoan, Moratuc,

15
edges of the forest are spared any ill affect. All targets affected
Wendigo, Apex
Scenario

must roll a stress die, adding his Stamina and adding or


subtracting any appropriate Personality Trait to see what the

Predator
effects are. The nature of the Personality Trait used determines
how it affects the Stamina roll. A Trait like Brave makes you
resistant to fear, while one like Cowardly reduces the result of
Magic Might: 20 (Corpus) your roll.
Characteristics: Intelligence +2, Perception +2, Presence -3, 0 or less Scared to death (literally)
Bestiary

Communication -3, Strength +9, Stamina +3, Dexterity +1,


Quickness +2 1-5 Incapacitated with fear, permanent -1 to Stamina
Size: +3 6-9 Incapacitated with fear
Season: Winter (1200 XP) 10-15 Flee, fight at -6 if cornered or obstructed
Confidence: 1 (5) 16+ Carry on, -3 on all rolls
Virtues and Flaws: Magic Human; Great Quickness x2, Rego Mentem 50 (Base 10, +2 Voice, +2 Sun, +4 Bound)
Fiction

Improved Characteristics x2, Keen Vision, Puissant Brawl, *This is a revised version of “Visions of the Infernal Terrors” on
Puissant Hunt, Tough; Anchored to the Forest, Hunger for page 152 of Ars Magica Fifth Edition.
Corpus Magic, Magical Monster, Weakness (Human Flesh) Equipment: N/A
Magic Qualities and Inferiorities: Gigantic x2, Greater Encumbrance: 0
Power (Howl of the Wendigo), Ignem Resistance, Improved
Vis: 4 pawns of Corpus vis in his stomach.
Attack x2 (Large Teeth), Improved Confidence, Improved
Damage (Large Claws), Improved Defense (Large Antlers), Appearance: The Wendigo is a creature of pure,
Setting

Improved Initiative (Hooves), Improved Soak, Major Virtue: cannibalistic malevolence. Its sole purpose is the devouring of
Essential Nature (Apex Predator), Minor Virtue (Frightful human flesh to slate a hunger that will know no end.
Presence), No Fatigue; Monstrous Appearance; Acclimation This creature is little more than a giant, emaciated corpse,
Prone, Limited Speech standing over 12’ in height and weighing under six hundred
Personality Traits: Ravenous +4, Emaciated +3, Single- pounds; its epidermis is covered in matted hair and stretched
Minded +2 taut across its entire person, revealing its skeletal structure in
gruesome bas-relief. High upon its brow is a crown of antlers,
Rules

Combat:
assisting the creature in forest stealth. It is believed that the
Large Teeth: Initiative +2, Defense +15, Attack +21, Damage +12 Wendigo once vainly gnawed off its own lips attempting to end
Large Claws: Initiative +2, Defense +16, Attack +17, Damage +16 its curse, exposing a maw of jagged, rotting teeth. Its anorexic
Large Antlers: Initiative +4, Defense +17, Attack +15, Damage +12 arms end in claws, its disjointed legs in cloven hooves.
Hooves: Initiative +7, Defense +15, Attack +14, Damage +10 As a creature associated with winter, it has long since
Character

developed a high resistance to ice.


Soak: +8
Legend has it that the creature was once a man who — upon
Wound Penalties: Light (1-8), Medium (9-16), Heavy (17- indulging in cannibalistic urges for its own survival — was
24), Incapacitating (25-32), Dead (33+) subsequently cursed to wander the woods, devouring men to
Fatigue Levels: N/A survive. Each man it devours allows the creature to increase in
Abilities: Area Lore: North Atlantic Coast 6 (The height, but its hunger is never sated. Whomever the Wendigo
Newfoundland of Virginia), Athletics 6 (Sprinting), Awareness was, he has long since been lost.
Editorial

6 (Prey), Brawl 9+2 (Large Teeth), Hunt 9+2 (Man), Ignem This particular write up is for an ancient Wendigo, one that
Resistance 9 (Ice), Stealth 6 (Concealment), Survival 6 (Winter) has come into its own power and stature. If Storyguides wish
Powers: to use a less potent variant in their own campaigns, then think
Sub Rosa
about decreasing its Magical Might score and lessen some of its
Howl of the Wendigo*, 5 points, Initiative -3, Mentem Magical Qualities. The creature is designed to tear through
R: Voice, D: Sun, T: Bound grogs and even companions, and will prove a challenge to
This bloodcurdling scream is enough to imbue a nigh fighting magi.
overwhelming sense of fear to those unfortunate enough to If the Storyguide wishes to make him even more of a threat,
hear it. The Wendigo tends to howl prior to making an reallocate his Abilities to give the creature a Penetration score.
appearance — as if announcing to all that it is now on the Without Penetration, Howl of the Wendigo will prove
hunt. The spells boundaries are confined to the creature's ineffectual against most magi's Parma Magica.
hunting grounds; those fortunate enough to be outside the

16
Neusiok, Roanoke, Secotan and the

Scenario
Weapemeoc.

Relations between the colonists and


the Carolina Algonquians were strained
despite Thomas Harriot’s tireless efforts
to overcome the language barrier. While
the language barrier was overcome in

Bestiary
short order, the cultural barrier was not.
As with the colonists of Jamestown in
the early 1600s, those of the late 1500s
depended on the Native Americans for
succor; their survival was dependent
upon the Carolina Algonquians’
agriculture. The English colonists saw

Fiction
this as a weakness on their own part
and, over time, became embittered.
Victim shaming was ingrained in
Elizabethan society: the weak allowed
themselves to be victimized. To
compensate for this perceived weakness
of self, the English colonists

Setting
overcompensated with displays of
outward strength, resulting in bloody passing moral judgements accordingly.) allows him to see spirits; thus a
conflicts. However, this conjecture falls short of Conjurer with scores in both will be
taking into account the Conjurer’s role able to speak with the spirits of
In addition to the werowance’s in Algonquian society. The Conjuror improperly killed animals.
residence, the largest in all the village, was a medicine man with the power to
one of the houses built near a village’s commune with dead animal spirits, In addition, a Conjurer is allowed a
open space would have belonged to specifically those who were improperly Magic Item, his Fox Loincloth, at

Rules
their Conjurer. killed. These spirits were seen by the character creation.
Algonquians as responsible for
Information on the Conjurer comes spreading disease, and it was the Fox Loincloth
to us by way of Thomas Harriot’s A Conjuror’s task to appease them, thus
Briefe and True Report of the New bringing about cures. In addition to The Fox Loincloth is a garment
Found Land of Virginia, published in these supernatural abilities, he also worn about the waist to cover the

Character
February 1588. understood the power of herbal wearer’s modesty. It is made from the
medicine. pelt of a Fox of Virtue (as per Beasts of
While each village had a priest, the Virtue described in Realms of Power:
conjuror was “a much younger man, Lastly, due to his otherworldliness, Magic, page 55) that has been enriched
wore a woodpecker in his hair and an the Conjuror was an outcast both to bring out its intrinsic magical virtues.
animal face on his breechclout to respected and feared by the people he
indicate his office. He was linked to the served. It is said that the fox kills and eats

Editorial
older, individualistic hunting cult, and snakes and so the correctly enriched
his role was magical” (Kupperman 55). pelt of the Fox of Virtue can transfer a
Harriot writes that the Conjurer derived Character Creation certain resistance to venom and poison
Sub Rosa

his powers from a personal connection A Conjurer must take the Social to its wearer.
with some supernatural entity; his Status Virtue Conjurer (0); this will
conjecture being that this was some sort denote his estranged relationship to his To do so, the Fox of Virtue (Magic
of demon in the classical Judeo- fellow villagers. Much like the Might 10, two pawns of Animal vis)
Christian sense. (While of all the Wandering Poor’s prerequisite Flaws, must be caught and skinned on a new
writings we have from this colonists, the Conjurer must also take two moon. It must then be tanned in order
Harriot’s are by far the most Supernatural Minor Virtues at character to preserve it and then buried for a
scientifically objective, he still cannot creation: Animal Ken and Second Sight. further month, wrapped around three
refrain from drawing superfluous Animal Ken allows the character to venomous serpents.
comparisons to his own faith and speak with animals, and Second Sight

17
When the pelt is retrieved it may be Circle of Time where all time exists
Scenario

fashioned into a loincloth, which grants simultaneously — only to have himself


the wearer Rapid Convalescence to any ON CIRCULAR enter Final Twilight upon his return.
wounds caused by or associated with Gerfallon’s arcane connection to
venom or poison. TIME Mythic Europe, what allowed him to
reenter into normal time with the
Circular Time is discussed in greater
Suggested Virtues & Flaws colonists of Roanoke in tow, were the
detail in House of Hermes: Mystery Cults –
etchings he made in the Snowdonian
Bestiary

This write up of the Conjurer House Criamon (pages 44 to 74). The


Mountains in 1180.
assumes him to be a Supernatural basic conceit is that time — like a clock
character complete with virtues and face — has neither a true beginning nor The event was too taxing to repeat a
flaws. end; such concepts are manmade second time, and Gerfallon, like a true
constructs based on our limited Criamon, was not known to write out
While some may want to make him a p er c ept ion of t im e’s p as s in g . his notes in anything but riddles. If a
Gifted Companion, especially Reincarnation, in turn, allows for one to PC has decided to take Virginia Dare on
Fiction

considering how his social standing is so continually travel this unending prison. as an apprentice, then the PC may wish
in line with how the Gift works in to find a new route to return her or risk
Semitae’s princeps, Gerfallon of
Mythic Europe, for the purposes of this Final Twilight themselves.
Criamon (Heirs to Merlin: The Stonehenge
article it is important to imbue this Tribunal, page 130) had to travel to the
character template with an counter-cyclical alam — outside the
other wor ldliness that even an
experienced Hermetic magus might
Setting

consider new and unique, even if Age 25:


commonalities exist between them. Recommended Childhood
After all, regardless of the circumstances Packages Animal Handling 3, Animal Ken 5,
by which a Hermetic Magus from Area Lore 3, Athletics 2, Awareness 2,
Mythic Europe encounters the Due to the Conjurer’s connection to Brawl 2, Herbalism 3, Hunt 4, Living
Conjurer, he is still from the New an “individualistic hunting cult,” it is Language: Algonquian 3, Profession:
World, and that alone should be alien to recommended that he adopts a Feral Medicine Man 2, Second Sight 5, Stealth
the magus on some level. By giving him Childhood Upbringing. This will give 2, Survival 3, Swim 1
Rules

Supernatural Virtues and Flaws, we the character a lot of the skills he will
hope it will convey that sense of need to commune with spirits and live
otherworldliness while still working in the wild. In addition, this would help Concluding Notations
within the game’s preset mechanics. to explain his alienation from the Harriot draws a clear distinction
remainder of the tribe. between the Conjurer and a priest.
To that end, it is highly While both are treated in terms of
Character

recommended that a minimum of one Age 15: mysticism, the separation lies in their
Supernatural Flaw—though no more ages. Of the priest, it is said that their
than two—be taken at character Animal Handling 2, Animal Ken 4, place in the village is established by
creation. In a letter by Governor Ralph Area Lore 2, Athletics 2, Awareness 2, experience and wisdom, but Conjurers
Lane, he did declare that the Brawl 2, Herbalism 2, Hunt 3, Living are much younger men. Whether this is
Conjurer—or “flyer,” as he called Language: Algonquian 2, Profession: due to a Lesser Malediction that ensures
him—was able to make predictions of Medicine Man 1, Second Sight 4, Stealth no Conjurer will live past a certain
Editorial

the future; thus “Visions” would be an 1, Survival 3, Swim 1 point, or due to a rule within their
excellent Supernatural Flaw. Visions is a hunting cult is not made clear in the
story flaw and so normally inaccessible Age 20: writings we have. To that end, the ages
Sub Rosa
to Grogs; if the Storyguide wishes to provided are much younger than those
avoid story flaws, use Lesser Animal Handling 2, Animal Ken 5, in traditional Grog Templates.
Malediction instead. Judged Unfairly is Area Lore 2, Athletics 2, Awareness 2,
highly recommended as a personality Brawl 2, Herbalism 2, Hunt 3, Living If the Conjurer becomes a time-lost
flaw. Language: Algonquian 3, Profession: character in Mythic Europe, the 30
Medicine Man 2, Second Sight 5, Stealth experience points in both Area Lore
1, Survival 3, Swim 1 and Living Language: Algonquian will
apply to Worthless Abilities.

18
With the onset of the Renaissance

Scenario
and the bur geoning Scientif ic
Revolution, modern science has come
into its own. As more and more
advances are made in the arenas of
mathematics, life and physical sciences,
mankind’s understanding of the world
around him is no longer defined by the

Bestiary
myths of yesteryear.

In the harsh light of these ever-


evolving cultural worldviews, the
Realms of Power — those pillars of
everyday life in Mythic Europe — have
irrevocably been altered: the Divine is

Fiction
presently warring with itself in wake of
the Protestant Reformation, allowing
for the Infernal’s rise in power; Faeries
are all but extinct, banished to the
outermost edges of Renaissance life,
and Magic has waned.

Setting
Since the late 1300s, the Order of
Hermes — once vast and sprawling —
has entered a protracted period of
severe winter. Fewer and fewer Gifted
children were born to each subsequent
generation. Those who were born had
their Gifts inexplicably harmed; it was
all too common to discover a Gifted

Rules
child with several Major Hermetic
Flaws, making them of little use.

With no new magi to replace the


previous generation, entire traditions of
To transition the Conjuror to a Magical Theory were lost to the ages:

Character
Companion, consider the Mythic to these questions will aide in fleshing first esoteric societies like the Disciples
Companion route. This will afford the out this character much farther than this of the Dead, then entire Houses.
character more virtues. Take those write up has room to do. Hardest hit were the True Lineages;
virtues and flaws that heighten his House Guernicus became less interested
otherworldliness, while staying within in preserving its line and became a
established game mechanics. Society instead; Bonisagus just went
extinct. In such an environment of
STORY SEEDS
Editorial
Please note that this Grog template chaotic change, with no countervailing
assumes a lone wolf approach to the force to place any checks on their
“individualist hunting cult” (hence the machinations, House Tytalus thrived.
Last, Best Hope
Sub Rosa

Feral Childhood Package). If you are Covenants began to disappear as their


considering taking this character past magi died off or went into twilight,
the Grog stage, give some thought to We shall nobly save, or meanly lose, the leaving those behind to fend for
developing what this Native American last best hope of earth. themselves in a world that became
hunting cult looks lie. Are there increasingly more hostile to those with
initiations? Is there a hierarchy? If so Abraham Lincoln, Annual Message the Gift.
what is it? Is there a pack mentality? to Congress: Concluding Remarks,
Why did Harriot not see any old December 1st, 1862 With so much upheaval taking place,
Conjurers in his anthropological survey some magi gave way to the lesser angels
of the indigenous people? The answers of their nature. The first Tribunals to

19
fall were those of the British Isles, as A portion of the island of Roanoke lead the surviving PCs to a new vis
Scenario

desperation gave way to age old rivalries materializes off the shores of source.
in a war that threatened to reignite a Stonehenge Tribunal, including the
Second Schism War across Tribunal colony itself, her colonists, and a Regardless, once the PCs begin to
lines. Next to fall was Normandy, finally contingent of Native Americans. The investigate this new threat, begin
succumbing to its own lack of magical Wendigo, a creature indigenous to the weaving in the Roanoke colonists.
resources; now a single covenant Atlantic Coast, is an unforeseen Perhaps contact has been made with a
manned by a single Flambeau magus hitchhiker and immediate threat to the local township or even some of their
Bestiary

remains. Once Normandy fell, several PCs. (Note that there is historical covenfolk. People are in an uproar
other Tribunals followed suit, with most precedence for the island’s relocation, as about strangers in unusual dress with
magi relocating to the Rhine, birthplace centuries of erosion have laid claim to “sticks of fire.” Then, have the PCs
of the Order. The Final Grand Tribunal much of the original island, including discover the surviving colonists
was held in Durenmar in 1492; there the colony itself.) themselves; the colony has materialized
were less than two dozen magi in inexplicably within the woods alongside
attendance. The Order was annulled by If the Storyguide decides to use the creature.
Fiction

nigh unanimous consent, the sole “The Last Best Hope” as her means of
holdout being that obstinate Flambeau bringing the Roanoke Colony into Storyguides could run “If it
magus in Normandy. Mythic Europe, consider making Bleeds…” as means of introducing
Virginia Dare a later incarnation of one “Last, Best Hope”, as nothing here
Since then, the last vestiges of the of the PCs, possibly the one most negates what is in that write up.
Order have dedicated their livelihoods eligible to take on an apprentice. The
to recording their experiences and ongoing narrative thrust would be for
Such Stuff as Dreams
Setting

preserving what knowledge was attained the PC to train her future self, returning
during the Order’s 725 yearlong
existence.
her to the sixteenth-century to usher in
a new spring.
are Made On
Our revels now are ended. These our actors,
Final Twilight had come to the as I foretold you, were all spirits, and are
Order of Hermes and the world would If it Bleeds... melted into air, into thin air: And like the
never know its like again. If it bleeds, we can kill it. baseless fabric of this vision, the cloud-capp’d
tow’rs, the gorgeous palaces, the solemn temples,
Rules

That is, until the birth of Virginia Dutch, Predator (1987) the great glove itself, yea, all which it inherit,
Dare. shall dissolve, and, like this insubstantial
“If it Bleeds…” is less concerned pageant faded, leave not a rack behind. We are
Granddaughter of Governor John with the means on how these time-lost such stuff as dreams are made on; and our little
White, Virginia was born to Ananias travelers arrived in Mythic Europe than life is rounded with sleep.
and Eleanor White Dare on August it is with what are we to do with them
Character

18th, 1587; her name marked her as the here, specifically as how it relates to the Prospero, The Tempest Act 4, scene
first English child born in the New sudden appearance of the Wendigo. As 1, 148–158
World. the title implies, this is a martial
adventure, suitable for fighting magi and In Such Stuff as Dreams are Made
She is also the first Gifted child born their shield grogs; the emphasis is on On, the player characters find
in the last century. hunting the beast and killing it. themselves as actors in a mock version
of William Shakespeare’s The Tempest.
Editorial

With nary a magus to train her in her As presented in the Magical Bestiary
time, it is no accident she and her fellow entry, the Wendigo is an apex predator. While traveling at sea, perhaps as a
colonists find themselves relocated to He thrives best within a woodland finale to another adventure, the PCs are
Sub Rosa
Mythic Europe. For the Order’s last environment. For grogs and beset by a storm, the eponymous
best hope of a renewed spring has been companions, he is a true threat. If you tempest. The deck heaves in protest,
summoned backwards in time to be wish to make him more of a challenge towering waves crashing against the
properly trained. Those responsible are for seasoned magi, increase his Magical ship’s hull. Sea water batters timber as
the wandering Criamon covenant of Might and give him an additional 50 grogs are washed overboard. The storm
Semitae, who have accomplished a experience points in Penetration. worsens as a sudden, inexplicable
major breakthrough and disrupted the drowsiness descends upon those
passage of Circular Time. If applicable, have the Wendigo remaining.
attack the covenant’s vis source. If none
are applicable, the creature could help

20
When the PCs come to, it is in a their Mythic Europe present — utilizing or to dismiss it as naught more than a

Scenario
world not their own. For this is the Dream Magic. In her terror over the dream.
New World. attacking Wendigo, Virginia has
summoned the PCs to protect her. In
Their ship has run aground upon the this version, the dream would end and FURTHER
shores of Roanoke Island. Like Antonio the PCs would return to the waking
and his entourage, the PCs are stranded. world of 1220 by banishing the beast READING
Any attempt to use their magic normally and protecting the remainder of the

Bestiary
is rebuffed in this strange land, adding colony. Horn, James P. P. A Kingdom Strange:
insult to injury. Spells utilizing the Form The Brief and Tragic History of the Lost
of Intellego ate the only exception, for The second option is to create Colony of Roanoke. New York: Basic,
this is the dreamscape, and all spells Prospero’s stand-in as either one of the 2010. Print.
must use Intellego to be cast in a dream. colonists or one of the Native
(The Magic in Dreams insert in The Americans. In the play, Prospero is seen Kupperman, Karen Ordahl. Roanoke,
Mysteries, Revised Edition, page 103.) as the protagonist; he is the rightful the Abandoned Colony. Totowa, NJ:

Fiction
duke of Milan who’s been wronged by Rowman & Allanheld, 1984. Print.
Anyone with a high enough rank in his kin, left to die stranded on an island,
Profession: Sailor can determine that and he is a magician in his own right. Miller, Lee. Roanoke: Solving the
the ship can be made seaworthy again, His power is great; he is seen to control Mystery of England’s Lost Colony. London:
but it will require timber. Exploring spirits such as Ariel, as well as control Jonathan Cape, 2000. Print.
their newfound environs leads the PCs the weather. In this version, Storyguides
to make several discoveries, not the could convert the Conjurer Grog Picard, Liza. Elizabeth’s London:

Setting
least of which is a colony of Template to Mythic Companion status Everyday Life in Elizabethan London. New
Englishmen. Though these colonists and add additional the virtues of an York: St. Martin’s, 2004. Print.
speak the King’s English, it is a dialect Elementalist or Dream Magician. With a
that is at once foreign but Prospero-like character doing the Pritchard, R. E. Shakespeare’s England:
understandable. dreaming, the resolution of the story Life in Elizabethan & Jacobean Times.
would be to discover the circumstances Stroud: Sutton, 1999. Print.
For the colonists themselves, this is for which he (or she) was wronged and
the year of their Lord 1590 — not 1220. provide a suitable redress. Secara, Maggie Pierce. A Compendium

Rules
Three years have passed since Governor of Common Knowledge, 1558-1603:
White departed for England, and their Finally, the Storyguide could decide Elizabethan Commonplaces for Writers,
situation has grown even more dire. A that the PCs are in the dreams of Actors & Re-enactors. Los Angeles:
creature unlike any other is stalking William Shakespeare himself. It is Popinjay, 2008. Print.
them. Each night it comes, each night it believed that the Bard wrote The
feasts, and each morning the colonists Tempest in 1610-11. By then, Roanoke

Character
are fewer in number. had been deemed the Lost Colony;
Jamestown had been founded in 1607
Once the PCs piece together that and expeditions inland only turned up
they are, in fact, in a dream, the the scantest of rumors of blonde-haired,
question becomes: Whose dream? blued-eyed Native Americans, the
There are several options available to descendants of Roanoke. Perhaps
Storyguides, the answer to which will Shakespeare dreamed of the Lost

Editorial
reveal the key the PCs need to use to Colony on the eve of penning The
wake up and return to their proper Tempest. In order to complete
place and time. Shakespeare’s dream, the players must
Sub Rosa

re-enact the play to a close, using their


One is to use a Gifted Virginia Dare. magic to complete the anachronistic
In this setting, Virginia becomes a stand gaps in the narrative. Once the play is
-in for Miranda. After all, in 1590, complete, the PCs awake; their vessel is
Virginia is three-years old, the same age adrift, but no more the worse for wear.
Miranda was when she and Prospero
were stranded on the island. Perhaps Regardless of the identity of the
this Virginia has even had her Gift dreamer or how their dream is resolved,
opened by another magus of Mythic the PCs awaken with a glimpse into the
Europe — one known to the PCs in future. It is up to them to believe it real

21
Scenario
Bestiary

You know how it goes: you've Geomantiae of Hugh of Santalla was the By Mark Shirley
planned a meticulous story for your Latin translation of an Arabic work;
players and everything is going Gerard of Cremona provided several
swimmingly until the characters do other texts on the same subject. MAKING THE
something unexpected. “Is the house Cornelius Agrippa is the most accessible
next door to the merchant's hall author, with the full text of his GEOMANTIC
Fiction

occupied?” The question throws you. Geomancy can be found online.


The players have a cunning plan that Although this was written in the CONFIGURATIONS
could circumvent the encounter you'd twelfth century, it is based on earlier
planned. You could just give them a material and describes the science of I made my geomantic bones from
“Yes, it is occupied” to try to get them geomancy with very little variation from four flat sticks — cheap stripwood from
back on track. However, what you really the texts of centuries earlier. a hardware store, ½ inch wide cut to 5
need is some inspiration for a more inches long. Lolly sticks from a craft
Setting

interesting answer which will reward All these sources describe methods store would do just as well, or even
their inventiveness. of forming and interpreting one of the cardboard. It is nice if the sticks have a
sixteen geomantic configurations. bit of heft to them. Mark one side of
Inspiration can come from lots of Between Sand and Sea: Mythic Africa (pages each stick with two dots and the other
sources, but I have had a great deal of 110–112) has rules for geomancy as side with one dot. These are mixed up
success using geomancy. This divination used by Mythic African characters, and in one hand and then laid down; the
technique was used for gaining glimpses a great illustration of a geomancer at pattern of dots form one of the sixteen
of hidden secrets and predicting the work on page 109. However, this article possible geomantic configurations.
Rules

future. However, rather than using it for is about how a storyguide can use
divinatory purposes, I use the imagery geomantric principles to: Alternatively, four 6-sided dice can
of geomancy to prompt my imagination. be modified with sticky labels to have
Using divination tools as storyguide aids Provide answers to simple questions, either one dot or two on each face. A
is not new; White Wolf produced a with a little more detail than a simple period Arabic geomantic device called a
Tarot deck for Mage: The Ascension for 'yes-no'; qirr'a consists of four brass dice
Character

exactly this purpose, and there have mounted on a rod running through the
been other games that have gone a  Help plan a story; middle of two opposing faces; the other
similar route. What appeals to me about faces are marked alternatively with one
geomancy is that there are only sixteen  Give inspiration for unexpected or two dots. The dice are spun on the
possible outcomes to remember from plot elements; rod then laid on a flat surface to make
geomancy; much easier than the 76 the configurations. Such a device can be
cards in a standard Tarot deck.  Create storyguide characters on easily built at home with a drill to make
Editorial

Furthermor e, geomancy has a the fly. the holes in the dice, a rod to join them,
provenance in the twelfth and thirteenth
century of Mythic Europe, making it
Sub Rosa
thematically suitable for Ars Magica.

Geomancy became a staple part of


the European occult tradition in the
thirteenth century. It possibly originated
in the pre-Islamic Middle East or
perhaps Persia. Bernardus Silvestris is
credited with the poem Experimantarius Figure 1: Geomantic bones, showing the configuration
in the 12th century, a translation of an called Acquisitio
astrological geomantic work. The Ars

22
and some beads to stop the dice from pattern of odd or even could potentially Caput Draconis, The Dragon’s

Scenario
falling off (Figure 2). Make sure one of be used. Head (Lunar Node)
the beads is a different colour or shape,
so you know which is the top of the
device. Another arrangement for this THE GEOMANTIC
device is one where the faces of the
four dice are marked with the four CONFIGURATIONS
combinations possible in each half of a

Bestiary
configuration (see Figure 2). Four dice If you can remember the
therefore allow two geomantic configurations and their basic meaning,
configurations to be cast at once (you the use of geomancy becomes a lot
can separate the configurations with a quicker. Fortunately, each of the Beginnings, profit, shrewdness,
ring glued onto the rod), or you could configurations has a mnemonic related birth, innocence, trust
just make one with two dice. (vaguely) to its meaning and its shape.
Next to each image is a glyph often Mnemonic: A forked tongue

Fiction
T her e ar e other ways that used in medieval times (although there
configurations were generated in were several variants); these are Puella, The Girl (Venus)
medieval times, but these typically took supposed to resemble the shape of the
longer to perform than a simple stick or configuration and can help remember
die toss. For one such method the the meaning. Each configuration is also
practitioner would jab at a tray of sand associated with a planet.
with a stick to make four lines of dots,

Setting
then count whether he had an odd of Via, The Way (Moon)
even number of dots in each row to
form the configuration. Others would Peace, passivity, intuition, healing,
grab four handfuls of stones from a bag birth, indecision, womenfolk
and count the number of stones in each
one. These methods perhaps gave Mnemonic: a feminine torso
geomancy its original name, meaning
“divination by earth”. More complex Fortuna Maior, The Greater

Rules
methods include taking a random Bible Action, journeys, roads, travel, Fortune (Sun)
passage and counting the number of personal determination and
letters in the first four words. Any individuality, openings
system for generating four random
numbers that can be reduced to a Mnemonic: a straight line

Character
Power and success, winning,
stability, long-term improvement,
friends, celebration, property

Mnemonic: success descending from


the heavens Editorial
Sub Rosa

Puer, The Boy (Mars)

Figure 2: Geomantic dice; the grey bead marks the top.


The array on the left shows Coniunctio; the array on the right
shows Puella at the top and Rubeus on the bottom.

23
Aggression, passion, war, leadership, YES if sign applicable to the question, otherwise...
Scenario

initiative, rashness, menfolk


YES NO MAYBE
Mnemonic: A sword or erect phallus
Fortuna Maior (emphatic) Cauda Draconis (emphatic) Via
Acquisitio, Gain (Jupiter)
Fortuna Minor Caput Draconis (with
Populus
(conditional) surprise)
Bestiary

Acquisitio Puer Coniunctio


Laetitia Rubeus Albus
Puella Carcer
Getting and obtaining things,
prosperity, improvement Amissio Tristitia
Fiction

Mnemonic: two bowls turned Endings, evil, bad luck, death, Albus, The White (Mercury)
upright stupidity. Can only be good with respect
to ending or completing things
Carcer, The Prison (Saturn)
Mnemonic: a forked tail
Setting

Coniunctio, Union (Mercury)

Wisdom, purity, moderation,


spiritual growth, mysticism

Obstacles, illness, setbacks, delays, Mnemonic: upright glass


stubbornness, worry, indecision,
Rules

negative emotions, sin Fortuna Minor, The Lesser


Joining and recovering things, Fortune (Sun)
Mnemonic: An enclosure or chain attraction, love, marriage, social
relationships, agreements (pronounced
Tristitia, Sorrow (Saturn) “con-YUNK-tee-oh”)
Character

Mnemonic: crossroads

Amissio, Loss (Venus)


Success through hard work or help,
instability, short-term success, luxury,
pride
Sadness and mourning, pain and
Editorial

suffering, loneliness, major loss Mnemonic: success rising from the


earth
Mnemonic: broken arch or stake
Sub Rosa
driven into ground Loss, something unobtainable, Rubeus, The Red (Mars)
poverty, conflict, disagreement,
Cauda Draconis, The Dragon’s arguments
Tail (Lunar Node)
Mnemonic: two bowls turned upside
down

Inversion, disaster, caution, retreat,


temper, upheaval, treachery. If this was

24
thrown as the first configuration in a

Scenario
divination, a medieval geomancer would
immediately stop, trusting in the
warning that fate had given them.

Mnemonic: an overturned glass

Laetitia, Happiness (Jupiter)

Bestiary
Fiction
Happiness, joy, contentment, good
health, creation, positive emotions,
virtue

Mnemonic: arch or rainbow

Populus, The People (Moon)

Setting
Neutrality, group decisions, family,

Rules
friends, news, messages

Mnemonic: a group of people

SIMPLE

Character
QUESTIONS
Sometimes all that is needed by a
storyguide is a random determination
between two options.

Editorial
Questions such as “does this This is my most common use of Otherwise, “Yes” is indicated by
town have an apothecary?”, “is there geomancy during gameplay, using it signs related to the Sun, Jupiter, and
a sentry at the postern gate?”, or “did to determine all manner of details Venus (see the nearby table). In the
Sub Rosa

the sword land near my feet?” are that cannot be resolved using game case of the Fortuna Maior, the
things that the setting, story, or rules mechanics. answer is an emphatic “yes!”; with
might not be prepared to answer. the Fortuna Minor the answer is
To get an answer to a simple “yes” but with a condition attached.
Rolling a die, flipping a coin, or question, pose it as a yes/no
even deciding arbitrarily is simple question and generate a geomantic The answer “no” is given by signs
enough to settle such matters, but configuration. If the configuration of Mars, Saturn, and the Lunar
geomancy can sometimes add a little relates to the question, then the Nodes. Cauda Draconis is an
more to the story than a simple “yes” answer is “yes”, even if it is a emphatic “no!”, whereas the Caput
or “no”. negative sign.

25
Draconis indicates a “no” with some This might make sneaking by a Geomancy in Planning
Scenario

sort of surprise attached. little more tricky, but doesn't


prevent it. (Coniunctio represents
Stories
The answer is “maybe” if Moon love) Usually I have a clear idea on each
or Mercury signs come up. story I plan. Occasionally, this story
 Carcer: there is no sentry, but is not sufficient for a game session:
Until I had this table memorised, the gate is barred from the inside there might be only one big
I had this table written on a sticky (Carcer is the sign of obstacles) encounter, or consist mostly of just
Bestiary

note inside the cover of my one type of specialization such as


rulebook. A storyguide's screen Did the sword land close to my politics or investigating. I use the
would also be a good place for it. feet? geomantic bones to add second or
third threads to the story. These
The configuration that gives the  Puella: yes; it has landed with the might be unconnected to the main
answer might provide a little more point facing the character rather plot, but act as distractions or
information to the situation. Here than the hilt (purely because of activities for the supporting cast to
Fiction

are the three questions from above, the shape of Puella) pursue while the main character(s)
with possible answers from the same are wrapped up in the principal
three configurations:  Coniunctio: It actually landed objective. Sometimes these sub-plots
closer to an ally than to the are more than distractions, but weave
Does this town have an apothecary? character, but he might be able to back into the main plot bringing with
kick it over (Coniunctio them background information.
 Puella: yes , ther e is an represents allies and companions)
Setting

apothecary and healer. She's a


folk witch who lives on the  Carcer: No it did not, and what's Example of Geomancy in
outskirts of town who performs more, it has slid under an Planning Stories
minor healings for those who exposed tree root and the hilt has I'm planning to trap the player
brave her reputation. (Puella is got caught. It is going to need a characters in a castle just as it comes
associated with women and Strength roll to free it. (Carcer under siege. Although I have my
healing) indicates setbacks and larger plot sorted, I need to add a bit
imprisonment) more flesh to it: a distraction with
Rules

 C on iun cti o : th er e is a n false leads, and some general


apothecary, but he's just got background of what is going on
married and is more interested in PLOT ELEMENTS peripheral to why the characters are
spending time with his new wife there.
than opening shop. Come back Plot elements can be derived from
next week. (Coniunctio is the expanded meaning of the I divide story elements into four
Character

associated with marriage) geomantic configurations. These can categories:


be used when planning stories, or in
 Carcer: No, the previous the middle of a plot when your  Situation (the setting and the set
apothecary got sick, and moved players do something unexpected. -up)
to the next town to convalesce I've never felt constrained by the
with his daughter. (Carcer is the geomantic method: sometimes I  Obstacles (difficulties the
sign of disease) ignore it altogether if a better idea characters will face)
Editorial

comes along that doesn't fit the


Is there a sentry at the postern gate? configuration I've thrown.  Assistance (help the characters
Sometimes I don't like the receive)

Sub Rosa
Puella: yes, a somewhat girlish configuration or can't find a way to
youth still afflicted with acne. work it in, so I rethrow. This is quite  Achievements (rewards of
Rather than actively patrolling for rare, however: the configurations are success)
intruders he is sitting passively, broad enough in meaning that there
bored. (Puella is the sign of a is usually some mileage in whatever I create geomantic configurations
passive personality) chance ordains. for each category, and start to build
the story.
 Coniunctio: There is a guard,
but he's distracted by his leman, Situation: I already know this is
so there might as well not be. going to be a castle, so I use just one

26
configuration to add more details. I characters. To find out why, I cast the battle lines — and this also gives

Scenario
get Via, and add a personality trait to again, getting Coniunctio. Of course her the motivation to do so: she's
the lord of the castle: he’s strong- — it's an old friend of the covenant. trying to save her son. This is
willed and determined to find his starting to look like a worthy story...
own path, and that's what has lead Achievements: Just one
him to the situation that provoked configuration here (I don’t want to
the attack on his castle. Maybe he's be too nice to my players!). I get Geomancy During Play
defied his liege. Amissio again. Poverty and conflict The other use for geomancy for

Bestiary
is hardly a good reward for the the storyguide is during play. My
Obstacles: Obviously the siege is characters, unless this is inflicted on players are experts at going about
going to be a major obstacle, but I their enemies. That seems like plots the “wrong” way; that is, a
want more to confound the cheating to me, so I redo the throw. different way to the one(s) I'd
characters than just the main plot. Puer: I can work with that. If the considered. Of course, in reality
Amissio gives me conflict and loss. characters succeed they will earn the there is no 'wrong' way, but I seem
The siege fits well under this respect of a powerful knight who can particularly bad at predicting their

Fiction
heading, but this configuration is not repay the favor in a number of ways. approaches. However, if the
meant to pertain to the siege, but a I decide that this will be the marshal, characters go off at a tangent, it is far
side plot. Perhaps the lord's chief not the lord himself, and look for more fun to let them play out the
servants are at odds with each other, ways to weave that into the story. plot in their way than try to railroad
making an effective defence difficult. them back onto the 'right' way,
I also get Fortuna Minor, normally a Once all the categories have got
positive sign. In this case, all the concepts attached, I go back and Given this, I tend not to script

Setting
characters' hard work is turned back rework the ideas to fit them better stories, but provide situations and
on themselves, making the situation together. The Obstacle of Fortuna consider possible solutions to those
worse. I'm not sure how to work this M i n o r m i g h t b e d ue t o t h e situations. I usually prepare
in yet. characters' Gifts, but then that can't individual scenes that are waypoints
affect the favor of the marshal who to the objective, and try to gently
Assistance: Rubeus is thrown, is to become a reward. Why not? nudge the player characters towards
one of the worst signs there is. How Perhaps he is Unaffected by The those scenes. Without knowing what
can disaster be made to help the Gift. Why would that be? Maybe his the player characters are going to do,

Rules
characters? One of the meanings of mother was Gifted, and he was I can’t prepare in advance all the
this sign is “treachery”, and I decide somehow attenuated in the womb. scenes I might need. That is where
that one of the besieging force is She might be the old friend geomancy can help. One or two
s ecr etl y wor kin g to help the providing the assistance from across throws of the bones can give me
inspiration for an improvised scene.
Certain configurations have come to

Character
mean particular situations to me:
Populus denotes an opportunity for
investigation or a clue; Puer
indicates a fight; Rubeus a disaster;
Coniunctio a social encounter; Albus
assistance, and so on.

Editorial
I try not to rely on improvisation
like this to forward the plot; most of
the times I am using geomancy to fill
Sub Rosa

in the details of unplanned scenes.


Sometimes fortune intervenes and I
can work these improvisations back
into the main story.

Example of using geomancy


during play
Going back to the example at the
start of the chapter. I had planned

27
Element Body Height Hair colour Hair type Sex Age
Scenario

sparse and/or
Earth Lean or average short brown Woman Middle-aged
straight

Water Fat or bulky short to average flaxen sparse and/or curly Woman Old
Bestiary

plentiful and/or
Air Fleshy or lithe average to tall dark Man Child or youth
straight

plentiful and/or
Fire Lean or muscular tall red/blond Man Young adult
curly
Fiction

Element Personality* Reaction to Gift Profession, with examples


Melancholic: caring, loyal,
Those who Toil (crafts): smith,
Earth creative, pompous, pessimistic, Worry
carpenter, weaver, seamstress
envious
Setting

Phlegmatic: calm, reliable, Those who Toil (professions): mercer,


Water Fear
peaceful, lazy, stubborn, selfish farmer, labourer, drover, maid, cook

Sanguine: friendly, amorous,


Those who Pray: priest, monk, tax
Air compassionate, obnoxious, Hysteria
collector, scholar, musician, artist
gluttonous, weak
Rules

Choleric: courageous, Those who Rule: soldier, knight,


Fire determined, optimistic, proud, Anger bailiff, overseer, guildmaster, reeve,
angry, cruel abbess
* Art & Academe page 40 gives a longer list of Personality Traits for each of the four humours.
Character

for the characters to go straight to pair of children, hiding or trapped in Rather than interpreting Carcer
the Merchant's Guildhall, but they the room. I couldn't decide whether literally, I could have had the room
are wary of my plots, and decide to the children should be victims (of occupied by someone bed-bound by
Editorial

stake out the place first from a abuse or kidnapping, for example) or a dreadful disease (since Carcer also
nearby tenement. So I reach for my perpetrators (thieves caught in the means illness), and the very act of
g e om an c y bo nes a nd f or m a act), but a second casting helped me entering put the characters' lives in
Sub Rosa
configuration. I’m in the habit of out: Tristitia. The children had been jeopardy. If a more positive sign had
playing with my geomantic sticks trapped here since their parents left come up, Coniunctio, for example,
while narrating the story, so my for market and not returned. The then the outcome would be different.
players don't know which parts of mysterious disappearance of people In this case, the tenement could have
my stories are improvised and which were the reason that the player been occupied by a married couple
parts are scripted. The sticks come characters are staking out the who have been together for fifty
up with Carcer. When the characters merchant hall in the first place, so years. One is blind, the other is deaf,
try the door of the dwelling, they this became a connected subplot. but they are still very much in love.
found a mostly empty dwelling, but Or maybe the intruding characters
one door was locked. Behind it was a come across a pair of lovers in

28
Scenario
Bestiary
Fiction
Setting
flagrante delicto... Without too much on the fly. In Mythic Europe, an maga will lure her husband away. If I
thought I could come up with a individual's complexion is related to want to know more about this
couple of examples for each of the his dominant humor. Complexion character, I can cast more times to
sixteen configurations. affects appearance as well as get more detail from these tables, but

Rules
pers onality; with one or two overall the character’s encounter
Any of the situations above lead geomantic configurations I can with her will be fruitful, since
the player characters opportunities generate a fully-fledged bartender, Laetitia is a helpful sign.
for roleplaying, and may even dockside harlot, village priest, or
provide inspiration to the storyguide gentlewoman.
for a side story, or even an adjunct to CONCLUDING

Character
the main plot. I find it a great Inherent in this process is
method for prompting the assigning each half of a configuration REMARKS
imagination in an emergency. to one of the four elements.
indicates Earth, Water, indicates I hope you have fun with this!
Air, and Fire. One casting can Once you’ve got the basic meanings
STORYGUIDE therefore reveal two things about a of the configurations sorted in your
character, because each configuration head, you'll be surprised at how
CHARACTERS
Editorial
is made up of two elemental halves. useful the technique can be, and how
Say I want to know the personality synergistic it can be with storytelling
Not everyone that the player and reaction to The Gift of a random games like Ars Magica. It has
Sub Rosa

characters talk to during the course individual approached by a player certainly had a positive effect on my
of a story is a proper storyguide maga. I cast Laetitia, which consists gaming experience.
character. All the important actors in of Water over Earth. Consulting the
e a c h s c e n e a r e d e t ai l e d , b u t chart below, I know that this
occasionally player characters want character has a Phlegmatic
to talk with the local blacksmith, or personality from the water element (I
go in search for a witness to an choose “peaceful” as a descriptor),
event. I use humoral theory in but reacts to The Gift with worry
conjunction with geomancy to come due to the earth component. She’s
up with these storyguide characters concerned that the pretty young

29
Scenario
Bestiary

The most popular medieval stories A Path to Vinilandia By Berengar Drexel


of foreign lands and cultures are riddled These tell first, how Maiusculus
with mystifications and tall tales – from went into hiding in a Magic regio within
the legend of Saint Brendan’s sea a cave he had before discovered near THE
voyage in a curragh over the letter of Plauen, a holding of the Teutonic Order
Prester John to the travel memoir of in the Mark of Meissen. Deep in it and TRAVELOGUES’
Fiction

Jehan de Mandeville. How do Hermetic riding Ater, his trusty black horse
magi, being typically less credulous than familiar, he found access to a vast RECEPTION
their medieval contemporaries, react to steppe in the Magic realm, and from
apparent mystifications by their peers? there through a monstrous skeleton out Soon after having resolved the
Especially, as the Code of Hermes again into a mundane land he had never troublesome business of the vis debt,
protects the privacy of the magi heard of before. This land he baptized Maiusculus began to tell about
involved? Vinilandia for the wild grapevines he Vinilandia and to read from his
Setting

found in abundance there. travelogues to interested sodales.

MAIUSCULUS Vindemitor and the Apacei Many magi of the Rhine Tribunal
feel oppressed and stifled by its rigid
Maiusculus filius Petroniae – see As Maiusculus tells, he found there culture and hierarchy, perpetuated
Maiusculus and Ater on page 34 – was the Apacei, a people of free farmers and through centuries of cooptation by
an unassuming Tytalus from the Rhine hunters, under their noble king those at the top. Maiusculus’ adventures
Tribunal, who initially had little success Vindemitor. These were beset by show a single magus in charge of his
Rules

in carving a place for himself there. He Vikings who had found, subdued and own destiny: this alone would have
had defaulted on a loan of two rooks of settled the Eastern coast of Vinilandia, fascinated many. He told them in a
Form vis, and in 1200 the Tribunal and were raiding inland under the fresh, simple and inspiring Latin, and
obliged him to pay three rooks to his control of the insidious Order of Odin. their readers felt addressed directly by a
creditors until the end of 1201, or face F e e l i n g h on o r - b ou n d t o h e l p proven and successful warmage.
the Wizard’s March. Vindemitor against these greedy, brutish
Character

raiders, he brought his magical powers


He then disappeared for five years, to bear, and in several adventures Serius from Fengheld
only to return with four rooks of defeated and repelled the Vikings. So Many magi from Fengheld
Animal vis. His creditors accepted these the Apacei hail him as their great (Guardians of the Forests, pages 82 to 85)
as redemption of the debt, and the warmage Maiusculus Pugil, and he starts are heavily involved in the politics and
March against Maiusculus was called to gently teach them Christian doctrine debates of the Order. So this covenant
off. and respect for magi. has set up facilities to rapidly replicate
Editorial

and widely distribute texts for Hermetic


magi, to influence decision making
Maiusculus’ Return to his Sodales before Tribunal meetings (see
Sub Rosa
Travelogues After about five years among the
Apacei, Maiusculus took leave for some
Transforming Mythic Europe, pages 27 to
35 and 101 to 103). Between Tribunals,
Only those directly involved would time, gathered some of the gifts they are often unused.
still remember these troubles, had received, and promised to return soon.
Maiusculus not also brought back lively, Then he mounted his faithful Ater to When Serius, Tremere Master and in
inspired descriptions in writing of his return to the steppe in the Magic realm, charge of Fengheld’s detailed logistics,
travels through the Magic realm to the and from there to the cave near Plauen had read Maiusculus’ adventures, he saw
country Vinilandia and back, and of his and among his sodales. a way to put these facilities to good use
adventures there. during off times and generate an income
from them: with Maiusculus consenting

30
and sharing into the earnings, he had

Scenario
many replicas from his travelogues
made, for sale through the Redcap
network.

It turned out, that these are very


popular not only with bored magi, but
also with apprentices, for whom they

Bestiary
sometimes replace the Travels of
Fedoso as first Latin reading, and as
their ideal of a magus’ life.

Even though Serius in the meantime


has tried also with other texts, only the
loyal readers of the travelogues securely

Fiction
return his investment in publication,
and hence became the foundation of
Serius’ reputation with his House.

Doubters Overcome
Given the dubious standing of

Setting
Maiusculus in the Order, his tales were
doubted immediately, and checked as
soon as they became popular. Two
young Bonisagi from Durenmar, who
specialized in regios, found the cave and
a Magic regio within, but despite
thorough study no way from there to
the Magic realm.

Rules
Hermit and RumTumTus on page 34), a This explanation fired up the
When after two years Maiusculus Rhine magus concentrating on the many imagination of many a Rhine magus,
prepared to return to the Apacei, he was layers of meaning in the written word, especially among those at the receiving
accompanied into the cave not only by had thoroughly studied Maiusculus’ end of that Tribunal’s pecking order.
Serius and many avid readers of his tales. And in them he had found, as he
travelogues, but also by Dorana of wrote, the essence and reason of being a

Character
Irmele’s lineage (Guardians of the Forests, magus, and indeed the justification of THE FRIENDS OF
page 85), and again the two young magi the Gift in creation.
from Durenmar. Within the regio THE APACEI
Maiusculus took leave from all, God could indeed not have provided
mounted trusty Ater and disappeared – the Gift – he wrote – without a purpose The magi most impressed by
while his attendants were unable to in his plans for mankind. The M a i u s cu l u s ’ t a l es a nd B o do ’ s
follow or even understand where he had travelogues of Maiusculus showed the interpretation soon founded a Mystery

Editorial
gone. purpose of the Gift and of the Order of Cult, the Friends of the Apacei, to
Hermes: to help those peoples the follow in the footsteps of their hero,
And when after three years he furthest away from the salvific history and become valiant warmages and
Sub Rosa

returned through regio and cave, of the life of Christ in finding their way gentle leaders of oppressed peoples.
bringing more gifts from the grateful to salvation, and in defending
Apacei and more tales, he found many themselves from the brutes blinded to it Some train to eventually join
readers transformed into followers and by greed and hybris. Indeed, the Maiusculus in Vinilandia, but the most
believers. purpose of the suspicion generated by ambitious followers plan to seek out
the Gift is, to drive magi from their other peoples in need, to comfort and
comfy covenants and onwards to new deliver them.
Bodo the Hermit worlds awaiting the help and guidance
In the meantime Bodo the Hermit only they can provide.
of House Criamon (see Bodo the

31
Leaders awaiting the future warmages, not on Striking Out on One’s
Scenario

With Maiusculus in Vinilandia, raw magical power available from the


Serius organizes the cult’s Order of Hermes anyway. So the
Own
communication, while Bodo interprets Friends of the Apacei learn to be From the very beginning, Bodo
the travelogues for the followers and steadfast and confident in the face of suggested another course of action to
designs Initiation Scripts (see The danger, and to resolve interpersonal the Friends of the Apacei: they shall
Mysteries, pages 12 to 19). problems without resorting to magic. consider Maiusculus as their ideal and
emulate him by venturing forth from
Bestiary

When back from his travels, Maiusculus administers these the lands settled by the Order,
Maiusculus brings new tales and things initiations in the cave, and those to the befriending and delivering those
from Vinilandia and performs the first two levels always just after peoples in need that they encounter,
initiations, but does not interfer with returning from Vinilandia. and thus becoming great warmages on
details of organization and their own.
interpretation: after all, his prime 1) Brave (Animosus/Animosa):
concern are the Apacei, and Serius and To Essential Brave +3 (Realms of
STORY SEEDS
Fiction

Bodo do a good job at the home base. Power: Magic, page 43), Ordeal
So Maiusculus typically stays only about Optimistic (Minor)
a year or two with the cult, before Maiusculus and the Friends of the
departing again. 2) Warrior (Miles): To Puissant Apacei can serve several purposes in a
Brawl plus Personality Trait campaign. They can be used to shake up
After some conversation with Forceful+1, or to Inspirational the Rhine Tribunal, to provide
Maiusculus concerning tales among the plus Personality Trait Leader+3 background or competition to a group
Setting

Apacei about an earlier warmage, Bodo of exploring magi in 1220, or to


recently proclaimed it proven, that 3) Chieftain (Regulus/Regula): challenge the philosophy of overly
Tytalus did not disappear into the To Self-Confident plus stayed and careful Hermetic player
Maddenhofen Woods, but instead went Personality Trait Confident+3, characters, and to induce them to
to the Apacei to become their very first Ordeal Higher Purpose (Defend embrace exploring.
great warmage, and the first paragon of the Apacei) and at least a season
the true purpose of the Order. of work supporting Serius or
Bodo Political Reactions
Rules

Before the publication of the


Apacei Lore travelogues, the few Tytali at the Rhine
The Cult Lore Ability of the Mystery To Vinilandia considered Maiusculus as pathetic and
Cult, the Apacei Lore, is available to Many Friends of the Apacei see it as an embarrassment. In the meantime
ever ybody r eading Maius culus ’ their ultimate goal to cross the Magic most have agreed to watch how his
travelogues. Studying them is easy and realm and join Maiusculus in Vinilandia. followers affect the Tribunal, and to
Character

pleasant: those of the first travels, put They learn the language of the Apacei, lend a hand stirring where needed.
together, form a Level 4 Quality 12 as explained in the travelogues, and
summa, while the subsequent ones each design spells to use in the Magic realm The followers of the Priory of Saint
work as tractatus of Quality 12 or 14. So or Vinilandia. Nerius (Realms of Power: The Divine, pages
many apprentices have already an 91 and 94, The Lion and the Lily, pages 42
Apacei Lore of 3 at gauntlet, and this is But Maiusculus is very and 107) have decided to consider
also the minimum to join the Mystery conscientious, explaining that he does Maiusculus a fraud, his believers dupes,
Editorial

Cult. not wish to crowd or confuse the and Bodo a reckless huckster of ideas
Apacei. And his travelogues indeed he stole without understanding from
Bodo’s interpretations are show him capable of handling the Nerius’ autobiographical account in
Sub Rosa
commentaries (Covenants, page 90) of challenges of Vinilandia alone. Durenmar. They have little influence at
these travelogues, and form the base of the Rhine, but found unlikely allies
the initiations. Their Quality is 8, with Anyway, the only traveling among the magi from Heorot (Guardians
the commentary bonus included. companion to Vinilandia that he so far of the Forests, pages 90 to 91), who fear,
has ever accepted is Ater. that a new wave of rancor against
Vikings could hinder their research into
Initiations the wizards of the North.
The initiations designed by Bodo for
the Friends of the Apacei focus on Some Seekers (Houses of Hermes: True
preparation for the spiritual challenges Lineages, page 15) have seen the gifts of

32
aquilonis summarizing Viking

Scenario
discoveries, a reference to the same
Winland, which Maiusculus claims to
have discovered and named himself.
While this casts some doubt on
Maiusculus’ scholarship, it also
corroborates the existence of Vinilandia
and its discovery by Vikings.

Bestiary
While Heorot magi then questioned
Maiusculus’ representation of the
Vikings as greedy brutes, other Rhine
magi point to their role in the records of
9th and 10th century Tribunals dealing
with the Order of Odin, which matched

Fiction
his description. Perhaps the magi from
Heorot overly identify with the subject
of their research?

The two young regio specialists from


Durenmar, who had been shown up by
Maiusculus at his return to Vinilandia,

Setting
in the meantime have pondered their
defeat. They have found records of
regios, which Magic beings used to pass
into the Magic realm without others
being able to follow (Realms of Power:
Magic, page 21). So couldn’t Ater, who is
known to have a Magic Might Score,
have carried his master Maiusculus into

Rules
the Magic realm? The travelogues don’t
address this, and Friends of the Apacei
neither confirm nor deny. But as so far
no magus can reconstruct Maiusculus’
stay in the Magic realm and his further
travels, Ater’s importance to them is

Character
the Apacei which Maiusculus brought Will the first dozen of Braves, quite moot.
back, and can’t make head or tail of Warriors and Chieftains force the stuffy
them. So far they have agreed with Rhine Tribunal to change, and turn it In the end disbelievers always point
Dorana (Guardians of the Forests, page 85) into a place more respectful to younger to Maiusculus’ refusal to take others
to wait and see, and not to jump to magi? Many a young antigone from with him. Maiusculus explains, that he
conclusions. In this they agree with House Jerbiton (Houses of Hermes: will not risk the well-being of his
Caecilius of Durenmar (Guardians of the Societates, page 43) would sympathize charges just to impress some sodales,

Editorial
Forests, page 58), the Quaesitores, and with them. and the Friends of the Apacei consider
the Gilds (Guardians of the Forests, pages this the strength of mind expected of a
27 to 29). true chieftain and paragon.
Searching for the
Sub Rosa

But the Gilds might soon find their


hold on many younger magi broken,
Truth Faeries at Work
who would rather join the Friends of It took some time, before the With Maiusculus’ first travelogues
the Apacei. And as embodiment of Heorot magus Theoderich of Augsburg out some 14 years, and their circulation
fragmentation, they are unlikely to come discovered in Sorø Abbey on Zealand limited to the Order of Hermes, faeries
to a timely joint response to mass Adam of Bremen’s late 11th century would not jump in and start pretending
initiations at the cave near Plauen. Gesta Hammaburgensis ecclesiae to be Apacei on their own.
pontificum, and found at the end of its
last book, the Descriptio insularum

33
But Bodo in one of his stress roll for that signature ability +
Scenario

commentaries did explicitly challenge Intelligence against an Ease Factor of


the role of the Faerie queen of NEW VIRTUE 18. At a success, the storyguide should
Maddenhofen Woods (Houses of Hermes: come up with a specific, not yet found
Societates, page 73, Guardians of the Forest, CREATIVE Initiation Script, fitting for the
page 104) in Tytalus’ disappearance. character, the adventure and the House,
This queen has some contacts to magi, MYSTAGOGUE and give the character a bonus of at
especially to Tytalus pilgrims on the trail least the roll – 15 for its validity check
Bestiary

of their Master. (Minor Hermetic Virtue)


according to The Mysteries Revised Edition,
The character must be from a House page 18, if she experiments to discover
And lo – such a pilgrim has recently that is a Mystery Cult and has a it.
found strange grapevines and felt signature ability: Heartbeast, Enigmatic
stalked by Vindemitor in Maddenhofen Wisdom or Faerie Magic.
Woods. This reinforces the belief that
After each adventure in which the
Tytalus indeed disappeared there. And
character took part, the player rolls a
Fiction

those most desperate to reach


Vinilandia have now begun to bypass
the intractable Maiusculus and look for neighbors, and came to know many
a path through these faerie woods. stories from both cultures. When the Bodo the Hermit and
Tytalus peregrinator Petronia found this RumTumTus
particularly energetic youth combating
Finding Those in Need the stigma of the Gift by picking Bodo lives as a hermit magus in the
Setting

Those Friends of the Apacei fistfights with his age mates, she knew Thuringian Woods, where his parens
following Bodo, and looking for other he had the stuff to be her filius. Kleon (Guardians of the Forests, page 39)
peoples in need of great warmages to Unfortunately Petronia was not really found final Twilight in reckless
deliver and lead them, typically form up to being a parens – and quickly experiments. He is quite unable to live
small groups, to first ease research and found out. After dragging Korla as her among mundanes, but – especially when
later share the challenges of warmage- pupil for 15 years from covenant to using Haunt of the Living Ghost
hood. covenant, she finally skipped all Tytalus (ArM5, page 144) or Passing through
custom and let him have his freedom Seeming (Houses of Hermes: Mystery Cults,
Rules

Between such groups there is always and the name Maiusculus without a page 65) - handles Hermetic magi well
competition: especially names and fight. and has access to most libraries of the
locations of peoples looking suitable are Rhine Tribunal.
jealously guarded once believed to be Still, young Maiusculus felt a winner.
found. For a few years he enjoyed life as an He is an experienced mystagogue
exploring magus in central and Eastern following the Path of Seeming, which is
Character

The first group venturing forth Germany, looking for tall tales and devoted to looking for the Enigma
without telling where so far has never adding his own whenever there was a hidden in the cracks in the fabric of the
been heard of again. listener. But then his welcome at the world (Houses of Hermes: Mystery
Rhine covenants grew thin. He had little Cults page 64 to 67). But as over the
Some other Friends of the Apacei to show for his massive vis debt but years the Enigma eluded him, Bodo
have gone to the Baltic and plan to Ater, his trusty horse familiar. decided to widen these cracks for a
befriend the Estonians. Being actively closer look.
Editorial

obstructed by the Danes and the When during a reckless experiment


Livonian Brothers of the Sword, they in a borrowed lab Ater carried him to His familiar is the inscrutable tomcat
begin to consider these as the greedy his native steppes in the Magic realm, RumTumTus. After observing
Sub Rosa
brutes in need of vanquishing. this made Maiusculus appear at the RumTumTus’ elaborate antics around
Rhine as an absconding debtor, to be Hermetic magi, Bodo decided, that
reined in at Tribunal. Looking for a those parts of the world most in need of
APPENDIX: NPCS place to hide, he found none better than widened cracks were the magi
the steppes Ater called home. themselves.

Maiusculus and Ater Bodo found Maiusculus and his


travelogues soon after 1205. They
Korla was born to a Sorbian family inspired him to create a new Mystery
in a Pomeranian backwater with Viking Cult around them, to show the gap

34
between the reality and the potential of

Scenario
each individual magus - including
himself. If by this some fissures in the
world beyond the Order appear as well,
to Bodo this is a welcome side benefit.

He created the Initiation Scripts for


the Friends of the Apacei first for his

Bestiary
Criamon path, and then adapted them
to the newly emerging Cult Lore of the
Friends (see Legends of Hermes, page 49
box). So he could present them to
Maiusculus already in 1208.

APPENDIX:

Fiction
LITERATURE
https://en.wikipedia.org/wiki/
Karl_May

Setting
https://en.wikipedia.org/wiki/
Old_Shatterhand

http://karl-may-wiki.de/index.php/
Old-Shatterhand-Legende

https://de.wikipedia.org/wiki/
Drachenh%C3%B6hle_Syrau

Rules
http://www.karl-may-
gesellschaft.de/kmg/primlit/reise/gr/
Karl May: Reiseerzählungen

http://www.gutenberg.org/

Character
ebooks/8147 Rudyard Kipling: The
Man Who Would be King

http://hbar.phys.msu.su/gorm/
chrons/bremen.htm Adam of Bremen:
Gesta Hammaburgensis ecclesiae
pontificum - (search ‘Winland’)

https://en.wikipedia.org/wiki/
Brendan#Legendary_journey Summary Editorial
Sub Rosa

of the Navigatio Sancti Brendani

http://legacy.fordham.edu/halsall/
source/otto-prester.asp Otto of Freising
on Prester John

http://www.gutenberg.org/
ebooks/782 English translation of the
Itinerarium of Jehan de Mandeville

35
(Copying), Bargain 2 (Vis), Carouse 2 (Power Drinking),
Leadership 3 (Inspirational), Charm 1 (First Impressions), Folk
Scenario

MAIUSCULUS Ken 3 (Magi), Guile 3 (Elaborate Lies), Area Lore: Swabia 1


(Black Forest), Area Lore: Bohemia 1 (Bohemian Forest), Area
Characteristics: Int +3 (Imaginative), Per ‑2 (Dreamy), Pre Lore: Holstein 1 (Rügen), Area Lore: Pomerania 1 (Woods), Area
+1 (Genial), Com +5 (Storyteller), Str +1 (Strong Fists), Sta +2 Lore: Vikings 3 (History), Area Lore: Saxony 1 (Woods), Apacei
(Unrelenting), Dex +1 (Dextrous), Qik +1 (Deft) Lore 8 (Vindemitor)

Size: 0 Arts: Cr 14, In 0, Mu 0, Pe 0, Re 8, An 14, Aq 0, Au 0, Co 11,


Bestiary

He 0, Ig 0, Im 6, Me 0, Te 0, Vi 0
Age: 54 (39)
Equipment: Fur Armor (Soak: 5) (Soak: 5; Protection: 3;
Decrepitude: 0 Quality Armor: +2); Travelogues from Vinilandia (of eleven years)

Warping Score: 2 (3¼) Encumbrance: 0 (1)


Fiction

Confidence: 2 (9) Spells Known:

Virtues and Flaws: The Gift; Hermetic Magus, Improved True Rest of the Injured Brute (CrAn 20) +30
Characteristics (×3), Inspirational (Bonus: +3 to targets'
Personality Traits), Minor Essential Virtue (Brave), Self‑Confident, Soothe Pains of the Beast (CrAn 20) +33
Strong‑Willed, True Friend (Familiar Ater), Free Expression,
Great Communication × 2, Good Teacher, Puissant Brawl, Purification of the Festering Wounds (CrCo 20) +27
Setting

Driven (Prove your worth to your sodales), Weak Parens, Weak


Scholar, Deficient Form (Mentem), Compulsion (Bragging) Gentle Touch of the Purified Body (CrCo 20) +30

Personality Traits: Boastful +2, Loyal (Familiar) +3, Brave* Phantasmal Animal (CrIm 20) +22
(Pre) +3, Driven +3, Energetic +2, Extroverted +2
Phantasm of the Human Form (CrIm 25) +22
Reputations: Dubious Dreamer (Rhine Magi) 3, Great
Warmage of the Apacei (Followers and Friends) 5 The Gentle Beast (ReAn 25) +24
Rules

Combat: Endurance of the Berserkers (ReCo 15) +21

Dodge: Init +1, Attack N/A, Defense +7, Damage N/A Lifting the Dangling Puppet (ReCo 15) +21

Fist: Init +1, Attack +8, Defense +8, Damage +1 Seven‑League Stride (ReCo 30) +21
Character

Kick: Init +0, Attack +7, Defense +6, Damage +4 Vis: Gifts from the Apacei: 8 Pawns of Animal (Bundle);
Physical Form: Pelts
Knife: Init +1, Attack +8, Defense +7, Damage +3

Soak: +8
Editorial

Fatigue Levels: OK, 0, ‑1, ‑3, ‑5, Unconscious

Wound Penalties: ‑1 (1‑5), ‑3 (6‑10), ‑5 (11‑15), Incapacitated


Sub Rosa
(16‑20), Dead (21+)

Abilities: Latin 6 (Storytellling), Artes Liberales 3 (Grammar)


(3), Code of Hermes 2 (Privacy), Finesse 2 (Precision), Magic
Theory 5 (Inventing Spells) (16), Parma Magica 3 (Mentem),
Magic Lore 3 (Magic realm) (8), Chirurgy 1 (Bind Wounds),
Stealth 1 (Natural Areas), Awareness 1 (Alertness), Survival 1
(Woods), Athletics 1 (Hiking), Brawl 4+2 (Fist), Swim 1 (Rough
Water), Animal Handling 1 (Horses), West Slavonic 5 (Sorbian),
Order of Hermes Lore 3 (History) (3), Ride 4 (Travel), Scribe 1

36
Wound Penalties: ‑1 (1‑5), ‑3 (6‑10), ‑5 (11‑15),
Incapacitated (16‑20), Dead (21+)

Scenario
BODO THE HERMIT
Abilities: Art of Memory 1 (Passages of Text),
Characteristics: Int +3 (Erudite), Per +1 (Astute), Pre +1 Philosophiae 1 (Metaphysics), Latin 5 (Hermetic Usage) (8),
(Intense), Com +1 (Precise), Str ‑2 (Unathletic), Sta +1 Artes Liberales 4 (Rhetoric), Code of Hermes 5 (Political
(Unswerving), Dex 0, Qik 0 Intrigue) (2), Magic Theory 8 (Inventing Spells) (2), Parma
Magica 5 (Mentem) (6), Penetration 5 (Intellego), House
Size: 0 Criamon Lore 7 (Initiate Self) (17), Dominion Lore 2 (Auras),

Bestiary
Faerie Lore 5 (Faerie Forests), Infernal Lore 2 (Demons),
Age: 75 (51) Magic Lore 5 (Magic realm), Concentration 3 (Spell
Concentration) (6), Awareness 1 (Search), Survival 3 (Woods),
Decrepitude: 0 Athletics 3 (Hike), Brawl 2+2 (Dodge) (10), Animal Handling 3
(Cats) (2), Low German 5 (Literary), Order of Hermes Lore 5
Warping Score: 4 (9¾) (House Criamon), Ride 2 (Travel) (5), Bargain 3 (Cooperation),
Leadership 5 (Inspirational) (8), Teaching 2 (One‑on‑one) (12),

Fiction
Confidence: 2 (7) Folk Ken 3 (Magi), Guile 5 (Elaborate Lies), Apacei Lore 7
(Making Scripts), Church Lore 4 (Saint Nerius), Enigmatic
Virtues and Flaws: The Gift; Hermetic Magus, True Wisdom 7+2 (Interpreting Signs)
Friend (Familiar RumTumTus), Read Object Memories,
Sensitive Enigmatic Wisdom, Spirit Traveling, Affinity with Arts: Cr 18, In 14, Mu 5, Pe 5, Re 16, An 15, Aq 6, Au 6,
Enigmatic Wisdom, Clear Thinker, Common Sense, Creative Co 15, He 6, Ig 6, Im 5, Me 5, Te 6, Vi 18
Mystagogue, Keen Vision, Book Learner, Puissant Enigmatic

Setting
Wisdom, The Enigma*, Initiations (Avenue of Gruel, Water and Equipment: Fur Armor (Soak: 4) (Soak: 4; Protection: 3;
Starlight, Avenue that Assaults the Modesty of the Universe, The Quality Armor: +2)
Avenue of the Unexpected Pages, The Avenue that is a Crossroad, Brave
New World, Fist of the Warmage, Inspiration of the Warmage, Encumbrance: 1 (1)
Confidence of the Chieftain), , Minor Essential Virtue (Brave),
Inspirational, Puissant Brawl, Self‑Confident, Pious, Blatant Spells Known:
Gift, Restriction (Cannot affect glass), Disfigured (Stigmata on
Head and Shoulders), Gild Enmity (Elder Gild), Cabal Legacy: True Rest of the Injured Brute (CrAn 20) +34

Rules
Path of Seeming, Optimistic, Higher Purpose (Defend the
Apacei) Soothe Pains of the Beast (CrAn 20) +39

Personality Traits: Brave* (Pre) +3, Confident +3, Deep The Wizard's Mount (CrAn 35) +34
Thinker +2, Forceful +1, Leader +3, Loyal (Familiar) +3,
Optimistic +3, Otherworldly +2, Pious (Path of Seeming) +3, Weaver's Trap of Webs (CrAn 35) +34

Character
Widely‑Read +3
Bind Wound (CrCo 10) +34
Reputations: Dedicated (House Criamon) 3, Defender of
Warmage‑hood (Followers and Friends) 3, Defender of Charm Against Putrefaction (CrCo 10) +34
Maiusculus (Rhine Tribunal) 2
Purification of the Festering Wounds (CrCo 20) +34
Combat:

Editorial
The Chirurgeon's Healing Touch (CrCo 20) +39
Dodge: Init ‑1, Attack N/A, Defense +5, Damage N/A
Gentle Touch of the Purified Body (CrCo 20) +39
Fist: Init ‑1, Attack +4, Defense +4, Damage ‑2
Sub Rosa

The Severed Limb Made Whole (CrCo 25) +39


Kick: Init ‑2, Attack +4, Defense +3, Damage +1
Restoration of the Defiled Body (CrCo 25) +39
Knife: Init ‑1, Attack +5, Defense +4, Damage +0
Cheating the Reaper (CrCo 30) +39
Soak: +6
The Leap of Homecoming (ReCo 35) +32
Fatigue Levels: OK, 0, ‑1, ‑3, ‑5, Unconscious
Hunt for the Wild Herb (InHe 5) +21

37
Intuition of the Forest (InHe 10) +21
Scenario

Shriek of the Impending Shafts (InHe 15) +21

Converse with Plant and Tree (InHe 25) +21

Haunt of the Living Ghost (CrIm 35) +24

Discern the Images of Truth and Falsehood (InIm 20) +20


Bestiary

Posing the Silent Question (InMe 20) +20

Aura of Rightful Authority (ReMe 20) +22

The Enigma's Gift (CrVi 30) +37


Fiction

Sense of Magical Power (InVi 2) +33

Scales of the Magical Weight (InVi 5) +33

Sense the Nature of Vis (InVi 5) +33

Piercing the Faerie Veil (InVi 20) +33


Setting

Piercing the Magical Veil (InVi 20) +33

Piercing the Divine Veil (InVi 20) +33

Piercing the Infernal Veil (InVi 20) +33

Sense of the Lingering Magic (InVi 30) +33


Rules

Sight of the Active Magics (InVi 40) +33

Wizard's Communion (MuVi 15) +24

Shroud Magic (MuVi 15) +24


Character

Gather the Essence of the Beast (ReVi 15) +35

Circular Ward Against Demons (ReVi 15) +35

Opening the Intangible Tunnel (ReVi 30) +35


Editorial

Aegis of the Hearth (ReVi 30) +40

Watching Ward (ReVi 30) +40


Sub Rosa

38
Abilities: Apacei Lore 8 (Maiusculus Pugil); Artes Liberales
3 (Grammar); Athletics 5 (Running); Awareness 3 (Alertness);

Scenario
ATER Fight 3 (Trample); Folk Ken 2 (Magi); Guile 4 (Elaborate Lies);
Latin 6 (Storytelling); Magic Lore 5 (Magic Beasts); Magic
Type: Stallion Theory 3 (Invent Spells); Order of Hermes Lore 5 (Familiars);
Survival 4 (Woods); West Slavonic 5 (Sorbian);
Characteristics: Int +1, Per 0, Pre +2, Com 0, Str +5, Sta
+3, Dex ‑1, Qik +2 Familiar Powers:

Bestiary
Size: 2 Speech for Ater (Effect Name: Speech for Ater; Effect Level:
20; Effect Details: R: Touch, D: Conc, T: Ind, Frequency: 1/
Soak: 4 day, Concentration; Arts: MuAn 15; Design: Base 5, +1 Conc,
+1 Touch; Total Effect Level: 20; Experimental Results:
Magic Might: 5 Special or Story Event: Ater leads Maiusculus into his native
Steppes on the Magic realm.);
Cord Scores: Gold +1, Silver +1, Bronze +3

Fiction
Combat:

Hooves: Init +5, Atk +2, Def +5, Dam +5

Soak: +1

Setting
realm); Magic Theory 7 (Inventing Spells); Apacei Lore 6
(Maiusculus Pugil); Area Lore: Thuringian Woods 1 (Hunting);
RUMTUMTUS

Rules
Familiar Powers:
Type: Wild Tomcat
Cat of False Determinations (Points: 6; Initiative: 0; Form:
Characteristics: Int +1, Per +1, Pre ‑2, Com +4, Str ‑7, Vim; R: Touch, D: Conc, T: Ind, Pen: 5 – ArM5, page 157
Sta 0, Dex +3, Qik +4 Shell of False Determinations with D: Conc);

Character
Size: ‑3 Shriek of the Impending Missiles (Effect Name: Shriek of the
Impending Missiles; Effect Level: 21; Effect Details: R: Touch,
Magic Might: 35 D: Sun, T: Hearing, Requisites: Animal, Corpus, Terram,
Frequency: 2/day; Arts: InHe 20; Design: Base 2, +2 Sun, +3
Cord Scores: Gold +3, Silver 0, Bronze +2 Hearing, +1 Touch; Total Effect Level: 21)

Combat:

Claws: Init +9, Atk +8, Def +9, Dam ‑7


Editorial
Teeth: Init +8; Atk +7, Def +8, Dam ‑7
Sub Rosa

Soak: 0

Abilities: Fight 4 (Claws); Athletics 4 (Jumping); Awareness


6 (At Night); Hunt 4 (Vermes); Stealth 4 (Stalking); Low
German 5 (Literary); Latin 5 (Hermetic Usage) (8); Guile 3
(Magi); Leadership 4 (Magi); Artes Liberales 3 (Rhetoric);
Order of Hermes Lore 4 (Familiars); Magic Lore 5 (Magic

39
Scenario
Bestiary

Mutatis Mutandis, keeping all other By Gerald Wylie


things the same. That’s the aim of this WHY NOT JUST
article and others in the series that a couple of exceptions to this that arise
follows. What elements of Ars Magica STAY WITH D10? from our selected dice mechanic).
can we change for the better in isolation
for you to try out in your own sagas It’s an important question; why not Importantly, we are keeping the
Fiction

while everything else stays the same? just stay with D10? Ars Magica has central random element to action
done just fine using D10 for the last resolution, i.e. we’re not removing dice
The trusty old D10 has served Ars twenty-something years and I dare say it from the game! So as we’re keeping dice
Magica pretty well through all of its could continue to do well over the next we’d like to see what the distribution of
editions so far. It provides a decent twenty-something years. But to help results would be across different
range of possible results, which are move the game system on, it is worth schemes. To help with this we’ll use
further expanded by the use of stress considering the options. It’s useful to http://anydice.com/ for working out
Setting

rolls to model the chance of great seek alternatives. We may, in doing so, these odds. And there’s a great page
success or and possible failure, and this identify compelling reasons for staying here http://gwydir.demon.co.uk/jo/
has led us all to botches, twilight, with what we have. But we may, in probability/calcdice.htm to give us
experimental breakthroughs, moments contrast, identify a way of doing things more information on dice rolls and
of inspired heroism, and sudden that opens up more opportunities, probability.
inexplicable death. Seen in that context, s uppor t changed or enhanced
there seems nothing wrong with rolling mechanics that provide a better play We’ll pick a few examples of the
D10. experience. kind that might pop up in open play and
Rules

we’ll apply the different dice mechanics


With the ending of Ars Magica And this is all just an expanded under discussion and see how they pan
Fifth Edition though, it’s worth taking thought experiment, but one which you out.
a look at every aspect of the current should be able to try out in your own
game and asking whether there are saga as we’re not mandating any other
other options that might serve a new changes to the game rules. Simple and Stress Rolls
Character

edition better. That includes the type of One mechanic central to Ars
dice used to resolve character actions Magica is the difference between a
and that’s what we’re going to look at in SO HOW DO WE simple and stressed condition. In times
this article, the first of what is likely to a of stress or crisis there is always the
series of several that propose alternative INVESTIGATE chance for great success and terrible
ways of achieving core Ars Magica failure. We can see that at work in spell-
ends. THIS? casting. Failure, through botching
Editorial

(rolling 0 on the initial dice roll followed


Importantly, while we look at We’re going to make some base by one of more 0 rolls in the subsequent
alternative dice mechanics, we’re not assumptions. We are keeping numeric pool of botch dice) is one of the ways in
Sub Rosa
looking to change anything else in the character statistics, including which a magus enters twilight, the
game; only the current Fifth Edition Characteristics, Abilities, Arts, etc. unconstrained expression of their magic
dice mechanic is under scrutiny, but we We’re keeping Virtues, Flaws, and all that may leave them scarred or
may veer into related topics as we go the associated Qualities, Boons, Hooks, enlightened.
and explore how a new dice mechanic Inferiorities, etc. We’re keeping
might influence other mechanics. Confidence Points, Casting Totals, Ars Magica, as currently defined,
Attack and Defense Totals – everything needs the capacity for dice rolls to
that you use and generate during play is generate catastrophic failure in order to
kept just the same (although we’ll cover trigger certain game elements. So in the

40
dice mechanics that we’ll consider, we’ll range. But when we consider a Stress but we have a 50% chance of getting a 6

Scenario
look for those opportunities. Die roll, we actually have something or more with each roll.
more complex. Our new range for a
What Does D10 Give Us? Stress Die starts at 0, skips 1, and is We do have a 10% chance of
then open-ended; if we roll a 1, then we triggering great success or failure and
Let’s start with the existing D10 roll again and add double that number, we’ll use this as a baseline when looking
mechanic. Using the anydice.com tool if that die rolls a 1 then we roll again at the other options.
we can clearly see that each number has and multiply the result by 4. The

Bestiary
an equal chance of coming up. There magnitude expands with each successive
should be no surprise about that. 1 we roll. If we roll a 0, then we look to THE OTHER
roll a number of botch dice. Regardless
We can expect an average roll of 5.5, of the resulting numbers there, we at OPTIONS
apparently, with a standard deviation of least treat the roll as a 0, if not ignore
2.87. the roll altogether and apply the results Remember, sticking to the principle
of any storyguide-decided botch case. of mutatis mutandis, we’re not changing

Fiction
So it gives us simplicity. There’s a any other facet of the game rules and
single dice to roll, there’s a single We have to ask how satisfying the mechanics at this stage. So we need
number that results, and there’s an even equal chances of rolling 2 and rolling 9 alternative dice mechanics that allow for
chance of rolling a 1 and a 10. (or any other number) really are. Given stress, simple, botch, and exploding
that the average of 5.5 is somewhat success results.
However, Ars Magica isn’t always artificial, given the flat distribution,
that straight-forward. A Simple Die roll there’s little dependability in the roll,

Setting
is easy and that’s what gives us our 1-10

Rules
Character
Editorial
Sub Rosa

41
1D20 If we use the extremes as trigger Dice Pool
Scenario

If you’re a gamer then you’ll have points for botch or exploding success, There are different ways to build and
more than a passing familiarity with a we have a 1% chance of rolling double- use dice pools. In games where we
D20. It’s common, so should be 1 and the same for double-10. That’s could expect character attributes or
available to the gaming table, but let’s before we even consider rolling again to ability scores to be low (typically in the
look at how a D20 roll breaks down. see whether we actually botch. 1 to 5 range), we might build a pool
based on the number of ranks in an
ability. We might build the pool out of
2D6
Bestiary

environmental factors – one base die,


Liking the distribution that multiple plus another for being in a favourable
dice gives us, let’s look at swapping out aura, plus another for being rested, etc.
Like the 1D10, we have an even the D10 and replacing it with a D6.
chance of any face coming up, which The type of dice used in building the
means there’s the same chance of pool might also be important. A pool of
rolling 1 as there is as rolling 20. The D10s is just as viable as a pool of D6s
Fiction

average roll we can expect is 10.5 and Straight off, we can see that we have and the type of die selected is
the standard deviation is 5.77. an average roll of 7 (standard deviation dependent on just how the dice pool is
2.42). This isn’t too far off the 1D10 to be used.
It’s simple enough, but that number that we’re used to and the top end of
range is arguably too great. The die roll the roll is not too dissimilar to what we There are different ways to use the
influences the Ability roll or Casting get out of a single D10 either. dice pool too. We could add the
Total to too great a degree (although of numbers, with the resulting roll equal to
Setting

course, this is a matter of personal We also have a richer dynamic to the sum of the faces shown. Or we
judgement). work with. Doubles could have could look for “successes”, i.e. count
particular meaning or the value of one the number of dice that roll over a
And with a 5% chance of rolling particular die could be used to certain threshold value set by the
each of 1 and 20, using the extreme determine extremes of failure and storyguide or the game mechanics.
ranges on the dice to model great success.
success and failure means that the And we can build certain challenges
chances of triggering these game If we take a double-1 to represent a or advantages into the pool by
Rules

elements drops below the current catastrophic failure risk, we can see that subtracting dice, adding dice, or by
we have about a 3% chance of that adding dice that subtract from the total
occurring. This is a lower chance than or otherwise have a chance of
2D10 rolling 0 on the 1D10 (which is 10%, of countering a success. The following
One way to achieve a more course), but still a viable risk. chart assumes that we have a dice pool
dependable number range (by which we of 3d6 and that we have a single
Character

mean a range distributed over a curve challenge die that is simply going to
rather than a flat line) is to use multiple 1D6 subtract from the positive dice in the
dice. We’ll look first at sticking with the For completeness (and as we’ll come pool.
D10 that we’re currently comfortable back to this below), we’ll look at a basic
with. 1D6 roll.

Looking at the top end of the


Editorial

results, we can see that we have a small


Looking at the table, the average roll With one die, we again have a flat chance of rolling 15 and above, which is
we can expect is 11, with a standard distribution of results and this time the pretty high in itself. A Very Hard Ease
Sub Rosa
deviation of 4.06. range of results falls below that afforded Factor is 15, which highly-skilled
by the 1D10. This may be slightly too characters are expected to succeed at
As with the D20, the high potential restrictive for us, even though we have a just 70% of the time.
range involved in 2D10 probably gives 50% chance of getting a 4 or more and
too much weight to the die roll and not an average expected roll of 3.5 (standard What we can see is that there’s a
enough to the character’s own intrinsic deviation of 1.71). chance of achieving a negative result in
inputs; there is a 10% chance of rolling the case where we simply subtract the
11 but a 90% chance of rolling 6 or challenge die from the total. Could we
more. use negative values to represent
botches? Possibly, but that’s a

42
complexity that we won’t follow in this Stamina in the spell casting roll), and a storyguide and ask “was that a stress

Scenario
article. D6 for each of the Arts involved in roll?”
casting. An appropriate Virtue might
As should become clear, dice pools add a further D6 or even a D10 One of the frustrations I find with
run the risk of becoming quite complex (perhaps that’s a way of differentiating a Ars Magica is having to think about
both to design and to use in practice. Minor from a Major Virtue). A Flaw what type of roll it is beforehand.
They do offer some potentially nice might remove a die or require a die to There’s nothing to prompt the player or
ways to model stress and failure, be rolled in opposition. the storyguide in the act of rolling and

Bestiary
however. in any case it hands all narrative control
I can well imagine various rules to the storyguide, often post-hoc.
around challenge die – such as those
Graduated Dice Dice Pool arising from Flaws or circumstance – Right, bear that in mind. We’ll come
The core concept is that rather than being used as part of the stress back to it.
using a single die type, we use different mechanic; the challenge dice can’t add
dice for either different character to the total, but roll enough ones and
The Base Roll

Fiction
attributes or DN for characteristic, DN you botch, etc. So I think there’s a way
for Ability, DN for bonus to build a dice pool mechanism into Ars The base roll for any action is 2D6.
Magica that doesn’t explode the The player concerned takes 2D6 and
We can see a similar dice scheme in numbers as the Ability or Art scores rolls them together. The result is simply
the Cortex game system as typified by increase and an enterprising reader may the sum of the faces shown. As
the (regrettably now defunct) Marvel wish to contribute an article in future discussed, this provides a result of
Heroic Roleplaying game from exploring a complete new dice pool between 2 (double 1) and 12 (double 6).

Setting
Margaret Weis Productions. It’s a great mechanic for Ars Magica but it is not We need mechanisms for representing
system in itself but it lacks the numeric something that we’re going to explore great failure and great success, so we’ll
stats found in Ars Magica. The dice further in this article. look at those next.
involved are derived from affiliations,
powers, distinctions, etc. The player
builds a pool of dice from these OUR SELECTED Checking for Botch
elements, each of which may provide a If the dice rolled present a double 1,
different type of die. OPTION: 2D6 then the action has a chance of

Rules
botching. The value of the roll is
The additional difficulty, using There’s something to be said for the immediately considered to be 0 and the
Cortext as the example, is that the 2D6 option. Odds are distributed across player must roll an additional D6 pool.
resulting pool does not form a single a curve, so the highs and lows are The number of dice in this pool is
numeric total. Without going into too confined to the extremes. The high end worked out by the storyguide based on
much detail, you split the pool into rolls are not too dissimilar from those situational factors (if climbing a rock

Character
success and effect totals. The success available to a D10 (27.78% chance of face, for instance, the worsening
side of the equation is compared against 9+ for 2D6 against 20% chance of 9 or weather may add an additional botch
a total generated by the storyguide, 10 on the 1D10). dice to the pool, as might the aggressive
often based off a similar dice pool rolled nesting sea birds disturbed by the
by an adversary. If the player’s success But we now have an additional climber).
total is higher than the storyguide’s then nuance in play; we don’t necessarily
the effect total comes into play. have to roll both dice. If any of these dice result in 1 then

Editorial
the action has botched, resulting in
It’s a nice system with much to Hang on, this is starting to sound a some form of injurious failure. The
recommend it, but it initially seems hard little like a dice pool now if we can extent of that failure is represented by
Sub Rosa

to apply to a game like Ars Magica choose the number of dice to use. Well, the number of dice that returned a 1.
where the key limiting factor is the that’s true, but bear with me. Let’s take
detail involved in developing and using a look at this. How does this compare to the
the Arts, which are character attributes existing D10 rolls? Well, there’s a 1 in
with a fine-grained progression. I’m sure, like me, you’ve been round 36 chance of a double 1 being rolled on
the table, been asked to make a roll (or 2D6 and a 1 in 10 chance of a 0 being
However, it is possible to use have done the asking), and you roll the rolled on a D10. So the odds on
different die types for different D10 – it comes up 0 or possibly 10. triggering a botch check are longer –
attributes. Imagine that we roll a D8 to With trepidation, you look up at the we’d expect fewer of them around the
represent the Characteristic (say, table.

43
However, the odds of rolling 1 on a potentially arbitrarily large numbers – How does this compare? We have a
Scenario

D6 are shorter than the odds of rolling once you’re past a certain threshold a 1/36 chance of triggering an extra roll
0 on a D10. If we have a pool of D6s big number is a big number. So we’ll under the 2D6 mechanic. Under 1D10,
then we’d expect more 1s to be rolled propose a simpler alternative that this is unsurprisingly 1/10. So we have
than 0s in the equivalent pool of D10s. reduces the explosive nature of the an easier time getting an extra roll out
Bestiary
Fiction
Setting
Rules
Character
Editorial

Bottom line; the risk of triggering a of the 1D10 mechanic. The potential
Sub Rosa
botch is lower, but once triggered the numbers (and makes the maths easier). rewards under 1D10 are also much
chances of incurring something greater; excluding a further reroll, we
deleterious are higher. If a double 6 is rolled, then a further earn anything from a further 4 up to 20
die is rolled and the resulting number on our roll. The additional 1D6, on the
simply added to the total. If that die other hand, gives us an additional 1 – 5
Success! rolls a 6, then the player earns a further (and if we roll a 6 then it’s a 6 + a new
There are some options here. We roll of the die, which is then also added roll).
could use the existing roll and double to the new running total.
method, of course, but in the estimation The rewards are certainly more
of this author that ends up with some modest, but arguably more realistic. The

44
The rewards are certainly more with neither a way up nor a safe way Virtues and Flaws

Scenario
modest, but arguably more realistic. The down. Again veering towards a Dice Pool,
option remains to double the value of we can well imagine Virtues and Flaws
the die roll, which steers the mechanic affecting the dice rolled to resolve
back in line with the existing D10 stress The Storyguide’s Gift actions. For instance, instead of a
roll, and troupes may prefer this for the The storyguide may decide in Puissance adding a flat +3, it might
extra kick of heroism it provides. advance that a roll should be Stress. In instead add an additional die to the roll,
our cliff-climbing example above, the one that does not contribute to a botch

Bestiary
storyguide may decide that the weather check.
Simple versus Stress is bad enough that the feat is not easily
So far, so familiar. But what if the within the character’s capability, that the And in the same way that spell
decision to use 1D6 or 2D6 actually element of risk is taken out of the mastery reduces the number of botch
represents something? What if the character’s hands and imposed by the dice, Virtues might do the same.
option to use 1D6 represents additional conditions. Counter to that, Flaws might add a die
caution or, perhaps more accurately, the to the roll, a die that only counts

Fiction
wilful staying within known capabilities? towards whether the character botches
Notable Exceptions or not. Or adds dice to a check for the
Under normal circumstances, the Spontaneous spell-casting should botch itself against certain
player has the option to use just 1D6, always be stressful, as should ritual Characteristics or Abilities.
which removes the possibility of magic. Other rules, such as laboratory
extreme success and failure in exchange experimentation, rolling for control of
for limiting the possible value afforded twilight, etc. follow the existing rules for CONCLUSION

Setting
by the roll itself. Stress roll as appropriate. The decision
to roll Simple of Stress resides with the There’s a lot to recommend the 2D6
Let’s take the example of the player in the normal run of play in mechanic. The distribution of possible
character climbing the cliff. The resolving normal actions. outcomes is clustered around something
storyguide sets an Ease Factor of 12. useful rather than there being an equal
The character has a Dexterity of 3 and chance of any particular number coming
an Athletics (climb) of 6. The weather is Optional Modified up. And investing the player with more
bad, but not overly so, so rather than Rules control over the risk involved in the roll

Rules
risk the character falling to his death, (choosing Simple over Stress) gives the
the player picks up a single D6 and, Changing the dice mechanic suggests player a sense of having more agency
taking the cautious approach, rolls a additional changes that could be made. within the scene – there’s a narrative
Simple Die. He gets a 2, for a total of We’ll consider a couple of them below. implication in the character avoiding
11. Not enough. The storyguide risk.
describes how the character just
Confidence

Character
couldn’t find the route up the cliff. Those of you in active sagas, why
As the basic die that we’re using has not give it a go for a session or two. Let
With nothing but time wasted, the just six faces, we could start to use that us know how you get on.
player describes how the character steels die for confidence instead of just adding
herself and sets out for another attempt. 3 to the total. So Instead of simply The 2D6 approach is not the only
This time, the player picks up 2D6 for a adding 3 to the total when using one that might work for Ars Magica
Stress Die. The roll is not helpful. Confidence, add a die to the roll. It does and there may be mileage to be had in

Editorial
Double 1. What are the chances? The NOT count towards botching. The exploring a Dice Pool mechanic of
storyguide asks for a 3D6 check for Confidence score itself works exactly some kind if the high resulting rolls can
botches. The player rolls 6, 2, and a 1. the same – an additional die may be be squared away with the Ease Factors
Sub Rosa

Ouch. The storyguide describes how the rolled for each point in the character’s currently referenced in the core
character made it half way up the cliff, Confidence Score. rulebook.
looking for chances to take, and then…
reaching for a handhold, the rock Alternatively (or even additionally), But what is clear is that aside from
beneath her feet gives way. She’s able to Confidence could be used to remove sentiment there’s nothing tying Ars
catch herself and prevent a fall, but dice from any botch check. Magica to the D10 in future editions
she’s now out of reach of that and alternative dice mechanics can easily
important handhold. It’s cold, raining, support the game’s rich gameplay.
and she’s clinging to the side of a cliff

45
Scenario
Bestiary

By Ben McFarland

A KINGDOM
ABOVE
Fiction

This realm exists in all places and at


the same time, only one place.
Children's stories fostered its spread,
seeing duplicates of various accuracy
appear in Faerie after stories spread
across Mythic Europe. The Cloudlands
Setting

feel like a bucolic countryside of rolling


hills, sparse forests and a few, tall, rocky
peaks. Some regions sport nothing
more than misty covered ground and
earth, others host fields as plain the
cultivated farms below, and others offer
nothing but a firm but yielding surface
of billowing cloud-stuff.
Rules

The structures and towns closely


resemble the mundane counterparts of
the people living beneath different parts
of Aiolia, and one may cross vast
distances in Mythic Europe far quicker
Character

in the Cloudlands than on the ground


far below. One valley may mirror
Normandy, while the next resembles
Germany, and a day's walk brings one
to the Balkans. The inhabitants often
speak corresponding languages, but they
are almost invariably giants of some
Editorial

kind, ranging from those about twice as


tall as a normal man to some as tall as a
church steeple. Livestock and crops also
Sub Rosa
grow proportionally bigger, but
anything brought back to the surface
reverts to the proper size within a
generation or two, and even the animals
themselves seem to shrink over time.
Minerals and metals, however, do not
seem affected in this way, as those
who've suffered from giant hurled rocks
and weapons attest.

46
The weather seems to reflect the

Scenario
moods and demeanor of the most
powerful creature living in each
localized area. Thunderous, lightning
charged clouds surround angry, violent
giants. Dark, rumbling towers
accompany brooding, pensive giants
with no love of visitors. Calm, billowing

Bestiary
clouds might just as quickly become
storms as a giant discovers a thief has
taken something of value. It is a
gradually shifting landscape, where the
only thing permanent is the constant
change.

Fiction
Inhabitants of Note
One might encounter several
renowned creatures in Aiolia.

Albina, First Princess of


the Realm

Setting
Considered by many to be the
rightful ruler of the Cloudlands, she
arrived with a group of her sisters in
Antiquity after being set adrift.
Banished for planning to murder all of
their husbands, the thirty noble ladies
each claimed a different region and took

Rules
a giant consort while carving out their
own domains. Albina maintains a
nominal suzerianty over her sisters and
rules with a disinterested touch from
her own high citadel (Magic Aura 5).
She keeps Gogmagog as her general and

Character
consort, and maintains many roving
bands of giant warriors, which
sometimes descend into mountainous
areas of Mythic Europe to raid and
pillage for her.

She loves candied pears and fine

Editorial
olive oil, two delicacies from her
homeland which her subjects yet to
suitably replicate for her, but enjoys fine
Sub Rosa

and exotic meals. Albina occasionally


acts quite suspicious towards strong
male visitors, thinking they seek to steal
her throne or supplant Gogmagog as
her consort. She has ruled for a
thousand years, having defeated several
challengers from among her sisters and
several former consorts. She keeps their
skulls in a cabinet and takes them out at
dinner parties and conferences with her

47
generals to entertain or force their actually wear Roman legionnaire armor and ham, and can sometimes be bribed
Scenario

bound spirits to discuss various matters. and weapons scaled for their frames. All with a large urn of wine or a seasoned
of them have oxhides stitched together hock of pork. Blunderbore hates mules,
Albina has no desire to upset the to carry a few rocks for throwing. and attacks them first whenever
status quo, and no plans to extend her Blunderbore himself carries a shield possible. He has been stranded in
influence beyond Aiolia. In fact, she has made from a dozen steel shields Mythic Europe a few times during raids,
strong laws prohibiting the inhabitants hammered together, many still bearing and hates being away from Aiolia for
from flinging rocks down to earth the heraldry of their former owners, and too long. When this happens, he
Bestiary

below. It still happens from time to a heavy, enormous sword, constantly searches for a route back to
time, usually an accident, but sometimes proportionately sized for him. His beard the Cloudlands in high passes and foggy
a consequence of armies battling each is a black, wiry tangle of hair, into which areas and is willing to barter before
other near Aiolia's edge. Blunderbore has braided various grisly simply attacking if the target claims to
souvenirs. His teeth are a yellowing, know a way back.
crooked grin, and his wide feet are
Blunderbore, Giant and caked with dried gore and mud.
Gogmagog, Giant and
Fiction

Brigand
A raven-haired beast of a man who He prefers to stick to regions close Defender
stands nearly twenty feet tall, to the edge of Aiolia, where he can lead Standing at a modest eleven feet tall,
Blunderbore leads a band of 15 giants, raids into mountain towns when the Gogmagog is instantly recognizable for
ranging from twelve feet tall to twenty- Cloudlands brush against the slopes and his wild mane of bright red hair and
two feet tall. They carry two-handed where unsuspecting shepherds or flocks thick, walrus-like moustache which joins
clubs made from rooty trees or long, might accidentally wander into their his sideburns but leaves his chin bare.
Setting

thick trunks studded with jagged sword lands on foggy mornings or misty He wears a kilt made from a great black
blades. Three of the larger giants evenings. The giant loves honey, wine, bear's hide, a shirt of leather armor
Rules
Character
Editorial

Sub Rosa

48
studded with riveted metal plates and complains about the amount of time discovering one which hasn't yet been

Scenario
wields an enormous two-handed sword since their last visit. All other wind looted can be both very rewarding and
said to have been forged by Weyland spirits treat him with deference, dangerous.
Smith. The giant wears heavy metal recognizing him as their “honored
greaves with wickedly spiked knee- ancestor,” and refuse to fight in his
guards and loves to wade into the presence or harm his messengers. Bronze Wall
middle of a band of enemies, kicking Surrounding all of the edge of Aiolia
those of smaller stature. He's followed Aiolos lives in a thin, tall tower at is a broad, thick bronze wall. This wall

Bestiary
around at all times by a pair of massive the very heart of Aiolia, but this tower is doesn't extend over the rim of the land,
irish wolfhounds named “Nick” and never in the same place twice, and its but rather acts like a protective band,
“Knack,” which he's trained to fight gate opens to the air two bowshots which prevents someone from
alongside him in battle. Gogmagog above the ground. It has a Magic aura tunneling into the Cloudlands from the
speaks with a welsh accent and is the of 10. The First Wind entertains guests side. The band is almost always
first to tell the curious he has “no who visit, but insists all visitors make shrouded in clouds, but it is occasionally
relation” to the biblical Gog and Magog. their own way up and down from the visible to those on the ground or if it is

Fiction
tower and there is no stair. Aiolos enters approached on the surface. The bronze
He serves as the war-master and combat with a fearsome howl and does not tarnish, and it is extremely
great general for Princess Albina, and demonstrates power just a shade weaker hard. Sages who have studied it believe
enjoys his status as her consort. His than a Kosmocreator. He easily flings the band helps keep the rock and earth
own personal band numbers 25, lightning bolts, great blasts of of Aiolia afloat and protected from
including himself. Among the other manipulated wind, jagged chunks of ice erosion, while others believe it is an
giants sworn to the First Princess, or hail, and even terrible blades enormous ring for enchanting the

Setting
Gogmagog is considered a shrewd fashioned of nothing but air. However, ground which comprises the region.
leader who carefully considers the lives he is often merciful, and quick to
of his warriors. The giant clans in her change his mind or lose his anger.
realm follow his word as if it were hers, Aiolos doesn't act chaotic or random in Icarus' Crater
and if something ever happened to her, these moments; there is always a reason When the greek legend plunged to
they would rally around Gogmagog as for the shifts in behavior, whether it is the sea as his waxen wings melted, his
her successor and take great offense at the vigor of his opponent, the beauty of father Daedelus did not see him strike
comments about Gogmagog's height. the sun emerging from a cloud, or the the water. In truth, Icarus never

Rules
He's very friendly and well-spoken in calm peace of an unexpected snowfall. drowned or even hit the waves, but
comparison to other giants, and an able Those who surrender are treated quite instead impacted against the surface of
diplomat. He thinks Albina could well, so long as they honor their word. Aiolia. This deep crater is filled with a
further consolidate her rule over the titanic, scorched and dirt-blasted body
other princesses of Aiolia, but remains which is half melted into the surface.
content with the status quo. Locales of Note Tiny feathers often blow about the floor

Character
There are many places throughout of the depression, and the wax is still
Aiolia which belong to no ruler or giant warm. The ghost of Icarus sometimes
Aiolos, Spirit of the First in particular, but have a value to manifests here, willing to teach those
Wind travelers and visitors. These include who bring him the proper gifts of wine
Called the son of Poseidon in abandoned structures, the Bronze Wall, and olives from his namesake island,
ancient mythology, Aiolos is indeed the and Icarus' Crater, among others. Icaria, near the island of Samos in the
father of the many genius locii wind Aegean Sea.

Editorial
spirits which roam Mythic Europe, such
as the Mystral in Provence, Boreas in Abandoned Giants' Homes
the North, or any of the winds which As giants can regularly meet violent Quirks and Thresholds
Sub Rosa

roam Mythic Africa. He manifests as a


lithe, middle-aged man with a sun-
ends, their homes can sit unoccupied
and abandoned for some time. Many of
of the Cloudlands
tanned complexion and stark white hair. these have treasures, other Magical Various aspects of magic act
No matter how else he might alter his Things, which the giants collected over differently in Aiolia. Spontaneous auram
form, he always has white hair. For a time. Old pets and servants might magic is more powerful, and auram-
potent spirit, his demeanor is fairly linger, guarding the site out of loyalty, based spells penetrate easier. Magi
constant, though he tends to react quite while other structures simply decay over experience this benefit by doubling the
chilly with individuals who antagonize time, perhaps being used as campsites final penetration of a casting roll for a
him. News about his children always for mundane travelers making their way formulaic spell, and treating their auram
interests Aiolos, and he good-naturedly across Aiolia. Each one is different, and art as if it were 50% larger (or 5 greater,

49
whichever is more). For example, if one carved stones, sometimes bird bones, or have been able to enter Aiolia simply by
Scenario

were casting a formulaic lightning bolt even extremely persistent bits of cloud- seeing it at a distance and approaching
with a target of 35, a casting total of 40, stuff. The general Magic aura of the it.
and a Penetration skill of 3, the total Cloudlands is 3, with specific sites being
penetration would be 16 (5 from the roll higher. Magical Botch
+ 3 from the skill, doubled is 16.) Muto
magic also benefits from this aspect, A teleportation botch in a very
and spontaneous muto auram magic Thresholds Auram-rich environment, or while in a
Bestiary

does not require exertion to benefit Many ways exist for completely fog bank, or during a thunderstorm or
from a ½ multiplier to the casting score. mundane people to accidentally enter blizzard might result in the targets
Warping which occurs in this region the Cloudlands; these open methods are appearing in Aiolia, rather than where
manifests more as auram or muto called Thresholds and result in they intended.
effects, even if the source of the uncommon, unexpected visitors in
Warping was not auram- or muto- Aiolia. Some of these methods include:
based. Twilight scars acquired in Aiolia
Fiction

follow the same pattern, and Flying Powerful Storms


spellcasting botches include a small
magnitude auram or muto effect, Characters benefitting from flying Sometimes those traveling through a
regardless of the intended effect. Vis spells, riding large creatures, or even potent thunder- or snowstorm, while in
found here is often in the form of wind- traveling on some kind of flying vessel strong Magic auras aligned with auram
Setting
Rules
Character
Editorial

Sub Rosa

50
or muto, find themselves emerging in Be It Ever So Humble

Scenario
the Cloudlands. By harvesting the rock above the
Bronze Wall from the cellar of a giant's
Mountain Cloud Bridges home, a magus hopes to fashion a
floating castle of their own, using the
In many high passes or mountain enriched block as a cornerstone. They
slopes constantly shrouded with clouds, harvest this stone, only to be pursued
there are hidden bridges leading to by a group of giants who think the

Bestiary
Aiolia. These paths remain fairly wizard has stolen something more
persistent and some people and giants valuable. It's entirely possible that, while
use them regularly for trade or plunder. the magus did not, one of his grogs did!
What are the magi drawn into when
they encounter this chase on the road?
Story Seeds
Several options exist for arcs set in
Seeking More Sunrises

Fiction
the Cloudlands which don't involve
simply exploring. An Auram focused wizard looking
to improve or experiment with their
Longevity Ritual might look for vis-
The Billowing Road enriched cloud-stuff in Aiolia. Hunting
For those who know how to reach for the strongest auras and the best
it, Aiolia offers extremely fast transit materials brings them into conflict with

Setting
between specific places on Mythic Aiolos, who becomes personally
Europe where Thresholds allow easy interested in the Auram caster and
travel. These routes are known by many decides to “test” the wizard, to see if
giants, however, and they set traps and they are worthy of the material they
ambushes for the unwary. Such a trip is seek, the liquid cloud-stuff which flows
bound to be a string of encounters with in a fountain within his tower.
hungry, greedy creatures working in
concert and willing to rob and consume

Rules
any smaller folk they find. Securing safe
passage takes wits, a sharp eye, a silver
tongue, and perhaps a bit of bribery.

Skyborn Cloth

Character
To render a troublesome faerie or
demon powerless, the characters need
to fashion a blanket from a beast which
has never touched the earth and never
shed blood. This sends the covenant to
the Cloudlands, where they must find a
herd of enormous sheep living in a

Editorial
region of Aiolia with only white, misty
cloud-stuff for ground. The tribe of
giants which owns them is violently
Sub Rosa

covetous of the animals and their


gossamer-like wool, refusing to sell or
barter for it. The magi must find a way
acquire the wool without causing harm
to sheep or causing the giants to move
them somewhere with grassy meadows
for safety.

51
Scenario
Bestiary

Each article in the Set Piece series By Gerald Wylie


takes in a single archetypal location SETTING
typical of many sessions across many, This uses the power provided by a
many sagas. It explores the potential in The mill uses an external source of running stream to turn the wheel,
the setting, providing the storyguide power to drive a geared mechanism that although growing more common are
with ready-to-play details, characters, typically performs one specific task. The windmills. Most often situated on hills
Fiction

and side-plots to ensure that the same common example is that of a grain mill or higher ground, windmills have a
old mill isn’t just the same old mill. that uses power from a stream or the number of sails on the side of the
wind to grind cereal crops between two building that catch the wind instead of
In this article we look at the grain heavy stones. Other uses might be to water in order to drive a central shaft.
mill and variations on the theme as drive bellows in a forge, or even a small In 1220, most of these windmills are
found across Mythic Europe. Found windmill to pump water from a deep static buildings, most effective only
close to most villages, the grain mill well. when the wind is blowing from a given
Setting

turned harvested wheat and other grain direction, although advances have been
crops into flour, used for making the Across Mythic Europe the most made and some, termed post-mills,
staple of highborn and low, bread. common form of mill is a water mill.
Rules
Character
Editorial

Sub Rosa

52
Appearance

Scenario
Older watermills across Mythic
Europe are undershot, that is the stream
runs below the wheel, while mills built
more recently tend to be overshot, or
where the stream runs over the top of
the wheel. The wheel itself is fixed to a
shaft that runs inside a normally stone-

Bestiary
built building. Stone is used for the
strength required to house the grinding
mec ha nis m . M or e r u dime nt ar y
watermills, cheap and easy to construct,
rely on a horizontal wheel. These might
be found in ancient ruins or long-dead
covenants.

Fiction
Most windmills are very similar to
watermills with a stone construction
and a central shaft around which a
wheel of linen sails turn as they catch
the wind. Rudimentary windmills
(which might be found in basic

Setting
workshops, if using them in the context
of the rules in City & Guild) consist of a
horizontal shaft, often exposed, with
small sails mounted on one end.

The Stream
Watermills might be built alongside a

Rules
natural stream, or a man-made channel.
Either way, the banks are usually steep
and the water fast and clear. In the case
of overshot wheels, the mill is
constructed by a fall or drop in the
stream.

Character
The Bridge
allow the sails to be turned into the particular, certain guilds (as described in Positioned on a stream, mills likely
wind. City & Guild, page 34) might secure a need a bridge or ford nearby to allow
monopoly on the buying, selling, and for the comings and goings of their
Streams and the wind are not the operation of millstones. materials and product. The upkeep of

Editorial
only power sources for mills though. such bridges may be a responsibility of
Ireland has a history of tidal mills, Where the mill is owned by a feudal the mill-owner, or the bridge may be
where the power of the rising and lord, serfs and other tenants must pay a rented out and tolls charged against
Sub Rosa

falling tide is captured, and mills fee, termed “banalities”, to their liege those crossing it.
powered by livestock tethered to a for use of the mill. This normally takes
wheel can also be found. the form of a portion of the flour milled As a structure allowing transit from
from their grain and the miller is one bank to another, bridges and fords
Grain mills are almost universally responsible for collecting this fee. might also attract faerie interest.
owned by feudal lords and form Depending on how whimsical your saga
important parts of their estates. Where Mills used for other reasons, such as is, this could be the archetypal troll
cities enjoy authority in their own right, in a forge or a wood mill, are typically beneath the bridge or it could be a
then mills might be owned by those owned by the tradesman as part of their faerie using the bridge as a symbol of
cities and rent paid by their miller. In tools of the trade.

53
youngsters coming of age and leaving devices once-enchanted by magi to SECRETS
Scenario

home. improve living conditions at the


covenant.
The Bakery Loot
A short distance from many mills, CHARACTERS A miller, supplier to the covenant,
the bakery is a stone-built building with finds a stash of silver in his cellar and
a chimney to draw the smoke of the Typical characters encountered given over to greed, he begins to spend
Bestiary

oven fires away. would be the miller and his family and it. Little by little at first, and then, as the
the agent to which the miller pays his infernal starts to feed his feelings, more
rent. This is likely to be an agent for a overtly. He turns aside from his duties,
Cellars feudal lord or other landowner, such as providing poor quality product to his
Grain to be milled and the resulting a nearby town or city. customers, as he lives on his apparently
flour is likely to be stored in cellars God-given wealth.
below ground and away from the A selection of stock characters are
Fiction

workings of the mill above. provided at the end of this article. But if the covenant do not visit him
to shake him out of his wayward
Cellars provide opportunities to hide behavior, then those who lay claim to
other things, secret diabolic interests, the silver arrive to demand its return. In
stolen silver, or even escaped captives.
Cellars are also sources of catastrophe
as water may find its way in and spoil
Setting

both grain and flour, or rats may eat


their way through the produce for some
days without discovery.

Auras
As a man-made structure, it might
be rare for a grain mill to have any aura
Rules

other than the Divine that might extend


from the nearby village. However, the
mill may have been built upon a faerie
site or a magical stream, or constructed
from magically warped stone from a
long-abandoned covenant. Or if not
Character

magically warped stone, then what


about an old altar stone to an old pagan
god or perhaps even an infernally-
corrupted false god?

Deciding upon an aura and then


investigating what might possibly have
Editorial

caused it (the site of a martyrdom for a


strong Divine aura, for instance),
immediately gives the mill a distinct
Sub Rosa
character. And the nature of the aura, its
strength, and its source may warp the
flour and resulting goods originating
there.

Even where an aura of note might


no longer be present, the history of the
mill still influences its role in the story.
For instance, a mill that was once part
of a fallen covenant might still contain

54
this case, the contrite miller seeks help apprentice to his master or accuse numerous weapons freely to hand, and

Scenario
from the covenant. another magus of diabolism on the risks of crushing, drowning, or even
uncertain evidence? explosions.
On the Run
A young man breaks into the mill Diseased Bread Sacks of Grain
cellars to shelter from the storm. He is An outbreak of sickness affecting Sacks of grain or flour can be used
hungry and has been running from the covenant and their agents can be as improvised weapons and throwing or

Bestiary
someone. He is discovered by the traced to bread and/or flour bought swinging one at an opponent counts as
miller’s daughter, who agrees to keep from a local faire. The flour was using a bludgeon. They can also be used
him secret and to get word to a nearby contaminated with ergot, or Saint as cover, when hiding behind them, or
covenant of scholars. Anthony's Fire (Art & Academe, page even as a large shield (treat as a heater
50) and there is no telling how far and shield) if carried and used to fend off
The young man, it transpires, is wide the disease might spread. The only attacks.
apprenticed to another Hermetic magus. way to be sure is to locate the mill that

Fiction
The apprentice knows enough about ground the flour. Spilling grain on the floor might
magic to know infernalism when he sees make for a slippery or treacherous
it and he knows enough to extinguish ground, perhaps forcing a Dexterity roll
arcane connections to himself. But it is STAGING ACTION or imposing attack and defense
only so long before his master finds penalties.
him. IN THE MILL
Ropes and Pulleys

Setting
The apprentice seems to be telling Every location brings unique options
the truth, but can his assessment be for action and the mill is no different, The mill, especially a windmill,
relied upon? Should the magi return the from opportunities to take cover, provide opportunities for verticality in

Rules
Character
Editorial
Sub Rosa

55
the action. Operating on multiple levels The damage due to being caught in Fire and Explosions
Scenario

with plenty of stairs, ladders, hatchways, the cogs of the mechanism, or pulled Even in Mythic Europe, if you set
and ropes leading from one to another, through the mill, depends on the size fire to a cloud of flour in a flour mill,
characters might give chase up and and strength of the mechanism, but you end up with an explosion. Millers
down the mill, even passing each other given its job the damage should be knew of this danger all too well. Any
as one goes up the stairs and another significant and at least on a par with time there’s a cloud of flour, any attack
slides down a rope. being clubbed with a Warhammer or defense botch causes a hot spark as
(+12). This is considered a non-combat weapons clash and ignites the cloud.
Bestiary

With all the opportunities to duck damage total, so this damage bonus is Any simple Ignem flame effect has the
behind posts, to climb ropes, and drop added to a stress die. same effect.
down through hatches, characters have
a better chance of disengaging then Characters may become trapped in The size of the explosion is
normal. Defense totals generated in the mechanism through combat botches dependent on the size of the mill and
order to disengage from combat (and or by being grappled by another the flour in the air; the storyguide is free
only to disengage) gain a +5 bonus in combatant and pushed in. On a to decide but such explosions are often
Fiction

exchange for an exciting description of successful grapple attack, the attacker big enough to blow doors and window
how the char acter us es their may push their opponent into the shutters out if not even blast holes in
environment to disengage. mechanism instead of keeping hold. walls and bring buildings down.
That attack total is retained and the
For instance, give plenty of entrapped character may attempt to free Getting caught in such an explosion
opportunity for characters to cut the themselves in the next round by making is not a good idea. A small explosion
ballast free and be hoisted into the air defense rolls against that total. If the might do +5 damage and a larger
Setting

by a rope, either of their own accord or attempt fails, then they take damage explosion +10. However, as page 181 of
by a rope caught unknowingly around automatically each subsequent round ArM5 states, complete immersion in a
an ankle. Though slightly more limited, (on a scale determined by the source of fire quadruples the damage
indulge your swashbuckling side and storyguide). bonus. It’s the same with explosions.
also allow for rope swings across the Characters actively running from an
mill too. explosion are considered partially
The Water Wheel immersed. Those who find decent cover
The water wheel can be used for are also considered partially immersed.
Clouds of Flour
Rules

traversal; characters can climb the wheel


Clouds of flour may be kicked up and be taken up the side of the mill and
accidentally or by design. This reduces into open windows above. Conversely, WORKSHOP
visibility and this might give combatants characters might become trapped in the
a Defense bonus as they become harder wheel and dragged down into the INNOVATION
to hit. In extreme cases, the clouds stream.
Character

might be so thick that Perception + Grain millers are tradesmen every bit
Awareness rolls are needed to Being dragged into the water likely as much as a tanner or a weaver and
differentiate friends from combatants. causes spell-like damage (i.e. no attack under the rules presented in City &
roll) of +8 and forces a deprivation Guild, the miller can innovate in his
Disengaging from combat becomes check. workshop, or mill, in order to improve
very easy in such conditions. If a player the quality of his goods.
character can kick up a cloud of dust
The Sails
Editorial

and flour, then treat the attempt to Watermills may be upgraded from
disengage as automatic. Just like the water wheel, the sails of an undershot mill to an overshot mill to
a windmill can be ridden. Characters improve their efficiency. This might
Sub Rosa
can hold onto the sail and be swept high involve carving out a drop in the stream
Caught in the Workings into the air. Of course, it may require a or repositioning the mill altogether.
The moving gears of the central Dexterity + Athletics roll to keep hold Either option likely requires engineers
mechanism are a constant threat. Cloaks all the way back down to the bottom, of some kind.
and robes may get caught in the but it’s an excellent way of disengaging
mechanism, which could restrict from a fight, putting distance between Windmills might be upgrade from
movement or pull combatants into the combatants, or getting a height fixed sails to a post-mill, allowing the
mechanism itself. advantage for a leap. sails to be turned into the wind.

(Continued on page 57)

56
(camping out)

Scenario
BRESSAL THE MILLER Equipment: Water Mill; Heavy Leather Apron
Encumbrance: 0 (1)
Characteristics: Int 0, Per 0, Pre 1, Com 1, Str +1, Sta +2,
Appearance: A handsome man with thick hair and a pleasant
Dex +1, Qik +1
smile that shines out from the middle of a short beard. His
Size: 0 hands are rough through toil and his arms and shoulders tough
Age: 29 (29) and sinewy, but his legs are mismatched with the right longer
and straighter than the left. His affliction is the result of his

Bestiary
Decrepitude: 0
life’s single act of bravery – diving into the river as a child to
Warping Score: 0 (0) rescue his father who had slipped and fallen.
Virtues and Flaws: Craftsman, Puissant Blacksmith, Gossip; Poor Bressal, they all agreed. Poor Bressal, doting on his wife
Generous, Lame, Weak Characteristics, Unaffected by The as he did. Poor Bressal that she was so unkind to him. And
Gift poor Bressel that she drowned and left him with a daughter to
Personality Traits: Loyal +3, Generous +2, Cowardly +1 raise all alone.

Fiction
Combat: Bressal had never thought himself a strong man. He was
Bludgeon: Init +0, Attack +7, Defense +5, Damage +3 always physically robust, despite his pronounced limp, but
forever brow-beaten by his wife, to whom he was devoted. She
Grappling: Init +0, Attack +6, Defense +6, Damage +1 drove his business, managed his affairs, and pulled him
Fist: Init +0, Attack +5, Defense +5, Damage +1 through each day. But when she drowned, her skirts having
Dodge: Init +0, Attack N/A, Defense +5, Damage N/A been caught in the great water wheel, he discovered that he
could run his mill and raise his daughter.

Setting
Soak: +2
He remains cowardly and easily swayed by those in authority
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious and simple intimidation, but he is content with his lot and day
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), by day takes the easiest path in life.
Incapacitated (16-20), Dead (21+) He is blissfully unaware that his daughter has The Gift,
Abilities: Area Lore: Village 3 (personalities), Athletics 4 assuming that the unwarranted suspicion others view her with
(jumping), Awareness 1 (search), Bargain 2 (goods), Brawl 5 is a something passed from mother to daughter.
(Grappling), Carouse 3 (stories), Chirurgy 2 (crushing injuries),

Rules
Climb 4 (inside the mill), English 3 (Anglian), Folk Ken 2
(peasants), Gaelic 5 (local dialect), Guile 1 (tall stories),
Profession: Miller 5 (wheat), Stealth 1 (hide), Survival 1

Character
(Continued from page 56) mechanism up to an automated hammer only can each activation of the device
Upgrading the mill is sufficient to or similar device and extend the list of mill ten cubic paces of grain into flour,
provide 1 Innovation Point. There available specialties to include Items. but the millstone can be activated 24
should be no material cost applied to times during the day. Assuming the
the characters for this, although we can Mills themselves may be enchanted, millstone can remain supplied, a team of
assume payment changing hands, as the or at least the work of the millstone may grogs may be required to load the
upgrade is paid for through Labor be replicated through an enchanted millstone with grain and then take away

Editorial
Points (as per City & Guild, page 65). device. the resulting flour.

The Enchanted Millstone The quality of the flour is dependent


MAGICAL MILLS
Sub Rosa

on a Dexterity + Finesse roll against an


Rego Herbam 30 Ease Factor of 6. Low enough that for
Mills may be installed in covenants Pen +0, 24/day normal day-to-day use it can be
and more specifically in Hermetic R: Touch, D: Concentration, T: assumed that a grog with some basic
laboratories. The mill is a Mechanism, Group training in Finesse can manage the
as per the Laboratory Feature described This device, formed from an old process.
in Covenants, page 120. As such, it millstone, has been enchanted such that
normally provides specialties against Vis grain placed upon it is ground into (Base 5, +1 Touch, +1
Extraction and Rego. However, flour. A huge quantity of grain can be Concentration, +2 Group, +5 levels for
enterprising Verditius may hook the milled by the stone in a single day. Not 24 uses per day)

57
Combat:
Scenario

ÚNA, THE MILLER’S Dodge: Init +1, Attack N/A, Defense +4, Damage N/A

DAUGHTER Fist: Init +1, Attack +2, Defense +3, Damage -1

Characteristics: Int +3, Per -1, Pre +1, Com +1, Str -1, Sta +2, Kick: Init +0, Attack +2, Defense +2, Damage +2
Dex 0, Qik +1
Soak: +2
Bestiary

Size: 0
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Age: 11 (11)
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated
Decrepitude: 0 (16-20), Dead (21+)

Warping Score: 0 (0) Abilities: Area Lore: Home Village 2 (children), Athletics 1
Fiction

(sprinting), Brawl 2 (Dodge), Charm 3 (customers), Concentration 1


Confidence: 1 (3) (ignoring distraction), Etiquette 2 (elders), Folk Ken 2 (farmers),
Guile 2 (concealing activities), Milling 1 (running the mill), Gaelic 5
Virtues and Flaws: The Gift; Peasant; Second Sight, Boundless (conversation), Second Sight 1, Stealth 2 (keeping quiet)
Energy*, Inconspicuous*, Improved Characteristics, Piercing Gaze;
Suppressed Gift*, Low Tolerance Equipment: Young girl's clothes
Setting

* See Apprentices, pages 11 to 13 Encumbrance: 0 (0)

Personality Traits: Taciturn +2, Curious +1 Appearance: Úna wears young girl's clothes chosen by her
widower father. She has curly dark hair, roughly cut, and dark eyes.
Reputations: Strange (Among villagers who know her) 2 She often wears an empty and disconcerting smile.
Rules

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15),


Incapacitated (16-20), Dead (21+)
BROTHER CRUNDMÁEL, Abilities: Area Lore: Anglian estates 2 (personalities), Area
Lore: Munster 3 (geography), Artes Liberales 2 (logic),
THE LORD’S MAN Autocrat 4 (noble manors), Church Lore 3 (personalities), Civil
Character

and Canon Law 1 (laws and customs of Anglia), English 5


Characteristics: Int +2, Per +2, Pre +1, Com +1, Str 0, Sta (Anglian), Etiquette 2 (nobility), Folk Ken 3 (nobles), Gaelic 3
+1, Dex -1, Qik -1 (Munster), Guile 2 (hiding his own affairs), Intrigue 2
Size: 0 (alliances), Latin 4 (academic usage), Leadership 2 (household
Age: 31 (31) staff), Norman French 5 (County of Rouen dialect),
Philosophiae 2 (moral philosophy), Theology 3 (biblical
Decrepitude: 0 knowledge)
Editorial

Warping Score: 0 (0) Equipment: []


Confidence: 1 (3) Encumbrance: 0 (0)
Virtues and Flaws: Clerk, Strong-Willed, Sharp Ears, Clear Appearance: []
Sub Rosa
Thinker, Temporal Influence, Noncombatant, Oath of Fealty,
Avaricious
Personality Traits: Avaricious +3, Cruel +2, Loyal +1 Brother Crundmáel is an avaricious man. He has put his own
wealth and comfort above his obligations to his lord and his
Combat: tenants. Overcharging the Irish peasantry, who he holds in
Dodge: Init -1, Attack N/A, Defense -1, Damage N/A undisguised contempt, he uses the excess taxes to fund his own
Soak: +1 comforts and keep his own armed and armored men loyal to
him.
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

58
pages 103 and 106 for a more in-depth description).

Scenario
MHEADHA THE WATER Vis: 4 pawns of Aquam vis are manifested annually as stones
on the riverbed, if not harvested this vis will not accumulate.
NYMPH Appearance: Mheada occasionally manifests a human-
shaped conglomeration of water and pebbles to communicate.
(Based on the Genius Locus described in Legends of Hermes, This shape is only a marionette controlled by the spirit.
page 103.) Mheadha herself is the river in which she resides.
Magic Might: 20 (Aquam)

Bestiary
Characteristics: Int +1, Per +1, Pre 0, Com +1, Str +1, Sta It was Mheadha who drowned Bressal’s wife. Mheadha sees
+1, Dex +1, Qik +1 in Bressal something few others see, and that is a sweet and
Season: Summer harmless man of whom others take advantage. His screaming
Confidence: 1 (3) harridan wife simply had to go. Mheadha reached up out of her
river one evening and pulled her into the water, binding her to
Virtues and Flaws: Magic Spirit, Ways of the River the wheel and watching as she drowned. Perhaps her attention

Fiction
Magical Qualities and Inferiorities: Focus Power (Crafter to Bressal is formed of guilt as it was also Mheadha who
of Water), Focus Power (Master of Water), Greater Power attempted to drown the old miller who so wantonly drew upon
(Presence), Lesser Power (Emissary of Stone and Water) her strength. He would have drowned too had Bressal not
Personality Traits: Secretive +2, Infatuated with Bressal +2, selflessly rescued the old man, breaking his leg in the act.
Aggresive +1 And so she listens for threats to Bressal, prepared to
Abilities: Area Lore 5 (nearby undersea environs), intervene again, in whatever way necessary. It may be, with his
Awareness 5 (submerged humans), Bargain 5 (sahirs), Folk daughter’s Gift, that Mheadha may soon be forced to act again.

Setting
Ken 3 (sailors) Guile 2(pretending to be mightier than it is),
Intrigue 2 (assessing threats), Living Language: Gaelic 5
(Munster)
Powers:
Crafter of Water, variable points, Init –4, Aquam: Mheadha can
duplicate any non-ritual Creo or Rego Aquam spell at a cost of

Rules
one Might point per magnitude of the effect. The level of the
spell cannot be greater than 20. Within her river, Mheadha is
present everywhere, and this allows her to create most effects
with a Range of Personal or Touch.
Emissary of Stone and Water, 3 points Init –3 Aquam Terram,
The spirit constructs within itself a human-shaped form of

Character
water that can interact with people by use of speech and the
clumsy and slow manipulation of objects. While the shape is
made of inanimate material and cannot be damaged in the
same manner as a creature, it is not particularly stable and can
be dispersed by a strong current or being hit with a large
object. This form can leave the location of the spirit, but the
spirit cannot perceive and control the form more than a small

Editorial
distance from its borders. (Base 5 +1 Concentration, +1 Part,
+1 Rego requisite, Terram requisite is free, Lesser Power, 1
Mastery Point spent to lower Might, cost: 20)
Sub Rosa

Master of Water, variable points, Init –4, Aquam: Mheadha can


duplicate any non-ritual Muto or Perdo Aquam spell at a cost
of one Might point per magnitude of the effect. The level of
the spell cannot be greater than 20. Within her river, Mheadha
is present everywhere, and this allows her to create most
effects with a Range of Personal or Touch.
Presence, 0 points, Constant, Imaginem: Mheadha is aware of
everything that goes on in and around her river, and she is
present at every location therein (see Realms of Power: Magic,

59
Scenario
Bestiary

The Mythic Europe of Ars Magica By Robin Bland


offers a much broader palette than just WHY HEDGE
the Order of Hermes can fill. So much embedded in the world of Mythic
work has been done by a large number WIZARDS? Europe than when playing Hermetic
of authors across numerous Magi.
supplements to provide alternative Hedge Wizards are cool. No doubt
Fiction

traditions for players to take up. This about it. They get to do cool stuff that They also tend to be less powerful
article looks at ways a troupe may adopt Hermetic Magi can’t do and they live than Hermetic magi. This can lead to
published materials to tell stories in outside the strict rules and monitoring more interesting challenges and more
Mythic Europe with the minor that the Order of Hermes imposes. So thoughtful resolutions to stories.
characters and traditions coming to the this means fewer people in game and Imagine a small giant taking cattle from
fore. out looking over your shoulder telling a nearby landowner. The average
you what you can and can’t, should and Hermetic covenant has the magic and
Setting

shouldn’t do. In playing Hedge Wizards, the resources to mount a punitive


you have arguably a saga more response, probably leading with fire and
Rules
Character
Editorial

Sub Rosa

60
supported by a turb of grogs. Hedge birds turned as he did not enter the wonder of those magical elements,

Scenario
Wizards tend to lack the overt offensive regio correctly. giving troupes more to explore and
magics that come pretty easily to experience.
Hermetic magic. And their defenses are Items of Virtue also become more
nowhere near as strong as the Parma important to Hedge Wizards. Lacking a
Magica and the Aegis of the Hearth, universal magic resistance as they do, Okay, but what do we
which means they have to tread
carefully where Hermetic Magi may
Hedge Wizards may benefit from the
zero-penetration effect of enriched
mean by Hedge Wizard?

Bestiary
choose to walk with impunity. Items of Virtue and the Virtues they For the purposes of this article,
bestow. This means that finding Items we’re using the term in a very broad
The rate at which Hedge Wizards of Virtue becomes a potentially sense. Any non-Hermetic tradition
increase their power also tends to be important source of power, far more described in the Fifth Edition is
different. There is an assumption important than the vis that those items considered Hedge. We’re being that
(certainly made in this article) that might also contain. inclusive as we want to promote the use
Hedge Wizards need to spend time of all the non-Hermetic traditions that

Fiction
supporting themselves. Of course, this T h e s am e c a n b e s a i d of have been described across numerous
is because they traditionally exist outside extraordinary vis (Realms of Power: Magic, Fifth Edition supplements.
of the covenant, which essentially page 119 onward). Spell and
undertakes the day-to-day work on enchantment-like vis enhances the We’re including non -magical
behalf of Hermetic Magi and frees them Hedge Wizard’s power with effects traditions too, which includes the
from the responsibility for supporting perhaps not available to their tradition, various divine, infernal, and faerie
themselves. and so the acquisition and use of such means of achieving supernatural effects.

Setting
vis is again of more value than just the Why should a Folk Witch inherently
By virtue of their powers alone, number of pawns of vis the item recognize a Goetic Sorcerer as acting
Hedge Wizards have the capacity to contains. Such things are typically against the Code? The Code doesn’t
provide a much more nuanced texture curiosities to Hermetic Magi, unlikely to exist as far as either tradition is
to a saga. The same kinds of stories can see much use in open play. For Hedge concerned and so the Goetic Sorcerer is
be told and the same challenges posed Wizard characters, however, these are free to ply their trade alongside Folk
as in a standard Hermetic saga, but the more likely to become valued resources Witches and Learned Magicians and
resolutions will almost certainly differ, likely to be used in open play to masters of rune magic alike.

Rules
given the different capabilities on offer. supplement the powers available to the
troupe. As we’re considering Gifted
practitioners, we certainly want to
Making things More The language used around the table consider those from Rival Magic. They
Mythic also becomes richer and more diverse
during a Hedge Wizard saga than it
come along with their own baggage as
far as allies and enmities are concerned

Character
It isn’t just that Hedge Wizards have might in a standard Hermetic saga. For and possibly their own rules and
more diverse abilities, thereby sharing instance, a Gruagachan character might governances, but these can be
capabilities across the troupe. Hedge talk about their Fetch (an incorporeal, downplayed or embraced as the troupe
Wizards also have less recourse to magical animal spirit considered an desires.
simple hand-waving to overcome extension of the Gruagach themselves),
obstacles. and a Folk Witch might talk of her
familiar, and a Sorcerer of Soqotra WHAT ARE THE
Editorial
Take regionnes for example. might talk of their spirit aide. Folk
Crossing a regio boundary is a simple Witches might brew potions, while OPTIONS?
Hermetic InVi 20 effect. Simple enough Learned Magicians create amulets, and a
Sub Rosa

to learn as a formulaic spell or to invest Gruagach might consider enchanting a Just as you would with a Hermetic
in an enchanted item and also tattoo. So not only are the powers saga, you and your troupe must decide
reasonably easy to cast spontaneously inherently different, but the language where you want to set your stories.
(or at least ceremonially). The Hermetic used to discuss similar concepts also Tribunals themselves become less
magus is excused the need to find the differ. important, but the published tribunal
proper way to cross the boundary and supplements all provide excellent source
enter the regio. This problem is actually For a game that trades on the material for the mundane aspects of
hinted at in The Contested Isle: The magical elements of Mythic Europe, their respective regions. This means that
Hibernian Tribunal, page 26, in the story using Hedge Wizards in your saga you can largely ignore the Hermetic
of Bróccín against whom the beasts and serves to enhance the presence and cultural aspects of those books (along

61
with any code of conduct expectations) support for Gifted and Non-Gifted The covenant itself, as in many of
Scenario

and just get on with telling stories about practitioners. Those with the Gift are the Hermetic-leaning supplements, can
your Hedge Wizards. So the decision is typically more powerful, but being Non- be pretty much anything you like as
less about the play style supported by Gifted means fewer problems arising long as it provides an impetus for the
the each tribunal (high politics in from possessing the Gift, both within player characters to join together in the
Thebes and the Rhine, conflict in the association of magi and with those face of common challenges. So it could
Hibernia, feudalism in Normandy, etc.) outside the circle. This is a flexibility be a traditional covenant (of jointly-
and more about interests in particular that is not generally open to Hermetic owned buildings, servants, specialists,
Bestiary

regions. magi (Gentle Gift aside) and means that guards etc.) or it could be separately
a sagas may use a broad array of Mythic held property or interests in the same
Those same tribunal books provide a Companions with strong ties to the town in which the Hedge Wizards live.
guide to traditions appropriate for the Traditions in play. The covenant could be formed along
region described, but you don’t need to family or clan lines, held by fealty to a
feel constrained. The Hedge Magic Revised You need also to decide whether the common lord, or even a promise to
Edition book (and the Rival Magic and character of the covenant has a place in uphold a common aim or promote a
Fiction

Ancient Magic books) can pretty much be your Hedge saga. The covenant is a (or common cause.
leveraged anywhere with a little the) central character in a standard Ars
rationalization. If you’d like a Muspelli Magica saga, but it is by and large a We’ll explore these options later.
character in medieval Byzantium, then Hermetic concept – the Parma Magica
negotiate that with the troupe and gives the opportunity for magi to live
explore how and why the character and work side by side while members of
ended up there. No problem. other Gifted traditions tend to keep
Setting

each other at arm’s length.


One interesting aspect of Hedge
Traditions is that many provide game
Rules
Character
Editorial

Sub Rosa

62
THE ROLE OF powerful patrons at the cost of The Order itself grew from a

Scenario
undertaking clandestine operations. position of forcing many Hedge
THE ORDER OF Wizards into its ranks and there are a
number of reasons why the Order
HERMES Rivals might seek to do that again. It may be
Rivalries occur at all levels and do an ideological victory won by hard-
One of the central factors in a not necessarily result in all out conflict. liners in the Order. It might be a
Hedge saga is how the Order of There are numerous opportunities for response to an apparent shortage of

Bestiary
Hermes is represented. The Order is a Hedge Wizards to find themselves rivals Gifted individuals for a growing Order
sprawling political beast, with lands to Hermetic magi. Contested vis, aura, to take as apprentices. Or it could be a
governed by Covenants that look to and regio sites, the taking of magical response to the stagnation of Hermetic
Tribunals for Order, but which are creatures as familiars, the search for magic, a need to find and integrate new
populated by potentially jealous apprentices; these are all obvious powers in order for the Order to
individuals who owe allegiance to magical sources of conflict. But Hedge continue to gain magical power.
disparate Houses. Not all magi will view Wizards who serve one lord will

Fiction
Hedge Wizards in the same way and inevitably fall into rivalry with magi Given the prominence of the Order
attitudes may change over time, but it aligned with another. of Hermes in the core game, deciding
may be sensible to set a prevailing up front the role the Order will play in
opinion in your Hedge saga so that Magi must have links to the your Hedge Magic saga is particularly
players and characters know roughly mundane world and wherever these important. It may change and develop
where they stand. links exist there exists also the potential over time, but it is best to go in with a
for the Hedge Wizards in the saga to clear vision of where that relationship

Setting
hold opposing loyalties or interests. starts from.
Friends How the Hedge Wizards negotiate these
The Order may consider itself a rivalries can make for an important
friend to non-Hermetic magical thread through a Hedge Wizard saga. Remove the Order
traditions, in a similar way to how the You can quite happily play a Hedge
traditional Irish magi view Hedge Magic saga without the Order of
Wizards in Hibernia. Tensions may Enemies Hermes.
exist, of course, but the Order is Hermetic magi make for powerful

Rules
generally well-disposed to lesser enemies, whether individually, as a You might set your saga before the
practitioners. Visitors to Hermetic covenant, or as the entire Order. founding or the growth of the Order, in
covenants can expect to be well- which case your Hedge Wizards might
received and they might expect to trade Individual magi, perhaps driven by encounter prominent characters from
freely in goods, services, and jealousy or ideology, might make life that period.
information. very difficult for Hedge Magi that cross

Character
their paths. Some might even go out of You might set your saga in an
Hedge Magi may be used to get their way to hunt down Hedge Magi. alternative timeline in which the Order
around key clauses in the oath sworn by Such a magus might be itinerant to a was never founded, or took a very
members of the Order. For instance, a degree, actively seeking out famous or different path.
magus may use a Hedge Wizard proxy powerful Hedge Magi, which in turn
to gather intelligence on Hermetic rivals gains them a reputation among the non- You might set your saga in the
without betraying his own oath not to Hermetic traditions. aftermath of a Schism War that ended

Editorial
use magic for such a purpose. Similarly, with the destruction of the Order.
using Hedge Magi as intermediaries, Covenants may be founded with the Individual magi and their covenants
Hermetic Magi maintain a sensible intention of removing Hedge Magic might survive, but the Order itself is
Sub Rosa

distance from any mundane from their environs, to keep resources done for.
interference. for the Order, or to preserve a certain
purity in the practice of magic. You might set your saga in the
Suspicions arising from possession Members of such a covenant might shadow of a grand mystery – where did
of The Gift aside, this makes life a little hold deeply-ingrained beliefs of the all the magi go? Their covenants,
easier for the Hedge Wizards as they dangers of Hedge Magic, perhaps seeing libraries, and artefacts still survive but
have potential allies to turn to and even it as a power too complex and the Order itself and all the magi
customers for some of their more dangerous for mundanes to have access suddenly disappeared. Covenfolk keep
unique abilities. Such a saga might to. the covenants running for their masters’
provide Hedge Magic characters with

63
eventual return, but the Order’s magical capacity to actually be a little more each that goes beyond the wizard’s sigil
Scenario

influence is certainly over. For now. forgiving. that sometimes differentiates Hermetic
Magic.

SO HOW DO WE Decide What Role the So we’re sold on the idea that having

DO THIS? Order of Hermes Plays different power sets is a good thing, but
how do we actually manage them? Well,
As discussed above, there are a you let the players do that. It is their
Bestiary

number of ways to involve the Order of responsibility to learn their character’s


Choose Your Hermes, from simply ignoring it, to capabilities and how to invoke them. As
setting it up as the ultimate foe and storyguide, you should be familiar too,
Characters everything in between. but you don’t need to run it. It is
The appendix at the end of this actually no different to what we end up
article provides a full list (as far as we doing with Hermetic Magi once we
can see) of supernatural traditions Managing Different factor in Virtues, Flaws, and Mysteries.
Fiction

described in Ars Magica Fifth


Edition. There is an embarrassment of
Powers All the players need is ready access
riches there and the options run from This is actually one of the most to the supplement that describes their
craftsmen touched by the supernatural rewarding aspects of a Hedge Wizard chosen tradition and support from the
to runesmiths to infernal summoners to saga; each magus character has different storyguide in following the prescribed
faerie wizards to practitioners of the Ars powers. Look across at Hermetic magi routes to progress and power.
Notoria and any number of witches and in play and in many situations a magical
Setting

scholastic wizards. Whether your player solution could have been provided by
wants to hunt monsters, raise the dead, any character around the table. The When is a Covenant not
tend to their community, study from
books, or spend time in devotion,
differences sometimes amount to how
much vis might be used or how much
a Covenant?
there’s something there for them. time it might take. The maths is the In its simplest terms a covenant is an
same across the same Arts and the same agreement. The word itself does not
So talk to your players and get a feel spell-casting options (broadly) apply. imply a castle, manner, or lands of
for the kind of magic they fancy having influence.
Rules

a go at. You should be able to look This can often leave some players
down the index and find some good feeling redundant. That’s especially the Even within a standard Hermetic
options to fit and then it’s a case of case where some might not feel saga, the agreement that binds the magi
checking the description of those confident enough to jump in and have a together is more important than the
tr aditions in the s upplements go. A more experienced or more stone and mortar of the walls or the
themselves. outgoing player or character will tend to strength of the aura.
Character

receive more of the limelight.


One of the rewarding things about
running a Hedge Wizard saga is that But enter a set of Hedge Wizards Setting
you’r e s uspending the normal each with their own particular fields of The Hedge Wizards might share a
expectations. It’s hard to build a interest and powers and the storyguide living space, but if you draw from
character that uses infernal magic into a suddenly finds it easier to design multiple traditions the characters likely
standard Hermetic saga as the Order challenges for each of the players. To come from different walks of life and
Editorial

has rules against consorting with the aid their patron at the tourney, the have connections to diff er ent
infer nal and Quaes itor es who Learned Magician may craft a charta to communities. Learned Magicians might
investigate and Hoplites who enforce. provide fortune on the battlefield, while maintain their business and their studies
Sub Rosa
But in a Hedge Magic saga, if you have the Rune Wizard may carve a Hagalaz in towns or cities, while Witches live
a player that wants to play a Goetic rune script into his sword to further aid within their rural communities.
Sorcerer, then go ahead and let them. him in battle. A Folk Witch might brew
The Learned Magician played by the a healing potion for her patron to So the setting can be quite broad,
player one seat along may chide them consume in the event of injury and a covering all the lands the characters are
for meddling in the ungodly, but they Gruagachan might bestow a blessing to drawn from, or narrowed down to a
have no authority to set the Quaesitores make his sword-arm true. The type of common meeting place perhaps
on them. Despite the possible influence aid is different, with each character sponsored by a wealthy member of the
of the Gift, a Hedge Magic saga has the using effects unavailable to the other. covenant or a patron.
There is a very different narrative feel to

64
Supporting and Minor there is less need for things like a Individual characters must also

Scenario
characters common library, which means less need maintain links with their own traditions
for a librarian, a scribe, and an if they expect to progress – some
The covenant of the Northern Seas illuminator. Instead, just like hired traditions operate in the way of mystery
described in Through the Aegis suggests a muscle, Hedge Magi buy the services of cults and initiate their members into
useful model that can be used in your specialists as and when needed. every deeper powers while others share
Hed ge M ag i s a ga . S uppor t ing learning through books or tuition. This
characters, companions essentially, may In some ways, this extended roster again reinforces the texture of the saga;

Bestiary
be distributed and need not live in close of supporting characters enhances the books are unique to traditions rather
proximity to the principal characters. richness of the setting. A scribe who than being regarded as a shared set of
lives and works one street over is more resources for simply gaining experience
The Hedge Wizards might not even embedded in the world and more able points in an Art.
maintain a turb of grogs – with no castle to introduce stories to the saga than a
walls to patrol the need for a patrol at scribe maintained in a traditional
all seems to disappear, hiring muscle as covenant. Dealing with the Gift

Fiction
and when they need it. The Gift is a problem, but there are
ways of dealing with it.
Covenfolk are also less likely to Study and Advancement
feature in the same way. Instead, it is Most Hedge Wizards have a need to The most basic option is to get over
more likely that each member of the support themselves and so the Poor and it. I.e. the Hedge Magi suffer the effects,
Hedge covenant has their own Wealthy Virtues and Flaws affect the but allow their sworn covenant to offset
household, their own servants, or time they have available for study and some of the penalty – they have a

Setting
neighbors. The different demands of story as you’d expect. common understanding, a common
their magical traditions also means that goal, and while the Gift raises

Rules
Character
Editorial
Sub Rosa

65
suspicions between the Hedge Magi from generations back, etc. Build stories inclusion in a saga – Hermetic Magi are
Scenario

their loyalty to each other helps to that build from the foundations of the more likely to enchant devices or spells
overcome some if not all of the Hedge Traditions played in your saga. to similar effect. With their lack of
underlying suspicion. general magic resistance, Hedge Magi
can fully embrace objects of virtue and
You could introduce a breakthrough Leverage the Magic the search for them can be an important
able to be taught to Hedge Wizards that
nullifies the effect of the Gift in others
around the Table part of stories.
Bestiary

in a way similar to that of the Parma It is important to design stories with As discussed earlier, vis too,
Magica. Or it could hide the Gift of the the powers of your Hedge Magi in especially spell-like vis and vis with
bearer, but at the cost of some penalty mind. This is perhaps easier to do than other powers, is more than just a
to their magic. with Hermetic Magi as the powers novelty to a Hedge Wizard. These
possessed by each Hedge tradition are things will often have powers that go
Or one of the Hedge Wizards might more narrowly-defined. If none of your beyond what the Hedge Wizard herself
create a charm or amulet of some chosen traditions are particularly suited can achieve so they are important for
Fiction

description that makes the bearer of it to healing or medicine then throwing adding capability rather than as an
immune to the negative effects of the sickness or plague scenarios at them interesting diversion. Chances are that
Gift. Such a device might be ritualized doesn’t necessarily play to their they will be used within a Hedge Magic
and worn only when the covenant strengths. But if you have Learned saga – experience shows that they tend
assembles, and so it becomes symbolic Magicians or Craftsmen Touched by to be glossed over in a Hermetic saga.
of and important to their cooperation. (Supernatural Realm) then you might So make these things available. Make
have merchants and nobles come them part of the story and give your
Setting

looking for wondrous devices and Hedge Wizards the opportunity to


TELLING thereby draw your Hedge Wizards into leverage them.
their circles.
STORIES Regionnes and auras are as
Design stories and elements that important to the Hedge Wizard as they
Most of the Gifted traditions have support the Hedge Wizards in their are to the Hermetic. But Hedge
means and ways of extending lifespans different ways of working and magical traditions span all four of the
and these could, for a specialist, be as requirements. Be prepared to shift the supernatural realms, which gives you
Rules

effective as the Hermetic longevity limelight between specialties and build greater opportunity to include places of
ritual. But the reality is that Hedge opportunities into your scenarios that in non-magical supernatural interest that
Magic sagas are likely to be played out turn support those who might see the the characters can take advantage of.
over mortal lifespans rather than those un-seeable, or those who might retreat
significantly enhanced. It is more likely to their libraries to find the answers, or It’s the same with the inhabitants of
for Hedge Wizards to parent their own those who might summon spirits. those realms. Without decisive and
Character

children and to attempt to pass their Discovering the identity of a murderer powerful PeVi spells to destroy demons,
magic down to the next generation and is more of a challenge when the magical beasts, faeries, and even Holy
this is an important thematic distinction characters cannot read the minds of creatures they all become forces to be
with Hermetic Magi. everyone in the castle, but horoscopes reckoned with. A flippant Hermetic
charted by the Learned Magician might magus tasked with ridding the village of
get the party some way there. the ghost that haunts it can quite easily
Pay Attention to the destroy the thing. Hedge Wizards given
Editorial

Traditions Leverage the


the same task might lean towards
resolving the reason for the haunting,
The different traditions have Supernatural World not just the haunting itself.
Sub Rosa
different places in the social order and
occupy different roles within society. So The Supernatural world across And of course, without easy
build storylines that support those Mythic Europe becomes more recourse to destroying every
traditions. Older members of those important in a Hedge Magic saga than supernatural threat that crosses the
traditions seeking to pass on their in one concerning the Order of path, Hedge Wizards must tread warily;
knowledge before they die, Hermes. Hermetic magi, thanks to the each demonic force becomes an
communities looking for help from ever-present Parma Magica, cannot antagonist rather than an obstacle and
their cunning folk, nobles looking for often take advantage of objects of virtue every magical creature becomes a
astrologers with great powers, ancient (as described in Realms of Power: Magic), symbol of ancient forces rather than a
threats from the cold north, blood feuds which automatically limits their source of vis or a familiar. So focus on

66
these entities as characters with for players to get lost in the mix as the

Scenario
motivations. Take the creatures characters they play fill a defined niche, Required Reading for a
presented in issue 18 of Sub Rosa and unlike Hermetic generalists who can History Once Removed
consider how different the Hermetic achieve pretty much anything given ArM5
magus might deal with them compared enough vis and a ceremonial casting
to the Gruagach or the Vitki. circle. Rival Magic
Hedge Magic Revised Edition
And a Hedge Magic saga allows the
Let them Shape the

Bestiary
Realms of Power: Magic
players and the characters to influence
Realms of Power: Faerie
World the world around them far more than
the use of Hermetic magi allow. A Realms of Power: Divine
Allow the Hedge Wizards their place Hedge Magic saga is one in which
place in the world. Let them build magicians advise nobles, sell their Realms of Power: Infernal
mundane and magical relationships as services to merchants, raise up devils Optional
they see fit – being freed from the rigors from the depths to barter for City & Guild

Fiction
of an oath to the Order of Hermes information, and seek out faeries and
means the freedom to shape the world dragons for protection. Art & Academe
and their place within in.
Hedge Wizards are sometimes
Let them support princes over kings, vulnerable and their powers are often significantly powerful adversaries or
to brew love potions designed to trap limited, but embedded in the world as partners. Without the Order of Hermes
the heart of a princess, etc. and set them they are, they are able to combine those imposing a join or die ultimatum and

Setting
challenges in expectation that they can limited magical powers with greater controlling interactions with mundane
and will bring their powers to bear. influence in that world and the story authorities, magical traditions are free to
Importantly, any future complication potential is endless. forge alliances with mundane rulers and
for doing so should arise naturally from communities; magic is free to find a
their actions and not from some place in the politics of the world.
authority imposed over their actions. SAGA: HISTORY
ONCE REMOVED Central Theme
CONCLUSION

Rules
Unfettered magical influence in the
Before the Order, there was world. There are no oaths against
Ars Magica has such a richness of Bonisagus and there was Trianoma. mundane interference or diabolical
setting and rules that it seems criminal These two magi, through magical and dealings. Your Hedge Magi get to shape
to focus just on the core book and the political foresight, were the catalyst that their place in the world any way they see
Order of Hermes. While nobody will saw the founding of the Order of fit.

Character
claim that any of the traditions Hermes. But what if these two magi had
described in Ars Magica Fifth Edition never met? What if history had been
are historically accurate, many of them different by the slightest of degrees and Character Creation
certainly feel more thematically Trianoma had not lived through her You get to let your imagination run
embedded in the world of Mythic early encounters with other magi, or riot. Any Hedge tradition, any of the
Europe than the somewhat abstract Bonisagus had succumbed to the very traditions described in Rival Magic, even
Order of Hermes. The Hermetic magic magic that he was experimenting with? those found in Ancient Magic; they’re all

Editorial
system, with its fifteen Arts and its fair game. You might limit them such
highly-flexible laboratory system is a The founders of the Order of that they are in keeping with your
masterpiece of design, but handing that Hermes would never have been brought chosen Tribunal (you might not allow
Sub Rosa

same thing to the five guys and girls together, would never have learned Murabitin in a saga set in the British
around the gaming table can be a what Bonisagus might have taught Isles, for instance), but that’s down to
restriction in itself. them, and the world would never have you and your players.
seen the Order of Hermes.
Hedge Wizards, at the cost of Make sure that you pick Gifted
running several different rule-sets, open This is ripe territory for a Hedge versions of these Hedge Wizards for
up the world; Witches have different Wizard saga. Indeed, this is a saga in your main characters, but you can also
concerns to Elementalists, who have which those traditions detailed in Rival go all out and have Mythic Companions
different concerns to those who Magic might be brought to the fore if you like in order to increase the magic
practice Holy Magic. There is less room either as player characters or as level in this saga.

67
SAGA: MAGIC
Scenario

Required Reading for Required Reading for


REDISCOVERED Magic Rediscovered Rivals to the Order
Take one of the ancient and lost ArM5 ArM5
magical traditions from Ancient Magic
and tell the story of Hedge Wizards Ancient Magic Rival Magic
trying to rebuild and reclaim their
Bestiary

magical heritage. Hedge Magic Revised Edition Optional

The Hyperborean Magic chapter in Hedge Magic Revised Edition


Ancient Magic is particularly suited to
such a saga. The magic is powerful, Between Sand & Sea
varied, and it follows a very particular
theme. SAGA: RIVALS TO Lands of the Nile
Fiction

The Central Theme


THE ORDER
traditions. You get to play at the edges
To bring a lost form of magic back To use Rival Magic to the full, it is of Mythic Europe and use novel game
to the world, following the clues to possible to run a saga where all mechanics and magical powers that you
rediscover ancient texts, find those few characters are drawn from a single rival might otherwise only enjoy from a
who remember the means and methods, tradition and its supporters and seek to quick read-through.
Setting

and to relearn the abilities and virtues hold the Order of Hermes at bay or
needed. even push them out of a given region.
This saga is overtly combative and sets Character Creation
up the Order of Hermes as very definite Main characters should be drawn
Character Creation enemies. from your chosen rival tradition, of
It makes sense for players to each course, but it’s possible to host a
create a Gifted member of the same The focus here is to use one of the renegade Hermetic magus too. Perhaps
ancient magical tradition. traditions detailed in Rival Magic or a one escaping Hermetic persecution (or
Rules

tradition outside of Mythic Europe and justice, as others might see it).
for those characters to forge alliances
Stories necessary to oppose the Order of Companions and grogs should be
Much of the saga might be spent on Hermes and its possible expansion. able to open and protect supply lines
the road, following rumor and legend, and lines of communication. Agents
looking for sites of interest, books, and This saga is a great opportunity to working on behalf of the central magi
Character

other texts. invest in new means of magic that are important too.
players might not have so far explored,
The characters might need to to experience new powers and new
negotiate access to libraries, using their limitations, and to make those work in SAGA: NEW TO
growing magical powers to solve their favor.
problems for their hosts in return. THE ORDER
Events may move quickly at times,
Editorial

And they might come across magical given the flexibility of Hermetic magic House Ex Miscellanea accepts new
beasts and spirits who can act as and the possibility of the Order sending magi from traditions outside of the
teachers, mystagogues to initiate them well-prepared magi to investigate and Order of Hermes. In this saga, the
Sub Rosa
into new Virtues, or as guides directing retaliate. Conflict may build rapidly, but players take the roles of Hedge Wizards
them towards others of their kind. there is always room for subterfuge, recently accepted into House Ex
assassination, or politics. Miscellanea. Taught the Parma Magica,
They may encounter seekers from they have rudimentary magic resistance,
the Order of Hermes, themselves intent but they must rely upon their magical
on claiming the same magical heritage The Central Theme heritage for their powers in place of the
for themselves. Such seekers could be A true alternative to the Order. Use Hermetic Arts.
allies, but are more likely to be cast in the core rulebook for all the Ars
the role of jealous rivals. Magica mechanics and then indulge They should be established in a
yourself with one of the brilliant rival covenant, likely sponsored by some

68
friendly to their cause and opposed by

Scenario
others not so well inclined. Required Reading for Required Reading for
New to the Order the Connachta Saga
This saga sees these Hedge Wizards
carve out their own niche within their ArM5 ArM5
Tribunal and learn how to integrate
their own traditions into Hermetic Hedge Magic Revised Edition Contested Isle
magic. The challenges of finding and

Bestiary
training apprentices are acute, given that Covenants Hedge Magic Revised Edition
the apprentice must be trained in the
ways of Hermetic magic. Apprentices Realms of Power: Magic

This is a complex and challenging Realms of Power: Magic Realms of Power: Faerie
saga to run as you will be taking old
primal traditions and slowly developing Optional Realms of Power: Divine

Fiction
the characters and their descendants
into fully-fledged members of the Order Rival Magic Realms of Power: Infernal
of Hermes, creating new lineages within
House Ex Miscellanea as you do so. Optional

Given that, we would anticipate long Given the Order’s proscription City & Guild
periods of study to pass between stories, against dealing with the infernal, those

Setting
allowing characters to invest the time wishing to play infernally-powered Art & Academe
needed to experiment and integrate c h a r a c t e r s s h o u l d t ak e F l a w s
their magical traditions. appropriate to the additional scrutiny Rival Magic
they no-doubt receive.
The Central Theme
Integration with the Order of Survival
Hermes. Take lowly characters and SAGA: THE

Rules
progress them through from Hedge If the continental magi get their way
Magi to Hermetic magi. It may take CONNACHTA then the old treaties may be broken and
more than one generation, so this is a the Hedge Wizards of Hibernia may
saga concept built around moving SAGA face a fight for survival. The characters
quickly through time. There will be A reading of The Contested Isle: may face aggression from magi entering
plenty of down-time as the original The Hibernian Tribunal shows quite Connacht to steal what belongs to the

Character
Hedge Wizards start to integrate, clearly a Tribunal in conflict. Most of Hedge Wizards. They need to protect
followed by stories of the crucial events the native Hermetic magi object to the their lands and their supporters and
in a magus’ life; the taking of influx of continental Hermetic magi, ultimately protect their magical
apprentices and the binding of familiars. who for their part largely consider the traditions from extinction.
The saga should move quickly enough traditions of the natives to be at odds to
that those apprentices replace their the interests of the Order of Hermes.
masters and combine their heritage with The entirety of the province of Creation of a new Order

Editorial
their own Hermetic learning. Connacht is given over to hedge The Coill Tri is a loose collection of
wizards, practitioners of minor magics Hedge Wizards, an order imposed from
who find themselves protected by outside to give the Order of Hermes an
Character Creation
Sub Rosa

treaties forged centuries past. entity with which to deal. But the Coill
Characters in this saga are Gifted Tri provides an opportunity. Could it
members of their respective traditions become the Order that the Hermetic
and they are created according to the The Central Theme magi think it? The Hedge Wizards in
rules appropriate for their magical The Connachta Saga presents this saga must bring the traditions of
tradition. In addition, they may put options for its central theme and the Ireland together politically and unite
points into Parma Magica and Magic one you choose influences the level of them behind a single ideal. In doing so,
Theory. They do not have the Hermetic conflict you expect to see within your they can strengthen their position and
Arts opened. saga. protect the old magic of Ireland from
the newcomers.

69
Protecting the Connacht the Order of Hermes; they are knowledge of these saints, their relics,
Scenario

Borders forbidden to interfere in the mundane tombs, and areas of concern could easily
so the way is clear to protect the High draw upon their Divine powers.
While the old treaties hold, some King and return his power to him.
continental magi still cross the borders Martial companion characters might
into Connacht, that province given over learn the Clesrada and gain the ability to
to the Hedge Wizards. It may take Character Creation perform heroic feats beyond the power
cunning and bravery to protect Many Hedge Wizard traditions are of mortal man.
Bestiary

Connacht’s resources from raiders and available to players in the Connachta


this saga gives players the opportunity Saga, although work may be required to
to protect against raids and then to align Elementalists to a Hibernian
counter-raid against their enemies. aesthetic. Certainly, Folk Witches,
Learned Magicians, Vitkir, the
Gruagachan, and Nightwalkers can all
Expelling the Continental find a place. As can wondrous
Fiction

Magi craftsmen, who may make useful


Why not take the fight to the companion characters.
newcomers? Destroy their resources,
raid against their covenants, and protect Characters should be drawn from
against reprisals. Build and reinforce Ireland’s rich heritage and players
alliances with the Irish Hermetics, gain should consider those who carry the
their support, and use them for blood of the Fomórach, the Tuatha Dé
Setting

protection at Tribunal. Danann, and the Fir Bolg. As a result,


some may gain the Ríastradh battle
transformations, making them terrifying
Expelling all Hermetic and deadly in combat.
Magi from Ireland
Go one step further. Drive Hermetic Consider Bards, too. They are
magi from Ireland. There is magic important figures in Hibernian society
enough in the old races. Could they be and many have access to supernatural
Rules

united? Could they be brought back to powers manifesting through their poetry
Ireland, brought back to the light, in and storytelling. Lastly, the Divine is
order to rid Ireland of foreign magic? It also strong in Hibernia with a number
might seem a doomed aim, but through of unique saints to be petitioned. A
this saga the player characters break the character with True Faith and
curse that prevents the giant Fomórach
Character

from returning to Irish soil, and they


break the curse that confines the Tuatha
Dé Danann to the dark places of the
world. They even return the Fir Bolg
kings to glory. With these allies, the
Coill Tri could mount a devastating
attack on the Order of Hermes in
Editorial

Hibernia.

Reassert the Rights of the


Sub Rosa
High King
The fight might not be against the
magical invaders but the mundane. Free
from rules preventing interference in
mundane affairs, the Hedge Wizards of
the Connacht Saga might bolster the
Irish kings and fight against the
Norman English lords that sit over
them. Leave the magical problems to

70
included the Ex Miscellanea traditions Virtues that provide access to useful

Scenario
APPENDIX: AN separately within this list as they provide and sometimes potent powers that
access to magic and mindset not could be combined to create new
INDEX OF covered by the broader label of traditions, but these Virtues are not
Hermetic Magus. listed.
MAGICAL
Other Hermetic Societates, for
TRADITIONS instance those outlined in Realms of

Bestiary
Power: The Infernal, may not be included.
The following is a list of all magical
traditions (and those aligned to other For the others, they are a mix of
realms) that have appeared in Ars Gifted and Non-Gifted traditions.
Magica Fifth Edition. We have There are of course other Supernatural

Fiction
Tradition Book Description
Amazons Rival Magic A tribe of warrior women found predominantly on the
island of Amazonia in the Caspian Sea. Their sorcerers

The Ars Notoria Realms of Power The Powerful ancient magic that imbues the caster with

Setting
Divine Revised Edition knowledge. Knowledge of the Ars Notoria may be

Augustan Brotherhood Rival Magic A secret and powerful fraternity of court wizards who
hide in plain sight, protected by their powerful patrons in

Ba’al Ov Realms of Power The Jewish practitioners of Necromantic summoning magic, a


Divine Revised Edition practice strictly outlawed by the Halakha.

Rules
Ba’al Shem Realms of Power The Itinerant practitioners of Divine magic in the Jewish
Divine Revised Edition tradition, specializing in folk healing and creation of
seggulot (amulets, fusing folk knowledge and Divine
magic, that are worn for physical and/or spiritual
benefits).

Character
Beast Masters Houses of Hermes: A tradition found within House Ex Miscellanea,
Societates proficient with the summoning and control of wild

The Blue Men of the Desert Between Sea & Sand Tuareg nomads, Warped over time by repeated exposure
to the powerful Magic auras of the deep desert and the

Editorial
Borrowers Realms of Power: Faerie A tradition of Faerie Wizards
Sub Rosa

Canaanite Necromancy Ancient Magic An ancient magical form of necromancy allowing the
magician to communicate with and command the dead.
Columbae/Swynwyr Houses of Hermes: A tradition found within House Ex Miscellanea,
Societates possessing warding techniques more powerful than those

Craftsmen Touched by City & Guild A craftsmen touched by one of the supernatural realms
(Realm) and able to craft wondrous items as a result

71
Tradition Book Description
Scenario

The Cult of Orpheus Houses of Hermes: A tradition found within House Ex Miscellanea, exploits
Societates their deep emotional connections to those around them
to enhance their magical powers.
Damhadh-Duidsan Houses of Hermes: A tradition found within House Ex Miscellanea,
Societates, Realms of descended from shape-changing, giant-blooded Gaelic
Power: The Infernal wizards. There is an infernally-corrupt variant that uses
Bestiary

the maleficia to supplement their own magic.


Dark Gnostics Realms of Power: The The Dark Gnostic tradition is made of up those who
Infernal preach that sinful acts have moral value. They may still
worship one God, but because they encourage evil acts in
Fiction

The Daughters of Four Between Sea & Sand Beautiful female skinchangers who take the form of
Fathers doves.
Defixio Magic Ancient Magic A means of binding magical effects and curses to small
tablets and tokens of lead. Defixiones allow their creator
to use a Supernatural Ability or spell against a target that
is not sensed and for which the creator has no Arcane
Setting

The Donatores Requietis Houses of Hermes: A tradition found within House Ex Miscellanea,
Aeternae Societates possessing the Banishing virtue, which they use to drive
supernatural forces from protected areas. A young
tradition of magi with religious backgrounds that exists to
ensure that the spirits of the dead reach their final resting
place.
Rules

The Dread Host Realms of Power: The An Infernal cult of saints, where the living members
Infernal venerate the dead, drawing them out from oblivion and
binding them into Infernal relics.
Elementalists Hedge Magic Revised Traditions that exert supernatural authority over the raw
Edition elements of nature, and even cause them to come
Character

together into animate creatures known as elementals.


Experimental Philosophers Art & Academe Using the knowledge of the world afforded by the study
of medicine, philosophiae, and artes liberales to enhance
natural abilities and properties.
Faerie Bargaining Realms of Power: Faerie A tradition that uses the Ars Fabulosa to summon and
bargain with faeries, using the faries' powers as their own.
Editorial

Faerie Doctors Realms of Power: Faerie A human who speaks to the faeries on behalf of the
peasants, explaining their concerns and wishes. Likewise,
Sub Rosa
the local faeries know that the faerie doctor supports their
flow of vitality by reinforcing the tales and lore of their
kind within his region of influence.

Faerie Rites: Realms of Power: Faerie Hedge Wizards practiced in Faerie Methods and Powers.
Able to combine these arts to varied and powerful faerie
effects.

72
Tradition Book Description

Scenario
Folk Witches Hedge Magic Revised Folk witches are a widespread hedge tradition in Mythic
Edition Europe, and many small towns count one or two folk
witches among their citizens. A witch might speak with
the animals of the wild, curse
one’s enemies, or dowse for much more than water. She
might fly among the clouds, see with the second sight, or

Bestiary
heal people and animals alike. Or she may even have the
power to take the shape of an animal herself.

Franciscans The Curch A Holy Tradition found within the religious Franciscan
Order, favoring the Holy Methods and Powers of

Fiction
Intervention, Meditation, Purity, and Understanding.

Geomancers Between Sea & Sand Practitioners of Geomancy, a divinatory practice based on
repeatedly and seemingly randomly inscribing a series of
marks in sand or earth.

Setting
Goetic Sorcerer Realms of Power: The Practitioners of the Goetic Arts, through which they
Infernal summon, bind, command, and destroy demonic forces.
Gruagachan Hedge Magic Revised A tradition of hedge wizards descending from ancient
Edition Pictish priests of the god Gruagach. Shapechangers with
the power to grant and take blessings and curses.
Hermetic Haruspexes Houses of Hermes: A tradition of diviners within House Ex Miscellanea.

Rules
Hermetic Sahirs Houses of Hermes: An Islamic tradition with House Ex Miscellanea that
Societates summons and bargains with Jinn.
Homunculi Wizards Realms of Power: Faerie Wizards or Hedge Wizards who draw their Gift from
their bod with a strange kind of faerie known as a

Character
homunculus.
Hyperborean Magic Ancient Magic Magic songs or hymns said to derive from the ancient
Greek Apollo.
Inducers Between Sea & Sand A minor tradition that practices a limited form of illusion
magic.
The Inenden Between Sea & Sand Lower-caste, outcast magical Tuareg craftsmen who

Editorial
create superior, excellent, and wondrous items.
Kabbalist Realms of Power The Divine scholars of Jewish Holy Magic.
Divine Revised Edition
Sub Rosa

Karaites Houses of Hermes: A Jewish sect of Holy Magicians within House Ex


Societates Miscellanea, their magic comes from the Divine rather
than the magical.
Karaities Realms of Power The A Holy Society adhering to distinct Jewish teachings.
Divine Revised Edition

73
Tradition Book Description
Scenario

Language of Adam Ancient Magic The power of naming, of assigning a being a name that
truly and succinctly describes it, might be considered to
be the very first form of magic, the most ancient magic in
the whole world.
Learned Magicians Hedge Magic Revised Scholars with an understanding of magic. Able to cast
Edition spells and to create amulets and charms invested with
Bestiary

power.
Legacy of Heron of Ancient Magic Crafters of enchanted items with flexible powers. Notable
Alexandria for being able to craft true awakened automata
The Lineage of Pralix Houses of Hermes: A tradition within House Ex Miscellanea that seeks to
Societates preserve hedge traditions by inducting them into the
Order. The power they possess allows them to analyze
Fiction

and study magic, which has made them experts on exotic

The Luciferans Realms of Power: The A debauched Infernal Tradition. Some indulge the sin of
Infernal pride, believing themselves to be pious and pure instead
of corrupt and infernal.
The Maestro Art & Academe An artist touched by magic and able to weave that magic
Setting

into their works


Malocchi Houses of Hermes: A tradition of Italian magi within House Ex Miscellanea
Societates who practice the magic of Entrancement.
The Mobeds The Cradle and The The mobeds are a holy tradition found in and around
Crescent Persia, with Initiations that grant them unique holy
Rules

The Mulhidun Realms of Power: The Found to the north of the Persian city of Mosul, the
Infernal Mulhidun summon and control demons, and put them to
work.
Murabitin Between Sea & Sand A Divine Mystic Tradition of amulet crafters and dream
interpreters
Character

Muspelli Rival Magic Invoking the power of the old Scandinavian Jotun giants,
these shapeshifting wizards harness powerful effects.
These wizards serve the Jotun with purpose; to bring
about Ragnarok and the end of the current world.
Nightwalkers Hedge Magic Revised Un-Gifted folk magicians with the ability to allow their
Edition spirits to roam while their bodies are unconscious or in an
Editorial

altered mental state.


Ollamhain Realms of Power: Faerie The Ollamhain (pronounced “ah-luh-VAIN”) are Irish
Sub Rosa
poets, sages, and performers who have had many dealings
with the Fair Folk, as they call the faeries, and who claim
special kinship with them.

74
Tradition Book Description

Scenario
Order of Suleiman The Cradle and The Composed of sahirs, usually unGifted Muslim summoners
Crescent who wield magic spells and devices similar to their
Hermetic counterparts, and who command jinn or other
spirits in

The Paulicians The Sundered Eagle A heretical Infernal Tradition native to Greece

Bestiary
Perfecti Realms of Power The The Perfecti and their followers, the Cathars, are a group
Divine Revised Edition of holy men and women that developed in Southern
France in the twelfth and thirteenth centuries. They
consider themselves Christians, but profess dualist
doctrine that is contrary to Roman practices.

Fiction
The Pharmacopoeians Houses of Hermes: A tradition of magi within House Ex Miscellanea who can
Societates trace their ancient lineage back to Crateuas: author of the
first pharmacopoeia, illustrator of the first herbal, and the
original Root-Cutter. Their magic relies heavily on the
curative magic in herbs and plants, which makes them
some of the Order’s best healers.

Setting
Potteresses Between Sea & Sand Female craft magicians found in North Africa. They craft
enchanted pots, which those drinking from gain magically
enhanced abilities. Leatherworking is a similar craft, but
the practice is carried out by men.
Rippers Between Sea & Sand A very limited form of magic practiced in North Africa,
Rippers have the power to rend cloth or to disembowel

Rules
animals.
Rune Magic Ancient Magic Deep magic that uses the power of runic inscriptions to
create effects immune to forms of magical resistance
Rustic Magic Houses of Hermes: A tradition of folk magicians within House Ex
Societates Miscellanea who generally eschew interaction with the

Character
Order of Hermes and its covenants, and instead live
among the common people in villages and other rural
communities, whom they consider to be their covenfolk.
They have developed a form of magical craft that allows
them to build spells and enchanted devices from
mundane objects

Editorial
Scinnfolk Houses of Hermes: A minor tradition found within House Ex Miscellanea
Societates that posesses an eclectic knowledge of natural magic and
faerie charms which is passed down orally from master to
Sub Rosa

pupil.
Seirenes Houses of Hermes: This tradition within House Ex Miscellanea is comprised
Societates of a group of magae who practice a form of lyrical magic
taught to their founder by the sirens of legend. The music
of the Seirenes allows them to influence the thoughts and
actions of their listeners and is especially effective when
performed in a trio.

The Settuten Between Sea & Sand A tradition of Berber and Tuareg sorceresses.

75
Tradition Book Description
Scenario

Sorcerers of Soqotra Rival Magic A caste of sorcerers found on the island of Soqotra, in the
Arabian Sea’s Gulf of Aden. Soqotran magic is intimately
tied to the natural forces of the island, and these forces
are represented by the local tree spirits.
Sorginak Faith & Flame The sorginak are Basque folk witches descended from
Bestiary

(and some still serving as) the priestesses of Mari. Their


magic revolves around the use of Supernatural Abilities,
but their inner mysteries are more sinister in nature.
Storm Wizards Against the Dark An old but lonely Gifted tradition that summon and use
storms. Almost exclusively male, these bearded giants
make their solitary homes in caves well above the
Fiction

Strigae Realms of Power: The Infernal traditions of night witches found across Mythic
Infernal Europe. Most often working in threes or in covens of 13.
Stringla The Sundered Eagle A stringla is a variety of witch found in the Byzantine
Empire; some areas (such as Mykonos) are reputed to be
positively infested. These depraved women seek
specifically to undermine the power of the Church and
Setting

the dominance of man over woman.

Sufis Realms of Power The Practitioners of a Holy Tradition who engage in both
Divine Revised Edition personal and group rituals intended to bring them into
closer proximity to God and give them mystical
Rules

Tattoo Magicians Between Sea & Sand North African variety of Learned Magicicans (Hedge
Magic Revised Edition) that express their powers through
temporary tattoos and other inscriptions.
Tempestaria Houses of Hermes: This tradition of weather witches in House Ex
Societates Miscellanea known as Tempestariae are experts in weather
Character

magics that exceeds the capacity of his Hermetic powers.


Vampire Hunters Against the Dark Possessing Supernatural Virtues, these Hedge Wizards
focus on hunting, banning, and slaying particular types of
supernatural foes.
Vitkir Hedge Magic Revised Masters of rune magic
Edition
Editorial

Volkhvy Realms of Power: Faerie A tradition of Faerie Wizards


Wise Folk Realms of Power: Faerie A tradition of Faerie Wizards
Sub Rosa
Witches of Thessaly Houses of Hermes: An infernal tradition of witches found at the edges of the
Societates / Realms of Order of Hermes.
Power: The Infernal
The Witch-Hammers Realms of Power: The This Infernal tradition is very unusual, in that it is an
Infernal example of infernalists who primarily work against other
infernalists.

76
Scenario Bestiary Fiction Setting Rules Character Editorial

77
Sub Rosa
Scenario
Bestiary

to the Duchy of Normandy, recently


GEOGRAPHY snatched from the hands of prince By Benoît Léoutre
John, induces complicated diplomacy. With thanks to Louis Allert
The Duchy of Olde-Brittania is a
portion of land slipped between Celtic for proof-reading
Brittany and the tip of Normandy. It is Brisantine
Fiction

an equilateral triangle of approximately The town itself is spread on the


150km of coastline. Its shore runs banks of a large bay where the sea The bulk of the ducal fleet (a few
almost straight, from Saint-Pabu (today waves crash. It is an open cove, virtually sailboats and a large war galley built
the French town of Tréguier) up to indefensible in case of landing. On the with the funding of the Knights
Cherbourg. Thus, one should not mix countryside, the feudal castle is its sole Templar) is supposed to ensure the
up Brittany on the one hand, which is protection. defense of merchant ships, but the local
an armorican Duchy, whose capital is Lord often takes them to fight against
Setting

Nantes, and the smallest English pirates.


Duchy of Olde-Brittania
on the other hand, whose The burghers of the city
capital is the city of have founded powerful
Ponant. corporations and they
have recently asked the
Duke to bestow them a
Low Olde- municipal charter, which
Rules

Brittania would then allow them to


apply to the Hanseatic
The northern part of League. While awaiting
the Duchy is bordered by for this happy day, Lord
fairly steep cliffs, covered Conrad of Lisbourg ruled
with white chalk. It counts the city with an iron hand
Character

numerous coves where all by taxing transactions.


kinds of criminals,
smugglers and pirates
took refuge between two Rougepard
trips on the English Although the Rougepard
channel. The only harbor family clearly originated
worthy of the name is the from Normandy, she
Editorial

city of Brisantine, which received its land in


controls the trade routes exchange for loyal services
of the Britain Isles. to the Olde-Brittania
Sub Rosa
dynasty, two centuries
Off the coast, the ago. Since then, the small
monastery of Mt. Saint- town has become one of
Michel is one of the most the biggest cities of the
popular places of Duchy.
pilgrimage of entire
Western Europe, which The houses are clumped
ensures the hostels and around the powerful walls
the monks a comfortable of the fortress. The
affluence. The proximity garrison of Rougepard is

78
The Duke’s Land encumbered embrasures. It looks more

Scenario
The center of the Duchy reports like a pure fortress than an opulent
STORY SEED: directly to the ducal power. Land, residence.
Woods and cities are under its law.
THE RENEGADE These towns and castles are also well- At the top of the towers, above the
filled with skilled garrisons. Saint-Louis posterns and the main
It is rumored that an illegitimate crossroads, banners remind everyone
child of the count may be plotting in who is the master of this land : they are
Ponant

Bestiary
the shadow, trying to come back to decorated with the red and gold, Sun
the spotlight, with the help of a The city of Ponant is a small town symbol of the dynasty Soleval, and
hideous woman with a black coat. surrounded by high walls, protected by Duke Charles II in particular, who
The rumor reported that the young a large amount of turrets. The town prevails on the Duchy.
man would have made a big deal itself can accommodate ten thousand
during the Crusades. He may have souls, perhaps thirty thousand with the
brought some relic, an Arab witch or adjoining suburbs. Homes are spread High Olde-Brittania

Fiction
a pact with the devil… out over the entire width of the valley, The southern part of the Duchy
grouped around the steeples of extends to Brittany, watered by the main
churches. A broad bridge laid enables river. There are large wooded areas
visitors to cross the river, which goes alongside the islets of stand. The border
still large, reinforced by the bands of around the walls of the city by the West. region is often crossed by armed gangs,
idling mercenaries since the end of the Bretonnian or French Conquerors,
wars. At the center of the city, a powerful which increases the misery of the

Setting
fortress dominates the other buildings surrounding villages.
with its massive silhouette : the ducal
castle, a stunning building with

Rules
Character
Editorial
Sub Rosa

79
Scenario

STORY SEED:
THE CHOSEN
ONES
Bestiary

Children who are born in the


village of St. Arthur, where the Saint’s
tomb lay, have white hair and gold
like eyes. Local priests interpret that
phenomenon as divine gift. They may
perceive magic, ghosts and unholy
tinges. The true source is up to the
Fiction

Storyteller.

STORY SEED:
Setting

MUNDANE
PROBLEMS
Several covenants have Bjornaer
House Masters who are involved in
the wars between the Dukes of Olde-
Rules

Brittania and French Brittany, a


behavior that the Tribunal and High
Lady Blanche of Bonisagus have
repeatedly punished. Such
condemnations don’t prevent the
more obtuse ones, like Ralf The Bear,
Character

The goblin folk is well-displayed in who continues to engage himself and


those lands. They roam from the moors Les Herbages his students in the struggle between
of Britain, accompanied by giants and Les Herbages is a cosy town mundanes factions.
sprites. The dark woods are haunted by founded opposite the old feudal castle.
hordes of hungry wolves, while a few The bishopric gave enough money to
Benedictine hermitages are trying to build powerful walls. Thanks to that, the
clear the thick forests. population is safe from enemy attacks. LOCAL HISTORY
Editorial

An Academy of siege machines


The poor villagers who cannot suffer provides the Duke some trebuchets,
the war and bad fairies jokes sometimes ballistae and catapults which make the Antiquity
Sub Rosa
know despair. In that case, they ask for fame of the city.
the aid of witches who live hidden in The forgotten ages of mankind tell
remote valleys or on the top of hills. An entire neighborhood is reserved us few about the first inhabitants of the
Abandoned cemeteries, Roman ruins for the large Jewish community, which land. Many standing stones witness the
and standing stones whisper there long is the most important in the whole passage of the first villagers. Legends
forgotten secrets. country. It has a synagogue, a ritual pool still evoke the spectra of primitive
and a rabbinical school where famous priests, haunting the woods. Some old
thinkers practice Kabbalah and the art men may say that primitive kings had
of Merkavah (see Realms of Power: The great and powerful treasures.
Divine).

80
At the time of the conquests of

Scenario
Julius Caesar, Olde-Brittania was
STORY SEED: populated by various Gallic tribes STORY SEED:
whose names are lost. It was part of
THE ANCIENT Gaul and already enjoyed trade with the THE PRETTY
Roman Britannicum. Brisantine was a
SEAWALL thriving harbor, while the Roman roads COUNSELLOR
cut campaign. Several shrines to

Bestiary
One of the scholars of House Hercules and Nymphaea decorated However, it is rumored that
Criamon, a middle-aged woman with sources. another woman has more influence
black hair and pale eyes, sends on him. She is said to be a lovely lady
messengers to the four corners of the Towards the end of the 2nd century, with a skin whiter than ivory. She
kingdom. She studies a magical the Gallo-Roman civilization reached its never leaves her side and advises him
singularity permeating the ground, the peak. At that time, the imperial cult in all his affairs. The gossips and the
forests and the inhabitants of Olde- attempted to wipe out the Druids, clerics warned the young Duke

Fiction
Brittania. whose ceremonies were forbidden. several times, recalling that she was
Some took refuge in the deep forests. never going to the mass. She may be
Her first discoveries seem to show an ambitious Magus, a playful fairy, or
that the land should have sunk in an a devious succubus. Whatever are the
earthquake, several millennia ago. But Dark Ages true objectives of this intriguing
it didn’t. She suspects a powerful Many barbarian tribes crossed the woman, the friendship of the duke
enchantment of maintaining the area without stopping. The population gives her the means to carry them

Setting
region afloat. Such a power predates fell and the land became a rural and out.
the Order of Hermes and appears deserted country. Then inhabitants of
beyond the scope of contemporary Great Britain Island settled here. Fleeing
Hermetic magic. the massacres made by the Saxons, they
resettled back the old deserted villages, Last centuries
under the direction of an energetic
chieftain, Solevalus. The reigns of the recent Capetian
kings have threatened the integrity of

Rules
He repelled himself several times the the Olde-Britannia’s borders. Partnering
STORY SEED: armies of the Franks, and allowed the with the former English and Celtic-
Foundation of a first independent state. Britannian enemies was the sole option.
THE STELE’S Thereafter, his descendants swore Last dukes played intrigues and
loyalty to Charlemagne, which allowed conspiracies, allowing them to thwart
COVENANT them to retain their land. One of the the attempts of annexation.

Character
chieftains, Erynn of Ponant, became
COLLAPSE official knight of the Carolingian Philippe Auguste in particular, with
emperor. his aggressive expansion policy for the
A group of young Magi, who have royal domain, was very close to seize
been welcomed as sodales, survey That was the beginning of the Olde-Brittania at the same time as
steals of Vis resources, then discover Duchy of Olde-Britannia, who quickly Normandy. It is said that it is only
that their whole covenant has been regained its independence under the through a pilgrimage to Mont Saint-

Editorial
destroyed in the collapse of its regio. reign of Louis le Pieux, unable to Michel, undertaken by the late Duke
Such a disaster was what alarmed the defend that region from the Viking Charles Ier, that the French were unable
Tribunal of Normandy, which has extortions. The heirs of Solevalus to seize his land. As a grateful move, the
Sub Rosa

dispatched three investigators. One of founded the Soleval dynasty and Duke left his country to free the Holy
them is Anvinius of Tremere, an escaped more and more the royal Land. He then was killed there.
uncompromising and dreaded power. They managed to keep their
Quaesitor. independence against the kings and then His son Charles II de Soleval is the
the dukes of Celtic Brittany and newly- current duke. Eager to show its value,
Anvinius will find somebody to founded Normandy. he already fought in his youth during
blame, one way or another. the wars of Normandy. Although he
was serving at the time as squire of a
French knight, he is now looking for
any support which could strengthen his

81
authority and sovereignty. It is in this England. All Olde-Brittanians also have The country is also a home for a
Scenario

purpose that he married the daughter of a great devotion to the Virgin Mary. number of hostelries owned by the
a powerful German lord. Knights Hospitaller, Franciscan
The Olde-Brittanians have the hospices, fortified farmhouses and
strange particularity of venerating Saint stables; as well as a handful of
CHURCH OF Arthur, inspired by the Breton king of commanderies of the popular Knights
the same name. His relics are hold in Templar.
OLDE-BRITTANIA the Cathedral of Ponant’s treasure,
Bestiary

where he is presented as the protector


The entire province is strongly of their Duchy, and the defender of its THE ORDER OF
Christianized. The Britons were already independence.
mostly enthusiastic observants. They HERMES
brought with them the worship of The Duchy is divided into two
various saints, who are not known dioceses, the Ponant diocese and the While living within walking distance
outside the borders of Olde-Brittania. Les Herbages diocese. Several of the Tribunal of Normandy and his
Fiction

The most important ones are saint monasteries and convents are scattered main covenant of Falaise, the Magi of
Pencoste, who is prayed for good in the countryside, where the monks Olde-Brittania rarely attend the calls of
health, Saint Edmila, worshipped for and sisters exchange and trade with the Great Tribunal. There are only a few
her righteous modesty, and Saint Dipak, their French and English counterparts. covenants in the land, but a great
a conqueror and a ruler of ancient number of Magi travel as vagrants.
Setting
Rules
Character
Editorial

Sub Rosa

82
Some present themselves as members

Scenario
of House Ex Miscellanea, but it is likely
that a large number of those theorists of
the megaliths are actually clandestine
Druids.

The Duchy’s cities include their


share of Jerbiton House musicians and

Bestiary
Tytalus House plotters, while many
Redcaps crisscross the country. Some of
these travelers are also Merinita House
Magi, who have excellent relationships
with the local fairies, especially since
those faery damsels fear the imminent
awakening of Morgane le Fay. Her

Fiction
tomb indeed would be hidden
somewhere in the mountains of the
Brittany borders.

Setting
Rules
Character
Editorial
Sub Rosa

83
Secrets
& Lies Subscribe to Sub Rosa
Sub Rosa relies on subscriptions to continue and thrive. If you enjoyed this issue, encourage your
friends to subscribe, or take out a troupe subscription. Check our website for details.

Contribute to Sub Rosa


Sub Rosa is looking for articles and illustrations for future issues. All contributors receive a free
copy of the magazine their work appears in. Unsolicited contributions are welcomed.
See our Facebook and Google+ pages for details on how to contribute.

Check for Updates


The Sub Rosa Facebook and Google+ pages are regularly updated with news and the occasional
freebie. You can also follow our Twitter account for updates on forthcoming issues.

https://www.facebook.com/subrosamagazine/
@subrosamagazine

You might also like