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100% found this document useful (4 votes)
361 views39 pages

Sub Rosa Issue 2 PDF

Uploaded by

sergiomonge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sub Rosa

An Ars Magica Magazine


Issue 2, Feb 2008

A Pointless Mental Cruelty Production


www.subrosamagazine.org
Contents
Contributors
Publisher:
Publisher Pointless Mental Cruelty
Contributors:
Contributors P.R. Chase, Timothy
Ferguson, Lachlan Hayes, Mark Lawford,
Ben McFardland, Alex Sandison, Mark

h y h
Shirley, Neil Taylor, Michael de Verteuil,
Alex White
Cover art:
art Alex White
Issue 2 February 2008 Interior artists:
artists Jeff A. Menges, Angela
Taylor, Alex White
Editor:
Editor Mark Philp
Regular Columns Layout/Design:
Layout/Design Alex White

Under the Rose Page 3 Contact Sub Rosa


Email:
Email
News from the Line Editor Page 3 [email protected]

Who’s Who Page 4 Web:


Web
http://www.subrosamagazine.org
Snail mail:
mail

Features Pointless Mental Cruelty


C / - Alexander White
26A Empire St

The Grand Tribunal 2007 Page 5 FOOTSCRAY VIC 3011


AUSTRALIA
A report by Neil Taylor

Jinn as Characters Page 6 Legal Disclaimer


Sub Rosa is an independent publication
An article by Lachlan Hayes not affiliated with Atlas Games or White
Wolf Gaming Studios. Pointless Mental
Mythic Europe: Real Places Page 12 Cruelty is not affiliated with Atlas Games
A location by Alex Sandison or White Wolf .
Ars Magica is © Trident Inc. d/b/a Atlas
The Path of the Circle Page 14 Games. Ars Magica, Mythic Europe,
Covenants and Charting new Realms of
A Criamon mystery by Timothy Ferguson and Mark Shirley the Imagination are trademarks of Trident 2
Inc. Order of Hermes, Tremere and
End of the Hohenstaufen Pt II Page 19 Doissetep are trademarks of White Wolf
An article by Michael de Verteuil Gaming Studios. Ars Magica was created
by Johnathan Tweet and Mark

Wheostan the Old Page 22 Rein•Hagen.


The intellectual content of Sub Rosa is ©
An adventure by Mark Lawford
and held by the authors. All rights

Beasts of the Realm Page 28 reserved. Reproduction of any issue of


Sub Rosa for commercial use by any
A bestiary by Ben McFarland means without written permission from
the Publisher, except short excerpts for
Templar Apotropaics Page 31 the purpose of reviews, is expressly
prohibited.
An article by Alexander White
References to any Trademarks,
Jerod’s Cave Page 36 Registered Trademarks or Copyrights
held by any company or individual in Sub
An adventure by P. R. Chase Rosa is for promotional and recreational
use. Use of these terms should not be
Sub Rosa

construed a challenge to their ownership.

Contribute to Sub Rosa Subscription


Individual Subscription: US$4.5
Sub Rosa is made up of fan driven content. Contributors receive a
complementary copy of the issue their work appears in. Individual Subscription – 4 issues: US$16

Troupe Subscription: US$13


To contribute articles or illustrations, visit the Sub Rosa website
(http://www.subrosamagazine.org) and follow the guidelines. Troupe Subscription – 4 issues: US$35
Under the Rose
We also want to note our
Alex White excellent illustrators, who have
helped bring the articles to life. Second Issue
Welcome to the (slightly
delayed) second issue of Sub
We
encouraged
have
by
been
offers
very
of
Competition
Rosa,
Rosa the Ars Magica fanzine. assistance, and of proposals for
articles and artwork—thank you.
Write an email to Sub Rosa
This issue was held up by the
various goings on over the holiday
to Win
Also of importance is the
period, including a convention in winner of the competition Subscribers that write an email to
Australia (the excellent Arcanacon, advertised in Issue One. The Sub Rosa will go into the running to
Aust rali a’s oldes t ga mi ng winner is Richard Clark— win an Ars Magica supplement of
c o n v e n t i o n — congratulations! Richard has their choice. Emails should be sent to
www.arcanacon.org.au) and my won an Ars Magica supplement [email protected].
house-move. The delay is entirely of his choice. Thanks to all the
the fault of the publishing team, many subscribers that have The email should comment on one
and we apologise to subscribers for helped support Sub Rosa. of the articles in either Issue One or
the wait. Issue Two. Entries will be published
For everyone else, do not (and may be edited). Existing and
In this issue you will find worry. We have another new subscribers may enter.
missing pieces of Mystery Cults, competition (see the nearby
new types of middle eastern insert). The winner will be drawn on
companions, demon-fighting Thursday 1 May, and announced in
Templars, and more. There is also The next issue of Sub Rosa is Issue 3.
David Chart’s regular report, and due in early May. Check our
website for updates and news, as To subscribe, simply visit
again I thank David and Atlas
well as dea dli nes for www.subrosamagazine.com.
Games for their support for Sub
Rosa. contributions.

3
News from the Line Editor
ha ve s chol arl y
David Chart tendencies, which
means that they are
likely to get involved
Art and Academe with mundane
scholars. Letters are
This is a book I’ve wanted to do
not affected by The
for Ars Magica for ages, because
Gift, so corres-
intellectual history is the aspect of
pondence with a
the middle ages that I, personally,
scholar at a university
find most interesting. It also tends
is entirely possible.
to get fairly short shrift in popular
Thus, information
accounts, and I think that’s a
about the universities,
shame, because there’s lots of
and cathedral schools,
potential for stories. The tricky bit
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can easily be slanted to


was coming up with a way to do it
stories in which magi
that would make it good gaming
and scholarl y
material; obviously, a long list of
c om p a ni ons can
medieval scholars would not fulfill
become caught up.
that requirement, no matter how
interesting I find their positions. Medicine was an
important part of
Fortunately, Ars Magica makes
medieval academia,
some bits of this easy. First, magi
and one that has
obvious in-game applications. The seeds and discussions based on its
book thus provides rules for implications for characters and for
medieval medicine; how to treat Hermetic magic. Even people who
diseases and wounds. The it can don’t find medieval theories of
assumptions of Ars Magica mean have a number mind interesting can use the new
that medieval Western medics of effects that applications of Mentem magic
were basically right about disease look magical to they suggest.
and illness; there are no bacteria, the uninitiated.
no viruses, and wounds do not get They are not, Finally, the chapter on art and
infected. Instead, the critical thing however. They are artists gives rules for creating
is the balance of humours in the completely mundane, and the works of art, and for the impact
patient, and the rules provide necessary techniques can be that can have on the world around
guidelines on how to restore or learned by anyone with the you, including attracting the
preserve this balance. There are perseverance to do so. Astrology attention of supernatural beings
rules for medieval diseases, and is also covered in this section, who choose to patronise the artist.
lists of medieval medicines, with because the stars do give a As with City and Guild, a main
the sort of use they have. certain level of insight into the purpose of this book is to broaden
events of the sub-lunar world. the scope of Mythic Europe for
Because modern science is as And, again, there is nothing
false as modern medicine in stories. There is no reason for
magical about it. sagas to be restricted to magical
Mythic Europe, there is space for
non-magical alchemy. This is the The differences between the wildernesses, when there is
Mythic European equivalent of real world and Mythic Europe potential for adventure in the new
science and technology, but it extend further, and one chapter universities. Whichever style of
looks very different from real- is, in a sense, the “Medieval story a troupe prefers, the other
world science, and, unsurprisingly, Paradigm Guide” for Ars can be drawn on for a change of
a lot like medieval alchemy. It Magica. It explains the basic pace, which helps to keep the saga
can’t transmute lead into gold, but structure of the world, with story fresh for everyone.

Who’s Who?
Phil Chase Mark Lawford His work continues to grace
role-playing products, books and
Phil Chase was an educator for Mark Lawford grew up in magazines as well. Jeff earned an
14 years and now works for the Eastbourne on England’s south MA in Illustration from FIT NYC 4
State of Michigan. He and his coast, only taking time out to in 2007. In addition to his
wife, Dana, returned to western travel as far afield as Kuala freelance work, Jeff has steady
Michigan in 2003 after having Lumpur, California, and Luton. experience as an Art Director and
lived in New York for ten years. He’s been gaming for more Designer, and works with Dover
While in New York, Phil ran a years than he hasn’t but has only Publications in New York. He
long-lived Ars Magica campaign now started to push his work currently lives on Long Island with
that spanned five years of real onto an unsuspecting audience. his wife and two children.
time, thirty years of game time, By day he’s an IT manager for
twenty miles of New York well-known bank. Alex Sandison
subway, and three editions of Jeff A. Menges Alex Sandison is a Radiation
this excellent roleplaying system. Physicist working in Dundee
Jeff A. Menges entered the where he lives with his wife, two
His board game design career,
commercial fantasy art market in cats and two horses. He spent over
under the pen name P. R. Chase,
1987. Early projects included; ten years looking for a game of Ars
started in 2002 with the release of
Magic: The Gathering® and the
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Theophrastus with Mayfair Magica before he finally conned


beginning of a long-lasting stint someone into running it. He
Games. In 2006, Grand
with the Ars Magica role-playing occasionally sticks his oar in on the
Tribunal was published by Atlas
system, as early as 1989. Upon Ar s M a gi c a f or um s as
Games. For Ars Magica fans,
entering the industry as a full- WorstLudditeEver.
Grand Tribunal is known as a
time freelancer in late 1993, the
board game version of Ars
card-game market created an
Magica’s detailed seasonal magic
incredible demand for art.
item creation system.
The Grand Tribunal 2007
In November of this year, the the waters bubble forth from the intellectual import were discussed,
Stonehenge Tribunal managed to ground). A few of the magi and the Tribunal finished with a
gather a full quorate Tribunal at found residence with the host ritual exchange of gifts, including
the behest of Ungulus Covenant. magus Christian or his sodales, a carved plaque with the badge of
Visiting magi from the Rhine while others sampled the the Order for our host.
Tribunal, from Ultima Thule, and travellers’ inns. The host magi
provided spells to summon Post-tribunal, the magi departed
from the Lands Beyond The departed into supernaturally foul
Sunset flew in to witness this strange magical foodstuffs,
drawn from the far corners of the weather, while the magi from The
Tribunal, and to see the Lands beyond The Sunset
assembled magi dressed in their world.
travelled to Cantabrigia, and
finery. Several magical contests were briefly to Schola Pythagorensis.
The Tribunal took place in the resolved, while a number of
grogs found themselves lost in By the Arts of Rego Imaginem
lands of the Severn Valley, in the we bring you the Grand Tribunal
village of Cheltenham (wherein the woods. Matters of great
gathering…

We would like to thank We began the Convention Authors (there being an


Christian-Jensen Romer for with a pub-evening in a unnaturally high concentration of
organising the convention, and basement deep in the heart of the line’s writers here.)
writing and running the Freeform Cheltenham, followed by a
chilly ghost-hunt walk led by CJ A charity raffle raised c. £55 for
Tribunal, and those other charity.
(no ghosts seen, though...).
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Cheltenham gamers who helped


and assisted. Erik Dahl & Matt The next day, Nathan Hook ran It was a great weekend, and a
Ryan (USA), Leif Olaf Jøsang & a mini-freefrom, Mark Shirley chance to exchange “I didn’t
Karl Trygve Kalleberg (Norway), and Neil Taylor ran tabletop know X looked like that” with
and Pitt Murman (Germany) games, and there were names familiar only from e-mails.
travelled long distances to join us, innumerable discussion groups
while a long list of others came where we covered everything Picture by Angela Taylor, with
from all over the UK. from beer, the state of Ars apologies to persons who know
Magica, and Things Which themselves to be important but
Cannot Be Disclosed Except By have been left out.
Jinn As Characters
As noted in HoH: Societas, page descendent of the Faerie
134, within the ranks of the tribes Companions of Fourth Edition, Lachlan Hayes
of Jinn, individual Jinn vary in these characters are similar
their attitude towards mankind thematically but with the more I’d particularly like to thank
and revealed religion. Heathen integrated and robust mechanics Niall Christie and Mark Shirley for
Jinn, those pagan spirits of the of the latest edition. To use this their previous work, which I’ve
Magic realm are the Islamic article to its full extent requires drawn on, as well as their
folklore equivalent of genii loci and both the following sourcebooks encouragement and helpful
prefer to have little to do with in addition to the Ars Magica comments on earlier versions of
mankind but may be the target of Fifth Edition: Realms of Power: this piece.
summoning by sahir and other The Infernal and Houses of
Levantine summoners. So called Hermes: Societas. A copy Realms of Mythic Companion:
Power: The Divine and in
Pious Jinn, their Faerie aligned
particular, the fourth edition Janni Scions
counterparts mentioned in RoP:
The Divine, page 103, profess to supplement, Blood & Sand, is
Although they are young
have accepted the message of recommended to get the most
members of the weakest of Orders
Islam and live their lives alongside out of this article due to their
of the Faerie jinn, Janni Scions,
mundane human society, often coverage of Mythic Islam and
like other Mythic Companions,
i nt er act ing wit h it a nd the f urt her ba ckground
can be very powerful and are
demonstrating a role similar to that information on Jinn.
recommended for high powered
of faeries in northern European I hope these rules provide an sagas or sagas with elder magi. The
culture. Finally there are Corrupt interesting alternative to playing Janni Scion Virtue is taken in place
Jinn, those who have given a Hermetic magus in Iberia, the of The Gift, so these characters
themselves over to the Infernal Levant or North Africa that the cannot be magi, but like other
and become true demons – indeed current roster of Fifth Edition Mythic Companion characters,
Iblis, the Islamic Devil, is Mythic Companions does not they take the place of a player’s
believed to have been a former yet cover (at least until the magus in the saga. The Janni Scion
Jinni. advent of the final two Realms Virtue is a Free Virtue (like The
of Power supplements). Players Gift) which, like the other Mythic
This article details ideas and
of sahir, summoners or Hermetic Companion Virtues found in
mechanics on playing either
magi with a strong interest in various Fifth edition Ars Magica 6
Faerie Janni Scions (female
spirit mastery may also find sources, grants the player two
Janniya Scions), younger members
these rules useful to help create points to spend on Virtues for
of the weakest tribe of Jinn, the
interesting and unique entities every point he spends on Flaws. It
Jann. At the Troupe’s option,
to enlist or enslave as their also grants a free Minor Virtue,
Infernal Ghul Whelps, younger
magical allies. Second Sight, allowing a maximum
members of the depraved and
demonic Ghul tribe may also be profess to follow Islam, the
created using these rules but may The Bismi Allah utterance of the phrase by a
be more appropriate when used as Invocation believer invokes an effect the
opponents in a Saga or as subjects same as that listed under the
of a sahir or Hermetic magus’ “Bismi Allah arrahman Vulnerable to Folk Tradition
summoning attempts rather than arrahim...” (Arabic: “In the Minor Hermetic Flaw (HoH:
as player characters. Ghul Whelps Name of God: the most Societas, page 107) – the target of
are aligned to the Infernal realm Gracious, the Merciful...”) the Jinn’s magic is granted a Magic
and except where specifically begins al-Fatiha, “the Opening”, Resistance equal to (5 x the
noted below, use the same rules as
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the first sura of the Qu’ran – a target’s Magic Lore) or 0 if the


for Janni Scions verse proclaimed before many target does not have this Ability.
everyday activities by pious Both Faerie Janni Scions and
I’ve detailed these characters as
Muslims to invoke God’s Infernal Ghul Whelps are affected
Mythic Companions similar to the
blessing and ward off the by this effect, as are their elder
Blood of Heroes, Nephilim and
attentions of evil intentioned Pious Jinn and Corrupt Jinn
Devil Children chara cters
Jinn and other spirits. cousins, but Heathen Jinn aligned
presented in various Ars Magica
Fifth Edition supplements. to the Magic realm are immune to
For Pious Jinn, those Faerie
Although not intended as a direct this effect.
beings of the Islamic world who
of 21 points of Virtues for 10 points have the Ways of the Desert You need only make an aging roll
of Flaws. However, the Janni Major General Virtue, an affinity once every ten years after the age
Scion Mythic Companion has a with fire-based magic reflected of 150, and receive a -5 to Aging
few other compulsory choices for in their choice of Supernatural Rolls. You gain no benefit from
Virtues and Flaws. Abilities or Faerie powers and/or Longevity Potions or any magic or
possess the Greater Immunity: supernatural power that slows or
Required Virtues: All Janni Fire General Virtue. Janni who relieves Aging or Decrepitude.
Sci on Myt hi c Com pa nion dwell outside of the Levant are Once you gain your first
characters must take the following eligible for the Outsider Decrepitude Point, it becomes
Virtues: (Muslim) Major Social Flaw. increasingly difficult for you to
Janni Scion (Free - Mythic learn new things: subtract your age
Companion Virtue)
New Virtues & / 10 from all Advancement Totals,
Flaws although the Advancement Total
Blood of the Jinn (Major for a season cannot drop below 1.
Supernatural) Janni Scion You may not take the Gift or
Strong Jinni Heritage (Minor, True Faith, Hermetic Virtues or
Special Virtue, Free
Supernatural) Flaws, Methods or Powers, Virtues
This Virtue has no cost, and such as Giant, Mythic, or Faerie
Second Sight (Free - Minor, Blood, or Flaws such as Age
can only be taken for a Mythic
Supernatural) Quickly or Lycanthrope. Given
Companion born as a young
M or tal Veil ( Maj or , janni. A similar Virtue, Ghul your background as a member of a
Supernatural) Whelp, designates you as a magical race rather than being
fledgling of the corrupt Ghul born to mundane human society,
one Major Supernatural Virtue tribe. some Social Virtues and Flaws
(see list below) may be inappropriate depending
Blood of the Jinn on Troupe consultation. You may
Required Flaws: All Janni take Heroic Virtues and Flaws.
Sci on Myt hi c Com pa nion Major Virtue, Supernatural Magi and Grogs may not take this
characters must take the following Virtue.
Flaws: You are a young scion of the
tribe of Jann, the least tribe of Close (Elemental Form)
Offensive to Animals (Minor, elemental creatures known
Supernatural) throughout Islamic lands Ties
collectively as Jinni. You are
Susceptibility to the Divine Major Flaw, Supernatural
7 (Minor, Supernatural)
much weaker than an elder of
your race, being only perhaps a As a creature strongly aligned
OR century or so in age, although with one of the four elemental
your magical power may still be forms (Auram, Aquam, Ignem or
Vow (keep any bargain made) significant when compared to Terram), you may be affected by
(Minor, General) mortal humans. As a magical Hermetic and non-Hermetic
creature with Faerie Might, all magic that targets that specific
Vulnerable to Folk Tradition: your magical powers and Form in addition to Corpus,
Bismi Alla h (Mi nor , Supernatural Virtues are aligned Mentem and Vim effects. For
Supernatural) to the Faerie realm and use the example, if you possess the Strong
one Minor Personality Flaw corresponding column of the Ignem Ties Flaw, you may be
(any) Realm Interaction Table (Ars affected by Muto, Rego and Perdo
Magica Fifth edition, page 183). Ignem spells in both physical and
Janni Scions may therefore take spiritual form. When slain, you
an additional 5 points of Flaws, You can see normally in
leave behind vis of the appropriate
each point granting two Virtue darkness or semi-darkness, such
Form rather than the usual Vim
points for a maximum of up to 10 as at night. Your eyes look
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vis.
further Virtue points for a total of mostly normal but are an
21 Virtue points, including the free unusual and vivid colour. You You may only take this Flaw if
Second Sight Virtue, for a total may learn Faerie Lore (jinni) you possess the Blood of Jinn
cost of 10 Flaw points just like and Penetration during character Virtue and possess an appropriate
other Mythic Companions. Given creation without needing to take Virtue tying you directly to a
their background as spirits of the Arcane Lore Minor Virtue. single element such as (Elemental
smokeless flame and liking for Form) Control or an appropriate
You age incredibly slowly, and
desolate stretches of the Greater Immunity Major Virtue
may live for thousands of years.
Levantine wilderness, many jann
against an aspect of that same at will by expending 2 Might Janni Scion or Ghul Whelp Mythic
element. points; when doing so you Companion.
acquire the physical
(Elemental Form) characteristics, size, combat Vulnerable Magic:
Control statistics and Wound levels Mu’addhin’s Call
generated as for a normal
Major Virtue, Supernatural character. You may become Major Flaw, Supernatural
fatigued as usual and the
This Virtue gives control over Regardless of how long they
destruction of your physical
one aspect of nature, either would normally last, all your
body does kill you, unlike your
Auram, Aquam, Ignem or Terram. magical powers and Supernatural
elder jinni brethren, although
The jinni may duplicate any non- Abilities are disrupted by the first
learning a Jinni Mystery Virtue
Ritual Creo, Muto or Rego spell light of dawn, typically announced
may allow you to overcome this
effect with the chosen form less in Islamic lands by the first cock
weakness.
than or equal to in level its Might crow or the mu’addhin’s morning
score at a cost of 1 Might point per Your physical form is set and call to first prayers. If you are a
magnitude of the effect. This cannot be changed without janni and in physical form at the
Virtue may not be taken more additional shape-shifting magic time of dawn, your Mortal Veil
than once and is only available to – each time you assume physical dissipates and you must expend
characters with the Blood of the form your appearance is the Might to reform it.
Jinn Virtue. exactly the same. Although you
can form a single unchanging set Strong Jinni Heritage
Jinni Might of basic clothes and minor
Minor Virtue, Supernatural
effects as part of your physical
Minor Virtue, Supernatural
form, you cannot form any Your jinni heritage is strong and
You may only take this Virtue if weapons, armour or other you are a true Faerie creature,
your character has the Strong Jinni significant objects with this possessing Faerie Might score and
Heritage or a similar Virtue that power. Your body lasts until you supernatural powers. This Virtue
grants Faerie Might. Your Faerie decide you no longer need it, may only be taken if you have the
Might increases by 2 points. Upon but any items carried while in Major Virtue Blood of the Jinn.
your death, your body contains a physical form are not rendered
number of pawns of Vim vis equal incorporeal when you disperse Although you are only a janni, a
to your (Faerie Might / 5), your physical veil unless acted member of the weakest order of
rounding up. You may take this upon by a separate magical jinn, you are a Faerie creature of
Virtue more than once, though it power. smokeless fire with the same
can account for no more than half capacity for development and free 8
As a spiritual creature of will as a human. As a creature
of the character’s total Virtues.
smokeless fire with a physical composed of pure spirit, you are
Mortal Veil body formed of pure spirit, you affected by Rego Vim spells and
can be scoured, summoned and are vulnerable to Summoning
Major Virtue, Supernatural controlled by Sihr, the Goetic abilities that can affect spirits.
(special) Arts and various Hermetic Rego Mentem spells affect you normally
Vim spells (and similar effects), and you can be affected by Corpus
As a janni, you are both even when in physical form. At spells when in physical humanoid
naturally invisible and intangible, the Troupe’s option, you have a form. You possess a Faerie Might
and cannot be influenced by the True Name (see RoP: Infernal, (Vim) score equal to your age
physical world unless you choose page 34-35) that may be used to divided by 20, which increases as
to manifest a physical body. In exert great power over you if you grow older. This grants you a
your incorporeal form you cannot discovered. As a spiritual Magic Resistance score. You
interact with the physical world at creature in human form you contain a number of pawns of
all and can only be directly remain susceptible Corpus Faerie tainted Vim vis equal to
targeted by magic if the caster can
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effects while wearing your your Faerie Might divided by 5


sense your existence. You have no physical veil and since you (but always at least one pawn) that
physical characteristics or combat possess a mind with reasoning can only be extracted if you are
scores. Without taking physical and free will, can be affected by dead. You are immune to Warping
form, your physical characteristics Mentem spells regardless of of any sort.
are only used when dealing with your current form.
other incorporeal creatures. You may have up to thirty levels
You may only take this Virtue of Faerie powers that may be
You can form a unique physical if you possess the Blood of the invoked by spending Might points.
body to house your spiritual form Jinn Virtue and begin play as a Design the power’s effects using
the Hermetic spell guidelines. of a tribal elder and battling evil Supernatural Beauty (HoH:
The Might cost for each power is summoners and sahir who Societas, page 56)
equal to its magnitude divided by repeatedly enslave or imprison
two (but always at least 1 point). other Pious Jinn. Warding (HoH: Societas, page
The initiative score of the power is 112-113)
your Quickness. Calculate Various ot her Her oic,
Supernatural and Mystery Whistle Up the Wind (HoH:
Penetration as per the rules given Societas, page 105)
in the Ars Magica Fifth Edition, Virtues appropriate to Janni
Scions are included below. All
page 191 – this can be modified by
Virtues are found in the Ars
Jinn Powers
the jinni’s Penetration score and
Sympathetic Connection bonuses Magica Fifth Edition unless The Jinn are fabled for their
as usual. otherwise noted: magical powers and tales abound
Charmed Life (HoH: True of them changing into animal
You may take this Virtue
Lineages, page 104) shape, creating wealth, flying
multiple times. Each additional through the air and transporting
time you take it increases by thirty Dance that Heals (HoH: themselves and others to far away
the number of holy powers you Mystery Cults, page 73) places in the blink of an eye. As
may invoke, but has no other
spirits closely associated with the
effect; in particular, it does not Enchanting (Ability) (HoH: elemental forces of nature, many
increase your Faerie Might. This Mystery Cults, page 86) have variable control over wind,
Virtue is only available to
Entrancement fire, water and the stone – indeed,
characters with the Blood of the
the great Temple of Solomon was
Jinn Virtue. Gift of Tongues (HoH: True built through the magical labour of
Lineages, page 105) Jinn ensorcelled by the fabled
Jinni Mysteries and king. Some of these magical
Common Supernatural Great Bearer (HoH: True
abilities are best represented by
Lineages, page 105)
Virtues existing Supernatural Abilities as
Greater Immunity: Fire detailed above, but other more
The secret ways of the jinn are individual effects granted by the
strange to humans, not the least Hex (RoP: Infernal, page 92) Strong Jinni Heritage Virtue
being the way they age slowly and mimic Hermetic spells and are
Lesser Immunity: Starvation
gain power over time through their similar to the powers granted by
heroic or infamous deeds, unlike Lesser Immunity: Thirst the Heroes’ Birthright Virtue or
other Faeries who are unable to the powers of Divine and Infernal
9 learn anything new or truly Mythic (Characteristic) (HoH: Mythic Companions such as
change. To reflect this capacity to True Lineages, page 107) Nephilim and Devil Children, but
grow and learn, a janni character are aligned to the Faerie realm.
Mythic Herbalism (HoH:
can develop a score in Jinni Lore, Societas, pages 125-126) All Jinn are individuals, and the
an Ability that works like other
following selection of powers is
Mystery Cult Lore Abilities to Nature Lore (Desert, HoH:
merely a sample of the more
generate an Initiation Total for the Mystery Cults, page 103-104)
commonly encountered Jinni
learning of new Virtues (see The
Persona (HoH: Societas, page magics – the Troupe is
Mysteries Revised, pages 8-20).
94) encouraged to design unique
Janni Scions can learn additional effects for Janni Scion characters
Jinni Might and Strong Jinni Shapeshifter that fit their personalities and
Heritage Virtues as Mystery background using the guidelines
Sihr (HoH: Societas, page 135-
Virtues this way, thereby above (see Najib the Guide below
136)
increasing their powers and Might for further ideas).
scores. Each initiation attempt Siren Song (HoH: Societas,
Flight, 3 points, Init +0, Auram:
requires the generation of a page 139)
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this power allows the Jinni to


separate Initiation Script and for
Skinc hanger (commonly soar into the air on a gust of
the most part, the janni must act as
camel, hawk, jackal, snake) wind, traveling in either physical
his own Mystagogue. Example or spiritual form. As Wings of the
quests include retrieving exotic Summon Animals (HoH: Soaring Wind, with R: Personal.
plants from within the fabled Societas, page 105)
Mountains of Qaf (believed to be a Travel, 3 points, Init +3, Corpus;
series of regios within the Summoning (RoP: Infernal, this power instantly transports
Caucasus), venturing into the lost page 114-115) the jinn and a single other
realm of Jinnistan at the bequest person from one location to
best belong in either House Virtues and Flaws including
Janni aligned to Merinitia or Ex-Miscellanea. various Supernatural Virtues
Other Realms Such rare individuals are not aligned with the Infernal realm
true descendants of the Jinn and even learn Unholy Methods
Although most Janni Scions are tribes, but mortals exposed to and Powers.
Pious Jinn and thus Faerie the elemental forces of these
creatures, not all are aligned to the Magical creatures in their youth Some Infernal Ghul become so
Faerie realm, as jann are capable ei t h er by d es i g n or evil that they join the ranks of true
of human aspirations and failings. circumstance, becoming marked demons, having gained a place in
Both Magic and Infernal tainted as beholden to this mystical Hell’s hierarchy and the
janni are known to exist. There race. accompanying powers. These
are no jann aligned to the Divine spirits are no longer jinn but are
realm however. Infernal Ghul Whelps are true demons and as such not
similar to Devil Children suitable as player characters, being
Heathen janni, those aligned to (Realms of Power: the Infernal, created using the rules for demons
the Magic realm, are rare, but pages 99-101) although more (RoP: Infernal, Chapter Four: The
similar to the genii loci style Jinn closely resemble their untainted Infernal Legions). All these truly
described in the Hermetic Sahir Janni brethren. At the Troupe’s Infernal creatures have a common
section in the Ex Miscellanea discretion, such a character may demonic Weakness in addition to
chapter of HoH: Societas (pages represent a younger member of the usual Weakness – they cannot
134-135) and not suitable as player the depraved Ghul. Use the harm a protected group consisting
characters. Players wishing to have same template and Virtues of individuals that have invoked
magus level characters aligned to above but note that these the Bismi Allah in their presence
the Magic realm that have been Infernal tainted creatures have (see Bismi Allah Invocation
touched by the Jinn should play Infernal Might scores and leave sidebar). Like other demons, these
either magi with the Mythic Blood Infernal tainted Vim vis (vis creatures leave Infernal Vim vis
Major Hermetic Virtue or play a infesta, RoP: Infernal, page 18) behind when slain, the smokeless
Mythic Companion with the when they are slain. Such fire of their original bodies having
Blood of Heroes Special Virtue individuals may have the been replaced with the spirit of
instead of a Janni Scion. The Repellent Major General Flaw pure evil.
Faerie Upbringing Minor Flaw is (RoP: Infernal, page 89) instead
appropriate for either style of of the first three Minor Flaws of
character and the character would the template, can take Tainted

another it has been before or has 10


recitations and times of prayer
Jinn and alternate into the spell effect. For
an Arcane Connection to,
regardless of distance. As Leap of
Spell Parameters and versions of these parameters Homecoming, with R: Touch, T:
updated to Fifth Edition, see
Guidelines Niall Christie’s note on Sanctum
Group.

The mystical ways of the Jinn Hermeticum Revisited at Suggested Reading


tribes do not integrate well with http://www.geocities.com/sanctu
mhr/Calatin/islamicmagic.html. Eric Dahl, Timothy Ferguson &
Hermetic magic and defy
Mark Shirley, Realms of Power: The
explanation by Hermetic theory. The Holy Param eters Infernal, Trident.
To help reflect this, troupes Recitation, Office, Devotion,
should consider the use of Niall Christie, Blood & Sand: The
Grace and Faith detailed in RoP: Levant Tribunal, Trident
alternate spell parameters when Divine, page 68, may be
designing Jinn powers granted by Various, Tales from the Thousand and
appropriate additions or used as One Arabian Nights (translated,
the Strong Jinni Heritage Virtue or s ubs ti t ut es wit h s li ght introduction by NJ Dawood), Penguin
using their Supernatural Abilities, modification. Classics
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particularly for Pious Janni who


profess to accept the Islamic faith. Infernal Ghul Whelps may JE Hannauer, The Holy land: Myths
and Legends, Senate
make use of the Infernal
The Islamic Ranges, Durations parameters presented in Realms
and Targets presented in the of Power: The Infernal, page103
fourth edition supplement, Blood and use the Maleficia guidelines
& Sand, pages 62-65 are highly in the same chapter when
appropriate, in particular the

hhh
designing their Infernal powers.
Durations Shahada, Adhan, Quir’ra,
Sura and Salat which integrate
Abilities:
Abilities Arabic 5, Animal Handling 2 (camels),
Najib the Guide, a young Janni Athletics 3 (running), Awareness 2 (alertness), Brawl 4
Scion Mythic Companion (dagger), Bows 5 (short bow), Carouse 2 (power
drinking), Greek 3, Holy Land Lore 2 (laws), Faerie
Order:
Order Jann Lore 4 (jinn), Folk Ken 2 (mercenaries), Leadership 4
(battle), Persian 3, Ride 3 (camels), Second Sight 3
Faerie Might:
Might 6 (Vim)
(jinn), Single Weapon 7 (long sword), Survival 2
Characteristics Int -1, Per +2, Pre 0, Com 0, Str +2, (deserts), Swim 2 (hold breath), Wilderness Sense 3
Characteristics:
Sta +0, Dex +2, Qik +3 (find water).

Size:
Size 0 Powers:
Powers

Age:
Age 42 (35) Cuirass of the Zephyr, 1 point, Init +3, Auram; as
Circling Winds of Protection with Duration of Qira’a (as
Decrepitude:
Decrepitude 0 long as Najib keeps reciting verses of the Qu’ran –
equivalent to Concentration).
Warping Score:
Score n/a
Blinding Light of the Pious, 1 point, Init +3, Ignem; as
Confidence:
Confidence 1 (3)
Flash of the Scarlet Flames.
Virtues and Flaws:
Flaws Jann; Blood of the Jinn, Gift of Travel, 3 points, Init +3, Corpus; see Jinn Powers
Tongues, Jinni Might x2, Improved Characteristics, above.
Lesser Immunity: Thirst, Mortal Veil, Second Sight,
Skinchanger (wild white Bactrian camel), Strong Jinni Vis:
Vis 2 pawns of Vim vis when slain.
Heritage x3, Warrior, Wilderness Sense; Carefree, No
Sense of Direction, Offensive to Animals, Outcast, Appearance:
Appearance Najib is a comely, lithe man of
Outsider (Muslim), Susceptibility to the Divine, Vow uncertain oriental appearance and dark hair. One eye is
(keep any bargain made), Vulnerable to Folk iridescent green, the other ocean blue. He favours
Tradition: Bismi Allah. swirling robes dyed a deep blue colour, highlighted by
gold jewelry.
Personality Traits:
Traits Impulsive +3, Cheerful +3
Najib is a free spirit - a young Pious jann outcast for
Reputation:
Reputation Skilled Caravan guard 2 (Kashgar) his older brother Ishmalim’s crimes and forced to
wander from caravanserai to caravanserai along the
Combat:
Combat
trade routes of the Levant, Transoxiana and beyond.
Scimitar (as Long Sword): Init +5, Attack +14, An excellent swordsman and skilled outdoorsman, he
Defense +9, Damage +8 is well known amongst the Muslim merchants and
11 Redcaps alike for his easy-going nature and bravado in
Soak:
Soak 0 defending caravans from raiders and brigands.
Fatigue Levels:
Levels OK, 0, -1, -3, -5, Unconscious.
Wound Penalties:
Penalties -1 (1-5), -3 (6-10), -5 (11-15),
Incapacitated (16-20), Dead (21+)
Sub Rosa
Mythic Europe: Real Places
Man. This and other locations
h a ve be en pr evi ou s l y Alex Sandison
documented by my elders and
betters. I surface of the pool I discovered a
would, cave up against the cliff face. After
how ever , suitable preparations, I entered the
like to water fully and made for the cave
draw your mouth. The hole was shallow and
a t t ent i on a current pushed against me,
to some resisting my entrance. Inside I
less well found a number of tight, cramped
k n o w n caves and passages. I was loath to
locations. enter too deeply for fear of being
trapped within. Despite the tales I
One site had heard, of visions and
that made mysterious incarnations there, I
a could see nothing of note.
parti cul ar
impression I stayed by Malham Cove for a
on me was number of weeks, attempting to
Mal ham divine the secrets within to no
Cove. My avail. I tried every investigation
wife Olivia my, admittedly limited, Arts could
and I were travelling through offer. I also travelled the area,
Malham Cove the remote Dales of Yorkshire
when we encountered tales of a
talking to the locals to find more
stories.
I James, now of House Jerbiton pool and caves. The locals told
us of a place that showed strange The locals told tales of visions of
have travelled Europe, and visited great joy, and of terror beyond
locations of power, myth and and powerful visions of times
past and future. We followed the measure, but none would admit to
legend. These writings describe having seen any such themselves.
rumours to a magnificent cliff of
my experiences in the hopes that
limestone, set in the remote The only reason I spent as long as 12
they will benefit the reader. I did there was because my wife
Yorkshire Dales near Fountains
I was raised in what I now know Abbey. and two young sons were happy in
as the Stonehenge Tribunal. I was the region, away from the
privileged to be a part of the The cliff arcs around a pool at Covenant.
founding of the institutions of its base that in turn feeds a
stream down the hillside. The Even so, I was on the verge of
Oxford and the great university admitting defeat when at dusk,
there. During my studies, I found cliff face has ledges at various
points, and atop there are seven days after the spring
texts of great worth and power, equinox, a deep fog fell over the
including some that should have strange formations in the same
stone. Above the cliff there is a area. I could see perhaps 5 paces in
been forbidden, but I digress... I any direction. As I reached the
joined the Order in the Year of our Tarn, which I suppose feeds the
pool below. It appears as if in cove I realised I had entered a
Lord 1190, and during my deeper reality of the place. A
apprenticeship, was directed to times past water had flowed
from the Tarn over the cliff to waterfall flowed over the edge of
travel this tribunal searching for the cliff and into the pool. Behind
the lesser known secrets of the create its distinctive shape and
the waterfall the cave mouth had
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land. My gift is less obtrusive than form, but judging by the mosses
and other growths, it is many grown, and was more accessible
most, and this task gave me time than before.
to spend with my family, so I years since water flowed that
made the most of it. way. I prepared myself, then entered
All of the stories talked about the cave. This time the current
On my wa nderi ngs I was reversed, drawing me in,
enc ount er ed s tr ange a nd a small pool or basin, so I took
the pool at the base of the cove rather than resisting me. I still had
wondrous locations such as the to duck under the water to enter
Cerne Abbas Giant, The Long to be the main focus of my
investigations. Under the properly, but beyond there was a
Malham Cove is in the Yorkshire Dales, Grid Reference of great power. It was years until I
54°04′ 15″ N, 2°09′ 31″ W. recovered from the pain and terror
left from the reliving of the death
There is a native cave system behind the cliff that can be accessed of my one and only love. Again,
from the pool at its base, photos and a information are available in the the tears had fallen and shown me
photo galleries. John Cordingley, Cave Diving Group, images I could not have seen, and
http://www.cavedivinggroup.org.uk/ again the tears I collected
contained Vis.

cavern maybe thirty paces in I gathered my wits again in Malham Cove is obviously a
diameter. Crystals glittered with time to collect some water from place of power. I have since
an inner light, and from these the the pool while the image was encountered occasional tales of
cavern was clearly lit. In front of still clear. As an afterthought, I others visions, and spend many
me there was a raised area, and wiped the last of my tears with a years considering that which I saw.
within that, a pool. piece of cloth torn from my I believe that the power of the
doublet. cave, on that day once a year, is to
It looked almost like a font. The show the visitor visions of their
rock surfaces were smoothed, and I emerged from the cave, still true love.
the stone itself reminded me of filled with a great sense of joy
nothing more than pink marble. and happiness. That feeling The power of these visions is
stayed with me for many always great and emotional, joyous
I left the water and walked to months. or tragic beyond any comparison.
the font. As I approached, my In every tale the visions have been
mind was filled with visions of my The water I collected had no true, but cannot be controlled.
wife, of how we met, of our sons. special properties I could
The visions filled me with determine, but the tears I I have given thought to its
happiness, each more joyful than collected contained Vis aligned nature and suspect the pool to be
the last. Tears were flowing down to Intellego, a most valuable aligned with magic, for it did not
my face and into the font, and substance. have the feel of the fae. A divine
where they landed, the water nature origin is possible, but I
showed the images I was seeing. It was about three years after could not bring myself to complete
The final vision was of my wife that that our one and only my investigations.
and I together, and between us daughter Sophie was born, and
at two she looked exactly as I I have seen more than I ever
was a girl, perhaps two years old. desired to from those visions, and I
My tears were flowing into the remembered her from my vision.
carry the scars with me to this day.
13 pool like rain, and the final image I returned to that place only If you choose to visit this place,
stayed in the pool even as the once more, in the year after and receive its gift of knowledge,
visions left my mind. Olivia’s death, seven days after then be sure you are ready for that
the Spring Equinox. Again I which you find.
entered, and again I saw visions

h
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Path of the Circle
The Path of the Circle was the
first written for House of Hermes: Timothy Ferguson and Mark Shirley
Mystery Cults. By the time it was
complete, two aspects caused Of Criamon magi, members of temporarily, in symbolically
concern. It defined the Magic the Path of the Circle are the significant sequences. This
Realm in a way that would bind most likely to be troubled by, teaches the magus the underlying
the authors of Realms of Power: and interact with, adulterations. principles of the generative forces.
Magic, which was undesirable. It Adulterations, the Elders of the
Path explain, are incomplete, The sequences of summoned
also caused squeamish reactions in forms set up a distinctive pattern
some readers, because some of its and ill connected to the
Universe, because they have in the Inspirato, a mystical scent
mysteries are visceral. As the for the magus, which draws minor
weakest concept among the paths, been left behind when their
superior parts have Secanted. Adulterations to the magus.
I decided to axe it and the Path of Adulterations are attracted to the
the Mirror, when one of the other They desire reintegration into
the universe and time. magus by a subconscious drive
authors pointed out that towar d des tru ctio n or
Empedocles is a Sufi Heiriophant Adulterations seek out Magi of
the Circle because they know, transformation. Adulterations are
to me. Examining the Sufi gave often threatening, because this
me fresh ideas for the Path of subconsciously, that these magi
are able to destroy, transform or forces a magus not to ignore them.
Walking Backward, which allowed
me to have it as a counterpoint to kill them, allowing them to Script: Treated as a Major
the Path of Strife, but made the move on to future lives. Virtue (21) = Grants Flaw: Vow
chapter too lengthy. (not to cause needless suffering)
The Avenue of the +3, Grants Flaw: Supernatural
Path of the Circle Primordial Nuisance (many minor
adulterations) (+9), Special time
Criamon on the Path of the Magi beginning the Path of and place (+3), Mystagogue (+6)
Circle know that all time co-exists, the Circle start by exploring a
and seek to explore those portions portion of it well established in Summoning Organs
of it that are accessible to their the Hermetic style of magic: the
magic. They summon beings from world of Forms. The magus Empedocles believed that at the
earlier and later epochs, and can, finds a fecund, mystical place, creation of life there was a burst of 14
they claim, travel in time. Other and on the first day of spring, he generation that created free-
magi, not versed in the mysteries or she begins a season-long roaming organs and limbs, which
believe they are deluding series of preparations. The combined into myriad forms. Magi
themselves. magus uses spontaneous magic invested into these mysteries may
to summon a myriad of shapes, draw one of these organs from the
time of generation. Other magi Sub Rosa
claim they are calling spirits that Faerie auras, unless they have creatures. They do this by
look like human organs, and some attached themselves to a host dissecting the carcasses of magical
Criamon agree, suggesting these body. animals, in a process that destroys
organs come from the discarded the vis they contain, under
bodies of Criamon magi that have Primordial organs have many guidance. The ritual is easiest to
Secanted into Twilight – these medical uses. New skin, perform on a wooded mountain as
organs are minor Adulterations. muscles, bones or organs can Orion rises. At minimum, the
repair most wounds. They can initiate requires a number of
Magi who use this power to also replace lost limbs, although animals containing each of the
make themselves physically the size and color of the new four Elemental types of vis, and
unique find that their personalities limbs only match if the magus one each for the Arts of Creo and
change as their humors alter their makes a Dexterity + Finesse roll Perdo. This teaches the magus
balances. A magus with a reserve of 12+. Young organs may also how the mystical connections
heart, for example, tends to be be used to avert aging crises. A within the bodies of magical
happier and more amorous than patient suddenly connected to animals function. A complicating
before. This allows magi to trade new limbs may find their factor is that Criamon magi dislike
personality Flaws for new Virtues, personality alters, as adolescent
15 granted by their organs, in humors stir in their bodies.
causing needless suffering, and so
cannot simply kill six captured
negotiation with the troupe. Animal and plant organs have animals – the subjects need to be
similar benefits for creatures animals that it was apt to kill.
Summoning Primordia l from those kingdoms.
Organs Script: Treated as a Major
In highly inappropriate Virtue (21) – Major Ordeal at last
Creo Vim 20 amalgamations, conjured organs station (+9) = Sacrifice of things of
R: Touch, D: Mom, T: Part, survive for only a few minutes. value (animals filled with vis) +3,
Ritual, Minimum Enigmatic In acceptable amalgamations, Special time and place +3,
Wisdom 2 they persist, and are even Mystagogue (+6).
heritable, if recessive. An
Requisite: Rego amalgamation is appropriate so Constructing
long as it grafts human to Amalgams of Organs
This spell summons, or perhaps human, plant to plant, or animals
creates, a human, animal or plant of the same phylum together. This level of mystical
or ga n, w hi c h ca n l i ve
understanding allows a magus to
independently of other organs, by (Special. Base: Might of
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master the primordial genitive


feeding on the magical field. The creature 5, +1 Touch, +1 Part, +1
force. The magus can construct
ritual does not require Corpus, Requisite. Ritual minimum 20)
beings by summoning and
Herbam or Animal requisites.
Each organ seeks to attach itself to Avenue of Hoof and amalgamating widely disparate
organs. Provided the resulting
a host body, but lacking magical Claw creature has genitive organs, it is
control, they join randomly with
able to reproduce. Masters of this
other living things. Primordial Magi on this Avenue pursue mystery may graft organs across
organs have a Magic Might of 5, the secret of combining the the barriers of kingdom and genus
and perish in Divine, Infernal or primordial organs into living
(Special. Base: Might of each
organ 5, +1 Touch, +2 Group)

Constructing the (Griffin)

Creo Vim (General)

R: Touch, D: Mom, T: Group,


Ritual, Minimum Enigmatic
Wisdom 3

Requisites: sometimes Mentem

As an alternative to creating
mere assemblies of flesh that
become animals, the magus can
create amalgams that have
mystical powers. Creating each
amalgamated beast requires a
different ritual, which is
researched and learned separately.
Amalgams incorporating human-
like ability to learn require a
Mentem requisite, and do not
have skills when first created. The
spell does not require requisites
for each power, or for each
kingdom from which the organs
come. The caster’s Enigmatic
Wisdom score, divided by two,
limits the number of source
species the organs of the amalgam
can come from.

The level of the spell begins at


10, and increases by 10 for every
magical ability the animal has. A 16
chimera, which has the breath of a
dragon and the roar of a mystical
that limit their less enlightened
magical roar found in some lions. lion, can be created with a level 30
brethren, using the ritual to
The caster’s Enigmatic Wisdom spell. It need not pay levels for the
Summon Primordial Organs.
score, divided by two, limits the poisonous bite of its tail, which is
Constructing Amalgams number of source species the natural snake poison, or to fly with
organs of the amalgam can come the mechanical power of its dragon
Creo Vim 20 from. wings. The capacity to reproduce
counts as a magical power, raising
R: Touch, D: Mom, T: Group, Amalgams know how to use the spell level by 10 points. The
Ritual, Minimum Enigmatic their bodies at their moment of creature has a Might score equal to
Wisdom 3 assembly. Winged amalgams do half the spell’s level.
not need to practice flight, and
This spell draws a batch of
clawed amalgams know how to Amalgams created with this
primordial organs from the circle
hunt. Most amalgams have the spell, like their simpler cousins,
of time and assembles them as the
vague sensation that whoever can use their bodies from the
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charact er wishes. Magi cal


they first saw after creation is moment of creation, and have no
creatures constructed this way
their mother. This is usually the memories. They, too, tend to
have a Might score of 10, and lack
caster. Amalgams containing a adopt the first living thing they see
magical abilities, although they
human head may learn, but do as a parent.
have such natural abilities as
not begin their life with
derive from their organs. So, an (Special)
memories. The capacity to learn
amalgam that looks like Chimera,
like a human adds a Mentem
a mixture of dragon, lion and goat,
requisite to the spell.
The Avenue of the
may use its large wings to fly, but
does not have the deafening
Hand and Foot
Magi on this avenue are do not know why this occurs, so people linked to an object, for
researching the secret of they do not know which humans example “any one of the
summoning humans across the cannot be summoned. They legionaries who ever carried this
Circle. They learn it by selecting a have discovered that, as a standard.” A magus cannot
suitable transferee, recovering general principle, those people summon anyone that was not,
their remains, and performing a with any form of magic historically, summoned – time is
ritual upon them. The transferee r e si st a n c e , who have omnipresent, not changeable.
must not be fixed in time, as supernatural abilities, or who
described below, or have died after have the protection of the Some magi claim that these
the Founding of the Order (or Divine cannot move in time. people are not real: that they are
perhaps the disappearance of Similarly, they cannot summon simply assemblages, and that the
Criamon). The ritual must be anyone who, historically, was not Mentem requisite — which the
performed in a place and at a time summoned: if they know that a Criamon claim preserves the
the dead person would consider person was not summoned sanity of the transferee — creates
sacred. The magus must quest to across time, to attempt to do so false memories. There are several
find genuine relics that would is pointless, and causes examples of people summoned
have had strong emotional Twilight. Many magi work who, going to find their home
significance to the individual around this restriction by village either cannot find any
during life. The magus also makes summoning an anonymous record of the place, or find that it
a weak longevity potion for their example from a class of people, is in a different location and
subject (bonus 1), and pours it over rather than a specific person. appears dissimilar to their
the remains. memories.
Some Criamon suggest that
This ritual always fails to they are unable to move people (Special, mystical process
summon a being across the Circle because they have a role in a obscure. Either creates a corpse
properly: its function is to historical narrative that cannot (5) and summons a minor
demonstrate the principles to the be changed. The nature of this animating spirit or transports a
magus. It may summon the ghost narrative is disputed. Some see person in a non-Hermetic way.)
of the dead participant briefly, or it as an argument for the Banish Across the Circle
call a rapidly-aging corpse from the existence of a God, others for
dead. After the ritual has failed, its the role of Necessity in the Perdo Vim 10
focus is fixed in time and can redemption of the fallen
never be summoned. daimons. Their critics say this is Requisite: possibly Mentem
because they cannot truly move Ritual, Minimum Enigmatic
Script: Treated as a Major anyone in time.
17 (21) – Major Ordeal at second-last Wisdom 4.
station (+6) = Special time and Summon Across the Circle R: Sight, D: Mom, T: Ind
place (+3), Quest (+3), Loss of
valuable thing – potion (+3), Creo Vim 30 This spell returns a person
Mystogogue (+6) R: Arcane, D: Mom, T: Ind, drawn across the Circle of Time to
Ritual, Minimum Enigmatic their point of departure. The level
Summoning Humans is extremely low because those
Wisdom 4
drawn across the Circle are not
A character invested into this Requisite: Mentem firmly attached to their new time,
mystery can draw a human from and have a habit of falling back to
another place on the Circle of This ritual draws a person, to their native place when Warped.
Time to their own. These humans whom the magus has an arcane The Mentem requisite allows the
are warped by the experience of connection, across the Circle of returnee to retain memories of
transfer and gain a Might score. Time to the magus. The person their period at another point in the
Some magi, even the one gains three Warping points, and Circle. If it is not included in the
Bonisagus magus who became a develops a Might score of 10, spell, the returnee remembers the
Primus of Criamon, claim these although they have no additional
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trip as if it were a vivid and


people are not human. They might magical powers afterward. Some confusing dream.
simply be assemblages of magical people cannot be drawn across
organs whose brains have been time, and if the magus attempts Returnees find themselves in
filled with false memories drawn it, they make a Twilight check. bodies that have not aged in their
from the wishes of the magus. Criamon magi do not momentary absence. Their failure
understand why some people to remember details prevents their
Summoners cannot bring certain cannot be summoned. One way skills from improving markedly,
humans to them, to attempt to do of getting around this difficulty although their personalities may
so causes Twilight. Criamon magi is to summon one of a class of shift, and a few snatches of useful
memories may remain. If the this path often study what The Avenue of Eyes
returnee is summoned again, their causes this effect, and hope to
body and memory resume their have some sort of solution and Voices
state before banishment. This odd before the Whirl. Similarly, they
A magus seeking to draw
effect has convinced some magi feel that it should be possible to
countercyclical creatures to him
that these humans are simply step across the Circle to other
must perform a ritual that reflects
dreams: not real people at all. points in the present half, but
his initiation. The magus goes to a
they do not know how, and
(Special: level low due to the sacred place in the countercyclical
don’t understand why they don’t
unusual nature of the target) realm, and conjures the same
know how.
series of objects to himself as at
The Avenue that is Step Across the Circle the beginning of the Path. This
e l a bo r a t es the m a g us ’ s
a Chord Rego Corpus 30 understanding of the links
A magus learns to step across between the two sides of the
R: Touch, D: Mom, T: Group,
the Circle by being summoned to Circle, and creates a powerful
Ritual, Minimum Enigmatic
a point on the Circle’s far side, and bond of sympathy between the
Wisdom 5
completing a quest there. The two halves of the Circle,
magus, once successful, is given an Requisite: Vim, possibly represented by the magus
item, which they bring back to the Mentem performing identical actions on
mundane world with them. This each side. Creatures from the
At the conclusion of this spell, other side of time can find the
item must be enchanted as their
the magus performs a labyrinth magus easily, as he is noticeably an
talisman. Direct interaction with
mediation, and walks across the exception to the usual flow of
the countercycle makes the magus
Circle of Time. This places time. The body of the magus
a devotee of the Path, granting a
them in the Counter-cyclical develops abstract, symmetrical
new Flaw.
Realm. The value of counter- patterns in upon its skin, which are
Script: Treated as a Major cyclic travel varies on a saga by perhaps constellations of counter-
Virtue (21) – Major Ordeal at saga basis, as the storyguide cyclical stars.
third-last station (+3) = Quest (+3), nominates different realms as
Loss of talisman (+3), Major Flaw the counter-cyclic. Script: Treated as a Major
(Pious) replaces Minor flaw (Vow) (21) – Ordeal at last station (+6) =
Magi who step into the Special time and place (+3),
(+6), Mystogogue (+6)
Counter-cyclical Realm using Disfigured (+3), Mystogogue (+6)
Counter-cyclical Travel this method, and a ny
companions they take with Summoning Counter- 18
Counter-cyclical travel is the them, gain one Warping point cyclicals
ability to step across the circle of for each return trip. Each
time to the realm that lies on the traveler must make Twilight This level of initiation allows
other side of the cataclysmic Control rolls when the reappear magi to summon counter-cyclical
Whirl. Different magi using this on Earth. If they fail these rolls, creatures to their place in the
technique report arriving at they experience an effect similar Circle of Time. These creatures
dissimilar places. Some Bonisagus to that of summoned humans: are, some theorists note,
magi claim that the Criamon they find they have been gone suspiciously similar to the theurgic
cannot possibly step across the less than an instant, and that spirits summoned by other magi.
Circle of Time, simply into a their memories of the Counter- The Criamon acknowledge this,
different realm that they cycle are vivid and beautiful, but but claim the timeless place from
misidentify. lack detail. Parties may be which other theurgists summon
divided this way, with skilled some of their creatures is the
Most magi who are able to travelers returning far later than counter-cyclical world.
counter-cyclically do so to a single their escorts. If they revisit the
counter-cyclical point. The Counter-cycle, the characters Each class of counter-cyclical
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experience of time at this point age appropriately and gain skills being is summoned with an
seems to match conventional time, lost in the transition. It may be individually suited spell of level 20
so that a magus who spends three useful for storyguides to + Might. Empedocles suggests
days in the counter-cyclical world maintain separate character that the counter-cyclical realm
and then returns, finds that three sheets for counter-cyclical necessarily includes civilizations of
days have passed. There is no travelers. people whose organs did not
cosmological reason for this: differentiate properly: humans
counter-cyclical time is arguably (Special) with faces on their chests, or with
running backward. Senior magi on heads like bulls. The beings from
the time closest to Harmony are claim to have found distant pull the Circle into a Spiral. Only
untainted spirits, who consist of lands in the counter-cyclical when they are utterly exhausted
pure, undifferentiated matter that realm that are paradises, where by life do magi seek to step across
corresponds to no element. beings dwell that are able to to the paradises constructed by
grow old or young at will. These their transcircular allies.
No True Repose, Only distant realms infuse the magus
Paradises with Shahar, a substance
incompatible with the Hermetic

hh
Repose does not come to period of the cycle of time. Magi
followers of the Circle. Those on who stay there for even a few
the Path of the Circle are already days are unable to return. Most
in their state of Repose: following magi remain in their own part of
the cycle of lives forever, through time, working as part of a great
infinite iterations of time. Some web of intelligences seeking to

The End of the Hohenstaufen, Part II


Now where were we? Ah yes, exception of Naples, which
surrenders to Conrad in October
Michael de Verteuil
our story picks up where we left
off. Frederick II Hohenstaufen is 1253. Despite, or possibly
dead. His son Conrad IV, driven because of, Manfred’s successes, in the Staufers’ pincers. From
from Germany by Pope Innocent Conrad distrusts him and Conrad’s point of view, if he can
IV’s allies, lands at Siponto in confiscates all his fiefs except for stabilize his situation in Sicily and
southern Italy to revive the family Taranto. southern Italy, then perhaps he
fortunes in his father’s maternal can make another stab at reviving
At this point, there are only his cause in Germany where he
kingdom of Sicily. Conrad’s three Hohenstaufers left:
twenty year old, and possibly still has many supporters. The two
Conrad IV; his infant son sides are cautiously feeling each
illegitimate brother Manfred, has Conrad (who will be known by
already retaken most of the rebel other out when Conrad dies of
the diminutive “Conradin”); and malaria in May 1254. Desperately
cities in the kingdom, with the Manfred. Things aren’t going trying to salvage his son’s future,
19 well for the Hohen- Conrad plays a deathbed balancing
staufers or Innocent. maneuver reaching out to his two
The Staufers have rivals. He names Manfred regent
been pushed out of of Sicily, but appoints Innocent as
Germa ny a nd Conradin’s tutor.
northern Italy (where
they were never very With two Hohenstaufers left,
strong), but they and Conradin, the legitimate heir,
have reinforced their temporarily under his care,
position in Sicily, and Innocent places leverage on
so are st il l Manfred, excommunicating him in
threatening the Papal July 1254. Manfred is forced to
States. Both sides come to terms, and a treaty is
warily move towards signed in September. Conradin is
a compromise. If the released into the care of his
Staufers can be maternal uncle Duke Louis of
limited to Sicily Upper Bavaria . M anfred’s
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then, from excommunication is lifted and his


Innocent’s pers- regency confirmed, but he has to
pective, the Papacy surrender Apulia (the extended
can return to the heel of Italy’s “boot”) to Innocent
s i t u at i o n that and personally accompany the
prevailed before Pope into his new possession to
F r ed er i c k had prove his good faith.
become emperor and
so avoid being caught
What happens next it somewhat States. The war is on again!
confusing. Innocent and the Innocent showed what he thought
Staufers had been at logger- of all this by promptly dying.
heads for so long that His successor, Alexander IV,
neither trusts the other. proceeds to excom-
Manfred and his municate Manfred again,
entourage meet but Manfred crushes
Innocent and the the Papal army once
Papal forces more in 1257. The
outside Naples, following year,
a nd t hey Manfred takes
proceed across advantage of the
the Apennines rumored death of
together tow- Conradin to have
ards Apulia. himself crowned
Manfred can King of Sicily, and
not help but refuses to abdicate
notice that part once the rumor is
of the Papal pr o ve n false.
army is staying Conradin’s repress-
behind in Cam- entatives protest the
pania (the province usurpation. Meanwhile,
around Naples). Louis of Bavaria stabilizes
Conradin’s position in the old
Now we can’t be sure Staufer possessions in southern
what Innocent was up to. He Germany, but refuses to make
was Pope and probably held common cause with Manfred who,
himself to a higher moral standard N or m a n, now viewed as a traitor, is left to
than most of his contemporaries. Greek and Muslim settlements. struggle in Italy alone.
Perhaps he just wanted to be sure Frederick made liberal use of all
that he had a safe line of retreat their talents, but he also taxed While the prosperous and
should things go badly on this trip. them heavily (Frederick had this populous cities of northern Italy
Alternatively, he might have thing for taxation), and had been a hotbed of resistance to
wanted to hold Campania hostage, communal tensions were always Frederick and his taxing
fulfilling his part of the bargain. pretensions, and thus willing
For Manfred, however, this looked
just below the surface. After a
listeners of the Pope’s siren song
20
series of minor Muslim
suspiciously like an attempt to rebellions, Frederick had had calling on them to free themselves
annex both Campania and Apulia. enough. With the Pope on his from the Antichrist’s yoke (and
From a cynical strategic back for holding onto both keep the tax money for
perspective, this would have made Germany and Sicily, despite his themselves), politics in the
a lot of sense, as possession of promise to resign one of the two fractious kingdom of Italy was not
both provinces would have created crowns, he couldn’t afford to monolithic. Class and family-based
a strong Papal buffer between a appear to be “cozying up” to factions existed in all the Italian
reduced Kingdom of Sicily and troublesome Muslims. So, in cities. These factions structured
Innocent’s estates in central Italy. 1224 he started exiling most of their petty rivalries for local
Be that as it may, Manfred the Muslim population, dominance into the broader life-
smelled a rat and, sensing an resettling the loyal ones, some and-death ideological struggle
increasingly suspicious demeanor 15,000 to 20,000, in Lucera, between Pope and Emperor,
in the Papal retinue, he slipped further away from Tunis’ coalescing into two political
away and fled to the Saracen subversive influence and where parties: the Ghibellines (pro-
colony at Lucera on the border they were likely to make less imperial) and the Guelphs (anti-
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between the two provinces. trouble. Imperial or, more accurately, anti-
imperial taxes). The party rivalry
What, you may well ask, were Back to December 1254. With wasn’t just within cities, but also
Muslims doing in the middle of the help of his Saracen allies in between them. The two strongest,
southern Italy in 1254? Good Lucera, Manfred gathers his Milan and Florence, obviously
question. When Frederick forces and defeats the Papal resented imperial interference the
inherited the Kingdom of Sicily army at Foggia, driving it back most, and so tended towards being
from his mother, the island was a across the Apennines, out of Guelph, no matter who was in
polyglot mixture of Italian, Campania and back to the Papal charge locally. The smaller cities
were either allies, clients or rivals forcing the standard to fall to the steam rolls the Ghibellines out of
of these two, and in the latter case ground. While Manfred hadn’t power in Tuscany, and crushes
tended to gravitate to the actually been there personally, Manfred in 1266 at the Battle of
Ghibelline side of the fence (not his intervention raised his Benevento. Manfred is heroically
that they liked paying taxes, but prestige and the various killed at the battle, leading a
the Staufers, desperate for local Ghibelline factions of Italy desperate charge into midst of the
support, tended to wave taxes for hailed him as their leader and enemy. His body is removed and
their “loyal friends”). savior. With Florence in the buried in a nondescript place, and
hands of the now resurgent Charles is made king of Sicily by a
Suffice it to say that the Ghibelline faction and Tuscany relieved Pope.
could still find supporters in the as a whole now firmly in the
chaos of shifting alliances that was hands of Manfred’s allies, So with Manfred out of the way,
northern Italy. Having stabilized Alexander and his successor, Clement turns his attention to the
the situation in the Sicilian Urban IV, are once again caught last remaining male Staufer, 14
kingdom, Manfred began playing in a pincer, albeit a more modest year old Conradin, who leads a
skillfully on this broader chess one than under the mighty German army into Italy to link up
board, offering support and the Frederick. with the Ghibellines chaffing
assistance of exiled Staufer under Charles’ garrisons. Clement
German mercenary knights in In 1264, the new Pope, lets fly with the excom-
1260 to the lesser Ghibelline Clement IV (it seems “IV” was a munications, and Louis of Bavaria
communes of Tuscany against popular number at the Papal defects. Despite the strange
Florence, the local bully. This court at the time) opts for reluctance of the Ghibellines to
indirect support proved decisive, extreme measures, and calls in pay him any taxes, Conradin gains
and the anti-Florentine league Count Charles of Anjou, King the upper hand. King Peter of
headed by the city of Sienna beat Louis IX of France’s younger Aragon, who had married
the Florentines at the Battle of brother. The Count leads a huge Manfred’s daughter, stages a
Montaperti, thanks to the army into Italy. In a futile effort diversionary naval attack in Sicily,
treachery of a Florentine second- to rally German support, liberating most of the island. He
ary commander. The commander Manfred stakes a claim to the crushes Charles’ fleet and keeps
chopped the Florentine standard imperial throne, but Charles’ most of his army tied down.
bearer’s hand off while defecting, army is just too strong. The Conradin sweeps into Rome with
Staufer supporters in his Ghibelline allies in 1268, and
Germany take Louis links up with the Muslims at
of Bavaria’s hint and Lucera.
lie low, and Charles
21 Conradin’s multinational army
meets Charles f orces at
Tagliacozzo. His men initially
prevail, but lose order in an effort
to secure plunder. Charles rallies
his forces and emerges victorious.
Conradin flees north, but is
captured near Rome trying to
secure sea transport to Sicily.

Clement and Charles have had


enough: the 16 year old captive is
beheaded. Europe is shocked, but
the dreaded Hohenstaufers are no
more.
Sub Rosa

hh
Wheostan the Old
and was a terror to behold, and
There are few who know how
old Wheostan really is, or what the he cast Wheostan out of his Mark Lawford
truth of his story is. Those who kingdom.
have heard of him know that the the dark, but granted, just as he
When Wheostan awoke he had demanded form the king, the
arrival of this ancient wizened found his youth stripped from
traveler is best treated as an omen gifts of visions and longsight.
him. His mind was now trapped
for the darker things that in the shell of an ancient man, While there are those who trust
sometimes follow. weak at the joints, and slow of W h eos t a n ’ s vi s i on s an d
sight. He found his magic had divinations, the truth behind the
Wheostan’s Story deserted him, and all those story is a mystery.
things he had learned of the Arts
Many years ago, so the stories
go, Wheostan the Proud sought
he had forgotten. No longer was Wheostan’s Curse
he Wheostan the Proud, for
out a great king said to have lived Wheostan suffers from two dire
there was no pride left in him.
in the deepest, darkest of places. effects. The first, and perhaps
He was now Wheostan the Old.
The king is said to have sight into most serious for a magus, is that he
every corner of his kingdom, and He dragged his aged form cannot cast magic outside of his
every room of every house that back to the wagon in which he wagon. In game terms, this comes
filled his kingdom, and every had arrived, and, upon climbing from the Greater Malediction flaw
heart of every person who lived the three wooden steps into it, which takes the form of the
within those houses. Wheostan his youth and vision and Restriction flaw. This limitation
searched year after year, leaving knowledge returned. affects not only his ability to use
friends, servants, and family spontaneous, formulaic, and ritual
behind. Only when he was truly It is in that wagon he has been
been forced to live ever since, magic while outside of his wagon,
alone in the world, he found the but also his ability to work in a
king. doomed to remain alone within

Wheostan the Proud demanded


the king teach him his secrets, so
that he might see every corner of
the world, and know what
happened in every heart, and 22
every mind. The king laughed and
asked the insolent man before him
what gift he would give in return
for such tutelage. Wheostan the
Proud, standing before the king,
cried out, commanding the king to
give him the powers he sought, for
had he not searched the world,
and given up everything he
owned, and everyone he knew,
and had he not spent his youth
without comfort and rest, and
given up his master and his
studies? Had he not given
enough?
Sub Rosa

It was then, it is said, that the


king accepted the bargain. For,
many years before, the king had
stood before a great queen who
lived within the deepest and most
distant forest, and yet saw and
heard anyplace and anyone that
the sky touched. The king rose,
Equipment:
Equipment The Eye of Merlyn, wizardly robes, skull
Game Statistics—Wheostan cap, casting tablets for a range of spells and rituals.
Characteristics (Youthful):
(Youthful) Int +2, Per +2, Pre 0, Com Encumbrance:
Encumbrance 0 (0)
0, Str 0, Sta +1, Dex 0, Qik 0
Spells Known:
Known
Characteristics (Aged):
(Aged) Int +2, Per +2, Pre -2, Com 0,
Str -2, Sta -2, Dex -1, Qik -3 Enchantment of the Scrying Pool (InAq(Im) 30) +44

Size:
Size 0 No Lies Will This Tree Speak (InHe 45) +54

Age:
Age unknown (he appears a youthful man of early The Inexorable Search (InCo 20) +36
thirties while within his wagon, but ancient beyond
The Eye of the Sage (InCo(Im) 30) +36
measure while outside)
Depiction of the Waking Dream (In(Cr)Me(Im) 35) +24
Decrepitude:
Decrepitude 0
Perception of the Conflicting Motives (InMe 15) +40
Warping Score:
Score 7 (17)
Thoughts Within Babble (InMe 25) +54
Confidence:
Confidence 1 (25)
Image of the Beast (InAn 5) +40
Virtues and Flaws:
Flaws The Gift, Inoffensive to Animals,
Major Divination (scrying), Hermetic Magus, Immortality Opening the Tome of the Animal’s Mind (InAn 25) +54
of the Wagon, Life-Linked Spontaneous Magic, Minor
Magical Focus (talking with), Puissant Divination, True Prying Eyes (InIm 5) +41
Friend (familiar), Planetary Magic, Minor Divination
(Astrology), Social Contacts (magi of Stonehenge), Sense of Faerie Power (InVi 2) +36
Restriction (cannot cast magic outside his wagon), Blatant Sense of Magical Power (InVi 2) +36
Gift, Greater Malediction (unable to cast magic while
outside his wagon), Lesser Malediction (is ancient and Stone Tell of the Mind that Sits - Raised to Arcane
aged even beyond his long years while outside his Connection Target (InTe 45) +42
wagon), Visions, Incomprehensible
Summoning the Distant Image (InIm 25) +41
Personality Traits:
Traits Mysterious +2, Wry Humor +2,
Wanderer +2, Loyal (familiar) +3 Tales of the Ashes (InIg 5) +36

Reputations:
Reputations Hedge Wizard (among refined magi) 2, Voice of the Lake - Raised to Arcane Connection Target
Wise One (among those who seek him) 1 (InAq 40) +46

Combat (based on youthful form):


form) Words of the Flickering Flame (InIg 35) +46
23
Dodge: Init +0, Attack n/a, Defense +0, Damage n/a Vis:
Vis Wheostan has a surprising amount of vis buried
deep within his kingdom. He will always be able to
Fist: Init +0, Attack +0, Defense +0, Damage +0 expend or loan at least four pawns of any requested form
or technique.
Kick: Init -1, Attack +0, Defense -1, Damage +3
Appearance (Youthful):
(Youthful) While within his own
Soak:
Soak +1 kingdom, Wheostan is a bright-eyed, fresh-faced youthful
Fatigue Levels:
Levels OK, 0, -1, -3, -5, Unconscious man. His brow is unfurrowed, and a pleasant smile plays
across his confident lips. His hands are delicate, yet strong,
Penalties -1 (1-5), -3 (6-10), -5 (11-15), and his limbs show a spring and fitness that only the
Wound Penalties:
Incapacitated (16-20) young possess.

Abilities:
Abilities Animal Handling 2 (dogs), Loch Leglean Appearance (Aged):
(Aged) Outside the wagon, Wheostan’s
Lore 1, Stonehenge Tribunal Lore 5 (geography), Artes hair lengthens, thins, and loses its color, becoming lank
Liberales 4 (ceremonial magic), Awareness 3 (searching), and grey. His eyes fade, taking the best part of his sight
Concentration 3 (spell concentration), Divination 10 with them. He is stooped from his years spent without
(scrying), English 5 (storytelling), Faerie Lore 6 (specific straightening and cannot walk without his stick. His face is
Sub Rosa

types of faeries), Finesse 2 (casting speed), Folk Ken 4 drawn and fleshy and covered with white patchy stubble
(magi), Infernal Lore 5 (curses), Latin 5 (hermetic usage), while his once beautiful lips become thin and lined. Every
Magic Lore 8 (magical traditions), Magic Theory 8 sign and symptom of age rests upon his form and no trace
(Intellego), Parma Magica 4 (Mentem), Penetration 6 of youth or vitality remains.
(Intellego), Philosophiae 4 (ceremonial magic)
The virtue “Immortality of the Wagon” listed above is a
Arts Cr 9, In 25, Mu 5, Pe 5, Re 10, An 14, Aq 10, Au play on the standard “Immortality of the Forest” virtue.
Arts:
15, Co 10, He 14, Ig 10, Im 15, Me 14, Te 8, Vi 10 The effects are the same though Wheostan must be
sustained by some force other than an inherent magical
Twilight Scars:
Scars None aura.
laboratory, and even study the untouched by years, appearing The Nature of the
Arts from within a covenant just as he did on that last
library. He can activate and use morning before he found the Curse
enchanted items though, but king beneath the ground. Even
There are some who take
rarely does so. He still benefits one step outside his wagon
Wheostan’s story at face value, and
from his Parma Magica, and, ravages his body and transforms
believe that the king beneath the
though he cannot recall his Arts it into a thing of dry parchment
earth was a powerful faerie who
while outside his wagon, he skin, veins, and swollen and stiff
manipulated Wheostan so that he
benefits from his knowledge of joints. His body becomes
could see his own story played out
the Arts for resistance purposes. pained, and he loses much of his
once again in the mortal world.
Wheostan has full control of his sight and his mobility.
There are those who apply the
magic while inside his wagon.
These things combine to magic realm to the story, and
The second part of the curse is imprison Wheostan inside his understand the king beneath the
his appearance. It is only while small cramped wagon. earth to have been the
within his wagon that he appears m a ni f es t at i on of va ri ous

(Design: Base 5, +1 Concentration, +1 Touch;


Game Statistics—Brodvic Modifications: +5 bond maintains concentration; Total
Effect Level: 20);
Characteristics: Int 0, Per +2, Pre -4, Com 0, Str 0, Sta
Characteristics
+2, Dex +1, Qik +2 Share Senses with Magus, InMe 25
Magic Might:
Might 15 R: Touch, D: Concentration, T: Individual, Frequency:
1/day, Concentration
Cord Scores:
Scores Gold +3, Silver +2, Bronze 0
As per the standard bond enchantment (ArM5, page
Size:
Size -2
105).
Confidence Score:
Score 1 (3)
(Design: Base 15, +1 Concentration, +1 Touch;
Virtues and Flaws:
Flaws Improved Characteristics, Long- Modifications: +5 bond maintains concentration; Total
Winded, Sharp Ears, Reckless Effect Level: 30);

Personality Traits:
Traits Loyal +3, Noble +2, Brave +3 Heed My Master’s Commands, ReAn 35

Reputations:
Reputations Polite 2 (magi of Stonehenge) R: Voice, D: Concentration, T: Individual, Frequency:
3/day, Concentration.
Combat:
Combat 24
Allows Brodvic to completely control an animal’s
Bite: Init +2, Attack +8, Defense +7, Damage +1 actions while he concentrates. He rarely has to use this
power but there are times when the bulls that pull the
Soak:
Soak +2 wagon need some direction.
Fatigue Levels:
Levels OK, 0/0, -1, -3, -5, Unconscious (Design: Base 15, +1 Concentration, +2 Voice, +1 Large
Wound Penalties:
Penalties -1 (1-3), -3 (4-6), -5 (7-9), animals; Modifications: +2 for 3 uses, +5 bond maintains
Incapacitated (10-12) Concentration; Total Effect Level: 42)

Abilities:
Abilities Animal Handling 4; Animal Ken 4, Artes Without a Hitch, ReAn 10
Liberales 3 (rhetoric), Athletics 4 (distance running), R: Voice, D: Concentration, T: Group, Frequence:
Awareness 4 (keeping watch), Brawl 3 (bite), English 4, Unlimited use
Etiquette 4 (magi), Hunt 4 (track by scent), Latin 4
(Hermetic usage); Magic Theory 3 (Intellego), Allows Brodvic to manipulate the leather harnesses and
Philosophiae 3 (natural philosophy), Survival 3 (woodland) reigns and hitch up the bulls to the wagon.

Natural Weapons:
Weapons The weapon statistics for a dog’s (Design: Base 1, +2 Voice, +1 Concentration, +2 Group;
Sub Rosa

bite are Init 0, Attack +3, Defence +1, Damage +1. Modifications: +10 unlimited use; Total Effect Level: 20)

Familiar Powers:
Powers Appearance:
Appearance Brodvic is a scruffy brown mongrel hound
that carries himself with a confidence and nobility rooted
Speech, MuAn 15 in his loyalty and service to his master. His years around
R: Touch, D: Conc, T: Individual, Frequency: 1/day, humans, and magi in particular, have taught him many
Concentration human-like gestures so he will frequently offer his paw in
casual greeting or perform a deep bow on more formal
As per the standard bond enchantment (ArM5, page occasions.
105).
sympathies and ideals. In making magic not well understood, the rules and options presented in
the bargain with the king, underneath each pot or book or Covenants, page 106.
Wheostan became simply the next box or bottle, there is another,
manifestation of these ideals. and beneath that another, and Build Points:
Points 26
beneath that yet another. Size:
Size -2 (0) Refinement: +4
There are yet more who read
something altogether different The wagon’s ceiling is formed General Quality:
Quality +0 Upkeep:
into the story. The king, they from an enchanted canvas. Here +3
suspect, was the devil himself. and there bottles and dishes,
Who else, they argue, had the inks and quills hang from the Safety:
Safety +6 Warping: +2
power to inflict such a cruel and ceiling like fruit waiting to be
long-standing curse, strong plucked. That is how the device Health:
Health +0 Aesthetics: -2
enough to defy investigation? gained its name; The Wizard’s Virtues & Flaws:
Flaws Boundless
They believe that the queen the Orchard. The Orchard yields its (Free Supernatural Virtue):
story refers to is an allusion to fruit when they are gently Warping: +2; Mobile (Free
Eve, as she both dwelled within a pulled from it but always Structur e Virtue):
garden and took the apple from receives them back when it is Experimentation: +1; Highly
the tree, thereby gaining absolute time. Organized (Free Outfittings
knowledge. If this is true, it casts Virtue): General Quality: +1;
the nature of Wheostan’s original It all makes for a very
organised laboratory but it does Increased Refinement; Lesser Horde
quest in a new light altogether. (Minor Supernatural Virtue):
little for its inherent safety. All
General Quality: +1; Upkeep: +1;
Hound Brodvic the things a magus might want
for his laboratory or his sanctum Safety: +1; Aesthetics: +1;
are found within the wagon. Specialization: Rego +1; Specimens
Wheostan is not forced to live (Minor Outfittings Virtue):
completely alone. He has the Somewhere.
Upkeep: +1; Aesthetics: +1;
company of his loyal familiar
Brodvic. Hound Brodvic, as he The Wagon Animal: +1; Extensive Stores (Minor
Structure Virtue): Safety: +2;
considers his full name to be, is a Vulnerable (Free Structure Flaw):
The wagon started out many
pragmatic and loyal creature acting Aesthetics: -1; Low Ceiling (Free
years ago as a simple four-
as servant, confidant, and Structure Flaw — taken twice):
wheeled cart that Wheostan
messenger. General Quality: -2; Safety: -2;
used, as his Gift usually
Brodvic is a learned hound and precluded the riding of horses. Aesthetics: -2; Poorly Insulated
he spends most evenings in Over the years, since his (Minor Structure Flaw): Safety: -1;
25 conversation with his master. He confinement, it has grown. Aesthetics: -1; Unstable (Free
has his own philosophy and Structure Flaw): Upkeep: 1;
The wheels are large and iron- Safety: -1
expounds views on matters
iron-rimmed. It is broader than
mundane and magical with some Description
it once was, and the sides have
eloquence.
been built up with wooden
The Kingdom is tended by a
panels, providing a little more
Wheostan’s protection against the elements.
myriad of mice, voles, rats, and
other creatures that scamper and
Kingdom The roof is weather-proofed
scurry, and are small enough to
canvas over an arched wooden
hide within the wagon. They clean
Wheostan, cursed as he is to live frame. The outside of the wagon
the Kingdom, ensuring it is free
out his life within his wagon, has is covered with hooks, pegs, and
from other smaller, more
turned his prison into his loops that carry all manner of
mischievous intruders. These
laboratory, his library, and his bags, bundles, and pots. Most
servants fetch and carry small
home. are filled with mundane things
items when Wheostan is about his
of little value, such as blankets,
Through his travels Wheostan work. They know where every box
clothes, or hay for the bulls that
Sub Rosa

has found powerful beings and and bottle can be found. Wheostan
pull the wagon.
provided great service in return for would be lost without them.
strange and lasting payments that The wagon is pulled by two
They are not afraid of
have turned his wagon into an great black bulls, kept in order
Wheostan, and serve him loyally as
almost boundless space. by Brodvic.
generations of their kind have
From the entrance, it appears Laboratory done before them. but become
and feels cramped, and in truth nervous around visitors. They will
there is little space in which to The statistics below describe usually manifest as bright, blinking
move. But somehow, through Wheostan’s Kingdom in terms of white eyes peering out from
shadows, and from behind boxes, Revised, starting on page 58. formed magically or simply
or as distorted shapes seen This article cannot represent spoken.
through bottles of magical liquids. those rules in full, but looks at
While they rarely speak, at least in the totals that Wheostan can New Item Effects
a human tongue, they have a reach.
society of sorts, and a funeral As well as his talisman, the Eye
procession for one of their number The ease factor for any of Merlyn, enchanted with a level
is a touching and heartbreaking divination attempt is the level of 35 Enchantment of the Scrying
affair that Wheostan has witnessed the Intellego spell the divination Device (The Mysteries Revised
all too often. is based on. Given Wheostan’s Edition, page 63), Wheostan has
statistics and abilities, he can the following enchantments.
Magic & Spells reach reasonable totals with
Scrying alone. Before adding a The Wizard’s Orchard
Wheostan’s magic is limited in Stress Die and a Confidence As described above, the canvas
its focus. He could learn much Point, Wheostan can reach a lining the wagon’s roof is
more beyond his Intellego and level of 19. There are further enchanted such that items placed
divination speciality, but he sees bonuses to add of course, due to against it are held firm until pulled
little need, confined as he is. The a ur a a nd s ym pa t h et i c
off the ceiling.
following sections outline connections, and this pushes the
Wheostan’s magic, his augury, and level even higher. Hold Fast These Things
new device effects. One of the important ReTe 15
considerations is that effects that
New Spells would normally require a Pen: +0, 3/Day
Hermetic spell to have a target
No Lies Will This Tree R: Touch D: Concentration T:
of Arcane Connection such as
Speak Individual Requisites: Animal,
The Inexorable Search (ArM5,
Aquam, Herbem, Corpus
InHe 45 page 131) are treated as having a
touch range. This makes effects The spell uses Terram as its
R: Arcane Connection D: like The Inexorable Search very base, relying on the Art’s more
Concentration T: Individual simple, level 5 (Base 3, +1 general application to “solid
Touch, +1 Concentration) objects”, in particular earthenware,
Whether he has simply been
instead of level 20. Given glass, and metal. But the effect has
unlucky, or whether trees really
Wheostan’s potent Penetration, Animal, Aquam, Herbem, and
are duplicitous by nature,
divinations like this are reliable Corpus requisites, so as to work
Wheostan has come across many
trees in his time that have been and hard to resist. with items made from less 26
less than honest. It is a simple conventional materials.
As well as purposeful
matter for a magus to converse divinations, Wheostan suffers (Effect: Base 3, +1 Conc, +1
with all manner of creatures, from uncontrolled visions Touch, +2 Affect Metal or
spirits, beasts, and people, but (ArM5, page 60). These strike Gemstones; Modifications: +5
there is a tendency for magi to unannounced (though strangely, Item maintains Concentration, +10
take the word of all those they talk Brodvic can occasionally sense for unlimited use)
with, except for people. This spell them coming) and may last for
allows the casting magus to talk several minutes. These visions The device grants a bonus to
with a plant or tree, and determine very often start Wheostan down both laboratory safety and to a
the truth of the tree’s statements. some journey or other where he Rego specialization (Safety +1,
finds those who need his powers Rego +1) and is worth 12 build
Wheostan created this spell
of augury. points.
with an Arcane Connection target,
allowing him to cast while within The Very Small Table
his wagon.
Minor Magical
Focus: Talking With
Sub Rosa

This device consists of a board


( Ba s e 15, +4 Ar c a ne wide enough to fit across the
Connection, +1 Concentration, +1 Wheostan has a Minor inside of the wagon. It is generally
Discern the Truth of Statements) Magical Focus in “Talking stowed up, and tied with a cord to
with”. This is considerably ensure it does not fall and damage
Augury & Visions
narrower than Intellego in that anything. When in use, it hangs by
Wheostan, as a master of only spells that involve a second a four enchanted threads (not
divination and augury, employs (or more) participant responding listed) from the ceiling that keep it
the rules in The Mysteries in words, whether they be flat and steady, no matter how the
wagon moves.
Contain My Work Upon story arc for individual better prepared for his challenge.
characters. Whatever their motives, they seek
MuTe(An, Aq, Co, He, Ig) 25 Wheostan, and the player
Stor yguides m ay fi nd characters become caught up in
Pen: +30, Unlimited uses per Wheostan useful for providing
day, Item maintains concentration, the search.
direction during long-running
Triggered by items being placed saga story threads, perhaps as a Story Seed: High Crimes
on it recurring ally or as a one-off
hook into a story. Given his One way or another, Wheostan
R: Touch D: Concentration T: may be a soft target for those
Individual reputations, the player covenant
may already know of this strange wishing to make a name for
As with the enchanted ceiling old man, and occasionally themselves. Two aspects of his
above, this effect uses Terram as approach him with specific behavior and the stories that have
its base, with requisites for other questions. arisen around him may prove to be
forms that Wheostan may need to particularly damaging.
place upon the table. While he is nominally based
in the Stonehenge Tribunal, he The Code of Hermes strictly
The effect reduces the size of could certainly be found forbids scrying upon other magi of
items placed upon the table by an anywhere within Stonehenge, the Order. Why then does
un na t ur a l a m o un t . T he Loch Leglean, and conceivably Wheostan persist in breaking this
enchantment ensures that for beyond. law? Wheostan’s age and power is
almost all of Wheostan’s laboratory such that he could very easily scry
work he has some table space on Story Seed: Visions and on his sodales without their
which to put his tools, his books, Portents knowledge, but are the accusations
or samples. It is no replacement true? Has he been breaking the
Wheostan arrives code? If so, why? And if not, who
for a full-sized laboratory, but unannounced at the covenant
Wheostan is somewhat used to it, is bringing these charges against
with a dire warning for one of him, and what do they hope to
although the sight and sensation of the magi. But his visions have
objects suddenly changing size as achieve?
not been clear and though he
they are dropped onto and taken can sense impending death, he Those who believe Wheostan’s
off the table is something to get has only a single clue as to who curse to be Infernal may well
used to. will die and who will remain to decide to take him to task,
( Effe ct : Bas e 4, +1 grieve. investigating his background and
Concentration, +1 Touch, +2 activities, using the saga’s
A mysterious book is found character for their ends. Worse
27 Affect Metal or Gemstones, +1 that appears to offer great still, some may seek him out for
Complexity; Modifications: +5 secrets... if only the second
Item maintains Concentration, guidance or inspiration in their
volume could be located. The own diabolical learnings.
+10 for unlimited use, +3 Trigger, covenant seeks Wheostan to see
+15 Penetration) whether he can help them find Story Seed: Offers of Service
The device grants a bonus to the second book using his
particular gifts. But are they With supplies running low, in
both laboratory safety and to a need of vis, or with one of the
Rego specialization (Safety +2, prepared to hear that there are
others looking for the volume oxen that pull his wagon ill,
Rego +1) and is worth 24 build Wheostan seeks out a nearby
points. that they possess? And that
people have already died to covenant. He has little to trade
except information, but would
Using Wheostan protect its location.
gladly exchange some for what he
Story Seed: Seeking the needs. Perhaps the covenant
Wheostan commands a very Source of His Power would like to know what their
singular commodity: information. neighbors are really doing? Or
His clairvoyance is legendary, and Characters may learn of his maybe they would be interested in
Sub Rosa

in his long life he has seen and story, though he himself will just how the Duke managed to
heard many more secrets than never speak of it, and may want expel the robber barons so easily...
anyone can count. He is cursed to to retrace his steps of so many
live the eremitic life, never years ago. Perhaps they consider
settled, always alone, forever at themselves stronger than he
the mercy of his visions. Because was. Perhaps they think they
of this, Wheostan is useful for have learned of a weakness
bringing stories and clues to a possessed by the king beneath
covenant, or even supporting the the earth, and think themselves
hhhh
Beasts of the Realm
fill that need, the following
Ben McFarland beasts are presented:

Fantastic creatures are an aspect riffin


of Ars Magica that most certainly
help put the ‘mythic’ in Mythic Having sprung
Europe. Storyguides have limited up in the Near
or Middle
resources for providing examples
East, the griffin has been
of many of the legendary
depicted for thousands of years.
opponents that might act as
It has the body of a lion, but the
nemeses, predators, potential vis
wings and head of an eagle.
sources, or story hooks. With only
Detailed in the works of Pliny
a handful of samples to draw from
the Elder, Mandeville, and
in the core book and other
Isidore of Seville, legends say
suppl ements , finding the
these beasts have talons large
appropriate foe for a crucial point
in a saga can be difficult. To help enough to be made into drinking

Powers:
Powers
Griffin
Catch the Scent of Gold, 0 points, +0 Init, Terram: The
Might:
Might 30 (Terram) griffin can smell gold within thirty paces through any
intervening material.
Characteristics:
Characteristics Int +1, Per +4, Pre 0, Com -5, Str +7,
Sta +7, Dex +2, Qik +2 Earth that Yields Its Treasures, 0 points, +0 Init, Terram:
Stone and earth crumble into soft loam at the touch of the
Size:
Size +3 griffin, allowing it to easily pull long ribbons of gold from
Age:
Age n/a the ground.

Decrepitude:
Decrepitude n/a Strength to Claim the Choice Meal, 5 points, +10 Init,
Animal: The griffin is capable of great feats of strength to
Confidence Score:
Score 1 (3) seize and carry away a meal. When it activates this power,
the griffin’s strength becomes +12 for a period of
Virtues and Flaws:
Flaws Ferocity, Tough, Greedy (minor), diameter. 28
Reclusive
Equipment:
Equipment None. Though it is possible that there are
Personality Traits:
Traits Brave +3, Possessive +3, Aggressive bits of previous meals littered in and about its nest.
+2
Encumbrance:
Encumbrance 0 (0)
Reputations:
Reputations Ferocious (local) 2
Vis:
Vis 2 pawns of Terram in each talon, 2 pawns of
Combat:
Combat Animal in the heart.
Claws: Init +7, Attack +13, Defense +10, Damage +17 Appearance:
Appearance This is a massive and noble beast, with
Beak: Init +7, Attack +10, Defense +8, Damage +10 talons like gauntlets of obsidian, and a great hooked beak
that appears perpetually stained with blood. Its feathers
Soak: +15 seem to be burnished bronze, and the fur of its
hindquarters is almost a pelt of copper wire. Eyes the size
Fatigue Levels:
Levels OK, 0/0, -1/-1, -3, -5, Unconscious of child’s fist stare, focused at some great distance and
seemingly never blinking. Its scream is high pitched, yet
Wound Penalties:
Penalties -1 (1-8), -3 (9-16), -5 (17-24),
rattles at the base of your very spine.
Sub Rosa

Incapacitated (25-32)
Story Seed:
Seed A Redcap delivering the commissioned
Abilities:
Abilities Athletics 3 (flying), Awareness 3 (prey), Brawl
work of a Tribunal Verditius has the item seized by a
5 (talons), Hunt 4 (deer), Survival 5 (foraging)
griffin while attempting to deliver it. The Redcap arrives
Weapons Large Talons: Init +5, Atk +5, Def at his destination, wounded and delirious, muttering
Natural Weapons:
+3, Dam +10; Beak: Init +5, Atk +3, Def +1, Dam +10. about needing to “get it back, must get it back.” Should
The griffin’s tough hide and thick fur combine to give it a the characters succeed, they might gain an item for their
Protection of +5. own use, the favor of the local Redcaps, or the favor of
the Verditius for having completed the contract.
horns, and sharp enough to mine snake’s tail. It emits an odor that
the gold they use to line their kills snakes, breathes fire that can
cragtop nests. They can sense kill birds, has a bite that can give
precious metals within the earth, the victim a fear of open water,
and lay an agate for an egg. and can slay a man with a glance.
They are reputed to be Pliny writes that a hunter once
immensely strong and fierce speared a basilisk only to have the
hunters, known to carry away a creature’s poison travel up the
horse with the rider to be weapon and kill him. The Roman
devoured at their eryie. historian and Isidore of Seville
both state that a weasel can kill
asilisk the basilisk.

Also known iren


as the
c o c k atr ic e , T e r r i b l e
regulus, or creatures with
sibilus, the the upper body
basilisk is described often as a of a woman and
crested snake or a rooster with a the lower body
of a fish, sirens

snake within thirty paces through any intervening


Basilisk material.
Might:
Might 30 (Animal) Flametongue, 6 points, +10 Init, Ignam: The basilisk can
spit a long gout of flame, affecting a line of targets within
Characteristics:
Characteristics Int 0, Per +1, Pre -4, Com -5, Str +1, Sta
30 paces for +10 damage. This fire, while quite hot, is
Sta +3, Dex +3, Qik +4 insufficient to set green woods ablaze. It will ignite dry
Size:
Size -3 grass or thatch.

Confidence Score:
Score 1 (3) Reaper’s Gaze, 6 points, +10 Init, Corpus: Catching the
eye of a basilisk results in a terrible fate, as the targeted
Virtues and Flaws:
Flaws Tough, Reclusive individual must make a +10 stamina roll or die.

Personality Traits:
Traits Intimidating +3, Aggressive +2 Fear of Neptune’s Desmense, 6 points, +10 Init, Mentum:
29 Those struck by the basilisk’s beak are instilled with a
Reputations:
Reputations Ill-omen (local) 2 fear of large bodies of water for a period of a month.
Combat:
Combat Equipment:
Equipment None. Though it is possible that there are
Claws: Init +7, Attack +10, Defense +10, Damage +12 remnants of the equipment of past victims littered about
its lair.
Beak: Init +7, Attack +11, Defense +7, Damage +1 plus
poison. Encumbrance:
Encumbrance 0 (0)

Soak:
Soak +11 Vis:
Vis 1 pawn of Perdo in each talon, 1 pawn of Perdo in
the eyes, 2 pawns of Animal in the heart, 1 pawn of
Fatigue Levels:
Levels OK, 0/0, -1/-1, -3, -5, Unconscious Mentum in the head.

Wound Penalties:
Penalties -1 (1-2), -3 (3-4), -5 Appearance:
Appearance This strange beast seems to be a very
(5-6),
Incapacitated (7-8) scaly rooster, sporting a reptilian tail nearly as long as its
body. Its head has a cock’s comb, and its legs are three
Abilities:
Abilities Athletics 3 (running), Awareness 3 (prey), toed like a chicken. It has a wheezing, nearly coughing
Brawl 4 (beak), Hunt 4(rodents), Stealth 4 (forest), call, and it hisses at the sight of humans.
Sub Rosa

Survival 5 (foraging)
Story Seed:
Seed Released by mining peasants, a basilisk
Natural Weapons:
Weapons Claws: Init +3, Atk +3, Def +3, Dam has begun to terrorize a local noble’s manors and villages.
+3; Beak: Init +3, Atk +3, Def +0, Dam +0 plus +9 Stamina Scorch marks and unwounded bodies struck dead spread
roll or suffer a heavy wound from poison. The basilisk’s tales of a demon, and those few survivors — if
hide gives it a Protection of +5. questioned, speak of a dragon. How do the characters
intend to deal with the threat? Will they arrive prepared
Powers:
Powers
to face the wrong foe? Will they run afoul of the area’s
Vapor that Slays the Viper, 0 points, Constant, Animal: clergy?
The basilisk emits a scent that inflicts a +15 wound to any
power, her voice can be heard nearly 500 paces away as
Siren clearly as if she were only 10 paces from the listener. This
power can only target one group at a time.
Might:
Might 25 (Aquam)
Seeming of Lust and Desire, 5 points, +10 Init, Imaginem:
Characteristics:
Characteristics Int +0, Per +2, Pre -2, Com +2, Str -1,
This power appears to change a siren’s form to something
Sta +2, Dex +1, Qik +4 far more attractive and desirable. In fact, the viewer sees
Size:
Size +0 the image of the woman that he finds most attractive.

Confidence Score:
Score 1 (3) Take the Breath and Love of Man, 0 points, +0 Init, Corpus:
If a siren kisses a man as she drowns him beneath the
Virtues and Flaws:
Flaws Venus’ Blessing, Compulsion (to water, she regains any Might Points she may have spent
kill sailors) that day.

Personality Traits:
Traits Seductive +3, Callous +2 Equipment:
Equipment Some sirens accompany their song with
instrumentals — harps, lutes, and occasionally pan-pipes.
Reputations:
Reputations Dangerous (local) 3 They will sometimes carry hooked nets that are used to
Combat:
Combat snare both fish and sailors swimming towards their
companions.
Claws: Init +6, Attack +6, Defense +6, Damage +2
Encumbrance:
Encumbrance 0 (0)
Bite: Init +4, Attack +4, Defense +3, Damage +1
Vis:
Vis 2 pawns of Aquam in the tail, 2 pawns of Imaginem
Soak:
Soak +5 in the head, 1 pawn of Mentum in heart.

Fatigue Levels:
Levels OK, 0/0, -1/-1, -3, -5, Unconscious Appearance:
Appearance A siren has the lower body of a fish and the
upper torso of a monstrous human woman. Her skin has a
Wound Penalties:
Penalties -1 (1-5), -3 (6-10), -5 (11-15), soft green tint to it,
Incapacitated (16-20) and her hair is a
mop of thick kelp.
Abilities:
Abilities Athletics 4 (sprinting), Awareness 3 (ships
Her nails are
on the water), Brawl 2 (dodge), Folk Ken (sailors) 3,
pointed claws of
Guile (appearing nonthreatening) 3, Hunt 3 (fish), Music
coral, her teeth are
3 (instrumental accompaniment), Survival 5 (netfishing),
reminscent of a
Swim 6 (against the current)
shark’s.
Natural Weapons:
Weapons Claws: Init +2, Atk +3, Def +3,
Stor y Se ed:
ed
Dam +3; Bite: Init +0, Atk +1, Def +0, Dam +2. The
Eager to learn the
siren’s scales give it a Protection of +3.
my ste r ie s of 30
Powers:
Powers Enchanting Music,
but too skilled in
Lungs of Fish and Man, 0 points, Constant, Aquam: The the Arts, the
siren breathes equally well above or below the waves. characters seek out
a coven of sirens
Call that Heeds no Danger, 0 points, +0 Init, Mentem:
and attempt to
Those who hear the song of the siren must make a barter with them for
stamina roll of +20 or be driven to move towards her, instruction. What
until suffering at least a light wound. Those affected will will it cost, and will
do so without care for their personal safety or those
the magi be willing
around them. They will do everything they can to resist
to pay the cost in
attempts to dissuade that course of action. order to overcome
Voice that Carries over the Tempest, 5 points, +10 Init, the difficulties
Imaginem: A siren’s voice is ordinarily no more audible associated with a
than a normal woman’s. When the siren utilizes this mortal teacher?
Sub Rosa

charm men with their seductive are occasionally depicted with


songs. After drawing the doomed wings. Pliny doubted the
souls to them with their voices and existence of these creatures, but

hh
lulling them into an enchanted named their home as India.
sleep, a siren can consume them at Isidore of Seville claimed that
their leisure. The songs of these fantastic descriptions were
temptresses often coincide with untrue — that sirens were
storms, luring sailors to their simply prostitutes that led
deaths against a rocky coast. Sirens travelers into poverty.
Templars Part 2: The Apotropaics
Fearing ecclesiastical reprisals holy sites, particularly the Temple
Alex White from the fallout of the Schism of Solomon. Familiar with rare
War — a war that saw mountains copies of Jewish and Christian
In the first part of this series of split and cities levelled — apocryphal texts, the Apotropaics
Templar articles, in Sub Rosa certain pious, far-seeing believed that the Temple of
Issue 1, I gave a summary of a members of the Order of Solomon was the site where magic
mundane order of crusader monks. Hermes met with a small group and the divine were brought
This article is the first of the of influential and open-minded together in a glorious union that
alternate histories of the bishops and abbots. From this saw the subjugation and
Templars. It proposes that the meeting the Hermetic group destruction of Hell’s minions. If
Knights of the Temple were known as the Apotropaics was this could be repeated, then when
established by an alliance of formed, a cadre of Hermetic the time came, the Apotropaics
priests and magi in reaction to the demon-hunters, church exorcists would be in a position to
threat posed by the diabolic forces and Episcopal inquisitors. While overthrow the infernal forces in
of Hell. the Apotropaics are an open the name of Christ.

It resurrects A Path
that much-
ignored group Forward
of magi, the
In the months
Ap otr o pai cs
following the news
from the Ars
that Jerusalem had
Magica Third
been captured, the
E d i t i o n
Apotropaics met in
s u p p l e m e nt ,
secret to decide
T h e
what should be
Maleficium, a
done. With
small circle of
Jerusalem opened
mages that
up, the Apotropaics
actively wage
believed that secrets
war on Hell
31 held within the
with the aid of
Holy City could be
the Church. I
uncovered, and used
have attempted
to turn the tide
to redeem
against diabolism.
several aspects
Furthermore, it was believed that
of both Pax Dei and The secret in the Order, the alliance
in Jerusalem some of Christianity’s
Maleficium, and integrate it into of clergy is so clandestine that
holiest relics would be found.
ArM5. there is no record of its
existence. A small group of the most pious
Before the Amongst the small sect of and erudite were sent to Jerusalem
Crusades Apotropaics, the same magi who to gauge the situation. In 1104,
Count Hugh of Champagne, one
instigated the Order-Church
In the early years of the Order of those at the secret council,
alliance foresaw a time when
of Hermes’ founding, the danger arrived in the Holy Land. With
Christendom itself would come
of diabolism and Hell’s minions him were certain members of the
under threat. Shortly after, the
became clear to certain magi. By Order of Hermes, nobles and
Byz a nt i ne Em pir e wa s
Sub Rosa

the tenth and eleventh centuries, clergy who were members of the
threatened after their defeat at
their worst fears were realised, as Apotropaics. They were to remain
the battle of Manzikert. The
first House Tytalus was purged of in Jerusalem until 1114.
Emperor sent an appeal for help
diabolism, and then House to Rome.
Diedne was eradicated in the Beneath
The Apotropaics welcomed
Schism War amidst fears of
the call to Crusade, as it would
Jerusalem
infernalism.
allow Christians to re-take
Hugh of Payns and Godfrey of
Jerusalem and numerous other
Saint-Omer were delegated to
loyalty were conjoined with the
direct the Templar’s four-member
Apotropaic Order leadership group, who would often
Hermetic concept of the covenant:
mundanes in service to the
be Apotropaics themselves. Apotropaics.
The secret council which was
convened by mages and bishops In 1220, the Apotropaics
was small, only containing some number only some one hundred Growth in
fifteen people. By the capture of
Jerusalem however, it had
members, including magi, bishops Europe
and aristocrats. Most also have
grown to include a number of membership within the Knights Influential members of the
influential nobles. It was Templar, typically in its higher Apotropaics exercised their
decided to create an executive echelons, directing the Order’s strength, and the Order of the
to coordinate their efforts, efforts against infernalism. Temple was granted papal
elected by all members of the sanction. The Apotropaics
Apotropaics, with equal votes The seal of the Templars ─ two
believed that a mundane Knightly
given to all members. This three knights riding one horse ─ a
Order, supported by divine and
person executive then decided seeming reference to the poverty
magical aid, would help in the
on a leader, who was the of the knights, in fact refers to the
battle against the darkest forces of
figurehead of the Apotropaics. alliance of ecclesiastical and
Hell.
Hermetic members: magi and
After the formation of the priest ride together, united in holy With most of the Apotropaics’
Kni ght s T em pl a r , t he purpose. senior members living in France,
Apotropaic executive would also efforts were made to ensure the
early success and support of the
form the core of this order. For numerous, the Apotropaics nascent Templar Order. Donations
nine years, they and seven others decided to seek official sanction and endowments began to
assisted in the Apotropaics’ from the Patriarch of Jerusalem, overwhelm the Poor Knights.
research and excavation in the and King Baldwin, which was H er m et ic c ovena nt s t oo,
Temple of Solomon, and other granted. impressed by the virtuousness of
sites in Jerusalem. As time went the Templars, donated resources,
on, their unwitting patron, King magical items, silver and
Ba l dwi n II beca m e land.
increasingly concerned
with raids upon By the middle of the
pilgrims. Indeed, twelfth century, most
several of the of the Apotropaics 32
order’s own forays were also enrolled
to outlying holy into the Templar
places had been Order. Apotropaic
set upon by Fl a m bea u in
local Muslim particular relished
forces. the opportunity to
travel to the Holy
T h e Land and fight
Apotropaics against t he
r ea c he d a Muslims, which as
decision. They Templars, they were
would need more able to do with
protection if they impunity.
were to excavate
important sites in search As the activities in
of relics that could be used Jerusalem continued and the
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to safeguard Christendom. Hugh Order’s ranks swelled, the


and Godfrey coordinated the Apotropaics saw the need to
recruitment of further pious Formed from a mixture of ensure a secure financial basis for
knights to help guard the pious knights and the Hermetic their activities. Money could be
excavation locales and Hermetic turb, the first knights of the turned away from sinful usage and
laboratories, as well as protect Temple of Solomon swore oaths towards the noble ends of
members of the Apotropaics who that bound them to their defeating the Devil. The magi
journeyed to and from Jerusalem. Apotropaic leaders. Vows in the within the Apotropaics also began
As the recruits grew more form of monastic obedience and to donate magical devices to the
Templars, so as to aid them in had discovered the method by attention to the pressing battle in
fighting against infernalism. which Solomon had called down Iberia known as the Shadow
divine miracles to work the Crusade.
With the mundane institution construction of the Temple: in
firmly established, the Apotropaics effect, Hermetic miracles on By this stage, the Templars and
began to build Templar demand. Apotr opai cs are bas ic al l y
preceptories and houses over sites synonymous, although there is a
with powerful magical or divine Hasty Action division between those who know
auras. These were turned into that magi make up a considerable
havens for the Apotropaic magi, When Saladin became caliph portion of the Templar leadership,
a nd t h os e ec c l es i a s t i c a l of Egypt and began his grand and those who are ignorant. Most
Apotropaics possessed of holy Jihad against the Crusader brother knights are unaware of the
powers. States, the Apotropaics acted, uppermost levels of the Order of
believing that their new magic, the Temple Solomon, and its goal
At the Temple mystically imbued with divine to combat infernalism.
energy, would turn the tide and
Meanwhile, the research that It is this focus on fighting
lead to a conclusive battle
had been continued in Jerusalem infernalism which causes the
between the forces of
was finally beginning to pay off. A Templars to focus more on the
Christianity and Islam.
number of startling discoveries on Reconquista, and avoid conflict in
the nature of magic and the divine For this reason, the leaders of the Albigensian Crusade. In Iberia,
were uncovered, allowing the the Templars, advised by the a powerful group of infernalist
Apotropaics to begin to more Apotropaics, insisted that every Hermetics, the Shadow Flambeau,
closely unite their magic with the troop that could be spared be roam free; the conflict in
divine. used in the war. So confident of Languedoc is between orthodox
victory were the crusaders that and heretic — not Christian and
Under close scrutiny and with they left many of their fortresses infernalist.
great care, the Apotropaic magi under or ungarrisoned, and did
experimented with a number of not bother to adequately outfit Apotropaic
relics. In addition, attempts were their army with supplies or
being made to uncover the secret water.
Systems
entrance that would lead to the
Divine regio that hid the True The result was their This section details modified or
Temple of Solomon. catastrophic defeat at Hattin in new system information to play an
1187. Saladin brought with him Apotropaic character.
33 Excavations at other sites had troupes of sahir and other
New Virtue
located fragmentary copies of the Islamic wonder-workers, already
Key of Solomon, a text which possessed of powerful divine
holds the secrets of the Notary Art and magical powers. The Apotropaic
(see Realms of Power: Apotropaics, their magic tuned Membership
The Divine, pages to fight against infernalism,
97-100). The failed against the devout Minor, Social Status Virtue
r es ea rc hers Muslim sorcerers, and their
believed that hoards of (non-infernal) jinn You are a member of the
t he y servants. Apotropaics, the secret alliance of
magi and clergy, dedicated to
To the Present fighting the forces of Hell. The
existence of the Apotropaics is
Si nc e t hen, t he known to those Hermetic magi in
Templars and the regular conflict with the Infernal
Apotropaics have (such as Hoplites or Quaesitors),
concentrated their but completely unknown to all but
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efforts more in the most senior members of the


Europe. While Church. You may take Arcane
Apotropaic magi Abilities during character creation,
still battle against and have access to not only the
Muslims under the resources of the Knights Templar,
guise of the white but also the magical resources of
vestments of the the Apotropaics. You have a great
Poor Knights, most deal of influence over the
have turned their Commanders of the Templars, and
may even be a high-ranking devote their lives to fighting Minimum Ability Scores:
Scores
Templar yourself. You must either infernalism and every servant of Apotropaics have 90 additional XP,
possess the Hermetic Magus the Devil, and do so through which must be spent on the
Minor Virtue, the Priest Minor extensive magical and mundane following abilities:
Virtue, the Landed Noble Major resources.
Virtue, or one of the Templar Apotropaios 2
virtues. Required Virtues and Flaw:
Flaw
All Apotropaics must take the Dominion Lore 2
Holy Tradition: following Virtues and Flaws, Magic Lore 2
including the Free Mythic
Apotropaics Companion Virtue. Theology 2
The Apotropaics are Christians Apotropaic Mem bers hip Any two* of Adjuration,
dedi c a t ed to c om ba t i ng (Minor Virtue) Blessing, Ceremony or Holy Craft
infernalism and devils throughout 2
Mythic Europe and beyond. They Higher Purpose (Minor Flaw)
wer e f ormed to protect * Determined by the chosen
Landed Noble or Senior Virtues
Christendom as an alliance of
Clergy (Major Virtue)
devout magi and visionary
bishops. After years of research Relic (Minor Virtue)
Hermetic
and discovery throughout the Apotropaics
Holy Land, the Apotropaics have Social Contacts (Minor Virtue)
pieced together a form of magic Most Hermetic members of the
And any two of the following
which blends Hermetic notions Apotropaics learn Apotropaios and
Minor Virtues:
with scraps of the Notary Art of other Holy Powers, and sacrifice
Solomon, and the miracle-working A d j u r a t i o n, Bl e s si n g , their Hermetic magic, focus on the
of other Holy Traditions. The Ceremony and Holy Craft uncovered scraps of the Ars
result is potent, if haphazard, anti- Notoria, or devote themselves to
demonic magic, such as powerful This leaves Apotropaics with inventing anti-demonic Hermetic
wards against evil and the famed nine points of Flaws remaining, spells. Some Apotropaics practice
Demonifuge ritual. which may be spent on a total of Holy Magic, but the practice is not
eighteen points of Virtues. yet widespread.
Note:
Note This is different from
Holy Magic — magic approved of
or accepted by the Divine.
Apotropaic magic is simply a 34
highly specialised form of anti-
demonic magic.

Favoured Abilities:
Abilities Adjuration,
Ars Notoria,* Blessing, Ceremony

* The Apotropaics have been


able to locate only the first three
Rings of Solomon; their attempts
to uncover the other six have been
dealt a blow with the loss of the
Holy Land. Only Gifted
Apotropaics are able to learn Ars
Notoria.

Mythic Companion:
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Apotropaic
A non-Hermetic Apotropaic is a
person, typically an influential
Church-member or noble, who has
access to the non-Hermetic
magical secrets of the organisation,
and is most likely a senior member
of the secret group. Apotropaics
T he or igi na l H er m eti c impious who merely want a ruthlessly guarded by the
Apotropaics were members of route to power or wealth. Apotropaics.
House Jerbiton and Guernicus,
and these two Houses continue to Required Virtue and Flaw:
Flaw It takes a season to learn this
be well-represented. Since the Apotropaic Membership; Pious Apotropaic technique, which can
start of the Shadow Crusade in the (Minor or Major) be taught or learned from one of
Iberian Tribunal, a number of the three extant laboratory texts,
Suggested Virtues and held in the Poor Knight Temples
devout Flambeau have been Flaws: Gentle Gift, Hermetic
Flaws
inducted into the Apotropaics. in London, Paris and on Cyprus.
Prestige, Inoffensive to Animals, The method uses the Intellego
There are fewer than fifteen Major Magical Focus (Demons,
Hermetic Apotropaics in the Vim Lab Total, with the higher
The Divine, Wards), Minor Art restricted to the magus’
entire Order, roughly divided Magical Focus (Demons, The
between Houses Flambeau, Dominion Lore Ability. The Lab
Divine, Wards), Relic, Social Total must penetrate the relic’s
Jerbiton and Guernicus. Contacts, Temporal Influence; Magic Resistance. Information
Most Hermetic Apotropaics Driven, Higher Purpose, gained is whether the relic
have numerous mundane contacts, Temperate possesses True Faith points, and
in addition to non-Hermetic Forbidden Virtues and then its miracles in order of how
Apotropaics. All Hermetic Flaws: Berserk, Diedne Magic,
Flaws many Divine Might points must
Apotropaics are devout Christians. Faerie Blood, Faerie Magic, be spent for the miracle to occur
Shapeshifter, Skinchanger, (see Realms of Power: The
To become an Apotropaic, Divine, Relics on page 43).
p ot e nt i a l r ec r ui t s mu st Strong Faerie Blood; Branded
Criminal, Compulsion, Diabolic
demonstrate piety, adherence and
Pa s t , E nvi o us , Fa er i e
On the Battlefield
respect to the rules of the Church,
Upbringing, Greedy, Indiscrete,
and otherwise appear dedicated to
Lec her ous , Lyc ant hr ope,
Demonifuge
the cause. Selection is a careful
process, as the Apotropaics do not Simple-Minded, Tainted with PeVi(Ig) General
want to induct inappropriate Evil, Transvestite, Weak-Willed
members: magi who cannot keep R: Voice, D: Mom, T: Ind
secrets, or Apotropaic The most fearsome of
t h e Magic Apot r opa i c s a r s ena l , t he
Demonifuge is a potent anti-
In the demonic ritual. Through scraps of
a nci ent wis dom and
35 Laboratory experimentation with relics, the
Apotropaics have developed a
Before the battle of
more puissant version of Demon’s
Hattin, the Hermetic
Eternal Oblivion. It creates a
a p o t r o p a i c s
magical inferno that shrouds the
experimented with
demon and flenses away its
relics and holy icons
essence. If the ritual penetrates
in an attempt to
the demon’s Resistance, it loses
reconcile Hermetic
Infernal Might equal to 1.5x the
magic with the
level of the ritual. It also inflicts
Divine. They failed
wounds upon the demon equal to
to do so, but did
the level of the ritual + the level
pioneer a Laboratory
that the casting total exceeded the
technique to
level (this damage ignores any
Investigate whether
immunity the demon may have to
an object is a true
fire). Due to its close association
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relic or not. This has


with many Christian rituals and
allowed them not
symbols, it requires the caster have
only to determine a
a Dominion Lore or Theology
relic’s holy nature,
score equal to the magnitude of
but also any miracles
the ritual.
it has or may perform.
This is something
hitherto unknown in
the Order of Hermes,
and is knowledge hhh
Jerod’s Cave
Morneme knew she could not exasperation and removed a
credit her Faerie sight with being small, squarish white crystal P. R. Chase
able to sense the presence of her from a pouch at her belt.
sodalis Tempus: this place bled Reaching out, she placed it “Shhh,” Tempus hissed,
Magic, and the tingle in her clumsily in Tempus’s hand, “look!”
slender fingertips told her that she more a shadowy fist of ghostlike
muscle, vein, and sinew. In the cold damp of the cave,
had entered a regio. The flicker the mist began to swirl faster, its
from her torch illuminated the Tempus grunted and tossed white tendrils now coalescing
barely-visible form of Tempus, her crystal, plus another one he within the ring of crystals. The two
making him look like a had already been carrying, past loose, glowing crystals levitated
shimmering phantom set against a the copper bars of the portcullis slowly and stopped parallel to the
waterfall of crystal. She could see and into the mist beyond. The ground, hovering in place at about
him crouched next to an ornate two young magi stared into the the height of a man. Below the
portcullis set between the rough- swirling white mist that crystals, the mist now formed a
hewn walls of a cavern entrance, occupied the round cave, cut off recognizable shape, even as it
breathing slowly, simply watching. from the main cavern by the billowed with cloudlike grace and
“What now?” she whispered, bars. They could see the two silence: legs, a torso, shoulders.
her lilting voice swallowed up by white crystals gleaming with an Around the crystals was sculpted a
the cold darkness. She was otherworldly light on the floor of head, and even a blank statue’s
impatient now, and did not hide the cave, having landed within face. The head turned in the
the chagrin in her voice. She was the boundary of a group of vague direction of the two magi,
used to leading the group into the similar crystals set into the floor now riveted by this scene. The
protected regiones of Faerie, but in a circular pattern. For several figure raised a vaporous hand, as if
this time it was Tempus who gave minutes, the white mist flowed in greeting, and the portcullis
her the token that allowed her to like a quiet tornado around the swung open.
enter this hidden cave. border of the crystalline circle.
“Now we talk to him.”
“Be quiet, Faerie woman, and “I’m not a Faerie woman,”
hand me the eye,” came the gruff Morneme whispered in protest, Overview
reply, along with an expectant, already distracted from the
scene. Jerod’s Cave is a adventure
outstretched hand. Morneme gave
setting that is designed to provide 36
an unseen expression of bemused

Combat:
Combat n/a. Jerod cannot be harmed or harm others in
Jerod of Mercere regular combat.

While in his misty form, Jerod can be treated as a magical Abilities:


Abilities Latin 5 (greetings), [Area] Lore 7 (geography),
ghost. As spirits speak no language other than Latin, Jerod has [Area] Lore 5 (roads), [Area] Lore 2 (history), Order of
forgotten the native Low German he spoke in life. Hermes Lore 8 (Arch-Mages), Code of Hermes 3 (Redcaps),
Faerie Lore 5 (Unseelie), Infernal Lore 3 (contacting
Magic Might:
Might 12 (Mentem) demons), Magic Lore 6 (vis sources), Medicine 2 (bones),
Powers: None.
Characteristics:
Characteristics Int +2, Per +3, Pre 0, Com +1, Str 0, Sta 0,
Dex -1, Qik -2 Equipment:
Equipment None; Jerod’s possessions that he had in life
are stored in area D (see map and description below).
Size:
Size 0 (but non-physical)
Vis:
Vis Each of Jerod’s “eyes” can yield one pawn of
Age:
Age 36 when he died, 45 now Mentem vis. There are five such eyes kept in area D (see
map and description below). Jerod cannot be contacted
Decrepitude: n/a
Decrepitude
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unless at least two of his eyes are placed in area E on the


Confidence:
Confidence 1 night of the Winter Solstice. The eyes also allow the bearer
to automatically access the regio at the cave opening (see
Virtues and Flaws:
Flaws Redcap, Famous; Blind, Higher description below).
Purpose
Appearance:
Appearance A man-shaped figure of pure white mist,
Personality Traits:
Traits Brave +1, Loyal +3, Selfish -2 with two glowing rocks for eyes. It is hard to discern Jerod’s
facial expressions and mouth movements when he speaks,
Reputations:
Reputations Order of Hermes/Trusted Messenger 4 but gestures made with the arms and hands are generally
clear.
“story hooks” for your Troupe. source of information for perceive is that there is space
The cave is actually the enchanted adventure clues that would behind the rocks.
resting place of a Redcap named otherwise elude them. A
Jerod, who was a celebrated and suggested way for the player Anyone having seen into the
favored messenger of Mercere magi to learn about the Regio, or anyone holding one of
when he was alive. Jerod’s wish existence of the cave is to let Jerod’s eyes, can walk directly into
was to serve the Order in death them stumble across it from the cave as if the interposing rocks
much as he did in life. Rejecting a research in a tome (“Remember and boulders do not exist, and can
Christian burial, he agreed to tie that Mentem summa you were lead any others that maintain
his spirit to a magic regio that was studying last Season? Turns out physical contact with them. The
created by a powerful patron something interesting was entire cave area beyond is within a
magus. mentioned in one of the Level 1 Magic regio, affecting
margins…”). Alternately, the spells and magical effects
Once every year, on the longest magi can learn of it from a accordingly.
night of the year (the Winter mentor or a talkative visiting
Solstice), Jerod’s spirit returns to Area B is a central cavern that
Redcap (“You don’t know about connects three smaller caves. The
this secluded cave, set high in a the famous Jerod? Legend has it
cliff face overlooking a mountain walls and ceiling are naturally
that his spirit is trapped in a cave formed; a floor has an uneven and
valley. He spends the remainder somewhere around here…”).
of the year travelling in spirit form, rocky quality. A large stalagmite
Perhaps the visitor to the almost reaches the ceiling here,
watching and listening, studying covenant brings one of the
the lives of mundanes and magi and carved into the stalagmite is a
“eyes,” which are helpful to gain small pedestal that holds a half-
alike. As he is now a spirit, he can entrance into the regio (see
cover vast territories at a pace he exhausted candle.
below).
could never attain while living. On Area C is a smallish and damp
the one night he returns to his
cave, he will speak to any magus
Map cave that holds a stone
s a r c opha gus . T he s t one
who visits him, provided that the Descriptions sarcophagus appears to have been
magus knows how to contact carved from the same rock as the
Jerod—two of Jerod’s crystal Area A is a switchback trail floor of the cave, and in fact
“eyes” must be placed into the that leads to the opening of appears to be rooted to the very
cave where his spirit visits. Jerod is Jerod’s cave. In the mundane rock of the cave floor. The walls of
of exceptional value, since his r ea l m , it ends qui t e this particular cave appear to be
years of travel both in life and as a unceremoniously at a small wet, and drip slowly with ground
spirit have made him a indentation in the side of a cliff.
37 considerable source of knowledge. It appears as if there was once a
water that seeps in, which forms a
very shallow pool of water as it
cave, but natural erosion has
Jerod will answer three clear collects behind the sarcophagus.
caused rocks and boulders to
and reasonable questions with cover the entrance, with mosses
simple explanations. A Storyguide and grasses having taken root
can make a roll against Jerod’s Int there for years now.
score and applicable knowledge-
based Abilities to determine if An InVi spell of
Jerod knows an answer to a magus’ level 3 will detect a
question. If he does not know an Magic regio and
answer to a question, he will accompanying Aura
apologize and request with of 1; as per Ars
deference that the magus ask a Magica 5th Edition
different one. However, if a magus rules on page 189, a
presses him on an answer already Per + Magic
given, or insists that he answer a Sens i t i vi t y or
Sub Rosa

question he does not know the Second Sight roll of


answer to, his spirit will grow 7+ will allow sight
silent and depart, and will never past the veneer of
answer that magus again. rocks and boulders,
but since the
After making initial contact with interior of the cave
Jerod, a Storyguide can use the is dark, all the
setting to introduce plot ideas c ha r a c t er wi l l
through Jerod’s answers, or allow
player magi to use Jerod as a
The lid of the sarcophagus has books and scrolls, carved it has a +24 Soak against bending,
been enchanted to remain closed, wooden figurines of animals, two blunt, or bashing damage applied
but a Terram spell that overcomes daggers of bluish-silver metal, against it. The portcullis can only
a Magic Resistance of 10 would some simple jewelry, and his be opened by Jerod’s spirit, who
open the lid and reveal the well- golden Mercere seal. On a shelf will open it for any Magi who have
decayed body of Jerod of Mercere. carved from the stone face of the thrown two crystal eyes into the
Interestingly, if this is the first wall opposite the natural chamber (although only one
time the player magi have entered stairway are four crystals (less Magus may address him on any
Jerod’s Cave, they will find a any crystals currently held by given occasion).
much fresher dead body draped player magi)—they are vaguely
over the sarcophagus; the body eyeball-sized, translucent, and In the center of the chamber is a
appears male, is dressed in clean cubical. ring of translucent crystals of the
traveling clothes, and still carries a same type as Jerod’s eyes; they are
sheathed shortsword. Near the Any Magus who removes any set into the floor and are quite
sarcophagus in the pool of water is of the personal effects from this anchored there. They would each
a waterlogged fur-lined cap room will lose the right to speak yield one pawn of Mentem vis if
bearing a golden seal with a red to Jerod until the item is removed, but then Jerod would
triangle—a symbol of affiliation restored to where it was found. never again visit the cave. On the
with House Mercere. On the floor The crystals, however, may be night of the Winter Solstice, a
next to his cold hand is one of removed. smoky mist will begin to swirl
Jerod’s crystal eyes. counter-clockwise within the
Area E is the chamber where chamber but outside of the
This man was a Redcap, dead Jerod’s spirit will come on the boundary of the ring. If there is no
now only a week. His body bears night of the Winter Solstice. Magus there to greet him before
no evidence of violence, and no Entrance to the chamber is midnight on that night, Jerod’s
blood is found on or near the barred by a copper portcullis spirit will simply leave and take
sarcophagus. Now what would a that bears no lock and appears to another year before returning
second dead Redcap be doing in have no hinge or mechanism. again. On a night he is contacted,
the resting place of the first dead The portcullis shows fine he will depart at sunrise, leaving
Redcap? workmanship and is enchanted the two eyes on the floor of the
to resist damage: a Terram spell cave. Anyone in this area at that
Area D holds the personal would have to overcome a Magic time must be careful to leave at
effects that Jerod had in life: a Resistance of 16 before the sunrise, before the portcullis is
trunk of expensive clothing, some portcullis is bent or broken, and magically locked again.

Story Ideas if they are returned, would still speak to the Magus. 38
The books are personal travelogues and can be used as
The dead Redcap that is found in area C was poisoned
mundane summae in three Area Lores, each with a Quality
with a slow-acting poison. Even though he knew that of 8 and Levels ranging from 3-5 at the Storyguide’s
death was certain, he made the journey to Jerod’s cave in
discretion.
order to learn the name of the enemy that poisoned him.
Unfortunately, this Redcap did not know that Jerod’s Most of scrolls are missives sent to Jerod from various
spirit is available only once a year, and the poison claimed magi and fellow unGifted Redcaps—many of these
his life before the night of the Winter Solstice. In his compliment or commemorate his service as a Redcap.
confusion, this Redcap tried to move the lid of the
sarcophagus, believing this to be a way to summon the One particular scroll is a description of a potential vis
spirit. Player magi can certainly spend some or all of their source, a forgotten dolmen deep in a forest that is said to
three questions to ascertain the identity of the younger hold an enchanted rock. Moon- and starlight is allowed
Redcap (whose name is Sylvestre) and why he was through a shaft set into the crest of the dolmen’s hill, and
poisoned. It could lead to a larger Story of intrigue within when the light strikes the rock, the light itself can be
a covenant or between covenants. Harming or killing a carefully collected as Imáginem vis.
Redcap is a grave and terrible offense within the Order,
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The jewelry is mostly mundane, but would fetch high


and it might make an interesting Story as the characters
prices in local markets.
try to investigate this crime. What did Sylvestre know
that made him a target? (Note that there would be One particular pendant among the jewelry bestows its
nothing stopping a Magus from communicating with wearer with a +10 Magic Resistance (ReVi 10 effect).
Sylvestre using Whispers Through The Black Gate, InCo
15.) The two daggers will inflict +5 damage against Infernal
creatures (PeVi 5 effect).
A Magus might want to investigate Jerod’s personal
items and simply return them before his spirit returns. The carved figurines are mundane, but of a high quality
Jerod would know that the items had been removed, but of craftsmanship.
Coming in Sub Rosa Issue Three
The Northwych Mystery
By Mark Lawford

Zoroastrian Mysteries Revised


By Alex White

Caravanserai
By Ben McFarland

...And much more...


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