Sub Rosa Issue 2 PDF
Sub Rosa Issue 2 PDF
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
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
Sub Rosa
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
Sub Rosa
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
Sub Rosa
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
Sub Rosa
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
Sub Rosa
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
Sub Rosa
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.
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
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.
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
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
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
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
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:
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.
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
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
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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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Favoured Abilities:
Abilities Adjuration,
Ars Notoria,* Blessing, Ceremony
Mythic Companion:
Sub Rosa
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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Combat:
Combat n/a. Jerod cannot be harmed or harm others in
Jerod of Mercere regular combat.
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,
Sub Rosa
Caravanserai
By Ben McFarland
www.subrosamagazine.org
[email protected]