Вы находитесь на странице: 1из 144

Thrice-Told Tales

Credits
Authors: Christian Roesenkjaer Andersen (Servants of God), David Phil Jenkins, Thomas Nowell, Peter Hiley, Lloyd Graney; Andr
MacGregor (Earth and Sky), Christian Jensen Romer (Summer Neergaard, Helge Rager Furuseth, Karl Trygve Kalleberg, Ola
Is Icumen In), Matt Ryan (The Mound), Mark Shirley (The Trai- Hulbak, Hvard Futster; Pelle Kofod; Jeff Bassett, Paul Grosser,
tors Game) Patrick M. Murphy, Rick Shafer
Development, Editing, & Project Management: David Chart
Art Direction & Layout Assistance: Cam Banks Author Bios
Layout: Joseph Hanna Christian Rosenkjaer Andersen is an engineer living in Denmark. This
Proofreading & Publisher: John Nephew is his fifth contribution to the Ars Magica line, but he is unlikely to
Cover Illustration: Christian St. Pierre quit his day job. His part in this book is dedicated to his continually
Cartography: Matt Ryan supportive wife, and his rapidly growing son and daughter. There is
Interior Art: Brett Barkley, Jason Cole, Jenna Fowler, Jethro Lentle, still time to mold them into being gamers.
Christian N. St. Pierre David MacGregor gratefully dedicates this writing to his ever-patient
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves wife and daughter. Two ladies who have been the cornerstones in
First Round Playtesters: Jason Brennan, Justin Brennan, Elisha the development of the Criamon / Jerbiton Dyskolos Covenant... of
Campbell; Leon Bullock, Peter Ryan, Chris Barrett, John A Wisconsin. He would also like to thank David Chart for his guid-
Edge; Christian Jensen Romer, Jonathan Elcock, Lloyd Graney, ance and patience!
Peter Hiley, Phillip Jenkins, Thomas Nowell, Kevin Sides; Ja- Christian Jensen Romer lives in Cheltenham, England with three cats,
son Fryer, Matt Dyson, Emily Dyson; Donna Giltrap, Malcolm Marmalade, Hansine & Cuddles. Each year he hosts an Ars Magica
Harbrow, Aaron Hicks, Richard Love; Helge Rager Furuseth, convention, Grand Tribunal, to which you are cordially invited.
Martin Granseth, Ola Hulbak, Karl Trygve Kalleberg, Andr Find out more at www.grandtribunal.org.
Neergaard; Rasmus Andreasen, Rasmus Strandgaard Srensen, Matt Ryan lives in the Finger Lakes region of New York State, several
Martin Lindhardt, Christian Rosenkjaer Andersen, Pelle Kofod thousand miles and 800 years from the swampy bogs of 13th cen-
Second Round Playtesters: Alexander Bader, Tanja Bader, Claus tury Ireland. The Mound combines his fondness for ancient Irish
Coschurba, Julia Coschurba, Peter Coschurba, Mark Pesendorfer, mythology with old school role-playing games. Hed like to thank
Marco Serra; Jason Brennan, Justin Brennan, Elisha Campbell, Rob- the many playtesters who helped mold The Mound from its initial
ert Major; Leon Bullock, Peter Ryan, Chris Barrett; Donna Giltrap, presentation into its final form, and the encouragement of his fellow
Malcolm Harbrow, Aaron Hicks, Richard Love; Mads Jessen, Ras- authors, his son August, and his sweetheart KC.
mus Strandgaard Srensen, Rasmus Andreasen, Martin Lindhardt, Mark Shirley is a biological modeller who lives in the north of England.
Pelle Kofod, Christan Rosenkjaer Andersen Mark first ran the stories (or variants thereof) which are his contri-
Third Round Playtesters: Leon Bullock, Peter Ryan, Chris Bar- bution to this book in 2004. It didnt end as well for those characters
rett; Donna Giltrap, Malcolm Harbrow, Aaron Hicks, Richard as he hopes it ends for yours, since the events therein resulted in
Love; Helge Rager Furuseth, Hvard Futster, Ola Hulbak, Karl repercussions in the saga that still reverberate today (yes, they are
Trygve Kalleberg, Andr Neergaard; Christian Rosenkjaer An- still going: 57 game years and fifteen real years at the time of writ-
dersen, Pelle Kofod ing!). Mark would like to thank Andrew, Camo, and Roddy for their
Fourth Round Playtesters: Christian Jensen Romer, Lisa Langood, part in that story.
Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the
Berkeley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and
running demos through Atlas Games Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You
can also participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright 2015-2016 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work
by any means without written permission from the publisher, except short excerpts for the purpose of reviews,
is expressly prohibited.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc.
Order of Hermes, Tremere, and Doissetep are trademarks or registered trademarks of White Wolf Publishing, a
Paradox Interactive AB company, and are used with permission.
Digital Version 1.0

2
Thrice-Told Tales

Contents
Introduction 6 What to Do with the Ruins?.........20 The Return Trip............................37
Earth and Sky. ................................ 6 Interim. ......................................... 20 Lest we Forget the Barons.............38
The Mound..................................... 6 Story II: Waters Vista................... 20 Interlude One: Five Years Pass. ..... 39
Servants of God.............................. 6 Currents of Story Two: Red Knights Return... 39
Summer is Icumen In......................... 6 Caelus Octahedron.....................20 Setting the Infernal Stage.............41
The Traitors Game......................... 6 Within Caelus Octahedron..........20 The Basalt Tower.......................... 41
Earth and Sky 7 The Mithraeum Involving the Magi.......................41
Expected Sequence at the Inlet.....................................21 To Templeport..............................43
of the Stories...................................7 Plan 1: The Rite of Admission....... 21 Hard Men and
Pre-History..................................... 7 Plan 2: Stealth Mission................. 21 Cruel Mistresses............................ 43
Dramatis Personae..........................8 Plan 3: Forcing Compliance.......... 21 A Beacon in the Night................... 43
The Brotherhood Revenant Grades........................... 21 The Dogs of War..........................44
of Zenodorus..................................8 Onward!........................................22 Penetrating the Peat Bog..............44
The History of the Cult................... 9 The Itius........................................23 The Mound Revisited.................... 45
Behold The Presence Above Deck.................................. 24 The Basalt Tower Regio................ 45
Of The Symbol............................... 9 Below Deck................................... 24 The Prison Regio.......................... 46
Forge The Lord The Grass Crown.......................... 24 The Aftermath..............................46
Of The Structure............................. 9 Option: Piloting the Ship.............24 Five More Years Pass..................... 47
Desperations Of True Reverence....... 9 The Return....................................24 Story Three: The Blessed Union.... 48
My Symbol A Petition......................................25 Prenuptial Visitations....................49
Shall Come Unto Me....................... 9 Option: A New Home..................25 The McGovern Castle................... 49
Beneath Me, Folly Of Thetis!........ 10 Interim. ......................................... 25 The McTiernan Castle................... 49
Story I: An Angry Wound............. 10 Story III: The Emperor Returns. .... 25 The New Church.......................... 50
Expanding Ombres.......................10 Retrieving the Crown. .................. 25 The Wedding................................50
The Hook: Destiny The Rise of the Colossus.............. 25 The Night Before .......................... 50
Comes Knocking..........................10 The Pit of Nero.............................26 The Morning................................ 52
General Knowledge Inside the Pit of Nero...................26 His Hellish Bonds Broken.............52
about Ombres............................... 11 The Colossus................................27 Dealing with the Dark One..........53
Local Beliefs about The Storys End.............................29 On the Field.................................. 54
Ombres Lassomption....................12 The Mound 30 Event One: Attacking the Line....... 54
Ombres Lassomption....................12 Story 1: The Missing Magus.......... 30 Event Two: Awash
The Perfidious Aura...................... 13 Starting Things Off......................30 among the Infantry........................ 54
Denizens of The Location, Event Three: Take
Ombres Lassomption..................... 13 an Overview..................................31 the Generals Head......................... 54
Entering the Lands of Templeport and Domnach Below Ground............................... 54
Ombres Lassomption..................... 13 Mr (The Big Church)..................31 Dealing with the Diabolist...........56
Retracing Diums Escape................ 14 En Route to the Mound................32 The Conclusion............................56
The Ruins of Inside the Bog...............................32
Servants of God 57
Ombres Lassomption..................... 14 The Mound...................................33 The Antagonist............................. 57
A Series of Avaricious Events......... 18 The Hall of Revenants Regio......... 34 The Plan........................................57
The Sphere is Collected...............19 The Chamber of Sacrifices Regio.... 36 The Catalyst.................................57
The Sphere of The Obsidian Preparation.................................... 58
Caelus Octahedron....................... 19 Throne Room Regio...................... 37 Geography....................................58

3
Thrice-Told Tales
The Town..................................... 58 Lady Gracias Story.......................84 Galeras Gambit...........................117
The City....................................... 58 Eloise, The Maidservant................ 86 The Traitors Fate........................ 117
The Neighboring Covenant............ 59 Finding the Comte........................86 Interval One. .............................. 117
Hardship and Blessing..................59 Travelling to Montcuq..................86 Research......................................118
Divine and Infernal Influence.......60 The Gates of Montcuq................... 87 Giaros Claw............................... 118
Political Climate...........................60 The Church.................................. 87 Damhan-Allaidh........................ 118
Story I: A Fire in the Town........... 60 The Market Building..................... 88 Actions of the Antagonists..........118
Eutropia Arrives............................61 The Castle.................................... 88 The Fate of Giaros Claw............. 118
What is Known.............................61 Meeting Little Valentin.................89 The Fate of Galera...................... 118
Aftermath......................................62 Talking to the Citizens.................89 Story Two: The Tangled Web........ 119
Observing the Inhabitants............63 Finding Sir Vital............................90 The Swarm..................................119
Pious and Successful Group........... 64 Finding Galafre.............................90 Option One:
Sinful and Unsuccessful Group...... 64 What If The Averting the Plague..................... 121
The Town Council........................ 64 Comte Returns Early?...................90 Option Two: Village of the Dead.121
The Town Church........................65 Resolving the Story.......................91 Caught Red-Handed...................122
The Priest..................................... 65 Galafre .........................................91 A Battle in the Village................. 122
A Traitor in the Order?................. 66 Part Two: Lhude Sing Cuccu!....... 91 Lord Abels Castle.......................122
Reporting to the Archdeacon....... 66 A Redcap Arrives..........................92 Galera Under Lock and Key........ 122
The Report....................................67 Questioning Jacobella................... 93 Formal Inquiries.......................... 123
Petrus the Archdeacon..................67 Arriving in Montcuq.....................93 Galeras End................................124
Investigation Concluded...............67 The Haunted Castle.....................94 At the Castle............................... 124
Interlude: Silence The Bishops Response..................94 At the Hideout............................. 125
Follows Thunder.......................... 68 Resolving the Problem..................95 Surrender.................................... 126
The Clue, the Part Three: Groweth Sed.............. 96 Interval Two............................... 126
Bait, and the Trap..........................68 What Has Transpired....................97 Simon Runs Away.......................126
Story II: The Urban Church.......... 70 Involving the Magi.......................97 The Dark Passenger....................127
The Crypt and Sanctum...............71 Arriving at Lolmie.........................97 Story Three: The Captured Fly....... 127
The Holy Mystics.........................72 Talking to Valentins Troops........... 99 A Stalking Killer.........................127
Resolution and Finding Gracia............................100 Reunion with Simon.................... 128
Legal Matters................................73 What Follows Lolmie..................100 Return to the Ruined Fort...........128
Staying in the Shadows................74 The Meeting in the Forest..........101 Galeras Hidey-Hole.................... 130
Interlude: Preparation The First Day............................. 101 At the Stones..............................131
for Tribunal.................................. 74 Inside the Tumulus....................... 131
The Second Day: The Hunt........ 102
Story III: Tribunal......................... 76 The Ritual Begins....................... 131
Resolving the Story ....................103
Running the Tribunal....................76 On the Horns of Dilemma.........132
Charges Against Fabianus.............77 The Traitors Game 107
Background................................ 107 The Characters Fail.................... 133
Scrying........................................ 77 The Characters Kill Simon.......... 133
The Death of Damhan-Allaidh...107
Spreading Parma Magica.............. 77 The Characters
Galera..........................................107
Voting.......................................... 77 Kill Damhan-Allaidh.................. 133
Prequel: Introducing Rufus........ 109
Wizards War............................... 77
Story One: Appendix: The Spider War 134
A Petition to Join the Order.........78 A Tale of Two Redcaps.............. 110 The Isle of the Mighty................134
A Holy Societas............................ 79 Rufuss Vision..............................110 First Contact............................... 135
New Alliances, New Tension. ........ 80
Galeras Arrival............................111 Early Battles................................135
Conclusion................................... 81
Uncovering Galeras Plan............ 111 The Massacre in
Consequences for
On The Redcaps Trail................112 Bowland Forest........................... 135
the Player Magi.............................81
Searching the Room..................... 112 The Battle of Hunnum................. 136
The End........................................81
Encounters on the Road............... 112 The Battle of the Wounded Glen... 136
Summer Is Icumen In 82 Caught (Kid-)Napping...............113 Three Years of War.....................137
Locating the Story .......................82 Cobs Band.................................. 113 The Battle on the Irthing.............. 137
Part One: Sumer Is Icumen In......... 82
The Trail to the Lair.................... 114 The Siege of Goole....................... 137
What Has Gone Before................82
A Grisly Fate...............................114 The Battle of the Awful Hand...... 138
Lady Gracia Arrives......................83
A Web-Shrouded Ruin................ 114 The Battle of Clennell Street......... 138
What is known about
Beneath the Ruin......................... 115 The Night of the Sluagh.............. 138
Lady Gracia St. Daune?.............. 83
A Redcaps Ghost........................ 116 The Battle of Blencathra.............138

4
Thrice-Told Tales
The Battle of the False Sun.........139
Repercussions.............................. 139
The Ordo Miscellanea................139
The Saxon Runes......................... 139
A, Ac, Oak................................139
Sample Ac Rune Spells................ 140
, sc, Ash.............................140
Sample sc Rune Spells.............. 140
Yr, Yr, Arrow............................140
Sample Yr Rune Spells................ 141
Ea, Ear, Grave...........................141
Sample Ear Rune Spells............... 141
G, Gar, Spear............................141
Sample Gar Rune Spells.............. 142
K, Calc, Chalk..........................142
Sample Calc Rune Spells............. 142
Q, Cweorth, Fire-twirl.............142
Sample Cweorth Rune Spells........ 143
St, Stan, Stone..........................143
Sample Stan Rune Spells............. 143
Or, Ior, Water monster.............143
Sample Ior Rune Spells................ 143

List of Inserts
Demonic Weaknesses............................................... 7 Crom Dubh, The Dark One.................................. 55 Who Is The King?.................................................102
Dium Manesica Penater............................................ 8 Holy Societas: Servants of God............................. 58 The Treaty of Paris................................................103
Giuseppe.................................................................. 10 Expected Sequence of Play............................... 59 Dramatis Personae.................................................104
Plinth and Stylobate Cult Member Creation........ 11 Involving the Player Covenant............................... 61 Damhan-Allaidh, The Spider...............................108
Giuseppe.................................................................. 14 Quaesitor Eutropia of Guernicus............................ 63 Galera, Redcap of House Mercere.......................110
Lemures.................................................................... 15 What Caused the Fire?............................................ 64 Rufus, Redcap of House Mercere.........................111
DuPurins Ghost...................................................... 16 Alternative Crises.................................................... 65 A Redcaps End......................................................112
DuPurins Black Dogs.............................................. 17 The Guild................................................................ 66 Magical Investigations..........................................112
Father Carths Ghost............................................... 18 Father Charles......................................................... 67 Cobs Band.............................................................114
Manes: Lost Souls of Ombres Lassomption.......... 19 Magical Investigation.............................................. 69 Monstrous Spider..................................................115
The Rest of the Sphere........................................... 22 The Divine Effects.................................................. 70 Expanding the Caves............................................116
Strategic Truth......................................................... 22 Archdeacon Petrus.................................................. 72 Spiders in Mythic Europe.....................................118
Lodestones of Caelus Octahedron....................... 22 Clerical Personnel................................................... 73 Rufus, a Redcaps Shade........................................119
Spirits of Fraud........................................................ 23 Resources for the Servants of God......................... 74 Spider Swarms.......................................................120
Revenant of Caelus................................................. 24 Holy Mystic............................................................ 75 The Jars of Galera.................................................121
Manes: The Oarsmen of the Itius........................... 25 Holy Magic............................................................. 75 The Morbid Ague.................................................122
The Crown Sinks.................................................... 26 Edward the Apprentice........................................... 76 A Lord in the Covenants Pocket..........................124
Larvae....................................................................... 27 Fabianus, Magus ex Miscellanea............................. 78 Running the Court Case.......................................124
Nero, the Infernal Ghost........................................ 28 Zurfiel, a Guardian Angel....................................... 79 Galera After Five Years..........................................125
Green Snakes of Malebolge.................................... 29 Decarius of Tremere................................................ 80 Simon Spidersoul..................................................127
The Grass Crown.................................................... 29 Arctura of Flambeau................................................ 80 Simon.....................................................................129
A Warmer Beginning.............................................. 32 Alternative Legal Interpretations............................ 81 Inspiderwiht...........................................................130
Its All in the Names................................................ 33 Why Do Cathars Despise Mothers?...................... 86 What if Simons Master is a Player Character?....132
Father Pdraig.......................................................... 35 Comtes and Counts in the Provence Tribunal ..... 87 The Origin of the Tumulus...................................132
Father Uallachn..................................................... 35 Montcuq: Why is this Funny to the French?......... 88 Is Damhan-Allaidh Truly Dead?...........................132
Tadhg....................................................................... 36 The Shield of the Trencavels.................................. 89 Giaro of Mercere...................................................134
Bog Revenant........................................................... 37 The Cherry Bough Crown..................................... 90 Who was Damhan-Allaidh?..................................136
Ailln Trechenn....................................................... 39 Sir Vitals Lute.......................................................... 91 Ac Guidelines........................................................138
Storyguide Character Galafre of Merinita.................................................. 92 sc Guidelines.....................................................140
Advancement, Five Years Later............................... 40 Flashback: An Option............................................. 93 Yr Guidelines.........................................................140
The Red Knights..................................................... 42 Who is the Bishop of Cahors?................................ 95 Ear Guidelines.......................................................140
Hell Hound............................................................. 46 Is this a Poltergeist?................................................. 95 Gar Guidelines......................................................141
Fiona McTiernan..................................................... 48 Hork the Hobgoblin............................................... 96 Calc Guidelines.....................................................141
Where is Lord Scirlin?............................................ 48 The Faerie Host....................................................... 98 Cweorth Guidelines..............................................141
Storyguide Character Rebellion!................................................................. 99 Ior Guidelines........................................................142
Advancement, Five Years Later............................... 51 Varying the Setting...............................................100 Stan Guidelines.....................................................142
Pdraigs Entrancement........................................... 52 If Everybody Died.................................................100
Uallachns Ars Goetia............................................ 53 Lolmie & Montcuq................................................101

5
Chapter One

Introduction
Each chapter of Thrice-Told Tales is a each other, but is there another culprit? that magi have to peacefully co-exist
sequence of three stories, all connected, Can the magi find the lost Seeker and with feudal society. When a noble lady
but separated by a number of years. Each keep the baronies from war? in distress comes to the covenant to tell
chapter is, if you like, a thread in the The mound is a persistent problem, a most unusual story, the magi investi-
tapestry of a saga. Each chapter could be and the revelations the magi find refuse gate her plight and unmask a terrible
run by a different member of the troupe, to stay buried. Twice more evil surfaces, plot. They must make hard choices
the players taking turns as storyguide as sowing strife and discord throughout about truth, morality and love; magic
the events unfold over time. This chapter both baronies, forcing them ever closer grants great power, not necessarily
contains short summaries that avoid giv- to open conflict. The final threat dis- great wisdom.
ing away too many secrets; only the per- gorges a nightmare so harrowing that it After five years the noblewoman
son who intends to storyguide a chapter threatens the very kingdom, and unless again calls upon the magi to assist. This
should read the main text. stopped will return society to a dark age time it is their own secrets they must
of blood, murder, and lost hope. guard, and a race against time develops
to resolve the problem before hostile
forces uncover what should best be for-

Earth and Sky Servants of God gotten. Finally, some fifteen to twenty
years later the story comes to fruition,
as the full ramifications of the events of
Almost a century has past since the the previous stories threaten to shatter
covenant of Ombres Lassomption disap- The story starts with a Quaesitors the political security of a nation and
peared, quite possibly into a regio. Now, routine investigation of possible mun- two Tribunals. Have the magi made the
a last survivor has come to the covenant, dane meddling by magi from a neigh- right choices, and can they live with
with word of an ancient evil. Demons boring covenant. A nearby town has suf- the consequences?
threaten the whole area, and the char- fered a major fire, and the characters are
acters must find what was hidden, and asked to help determine whether any
thwart their plans. magi were involved. A high official in
the Church has complained to the Or-
der, and as the investigations proceed,
links between clergymen and magi, and
The Traitors
The Mound with supernatural power, become appar-
ent. The characters find themselves fac-
Game
ing a serious threat to the Order, from
Situated in the peat bog between an unusual source. A redcap has gone missing, and it
two baronies lies a mound, a place long seems like a straightforward search and
forgotten by the local lords and neigh- rescue mission. However, a web of deceit
boring peasants. It has recently been and betrayal leads to a darker story of
discovered by a Bonisagus Seeker, who
has not returned from his initial explo-
rations. The Seekers parens approaches
Summer Is envy and hatred, with its roots in the an-
cient history of the Order. Acts of spite
threaten to destroy the covenant, and the
the magi and asks them to find the lost
magus. Upon arrival, the magi find that
Icumen In magi find an innocent caught up in plots
that go back far beyond his birth.
both baronies have been attacked by
savage revenants, corporeal ghosts who Nominally set in the Provenal Tri-
kill those they meet. The baronies blame bunal, this story can be told anywhere

6
Chapter Two

Earth and Sky


The players covenant is in the same Neros Pit to defeat them, but to complete- Neros Pit. The route to this place came to
Tribunal as an infamous magic aura, where ly destroy the colossus they must use the be known by the locals as the Quiet Slope.
the lost covenant of Ombres Lassomption Grass Crown as an Arcane Connection to The colossus was lost to history until 80
seems to have simply vanished. It was destroy Neros animating spirit. years ago. An elder craftsman from a town
known as a small, weak covenant that within the Tribunal had suffered a grievous
housed a device allowing people to find loss. In desperation, he wandered out of the
regio entry points. It is suggested that the town to the Quiet Slope. There, while he
device drew the entire covenant into an
unknown regio when it was mishandled,
but this is nothing more than speculation.
Pre-History was contemplating suicide, a Green Snake
of Malebolge came to him, showing the ru-
ined man the passage to the chambers of
The Tribunal considers the covenant and During Neros reign over Rome, a co- the colossus. The Brotherhood of Zenodor-
its grounds to still be under the control lossus was built by misguided members of us was founded upon the craftsmans return
of Ombres Lassomption until it is proved the Cult of Zenodorus. Through Infernal to the town. Over the course of the fol-
that the covenant has truly ceased to exist. incantations, a Grass Crown was created lowing decade, the Brotherhood gathered
This game is designed for late Spring to provide the Arcane Connection that members, discovered the buried colossus
or early Summer covenants and makes use infused Neros corrupted soul into the chambers, and created an Infernal shrine.
of Realms of Power: The Infernal. statue. During the years following Ne- In another part of the tribunal, Ti-
ros death, the cultists were defeated by tus of Jerbiton of the covenant Ombres
Mithraist cultists, who stole the Crown. Lassomption was researching regiones.
Expected Sequence Unable to destroy it, they hid it on a ship,
the Itius. Neros spirit became trapped
The magus made important discoveries,
and created a device that could find any
of the Stories within the colossus. regio, if an Arcane Connection to some-
The Mithraists also animated the thing within the regio was placed in it.
The hermit Dium comes to the players physical form of the colossus and forced This device could also open a way into
covenant after receiving a vision and offers it to bury itself. Although they were un- the regio. Titus demonstrated the device
to lead them inside Ombres Lassomption able to damage the colossus form, they at Tribunal, greatly impressing everyone.
to claim a device called The Sphere of were able to remove the great pins that
Caelus Octahedron. anchored the head, arms and legs to the
The Sphere of Caelus Octahedron is torso. These six parts of the colossus were Demonic Weaknesses
found, as well as notes about the ancient walled away in separate chambers of the
ship called the Itius and her cargo: The pit that the colossus had excavated. Each demon described has a
Grass Crown. The missing piece needed The group of Mithraists who held uniquely defined Weakness. A charac-
to make the Sphere operate is a lodestone the Grass Crown entered a traveling ter with Infernal Lore or who has had
appropriate exposure to such literature
from Caelus Octahedron. regio and eventually lost contact with
has a chance to discern the Weakness
Allies of the Brotherhood of Zenodorus the outside world. They carried their
of a given demon. This is done with
come to the covenant with a lodestone and responsibility beyond death itself, and
an Intelligence + Infernal Lore roll
an offer to work with the magi to investi- became revenants.
against an Ease Factor of 9 + (Might /
gate Caelus Octahedron. In the end, the Whispering through the Crown, Nero 5). Some of the Weaknesses provided
Itius is found and the Grass Crown claimed. was able to corrupt some of the spirits in are also named, as they were once used
Once the characters have the Grass the regio, resulting in a demonic presence as specific rituals. Named rituals allow
Crown, the Infernal spirit of Nero and the therein. Some of these demons were able the players to use Magic Lore or The-
Brotherhood of Zenodorus prepare for to escape and eventually find the colossus. ology in the place of Infernal Lore.
war. They attack the covenant with the For centuries, the demons worshiped at this
colossus. The characters can fight back to site, shaping it into an Abyssal regio called

7
Thrice-Told Tales
The Brotherhood of Zenodorus
learned about the device, and sent an agent
a regio that could only be entered by resi-
dents, and those they guided. Unfortunate-
The Brotherhood
to convince Titus to use the device to find ly, as far as the ritual was concerned, resi- of Zenodorus
the Itius. The agent was very convincing. dents meant anyone in the regio when it
Unfortunately for the Brotherhood, they is created. The demons were not cast out, The Brotherhood of Zenodorus aims to
did not know all the powers of the device. and the covenant fell. Titus sent Dium, his restore the Colossus Neronis and assume
Once the lodestone from the regio was set apprentice, to safety at the last possible mo- power, under Nero, their lord. As part of
within it, the magus was able to find the ment. Dium fled in fear, joined a monastery, this, Nero seeks to retrieve the Grass Crown
regio, and find out a great deal about what and eventually became a hermit. from the regio, but he does not know where
was inside it. Suspecting a plot, Titus split it is. The cult got hold of half of a lodestone
the device into pieces to hide it, and took (see later), which serves as an Arcane Con-
the agent of the cult prisoner. Alas, the
cultist had already succeeded in corrupt-
Dramatis Personae nection to the regio hiding the crown, but
they have no way to use it. However, they
ing a priest living at the covenant. know that the Sphere of Caelus Octahe-
The priest, Father Carth, distributed The following characters are impor- dron, which was in Ombres, can, somehow,
Aegis tokens to the Brotherhood of Ze- tant to the three stories, as they bring use the lodestone to get to the regio. The
nodorus. The cultists returned to Ombres, hooks and provide additional information demons have set the cult to finding and us-
with reinforcements. The demons were to the players throughout the tales. ing the sphere, and the cult has passed this
powerful, and Titus performed a ritual he dangerous task onto a young candidate for
had developed to move the covenant into membership, Giuseppe.

Dium Manesica Penater


Characteristics: Int +3, Per +2, Pre 1, ing 2 (shoes), Craft: Woodwork- Conjure the Sturdy Vine CrHe5/+10
Com +1, Str 2, Sta +1, Dex 1, ing 5 (whittling), Dominion Lore Hunt for the Wild Herb InHe5/+10
Qik 2 6 (angels), Faerie Lore 1 (Ombres Intuition of the Forest InHe5/+10
Size: 0 Lassomption), Folk Ken 5 (peas- Dance of the Staves ReHe5/+6
Age: 83 (83) ants), Hunt 4 (small game), Intrigue Sight of the Transparent Motive InMe10/+7
Decrepitude: 4 1 (gossip), Latin 5 (Hermetic usage), Appearance: Dium is a frail, thin, and
Warping Score: 2 (2) Living Language 4 (storytelling), ancient hermit. He wears a wooden
Confidence Score: 1 (3) Magic Theory 1 (Corpus), Native cross carved by his own hand with a
Virtues and Flaws: The Gift; Wanderer; Language 5 (expansive vocabulary), dried rose wound around it. The left
Guardian Angel; Disfigured, Reclu- Organization Lore: The Church 6 side of his face is dominated by the
sive, Visions (legends), Organization Lore: Om- scar of an old wound. Diums spells
Personality Traits: Quiet +3, Reclusive bres Lassomption 2 (children), Pro- are accompanied by the sound of
+3, Manipulative +2 (sinful trait) fession: Apothecary 3 (finding ingre- distant monastic chanting.
Reputations: Oracle of God 1 (Local dients), Profession: Architecture 2
Monastery) (small structures), Profession: Brewer Dium is on a Divine task for his Guard-
Combat: 2 (herbal infusions), Survival 5 (near ian Angel, so feel free to provide Dium
Dodge: Init 2, Attack n/a, Defense 2, his hovel), Teaching 3 (Biblical) with Divine protection from the players
Damage n/a Arts: Cr 5, In 5, Mu 1, Pe 0, Re 1; An 3, characters upon their initial meeting.
Soak: +6 Aq 1, Au 1, Co 4, He 4, Ig 0, Im 0, After 10 years of Jerbiton apprentice-
Fatigue Levels: OK, 0, 1, 3, 5, Un- Me 1, Te 0, Vi 0 ship, Dium has some skill in the Arts. He
conscious Twilight Scars: None apparent. could serve as a laboratory assistant, but
Wound Penalties: 1 (15), 3 (610), Equipment: Hand-carved wooden cross, most of his Abilities reflect his past as a
5 (1115), Incapacitated (1620), woodland survival gear, hermits rags. monk and hermit. Note that although
Dead (21+) Spells Known: the records of the Order show him as an
Abilities: Animal Handling 3 (birds), Chamber of Spring Breezes CrAu5/+7 apprentice at Ombres Lassomption, and
Area Lore: Ombres Lassomption re- Wind at the Back ReAu5/+3 he would now be a Failed Apprentice in
gion 2 (legends), Area Lore: hovel Footsteps of Slippery Oil CrAq5/+7 the eyes of the Order, no magi know that
location 5 (legends), Artes Liberales Bind Wound CrCo10/+10 he is still alive before the story starts. Di-
5 (ceremonial magic), Awareness 5 Physicians Eye InCo5/+10 ums record within the Order should not
(alertness), Bargain 4 (distrusting Sight of the True Form InCo5/+10 come into play unless he becomes active
client), Code of Hermes 2, Concen- Eyes of the Cat MuCo5/+5 in the Order once again.
tration 5 (prayer), Craft: Hidework- Spasms of the Uncontrolled Hand ReCo5/+6

8
Thrice-Told Tales
The History of the Cult or maleficia. To perform an Incantation, a Forge The Lord
player spends 1 Confidence Point and rolls: Of The Structure
Zenodorus was a Gently Gifted as-
tronomer who lived around 250 BC. His Incantation Roll: Incantation/Diablerie, Level 60
work with perspective, circles, and spheres + Communication +
stress die R: Eye, D: Forsaken, T: Ind
developed into a cult of builders who aid- Incantation + Power + aura bonus Imbues an Infernal Spirit with the
ed in creating some of the greatest struc- power Lord of the Structure; see DuPu-
tures of the pre-Christian era. During this The rules for ceremonial magic ap- rins Ghost, later. This incantation must
period, the writings of Zenodorus became ply. All Incantations for the Brotherhood be cast within the bound spirits structure.
corrupted by Infernal plots set upon ex- of Zenodorus appear to be mundane in (Base 35, Eye +1, Forsaken +4)
panding idolatry through great structures nature; usually the crafting of a symbolic
dedicated to prominent humans. keystone or anchor pin accompanied with
Over the years, the copies of Zenodor- songs of strength, pride, valor, and con- Desperations Of True Reverence
us On Isometric Figures were manipulated to quest of community and ideals. All Cer-
change the cult into the misguided tradition emonies involve of 13 participants, each Incantation/Diablerie, Level 60
(Realms of Power: the Infernal page 127) called adding in their Ceremony Ability score to R: Touch, D: Forsaken, T: Ind
the Cult of Zenodorus, which came to Nero the total, minus 13. Full rules are given in This incantation allows the spirit of a
with a design to create the Colossus Neronis. Realms of Power: the Infernal. structure to grant bonuses to the people
This Infernal cult itself effectively died within. When this power is inscribed into
out after the fall of Nero. However, the Incantations found in On Isometric Fig- a structure, it aids people in a spiritually
colossus and Neros spirit still exist today, ures are as follows. unhealthy way. People with sinful traits
and have rebuilt the cult. Nero is the sole will perceive elements of the structure
ruler, or Finial. The demons and infernal as a positive representation of said trait.
spirits who have gathered below him are Behold The Presence Skill checks for sinful characters within
his Chapiter-classed grand masters. Mortals Of The Symbol the structure that reflect the characters sin
who have been brought into the cult and al- gain a bonus equal to that characters sinful
lowed to make a copy of On Isometric Figures Incantation/Diablerie, Level 55 personality trait. It costs the spirit of the
serve as the next level, known as the Plinth- R: Touch, D: Forsaken, T: Structure structure 5 Might points to grant the bo-
class masters. Finally, hand-picked appren- This incantation binds a soul to a struc- nus to a single character, and those points
tices and potential sponsors who display ture. The spirit must have an Infernal Might are recovered when the bonus is with-
the appropriate sinful traits of pride, fraudu- score, or be the spirit of a person with In- drawn, or the target leaves the structure.
lent desires, and theft are approached and if fernal Warping. If a living being is bound, More than one character may be affected
interested, are given the title of Stylobate. the person commits suicide at the conclu- at a time, if the spirit has enough Might.
Uninterested individuals generally meet an sion of the ritual, and the spirit returns as an (Base 35, Touch +1, Forsaken +4)
untimely end, unless useful to the Brother- incorporeal being with an Infernal Might
hood in some other fashion. score of 15 + highest sinful personality
For the purposes of this story, the trait. After that, a portion of the spirits In- My Symbol Shall Come Unto Me
Brotherhood is restricted to a large town fernal Might diffuses into the structure, giv-
within the troupes Tribunal. The Broth- ing the structure an Infernal Might score as Incantation/Effusion, Level 70
erhood is currently housed in a property well. The maximum Might of the structure R: Eye, D: Forsaken, T: Ind
near the Quiet Slope. It functions as a suc- is 18 (soft stone), 24 (hard stone), or 30 Once a spirit has been bound to a
cessful crafting guild (stonemasons, car- (base metal). Pure metals like silver or gold structure, the bound spirit may have this
penters, or blacksmiths). cannot be used as part of this incantation. effect placed upon it. This effect allows
The cult uses incantations found in On Within the structure, the structures Infernal the spirit to summon the structure to their
Isometric Figures to call Infernal spirits com- Might / 5 acts as an Infernal aura. location, much like a true demons Coagula-
mon to Greek and early Roman culture. When the bound spirit touches or pre- tion Power. To summon the structure to the
Using the Powers of Effusion and Diablerie sides within the structure, the two Mights bound spirit must spend Infernal Might
(Realms of Power: the Infernal pages 106108), merge. Once merged, treat the structure as equal to the structures Might / 5.
the incantations allow the cultist-builders the spirits physical body. Any powers of (Base 45 (to grant a power that would
to create structures that are recognized as the spirit are cast through the structure. All require more than one Major Virtue), Eye
the ultimate symbol of a single mortal. the powers and abilities of the structure are +1, Forsaken +4)
The supernatural abilities commonly available to the bound spirit when merged.
associated with the Brotherhood of Ze- (Base 15, +1 Touch, +4 Forsaken,
nodorus are Ceremony, Diablerie, and Ef- Structure +3)
fusion, and Incantation.
The cultists can invoke Infernal powers,

9
Thrice-Told Tales

Giuseppe
Characteristics: Int +2, Per 0, Pre 0, Com Abilities: Animal Handling 2 (beasts of Giuseppe is being groomed to join
+2, Str +1, Sta 0, Dex +1, Qik 1 burden), Artes Liberales 5 (geome- the Brotherhood of Zenodorus. He does
Size: 0 try), Athletics 2 (climbing), Brawl 1 not know that his mentor has succumbed
Age: 22 (22) (bludgeon), Carouse 3 (drinking), to the Infernal. Giuseppe himself has no
Confidence Score: 1 (3) Concentration 2 (reading), Craft: true exposure to the Infernal arts, be-
Warping: 0 (2) Stonemason 3 (buildings), Folk yond his masters copy of On Isometric
Virtues and Flaws: Craftsman Ken 4 (townsfolk), Infernal Lore 2 Figures. He has little understanding of the
Personality Traits: Determined +3, Loy- (powers of mortal diabolists), Local Brotherhood, but believes it has much to
al (Brotherhood of Zenodorus) +3, Language 5 (business talk), Latin offer those who are worthy. He initially
Fair 2 (sinful trait) 3 (academic usage), Leadership 2 considers the members of the Order to
Reputations: Worthwhile Apprentice 1 (work crews), Magic Lore 1 (Ro- be over-indulgent children of magic who
(his hometown) man cults), Profession: Architec- have little respect for true crafting skills.
Combat: ture 2 (grand designs), Profession: Giuseppe is being groomed for cor-
Dodge: Init 1, Attack n/a, Defense +0, Stonemason 5 (planning projects), ruption. During Stories I and II, Giuseppe
Damage n/a Ride 3 (long distances) is simply doing the guilds bidding to gain
Fist: Init 1, Attack +2, Defense +0, Equipment: An (unfinished) copy of On access to his masters deeper secrets. As
Damage +1 Isometric Figures, stone masons cloth- he spends time with the magi he becomes
Masons Hammer: Init 1, Attack +5, De- ing and gear, overland travelers gear. friends with them, regarding the Order as
fense +1, Damage +3 Appearance: Giuseppe is a thin, wiry a potential affiliate of the Brotherhood.
Kick: Init 2, Attack +2, Defense 1, young man from the local stock. Between stories he gains 10 experi-
Damage +4 He dresses in loose, masons tunics. ence points per season, and he spends a
Soak: +0 His eyes are sky blue and spark with total of 2 seasons with his mentor. The
Fatigue Levels: OK, 0, 1, 3, 5, Un- excited intellect. He is a passionate apprenticeship will end four years after
conscious speaker and tends to punctuate his this story begins. The events of these
Wound Penalties: 1 (15), 3 (610), words with hand gestures. His hands stories will have a strong influence on
5 (1115), Incapacitated (1620), are workmans hands, but carry the whether Giuseppe ever formally joins
Dead (21+) stains of ink. the Brotherhood.

Beneath Me, Folly Of Thetis! Infernal regio, but Dium can lead the char-
acters inside. There, demons fight each other
The Hook: Destiny
Incantation/Effusion, Level 55 while searching for the fragments of a map, Comes Knocking
The structure is warded against all the importance of which none of them truly
natural, non-living materials. understand. Dium remembers that his cov- To begin these stories, Dium comes
(Base 15, Touch +1, Forsaken +4, enant fell to a demonic assault, and warns the to the players covenant, seeking to speak
Structure +3) characters of the threats they are likely to face. with magi of the Order. He carries three
If the characters do find the map, glass flowers (see Entering the Lands of
Dium does not know what they should do Ombres, later) that contain 6 pawns of
with it next. He does keep his promises re- Creo vis. These serve both to gain the at-

Story I: An garding the site and resources of Ombres


Lassomption, as he has no interest in such
matters now.
tention of the magi and to demonstrate his
ties to Ombres. He wants to discuss his vi-
sions with the magi.
Angry Wound In the visions, Dium sees hordes of ter-
rible demons, all wearing much-dripping

The hermit Dium is troubled by recur-


Expanding Ombres crowns of woven grass, pour out of the
old covenant of Ombres Lassomption and
ring visions that seem to be connected to the lay waste to the surrounding lands, includ-
covenant of Ombres Lassomption, where he Certain details and history of Ombres ing the troupes covenant. The rampaging
was trained as an apprentice. The troupes Lassomption have been left vague for the monsters leave Dium alone in Ombres,
covenant is the nearest to that location, so storyguide to expand upon within the scope where his long-dead master, Titus, hands
he goes to see them, explaining what hap- of their saga. The Order considers Ombres him a bone scroll case. Dium is sure that
pened, and offering access to the remaining to be a small covenant that provided a single he needs to do something to avert disaster,
treasures of the covenant if they will help important breakthrough (the Sphere). but does not think that he could do it alone.
him prevent the disaster he foresees. If the characters offer to help, Dium
The covenant is now trapped within an is grateful, and offers them whatever re-

10
Thrice-Told Tales
mains of Ombres Lassomptions resources.
While it is not absolutely clear that he has
the right to do this (he was only an ap-
prentice, after all), it would give the char-
acters a much better claim than anyone
else, particularly if they saved the resourc-
es from demons. If the characters refuse to
help, Dium asks them to house him at the
covenant while he writes to a Quaesitor to
draw attention to the possible threat to the
Order. This may convince the characters
to change their minds. If the players are
simply uninterested, you can drop the sto-

Plinth and Stylobate


Cult Member Creation
As the Brotherhood is based on
a group of stonemasons, its members
all have some ability in that craft or
profession. Most members also have
some training in a bow skill, due to
the founders love of archery. Use The
Specialist (ArM5, page 21) or The
Tough Guy (ArM5, page 22) for gen-
eral laborers, and The Rogue or The
Witch (ArM5, page 23) for Plinth
characters. As these characters have
Major Virtues and Flaws, they must ry, or skip forward a few years to Story III, General Knowledge
be companions, rather than grogs. and face them with the Colossus Neronis. about Ombres
If the characters are working with him,
Dium tells them that Ombres was dedicat- Ombres Lassomption should be locat-
Stylobate ed to the study of Divine, Fey, and Magic ed near a town, and the troupes covenant.
Usually in their mid-20s and past regios, and disappeared during an Infernal It was a poor covenant that struggled to
apprenticeship, with the appropri- assault 68 years ago. Dium is sure that the make it from one year to the next. The
ate Craft at level 3 or higher. They magic of Titus, his parens, was responsible player characters or their parens might
have a copy of On Isometric Figures and for the covenants disappearance, but does have heard about the Sphere being pre-
might be trained in Bows. They have not know the details. sented at Tribunal some 70 years ago; they
embraced a sinful personality trait Dium blames the fall on his paters may even have been in attendance. Also,
and have at least 1 point of Infernal quest to find mystical currents. Within it is common knowledge that Ombres
Warping. They have the Virtues of these currents was a device called the Grass Lassomption simply vanished shortly after
Incantation (Major, Unholy Method) Crown. Dium is not sure what these cur- the Sphere became public.
and Diablerie (Major, Unholy Power) rents are, but he does know that the Grass Characters may know about the cov-
or Effusion (Major, Unholy Power). Crown is magical in nature. When Titus enant; roll Intelligence + Organization
came to suspect that demons were also Lore: Order of Hermes against the follow-
seeking the Grass Crown, he planned an ing Ease Factors. Most of this information
Plinth escape route from the covenant. Dium was is also available from Dium, but relying on
able to use that route to escape, and is sure the characters own knowledge provides
Age a Stylobate-classed member
that he will be able to lead the characters some assurance that he is telling the truth.
10-20 years. Increase the Infernal
into the regio by following it back again.
Warping by 1 point per five years
aged. Add Leadership (work teams),
Guile, and Area Lore Abilities. Incan-
tation and the Unholy Power should
also be increased substantially.

11
Thrice-Told Tales

Ease Factor
9
Information
The covenant is rumored to have
Local Beliefs about Ombres Lassomption
been harassed by demons. Ombres Lassomption
12 This covenant had incurred The 53-year life of this covenant was
numerous debts in its initial The local authorities consider the land plagued with small scale Infernal attacks,
construction. It was founded with ruined and lost. and it fell in a demonic assault. Today, the
the lofty intent of integrating of covenant is a battlefield of the Infernal,
Magic, Divine, and Faerie powers, The place of old magics is a haunted place. A with a few Magic spirits hiding within the
and led by three middle-aged magi: place of diabolic spirits and Satans lap-dogs. My ruins. The Infernal struggles that carry on
Sequnda of Merinita, Caeso of grandfather once had to enter those lands, before the are effectively eternal, as the three factions
Bonisagus, and Titus of Jerbiton. time of Ombress fall. Those within wore the garb
15 In its final years, its magi were of monks and the robes of the educated. They dealt
said to have focused their with grandfather as shrewd merchants, greedily On Isometric Figures
studies on works that referenced seeking to trade sand for silver. Still, buildings were (Cultists of Zenodorus)
cults of early Rome. erected, a church was built, walls were made, and
18 A Roman map of the lands were given over to the plow. Zenodorus wrote the treatise
mystical currents was said to have That was before the fall, though. These days, On Isometric Figures, which contained
been collected from a most folks dont care to look in the direction of Om- deeper, mystical secrets that eventu-
Mithraeum site. Even at the bres Lassomption. Not unless they want something ally developed into a Greek cult of
time, there was nothing more to look back. architects. Thorough students of his-
than speculation as to the No good ever comes of that place. tory may find hints that the cult of
nature of those currents. Never has. Never will. Mithras actively sought the destruc-
21 It is said that Ombres tion of the Zenodorus philosophy,
Lassomption was born of an idea which was accused of plotting to
formed by Titus, when he disrupt the activities of the gods. The
corrupted forms of the volume avail-
noticed the two shadows that he
able in 1220 are summae of level 5
cast while harvesting a vis source
and quality 18 in Ceremony, Incanta-
that glowed on a sun-lit day.
tion, Diablerie, and Effusion.

12
Thrice-Told Tales

(Lemures, DuPurin, and Father Carth) have by Confidence within the aura is struck by of blight. There is an eery, chilling sense
no ability to truly eliminate the others. the mind-numbing contempt of Hell, im- of quiet through the landscape at night.
The area around the covenant has an mediately losing all remaining Confidence The outer lands of Ombres Lassomption
Infernal aura of 1 by night, but this is over- Points, and is stunned for one round per 2 were vast, with a Magic aura of 1 stretch-
ridden by the natural Magic aura of 1 dur- points lost. ing a full 3 miles from its center. During
ing the day. The covenant itself is within a the day, the Magic aura overcomes the
level 3 Infernal regio, in a Perfidious aura. Infernal aura, but when the Infernal aura
Denizens of rises to 2 at night, it takes over.
Ombres Lassomption There are two vis sources within this
The Perfidious Aura aura. Dium knows them both, and shows
All demons in Ombres take on a solid helpful characters how to harvest them.
The Infernal auras near Ombres are form at sunset, if they have the Might to Creo, 2 pawns in spring. Form: A sin-
Perfidious auras, as described in Realms of do so. Any Infernal beings destroyed in gle glass flower opens under the first full
Power: the Infernal, pages 1517. In addition Ombres Lassomption are reborn on the moon of the season. This flower blooms
to the standard modifications to super- night of the next new moon, until Nero for the whole season.
natural powers (ArM5, page 183), the aura realizes that the map has been taken away. Ignem, 1 pawn in summer. Form: Two
has the following effects. Note that some characters still possess streams merge in a small creek. In this lo-
a Social Virtue or Flaw, even though they cation, a rock studded with quartz gath-
Recovery rolls suffer a penalty equal are ghosts. This remains, as that character ers the heat from the sunlight of the cen-
to the auras strength, and diseases never plays to that aspect of their personality tral day of the season. At twilight, a tiny,
improve within the aura; the best that can when coagulated into their physical form. boiling Ignem-based whirlpool appears,
happen is that they stabilize. and persists for 3 days before dissipating.
Lies become more believable, with A single road winds round the lands
the aura strength added to the Ease Factor Entering the Lands of from the east, traveling counter-clockwise
when attempting to spot a lie. Ombres Lassomption until it ends at the front gates of where the
All Infernal beings within the aura gain covenant once stood. There was also once
1 Confidence Point. No animals live here. Plant life ap- a direct route through the forest, but it is
Any character who fails a roll modified pears to be struggling with the first signs long since overgrown.

13
Thrice-Told Tales
Dium leads the players to the northern Dium has no idea who Markos, Solon, on the first full moon of the season in the
barn on the property, which is dry rotted or the Corax are, has never heard of the shadow of a wall. It remains for one week.
and ruined. This was shelter for the oxen Itius, and only knows that a crown was con-
of the covenant, but a pack of DuPurins nected to the demons in some way. This is
Black Dogs has torn through a side wall what is known within House Jerbiton as Imaginem, 1 pawn in winter. Form: A
and now uses it as a den. a paradoxographic letter (Houses of Hermes: shimmering droplet of dew that contains
If desired, the storyguide may run en- Societates, page 48). Such letters are written the image of the full moon appears at the
counters in this area. A pack of DuPurins within the House as a means of expressing rise of the seasons first new moon.
Black Dogs might launch a hit-and-run experiences to intimates using a mixture
strike. Once the attack is complete, the facts and humorous lies. This letter was a The Walls and Six Towers: Sixty-odd
dogs retreat back to DuPurins base camp first draft by Diums pater, intended to serve years without upkeep has taken its toll. The
to report on the strengths and weakness- as an example of paradoxographia to the stoneworks mortar is beginning to crum-
es of the invaders. Second, Father Carth (then) budding apprentice. When the de- ble, and some weaker sections of stone lie
may visit the group and attempt to pos- mons invaded, Titus had no time to write a broken and shattered on the ground. The
sess a grog or companion. Carth hopes to clearer explanation of what was going on. wooden ramparts, roofs, and flooring all
persuade the party to put down DuPu- The entrance to the secret passage suffer from dry rot and decay, making them
rins dogs, and DuPurin himself. that Dium took out of Ombres is near the dangerous places to walk. Moving on them
barn, hidden in an overgrown rocky area. requires a Perception + Athletics stress roll
The passage is two miles long, and it was against an Ease Factor of 6, or the flooring
Retracing Diums Escape built by the covenants stone mason and gives way in a 1 pace area.
laborers, with the aid of Terram magics.
When Dium fled the covenant, his pa- It leads to a storeroom in the covenant. The Main Gate: A rusting gate lies in
ter gave him a scroll case sealed with wax If the characters follow the passage ruins, with the cart laden with stone that
telling him that it contained important in- without Dium, it is blocked after a cou- was used to smash it also lying in frag-
formation about the fate of the covenant. ple of hundred yards, where the roof has ments. The is the location of Seghers
Fearing that it would condemn him to hell, caved in. If he is with them, they cross spirit (see Manes, earlier). He knew that a
but too frightened to destroy it, Dium bur- into the regio at the same point. The exit secure gate might allow the magi time to
ied it under the floor of the barn. Now, af- into the covenant is closed by a trap door. save the covenant, and stood his ground
ter a life of service to God, and driven by The side of the trap door facing the tunnel when the gate fell.
his visions, Dium is ready to read the mes- has been magically carved with the words
sage. The scroll reads as follows. Look to the Next World where water The Tower Gate: The wooden doors
joins the Powers. Dium recalls that his have long since fallen into the yard and be-
Markos the Wanderer pater often referred to the three fountains
in the courtyard as The Next World.
I am Markos Heliodromus who observes the
traveling border of the Octahedron. It is my duty
If Dium is killed during the approach
to the covenant, his ghost guides the char-
Giuseppe
to pass the Lodestones of Caelus Octahedron on to acters into the regio before passing on. If the troupe spends any amount
Solon Heliodromus. As is the Way of Passage, I of time in the nearby town, Gi-
hand this list of my actions to my successor. useppe (see earlier) crosses the
My first duty was to attend to the Pater as he The Ruins of players path. He is under orders to
used the secrets of the Spheres six wedges to enter the Ombres Lassomption take note of anyone curious about
Octahedron. the lands of Ombres, and to find a
Our primary duty was the protection of the Co- Ombres Lassomptions ruins are a place map to a great crown of magical
rax as they harvested. Within the Octahedron was of conflict, an Infernal regio with a Perfidi- power that is supposed to be in the
the frame of the ship, known to us as the Itius. We ous aura of 3 (see earlier for details of the area, but he fears the rumors of de-
called upon our arrows of silver fire to touch upon the effects of the aura). There are few, if any, mons.
shadows that followed the Coraxs wagons. treasures remaining within the covenant, Giuseppe offers the characters
The playful ship was released into the mists as it has been picked clean by the demons. what information he has, but he can-
with 30 oarsmen. We were allowed to attend the There are, however, two vis sources, which not tell them anything useful at this
passage of the Itius, carrying the great Crown into are tainted by the Infernal as long as the point. If it becomes apparent that the
the mists of the unknown. As part of this ceremo- aura remains. Originally, the covenant had characters have found the covenant,
ny, I was gifted the Sphere and taught to unite the a Magic aura of 3, which will suppress the Giuseppe seeks them out to ask about
pieces so that I might serve the Pater. The shadows Infernal aura if the latter aura is weakened. it, but is a little vague as to his rea-
have stopped. I have hidden the Sphere. sons for being interested. He should
appear to be a minor character, as he
Meditate on these words, Dium. Perdo, 2 pawns in winter. Form: A one-
becomes more important in Story II.
pace wide patch of rotted earth appears

14
Thrice-Told Tales

Lemures
Order: Fury (Master) physical form on Holy Saturday. sure hoard may be used as an Arcane
Infernal Might: 25 (Mentem) Envisioning, 1 or 5 points, Init 0, Mentem: Connection to the demon (+2).
Characteristics: Int +2, Per +2, Pre +2, This power allows one of two dream- Vis: 2 pawns of Corpus vis, in the ghost-
Com 0, Str +1, Sta 0, Dex +1, Qik +2 like powers. At a cost of 1 point, the ly remains of its grasping hands.
Size: 0 demon appears in a targets dream. The Appearance: Humanoid in appearance,
Confidence Score: 1 (within the Infernal dream itself is gradually imposed upon but in a disturbing way. They are
Aura) and twisted to take a darker and more shapes of watery darkness that con-
Virtues and Flaws: Intuition (to find sin- frightening tone. The demon speaks stantly flow within a roughly human-
gular object); Greater Malediction through figures in the dream. At at a oid outline. The only constant is a
(no Powers in true daylight) cost of 5 points, the demon forces the set of black within gray eyes that are
Personality Traits: Judgmental +3, Re- target into a waking dream. The wak- constantly seeking, and insistently
clusive +3, Compassionate -3 ing dream is a powerful hallucination grasping hands.
Reputations: Terrible ghost who haunts of whatever the demon desires. The
family members +3, Collection shocking aspects stun the victim for Lemures are spirits of avarice. Each
agents for Nero +1 a round, requiring a Brave Personality delights in scavenging and hoarding
Hierarchy: 3 roll (Ease Factor 9) to avoid an extreme a specific object (be it spoons, black
Combat: reaction (retching, convulsions, abject pebbles, silver jewelry, or anything
Bludgeon (corporeal form): Init +2, Attack terror). Demons use this power to ma- else). They prefer to get these items
+7, Defense +5, Damage +3 nipulate the dream states of their vic- by violence or deceit, and claim the
Dodge: Init +2, Attack n/a, Defense +5, tims. It also serves as a method to pro- location of the hoard as a private
Damage n/a vide visions to a victim, with the end sanctuary. In most cases, Lemures
Grapple (corporeal form): Init +2, Attack +6, goal of leading them into corruption specialize in preying on their mortal
Defense +6, Damage +3 (suffocation through a desire to obsess and hoard relatives, and gain a +5 bonus to Pen-
rules apply when the victim is drawn some object. etration when doing so. However, un-
into the watery form) Enslave the Mortal Mind, 8 points, Init +0, less there is a good reason to say oth-
Throw Stone (corporeal form): Init +2, Attack Mentem. See ArM5, page 152. erwise, none of the player characters
+2, Defense +1, Damage +3 Grasp and Crush the Good Intent, 2 points, are related to these Lemures, so the
Soak: +0 Init +0, Vim: This effect is the same issue does not come up.
Fatigue Levels: n/a; watery form is ele- as as a Mastered, Fast Cast Unravelling The Lemures have been set to find
mental-like in nature. the Fabric of Vim, level 10. a map sphere that will lead to the
Wound Penalties: 1 (15), 3 (610), Kinesis, 5 points, Init 0, Terram. See Grass Crown. They have no idea what
5 (1115), Incapacitated (1620), ArM5, page 193 the map might look like, nor do they
Dead (21+) Obsession (hoarding one item), 13 know anything about the Itius. This
Abilities: Area Lore: Ombres points, Init 5, Vim: This power is ignorance is why they have yet to find
Lassomption 3 (location of collected used only when there is a chink in anything. If the characters appear to
objects), Awareness 5 (searching), the armor of virtue, through the in- be looking for something, anything,
Bargain 2 (hard sell), Brawl 4 (grap- dulgence in a venial sin. This allows the Lemures see them as competition,
ple), Guile 2 (elaborate lies), Hunt 3 the demon to impose its particular and become actively hostile. Once in-
(specific object), Intrigue 2 (rumor- sin upon the target. Magic Resis- terest is shown in the fountains, the
mongering), Latin 5 (area of obses- tance must be Penetrated, as normal. Lemures come to suspect that the
sion), Stealth 3 (sneak) The victim is assaulted with sinful fountains have something to do with
Powers: thoughts and acquires a Personality the map they seek. If that occurs, the
Coagulation, 3 points, Init 1, Corpus: Us- Trait to represent this. This Person- Lemures attempt to collect the foun-
ing the ambient, unformed matter of ality Trait has a score equal to the tains for themselves, or guard them if
the universe, a specific form is forged number of points used by the demon unable to move them.
for the demon. This form is the one to activate the power. This becomes Note that although their physical
described in that demons appearance the targets Obsession Trait. (Realms form is water-like in nature, it cannot
section. It takes 1 round per point of of Power: the Infernal, page 32) diffuse into other liquids, nor is it able
Might possessed to take this form. Wreaths of Foul Smoke, 2 points, Init +0, to flow through small spaces. A Le-
The effect may be canceled at any Auram. See ArM5, page 125. mure must keep its shifting humanoid
time, leaving the body to breakdown Equipment: Hoards a specific item (dag- appearance when coagulated.
to its base elements in a matter of mo- gers, horse shoes, parchment etc) in
ments. Note that demons in Christian a specific location.
lands are forced to abandon their Weakness: An item from a Lemures trea-

15
Thrice-Told Tales

DuPurins Ghost
Order: Fury victim also allows a check, against an apply the Possession Might Pool as
Infernal Might: 20 (Corpus) Ease Factor of 6. Magic Resistance, with the host being
Characteristics: Int 3, Per 0, Pre +1, Fury of the False Veneer, 3 points, Init +2, affected by wards and supernatural be-
Com +2, Str +4, Sta +3, Dex +2, Mentem: Add the Angry +3 trait to ings as though it were a demon. The
Qik +1 DuPurins combat rolls. DuPurin stirs demon may also choose not to apply
Size: +2 his anger up so much that he is better the Magic Resistance allowing the evil
Confidence Score: 1 (within the Infernal at fighting. When using this power, spirit to hide within the body and by-
Aura) which has a Diameter Duration, Du- pass wards with impunity.
Virtues and Flaws: Outlaw; Giant Blood, Purin fights in a rage. Weakness: DuPurin can only regain
Greater Immunity (fire); Bound Incorporeal, 0 points, Init Constant, Men- Might within the Infernal aura of
Ghost, Disfigured (death wound), tem. Ombres Lassomption.
Wrathful Lord of the Structure, 5 points, Init +5, Ter- Vis: 4 pawns of Corpus in the form of
Personality Traits: Angry +3, Dedi- ram: This power is much like the spell mist-like ghost eyes that follow the
cated (to controlling Ombres Lord of the Trees (ArM5, page 139), but closest living being.
Lassomption) +3 Terram based with Herbam requisites. Appearance: A bear of a man, standing a
Reputations: Marauder (local) +4 Doors slam into people, gates fall, and little over seven feet tall. He is dressed
Hierarchy: 2 shackles fixed to the wall whip out at in patched and tattered leather scale
Combat: anyone within range. This power can armor, and he sports the weapons and
Dagger: Init +1, Attack +8 (+11 if Fury Power move anything that is both perma- tools of his highwaymans trade. His
is used), Defense +7, Damage +7 nently attached to the structure, and disfigurement upon death due to a fall
Fist: Init +1, Attack +7 (+10 if Fury Pow- normally capable of being moved. from the southernmost tower (crushing
er is used), Defense +7, Damage +4 The maximum size is an area of 10 damage to face and upper body).
Flail: Init +2, Attack +11 (+14 if Fury Power common rooms. The Duration of this
is used), Defense +9, Damage +12 effect is Concentration. Pierre DuPurin was a roguish brute
Grappling: Init +1, Attack +8 (+11 if Fury Obsession (obedience to DuPurin), 1-3 points, whom the demons raised against Om-
Power is used), Defense +8, Damage Init 5, Vim. See Lemures, earlier. bres Lassomption. He worked for the
+4 Possession, var points, Init +2, Mentem: Brotherhood, and his soul was lost to
Soak: +3 (as ghost), +10 (coagulated) The demon spends points to create a Nero as his greed-based raids became
Fatigue Levels: OK, 0, 1, 3, 5, Un- Possession Might Pool. These points more and more driven. Upon death,
conscious actually enter the victim and are not Pierre became an Infernal tool that
Wound Penalties: 1 (17), 3 (814), regenerated by the demon until the was first used by Nero to attack Om-
5 (1521), Incapacitated (2228), possession ends. The demon may bres Lassomption, and then to serve as
Dead (29+) choose the number of points to spend the overseer of the property. The spir-
Abilities: Brawl 5 (grappling), Great on possession. Spending more points it now seeks to control the structure
Weapon 5 (Flail), Local Language allows the possessing demon to do of Ombres Lassomption. When he has
5 (insults) more, but reduces Penetration as nor- secured his power there, he plans to
Powers: mal. If the targets Magic Resistance is control the lands around. Those sub-
Black Dog Lord, 0 points, Init constant, Animal: overcome, then possession is success- jugated by DuPurin are forced to wor-
This power derives from those ghosts ful. If the demon uses its entire Might, ship him, being cursed with the form
who have taken an oath to follow Du- the demon disappears into the victim, of Black Dogs upon their deaths.
Purin. DuPurin understands the Black with any physical manifestation of the Ultimately, DuPurin is an unwit-
Dogs barks, growls, and body language, demon vanishing. The demon may ting instrument of Neros plans. He
and they understand his commands. The also divide its consciousness by only and his Black Dogs are the strong
Black Dogs obey DuPurins commands placing a portion of its Might within a arms of Ombres Lassomption, serving
without question. victim, allowing the possessing part of as distractions that allow the Lemures
Coagulation, 2 points, Init 1, Corpus. See it to act independently from the rest. to continue their search for clues that
Lemures, earlier. Communication between the parts would lead them to the Grass Crown.
Eyes Like Lanterns, 5 points, Init +5, Mentem: may not occur unless they are within When DuPurin coagulates into a
DuPurin paralyzes a victim with terror. sight of each other. The Possession physical form, the Giant Blood, his
This requires eye contact, and the victim Might Pool allows the demonic frag- full suit of leather scale armor, and the
must fail a Brave check against an Ease ment to use any of its Powers, as long weapons listed in the Combat section
Factor of 9. The victim may make a new as it has the points to do so. Points come into play.
check each round if attacked, against an cannot regenerate until the posses-
Ease Factor of 6. Slapping or shaking the sion ends. The demon may choose to

16
Thrice-Told Tales
come overgrown. This tower is like the oth- building was the first to fall to the Infernal of 4 within the walls during the day, and
ers, except for the 3 pace wide entry passage invaders. It is partially caved in and ruined. 3 at night. At both times, the Divine aura
that serves as its main floor. This is the loca- It contains a Lemure nest made of ruined overrides the Infernal. The outer walls
tion of Nannens spirit (see Manes, earlier). parchment sheets. show signs of attacks by the demons. Note
She was tending a flower garden outside the Council Hall: This building in in that the presence of the holy ground is no
tower gate when the dogs came. This castle somewhat better repair than the other more than an annoyance and is a minor is-
was her sanctuary, and she longs to see the structures, as Father Carth has quietly sue compared to the battle between the de-
covered walk made serene once more. maintained it as a possible sanctuary dedi- monic factions. Note, also, that the demons
cated to the righteous teachings of power. can enter the church, although they are
Supply Hall: The place is completely weaker there, and generally avoid doing so.
ruined. There is nothing but dust and decay, Lab IV: The Shelter of Matilda. There
and the southwestern wall and ceiling have was to be a fourth member of covenant, but Graveyard: This area was ruined by
partially collapsed. The secret tunnel into she abandoned the project. This was used rituals performed by Father Carth. This is
the covenant emerges on the western side. as a lab for visitors. It was burned from the the location of Armelles spirit (see Manes,
outside and now lies in a heap of fallen walls. earlier). She was tending her husbands
Lab I: Caesos Papal Hall. Based upon graveside when the demons came, and
the study of Church rituals, and complete- Lab III: Tituss White Banner. Based they never let her out of that holy ground.
ly ruined. upon study of the order of the Knights She desires to be buried next to her hus-
Templar, and now completely ruined. band in hallowed ground.
Lab II: Sequndas Silvered Walls. Based
on Church influence over the fay, now ru- Bunks & Workshops: This was where Covered Walk: A covered walk once
ined with any remaining images broken or the covenfolk lived. There is a small metal connected all the buildings of the keep,
twisted into a submissive stance. In this loca- working shop along the rear of the build- allowing residents to move from building
tion is a Lemure nest made of door latches. ing. A mason and a small crew of labor- to building protected from the elements.
ers also lived here, using the yard near the Its wooden roof has now mostly fallen in.
Barracks: Once the accommodation Tower Gate as their work area.
for the warriors of the covenant, this Church: The church has a Divine aura

DuPurins Black Dogs


Order: Fury Dead (21+) roll against an Ease Factor of 9.
Infernal Might: 10 (Animal) Abilities: Athletics 3 (distance running), Weakness: Separation from the pack.
Characteristics: Cun 0, Per +2, Pre 4, Awareness 3 (keeping watch), Brawl 8 When any Black Dog is out of sight
Com 0, Str 0, Sta +2, Dex +1, Qik +2 (bite), Local Language 5 (eavesdrop- or earshot of DuPurin or other
Size: 0 ping), Hunt 4 (track by scent) Black Dogs, it loses 1 Infernal
Confidence Score: 1 (within the Infernal Powers: Might per turn.
Aura) Aura of Black Mist-Flame, 3 points, Init +2, Vis: 2 Pawns of Animal Vis, one in each ear.
Virtues and Flaws: Improved Characteris- Ignem: The Black Dog becomes en- Appearance: Large, black, shaggy
tics, Long-Winded (Fatigue Rolls: +3), gulfed in shadow flames of darkness. hounds with bat-like ears, and silver-
Sharp Ears; Bound Ghost, Reckless The beast itself is not affected, but gray venom dripping from wicked
Personality Traits: Reckless +3, Loyal to any other beings within a pace of it looking fangs.
DuPurin +3, Raging +2 suffer the effects of frostbite, taking
Qualities and Inferiorities: Domesticat- +5 damage. Range: Individual, Dura- These creatures are dogs twisted and
ed, Keen Sense of Smell, Pack Ani- tion: Diameter. empowered by the Infernal ghosts bound
mal, Pursuit Predator, Vocal Eyes Like Lanterns, 5 points, Init +5, Men- to them, so they are physical creatures,
Reputations: Terrifying (local) +1 tem. See DuPurin, earlier. and cannot take incorporeal form. The
Hierarchy: 2 Straight Chase, 1 point, Init +2, Animal: ghosts were once DuPurins fellow ma-
Combat: The dogs pass through mundane sol- rauders. If a dog is killed, the ghost re-
Bite: Init +2, Attack +13, Defense +11, id objects and walls when in pursuit turns to DuPurin, who finds another dog
Damage +1 (see Venomous Bite Power) of a target. Duration: Diameter. to serve as a host. If the ghost possessing
Soak: +2 Terrifying Howl, 3 points, Init +2, Animal. the dog in question is destroyed without
Fatigue Levels: OK, 0, 1, 3, 5, Un- See ArM5, page 193. killing the dog, then the dog returns to a
conscious Venomous Bite, 2 points, Init +5, Aquam: mundane, non-possessed state.
Wound Penalties: 1 (15), 3 (610), This is a paralysis toxin causing 2 lev-
5 (1115), Incapacitated (1620), els of Fatigue, resisted by a Stamina

17
Thrice-Told Tales
Trinity Library: The library is split into Fountain 1: Represents the merging of A Series of Avaricious Events
three wings, each dedicated to one of the Magic and Faerie. Germanic elves, dwarfs,
Magic, Divine, and Faerie realms. At its and dens of giants spin in a battle-dance of Investigating the fountains alerts the Le-
center sits a grouping of small study tables day versus night. The Night Queen and Day mures, and they examine them once again. If
beneath a shattered and fallen dome. The King each have one sphere section worked the characters found nothing, the Lemures
building and inner area are now in ruins. into their appearance. still do not know what they are looking for,
Three Lemure have created nests in this but if the characters removed even a single
buildings wings. The nests are composed of Fountain 2: Represents the merging wedge, the demons start looking for any-
benches, cook pots, and workmans tools. of Faerie and Divine. Spirit-like represen- thing similar.The Lemures make an Intelli-
Outside the library sit three foun- tations of the twelve Greek Olympians gence + Awareness stress roll against an Ease
tains. Each fountain weighs roughly 2250 gather inside a house presided over by Factor of 18 once each night to find one
pounds, and contains two map elements. the Sun. Two sphere elements have been sphere wedge. Each success lowers the Ease
Each map element is a wedge, one sixth worked into the suns split visage. Factor by 3. The Lemure carries the wedge it
of a sphere, and is actually built into the found to its nest to protect it.
decoration of the fountain. (Terram magic Fountain 3: Represents the merging of The characters need all the pieces of
was used to put them in place as the de- Divine and Magic. The Chaldean Oracles the sphere to make use of it, but if they
mons arrived.) The pieces can be found pass fruits of wisdom around a round table. fail to retrieve any from the Lemures, Gi-
by using Intellego Vim, or a Perception + Eating from the two largest bowls is are useppe brings them in Story II, as part of
Awareness stress roll against an Ease Factor rulers and gods of pre- and early Roman his negotiations.
of 12, if Dium is able to give advice. Note times, such as Seleucus and the goddess
that each sphere piece must be somehow Diana. The two largest bowls of fruit on
broken free of the fountain. the table are the sections of the map.

Father Carths Ghost


Order: Tempter cal Language 5 (preaching), Magic with a hard, judgmental stare. His
Infernal Might: 15 (Mentem) Lore 1 (ghosts), Organization Lore: black hair and eyes coupled with
Characteristics: Int +3, Per +2, Pre -2, The Church 5 (history), Organiza- a thin, longish nose give him a
Com +1, Str 0, Sta +3, Dex 0, Qik +1 tion Lore: Ombres Lassomption 1 crow-like appearance. His mor-
Size: 0 (history), Premonitions 3 (ghosts tal wound is a deep gash from his
Confidence Score: 1 (within the Infernal and spirits), Stealth 3 (insubstan- right shoulder and down his back.
Aura) tial), Theology 2 (heresy) This wound was caused by DuPu-
Virtues and Flaws: Priest; Piercing Gaze, Powers: rin, when the marauder and his
Premonitions, Strong-Willed; Bound Coagulation, 2 points, Init 1, Corpus. See men attacked the covenant.
Ghost, Disfigured (death wound) Lemures, earlier.
Personality Traits: Condescending +3, Envisioning, 1 or 5 points, Init 0, Mentem. Father Carth is a twisted soul who
Authoritarian +3, Patient 3 See Lemures, earlier. was led down the Infernal path when
Reputations: None Fraudulent Desire, 3 points, Init +0, Men- he gave in to his personal sins. Carth
Hierarchy: 2 tem: Functions as Rising Ire (ArM5, was the priest of the church within
Combat: page 148), but creates a strong avari- Ombres, and it was through Carth that
Dodge: Init +1, Attack n/a, Defense +1, cious desire. the other demons in this story got a
Damage n/a Obsession (inspire followers for Father foothold in the covenant. Carths basic
Soak: +3 Carth), 13 points, Init 5, Vim. See sin is simony: the sale of sacraments of
Fatigue Levels: OK, 0, 1, 3, 5, Un- Lemures, earlier. the Church. The core of Carths twist-
conscious Possession, variable points, Init +2, Men- ed belief is that all souls must come to
Wound Penalties: 1 (15), 3 (610), tem. See DuPurin, earlier. him for redemption.
5 (1115), Incapacitated (1620), Weakness: Surprise and blind side. Father Carth demands nightly worship
Dead (21+) Carth has a Magic Resistance and De- from the lost souls and the purchase of
Abilities: Artes Liberales 3 (rhetoric), fense Total of 0 when surprised or at- sacraments during those ceremonies.
Awareness 4 (searching), Civil and tacked from his blind side. He generally avoids the other two
Canon Law 3 (papal decrees), Do- Vis: 4 pawns of Mentem vis located in factions in the covenant, but badgers
minion Lore 3 (life after death), an incorporeal tarnished silver ring them if he finds any who have strayed
Etiquette 3 (the Church), Intrigue 2 worn on the left hand. off alone. Otherwise, he uses his abil-
(plotting), Latin 4, (Church ceremo- Appearance: Father Carth appears ity with stealth to slink off and plot.
nies) Leadership 3 (inspiration), Lo- as a middle-aged parish priest,

18
Thrice-Told Tales
The Sphere is Collected The Sphere of
Caelus Octahedron
(Base 3, +4 Arc, +1 Conc; +10 unlim-
ited uses)
Once all six wedges of the sphere have
been collected, the troupe has half of the Titus of Jerbiton created this device Behold the Gate
tools needed to find the Itius. The sphere after acquiring a lodestone of Caelus Oc- InVi 27
needs an Arcane Connection to the inte- tahedron, to find a way into the regio. Pen +0, 3 uses/day
rior of a regio to open a path to it, and The Sphere is hollow, about six inches R: Touch, D: Conc, T: Vision
the lodestone held by the covenant was in diameter, and comprised of six wedges. This effect allows the holder of the
taken by Father Carth at the time of his The Spheres latitude and longitude sphere to see the entrance to a Magic re-
covenants invasion. It has been in the pos- marks are filled with opal dust (+4 travel, gio, and find his way between the levels,
session of the Brotherhood of Zenodorus +5 sight). The sphere itself is made of sil- leading others if desired.
since Ombres disappearance. However, ver (+2 Intellego effects) and is polished (Base 3, +1 Touch, +1 Conc, +4 Vi-
the Brotherhood and Nero have no under- to a mirrored surface (+6 display images). sion; +2 3 uses/day)
standing of the lodestones Arcane Con- It must have an Arcane Connection to a
nection to its other half. regio placed inside it before it can be used. Scry Beyond the Mantle
They do know that the sphere and InTe(Vi) 40
the lodestone will, somehow, allow them Seek the Passage Pen +0, unlimited uses
to retrieve the Grass Crown, and once InVi 30 R: Arc, D: Diameter, T: Ind
they know that the characters have the Pen +0, unlimited uses The wielder views the immediate area
sphere, they start making plans to contact R: Arc, D: Conc, T: Ind surrounding object to which the Arcane
them. This contact opens Story II. This effect finds the entrance to a Connection is linked. Darkness and con-
Magic regio to which the Arcane Connec- tainers block vision, as normal. The effect
tion inside the sphere is connected. The includes a requisite to find a way through
direction is displayed on the surface of the regio boundaries, and thus works even if
sphere, and can easily be followed. a particular regio normally blocks magic

Manes: Lost Souls of Ombres Lassomption


Magic Might: 5 (Vim) blessing that promotes good fortune crafts, and written scripts that would
Characteristics: Int +1, Per 0, Pre +2, in the form of +1 Confidence a sin- have pleased the manes in life. This frees
Com +2, Str 0, Sta 0, Dex 0, Qik 0 gle, defined task. a manes to enter the Magic Realm for
Size: 0 Kinesis, 5 points, Init +0, Terram. See one year and a day as a spirit with free
Confidence Score: 1 (3) ArM5, page 193. will and total consciousness. During this
Virtues and Flaws: None Incorporeal, 0 points, Init constant, Corpus time, it may ascend to Heaven or de-
Personality Traits: Devoted to Om- Vis: 1 pawn of Vim in the form of dim, scend into Hell.
bres +5 grayish candlelight. Manes powers function at differ-
Reputations: None Appearance: They are simple spirits, ent times: the Eudaimone power may
Combat: both insubstantial and invisible. only be cast at night, while the Immanis
Grapple (Kinesis): Init +0, Attack +0, De- power may only be used during the day.
fense +0, Damage 0 Within the ruins of Ombres are three Kinesis may be used only upon the task
Throw (Kinesis): Init 1, Attack +1, De- spirits: Segher, Nannen, and Armelle. they deem most important.
fense +0, Damage +2 They follow Mana Genita, a household The Lost Souls are in this story to
Abilities: Area Lore: Lands of Ombres 2 goddess of protection against death. These show that magic still exists within Om-
(job-related), Local Language 5 (peas- devotions led to their being linked to the bres, and to provide additional guid-
ant accent), Organization Lore: Om- Magic realm, and their survival as Manes. ance, challenges, or sub-plots for the
bres Lassomption 2 (own job), Profes- Manes are restless spirits. They can storyguide. The one, general trait that
sion: Own Job 5 (at Ombres) continue the activities they pursued in all of these lost souls share is their com-
Powers: life, but only members of their mortal mon bond to the covenant of Ombres
Eudaimone, 3 points, Init +0, Mentem (at family may release them. Until that is Lassomption in the study of Mana Gen-
night only): This power is similar to done, the manes tend to lurk around the ita. It is unlikely that any of the player
Enchantment of Detachment (ArM5, page household as flies on the wall; occasion- characters are related to the manes, and
150), but only suppresses sinful per- ally disrupting the efforts of their living thus able to lay them to rest, but finding
sonality traits. kin. Manes can be released by the Rite surviving relatives would be a suitable
Immanis, 3 points, Init +0, Vim (daylight of Feralia: a simple rite wherein a living sub-plot if the site of Ombres plays an
hours only): This power allows a family member offers sacrifices of food, ongoing role in the saga.

19
Thrice-Told Tales
across the boundary, as long as the regio
can be entered by following a particular
route. Note that the effect also works if
Interim powerful magical artifact.
Whether or not Giuseppe is to go with
the characters, a Spirit of Fraud (see nearby)
the Arcane Connection is connected to As long as the characters did not sim- follows them, to keep track of events for the
something that is not in a regio. ply ignore this story, their actions have led Brotherhood. Nero is confident that he can
(Base 4, +4 Arc, +1 Diameter, +1 req- Nero to learn about the sphere, and he now take the Grass Crown back from the cov-
uisite; +10 unlimited uses) has an idea of how to retrieve the Grass enant whenever he wants, provided that he
Crown. He guides the Brotherhood of knows where it is.
Touch the Mantle Zenodorus away from gathering members
Re(In)Vi 40 to focus upon reassembling together the
Pen +0, unlimited uses
R: Arc, D: Conc, T: Ind
Colossus Neronis. This could take several
years, or be completed in one, depending
Currents of
The wielder of the sphere can cast on the needs of the saga. At the least, it Caelus Octahedron
effects on the item to which the Arcane should leave enough time for the magi to
Connection is linked, as through the spell work out how to operate the Sphere, prob- The Sphere, using the Lodestone, can
Opening the Intangible Tunnel. This effect can ably by investigating it in the laboratory. easily find the entrance to Caelus Octahe-
support spells of up to level 20. The effect When the colossus is complete, Nero sets dron. However, the entrance moves, never
includes a requisite to find a way through Story II: Waters Vista in motion. staying in the same place for longer than a
regio boundaries, and thus works even if single season. The characters may be able
a particular regio normally blocks magic to reach the first entry point they find,
across the boundary, as long as the regio or, if you wish to take the opportunity to
can be entered by following a particular
route. Note that the effect also works if
the Arcane Connection is connected to
Story II: run other stories, the entrance may move
just before they reach it, leaving them in
an area of your choice in Mythic Europe.
something that is not in a regio.
(Base 3, +4 Arc, +1 Conc, +1 requi-
Waters Vista Characters who trace the movements of
the entrance point for at least a year can
site; +10 unlimited uses, +5 item maintains predict where and when it will next move
concentration) The characters may feel that they with a stress roll of Intelligence + Magic
have defeated the demons and prevented Lore against an Ease Factor of 12. This is
the disaster seen in Diums visions, but the unlikely to matter for this story, but may
What to Do with the Ruins? visions do not stop. If Dium is still alive, be useful in the future.
Once the sphere is removed, Nero he continues to have them, and any player The entry point to Caelus Octahe-
loses interest in the covenant, and recalls characters with the Visions Flaw start to dron is always found on naturally stoney
the demons. The Infernal aura and regio experience them as well. They are infre- ground under wide open skies. Once the
remain, but diminish at a rate of 1 point quent at first, but happen more and more characters are nearby, the Sphere can
per year, and thus are quickly overridden often, until Nero is ready to move. show them how to enter.
by the natural Magic aura. The cult sends Giuseppe to speak to the Note that there are few supplies within
The storyguide should decide what covenant. He tells them that he has had vi- the regio, and the characters may want to
happens to the regio, and the possibilities sions of demons overwhelming the area, vi- enter and leave more than once. If you want
of access. One possibility is that if Dium sions that sound a lot like the visions Dium to add another story, the entrance might
participates in an Aegis ritual, the other has seen. He says that he is afraid that the move while some characters are outside
people involved become residents of the demons will find the Grass Crown, and use the regio. As long as the entrance does not
regio, able to enter and leave, and bring it to raise an army. He brings half of a Lode- move, however, the Sphere makes entering
others. Another possibility is that the re- stone of Caelus Octahedron, which he and leaving easy; if it is used in the immedi-
gio is a feature of the Infernal aura, and so says he believes may be key to finding the ate vicinity of a regio entrance, there is no
disappears when the Magic aura becomes crown. Dium recognizes the Lodestone as need for an Arcane Connection.
dominant, after a year. something that his pater had, and confirms
Dium offered the characters control Giuseppes story, at least that far.
of Ombres property, and if the troupe are
not interested in that sort of story, the Tri-
Giuseppe is willing to accompany the
characters, or to hand over the Lodestone
Within Caelus
bunal might simply accept that. However, and let them act by themselves. He stress- Octahedron
the legal basis is not entirely clear, and es that the most important thing is that the
if the troupe would like to play out the Grass Crown be brought somewhere safe The regio of Caelus Octahedron is
dispute, some magi might try to claim the and defended, such as the characters cov- a Magic regio, aligned to Auram. This
lands and vis sources for themselves. enant. If the characters need further urg- means that the regios aura is added twice
ing, he suggests that the crown might be a to any Magic effects that deal with Auram.

20
Thrice-Told Tales
Level 1 is a seemingly infinite realm of Plan 1: The Rite of Admission in finding the Itius, they may not feel that
thick fog, limiting visibility to 10 to 20 pac- spending a season to join a cult of undead
es. The ground is made of slick stone. Alert One or more characters may decide pagans is a wise use of time. However, if they
characters are able to occasionally find to join the cult of Mithras. This gains the decide to make long-term use of the regio
a lodestone, if they know to look for one Paters full trust and cooperation. Any char- later, it may be a worthwhile investment.
(Perception + Awareness + simple die, Ease acters interested in doing so must demon-
Factor 15). The Magic aura of this level is 2. strate that they are not in league with the
The characters enter the regio at the Infernal. A character who slays a demon Plan 2: Stealth Mission
start of a straight, and obviously artificial, and destroys the vis before the Pater within
stone road. This leads to the temple of the upper temple of the Mithraeum gains The characters can follow the three
Mithras at the inlet that serves as the en- enough of the Paters trust to proceed to the Corax who travel off to maintain the Itius.
trance to the second level of the regio. If Initiation Rite for the title of Corax. Those who chose to do so may even go so
the characters do not simply follow it, the This Initiation focuses upon the seekers far as to board the boat being rowed by the
Sphere can be used to find the other half interest in the care and maintenance of the Corax. As long as the Coraxs tasks are not
of the Lodestone, which is in the temple. temple. The Initiation ritual requires one impeded in any way, they are oblivious to
season of effort, most likely including leav- outsiders. Keep in mind that these beings
ing the regio for building materials. The do not require food, water, or rest, and that
The Mithraeum Initiate gains grade of Corax within the cult
of Mithras, and the Major Virtue of Restore
the boat is completely without provisions.

at the Inlet the Carpenters Efforts (as the listed Corax Pow-
er, later), which costs two Fatigue levels to Plan 3: Forcing Compliance
The road leads to a Mithraeum. Under use. (See Realms of Power: Magic, page 44 for
the temple is a short cavern that leads to a rules for powers as Virtues). Intellego or Rego Mentem effects can
low and wide underground chamber. This Becoming a member of this cult may be used to trick or force the Pater into re-
is the primary location of the bulk of the provide the basis for a good reputation vealing the location of the Itius. If the Pa-
revenants who maintain this sect. Daily, a with the Legion of Mithras (The Myster- ter realizes what is going on, he considers
ceremonial feast is prepared in mime, as ies Revised Edition, pages 118122) and the the caster to be in league with the demons,
the food stores were emptied a millennium Cult of Mithras within House Flambeau and orders the revenants to harass them as
ago. The Pater leads the feasting rites and (Houses of Hermes: Societies, pages 1718). long as they remain within the regio.
prayers in silence, as he no longer has a The Target Level is 21. The Paters
tongue to speak the words. A procession Mystagogue Presence + Lore is 6, and
goes out to the shore of the nearby inlet, the Initiation Script give a bonus of +15, Revenant Grades
where four or five medium-sized boats rest meeting the requirement.
upon the shore. If there are five boats, then The Mithraists left behind followers
three Corax revenants board one boat and Quest: Slay a demon (+3), the Initiate to maintain the Itius. They served devot-
travel off to find and maintain the Itius. Oc- must then destroy the resulting vis as a edly within the regio, and when they died
casionally, a boat of three Corax revenants Sacrifice to Mithras (+1). there, the magic of the place brought them
returns from their task and rejoins the daily back as revenants. Even in death, their de-
routine in the Mithraeum. It is not unusual Quest: Obtain carpentry materials (+3), grees of initiation into the mysteries of
for weeks to pass before a boat returns. the Initiate has to travel far to reach a sa- Mithras shape them and determine their
The Pater has the half Lodestone that cred grove spoken of in Mithraic lore dur- powers. The Pater is a unique individual
is connected to the one held by the charac- ing the time that Jupiter is in the sky (+3). whose ghost retains its awareness and free
ters, although it is of no use to him. The Sacrifice of one seasons worth of will. The Leos serve as the keepers of the
This cult is clearly closely related to activity in rebuilding the temple with the temple, both defending it and maintain-
surviving Mithraic cults in the Order of Pater grants exposure in Cult of Mithras ing its feasting rites. The Corax preserve
Hermes, but centuries of undead isolation Lore and a (+1) script bonus. and repair the Itius. Note that these beings
has created some important differences. (+1) sympathetic appropriateness in tak- have not created a society within this re-
The Sphere can show the characters ing responsibility for the temple to Mithras. gio. Each Revenant now endlessly repeats
the route into the second level of the re- (+3) The Mystagogue sacrifices one the most fundamental service that it pro-
gio without any trouble, but cannot them season in teaching the Initiate the Super- vided in life, and if they are prevented
guide them to the Itius and the Grass natural Ability. from doing so, they strike out violently.
Crown. While the characters may be able Only a single character need become The Pater rules over the other rev-
to use magic to find it, the easiest way is to a Corax. This individual becomes a dip- enants, and keeps the passage to the Itius,
rely on the revenants information. There lomat between the remaining characters and the Rite of Admission. After a thou-
are three ways to get this. and the Pater. sand years of the same task, the Pater does
If the characters are only interested not handle change well. He still sees the

21
Thrice-Told Tales
Infernal as the enemy, but has all but for- Thunder of the Leo, 2 points, Init +1,
gotten why he is maintaining the temple Auram: The revenant roars, affecting the The Rest of the
and the Itius. As a result, he does not in-
terfere with characters who do not seem to
target as Jupiters Resounding Blow (ArM5,
page 125).
Sphere
interfere with those tasks, even if he sees If the characters did not man-
them removing the Grass Crown from the Corax Revenants: These ravens travel age to retrieve the whole Sphere
regio. The Pater wears the other half of between the Mythraeum in Level 1 and from Ombres, Giuseppe brings the
Giuseppe s lodestone as a necklace. the Itius in Level 2. These creatures are remaining pieces. He claims to have
The Pater has two tasks: the Mithrae- also under the Paters control. been guided to them by his visions,
ums upkeep through adherence to its ritu- and, if questioned about the demons
als, and the upkeep of the ship Itius. Be- Restore the Carpenters Efforts, 6 points, Init in the fallen covenant, says that there
cause of this, the majority of the revenants +1, Herbam: Returns a damaged or rotted were no demons there. Investigating
are in and around the Mithraeum, while area of a wooden structure to its pristine Ombres shows that he is telling the
teams of three Corax are sent out to check state. It takes the revenant hours to per- truth; the demons have gone.
on and repair the Itius. form the rituals that create this effect, but
The Pater has a Presence score of +1, it does not need any materials.
and a Penetration Ability of 3, specialized
in Commune with the Grades. He has the
Powers of the Leo and Corax-grade Reve- Onward! Strategic Truth
nants, and the following additional powers.
Almost everything that Giuseppe
Commune with the Grades, 0 points, Init +1, The next level of the regio can be tells the characters is true. He really
has had visions, and he does think
Mentem. The Pater can access the mind of reached through the nearby inlet. On the
that the demons will use the Grass
anyone whom he Initiated into the cult. This first level, the inlet goes into the mists,
Crown to raise an army (they lied to
includes all of the revenants. The Pater can and soon after the temple shore disap-
him). Simple magic used to check his
use the targets senses, and give commands, pears into the mist, another shore ap-
truthfulness does not expose him as a
which must be obeyed. Over years, the Pa- pears, bringing characters back to the demonic cultist. The Spirit of Fraud
ter could change the revenants default tasks stoney ground. If they pass through the intervenes, using its Mastery of Misdi-
through this power, but at present he has no entrance to the next level, the mist clears. rection power, to maintain the charade
interest in doing so. Note that this power The second level is a limitless sea. The against more thorough magic. If it
must Penetrate Magic Resistance (with a water is pure and infinitely deep, as are cannot, Giuseppe is exposed, and
Penetration of 9), so any magi who join the the skies above. Day and night are exactly the characters must decide what to
cult are effectively immune. 12 hours long, but there is no sun, and no do about the demonic cult. The se-
moon. At night, the fixed stars are visible, quence may well skip this story, and
Itius Chart, 6 points, Init +1, Vim. The but there are no planets, either. From time move straight to Story III. After de-
Pater is able to divine the precise location to time, soft music is heard drifting from stroying the colossus, the characters
of the Itius, as well as its general course of on high. The Magic aura of this level is 4 may decide to investigate the Grass
travel. This course check must be updated (again, doubled for Auram effects). Crown, just in case.
on a daily basis, as the currents of this re- While the Itius is not a small ship, it
gio are prone to unexpected changes. This has sailed a limitless sea for almost a mil-
power is used to guide Corax-grade rev- lennium. Its course has not been a straight
enants to the Itius.
Leo Revenants: These are the lions of
one, nor has it simply coasted in circles. It
is all but impossible to find the ship with-
Lodestones of
the den, who serve as caretakers of the My- out some guidance. The Pater can provide Caelus Octahedron
thraeum. They follow their routines, unless the necessary information, either directly
given instructions by the Pater. or to the Corax, but otherwise the charac- An unbroken Caelus Octahedron
Leo-grade Revenants have the Powers ters must come up with some magical way Lodestone is a form of Auram vis
of the Corax-grade Revenants. They also to find the ship. They do not have any (1 pawn). Each Lodestone has a fis-
have the following additional Powers. Arcane Connections to it, which sharply sure along its equator. If the stone is
limits their options. separated along this fissure, then the
Leos Batillum, 2 points, Init +1, Ignem: If the characters have guidance from pawn of vis is expended, but each half
Creates a shovels worth of small red-hot the Pater, the Itius happens to be relatively becomes a fixed Arcane Connection
coals that are tossed onto a single, specific close to the inlet, and they find it within to the other. The other half of Gi-
hours. If they are following the Corax, or useppes Lodestone is owned by the
target (Damage +10). The coals last for a
Pater, within the regio (see later).
Diameter. their own magic, it may take much longer,
and while the revenants have no need for

22
Thrice-Told Tales
food, the same is not true of the charac-
ters. The storyguide may add problems
The Itius ing the floor, and strong enough to keep
out most demons.
here if the troupe finds them entertaining. The Itius is a Roman trireme. The Once the ship was crewed by
Grass Crown is stored in the hold, in- Mithraic cultists, but as they died, they
side a ward against demons. The ward returned as manes (see earlier), and con-
is a circle, inscribed on the planks form- tinued rowing. Nero was able to whis-

Spirits of Fraud
Order: Fury Infatuation, 4 points, Init +0, Imaginem: swirling mass of black fluid.
Infernal Might: 20 (Imaginem) The spirit speaks with a voice so rich Appearance: A flowing blob of black
Characteristics: Int 3, Per +3, Pre 3, with lustful promises that a strong ichor that may shrink as small as a
Com +3, Str +2, Sta +3, Dex 0, Qik +2 desire to approach washes over the normal mans footprint. Normally,
Size: +3 target group (up to 10 people). Char- it appears as a flowing, tentacle-
Confidence Score: 1 (3) acters may resist the lure with an In- grasping thing of black water 3 paces
Virtues and Flaws: Sense Holiness and telligence stress roll against an Ease across. It moves across fluid surfaces
Unholiness, Theft of Emotions (see Factor of 9. Those affected do what- as though they were solid, but can-
later); Cruel, Wrathful ever is necessary to reach the demon not enter said surfaces.
Personality Traits: Cruel +3, Angry +3 in as straight a path as possible: leap-
Reputations: None ing off bridges, steering ships into
Hierarchy: 6 the rocks, or climbing cliffs. They When a spirit under Nero fully gives
Combat: will not take obviously suicidal ac- in to fury and avarice, it is reborn from
Body Bludgeon: Init +1, Attack +9 (+12 tions, but they will take insane risks, the blackest of pits. These are beings
if Fury Power is used), Defense +7, and do not care about risks to others. without shape or form. They are shadow
Damage +14 The Lie Affirmed, 1+ point, Init 1, Men- forces that make all true things appear
Dodge: Init +2, Attack n/a, Defense +7, tem: The targets completely believe pointless through fraud.
Damage n/a the next lie that they are told, no The Theft of Emotion Ability allows
Smothering Grapple: Init +2, Attack +8 (+11 matter how outlandish. The cost is 1 the demon to manipulate the emotions
if Fury Power is used), Defense +8, point per target. The demon normal- of others as a Supernatural Ability. The
Damage +2 ly has a good idea of what the next demon must first find a person express-
Tentacle: Init +2, Attack +8 (+11 if Fury Pow- lie will be, but even if it is wrong, the ing the emotion it wishes to instill in
er is used), Defense +8, Damage +2 targets believe the next lie they are another. Then it makes a Presence +
Soak: +3 told. This power can backfire. Emotion Theft roll against an Ease Fac-
Fatigue Levels: OK, 0, 1, 3, 5, Un- Mastery of Misdirection, 18 points, Init +0, tor of 6 + the targets Personality Trait
conscious Imaginem: The Spirit of Fraud is capa- for that emotion. If successful, the emo-
Wound Penalties: 1 (18), 3 (916), ble of producing an Infernal copy of tion is removed from the target, leaving
5 (1724), Incapacitated (2532), any non-ritual Imaginem spell of 40th her devoid of it (although it may natu-
Dead (33) level or lower that pertains to misdi- rally recover, over time). The demon
Abilities: Athletics 7 (climb), Awareness 5 rection and concealment at a cost of then transfers the emotion to another
(determining effect), Brawl 7 (tentacle), 1 Might point per magnitude of ef- by touch. The target feels the emotion
Emotion Theft 5 (trust) Latin 5 (nego- fect. Most forms of magic, including as strongly as the original donor. The
tiation), Sense Holiness and Unholi- Hermetic magic, are incapable of de- demon cannot transfer feelings of True
ness 3 (evil), Stealth 5 (shadowing). termining that these effects are false. Love, True Friendship, or True Faith.
Powers: Obsession (will agree with any expressed In combat, Spirits of Fraud may at-
Coagulation, 2 points, Init 1, Aquam. opinion), 1-3 points, Init 5, Vim. tack up to 3 targets with a tentacle. A
See Lemures, earlier. See Lemures, earlier. tentacle strike that succeeds by more
Envisioning (A great stage or puppet Possession, var points, Init +2, Mentem. than 6 + the targets Size grapples the
show), 1 or 5 points, Init +0, Mentem. See DuPurin, earlier. target, and draws him to the demon. The
See Lemures, earlier. Weakness: Silvered mirrors held to re- victim is then subject to a smothering grap-
Fury of the False Veneer, 2 points, Init +0, flect the demon act as though the ple in the next combat round, and the de-
Imaginem. See DuPurin, earlier. holder is within an effective Circular mon can still make three tentacle attacks
Incorporeal Darkness, 0 points, Init con- Ward Against Demons of 1 pace radius, against other targets. Against a single
stant, Vim. As the Incorporeal Power, centered on the mirror, when dealing foe, it attacks with the Body Bludgeon
but creates shadows as the spell with a Spirit of Fraud. and one tentacle strike, seeking to draw
Gloom of Evening. See ArM5, page 142. Vis: 4 points, appearing as a hand-sized the victim into a smothering grapple.

23
Thrice-Told Tales
per to the spirits through the crown
and corrupt them, and learned that the
crown was at sea. After several centu-
a deathtrap. As many manes as larvae,
and as many of each as there are player
characters, is a good place to start. The
The Grass
ries, he realized that it was in a regio.
The demons (larvae, see later) are indi-
ship could hold 170 oarsmen, but over
a thousand years most have passed on.
Crown
vidually too weak to move the crown,
even if they could touch it, and, in any A grass crown was the height of
case, they do not know where to take it. Above Deck honor in the Roman military. It was wo-
If they destroy the ship, the crown will ven from the bloodied blades of grass
sink into the ocean, and most likely be A handful of manes oarsmen are the where a major military victory was
lost forever. The situation on the ship power behind the craft. There are many earned, and then presented to the lead-
has thus been a stalemate for centuries. empty seats, as most of the manes have er of the victorious army to represent
The characters break this stalemate. either found peace and ascended, or have the field, sacrifices, and men who took
They have been followed by three Spir- succumbed to rage and have become In- part in that conflict.
its of Fraud, so there are enough de- fernal larvae. This Grass Crown fits atop a
mons to carry the Grass Crown if they 30-pace-tall colossus. It is composed
cooperate. Fortunately, demons are not of welded brass grass blades forming a
good at cooperation. Unfortunately, Below Deck woven circle roughly a half-pace thick
they cannot bear to see the characters and tall, and seven paces in diameter. It
take the crown where they have failed. The Larvae are oarsmen who have weighs about 2,000 pounds.
Once a battle starts, the demons are un- fallen to the Infernal. These Infernal The crown is a powerful Infernal ar-
concerned about damage to the ship, at Spirits wander the hold, seeking some tifact, and the characters may want to
least in the heat of the moment. way to get the Crown. destroy it. This is not easy, as it is pro-
The number of demons should be tected by the effect Beneath Me, Folly of
chosen to present a challenge, but not Thetis!, described earlier. The characters
may also worry that there is a good rea-
son why the Mithraic cultists did not
Revenant of Caelus destroy it. If they do destroy it, that has
little effect on the story; Nero knows
Magic Might: 6 (Corpus) mate, material corpse where the spirit is that it has been destroyed, and moves
Characteristics: Int 2, Per 2, Pre 0, Com bound to a physical body. These beings ahead with his plans.
2, Str 0, Sta +3, Dex +2, Qik +1 are connected to the living world through
Size: 0 an overwhelming personal need. In this
Virtues and Flaws: Magic Human case, the need manifests in the form of Option: Piloting the Ship
Magic Qualities and Inferiorities: No servitude to the lore of the Mysteries of
Fatigue, Improved Soak (x3), Lesser Mithras. From this base, each individual
Power, Baneful Circumstances (out- spirit derives its own unique personality If the Itius does not sink during the
side of Caelus Octahedron). and motivation. battle, the Corax continue to maintain it.
Personality Traits: Vengeful +3 Revenants tend to keep Abilities related Although it has always been crewed by the
Combat: to their mortal ties. They are tireless and cultists of Mithras, other characters, or en-
Bony Claws: Init +2, Attack +8, Defense inexorable opponents. They are immune to chantments, could move it, and it is large
+8, Damage +2 fatigue and pain, and having no blood or vi- enough to house a laboratory.
Soak: +11 tal organs, they ignore wounds that would
Wound Penalties: 1 (15), 3 (610), 5 be fatal to a living person. The No Fatigue
(1115), 5 (1620), Destroyed (21+)
Abilities: Brawl 3 (claws), Cult of
and Improved Soak Qualities represent this
supernatural resilience. The Return
Mithras Lore 5 (tasks) Magic can affect both the revenants
Powers: body (Corpus), and the animating spirit If the characters still have the Sphere
See individual Revenant Grades. (Mentem). Destruction of the body does
and the Lodestone, leaving the regio is easy.
Equipment: Tattered burial shroud. not harm the spirit, although the spirit
The Sphere can find the entrance to the low-
Vis: 1 Corpus in skull lacks any power to affect the physical
er level, and show them how to get through,
Appearance: A leering skeleton whose world once its body is destroyed. The rev-
and then they can follow the road to the
bony fingers are as sharp as claws. enants attacks are blocked by Magic Re-
sistance, as the physical form is animated exit. Of course, as the regio moves, the exit
These walking skeletons differ from through the power of the bound ghost. could lead anywhere in Mythic Europe.
ghosts in that their only form is an ani- The Grass Crown is large and heavy,
and the characters will almost certainly

24
Thrice-Told Tales
need to use magic to move it. If desired, the covenant looks like a relatively safe er characters do simply hand the crown
process of getting it back to the covenant place to go. over, he returns the crown directly to
could easily give rise to further stories. The visions of demonic armies do not the colossus site, and the story moves to
stop even if the magi recover the crown. The Rise of the Colossus.
The magi could conduct their own in- It is quite likely that the player charac-
A Petition vestigations, and discover the cult. That
discovery precipitates the final story. If
ters refuse. In that case, Giuseppe does not
have a back-up plan. His guards would be
the magi do not take the initiative, Nero insufficient to attack the covenant even if
If Giuseppe accompanies the characters, moves first. In any case, the final battle it had no magical support. Giuseppe rages
he starts to have real doubts about the Broth- is upon them. at the magi, but then leaves and returns to
erhood. He has not previously encountered the city, nursing a grudge.
actual demons, and once he has, the path of In this case, Nero decides to use the co-
virtue seems more appealing. He may aban- lossus to regain the Grass Crown. Move to
don the cult, and tell its secrets to the magi,
if that will move the story along. Story III: The Rise of the Colossus, but the covenant
is the first target of the demons.

Option: A New Home


The Emperor
Caelus Octahedron is a huge Magic
Returns The Rise of
regio that is difficult to gain access to,
and thus a possible location for a cov-
Neros plans at last come to fruition,
and the colossus rises once more to terror-
the Colossus
enant. As the exit is mobile, such a ize the region. The player characters are
covenant would have access to a wide the people in the best position to stop it. The colossus enters the world by tear-
range of regions and stories. The cult This story starts by assuming that the ing its way out of Neros Pit and crashes
of Mithras may not be the only ancient troupes covenant holds the Grass Crown, through the Quiet Slope. If the characters
group that knew of it, and of at least one and that Nero seeks to retrieve it. If, in still hold the Grass Crown in the covenant,
place where an entrance could be found. your saga, the crown has been destroyed, the colossus marches to and attacks the
There are also potential stories with- or Nero already holds it, skip straight to covenant, seeking to regain the crown. If it
in the regio. The revenants remain, and The Rise of the Colossus. is unable to damage the covenant, mostly
at least one character would almost cer- likely because the Aegis is too strong, it
tainly have to join the cult to win them
over, although wiping them out is also
an option. At present, there are no sup-
plies within the regio, so the covenant
would either have to develop them, or
Retrieving Manes: The Oarsmen
of the Itius
find a reliable way to bring them in from
outside. The regio may also have further
the Crown Use the statistics for Manes: Lost
Souls of Ombres Lassomption, in Story
levels, and more inhabitants.
Nero initiates his plans to take back I, earlier, with the following changes.
the Grass Crown. Giuseppe (or another Personality Traits: Devoted to the
cultist, if Giuseppe has left the cult or Itius +5
Abilities: Boatman 5, Latin (story-
Interim died) sends a letter to the covenant,
which reads:
Seekers of the Itius, the time has come. I
telling) 5, Navigation (Caelus
Octahedron) 3, Sailing (hard
weather) 5
Nero and the Brotherhood prepare am the keeper of the Lodestone, and the rightful
the Colossus Neronis for their assault owner of the Grass Crown. I have been charged The crew of the ship Itius are
on the region. This takes several more to lay claim to the Crown by the laws of my now long-dead and performing their
years, and Nero uses the time to recruit Brotherhood. I am securing transport and will tasks until released. When one sits
more cultists, and to allow the charac- claim the crown within the month. upon a rowers seat within the ship
ters to think that the threat has passed. Giuseppe arrives at the covenant as and sings their rowing chants, that
The Brotherhood instructs Giuseppe announced, accompanied by 8 armed bank of oars begins rowing. Note
to monitor the covenant, so he tries guards, a heavy cart, and two draft hors- that the oarsman have no idea where
to build a relationship with it. If he is es. He expects compliance, as pride is a they are, nor where they are headed.
considering running from the cult, the common failing of diabolists. If the play-

25
Thrice-Told Tales

rampages through the surrounding area, in its lair. This is inside a hill near the lo- Inside the Pit of Nero
trying to draw the magi out so that Neros cal city. It is a shunned place; where the
agents can steal the Grass Crown. downtrodden, lost, and exiled are rumored The Pit is an Abyssal regio (see
If the Grass Crown has been de- to flee. It is where the suicides surrender Realms of Power: the Infernal, page 16),
stroyed or lost, the colossus attacks the themselves. The side of the hill is known with an Infernal aura of 4 that imposes
local town, demanding that the popula- as the Quiet Slope. The Slope itself has an in the numbing chill of being forsaken
tion submit to their new lord. The citi- Infernal aura of 3. The air is completely by God. Mechanically, each of the eight
zens have little choice, but someone, still and feels cold. Obvious, safe-looking characteristics is reduced by 4. Further,
possibly Giuseppe, goes to the covenant paths are filled with ankle-twisting hid- characters must make an Intelligence
to seek help. den roots and leaf-covered holes. Small stress roll against an Ease Factor of 4 ev-
The Colossus Neronis is accompa- limbs have grown woven together, so that ery day that they are in the regio. Fail-
nied by demons and cultists as neces- they whip out when people push through ure results in madness represented by
sary to make a challenging, but not them, striking the face and neck. Fungi Flaws such as Compulsion, Delusion, or
overwhelming, encounter for the play- spout rash-inducing clouds of spores if dis- Depressed. This madness fades over the
ers. This is Neros full strength, and it is turbed. Vines sport thorns. For each hour
weak. Demons have no patience, and the of movement roll Perception + Awareness
emperor has moved too soon. + stress dice against an Ease Factor of 9. The Crown Sinks
Failure results in the environment causing
1 Light wound. Botches result in the envi- What happens if the Grass Crown
The Pit of Nero ronment causing 1 Medium wound.
The Slope is the site of the guildhall
sinks? The demons have no way of re-
trieving it, so it is, effectively, lost for-
of the Brotherhood of Zenodorus. Most ever. Nero gives up on retrieving it, and
If the story follows the anticipated people avoid visiting it, due to the ill- moves to the next stage of his plan.
line, the characters never come here, as favored area. Near the hall is an entrance If the Mithraists had known this,
the colossus comes to them, first. How- to the Infernal regio containing the Pit they would have simply thrown the
ever, there are several opportunities for of Nero, and Green Snakes of Male- thing into the ocean in the regio. Alas,
the magi to trace the cultists back, so they bolge, from the regio, are often found they did not know, and so they con-
cocted a much more elaborate plan.
may find themselves facing the colossus on the hillside.

26
Thrice-Told Tales
course of four weeks unless the roll was
a botch, in which case it is permanent.
The Colossus
Neros Pit resembles a subterranean The structure of the colossus is bronze
wagon wheel. The body of the colossus empowered by the Infernal magics of the
stands at its hub, with six gigantic hall- Cult of Zenodorus, and it has the powers
way spokes connecting outward to the listed in On Isometric Figures, earlier. It has
halls that once housed the various sec- an Infernal Might of 12, which acts as an
tions of the colossus after it had been Infernal aura of 2 within the structure, and
disassembled. Unless the characters Neros ghost can control and move the co-
come here very early, the colossus is lossus, using his skills to direct it.
probably complete, and Nero animates The colossus is hollow, with ten in-
it as soon as the invasion is noticed. ternal levels that serve as both structural
support and floors for supplies and per-
sonnel. Nero knows about Magic Re-
sistance, and he has supplied his troops
with mundane weapons.

Larvae
Order: Fury Guide, 4 points, Init 4, Mentem: The
Infernal Might: 10 (Mentem) larva is able to subtly guide visitors
Characteristics: Int +1, Per 0, Pre +2, in a desired direction, or to a desired
Com +2, Str +3, Sta +2, Dex 0, location. The victim feels a strong
Qik 0 emotional urge to go to that place,
Size: 0 and while this is not a compulsion,
Confidence Score: 1 (3) the target would need to have a
Virtues and Flaws: None good reason to try to resist.
Personality Traits: Unyielding +3, Mask of Change, 6 points, Init 5, Imagi-
Diplomatic 2 nem: A mask that represents a spe-
Reputations: Tormentor of the Dead +2 cific sin appears over the targets
Hierarchy: 3 face. The effect is two-fold. First,
Combat: the target is disguised, as in Dis-
Brawl (corporeal form): Init +0, Attack guise of the Transformed Image. Second,
+2, Defense +2, Damage +3 the target gains a sinful personal-
Dodge (corporeal form): Init +0, Attack ity trait +3, with the same effects
n/a, Defense +3, Damage n/a as the Power Fury of the False Veneer.
Soak: +2 This effect has Sun duration.
Fatigue Levels: OK, 0, 1, 3, 5, Obsession (Manipulating Acts of Kind-
Unconscious ness), 13 points, Init 5, Vim. See
Wound Penalties: 1 (15), 3 (610), Lemures, earlier.
5 (1115), Incapacitated (1620), Weakness: The rite Lemuria, which
Dead (21+) consists of the sharing of a meal
Abilities: Brawl 2 (dodge), Infernal in the presence of the Larvae. The
Lore 5 (undead), Latin 5 (curses), demons Might is reduced to 0 for
Magic Lore 3 (magical traditions), a year and a day upon the conclu-
Stealth 5 (sneak). sion of the meal.
Powers: Vis: 1 pawn of Infernal Mentem in the
Coagulation, 1 point, Init 1, Corpus. form of a cold, black shimmer of
See Lemures, earlier. static shadow.
Envisioning (An entombed landscape of Appearance: The larvae appear simi-
the targets most inspiring place), 1 lar to their mortal forms, but with
or 5 points, Init +0, Mentem. See their faces twisted by some sin.
Lemures, earlier. These larvae have mostly been
Fraudulent Desires, 3 points, Init 3, Men- twisted by avarice, envy, or wrath.
tem. See Father Carths Ghost, earlier.

27
Thrice-Told Tales
When walking, the colossus moves 21 due to Beneath Me, Folly of Thetis! Level 9: The Lower Face: This level
paces per step, and each footprint is 13 Wound Penalties: 1 (117), 3 (18 is empty, but archers could shoot from
paces deep, depending upon the surface. 34), 5 (3551), Incapacitated (5268), the mouth.
Note that the below Characteris- Destroyed (69+)
tics are directly affected by the colossus Moving within the walking colossus Level 8: Shoulders: Weapon storage
Might score. If its Might is reduced, the requires all corporeal beings to make bal- for Roman short swords and stonema-
Characteristics are reduced as well. ance checks every time the colossus attacks sons hammers.
Characteristics: Str +24 (Size + (Dexterity + Athletics + stress die against
Might), Dex +6 (half Might), Qik +0 an Ease Factor of 9, 1 for every level Level 7: Chest: 5 Stylobate and 1 Plinth
(Might Size) above the ground). Failure results in a Light cultists are stationed here, each suffering
Size: +12 wound, botches result in a Medium wound. from 13 light or medium wounds due to
Combat Ability is based upon Neros failed balance checks during the colossus
training added to the colossus body. Level 10: The Upper Head: Nero ob- movement. All are armed with short bows
Foot Fall, Init 1, Attack +11, Defense serves with the colossus eyes and is in a and 10 arrows, along with a simple hand
+4, Damage +27 constant state of concentration to operate weapon (hammers and chisels).
Fist Bash, Init +0, Attack +11, Defense it. If the ghost comes under direct attack,
+5, Damage +24 Nero abandons the control of the colos- Level 6: Stomach: This area is wide
Soak: +31 (Might + Size + 6 (metal)) sus, leaving it to stand idle. open and empty, as the colossus flexes here.
Note that the colossus is immune to dam-
age from mundane, non-living materials, Level 5: Waist: 12 Stylobate archers

Nero, the Infernal Ghost


Order: False God Abilities: Area Lore: Ancient Rome 5 Init +0, Imaginem. See Spirits of
Infernal Might: 25 (Imaginem) (politics), Area Lore: Local Area 2 Fraud, earlier.
Characteristics: Int +1, Per +3, Pre -3, (politics), Artes Liberales 5 (rheto- Obsession (worship Nero/the colos-
Com +3, Str 3, Sta +3, Dex +1, ric), Athletics 1 (running), Brawl sus), 13 points, Init 5, Vim. See Le-
Qik +3 5 (dodge), Charm 2 (first impres- mures, earlier.
Size: 0 sions), Civil and Canon Law 4 Possession, var points, Init +2, Men-
Confidence Score: 1 (3) (Ancient Rome), Emotion Theft 5 tem. See DuPurins Ghost, earlier.
Virtues and Flaws: Sense Holiness (trust), Folk Ken 4 (nobles), Guile Weakness: Groups (3 or more) of unit-
and Unholiness, Thief of Emotions 4 (elaborate lies), Latin 5 (expan- ed, educated men within a Room.
(see Spirits of Fraud, earlier); Cru- sive vocabulary), Infernal Lore 5 Nero suffers from Confusion of the
el, Disfigured, Wrathful (summoning), Public Speaking Numbed Will for as long as the group
Personality Traits: Cruel +5, Wrathful 5 (large groups), Sense Holiness remains intact and in the area.
+3, Angry +2 and Unholiness 3 (evil), Stealth 5 Vis: 5 pawns of Infernal Vis; each pawn
Reputations: Corrupt Emperor 9 (shadowing) located in a digit of his right hand.
Hierarchy: 5 Powers: Appearance: Neros ghost appears as
Combat: Envisioning (A Rome of impossible he did upon his death: a fright-
Dodge: Init +0, Attack n/a, Defense +7, beauty), 1 or 5 points, Init +0, Men- ened monarch in his early thirties.
Damage n/a tem. See Lemures, earlier. His death wound eternally weeps
Kick: Init 1, Attack +6 (+9 if Fury Fury of the False Veneer, 2 points, Init 0, life-blood, leaving a stained trail
Power is used), Defense +5, Dam- Imaginem. See DuPurins Ghost, wherever he wanders (the trail
age +0 earlier. disappears once he is a pace
Short Spear: Init +2, Attack +8 (+11 if Infatuation, 4 points, Init +0, Imaginem. away). He stands about 5 feet tall,
Fury Power is used), Defense +6, See Spirits of Fraud, earlier. marked with freckles, and stinks
Damage +2 Incorporeal, 0 points, Init constant, of the dead. His hair is sandy
Short Sword: Init +1, Attack +10 (+13 Mentem. Nero is visible and can be blond, and he has watery blue
if Fury Power is used), Defense +8, smelled, but he cannot be touched or eyes. He has a thick neck, round
Damage +2 harmed by physical means. belly, and thin legs.
Soak: +12 (corporeal form) The Lie Affirmed, 1 points, Init 0,
Fatigue Levels: OK, 0, 1, 3, 5, Un- Mentem. See Spirits of Fraud, earlier. Nero has been imbued with the
conscious Lord of the Structure, 5 points, Init +5, incantation My Symbol Shall Come
Wound Penalties: 1 (15), 3 (610), Form Terram. See DuPurins Ghost, Unto Me. This allows Nero to summon
5 (1115), Incapacitated (1620), earlier. the colossus to his location at a cost of
Dead (21+) Mastery of Misdirection, 18 points, 3 Might points.

28
Thrice-Told Tales
near slot windows, wounded as the group
on Level 7.
The Storys End The Grass Crown
The defeat of the spirit of Nero is a
Level 4: Upper Leg: Prisoner shackles fitting end to the story, but these events If the colossus has the Grass
(currently empty). could have further consequences. The Crown, Nero merges fully with
colossus may have done great damage the structure. Their Mights are
Level 3: Knee: This area is open and to the local area, which needs to be re- added, for a total Might of 37,
empty, as the colossus flexes here. paired. The Brotherhood of Zenodorus and an internal Infernal aura of 7,
may still exist, if they were not clearly and Neros ghost can no longer
Level 2: Calf: Doors to the outside. linked to the colossus, and even if they be attacked independently of the
colossus. Characters who study
do not, On Isometric Figures can bring the
On Isometric Figures realize this, and
Level 1: Foot: Green Snakes are housed cult back. The Quaesitors may be inter-
may wonder why they were sup-
in here, and crawl out into the colossus ested in the amount of Infernal activity
posed to retrieve the crown.
footprints through holes in the bronze. around the covenant, and the troupe may It would, indeed, have been bet-
not have fully resolved the ownership of ter for the characters to destroy the
Ombres and Caelus Octahedron. Grass Crown, or leave it in Caelus
Octahedron. People do not always
choose the wisest course.

Green Snakes of Malebolge


Order: False God Powers: natural detection, but if the power
Infernal Might: 10 (Imaginem) Envisioning (A veneer of an opulence is not subtle mundane senses may
Characteristics: Int +1, Per +1, Pre 6, hiding a decayed world), 1 or 5 points, be enough to determine that it is su-
Com +2, Str 8, Sta +2, Dex +4, Qik Init +5, Mentem. See Lemures, earlier. pernatural. The Shroud has the same
+5 His Masters Voice, var points, Init +6, Vim: duration as the targeted Power.
Size: 4 The demon summons other demons Venomous Bite, 2 points, Init +8, Aquam.
Virtues and Flaws: Lightning Reflexes; or corrupt beasts to its current loca- See DuPurins Black Dogs, earlier.
Infamous tion. This costs one Might Point for The Wealth of Nations, 3 points, Init
Personality Traits: Proud +3, Hostile every point of Infernal Might of the +5, Terram: The demon summons
+3, Merciful 4 being summoned, so is used sparing- riches (things with intrinsic value,
Reputations: None ly. The demon has no control over not useful objects) equal in value to
Hierarchy: 4 the demon it has summoned. 1 pound of gold per point of cur-
Combat: Lend Senses, 1 points, Init +5, Mentem: The rent Might score (before spend-
Bite (fangs): Init +5, Attack +10, Defense demon touches the target to share its ing the points for this effect). The
+9, Damage 7 (see Powers: Venom- sense of smell. The target gains the wealth is summoned from some
ous Bite) ability to discriminate odors as well as other place, and the previous own-
Bite (surprised): Init +14, Attack +10, De- a bloodhound. This effect lasts until er is unlikely to be happy.
fense +9, Damage 7 (see Powers: the target sees a religious act of one of Weakness: The Green Snakes cannot
Venomous Bite) the Divine religions. touch or act against people with
Soak: +2 Obsession (Avaricious), 13 points, Init 0, True Faith at all, nor against anyone
Fatigue Levels: OK, 0, 1, 3, 5, Un- Vim. See Lemures, earlier. touching them.
conscious Shroud the Stench of the Pit, var points, Init Vis: 2 pawns of Imaginem vis in a belly
Wound Penalties: 1 (1), 3 (2), 5 (3), +8, Vim: Might cost equal to target scale.
Incapacitated (4), Dead (5) Powers Might cost. If used to shroud Appearance: A small, emerald green
Abilities: Awareness 4 (prey), Brawl 2 another Infernal Power, the said snake no longer than a hands length,
(fangs), Hunt 4 (rodents), Latin 5 power appears Magical or Faerie in whose shadow twists and turns
(curses), Stealth 4 (stalking prey), origin. It can also be used to make against normal light sources, even
Survival 3 (grasslands) a Power appear mundane to super- when the body is still.

29
Chapter Three

The Mound
This series of stories centers around follows five years after, and the third regularly harvest peat from the bog for
a mound, an ancient burial site used a five years after that. The default setting turf, which they chop, dry, and then
millennium ago by a pagan religion. The for the Mound is the Hibernian Tribu- burn for fuel. The demons, called rev-
natives worshiped the Dark One, a pow- nal, but it can easily be moved to the enants, attacked the turf-cutters, killing
erful demon posing as a chthonic har- player characters Tribunal. Suggestions several and driving off the rest. The vil-
vest god. During the spring and autumn for doing so are found in the accompa- lagers of both baronies blame those of
festivals, the nearby clans assembled nying sidebar. the other for somehow inflicting this
and offered young men and women as nightmare upon them.
grooms and brides to the Dark One, in Meanwhile, Crispus does not return,
exchange for good weather and healthy and eventually his parens, Aster Mor,
crops. At the climax of the worshipers
rituals, the false god rose from below,
accompanied by his demon minions,
Story I: The asks the magi for help.

and accepted the offered youths. The


newlyweds then followed the god into
Missing Magus Starting Things Off
the mound and never returned.
A Christian saint converted the In the year of Our Lord 465, the Apostle of Ire- Aster Mor visits the covenant, arriv-
pagans several centuries later, and en- land traveled to Magh Slcht (the plain of prostra- ing without escort or luggage. He asks
tombed their god in the mound. Gen- tions), where the Dark One, a pagan god of blood to speak to the magi, and once they are
erations passed and the mound was and human sacrifice, had a mound of worship, at assembled he explains his visit.
forgotten. Hidden in a dense peat bog, which the tribes gathered to venerate wickedness, per- Crispus, my friend and former ap-
it sat ignored for decades. Recently a fidy, lust, and villainy. From his grassy hill the Dark prentice, is missing. Aster Mor looks at
young magus named Crispus discovered One assaulted the saint with his fiendish legions, but each of the listening magi. From what
mention of it in old church chronicles. St. Patrick prevailed and struck down the pagan god I have gathered, Crispus learned of an
Exploring beneath its mossy turf, Cris- with his righteous anger. ancient burial mound and went to ex-
pus awakened the mounds evil and re- From the annals of Domnach Mr plore it. He is known for hunting mon-
leased its ancient horror. (Big Church) in Templeport parish sters, of all types and from all realms.
The first story, The Missing Magus, He has been gone for two months and
introduces the player characters to the Crispus, a respected hunter from not returned. I ask your assistance in re-
mound and the two hostile baronies on House Flambeau, read about the mound trieving him or information about him.
either side of it. The second adventure, in the old church records at Templeport. If a player succeeds with an Intel-
The Red Knights Return, brings the He searched the peat bog unsuccessfully ligence + Order of Hermes Lore + a
magi back to the mound to stop the de- until he met a local boy who led him to simple roll against an Ease Factor of
mons minions from assembling an army, the mound. Forcing an entry, Crispus 6, his character has heard of Crispus.
in anticipation of their masters return. uncovered a series of subterranean Infer- A magus a few years out of apprentice-
In the final adventure, The Blessed nal regiones, one of which contained the ship, Crispus has made a name for him-
Union, the magi are invited to a wed- bodies of the brides and grooms wedded self by slaying monsters, evil faeries,
ding that will finally bring peace to the to the chthonic deity. Instead of resting and minor demons.
fractious neighbors, but diabolical forces peacefully, the corpses were animated Aster Mor says that Crispus told
would rather resurrect the old god. by demons. A few days later the regio him about the mound after reading the
The first adventure can be extreme- temporarily opened, on the anniversary old monastic records at Domnach Mr,
ly dangerous, and is not recommended of the ancient pagan spring festival, and a church in the village of Templeport
for young magi, unless one or more are the demons escaped into the bog. Vil- in the Kingdom of Briefne. He left with
demon hunters. The second adventure lagers from the two bordering baronies five warriors, and that was the last As-

30
Between Sand & Sea
ter Mor saw of him. He suggests that In Mythic Ireland, monasteries include with a Gifted magus. Pdraig remem-
the characters travel to Templeport to both the monks who work for God and bers Crispus, who was allowed access
pick up Crispus trail. He apologizes if those who work for the monks, farmers to the monasterys library after making
asked to join the rescue party, stress- and crofters and their families, making a substantial donation. He was only al-
ing that he has other, more pressing Templeport akin to a small village. lowed to stay three days the limit
responsibilities that he must attend to. The bog that separates the two bar- of the monasterys hospitality obliga-
How they travel from their home cov- onies is approximately two miles wide tion and Father Uallachn had to
enant to the mound is left in the sto- and six miles long. Both baronies are be present. Uallachn says that he was
ryguides capable hands. densely wooded and hilly, pock-marked suspicious of Crispus intentions, but he
with pastures and ponds. Templeport is obeyed his abbots direction none the
14 miles northwest of the bog, which less. Crispus found a mention of a pa-
The Location, takes a walker a day to transverse and a
rider half a day. The McGoverns castle
gan mound where Crom Dubh, which
translates to the Dark One, was once
an Overview is seven miles north of Templeport and worshipped, hidden in a bog southeast
21 miles from the bog. The McTier- of the church. Uallachn says that Cris-
The adventure takes place in a large nans castle in Tullyhunco is 15 miles pus calculated that the chronicle meant
bog, which serves as the border be- southeast of the bog. Villages lie on ei- the bog that still sits between Tullyhaw
tween two baronies, Tullyhaw to the ther side of the bog, the closest being and Tullyhunco and immediately took
northwest and Tullyhunco to the south- within one mile. his group in that direction.
east. Both baronies are in the Kingdom Play may drift to the smaller settle- If asked, Uallachn shows the magi
of Briefne and both barons are vassals ments, but the most likely settings are the relevant page, taking only an hour
of Ualagarg mac Cathail Leith, King the monastery at Templeport and the to go through the church rolls kept in
of Briefne. Each barony is ruled by a bog that separates Tullyhaw from Tul- the churchs basement. Pdraig con-
single, large family, whose extensions lyhunco. A barons castle will not come firms Aster Mors time line; Crispus ar-
and client vassals serve as the feudal into play until the second or third story. rived approximately two months ago, a
government. Tullyhaw is governed by month before the May Day celebration.
Gillisa McGovern, the head of the clan If asked what that is, Pdraig says it is
and known as The McGovern, a com-
mon Irish practice for naming a clans
Templeport & Domnach the Feast of Saint Ceallach, a martyred
bishop from the 6th century, which
leader. Tullyhunco is ruled by Hugh Mr (The Big Church) happens halfway between the spring
McTiernan, called The McTiernan. equinox and the summer solstice.
Population centers in both baronies The monastery at Templeport reg- There are other clues about Crom
include several villages, a score or so ularly receives visitors. The palisade Dubh in the church records, clues that
stone fortresses for the local nobility, gate is open and unguarded, and the Crispus didnt find and Uallachn has
and the barons castle. Each village is grounds inside are bustling with sum- yet to uncover. Access to the records
surrounded by a wooden palisade and mer activity. Templeport is governed can be gained through the smooth so-
holds a score of wattle and daub huts. by the abbot, Father Pdraig, a cheerful cial interactions of an unGifted charac-
At night the villagers lock themselves man with bright blue eyes and wooly ter, a generous donation of at least 10
in their huts and secure their cattle in white hair. Working alongside him Mythic Pounds, or magic. If a character
attached byres. During the day the is Father Uallachn, a short and seri- spends a day reading the church chron-
herds are at pasture, overseen by the ous priest who has assisted Pdraig for icles, effectively a library on Area Lore:
men, while the women and children many years. As the player characters Briefne (+4 on Research rolls), Church
work the fields just outside the pali- enter, a lowly monk greets them, asking Lore (+2), and Infernal Lore (+1), let
sade. The stone fortresses are larger them their business and if they are stay- the player make a Research roll (Intel-
operations, each holding a noble, his ing overnight. If an unGifted character ligence + Ability + simple die), using
family, and a dozen household knights. interacts with the monk, the group one of the Abilities just mentioned. If
The baronial castles hold the baron, his is led to a private building for their the research roll succeeds against an
family, thirty or so servants, and a score nights stay. If a Gifted member leads Ease Factor of 9, the character discovers
of household knights. the discussion, the monk puts them the history of Crom Dubh, a chthonic
Templeport is a Tullyhaw monas- in an empty cattle byre for their stay. deity that traded human sacrifices for
tery, surrounded by a wooden pali- When the player characters ask for the good harvests, and his banishment by
sade and containing several rude cot- abbot, the monk quickly complies. Saint Patrick. Finally, the reader dis-
tages, a tall stone watchtower, and a Pdraig and Uallachn greet the covers that the Feast of Ceallach is the
large wooden church called Domnach visitors. Both are helpful if they are in- rechristened Bealtaine feast, the same
Mr. The monastery is well known teracting with an unGifted individual, pagan holiday on which Crom Dubh
within the Tribunal and easy to find. but cool and reserved when speaking was celebrated.

31
Between Sand & Sea
Pdraig and Uallachn are con- weather is beautiful, late spring under a lyhunco knights, they face the same
tinuing characters whom the magi will blue sky, and the group travels through problem and have the same misguided
meet in all three stories. Ultimately, grassy meadows bordered by flowering intentions as their Tullyhaw neighbors.
they will both be deceived by Infernal cherry and crab apple trees. If questioned, they explain that Tully-
agents and together attempt to return As they near their destination, the hunco villagers who work the bog have
Crom Dubh. At this point, Uallachn magi notice a group of six local warriors been mauled by revenants, and they
is tainted by the Infernal, but under the riding toward the bog. An Intelligence + assume that some Tullyhaw wizard has
delusion that his powers are granted by Area Lore: Briefne + a simple die against risen the dead that legends claim live in
pagan gods rather than demons. Un- an Ease Factor of 6 indicates that they the area. They have not seen Crispus or
certain in his abilities, Uallachn will are Tullyhaw knights. They ask the magi anyone matching his description. They
not take any measures to interfere with a few simple questions: who are they, also say that the baron of Tullyhunco
the magi. where are they from, where are they will soon ride to Tullyhaw, leading a
going? The knights explain that several large band of knights.
of the local villeins working in the bog Another hour of wandering and the
En Route to the Mound have been attacked by revenants. They
are certain that the baron of Tullyhunco
magi hear cries for help. Rushing for-
ward, they see two revenants scrabbling
is somehow behind the attacks, and they to get up a tree and failing, and a young
Leaving Templeport, the magi head plan to ride through the swamp and raid boy precariously balanced in the trees
southeast toward the bog. It is easy Tullyhunco. The knights conclude by lower branches. If the magi do nothing
enough to avoid population centers if saying that the baron of Tullyhaw plans except watch, the revenants tirelessly
the magi wish. Anyone from Templeport to raid Tullyhunco in the near future. claw at the tree, and after a few hours
can supply adequate directions to the Players might wonder if Crispus was the tired boy will fall from his branch
bog, so the magi can travel the entire 14 involved in the revenants attacks. If the and be torn to pieces. This also happens
mile distance without interruption. The knights are asked about Crispus, they if the magi wander off, although they
say that some local folks had spotted a wont witness the boys demise. If they
strange man in long black robes accom- destroy the revenants, the boy climbs
A Warmer Beginning panied by a small band of warriors head- down and thanks them. Unsettled as he
ing for the bog. They thought nothing might be by the magis Gift, he is grate-
The storys opening is fairly cold, of it at the time, but now think that the ful to his saviors.
designed as a universal entrance for man was a wizard working for Tullyhun- He is Tadhg McGovern, one of the
player characters across the spec- co to raise the dead from the bog. barons sons. He has been fostered to
trum of sagas. You can warm it up by If the magi avoid the knights, they an uncle that lives in a nearby village,
personalizing it for your player char- enter the swamp without this knowledge. and routinely sneaks out to explore the
acters. Aster Mor can be introduced bog. He spotted the wizard Crispus and
beforehand, or replaced by another,
secretly followed him as he fruitlessly
more familiar, storyguide character.
The role is small and can be filled by Inside the Bog searched the bog. Eventually discov-
ered by Crispus grogs, Tadhg learned
a character generated from a player
that Crispus sought the mound. Tadhg
characters Virtue or Flaw: Mentor,
Patron, or even an Enemy. The magi This large wetland is cloaked in knows where it lies, saying that he can
might owe some service to Aster Mor thick fog, which curls in wispy eddies sometimes, see things that others cant
or his covenant, or offer aid to grease and limits vision to a dozen paces. see. The magi should eventually real-
the wheels of a future interaction. Tawny thorn bushes, stunted yellow ize that Tadhg has Second Sight and
If you have taken the suggestion willows, and dreary green weeds grow can see regio boundaries. Tadhg says
and placed the mound within your unkempt. The bog is covered by an In- he met Crispus a week before the Feast
player characters Tribunal, a second fernal aura of 1, a lasting remnant of the of Saint Ceallach. Tadhg led Crispus
option is to have one of the villagers violence from the distant past. Moving and his grogs to the mound, watched
ask for help with the revenants in the through the bog is difficult, and play- them enter it, and then returned to the
bog. This complicates the adventures ers must make Stamina + stress die rolls village. A few days after the holiday,
beginning because the magi will find against an Ease Factor of 6 after an villagers started saying there were rev-
the mound before knowing about hour of travel. Failure costs characters enants in the bog, and some were even
Crispus, and may miss the interac- a Long-Term Fatigue level, and botch- attacked. Tadhg reduced his explora-
tion with Pdraig and Uallachn at ing costs an additional Fatigue Level tions of the bog, but didnt cease en-
Templeport. They can be introduced per botch. tirely. Today was the first time he saw
later, accompanying the barons to the While searching, the group sees an- a revenant, two in fact, and he raced to
mound for the adventures conclusion. other party of six knights, dismounted the tree once they saw him. He knows
and guiding their reluctant steeds. Tul- the way home and needs no further as-

32
Thrice-Told Tales
sistance from the magi. The Mound are overgrown with weeds and black
If asked, Tadhg will guide the magi thorn bushes, and a pair of stunted wil-
to the mound within an hour, consid- The mound is hidden in an Infer- lows stands on the top like horns atop
ering it an obligation to the people nal regio with an aura of 1, the same the devils head. The original entrance
who saved his life. If the magi dont strength as the Infernal aura in the bog. to the mound was destroyed centuries
want such guidance, they must find the Those with Second Sight can see the re- ago. Crispus reopened the entrance, and
mound on their own. Hopefully they gio boundary on a successful Perception the evidence of rocks and stones piled
have ways of spotting regio boundaries. + Second Sight + stress die roll against around the dark opening is apparent.
If not, the mounds regio boundary is an Ease Factor of 5. Hermetic Intellego The interior passageway is lined with
apparent to all for two minutes at sun- Vim spells can also spot the regio bound- six-foot tall stones on both walls and
rise and again at sunset, and the player ary (see ArM5 page 158, Piercing the Faerie ceiling. The tunnel runs straight for 100
characters find it. There is also a chance Veil, for equivalent spells), and once the feet before ending in a small room with
that they run into one or two revenants. boundary is spotted a character can eas- three alcoves. The alcove across the
Use your judgment when determining ily enter the regio. Those without such tunnel holds a bench-like pedestal with
whether your group of player charac- capabilities cannot see the boundary or a small depression in its otherwise flat
ters meets any revenants. Strong groups find the mound. However, the boundary top. The alcoves to the left and right are
might relish fighting two or three of the opens at sunrise and sunset, letting any- empty. This area once served as a minor
shambling dead, while weaker parties one view and thus enter the mounds re- sacrificial site for the cult, where small
parties could quickly be overwhelmed gio. It only stays open for two minutes, items and foodstuffs were offered to the
by more than a single revenant. but that should be enough time for the god by individual supplicants.
group to get through. A regio boundary lies at the very
Approximately 350 feet in diam- end of the tunnel. Once a year the re-
eter and 40 feet high, the mound is a gio boundary opens, on the morning
hill rising above the mire. Its slopes of the pagan Bealtaine holiday, when

Its All in the Names


As written, this set of stories is located in the Hibernian Tribunal. Moving the location to the player characters Tribunal
makes the threat more immediate and their participation less forced. To relocate the adventure, change the names of the principle
storyguide characters and the locations. The social framework lord, vassal, cleric, and peasant is standard enough to fit in
any area of Mythic Europe, and every location has an ancient pagan god that the villagers worshiped before the arrival of Chris-
tianity. Following is a list of suggested name changes for three other ArM5 tribunals.

Story Element Hibernia Thebes Normandy Rhine


The Dark One Crom Dubh Kore Dis Pater Nerthus
Baronies Tullyhaw Kalpaki Bayeux Duchy of Limburg
Tullyhunco Konitsa Caen County of Jlich
Barons The McGovern (Gillisa) Gregoras Glabas Renaud de Ville-Thierry Duke Henry III
The McTiernan (Hugh) Theodoulos Tagaris Pierre du Thillia Count William IV
Feudal Lord King of Briefne Despot of Epirus Duke of Normandy Holy Roman Emperor
Ualagarg mac Cathail Leith Theodore Ducas (see below) Frederick II
Heirs Tadhg McGovern Thomas Glabas tienne de Ville-Thierry Waleran
Fiona McTiernan Zoe Tagaris Isabelle du Thillia Matilda
Abbot Pdraig Meletios Anseau (chancellor) Philippus
Priest Uallachn Vitus Oliverus Wikerus

In the Thebes Tribunal, baronies are called districts. Titans are sometimes bound underground, and Crispus was likely looking
for a trapped titan when he entered the mound.
In Normandy, baronies are called bailliages. The position of the duke of Normandy is vacant, his powers assumed by the king
of France, although King Henry III of England has a strong claim to the title.
In the Rhine Tribunal, the contestants are William, the Count of Jlich, and Henry, the Duke of Limburg. The demon is
female, a False Goddess named Nerthus.
If a bog is not suitable for the wasteland between baronies, change it to a cave, hidden ravine, dense forest, or some other type
of lonely, forsaken place that is hard to cultivate.

33
Thrice-Told Tales
archways on both walls. The archways
are blocked by stacked stones that rise
almost to the top of the archway, leav-
ing a foot-high space that serves as
a window. The archway immediately
to the characters left is open, and the
stones that used to block it are scattered
around the archway. Past the opening is
an oval chamber, in the center of which
lie three dead warriors and two butch-
ered revenants. The warriors are Cris-
pus shield grogs. There is no evidence
of Crispus or his other grogs.
When the mound was a site of ac-
tive worship, the sacrificed brides and
grooms would be placed in these rooms
and later animated by demons. When
Saint Patrick drove the Dark One from
the mound, a team of priests sealed
these rooms by blocking their entrances
with the stone. The revenants, active
and semi-alert on the other side of the
stone barricade, cannot remove the
stones themselves.
During his exploration, Crispus
breached one of the archways. His
group was quickly overcome by the
sheer number of rushing demons. Rath-
er than retreat completely, he led the
survivors deeper into the mound, hop-
ing that the revenants were the mounds
only occupants. When the boundary to
the lower regio opened on the morn-
ing of Bealtaine, the loosed revenants
escaped into the bog. The slain grogs
have weapons and armor that may be
helpful to the magi and their party.
The passageway has nine more arch-
ways, each blocked by stacked stones.
Each archway leads to a room that
holds 20 revenants, who shuffle about
restlessly. When the demons notice the
group, likely from the partys source of
the morning sun shines directly down gio can also be spotted and entered by illumination, they crowd the entrance
the passageway and hits the bench-like Hermetic magic and other supernatu- and claw against the stones seeking es-
pedestal. When this occurs, the rear wall ral powers. The Ease Factor for a Per- cape. Reaching through the window,
vanishes, revealing another long pas- ception + Second Sight roll to see the a revenant can attack someone in the
sageway on the other side of the pedes- boundary is 6. hallway with a 3 modifier. While they
tal. Character then step over the pedes- are supernaturally barred from knocking
tal and enter the next regio level, which the blocking stones over, anyone else
has an Infernal aura of 2. If opened on The Hall of Revenants Regio can push the barricade over easily with a
Bealtaine, the boundary stays open for successful Strength + stress roll against
24 hours. Last Bealtaine, the revenants The next regio level is another long an Ease Factor of 6.
roused by Crispus escaped into the bog passageway leading to another small The three alcoves at the end of the
when the regio boundary opened. Like room of three alcoves. Unlike the re- tunnel hold the boundary to the next
most regiones in Mythic Europe, this re- gio level below, this passageway has level of the regio. Hermetic magic can

34
Thrice-Told Tales

Father Pdraig
Characteristics: Int +2, Per +1, Pre +2, Dead (21+) shoulders and a straight back, despite
Com +1, Str 0, Sta 2, Dex 2, Qik 2 Abilities: Animal handling 2 (cows), his advanced years. His smiling face
Size: 0 Area Lore: Briefne 4 (10) (Ecclesi- is bordered by white hair and a thick
Age: 58 (52) astical properties), Artes Liberales beard, and his lively eyes still sparkle
Decrepitude: 1 (4) 2 (Rhetoric), Athletics 1 (running), beneath thick gray eyebrows.
Confidence Score: 1 (3) Awareness 1 (lost cows), Civil and
Virtues and Flaws: Senior Clergy; Clum- Canon Law 6 (tithing), Folk Ken 2 Father Pdraig was born in the King-
sy, Monastic Vows, Regular (local barons), Intrigue 3 (local bar- dom of Briefne, a son of a prosperous farmer.
Personality Traits: Bureaucratic +3, Or- ons), Irish 5 (agricultural terms), Entering the Church at an early age, he has
derly +2, Greedy (for money) +1 Latin 4 (church use), Leadership 3 been a member of the monastic community
Reputations: Wise Leader 4 (Ecclesi- (monks), Philosophiae 2 (natural at Templeport for over 20 years. Ten years
astic) philosophiae), Profession: Farmer ago he became the abbot, taking over the
Combat: 3 (10) (cows), Profession: Preach- duties of his aging uncle. Pdraig knows
Dodge: Init 2, Attack n/a, Defense 2, ing 4 (messages of charity), Profes- about the long-standing tensions between
Damage n/a sion: Scribe 4 (5) (copying gospels), the two baronies. Living closer to the bor-
Soak: 2 Stealth 1 (moving quietly), Theol- der than The McGovern, he regularly advis-
Fatigue Levels: OK, 0, 1, 3, 5, Un- ogy 3 (the trinity) es the baron to keep the peace. His words
conscious Equipment: Monks habit and walking are not always heeded, and Father Pdraig
Wound Penalties: 1 (15), 3 (610), cane concentrates on keeping his monastery safe.
5 (1115), Incapacitated (1620), Appearance: Father Pdraig has broad

Father Uallachn
Characteristics: Int +1, Per 1, Pre +3, Dead (21+) frowns he becomes terrible and fierce.
Com +3, Str 0, Sta +1, Dex 2, Qik 0 Abilities: Ablating 5 (Furies), Artes Liberales Father Uallachn was born and trained
Size: 0 1 (grammar), Awareness 1 (searching in Dublin (or another large city if you have
Age: 36 (36) books), Brawl 2 (dodge), Charm 2 (no- relocated the story). During a pilgrimage to
Decrepitude: 0 (0) bles), Church Lore 2 (dioceses), Com- Rome he met and was deceived by a demon
Warping Score: 0 (0) manding 11 (Furies), Concentration 2 claiming to be one of the citys pagan gods.
Confidence Score: 1 (8) (maintaining summoning), Diablerie 5 By granting the priest supernatural powers,
Virtues and Flaws: Diabolist, Priest; Ab- (auras and regiones), Guile 3 (lying to the demon seduced Uallachn into believ-
lating, Commanding, Incantation, laity), Incantation 4 (5) (against noble- ing that the old gods should worshiped
Psychomachia, Summoning; Affinity men), Irish 5 (religious terms), Infer- alongside the Christian God. He does not
with Summoning, Improved Char- nal Lore 3 (demons), Italian 2 (church overtly espouse this belief at this time.
acteristics, Mentored by Demons, terms), Latin 3 (church terms), (Cor- Completing his journey, Uallachn re-
Student of Infernal (free); Driven (to rupted) Leadership 4 (intimidate), Pen- turned home and relocated to Templeport,
return the old gods), Tragic Life; Cor- etration 2 (Summoning), Psychomachia following the Italian demons advice. He
rupted Abilities, Manufactured Igno- 5 (control peasants), Summoning 8 quietly works to resurrect Crom Dubh and
rance, Vow of Celibacy, Witch Marks (False Gods), Theology 1 (mass) reinstate him as the local deity. He does not
Personality Traits: Determined to Raise Equipment: A simple brown robe. realize that he is Infernally tainted, thinking
the Old Gods +3, Shrewd +3, Con- Favored Maleficia: that his supernatural powers are those of an
vincing +2 A Second Thought in the Face of the Fiend (In- ancient religion rather than Satans brood.
Reputations: Worships False Gods 1 (In- cantation/Psychomachia 15/+14) At this point in the adventures, Ual-
fernal) This maleficia makes the target want lachn is researching Templeports church
Hierarchy: 1 to return home, wherever that is. rolls and the surrounding area. He is specifi-
Combat: The effect wears off in two minutes, cally looking for the True Name of Crom
Dodge: Init 0, Attack n/a, Defense +4, but lasts long enough to defuse many Dubh, which he has not yet found. He
Damage n/a tense situations. helped Crispus find the mention of Crom
Soak: +1 (Base 4, +2 Voice, +1 Diameter) Dubh and gave the magus directions to the
Fatigue Levels: OK, 0, 1, 3, 5, Un- Appearance: Father Uallachn is short and bog. He is curious about what happened to
conscious stooped with a hawkish nose and thin- the magus, but not curious enough to ex-
Wound Penalties: 1 (15), 3 (610), ning brown hair. When he smiles he plore the bog himself.
5 (1115), Incapacitated (1620), appears avuncular and kind; when he

35
Thrice-Told Tales
allow a caster to view the boundary, deep. Shallow alcoves are cut along heads broken off, and can be used in
and the Ease Factor for a Perception + the wall. The chambers fetid air makes combat as staffs.
Second Sight roll is 6. The boundary breathing difficult. Penalize all physi- A magus may be powerful enough
also becomes visible if human blood is cal activity rolls by 1 and include an to cast the spell Whispers through the Black
poured into the shallow depression in extra botch die. An angry buzzing of Gate. If so, he can speak with Crispus
the middle of the pedestal. To those flies fills the room, although no actual ghost by talking to Crispus corpse.
who can see it, the boundary looks like a fly can be found, penalizing all audi- The ghost says that he was curious
wall of fog that replaces the far alcoves tory Awareness rolls by 3. When the about the site after discovering it in the
back wall. Stepping through this fog mound was an active pagan site, victims Templeport church rolls. He quickly
leads to the next level. would be sacrificed here, their blood ascertained that it was Infernal, and
collected to fill the pit sitting at the hoped to slay as many demons as he
end of the room. could. The revenants were too much
The Chamber of Sacrifices Regio Near the center of the room lie the for his group, and he hoped to rest and
bodies of Crispus and two shield grogs, regain lost fatigue before tackling them
Stepping into the next level, with savagely torn asunder, limbs scattered again. He warns the party that some
an Infernal aura of 3, the characters see across the floor. The magus body has foul beast leaped from the shadows and
a large chamber lined with rough-cut been badly mauled, but it is not in piec- killed him while he was reading the in-
square blocks of black obsidian stone. es like his two former shield grogs. Be- scription on the back wall, but he did
The chamber runs 30 paces deep and sides his traveling clothes and oak staff, not get a good look at the creature. The
15 paces wide, with a 20-foot high he has four hardened acorns in a pouch, grogs corpses have been rent asunder
ceiling. A heavy iron chandelier hangs each a pawn of Creo vis. The two grogs and are not complete enough to act as
from the ceiling, unlit candles sitting have been torn to pieces and their mar- a target for the spell.
in their sockets. At the far end of the tial equipment scattered. Their long Words are inscribed waist-high
room, beneath the hanging chandelier, swords and chainmail are potential along the back wall, on the other side
is a pit, 10 feet in diameter and 30 feet loot. Two long spears lie nearby, their of the pit. The Latin inscription praises
Crom Dubh, extolling his power and
expressing his terrible wrath. Above
Tadhg the inscription are several bas-relief
sculptures of dragons, battles, lions,
Characteristics: Int 3, Per 0, Pre 2, Intrigue 1 (Tullyhaw nobles), Irish 5 and warriors. Each scene is bordered,
Com 2, Str +1, Sta +1, Dex +2, (courtly terms), Second Sight 2 (re- so that all ten carvings are separated
Qik 2 gio boundaries), Stealth 3 (hiding), into individual pieces of art. Slight-
Size: 1 Survival 2 (bog) ly off center to the right is a carving
Age: 12 (12) Equipment: Simple clothing of three knights wearing full chain-
Confidence Score: 1 (3) Appearance: Tadhg is dark haired with blue mail and sitting astride three armored
Virtues and Flaws: Son of Landed Noble; eyes and a rosy complexion. He is well- horses. Directly beneath the carving
(Inherited) Knight, Second Sight; built and obviously strong for his age. the inscription mentions Crom Dubhs
Overconfident, Heir, Reckless generals, terrible captains three, who
Personality Traits: Overconfident +3, Tadhg is one of The McGoverns each lead sixty and six legions to the
Reckless +3 sons. He is fostered to one of The Mc- woe and wailing of their foes. If hu-
Combat: Governs knights in a nearby village. man blood is splashed on the carving
Dodge: Init 2, Attack n/a, Defense 0, Discipline is lax, and as long as Tadhg and the inscription, the narrow section
Damage n/a does his chores he is free to explore the of wall beneath it shimmers and is re-
Dagger: Init 2, Attack +7, Defense +1, surrounding countryside. Tadhg is due placed by a black mist, the boundary
Damage +4 to be trained as a knight. to the next and last regio level. Again,
Soak: +1 The boy has Second Sight, and for Hermetic magic and Second Sight can
Fatigue Levels: OK, 0, 1, 3, 5, Un- story purposes automatically sees the regio spot this boundary.
conscious that leads to the mound. He may see addi-
At some point, ideally as the magi
Wound Penalties: 1 (14), 3 (58), tional regio boundaries inside the mound,
stand engrossed, the Ailln Trechenn
5 (912), Incapacitated (1316), depending on his Second Sight rolls.
attacks, striking from the shadows.
Dead (17+) Tadhgs Characteristics and Size
The Ailln Trechenn is trapped
Abilities: Area Lore: Briefne 3 (bog), have been modified due to his age. His
Athletics 1 (jumping), Awareness 3 low Intelligence does not mean that he within this regio, held here by the same
(standing guard), Brawl 2 (dagger), is stupid, rather that he makes the same miraculous power that holds the Red
Charm 1 (nobles), Etiquette 3 (hunt- mistake over and over again and does Knights imprisoned (see following). As
ing manners), Folk Ken 1 (knights), not learn from his failures. the characters enter, it swishes around
the ceiling in spiritual form, sizing up

36
Thrice-Told Tales
its opponents and preparing for the best the characters as they emerge from the demons supernatural bindings, a weak-
time to strike. The upper reaches of the regio boundary, holds the same ten bas- ness in the saints miraculous binding
room are likely lost in shadow. When relief sculptures of demons, monsters, power. Once a character picks up one
the time is right, when the intruders and warriors that the previous regios of the glittering armbands or sparkling
seem the most vulnerable, it materializes wall held, in reverse order. The throne brooches the demons are released.
perched on an upper shelf. It screeches room has an Infernal aura of 4. They immediately return to Hell,
once or twice, using its Whose Ears have The ten alcoves contain terracotta screaming as they go. While they are
heard heard the Masters Call power, and af- pots full of gold armbands, ancient Ro- undetectable in their spiritual form,
ter deafening one or two targets plunges man coins, jeweled brooches, rings, their screams are heard by all.
through the air and attacks. and necklaces. Sacrificed by pagan Looking at the bas-relief carving of
kings long ago, they have been col- the three mounted knights, a success-
lected into a sizable treasure equal to ful Perception + Awareness simple roll
The Obsidian 500 Mythic pounds. versus an Ease Factor of 6 indicates that
Throne Room Regio The bas-relief carvings loom in si- the sculpture is changed, its lines dulled
lent witness behind the characters. and its overall appearance marred. Aes-
The final regio is a chamber shaped Three demons, generals of Crom Dubh thetically, it is noticeably different
like the one before, a large room with that were bested and bound by the from its neighboring sculptures. If the
alcoves along either wall. A stone dais saint, are imprisoned in the sculpture Perception + Awareness roll was 12 or
sits in the back of the room, a three- of the three mounted knights. Intellego higher, the observer notices a fine Latin
tiered square of masonry that stands ten Vim detection spells show that a Divine scrawl etched into each knight figure.
feet tall. Two staircases are cut into the miracle of the 9th magnitude keeps Each is the True Name of the demon, a
dais and lead to a black obsidian throne these fiends contained. They have very considerable advantage for those who
that sits at the top; the thrones high little power at this point, trapped as little later meet the knights in combat
back and thick arms loom angrily over they are in the carving. Touching any when they come back for adventure
the room. The near wall, the one behind of the gold in the clay pots breaks the two, Red Knights Return.
If the magi never enter this regio
level, they do not release the knights,
Bog Revenant and one of the storyguide characters
does it offstage. Likely candidates are
A bog revenant is a demon inhabit- Abilities: Brawl 5 (claws) Uallachn, exploring the mound for
ing the withered corpse of one of Crom Powers: Infernal Lore, Tadhg exploring what
Dubhs willing newlyweds. A mound Endurance of the Enraged, 0 points, Init +2, he thinks is an empty mound, or one
revenant can be male or female, with no Corpus: The bog revenant does not of the barons, looking for the mounds
statistical differences. suffer from wound penalties except rumored gold.
Order: Furies on Defense totals.
Infernal Might: 10 (Corpus) Weakness: Abhorrent Material (butter)
Characteristics: Int 0, Pre +1, Com 3, Pre Vis: 2 pawns of Corpus vis sordida, one
3, Str +4, Sta +3, Dex +2, Qik +2 in each eye The Return Trip
Size: 0 Appearance: A mound revenant is a
Virtues and Flaws: Greater Infernal pale, emaciated, animated corpse. It
Leaving the Mounds several regiones
Power, Berserk, Great Strength, has long, dirty fingernails that are as
is much easier than entering them. Except
Tough; Mute strong as claws, and wild, uncombed
Personality Traits: Wrathful +4, Self- hair. Naked, its clothes have long for the initial entrance between the bogs
Control 6 since rotted away. Infernal aura 1 and the Mounds Infernal
Hierarchy: 0 regio 1, each regio passage is readily ap-
Combat: Bog revenants are mad, ravening parent. Each looks like a hazy rent in the
Claws*: Init +1, Attack +12, Defense +9, fiends intent on slaughter. A revenant does wall, obscured by gray mist. Stepping
Damage +6 not spare a wounded target, and continues through each rent takes a walker from the
Soak*: +8 to attack until the target is dead. Up to five current regio to the next. The entrapped
* Calculations include the revenants revenants can fight as an untrained group. demons cannot use these ready exits be-
berserk state A bog revenant cannot touch but- cause they are bound in their respective
Fatigue Levels: OK, 0, 1, 3, 5, Un- ter, medieval Irelands main export. regiones by Divine miracles.
conscious If your saga is set elsewhere, select a
Wound Penalties: 0 (1-5), 1 (6-10), common foodstuff from the area to act
3 (11-15), Incapacitated (16-20), as the demons weakness.
Dead (21+)

37
Thrice-Told Tales
McTiernan denies before accusing the
magi of working for the McGovern. The
magi can explain the truth, that Crispus
unintentionally disturbed the mounds
revenants. Neither baron trusts a Gifted
speaker, but an eloquent unGifted char-
acter can convince the barons on an ap-
propriate Social Ability + Communica-
tion stress roll against an Ease Factor of
9. Both barons admit to not hiring the
magi to stir up trouble, and when both
have heard the others admission they
begrudgingly curb their anger and their
knights. If the magi admit that Crispus
was the culprit, the barons want some
form of compensation for the villagers
the revenants have killed. The magi may
pay them a nominal amount, perhaps 10
Mythic Pounds, or tell them to take it up
with Crispus master Aster Mor.
They do ask if the magi found any-
thing underground, since barrows and
tumuli are rumored to hold ancient trea-
sure. The magi can handle this however
they want. If they have treasure, they
can share it. If they dont, or dont want
to part with their goods, they can step
aside and let the barons enter. If led by
Tadhg the barons get to the second re-
Lest we Forget the Barons step into the bog. Chances are that nei-
ther party sees the other.
gio, the Hall of Revenants, and engage
the demons, a fight that may spill out
Tadhg can see through regio bound- to the lower regio level and perhaps the
The world above has not sat idle as aries. If he is with the magi he sees the bog. Run this as you see fit, keeping in
the magi explore below. The revenant at- Tullyhaw and Tullyhunco knights and mind that the knights try to contain the
tacks have rekindled an age-old grudge warns the magi. If he is not not with revenants and slay as many as they can.
between the two baronies. The McGov- the magi, he is with his father, The Mc- The magi should be able to extract
ern and 10 knights ride to raid Tullyhaw. Govern, who met the boy on the ride themselves from any lingering trouble
The McTiernan has done the same and through the bog. The McGovern insist- outside the mound, whether through
leads 10 Tullyhunco knights toward Tul- ed that his son ride with him rather than magic, negotiation, or subterfuge. If the
lyhaw. The groups happen to meet near leaving him alone in the bog. In this magi want to destroy the mound, both
the mound. Though armed and belliger- case, Tadhg sees the magi and warns his barons refuse, claiming the site as a his-
ent, at this point the barons would rather father. Seeing the boundary is enough to torical feature of the land. They say that
rattle swords then cross them. Both start enter the regio, and Tadhg can lead the destroying the revenants is enough to
shouting at each other, exclaiming own- knights in if the magi refuse to come out. remove the peril. The magi may destroy
ership of the bog and its contents, and If the magis presence remains un- the mound regardless. If so, it collapses,
demanding the other leave the area. detected, the barons argue and a short and reforms for the second adventure,
Hidden in its regio, the mound is melee ensues. If the player characters rebuilt by the same Infernal powers that
not visible to the knights. The view dont enter the fight, dont run a combat created it originally. The magi leave
from the mound is a wispy gray mist encounter using only storyguide charac- with Crispus body, and some gold if
that surrounds the mounds circumfer- ters. Instead say that after a few minutes they are lucky. Aster Mor offers to bury
ence. Those who can see through regio of melee both sides leave, taking their Crispus corpse. He gives the magi ten
boundaries see the bog laying beyond dead and wounded with them. The bar- pawns of vis for their assistance, offering
the mist and the armored men. Those ons survive to fight again. them any type of vis they desire.
who cant see through regio boundaries If the groups meet each other, the
just see the mist. Walking into the mist, The McGovern accuses the magi of
however, is enough to exit the regio and working for The McTiernan, which The

38
Thrice-Told Tales

Interlude One: anniversary of the pagan spring and fall


festival. A particular property of this regio Story II: Red
Five Years Pass is that, at this time, the boundary cannot
be seen by Second Sight or found by Her-
metic spells. While closed, the mound re-
Knights Return
Depending how far away the monas- gio system relocates itself to another spot In the second story the three demon
tery is from the covenant, the magi may in the bog. When the regio boundary re- knights that were trapped below the
wish to stay in touch with the barons, opens in Story Two, the mound is still in mound in the Obsidian Throne Room re-
the clerics, or the boy Tadhg. The bar- the bog, but in a different location. turn. Generals of Crom Dubh, they come
ons are not interested in maintaining ties to prepare the way for their demonic lord
with the magi. The clerics are more in- by spreading war and slaughter. To further
terested contacts, and they periodically the conflict, they pose as their enemys
exchange letters with the magi if the enemy. In the time honored tradition of
wizards make the effort. Tadhg returns Ireland, they collect their victims heads.
to his fostered uncle and continues his
martial training, preferring swords and
horses over pens and letters. Ailln Trechenn
Father Uallachn continues to read
Templeports church rolls. He also ac- The Ailln Trechenn is a monstrous character. The score of the Personal-
quires other church chronicles and adds demon that regularly emerged from its ity Trait equals the number of Might
them to the Templeport collection. He cave to attack the people of ancient Ire- points spent.
reads that hundreds of years ago many land. It was reportedly slain by the 1st Waxing Tide of Humors, 3 points, Init +7,
local families, including the McGoverns century poet Amairgin, but as your char- Mentem: The demon causes a target
and McTiernans, worshiped Crom Dubh. acters discover, that tale is incorrect. to become wrathful. The character
In his research he discovers the True Order: Furies may resist the emotion by making an
Names of the three Red Knights formerly Infernal Might: 20 (Auram) appropriate Personalty Trait + stress
trapped in the mound. He speaks with Characteristics: Int +3, Per +5, Pre 2, Com die roll against an Ease Factor of 9.
Pdraig about the old gods and their re- 2, Str +1, Sta +2, Dex +5, Qik +1 Berserker Rage, 1 point, Init +5, Mentem:
lationship to the formation of the early Size: 0 The demon gives a character the
Confidence Score: 3 (1) Berserk Virtue, which lasts until the
Church. These conversations are never
Virtues and Flaws: Berserk, Tough character calms down.
confrontational; they are Uallachns
Personality Traits: Wrathful +6 Endurance of the Enraged, 0 points, Init
slow attempt to sow the seeds of deceit.
Reputation: Ancient Monster 3 (Local) +5, Corpus: As described for Bog
After the magi leave, Uallachn ex- Hierarchy: 3 Revenants.
plores the bog and the mound on his Combat: Whose Ears have heard the Masters Call, 4
own. Aided by a local knights, he uses Dodge: Init +1, Attack n/a, Defense +6, points, Init +5, Corpus: The call of
his Commanding power to pacify and Damage n/a the Ailln Trechenn causes great pain
slay any bog revenants he finds. He Beak: Init +2, Attack +9, Defense +6, and renders the hearer deaf. The
starts collecting their eyes, each a pawn Damage +4 target of this power loses his sense
of Corpus vis sordida, which he plans to Talons: Init +3, Attack +7, Defense +8, of hearing, which heals as a Heavy
use in his Infernal summonings. Damage +3 Wound. Sufferers take a 3 penalty
The three demon knights escape Soak: +5 to combat totals.
and return to Hell. It is ideal if the magi Fatigue Levels: OK, 0, 1, 3, 5, Un- (Debauchery/Malediction Base 10, +2
freed them, but if not, Uallachn does as conscious Voice)
he explores the mound. He cannot see Wound Penalties: 0 (1-5), 1 (6-10), 3 Weakness: Abhorrent Material (butter)
regio boundaries, but his Infernal Lore (11-15), Incapacitated (16-20), Dead Vis: 4 pawns of Vim vis sordida in its
suggests means to enter the higher re- (21+) largest beak.
giones. An Intelligence + Infernal Lore Abilities: Awareness 5 (interlopers), Ath- Appearance: The Ailln Trechenn ap-
+ simple roll versus an Ease Factor of letics 4 (flying), Brawl 5 (talons) pears as a triple-headed vulture the
12 indicates the various mundane ways Powers: size of a man. Filthy, tattered, and
to enter each regio boundary, e. g. by Coagulation, 2 points, Init 0, Corpus: This vile, the ebony fiend drops feathers
filling the shallow depression in the al- power allows the Ailln Trechenn to and feces in its wake.
coves pedestal with human blood. take physical form.
A month after the demons leave the Obsession, 13 points, Init 4, Vim: As As a three-headed creature, the Ailln
per Realms of Power: Infernal, page Trechenn can make three beak attacks in
mound, the regio boundary between it
31, the demon can manifest the Per- a combat round. It can replace one of its
and the bogs Infernal aura closes. It no
sonality Trait: Wrathful in a sinning beak attacks with its talons attack.
longer opens at dawn or dusk, nor on the

39
Thrice-Told Tales

Storyguide Character Advancement, Five Years Later


Three characters from story one have Combat: Size: 0
to be advanced five years, each receiving 75 Dodge: Init 0, Attack n/a, Defense +4, Age: 63 (57)
experience points. The magi may or may Damage n/a Decrepitude: 1 (8)
not meet any of the three, depending on Long Sword: Init +1, Attack +10, Defense Changed Abilities: Area Lore: Briefne
circumstances, but you should keep track +4, Damage +8 4 (15) (Ecclesiastical properties),
of these characters experience points and Soak: +3 Awareness 2 (lost cows), Folk Ken 4
abilities. Even if not met in story two, the Wound Penalties: 1 (15), 3 (local barons), Profession: Scribe 5
three play important roles in story three. (610), 5 (1115), Incapacitated (copying gospels)
(1620), Dead (21+)
Changed Abilities: Ride 2 (in pur-
Tadhg McGovern suit), Second Sight 3 (regio boundar- Father Uallachn
ies), Single Weapon 3 (long sword),
Tadhg makes the biggest change due Thrown Weapon 2 (javelin) The priest continues to explore the
to age, leaving his childhood and enter- bog, search the old records, and, in secret,
ing adolescence. Remove the 1 penalty practice his dark arts. He does not do this
from his Size and Characteristics. Tadhg Father Pdraig near the church, instead favoring the bog
has been training as a knight, although he where his powers seem more impressive.
has yet to earn his spurs and gain the title. The abbot continues overseeing his Adjust his character sheet as follows.
Change his character sheet as follows. flock and running his monastery. While Characteristics: Int +1, Per 1, Pre +3, Com
he listens to Uallachns dialogues about +3, Str 0, Sta +1, Dex 2 (2), Qik 1
Characteristics: Int 2 Per +1, Pre 1, Com the old gods and the old ways, he treats Age: 40 (39)
1, Str +2, Sta +2, Dex +3, Qik 1 it as entertaining dinner conversation. Decrepitude: 0 (3)
Age: 17 (17) Adjust his character sheet as follows. Abilities: Ablating 8 (Furies), Infernal
Size: 0 Characteristics: Int +2, Per +1 (1), Pre Lore 4 (demons), Summoning 12 (9)
+2, Com +1, Str 0, Sta 2 (2), Dex (False Gods)
2(1), Qik 2

40
Thrice-Told Tales
They create a magical headquarters for a co masked as McGovern knights. Lord CrTe 35
lair, using a magic device called the Basalt Clemialh stayed at the Basalt Tower re- Pen 0, 1/day
Tower. All three demons are Vessels of In- ceiving new recruits. R: Touch, D: Forsaken, T: Ind
iquity, originators of violent and cruel sins, When the first waves of false Tully- This power creates a large tower.
and they rend the area with warfare, car- hunco warriors raid Tullyhaw, the prin- (Effect: Base 3, +1 Touch, +4 Special,
nage, and wanton murder. ciple storyguide characters act. Hus- +3 size)
Meanwhile, Father Uallachn has ex- tling to the scriptorium, Pdraig pens
pressed his interest in the old gods to Fa- a letter to the same magi who helped Debauchery/Diablerie 80
ther Pdraig. The abbot says that the old five years ago. Our need is great, he Pen 0, 1/day
stories may be enjoyed, but anything more writes, evil is come again from the old R: Touch, D: Special, T: Room
is sacrilege. But alone in his bedroom, Ual- bog. His swiftest messenger departs for This power creates an Infernal regio
lachns stories of the old gods wealth itch the covenant. Tadhg, 17 years old and a with an Infernal aura of 6. Called the Pris-
at Pdraigs resolve. Uallachn has long squire in service to his uncle, does not on regio, it is connected to an upper floor
suspected that the abbots fondness for think the raiders are from Tullyhunco, of the tower. It has the same Duration as
wealth and worldly goods may be the path and thinks powerful magic is disguising the first power.
to convincing Pdraig that Crom Dubh their true identity. Uallachn also sus- (Effect: Base 50, +4 Special, +2 Room)
needs to return. As story two begins, P- pects something, and tells Pdraig that
draig contemplates the idea of a grander he is crossing the swamp to talk to The
monastery using Crom Dubhs riches. McTiernan. Once alone in the bog, the
cleric looks for the Basalt Tower.
Involving the Magi
Setting the Infernal Stage The Basalt Tower
A messenger arrives at the cov-
enant to deliver Father Pdraigs re-
quest. The McTiernan clan is attack-
The Mound returns, accompanied The Basalt Tower has three pow- ing the McGovern clan with a ferocity
by Crom Dubhs Red Knights. They ers, all enacted with a single trigger- never before seen, and the aged abbot
capture the local McGovern lord ing mechanism. It is a small replica of thinks the bogs evil might be behind
leader of the village where Tadhg was a tower carved from a single stone, and it. The magi helped last time, will they
fostered and drag him in chains to submerging the replica in a pool of hu- come again?
the mound, where they decapitate him. man blood causes it to create an Infernal They might not. Magi are notori-
Into his collected pool of blood they regio with an Infernal aura of 5, and a ously self-centered and able to craft
place the Basalt Tower, a miniature tow- large tower within the regio. All powers a multitude of reasons that prevent
er that magically creates a real tower remain in effect for as long as the min- them from delivering assistance. The
within a created Infernal regio. iature tower stays in the pool of blood. messenger leaves crestfallen, but in
If the mound is in the same Tribu- The following powers happen se- two weeks Tadhg arrives, his horse
nal as your player characters, those with quentially starting from the first, and in- lathered in sweat and collapsing at the
Premonitions or Visions feel a sudden clude powers that may not be available covenants door. Tullyhaw masses for
shudder and plangent despair. Those for your player characters. war, he says. Warriors from the bog
who succeed at a Perception + Premoni- raid villages looking for his kinsman,
tions stress roll against an Ease Factor of Debauchery/Diablerie 85 and taking their heads as trophies.
9 feel a sense of impending doom. Pen 0, 1/day This is not a simple cattle raid, he em-
Tower complete, the Red Knights R: Touch, D: Forsaken, T: Boundary phasizes, but a chevauche, a horse
prepare for war. The Hibernian Tribu- This power creates an Infernal regio charge, whose purpose is solely to
nal, like many, contains bands of rov- with an Infernal aura of 5. The duration is wreck havoc, destroy the countryside,
ing mercenaries, men and women who equal to Forsaken, a unique Infernal Dura- and weaken the enemy. Tadhg fears
follow anyone for the right price. Si- tion that causes the effect to last until the that a huge army might walk out of the
phoning wealth from the Dark Ones target seeks repentance. Since blood can bog at any moment.
inexhaustible supply of riches, the Red not ask forgiveness, the effect remains un- Worse still, he does not think it is
Knights are generous paymasters. With- til the miniature stone tower is removed Tullyhunco at all. He has escaped raiding
in a week they have enough men to raid from the pool of blood. The pool must parties twice, and both times he swears
nearby villages. The Red Knights can be generated through evil means, such as he saw foreign mercenaries lead by a red
change their appearance and the ap- murder and suicide. rider astride a red horse, but only for an
pearance of those who ride with them. (Effect: Base 45, +4 Special, +4 instant and when he looked again he saw
Lord Scirlin and his men raided Tully- Boundary) Tullyhunco knights. We cannot con-
haw disguised as McTiernan men, while tend against such powerful magic, he
Lord Varrf and his men raided Tullyhun- says. Ride with me to Templeport.

41
Thrice-Told Tales
You know your players. If these ap- area and he will compensate them at some point she will go to Tully-
proaches wont work you will have to handsomely for their aid. haw and ask around. She suggests
somehow entice them back to the bog. The local Quaesitor arrives, asking that the magi might want to head up
Some suggestions follow. if the magi know about the war that and see what is going on. If she is a
is bubbling in the Tribunal. It is co- stickler for rules, like Galerius from
Aster Mor returns and says that Cris- incidentally happening in the same Antagonists (pages 6779), the magi
pus ghost warns that evil is afoot area that they explored five years should be properly motivated.
once more, and that the Infernal re- ago, and the Quaesitor wonders how The treasure that the magi took five
gio in which he died is again spew- clean the magis involvement with years ago vanishes. Crom Dubh, an-
ing a diabolical threat. He knows the mundanes was. She says she has ticipating his return, gathers money
the magi are busy, but they know the other matters to attend to first, but to pay for his army. Like many False

The Red Knights


The Red Knights are from the demon- Abilities: Athletics 3 (running), Aware- to 100 other warriors.
ic order of the Vessels of Iniquity, inventors ness 4 (searching), Brawl 5 (gauntlet), Contagious Obsession, 1 point, Init 5, Vim:
of malevolence and wickedness. Each Ves- Infernal Lore 3 (rankings), Leadership See Realms of Power: Infernal, page
sel is a physical manifestation of an abstract 4 (demonic legions), Penetration 5 39. Anyone who has succumbed to
sin, a specific maleficence that pesters and (Obsession power), Profession: Tor- one of the Red Knights Obsession
ruins mankind. Lord Scirlin embodies turer 5 (ugly wounds), Single Weapon powers acts as a carrier and passes that
greed, specifically the greed of victorious 7 (longsword), Ride 3 (charging) Personality Trait on to others he inter-
besiegers plundering a taken city; Lord Powers: acts with.
Varrf embodies the sin of battlefield fren- Form of Wickedness, 4 points, Init 0, Mentem: Obsession, 13 points, Init 5, Vim: See
zy; and Lord Clemialh embodies the sin of This power allows the Red Knight to Realms of Power: Infernal, page 31.
wanton butchery. assume the form of its particular sin, A Red Knight can impose a tempo-
Order: Vessel of Iniquity looting (Lord Scirlin), battlefield fren- rary Personality Trait on a target. The
Infernal Might: 30 (Corpus) zy (Lord Varrf), or wanton butchery Personality Trait is the same as the de-
Characteristics: Int +3, Per +3, Pre 3, Com (Lord Clemialh), as an indescribable mons preferred sin (looting, battlefield
+1, Str +5, Sta +5, Dex +2, Qik +1 physical manifestation that causes the frenzy, or wanton butchery) and is
Size: 0 or +3 ten closest people to succumb to that valued at +1 to +3, depending on how
Confidence Score: 2 (6 points) sin and act upon it. A Stamina + stress many might points are spent.
Virtues and Flaws: Self-Confident, Tough roll against an Ease Factor of 6 breaks Weakness: Abhorrent Material (obsidian)
Personality Traits: Cruel +6, Depraved the obsession. The roll can be made Vis: 6 pawns of Vim vis prava in the Red
+6, Hatred +6 hourly, but each failure costs the target Knights sword.
Reputations: Vassal of Crom Dubh 5 (In- a Fatigue Level. Appearance: A Red Knights appears as ar-
fernal) Form of Man, 0 points, Init 0, Corpus: The Red mored knight, standing head to toe in
Hierarchy: 5 Knight can assume any human shape he red-painted mail, with blood red livery
Combat: desires. He prefers armored knights, and tabard. His face is entirely covered
Dodge: Init +1, Attack n/a, Defense +6, clad in chainmail, brandishing a broad by chainmail; he does not need human
Damage n/a sword. This power replaces the Coagu- eyes to see. His second favored form
Gauntlet: Init +1, Attack +8, Defense +8, lation power used by other demons. is the same knight riding a red horse,
Damage +7 Form of Horseman, 0 points, Init 0, Corpus: with red bridle and tack.
Longsword: Init +3, Attack +14, Defense The Red Knight can assume the shape
+10, Damage +11 of a horse and rider, making his overall As demons, the Red Knights have a
Mounted longsword: Init +3, Attack +17, De- Size +3. In this form, the rider cannot spiritual form and several physical forms.
fense +13, Damage +11 dismount, as the two are in actuality They can change forms whenever they
Soak: +17 one. want. In spiritual form, they are immune to
Fatigue Levels: OK, 0, 1, 3, 5, Uncon- Form of the Enemy, 1 3 points, Init +0, physical attacks. If pressed or near defeat in
scious Imaginem: The demon can make him- the field, a Red Knight changes to its spiri-
Man Form Wound Penalties: 1 (15), self and his troops look like an oppo- tual form and fly back to the Basalt Tower,
3 (610), 5 (1115), Incapacitated nents enemy, either a foreign group or where it will change back into its physical
(1620), Dead (21+) another clan. To change his own form form. If reduced to half its original Might
Horseman Form Wound Penalties: 1 costs 1 point of Might, 2 points to or penalized by a cumulative 15 Wound
(18), 3 (916), 5 (1724), Incapaci- change himself and ten other warriors, penalty, a Red Knight retreats to Hell, re-
tated (1532), Dead (33+) and 3 points to change himself and up moving it from the story.

42
Thrice-Told Tales
Gods, he can magically move mon- are ready to fight, this is not necessarily still delivers the necessary information.
ey around, transferring funds from a combat encounter, and rather shows He will not offer to let a Gifted charac-
afar to coffers nearby. Hopefully, the lasciviousness and moral depravity ter stay, unless they are wounded. Father
the magi want their loot back and of those heeding the Red Knights call. Uallachn is gone, says Osgar, leaving
have a good idea where to get it. The group is not large, a dozen at from Templeport to Tullyhunco when the
most. They attack only if they have nu- monks first heard word of the troubles.
These suggestions, combined with merical supremacy, and run off at the Father Pdraig left for The McGoverns
Father Pdraigs letter or Tadhgs ar- first sign of magic or stiff resistance. castle at the same time, both seeking to
rival, indicate that action awaits at If questioned they say that they, like broker a peace agreement between the
the bog. The magi know how to get several other mercenary groups, are barons. Pdraig returned in a few days
to Templeport, and the messenger or heading into the bog to join the Red saying that The McGovern did not start
Tadhg offer to ride with them. Figur- Lords army. They arent clear on who the raiding, but will not sit idly by while
ing (correctly) that the problem lies in the Red Lord is, but know that he is his barony is attacked. Word has gone
the bog, the magi may want to head neither McGovern or McTiernan, and out for his loyal knights and retainers to
directly there. If the magi want to go that he pays well and promptly. They assemble. Upon hearing that Uallachn
to Templeport, play To Templeport. have been told to camp near the border was still absent, Pdraig left Templeport
If the magi head directly to the swamp, of the bog and wait for the Red Lords for Tullyhunco, crossing the same bog
play Penetrating the Peat Bog. At envoy to come to get them. This en- that separates the two baronies. Brother
some point, either as the group heads counter shows that there is another Osgar says that Pdraig has not returned.
for the monastery or the bog, you need party active in the area, one who uses The magi may ask again to look at
to introduce Fiona McTiernan through the bog as a headquarters, and that it is the Templeport church rolls. In the five
the event, The Dogs of War. not the McGoverns or the McTiernans years since their last visit, Father Ual-
who started hostilities. lachn has amassed more chronicles,
If the player characters join the combining those from other churches
To Templeport mercenaries, probably through the sub-
terfuge of pretending to be mercenaries
into one large codex of information. As
before, a player may make an Intelli-
themselves, the group walks to the bog gence + appropriate Ability (Area Lore:
The war has not yet spread to the and camps on its edge. Within a day Briefne, Church Lore, or Infernal Lore)
surrounding territory and is currently or two, one of the Red Knights sen- + a simple die for each day their charac-
contained in the areas surrounding the eschals arrives and leads the party to an ter spends reading the library. If the roll
bog: northwest into Tullyhaw and south- old oak tree that serves as the mounds succeeds against an Ease Factor of 9, the
east into Tullyhunco. The Red Knights mundane boundary marker (see later). old records reveal that Crom Dubh has
raids have not yet reached Templeport. 66 generals, called the Red Knights or
If the magi enter the areas already at- the Red Lords, who are masters of war-
tacked, they see the aftermath of the A Beacon in the Night fare and who can change their identity
Red Knights raids. Unburied victims to appear as an opponents enemy. The
lay in charred villages, trampled wheat The monastery at Templeport is a ha- generals usually appear in groups of 3.
fields line the roads, and the wind carries ven for refugees. Unlike five years ago, the Characters may remember the three bas-
the stench of burnt flesh. Refugees wan- gate to the monastery is closed. Watch- relief sculptures of three knights in the
der the roads, people who have left their ers from the stone tower see the magi as Obsidian Throne Room.
homes and are retreating to the forests. they approach, and call down to the men If the magis companions have suc-
Scoundrels prowl the highways, armed guarding the gate. A sentry from atop the cessfully interacted with Brother Osgar
looters looking for easy gains. wall asks who the magi are, and if satis- socially, he allows them to stay as long as
fied that they are not raiders lets them in they like, and use the monastery as a base
(an unGifted character should do the talk- for their operation. The church has a Di-
Hard Men and ing). The church grounds are crowded; vine aura of 4, and the monastery grounds
Cruel Mistresses Domnach Mr is lined with huddled sur- have a Divine aura of 2. The monks can
vivors, either shivering in terror or uncon- feed the hungry and mend the wounded.
On the way to Templeport the scious from fatigue. Children and women At this point, the players have sev-
characters meet a group of warriors and squat outside huts, their faces and clothes eral pieces of information: Crom Dubh
their camp women, desperadoes drawn streaked with soot and blood. A small has at least 3 demon knights who can
to the Red Knights banner. The war- team of monks tend to the sufferers. change their appearance, and both Ual-
riors are soldiers (ArM5, page 22) and The guards summon one of the broth- lachn and Pdraig have entered the bog
reek of sour wine and sweat. The wom- ers to speak with the magi, and Brother on their way to Tullyhunco.
en are noncombatant prostitutes, run- Osgar comes immediately. He is put off
aways, and thieves. While the soldiers if speaking with a Gifted character, but

43
Thrice-Told Tales
The Dogs of War spotted her. She fled. Instead of rush-
ing home, she headed to Templeport.
As the magi head to the bog, ei- Realizing that the baronies werent
ther from Templeport or directly from warring, and that evil forces were ma-
their covenant, they pass through the nipulating them, Fiona hopes that Pd-
area devastated by the Red Knights raig and Uallachn can convince The
chevauches. With the scars of war all McGovern that her father isnt behind
around them, the road takes the char- the Tullyhaw attacks. She also plans to
acters toward a large copse of trees. As ask for a rescue party to follow her into
they close on the trees, perhaps 15 pac- the swamp. Somewhere in that bog
es distant, a horse and rider bolt from is father, she says, and Ill find him.
cover and gallop directly at the charac- Hopefully your players will volunteer
ters. Snapping at the riders heels are a their characters to assist Fiona.
pack of dogs, snarling and barking and If the magi cant beat the Hell
desperate to bring down the horse. Hounds and have to retreat, you must
Call for Perception + Awareness to engineer their encounter with Fiona
stress rolls. A 9 or higher allows the later, so that the players learn that im-
character to roll Initiative as normal portant prisoners are kept in the Basalt
and act on the first round of combat. Tower. Fiona could simply wander in
The rider steers around the characters to them, on her way to Templeport, or
and the pack of Hell Hounds attacks arrive at Templeport while the players
them. A 12 or higher gives a charac- are talking to Brother Osgar.
ter an action; he has one combat round If the player characters have not
to do something as the rider charges yet been to Templeport, Fiona could
down the road and the Hell Hounds ask them to accompany her to protect
emerge from the brush. A 15 or higher her. If the players are already commit-
gives the character two actions, acting ted to rescuing The McTiernan from
just after the galloping rider leaves the the Basalt Tower, they do not neces-
woods. The same total also reveals that sarily need to know that Pdraig and
the rider is a young woman. Uallachn also need rescuing. If it will
The rider, Fiona McTiernan, avoids help them decide to invade the Basalt
the player characters, but hesitates to Tower, though, you might want to send
see how they fare against the hounds. them to Templeport.
The Hell Hounds stop chasing Fiona
and attack the characters. There are 12
Hell Hounds, which attack as 3 trained
groups of 4 Hounds each.
Penetrating the Peat Bog
If the magi defeat the Hell Hounds,
Fiona thanks them and asks who they As the characters head to the mound,
are. She introduces herself as The Mc- they find that it is not where they left it. It
Tiernans daughter and says that she has moved, appearing in a different loca-
was following her father into the bog. tion within the bog when the boundary
He had told her not to accompany his regio between the mound and the bog
raiding party, but she did so anyway. reopened. The characters can search for
Instead of watching his victory over it using the same means they used five
their enemies, she saw her father de- years ago. They can follow one of the
feated and captured by a McGovern raiding groups returning to the mound
force. Watching from behind a bush, with captured prisoners. They can fol-
she also saw the victors illusion dis- low one of the groups of new recruits,
appear and reveal their true identity. who have been told to camp outside the
What looked like The McGovern and bog and wait until someone comes for
a group of Tullyhaw knights was really them. Or, if they have an Arcane Con-
a towering Red Knight (Lord Varrf) nection to one of the people held within
riding a blood-red horse and leading a the Basalt Tower, they can use that as a
band of mercenaries. navigational tool to magically find the
As she watched, the Red Knight mound. There are many personal effects

44
Thrice-Told Tales
of Pdraig and Uallachn at Templeport, with spells or Second Sight (Perception the characters have arrived to do the Red
any of which serves as an adequate Ar- + Second Sight + stress roll against an Knights bidding, although they must re-
cane Connection to the owner. Fiona Ease Factor of 13). If the characters lack fer to a Red Knight by name. It is unlikely
has one of her fathers favorite daggers, these spells or equivalent enchanted that the characters will know this. The
which she took to protect herself and devices, they must wait for a mercenary mercenary captains refer to the Knights
which serves as an Arcane Connection group and watch them make the sign as the great lords but do not know in-
to The McTiernan. to enter. The group is either a raiding dividual names, and this informality will
party returning with captives, or new not appease the seneschals. They demand
recruits being lead by a knowledgeable that the characters leave immediately. If
The Mound Revisited knight. One or the other type of group they refuse, the seneschals call the rooms
will show up within a few hours, but guards and melee ensues. Use the stan-
Deep in the midst of the bog is an the mound is not unguarded. Waiting dard soldier template for the guards and
ancient, dead oak tree. New recruits characters are harried by Hell Hounds, the specialist template for the seneschals
are led to this spot and then wait un- savage beasts who emerge from the fog (ArM5 pages 21 22). There are as
til sunrise or sunset for the mounds to tear into the party (with the same many seneschals as main player charac-
regio boundary to appear, behaving as stats as before). ters (magi and companions), and as many
it did five years ago. The bog and the guards as grogs.
mounds first regio have Infernal auras The sounds of melee do not bring
of 1. Once the regio is seen it is easy The Basalt Tower Regio the mercenaries below rushing upstairs.
to walk onto the mound. The entrance They are used to hearing commotion
and interior have not changed at all, A square black tower sits in the cen- from above, and while the sound of me-
and if the magi wish they can explore ter of the created regio, which has an lee alarms them, they do not ascend the
those areas. They are either empty or Infernal aura of 5. Four stories high and stairs. They remain alert, however, and
full of revenants, depending on the built of black stone, the Basalt Tower may interfere with the characters exit.
events of five years ago. The important looms over the surrounding bog. Iron The third floor is the Red Knights
change is atop the mound. gates lead to the ground floors great bedroom. Mangy animal hides, both fa-
Hidden by sedge and brown cat- hall, a large chamber dominated by the miliar and foreign, drape the walls, and
o-nine tales lies a viscous pool of dark blazing hearth set in the far wall. Sev- ugly iron furniture sits in the center of
red blood. Finding the pool requires eral long, wooden tables hold platters of the room. Three large tapestry beds have
a successful Perception + Aware- nuts and meat, and goblets of honeyed frames and posts built from human bones.
ness stress roll against an Ease Factor mead. A dozen warriors and their disrep- The room houses treasure, mounds of sto-
of 15. Intellego Corpus spells reveal utable retainers sit at the tables, sweat- len gold taken from monasteries and rich
that the blood is human and belongs ing profusely from the blazing hearths residences. None of it has been melted
to the missing McGovern noble. Sub- heat. Depending on how the characters down and characters can find necklaces,
merged in the pool sits the miniature present themselves at the entrance, the armbands, gold plates and chalices, and
Basalt Tower, the enchanted device re- warriors may not attack, perhaps taking all sorts of religious plunder: candelabra,
sponsible for creating the larger Basalt them for new mercenary recruits. The censers, and crosses.
Tower and Infernal regio. If the minia- characters could literally say nothing The fourth and highest floor is a
ture tower is removed from the pool, and walk through the hall to the far spi- large, single chamber, which the Red
the magic ends. Any person within the ral staircase. No one will accost them. Knights use as their war room. A large
Infernal regio when the enchantment A narrow circular staircase is re- oak table sits in the center of the space,
ends is hurled into the mundane world, cessed into the right-hand wall and leads cluttered with severed McGovern and
receiving damage as if they fell from to the floors above. The second floor McTiernan heads. Lord Varrf stands at
whatever floor they happened to be contains a large parlor and two private the table, admiring his handiwork. He
on at the time. Any demon within the bedrooms. The parlor is dark, lit only by turns and asks the characters who they
Basalt Tower is flung back to Hell and candles placed haphazardly around the are, and however they reply suggests
removed from the story. room. Couches, chairs, and tables block that they dont meddle with his plans.
Two willow trees stand atop the vision and obscure the characters view. His mission is to collect heads for Crom
mound, and their lower branches form Shadowy figures skulk around the perim- Dubh, and if the characters dont leave
an arch. This arch is the boundary that eter of the room. No one is supposed to the room he will happily remove their
lead to the first level of the Basalt Tow- be here without the Red Knights per- heads from their necks. If the characters
er regiones. If the magi do not know mission, and the seneschals in charge attack him, which seems likely, he only
the ritual that allows entrance stand- know this. Emerging from the shadows, stands his ground if there is a chance
ing under the arch and saying Burn in the seneschals confront the magi and ask of winning the battle. Like all demons
Hell in Latin (Adolebit in Inferno!) who they are and why they are here. Varrf is a coward at heart and will retreat
they must search for the regio opening The only acceptable response is that to Hell rather than die for Crom Dubh.

45
Thrice-Told Tales
The Prison Regio breathing and blocking vision. Midway battle goes against him. If the characters
down the room The McTiernan, maybe defeat him, they can rescue and remove
The upper most level of the regiones The McGovern, and a half dozen other the prisoners. Their exit is still barred
is a prison, with an Infernal aura of 6, McTiernan and McGovern prisoners by the warriors below, waiting in the
which is accessed from the Red Knights hang manacled from their wrists, too great hall, but if they prove their supe-
chamber on the third floor. The prisons weak to move and helplessly awaiting rior strength displaying a Red Knights
regio entrance lies against the wall, their inevitable execution. At the far end head would work the mercenaries turn
between a hung hyena hide and a wil- of the room, Pdraig and Uallachn like- tail and run.
debeest pelt. To those without Second wise hang, naked and covered in blood. The nobles were captured and
Sight or Hermetic spells, the black stone Both men are unconscious and dangle brought here to be tortured and killed.
wall looks like any other in the tower. limply by their wrists. Uallachn willingly submitted to Lord
Those who can see the regio boundary As the characters investigate and Clemialh and is undergoing an Infernal
see a swirling vortex of murky black. possibly try to revive the prisoners, Lord Mystery Initiation, which grants him
Stepping through the vortex takes a Clemialh steps out of the black smoke the Virtue: Infernal Blessing. Pdraig was
character from the bedroom and into the obscuring the rear of the prison. Drawn captured while in the bog and brought
regio. Another way of seeing the bound- sword in his right hand, he holds four to the Basalt Tower, where Uallachn
ary is to stand next to the wall and say savage Hell Hounds on a chain in his and Lord Clemialh convinced the abbot
the same phrase that made the first Ba- left. Lord Clemialhs motivation is to to join their cause. So persuaded, Pd-
salt Tower regio boundary shimmer into complete Uallachns initiation, and raig swore allegiance to Crom Dubh, the
view: Adolebit in Inferno! warns the characters away from the un- pagan god. Purposefully misled, Pdraig
Through the opening is a long, stone conscious priest. If the characters try to has unknowingly submitted to the dev-
chamber, dimly lit by hanging oil lamps, negotiate a truce, which is an infraction il. The abbot is undergoing an Infernal
its walls lined with chains, wooden of their Oath of Hermes, Clemialh will Mystery Initiation that grants him the
racks, iron maidens, and other torture let them take Pdraig and every other Major Supernatural Virtue: Entrance-
instruments. The moans of the occu- captive, but Uallachn must remain be- ment and gives him the Flaw: False Pow-
pants drifting through the air, followed hind. He will not explain why. If the er (Entrancement). Pdraigs Initiation
by the stink of charred flesh. Empty characters cannot come to terms with is finished and he is lying unconscious
manacles hang from iron brackets in the demon, he releases the hounds and from his ordeal. Uallachns Initiation is
the stone wall, and waist-high braziers attacks. Lord Clemialh does his best to incomplete, and if the characters res-
belch clouds of black smoke, hindering kill the characters, but retreats if the cue him he does not receive his new
Virtue, which is detailed in the updated
character information for Story Three.
Hell Hound
Order: Furies
Infernal Might: 10 (Animal)
(bite), Hunt 4 (track by scent), Lead-
ership 3 (in combat)
The Aftermath
Characteristics: Cun 0, Per +2, Pre 10, Powers:
Com 0, Str 0, Sta +2, Dex +1, Qik +2 The Baleful Bark, 4 points, Init +6, Corpus: Story Two has several possible res-
Size: 0 The Hell hound possesses a terrible olutions. A total victory sees the magi
Virtues and Flaws: Greater Infernal bark. A targeted listener receives a 4 killing all three knights and rescuing
Power; Improved Characteristics, penalty on combat Ability die rolls all the storyguide characters. A partial
Long-Winded, Sharp Ears; Corrupt- and 4 additional botch dice. victory is destroying the Basalt Tower
ed Beast, Reckless (Incantation/Malediction Base 5, +2 and Infernal regio by removing the en-
Personality Traits: Violent +6, Reckless +3 Voice, +1 Diameter) chanted device from the pool of blood.
Hierarchy: 0 Weakness: Running Water Those inside fall 20 feet when the re-
Combat: Vis: Two pawns of Animal vis infesta in gio disappears and take +10 Damage.
Bite: Init +2, Attack +8, Defense +7, the beasts tongue Noble captives who die are replaced by
Damage +1 Appearance: A large, black mastiff, this
a legitimate heir. Pdraig and Uallachn
Soak: +2 Hell hound has a large, savage muzzle
return to Templeport, and the threat of
Fatigue Levels: OK, 0/0, 1, 3, 5, Un- and glowing red eyes.
the demons is removed.
conscious
If the magi fail to stop the Red
Wound Penalties: 0 (1-5), 1 (6-10), Up to four Hell hounds can fight as
3 (11-15), Incapacitated (16-20), a trained group, giving the group a +12 Knights and fail to rescue the storyguide
Dead (21+) advantage that can be used for Attack or characters, Tadhg suggests removing the
Abilities: Athletics 3 (distance running), Defense. miniature enchanted device from the
Awareness 3 (keeping watch), Brawl 3 pool of blood. Fiona agrees to help, and
both ask the magi for their assistance.

46
Thrice-Told Tales

Hell Hounds attack the group, but the made contributions, they were unable Pdraig wants to dedicate it to Crom
two heirs should succeed with the ma- to keep paying for the project. This Dubh and assemble a congregation of
gis help. This resolution provides some lack of noble support hasnt seemed to worshipers. Uallachn wants to sum-
measure of victory, as just described. slow construction, however, and many mon Crom Dubh and command the
Unlike the last story, the mounds re- wonder how Pdraig and Uallachn Dark One to do the diabolists bidding.
gio boundary does not close, but remains can keep building without the barons They construct a plan. They will engi-
fixed and permanently open. If some- fiscal contributions. Some ask ques- neer a wedding between the two clos-
one suggests building a church atop the tions, but it remains a mystery. The an- est families, the McGoverns and the
mound, a time-honored tradition across swer, of course, is the vast collection of McTiernans, and gather the families at
Mythic Europe, everyone agrees that it wealth that Crom Dubh can divert to the church for the wedding. Pdraig
is a good idea. The McGovern and The the project. will extol the powers of the ancient de-
McTiernan reluctantly supply funds to Uallachn has developed his Sum- ity and convince the family leaders to
build the church. If the magi suggested moning and Commanding powers and worship it. Uallachn promises to as-
this before, all congratulate them on their found the True Names of Crom Dubh, sist, but has an ulterior motive. When
foresight. The mound continues to have 2 Red Knights (which may or may not the group is assembled he will summon
an Infernal aura of 1, and the regio levels be those encountered in story two), and Crom Dubh and return his master to
inside remain for as long as the Infernal a handful of lesser demons. Through an the world.
aura continues. All agree that building a Infernal intermediary, the diabolist has Uallachn isnt powerful enough to
church atop it will replace the Infernal informed the Dark One that he is pre- summon the Dark One and needs In-
aura with a Divine aura. paring to summon the demon to earth, fernal vis to augment his capabilities.
and the Dark One has responded with He is powerful enough to summon a
gross capital. Knowing his limitations, Red Knight, whose corpse is worth 5
Uallachn has not yet attempted sum- pawns of vis prava, which he could use

Five More moning Crom Dubh.


Having joined his colleagues cause,
mistakenly thinking he is aligned with
to summon the Dark One. His Ablating
Ability isnt powerful enough to drain
the vis prava from the Red Knight, nor
Years Pass a pagan god, Pdraig travels to the no-
bles castles and advances the idea that
is he strong enough to kill it and take
its vis. The magi are; they did it five
they should worship at his new church. years ago. During the wedding gather-
Tullyhaw and Tullyhunco remain During these visits Pdraig does not ing, he plans to summon a Red Knight
at peace for a year, each barony drain- suggest they worship the old gods, and command it to attack the bride and
ing portions of the bog and turning it instead he brings local minstrels and groom. He hopes the magi will pre-
into arable land. Near the end of the musicians and encourages them to sing vent the attack and slay the demon.
second year work begins on a stone the old songs, those that celebrate old He will offer to take care of the filthy
church atop the mound. While both heroes, old gods, and old ways. corpse, when he will take the vis prava
barons promised funds, and initially The new church nears completion. and summon Crom Dubh. If his plans

47
Thrice-Told Tales
works, the magi inadvertently assist in
returning the Dark One.
Father Pdraig visits The McGov-
Story III: her falls in love with her (remember her
Curse of Venus Flaw). Proposals from
the OReilly clan from Clanmahon and
ern and The McTiernan to convince
them to marry their heirs, Tadhg and
The Blessed the OFarrelly clan from Loughtee were
being entertained when suddenly her
Fiona. Their reluctance crumbles under
the priests Entrancement power. The
wedding is arranged. The new church is
Union father changed his mind and agreed to
a marriage with the McGoverns. Its not
that she doesnt like Tadhg; shes just
finished. The local bishop consecrates On a cheery, cloudless day, Fiona surprised at her fathers change of mind.
the church, but does not perform the McTiernan and a small entourage arrive There is no love lost between us and
second Domination rite in this case at the covenant. Spring, summer, or au- the McGoverns, she says.
a Mass which allows the Dominion tumn, pick the season that best meshes If the player characters ask about
to enter the building. The diabolists with the other developments of your her invitation, shell correct them. Its
do not want a Divine aura, which will saga. Hopefully some of the characters not my invitation, not that I dont want
hinder Pdraigs convincing and Ual- remember her and are happy to see her. you there. I do. But it is the priests who
lachns summoning. They tell people After pleasantries she tells the magi that specifically wanted us to invite you.
that they will hold a Mass before the she is marrying Tadhg McGovern and Both priests? Father Pdraig has been
wedding. During this false Mass Ual- invites them to the ceremony. Not at regularly visiting lately, but it was Fa-
lachn plans to summon Crom Dubh. all odd, she says. You were instrumen- ther Uallachn who asked father if I
Uallachn sends a personalized tal in clearing the evil from the mound, would personally deliver the invitation
wedding invitation to the magi, deliv- where the new church is and where the to you. Fiona is also annoyed that she
ered by someone whom he hopes will wedding is to take place. So many peo- was excluded from her fathers conver-
convince them to attend. ple are invited that I am not surprised sations with Pdraig. He isnt normally
you are too. She says that this marriage so secretive, she says.
celebrates not only their union, but the Fiona needs a few days to recover
new church and a new peace between from her journey before returning
age old enemies. home. She plans to return to her fathers
It is obvious that Fiona is not happy castle before heading to the new church
about her situation. Through further for the wedding, and she hopes to have
dialog she explains that she had many the magi in tow.
suitors; seemingly anyone who meets If the player characters developed
a better relationship with Tadhg than
Fiona, Uallachn realizes this and in-
Fiona McTiernan stead sends the McGovern heir to in-
vite the magi to the wedding. A war-
Characteristics: Int +2, Per 2, Pre 0, Com 1 (running), Brawl 2 (dodge), Charm 2
+1, Str 2, Sta +1, Dex 3, Qik 2 (family members), Chirurgy 2 (burns),
Size: 1
Age: 13 (13)
Church Lore 1 (local priests), Craft:
Weaving 2 (tapestries), Folk Ken 2
Where is Lord
Confidence Score: 2 (6) (family members), Intrigue 3 (Briefne Scirlin?
Virtues and Flaws: Daughter of Landed marriage alliances), Irish 5 (poetry),
Noble; Apt Student, Inspirational, Ride 2 (racing), Swim 1 (tidal waters) The third Red Knights location is
Self-Confident; Curse of Venus, Op- Equipment: Clothes suiting a young no- not specified, and you can use him or
timistic ble woman not as your story demands. If the play-
Personality Traits: Optimistic +3, Stub- Appearance: Fiona is a fit, wiry adoles- ers are too weak to handle three Red
born +3 cent, with dark hair and complexion Knights, Lord Scirlin is off-stage harry-
Combat: and a devilish look in her eyes. ing the local villages, and only threats
Dodge: Init 2, Attack n/a, Defense +1, One of The McTiernans many daugh- of his arrival enter play. If the players
Damage n/a ters, Fiona is the eldest and most favored. can probably handle the demons, Lord
Soak: +1 Her fathers confidante, she is used to Scirlin is counting heads with Lord
Fatigue Levels: OK, 0, 1, 3, 5, Un- knowing her fathers plans and being in- Varrf. Here, he retreats under the same
conscious cluded. She does not always get her way conditions as Lord Varrf. If the party is
Wound Penalties: 1 (14), 3 (58), 5 (9 and can be petulant and demanding. exceptionally qualified to deal with the
12), Incapacitated (1316), Dead (17+) Fionas Characteristics and Size have Infernal beings, Lord Scirlin is enjoying
Abilities: Animal Handling 2 (horses), been adjusted due to her age. Remove the himself in the Prison regio with Lord
Area Lore: Briefne 2 (nobles), Athletics 1 penalty when she becomes 14. Clemialh and also fights to the death.

48
Thrice-Told Tales
rior, Tadhg arrives with a smaller escort, The McGovern Castle of lingering mind-control magic.
a single fellow rider. After greeting the The McGovern is sick of agreeing
magi he invites them to the wedding. The McGovern lives in a typical and then disagreeing to the marriage,
His story is similar to Fionas: Id been baronial castle, a stone fortification and has decided to go regardless. Hell
raiding the McTiernan herds, taking a holding servants, craftsmen, his personal either marry his son to the McTiernan
few head each time, and was summoned family, and a dozen household knights. girl, or start a fight with his hereditary
by my father. I anticipated a reprimand, The castle does not have an aura of any enemy, deciding when he gets there.
especially when I saw the Templeport type. When the magi arrive The Mc-
priest in the background, but was in- Govern is preparing his departure for
stead told that Id be marrying the Mc- the wedding. It is a prestigious affair, to The McTiernan Castle
Tiernan girl Fiona. which all of his kin have been invited,
Tadhg is slightly confused by this and the preparations are time consum- Similar in construction to the Mc-
turn of events, but accepting of them. ing. During the day The McGovern can Governs castle, The McTiernans castle
If asked, he doesnt plan to change his be found in his solar, impatiently pacing sits in Tullyhunco. Fiona leads the player
behavior too much. Hell marry a Mc- back and forth while his wife, Imag, sits characters to her fathers solar, where
Tiernan and still raid McTiernan herds, by the window embroidering. her aging father sits in contemplation.
perhaps not Fionas fathers but definite- Neither noble is interested in talk- Weaker than his Tullyhaw counterpoint,
ly her cousins herds. He anticipates a ing to a Gifted individual, and finds some Hugh McTiernan is more easily con-
rousing good time at the wedding feast excuse to end any such meeting. Com- trolled by Father Pdraigs Entrancement
and hopes the player characters will panions and grogs who show the proper power. Sitting with his wife Caoimhe
accompany him. If asked who is send- etiquette receive an interview. The Mc- (pronounced KEY-VA), his fourth wife
ing the invitation, Tadhg says that the Govern is annoyed, and not just because and Fionas step-mother, The McTier-
Templeport priest Father Uallachn the wedding preparations are taking so nan welcomes visitors and thanks them
asked his father to send him. Tadhg can long. He is hesitant about the upcoming for attending. His household should be
be ready to return home the next day or marriage and that confuses him. Half the ready to leave in a few days.
the one after, depending on how soon time he thinks it is sheer idiocy, but then, Only ten years older than Fiona,
the player characters can travel. after a meeting, with Father Pdraig, he Caoimhe is obviously not her mother.
The wedding is scheduled in a thinks a McGovern-McTiernan alliance Strikingly attractive, the red-haired wife
week or so, depending on how much makes perfect sense. He doesnt know eagerly awaits the marriage, and looks
time your player characters need to get that the priest is supernaturally convinc- forward to Fionas removal from the
ready. If the magi want to stop at their ing him, but certainly remembers whole- McTiernan castle. If the characters ask
guides home first, adjust the schedule heartedly agreeing to the proposition. a servant or other household member,
to allow for that. If they would rather This lingering confusion frustrates him. they hear that Caoimhe resents Fionas
head straight to the festivities, allow for His wife has certainly noticed his close connection to Hugh and is happy
that as well. There is also a chance that vacillations. She has heard him scoff at the young woman will soon be leaving.
the player characters accept the invita- the idea, then meet privately with Father Because of her eagerness, she is not as
tion, but decline to return with the mes- Pdraig who has always been friendly cooperative as Imag McGovern in point-
senger, either Fiona or Tadhg. In that and helpful and then loudly celebrate ing out Father Pdraigs interventions.
case, set a date for the wedding that ac- and accept the idea, only to wonder why If asked, she says that Father Pdraig
commodates their traveling desires. he did so the next morning. If asked, she visited the castle, which is entirely rou-
says that Father Pdraig visits every two tine and part of the abbots duties. She
or three days. While his musicians en- says she cant remember whose idea the
Prenuptial Visitations tertain the family, singing old songs and
telling tales of the old gods and heroes,
marriage was, but it is such a good match
that its originator is immaterial. Tadhg
the priest speaks with The McGovern needs a wife, Fiona needs a husband, and
Depending on how the magi are reeled alone in the bedroom. it will end a century-long feud between
into this story, they may visit The McGov- A low-level Intellego Mentem spell the families. Caoimhe seeks to end the
ern or The McTiernan before attending the (base 5) reveals that The McGoverns meeting as soon as possible and show
wedding. For better storytelling purposes, mental faculties have changed drastical- the magi the door.
they should arrive a few days before the ly over the last few weeks. A low-level Hugh has been influenced just as Gil-
wedding. It takes almost a day to travel Intellego Vim (base 10 detect the re- lisa McGovern has been, and the same
from either of the barons homes to the cent presence of weak magic) indicates spells mentioned previously give the
new church. that The McGoverns mind has been same results if cast on The McTiernan.
recently controlled. All evidence points If the player characters reveal this magi-
to Father Pdraig: the private conversa- cal manipulation, which may be difficult
tions, the frequent visits, and the traces during Caoimhes insistent demands that

49
Thrice-Told Tales
they leave, Hugh becomes angry. He and wills it. He commands them, Agree more than just the Dark Ones name, and
insists on traveling to the new church, to the marriage of Tadhg and Fiona, in a hopes to return his dark master to earth.
wearing his armor instead of packing it, soft voice, which can be overheard by by- Finally, he thinks, his time has come.
and confronting Father Pdraig directly. standers. Pdraig is confident that even if
he is overheard, a listener will not under-
stand what is happening. The Night Before
The New Church With so many enemies in close prox-
imity to each other, rivalries intensified The clerics encourage the attendants
Called Domnach Nau in Irish, the by Pdraigs free ale, the situation be- to feast, and have provided ample food
new church sits atop the mound, its stone neath the pavilions is tense. If the magi and drink. The hired musicians and poets
walls gleaming white in the morning sun. have already revealed Pdraigs mind sing the old songs, the same ones they
The bog is gone, replaced by a large, control of the barons, the situation will have been playing at the barons castles.
grassy field, the fecund result of drain- be worse. If goaded by a player character, The player characters may find the sub-
ing the former marshland. Built like many a baron accuses Pdraig of possessing his ject matter odd and comment on it. The
western churches, the church has two mind. Pdraig tells the baron not to be- locals shrug and say that Pdraig has been
large rooms, the nave for the laity and lieve his accuser, and use Entrancement encouraging such music for a few years.
the sanctuary for the clergy. An ornate to make the suggestion stick. A power- Most enjoy the musical revival and tap
wooden partition, called a rood screen, ful tool against the barons, Pdraigs En- their feet in accompaniment. No one
separates the sanctuary from the nave. trancement is less effective if used against takes the subject matter seriously.
The nave does not have pews, an addition a magus, and the priest himself has little That evening Uallachn skulks to the
that starts to appear in Mythic Europe protection against magical attacks. new church, and under the light of a ring
later in the century. A porch sits outside Once accused, the abbot demands a of black candles inscribes a summoning
the nave, useful for open-air events and trial to prove his innocence, and due to circle in the sanctuary behind the altar.
informal congregational gatherings. The his ecclesiastical rank can only be tried Once complete he stuffs two bog rev-
building runs west to east, porch-nave- in the bishops court. In the Hibernian enant heads beneath the altar, trophies
sanctuary, with the main doors in the Tribunal, this would take place in Ar- acquired in the time between adventures.
west end and the sanctuary facing east. magh, in the province of Ulster. The ac- Each head holds two pawns of Corpus vis
Tents have been raised, large mul- cusing baron takes Pdraig into custody, sordida. Each pawn of vis sordida (or vis
ticolored pavilions that serve as tem- and eventually takes him to Armagh to prava) adds +5 to Uallachns Summon-
porary residences and feasting halls for stand trial. This action happens well ing Total. At midnight, Uallachn sum-
the wedding party. The area is busy with after the conclusion of the story and is mons a Red Knight, and then commands
cooks and pages, craftsmen and laborers, unlikely to involve the player characters. it to attack the storyguide character the
all overseen by bustling monks. The first Father Uallachn sides with the barons. player characters are most fond of. He
guests have arrived, groups of McGov- He says he is surprised at his superiors then follows the Red Knight to the tar-
ern and McTiernan kin who keep a wary attempts to manipulate the families. Ual- gets tent, because he wants to be on hand
distance from each other while pretend- lachn suggests that since the wedding is when the magi defeat it.
ing to be civil. There is still much to obviously off, the group stay, enjoy the There is a chance that Uallachn is
be done, and Fathers Pdraig and Ual- feast, and join him in the morning for stopped before this point. Suspicious
lachn direct a team of monks, servants, the new churchs dedication Mass. player characters may spy on him, magi-
and craftsmen as they prepare for the If Pdraig is not caught, he and Ual- cally or simply by following him, and if
wedding and the churchs first Mass. The lachn congratulate the happy couple and successful see him sneak to the church,
mound and church still have an Infernal prepare for the coming ceremonies. Pd- light the candles, and start drawing a sum-
aura of 1, and the fields surrounding the raig prepares his sermon while Uallachn moning circle. Any magus who sees this
mound have no aura. waits until nightfall to enact his plan. circle, drawn with compressed sticks made
The magi may arrive with the Mc- of charcoal and Uallachns blood, knows
Govern party, the McTiernan party, or by what it is. It takes him 30 minutes to draw
themselves, depending on how they chose the circle, plenty of time for a watcher to
to respond to the wedding invitation. As
soon as The McGovern and The McTier-
The Wedding run and get the magi. If apprehended at
this point, Uallachn uses his Incantation/
nan arrive, Pdraig engages them in con- Psychomachia powers to control shield
versation so he can enforce their decision The diabolists plans diverge on the grogs and make them attack their magi
to marry their children with his Entrance- eve of Tadhg and Fionas wedding. Pd- masters, then flee in the confusion. He
ment power. Unlike a magic spell, his En- raig spends the evening contemplating uses the vis in the revenant heads to bol-
trancement power does not need special the mornings sermon and his revealing his ster the strength of his maleficia.
words or significant gestures, and just desire to incorporate Crom Dubh into the The magi have a chance to interrupt
happens as he stares into his victims eyes areas worship. Uallachn plans to include Uallachns summoning if they arrive in

50
Thrice-Told Tales
time. Because of the close connection cessful Stamina + Concentration + stress pleasure of it.
to the mound and its original residents, die check against an Ease Factor based If Uallachn succeeds undetected,
it only takes the diabolist three rounds on the type of interruption (see ArM5, the summoned Red Knight marches
to summon a Red Knight. At the end of page 82). If he successfully summons a down the mound to the pavilions and
the third round, check Uallachns Sum- Red Knight while under attack, he or- starts searching for his target, either
moning Total to see if he is successful ders the demon to protect him. While Tadhg or Fiona. This causes a ruckus
(see insert). If disturbed during the sum- under no obligation to the diabolist, the among the late night drinkers, whose
moning, Uallachn needs to make a suc- Red Knight joins the fray for the sheer cries for help wake sleeping player char-

Storyguide Character Advancement, Five Years Later


The characters from the previous ad- Wound Penalties: 1 (15), 3 (610), has the Virtue. In either case, Uallachn
ventures age another five years, each receiv- 5 (1115), Incapacitated (1620), spends the last five years practicing his
ing 75 experience points. All four characters Dead (21+) Summoning and Commanding powers.
will be encountered, so it is important that Abilities: Leadership 2 (household staff), Adjust his character sheet as follows:
their character sheets are up-to-date. Intrigue 3 (local noble politics) Characteristics: Int +1, Per 1 (1), Pre
+3, Com +3, Str 0, Sta 0, Dex 2
(2), Qik 1 (1)
Tadhg McGovern Father Pdraig Age: 45 (44)
Decrepitude: 1 (1)
Tadhg becomes a knight in his fa- Having undergone an Infernal Initia- Warping Score: 0 (3)
thers retinue. Make the following adjust- tion, Pdraig has a new Virtue and a new Confidence Score: 1 (8)
ments to his character sheet. Flaw. Adjust his character sheet as follows: Virtues and Flaws: Diabolist, Priest; Ablat-
Virtues and Flaws: Landed Noble; Characteristics: Int +2, Per 0, Pre +2, Com ing, Commanding, Incantation, Infernal
Knight, Second Sight; Overconfi- +1, Str 0, Sta 3, Dex 3, Qik 2 Blessing*, Psychomachia, Summoning;
dent, Heir, Reckless Size: 0 Affinity with Summoning, Improved
Combat: Age: 68 (62) Characteristics, Mentored by Demons,
Dodge: Init 0, Attack n/a, Defense +4, Decrepitude: 1 (13) Student of Infernal (free); Driven (to re-
Damage n/a Virtues and Flaws: Senior Clergy; En- turn the old gods), Tragic Life; Corrupt-
Long Sword: Init +2, Attack +11, Defense trancement; Clumsy, False Power ed Abilities, Manufactured Ignorance,
+6, Damage +8 (Entrancement), Monastic Vows Vow of Celibacy, Witch Marks
Long Sword (mounted): Init +2, Attack +14, Personality Traits: Bureaucratic +3, Or- *Received through Initiation
Defense +9, Damage +8 derly +2, Greedy (for money) +2 Reputations: Worships False Gods 3 (In-
Abilities: Ride 3 (in pursuit), Single Reputations: Wise Leader 4 (Ecclesiastic) fernal)
Weapon 4 (long sword) Hierarchy: 2 Hierarchy: 3
New Abilities: Entrancement 5 (nobles) Soak: 0
Abilities: Commanding 12 (Furies), Pen-
Fiona McTiernan Entrancement allows Pdraig to convince etration 4 (Summoning), Summon-
the nobles to marry their heirs. Since ing 15 (9) (False Gods)
Stepping from childhood into adoles- this is a False Power, Pdraig does not Favored Maleficia:
cence, Fiona becomes a leading figure in know it is aligned to the Infernal, and in- The Perfidious Dagger (Incantation/Psychoma-
the McTiernan household. Make the fol- stead thinks it is derived from the Magic chia 30/+14): This maleficium makes
lowing adjustments to Her character sheet: realm. It is not, and characters with the target attack someone chosen by
Characteristics: Int +3, Per 1, Pre +1, Sense Holiness/Unholiness may be able the caster. Uallachn will use this male-
Com +2, Str 1, Sta +2, Dex 2, Qik 1 to sense this powers Infernal taint. ficium to make grogs attack their magi.
Size: 0
(Base 15, +2 Voice, +1 Diameter)
Age: 18 (18)
The Major Virtue: Infernal Blessing confers
Confidence Score: 2 (6) Father Uallachn 120 levels of maleficia effects, each effect
Virtues and Flaws: Landed Noble; Apt
with a maximum effect of level 60. Ual-
Student, Inspirational, Self-Confi- If the player characters rescued
lachns effects are: Infernal Protection
dent; Curse of Venus, Optimistic Uallachn from the Basalt Tower, they
(15 magic resistance, level 40), Infernal
Personality Traits: Optimistic +3, Stub- interrupted his Infernal Initiation and he
Greatness (Uallachn receives Greater
born +3 does not receive the Major Virtue: Infer-
Immunity to steel, level 60), and Infernal
Combat: nal Blessing. If the player characters did
Ability (Uallachns palms and feet can
Dodge: Init 1, Attack n/a, Defense +2, not enter the Basalt Tower, or failed to
turn tacky, allowing him to climb walls
Damage n/a remove Uallachn from the prison regio,
and ceilings like a spider, level 20).
Soak: +2 he finished his Infernal Initiation and

51
Thrice-Told Tales
close attention to the clerics. If not interrupted, he finishes his
Pdraigs Father Uallachn leads the Mass. summoning ritual. A dark smear forms
Entrancement To those with scores in Theology, ev-
erything seems normal. The church
in the air, and in a single round coagu-
lates into Crom Dubh, the Dark One.
There is a chance that Pdraig will has been consecrated previously, and Fiona screams.
use his Entrancement Ability in play. the Mass is the Dominion rite that will
Rules for using Entrancement can be give the area a Dominion aura (Realms
found in ArM5, page 65. To resist, the of Power: The Divine Revised Edition, page
11). Midway through, his back to the
His Hellish
target gets a Stamina + stress die roll,
with a bonus based on the specifics of crowd, Uallachn stops the Mass and Bonds Broken
the command. The marriage proposal is starts his summoning ritual, which takes
a questionable command. Not believing five rounds to complete. Father Pdraig, Uallachn must concentrate to keep
what a Gifted character says in an innoc- if present, notices the change but does Crom Dubh in the summoning circle.
uous command. Attacking a superior is a nothing. Tadhg and Fiona stand un- Knowing that he cant concentrate and
dangerous command. Gillisa McGovern aware, unable to tell the difference be- attempt to control the demon, he stops,
has a Stamina +2, and the feebler Hugh tween a Latin Mass and the Latin sum- hoping to command the demon before it
McTiernan has a Stamina of 0. Pdraigs moning incantations. A keen observer reacts. Faster and stronger, Crom Dubh
Entrancement is an Infernal power and sees Uallachn take the Red Knights strides from the circle and strikes the di-
receives a bonus in an Infernal aura. sword from the alter, or the revenant abolist to the ground. Moving past the
heads if he was unable to get the sword, terrified bride and groom, he throws the
on a Perception + Awareness roll against rood screen aside with a powerful back-
acters. Commanded to kill his target, an Ease Factor of 12 (remember that the handed blow. The demon is beautiful,
the Red Knight fights to the death. Ual- viewer is looking through the small slits appearing as a Biblical king of old. With
lachn waits in the wings of the watch- in the rood screen). bronzed skin and sculpted chest, he
ing crowd. Once the Red Knight falls, The magi have a chance to stop the strides forth wearing shining chain mail.
Uallachn warns the crowd of the dan- ritual. If they are in the front of the nave, His black beard is oiled and groomed,
gers of the corpse and offers to remove noticing Uallachn switching from the and his long black hair falls to his shoul-
it. He desperately wants the sword, Mass to the summoning ritual requires ders in curled ringlets. A lion stands be-
worth 6 pawns of vis prava (+30 to his a successful Perception + Awareness hind him, tail swinging lazily.
Ars Goetia attempts). stress roll against an Ease Factor of 12. Crom Dubh addresses the crowd.
The Red Knight may be too power- Raise the Ease Factor to 15 if they are My people, he says in the areas native
ful for the group. In this case, the demon near the middle of the room, and to 18 tongue, I have returned. Much has hap-
kills its target and, fulfilling its order, if they are standing in the rear. To catch pened in my absence, and many need to
leaves the mundane realm. Following the shift from Mass to the summon- be brought back to my banner, but all
tomorrows Mass, Uallachn promises to ing ritual the listener must speak Latin will be remedied. He promises wealth
hold a funeral instead of a wedding. and must succeed with an Intelligence and opportunity to the powerful, to
+ Theology simple roll against an Ease those who have stood by the old gods
Factor of 6. Once the ritual has been and the old ways. Crom Dubh then uses
The Morning noticed, there are many ways to inter- his Obsession power on Gillisa McGov-
rupt his summoning by breaking his ern, giving him a temporary Personal-
If the wedding is still on, Father P- concentration, from a spectacular spell ity Trait: Murderous +1. Following this
draig and Father Uallachn are in the to a simple shove. Use the concentra- he uses his Gather the Murderous power to
church readying the Mass that pro- tion rules (ArM5, page 82). force The McGovern to join his side.
ceeds the marriage ceremony. If P- If they succeed, he is surely at their Hugh McTiernan flatly refuses to join
draig has been apprehended and the mercy, his strength lying in his Ars the Dark One, as do his men.
wedding is off, Uallachn invites his Goetia and not in direct confronta- We will build a new kingdom,
guests to the Mass. The barons and tions. Uallachn asks for an ecclesiasti- Crom Dubh cries, We will rule a new
200 guests crowd the nave. The of- cal trial. The barons pause, and if not world! Crom Dubh uses his Sculpt the
ficiating priest, Pdraig or Uallachn, influenced by the player characters Bloody Battlefield power and causes a
asks Tadhg and Fiona to join him in the agree, bundling the priest in chains and chasm to open in the church floor un-
sanctuary. Those in the sanctuary are dragging him off with Pdraig. Ual- der the feet of the McTiernans. Initially
separated from the nave by the rood lachn is the more dangerous of the a long, sinister crack, in two rounds the
screen. Only the first few ranks of the two. As soon as he is able he draws a crack widens into a gaping chasm 15
congregation can hear the ceremony, summoning circle and conjures demons feet wide, 60 feet long, and 30 feet deep.
which is spoken in Latin. Most of the for aid. Until he is slain he continues to To avoid falling in the pit, characters
guests, even the barons, arent paying be a thorn in the barons side. need to make an Athletics + Quickness

52
Thrice-Told Tales
stress roll against an Ease Factor of 9.
Those who fall take +30 Damage. Make
chasm, Tadhg is hard pressed by a rev-
enant. Give them some small measure of
Dealing with
Quickness stress rolls for the principal victory so that their retreat doesnt leave the Dark One
storyguide characters. Crom Dubh then a sour taste in their mouths. Naturally,
orders The McGovern to have his men they will return better prepared to deal If the magi could not defeat Crom
attack those who didnt fall in the chasm. with Crom Dubh and his minions. Dubh immediately, they need to return
Swayed by his temporary Personality If they are powerful enough, and to deal with the False God. The longer
Trait, The McGovern happily complies brave enough, to charge after Crom they wait, the stronger Crom Dubhs
and orders his men to attack their long- Dubh, interrupt their dash forward with army grows. Based around his manipu-
time enemies. As the McGovern war- a group of soldiers and a Red Knight, lated baron, knights join him daily,
riors rush into the McTiernans, Crom positioned to cover their masters depar- swayed by the promise of easy gold and
Dubh summons bog revenants and Red ture. Give Crom Dubh five or six rounds martial victory. Soon parties of knights
Knights from Hell to help, spending up to reach the bottom of the chasm and and men-at-arms ride out to raid the
to half his Might points in this manner. slip into the mounds regiones. If the countryside. Each week more knights
Anticipate a wild melee, as the player magi can overwhelm the soldiers quick- ride to Crom Dubhs banner, enticed
characters fight Crom Dubhs deluded ly, they meet the Dark One on the stairs. by his jingoistic nationalism, What
and supernatural forces. Women and chil- Just out of the Stinking Pit, Crom Dubh was once ours will be ours again, and
dren flee. Leaving the battle to his min- is not about to go back. He fights for a swayed by his bottomless wallet.
ions, Crom Dubh uses his Sculpt the Bloody few rounds, but if seriously threatened Within a month Crom Dubhs army is
Battlefield power to craft steps into the side takes spiritual form and retreats. His first strong enough to take Tullyhunco. Two
of the chasm. Descending to the bottom, choice is to fly to the Obsidian Throne weeks later they take a second neighbor-
his surviving diabolists behind him, he Room, but if the magi are hot on his ing barony, and a week after that a third
opens a pathway to the first regio in the heels he rushes instead into the coun- barony falls to the Dark One. At that
mound, which leads to the Hall of Reve- tryside, looking for some natural hiding point, the king of Briefne fields an army
nants (see adventure one). From there he place where he can recover and summon to stop the Dark One. Unfortunately,
proceeds to the Obsidian Throne Room, his generals and their legions. the odds favor the False God, and the
where he will rest and regain his Might. recent drain on the kings treasure sorely
Of the approximately 200 guests, limits the size of his army. Total war has
half are soldiers, and half of them have come to the Tribunal.
followed their baron to join Crom Dubh.
Aided by a handful of revenants and a
Red Knight or two, they have the ad-
vantage in the fight. Dont concentrate
on the overall melee, focus on the player
characters. Do they fight or do they flee? Uallachns Ars Goetia
Or do they chase Crom Dubh into his
hole and attack him? Summoning Totals, Summoning Tar- ing circle, Uallachn need only exceed the
If they fight, treat the warriors as get levels, Commanding Totals, and Com- Commanding Target level to command
standard soldiers (ArM5, page 22), manding Target levels are all described in the demon. If the demon is not in a sum-
who brought their axes but left heater Realms of Power: Infernal, Chapter 11. For moning circle, Uallachn needs to double
shields and scale mail in their tents. simplicitys sake, Uallachns Summon- the Commanding Target level.
Five untrained solders and one super- ing Total to summon a demon in the new For ease of play, if the player char-
natural entity use your best judgment church is 68 + a stress die, and his Com- acters are not in the new church on the
based on the player characters capabili- manding Total to command a demon in night before the wedding, Uallachn suc-
ties whether this is a revenant or a Red the new church is 58 + a stress die. The ceeds in summoning a Red Knight, then
Target levels for both Summoning and maintains concentration and commands
Knight rush the magi. If the magi
Commanding are 55 for a Red Knight and it to attack a storyguide character. If the
win, send a second and then third group,
95 for Crom Dubh. players are in the new church, make Ual-
which should include Red Knights. If
If Uallachn achieves double the Sum- lachns Summoning roll.
they defeat those groups, assume that moning Target level, the demon is trapped Make Uallachns Summoning roll
the remaining warriors allied with Crom in the summoning circle and must stay un- when he tries to summon Crom Dubh. He
Dubh have also been defeated. til dismissed. If Uallachn merely exceeds has almost no hope of doubling the Target
If they flee, give the players the the Summon Target level, the demon only level, and only wants to summon his False
chance to make heroic decisions even stays in the summoning circle while Ual- God. If he has vis prava from a Red Knight
though their characters are in flight: a lachn concentrates. he will use it. If not, he will use the vis sor-
knight threatens a helpless woman, Fio- If the demon is trapped in a summon- dida from the bog revenant heads.
na trips and hangs from the edge of the

53
Thrice-Told Tales
On the Field Taking longer brings more infantry to
bear. Failure means that the characters
The magi may decide to defeat Crom are pushed away from the armys center
Dubh and his army on the field of battle. and must deal with the mounted knights
The demon starts with the 50 knights who again; repeat Event One.
swore fealty in the church, and each week
adds ten additional knights and a score of
men-at-arms to his host. The Dark One Event Three:
leads his forces, having replaced The Mc- Take the Generals Head
Govern as the leader of the army. In the
field Crom Dubh uses his The Dark Clouds Their success takes the magi to the
Gather power to block sunlight and pro- very heart of the army, and the group
tect himself from its harmful rays. stands before Crom Dubh. The False
It is unlikely that the magi have an God is mounted on a huge destrier, ac-
army with them, but they may have found companied by a trained group of five
a way to clandestinely join the king of mounted knights, who act as the Dark
Briefnes army. Mass combat is handled as Ones defender. So defended, the Dark
a series of vignettes, each focusing on a One creates pits beneath the magis
smaller combat that includes the player warriors feet, dropping them into the
characters. If the characters can win three ground and disrupting their group. Once
such events, they win the battle. Each the magis party is in disarray the group
event lasts for five combat rounds. Lords of knights disperses, each knight picking
of Men has detailed rules to develop other an individual target. The Dark One saves
events than the three described. Lords of the magi for himself, and will not spare
Men also has combat statistics for stan- them for anything. This event can take as
dard combat groups (page 108). many rounds as necessary.
If the characters gain the upper hand,
Crom Dubh assumes his spiritual form
Event One: Attacking the Line (this takes one combat round) and retreats
to the mound. If he can; the magi might
Crom Dubh rides in the center of be too strong for him and kill him quickly.
his army, so the magi have to penetrate In both cases, the Dark Ones army is de-
ranks of warriors to reach him. Mounted feated and a general rout ensues.
knights ride in the front, a typical medi-
eval tactic, offering a solid line of gleam-
ing mail and burnished swords. The magi Below Ground
must defeat two trained groups of five
mounted knights to succeed, meaning The magi may want to defeat the
they have broken through the line and Dark One below ground, in his throne
stand in a wild, chaotic melee. Failure room under the mound. Attacking im-
means that the magi cant push through, mediately after Crom Dubh returns to
and must try again at a different point in the mundane realm is easiest. If the magi
the line; repeat this event with a slightly linger and let Crom Dubh assemble an
different sized force. army, he uses the church as his head-
quarters and keeps his troops in the sur-
rounding field. While his troops are on
Event Two: campaign, he periodically returns to his
Awash among the Infantry throne room to plot and scheme, chang-
ing into his spiritual form to quickly
Having bashed through the front, make the journey from the battlefield to
the characters stand surrounded by foot- his headquarters. The magi may lie in
men. Three groups of five untrained in- ambush, waiting for his return.
fantry charge with poleaxes. The magi Use your judgment in deciding how
must rout them within five rounds, by to populate the mounds interior. If the
slaying more than half of them (8 men- group can handle a greater challenge, let
at-arms), or through magical effects. them encounter revenants in the Hall of

54
Thrice-Told Tales
Revenants. Add a Red Knight or two to sidian Throne Room, where he sits con- of St. Patrick grants the wielder Divine
the scene in the Chamber of Sacrifices, templating his evil machinations. If they Magic Resistance of 40, the white fruit
which might include the diabolist Ual- need aid, let them gather resources in the of St. Kevin instantly heals an eaters
lachn. Bolster the Red Knights with sol- time between Crom Dubhs initial sum- Heavy Wound, and the crozier of Colm
diers if necessary. If the player characters moning and this battle. Templeport may Cille (St. Columba) smites demons, de-
will be hard pressed just to defeat Crom have a relic or other Divine item they livering a blast of Demons Eternal Oblivion
Dubh, they meet him alone in the Ob- can borrow. For example, the breastplate that reduces a demons Infernal Might by

Crom Dubh, The Dark One


Crom Dubh is the Irish phrase for depending on the number of Might warrior to join with the Dark One
The Dark One. In other Tribunals he points spent. in battle. The victim must have
is known by other names. An evil mirror Envisioning, 1 or 5 points, Init +0, Men- some type of warlike or belligerent
of the pagan god Mithras, Crom Dubh tem: Crom Dubh can appear in a Personality Trait. Targets get a resis-
is the Prince of Slaughter and desires sleeping persons dream (1 point tance roll based on Stamina + stress
the worship of warriors, murderers, and cost) or make a target experience a die + peaceful Personality Trait
other assorted killers. waking dream (5 points). against an Ease Factor of 9. Crom
Order: False Gods Shroud the Stench of the Pit, variable Dubh often uses this power after us-
Infernal Might: 50 (Terram) points, Init +3, Vim: Crom Dubh ing his Obsession power on a target.
Characteristics: Int +1, Per 2, Pre +2, can mask the Infernal nature of his Tread the Masters Halls, 0 points, Init +4,
Com +3, Str +5, Sta +4, Dex +5, other Supernatural Powers. Vim: Crom Dubh can pass between
Qik +4 The Wealth of Nations, 3 points, Init all the regiones in the mound when-
Size: +1 +0, Terram: Crom Dubh transfers ever he wants.
Confidence Score: 1 (6) wealth from one treasury to his Weakness: Vulnerability: Sunlight
Virtues and Flaws: Large, Puissant Great own (Realms of Power: the Infernal, Vis: 10 pawns of Vim vis prava in his
Weapon page 37) two eyes
Personality Traits: Proud +6, Murderous +6 His Commanders Voice, variable points, Appearance: Tall, broad-shouldered,
Reputations: Prince of Slaughter 9 (Infernal) Init +1, Vim: Crom Dubh leads 66 and beautiful, Crom Dubh is a
Hierarchy: 9 generals and their legions. He can muscular man standing a head and
Combat: summon generals (Red Knights) and a half taller than average. He is clad
Dodge: Init +4, Attack n/a, Defense +11, legionnaires (bog revenants), which in gleaming steel chainmail and
Damage n/a magically appear that round and at- wields a great sword. He wears a
Gauntlet: Init +4, Attack +13, Defense +13, tack the nearest living thing. It costs samite cloak trimmed with leopard
Damage +7 2 Might points to summon a reve- fur. A lion always appears nearby.
Great sword: Init +6, Attack +21, Defense nant and 6 to summon a Red Knight.
+17, Damage +14 The Dark Clouds Gather, 5 points, Init +3, The lion is part of Crom Dubh and
Great sword, mounted: Init +6, Attack +24, Auram: Crom Dubh can create an not a separate entity. In combat it can
Defense +20, Damage +14 overcast sky, gathering a large as- make its own attacks, but shares Crom
Soak: +13 sembly of dark clouds. While rain Dubhs Fatigue Levels, Wound Levels,
Fatigue Levels: OK, 0, 1, 3, 5, Uncon- looks imminent, the clouds do not and Magic Resistance. In battle the
scious unleash their watery content. Once lion has the following stats:
Wound Penalties: 1 (16), 3 (712), 5 created they are vulnerable to natu- Size: +2
(1318), Incapacitated (1924), Dead ral and supernatural effects. Combat:
(25+) Sculpt the Bloody Battlefield, 4 points, Claws: Init +4, Attack +18, Defense
Abilities: Athletics 3 (running), Aware- Init +4, Terram: This power al- +15, Damage +9
ness 4 (searching), Brawl 7 (gauntlet), lows Crom Dubh to cast Rego and Bite: Init +4, Attack +16, Defense +12,
Infernal Lore 5 (diabolists), Leadership Perdo Terram effects, which he can Damage +8
6 (knights), Great Weapon 9+2 (great use the alter the terrain. The high- Soak: +10
sword), Ride 3 (flank attacks) est level effect possible is 20. He
Powers: typically uses this power to mimic The Dark One is vulnerable to
Coagulation, 5 points, Init 1, Corpus: the Hermetic Spell Pit of the Gap- light. He cannot stand bright light,
This power lets Crom Dubh as- ing Earth, The Earths Carbuncle, and sunlight can actuality wound him.
sume his human form. and Crest of the Earth. He suffers a Light Wound for each
Obsession, 1 3 points, Init 5, Vim: Gather the Murderous, 1 point, Init +6, round he is hit by direct sunlight.
Crom Dubh can implant the Per- Mentem: With this power Crom
sonality Trait: Murderous +1 to +3, Dubh can immediately convince a

55
Thrice-Told Tales
5 with a Penetration of 55. They could
also ask the Order of Hermes for help,
95 if Crom Dubh is standing in a sum-
moning circle. The later is unlikely, as is
The Conclusion
calling in specialists and known demon Uallachns chance of success. Nonethe- Once the dust and brimstone settle
hunters to help destroy Crom Dubh. less, he attempts it. the characters can participate in the
Use your best judgment; dont hand out When the characters encounter him, necessary healing and repairs. The new
an easy victory, but try not to dole out he has just finished summoning a bog church can be fixed, the chasm filled in,
any early graves. revenant, who stands in the summoning and the floor mended with new stone. A
circle. When Uallachn notices the magi celebrant can perform Mass and enact
he commands the bog revenant to attack a Dominion aura, which overrides the
Dealing with the Diabolist them. He has to succeed on a Command-
ing stress die roll, which he will unless he
previous Infernal aura. The first level of
the regio becomes part of the mundane
botches the roll. He then uses his malefi- world. The mound becomes permanent,
Having failed to control Crom cia in an attempt to make the grogs attack and the Infernal regiones in the mound
Dubh, Uallachn hopes to serve as a the magi. The Infernal aura adds to his lie beneath the churchs Dominions aura,
lieutenant in the Dark Ones new reign. maleficia total (+3), and he uses pawns inaccessible as long as the Dominion aura
He follows his master down the chasm of vis sordida to ensure success. He has 8 remains. The villagers return to their for-
and ensconces himself in the Sacrificial pawns of Corpus vis sordida. mer homes and begin anew. Grudges are
Chamber. Hoping to fill the sacrificial If outmatched, he flees to the Obsid- kept, certainly, but the horror has ended.
pit with corpses, he slays any prisoners ian Throne Room, hoping Crom Dubh Besides experience and Confidence
captured in the upcoming warfare. On is there to assist him. If Crom Dubh isnt points, which you should award gen-
the far side of the pit he draws a sum- in residence, Uallachn falls to his knees erously, each member of the group re-
moning circle, and summons bog reve- and begs for mercy. He hopes that pity ceives a positive Reputation in both lo-
nants to ablate, slowly collecting a store is the magis weakness. His contrition is cal and Hermetic circles. Long will the
of vis sordida. Once he has amassed 12 feigned, and in his black heart he con- area remember those who stood fast and
pawns, the maximum number that he can tinues to scheme and plot. He promises defeated Crom Dubh!
use in a Commanding attempt, he tries anything, yet when alone returns to his
to control Crom Dubh. 12 pawns (+75) evil summonings. The player characters
+ Commanding Total (58) + a stress die should have no remorse over killing such
needs to beat an Ease Factor of 190, or a recalcitrant villain.

56
Chapter Four

Servants of God
Facing challenges from a supernatu- The Plan instructed him in Holy Magic rather
ral agency is a normal occurrence for a than normal Hermetic magic. Edward
covenant, and most threats can be dealt In the decades prior to this se- is being taught by both Fabianus and
with using a combination of magic and quence of connected stories, Fabianus the mystics, and to counteract the det-
diplomacy. But when the challenge is a has been working toward his grand rimental effects of The Gift, Fabianus
threat to the magis way of life, when goals. He plans to revive the Servants taught him the secret of Parma Magica
the antagonists are mystics with pow- of God, and work with the Church so at once, so that he could share it with
ers deeply rooted in the Dominion and that its temporal power is on his side. his teachers among the clergy. This is
powerful connections in the church, and He has found three church canons without doubt a violation of the Code
when the magi face an unknown trai- later referred to as the three mystics of Hermes, clearly Fabianus greatest
tor in the Order, the situation must be who are intellectual descendants of mistake. The plan is for Edward to fin-
handled in delicate and perhaps uncon- the Servants of God, and ensured they ish his training before he is introduced
ventional ways. have the necessary resources to devel- to the Order, and once he has sworn
op their skills. He has told them about the Code the risk of someone realizing
the older tradition, and they are genu- that he knew the Parma early is mini-
inely supportive of his plans. When Fa- mal. Fabianus hopes that Edward and

The Antagonist bianus met Archdeacon Petrus he was


impressed by the mans personal zeal,
and began offering him advice and as-
his future filii will form a new tradi-
tion within House ex Miscellanea, with
a tradition that will include unGifted
The main antagonist for this Sequel sistance. He guided the three mystics mystics trained in Holy Powers. In time
is Fabianus, a magus ex Miscellanea and and the archdeacon through Contem- Fabianus hopes to advocate the teach-
the architect of the Servants of God. He plative Mysticism to learn Ceremony, ing of Parma Magica at the beginning
has a grand plan for unifying the Order so that they can perform miraculous ef- rather at the end of apprenticeship.
of Hermes with the Church, merging fects of great magnitude.
magic with the divine. Fabianus uses Years before these events Fabianus
magic to disguise himself in the rare oc-
casions he is around other magi, and has
advised the archdeacon to enlist the
help of priests across the diocese in
The Catalyst
done so for decades. The archdeacon, looking for unnatural or strange events.
canons, and anyone else not of the Or- Fabianus intends to either find evidence One year before the first story unfolds
der of Hermes know him simply as Hugo of Hermetic interference or the work the magi Decarius of Tremere and Arctura
a pious academic with knowledge of of some other supernatural agency in a of Flambeau are once again at odds over
divine powers. These safety measures place where the mundane populace was the settlement referred to as the Town.
ensure that his plot is not easily exposed. suffering. By helping the community Decarius digs the natural harbor deeper,
Note that in sections detailing actions overcome these difficulties he wants bringing more ships and trade. He aims
he takes he is referred to as Fabianus, to show to mundanes and the Church to boost trade and crafts, and brings in
but when mentioned in descriptions or alike that magic can be used for good his own covenfolk to set up businesses.
events connected with clergy he is re- and can be attuned to the Divine realm, His long time rival Arctura also has her
ferred to as Hugo. and convince the Order of Hermes that eye on the Town in order to find recruits
they can and should harmonize with for her piratical projects, so she prefers
the Dominion. it to be difficult to make an honest liv-
As the canons became powerful holy ing there. Arctura suspects (rightly) that
mystics under his guidance, he discov- Decarius used magic to help the Towns
ered Edward a Gifted boy among recent growth along, and lodges a com-
the orphans in a church school and plaint with the Quaesitores, alleging that

57
Between Sand & Sea
the use of magic may unbalance the natu-
ral order of things or possibly endanger
the Order. The Quaesitores, in turn, send
Preparation for expansion, business, or a network of
informers, where servants or specialists
can be recruited, or a frequent stopping
Eutropia to investigate. Before these stories are run the sto- point on travel routes. The covenant
A priest finds the sudden de-silting ryguide needs to fit them into the saga. might have secondary business interests
of the harbor to be a highly unusual and here, which deepens their involvement
unnatural event, and alerts the archdea- in ways that are discussed later.
con. Once Fabianus attention is on the
location, he discovers that Arctura and
Geography The Town has already seen a sig-
nificant migration from rural areas. It is
Decarius both are active in the settle- a coastal town where currents appear to
ment, and at odds. Fabianus involves This sequence of stories deliberately have formed a deeper harbor within the
himself as a neutral mediator between does not use specific locations; it can last year, allowing larger ships to dock.
the two magi, both to resolve their con- take place in almost any Tribunal with A river navigable by barges leads to large
flict and to monitor the situation. As minor adaptation. The non-magi have settlements the City, for instance
news of the fire reaches Fabianus, he names that have versions in most Euro- resulting in increased trade and transport
knows this is sure to trigger a formal pean languages, and can easily be adapt- business. Raw materials shipped to this
complaint from the archdeacon to the ed. The storyguide should decides on harbor are worked into finished goods by
Quaesitores. Eutropia is still at Arctura three locations fairly close to the player a growing number of craftsmen.
and Decarius covenant, and a senior magis covenant, ideally places that the The important feature is that the
Quaesitor arrives to brief her on the de- characters know of in advance. town is rapidly expanding due to a re-
velopments in the case. As the meeting cent unexpected improvement in cir-
of the magi breaks up to allow Eutropia cumstances, which was caused by inter-
to speak with her superior, Fabianus de- The Town fering magi. The town could be placed
cides to scry on mundane covenfolk but inland with only minor adaptation.
accidentally overhears a part of the two The first story takes place in a small
Quaesitors conversation. Even through town experiencing rapid growth, hence-
it was an accident, scrying on sodales is forth referred to as the Town. It is not The City
prohibited by the Code, which Fabianus the closest settlement to the covenant,
has sworn to uphold, and therefore sin- nor the place where the bulk of their The second location is a large town
ful. Fabianus was weak, and did not stop income or supplies is generated, nor or a city, henceforth referred to as the
scrying the moment he realized that their main vis source, nor the location City. This is where the archdeacon nor-
magi were present. This is something he of a chapter house or an important ally mally resides, and it has a large church
truly regrets, and he does penance with or contact. Instead, it should be a place housing the chapter of canons, which is
charitable work afterward. where the magi could have future plans referred to as the Urban Church. The
Fabianus honestly believes the fire to
be the work of a Hermetic magus and
the start of a major incident, although in Holy Societas: Servants of God
truth it is a mundane accident. Arctura
is the obvious suspect due to her House, Generations ago a holy tradition tics (people possessing one or more
but both she and Decarius are uncooper- known as the Servants of God, the Holy Methods, Powers, or Divine Su-
ative and each is trying to improve the predecessors of the antagonists of this pernatural Abilities) spread out, and
evidence implicating the other. Fabianus story, practiced Divine supernatural their students often rose to significant
wants justice be done, but also to show effects. As their ranks thinned due to positions within the church. Diludi-
how the same energy used to disrupt the rarity of True Faith, members be- cus took a Gifted child as apprentice,
mundane society could be harnessed gan guiding mundane clerics through joined the Order of Hermes, and
Contemplative Mysticism into single guided his filius to learn Holy Magic.
to help instead. Information about De-
Method and Power combinations The last Hermetic descendant of this
carius and Arctura is found toward the
to avoid dying out. Contemplative line is Fabianus, the primary antago-
end of this chapter, as they may appear
Mysticism is described in The Church, nist of this story, who inherited the
again for the final events. Eutropia visits pages 2122. In short, characters can library of the Servants of God, a col-
the closest covenant to enlist the help gain holy Virtues by performing a se- lection of considerable power. As the
of more neutral magi, thus bringing the ries of pious actions. story starts Fabianus is a little-known
player magi on stage. When a holy mystic called Di- magus, regarded as pious and no more
ludicus was the only member with than a hedge wizard. His roots in the
True Faith, the tradition formally holy tradition are generally unknown.
disbanded. The individual holy mys-

58
Thrice-Told Tales

Urban Churchs crypt holds the base leading to raised eyebrows but no legal
of operations for Fabianus and his holy action. The Neighboring Covenant does Expected
mystics. Distance from the player cov-
enant is only limited by the need to be
not play a major role in the stories, so
it should be easy to use an existing cov-
Sequence of Play
within the same diocese. The City may enant in the role. This sequence is the most obvi-
very well have more churches than the ous way for the stories to play out.
archdeacons. However this sequence of Naturally, players will not follow the
stories does not involve the bishop of the
diocese, and therefore the City should
Hardship and Blessing obvious route.

not hold his cathedral. The player magi Story I: A Fire in the Town
need no prior connections to this place. It is essential to the first story that Investigating the Town
something cause hardship to the inhabit- Existence of a traitor is discovered
ants of the Town. The material presented Reporting to the archdeacon
The Neighboring Covenant is based on a great fire ravaging the set-
tlement, destroying many buildings and Interlude: Silence Follows Thunder
The third location is the Neighbor- damaging most of the surrounding ones, Setting a trap
ing Covenant, which can have any ex- but another disaster can easily be sub-
isting relationship with the player cov- stituted. The important points are that Story II: The Urban Church
enant, or none. This is the covenant of the disaster is natural, that its effects are Finding the mystics
Arctura and Decarius, but further details localized, and that it badly damages, but Learning of Fabianus plans
of this covenant and other magi are not does not wipe out, the Town.
Interlude: Preparation for Tribunal
presented in this material, since it de- The archdeacon himself visits the
Political events
pends heavily on the saga setting. The settlements affected along with a few
saga may even already have two magi of his canons the three holy mys-
Story III: Tribunal
in dispute to take the roles intended for tics and Fabianus (known to them as Scrying on the Quaesitores
Arctura and Decarius. In either case one Hugo), who poses as an assistant to the Teaching Parma Magica
or more of these magi have previously clerics. As part of their special sermons Future of the Servants of God
meddled in minor affairs in the Town, they work minor divine effects. The

59
Thrice-Told Tales
Holy Magic or True Faith may have bet-
ter understanding of the divine effects,
but what they do with that understand-
ing is up to them.
On the other side of the battle,
Mythic Europe features demons often
thought responsible for sickness and
misfortune. Players and characters may
initially suspect a demonic plot in the
Town, but there is none, and the mystics
and clerics are specifically not infernally
corrupted. If the players do not accept
that the complete absence of evidence
of demonic involvement is, in fact,
evidence of the absence of demonic
involvement, they may make misjudg-
ments with very serious consequences.
It is up to the troupe to decide how to
handle that.

Political Climate
Events in the latter part of this se-
quence involve a Tribunal and different
political factions. We assume that the
saga already has an established Tribu-
nal, and that there are factions within it
that will either have differing opinions
on Fabianus actions, or oppose each
other on general principles. Only in the
most unusual Tribunals would it be dif-
ficult to justify controversy over these
events, but storyguides must adapt the
details for themselves.

Story I: A
archdeacon, who does not know of the
Divine and
Fire in the Town
supernatural powers of the holy mystics,
attributes the results to the power of Infernal Influence The first part of this series of stories
prayer. The effects help the local popu- is the investigation of a fire in the Town
lace in the pious work of rebuilding their While the power of the divine is in- for evidence of supernatural interfer-
homes and shops, in caring for the sick tervening to support the Town, it does ence. As discussed in the nearby insert
and injured, and in growing their food. so in a subtle way. Fortuitous events the player character can become in-
Those indulging in sin and not attending like finding resources and provisions volved in several different ways, but the
church were never affected by the bless- unharmed by a destructive fire, or the text assumes that they are asked to assist
ings. By comparison, it seems they are rapid rebuilding by the townsfolk are a Quaesitorial investigation.
suffering punishment and bad luck, but remarkable, but they do not attract an
there is no such curse. influx of investigating clergy and vis-
iting pilgrims. Player characters with

60
Thrice-Told Tales
Eutropia Arrives
Involving the Player Covenant
Eutropia of Guernicus, a junior
Quaesitor, arrives as planned, with a The fire in the Town appears un- Personal Motivations
single grog named Michael. She is ex- natural, and Fabianus informs the arch-
pecting the characters to help with her deacon of the Neighboring Covenants Not all sagas have the same in-
investigation, as requested. Her core interference prior to the crisis. The terpretation of the Orders cohesive-
competences lie in magical investiga- archdeacon, in turn, complains to the ness and the Quaesitores impartial-
tion rather than people skills or offen- Order and asks that they investigate ity, in which case there may be no
sive power, and so she would appreciate the possible meddling. request for aid from House Guerni-
a local and sociable guide in addition cus, and perhaps not even a formal
to protection. She politely informs the investigation. In this case, the sto-
A Quaesitorial Investigation ryguide should give the player magi
magi that their neighbors are suspects in
the case. Time is of the essence if they personal reasons to get involved.
The default assumption is that House Story and Personality Flaws are a
want any chance of sensing traces of su- Guernicus assigns the junior Quaesitor good starting point, such as Men-
pernatural effects, as the disaster struck Eutropia to look into the matter, and ask tor, Feud, Fostered Apprentice, or
little over three months ago. If the play- the player covenant to assist with their Tormenting Master. Another ma-
er magi refuse to help, Eutropia leaves superior local knowledge. The magi are gus likely from the Neighboring
in a huff and continues on her own. Her not suspects, but this is a delicate mat- Covenant or the old and powerful
investigation is consequently minimal ter and helping to get to the bottom covenant in the saga most likely to
and her report criticizes the unhelpful of it will defuse future accusations that receive the archdeacons complaints
covenant. In this case there is no story political enemies might raise. The main may ask the player magi to look
about the investigation, and you should task is to determine whether the disas- into the matter of the fire in the
skip to the conclusion of this first story. trous events are completely natural, or Town. Covenant Hooks are another
The player magi may also choose to in- show signs of supernatural interference. good entry point.
vestigate by themselves without collab- Eutropia is intended to provide abilities If the Town happened to be a
orating with Eutropia. She carries out that the player magi lack, rather than resource for vis, provisions, or in-
her own investigation on her original taking the lead in the investigation. come, player magi should feel even
schedule, and the if player magi leave Given the nature of the investigation, more motivated to act. They hear of
right away they may meet up in Town. she has been designed as an expert in the disaster early on and are likely
examining supernatural effects and resi- to investigate without being asked.
dues. If the player magi are fully com- It is recommended they hear of
petent in this area, instead use the basic
What is Known Guernicus template in ArM5, page 26
the archdeacons concerns about
Hermetic interference, relating to
for a more generally skilled Quaesitor. the recent de-silting of the harbor
If the player characters are completely as well as the fire. However, forc-
The players may roll Int + Organi- lacking in social skills, Eutropia could be
zation Lore: Order of Hermes when the ing the players onto the defensive
redesigned to fill that role, although it in this way is easily overdone. The
magi first hear the names of the magi in- would be harder to explain why she, in focus here is on having the player
volved in these stories. Consult the table particular, was sent. magi proactively involve themselves
below to see what they know. Apply a Magi who are active in politics and in the matter, to give them an op-
+1 to +3 bonus for taking the time to re- follow the workings of the Order know portunity to gain resources and con-
search books and records, or correspond in advance that the archdeacon is be- tacts if they work for it.
with appropriate sodales. hind the complaint. The Quaesitores
give the player characters notice before
Ease Factor Information Eutropia arrives, and the schedule for A Quaesitor
6 Fabianus ex Miscellanea is known the story has the player magi arrive in Among Player Magi
to be a magus dealing in the Town between two and four months
incomprehensible magic, a hedge after the fire. On the other hand they If the player magi include a
wizard, living an unremarkable may be very proactive and events may Quaesitor the simplest approach is
life within the Order. Arctura is a unfurl more quickly after the crisis, es- to make this an official mission. Eu-
Flambeau and Decarius is a Tremere pecially if the Town is a location in ac- tropia may be assigned to assist if
from the Neighboring Covenant, tive use by the magi. The base magni- her specialist skills would be useful,
and the two have been at odds tudes needed to sense magical effects but she need not appear at all.
for many years. may need adjustment if the schedule is
9 Arctura is of the School of very different from that envisaged.
Apromor, and she favors raiding

61
Thrice-Told Tales



and piracy as a source of income.
Decarius is an elementalist and
seeks to improve the production
The Town naturally wary of strangers and if not
approached with caution they become
withdrawn and uninformative, especially
and commerce of his covenant. This settlement is a chartered town if subjected to Gifted individuals.
12 Fabianus is believed to have local consisting of two distinct parts. To one
knowledge and connections in the side is the old town, with the market


player magis region. He is diplo
matic and often acts as mediator
square, church, and other official build-
ings. Bordering this are the houses of
Aftermath
between magi. Arctura and the original population of fishermen and
Decarius once had a dispute over farmers with gardens and plots of farm- Following the fire, the town faced
covenant resources. Their conflict land. To the other side are the new neigh- hunger and poverty, but within a fort-
caused disruption and destruction, borhoods containing the workshops, of- night the archdeacon made a visit out-
and as a result they were both fices, and storehouses of the growing side his normal schedule, accompanied
denied the resource and punished town. This is where the fire started, in by some of his canons. One canon gave
under the charter of their covenant. one of the blacksmiths shops. The town an extraordinary evening sermon of such
Eutropia was trained in a different has a Dominion rating of 2, higher inside excellent quality that the participating
Tribunal. She is young and the church and the graveyard. townspeople left with renewed faith in
inexperienced, specialized in A charter from the presiding lord the Lord. The following morning build-
investigating supernatural events. grants the town trading rights and the ers working to restore damaged buildings
She is said to be ambitious for high right to form a guild, and allows the se- found a granary thought empty to be
position among the Quaesitores. nior masters of this to form a town coun- filled with grain, and several warehouses
18 Fabianus was trained in Holy cil. This council effectively runs the town, filled with timber, metal ingots, and bolts
Magic, and he discreetly advocates plans the towns growth, and arranges of cloth. This verged on the miraculous
change within the Order, for which night patrols to watch for fires or theft. and averted the looming hunger, provid-
he seeks supporters. The direct as well as collateral dam- ed materials to rebuild homes and busi-
age of the fire is clearly visible. Although nesses, and allowed craftsmen to produce
the fire was contained and stopped 3 goods and merchants to sell them. Gods
or 4 months ago, there are still many grace favored these humble professionals,
poor, hungry, homeless, and desperate. who toiled together with great success.
As some workshops were destroyed, all
trades involved in supplying those shops
with raw materials or selling their fin-
ished product suffered as well. The live-
lihood of many families was destroyed,
and the ensuing panic and rioting did
not help the situation. The townfolk are

62
Thrice-Told Tales
Observing Ease Factor of 9 reveals that the people
fall into one of two categories. The larger
the towns businesses. The other, smaller,
group is the opposite; they are gloomy,
the Inhabitants group is positive and pious; they support bicker and threaten each other, and almost
each other but are initially reserved. Once fight amongst themselves. They all appear
When the townsfolk are first ap- they have spoken with other members to be hiding something.
proached individuals are not very talkative from their group, individuals are more self Once player characters start asking
and retreat to their fellows to form groups. assured and speak more freely to the visit- around in various groups, rolls of Com-
A Perception + Folk Ken roll against an ing strangers. They are steadily rebuilding munication + appropriate social Ability

Quaesitor Eutropia of Guernicus


Characteristics: Int +3, Per +3, Pre +1, Im 0, Me 5, Te 0, Vi 13+3 Eutropia is a junior Quaesitor who
Com 2, Str 1, Sta +1, Dex 0, Qik 0 Twilight Scars: None was born in these parts but trained in
Size: 0 Equipment: Magas robes, exquisite a neighboring Tribunal. Her pater is a
Age: 32 (32) dress, travel clothing Quaesitor of significance back home,
Decrepitude: 0 Encumbrance: 0 and so great things are expected of
Warping Score: 0 (4) Spells Known: her. Intensively training by a true mas-
Confidence Score: 1 (3) Cloak of Ducks Feathers ReAq 5/+8 ter has not only formed her into an
Virtues and Flaws: The Gift; Hermetic Sailors Foretaste of the Morrow InAu impressive specialized investigator,
Magus; Life-Linked Spontaneous 20/+22 but also left her highly ambitious and,
Magic; Affinity with Intellego, Af- Ward Against Rain ReAu 10/+13 unfortunately, with a bit of an inferior-
finity with Vim, Hermetic Prestige*, The Call to Slumber ReMe 10/+13 ity complex. She asked to be assigned
Improved Characteristics, Minor Confusion of the Numbed Will ReMe to a region away from her paters influ-
Magical Focus (investigating super- 15/+13 ence, where she could make her own
natural residues), Puissant Intellego, Frosty Breath of the Spoken Lie InMe name. She readily involves other magi
Puissant Vim, Skilled Parens; Blatant 20/+22 in her plans to achieve greatness and
Gift, Deficient Technique (Muto); Odor of Lingering Magic InVi 30/+49F is not beyond asking for help to cover
Clumsy Magic, Deficient Form (Cor- Impression of the Faded Sigil InVi the multitude of areas where her skills
pus), Legacy, Weak-Willed 30/+49F fail her. However, her impressive tal-
Personality Traits: Ambitious +6, Tran- Peering into the Mortal Mind InMe ent for investigating magical and other
sitionalist +1, Assertive 2 30/+22 supernatural effects means she avoids
Reputations: Promising Quaesitor 3 Sight of the Active Magics InVi 40/+33 the most routine Quaesitorial investi-
(Hermetic) Fincludes Focus gations, interrogations, and dry judi-
Combat: Note: To detect supernatural effects of cial matters. Europia sees the strange
Dodge: Init 0, Attack n/a, Defense 0, other realms than Magic Eutropia occurrences in the Town as a great
Damage n/a needs to cast spontaneously. Her fo- opportunity to make her name, and is
Soak: +1 cus covers detecting the residues and now giving this matter her full atten-
Fatigue Levels: OK, 0, 1, 3, 5, Un- details of supernatural effects of any tion. She is loyal to the Order, wants
conscious realm, not just Magic. Her highest to right wrongs, and to keep relations
Wound Penalties: 1 (15), 3 (610), possible casting total is: In (16)+Vi with the mundane world smooth. She
5 (1115), Incapacitated (1620), (16)+Focus (16)+Stm (1)+Voice and will not casually break the Code, but
Dead (21+) Gestures (2)+Ceremonial (8)=59 + a her ambition may lead to her to justify
Abilities: Area Lore: Local Area 2 (ge- Stress Die, excluding aura modifiers. bending the rules, at least to herself.
ography), Artes Liberales 3 (ceremo- With her Life-Linked Spontaneous She is accompanied by her trusty
nial magic), Awareness 3 (search- Magic, she can take it even further. aide Michael on all her travels and in-
ing), Charm 2 (being witty), Code Vis: 12 pawns of Vim vis in the form of vestigations. He is socially skilled and
of Hermes 4 (mundane relations), silver spheres of crystal, carried in a a fount of knowledge on the Order
Concentration 2 (spells), Latin 4 pouch at her belt and mundane organizations alike, and
(Hermetic), Magic Theory 5 (Vim), Appearance: Eutropia is slightly plump a vital mouthpiece for his Blatantly
Native Language 5 (storytelling), young woman with a nice smile, red- Gifted mistress. While Eutropia looks
Organization Lore: Order of Hermes dish brown straight hair, and gray eyes. at evidence and magical traces, Mi-
2 (politics), Parma Magica 2 (Men- Among mundanes she tries to fade into chael puts questions to the mundanes,
tem), Penetration 1 (Mentem), Phi- the background in hooded robes, but both as directed by the maga and on
losophiae 3 (ceremonial magic) inevitably draws attention to herself as his own initiative. For character statis-
Arts: Cr 0, In 13+3, Mu 0, Pe 0, Re 7; the cut and quality of her clothes set tics, the Advisor from Grogs, page 88
An 0, Aq 0, Au 5, Co 0, He 0, Ig 0, her apart from everyone. is highly appropriate.

63
Thrice-Told Tales
against an Ease Factor of 12 reveal more Pious and Successful Group Sinful and Unsuccessful Group
information, opinions, and witness ac-
counts. Different abilities are appropri- The pious individuals are almost all Most of the sinful group is made up
ate depending on the situation: Charm trained craftsmen, merchants, or other of seedier and suspicious-looking inhab-
generally makes people talkative, Carouse providers of professional services. Spirits itants working in taverns and brothels,
works well among the sinful people in the are high among them, and they attribute or engaged in criminal activities. It also
alehouse, Intrigue works for a more devi- it all to the grace of God. The turning encompasses some of the dirtier and
ous approach, a Profession is good for the point for their crisis was the visit from heavier crafts, especially those involving
relevant vocation, Leadership works if a the archdeacon, and the lucky breaks forges, kilns, or other fires. This includes
characters takes charge or acts with author- they had following that with finding the bakers, potters, blacksmiths, and coinci-
ity, for example by hiring people or set up resources unharmed by the fire. They dentally a lot of unskilled workers em-
business. The townsfolk are naturally curi- humbly but readily tell stories about suc- ployed as night watchmen by the guild.
ous as to why the player characters are ask- cess of their fellow pious townsfolk, but Reluctantly, they admit to not being
ing around, so apply a 3 to +3 modifiers are reluctant to talk about the responsi- avid churchgoers, and that they also did
depending on how appropriate their cover bility of specific people for the fire, or not attend the special service held while
story is. Strangers who just happen to be about those who are not doing so well. the archdeacon visited. The blacksmiths
passing through fall at the low end, while all accuse each other of responsibil-
stories about future business and trade or ity for the fire, behind their neighbors
references to previous visits give a bonus. backs. Some lay the blame on the night
watchmen or the flawed fire response. A
few people truly believe they have been
cursed and hint that the visiting cler-
gymen may have been praying to the
What Caused the Fire? wrong god. They all refuse to elaborate
upon the matter if asked directly.
If both groups are questioned and
The fire was a completely natural blacksmiths. The guild members act-
the specific facts of success and misfor-
tragedy, caused by a chain of events ing as night watchmen underestimated
in which no single one involved bad tune analyzed, it seems the sinners have
their duties and responsibilities, and
intent or gross irresponsibility. See had insufficient manpower, discipline suffered no higher frequency of bad luck
section Observing the Inhabitants and knowledge to prevent this trag- than could be expected. A series of un-
for further information about people edy. The night patrols were forced to fortunate events simply resulted in a sit-
and groups. cut corners to cover the whole neigh- uation all but impossible to turn around.
Somehow all three of the black- borhood, and as their first visit to the However, the pious group shows skill
smiths actions affected the outcome. blacksmiths shops at the end of the at rebuilding beyond what anyone, in-
In Matheus workshop the embers and work day showed the forges properly cluding themselves, expect, and seem to
hot ashes had been put in an earthen- put out they skipped their next rounds have unnaturally good luck. In addition
ware container at the end of the work here. The third tier of blame lies with to this, they help each other, so that
day, but not removed. A cat belonging the town council, which is responsible even the least skilled person eventually
to Andreas chasing a mouse knocked for planning for emergencies. And in turns his misfortune around.
the lid off. A draft from a window this they failed miserably.
improperly shuttered by Lucas be- The pious group in the Town keep
cause Andreas had not fixed it blew the facts secret because this series of The Town Council
an ember out of the pot. It landed unprofessional actions might jeop-
in pile of straw that Matheus should ardize the trading rights granted by The council consists of the most in-
have had swept up, but he was waiting the towns charter, which specifically fluential and wealthy craft, service and
until Lucas removed his crate. Here states the responsibilities of the coun- trade masters leading their respective
the flames grew until Lucas wooden cil. The sinful group, on the other groups in the guild (see insert nearby).
crate caught fire, and the flames sub- hand, keep quiet for fear of being They are busy leading the rebuilding
sequently spread to the whole house. singled out as directly responsible for effort for their own business as well as
The unseasonably dry weather cause certain events and punished for them,
planning the Towns regrowth. They are
the fire to grow rapidly. As these de- especially since a lot of them were
harder to get access to than most other
tails are not known until magic is used directly involved by being the propri-
townsfolk, but the potential for bringing
to investigate, the three neighboring etors of the workshops where the fire
blacksmiths do not know in which of started, being on fire watch during the in new trade is a great incentive, and a
their shops the fire started. night, or taking part in the unsuccess- clever cover story wins their time. The
But not all the blame lies with the ful effort to stop the fire. merchants, builders, and clothiers are
part of the pious group, and their leaders

64
Thrice-Told Tales
tell similar stories. However the smiths characters, although acting suspiciously tells it has been used several times by a
are at a low point, as the fire destroyed earns his mistrust, and speaking with pious academic named Hugo, who is a
the neighborhood containing most of him consequently yields only superficial friend of the archdeacons. Over the last
their members workshops. The rest of answers. He is not at all impressed by year he has stayed there for a few days
the council is putting pressure on the academics speaking Latin and quoting at a time once every three months, al-
Master Smith to get his members coop- the Bible, although anyone he has seen though not since the fire. As the Town
erating rather than sowing discord. The attending his services is treated better. is in disorder, the priest gladly offers
Master Boatman has conflicting reports, It is quite easy to get him talking, the player characters his back room to
since his members are split between the and he readily speaks about the recent stay in. He does so even if their number
pious and sinful groups. Overall, the crisis and the following rebuilding ef- include Gifted persons, since it will dis-
council is interested in working together fort. He says that the fire was a dreadful tance them from his flock.
to rebuild the Town, and to avoid the accident and it is time to move forward, The priest lives alone in a small house
mistakes of the past. not dwell on the past and pass blame. next to the church. He has no house-
Before he could even make a report to keeper; instead he is helped occasionally
the bishop, the archdeacon, a few of his by volunteers from among his flock. The
The Town Church canons, and a novice arrived in town.
One of the canons gave a heartfelt ser-
house has a front room with a hearth, a cot,
and a chest for Charles belongings. The
mon, speaking of charity and the belief back room is what he grandiosely calls his
The church itself is at least a century that God helps the pious overcome such study. It is merely a cramped room with a
old and by no means impressive, but it horrible setbacks. This certainly lifted small desk and a chest of books, plus some
is well kept. With the recent growth the spirits of the townspeople, and sub- floor space for sleeping pallets. His let-
of the Town it is rapidly becoming too sequently finding unharmed stores of ters are all on administrative matters, and
small. The lack of space further reduces grain, trade goods, and building materi- the chest holds the church missal, a Bible,
the least pious inhabitants inclination als made the effort to recover from the and a poor quality Latin learning aid. The
to attend sermons. Otherwise, it is as disaster possible. The archdeacon and characters may want to search the room
churches should be, with a minor relic his canons stayed in the spare room the to see whether the archdeacon and canons
beneath the altar, creating a Dominion priest keeps in his house, and they left left any evidence. Such a search reveals a
aura of 4 inside. for their home after only two days. If torn piece of parchment slipped down be-
asked further about the spare room he hind the desk. It is a fragment of letter in

The Priest

The church in Town is run by the Alternative Crises


middle-aged priest Father Charles, a
fair-minded, educated, and perceptive If another crisis fits better into the clude Survival or Profession: Engineer.
individual. He was asked in person by saga and setting the storyguide needs A hard winter affected more than
Archdeacon Petrus a few years ago to to customize the investigation to ac- just this settlement, and the surround-
keep an eye on any unusual events, and commodate this. In any case the story ing countryside needs to be visited as
to report directly to the archdeaconry is the same: Mistakes were made and well. Weather phenomena are particu-
the townsfolk try to cover it up. A few larly hard to investigate, and so should
should any happen. This did not seem
examples are given below. be used if the players are likely to take
at all odd to him, as the archdeacon is
A plague is traced to the first house their results at face value and bring the
a senior cleric watching over his flock.
affected, witnesses tell a story of a investigation to a close too quickly.
When the harbor was suddenly found to mundane tragedy, and survivors show Warfare or bandits are a bit differ-
be deeper than usual his suspicions were no traces of supernatural effects. Med- ent, as this crisis is obviously not due
raised. After looking into the matter icine is the appropriate Ability to use to innocent mistakes. While the dead
superficially and with no special skills for a mundane investigation. have been buried with church rites,
he found no evidence of supernatu- A flood or landslide shows no signs any captured or injured combatants
ral interference, and raised no alarm, al- of supernatural effects at the collapsed can be interrogated by mundane and
though he did inform the archdeacon of hill or the river which overflowed. magical means. The warfare may have
this. He was also asked to keep a spare Witnesses tell of heavy rains causing arisen from a typical noble dispute,
room to accommodate various clerics the natural disaster, and although in- but in any case investigation finds no
needing to rest a few days during a jour- vestigating a weather effect poses dif- evidence of magical influence on the
ney or to stay and study with him. ficulties due to the long range to the main parties, nor of magical help for
With the recent boost in trade and clouds, nothing suspicious is found either side.
travel activity, Father Charles is ac- here either. Appropriate Abilities in-
customed to strangers like the player

65
Thrice-Told Tales
an unknown hand describing, almost to there is a great risk of further complaints Hermetic magi are responsible for the
the word, the conversation between Eu- from the church whenever magic is or fire. Eutropia must report at first to her
tropia and the senior Quaesitor who gave could be the cause of anything believed Guernicus superior, and subsequently
her this task. It features neither senders to be unnatural. Eutropia urges caution, to the archdeacon in his church, at his
name nor a seal, but the recipient is the since this unknown informer may inter- insistence. If the player magi were in-
Archdeacon Petrus. The letter is over one cept messages and relay information to volved, she asks them to attend and con-
month old, and so no longer viable as an the archdeacon. She would rather dis- firm her testimony. If the player charac-
Arcane Connection. creetly gather evidence and positively ters were not involved, move directly to
identify the traitor before going public. Part III: Tribunal; nothing of significance
Charging in and questioning under Frosty happens until then.
A Traitor in the Order? Breath of the Spoken Lie is ill-advised as not The archdeacon resides and hold
only does it risk antagonizing the three office in the Urban Church in the City,
If the letter is discovered, Eutropia suspects, it may tip off the traitor if they alongside a chapter of canons. This sec-
is alarmed, since this information was do not question him first. tion details how the report is received,
known to only those two magi of House It is entirely possible that the charac- and further details of the City and the
Guernicus, and there are only three other ters do not discover the letter, or do not Urban Church are given later.
magi who could reasonably have found show it to Eutropia. If she never sees the The Urban Church is linked to the
out. She was inside the Neighboring letter, its significance is likely to remain ongoing stories in several ways, and
Covenant in a secluded building watched unknown, and Fabianus plans most likely the player magi may choose to visit for
by her grog while conducting her inves- move unhindered to the next stage. This a number of reasons. As the investiga-
tigation, and speaking with the three is not a problem for the later stories. tion was prompted by the Archdeacons
magi Arctura, Decarius, and Fabianus formal complaint, player magi may visit
when her superior arrived unannounced. him before ever investigating the Town.
She stepped into a separate room and This does not cause serious problems, al-
only someone invisible or who scryed
on the room could have heard the con-
versation. This is illegal under the Code
Reporting to the though the mystics may be encountered
before their work in the Town has been
investigated. Bear in mind that they
of Hermes, and the Quaesitores are es-
pecially opposed to scrying on their
Archdeacon seem no different from the other canons,
except that they have fewer regular du-
organization. Furthermore, keeping the ties at the church. The mystics conduct
archdeacon so well informed of Hermet- At the end of the Quaesitorial inves- all business related to Fabianus, magic,
ic matters is no trivial matter either, as tigation the logical conclusion is that no and Holy effects while secluded in the
crypt. Edwards Gift is only noticed by
characters without Parma Magica. Ed-
The Guild ward uses it himself to cover any mys-
tic he is currently working with, and
normally keeps his distance from other
The professionals in the Town have ters, masons and other builders
church employees, so very few people
formed a single guild, led by masters The Master Smith is Anton, a 41-year-
from various vocational groups encom- old soft hearted bear of a man, who notice his Gift and act upon it. The mys-
passing several related types of crafts represents blacksmiths and those tics duties keep them inside the crypt
and professions. Highly specialized working in rare metals alike, as well studying or performing minor clerical
guilds for each and every craft is not as potters, glassblowers, and anyone church duties away from most visitors.
common until much later than 1220, else using fires. Player magi investigating in depth can
and also only seen in larger settlements. The acting Master Clothier is Elizabeth even find out that Hugo (as he is known
the Fair, a 32-year-old widow run- here) is cooperating with the holy mys-
The Master Farmer is Roger, a 54-year- ning her aging fathers dyeing busi- tics before they ever suspect a traitor in
old greedy miller who represents all ness as he is too infirm to do so, at the Order. But it is unlikely they real-
people involved in growing and pro- least until he is replaced. She repre- ize Hugo is actually Fabianus until they
cessing food sents weavers, dyers, tailors, and re- find the sanctum, as Fabianus is a fairly
The Master Merchant is Peter, a 60-year- cently, with reluctance, also leather obscure magus, and he uses magical dis-
old charitable cloth merchant, who workers and tanners. guises. The main consequences of inves-
also represents all other merchants The Master Boatman is George, a tigating the Urban Church early are that
The Master Builder is Simon, a 38-year- 48-year-old drunkard representing the first two stories of the Sequel might
old pragmatic carpenter He attend- boatmen, dockworkers, boat build- blend together.
ed a cathedral school in his youth, ers, and fishermen Once the Town has been visited and
and is literate. He represents carpen- the priest spoken with, there are more

66
Thrice-Told Tales
leads to draw attention to the Archdea- mention the idea to her), nor is it easy due the harbor suddenly becoming deeper,
cons church, because of the regular vis- to the archdeacons Magic Resistance, and and such a horrendous fire happening
its from Hugo. the high Dominion aura of the church. despite the night watch and contingency
However, if successful, his mind reveals the plans did not seem natural.
name The Servants of God for his organi- After the meeting Eutropia says that Mi-
The Report zation, and its plans in motion, and iden-
tifies his source inside the Order as Hugo,
chael followed the archdeacon away from
the meeting, and overheard him telling his
complete with a physical description. This scribe that he should await a report from
The actual report is little more than is actually Fabianus natural appearance, but their informant in the Order. If the letter
a formality to appease the archdeacon he is a reclusive magus and uses magical dis- was found in the Town, Eutropia ordered
and show him his complaints were guises during his rare visits with Hermetics. Michael to do this; otherwise he acted on
taken seriously. Eutropia truthfully re- If the characters ask Petrus about the his own initiative. Without the letter, there
ports what she knows, probably that Servants of God, he is puzzled they know is no proof that the informant has broken
no Hermetic interference caused the about this, but says Arent we all servants the Code, but the matter is still very suspi-
fire, but that prior events in which the of God? He says that this is the name used cious, and motivates Eutropias next actions.
harbor was dug deeper were. The arch- by him and his closest clergy in their ef-
deacon has no concern with the harbor, forts to help humanity above and beyond
as no harm was done and any unbalanc- their formal duties within the church. If
ing effects it may have had resulted in
growth. A growing population usually
asked about Hugo he replies that he is an
acquaintance of his, a pious academic who
Investigation Concluded
strengthens the Dominion, so he is hap- visits occasionally. Reading Petrus mind
py with this outcome. If he is told of the reveals the existence of the sanctum below As the investigation is concluded life
Divine effects helping the recovery, he the church and the ongoing plans to induct resumes its normal course. However, the
is pleased, and reminds that characters a new generation of holy magi into the Or- player magi and their young Quaesitor
that God is always watching over his der. The archdeacon does not know about ally know of a zealous archdeacon and his
servants. Eutropia, however, does not the Parma Magica affair. Hermetic informer, just waiting for an in-
volunteer this information. If asked why he thought the fire was cident to complain about.
of magical origin he answers simply that
strange things were happening, such as
Petrus the Archdeacon
Should the magi want to speak with
Father Charles
Petrus the archdeacon, he agrees, but Characteristics: Int +1 (1), Per +2 (2), 5 (1115), Incapacitated (1620),
takes the opportunity to reprimand them Pre +1, Com +2 (2), Str 0, Sta 0, Dead (21+)
for not using their magic to avert or allevi- Dex 1 (1), Qik 0 Abilities: Area Lore: Town 5 (his-
ate the crisis in the Town. If asked about Size: 0 tory), Artes Liberales 2 (rhetoric),
his canons and the sermons, he honestly Age: 45 (45) Awareness 3 (noticing changes),
believes it was simply a well meant prayer Decrepitude: 0 (4) Charm 3 (church goers), Etiquette
performed by one of his canons, accom- Warping Score: 0 3 (Church), Folk Ken 5 (people he
panied by a complex ceremony his people Confidence Score: 1 (3) knows well), Latin 5 (the Bible),
had taught him. If the miraculous effects Virtues and Flaws: Priest; Inspiration- Leadership 4 (preaching), Local
are mentioned he merely states that God al, Social Contacts (Archdeacon); Language 5 (preaching), Music 3
does what God wills, dismissing the idea Compassionate (minor), Motion (sing), Organization Lore: Church
that he performed them as almost blas- Sickness, Vow (celibacy) 4 (local diocese), Profession: Herb-
phemous. Subtle questions about the let- Personality Traits: Compassionate alism 4 (treating fever), Ride 2 (dis-
ter found in the Town lead nowhere, as he +3, Pious +2, Talkative +2, Loyal tance), Teaching 1 (religious sub-
sends and receives many letters each week +1 jects), Theology 4 (debate)
Reputations: None Equipment: Priests garb, leather apron
and genuinely has no idea what the char-
Combat: for gardening
acters are getting at. If they unwisely con-
Dodge: Init 0, Attack n/a, Defense 0, Encumbrance: 0
front him with knowledge of his informant
Damage n/a Appearance: Charles is a tall, thin man
in the Order he refuses to comment, and
Soak: 0 almost lanky. His ever-youth-
considers their conversation over. Fatigue Levels: OK, 0, 1, 3, 5, Un- ful looks have only recently been
The use of scrying magic or mental conscious marred by crows feet at his eyes and
domination is not recommended (and Eu- Wound Penalties: 1 (15), 3 (610), thinning, graying hair.
tropia will argue against it if the characters

67
Thrice-Told Tales
Tribunal to deal with the aftermath.
After some time a novice arrives
from the Urban Church to stay a season
at a time to observe the Towns priest in
action. He brings along a locked chest
containing Fabianus book on Parma
Magica. The priest is informed by a let-
ter from the archdeacon that the novice
has a great gift from the Divine, which
might be unsettling unless he accepts a
short prayer and laying on of hands from
the novice each day until he is used to
it. This novice is Edward, who is the
apprentice under Fabianus formal tute-
lage and therefore Gifted. His sharing
of Parma Magica deliberately includes
an innocent prayer; he need only touch
the willing priest to share it. Fabianus
intends this to be a test, to see how it
works to have the Gifted student share
it with a teacher who is not used to such
things. The priest willingly accepts this
arrangement as he trusts the archdeacon
and the prayer alleviates the feelings of
unease about the novice.
Edward does not avoid all interac-
tions with the residents of the Town,
and any visitor may hear of the creepy
visiting novice. Even the old priest is

Interlude: Urban Church, or actively helping or


even hindering the rebuilding effort also
come to mind. If the magi draw attention
heard remarking that the boy sometimes
gives him eerie feelings of unease. If
asked in more detail he confides in trust-
Silence Follows to themselves, the archdeacon complains
to the Quaesitores again, which starts
worthy individuals that, had it not been
for the novices daily prayer to ease his

Thunder another investigation, and possibly a


case if the characters have arguably bro-
ken the Code. If necessary, remind the
mind, the youngster would have been
sent packing long ago. Player characters
who meet Edward feel the same unease,
Unless the player magi have found players that the archdeacon has a history unless they are protected by the Parma
the Servants of God and Fabianus sanc- of complaining to the Order, and being Magica. Any magus is likely to suspect
tum below the Urban Church, there taken seriously. that the boy is Gifted, and briefly sup-
should be no leads left to investigate, pressing ones own Parma is an easy way
until the archdeacons informant in the to confirm that.
Order does something to tip his hand.
Nothing overt happens for three to six
The Clue, the Bait, The boy spends his free time read-
ing books he keeps safely locked inside
seasons. The exact amount of time before and the Trap the chest sent by the archdeacon. (Note
the next event depends on the pace of that seasonal activities are an abstraction
the saga, but it needs to be enough for The clue leading to the next stage of for ease of play, clearly seen when a pro-
the development of Fabianus plot. The the story is discovered by magi monitor- fessional works two seasons and has the
player magi have some time to prepare ing the church in the Town. There are other two free for personal endeavors.
for things to come. Given the nature of good reasons for the player characters It is perfectly feasible for Edward to be
the opposition, many reasonable actions to do this, but if they do not, Eutropia trained intermittently by the priest as his
would be controversial if other magi or does, and draws the characters in. As duties allow and to read the book during
the church discovered them, for instance noted earlier, if the characters are ignor- free time over the course of two seasons,
inventing Might-stripping spells for Di- ing the town and have alienated Eutro- in order to use the standard progression
vine creatures, or spying on the archdea- pia, they are not involved in this stage rules. Inside the chest is a book on the
con. Keeping watch on the Town or the of the story, only being drawn in at the subject of Parma Magica, anonymous but

68
Thrice-Told Tales
written by Fabianus. The book is simply
called Hermes Parma Magica and is a Sum-
Magical Investigation
ma with level 3 and Quality 12. The ma-
Intellego magic such as Tales of the Ashes In the granary and warehouses where
terials and workmanship of the book are
InIg5 (ArM5, page 141) used in the black- goods had miraculously survived the
quite professional, as seen in books used smiths shop shows how the fire started, re- fire, those searching find traces of
by magi, academics, and clergy alike. vealing it as a non-supernatural event. Un- non-Hermetic Divine effects of 6th
However, the illustrations have a decid- covering the series of unfortunate events or 9th magnitude respectively, no
edly religious theme. Anyone with even described in the earlier insert What is Re- longer active. At the end of the pow-
cursory knowledge of the Church or the ally Happening would need several spells, ers duration the effective magnitude
Divine recognizes this, even if they have and some luck. Speaking with inanimate is halved and drops by 1 for each
no score in the Abilities. objects is tedious and difficult to pull off round passing until it reaches 0. Fur-
There are several ways in which this with spontaneous magic, and investiga- ther decay is at 1 magnitude per year
book can lead investigators further down tors need to find a relatively unharmed which passes. The Duration of Mo-
the plot line. The point is to show that object to communicate with. The cat and mentary causes the effects to decay
a Hermetic magus is acting irresponsi- mouse involved make excellent witnesses to magnitude 0 in mere moments, de-
bly with the secrets of Parma Magica (as far as their limited intelligence allows) caying a further magnitude per year
most likely the archdeacons informer. but finding these exact animals is like find- until reaching 10, as they are the
While a book can function as an Ar- ing the needle in the proverbial haystack. equivalent of a Ritual. As the player
cane Connection to the author this con- They are still in the area, but many rats magi are likely to investigate within
nection only lasts a few weeks, and this and mice roam the ruins since there are a year of being asked, the residue is
book was written longer ago than this. scraps of food to find and places to hide, probably magnitude 0. A Base 10
However, a tiny speck of human blood which bring in cats hunting them. InVi guideline is needed to sense the
can be noticed on one page, or found For more detail the magi need spells traces at all. Taste is the lowest pos-
with an Intellego Vim spell to detect more powerful and specific than this, es- sible Target, but requires the material
active Arcane Connections. Identifying pecially if they want to check for any su- investigated to be put in the mouth.
pernatural effects in other locations than A Duration longer than Momentary
the speck as blood is an Intellego Cor-
the ruins of the smithies. Intellego Vim would also be beneficial.
pus base level 4 spell, but using the con-
spells (ArM5, page 158159 and Houses of The harbor was dug deeper about
nection to track the owner requires a rel-
Hermes: True Lineages, pages 71 and 75) re- two years prior to these events by
evant Intellego spell of Range: Arcane. veal supernatural effects, as well as details Decarius using Pit of Gaping Earth, a
Note the shortcut of first casting Opening depending if the spell is powerful enough. Duration: Momentary spell that has
the Intangible Tunnel so the follow up Intel- now degraded to magnitude 2. This
lego spells only needs to be R: Touch While still blessed, the townspeople requires a Base 20 InVi. Even though
(as described in Hermetic Projects, pages 78 are affected by an ongoing, power- Eutropia can examine the sigil of a
and 84). The blood is from Julius, an il- ful non-Hermetic and Divine effect cast spell, Impression of the Faded Sigil
luminator from the Urban Church in the of 13th magnitude, detectable with only works on positive magnitudes,
City, who cut himself while sharpening a Base 1 Intellego Vim spell. This ef- and as she does not yet know Restore
a quill as he was illustrating the book for fect causes Warping due to being a the Faded Threads, she would need a 5th
Fabianus. This Arcane Connection leads powerful as well as a continuous su- magnitude spontaneous Creo Vim
the magi to the Urban Church in the pernatural effect. The citizens of the spell to make the sigil visible. As this
City, and ultimately to the holy mystics. town gained 1 Warping point when is not covered by her focus, she does
While a book on Parma Magica by it was cast, as well as 1 per season and not even try.
itself is not a crime, it is highly suspi- 1 per full year affected. The Duration
cious if found outside the protection (Fast) is unlikely to last more than Note that spells detect effects from a
of a covenant or sanctum. As described a month, and definitively no more particular realm. Eutropia is not custom
in Apprentices, a magus can teach Parma than a single season. Once the effect made for this purpose, and as her spells
Magica but omit the vital key needed to is over when the casting mystic sense Magic effects, she needs to sponta-
actually use it. This means that a book ends his fast the residue drops to neously cast versions to detect the Divine.
that does not contain the key, and this half magnitude. As Duration: Fast is Her theoretical casting total is calculated
one does not, should not create the risk equivalent to Moon, the residue de- in her stats found earlier. A further two
cays a further magnitude with each magnitudes added to the guidelines listed
of the Parma Magica being learned out-
passing month. This means that the reveals details of what the effects did.
side the Order. Even though this is a
residue reaches magnitude 0 seven Most Hermetic magi know nothing of
safeguard against abuse, Fabianus could
months after the mystic stops fasting, holy magic so they learn no details about
be accused of irresponsibility.
giving ample time for investigating Methods, Powers or the special divine
Edwards knowledge and attitude magi to discern it. Duration of the effects. The holy effects
to magi are described in his stat block, are detailed in the nearby insert.
found later. The magi may be able to

69
Thrice-Told Tales
learn that Hugo is behind the affair,
The Divine Effects and in fact a magus, but Edward genu-
inely does not know where Hugo is at
The Divine effects performed by the angel may choose to intervene more di- this time. Characters can also simply
three holy mystics in the Town are de- rectly as well. This effect needs to Pen- watch Edward, and see to whom he talks
scribed in this insert, and further details etrate the Angels Magic Resistance in on his return to the Urban Church.
can be found in Realms of Power: The Divine order to work. See Zurfiel, the Guardian Father Charles does not believe he is
Revised Edition, chapter 3. These special Angel of Fabianus, for an example of such in any way involved in a plot and an-
parameters are available to Hermetics us- a creature. swers most questions willingly. Using
ing Holy Magic as well as mystics using (Base 4, +2 Voice, +4 Grace) magic on him reveals no more.
Divine Powers. Hermetic magic normally The book itself could be used as bait
requires a parameter like Duration: Year The LORD blesses those who are
to set a trap. Even if the priest is not in
to be a Ritual, but the Divine miracles do faithful (Invocation, Blessing, Level 65)
the know, if the characters make sure
not; they merely add the required number R: Touch, D: Fast, T: Room
he hears rumors of people interested
of magnitudes. The special Duration: Fast This blessing, performed as part of
for Divine effects lasts as long as the caster a church service, results in a +3 bonus in the locked chest, the information is
fasts according to his faith. It is equivalent to virtuous tasks for all those inside the passed on to the archdeacon, and then
to Moon, but may last longer. church who truly worship God. In this Fabianus. This leads Fabianus to feel that
Casting Total equals Characteristic + situation, virtuous tasks are concerned it is too risky to have the book out of
Method + Power + Aura and only needs with surviving, rebuilding the Town af- his control, and send a church servant
to equal the adjusted level of effect to ter the disaster, and helping to do good. to pick up the book and bring it to his
succeed. Holy mystics need not learn or This affects a church holding up to 1000 sanctum, unwittingly leading observers
invent specific effects in advance as Her- people, provided it is not divided into there as well.
metic magi do for spells. When cast using separate sections.
leaderless Ceremony, add the Character- (Base 30, +1 Touch, +3 Fast, +2
istic + Method of further participants, as Room +1 Size)
well as group modifiers equal to the sum
of all Ceremony scores minus the number
of participants. All three holy mystics use
Let the LORD fill the granary (In-
vocation, Wonders, Level 30)
Story II: The
the Method Invocation, which uses the
characteristic Communication, and each
R: Touch, D: Mom, T: Group, Ritu-
al equivalent effect Urban Church
one knows a different Power. All mystics, This wondrous effect can create an
the archdeacon, and Edward the appren- amount of grain in excess of 5 tonnes, In the City there is a large, old
tice have positive Communication, and but the caster can voluntarily limit the church, where the archdeacon holds his
know Ceremony with a specialization effect to a smaller amount. Although canon court when he is not on the road,
in Invocation. If performing the effects equivalent to a Hermetic momentary a responsibility delegated to him by the
in a normal urban Dominion aura of 2 to Ritual, holy effects cannot be Rituals
bishop. It also hosts a chapter of canons,
3 their Casting Total reaches 60 plus a and simply add four magnitudes to the
three of whom are holy mystics working
stress die. Note that Invocation requires final level.
with Fabianus. The church is detailed in
the expenditure of a Confidence point by (Base 3; +1 Touch, +2 Group, +4 for
the main caster, but it is not unreasonable the nearby insert; it has a Dominion aura
permanent effect)
to assume that they earn new Confidence of 5 inside, while the church grounds
from using their powers successfully for Let the LORD fill the timber stor- and city streets have an aura of 3. As
good. The four Divine effects used are as age (Invocation, Wonders, Level 45) long as the sounds of mass can be heard
follows. R: Touch, D: Mom, T: Group, Ritu- the aura is 1 higher, and as masses are
al equivalent effect a source of income for the church this
Let he who serves the LORD be This wondrous effect creates up to may occur at any hour of the day. The
guarded by an angel (Invocation, Adju- 100 cubic paces of processed and pre- church is open to all during the day, and
ration, Level 30) pared timber. Similar effects could cre- it is always teeming with activity as mi-
R: Voice, D: Grace, T: Ind ate bolts of cloth totaling 10 cubic paces nor clergy perform masses for the dead
Theologians say that every person or iron ingots totaling 100 cubic feet. at the many secondary altars. The crypt
has a guardian angel, though few can (Base 5; +1 Touch, +2 Group, +1 below the church is closed by a locked
sense it and even fewer notice any in- size +4 for permanent effect) door and watched over by burly church-
tervention from it. This effect petitions wardens who always seem to be close by.
a guardian angel to protect a target, ef- Several more wardens patrol the build-
fectively granting the Virtue of the same ings and grounds to prevent theft of
name from ArM5, page 43, although the church property. If they feel they might
be getting in over their heads they fetch

70
Thrice-Told Tales
one of the canons to ask for guidance,
or call out for help. Refer to the nearby
insert for basic statistics.
To one side of the church is an en-
closed garden, between the scriptorium
and accommodation for the archdeacon
and the other clergymen. Both buildings
have doors from the church and garden.
The wall is just over man-height and
easily scalable, and the gate to the gar-
den is never locked or barred.
Infiltrating the crypt is not straight-
forward, but it is by no means impos-
sible for skilled specialists and clever
magi. No one in the church is aware
of guarding the crypt, but their duties
have been arranged to take them past
strategic locations frequently like
entrances to the church and the stairs
to the crypt. They are, of course, aware
of the risk of theft and vandalism to
other locations, even though it is not a
major problem. A violent assault on the
church would almost certainly succeed,
although the relatively high Dominion
aura could reduce the effectiveness of
magic, but the fact that violence against
the church is seriously frowned upon if
not outright illegal in the Orders view
should deter most characters from such sanctum marker and the names Hugo the same person. Fabianus has not spent
extreme measures. and Fabianus ex Miscellanea. As the door much time here recently, so the duration
bears the name Hugo, none of the mys- of months for the kinds of Arcane Con-
tics give it a second thought. Beyond the nections casually left behind like single
The Crypt and Sanctum door is another flight of stairs, leading to
a large communal chamber, well lit and
strands of hair, favored tools, or books
written have all expired. The holy mys-
heavy with the scent of incense. One tics disapprove of the intruders but use no
If the characters observe the church corner holds bookcases and book stands, more than stern words to convince them
for some time, there are strong signs that and there are doors to the private bed- to leave, claiming the right of privacy
there is something special about the crypt. chambers of the holy mystics and the Ap- in church property, because there is no
Churchwardens often pass near the en- prentice. One chamber holds Fabianus chance that the characters entered by ac-
trance while keeping watch, and priests cramped and rudimentary Hermetic lab. cident. If seriously threatened, the mystics
perform mass more often at the altars near Unless the characters observe the surrender and ask to be admitted to the
the stairs down. Provisions are taken down mystics and Edward, and carefully choose Order of Hermes and judged by a Tribu-
and waste is removed at least once per day. a time when they all have business outside nal. If violence erupts they have no of-
When the church is relatively quiet, Ed- the crypt, at least one of them is present. fensive powers, but their summoned and
ward can be seen entering or leaving the Fabianus is not here, but there is ample contracted Guardian Angels intervene to
crypt so as to not draw attention to his evidence of his presence in the form of protect them. Use the statistics for Zurf-
Gift. The canons Gabriel, Michael, and the name on the sanctum marker, corre- iel found later.
Raphael only participate in the other can- spondence, books, and items naming him While the angels put up a fight there
ons duties on special occasions. Finally, as owner. The mystics do not read Hugos is nothing else to prevent the magi from
Julius the Illuminator refers to a library for correspondence, and are not really aware fighting and killing the mystics, except
special books down there. of the name Fabianus. Even characters maybe their consciences or a fear of being
The locked door leads down to a sur- who examine the correspondence may Marched. The death of three canons of a
prisingly small crypt with a much larger initially assume that Hugo and Fabianus large church does not go unnoticed, even
lower level. On the top level a dark al- are separate individuals, but thorough if their bodies are never found. Archdea-
cove conceals a door marked with a investigation shows that they must be con Petrus suspects the Order if there is

71
Thrice-Told Tales
any hint of strangeness, such as the bod- were assigned to the same chapter of lieve that magi have much power, and
ies going missing. See section about Legal canons, they started working together to the potential to use it for good if guided
Matters later. develop these abilities. It was only later toward the right path.
that they realized they were deliberately Hugo reformed the Servants of God
brought together by Hugo. They met and started working closely with the
The Holy Mystics Hugo shortly after they started working
together, and he told them of the origins
archdeacon in order to provide this
guidance. The mystics duties involve
of their supernatural powers among the helping the pious in times of crisis, both
The mystics tell a story of having Servants of God. He provided teach- out of charity and to test the Orders re-
known through the early years of their ings and texts from the old tradition to sponse. Any negative interference from
ecclesiastical careers that they had pow- further their training, and taught them magi leads to formal complaints, while
er beyond their mundane brethren, or about the existence of The Gift and the positive activities show who might be
at least the potential for it. When they magi of the Order of Hermes. They be- ready to cooperate. Hugo shows that

Archdeacon Petrus
Characteristics: Int +3 (3), Per 2, Pre Church 4 (ordination), Organization solely to his personal skills and influence;
1, Com +3 (3), Str 0, Sta 0, Dex 0, Lore: Order of Hermes 2 (personali- he did not meet Hugo until he was al-
Qik 1 (1) ties), Teaching 2 (Latin), Theology 5 ready archdeacon, although the magus
Size: 0 (Biblical knowledge) led Petrus to include the holy mystics in
Age: 50 (50) Powers: his chapter of canons.
Decrepitude: 1 (2) Magic Resistance 25. The Archdeacon has a Archdeacon Petrus knows of the Or-
Warping Score: 0 Magic Resistance of 25 granted by the der of Hermes, and that the magi are not
Confidence Score: 1 (3) Divine Realm, from a combination of all heretics and diabolists, being like most
Virtues and Flaws: Senior Clergy; an angel (as per the Virtue Guardian of humanity with elements of both good
Wealthy; Ceremony, Educated, Angel) summoned and bound by and bad. But just as he feels his own posi-
Guardian Angel, Relic, Strong the holy mystics and a piece of the tion gives him great responsibilities to help
Willed, Temporal Influence; De- True Cross (as per the Virtue Relic). humankind, so too does the great power of
pendent (Servants of God), Pious; Remember to modify the Resistance the magi. He despises magi using power
Higher Purpose (Reconcile Order of by the Dominion aura, and to subtract for their own gain, especially when it is at
Hermes with society), Obese, Pal- three times the aura from the casting the cost of innocent mundanes. Hugo led
sied Hands, Arthritis totals of magic effects. him to believe the crisis of the great fire on
Personality Traits: Pious +6, Meddle- Equipment: Archdeacons vestments the Town was caused by meddling magi,
some +3, Proud +1 Encumbrance: 0 and that this was an opening to approach
Reputations: Worker of wonders 3 (Ec- Appearance: Petrus is a fat, balding man the Order and let them know they are be-
clesiastical) with a mouthful of bad teeth. But ing watched. His great wish is for the Or-
Combat: with a straight back, fierce eyes, and der of Hermes to seek to harmonize their
Dodge: Init 3, Attack n/a, Defense 0, a firm voice, he is still an imposing magic with the Dominion, and he will do
Damage n/a man, especially clad in his clerical his part to further their acceptance among
Soak: +5 (Guardian Angel) robes and backed up by his aides. the church and the mundanes. At first he
Fatigue Levels: OK, 0, 1, 3, 5, Un- will work only behind the scenes, but in
conscious The Archdeacon Petrus is not de- time, as magi convert to holy magic, he
Wound Penalties: 1 (15), 3 (610), signed as a player character, and his intends to step into the open, hoping he
5 (1115), Incapacitated (1620), Virtues and Flaws do not balance. His will have been elevated in clerical rank to
Dead (21+) relic and guardian angel are the results of hold more political power among nobles
Abilities: Area Lore: Diocese 4 (church- his achievements within the church and and the church both. He feels personally
es), Artes Liberales 5 (debate), Brawl with the Servants of God. responsible for the entire organization of
2 (dodge), Ceremony 4 (Invocation), In Petrus youth he often assisted the Servants of God, which is still grow-
Charm 5 (debate), Civil and Canon his bishop in the consecration of new ing in numbers as well as power. While he
Law 5 (ordination), Concentration churches following mundane expansion readily uses connections to the bishop as
4 (Ceremony), Dominion Lore 2 into the wild, and traveled the lands a deterrent he has no real power to mobilize
(saints), Folk Ken 6 (magi), Guile 5 great deal. During one of these ventures him, and the bishop does not appear in
(debate), Intrigue 6 (debate), Latin 5 he angered woodland faeries by trying to these stories. The storyguide may choose
(preaching), Leadership 4 (debate), banish them with prayers, but it opened to include the bishop if this fits her saga
Local Language 5 (arguing), Music his mind to the existence of other realms. and play style better, but it is beyond the
2 (composing), Organization Lore: His moves up the career ladder were due scope of this book.

72
Thrice-Told Tales
the Dominion is compatible with Her-
metic magic through the use of Holy
They willingly surrender the tome on
Parma Magica to the Quaesitores, and
Resolution and
Magic, and is working on a way of fur- truthfully say the did not know how im- Legal Matters
ther combining Holy Methods and Pow- portant these secrets are nor how con-
ers with this. troversial Fabianus actions are in the If the investigation of the crypt
While unGifted themselves, the holy eyes of the Order. drew unwanted attention, or caused
mystics found a Gifted candidate among If the visit to the crypt does not material damage or bodily harm, the
the misfits and orphans sent into to the end with diplomatic solution with the Order soon after faces an enraged
care and schooling of the church. Hugo mystics, and they still survive, they go archdeacon. He demands justice, pen-
opened the apprentices Hermetic Arts, to the Tribunals senior Quaesitor soon ance by the guilty parties, and stricter
attuning him to Holy Magic from the after to tell their story. They hand over enforcement of the rules to ensure that
beginning rather than teaching him stan- the Parma Magica book if it is still in this does not happen again. He hints
dard Hermetic magic. In the long term, their hands, and ask the Order to ac- it is within his power to suggest to
the plan is to use Contemplative Mysti- cept them. As they are unGifted, they the bishop here and in other dioceses
cism to teach him Ceremony, the Invo- would not normally be considered, but to enforce a hard line against magic.
cation Method, and at least one Power. their supernatural abilities, knowledge Such a situation would certainly count
The mystics teach the Divine Abilities, of the Order, and position in the Church as bringing ruin on my sodales. The
and in practice the mystics do most of mean that their petition cannot easily be Order will certainly investigate, and if
the teaching, with Hermetic Arts being dimissed. The player magi hear of this the player characters can be shown to
covered by the books and Hugos teach- soon after as the Order debates the best be responsible, they will be punished
ings. The goal is to ensure that future course of action. Even if they had no at Tribunal. The archdeacon is careful
generations of Hermetic Holy Magi are part in the mystics petition to join, the to ask that they be given the chance to
skilled as holy mystics as well. player magi still have ample opportunity make good the damage they have done,
Both Edward and the mystics report to work for or against their assimilation rather than being Marched, but has
that Hugo insisted that Edward learn the in the political arena. The details of such less influence over the course of Her-
Parma Magica to protect himself against a debate are highly saga-dependent, and metic justice than he thinks. If they are
the evils of the world, and to protect so are not laid out here. Marched, the archdeacon offers them
the mystics from the effects of his Gift. sanctuary, in return for their support;

Clerical Personnel
A single specific person as well as some if asked indirectly about special books he sinister, only very interesting and best kept
general personnel are briefly described counters by asking them to be more spe- from outsiders.
here, with only their key statistics listed. cific. If the player characters ever mention
The clergy live on the church grounds, Hermetic or magic books, or something
and their business occasionally takes them similar, Julius gladly tells them that he has Churchwardens
away from the site. The wardens, on the no current such projects but that the books
other hand, all live off site, and can be he finished were all taken by the canon Ra- These men are employed by the
spoken to elsewhere, with fewer prying phael, who handles the books for the down- church to keep order and prevent intrud-
eyes and a less detrimental aura. stairs library. Julius has never been there but ers and thieves. They are hired for their
he knows that the entrance is down though brawn rather than any other qualities, and
the crypt. He does not mention Hugo casu- they are quite loyal to the church as an
Julius the Illuminator ally, but this information is revealed after a employer but not terribly pious.
successful Com + appropriate social Ability
Player characters coming to the church roll against an Ease Factor of 12. Mentem Characteristics: Int 1, Per 0, Pre 1, Com
asking questions about books are sent Ju- magic may reveal all his secret knowledge: 1, Str +2, Sta +3, Dex +1, Qik 0
lius way. He is a jolly dwarf of a clergyman Julius has illuminated the Parma Magica Personality Traits: Loyal +3
employed as scribe and illuminator for the book, as well as the non-Hermetic books Combat:
church. His Personality Traits are Happy on holy Methods, Powers, and Abilities (see Dodge: Init 0, Attack n/a, Defense +5,
+3, Pious +2, Naive +2. If the storyguide the library description found later). How- Damage n/a
uses the clue with a drop of blood from the ever, he cannot distinguish between them as Bludgeon: Init 0, Attack +8 Defense +5,
book on Parma Magica, the Arcane Con- they are all simply special books to him. In Damage +4
nection leads to him. He happily prattles his eyes, Hugo is some kind of holy mystic, Soak: +4
on and on to learned visitors about books and he suspects that the same is true of sev- Equipment: Bludgeon, quilted hauberk.
on academic or church-related subjects, and eral of the canons. He sees this as nothing

73
Thrice-Told Tales
this possibility is touched on later. In
any event, these matters are raised at
Staying in the Shadows anus and the archdeacon continue to
monitor any supernatural meddling in
Tribunal, which must also deal with Fa- The player characters may choose the Town, and may ask for investiga-
bianus and the mystics themselves, if to keep the secret for Fabianus. If the tions of future events. Fabianus tries to
they have survived. Quaesitors are not pursuing Fabianus, remain inconspicuous for as long as he
for whatever reason, he continues to can, acting behind the scenes to affect
develop his plans. his sodales and keep the archdeacon
Fabianus has time to fully train Ed- informed. Once the mystics are dis-
ward and the premature teaching of covered or choose to reveal themselves
Parma Magica avoids detection. Fabi- he finally shows his true colors in order
to support them. Once Edward has fin-
ished his training, Fabianus introduces
Resources for the Servants of God him while forming the Orders first
Holy covenant, hoping it can con-
Fabianus inherited books on Divine, (Level 5, Quality 11) tribute to the changes he desires. The
supernatural subjects from his pater, and De Operationes Daemonum Dialogos: Summa, mystics are unGifted and most likely
has collected some Hermetic books for Infernal Lore (Level 5, Quality 12) cant join the Order, but in fact do not
use by the Servants of God. As primers Academic books: need to. They can work just as well as
are found in plenty his procurement of Scivias: Tractatus, Theology (Quality 13) specialist covenfolk in the new Ser-
them over the course of a decade has Liber Vitae Meritorum: Tractatus, Philoso- vants of God covenant. Much political
not raised suspicions. The library is sup- phiae (Quality 13); Tractatus, The- turmoil is avoided this way, with no
plemented by books on academic and ology (Quality 13) magi knowing Fabianus broke the rules
church related subjects, copied from Liber Divinorum Operum: Summa, Philoso- of Parma Magica, and no attempt to
the churchs library. Their known vis phiae (level 2, Quality 13); Summa, bring unGifted non-Hermetic mystics
sources includes a holy spring yielding Theology (Level 5, Quality 13) into the Order. This is the way Fabia-
20 pawns of Divine Creo vis annually. Ordo Virtutum: Tractatus, Artes Liberales nus intended his plans to unfurl, to qui-
As they have little use for vis, a signifi- (Quality 13); Tractatus, Philoso- etly ease the practice of Holy Methods
cant amount has been stockpiled. The phiae (Quality 13); Tractatus, The- and Powers inside the Order.
exact amount of vis income and in stock ology (Quality 13)
should to be adjusted to match your Symphonia Armoniae Celestium Revelationum:
sagas vis economy. Apart from this, the Tractatus, Artes Liberales (Quality 13)
church provides food, lodgings, work- Holy books:
force, protection, and even covers other
expenses as well, enabling the Servants
Divine Ceremony: Summa, Ceremony
(Level 4, Quality 12)
Interlude:
of God to exist as a group of holy mys-
tics, or perhaps as a covenant later on
if Fabianus plans unfurl. The mystics
Divine Adjuration: Summa, Adjuration
(Level 4, Quality 12)
Divine Blessing: Summa, Blessing (Level 4,
Preparation for
earn these privileges by doing service
as canons, mostly special missions as in
Quality 12)
Divine Wonders: Summa, Wonders (Level Tribunal
the Town during the first events of this 4, Quality 12)
sequence of stories. Divine Invocation: Summa, Invocation The time until the Tribunal where
(Level 4, Quality 12) the cases are heard and resolved de-
Church Books: By His Works: Summa, Holy Magic (Lev- pends on the year in which the events
The Bible: Summa, Theology (Level 10, el 2, Quality 12) happen. These matters do not warrant
Quality 3); Summa, Organization Charitable Magic: Tractatus, Holy Magic a special emergency Tribunal, so there
Lore: Church (Level 3, Quality 3). (Quality 12) may be up to seven years to wait.
The Parish Register: Summa, Area Lore: Miraculous Magic: Tractatus, Holy Magic The time passing between discover-
Parish (Level 2, Quality 5). (Quality 12) ing Fabianus plans with the Servants of
The Missal: Tractatus, Organization Lore: Hermetic books: God and the Tribunal can be used by
Church (Quality 7); Tractatus, Mu- Hermes Parma Magica: Summa, Parma player magi to build support for one
sic (Quality 7). Magica (Level 3, Quality 12), al- side or the other. The two feuding magi,
Breviary: Tractatus, Organization Lore: though their copy is most likely Arctura and Decarius, continue their
Church (Quality 10). kept in the Town; see earlier. disagreements in the political field now
The City of God: Dominion Lore, Summa Primers in all 15 Arts (all Level 5 or 6, that the greater attention on the Town
(Level 4, Quality 10) Quality 1521) demands discretion.
Decretum: Summa, Civil and Canon Law One way to run the political game
could be to run small stories before the

74
Thrice-Told Tales

Holy Mystic
Characteristics: Int +2, Per 0, Pre 0, emony 5 (Invocation), Civil and of Direction. Michael has Carefree,
Com +3, Str 1, Sta 0, Dex 1, Qik 0 Canon Law 3 (canon court), Con- Lingering Injury (Grogs, page 81), and
Size: 0 centration 3 (Holy Powers), Domin- Missing Ear. Raphael has Arthritis, Mo-
Age: 35 (35) ion Lore 3 (angels), [Holy Power]* tion Sickness, and Temperate. When
Decrepitude: 0 5+2 (Invocation), Infernal Lore 2 Fabianus found them, he was surprised
Warping Score: 1 (1) (demons), Invocation 5 (in Ceremo- that they had each taken the name of
Confidence Score: 1 (3) ny), Latin 5 (Church usage), Local a different archangel, and he believes
Virtues and Flaws: Priest; Invocation, Language 5 (preaching), Magic Lore that it is a sign that they should work
[Holy Power]; Arcane Lore, Divine 1 (magical effects), Organization together. Over the years they have
Ceremony, Puissant [Holy Power]; Lore: Church 4 (politics), Teaching been taught by Fabianus and guided to-
Dark Secret: Involved with Wizards; 3 (academics), Theology 3 (debate) ward texts on the subject of their Holy
Offensive to Demons, See Description * Each of the three holy mystics knows a Methods and Powers. They know Fa-
Personality Traits: Pious +4 different one of the following Holy Pow- bianus only under the name Hugo, but
Reputations: ers: Adjuration, Blessing, or Wonders do know that he is a Hermetic magus
Combat: Equipment: Clerical robes, he is the source of their knowledge
Dodge: Init 0, Attack n/a, Defense 0, Encumbrance: 0 of the Order of Hermes from a mi-
Damage n/a Appearance: Middle aged men with cler- nority practicing Holy Magic, and that
Soak: +1 ical robes, neatly groomed, slightly he works with the archdeacon. They
Fatigue Levels: OK, 0, 1, 3, 5, Un- below average height. are all ordained priests, but their duties
conscious for the church are kept to a minimum
Wound Penalties: 1 (15), 3 (610), The three holy mystics Gabriel, so they have time to work for Fabianus.
5 (1115), Incapacitated (1620), Michael, and Raphael have very similar The majority of their time is devoted
Dead (21+) game statistics, but each has a differ- to matters important for both their du-
Abilities: Area Lore: Diocese 3 (church- ent set of three Minor Flaws. Gabriel ties as canons and the grand harmoni-
es), Artes Liberales 2 (debate), Cer- has Busybody, Clumsy, and No Sense zation project.

Holy Magic
A magus can seek to use his magic in The magus is attuned to both the Presence + Theology against an
a way devoted to God rather than its pa- Magic and Divine realms, so he Ease Factor of 15.
gan Hermetic origins, typically inspired uses the most beneficial aura mod- Holy magi may use the special di-
by a holy blessing, divine Warping, ifiers and does not gain Warping vine Ranges, Durations, and Target
or witnessing a miracle. The details of from either aura. Any lab activities parameters found in Realms of Power:
Holy Magic are found in Realms of Power: possible for magi can also be per- The Divine Revised Edition, page 68.
The Divine Revised Edition, pages 6669; formed in the Dominion; this in- They do not need to use vis in ritu-
the Virtue is found on page 34. A magus cludes vis extraction although the als, but may substitute one long-
generated to know Holy Magic from vis is tainted by the divine. term Fatigue level for every three
the start of a saga needs this Major Vir- Formulaic spells need to be rein- pawns. This fatigue is not regained
tue, and as a result he learns the Arcane vented in new holy versions, and during the duration of the effect.
Ability Holy Magic rather than Magic in fact most holy magi stop using Provided the magus has the neces-
Theory, and all his spells are holy ver- their normal Hermetic spells as sary Methods and Powers he may
sions of their Hermetic counterparts. they lead to sin. Holy spells may use the guidelines for Miraculous
The holy magus has a reputation as a never be used for evil; the spell Effects from Realms of Power: The Di-
hedge wizard among his sodales. On simply fails if this is attempted. vine Revised Edition, pages 4656, us-
the other hand, if a standard Hermetic Spells may not be cast with words ing the most appropriate Hermetic
magus converts to holy magic through or gestures, resulting in a 15 pen- Technique and Form instead. They
play he does not need this Virtue, and alty, although Virtues like Subtle may even surpass Hermetic limits
does not gain the bad reputation imme- Magic or Deft Form still apply to in certain ways, although this re-
diately, although it is likely to develop offset these. The magus can sub- quires that the spell be a Ritual.
over time. The most important effects stitute prayer for Hermetic pro-
of Holy Magic are as follows: cedures, requiring a simple roll of

75
Thrice-Told Tales
Tribunal where player magi gauge the lanea, so undecided conservative magi story as written, no one tries to stop him,
opinions of their fellow magi and try to join Decarius camp. but the story could be developed that way
sway the undecided, using known char- in your saga. Similarly, Fabianus might have
acters from the saga. Almost any event fled into hiding, and be unaware that he is
happening during this between time can supposed to attend Tribunal. In that case,
affect the outcome of the cases. The
player magis actions may change other
magis opinion of them. Fr example, if
Story III: the player magi might search for him.

a settlement is cleared quietly of infer-


nal influence, several magi who prefer
Tribunal Running the Tribunal
discretion for the Order may cast their
votes in the player magis direction. A Tribunal is needed to deal with the The details of the Tribunal will de-
Alternatively, stories may inspire sym- two charges against Fabianus as well as the pend on which Tribunal it is, and how
pathy or antipathy for the respective petition from the Servants of God to join such events normally run in the saga. The
causes and the people making cases for the Order of Hermes. Fabianus has been debate rules from House of Hermes: Societates,
them. For example, a run in with a local identified by name and is summoned to Tri- pages 90-93 might be helpful. Otherwise,
coven of hedge witches results in sev- bunal. He fully intends to come, and does the troupe needs to keep track of the
eral of them joining House ex Miscel- so unless someone prevents him. In the opinions of other magi on the issues.

Edward the Apprentice


Characteristics: Int +2, Per +1, Pre 0, zation Lore: Church 2 (hierarchy), only agrees to lower his Parma if faced by
Com +2, Str 1, Sta 0, Dex 0, Qik +1 Parma Magica 1 (Mentem), Theol- a Quaesitor in good standing. If directly
Size: 0 ogy 1 (Biblical knowledge) asked, he shows characters the crypt under
Age: 15 (15) Arts: Cr 4, In 0, Mu 0, Pe 0, Re 0; An 0, the Urban Church where he is trained. He
Decrepitude: 0 Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, will agree to go with characters to face a
Warping Score: 0 (1) Me 5, Te 0, Vi 0 Quaesitor, and is happy to submit to Her-
Confidence Score: 1 (3) Equipment: Novices robes metic justice. He does not know that his
Virtues and Flaws: The Gift; Hermet- Encumbrance: 0 knowledge of the Parma Magica is unusual
ic Apprentice; Apt Student, Book Spells Known: None and possibly illegal, but he does know that
Learner, Divine Ceremony*, Holy Appearance: An adolescent with a ton- his Holy Magic is different from standard
Magic*; Church Upbringing1, sured head, the simple garb of a nov- Hermetic magic, and that he is to play a
Hedge Wizard, Necessary Condi- ice, and the slightly weak physical role in converting the Order.
tion* (Prayer), Weak Parens impression often given by scholars.
1) New Flaw, see later
Personality Traits: Curious +2, Over- Edward is in practice currently being New Flaw: Church Upbringing
confident +1, Pious +2 trained by the holy mystics. Formally and
Reputations: As soon as the Order legally Fabianus whom he knows as This Minor Personality Flaw covers
knows about him, he gains Hedge Hugo is his master by virtue of hav- children schooled by the Church and
Wizard 3 (Hermetic). ing opened his Hermetic Arts, but the mostly raised by clerics as well, a fate
Combat: mystics continue the training. These are befalling some orphans, bastards, Gifted
Dodge: Init +1, Attack n/a, Defense +1, his statistics after training for five years, as children, and other misfits. The Church
Damage n/a per the standard ArM5 rules. While both may act out of charity or a wealthy indi-
Soak: +0 Fabianus and the mystics are excellent vidual may have paid to discreetly get a
Fatigue Levels: OK, 0, 1, 3, 5, Un- teachers, much time is spent on religious difficult child out of the way. This seclud-
conscious matters which is why Edwards training is ed upbringing leaves the character less
Wound Penalties: 1 (15), 3 (610), comparable to that from a Weak Parens. knowledgeable about the rest of society,
5 (1115), Incapacitated (1620), Edward has been told to volunteer no which he finds unstructured, uncouth,
Dead (21+) information, but to answer questions hon- and confusing. The player must spend
Abilities: Area Lore: Town 3 (short- estly if asked directly. He thinks of him- 25 experience points from the normal
cuts), Artes Liberales 1 (grammar), self as Hugos apprentice in the Order of budget on Artes Liberales, Latin, Music,
Athletics 2 (running), Ceremony 2 Hermes; if asked about the name Fabianus Organization Lore: Church, or Theolo-
(Invocation), Dominion Lore 1 (an- he says that it sounds familiar, but he can- gy. Unless the character has a Virtue that
gels), Holy Magic 1 (learning spells), not remember from where. Mentem mag- permits it, no other experience points
Latin 3 (reading), Local Language 5 ic can recover his memory of the name on may be spent on Academic Abilities.
(slang), Music 1 (singing), Organi- the door in the crypt. However, Edward

76
Thrice-Told Tales
Charges Against Fabianus
Fabianus actions have been highly un-
wise, and he is guilty of two major Hermetic
crimes, scrying and spreading Parma Magi-
ca. Relaying information about the Orders
business to the archdeacon is certainly un-
usual, and unlikely to be popular with his
sodales, but it hardly constitutes endanger-
ment or mundane interference as it has had
no widespread or grave consequences.
His crimes are brought before Tribunal
where mystics petition to join the Order
is also treated. Since Fabianus plans have
moved to a new level he has no reason to stay
in hiding and wants to work publicly to gar-
ner support for the Servants of God and him-
self. The appropriate penalty for his crimes is
probably less than a March, so Fabianus feels
confident that he can appear safely. If anyone
does attack him, they find themselves the
subjects of a new investigation.

Scrying

The punishment for scrying needs to


fit the damage done or the actual intent,
unless magical secrets were uncovered,
which is always treated seriously. Fabianus Voting
argues that he accidentally overheard a and no harm would be done. He assures the
conversation between magi, and stopped Tribunal that had any risk appeared the
scrying upon realizing this. If the magi in apprentice strayed away or the book gone The opinions of player magi may
question had not been Quaesitors, Fabia- missing he would have taken responsi- vary and whether their votes turn the
nus might have expected a light fine, but bility and worked diligently to remedy any tide depends on the specific saga. Arc-
scrying on Quaesitors is not something harm done. But nothing did happen, and tura, as mentioned in her character de-
House Guernicus lets slide easily. They thanks to the early introduction of Parma scription, votes to support Fabianus and
are unlikely to call for a March, unless the Magica the apprentice had the chance to she does her best to guide the hands of
events of the stories suggest it, but a steep learn from tutors other than his parens, to magi she normally associates with. De-
fine in vis or services is likely. broaden his horizons. carius, on the other hand, is opposed,
There is no doubt that Fabianus taught not so much to the matter of scrying but
Parma Magica to someone who had not to Fabianus grand plans as a whole.
Spreading Parma Magica sworn the Code, so in this case there is
clearly space to call for a March. How-
The gravity of spreading the secret of ever, the person in question was Fabianuss Wizards War
Parma Magica, mentioned in brief on ArM5 apprentice, so things are not so clear-cut.
page 66, requires enforcing the Join or Die While some magi would demand severe If Fabianus is not found guilty, his
policy on the student as well as Marching punishment, others would want to see opponents have the option of declar-
the magus teaching it. However this only this made into standard practice, both for ing massive and coordinated Wizards
refers to outsiders! Fabianus argues that he the safety of the apprentice, and to enable Wars on him. In fact, this is an option
never had any intentions of disseminating other tutors to work effectively. Most magi before the Tribunal or even as a replace-
the Orders secrets to outsiders. He taught would not see this as automatically requir- ment for legal measures. Fabianus is too
it prematurely to his apprentice, because ing a March, many might look for a light- weak to fight any serious opposition,
he saw a need for it and as protest against er punishment, and some might hope to although his Guardian Angel poses a
the usual practice. His apprentice would change the Peripheral Code by acquitting threat. While the archdeacon is pow-
eventually become fully accepted magus him altogether. erless to prevent this, he does offer

77
Thrice-Told Tales
sanctuary in the crypt below the Urban
Church. Any magi assaulting the church
A Petition to magi have officially practiced Join or
Die method since the founding, but as
are going suffer its wrath and have to Join the Order the mystics havent actually been taught
face the consequences, possibly includ- Parma Magica and cant even learn it be-
ing charges at Tribunal; See the section The holy mystics are not part of the cause they lack The Gift there is no need
Sanctuary for Fabianus later. Order and as such cannot be judged un- to accept them.
der its rules. On the other hand, neither House of Hermes: Societates, page 127 ex-
are they protected by them. Hermetic plains that normally only Gifted individu-

Fabianus, Magus ex Miscellanea


Fabianus is known only as Hugo vine creatures), Folk Ken 3 (clergy), brown hair. In disguise, while among
among all clergy and mundanes he deals Guile 4 (long term deception), Holy his Hermetic sodales, he has a wild,
with. Most of them believe he is just a Magic 5 (Mentem), Infernal Lore 2 (di- sandy beard and hair, one blood-shot
pious scholar with knowledge of divine abolists), Latin 4 (writing), Local Lan- squinting eye, and a few pox scars.
powers; none know his real name. guage 5 (clergy), Magic Theory 1 (vis Casting Sigil: The shape of a cross appears
extraction), Organization Lore: Church momentarily in nearby objects, for in-
Characteristics: Int +1, Per 1, Pre +1, 3 (hierarchy), Organization Lore: Or- stance in gravel on the road rearranging
Com +3, Str 1, Sta +1, Dex 0, Qik 0 der of Hermes 3 (the gently Gifted), itself.
Size: 0 Parma Magica 6 (Mentem), Teaching New Spells
Age: 59 (54), Longevity ritual from age 3 (holy subjects), Theology 3 (prayer) Prying Senses InIm 10, Touch/Diameter/
35 of 9th magnitude, bought from a Arts: Cr 8, In 8, Mu 5, Pe 5, Re 6; An 6, Room. Allows the use of both sight and
specialist magus Aq 5, Au 5, Co 8, He 5, Ig 5, Im 5, Me hearing to sense what is going on inside
Decrepitude: 0 8, Te 5, Vi 5 a room.
Warping Score: 3 (11) Twilight Scars: The smell of incense, the Rising Piety CrMe 25, Eye/Sun/Individual.
Confidence Score: 1 (3) sounds of whispered prayers Fills the target with pious emotions,
Virtues and Flaws: The Gift; Hermetic Equipment: Magus robes, clerical clothing, making sinful acts less likely to be per-
Magus; Gentle Gift, Greater Puri- staff formed.
fying Touch (pneumonia)*, Holy Encumbrance: 0
Magic; Affinity with Mentem, Deft Spells Known: Fabianus pater was originally an in-
Imaginem, Deft Mentem*, Divine Prying Senses InIm 10/+14 significant magus ex Miscellanea from an-
Ceremony, Good Teacher, Minor Disguise of the Transformed Image MuIm 15/+11 other Tribunal who in time converted to
Magical Focus (creating emotions); Mastery 1 (Fast-Casting) Holy Magic and subsequently trained his
Chaotic Magic, Deficient Perdo, Words of the Unbroken Silence CrMe 10/+17H apprentice almost exclusively in this way.
Necessary Condition (touch holy Panic of the Trembling Heart CrMe 15/+25F H This why Fabianus has a low score in Magic
symbol)*; Hedge Wizard, Higher Pains of Perpetual Worry CrMe 15/+25F H Theory and mostly holy spells. Fabianus
Purpose (reconcile society and the Rising Piety CrMe 25/+25F H Visions Flaw is seen by him as a divine
Order of Hermes), Meddler, Visions Perception of the Conflicting Motives InMe blessing, as most often it warns him about
Personality Traits: Devious +3, Meddle- 15/+17H supernatural occurrences mainly magi-
some +3, Conciliatory +2, Pious +2 Posing the Silent Question InMe 20/+17H cal affecting innocent mundane victims,
Reputations: Hedge Wizard 3 (Her- Confusion of the Numbed Will InMe 15/+15H and these drive him into action. Sadly they
metic) F
: Spell is covered by the magical focus are not very precise. His personal call-
Combat: H
: Indicates a holy magic version of their ing is to harmonize the Order of Hermes
Dodge: Init 0, Attack n/a, Defense 0, Hermetic counterparts. with the Dominion, and he believes this is
Damage n/a Vis: 6 pawns of Imaginem vis in the form of Gods will. He does this by helping the holy
Soak: +1 mirror shards, in a belt pouch. 8 pawns mystics further their knowledge of Holy
Fatigue Levels: OK, 0, 1, 3, 5, Un- of Mentem vis in the form of tiny am- Methods and Powers so they can teach his
conscious ethysts, set into a ring on his right index apprentice. Once the mystics step forward
Wound Penalties: 1 (15), 3 (610), finger. and are accepted into the Order as a Holy
5 (1115), Incapacitated (1620), Appearance: Fabianus dresses in the garb of Societas under House Ex Miscellanea, the
Dead (21+) a priest and carries no obviously strange first generation will be underway mastering
Abilities: Area Lore: [Tribunal] 3 (geogra- objects to betray him as a wizard. Ap- both Holy Magic and Divine Powers. His
phy), Artes Liberales 1 (grammar), Cer- pearing as Hugo before the Servants of one great mistake is teaching the apprentice
emony 4 (Invocation), Code of Hermes God, his natural appearance is that of Parma Magica prior to him swearing the
3 (mundane interference), Concentra- an honest face with no blemishes, clean Code, but it seemed the only way to miti-
tion 3 (spells), Dominion Lore 3 (Di- shaven and with unremarkable light gate the detrimental effects of The Gift.

78
Thrice-Told Tales
als are considered for membership of the tion. Magi sympathetic to his cause see a pleased, even if they are required to stop
Order. These usually find a member of use for them and would rather have them working for him directly. Indeed, he grants
the Lineage of Pralix for a short time of protected by the Code. If nothing else them the necessary permission to do so. As
formal apprenticeship, which is used to works, Fabianus claims they are integral he sees it, his most trusted people have ties
Open their Arts, and teach them about the resources needed for his magical projects, to the Order and can work from the inside.
Order. As the mystics are not Gifted, they and any harm done to them is deprivation His goals are not to destroy or rule magi,
can be refused membership. Most other of magic. However, this runs the risk that but rather nudge them toward harmonizing
magi dont see any argument for accept- the Tribunal will decide to execute them as with and embracing God and the Domin-
ing unGifted hedge wizards of any kind, punishment for his crimes. ion. He hopes that eventually the mysteri-
and if the Order suddenly does, a veritable ous taint of The Gift will disappear and that
flood of useless mystics thinning the ranks magi will accepted by society, with piety
of true magi is an acute risk. If their peti- A Holy Societas taking precedence over selfishness and sin.
tion to join is rejected, Fabianus asks they This he leaves to the holy mystics to fur-
be at least acknowledged as a group of in- If the mystics join or otherwise closely ther from the inside, in fact he backs off and
terest and offered some degree of protec- associate with the Order, the archdeacon is only raises complaints about gross miscon-

Zurfiel, a Guardian Angel


Choir: Angel less they succeed in a Stamina stress Divine Guidance, 1 point, Init +0, Mentem:
Divine Might: 15 (Ignem) roll against an Ease Factor of 9 each The angel may modify a Personality
Characteristics: Int +3, Per +3, Pre +1, Com round. The power has Duration: Di- trait by up to plus or minus 3 for the
+1, Str +3, Sta +3, Dex +3, Qik +3 ameter, but may be canceled at will. purposes of acting virtuously.
Size: 0 Orbs of the Sun, 2 points, Init +10, Ignem: Heavenly Servant, 1 point, Init +5, Vim:
Age: n/a Red hot orbs shoot from the angels The angel may double all traits (ex-
Decrepitude: n/a hand and circle the victim, sapping cluding Might Points, but including
Warping Score: 0 him of strength due to the intense Magic Resistance) when battling
Confidence Score: 2 (10) heat, draining a Fatigue level every creatures with Infernal Might.
Virtues and Flaws: Greater Immunity round. The power has Duration: Di- Equipment: Silvery full chain mail, white
(Fire), Tough ameter, and Zurfiel need concentrate enameled heater shield, brightly pol-
Personality Traits: Love of God +5, Fierce only to shift targets. ished longsword with holy inscrip-
+5, Compassionate +4, Loving +4 The following powers apply to all Angel- tions in white letters.
Reputations: None ic creatures of the Choir of Angels; Encumbrance: None (Zurfiels equip-
Combat: for more detail see Realms of Power: The ment does not weigh anything while
Longsword and Heater Shield: Init +5, Attack Divine Revised Edition, pages 19 and 26. in his possession)
+13, Defense +13, Damage +9 Angelic Mantle, 2 points, Init +12, Corpus: Vis: 3 pawns of Ignem vis in his eyes
Soak: +15 Angels use this power to manifest in Appearance: Zurfiel looks like a per-
Fatigue Levels: OK, 0/0/0, 1/1/1, 3, the mundane world with a form of fectly proportioned marble statue
5, Unconscious flesh formed by their intellect, caus- of great beauty. His hair and eyes
Wound Penalties: 1 (17), 3 (814), ing it to suffer Fatigue and Wounds. are golden, and with the white and
5 (1521), Incapacitated (2228) The angel cannot die, but the physi- gleaming silver of his armaments he
Abilities: Awareness 6 (alertness), Con- cal body can be rendered useless. emits a cold, hard light.
centration 5 (angelic powers), Infer- Enfolding, 2 or 10 points, Init +10, Vim:
nal Lore 3 (demons), Dominion Lore The lower cost version allows the The angel has entered an agreement
3 (angels), Penetration 5 (holy light), Angel to protect the targets soul and to guide and protect his charge, even
Single Weapon 6 (longsword) mind from any supernatural powers physically if need be, as long as Fabia-
Powers: for a short moment. The higher ver- nus remains in a state of grace and acts
Guardian Angel, 5 points, Init +0, Vim: sion allows protection of the body, within the plans of God. Most of the
Zurfiel can grant Soak +5 and Magic from any physical suffering, even time the help is merely as described by
Resistance 15 to a pious person in his death, for a single moment. the Guardian Angel Virtue, and Zurfiel
charge, mimicking the Virtue of the Envisioning, 1 or 5 points, Init +0, Men- remains invisible. In rare circumstances
same name in ArM5, page 43. While tem: The lower cost version allows the angel intervenes in person, and such
doing this, Zurfiel gains a limited ac- the Angel to appear in a dream to de- an event is sure to be spectacular. Should
cess to the targets thoughts. liver a message. The higher cost ver- his charge be killed, the angel feels
Holy Light, 1 point, Init +12, Ignem: sion allows this while target is awake, obliged to help find justice or vengeance
By emitting a searing, white light, making it seem like a vision. for the deceased.
Zurfiel blinds any onlookers, un-

79
Thrice-Told Tales
duct by magi from this point on.
On the other hand, if the affair ended in
the death and killing of the mystics or other
can become a catalyst for stories involving the
Church. For instance, he watches for mistakes,
forcing the player magi to act discreetly and
New Alliances,
members of the church in any way, even
through due legal process, the archdeacon be-
keep out of trouble. He might actively move
against them, making magically assisted in-
New Tension
comes a powerful and knowledgeable enemy. come sources difficult to utilize, or even threat-
His enmity is focused mainly on the player ening vis sources. The spread of the Dominion Following the resolution of the charg-
magi if a raid on the church ended in the death to magical areas can be crushing for a covenant. es against Fabianus, the Tribunal returns
of his canons, but may encompass the whole to its normal business. If the holy mystics
Order if the mystics were executed by order remain associated with Fabianus they are
of the Tribunal. In the future the archdeacon now either valuable allies of the player

Decarius of Tremere
Age: 33 (33) of peace. However, his arch-rival Arc- to be repeated. Decarius conclusion is
Decrepitude: 0 tura is ruining his work. By eliminating that the Towns prosperity needs to be
Personality Traits: Driven +3, Prag- small obstacles and helping to speed up driven more by ambition and greed,
matic +3, Careful +2, Brave +1, the natural growth of the Town, his aim and less by honesty and charity. There-
Forgiving 3 is to make craft and trade a more profit- fore he is opposed to Fabianus plans
Reputations: None able alternative to crime. If need be he and asks his Exarch to ensure that the
Appearance: Decarius is a stocky man gladly harasses pirates and highwaymen Tremere bloc votes against any such
with a full beard, a jovial expres- to further his cause. propositions. Politically he tries to gain
sion, and stubby fingers Pragmatic to the fingertips, De- supporters among the more conserva-
carius focus is on his duty to his House tive magi, those wanting the Order un-
Decarius was trained in House Tre- and to a lesser degree his covenant. diluted by hedge traditions, and those
mere to prepare for coming crises, and This means establishing supply chains wanting to regain lost glory of old. This
his particular goal is to secure local sup- through production and trade. While may also include those magi protecting
pliers of provisions and other necessi- the assistance of the holy mystics the wild areas from mundane encroach-
ties, and to prepare a logistics network certainly gave the Town a boost, his ment. Houses Tremere, Bonisagus, and
to ship the goods to where they are knowledge of such matters tells him it Guernicus come to mind under the first
needed. This has the nice side benefit of is not a sustainable method. The benefit heading, with Merinita and Bjornaer un-
also providing for his covenant in times was short-term, and the help is unlikely der the second.

Arctura of Flambeau
Age: 35 (35) itable, but she needs a certain amount end: to thwart Decarius and his plans.
Personality Traits: Ambitious +3, Brave of trade to lure in victim ships and to Arctura has a certain degree of respect in
+3, Stubborn +2, Honorable +1, sell her stolen goods. Since apprentice- her House and those who respect their
Careful 3 ship she and Decarius have been rivals values. This group consists of magi who
Reputations: Flambeau Acclaim 3 and competitors, which culminated in are chivalrous, pious, interested in mun-
Appearance: Arctura has an androgynous disagreement five years prior to the first dane affairs, interested in harmonizing
look to her. She is rather tall, thin as a story over who was to take over a pres- with the Dominion, and those who op-
rail, and wears mens clothing. tigious lab in their covenant. The dam- pose the Tremere. This may cover Hous-
age and disruption they caused resulted es Flambeau, Bonisagus, and Jerbiton,
Arctura wants to take over as her in both of them being barred from this as well as others. She certainly exhibits
covenants main supplier of income and privilege. Their relationship since then bravery, good leadership, and respect for
trade goods. Her plan is to recruit a crew has been as enemies, and they are loath her enemies and she fights fairly, most of
of pirates and commandeer a ship in or- to have anyone else interfere. the time. A cleverly laid plan executed to
der to raid trade routes. She intends to At the Tribunal, Arctura enters the avoid needless violence is also a victory.
take advantage of the sudden stop to political battlefield in support of Fabia- By this she hopes to win over even more
the recent growth and prosperity of the nus and of accepting the holy mystics. magi to support Fabianus cause. Another
Town to find her crew here. Her plans While there is little piety in ruining prize argument of hers is that we all re-
need a balance: hampering honest work honest livelihoods to further piracy and member what happened the last time a
makes piracy seem easier and more prof- crime, these are only the means to an sinister Tremere plot was left to fester.

80
Thrice-Told Tales
magi, a nuisance, or enemies. A lot of magi the player magi reacted, and the degree bunal with a common treasury of vis and
resent the Holy Magi, hold them in regard of their success (or failure). books, Quaesitores, the Praeco, or the rel-
as little more than mere hedge wizards, evant ruling group use these resources to
and dislike having to do with anything cover expenses and payment. Otherwise,
connected to the Divine Realm. Fabianus
and the mystics continue to reside in the
Consequences for the payment depends on donations of those
covenants and magi who are satisfied with
crypt below the church, effectively form- Player Magi the results of this case or are taken from
ing the covenant of the Servants of God fines paid by magi convicted in the case.
(if possible; rules vary between Tribunals). The results of these stories change the
They focus on finishing the training of political situation of the player magi. They
their apprentice in a manner satisfactory
to both themselves and Hermetic stan-
are very likely to have made new allies and
enemies, and are almost certain to gain
The End
dards. If Edward is the sole survivor within Reputations. Active involvement in even a
the Order, he continues Fabianus mission, single part of this story, including political However the player magi were in-
but most likely changes his methods. actions in the interludes, counts as a note- volved in these stories, life as they know
If Fabianus, the mystics, and Edward worthy action for a Hermetic Reputation. it has changed. Holy Magic has become
are all killed, the archdeacon is an enemy, Magi with no prior Reputations or nothing more known, and perhaps more wide-
and seeks out more holy mystics to con- in this area gain a score of 1 for their ac- spread, in the Order. A decision needs to
tinue the work. These Servants of God tions (fighter, diplomat, politician etc.) or be made regarding the principles of teach-
are not at all sympathetic to the Order. political stance (for or against harmoniza- ing Parma Magica. The magi have inter-
tion). Magi who already posses an appro- acted with their fellow magi for better or
priate Reputation gain points as the troupe worse and formed alliances and enmities.
sees fit. All situations involving direct con- The same is true for select parts of the

Conclusion tact with members of the Church, such as


the holy mystics, or Archdeacon Petrus
can create an Ecclesiastical Reputation.
clergy. A bustling trading town in growth
is either won or lost, possibly affecting
the covenants future economy. There are
The aftermath of these stories If the characters got involved at the re- many threads left to drive future stories.
depends heavily on how the events quest of the Quaesitores, they can expect
through all stages have unfurled, how gratitude, and probably reward. In a Tri-

Alternative Legal Interpretations


Some sagas may view Fabianus Sanctuary for Fabianus diplomatic solution, but he does not intend
actions, particularly with the Parma to make major trouble over it, not unless
Magica, much more seriously than as- As mentioned earlier Fabianus, flees in his church or his clergymen are harmed.
sumed by the line in general. Whether the face of certain death and heads for the If threats are obvious, the church employs
or not harm was done or even intend- Urban Church in the City to ask for sanc- professional guards from the City, or a
ed the secrets of Parma Magica might tuary. Should he make it, this is granted to group from a militant order (The Church,
be protected almost fanatically, and him by Archdeacon Petrus. Although this page 126) just happens to pay the arch-
for this reason Fabianus and Edward does not in any way prevent magi from en- deacon a visit. The archdeacon does not
the Apprentice may be Marched and tering the church grounds and killing him want things to escalate, and there are limits
killed. In this case his other transgres- or hauling him off, it should certainly act to how much he is willing to risk for Fa-
sions and indiscretions are relevant. as a deterrent to such rash behavior. Apart bianus. If things look bad, he is willing to
The archdeacon is deeply angered by from anything else, it is not obvious that a help Fabianus escape and relocate by use of
such actions, and Fabianus may have declaration of Wizards March grants im- stealth, and if such an attempt is foiled by
supporters within the Order who munity from the clauses of the Code pro- magi but Fabianus is not caught, his last re-
come to see him as a martyr. Indeed, hibiting interference with the mundanes, sort is to send the renegade magus off with
he may be a martyr, and become a mi- and an assault on a church certainly quali- an armed escort.
nor saint. The consequences of such fies as that. From here, Fabianus tries, by If, somehow, the holy mystics were
actions can drive many future stories. correspondence with the Quaesitors, to accepted into the Order and Fabianus was
reach a compromise, one that the Order Marched, the mystics are now in a very
cant and wont grant him by way of the difficult situation. As they are very un-
letter of the Code, no matter how com- likely to be accepted without the support
pelling his arguments may be. The arch- of the player characters, the troupe has a
deacon supports him in trying to reach a good reason to get involved in the story.

81
Chapter Five

Summer Is Icumen In
Sumer is icumen in, lhude sing cuc-
cu is one of the oldest medieval folk Part I: Summer story, only that he has been absent for
eighteen months or more).
songs for which we have the words and
the tune. In this story a cuckoo is planted
in the nest of a medieval court, with po-
Is Icumen In Ten months ago Lady Gracia was
delighted when her husband returned
home unexpectedly and made love to
tentially dire repercussions for the Order her one night. In the morning he was
of Hermes. The tale has three parts, and Spring is ending, and the first days of gone, as mysteriously as he arrived, and
is designed for the sections to be run summer are here. Grogs on watch bask soon after she found herself pregnant.
many years apart, with other stories tak- in the welcome sunshine, butterflies flut- One month ago she gave birth to a
ing place in between that may well fea- ter by as covenfolk are busy cleaning son, named Valentin, whom she loves
ture some of the protagonists in other and conducting roof repairs, now that dearly. Now, however, she has realized
ways. In the first part, Summer is icumen the rains of spring have departed. It is a something is wrong, and that her hus-
in a local noble lady has been victim warm, almost idyllic day; birds sing their band cannot be the father of her child.
of a terrible crime, and given birth to a sweet melodies, interrupted by the harsh The truth is that a Merinita ma-
much-wanted heir but apparently not by cry of a distant cuckoo. Everyone seems gus called Galafre, attracted to Gracia
her husband, as he is away. The magi are unusually content, and even the magi and desiring a child before he takes his
asked to help save her from disgrace. slow their walks to urgent lab business to Longevity Ritual, seduced her by pre-
enjoy just a few moments of the sunshine. tending to be her husband, entering the
It is a grog who sees the travelers first; castle invisibly, and sleeping with her.
Locating the Story a small group of people, one, apparently
female and wealthy by her dress, on a
He then used magic to prevent any cu-
riosity among the townsfolk as to how
horse, with small retinue of guards and Gracia became pregnant under such odd
While written as if occurring in the servants. They are approaching along the circumstances. These elaborate magical
Provenal Tribunal, the story can be track that leads to the covenant. A noble- plans are likely to be his undoing, for
used in almost any Tribunal setting if woman is approaching the covenant! he has created a number of magical de-
the names are changed. The lord and vices that are very obvious once a proper
lady without an heir may well be estab- magical investigation is launched. Also
lished characters in your saga, or the
story may be an opportunity to intro-
What Has Gone Before his Merinita mysteries of Glamour, Per-
petuity and Animae Magic were gained
duce new characters. As written, Lady at the cost of a Vulnerable Magic flaw:
Gracias husband is the current castel- The visiting noble lady is Gracia St. his magic is dispelled by the sound of
lan of Montcuq, a small town and castle Daune, wife of a local comte. She is an wedding bells. His attempts to protect
eighteen miles west of Cahors, and not important noblewoman who married his secret may reveal his guilt, as may his
far from the covenant of Jardin, which into the (until recently powerful) Tren- lack of knowledge of Occitan culture,
can be found in Through the Aegis. He is a cavel dynasty. for Galafre hails from the Normandy
baron (though titled, like most Proven- Eighteen months ago her husband Tribunal. Galafres plan is far from cun-
al nobility, comte) of the important went to the Vatican to try to get the ning; this is because he was assisted by a
Trencavel family, and currently politi- Pope to restore to the Trencavel family troubadour, Sir Vital, whom he knows to
cally neutral between the Crusader and the lordship of the cities of Carcassonne be a faerie and believes to be his friend,
the Toulousain factions. and Beziers, taken from them in the re- but who is befuddling and betraying him
The song, incidentally, is English, and cent Crusade. (Or went on crusade, or (using the Guide power).
from the 13th century. traveled abroad for other reasons, de- Being a member of the Shadow Mas-
pending on your setting. The reason for ters mystery of House Merinita (Houses
the lords absence is not important to the of Hermes: Mystery Cults page 82), Galafre

82
Between Sand & Sea

has modeled his whole plan upon a story Lady Gracia St. Daune? 12: Comte St. Daune has been away
told to him by Vital; that of how Uther from his young wife for well over a year.
Pendragon engendered Arthur upon An Intelligence + Area Lore: County He is currently in Rome seeking the
Countess Ygraine. Sir Vital, a Highly of Toulouse test (or similar ability; Gossip Popes return of Trencavel lands that
Cognizant faerie who gains vitality by and similar Virtues or Flaws provide a +3 were seized by the crusaders.
replaying the myth of the cuckoo heir, bonus) reveals information that is already 15: The Comte and Gracia have no
is behind the plan. This may not become known to people at the covenant about children, and both are desperate for an
clear for many years yet, however. Gracia St Daune and her husband from heir. He is known to have been vexed
talking to visitors, and while traveling. when duty called him away from his
young wife before he had a child.
Lady Gracia Arrives 3: She is a local noblewoman. Lady
Gracia and her husband, Rogier, live in a
18: The family has been declining in
importance since the crusade and it is vi-
castle at Montcuq. tal that they have a child, for while of a
The visitor is clearly a noblewoman, 6: While not royal, her husband if of relatively minor branch of the family, they
and as she comes closer Area Lore rolls may very high birth. He is one of the minor are the only survivors apart from the direct
reveal her identity. She is Lady Gracia St. Trencavels, an important family that, heir, Raymond of Limoux, who is uncle to
Daune, wife of the Lord of Montcuq, the before the Crusade, ruled Beziers and the Comte. Lady Gracia is not of noble
Comte St. Daune. She is an important Carcassonne. birth herself, but the daughter of a pros-
woman, and not someone anyone would 9: In the struggle between the Cru- perous merchant and a foreign lady. Her
expect to find approaching the covenant. saders and the ancient enemy of the marriage to the Comte was permitted by
The two outriders and four guards are all Trencavels, the counts of Toulouse, Ro- the familys loss of status, but all involved
clearly cautious; but she appears confident gier St. Daune is neutral. He does, how- prefer that this is not mentioned.
and determined, and is talking to a second ever, control a strong castle and could 21: Gossip suggests that Gracia St.
woman who by her dress is a maid or simi- raise a considerable force of knights. Daune had a child just a month ago, a
lar, who is riding alongside her on a donkey. The Trencavels were lords of Beziers and healthy son. A washerwoman at the cov-
Carcassonne and enemies of the counts enant has a sister who is in service in Ca-
of Toulouse until dispossessed by the hors, who heard from a merchants wife
What is known about Crusade. there that he had seen the baby while

83
Thrice-Told Tales

visiting the castle, and no one remarked should prompt them to act jealous and a Lady Gracias Story
on the fact that the Comte could not little insecure around Lady Gracia.)
possibly be the father. He found this Of course Lady Gracia has no idea Gracia, once assured that what she
very strange, apparently. who is a magus and who is not, and so says will go no further, tells her story.
24: Word has reached the covenant she will treat anyone not in armor as if She is disturbed by The Gift, and if any-
that the Comte St. Daune has just returned they were very important, unless they one present suffers from the Blatant Gift
from Rome, and is currently at Montpe- are clearly of low status. She is polite, she asks to speak to one magus or maga,
lier (or some other place a few days travel but extremely firm; she is absolutely de- the least disturbing one, alone. She is
away). He has succeeded in his business, termined to speak with a magus, and she extremely uneasy, like most people,
and there will be political implications, will explain that she is aware of the Or- around Gifted individuals, and on edge
but he is keen to hurry home to his wife. der of Hermes, and has heard much of through the interview, but desperate
the covenant, and was once friends with enough to be very polite.
Regardless of how much is known a magus of Bellaquin. She is impatient to Her tale is an odd one. One night
about the lady, once she arrives she be about her business, and to leave for the just over ten months ago, while her hus-
confidently spurs her horse right up to ride home, because she needs to be back band was supposedly far away in Rome
the gates and calls out in a strong voice at Montcuq before her husbands return on important business, he arrived back
Soldiers! I am here to converse with the in a few days. Assuming she eventually is unexpectedly late at night, and came to
magicians! Tell them that a lady named allowed to enter the covenant and meet her chamber. He said he was tired and
Gracia seeks their time, and will reward with the magi, she orders her four guards would explain his return in the morn-
them in ways wizards like to be reward- to remain with the horses, and leaves the ing, but seemed in good spirits and very
ed! Despite her elfin features, the blonde two knights outside, bringing only her cheerful. In the morning he was gone,
hair of a queen, and great beauty, the maid into the discussion with her. She and no one in the castle had seen him,
most striking thing about the lady is her will ask the magi to send any servants and or knew of his return. Gracia admits she
violet eyes. (She has Strong Faerie Blood; any but their most trusted retainers out of thought then her husband was dead, and
her statistics can be found at the end of the room, and explain that what she has cried bitterly all day, before, that very
this chapter. Female characters cant help to say is for their ears only. evening, a courier arrived, bringing one
but be a little put out by her, the result of of the Comtes regular letters from Rome.
her Envied Beauty Flaw. The storyguide All seemed well, but it was two weeks

84
Thrice-Told Tales
before she received another letter, dated band, who the characters may well soon Q. Did anything seem wrong about
the day after the encounter, proving that realize is a Redcap, Jacobella, who carries him?
it was no ghost she had seen. The letter messages between the Tribunal of Rome A. He seemed cheerful, but was in a
spoke of his desperate yearning to return and this Tribunal. (This consists of a small hurry to bed her. He was more urgent,
home, and the fact that business dragged stock of vis, just four pawns of Vim in the insistent and not as gentle as normal; she
on as he bribed his way through the Pa- form of white feathers). Gracia resists put it down to the long period they had
pal Curia, official after official, attempt- discussing the reward in any detail, and been apart. She recalls only one thing
ing to arrange the needed audience with indeed if pushed grows annoyed, asking that was slightly odd; he was wearing a
the Pope. It was certain he had not been is not saving an innocent woman reward strong musk perfume, sweet and not un-
in Montcuq that night. enough? If treated badly she simply an- pleasant, indeed quite seductive. He told
Soon Gracia realized she was preg- nounces her intention to go to a particu- her he purchased it in Rome.
nant, and just a month ago a son was lar rival covenant for assistance.
born to her from that union. Now she A Perception + Folk Ken stress roll Q. When did he leave?
has finally heard the news she longs for. against an Ease Factor of 12 (because A. He got up at some point in the
Her beloved husband the Comte is re- Gracia is capable of lying if need be) re- night, and never returned. Eloise saw him
turning home. The only problem is that veals that she is telling what she believes going out to the courtyard, but the sol-
when he arrives, she faces utter disgrace, to be the truth, but is holding something diers on watch did not see him leave, and
for he has been gone over eighteen back. A few questions the magi might no one in the town mentioned seeing him,
months, and she fears he will renounce ask follow. Lady Gracia answers forth- nor was his horse ever stabled.
her and the child. And what of her baby? rightly any question she thinks will help
Who is the father? She fears she has fall- her get the magi involved in protecting Q. Who are the three people you men-
en prey to an incubus, sorcery, or worse, her. It is impossible to cover all possible tioned who asked you who the father was?
and promises to reward the covenant questions, and the storyguide should The maiden who asked about the fa-
lavishly if they can save her and her son. provide other answers as required based ther was a young woman who had mar-
However, there is more. Hardly any- on what Gracia knows. ried that day whom she met while out
one has spoken to her of the troubling hunting, and to whom she gave a purse
matter of her sons parentage. With the Q. You say your husband came to of silver. The bride and groom were not
exception of one maiden who asked her you. Did he come alone and act normally? from Montcuq, and Gracia was heavily
straight out who the father was, her hos- A. He came in suddenly, just after pregnant at the time. The girl seemed
tile mother in law who called her every she had retired. The maidservant Eloise to be not very bright, and asked Gracia
name under the sun, and then seemed to saw him, and he dismissed her from the who the father was. This should have
forget the whole thing over the evening chamber, saying he wished to be with upset her, but she was confused as to
meal, and a town priest who questioned his wife. It was definitely him, in every why anyone would ask the question, as
her at length, no one seems to think there respect; only his accent seemed slightly she keeps remembering a dream she had
is anything odd about her giving birth to odd, but she put this down to him having where the Comte was delighted by news
the child, even with her husband away so been in Rome so long. He even addressed of her pregnancy before he set off. Her
long. The only hostility she faces is from her by a secret pet name that no one else mother-in-law, Bonita St. Daune, lives in
the towns Cathars, and they regard any ever uses, or to the best of her knowledge Carcassonne. She came to throw Gracia
childbirth as an intrinsically wicked act. knows, and made remarks which no one out of the castle, having apparently re-
Lady Gracia remains extremely calm else could have known (and she blushes) ceived a letter saying that she was preg-
and poised as she tells her story, but she about things that had transpired in their nant. A furious row followed, with Gra-
is clearly troubled, and perhaps mentally bedchamber in the past! cia insisting the child was her husbands
unwell. It is likely that the magi have and conceived before he set off, and
many questions, and she does her best Q. How was he dressed when he Bonita furiously arguing with her. How-
to answer them. First, she promises that came in? ever just before the evening meal (taken
she has access to things you magi will A. He was wearing the same clothes just after sunset, if anyone asks), she
want. If pushed, or questioned by magic, he departed in, but with his armor on. He calmed down, seemed embarrassed and
it is revealed that she has, within her own took off the armor and lay down his sword, apologized profusely. Finally, while out
personal dowry land, a vis source: a cave and she moved it from where he balanced hawking one day she met Father Tomas,
from which spiders that contain potent it against the bed, as it could have easily a town priest, who questioned her at
destructive magic can be harvested. She fallen and injured someone. It is unchar- length about how she could be pregnant
will happily grant legal title to the hill acteristic of him to be careless like that, when her husband was away so long.
and cave, in exchange for help. Second, though. The sword was no dream; it felt Gracia states she responded indignantly,
she has purchased some more things heavy and perfectly solid, and so did her and accused him of listening to Cathar
magi want for silver from the courier husband when they coupled. gossip, before riding back to town. He
who takes letters to and from her hus- has not raised the matter since.

85
Thrice-Told Tales
Q. Where is your son? when Gracia was young. This is a com- characters to answer questions, although
A. Back at the castle with his nurse. It plete fabrication. The truth about Lady she knows no more than Lady Gracia.
is not safe to take such a tiny infant on a Gracias ancestry can be found in Part 2 However, she did see the Comte (or his
journey, after all. of this story if the characters pursue the ghost she is still not convinced he is
point by magic at this time.) alive) come in and order her downstairs on
Q. How do you know so much about The main thing Lady Gracia is hold- the fateful night, and she does recall the
the Order of Hermes? ing back is that she has come to doubt peculiar musky smell of his perfume. She
A. As a young girl she met Valgra- her own sanity. If questioned carefully therefore sees no problem with the baby.
vian of Jerbiton many times, a scholar enough, and reassured or somehow
from the covenant of Bellaquin. He calmed by magic she may reveal this. She
was a good friend of her father, who is
sadly no longer with us, having died a
has already hinted (in response to some
questions) that she doubts whether she is
Finding the Comte
decade or more ago. She has not seen correct about events. Until recently, she
Valgravian since. (Lady Gracias father actually believed that her husband had Some characters will decide the best
was a wealthy wine merchant, of no issued a proclamation before he set off way to handle affairs is to find Comte Ro-
noble status. She avoids revealing this, to Rome announcing her pregnancy, and gier, and apprise him of the situation, or
lying if need be and dodging questions that he was the father, and that the mys- magically investigate his role in the affair.
concerning him, but if pressed hard she terious episode of his return must have He is currently at Montpellier, and making
admits that he was a companion of the been a dream. However, now she is even haste toward the castle. If he is met upon
magi of Bellaquin (a local covenant). She more confused, because while in Cahors the road he seems unaware that there is
avoids the topic of her mother almost and conversing with a lady, she suddenly anything suspicious about his wife having
completely, apart from to say she died seemed to come to her senses. She then had a son in his absence, and insists that
remembered things exactly as they had while dealing with the Papal curia cer-
transpired, and realized her husband had tainly felt as though it took years, he was
Why Do Cathars left long before she became pregnant. only away for six months or so. It is clear
Despise Mothers? Unless she is now under the effects of a
spell, and some evil magician or demon is
that his mind has been tampered with by
magic, but as he is happy with things as
One of the strangest and least ap- seeking to destroy her and her son? they are this may prove a disincentive to
pealing aspects of the Cathar faith is the magi to be further involved. However,
their despising of pregnant women, The lady in question, Alcetta, is a Rogier will eventually realize he has been
and contempt for midwives, who are notorious gossip, who if tracked down bewitched, and so the characters may wish
shunned. This derives from their ba- simply states that she was astonished to do all they can to discover the underly-
sic belief that humans are pure spirits by Lady Gracias effrontery in passing ing cause of the mysterious events before
trapped in matter, and that salvation lies off her bastard as her husbands son, and his wife is beheaded as an adulteress.
in being liberated from the body, which when she made a few subtle digs the
is a prison, and from this material world, woman seemed utterly shameless, right
which is one of torment and evil ruled
over by Satan. The same principles
up until the moment when she goaded
her bluntly and asked who the father
Travelling to Montcuq
which make some Cathars embrace was, at which point she seemed to be
martyrdom joyously and go singing to struck with guilt and rushed off. Alcetta The obvious starting place to begin
their execution leads to their regarding lives to gossip, and will certainly gos- unraveling the mystery is Montcuq, where
giving birth and trapping another soul sip about any mysterious strangers who the baby is, and where the conception oc-
in this awful world as being a terrible come asking her questions. curred. The journey there is uneventful,
sin. For this reason non-procreative sex- and Lady Gracia may travel with the char-
ual practices may be favored by Cathars
acters, or, if they are on foot, ride ahead
over orthodox coupling, though many Eloise, The Maidservant saying she will meet them there. If there are
reject all carnal relations as evil. In some
Blatantly Gifted individuals on the journey,
places mothers are spat upon, and mid-
Eloise is rather diffident and shy, and she will make any excuse she can to leave
wives have even been beaten, despite
the Cathars famous pacifism. Attitudes very discreet. She will confirm what Lady the magi behind and head off on her fast
and beliefs vary widely, but generally Gracia has said only if Gracia tells her to. horse. As the characters approach Montcuq
Cathars regard pregnant and nursing She is utterly terrified of magicians, and they can, by careful inquiry, discover that
women as unclean at best, wicked at nervous around men. The Gift renders the whole countryside is rife with gossip
worst. If you have set the story outside her petrified, shaking and stammering. about how Lady Gracia has given birth to a
Provence this will not matter, and can She strongly disapproves of Lady Gracia bastard child, though people will not share
be ignored; it is not central to the story. coming here, but does what she is told, such gossip with frightening strangers un-
and may be persuaded by older female less heavily persuaded, or drunk.

86
Thrice-Told Tales
The Gates of Montcuq the item here can be located. bishop usually cares about and because
Just after entering Montcuq (Domin- he had never heard of a marriage payment
Montcuq is surrounded by a dry ion aura 3) the characters encounter a being collected in the county of Toulouse
ditch and embankment, topped with a wedding procession leaving town. There is before, though such rights are claimed
five-pace-high wooden palisade. There a festive air, and the streets are filled with by some French nobles. If the edict is ex-
are only two gates into the town, both happy and loud people accompanying the amined by someone familiar with Civil &
two story wooden towers, each with bride who is sitting on an ass. They largely Canon Law, an Intelligence + Civil and
a large gate and the Trencavel family ignore strangers, and go out of their way Canon Law stress roll against an Ease Fac-
shield prominently displayed above the to avoid Gifted ones, but it is possible that tor of 9 reveals that the bishop has curi-
entrance. A toll of a coin is charged by some of the guests can be persuaded to ously omitted to add his seal, 12 that the
the gatehouse keepers, who live in the explain that they are off to the wedding wording is wrong for an ecclesiastical
rooms above the gates. The north gate to be held in a nearby village, because by document and that it is a fake, and 15 that
is owned by the schoolmaster Poncius, the bishops edict no weddings may be cel- it seems closer to the secular common law
but his duties mean that he leaves the ebrated in Montcuq! If the characters de- of Normandy than local or canon law and
collection of the toll to the lame beggar cide to confirm this at Cahors, the bishop that the author may not have been a native
Perrin, who is happy to talk to unGifted has no knowledge of the proclamation. of the region. Once it is revealed that the
strangers in the hope of more coins. edict is false (or another equally false edict
The south gate is manned by Grigori, rescinding it is somehow sent to the good
an elderly soldier who has the grant as The Church father), Father Tomas will be delighted to
his pension after years of duty, and is re- begin celebrating weddings again.
luctant to discuss anything with strang- Father Tomas can be found near the The magi may have worked out by
ers, unless he has seen them with Lady church, and has little to add to Gracias ac- now the connection between weddings
Gracia. He sends his grandson Per to count. After the birth of her son he went to and the failure of the spells. How difficult
run straight to the castle with news of the castle to arrange the baptism of the infant, it is to find a young couple willing to wed
any unusual strangers of obvious wealth and to politely inquire as to how she came to is left to the storyguide; it should require
or importance, as soon as he can. Both be pregnant while her husband was so long some clever plan on the part of the char-
gates have a faint odor of sensual musk away. He is embarrassed that he asked, and acters to find a young couple and arrange
perfume about them, a not unpleasant can no longer remember why he thought a marriage. The church has a rather splen-
smell, but the source is hard to pin down. it was unusual. He cant remember exactly
The gatekeepers are completely how long ago the Comte left, but he is ab-
convinced that the baby is the Comtes solutely certain that there was nothing suspi- Comtes and Counts in
son, and take immense umbrage at any cious about the birth, though if the characters
suggestion otherwise, unless the mat- can assure him he was right in the first place the Provence Tribunal
ter is raised very delicately. The same his suspicions return, and he finds it odd he
In this region the term Comte,
is true of companions and grogs. Magi stopped being concerned. As he is rarely in literally Count, is used for any noble-
are not convinced, but they feel some- the market building at noon, the keep at sun- man of standing, that is a person with
thing fail to Penetrate their Magic Re- set, or passing through the town gates, once the Landed Noble virtue who holds
sistance. It may take some time to locate his suspicions are raised he starts to make dis- a castle or two. In other settings the
the source of the magical effect, which is creet inquiries, and starts to realize that some- equivalent rank is baron, or just a
the Trencavel shield hanging above the thing is terribly wrong in Montcuq. knight who is owed fealty by four or
gate, between the two windows to the He can throw light on the bishops edict, more other knights. Major nobles,
gatekeepers room (and easily reached even producing a letter written in Latin, os- such as the count of Toulouse, are
from there, if permission to enter can be tensibly from the bishop of Cahors, that a referred to by that term to prevent
gained.) The shield is subtly modifying monk delivered around eighteen months confusion, as everyone knows they
the memory of the Comtes departure in ago. It simply states that, in the absence of owe fealty directly to the king, but
all who pass through in either direction. the Comte, no weddings are to be conducted the term used is actually comte as
Once the source of the magic is detect- within the walls of Montcuq until his return, well. Knights who hold minor cas-
ed the characters are likely to ask where the as the feudal fees traditionally owed him tles, such as Sir Heliot (see Part 3),
shield came from, and are told that it was a when a marriage is conducted can not be col- but owe fealty to Comte Rogier are
gift to the town from Sir Berangar, a knight lected. Therefore all weddings are to occur in just referred to as Sir, again to lessen
of Carcassonne. He actually gave two, one neighboring parishes, where persons resident the confusion caused by the plethora
for each gatehouse. Requests to remove the will stand witness for the bride or groom. of knights. If your saga follows his-
shield will be refused, unless Lady Gracia He can recall little about the monk tory then in the second half of the
orders it. Sir Berangar was, in fact, Sir Vital, who delivered the message, who did not 13th century French usage of titles
who may be recognized from his descrip- stick around long, but he was surprised becomes common.
tion if the carters from Cahors who brought because it is not the kind of thing the

87
Thrice-Told Tales
did bell, which is rung during weddings. a brick floor and a red brick upper story sup- their lack of real influence in local govern-
Galafre has not got round to removing it ported on brick columns, and at ground level ment. The door to the room is locked, and
yet, but he has cast a spell to silence it. is open to the street on all sides. The covered a locked chest within the room contains the
market is used for cheese and dairy transac- consuls seal and various town charters. The
tions, and the upper rooms by the local guilds, room also contains a wooden statue of the
The Market Building who each have it for one day of the week, ex- Comte this is actually a Glamour, a physi-
cluding weekends when it is used for town cal illusion (see Houses of Hermes: Mystery Cults,
Before the gates of the castle stands the business. The consuls of Montcuq, twelve page 101), and within the Glamour is con-
market square, a large space now partially elected leading citizens who represent the cealed a small crown of knotted cherry tree
filled in with permanent stalls and a large area towns interests by advising the Comte, meet boughs, an enchanted item made by Galafre.
of cattle pens. One section in the center has here once a month to drink wine and bemoan

The Castle

The castle consists of a single stone


tower on a rise at the east end of town. A
low (three paces high) stone wall surrounds
the stables, great hall, bakehouse, and gar-
rison quarters; the gatehouse opens directly
on to the town marketplace. The gate
stands open during the day, and servants
constantly move in and out of the gate,
being exposed to the effects of another
enchanted Trencavel shield like those over

Montcuq: Why is this


Funny to the French?
Montcuq is pronounced in French
in the same way as my arse! As such
the place name is considered highly
amusing by any character who speaks
French as their native tongue, though
if they only hear the name and do not
see it written down they will not realize
the issue. In Occitan it is pronounced
mon-kuk and hence is not amusing
at all. French-speaking, and literate,
characters who see the name written
down immediately get the joke; Occi-
tan characters can be offended by the
French being so childish! However,
more significantly, the name derives
from the Latin montem cuci, or mountain
of the cuckoo, and is still called this in
Latin documents, if any are uncovered
in the course of the story, or any Latin
books are consulted on the town and
region. This is no coincidence; it was
one of the reasons why Galafre chose
Lady Gracia to sire his son upon. If you
relocate the story you can name a lo-
cal hill Cuckoo Hill to maintain the
theme, and have someone draw it to
the characters attention.

88
Thrice-Told Tales
the town gates. Again, magi notice an effect
fail to Penetrate as they pass through.
The tower serves as a keep and has five
floors, with the entrance up a flight of stairs
on the second floor. The accompanying
map shows the layout, and tower floors.
The guards allow characters introduced
to them by Lady Gracia to move freely
around the lower three floors, but entry to
the Comtes quarters (the upper floors) is
only possible if with Gracia. Physical inves-
tigation reveals little new, and none of the
guards remembers seeing the Comte at any
time since he departed for Rome.
All of the servants eat with various
family members, prominent townsfolk and
various hangers-on in the Great Hall around
sunset each day. Lady Gracia and the
Comte, if present in Montcuq, preside over
the meal, and at sunset a hidden enchanted
device activates. This one, another Cherry
Bough Crown like the one in the market
building, is positioned on the roof, having
been thrown there by Galafre during his
escape from the castle. The thatch roof is
weak and retrieving it could result in a fall; it

The Shield
is safer to fetch it with a pole from the walls, His blonde hair and striking violet eyes
of the Trencavels as it lies on the roof ridge. This item ensures are clearly his mothers, and there is little
that no-one in the castle has concerns about physical resemblance to the Comte.
The shields are the source of the
the pregnancy for very long.
musky smell, as Galafres sigil mani-
fests every time the items effect is
activated by someone entering the Talking to the Citizens
gatehouse. It affects only the gate Meeting Little Valentin
room itself, under the arch.
Talking to most of the citizens of
The baby Valentin lies in his crib, Montcuq reveals that most are perfectly
The Scandal Forgotten sleeping contentedly and completely un- normal, hardworking, and loyal folk.
aware of all the trouble he has caused. His While Comte Rogier has only lord been
PeMe 30 nurse, the loud and rather crude Mengar- here for five years, he is well liked, and
Pen +0, unlimited uses da, dotes upon him and watches him care- yet many people talk nostalgically of the
R: Touch, D: Momentary, T: fully at all times. She is a wet nurse who years when Comte Baudouin was lord
Room tragically lost her own child a week before here before his treachery and execution.
Expiry: 7 years Valentin was born, and she has poured all Some people, however, have avoided be-
The shield removes any memory her affections upon the little prince, as she ing in the castle, at the market building or
of how long the Comte has been calls him. While she is happy to let Gra- passing through the gates, mainly minor
away, permanently. If the target is re- cia and Eloise near the baby, she will do craftsmen and women, and if questioned
minded of the date of his departure,
everything she can to keep him far away very discreetly may reveal they are fully
or if wedding bells are heard, the
from Gifted individuals, and as Valentin aware that the Comte can not be baby
memory is restored until the victim
wails piteously whenever one enters the Valentins father. Many of them have
passes though the gate again.
room, that may not prove hard to accom- noticed that others do not speak of it,
(Base 5; +1 Touch, +2 Room;
+10 levels Unlimited Effect, Expires plish. Valentin and his nurse rarely leave and pretend not to know, and therefore
after 7 years) the private part of the tower, and they take avoid mentioning it for fear of reprisals
their meals here, unlike everyone else. from the castle. A few are very aware that

89
Thrice-Told Tales
something is terribly wrong in Montcuq, charismatic, everyone assumes Vital is an they may have inadvertently revealed
recalling problems with their memory extremely talented musician, but no one their weakness to the characters, but Vital
and that they keep forgetting something has realized that he is a powerful faerie. does not think like a human.
important, but few know what it is exactly Vital is absolutely intent on ensuring that
they have forgotten. One or two believe his Faerie nature is kept secret, and the In-
the town to be under Comte Baudouins
dying curse; they are wrong, but right to
filtrator Virtue he possesses (described in
Realms of Power: Faerie page 52) allows him
Finding Galafre
be concerned. If asked about strangers in to pass as human and act appropriately
town, they remember large numbers of around people, even appearing normally Galafre is actually quite easy to
them. Unfortunately a lot of people pass to those with Second Sight. find, because he remains in the area of
through Montcuq, and few are particu- Sir Vital is a boon companion of Sir Montcuq, and usually within the town, us-
larly memorable. One who is, a trouba- Galafre, and has long subtly used his Faer- ing his magic to disguise himself as differ-
dour of amazing talent named Sir Vital, ie Power of Guide (see Realms of Power: Faerie ent people, perhaps even as Eloise, Father
is mentioned many times by people who page 59) to direct Galafre in increasingly Tomas or Lady Gracia. The great problem
have seen him play in the market square. heinous acts to follow his plan to recreate he has is that he has only a limited knowl-
the Cuckoo Child story. These acts would edge of Occitan, and that is an ability he
rarely seem sensibly planned to a human, has borrowed from Sir Vital, who has a
Finding Sir Vital but Galafre fails to realize this. The fact
he has covered his tracks so badly should,
strange Faerie power that lets him take an
ability from someone as part of a bargain
however, raise suspicions in the magi. and confer it upon another (described un-
Sir Vital is a troubadour who often Sir Vital has little understanding of der Sir Vital below; see Faerie Instructor, a
entertains at the castle, and is frequently Hermetic magic, and fails to realize that Minor Virtue, Realms of Power: Faerie page
in town. Distinctively garbed and deeply the magical devices that Galafre has lit- 62.) He occasionally visits a cave in a cliff
tered the town with at his instigation are with a Faerie aura of 2 just two miles from
deeply ineffectual and will eventually give the town, if he needs to cast spells.
The Cherry Bough the whole plan away. Once it is clear to
him that Galafres plan has been discovered
Galafre uses Removal of the Conspicuous Si-
gil to obscure his magic, but under Vitals
Crown by powerful magicians, Vital approaches baleful influence did not think to put this ef-
them (still posing as a mortal troubadour), fect in his enchanted devices. Nonetheless
At noon each day, when the ef- reveal that he was with Galafre on the his sigil is little known; an Intelligence +
fect is triggered, the room has a faint night of the conception, and betray his Organization Lore: Order of Hermes stress
musky smell, which might be traced crime, even offering to testify against him roll against an Ease Factor of 21 is necessary
to the statue.
at a trial or Tribunal (although Vital will to identify him from his sigil, with a +3 for
actually flee). Galafre has outlived his use- Merinita magi, +3 for those from the Nor-
Infidelity Ignored fulness as a pawn, and Sir Vital wants him mandy Tribunal, and +6 for other members
out of the way he will even slay him of the Shadow Masters group.
PeMe 28 himself while accompanying the charac-
Pen +0, 1 use/day ters if it will preserve the secret that Sir

Room
R: Touch, D: Momentary, T: Vital is a faerie. If Vitals nature is discov-
ered, he flees, and even if slain he still has
What If The Comte
Expiry: 7 years one chance to return. Sir Vitals statistics Returns Early?
This effect removes the memory appear at the end of this chapter.
of concerns about Lady Gracias preg- Sir Vital has one terrible weakness, his It is possible that the Comte returns
nancy from anyone in the room at Sovereign Ward. He is completely unable before the situation can be resolved, and
noon each day. This has had the de- to use his powers when church bells are finds he has a son. Galafre has already
sired effect of preventing the towns ringing, and for every ten minutes within cast spells on him to confuse him by
opinion makers and leaders from be- their sound he takes +10 damage and suf- altering his memories of exactly when
lieving any scandalous rumors. The fers horrendous agony, as if burned by the he left, and given his True Love for his
device fails immediately if it is within sound. This makes it very hard for him wife he is inclined to accept the situa-
the sound of wedding bells. This item to enter most towns, but given Galafres tion even if he suspects bastardy, given
has not affected Lady Gracia, whose Vulnerable Magic flaw, which makes his the need for an heir. However, he will
memories and concerns about the
magic end permanently and even worse be be unable to tolerate the gossip of the
event are much deeper.
utterly undone (even if from an enchanted countryside, and once he leaves town
(Base 10; +1 Touch, +2 Room,
device) if within the sound of church bells, and is made aware of the fact he can
+3 Levels Environmental Trigger; Ex-
piry: 7 Years) the two have clumsily conspired to silence not be possibly be the father, he orders
the church bell at Montcuq. In doing so Lady Gracias arrest. He then hands her

90
Thrice-Told Tales
over to the Church courts for trial, and nize the problem with the dates and the at Montcuq. However, things have once
because of his True Love for her seeks childbirth, and most will be unwilling to again become difficult there, and once
out the best notaries or scholars to de- speak against their much-loved lord and again Lady Gracia seeks assistance from
fend her. This may well involve him ap- lady, but rumors will eventually spread the magi. The castle is in uproar; myste-
proaching the magi. their was something odd about the rious voices announce peoples secrets,
If tried for adultery Lady Gracia is childs birth. Those rumors will come to strange knocking noises echo from the
taken to the bishops court at Cahors (see fruition in the third part of the story. walls and an exorcist sent by the bishop
the next story) and beheaded in the mar- of Cahors was hurled bodily into a dung
ket square if found guilty. The child then heap! And somehow Valentin is at the
becomes a ward of the bishop, who turns
it out, and eventually Valentin arrives at
Galafre center of all this his toys come to life,
his wooden horse races around the castle
the covenant seeking shelter. Comte Ro- without a rider, he was found sound asleep
gier enters a monastery to live out his life Galafre may seem like a charming fig- balanced on the edge of the battlements,
in repentance and mourning. ure, but the charm is entirely superficial, and on one occasion he seemed to fly
and his vile acts could easily cause a major up in the air during a meal in the Great
problem for the Order of Hermes, as well Hall. Word is spreading that the child is
Resolving the Story as being morally repugnant. Of course he
does not see things this way; he would ar-
bewitched. Lady Gracia realizes she must
seek help, and after the Bishops exorcist,
gue that all seductions are based on deceit Jorda, failed to assist, and indeed fled in
It is likely that Galafres plot is quick- and trickery, and his fathering the child was terror, to whom can she turn but the magi?
ly uncovered if the magi use Intellego an unintended result of a simple seduction The characters probably suspect that
Vim magics to track down the items. It gone wrong. Furthermore did Merlin the Valentin is Gifted, as the disturbances are
may well be that his magics vulnerabil- Magician not change the appearance of similar to the experiences they all had
ity is uncovered, and if the hoaxed edict Uther Pendragon so he could lie with the before they learned how to control their
is discovered it is simple to stage a wed- Countess who became Arthurs mother? He Gift and were adopted as apprentices.
ding, and dispel the effects of his magic. may go further, slipping in to blasphemy as They may even consider Valentin to be a
The enchantments will fail, as they are he protests that our Lord was engendered potential apprentice worthy of adoption.
equally imbued with Vulnerable Magic, upon the Virgin by the Holy Spirit, and Sadly the disturbances are actually caused
and can be collected as evidence for a that he should not be judged. The problem by faeries, unconnected with Galafre and
Tribunal case on a charge of interfering is that Galafre really believes that his ac- the troubadour Vital. Neither of those two
with mundanes. However, serious moral tions were acceptable and reasonable, and is present in Montcuq for this story, but it
questions arise. First, the heir is not the can manage any level of self-deceit to jus- likely that if they are alive after the first
true heir, and not the child of Comte Ro- tify himself. He is utterly irresponsible, and story the magi are expecting to find them
gier, and yet his mother loves him, and so always convinced he was in the right and is
it seems does the Comte. Second, both the victim of persecution by others.
are desperate to ensure that the townsfolk
and others do not learn of the whole af-
Sir Vitals Lute
fair, and no scandal attaches to the fam- If Sir Vital is slain his body is reduced
ily name. Unfortunately this may be in-
compatible with dispelling the magics, or
bringing Galafre to Hermetic justice.
Part Two: to an old coat, a pair of boots, some
straw and sticks, and two bright brass
buttons. However his lute remains, con-
One way to resolve the problem is for
the Comte to publicly claim that he did
Lhude Sing taining seven pawns of Faerie Imaginem
vis, and if anyone picks it up they imme-
return from Rome for a single night to fa-
ther the child. He would have needed su-
pernatural aid of some sort, whether from
Cuccu! diately realize it is faerie. It confers the
Supernatural Ability Enchanting Music
3 (or a +3 bonus to characters who have
a saint or from a magician, and the charac- Five to eight years have passed since it) on the wielder, and while it remains
ters should work out the details of the sto- the events of the previous story, as suits intact it Sir Vital can reform his body. If
ry with Rogier and Gracia. If the Comte the needs of your saga. (This story assumes destroyed, he reforms before the third
supports Gracias story, no one dares to that Valentin is at the castle if he now part of the story, and the lute returns to
publicly contradict them, although there lives with the magi, adapt the haunting to his possession. If the vis is used the lute
are still people who have doubts. occur when he is with them, but somehow crumbles to dust, and Sir Vital is not
Further, removing the enchantments traveling outside the Aegis of the Hearth.) able to return, in which case it may be
does not restore the memories that have Little Valentin has grown up to be a another faerie, perhaps his brother who
been deleted already. Some people will returns to continue the story later, hav-
delightful young boy, and Lady Gracia
ing taken on the role.
be puzzled that they failed to recog- and her husband still reside in the castle

91
Thrice-Told Tales
involved, and various red herrings may great hurry. Once she arrives she leaps private upper stories however he fluffed,
distract them from the real cause of events. off her horse, leaving the exhausted beast hissed and retreated sharply back to his
Identifying the faeries and stop- to be stabled and watered by the grogs, stable, and has refused to be tempted
ping the haunting should prove to be and demands an immediate audience back in to the tower, even for trout!
straightforward, but unfortunately the fa- with any magi who can be disturbed. She For three days the scratching con-
eries return until the correct way of deal- stresses this is an important matter, and tinued, and then loud knocking sounds
ing with them is discovered. asks for by name the magi who traveled began, a whole flurry of taps. The noises
to Montcuq in the first part. mainly occurred upstairs, but soon were
She delivers any messages she has heard in the Great Hall, and then all over
A Redcap Arrives picked up on her travels for the cove-
nant, then relates the events that have
the castle. The guards were spooked,
and the Comte called Father Tomas in
brought her here in such a hurry. Lady to say prayers. Then five days ago things
The story begins on a beautiful early Gracia sent her, because it seems that became far worse, as objects began to
autumn afternoon when the grogs on the castle, particularly young Valentin, move around, and things set down van-
duty at the covenant see dust on the ho- is bewitched. It would take too long ished, only to be found hours later exact-
rizon heralding a rider approaching the to relate all the incidents that have oc- ly where they had been put down. That
covenant at great speed. As the figure ap- curred, but as far as Jacobella knows it all night the first stones began to appear
proaches it is possible to make out that began about ten days ago. The Comte from nowhere, striking guards on duty as
it is female, and wearing the distinctive mentioned hearing a scratching noise, if thrown from the town, and the guard
headgear of a Redcap. It is Jacobella, a that he put down to rats in the walls, was doubled and sent out on fruitless pa-
friend of Lady Gracia and a Redcap from and so the lazy ginger tomcat from the trols to find the perpetrators.
the Roman Tribunal who often brings stables was brought into the tower and Soon stones and other objects were
messages to this one. She is clearly in a allowed to sniff around. On reaching the flying around at all times of day and night,

Galafre of Merinita
Characteristics: Int 0, Per 2, Pre +1, Com Fatigue levels: OK, 0, 1, 3, 5, Un- Encumbrance: 0 (0)
+2, Str 0, Sta +2, Dex +2, Qik 0 conscious Appearance: Sir Galafre is a handsome
Size: 0 Wound Penalties: 1 (15), 3 (610), young man who can change his appear-
Age: 56 (19) 5 (1115), Incapacitated (1620) ance by magic, and his equipment and
Decrepitude: 1 (1) Abilities: Artes Liberales 2 (astronomy), his clothing by Glamours, and does so
Warping Score: 1 (1) Bargain 2 (faeries), Charm 5 (seduc- whenever he needs to evade pursuit.
Confidence: 2 (5) tion), Faerie Lore 3 (faerie women), Spells Known:
Virtues and Flaws: The Gift; Hermetic Faerie Magic 4 (Mentem), Finesse 3 Physicians Eye (InCo 5) +17f
Magus; Animae Magic, Major Magi- (illusions), Folk Ken 2 (townsfolk), The Inexorable Search (InCo 20) +17
cal Focus (Illusions), Glamour; Af- French 5 (Paris), Guile 3 (acting), Eyes of the Cat (MuCo(An) 5) +12
finity with Imaginem, Affinity with House Merinita Lore 6 (mysteries Rise of the Feathery Body (ReCo10) +17
Mentem, Faerie Magic*, Inoffensive of the Shadow Players), Intrigue 1 Gift of the Frogs Legs (ReCo 15) +17
to Mundane Animals, Perpetuity, Sec- (plotting), Latin 4 (writing), Mag- Phantasm of the Human Form (CrIm 25) +31
ond Sight, Self-Confident, Skilled ic Theory 3 (Mentem), Order of Aura of Ennobled Presence (MuIm 10) +21
Parens, Unaging; Curse of Venus, Hermes Lore 1 (Merinitae), Parma Disguise of the Transformed Image (MuIm 15) +31
Lecherous;, Deficient Form (Terram), Magica 2 (Ignem), Penetration 1 Image Phantom (MuIm 20) +31
Flawed Parma Magica (Mentem), No (Glamours), Second Sight 1 (illu- Removal of the Conspicuous Sigil (PeIm 20) +28
Sense of Direction, Overconfident, sions), Stealth 1 (urban) Silence of the Smothered Sound (PeIm 20) +28
Vulnerable Magic (Magic dispelled Arts: Cr 8, In 8, Mu 8, Pe 13, Re 8, An 2, Veil of Invisibility (PeIm 20) +28
within sound of wedding bells) Aq 2, Au 3, Co 7, He 2, Ig 2, Im 13, Image from the Wizard Torn (Re(In)Im 30) +31
Personality Traits: Lecherous +6, Over- Me 18, Te 2, Vi 5 Sight of the Transparent Motive (InMe 10) +28
confident +3, Irresponsible +2 Equipment: Galafre makes any equipment Perception of the Conflicting Motives (InMe 15) +28
Combat: he requires from the stuff of magic, us- Posing the Silent Question (InMe 20) +28
Dodge: Init: +0, Attack , Defense +0, ing Glamours, which are solid Imagi- Trust of Childlike Faith (PeMe 10) +33
Damage nem spells that only certain Merinita Calm the Motion of the Heart (PeMe 15) +33
Fist: Init: +0, Attack +2, Defense +0, magi can create using a House Mystery The Call to Slumber (ReMe 10) +28
Damage +0 magic. See Houses of Hermes: Mystery Cults, Confusion of the Numbed Will (ReMe 15) +28
Kick: Init: 1, Attack +2, Defense 1, pages 92 101 for details of Glamours, Loss of But a Moments Memory (PeMe 15) +33
Damage +3 Perpetuity and Animae Magic, all of Posing the Silent Question (InMe 20) +28
Soak: +2 which are known by Galafre.

92
Thrice-Told Tales
and one evening just three days ago Jaco-
bella arrived and was shown to her room,
Ease Factor of 9 shows that this is cor-
rect, as the priest is not an exorcist, and
Arriving in Montcuq
only to be bombarded by stones that a bishops authority is always required. On arrival in Montcuq the characters
seemed to fall through the ceiling! That A 12 reveals that exorcism rites are usu- are probably surprised to find some of the
night things became unbearable the ally directed at persons, not places, and wealthier citizens fleeing the town, taking
toys in Valentins room began to dance, that the next thing usually done after a many of their possessions with them. This is
his hobby horse raced around the castle blessing is to celebrate Mass in a room normal practice when a pestilence breaks out
on its own, and two of the guards de- within the haunted building, and repeat in a town, but on this occasion has been in-
serted and fled the castle, swearing it was this until things calm down. spired by stories that the town is assailed by
haunted. And then, just after midnight If asked about the voices, Jacobe- demons. While most incidents remain con-
the voices started, loudly crying out the lla says that they seem to come from out fined to the castle, rumors have spread of oc-
secret thoughts of all present, spreading of the air, or sometimes from within the casional outbreaks in the town itself, and few
malicious gossip and claiming to be the walls, are always male but vary in accent people feel safe. The church is unusually well
ghost of Galafre, come for revenge, and and intonation, and always have an odd attended, and Cathar Perfecti (holy men and
accusing servants of all manner of dread- quality, as if they were played on a pipe women) are preaching openly in the streets
ful things. Even Jacobella was not im- organ, or created by some artificial means. that the sins of the rulers have brought the
mune, the voices claiming she was remiss They never sound natural like a Creo judgment of God upon the whole settlement.
in her duties you are no Belin! and Imaginem effect, which can be made to Within the Church, the response is more
accusing her of having cheated many a perfectly imitate human speech, and they muted, but Father Tomas freely admits he is
magi in their vis deals. Jacobella could are often punctuated with loud sighs and at a loss to know what to do next.
take no more, and on seeing Valentin groans. They constantly lie and spread ut- The panic was caused by the arrival and
rise in to the air, apparently quite uncon- terly malicious untruths and gossip. She rather sudden departure of a diocesan ex-
cerned, at breakfast, she rushed to Lady has noticed one thing: events rarely occur orcist, Jorda, who was sent by the bishop
Gracia and asked permission to fetch the when Lady Gracia is in a room. This has of Cahors. His attempt to drive out the
magi. Gracia did not hesitate, and asked made her suspicious of the comtess. evil spirits afflicting the castle was met by
her to ride forth at once, to tell the cov- Jacobella is, however, hiding some- a sudden howling wind that tore through
enant her son was bewitched and plead thing. Perception + Folk Ken against an the whole structure, and then by a shower
with them to come immediately. Ease Factor of 9 reveals she is holding of pebbles. Terrified he fled in to the court-
If the magi do not think of it, Jaco- something back, and a roll of 12+ reveals yard, where he was pelted and caked with
bella can raise the possibility that the that she is embarrassed and worried by dung from the stables. His dignity and
boy is Gifted, and this could be the first something the voices have said. In fact, nerves shattered, he has fled back to Ca-
manifestations of his Gift, in episodes she knows that the voices can apparent-
called turbulences by the Order (see ly read her mind, and that the things they
Apprentices, page 12). have said about her have been true in the
main, while slanted to make things sound Flashback:
Questioning Jacobella
as bad as possible. An Intelligence + Or- An Option
ganization Lore: Order of Hermes roll
against an Ease Factor of 15 reveals that It may be interesting at this point to
Questioning Jacobella is an obvi- Jacobella has in the past been accused explore the notion of turbulence, and
ous first line of inquiry, but she actually of sharp practice in vis dealings, and of the terrible effect The Gift first mani-
knows little more than she has told. She failing to deliver messages promptly and festing had for one of the magi. Select a
can detail a few specific incidents she on time, and that once she was brought player who might enjoy a flashback epi-
saw with her own eyes, like Valentin before Tribunal after her failure to de- sode, and get them to help you set the
rising in to the air, and the shower of liver a declaration of Wizards War had scene of their life before they were taken
pebbles that seemed to fall through the disastrous results. Fortunately, on that oc- as an apprentice. The others play roles
roof and bombard her. She lacks Second casion the reason was that she had been such as parents, friends and locals, and
Sight, so saw nothing, but she notes that shipwrecked, and unable to escape the the story shifts to a flashback exploring
events seem to occur equally during the coast of North Africa in time, but Jacobe- how that maguss Gift first manifested,
the chaos and misery that was caused by
day and at night, though at night they llas reputation has been tarnished since
the spontaneous magical manifestations
may be slightly more violent. the death of Otto of Tytalus in a Wizards
of their untrained Gift, and how eventu-
Father Tomas said prayers and sprin- War he knew nothing of.
ally they were adopted as an apprentice
kled holy water through the castle, but and their life changed forever. Then cut
has not performed a full exorcism rite, as back to the scene in the present day
he insists that the bishop of Cahors must with Jacobella worriedly describing the
authorize such a ritual. An Intelligence chaos descending upon the castle.
+ Canon & Civil Law roll against an

93
Thrice-Told Tales
to go in very loud and determined tones.
There are in fact eight faeries involved
in the malicious haunting, and they are
attracted by Lady Gracia, having a long
standing dispute with her sidhe mother,
Desdemona, a powerful faerie princess.
(See Hork, below) They move through
the castle, causing as much misery as pos-
sible, but never harming Lady Gracia,
Valentin, or, strangely enough, Mengarda
the Nurse. The magi may be suspicious
of the latter fact, but the reality is simple.
Mengarda, once roused, is simply too
tempestuous and strong willed, irate and
cantankerous for even a malicious faerie
to wish to take on. They retreat before
her righteous fury, and in fact are gen-
erally appalled and disconcerted if any
mortal has the temerity to just shout at
them, and tend to avoid harassing that
individual for a while, just in case.
Lady Gracia, who possesses Second
Sight, has glimpsed several of the host,
although they do all they can to hide
from her. She tries to hide what she has
seen from the magi, as she does not want
to acknowledge her faerie legacy. If she
is made to confess, perhaps in despera-
tion, she still has no idea as to how the
hors to report to the bishop. Now that the side of things first. It is probably better to end the haunting, but if she sees Hork
Church is involved it is likely a response try and resolve matters within the castle she recognizes him as an enemy of her
will follow shortly, and many Cathar fami- initially, especially given that reactions mother and knows that his role is to seek
lies have deemed it wise to leave town now, to The Gift are even worse than normal out and expose impostors, in this case
as have the wealthier citizens who can af- given the current unusual circumstances. young Valentin.
ford to just up and leave. Everyone else is
scared and jumpy, and things are rapidly
escalating out of control.
As the characters enter the gate they
The Haunted Castle The Bishops Response
may recognize some old servants of the
Comte among those fleeing. While they Within the castle, pandemonium Unfortunately the bishop of Cahors
have loyally served the family for years, reigns. As soon as the characters enter responds heavy-handedly, and inappro-
this is just too much for them, and they the gates the spirit cries their names, priately. If the magi travel via Cahors they
want to get out and as far away from their mixed with foul abuse and, if they can hear about his preparations to come and
home as possible, preferring to become penetrate Parma Magica, even worse investigate. Otherwise, it is by now com-
bandits or vagabonds rather than to stay secrets. Embarrassing secrets, brutally mon knowledge in Montcuq he is on his
and face an invisible enemy who shouts honest evaluations of their personality way; within two days he will arrive with a
out their darkest secrets to anyone in ear flaws and failings, and sinful or crimi- group of monks, two more exorcists and a
shot. It may be possible with good Lead- nal episodes from their past are broad- guard of a dozen crusader knights.
ership ability to persuade them to return, cast loudly to all the characters and Rather than concentrating on the
but they can confirm that everything that the handful of remaining guards and problem at the castle, he assumes it is
Jacobella told the magi is true, and that servants, and to Lady Gracia, who has the sins of the town that have caused the
indeed things have got worse since then. come down to meet them. From within evil to fall upon the lady of the place,
Attempting to calm the townsfolk, the castle loud crashes and thunderous and begins a detailed inquiry in to the
prevent a mob gathering, and prevent knocking can be heard, and the sound of sins of the townsfolk, setting arduous
more people fleeing could be a difficult Nurse Mengarda, now a trusted retainer, penances and perhaps having the Comte
task for magi who decide to address this swearing at the spirit and telling it where burn a few particularly stubborn heretics

94
Thrice-Told Tales
to start to set things right. The idea that
the sins of the people can be visited
Resolving the Problem Wards can provide relief, but only
if the faeries can either somehow be
upon a town or nation in some horrible The first problem is that, since trapped in the ward, or trapped outside
form as a punishment by God, in this Jorda the Exorcist fled back to Cahors it. Theoretically an Aegis of the Hearth
case as far as the bishop is concerned in yesterday, the characters have just two could be cast upon the castle, once the
the form of demons, is an Old Testament whole days from arriving at the castle to faeries are expelled, to prevent them
one, and he will argue Theology with the Bishops Response described above. returning. However if prevented from
anyone who disputes that these afflic- While it is not essential to stop the fa- continuing their destructive rampage
tions are caused by the people breaking eries before then, things become much within the castle, the faeries simply
their relationship with God. more difficult and dangerous once the continue it within the town, starting by
If this has little visible effect upon Church arrives in force. tearing around the marketplace. As old
events at the castle, he looks deeper, and The haunting is caused by Hork the secrets and bitter thoughts are revealed
magi come under particularly intense Hobgoblin, a malicious faerie. If any of among the townsfolk, ancient feuds are
scrutiny, and may find themselves on trial the host, minor faeries, are destroyed, resurrected; once one family is accused
for heresy, sorcery, or necromancy, unless they are soon replaced, unless the west of having denounced a Cathar fam-
they can persuade him of their orthodoxy. facing windows are shuttered, forbidding ilys relatives to the Crusade, leading
He is aware of the Order of Hermes, and the faeries entry. If Hork is destroyed, it several of them to the stake, violence
regards most magi as learned scholars and will take much longer for them to return, breaks out. Others are denounced for
perfectly acceptable, but he may come to and if their vis is somehow harvested or having betrayed Comte Baudouin (a
believe a particular character (and by im- their Might reduced to zero, they will former ruler of Montcuq; see Part 3 for
plication their covenant) has strayed into not. If Hork can be sensed, by Second his story), and as adultery, lies, and even
diabolism or sin. Sight or magic, it may be possible to at- murders are revealed the town descends
The bishop is not an unreasonable tack, destroy or capture him via magic. in to violent anarchy, as citizens fight
man. He is determined to find the sin Alternatively, swearing at the fairies and kill each other, and finally an angry
underlying the problem, and he may ask vilely and with great determination can mob lynches some Cathars (or Jews, or
pointed questions about Valentins birth, cow them in to at least temporarily leav- foreigners), and furious lynch mobs at-
but he is unaware of the unusual cir- ing a character or room alone. They dis- tempt to slay anyone Gifted or clearly
cumstances of the conception unless it like being sworn at and retreat from it. magical, and storm the castle in a terrify-
has become common knowledge or the Various methods can be used to de- ing peasant uprising.
magi inform him of it. If he does become feat the faeries. One of the simplest is
aware of it, he will not harm the child, to find some way to detect them, and
but will insist on administering the sac- then to employ Might stripping spells to Is this a Poltergeist?
rament to the boy, and asking the exor- destroy them. The problem is that the
Players may recognize the symptoms
cist to pray for any evil spirits afflicting magi need to locate the faerie to attack
described above as typical of what we
the boy to leave. it, or cast the spell upon a room or the
today would term a poltergeist case. In
The bishop is less reasonable when whole castle (Target: Structure, +1 mag- the thirteenth century they are often re-
faced with Cathars. He is sure the heresy nitude for larger size). garded as caused by witchcraft, demons
is allowing sin in to the town, and his or malicious faeries, but are rare enough
presence chases away the Perfecti and
many prominent Cathar citizens, who Who is the Bishop of to not be widely known. Characters
with appropriate Realm Lores know how
flee till he has left. If the game is set after
1232, he may well wish to call upon the
Cahors? the phenomenon is usually explained
in terms of that realm: for the Realm of
Inquisition to root out the heresy in the The bishop of Cahors of course Magic, it is witchcraft, though this does
town, and Comte Rogier and the magi varies with the date. From 1208 to not seem to be the case here; for the In-
must find a way to prevent this. Comte 1235 it was the scholarly Guillem IV fernal Realm, a demon, but that does not
Rogier is appalled by the idea, and tries Cardaillac; he was replaced in 1235 sound quite correct either; and for the
to convince the magi to assist him in 36 by Pons dAntejac, and from 1237 Faerie Realm, malicious fay, which fits
persuading the bishop that it is not nec- to 1250 the diocese is in the possession the known facts well. (The Divine does
essary. Perhaps discovering the bishops of Guerau V Barasc, until Bartomeu de not do this sort of thing.) This particular
own secret vices could give leverage? Roux takes over until 1273. If you have poltergeist infestation is modeled upon
Comte Rogier has spent enough time in set the story elsewhere this does not the case of 1190 at Dagworth, Suffolk,
Rome to know that some senior church- matter, and a suitable local bishop can England, in the home of Sir Osborne of
men have foibles they would prefer were take on the role. If the bishop in ques- Bradwell, detailed in Ralph of Cogge-
not too public. tion is already a friend of the magi, one shalls Chronicon Anglicanum. The word
of his exorcists can be the intransigent poltergeist is anachronistic for 1220,
clergyman who causes complications. with hobgoblin the contemporary term.

95
Thrice-Told Tales
Another and slightly bizarre ap-
proach would be to find Galafre if he
is still alive, and ask him to employ his
an adventure is beyond the scope of this
book, but may make for a very exciting
story if the magi must accompany the
Part III:
magic to protect his son. Galafre has
an extensive knowledge of Faerie Lore,
treacherous and amoral Galafre deep
within Faerie, and then trust him to ne-
Groweth Sed
and may well be able to work out the gotiate on their behalf.
means needed to end the infestation. Eighteen to twenty five years have
Alternatively, he could attempt to find passed since the first story, and Valentin
his way to Arcadia, locate a path to the is now a young man. The time has come
realm ruled by Lady Gracias mother, for him to make his bid for glory, cast off
and bargain with her to intervene. Such those who love him and attempt to seize

Hork the Hobgoblin


Hork is a hobgoblin, a noisy spirit Damage +12 concentration of spell casters. (Base
that afflicts a family. His resentment to- Soak: +3 2; Touch +1, Diameter +1; 4 levels.)
ward Lady Gracia stems from her moth- Wound Penalties: 1 (17), 3 (814), The Creepy Cold, 0 points, Init 3, Ignem.
er, a potent faerie who plays out stories 5 (1521), Incapacitated (2228) Chills a room to make it freezing
involving rags to riches, and who made Pretenses: Awareness 5 (fragile items), cold. Anyone entering the room no-
Gracias father wealthy and smoothed Brawl 6 (dodge), Concentration 2 tices the icy cold. (Base 4, +1 Touch,
the path for Lady Gracias marriage into (focussed), Folk Ken 1 (children), +2 Room; Intricacy cost 2; 25 levels)
the minor nobility in the aftermath of Guile 2 (lying to mortals), Hunt 1 The Terrible Weeping, 0 points, Init 3,
the fall of Carcassonne. Hork is a faerie (people fleeing it), Intrigue 1 (caus- Imaginem. Weeping and sobbing
who reveals people who have pretended ing arguments), Leadership 6 (the seem to emanate from every surface
to be what they are not in order to cross host), Legerdemain 3 (filching), Mu- of the room, mournful voices wailing
class divisions, and his games involve sic 1 (eerie singing), Organization in a cacophony of unsettling misery.
persecuting people who have taken on a Lore: Order of Hermes 1 (malicious (Base 1; +1 Touch, +1 Diameter, +
position not justified by birth, which is gossip), Premonitions 3 (disturbing 2 Room; Intricacy cost 1; 10 levels)
true of both both Lady Gracia and Val- insights), Thrown Weapon 6 (stone) The Shadowy Chamber, 0 points, Init 3, Ig-
entin, for different reasons. Hork has a Powers: nem. A room is affected as by Gloom
long term rivalry with Gracias mother, See the Guilty Secret, 2 points, Init 4, Mentem: of Evening, ArM5 page 142 (Base 2,
the Faerie Queen Desdemona, who Silently ask the target what the deepest, +1 Touch, +1 Diameter, +2 Room;
grants faerie titles to the undeserving: darkest secret they are trying to hide is. Intricacy cost 1; 15 levels)
Hork ensures that their past is revealed, (Base 15, + 1 Touch; 20 levels) Eidolon, 1 point, Init 4, Imaginem. Hork
and their sins become public knowledge. The Invisible Voice, 1 points, Init 3, Imagi- can use this power to create an illuso-
nem. Allows a strange voice to come ry image of his true horrific form. He
Faerie Might: 35 (Imaginem) from Horks current location, and talk appears as an ugly muscular man with
Characteristics: Int 1, Per 0, Pre +1, Com for diameter duration. He uses this to ragged moths wings that wave con-
+1, Str +7, Sta +1, Dex +2, Qik -2 reveal secrets or tell lies about who stantly in a non-existent breeze, and
Size: +2 he is and what he wants, or to sing in a bunch of deadly nightshade where
Virtues and Flaws: Narrowly Cognizant; an eerie and horrible manner. These, his head should be, with two burning
Free Expression, Faerie Speech, Fa- however, are horribly (and fortunately) coals for eyes. (Base 2; +2 move as
erie Sight, Greater Powers x 2, Huge; garbled by Horks Incomprehensible directed, +1 Touch, +2 Sun, +1 intri-
Great Strength, Hybrid Form, Im- nature making them hard to under- cacy of effect, +1 Intricacy point to
proved Characteristics x 2, Lesser stand. (Base 1; +1 Touch, +1 Diameter, reduce cost. 25 levels, Lesser Power.)
Power, Lightning Reflexes, Premoni- + 1 intelligible speech; 4 levels) Traditional Ward: Hork is a puncturer of
tions, Reserves of Strength; Berserk, Lift the Unwilling Victim, 1 point, Init 3, Cor- false reputations. A bent pin harms
Fury, Incomprehensible, Intangible pus. As Lift the Dangling Puppet, ArM5, him, and he can not pass a bent pin
Flesh, Meddler, Monstrous Appear- page 134. (Base 5, +1 Touch, +1 Con- left in a doorway or shutter.
ance, Nocturnal, Tainted With Evil, centration; Intricacy cost 1 15 levels) Appearance: As described under Eidolon.
Traditional Ward (bent pins), Wrathful The Rush of Freezing Air 1 point, Init 3 Most of the time Hork is invisible as
Personality Traits: Wrathful +6, Med- (Auram). Causes a freezing blast of an intangible entity, and he tries to
dlesome +3, Incoherent +3. cold air to rush forth from where stay out of sight of Lady Gracia, and
Combat: Hork is standing, and howl around anyone else who he suspects might be
Dodge: Init: 3, Attack , Defense +2, the building until it dissipates natu- able to see him with Second Sight.
Damage rally. Mainly a cosmetic effect, but
Stone: Init: 3, Attack +11, Defense +2, useful to scare people and break the

96
Thrice-Told Tales
the heroic destiny that has been shaped strengthened many of the castles in his the characters may have heard some of
for him from his very conception. lands. Now a major power and greater the information in the previous section,
noble, Rogier had achieved almost all of they definitely hear it all when the gos-
his goals when he set out to deal with sipy Jacobella arrives in a tremendous
What Has Transpired one of his vassals, Sir Heliot of Lolmie,
who had rebelled, as vassals so often
state of excitement, having ridden di-
rectly from Montcuq. It is the morning
do in the county of Toulouse. It should after the Comte was shot, and she pleads
The magi may have more important have been a largely symbolic conflict; with the magi to rush to Lolmie and save
things to do than watch the Comtes Rogier would besiege the castle, burn his life. She has stranger news too, for
fortunes closely, but his diplomatic and some crops, and his vassal would surren- she met at the castle a troubadour, Sir
legal successes result in him establishing der, at which point Rogier would grants Vital, whom she last saw many years
a small but well run holding, and regain- concessions on the matter that sparked ago in town around the time of the birth
ing a few of the old rights of the Tren- the rebellion. However on this occasion of Valentin, and he did not look a day
cavel dynasty, and slowly becoming a re- a crossbowman on the walls of the be- older! (It is to be noted that Lady Gracia
spected elder statesman, with influence sieged castle shot the Comte as he was also looks no older than she did when
at court in both Paris and Toulouse. Well riding nearby, to the astonishment of all the characters first met her, owing to her
liked for his patience, gentle nature, and concerned, and he fell mortally wounded. Strong Sidhe Blood. However, it is likely
wisdom, he has outlived many of his The Comte was carried from the field, that the characters know the reason for
relatives, and now is one of the very last and that night his wife Gracia appeared that by now.) Sir Vital has taken Lady
of the Trencavels. In fact his son, Valen- mad with grief. After a short conversation Gracia to the Comte, and she urges the
tin, is generally accepted as the future with a troubadour named Vital she left, characters to get there too.
heir to the title of Comte Trencavel, and apparently taking the Comte with her, and
head of the family, because of his youth- neither has been seen since. The Comte is
ful dash and energy.
While Comte Rogier has made his
presumed dead, and no one knows where
Lady Gracia may be.
Arriving at Lolmie
name through peaceful means, Valentin Now Valentin is about to come in to
has turned out to be a man of action, and his inheritance, and intends to begin by The castle of Lolmie is built in to
a truly amazing leader and warrior. He ending the siege of Lolmie castle, hang- the cliffs overlooking the valley, and
spends every spare moment he can now ing the defenders, and razing the fortifi- the church and village of St. Laurent be-
that he is of age participating in tour- cation. He has assembled a sizable army, low. High up a track the tower stands
naments, bringing glory upon himself and seems to be planning to recapture with a strong wall to defend it, and deep
and winning valuable prizes, and, by his the old Trencavel lands, and recover his sandstone caves form the dungeons be-
generosity with those rewards, winning lost inheritance. Furthermore, he has low. The characters arrive to find the
even more valuable friends. Valentin is become firm friends with the king of area crawling with men: over a hundred
already sung of all over the region as a France, and whereas his father always knights, with a similar number of ser-
true chivalric hero, perhaps one of the favored diplomatic channels and politi- geants and some two hundred levy who
greatest knights ever, and his name is of- cal and legal solutions to problems, Val- have marched from all over the region
ten linked to that of the greatest knight entin appears to be a great warrior and following Valentin. In addition, a com-
of a previous generation, William the is perhaps involved in the kings plans pany of one hundred and fifty hardened
Marshal, though many say Valentin may to once and for all defeat the rebellious mercenaries (Almogavars, see Grogs, page
grow to be greater, if not killed in one counts of Toulouse, take their lands from 90) are involved in supporting the work
of his reckless acts of valor and audacity. them, and crush the Cathar heretics. Yet of engineers who are tunneling in to the
He has not yet taken a wife, but he has with his reputation, many men will fol- cliff face below the dungeon, planning
amassed a fortune and a great reputa- low Valentin anywhere, and some fear to make an assault through the caverns
tion, and has strengthened the defenses that his ambitions go far beyond simply once they are breached. Sir Heliot, his
of all of his fathers castles, and it is said, retaking the family lands lost in the Cru- six knights and ten soldiers realize that
cleared the roads of brigands. sade, vast as they were. their position is hopeless, and have re-
The Comte succeeded in restoring peatedly offered surrender if their lives
the Trencavel fortunes to a considerable will be spared, but to no avail. Valentin is
extent, and reclaimed many castles and
lands that once belonged to the dynasty,
Involving the Magi completely unwilling to listen, and is in-
tent on avenging his father (whose body
from both the counts of Toulouse and he believes to be within the castle) by
the Crusaders, but he did so by tact, In the previous two stories Lady hanging every last defender. Valentin is
diplomacy, Papal support, and endless Gracia has approached the covenant for nowhere to be found; nor are Vital, Gra-
lawsuits rather than by force of arms. He assistance; at the start of this story she cia or Comte Rogier.
has, however, also built up his forces and and the Comte are both missing. While When the characters arrival at Lol-

97
Thrice-Told Tales

The Faerie Host


The faerie host are similar to the Slu- ram. An item made of wood, metal, The Sudden Terror, 1 point, Init +6, Men-
agh of Celtic mythology, and may be stone, or animal products up to the tem. As Panic of the Trembling Heart,
related to the spirits of the unbaptized size of a barrel is lifted into the air ArM5 page 148, but Range: Touch.
dead. Beings of pure destructive mischief, and moves at speed as if carried by (Base 4, +1 Touch, +2 Sun, 1 Intri-
they enter a building through west-facing the spirit, which moves with the cacy point to reduce Might cost. 20
doors and windows, and once inside wreak item, touching it all all times. The levels; part of same Greater Power as
chaos. They act individually, but travel to- item can be made to strike something Rain of Pebbles above.)
gether, and each lairs in a separate room in for +0 damage. Often this is used for Eidolon, 1 point, Init +7, Imaginem. The
a building, and torment and frighten those minor effects, like hiding small items, faerie can manifest an illusory form,
who enter. Normally they cause a great or rearranging furniture or causing always a horrific and deformed ani-
deal of destruction and then move swiftly candlesticks to float down corri- mal with human features, which can
on, but the host in the castle are obeying dors to scare witnesses. (Base 5, + 1 be seen and heard, and that can
more powerful faeries who herd them to Touch, +1 Concentration, +2 Req- move and speak as directed by the
serve their needs. As faerie ghosts, spells uisites. Intricacy 2 points to reduce faerie, until it has no further use for
and Magical Foci that affect either ghosts Initiative, 3 points to reduce Might it, at which point it vanishes. Each of
or spirits also work upon them, as do Men- cost. Greater Power: 50 levels.) the seven faeries has a form in which
tem effects if they can be detected to be Rapping and Knocking, 1 point, Init +2, it appears, which are described under
targeted. If they manifest using their Eido- Imaginem. This power causes very Appearance. (Base 2; +2 move as di-
lon power, their appearance is disturbing. loud and very intricate knocks to rected, +1 Touch, +2 Sun, +1 intri-
All can speak in a loud croaking or hissing seem to echo from walls, ceilings cacy of effect, +1 Intricacy point to
voice, but they rarely tell the truth, unless and furniture, from any point the reduce cost. 25 levels, Lesser Power.)
compelled. They are not, however, de- spirit is touching. The rapping can Traditional Wards: The Host suffer from
monic and may be bargained with, tricked spell out long sequences of letters if not one but two wards the first is a
or persuaded to depart by appropriate need by by the A is one, B is two, C restriction, in that they can only enter
measures. They are simple creatures and is three knocks code or similar, al- a building through a west-facing win-
rather nave and easily fooled. though one knock for yes and two dow or door. Once driven out of the
for no is faster. The sound can be as castle it should be possible to keep
Characteristics: Int 2, Per +1, Pre +1, loud as thunder, and highly distract- them out by simply closing the shut-
Com +1, Str 10, Sta +1, Dex +1, ing to spell casting attempts. (Base ters or doors; even though intangible,
Qik +8 1, + 1 Touch, +1 Intricate Effect, +1 they cannot pass through a west fac-
Size: 5 Very Loud, +1 Diameter. 3 Intricacy ing wall, closed door, or locked shut-
Faerie Might: 5 (Mentem) points to reduce Might Cost, 20 lev- ter. Secondly, swearing foully at them
Confidence: 1 (3) els. Lesser Power.) forces them to retreat and cower from
Virtues and Flaws: Greater Power x 2; Stench of Foulness, 1 point, Init +6, Imagi- the abuse. As they are invisible and in-
Intangible, Lesser Power x 2; Little x nem. Causes all within a room to tangible, this may not be clear to the
2; Incognizant, Traditional Ward x 2 smell an overwhelming disgusting characters, however.
(can only enter from the West; being sweet cloying smell of rotting flesh. Appearance: The host consists of seven
sworn at) Has no effect but to severely distress faerie ghosts, each of which has the
Personality Traits: Destructive +3, Mis- those who experience it. (Base 1, +1 form of a deformed and horrible ani-
chievous+2, Nave +1. Touch, +2 Room, +1 Diameter, 5 mal with vaguely human facial fea-
Combat: levels, part of same Lesser Power as tures. Normally insubstantial and in-
Dodge: Init: +0, Attack , Defense +9, Rapping & Knocking above)) visible, they can appear via the Eidolon
Damage Rain of Pebbles, 0 points, Init +6, Ter- power above, and are visible to Sec-
Soak: +1 ram. Causes ten pebbles per round ond Sight as faeries. Each has a unique
Fatigue levels: OK, 0, 1, 3, 5, Un- to form on the ceiling and fall natu- form: a white rabbit with pink swollen
conscious rally, doing 5 damage (owing to eyes; a black hare with a forked ser-
Wound Penalties: 1 (1), 3 (2), 5 (13), small size) to all below for a period pentine tongue; a green monkey drip-
Incapacitated (4), Dead (5) of two minutes. The pebbles vanish ping with pond weed; a black cock-
Pretenses: Brawl 7 (dodge), French 3 at the expiry of the effect. Causes a erel with two heads; a white owl that
(threats), Latin 3 (ecclesiastical), great deal of noise and distress, but glows brightly; a black rat wearing a
Music 1 (creepy singing), Occitan 3 surprisingly little damage. (Base 3, crown; and a white bird with a very
(insults), Penetration 1 (Terram) +1 Touch, +2 Group, +1 Diameter, long and razor sharp beak.
Powers: 2 Intricacy points to reduce Might
The Invisible Hand, 0 points, Init +7, Ter- cost. 30 levels. Greater Power.)

98
Thrice-Told Tales
mie the situation is very confused, but it age to surge in and cut down the des- are ordered to complete the undermin-
is clear that everyone is eager for battle, perate defenders, showing no mercy. Si- ing, and to break structural points to en-
apart from the defenders, and the mer- multaneously, the fight between Heliot sure that the castle collapses. Valentins
cenaries who simply want to be paid and and Valentin on top of the tower leads attitude toward the magi will depend on
avoid being injured or killed. Even the to the two men balancing precariously his previous relations with them; he is
levy, dragged from their farms, are intent on the crumbling battlements as they extremely polite, but he is disinclined to
on bloodshed, and the passion and an- trade blows. If the characters do not in- listen to anyones advice. He has plans,
ger they feel is apparent. Soon after the tervene, Sir Heliot is eventually knocked and those plans require him to move
magi arrive, two things happen. Firstly, back and falls to his death on the rocks fast. Strangely, once his demands for jus-
the gates are thrown open and the ten far below. Valentin then rushes through tice for his father have subsided he loses
soldiers come out, having thrown down the castle looking for his fathers body all interest in the question of where his
their weapons. The knights wait within, and slaying anyone who offers any show mother and father actually are, and im-
still unsure what to do. Then suddenly of resistance. Finally, the mercenaries mediately returns to Montcuq to assume
Valentin appears high above the castle take custody of the ten surrendered sol- his title as Comte. Something is clearly
on the cliff top. If the characters do not diers, and with ruthless efficiency drag wrong, and it is possible that the char-
intervene, he makes an insanely danger- them off to hang them from trees down acters realize he is under the influence of
ous climb across the cliffs, and then a the rocky road, as per Valentins orders Vitals Guide power, and break it by magic.
tremendous leap on to the tower of the that no mercy is to be shown.
castle from a rock far above. Only mo- The actions of the characters are
mentarily stunned by his hard landing, likely to change the details, but the castle Talking to Valentins Troops
he attacks Sir Heliot, who stands upon has almost certainly fallen, and Valentins
the roof calling out still to the besiegers reputation grown. Even the mercenaries If the characters spend some time
for a truce. are impressed. Still, allow the characters talking to Valentins troops they soon
Several things now happen all at to intervene at any stage and shape the learn that the troops idolize him, and that
once. The remaining knights panic, grab outcome. They might be able to calm his reputation is much greater than seems
their horses and try to cut their way out, Valentin before the massacre occurs. to be justified by his abilities as demon-
but are pushed back by the levy who When Valentin find the characters strated up to the moment of his heroic
charge in through the gates. If no one he will be exuberant at his success, and leap. He has been a remarkably successful
intervenes, dozens of the simple farmers insist (unless placated) all the defenders tournament knight, and is a brave young
will die, before Valentins knights man- (if any survive) must be hanged. This in- man, but somehow he is ranked in his
cludes the noncombatants: Heliots sons, mens eyes with Alexander, Roland, and
the servants and other staff. He orders other great captains of history. Indeed the
Rebellion! Heliots wife and daughter and any other
women folk to be thrown from the tower
stories about him that are being repeated
by troubadours seem out of all propor-
Rebellion by a vassal against his to their death on the rocks below. tion to his actual deeds. (This is because
liege is often a protest, claiming that Valentin demands this as justice for Sir Vital has established them among the
ancient rights have been infringed, or his father being shot dead from the walls troubadours over many years.) A test of
that justice has not been done, or that by a crossbowman; persuading him to do Communication + Folk Ken against an
the appropriate gifts and boons have otherwise will be difficult but not impos- Ease Factor of 12 reveals that many of
not been offered. Often the act of be- sible. It is certainly not unprecedented to them have heard that Sir Valentin is not
sieging a castle and negotiating terms slaughter a garrison, and in fact it is quite the son of Comte Rogier, but was actually
of surrender is largely symbolic in normal for the garrison to be hanged if begotten upon his mother by the kings
Provence, and the fighting when it does they did not surrender and for the knights father, and may well be the rightful heir
occur is not brutal. Burning your vassals to be ransomed, or hanged too if many to the kingdom. Several of them, on a re-
crops and despoiling his lands is gen- died taking the castle. Valentin will argue sult of 15, admit that they would support
erally a bad idea if he may well make that this is justice, but the garrison made his claim to the throne, and on an 18 state
peace after the rebellion, and you will repeated efforts to surrender, and while boldly they should march on the capital
have to help him survive the winter be- hanging the crossbowman may be con- and put him on the throne! On a 21, how-
cause of the devastation you wrought. sidered reasonable, any survivors insist ever, the story changes, and it is the for-
The rebellion of Sir Heliot was of this (truthfully) that there were no crossbow- mer count of Toulouse who is said to be
type, and he expected it to be peaceful- men in the garrison. Several of the sol- Valentins real father. This new story has
ly resolved when Comte Rogier arrived diers saw Comte Rogier fall, but none saw yet to take firm hold, but after his heroics
and laid token siege by his agreeing to
where the bolt came from. at Lolmie it rapidly will.
surrender if Rogier listened to his griev-
Valentin orders the castle filled with The troops still say this even if the
ances and offered justice. Of course, it
brushwood and fired, hoping to collapse whole story makes no sense in terms of
all went tragically wrong.
the walls and raze it, and the engineers dates, succession, and other potential

99
Thrice-Told Tales
heirs. Vitals Enchanting Music has be- Rogier was shot, none of them saw the wonder whether Vital can be trusted at
fuddled their senses, and Galafre, if alive, crossbowman on the walls, but all saw all. Both insist on intervening in events.
has supported it with Mentem magics. the Comte fall. A skilled physician found Valentin and Vital have no intention of
If the characters do not talk to the him pierced through the chest, the bolt allowing Comte Rogier to return and
troops, they eventually hear much the having gone directly through his body disrupt their plans. Valentin still loves
same from troubadours, minstrels and and out the other side. (If anyone thinks his father, and will stop sort of killing
storytellers visiting the covenant, but to ask, no one has recovered, or indeed him, but allows Vital to try to force the
several days may be lost, preventing the looked for the bolt, and it is nowhere Comte in to a monastery or any other
magi from intervening early, and making to be found.) He was carried away from plan that gets him out of the way. Vital
the final phase of this story a desperate the castle, down to a small clearing in for his part has no qualms about slaying
race to prevent catastrophe. the woods half a mile away, and there Comte Rogier if necessary, but fears Val-
made comfortable in his tent, but it was entins response to such an act.
clear to all that the wound was mortal.
Finding Gracia Around sunset, Lady Gracia arrived, and
she tended her husbands wound in deep
distress until just after dark, when the
What Follows Lolmie
The magi may be deeply concerned tent went quiet. No one entered but Val-
about the fate of Lady Gracia and Comte entins friend, the troubadour Sir Vital. Over the next few days, more and
Rogier. Talking to the few troops and At dawn Gracia was gone, and Vital said more lords and mercenaries arrive at
handful of knights who were here when she had left for a nunnery. Of Rogiers Montcuq, which takes on the character
body there was no sign. of a huge armed camp. Guards are post-
What has really occurred is that Vi- ed to prevent any odd visitors, including
Varying the Setting tal carried Rogier and led Gracia down a the magi, from bothering Comte Valen-
secret path, and entered a grotto, one of tin, although two nights after the battle
The third story about Valentin the many caves that honeycomb the re- at Lolmie a great feast given in honor of
sees him as an adult, finally fulfilling gion. Deep within the tunnels, walking in his succeeding to the title of Comte de
his faerie legacy as he tries to seize complete silence, Vital carried the dying Montcuq may provide an opportunity
a throne or at least a county, and be- Comte to a crystal cave, crossing from for the characters to approach him in
come a great king or emperor as his
the Faerie aura 3 of the caves to a Faerie the confusion. The feast is held in the
story dictates he should. In Provence,
regio of aura 7. The cave is made of fac- market square, and curiously little men-
this means reclaiming his Trencavel
eted crystals that reflect any light in star- tion is made of his dead father, or miss-
patrimony, setting the king of France
and the count of Toulouse against tling prismatic displays, and is a place of ing mother, though it is by now widely
each other, and then betraying both unearthly beauty. Rogier is still just about rumored that Lady Gracia has entered a
in a naked grab for power. However, alive, and Gracia waits with him; she does nunnery on the death of her husband.
feudal politics are similar across Eu- not yet realize that she can not find her If the characters make inquiries about
rope, and the same story can be told way out of the regio without Vital. the political situation, they learn only
anywhere, with a change of cast. Finding the missing couple is diffi- that the kings supporters rejoice in the
cult. Clues exist: a trail of blood drops young Comtes victory (common knowl-
that can be followed with a Perception + edge) and that he remains as always a
Hunt against an Ease Factor of 9 leads to darling of the royal court. Furthermore
If Everybody Died the cave, and clever plans such as using tensions are once again increasing be-
the Comtes blood, or even Valentin, as tween the king and the count of Tou-
These events can occur even if Sir an Arcane Connection might also work. louse, Raimond VII, who is chafing under
Vital was slain in the first story (See Sir It may be possible to find them by royal authority. A test of Communication
Vitals Lute, earlier). If, however, Val- asking locals if they saw anything odd + Intrigue against an Ease Factor of 15 re-
entin was raised by the magi and the
that night. A shepherd, seemingly un- veals that many at the court believe that
Comte and Lady Gracia are dead, the
concerned by the battle raging below the count of Toulouse may soon rebel, in
story requires that Valentin has left the
him, tends his flocks at night on the a desperate final attempt to recover what
covenant and laid claim to the Tren-
ridge above. He saw the three enter the was lost in the Crusade, and that relations
cavel lands, using intrigue and gold to-
gether with his exceptional charisma grotto, and even knows that it is locally between the ancient enemies the Tren-
(and tourney successes) to claim that called the Cave of No Return, though cavels and Count Raimond of Toulouse
his mother was victim of a miscarriage he has no idea why. are poorer than they have been for a long
of justice, and have the pope and king If the magi can rescue Rogier, he is time. Only the Counts personal friend-
recognize his legitimacy. This process Incapacitated, but can be saved. If healed ship with Comte Rogier was preventing
may well have involved the magi. he now realizes something is terribly an outbreak of the ancient Toulouse
wrong, and even Lady Gracia begins to Trencavel feud.

100
Thrice-Told Tales
ily wooded Lot valley just eight miles The arrival of Valentin with his army
Lolmie & Montcuq north of Montcuq. Sauzet is a tiny town from Lolmie adds to the chaos, and Gift-
with a small castle very similar to that at ed individuals find it extremely hard to
The castle where Comte Rogier Montcuq, and is held by Sir Maynart, an get anywhere near the castle.
was shot by a crossbow bolt is just five enthusiastic vassal of Comte Rogier who On the morning of the first day, word
miles from Montcuq. The castle of was at the siege of Lolmie and has three arrives that the king is just a few miles
Lolmie lies south across two ridges on knights. The plan is for the count and away, and preparations become frantic.
the southern slopes of a valley, about king, together with Alphonse, to meet At the arrival of the king and his brother
8 miles east of the covenant of Jardin. up and spend three days hunting during Alphonse, with a small body of knights,
The two castles have a complex history the day in the great dark oak woods, then at mid-morning the noise becomes fan-
and are the setting for a very recent
talk at night, and for the count to offer tastic, and the church bell is rung to an-
tragic recent story that will be known
homage again for the county of Toulouse, nounce the news to all for miles. A fair
to many locals and covenfolk, and
ensuring a lasting peace. Comte Rogier develops just outside the town, which is
some local magi.
In 1214 Comte Baudouin, brother had arranged this, and the rebellion at not walled, and people arrive from all
of Raimond VI the Count of Toulouse, Lolmie was a minor distraction he felt it over the region just to watch. Just after
set out from Montcuq to besiege the best to deal with immediately as it was noon the count of Toulouse arrives, with
castle of Lolmie. Despite having long embarrassing when he was involved in thirty knights and a huge body of retain-
been an ally of his brother in the strug- such important affairs of state. Now the ers, and as wine and bread is distributed
gle against the Crusade, Baudouin had young Comte Valentin hopes to receive throughout the town to the crowds a
switched sides in 1213, and was grant- the Trencavel estates back, and the title holiday atmosphere develops.
ed the lordship of Montcuq. In 1214 of Viscount Trencavel from the King. The count is lodged in a large house in
while on his way back there he stayed This is quite a realistic aim; however, if the town, while the king and Alphonse are
at Lolmie, and the lord of Lolmie be- the count of Toulouse is shown to be a in the castle itself. Valentin discreetly lodges
trayed his presence to two of Raimonds traitor, Valentin hopes for far more, and in a small hunting lodge just two miles to
knights. The garrison stood by, while is willing to betray anyone to achieve his the west in the forest, but only his closest
the knights captured the naked Baud- story outcome. retainers know where he is. During the day
ouin and took him to Montauban near- Even if his father has been found, Val- he appears in town occasionally, playing
by, where he was immediately hanged entin is quite unable to break free of the the role of an efficient steward, but taking
while his brother watched. He was giv- evil influence of Sir Vitals Guide power, no no public part in the formal meeting of the
en no chance to do penance or receive matter how much he protests he will. In great men that occurs within the castle. The
the Final Sacrament, and he cursed the this case, Sir Rogier remains comte, but meeting between king and count is rumored
residents of Lolmie (see Faith and Flame, Valentin is still present and taking an im- to be cordial, though the king is described
page 43.) As these events probably oc- portant role as the son of the host of the as somewhat quiet, and it appears that he
curred thirty years before this story, the peace negotiations. spends much of the day in the local church
victims of the curse are all dead, but the deep in prayer. The evening meal goes on
story is well remembered.
for hours, and the best way to gain entry is
The First Day to pose as entertainers or kitchen staff, as the
Soon everyone hears that the king is castle is extremely well guarded.
traveling south, planning to meet with On the first day, Sir Vital cannot ap- Raimond appears to be content and in
Raimond and remind him of the terms of proach Sauzet. The reason is simple; eti- an agreeable mood, and makes several as-
the Treaty of Paris. Naturally, Vital and quette demands that the church bell is surances to the king that heresy is no longer
Valentin are going to attend, and given rung repeatedly to announce the arrival tolerated in his lands. Alphonse is however
the facts known to the magi, they may of the king, and each of the other rank- noticeably tense, and the king, tired, retires
well suspect that something terrible will ing nobles. (Vitals Sovereign Ward pre- long before the festivities conclude.
occur, and they have good reason to in- vents him entering an area where church There is much gossip in town about
tervene, and prevent Galafres meddling bells can be heard.) the royal hunt tomorrow, when the
from bringing ruin upon the kingdom. Valentin arrives the night before at count and king will chase fat stags in
the castle, where all preparations have the woods of the Lot Valley. If the magi
been made, and many houses have been ask they may well be able to learn where
The Meeting prepared for the guests. Already tents
and pavilions ring the town, while a
the best hunting can be found, and guess
that whatever Valentin and Vital plan, it
in the Forest huge bustle of folks with provisions, will occur during the hunt.
entertainers (high and low), and people
The meeting between the king and who have simply heard the king is com-
Count Raimond is scheduled to take ing and come to gawp have arrived and
place at Sauzet, a small castle in the heav- fill the streets with noise and confusion.

101
Thrice-Told Tales
The Second Day: The Hunt The terrain is rough, and the walls of Alphonse falls from his horse, wound-
the valley riddled with great caves, while ed by an arrow. Ironically, he has been
Early in the morning the great no- streams, dense underbrush, and loose struck by Raimonds arrow as well, de-
bles gather to take part in a days hunt- scree that give way suddenly to flow- spite being nowhere near the king.
ing. Valentin is at the hunt breakfast, ery meadows or little hills topped with In fact, Sir Vital has warned Valentin
and, along with just nine of the closest shrines to the Blessed Virgin. Around that treachery is afoot, and that Raimond
companions of the notables, rides out in noon the count of Toulouse discovers a is planning to slay the king. As Valentin
the early morning light to chase deer, great bear hiding in a cave, and after it spurred his horse down the rise to the
although many beaters, hound handlers, is chased out by his huntsmen a pursuit royal group, Vital used his Unerring Arrow
and assorted servants carrying food set begins, which ends when Raimond slays power to kill the king; to his immense
out before dawn to perform their duties. the bear in a tremendous struggle. Al- surprise it fails (all kings have Magic Re-
A grog who can make a Presence + Hunt phonse and the king come upon the scene sistance, and Louis also has True Faith
test against an Ease Factor of 6 is hired as the bears carcass is being prepared just and relics, and these are more than
to help out, and assigned some duties after the kill. The sighting of an immense enough to stop the enchanted arrow.)
that places him in the woods. (You can white stag then gives rise to a wild chase, Unfortunately for the hunting accident
play out the hunt using the rules in Lords and the three men ride slowly after their scenario Vital plans, Raimonds arrow re-
of Men page 51 if you wish.) Some miles retainers, who rapidly outdistance them ally does miss the deer, and strikes Al-
outside town the hunting party is joined through their love of the chase. As the phonse, seriously wounding him. How-
by the troubadour, Sir Vital, who rides three pass through a small coppice, close ever, given that the king saw an arrow
alongside Valentin. to a woodsmans house, another deer ap- come toward him, and Alphonse was
During the morning Valentin and Vi- pears, running directly between the men struck by a second arrow, the confusion
tal soon (like many of the huntsmen) fall who are now strung out. Valentin and Sir is immense.
far behind the count of Toulouse and the Vital appear on a rise nearby, and then a The king cries Treachery!, and
king, who are more accomplished hunt- fatal arrow is fired. spurs his horse for the woods. Raimond,
ers, with several miles separating the dif- Afterward the situation is confused, aghast, leaps from his horse and runs to
ferent groups in the great oak woods of but what appears to happen to a mun- his brother in law Alphonse. There is lit-
the valley. dane observer is that Count Raimond tle fondness between the men, but Rai-
notches an arrow and lets fly at the deer. mond is genuinely contrite at what he
The king turns his horse, and watches sees as an accident. Alphonse misunder-
Who is the King? the deer, while Alphonse rides straight stands the situation, and calls out, and
at it drawing his sword. Raimonds arrow Valentin, lance couched, rides in intent
This depends entirely upon your perhaps glances off the deer, and ap- on running the traitor Raimond through.
setting and the current date in your pears to strike the king full in the face, How the scene plays out now de-
saga. In a Provenal setting, the saintly yet miraculously he is unharmed. Then pends entirely upon the actions of the
King Louis IX is king from 1226 to characters, assuming they have realized
1270, and likely still young (he was there is a problem and have followed
born in 1214). His mother, Blanche the royal party. If they are not present
But My Setting
of Castile, acted as regent until or are unwilling to intervene, Valentin
1234; his younger siblings are Rob-
Has No Cliffs?
kills Raimond, and runs to assist Al-
ert (born 1216), John Tristan (born It is important that Valentin per- phonse who is struck dead by another
1219), Alphonse (born 1220), Phil- form some reckless and successful act arrow, seemingly from nowhere. (Sir Vi-
lip (born 1222), Isabelle (born 1225) of valor; the details do not matter. The tal, again). The king turns his horse and
and Charles (born 1226). Given that aim of this scene is to establish that witnesses the death of his brother, and
the French monarchy descends by Valentin has all the makings of a hero, the heroic deeds of Valentin. He rides
primogeniture and legitimate births but equally many flaws and poor judge- forward even as Raimond expires, and
only, Valentin, even if he had been ment. While he appears consumed with
fathered by the king, would have no embraces Valentin, and in the heat of
rage at his fathers death, he is in fact the moment promises him he will be not
claim to the throne. In fact that is not exuberant at being finally free to pursue
important, because the Prophecy of just Viscount Trencavel, but the count
his ambitions. The characters may at- of Toulouse, for saving his life from the
the Lion has a greater grip on mens tempt to temper his youthful passion,
hearts, and Valentin does not plan to traitor. For a moment Sir Vital watches
but it should become clear something from the top of a rocky outcrop, before
usurp the king, but the title of count of is badly wrong. Valentin is required
Toulouse. He then plans to marry Isa- quietly slipping away, to plan another
by his story to betray his family and
belle, and with his good relations with cuckoos birth.
friends, and the characters have taken
the court carve out a huge personal Unless of course the characters are
on the role of friends by assisting his
fiefdom across the whole of Provence. in the right place to take action, and
mother on two occasions.
choose to do so. The climax may be the

102
Thrice-Told Tales
battle of the characters against Sir Vital,
while the misguided Valentin tries to
save his friend.

Resolving the Story


His appointment as count of Tou-
louse marks the beginning of the ascen-
dancy of Valentin. Now Vital has left
him, he is on his own, and his borrowed
single weapon and leadership abilities
have gone forever as the faerie loses
interest in his story. The cuckoo has
betrayed his father, his mother, and his
lord, and has come in to his inheritance,
and Vital has gained the vitality that
making mortals play out his story always
grants. For Provence and Normandy the
implications are tragic and momentous,
and your saga may well depart from his-
tory at this point. Of course, it is entire-
ly possible that Valentin will swiftly fall
from grace and lose his life now that he
is left to his own devices, and nothing
more than a young and rather shallow
man whom people like and respect more

The Treaty of Paris than his abilities justify.


It is very likely, however, that the
that if they molest the fey he will see
to it that they face justice, and that the
Raimond VII came to the title characters realize that something is bad- Order brought about the whole affair
on the death of his father in 1222. ly amiss, that Galafres crime has severe through Galafres hubris and lust. How-
He successfully defeated Amaury de repercussions, and that Valentin is being ever, not interfering may equally result
Montfort and regained control of most manipulated by a faerie. They are likely in disaster for the Order, if and when
of his lands by 1224, but was excom- to be able to prevent the plot and events Vitals troubadours reveal the full story,
municated in 1225, and from then outlined above coming to fruition. Vi- perhaps after Valentin has perished in a
until the Treaty of Paris in January tal does all he can to prevent this, and bloody attempt to seize the throne.
1229 fought a series of engagements uses all the means within his power to
against the French king. By the treaty prevent the magi interfering. His influ-
the Viscounty of Trencavel became ence over Valentin can easily turn him
a royal possession, and this was the against the characters, and persuade the
key to Comte Rogiers plan: he knew young man they are dangerous black
that as the last great Trencavel he had magicians who should be denounced as
more to gain by allying with the king. heretics and hunted by his forces. Un-
Meanwhile, Raimonds daughter Joan der Vitals influence, Valentin can forget
has been forced to marry Louis IXs his parents, and allow his quest for glory
brother Alphonse. If your saga follows to lead him to ignore their fate, so how
history the county of Toulouse passes much easier to turn him against the magi
to Alphonse with Raimonds death in whom he barely knows?
1241, and then is incorporated in to The issue is really, should the magi
France. The situation in this story as-
intervene? If Vital is stymied, he will
sumes a date between 1229 and 1241,
make no secret of his intention to turn
but it can be moved by changing the
his full wrath against the Order of
protagonists as required.
Hermes, gloating in any confrontation

103
Thrice-Told Tales

Dramatis Personae
The major characters from the first claims), Philosophiae 1 (natural phi- French 4 (noble), Guile 3 (lying to her
part of the story are collected here for losophy), Ride 3 (gracefully), Stealth 1 maids), Hunt 3 (falconry), Intrigue 4
convenience. Some of them are repeated (slipping silently across rooms) (Trencavel schemes), Latin 3 (Church),
in later parts, but altered by the ravages Equipment: Anything she needs Leadership 4 (Castle Montcuq), Magic
of age and blessings of experience, so be Encumbrance: 0 (0) Lore 2 (legends), Music 3 (singing sad
careful not to refer to the wrong section. Appearance: Despite her elfin features, the songs), Occitan 5 (poetry), Organi-
blonde hair of a queen, and a beautiful zation Lore: Church 2 (pro-Cathar
face, the most striking thing about the churchmen), Organization Lore: Order
Lady Gracia St. Daune lady is her violet eyes. Other women of Hermes 2 (covenants), Organization
can not but help be slightly annoyed Lore: Trencavel Domains 3 (dynastic
Characteristics: Int +2, Per 0, Pre +2, and put out by her, even if they do not claims), Philosophiae 1 (natural phi-
Com +2, Str 0, Sta 1, Dex +1, Qik 0 admit their jealousy of her. Men, how- losophy), Ride 4 (gracefully), Stealth 1
Size: 0 ever, find her utterly charming. (slipping silently across rooms)
Age: 22 (22)
Decrepitude: 0
Warping Score: 0 (0) Lady Gracia St. Daune, Jacobella the Redcap,
Confidence: 1 (3) aged 29 (appears 22) (part 2) aged 30 (Part 2)
Virtues and Flaws: Gentlewoman; Edu-
cated, Strong Sidhe Blood, Temporal Abilities: Area Lore: County of Toulouse Characteristics: Int 0, Per +1, Pre +1,
Influence, True Love, Wealthy; Am- 4 (Nobles), Artes Liberales 3 (music), Com +1, Str 0, Sta 0, Dex +1, Qik 0
bitious, Driven (protect her child), Athletics 2 (grace), Bargain 2 (favours), Size: 1
Plagued by Supernatural Entity (Fa- Brawl 1 (rough dances), Carouse 1 Age: 30 (30)
eries); Envied Beauty. (staying sober), Charm 3 (subjects), Decrepitude: 0
Personality Traits: Loyal to husband +6, Civil and Canon Law 2 (family law), Warping Score: 0 (0)
Ambitious +6, Fierce +3 Concentration 2 (resisting effects), Eti- Confidence: 2 (5)
Combat: quette 4 (at court), Faerie Lore (curses) Virtues and Flaws: Redcap; Well-Travelled;
Dodge: Init: +0, Attack , Defense +1, 1, Folk Ken 3 (servants), French 3 Enchanting Music, Linguist, Magic
Damage (noble), Guile 2 (lying to her maids), Items, Puissant Music, Self-Confident
Fist: Init: +0, Attack +2, Defense +1, Hunt 3 (falconry), Intrigue 3 (Trencav- (Confidence: +1), Social Contacts
Damage +0 el schemes), Latin 3 (Church), Leader- (Nobility); Indiscreet, Meddler; Frag-
Kick: Init: 1, Attack +2, Defense +0, ship 4 (Castle Montcuq), Magic Lore 1 ile Constitution, Small Frame, Weak
Damage +3 (legends), Music 1 (singing sad songs), Characteristics, Weak-Willed
Soak: 1 Occitan 5 (poetry), Organization Personality Traits: Indiscreet +3, Med-
Fatigue levels: OK, 0, 1, 3, -5, Un- Lore: Church 2 (pro-Cathar church- dlesome +3, Cheerful +1
conscious men), Organization Lore: Order of Combat:
Wound Penalties: 1 (15), 3 (610), Hermes 2 (covenants), Organization Dodge: Init: +0, Attack , Defense +2,
5 (1115), Incapacitated (1620) Lore: Trencavel Domains 3 (dynastic Damage
Abilities: Area Lore: County of Toulouse claims), Philosophiae 1 (natural phi- Fist: Init: +0, Attack +2, Defense +1,
4 (Nobles), Artes Liberales 3 (music), losophy), Ride 3 (gracefully), Stealth 1 Damage +0
Athletics 2 (grace), Bargain 2 (favors), (slipping silently across rooms) Kick: Init: 1, Attack +2, Defense +0,
Brawl 1 (rough dances), Carouse 1 Damage +3
(staying sober), Charm 3 (subjects), Dagger: Init: +0, Attack +4, Defense +1,
Civil and Canon Law 1 (family law), Lady Gracia St. Daune, Damage +3
Concentration 1 (resisting effects), aged 43 (appears 22) (part 3) Sword, Short: Init: +0, Attack +8, Defense
Etiquette 4 (at court), Folk Ken 2 (ser- +5, Damage +5
vants), French 3 (noble), Guile 2 (ly- Abilities: Area Lore: County of Toulouse Sling: Init: 3, Attack +3, Defense +1,
ing to her maids), Hunt 3 (falconry), 5 (Nobles), Artes Liberales 3 (music), Damage +4
Intrigue 3 (Trencavel schemes), Latin Athletics 2 (grace), Awareness 2 (faer- Bow, Short: Init: 2, Attack +7, Defense
3 (Church), Leadership 3 (Castle ies), Bargain 3 (favours), Brawl 1 (rough +3, Damage +6
Montcuq), Music 1 (singing sad songs), dances), Carouse 2 (staying sober), Soak: 0
Occitan 5 (poetry), Organization Charm 4 (subjects), Chirurgy 1 (sword Fatigue levels: OK, 0, 1, 3, 5, Un-
Lore: Church 1 (pro-Cathar church- wounds), Civil and Canon Law 2 (fam- conscious
men), Organization Lore: Order of ily law), Concentration 2 (resisting Wound Penalties: 1 (14), 3 (58), 5
Hermes 1 (covenants), Organization effects), Etiquette 5 (at court), Faerie (912), Incapacitated (1316)
Lore: Trencavel Domains 2 (dynastic Lore (curses) 4, Folk Ken 4 (servants), Abilities: Area Lore: Greater Alps Tri-

104
Thrice-Told Tales

Dramatis Personae (Contd)


bunal 1 (passes), Area Lore: Iberian 1 (being witty), Code of Hermes 2 Valentin Saint Daune,
Tribunal 1 (nobles), Area Lore: Nor- (mundane relations), Enchanting Mu- Aged 22 (Part 3)
mandy Tribunal 1 (personalities), sic 2 (boosting morale), Etiquette 2
Area Lore: Provence Tribunal 1 (Hermetic), French 4 (slang), German Characteristics: Int +1, Per 2, Pre +3,
(geography), Area Lore; Tribunal of 3 (Alps), Intrigue 1 (Hermetic politics), Com +2, Str +1, Sta +1, Dex +1, Qik 0
Rome 2 (geography), Art of Memory Italian 5 (songs), Latin 4 (Hermetic us- Size: 0
1 (Latin messages), Artes Liberales age), Music 3 (sing), Occitan 5 (Tou- Age: 22 (22)
3 (music), Awareness 2 (alertness), louse), Organization Lore: Order of Decrepitude: 0 (0)
Bargain 3 (vis deals), Bows 2 (short Hermes 3 (covenants), Ride 2 (speed), Warping Score: 0 (4)
bow), Brawl 1 (dodge), Carouse 1 Single Weapon 3 (short sword), Span- Confidence: 1 (3)
(gambling), Catalan 3 (Barcelona), ish 3 (Aragon), Survival 1 (camping), Virtues and Flaws: Strong Faerie Blood,
Charm 1 (being witty), Code of Thrown Weapon 1 (stone) Wealthy; Ambitious, Plagued by Su-
Hermes 2 (mundane relations), En- pernatural Entity (Faeries)
chanting Music 2 (boosting morale), Personality Traits: Determined +3,
Etiquette 2 (Hermetic), French 4 Valentin St Daune, Stubborn +2, Likable +1
(slang), German 3 (Alps), Intrigue 1 Aged Seven (Part 2) Combat:
(Hermetic politics), Italian 5 (songs), Broadsword: Init: +0, Attack +16, Defense
Latin 4 (Hermetic usage), Music 3 Characteristics: Int 3, Per 6, Pre 1, +15, Damage +7
(sing), Occitan 5 (Toulouse), Orga- Com 2, Str 3, Sta 3, Dex 3, Qik 4 Lance (mtd. ): Init: +0, Attack +17, De-
nization Lore: Order of Hermes 3 Size: 2 fense +15, Damage +6
(covenants), Ride 2 (speed), Single Age: 7 (7) Dodge: Init: 2, Attack , Defense +4,
Weapon 3 (short sword), Spanish Decrepitude: 0 (0) Damage
3 (Aragon), Survival 1 (camping), Warping Score: 0 (0) Fist: Init: 2, Attack +4, Defense +2,
Thrown Weapon 1 (stone) Confidence: 1 (3) Damage +1
Equipment: Short sword, short bow, Virtues and Flaws: Strong Faerie Blood; Kick: Init: 3, Attack +2, Defense +0,
sling, quiver of arrows, horse, bed- Plagued by Supernatural Entity (Fa- Damage +4
roll, camping gear, small harp. eries) Soak: +7 (partial chain armor)
Encumbrance: 2 (2) Personality Traits: Amiable +3, Leader Fatigue levels: OK, 0, 1, 3, 5, Un-
Appearance: A very petite, fragile, boy- +2, Stubborn +1 conscious
ish woman who could easily pass for Combat: Wound Penalties: 1 (15), 3 (610),
a teenage boy, and often does. She Dodge: Init: 4, Attack , Defense +1, 5 (1115), Incapacitated (1620)
never takes off her distinctive red Damage Abilities: Area Lore: Montcuq 2 (castle),
cap, even when asleep, and dresses Fist: Init: 4, Attack 3, Defense 4, Artes Liberales 1 (lessons), Athletics 2
in mens clothes when on the road, Damage 3 (climbing), Brawl 3 (dodge), Etiquette
but likes colorful dresses (if she can Kick: Init: 5, Attack 3, Defense 5, 2 (at court), Folk Ken 2 (servants),
acquire them) to wear at covenants. Damage +0 Hunt (deer) 1, Intrigue 4 (plotting at
Soak: 3 court), Leadership 5 (knights), Occitan
Fatigue levels: OK, 0, 1, 3, 5, Un- 5 (poetry), Organization Lore: Tren-
Jacobella, Aged 44 (Part 3) conscious cavel Domains 3 (dynastic claims),
Wound Penalties: 1 (13), 3 (47), 5 (8 Ride 4 (tournaments), Single Weapon
As above, but abilities improved as 11), Incapacitated (1215), Dead 16+ 4 (sword), Stealth 1 (in castle)
follows Abilities: Area Lore: Montcuq 2 (castle), Borrowed Abilities: Leadership 11
Artes Liberales 1 (lessons), Athletics (tourney), Single Weapon 12 (lance)
Abilities: Area Lore: Greater Alps Tribunal 2 (climbing), Etiquette 1 (at court), Equipment: Broadsword, lance, heater
2 (passes), Area Lore: Iberian Tribunal, Folk Ken 2 (servants), Intrigue 1 shield, partial chain.
Area Lore: Normandy Tribunal 2 (per- (getting what he wants), Leadership Encumbrance: 2 (3)
sonalities), Area Lore: Provence Tribu- 2 (local children), Occitan 5 (poet- Appearance: A very handsome youth with
nal 2 (geography), Area Lore: Tribunal ry), Stealth 1 (in castle) flowing blonde locks, a manly jaw and
of Rome 2 (geography), Art of Memo- Equipment: a wooden sword, wooden striking violet eyes, always dressed in
ry 1 (Latin messages), Artes Liberales horse and paper crown. the very latest fashions of the Paris
3 (music), Awareness 2 (alertness), Bar- Encumbrance: 0 (0) court. He is a role model to young men
gain 3 (vis deals), Bows 2 (short bow), Appearance: A very handsome young throughout the region who admire his
Brawl 1 (dodge), Carouse 1 (gam- boy with blonde curly hair and strik- tournament skills, said to be the greatest
bling), Catalan 3 (Barcelona), Charm ing violet eyes. seen since the death of William Marshal.

105
Thrice-Told Tales

Dramatis Personae (Contd)


Sir Vital, Faerie Bows 2 (short bow), Brawl 3 (dodge), Appearance: A handsome young knight,
Troubadour (Parts 1 and 3) Carouse 1 (getting people drunk), dressed in the latest courtly fashions or
Charm 4 (courtly love), Enchanting full armor as would be appropriate to
Characteristics: Int +1, Per +1, Pre +2, Music 5 +3 (lute), Etiquette 1 (la- his current situation. Always impecca-
Com +2, Str 0, Sta 0, Dex +1, Qik +1 dies), Guile 3 (seduction), Hunt 1 bly dressed, with a cloak of forest green
Size: 0 (tracking), Music 5 (sing), Penetra- and a bright orange sash. His accent is
Age: n/a (23) tion 3 (Guide), Ride 2 (tricks), Single always slightly foreign, no matter where
Faerie Might: 35 Weapon 4 (mace and chain), Stealth he is and which language he is convers-
Virtues and Flaws: External Vis Source, 2 (hide), Survival 1 (forest) ing in, in a manner that lends charm
Improved Might +15, Improved Borrowed abilities: Area Lore: Local to his words. His Faerie Speech Virtue
Might +15; Faerie Instructor, Faerie Region 5 (nobles), Craft: Armor 4 allows him to always converse in the
Sight, Faerie Speech, Highly Cog- (chainmail), Legerdemain (cutpurse) last language he was addressed in, and
nizant, Humanoid Faerie, Improved 4, Profession Washerwoman 6 (bed- only that tongue, but he understands all
Characteristics, Infiltrator, Warrior; linen), Ride 5 (escapes) languages perfectly. He appears human
Ambitious, Pagan, Sovereign Ward: Powers: and of noble birth because of his Infil-
church bells; Prohibition (Never Guide, 3 points, Init 2, Mentem. Subtly trator Virtue (even to those with Second
love a mortal woman). influences the targets actions for up to Sight) and his faerie nature is concealed.
Combat: one day, acting in a similar manner to Highly Cognizant means he is aware
Dodge: Init: 2, Attack , Defense +5, the Common Sense Virtue but encour- that creative mortals can change his sto-
Damage aging the victim to serve the faeries ry (see Realms of Power: Faerie for details)
Fist: Init: 2, Attack +4, Defense +4, agenda, though there is no compul- and that he draws Vitality from making
Damage +0 sion to follow the advice. (See Realms humans play out the story he embodies.
Kick: Init: 3, Attack +4, Defense +3, of Power: Faerie 59 for details). (30 levels)
Damage +3 Unerring Arrow, 3 points, Init +2, Herbam. Sir Vitals story is of The Cuckoo Hero:
Morning Star & Heater Shield: Init: +0, At- Redirects an arrow in flight to strike a man engendered upon a noblewoman by
tack +9, Defense +9, Damage +7 whatever target Sir Vital intends. an impostor who rises to become the epito-
Short bow, Init: +1, Attack +7, Defense , The arrow always strikes so as to ig- me of nobility and seizes greater glory than
Damage +6 nore armor. (Base 10; +2 for Intricacy a true heir could have, before betraying the
Soak: +9 of Effect, +2 Intricacy for Initiative.) family that nurtured him. In a nutshell, that
Wound Penalties: 1 (15), 3 (610), Equipment: Full chain mail, lute containing is the theme of these stories.
5 (1115), Incapacitated (1620) 7 pawns Imaginem vis that provides the
Pretenses: Bargain 2 (Merinita magi), Minor Virtue Enchanting Music to user.

106
Chapter Six

The Traitors Game


In these stories, the player characters The Death of the task of tracking down the legends
witness and hopefully stop the re- of his final battle with Pralix. Finally, he
turn of a great evil. Damhan-Allaidh Damhan-Allaidh learned of the legend of Giaros Claw.
(called The Spider) was defeated over The answer to his problem should be as
four hundred years ago, but there have Damhan-Allaidhs plan was to sub- simple as finding the claw and destroy-
been persistent rumors that he somehow vert his enemy from within, learning ing it himself; this would clear the slate
managed to overcome death itself. Now their secrets in the guise of one of their from his original botched ritual and al-
it appears that the Order of Hermess own. To achieve this he needed to com- low him to start again.
worst nightmare is coming true and that plete three magical tasks. First, he had The current owner of Giaros Claw is
the Spider once more spreads his insidi- to suffer bodily death, freeing his spirit Giaros descendent, a Redcap called Ru-
ous influence in Mythic Europe. from its mortal shell. Second, he had to fus, and to get to Rufus, Atorcoppe plans
In the first story, a Redcaps disap- prepare a Gifted individual to become to use another Redcap, Galera.
pearance leads the player characters to a vessel to receive his spirit by making
uncover the possible return of this an- it the container for his external soul.
cient wizard. However, lacking both evi-
dence and leads, there is little that they
Third, he had to transfer himself into
his vessel, consume its personality, and
Galera
can do except hope that they are wrong. make the body his own. He allowed Pra-
In the second story, the player charac- lix to complete the first of these tasks, Galera is contracted in marriage to
ters have an opportunity to capture the choosing her own apprentice to be his Rufus. The House considers Galera and
perpetrator responsible for the atrocity vessel for the second ritual. However, Rufus a good prospect to produce a Gift-
uncovered in the first story. In the third something went wrong during the third ed child, since Galera herself was born
story, Damhan-Allaidh manipulates the ritual, and it failed. He couldnt com- with The Gift. Alas, at puberty, before
player characters into helping him fur- plete his transfer into the child and he she was formally apprenticed, her Gift
ther his revenge against the Order. was left trapped as a disembodied spirit. guttered and died. She lost the special
One of the requirements of the status she had been granted and the ad-
third rite was the severance of Damhan- miration of her family and peers. She
Allaidh from his former identity, which trained as a Redcap instead and she took

Background involved utterly destroying his body and


every possession he had. Unbeknownst
to him, a Redcap called Giaro removed
to the roads in service to those whose
ranks she nearly joined. Yet envy made a
nest within her heart. She resents those
The origins of this story goes back a trophy from Damhan-Allaidhs for- with The Gift for what they have and
to the very early days of the Order. Pra- mer body: a single claw wrested from what she lost. She could have been one
lix, trained by Tytalus himself, fought a his thumb. Rather than cheating death of them but instead she is expected to
war for a whole decade against Damhan- and wrecking his revenge on his slayer, serve them. She has nursed this bitter
Allaidh. The wizard was defeated but his Damhan-Allaidh was trapped as an im- envy in secret for many years. As an
spirit lived on and its desire for revenge potent spirit unable to influence the ma- outlet for these feelings of magical in-
burns as brightly as it did four hundred terial world. He fled, vowing to see this adequacy, Galera has taken to stealing
years ago. through to the end. minor enchantments from other Redcaps
Over the centuries the spirit, calling whenever she can. With one exception,
itself Atorcoppe, has made further at- a Crystal Ring (see Insert), she does not
tempts to achieve physical form. Every dare carry these with her for fear of dis-
attempt failed because the first Ordeal covery. Furthermore, she has borne an il-
remained incomplete. He made secret licit child, one whom she has kept hidden
allies within the Order and set them to from her House since she discovered he

107
Between Sand & Sea

Damhan-Allaidh, The Spider


The creature known as Damhan-Allaidh stroyed by reducing his Magic Might score an individual can extend his life by becom-
began life some time in the mid-sixth cen- to zero. If this happens he instead acquires a ing first a spirit and then a human again.
tury as a priest of Sluag, the Pictish god of Minor Magic Inferiority in return for restor- Using Pictish necromancy, Damhan-
the dead and of knowledge. These priests ing his Might score to 1. His Might then Allaidh employed his most fearful weap-
preserved wisdom for their tribe by reincar- slowly regenerates back to its former level. on against Pralix: the sluagh. Named for
nating their souls into a new Gifted body Possession, variable points, Init (Might their lord, this host of the unquiet spirits
before death. Damhan-Allaidh has lived out cost), Mentem: To initiate this power, of the slaughtered Picts could literally
the history of northern Britain by incarnat- Damhan-Allaidh must spend 4 Might points scare people to death.
ing himself into the bodies of successive and successfully Penetrate any Magic Resis-
hedge magic traditions, taking a different tance of the target. If successful, the spirit of
name each time. His original Pictish name Damhan-Allaidh takes up residence within Brythonic Elementalism
is unknown to history, and he keeps it a a being. When Damhan-Allaidh is in direct
closely guarded secret. Copynnau was the control then the power can be detected with The witches of Strathclyde taught a
name he took as a Brythonic elementalist; appropriate magic, and his spirit might be form of elementalism that summoned and
he later took over a Scottish druid and be- seen by characters with Second Sight; but controlled the natural elements, allowing
came Damhan-Allaidh. It is was this name at other times there is nothing to detect ex- them to command the weather, keep ver-
that Pralix learned and passed onto the Or- cept a spell residue (ArM5, page 158). The min out of the crops, and gather scattered
der, although by the time they met he had inhabited body is not protected by Dam- livestock. Elementalism is described in
inhabited a Saxon rune-magician under the han-Allaidhs Magic Resistance, but neither Chapter Two of Hedge Magic Revised Edition.
name of Atorcoppe for several decades. All is it stopped by magical wards unless the Using elementalism, Damhan-Allaidh
these names mean spider in their respec- spirit is in direct control. Damhan-Allaidh can summon swarms of spiders, command
tive languages. These four magical tradi- can control his hosts actions by spending magical beasts such as the monstrous
tions formed the coalition of magicians with Might points. For each attempt, roll a die spiders, control the weather, cause earth-
which he tried to dominate the Isle of Brit- for Damhan-Allaidh and add the number of quakes and avalanches, and flood rivers.
ain; the reason that he clashed with Pralix. Might points he is spending (minimum 1). If
His appearance is always that of the the host resists the control, the Ease Factor is
human body that he takes over, but as he equal to applicable Personality Traits and bo- Scottish Druidism
ages he gradually assumes a hunchbacked nuses for Virtues such as Strong-Willed, plus
The druids who accompanied the
form, with a completely hairless body that a bonus equal to the nature of the attempted
Scots upon their invasion from Ireland
is emaciated to the point of being skeletal, action (use the same modifiers for Entrance-
practiced a brand of magic very similar
but with a bloated abdomen. Each finger is ment, ArM5 page 65). If the host does not
to that of the gruagachan (Hedge Magic
tipped with a wickedly-curved claw, ebony resist, then the Ease Factor is 0. If Damhan-
Revised Edition Chapter Four).
black in color. As a spirit he looks like this Allaidhs roll is successful, then the host per-
Using druidic magic, Damhan-Al-
final form, although he appears over ten feet forms the desired action. While possessing a
laidh can give people Virtues and Flaws,
tall and with six long arms rather than two. host, Damhan-Allaidh can use any of his own
shapeshift himself and others (typically
The statistics of Damhan-Allaidh are powers and regenerate Might, but cannot ac-
choosing the shape of a spider, or a swarm
not provided here, but are left to the sto- cess the powers or spells of the host. He can
of spiders); scry at a distance; create illu-
ryguide. A direct conflict with Damhan- also talk directly into the mind of his host
sions; and summon prophetic visions.
Allaidh at full strength is outside the scope without spending Might points. He can end
of this chapter. However, some notes re- the possession at any time, And it also ends if
garding the sort of magic that he might he runs out of Might points. ReMe 40 (Base Saxon Rune Magic
possess from each of the magical traditions 15, +1 Touch, +2 Sun, +1 constant, +1 flex-
he has learned are provided below ibility of control). Greater Power (40 levels) The Saxon rune-magicians were the
same as the vitkir found in Scandinavia
(Hedge Magic Revised Edition, Chapter Seven),
Powers as a Spirit Pictish Necromancy except that they had nine extra runes at their
disposal. All Saxon rune magicians were ex-
Damhan-Allaidhs spirit form has a Sluag was the Keeper of Deaths King-
terminated by Pralixs Ordo Miscellanea fol-
Magic Might of 40, aligned to Corpus. His dom in Pictish mythology. His priests were
lowing the defeat of Damhan-Allaidh.
principal power is that of Possession. The able to communicate with and summon the
Rune magic is perhaps the most flexible
spirit of Damhan-Allaidh also possesses an shades of the dead. In principle this worked
system of magic known to Damhan-Allaidh,
External Soul. This Virtue normally protects like Canaanite Necromancy (Ancient Magic
rivaling Hermetic magic in its scope. One
a person from dying (Hedge Magic Revised Edi- Chapter 3), but also involved other aspects
of its key characteristics is that it can cre-
tion, page 56), but it also prevents the dissi- of manipulating souls, including the mystery
ate spells of indefinite duration which cause
pation of a spirit. Atorcoppe cannot be de- of the External Soul and the means by which
natural changes rather than magical ones.

108
Thrice-Told Tales
had The Gift, determined that he should snakes and toads. He is convinced
not become a commodity to be traded. that the girl at the covenant is a fa-
The dreams began after she heard of erie changeling and asks the player
her arranged betrothal several years ago. characters to exonerate his behavior
The man she met in her dreams promised by helping him uncover the truth.
to give her back what had been taken Rufus turns up at the covenant bad-
from her. He called himself Atorcoppe ly beaten. He was attacked by ban-
but she barely flinched when he revealed dits close to the player characters
he had once been Damhan-Allaidh, the covenant and all of his belongings
Orders ancient enemy. The nocturnal stolen, including his enchantments.
visitor promised her the revenge she so He is most concerned about retriev-
dearly sought against those who had be- ing a medal bearing the likeness
littled her and treated her as a second- of his betrothed. The ale-wife of a
class member of the Order. Whats more, nearby village has been informing
he claimed he could restore her Gift. All an outlaw group about rich-looking
she had to do was to steal something travelers in exchange for a portion
from the fianc she had yet to meet. of any plunder.
The player characters are in dire
straits: outnumbered in a fight,
trapped in a cave, or some other

Prequel: hopeless situation. Rufus arrives


with just the help they need to save
the day, following a vision he had
Introducing
about their predicament.
Rufus enters a village contest hosted

Rufus by the local lord and wins a side of


bacon, a whole goose and a barrel of
wine in a feat of endurance (helped
The first story has more impact if the by his innate resistance to pain). He
player characters are already acquainted offers a share of his winnings to the
with Rufus. In most tribunals each Red- covenants grogs if they will help him
cap has an itinerary consisting of a few, fetch it from the village. When they
geographically-close covenants that are arrive, the villagers are unwilling to
visited in one trip. Rufus could be a new allow the prizes to go to a stranger.
Redcap following the retirement of the The grogs must help Rufus negotiate
covenants regular messenger, or else he (steal) his winnings from the villagers.
could be a temporary replacement for the
incumbent, who could be recovering from The point of these stories is to de-
an illness or seconded to a different task. velop some sympathy for Rufus, moti-
The storyguide may wish to run a vating the characters to find him when
short story involving Rufus in order to he later goes missing. Introducing his
acquaint the player characters with him Visions Flaw provides context for his
and develop an attachment to his friendly later actions.
manner and cheerful demeanor. If he be-
comes friends with the player characters
they may learn of his upcoming marriage
to Galera (whom he is yet to meet).
Some example stories include:

Upon arriving at the covenant (or


a village near the covenant), Rufus
sees a young girl playing and grabs
her and starts shaking her, shouting
all the time. He had a dream (that
is, a vision) the last night that the
girl was trapped in a stone box with

109
Thrice-Told Tales

Story I: they have some messages due or anything


to dispatch. Rufus leaves after the custom-
Rufuss Vision
A Tale of ary three days to continue his rounds.
The storyguide could employ one of the
story seeds mentioned above if he wants
Unbeknown to the player characters,
Rufus has a vision (from his Flaw of the
same name) on his last night at the char-

Two Redcaps to make the visit more memorable, or if


more bonding between the player charac-
acters covenant. It is centered around an
heirloom that once belonged to his an-
ters and Rufus is needed. cestor Giaro. In his vision, Rufus foresaw
This story opens with a scheduled visit that if he should leave the covenant with-
from Rufus. This only needs to be brought out his claw necklace then things would
to the attention of the player characters if go very badly for himself; however, if he

Galera, Redcap of House Mercere


Characteristics: Int 1, Per +2, Pre +1, Chirurgy 1 (binding wounds), Folk crippling wounds to humans and
Com 0, Str +1, Sta +2, Dex +3, Qik 2 Ken 2 (magi), Guile 4 (hiding feel- animals. Damage is inflicted as
Size: 0 ings), Latin 4 (Hermetic), Legerde- normal but the part of the body
Age: 26 main 4 (palming objects), Living struck (designated by the wielder)
Decrepitude: 0 Language 3 (local dialect), Magic is left temporarily unusable. The
Warping Score: 0 Sensitivity 3 (enchantments), target acquires a Minor Flaw such
Confidence Score: 1 (3) Magic Theory 1 (spells), Native as Lame, Missing Hand, or Missing
Virtues and Flaws: Redcap; Improved Language 5 (local dialect), Orga- Eye. The Flaw disappears once the
Characteristics, Latent Magical nization Lore: Order of Hermes 2 wound heals, or after one day if no
Ability, Magic Sensitivity, Privi- (covenants), Ride 1 (long distance), damage was inflicted (PeCo 5, +1
leged Upbringing, Puissant Bows, Single Weapon 4 (buckler), Stealth Touch, +1 requisite; +10 Pen 20,
Well Traveled*; Dark Secret, Envi- 2 (woodland), Survival 2 (roadside) +3 6/day, Tethered)
ous; Careless with Bows**, Com- Equipment: Partial heavy leather armor, Crystal Ring, InVi 20; Pen 0, 1/day: This
pulsion (theft of magic) short sword, short bow, buckler, en- ring creates an effect identical to
* House Virtue chantments listed below, traveling The Invisible Eye Revealed, allowing
** Grogs, page 77 (a zero is automati- pack, narrow-bladed dagger Galera to detect Intellego spells of
cally a botch when using Bows Enchantments carried: Level 30 or less used against her, by
Ability; roll botch dice as normal) Mantle of Mundane Mien, MuIm 12; Pen the ring becoming icy cold. This
Personality Traits: Jealous of The Gift 0, 3/day: This short cape allows the enchantment was not given her by
+5, Impulsive +2, Loyal to Ator- wearer to change her appearance, her House but was stolen from the
coppe +1 voice and smell. Galera usually effects of a deceased Redcap (Base
Combat: takes the form of an unassuming effect, +1 Touch, +1 Conc; +5 item
Short sword & Buckler: Init 2, Attack and wholly unremarkable man or maintains concentration)
+11, Defense +6, Damage +6 woman in plain clothing (Base 3,
Short Bow: Init 4, Attack +13, Defense +1 Touch, +1 Conc; +5 item main- Encumbrance (combat): 1 (2); (non
+6, Damage +7 tains concentration, +2 3/day) combat): 3 (4)
Dagger: Init 3, Attack +5, Defense 1, Shoe of Swift Flight, ReCo(An,He,Te) 25; Vis: none
Damage +4 Pen 0, 24/day: A leather shoe with Appearance: A sharp-featured athletic
Soak: +4 a wooden sole; it has a matching woman with short blonde hair. She
Fatigue Levels: OK, 0, 1, 3, 5, Un- but non-magical partner. Allows the wears a long blue overtunic; this is a
conscious wearer to move at remarkable speeds little short for a womans gown and
Wound Penalties: 1 (15), 3 (610), to any point within 50 paces in a her white hose can be seen beneath.
5 (1115), Incapacitated (1620), single round regardless of interven- On the road she dons a boiled leath-
Dead (21+) ing terrain, although the destination er cuirass. She has a short brown
Abilities: Area Lore: Tribunal 4 (cov- must be visible from the wearers hooded cape that conceals the short
enants), Area Lore: Neighboring starting position (Base 15, +1 Touch, sword at her side. She drops her
Tribunal 2 (roads), Artes Liberales free requisites; +5 24/day) pack and spare weapons when in
2 (deciphering handwriting), Ani- Hunters Crippling Arrow, PeCo(An) 28; combat, reducing her Encumbrance.
mal Handling 2 (horses), Athletics Pen 20, 6/day: Created using teth- Galera keeps her red cap in a pouch,
2 (slippery conditions), Awareness ered magic (Houses of Hermes: True donning it only when she greets
3 (emotional states), Bargain 2 Lineages, page 101), arrows shot magi. She tends to activate her Crys-
(lodging), Bows 4+2 (short bow), from this enchanted bow deliver tal Ring at the same time.

110
Thrice-Told Tales
left wearing it as usual then things would departed but when asked he attributed this secret hideout several days journey from
go very badly for the Order of Hermes. to a poor nights sleep. the covenant. She hopes that his ghost
Faced with a difficult decision, his loy- Galera expresses concern for Rufuss might desire to give up the item to people
alty to the Order won over concerns of safety, but player characters succeeding he trusts, such as the player characters. Her
his own personal safety and he decided a Perception + Folk Ken roll against an plan is to accompany them to the hideout,
to hide the necklace in the guest room in Ease Factor of 12 get the impression that sticking close to them so that when they
which he was staying. He has no idea of she is acting like she should be concerned find the claw she can get her hands on it.
the significance of the object. rather than actually being worried for Suspicious characters might distrust
him. This can be easily attributed to the Galera and her motives. Her stated
lack of true affection between the two; reasons for looking for Rufus are quite
Galeras Arrival after all, they have never met. Galera is
careful to not display open hostility to-
valid and unless they resort to magical
methods (see Insert) they are unlikely to
ward Hermetic magi, but neither does discover her true motives. However, if
A season or two after the departure she bother to feign friendliness. The Gift they are clever, paranoid, and prepared
of Rufus perhaps after the conclusion often provokes such behavior, but in Gal- to break the Code they may be able to
of an unrelated story the covenant is eras case it is spiked with envy. catch Galeras falsity (although she is an
visited by another Redcap, Rufuss fiance While she is with the player charac- accomplished liar, shes not very bright).
Galera. It is unlikely that the characters ters, Galera attempts to gather Arcane Her crystal ring should warn her of any
have met Galera before; her route covers Connections to them. She only does attempts to scry on her, allowing her to
a different part of the Tribunal; maybe this if opportunities present themselves; make a getaway (see The Traitors Fate,
even a different Tribunal altogether. she will not jeopardize her task to suc- later). If she can preserve her cover,
Galera requests an audience with the ceed here. For example, if a magus is she raises formal charges against the
covenants magi and ask them about Rufuss wounded she offers her skills as a chirur- characters, then attempts a pre-tribunal
visit. She then tells them that Rufus did not geon and then keeps a blood-soaked rag. reconciliation in order to return to the
return home at the conclusion of his itiner- She might steal clothes from the laundry covenant and search for the claw again.
ary, and he is now several months late. Gal- while at the covenant, or even purchase However, it is not vital to the rest of the
era has been traveling his route in reverse a lesser enchantment from them with story to keep Galeras true motives from
and the characters covenant is the first that vis. She only succeeds in this if the play- the characters at this point, although it
shes visited who have seen Rufus he er characters are careless. will change the tone of the remaining
must have disappeared sometime after leav- story if they are able to uncover her be-
ing here. Player characters who have been trayal this early on. Magical interroga-
friendly to Rufus may remember (on a Per- Uncovering Galeras Plan tion of Galera can lead the characters
ception + Folk Ken roll against an Ease Fac- directly to Rufuss body and deliver the
tor of 9) that he seemed more somber and In truth, Galera knows exactly where claw safely into their hands without any
thoughtful than usual on the morning he Rufus is, murdered by her own hand in a danger of Galera snatching it.

Rufus, Redcap of House Mercere


Only partial statistics are given here, Oilcloth of Useful Shapes; MuHe 12; Pen 0, 6/ cooking pot, improves the smell and
since all of his action occurs off-scene. day: The above oilcloth can become as taste of any food with which it comes
Age: 22 rigid as wood on command. Rufus can into contact, making the even worst food
Virtues and Flaws: Redcap; Enduring Con- fold it into a shape such as a boat, tent, delicious (Base 2, +1 Touch, +1 Conc;
stitution, Strong-Willed; Visions or plank for crossing streams before ut- +5 maintains concentration, +2 3/day)
Personality Traits: Loyal to Order +3, tering the trigger. The cloth retains its Plate of Safe Nights Sleep; ReAn 5; Pen 0, 1/
Innocent +2, Cheerful +1 shape until shaken vigorously. (Base 3, day: A brass fireplate that, when a fire
Equipment: A short sword, a brass medal +1 Conc; +5 maintains concentration, is lit upon it, protects the lighter of the
depicting Galera, a glossy black claw +3 6/day) fire from attacks by mundane animals.
on a thong, and the following en- Bowl of Content Stomachs; CrIg 11; Pen 0, (Base 2, +1 Touch, +2 Sun)
chantments: 3/day: A bowl that warms anything Appearance: A young man in sturdy trav-
Oilcloth of Dry Nights; ReAq 6; Pen 0, 24/day: placed within it and keeps it warm elers clothes; he tends to wear his red
This oilcloth is an Invested Item with indefinitely (Base 2, +1 Touch, +1 cap at all times. He has dark hair and a
two powers. It is eight feet long and five Conc; +5 maintains concentration, clean-shaven handsome face and is of-
feet wide. This first effect causes it to re- +2 3/day) ten mistaken for being much younger
pel all water. (Base 1, +1 Touch, +2 Sun, Soup Stone; MuIm 11; Pen 0, 3/day: A stone than he is.
+1 slightly unnatural control; +1 2/day) that, when placed in the bottom of a

111
Thrice-Told Tales
If it helps the story, Atorcoppe could be it, they can speed their search and bypass Encounters on the Road
present when the characters meet with Gal- some of the distractions and false leads
era, assuming he is able to enter the Aegis of in this section. They could determine his Assuming that the characters are
the Hearth. He can listen in on conversations direction, distance and that he is already not able to trace Rufus with magic, they
and watch the characters actions, and clue dead. The Inexorable Search will fail, but have to retrace Rufuss steps physically.
Galera in on any plans to her detriment. its variant Tracing the Trail of Deaths Stench It can be assumed that he used roads and
brings them to the village near the aban- stayed in towns and wayside inns on the
doned fort (see Caught (Kid-)Napping, route to the next covenant. Depending
On The Redcaps Trail below), since maps probably arent good
enough to be more precise.
on the locations of the two covenants
(the characters and their neighbors),
Failing magical means, the characters there may be multiple routes available;
Having resolved to find Rufus, the must resort to tried and tested mundane Rufus took the quickest route, but this
characters must come up with a means methods for tracking someone down. might vary according to season, some-
to track him down. They may search This task may be delegated to grogs and thing a character with an appropriate
his room for some clue or Arcane Con- companions, or else might involve the Area Lore will know. An Intelligence
nection to Rufus they can use. It is also player magi taking a direct hand. + Area Lore roll against an Ease Factor
possible that the characters deliberately of 9 allows a character to pick the opti-
harvested an Arcane Connection from
the Redcap, although they have no legiti- Searching the Room
mate reason to have done so. If they do Magical
possess an Arcane Connection and have
the appropriate spells to locate him using
It is unlikely that anything in the
room in which Rufus stayed while at the Investigations
covenant still retains an active Arcane
Rufus is a magus of the Order
Connection to him; indeed it may have and magical attempts to find him are
A Redcaps End been reused since his departure. A careful
search of the room and a successful Per-
scrying, even if this is justified in the
interests of his safety. Investigation
ception + Awareness roll against an Ease immunity (Houses of Hermes: True Lin-
Alas, Rufus is not fated to return
to the covenant alive. At Atorcoppes Factor of 12, reveals signs of concealment eages, page 62) does not apply here
instigation he is kidnapped by Galera a wobbly flagstone or a loose brick in the since Rufus is not under investigation
wearing a magical disguise. When she wall. The claw is about six inches long and for any crime. Claiming concern for
discovered that he did not have the deeply curved. It has the texture of pol- a maguss life in order to scry is not
claw, she subjected him to grisly tor- ished horn and is a glossy black in color. It a defense, else any magus could use
ture. Rufuss willpower and high toler- is attached to a leather thong to be worn this excuse to bypass the Code. Nev-
ance to pain meant that he did not give as a necklace. It is over 400 years old and ertheless, the player characters might
up the location of the claw before his an expired Arcane Connection; magical feel they have a strong defense since
body gave out and he died under Gal- investigation can reveal little more. De- genuine concern for his wellbeing has
eras knife without ever realizing that spite the fact he has carried it for several been raised by a third party. Howev-
it was his betrothed who had betrayed years, like his ancestors, the claw has not er, there is precious little they can do
him. His death formed the sacrifice become an Arcane Connection to Rufus, without an Arcane Connection.
needed for Atorcoppe to Initiate the which is curious but not unlikely. Player characters, even play-
External Soul Virtue, which he placed Finding the claw will not help the ers of Quaesitor characters, have no
inside the heart of Galeras son Simon. characters find Rufus. If they surmise right to submit Galera to questioning
Neither Rufus nor Galera know about that Rufus hid it, they may suspect him with magical verification even if they
this Initiation. Simon does not feature of wrongdoing. This just gives the char- somehow have suspicions about her.
in this story; the player characters first Even asking her to do so is a grave in-
acters more reason to find him. If the
meet him at the end of story two. sult. Her distrust of the characters can
characters find the claw at this stage
Rufuss torments did not end with be attributed to their Gifts and her re-
and share this discovery with Galera, go
his death. Atorcoppe summoned his fusal to submit to magical questioning
straight to Galeras Gambit (later). If she is supported by the Code of Hermes.
ghost and subjected it to further tor-
manages to secure the claw Galera exits Nevertheless, if she refuses then they
ture, but still he did not break. Ator-
this part of the story since she now has may refuse to help. In this case, Gal-
coppes plan is to allow the player
no need to track Rufus down. Shell find era leaves. The characters will receive
characters to find the body of the mur-
some pretense to leave the search par- a visit from a more senior Redcap a
dered Redcap. Hopefully, Rufuss ghost
will give up his secrets to them before ty and wont be seen again. The player season later wanting to know what
moving on and Galera can swoop in characters might still want to find Rufus, happened to Rufus and why they re-
and claim the claw for herself. out of concern or suspicion. fused to help Galera.

112
Thrice-Told Tales
mal route for the right time of year that leper is telling the truth when he Cobs Band
matches that traveled by Rufus. Other- tells them that they were donated
wise, the characters might have to inves- to him by a charitable young man. The robbers, lead by a ruffian called
tigate multiple leads before finding word However, the leper has now worn Cob, have been hired by Galera in or-
of Rufuss passing. them too long for them to retain an der to lead the characters to the hideout.
Once the most likely route (or routes) Arcane Connection to Rufus. She used her enchanted sleeve to take
have been determined, the characters the appearance of a man in all dealings
need to visit each way point on the route Galera, assuming she is accompany- with Cob and his men. She never sup-
and search for witnesses to Rufuss jour- ing the characters, may have to prompt plied them with a name; but she paid
ney. They get a definite sighting on the the characters if they go too far off track. them handsomely for every traveler they
first settlement from the characters cov- This might be done in a ham-fisted way brought to an abandoned fort deep in the
enant; a tavern here is commonly used by (since she lacks the intelligence for woods. These captives irrelevant ex-
Redcaps slaking their thirst after a long subtlety), raising suspicion amongst the cept for maintaining the presence of the
journey, or else staying the night before player characters that there is more go- kidnappers were eaten by the mon-
making the last leg to the covenant. ing on here. For example, she might fake strous spiders who occupy the fort (see A
The storyguide can make as much a sighting of Rufus from a man in the Web-Shrouded Ruin, later).
or as little of this stage of the story as market but the witness is mysteriously When the bandits are encountered,
desired. Some example events along unavailable for questioning if the player Galera reminds the characters (if nec-
the way are listed below; these should characters want more information. essary) to leave at least one alive for
be interspersed with mundane sights as- questioning. Sufficient force or magical
sociated with travel. Some of these are inducement can make the ruffians reveal
genuine sightings of Rufus and allow
the characters to narrow down the place
Caught (Kid-)Napping the following information:

where he disappeared. Others are false


leads and red herrings. After following a mixture of genuine
and false leads, the characters eventu- They are paid to take captives. Their
A poacher shared a campsite with ally get to the end of the trail: a village employer told them that he ransoms
Rufus a few days out from the char- close to the last positive sighting of Ru- the captives back to their relatives and
acters covenant; it was a stormy fus. Characters led by magic come to the the ruffians get a cut of the profits.
night and the man kindly shared same village. Several villagers remember They havent captured anyone recent-
his oilcloth with the trapper while the Redcap since he replenished his sup- ly, nor have they seen their employer
the latter shared some meat for the plies of food and drink here, buying since he paid them for their last victim.
pot. He remembers that the oilcloth bread, cheese, ale, and bacon, as well They can identify Rufuss description
was wondrously good at repelling as leeks and a sack of last years peas. as the last victim they took.
the heavy rain. When the storm The villagers say that they warned Rufus Their employer lives in a ruined fort
cleared, they parted company. about robbers on the road ahead, who in the woods, about ten miles south of
An innkeeper claims that a man have been known to kidnap travelers and the village. This is where they deliv-
matching Rufuss description ab- ransom them back to their relatives. ered their captives. They were told not
sconded without paying the shilling Tracking down the robbers shouldnt to enter the fort; if there was no-one
for a weeks stay. He can give them be too hard. Occasionally, men whom to meet them they should just leave
the names of several of his patrons the villagers suspect of being part of the captive tied up amongst the trees.
who spoke to him, but not before the this robber band come into the village Their employer would normally turn
outstanding bill is paid. The char- in search of ale or supplies. The villagers up with their share a few weeks later.
acters could spend a fair bit of time do not inform on the ruffians unless it Their employer has an entirely unre-
chasing down the leads before real- appears that the player characters are ca- markable appearance. Hes well spoken,
izing that they are not tracking down pable of defeating them; they dont want probably educated, but is of average
Rufus at all; the innkeeper was just to have to deal with any retribution once height and weight, with brown hair
trying to recoup the losses incurred the characters have moved on. The vil- and gray eyes. Cob, who spoke to him
by another guest. lagers suspect that they are camped out most, was of the impression that this
A leper hobbles down the road, at a shepherds hut which overlooks the man was merely a lackey for another.
ringing his wooden bell to warn the road to the east.
living of his approach. A character The villagers know the ruin in ques-
might notice he has a pair of turn- tion and can give directions to it if the
shoes of the sort favored by Rufus player characters dont trust taking one of
(he carried several spare sets since the ruffians with them.
they wear out so frequently). The If the player characters fail to get an-

113
Thrice-Told Tales
Men page 130). Sources of light do not
seem to penetrate deep into the dark-
ness and improve visibility only slightly
within one to five paces, depending on
the brightness of the light.
The exterior of the ruin and the trees
around it are the home of a number of mon-
strous spiders summoned by Atorcoppe.
The spiders are extremely sensitive to ap-
proaching game, and as they detect crea-
tures approaching they silently move into
ambush positions, relying on their camou-
flage and the darkness to conceal them.
The storyguide should decide how
many spiders are involved in the attack
against the characters; more than one per
character constitutes a serious challenge.
Due to the darkness, the spiders who
are not affected by it receive a +6 to
Attack Totals and +9 to Defense Totals
against opponents who are hampered by
the darkness. The spiders initiate their
attacks from ambush. All characters must
make a Perception + Awareness roll; the
Ease Factor could be as high as 19 (for
the spiders Dexterity + Stealth +3 (for
camouflage) +9 (for darkness)) if the
characters are still affected by the heavy
concealment. All characters who fail are
swers from the ruffians, then they might
have to have the gaps filled in by the vil-
A Grisly Fate successfully ambushed by the spiders as
they drop into combat as an untrained
lagers. A shepherd in the village has seen
them in the past heading south with a cap- The ruined fort has been the hideout for
tive and a search in the area reveals the ru- Galera and Atorcoppe. Galera brought Ru- Cobs Band
ined fort after a few days searching. fus here and tortured him, when he failed to
give up the location of his claw necklace she Cobs ruffians should be treated as
ritually murdered him and Atorcoppe tor- Standard Soldiers (ArM5, page 22),
The Trail to the Lair tured his ghost. Still Rufus held out on them, except that they are wearing metal
but he has been broken by his ordeal and reinforced leather armor and so have
The trail to the lair enters a tangled his spirit is much diminished. At no time did a Soak of +4 (in partial armor) or
woodland filled with thick undergrowth. Galera reveal who she was; she and her fian- +6 (in full armor) and their Encum-
The canopy is thick and little light filters ce had never met in person, and she used brance is 0 (or 1 in full armor). There
down to the forest floor. There are no her disguise (nearly) all the time. are seven men in all, who divide into
game trails and few birds, a fact noted as two Trained Groups in combat: Cob
unnatural by anyone succeeding in an In- (who has a Leadership of 3) leads one
telligence + Hunt roll against an Ease Fac- A Web-Shrouded Ruin group and his brother Talbot (Leader-
ship 2) leads the other.
tor of 9. All the game has been eaten by
The ruffians may resort to dirty
the monstrous spiders that guard the lair Atorcoppe and Galera made their
tricks such as trying to trip, disarm,
and the characters may come across the lair in a forgotten ruin in a particularly or grapple opponents; see ArM5 page
corpse of an unfortunate animal sucked dark part of the forest, where there is 175 or Lords of Men page 133 134 for
dry of its vital fluids. a Magic aura of 3. The entire aura has more details. They have practiced
much deeper shadows than would be using these tricks when fighting as
expected given the light sources; even a Trained Group and can use their
during bright daylight, the trees around Group Bonus to assist any of these
the fort provide heavy concealment special effects.
(equivalent to a moonless night, Lords of

114
Thrice-Told Tales
group. Their first attack is a grapple, try- attacks amongst the characters and any Beneath the Ruin
ing to incapacitate as many opponents as horses or large familiars.
possible. A spider does not continue to In the fight against the spiders, The keep is little more than a shell
attack an opponent once he is swathed Galera employs her enchanted bow to swathed in spiders webs. None of its ex-
in webs but tries to escape with its prize precisely place arrows to help out hard- terior walls are complete and all internal
or eliminate another opponent. If faced pressed characters (its Penetration is structures are entirely absent. There is
with severe opposition, a spider retreats sufficiently high to damage the spiders). a set of stone stairs leading down from
into the trees if it has managed to bite While she knows this place and what it what was the kitchen into the cellar,
or envenom its prey; it can then use its conceals, she desires to be seen helping notable because the stairs are relatively
Still the Wriggling Fly power from a safe the characters in order to allay suspi- free from the sheets of cobwebs that
distance and retrieve its meal later. The cion. If the player characters were lead shroud the rest of the fort. The keep
spiders do not distinguish between hu- here by a captive ruffian, he is equally used natural caves beneath the hill to
man and animal targets, and spread their targeted by the spiders. store food and keep it cool; these pas-

Monstrous Spider
Magic Might: 16 (Animal) Powers: Animal: as The Weavers Trap of Webs
Season: Spring Venomous Bite (non magical): When the (ArM5 page 117) but Range: Touch.
Characteristics: Cun +2, Per 0, Pre 6, Com spider attacks, compare its Attack Creo Animal 30 (Base 5, +1 Touch,
5, Str +4, Sta +3, Dex +3, Qik 2 Advantage to the victims armor Pro- +2 Sun, +2 Group) Greater Power (30
Size: +2 tection (not his Soak). If the spiders levels, 1 Might cost, +3 Init)
Virtues and Flaws: Magic Animal, Magi- advantage is higher, the victim is en- Vis: 4 pawns of Animal, in fangs
cal Monster; Essential Virtue, Large, venomed; make a Stamina roll against Appearance: A spider the size of a horse,
Lesser Immunity (spider webs), Per- an Ease Factor of 9 or suffer a Medium with a swollen abdomen marked with
fect Balance, Puissant Athletics; Fear Wound. An opponent can be enven- rune-like figures hidden amongst
(fire), Hatred (minor) omed even if they take no wound its cryptic coloration. It has several
Mundane Qualities: Ambush Predator, from the bite itself. Spider bites suffer large glossy eyes that look in all di-
Camouflage, Grappler, Loathsome a 3 penalty to Wound Recovery rolls. rections without blinking. An over-
Appearance, Skilled Climber, Shell, Still the Wriggling Fly, 1 point, Init 3, sized pair of polished black fangs
Venomous Corpus or Animal: Only those bitten quiver in anticipation of a meal.
Magic Qualities and Inferiorities: Gigan- by the spider (those who have taken
tic x 4, Greater Powers x 2; Improved a wound from either the bite or the A spider has a +3 bonus to all rolls
Abilities x 2, Improved Character- venom) can be affected by this pow- involving climbing and a +3 bonus to
istics, Improved Powers, Improved er, due to the Restricted Power Flaw. Stealth rolls when it is motionless, thanks
Soak, Lesser Powers; Minor Flaw (Re- The power may be used at any time to its coloration. If it has successfully
stricted Power), Reduced Might x 3, subsequent to the bite when the tar- crept up on its prey, it automatically wins
Susceptible to Deprivation get is within Range, until all inflicted Initiative and has a +3 to Attack Totals
Personality Traits: Hateful +3, Sensitive wounds have healed. If the effect for the first round of combat only; this at-
to Vibrations (Perception)* +3, Hun- Penetrates Magic Resistance, the tar- tack is usually a grapple. It may attempt to
gry +2, Spider* +3, Brave 2 get is immobilized, unable to move grapple any creature of Size +3 or less and
* Essential Trait any part of his body. Rego Corpus can add its grapple strength to any bite
Combat: (Animal) 30 (Level 5, +2 Voice, +2 Attack Totals made against a grappled op-
Bite: Init 2, Attack +13, Defense +7, Sun, +1 requisite) Greater Power (30 ponent. It may immobilize any grappled
Damage +8 levels, 2 Might cost, +2 Init) opponents with silk using one of its pow-
Grapple: Init 2, Attack +9, Defense +4, Arachnes Child, 0 points, Init 12, Animal: ers. Due to its Lesser Immunity Virtue, a
Damage n/a With this power, the spider can cre- monstrous spider is immune to ensnare-
Soak: +10 ate all manner of threads, ropes and ment by its own or anothers webs.
Fatigue Levels: OK, 0, 1, 3, 5, Un- nets. Each use of this power can cre- The monstrous spiders are also ca-
conscious ate a rope strong enough to support pable of generating natural webbing,
Wound Penalties: 1 (17), 3 (814), the creatures weight, or webbing that which, unlike that created with their
5 (1521), Incapacitated (2228), requires a Strength roll of Ease Factor Arachnes Child power, is not hampered by
Dead (29+) 9 (or a sharp implement) to escape. Magic Resistance. This webbing takes
Abilities: Area Lore 1 (ambush points), CrAn 25 (Base 5, +1 Touch, +2 Sun, minutes or hours to produce and so is
Athletics 4+2 (climbing), Awareness 3 +1 flexibility) Lesser Power (25 levels, useless in combat, but does not have the
(sense of touch), Brawl 5 (grapple), Hunt 5 Might cost from Improved Powers) limited duration of their magical webs.
3 (setting snares), Stealth 3 (ambush) Weave the Silken Shroud, 2 points, Init 2,

115
Thrice-Told Tales
sages have subsequently been widened for every failed roll. It takes one round webs are only barely flammable and can-
and connected to larger caves. per 3 points of the current Ease Factor not be easily set on fire. Flames inflicting
From the back of the cellar cave, to cut someone free with a blade. There +10 damage or more are needed to do the
several passages lead deeper into the may be more monstrous spiders lurking job. Furthermore, most of these webs are
hillside. Some of these passages are the in the cavern beyond, waiting to attack natural creations of the spiders rather than
haunt of spiders and are shrouded with anyone captured in this trap. Only the created using their Arachnes Child power.
sticky webs to capture intruding animals. entrapped character and perhaps one
Others are apparently clear, suggest- other character can face the spider due
ing recent use, but these passages have to the restricted space in the tunnel. A Redcaps Ghost
near-invisible threads hanging from the Most of these passages lead ulti-
ceiling and covered in blobs of sticky mately to a large cavern carved out by an On the far side of the ravine is just one
glue laid by smaller cousins of the spi- underground stream. The stream flows passageway, which leads into a web-lined
ders outside. Anyone who does not spot through a deep ravine over ten paces chamber. Hanging by its ankle on a thread
the threads (this requires a Perception wide, although the ravine is crossed of spider silk is the desiccated corpse of
+ Awareness roll against an Ease Factor by three thick ropes of spider silk and Rufus. The body shows clear signs of be-
of 9 even in the best light; add three to cobweb sheeting slung between them. ing heavily beaten and cut and is covered
the Ease Factor if carrying open flames The ropes are thick enough to support in countless spider bites, many of them
rather than lanterns) is immediately the weight of the monstrous spiders, so surrounded by black tissue. Close inspec-
caught and tangled up in neighboring are certainly strong enough to bear a tion also reveals he has been stabbed in
threads. A struggling character serves humans weight. A Dexterity + Athlet- the heart with a narrow blade. The des-
only to entangle herself further; the Ease ics Encumbrance stress roll against an iccation is not natural, but was caused by
Factor for the Strength stress roll to es- Ease Factor of 12 is required to cross the the feeding of many spiders; this has also
cape is initially 6 but increases by three ravine, but characters can reduce the preserved the corpse.
Ease Factor by three if they take twice as Attempts to use Whispers Through the
long and do it on their hands and knees. Black Gate on Rufuss body will fail, since
Expanding the Caves On a failure, the character tumbles from
the thread onto the cobwebs below; on
Rufuss spirit has been summoned from
his corpse as a ghost. However, the ghost
The caverns beneath the aban- a botch the thread breaks, preventing manifests a visible illusion once it notices
doned fort are part of an old mine, anyone else from using it. the presence of the characters, which
and there are miles of interconnecting Even if a character does fall, the thick may take the spirit several minutes in his
tunnels. This part of the story could cobweb sheets slow his descent into the current state. Rufus was tortured prior to
easily be expanded into an explor- ravine and possibly even arrest his fall. his death and then magically wracked as
atory foray into the depths. There Roll a simple die and add the charac- a spirit, and only the thinnest thread of
are a number of perils in the mine: ters Burden. If the result is six or more, his personality remains. His memories are
maze-like tunnels in which it is easy then the cobwebs break and the char- shattered and he is barely able to main-
to get lost; collapsing pit shafts; un- acter plummets to the ravine floor. The tain this illusory form, which keeps fad-
derground waterfalls; flooded caves; same roll is needed to clamber across the ing whenever his concentration wavers.
and possibly trapdoor spiders, mine cobwebs to either side of the ravine, al- With the appropriate encouragement,
faeries, and earth elementals. though the character only falls on a nine Rufus can haltingly recount what hap-
Galera has a hidden lair within or more when walking on the webs rather pened to him. He does not recall Galeras
the mines where she stashes her sto- than falling upon them. If the character role in his abduction or her presence at
len magical items and other treasures; does fall through the cobwebs, it is fifteen Atorcoppes side; his memory is too frag-
this is featured in the third story in paces to the floor of the ravine; however mentary and she was wearing her illusory
this chapter. If she is accompanying the slowing effects of the cobwebs counts form, which he has never seen. Charac-
the characters she discourages explo- as a soft surface, halving the damage to ters already suspicious of Galera may no-
ration, asking them to concentrate +12. Magi may have other means at their tice her subtle release of breath when it
on finding Rufus. If, by some miracle, disposal to cross the ravine safely. There becomes clear there are convenient gaps
they manage to discover Galeras are more transparent sticky threads hang- in his recollection.
hidey-hole at this point, then they
ing from the ceiling to entrap birds, bats He can tell the characters that he was
discover Galeras secret early and she
and flying characters. tortured by a plain-looking man with a
takes steps to eliminate them, such
As mentioned before, there may be nondescript face. He will also describe
as causing a cave-in. Furthermore, in
the third story Damhan-Allaidh will more monstrous spiders in this chamber; his torturer as a horrifically tall man
need a different pretext to get the they tend to wait until characters are with a hunched back, who was clothed
characters to take Simon out of the entrapped in the sticky threads or mid in a dark cloak that rippled obscenely
covenant and to the stone circle. way crossing the spidersilk bridge before like there was something unwholesome
showing themselves. Note that spiders beneath it. He constantly confuses the

116
Thrice-Told Tales
two; these are his torturers before and it could be disastrous, she says, to consequences of slaying her.
after his death, respectively. The ghost do so before finding out what it is. If If they fight Galera, the characters
has a good recollection of what both of the characters suggest that it could may take pains to capture rather than kill
his torturers wanted; it is the memory of be cursed or bear a baneful enchant- her; wanting to interrogate the traitor or
this question that has formed an anchor ment, she will volunteer to take it to subject her to the justice of the Order of
for his drifting spirit. However, he only an expert forthwith. She believes that Hermes. With the right magic, she can
agrees to tell the characters if they get the claw is Atorcoppes external soul be interrogated after death as well. She
him elsewhere; he doesnt feel comfort- and that destroying it will kill her boasts of her actions and expound upon
able mentioning it in the room where he mentor. This is not true but a ruse her motives. She believes she was serv-
died to keep this very secret. used by Atorcoppe as insurance in ing Damhan-Allaidh (although she can
Magical investigation might be able case Galera is compromised (see The also supply the name Atorcoppe), but has
to reveal things that Rufus can not. His Fate of Galera, later.) no actual proof that this is the case. He
ghost was formed from his departing If the characters are adamant in promised to give her The Gift, setting
spirit by Atorcoppes Pictish necroman- keeping it, she looks for an oppor- right the cruel twist of fate of her youth.
cy with an effect of seventh magnitude, tunity to steal the claw and escape Galera cannot give up the location of
and remnants of that magic may linger. into the night. Shell make sure she Atorcoppe, since she doesnt know where
Atorcoppes sigil lingers on the body, a knows where they are keeping it and he goes when he is not with her. She also
sensation like a keen knife blade. attempt to filch it later on. believes that the tiniest scratch on Giaros
The characters have to retrieve Ru- Failing all this, Galera may simply try Claw will kill Atorcoppe.
fuss body if they want to move his ghost; to snatch the claw right in front of the If she is handed into the custody of the
he is currently tied to haunting his own characters. She is both desperate and Order in preparation for a trial, the storyguide
mortal remains. This means somehow fer- borderline insane, so she does not might decide on an off-stage jailbreak perpe-
rying the corpse safely across the ravine, wait for a sensible time to do this. She trated by Atorcoppe, perhaps assisted covert-
negotiating any remaining spiders. Once is relies on the element of surprise to ly by further agents within the Order.
well away from the ruined fort, Rufus can make her escape; she is neither a ma- Of course, Galera could just walk away
reveal that his torturers wanted his claw gus nor a warrior. If the characters with the claw and the player characters
and how he hid it at the covenant. have an Aegis of the Hearth and have not never discover her villainy. She continues to
given Galera a token to allow her to work as a Redcap, but she neglects her duties
use her enchantments, then they may and is reprimanded by her Primus; soon after
Galeras Gambit have a chance to catch her before she
can use her shoe to escape.
she abandons the Order altogether.

When the characters return to their If the characters have no reason to


covenant and retrieve the claw from its hid-
ing place, Galera is on the verge of success;
all she needs to do is get it away from the
distrust Galera, there is every chance she
escapes with the claw. Interval One
characters. Her eagerness this close to her The preceding story may end in an
triumph might well prove to be her undoing. The Traitors Fate unsatisfactory manner for the characters
What move she makes next depends if Galera escapes with the claw. How-
very much on the circumstances with The storyguide should make every ever, there are no immediate repercus-
which the player characters present her; reasonable effort to allow Galera to escape sions: Galera has nursed her jealousy for
some possible gambits are given below and from the player characters, with or with- ten years and she can wait longer still if
she might try several of these. Whenever out the claw. She may not have magical needed. Nevertheless, the five year gap
in the presence of the claw, her emotions abilities of her own, but she understands between now and when the player char-
may betray her and characters can make a Hermetic magic and its capabilities. She is acters next encounter Galera is not un-
Perception + Folk Ken roll against an Ease careful not to leave behind Arcane Con- eventful. As well as participating in fur-
Factor of 12 to divine that she seems unduly nections, for example, and knows that she ther unrelated stories, the characters may
eager to get her hands on it. cannot be targeted if she cannot be sensed. decide to do some research.
However, player characters should The proposed gap of five years can be
Galera suggests that she should take it not be denied a victory over her if they lengthened if necessary, but should not
to a suitable specialist in the Order for have anticipated her actions or displayed be shortened. The only repercussion of
identification and as quickly as possible. ingenuity in finding her. Galeras actions more than five years is that Galera will
She may even propose leaving imme- clearly indicate that she has forsaken the be further along in her studies, her plans
diately, before perhaps they have even Oath of Hermes and a Tribunal doubt- will be more advanced, and her son will
decided to whom to take it. less will declare a Wizards March against be older (he was around five years old at
She counsels against destroying it; her, freeing the player characters from any the time of the previous story).

117
Thrice-Told Tales
Research The Fate of Giaros Claw range for it to be destroyed, Atorcoppe
cannot proceed with his plans. He makes
There are some questions that the Atorcoppe is now in possession of further attempts to discover the Claws
player characters may be interested in an- Giaros Claw current location and regain it or destroy it,
swering. First and foremost, what is this After receiving the Claw from Gal- with or without Galeras help.
claw that was of sufficient importance to era, Atorcoppe destroys it himself, com-
drive one Redcap to murder another? Ru- pleting the pending Initiation he began
fuss vision concerning the claw proved over 400 years ago. This has no immedi- The Fate of Galera
true; things did indeed go very badly for ate effect, since the girl he had intended
him. Rufuss ghost can name his torturer as to possess is long dead, but Atorcoppe Galera escaped from the player char-
Atorcoppe and he may have also heard is confident that he will now be able to acters
the name Damhan-Allaidh in the ruined recommence his stalled plans for rein- If he is reborn, Damhan-Allaidh honors
fort. Galera, if she was captured, can pro- carnation by using Simon instead. Since his promise to Galera and guides her through
vide similar information. he has now finally shed his Anglo-Saxon the rite of Odins Sacrifice (Hedge Magic Re-
persona, he returns to the name by which vised Edition, page 124), which endows her
he is most famous: Damhan-Allaidh. with The Gift. He spends some time tutor-
Giaros Claw ing her in magic. However, she has outlived
The player characters destroyed Gia- her usefulness and he soon grows bored of
The first order of business should be to ros Claw her. Damhan-Allaidh has one more task for
find out more about Rufuss heirloom. His When the characters destroy the Claw, her (see The Tangled Web).
ghost, if available, knows its history. It be- Atorcoppes age-old Initiation attempt
longed to his ancestor Giaro, who was one fails. This has much the same effect as the Galera was killed
of the first Redcaps and a boon companion previous outcome, except that Atorcoppe Galeras role in Story Two is taken
of Pralix. He was her aide-de-camp dur- accepts a penalty for the failure: one in ev- by another servant of Damhan-Allaidh.
ing her war with Damhan-Allaidh, and the ery eight magical effects he attempts (de- This individual is a Gifted non-Hermetic
claw was wrested from the corpse of Dam- termined randomly) fails. wizard who has good reason to hate the
han-Allaidh after Pralix had slain him. As Order of Hermes. He may come from a
far as he knows, it has no special properties. Giaros Claw still exists tradition that has been traditionally per-
Until he can destroy it himself or ar- secuted by the Order, or perhaps the ha-

Damhan-Allaidh
Spiders in Mythic Europe
All apprentices are taught the basic histo-
ry of Damhan-Allaidh, as recounted in ArM5, Spiders are vermin, classed as ing bitten is painful enough to require
page 10. To learn more, characters may have worms of the air since they are nour- a Concentration roll for casting or
to consult specialists, or research among an- ished by the air that they draw down maintaining a spell, even if it does not
nals of the history of the Order of Hermes. A to themselves on their webs. They are result in a wound.
detailed history of Damhan-Allaidh, such as considered to have the keenest sense All spider bites are notoriously
that that can be revealed through a dedicated of touch of all animals and are used to slow to heal and those suffering a
search, is provided as an appendix. symbolize that sense. wound from the venom take a 3
There are a few types of spider penalty to Wound Recovery Rolls for
in Mythic Europe that can inflict a that wound only. Supernatural spiders
painful bite. Species are not distin- might carry more serious venom or
Actions of guished with any accuracy but for other consequences; for example, cer-
the Antagonists modern readers, the following are all
capable of a painful bite: widow and
tain faerie spiders can inflict tarantism,
a disease causing an irresistible urge to
false widow spiders (including the in- dance (City & Guild, page 27). Spider
The actions of Atorcoppe and Galera
famous malmignatte); yellow sac spi- venom is treated using the Medicine
depend upon their level of success in the
ders; black lace-weavers; mouse spi- Ability; if using the optional rules for
first part of the story. The options below ders; woodlouse-eating spiders; and Diagnosis and Prognosis from Art &
are arranged in order of decreasing advan- wolf spiders. A spider bite requires a Academe (pages 5758), the severity of
tage to Atorcoppes plans. Stamina roll of Ease Factor 3 to avoid the spider venom is equal to 3 + the
a Light Wound from the venom. The Ease Factor of the Stamina roll to re-
Ease Factor is 0 for the less venomous sist the venom (this includes any in-
woodlouse-eating spiders and wolf creases to the Ease Factor for multiple
spiders, but 6 for the malmignatte. Be- bites, see later).

118
Thrice-Told Tales
tred has more recent basis. The Order is While Damhan-Allaidh plans the discovered and adopted as an apprentice.
known for policing magically-capable folk downfall of the Order, he permits Galera Galeras plan is to attack the char-
in some areas, and family members could to exercise her own revenge. Her vindic- acters food supply, and then wreck any
have fallen beneath its wrath. It is even tive nature finds the prospect appealing, relationship they have with the nobility.
possible that the player characters took a and it is an excellent opportunity for her She was planning more, but fell foul of her
leading role in this story, which could take to practice her newly-learned powers. own schemes and is currently imprisoned.
place any time before, or soon after, the Damhan-Allaidh doesnt care how clumsy
first story. This hedge wizard is accompa- she is; he actually anticipates that she will
nied by Simon, whom he is intending to
make his apprentice, although he has not
be killed by Hermetic magi in a Wizards
March. The Tribunal has probably already
The Swarm
yet Opened his Gift. dismissed any fears the player characters
may have had about Damhan-Allaidhs Two young boys arrive at the cov-
Galera was captured and imprisoned return, so hes not worried that she may enant. They are tired from the run to
Under magical interrogation, Galera be captured and interrogated; its more the covenant and between them carry
reveals that Giaros Claw is Atorcoppes important to him that her Gifted son is a bundle of mud-splattered rags. At the
external soul and that even a scratch on
it will dissipate him forever. This is truly
what she believes; Atorcoppe told her this Rufus, a Redcaps Shade
just in case this very scenario came about.
Atorcoppe makes no attempt to rescue Magic Might: 5 (Corpus) shade and lasts until he has no fur-
her unless the Claw was not destroyed Season: Spring ther need for it. CrIm 15 (Base 2, +1
and there is a real chance that she will be Characteristics: Int +1, Per 0, Pre 0, Com Touch, +1 Conc, +2 move at com-
able to get it for him. If the claw is gone, +1, Str 0, Sta +2, Dex +1, Qik +1 mand, +1 intricacy) Greater Power
then he has no need to save her, since he Size: 0 (15 levels, +2 Init, 2 Might cost)
is already in possession of Simon. The sec- Virtues and Flaws: Magic Spirit; Magi- Vis: 1 pawn Rego, in ghostly red cap
ond story should be adapted as in the case cal Covenfolk; Enduring Constitu- Appearance: As he did in life, but con-
where Galera was killed. tion, Strong-Willed torted with great pain and bearing
Magic Qualities and Inferiorities: the same scars as his corpse.
Greater Powers; Major Flaw (En-
feebled), Major Flaw (Low Self Es- These statistics represent the shade
teem), Temporary Might of Rufuss spirit, a broken mess left from
Story II: Personality Traits: Devoid of Hope +3,
Forgetful +3, Wracked with Pain +3
his physical, mental, and magical torture.
Given appropriate rehabilitation, Rufuss

The Tangled Web Combat:


Fist*: Init +1, Attack +1, Defense +1,
Damage 0
shade could join the characters covenant
as an unusual grog or even a companion
character. He cannot stray more than
* against immaterial targets only 100 paces from his red cap, a symbol of
In the second story of this chapter, Soak: +2 the loyalty to the Order that keeps him
Damhan-Allaidh recommences his plan Fatigue Levels: OK, 0, 1, 3, 5, Un- on earth. Giving him a church burial does
for the infiltration and eventual destruc- conscious not dismiss his ghost (this only prevents
tion of the Order of Hermes. He is saddled Wound Penalties: 1 (15), 3 (610), the formation of ghosts and Rufuss shade
with a minion of limited potential. Galera 5 (1115), Incapacitated (1620), is already present), but it could prove
is not cunning, subtle, or powerful enough Even More Dead (21+) inconvenient if he hasnt yet shifted his
to make her valuable to Damhan-Allaidh; Abilities: Area Lore: Tribunal 3 (inns), tether to his red cap.
she was merely a means by which he could Code of Hermes 2 (Redcaps), Folk A restored Rufus loses the three Ma-
get hold of Giaros Claw. Her son Simon is Ken 2 (magi), Latin 4 (Hermet- jor Magic Inferiorities representing his
a different matter, however. He was born ic), Organization Lore: Order of current condition upon recovery and
with The Gift, and at the age of seven he is Hermes 3 (House Mercere), Profes- may regain some of the Virtues, Flaws
ripe for apprenticeship. Rather than train- sion: Storyteller 3 (childrens stories) and Personality Traits he had in life. He
ing Simon himself, Damhan-Allaidh has Powers: is a freshly sprung ghost and has not yet
a different task in mind for him. He has Eidolon, 0 points, Init +1, Imaginem: developed all powers or Magic Quali-
made Simons heart into his external soul Creates an illusionary form that is ties that he could. He has 15 levels from
visible and audible to material be- the Greater Powers Magic Quality left
and plans to have him apprenticed to a
ings. This form appears as Rufus did unspent, and could purchase two more
magus of the Order of Hermes. Once he
in life but haggard, bruised, and in points of Magic Qualities without need-
has been Opened to the Arts, Damhan-
intense pain. The image can move ing to take any Magical Inferiorities.
Allaidh will take over his body. Galera is
and speak as directed by Rufuss
wholly ignorant of this plan.

119
Thrice-Told Tales

Spider Swarms
Even the largest mundane spiders roll to resist the venom of all Venomous
are Size 15. A swarm is a mass of bites received in the same round, Personality Traits: Spider +5
creatures of Size 3 or smaller with a but increase the severity of the Reputations: Deadly (Local) 4
combined Size of +1 or more. Given wound inflicted by one step for Combat:
the almost fluid makeup of a swarm, each two point of Size above +1. Bite: Init +8, Attack +9, Defense +3,
it is all but impossible to stop one in Increase the Ease Factor for the Damage +3
its tracks. Apply the following rules: Stamina roll by 1 for each con- Soak: +0
secutive round of combat to rep- Fatigue Levels: OK, 0, 1, 3, 5,
Swarms ignore defenders and can resent the cumulative effect of Unconscious
always reach their intended target. many hundreds of bites. Wound Penalties: 1 (1-6), 3 (7-
Swarms may attack a number of Swarms can combine to form 12), 5 (13-18), Incapacitated
targets equal to the swarms Size larger swarms. Two swarms com- (19-24), Dead (25+)
each round. bine to increase Size by 1. Five Abilities: Area Lore 4 (ambushes),
At the storyguides discretion, swarms increase Size by 2. Ten Athletics (running) 5, Awareness
swarms may have an immunity or swarms increase Size by 3. As 2 (prey), Brawl 4 (bite), Hunt
resistance to regular weapons; a well as increasing venom po- 4 (insects), Stealth 4 (stalking
blade passing harmlessly through tency due to the increase in Size, prey), Survival 3 (caves)
a swarm of insects, for instance. add 2 points of Strength and Appearance: A silent, scuttling mass
On the other hand, they may be subtract 1 point of Quickness of glossy bodies and spindly legs.
vulnerable to buckets of water or for each point of Size and adjust
a broom (which might do dam- wound ranges accordingly. Spiders are venomous: compare
age as if it were fire). the Attack Advantage to the victims
Being made up of many smaller Protection (not Soak). If the crea-
individuals, a swarm is hard to Spider Swarm tures advantage is higher, then the
destroy. Unless a swarm is de- victim suffers the effect of the venom,
stroyed outright, it can disen- Characteristics: Cun 1, Per 2, Pre regardless of whether the bite inflicts
gage and return at full strength 5, Com 6, Str +2, Sta 0, Dex an actual wound. See earlier for the
after a number of rounds equal to +2, Qik +4 effects of the venom. Armor protects
its single highest Wound penalty. Size: +1 as normal against the physical dam-
A swarm of venomous creatures Virtues and Flaws: Lightning Reflex- age of a bite.
bites or stings numerous times es; Infamous
each round. Make one Stamina Mundane Qualities: Skilled Climber,

120
Thrice-Told Tales
covenant gates, likely just as grogs reach these are a consequence or requirement They may instead be drawn to the vil-
them, one of the boys trips and drops of any magic the player covenant uses to lage upon hearing about it from a visitor,
one of the object they are carrying. The enchant the crops; otherwise it is a case or investigate when their supplies fail to
clay amphora cracks open as it hits the of simple curiosity. In any case, the boys arrive and hunger threatens.
ground, and thousands of spiders pour can relate that the villagers were about to Under this option, the player char-
from within and swarm on every surface. start plowing. Clearly it is important to acters are confronted with a scene of
As they climb up people, they bite. The get to the village before the feet of the devastation. Dead and dying peasants
pain might cause the boys to drop the oxen and the action of the plow break lie in their homes, in the streets, and in
second jar, releasing a second swarm. open the delicate jars. Depending on the the fields, their skins cracked and rot-
Statistics for spider swarms are found in player characters actions and the wishes ting even on the living. Even the team
a nearby insert; each amphora contains of the storyguide, there are two outcomes of oxen lie felled amongst the furrows
a swarm of Size +1, or both might com- from this scene: the characters arrive in of the field. The sour stench of death
bine to form a swarm of Size +2. time, or the characters arrive too late. hangs heavy in the air. Delicate cobwebs
Once the plague of spiders has been cover the buildings, trees and hedges,
dealt with, one of the grogs can iden- although most of the spiders that spun
tify the boys; they are brothers from a Option One: them have dispersed into the surround-
nearby village that supplies most of the Averting the Plague ing countryside. Those that remain hide
covenants wheat (or other suitable food- in the eaves of the buildings or high in
stuff). If the boys survive, or are interro- When the characters arrive in the vil- the trees, guarding their webs jealously
gated post mortem with magic, they can tell lage, most of the villagers are out in the with fangs and venom. The field still
the characters that they were sent here fields for plowing, preparing the ground contains unbroken Jars of Galera, and
for information: the amphorae, along for next years crops. Those who are not the characters may risk another swarm
with others, had been found buried in guiding the team of oxen are removing by entering it without due care.
a field. The village might assume that rocks, raking down the tops of the fur- Many of the dead are still in the
rows, restoring plot markers, and so on; field, although some were crawling
plowing is an event in which nearly the back to the village to get away from
The Jars of Galera whole village gets involved.
The fragile Jars of Galera are half-bur-
the spiders and worsened their condi-
tion through the exertion. The cause
Inspired by the myth of Pandora, ied in the soil and are clearly intended to be of death is probably obvious to anyone
Galera designed the containers for trampled under the feet of the plow-team or who was at the covenant when the boys
her spider swarms as Greek-style field workers. By the time the player char- arrived, but characters who make a Per-
amphorae, which she had made espe- acters arrive, plowing has already started. If ception + Medicine roll against an Ease
cially so that they would break easily. the characters have acted with great haste Factor of 9 can confirm that the villag-
The spiders were summoned with her in getting here then they may arrive before ers have received massive doses of spi-
new powers of philosophic elemen- this happens. It is up to the storyguide how der venom. The foul smell of death is a
talism, spiders being vermin of the air. many Jars there are in the field, and how danger to health; all characters spending
Summoning and Controlling a swarm many will activate effectively. However, an hour or more around so many dead
of Size +3 is a 20th level effect for an once one is broken, as afflicted characters bodies must make a Stamina roll against
elementalist; and once summoned she flail about the chances that more will be an Ease Factor of 9, or else contract the
commanded them into several vessels broken rises considerably. morbid ague (see Insert). Magi may add
that would hold their tightly-packed This scene could consist of carefully their Corpus Form Bonus to the disease
bodies; each vessel contains a swarm excavating the Jars from the field or else avoidance roll; characters realizing the
of Size +1. Each spider has a mark driving off the spiders once some have danger can hold a cloth in front of the
like an asterisk, which is Galeras sigil. broken. Carelessness could easily cause face and gain a +1 bonus, or a strong-
The amphorae are not magical, they
the former to become the latter. scented posy for a +3 bonus.
are just vessels to hold the creatures
There are some survivors, who were
once summoned. The spiders are nat-
were near or inside buildings when the
ural creatures and are not controlled Option Two: plague boiled up, and were able to bar-
subsequent to them being sealed Village of the Dead
inside the amphorae, and do not ricade themselves into a stone building
need to Penetrate Magic Resistance. like the chapel or a granary. If the cov-
More information about elemental- If the storyguide wishes, the player enants magi are known to the village,
ists can be found in Hedge Magic characters may arrive in the village too these survivors may blame them for the
Revised Edition Chapter Two, but suf- late to avert disaster. This may also hap- disaster, thanks to The Gift.
ficient details are provided here to pen if they decide not to visit the home
use this story without that source. village of the boys immediately despite
the obvious danger to its inhabitants.

121
Thrice-Told Tales
Caught Red-Handed cial investigation, they are escorted back
to Lord Abels seat of power. Nothing is
Lord Abels Castle
Galera has sent a boy to local lord decided immediately; the lord is keen to The involvement of Lord Abel means
(here called Lord Abel, but substitute a gather witnesses and hear evidence, espe- that the characters are all but certain to
suitable individual). This boy is not from cially if he knows that magi are involved. visit his castle.
the village, and the message is that the He may not be well-inclined toward the
village has been slaughtered by sorcery. characters, but he is not going to anger
Lord Abel arrives in the village while the the Order of Hermes by not following Galera Under Lock and Key
characters are there. If there is no local proper procedure. He may even know
liege, substitute a justice, magistrate, that the Order has its own judges, and Unfortunately for Galera, she has
archdeacon, or other official as appro- be planning to contact a Quaesitor. If the run afoul of her own schemes. She her-
priate. Lord Abel rides amongst armed characters go peacefully and are known self has been arrested by Lord Abels
men. If he arrives amidst dead villagers to Lord Abel they are left at liberty. If men. She had stayed briefly in the tar-
he holds a cloth across his face to guard they are strangers and no one can swear geted village whilst placing the Jars and
himself from the smell. This may alert to arraign them at court, then they are was traveling back to her local base of
the characters to the risk of disease but unlikely to be offered parole. operations when she was accused by one
they have probably already been ex- of Lord Abels subjects. If there is a local
posed. Now might be a good time to ask troublemaker who has caused problems
for the Disease Avoidance rolls! A Battle in the Village for the characters in the past then this is
Whilst hardly caught in the act, find- an excellent accuser of Galera, and her
ing the player characters in the midst of If the characters provoke a fight, crime should be chosen to match the cir-
a village of beleaguered or dead peasants the lords men enter combat to protect cumstances. Most likely she is guilty of
is highly suspicious, especially if one or their liege. His protectors consist of one some petty act of revenge against a real
more characters have The Gift. Even if or more knights (use the Companion or imagined slight, which, exacerbated
the characters have a friendly relation- Template from ArM5, page 22); the ex- by her Gift, led to a hue and cry and
ship with the liege lord it will be difficult act number depends on the importance her capture. Typical acts include: burn-
to explain the situation away; especially of the lord. A landed knight may be at- ing a crop; emptying a well; or inflict-
with his mesnie knights as witnesses. tended by one or two knights banneret;
The opinions of the peasants assum- a baron may have four or more. These
ing that some speak up for the characters are supplemented by men-at-arms (use The Morbid Ague
given the presence of The Gift mat- the Grog Template for the Standard Sol-
ters little; he pays little attention to his dier from ArM5, page 21). Either side A disease caused by corruption
serfs. Lord Abel seems particularly poor- may take advantage of the setting during of the sanguine humor by the stench
ly inclined toward those characters: if he this battle; there are plenty of places in of rotting bodies and the sour smell
was previously an ally then he will be re- which to hide or provide cover amongst of spider venom. Characters con-
served and cool; if he was neutral before the huts and livestock sheds. tracting the disease begin to display
he is positively hostile. This is a result of Lord Abels men are ordered to bring symptoms after a few days. They suf-
Galeras meddling with Lord Abels hu- the player characters in alive if possible; fer a continuous fever and discolored
mors through medicinal elementalism. assuming that the characters hear this blemishes on the skin with radiating
The circumstances dictate the accu- instruction, they have an advantage over lines that vaguely resemble spiders;
sations leveled at the player characters. their opponents. The lords men begin these itch dreadfully. Should the
character perform an action that risks
Thanks to Galeras message, Lord Abel is by concentrating on non-lethal combat
worsening their symptoms (ArM5
expecting slaughter. Even if there are no and try to separate out the most danger-
page 179; equivalent to a Wound
deaths or injuries, this is interpreted as ous-looking opponent and overwhelming
Penalty of 3), they must also make a
the lord arriving just in time to prevent him while another group keeps the rest of
Stamina + Concentration roll of Ease
disaster. Failing all else, the characters the characters occupied. Once one of their Factor 6 to avoid fainting.
are interfering with his serfs manorial number suffers serious injury, or in the face These symptoms amount to a Se-
duty. He has his men examine any Jars of magical opposition, the men abandon rious Disease Penalty (equivalent to
of Galera removed from the field pos- deliberate attempts to preserve lives and a Medium Wound). Characters can
sibly leading to an accidental or deliber- do their best to defeat their opponents in make Disease Recovery Rolls every
ate breakage and ensuing swarm. the shortest time. It will be down to the week: a result of 15 or better results
At worst, the magi may need to fight lords chirurgeon to ensure that there is in improvement, a 9 is required to
their way free or face summary judgment. someone left for questioning. Any captives remain stable. If using the rules for
At best Lord Abel asks them to accom- will be imprisoned for at least a week be- diseases from Art & Academe, the Mor-
pany him back to his court for a formal fore Lord Abel tries them for their crimes. bid Ague has a Severity of 11.
inquiry. If the characters submit to a judi-

122
Thrice-Told Tales
ing rage, lust, or depression. Lord Abel
has not yet had the time to hold a manor
court, and since Galera is not a local, has
no one to vouch for her and is a decid-
edly suspicious individual, she has been
imprisoned awaiting the lords justice.
Her crime probably involved use of her
magic against those who slighted her.
Although witchcraft is not a crime in
most parts of Mythic Europe, if the result
of a spell is a crime it is treated as if it had
been accomplished mundanely and tried
accordingly. Witchcraft often is consid-
ered sinful, so the leading local clergy-
man takes an interest in Galeras case.
The storyguide should take pains to
ensure that the player characters hear
of Galeras arrest. It is best to introduce
this in several ways in order to pique the
interest of the player characters and get
them to investigate further. Some meth-
ods include:

When they encounter Lord Abels


men, if the characters show appar-
ent or actual magic use one of them
exclaims Another witch! Theres a
plague of them!
The player characters could encoun-
ter Lord Abels marshal, who is gath- tains right of justice over any crime com- physically impossible for her to have
ering evidence regarding Galeras ap- mitted on his lands, although regional been present in the village at the time of
parent crime. variations do exist. An ecclesiastical lord the deaths since she was committing the
If some of the player characters are ar- can only judge crimes against morality act of witchcraft for which she was ar-
rested, they are placed in a cell next to or people who claim privilege of clergy, rested. Informing the court of the capa-
Galera. While she will remain out of and may call upon a royal official or lo- bilities of wizards to lay enchantments
sight, the gaoler will make some com- cal nobleman to act as the judge. Laws or affect places without being present
ment about her. and legal procedure vary greatly by re- may not be a wise move for the player
gion; in England, for example, trial by characters; the Order likes to keep the
Galera languishes in a cell, biding her combat can be requested. Key to any nobility ignorant of the precise powers
time. She lost her magical shoe in the scuf- formal legal process is testimony, which of its members in order to avoid a wide-
fle that preceded her capture (a gaoler saw can be delivered in person, by proxy, or spread panic (see Lords of Men page 40 for
the opportunity to get some new footwear by written statement. Juries may be ap- more information).
while she was held down), else she would pointed to investigate and gather testi- Galeras case is unlikely to go well.
have escaped already. She has a selection mony, and the characters or their rep- Within most of Christendom, a woman
of her enchantments with her but has yet resentatives may be free to do the same. is not allowed to speak at court unless
to use them to secure an escape. Testimony establishes the factual issues granted permission by her husband or
If the characters attempt to gain access of the case and includes hearsay, rumor, father; Galera has neither, nor does she
to Galera once they discover where she is, and omens as facts. have witnesses who can speak in her de-
see Galeras End, later. Depending upon their current status, fense. With no contrary evidence pre-
the characters may be free to attend Gal- sented, she is probably sentenced to cor-
eras hearing and might even present tes- poral punishment of some degree, which
Formal Inquiries timony or enter a plea that she be turned is carried out immediately.
over to the Order of Hermes to receive Following Galeras case, Lord Abel
Lord Abel hears Galeras case first justice for past crimes. They may wish to turns his attention to that of the player
and then that of the player characters. In accuse her of the crime for which they characters. There is no actual evidence
most parts of Mythic Europe, a lord re- themselves have been accused, but it is against the characters. However, they

123
Thrice-Told Tales
were discovered in suspicious (or pos- gain a new Reputation, with the lord or magic. Asking Lord Abel for permis-
sibly heinous) circumstances. Couple in the local area. sion to speak with her, given that she is
this with testimony offered from dire a suspected witch, is a good way to en-
omens and negative character witnesses hance their own suspicious reputations
provoked by The Gift, and the lack of
evidence is of little concern.
Galeras End with Lord Abel and may damage their
own case. If they are really determined,
Even if they fail to achieve a legal a forceful group of magi could abduct or
victory, a fair lord is more likely to pun- Whether it happens at Lord Abels Castle murder Galera from Lord Abels custody,
ish the characters rather than execute or at her local hideout, the player characters and this can be allowed without doing
them in the absence of proof of culpa- get to have a showdown with the renegade damage to the following story, as long
bility. This punishment will be focused Redcap. Wherever she is faced, Galera fights as the characters later encounter Simon.
on making up the lost revenue from the vigorously to avoid capture but in the face However, such actions should not be free
village to the lord, such as supplying of overwhelming odds she surrenders in or- from repercussions, not least with the Or-
more serfs to repopulate the village, or der to plead for the safety of her son, Simon. der for interfering with a local noble.
pay a levy in silver or grain every year In doing this she is playing directly into the If the player characters choose this
for three years. Only if they fail to de- hands of Damhan-Allaidh. Bear in mind she route, their biggest challenge is likely to
fend themselves at all, or fail to success- may still be wounded from whatever punish- be Lord Abels guards rather than any-
fully refute any of the evidence against ment Lord Abel meted out. She pauses only thing that Galera can bring to the fight. In
them, will they actually be convicted of to collect her belongings, and retrieve her addition to his mesnie knights, Lord Abel
killing the villagers. Conviction typi- shoes from the gaoler who stole them. has access to a small number of men-at-
cally means death, which might be the arms (use the statistics for Standard Sol-
point for other player characters to stage diers (ArM5 page 22) and plenty of thick
a daring rescue. At the Castle stone walls and heavy oaken doors.
Whether the characters win or lose While divested of her bow and any-
the case, they should receive experience The player characters probably can- thing that looks like a weapon, Galera
points in a relevant Reputation, or else not easily get access to Galera without still has a selection of enchantments at

A Lord in the Running the Court Case


Covenants Pocket A simple mechanic for resolving suc- rhetorical retort, or Intelligence + Civil
cess is for the players to suggest tactics & Canon Law to remember a legal refu-
It is not uncommon for a cov-
to introduce each piece of evidence they tation of an argument. All of the player
enants landlord to be a companion to
have of their innocence and to combat characters rolls should be affected by the
the magi, in which case Lord Abel
each piece of evidence presented of their social penalty of The Gift, if applicable.
could be a player character. In this situ-
guilt. Each of these tactics is represent- All rolls made on behalf of Lord Abel
ation, the first part of the story should
ed by a pair of rolls, one made for the should be modified by his Suspicious (or
be altered. Make the story instead a
characters and one for the lord; whoever similar) Personality Trait; a highly skep-
contest of the strength of the compan-
rolls highest wins. Legal proceedings in tical or untrusting lord is less willing to
ions standing in the local area. Have a
Mythic Europe can be as much theater as accept an argument and so his roll should
different lord - lets call him Lord Ber-
they are law, and player characters may be positively influenced; likewise if he is
tram - be witness to the events in the
call upon all manner of Abilities in the gullible, then his roll should be penal-
village, even though it lies on Abels
pursuit of their case. For example, if they ized. Dont allow dice to replace good
land. If Abel refuses to prosecute the
offer an oath of their innocence a very roleplaying; you could give a bonus for
magi for their apparent crimes, then
important piece of testimony they a particularly impassioned speech, or just
Bertram makes sure that Abel is made
could make a Communication roll aided allow it to be an automatic success.
to look weak, which could easily dam-
by Folk Ken to sound sincere, Organiza- The victory conditions for the court
age his reputation, sour local alliances,
tion Lore: Church to find a suitably pi- should be decided before the debate be-
or even provoke an attempted usur-
ous expression, Leadership to threaten, gins, although the players need not know
pation. Bertram could even be Abels
Charm to cajole, and so on. Each roll is what they are. A suitable condition might
liege, making it politically difficult
opposed by a roll made on behalf of Lord be that the characters must win more op-
for Abel to protect the magi. Galera
Abel (or his representative); this need posed rolls than their opponent, with a
would be a prisoner of Lord Bertram,
not necessarily use the same Abilities. minimum of three. This condition may
and have already provided him with
For example, Abel could make a Percep- be made more severe if they have a bad
interesting evidence that Abel is be-
tion + Folk Ken to spot insincerity, Com- reputation with the lord already.
ing manipulated by witches.
munication + Artes Liberales to find a

124
Thrice-Told Tales
her disposal (see nearby insert for her them. They may have had other characters could trace her simply by heading down
updated character sheet). She can use watching her on their behalf when she de- the road and asking for travelers fitting
the Innocuous Blade to destroy a lock or parted from Lord Abels castle, otherwise her description or that of her magical
bar on a gaol cell and the Oil for the Eager they have to track her the hard way. This disguise. Her hideout is an abandoned
Wick and Prometheuss Gift to start a fire as should not be made too onerous a task: tavern at the edge of a town; it is par-
a distraction. If you prefer you can have Galera is rushing in order to avoid capture tially burnt and generally considered a
her escape, and face the characters at by the characters and is not taking all due deathtrap. She has been employing a
her hideout instead. care to remain undetected. Her biggest group of bandits and neer-do-wells (per-
concern and her major vulnerability haps the remnants of Cobs Band) who
is her desire to protect her son, and in her have amongst their duties the care of
At the Hideout care for him she has become reckless. Simon, who waits for her at the tavern.
Galeras hideout is outside Lord If she believes the characters are in
If the player characters do not interfere Abels lands, but not far. It is on the same hot pursuit she stages her defense here
with Galera while she is in Lord Abels cus- road as the destroyed village, close to on home territory, exploiting her knowl-
tody, they may trace her back to her local the characters covenant and the village edge of the treacherous terrain to give
hideout once Lord Abel has finished with in which Galera was arrested; characters herself an advantage.

Galera After Five Years


Virtues and Flaws: The Gift; Elementalist; ningly crafted to resemble autumn al, stone, and wood (but not animal
Arcane Lore, Improved Characteris- leaves. Anyone touching them when products) by destroying whatever
tics, Medicinal Controlling, Privileged the command word is said loses con- it touches. With a single continu-
Upbringing, Puissant Bows, Second trol of their legs, causing them to fall ous hatching motion each use can
Sight, Well Traveled*; Dark Secret, prone. Since they are made with Teth- destroy up to one cubic foot in size
Envious; Careless with Bows, Reckless ered magic (Houses of Hermes: True (Base 4, +1 Touch, +1 Part, +2 affect
* (former) House Virtue Lineages, page 101) they trigger au- metal, +1 requisite; +2 3/day)
Personality Traits: Increase Loyalty to tomatically when somebody steps on Jars of Galera: As described earlier. Galera
Atorcoppe to +3, add Willing to Do them within the duration of the effect. can have as many as feasible, but is
Anything to Save Simon +3 (Base 4, +1 Touch, +1 Diam, Tethered) unlikely to be carrying them.
Abilities: all previous Abilities, plus Oil for the Eager Wick, CrAq 13, Pen 0, 6/
Magic Lore 2 (spiders) day: This vial has a sprinkler in the Galeras Gift has been Opened by
Arts: Philosophical Summoning 6, Philo- bung. It is filled with mundane oil, Damhan-Allaidh, and she has been taught
sophical and Medicinal Controlling which then becomes a carrier for an ancient British form of elementalism
4; Elementalist Air 3, Elementalist the effect through Tethered magic. known to that ancient sorcerer. Philosophi-
Earth 1, Elementalist Fire 2, Elemen- When the liquid touches a porous cal Summoning allows her to summon the
talist Water 1 surface it creates flammable oil just raw elements and natural animals associ-
Enchantments carried: All those men- like Creeping Oil (ArM5, page 121), ated with them. Philosophical Control-
tioned earlier, plus enough to soak a persons clothes or ling allows her to command elements and
Locket of the Proximate Presence, ReIm 18; cover an area two paces in diameter. animals. Medicinal Controlling allows her
Pen 0, 6/day: This small mirrored If ignited, the oil burns with non- to manipulate the humors of a person to in-
locket, when opened, creates an magical flames for three rounds, fluence their Personality traits. Summoning
effect similar to The Wizards Side- inflicting +6 damage on the first is little use in a direct confrontation due to
step (ArM5 page 147) on the wear- round, +3 in the second round, and the time it takes, but Galera can perform
er (Base 2, +1 Touch, +1 Conc, +1 +0 in the third. If used on a persons simple manipulations of fire and air in a
changing image, +1 moved image clothes, the flames inflict +12, +6, single round. If you lack Hedge Magic Revised
matches change; +5 item maintains and +0 damage instead. (Base 3, +1 Edition, use her Presence + Controlling + El-
concentration, +3 6/day) Touch, +2 Sun; +3 6/day, Tethered) ementalist (Form) + Aura modifiers + stress
Staff of Puissant Parries, ReTe(He) 15, Pen 0, Prometheuss Gift, CrIg 18; Pen 0, 6/day: die as a Casting Total, with Ease Factors
unlimited uses per day: This short staff When struck against any metal, this equivalent to the level of a Hermetic spell.
effortlessly deflects one blow from a flint rod creates a shower of sparks Her Compulsion to steal magic items
melee weapon each time it is triggered. that ignite anything flammable within has been lost now that she has magic of
It can only be used once each round. range. (Base 5, +2 Voice; +3 6/day) her own, but she has become Reckless
(Base 2, +1 Touch, +2 affect metal, free The Innocuous Blade, PeHe(Te) 27; Pen 0, now that she has power. The enchant-
requisite; +10 unlimited per day) 3/day: This slim ivory knife is blunt, ments listed here represent the rest of
Falling Leaves, ReCo 10, Pen 0, 1/day: These typical of a letter opener and useless her stolen cache of items.
leather tiles (Galera has two) are cun- as a weapon. It can cut through met-

125
Thrice-Told Tales


Galera activates the Locket of Proximate
Presence as soon as danger threatens.
She anoints waxed cords with drops of
Surrender
Galera does not fight to the death; she
Interval Two
Oil for the Ready Wick across the main en- knows that she is no match for even one ma- As far as the player characters are
trance. When someone brushes against gus. She is under no illusions as to her fate concerned, the story is over. The villain-
the threads they transfer the oil to their should she surrender, but she believes she ous Galera is defeated, and her testimony
clothing, which then starts to spread has a bargaining chit. She has spent time that she was working with Damhan-
(assuming that the character does not with Damhan-Allaidh and claims to have im- Allaidh is passed off as the insane ram-
have Magic Resistance). She saves one portant information on his plans for revenge. bling of a murderous oath-breaker, even
charge to treat the wooden floor of Shell offer this in return for safety for herself if she sincerely believes it. The Order
the taproom. She uses Prometheuss Gift and her son. Galera is stalling; she believes of Hermes doesnt want to believe that
to ignite the oil as she retreats into the that Damhan-Allaidh will stage a rescue for Damhan-Allaidh still lives. Nevertheless,
kitchen, using her elementalism if nec- her and she hopes to keep herself and Simon it is so; his cuckoo has been planted with-
essary to control the flames. alive long enough to give him the chance. in the Order, and he just needs to wait for
She scatters her two Falling Leaves by the Over time assuming she has it shell re- the right time for it to hatch.
entrance to the kitchen behind her and alize that she has been abandoned and turn
triggers them. If someone steps on one coat one more time. She may even attempt
within the Diameter Duration, they
suffer the effects. Her men, who wait in
to argue that her actions were intended all
along to gather information about the en-
Simon Runs Away
ambush, have been warned about these emy, but this is clearly a lie given her deeds.
items; and will not attack until charac- If her surrender is accepted, she demands A couple of years after commenc-
ters have succumbed or gone past them. to deal only with a local senior magus, nam- ing his Hermetic apprenticeship, Si-
The kitchen has no ceiling due to the ing a magus she knows to be trustworthy and mon runs away from home. This is not
general dilapidation of the building; fair. She wants her trial to be public, know- uncommon for children of his age, and
bare joists are all that separate it from ing that a show of contrition is her only real apprentices have an even harder time at
the room directly above. This room hope of survival amongst the more merciful puberty. Depending upon the circum-
contains Galeras store of Jars of Galera. members of the tribunal. The Order is un- stances of his training, this may be a
She can get up here using her Shoe of likely to concede to her terms ; the best she story that involves the player characters.
Swift Flight and may use the joists as an can hope for is to save Simons life. In fact, Naturally, if a player magus is Simons
archers perch for firing her magical despite her claims of vital knowledge, Dam- master, then a story is necessary. If the
bow into combat, or dropping Jars on han-Allaidh was always planning to sacrifice player covenant is close to Simons mas-
her enemies. She employs the Shoe to her to the Order, so kept any key strategic ter, then they may be asked to help find
move to vantage points where she can- information from her. Galera will be interro- him; the magus thinks that the player
not be seen if magi begin spellcasting, gated for what little information she has and characters might have some insight as
in order to remove herself as a target. then tried before the Order, found guilty to where the boy may have run. Oth-
She does not need to see the battlefield and Marched. One thing she can tell them erwise, they may simply hear about his
to bomb the area with Jars of Galera. is that Damhan-Allaidh is indestructible as temporary abscondment from the local
Her magical bow is best used for crip- long as his external soul is unblemished, but Redcap, who knows that they have a his-
pling the vanguard, or, if she thinks a mere scratch on his soul object can obliter- tory with Simon.
it will Penetrate, hampering a maguss ate him. Soul objects are typically made of From the outside, this story appears
spellcasting by crippling an arm or stone or metal, and well-hidden; she cannot to be nothing more than a troubled
eye. If characters close to melee com- tell them what form Damhan-Allaidhs takes. teenager running away from home and
bat, shell discard it in favor of the Simons fate is less uncertain than Gal- getting into trouble. If the characters
Staff of Puissant Parries. eras. House Mercere is extremely unlikely investigate, suspecting something more
Simon has been ordered to hide in the to allow a second Gifted member of Mer- sinister because of Simons past, then
root cellar but to reveal himself once ceres lineage to be executed, particularly they are disappointed. Possibilities for
the fighting stops. Galera has told him one so young. They argue strongly for stories include the following.
to throw himself on the mercy of the his rehabilitation as an apprentice, prefer-
Order if she is killed and to state clearly ably within their own House. Ideally for Simon flees to a nearby town. His pur-
that he is kin to Mercere the Founder. the rest of the story Simon is apprenticed loined money is soon spent, and he falls
at a covenant that is not too far from the in with a gang of street urchins. He
player covenant, with a magus of House impresses them with his simple magical
Mercere moving into a neighboring cov- tricks, and becomes their leader.
enant if no suitable master exists. Simon joins up with some traveling
players. However, they are faeries
in disguise, and the troupe leader is

126
Thrice-Told Tales
cognizant of the role of creativity might possess an Arcane Connec- wrong with him were confirmed when the
over glamour. He plans to use Simon tion to his apprentice, allowing him spirit with whom he shared a head decided
to alter their story and acquire more to be found easily. Simon has only to speak with him directly. Damhan-Allaidh
vitality in the process. superficial knowledge of Hermetic gloated over the boys predicament, telling
Simon heads for the wilderness, and magic, and he has no true desire to him that he could do nothing to stop the
falls into a crevasse. He is trapped, escape from his master. This is just transformation, and that he might as well
injured, and pretty sure there is an escapade of a normal adolescent. accept his fate. Damhan-Allaidhs control
something in here with him, stalk- renders Simon incapable of telling his mas-
ing him.This should not be a par- Apart from this single glitch, nothing ter what is happening, so for now, he has
ticularly troubling story, and be about the rest of Simons apprenticeship been forced to watch, and wait.
easily resolved. Simons master stands out. He is intelligent and eager to learn,
and appears to harbor no resentment against
the Order for its treatment of his mother. His
Simon Spidersoul
At the end of the second part
master has noticed that he has become a little
more withdrawn as he ages, but nothing that
one wouldnt expect of a teenager.
Story III:
of this story, Simon is an innocent.
He knows nothing about Damhan- The Captured Fly
Allaidhs plans, or indeed, that he
harbors that creatures soul within
The Dark Passenger In this final part of the story, Simon
his heart. He has a fear of the Or- plots to free himself from Damhan-Al-
der of Hermes thanks to his mothers Unbeknownst to everybody initially laidhs influence. He knows that the an-
indoctrination, but this is nothing Simon included Damhan-Allaidh used cient spirit is planning to steal his body,
that cannot be unlearned. He is the opportunity when Simon ran away to but is incapable of stopping it by himself.
likely to be thoroughly investigated possess the apprentice, taking up residence He therefore gets the player characters
by House Guernicus, and they find within the boys body. He couldnt do so involved, hoping that they will work out
nothing more than a Gifted child
beforehand because of the protection of for themselves what is happening and
grieving for his traitor mother. Even
the Aegis of the Hearth and his masters Parma put an end to Damhan-Allaidhs dastard-
the external soul wrapped up in his
Magica. While he is not actively control- ly plans. Damhan-Allaidh allows this to
heart is hidden by his Gift.
Simon will be a short-lived celeb- ling Simon, the boy is not under any active take place, since he has always planned
rity in the Order; the claim that he magical effect that can be detected, and the to deal with the player characters in ret-
has met The Spider will give him a spirit is not excluded by warding magic or an ribution for imperiling his schemes, and
modicum of fame, although he never Aegis. Damhan-Allaidh cannot immediately now is as good a time as any.
saw the spirit to which his mother control Simon within the covenants Aegis, Damhan-Allaidh plans to become
talked and cannot corroborate its ex- but apprentices are commonly given casting human by acquiring the Transformed
istence. He commences an appren- tokens to the Aegis in order to help with their Human Virtue (Realms of Power: Magic
ticeship, most likely under a member masters laboratory work, and once he gains page 47). He does this through an Ini-
of House Mercere, and is forgotten more control over his magic Simon will be tiation Script. The Mysteries Revised Edi-
by the Order as a whole. A player invited to participate in the ritual spell. tion Chapter Two has more information
character may be able to present a Damhan-Allaidh remains covertly hid- on Initiations, but all that is necessary
strong enough case to claim him as den within Simon. He knows everything to know is that Damhan-Allaidh has to
an apprentice themselves, particu- that the apprentice knows, and over time be at a particular place at a certain time.
larly if they are of House Mercere. begins to exert subtle control over the ap- The script also requires a Gifted individ-
The characters could instead extract prentice as he prepares to take control of ual whose heart is the initiates external
a substantial reward (i.e. price) his body and complete his transformation soul: the Initiation requires the sacrifice
from House Mercere, which might to corporeality. The spirit is less subtle of both the person and the External
be more useful in the long run. when Simon is sent on errands away from Soul Virtue, and the Initiate acquires the
Simon is about ten years old at the covenant, and Damhan-Allaidh has body of the sacrifice.
the end of the second story, having the opportunity to meet with allies.
been born about five years prior to Simon first noticed the gaps in his
the first story. If the first interval
was longer than the suggested five
memory about two years ago. Subtle inves-
tigation on his part has revealed to him that
A Stalking Killer
years, then remember to advance
he has had unexplained absences from the
Simons age.
covenant that he does not remember (the In order to complete his scheme to
grogs think he has a girlfriend in a nearby take over Simons body, Damhan-Allaidh
village). His suspicions regarding what was must get the boy to a particular place at

127
Thrice-Told Tales

a certain time. Since Simon is the ap- rolls. Furthermore, they are capable of not remembering ever being there. He
prentice of a Hermetic magus, Damhan- perfect silence, which grants another +6 was about five years old at the time of the
Allaidh is forced to take a circuitous bonus. It is therefore likely that the in- first story, and staying alone at one of the
route to secure this. He decides to in- spiderwiht is able to successfully creep many houses rented by his mother.
volve the player characters, and clear up on the characters. It has orders to If the characters use spells to improve
up a loose end at the same time. When only kill those on the list of names it has Simons memory, they find them ineffective.
he gets a moment to himself away from been given, and constantly mutters that They might assume that the memories have
his covenant, Damhan-Allaidh summons list of names over and over once battle been deliberately removed; but in this case
a magical assassin, and gives it a list of is enjoined. Once it locates someone on it is the influence of Damhan-Allaidhs mind
names of people to kill. This includes its list using the Know the Name power, control. He asks if the characters could take
the names of all the player characters it attacks with great ferocity. Note that him to the ruined fort, to see if anything
who thwarted him directly in previous due to Magic Resistance, it is unlikely to there manages to prompt his memory. His
stories, plus the names of any storyguide identify magi as its targets, although if master is in favor of this; he can spare Simon
characters who got in his way. Included it hears another character use a name on for a season, and would rather the boy re-
in the list is Simons name, a deliberate its list it switches targets immediately. solves any issues of his murky past.
ploy by Damhan-Allaidh to bring the Characters should be in battle with it
characters to him. long enough to hear it recite the full list
There are several ways in which the
player characters can get involved. In the
a few times, and note the inclusion of Si-
mon son of Galera amongst the names.
Return to the Ruined Fort
first, the characters are attacked when
they are away from the covenant on an On the road to the ruined fort, the
unrelated issue, such as gathering vis or Reunion with Simon player characters have the opportunity to
traveling to Tribunal. The second method reacquaint themselves with Simon. When
is that the player characters hear of the Hopefully, the player characters real- they last saw him he was a frightened
death of one of their allies, and are them- ize that Simon is in danger. There could boy; now he is a young man of surpris-
selves attacked when they investigate the be more of these monsters out there, and ing intelligence with a confident manner.
matter. A harsher variant of this option is they clearly want him dead for a reason. He has an inquiring mind, and engages
that one of the covenant grogs is caught This should be sufficient impetus to con- any player magus willing to debate with
alone and murdered by the assassin and tact Simons master or travel to his cov- him in a discussion on almost any subject
the rest of the characters get involved enant. They will learn, either in a return other than his mother. He already knows
when she does not return home. letter or from Simon himself, that Simon the basics that she tortured and mur-
The assassin is a spider-giant hybrid has been beset by bad dreams harking dered another redcap, and tried to ruin
called an inspiderwiht. Although natu- back to the time he was with his mother. the player characters but Damhan-Al-
rally twenty feet tall, an inspiderwiht He has questions for the player characters laidh has been whispering sordid details
can shrink itself to the size of a mouse, about the ruined fort in which they found about his mothers life into his head for
and subtracts its Size from all stealth Rufus: he can describe it perfectly despite over two years, in an attempt to demoral-

128
Thrice-Told Tales
ize the boy and break his spirit. ty instead. Due to the slippery condi- rocks while water cascades over the
The ruined fort is much as the player tions, rolls involving physical activity top is physically demanding, requiring
characters remember it. Gloom hangs have three extra botch dice. a Strength + Athletics roll against an
over the stones like a funereal shroud, and Unseen beneath the foaming water Ease Factor of 12. If the characters have
light fails to penetrate its murky shadows. are deep potholes cut out by stones ropes then once one is in place subse-
There is no evidence of any monstrous spi- caught in the swirling current. The quent characters have a +3 bonus to the
ders here; the only arachnids that remain lead character is certain to fall into the climbing roll. A character can be hauled
are normal sized. However, their presence first of these; whether she is followed up by other characters: this requires a
might make players paranoid and char- in depends on the reactions of those total Strength of +3, and the dragged
acters nervous, so the storyguide should following. Characters submerged in a character suffers +0 damage from the
mention them at every opportunity. pothole must make a Strength + Swim bumps and scrapes he receives.
Simon feels that he has been here be- roll against an Ease Factor of 6 to fight The channel through which the stream
fore, and leads the characters confidently the strong current sufficiently to catch runs narrows dramatically. Make a Dex-
to the large cavern containing the ravine. a breath, else they begin to drown. The terity + Athletics roll, with an Ease Factor
He knows that a chamber lies beyond, characters Burden, rather than Encum- of 6 + (3 x Size) to get through the gap.
and asks the player characters to help him brance, acts as a penalty on this roll. Failure indicates the character cannot get
cross. The absence of the monstrous spi- The characters find themselves at the through without help, a botch indicates
ders has left the ravine without a bridge. base of a subterranean waterfall. It rises the character has become wedged tight.
It is ten paces wide and fifteen paces fifteen paces over a horizontal distance Help can be provided from lamp oil or
deep. Prepared characters may have had of ten paces. Climbing over the slippery similar, which allows the character a +3
their grogs carry ropes and grapnels, or
else they may have to rely upon magic.
The chamber where Rufus died is just Simon
as the characters left it, although Simon
can describe exactly what it looked like Characteristics: Int +4, Per 0, Pre 0, ory 2 (10) (Muto), Music 2 (peasant
when the characters first came here. If Com +2, Str 2, Sta +1, Dex 0, Qik 0 reels), Native Language* 5 (local
the player characters did not resolve mat- Size: 0 dialect), Organization Lore: Order
ters with Rufuss ghost (for example, if he Age: 15 (15) of Hermes 1 (5) (House Mercere),
doesnt know that Galera is dead) then he Decrepitude: 0 Stealth 1 (woodland)
still haunts this chamber, and has become Warping Score: 0 (0) * Note that this should be the same lan-
a vengeful spirit bitter with his betrayal by Confidence Score: 2 (5) guage and dialect as spoken by Galera
both his fiance and the player characters. Virtues and Flaws: The Gift; Free Ex- Arts: Cr 2, In 0, Mu 5, Pe 0, Re 3; An
Having inspected every inch of the pression, Great Intelligence, Self- 0, Aq 0, Au 0, Co 3, He 0, Ig 0, Im
Confident, Strong-Willed; Plagued 2(2), Me 0, Te 2(2), Vi 0
chamber, Simon then suggests following
by Supernatural Entity; Unpredict- Twilight Scars: none
the river at the bottom of the ravine up-
able Magic Equipment: Good quality clothes, se-
stream. It is unlikely that the player char-
Personality Traits: Preoccupied +2, In- cret keepsake of his mother
acters explored here when they were here dependent +1, Likable +1 Encumbrance: 0 (0)
last, and Simon is not sure why he wants Reputations: Son of a Marched Redcap Spells Known: none yet
to do so now. Climbing to the bottom of 1 (Hermetic) Appearance: For those who knew Galera,
the ravine and struggling against the icy Combat: Simon bears a strong resemblance to
torrent of water in cramped conditions Dodging: Init 0, Attack n/a, Defense +2 his mother, with the same sharp fea-
and pitch darkness may be challenge Damage n/a tures and blond hair. His intelligence
enough, but there are further perils here. Soak: +1 is evident since he is a confident
Fatigue Levels: OK, 0, 1, 3, 5, Un- speaker, especially when talking about
There are no riverbanks, and the char- conscious magic. He loves to sing, and does so
acters must slog upstream along the Wound Penalties: 1 (15), 3 (610), frequently when he thinks he is alone.
stream bed. The water is two to three 5 (1115), Incapacitated (1620),
feet deep in most places, and icy cold. Dead (21+) Simon has been designed with four
The player characters must make De- Abilities: Area Lore: Local 2 (roads), points of Virtues and Flaws. He should
privation rolls with an interval of three Artes Liberales 1 (deciphering hand- be finished with further Virtues and
hours to fight off exhaustion and hy- writing), Athletics 1 (slippery condi- Flaws appropriate to his parens and
pothermia from the cold water. Since tions), Awareness 1 (spiders), Brawl eventual House, and his free House
all characters are partially submerged 1 (dodge), Concentration 1(5) Virtue. If he has been trained by a
in the water, they suffer a 3 penalty (Muto), Finesse 2 (Creo), Folk Ken player character, then his Abilities and
to these rolls. If characters become 1 (adults), Latin 3 (5) (Hermetic), Arts should be calculated in the usual
soaked through they suffer a 6 penal- Magic Lore 2 (spiders), Magic The- way rather than using those here.

129
Thrice-Told Tales
to the roll. A character pulling or push- nels that do not appreciate the intrusion would be easy to miss: it is only because
ing another can also add +3 to the stuck into their home. Examples of such crea- Simon somehow knew it was there that he
characters roll, but the character in the tures include an elemental that has rarefied managed to find it. After a few twists and
gap suffers +3 damage from abrasion and from an untapped seam of silver or the turns the tunnel leads to a small chamber,
bruising. A wedged character might be ghosts of a trapped mine team. clearly a natural cave that has been en-
able to be pulled free by a strong charac- larged and had the floor leveled. A niche
ter, although the damage taken increases holds the remnants of a straw mattress,
by the pullers Strength. Galeras Hidey-Hole and an escritoire (travelers writing desk)
sits on the floor. This contains an inkstone,
In addition to these natural hazards, Simon eventually spots a side tunnel some scraps of parchment, and other ma-
there may be some denizens of the long- leading from the stream, situated about terials used by scribes. There is a crude
abandoned mines and subterranean tun- ten feet from the waters surface. This box containing the decade-old remains of

Inspiderwiht
Magic Might: 28 (Corpus) Powers: Vis: 6 Corpus in six of its limbs
Season: Summer Gift of the Spider, nonmagical: The inspider- Appearance: This horrid hybrid of hu-
Characteristics: Int 3, Per +1, Pre 0, Com wiht each have six arms. This grants man and spider is equally at home on
3, Str +12, Sta +3, Dex +3, Qik 0 a +6 bonus to certain Dexterity tasks two, four, six, or all eight of its legs.
Size: +5 such as climbing, and to contests of When standing upright, its head
Confidence Score: 1 (3) Strength. If fighting singly, they can bobs twenty feet above the ground
Virtues and Flaws: Magic Human; Mag- strike three times in melee combat (or from a foreshortened and hunch-
ical Monster; Great Quickness x2, potentially wield three sets of weap- backed body. Their faces are a terri-
Improved Characteristics, Perfect ons in combat). If fighting as a group, fying amalgam of spider and human.
Balance, Tough, Warrior; Monstrous each counts as three opponents for All of its limbs end in a clawed hand.
Appearance*, Oath of Fealty (to the purpose of wounds inflicted. An inspiderwiht can walk on walls
Damhan-Allaidh) Minute Size of the Webwalker, 1 point, Init 4, and even ceilings if the space is big
* free with Magic Human Corpus: The inspiderwiht can shrink enough. Their skin is glossy black,
Magic Qualities and Inferiorities: Gi- itself to Size 10; with its eight limbs with solitary hairs a fingers width
gantic x4, Greater Powers; Corpus it appears as a mouse-sized spider. thick scattered sparsely over their
Resistance, Improved Might x3, Im- The creature can end this power at bodies. They seldom talk, leaving
proved Powers, Improved Soak x3, any time, taking a round to return to the impression they are mute.
Lesser Power, Personal Powers full size. MuCo 35 (Base 3, +2 Sun, The inspiderwihten are a clan of giants who
Personality Traits: Loyal to Damhan-Al- +2 Size, +2 reduce Size to 10, +1 were allies of Damhan-Allaidh during
laidh +3, Gullible +2, Expressionless +1 affect equipment) Greater Power (35 his war with Pralix. They still honor an
Combat: levels, 3 Might cost) ancient bond of fealty to the sorcerer.
Rope: Init 1, Attack +15, Defense +5, Walk Silently, 0 points, constant effect,
Damage n/a** Imaginem: Inspiderwihten are eerily Inspiderwihten throw weighted sticky
Thrown Stone: Init 1, Attack +10, De- silent when they move; despite their ropes in combat, which coil around body
fense +4, Damage +14 huge size even their footfalls make parts and grip tight. If a rope hits with an
Claw: Init 1, Attack +7, Defense +1, no sound. This grants at least a +6 Attack Advantage of 6, then it manages to
Damage +15 bonus to Stealth rolls. PeIm 15 (Base catch a limb in the coils of the rope, prevent-
** see below 3, +2 Sun, +1 changing image, +1 ing the character from using one hand, de-
Soak: +14 constant effect) Personal Power (15 nying him either his weapon or his shield, or
Fatigue Levels: OK, 0, 1, 3, 5, Un- levels, 2 Might cost) limiting spellcasting gestures. If the Attack
conscious Know the Name, 0 points, Init 9, Mentem: Advantage is 9 or more, then the rope has
Wound Penalties: 1 (110), 3 (11 Only some inspiderwihten have this caught the opponent around the neck (begin
20), 5 (2130), Incapacitated (31- power. It reveals the name of any- making deprivation rolls) or torso (pinning
40), Dead (41+) one who makes eye contact with the arms to sides and preventing attacks, defens-
Abilities: Athletics 5 (climbing), Aware- creature. InMe 20 (Base 15, +1 Eye) es, or spellcasting gestures). The ropes may
ness 3 (targets), Brawl 4 (claws), Cor- Lesser Power (20 levels, 5 Might be cut with edged weapons by rolling a stress
pus Resistance 5 (Perdo), Leadership cost, +1 Init with 5 mastery points die and adding the Weapon Damage modi-
2 (intimidation), Living Language 4 from Improved Powers) fier; this is opposed against a stress roll plus
(local dialect), Stealth 2 (stalking), Equipment: Three ropes of knotted the ropes Soak of 8. Success means than the
Thrown Weapon 6 (rope) crude silk covered in a sticky coat- rope has been cut, failure means the ropes
ing. Each is 40 feet long Soak has been reduced by 1.

130
Thrice-Told Tales
food, and a few other personal effects such an accident, such as tripping over something whole monument has a Magic aura of 5.
as childrens toys. The walls of the cave on the floor and dropping a lantern, spread- Despite appearances, the stone monu-
are plastered with parchment. Some have ing burning oil everywhere. Alternatively he ment is not deserted. There are inspider-
been nailed in place, others pasted there. might destroy key information while osten- wihten here, enough to pose a significant
Everything in the room is coated with sibly trying to get it off the wall. After this challenge to the player characters. They lurk
black mold, which releases clouds of black accident, the player characters might be in minute form, hidden in various places in-
spores when disturbed, which can cause suspicious of Simon, but the boy (now back cluding in the hollow before the tumulus.
choking (make a Stamina roll against an in control) can truthfully say he didnt do it,
Ease Factor of 6 or else lose a Fatigue while unable to say that it was due to his un-
level). The spores are also flammable, and welcome passenger. Inside the Tumulus
make open flames flare. The mold has left If they havent already planned to do
the writing on the parchment illegible in so, Simon suggests to the player characters The tumulus looks like a likely place to
places. It is up to the storyguide how much that they investigate the stone circle men- explore. The mound is twenty paces long
of the information below has been lost, tioned in Galeras notes since it is not too and stands five paces high, but the subter-
and how difficult it is to interpret the rest. far from here. Once again, this is Damhan- ranean entrance adds another two paces
Simon remembers being here as a Allaidh in control. If they need an extra to the interior height. The door is formed
child: the toys are his, and he recalls play- push, Simon might mention that perhaps from two upright stones with a third slab
ing with them while his mother worked. they will find Damhan-Allaidhs external as a lintel, and it is filled with earth. Be-
He also remembers something traumatic soul at this ancient monument. yond the blocked doorway, a narrow and
happening to him here; his mother was cramped passage takes a crooked path
not present and he remembers calling for to the center of the hill, which contains
her. The detail escapes him, however. This
is where Galera tried to make sense of
At the Stones a single chamber. There is a central bier
that is surrounded by sealed jars, molder-
Damhan-Allaidhs plans. Bear in mind that ing piles of coins and trinkets, and age-old
not all (or indeed any) of this information Damhan-Allaidh requires an ancient armor and weapons. The bier bears what
needs to be true Galera was prone to stone monument as the setting for his at first glance is a body, but is actually a re-
fantasies, and some of this is how she in- ritual, which must take place at moonrise cumbent statue made of a glassy red stone.
tended to help her master, but written as of a waning gibbous moon. The distance Close inspection reveals that the face of
if he had already agreed to it. This is an between the old fort and the stone circle the statue is marred, almost as if the origi-
excellent opportunity for the player char- should be appropriate to the time that the nal face had been clumsily removed and
acters to learn plot points that they may characters leave the fort; they should ar- another carved in its place. There is also a
have missed, or to glean more details on rive there just before the waning gibbous small hole above the heart, and within is a
the hidden history of Damhan-Allaidh. moon rises, which is about three hours stone arrowhead, although the shaft of the
Other information here could include: after sunset. This moon phase lasts four arrow has long since rotted away.
days. If the characters arrange to arrive
Pages from a Scottish magus Bonisa- at a different time, then Simon tries to
gus called Domhnull Beg who has manipulate matters so that they are still The Ritual Begins
made a study of ancient Pictish magi- around at the requisite time, such as sug-
cian-priests and their gods; gesting that they explore the circle. If the characters explore the tumu-
Reports from a Hibernian magus re- The monument consists of eight stones lus, Simon elects to remain outside to
garding external souls amongst hea- arranged in an ellipse whose long axis runs keep out of the way. As the moon rises,
then Cruithnigh magicians; east-west. Six of the stones are about five Damhan-Allaidh begins a Pictish chant to
Diary entries from Galera recording feet high and three feet wide. Two stones Sluag, god of the dead. He has a curved
her joy when Atorcoppe referred to that flank the western apex of the ellipse knife in hand provided by one of the in-
her son as a precious boy; are taller than the other stones (about seven spiderwihten and he is making shallow
Details of a stone circle with an un- feet high), making a clear gateway into the cuts on his bared chest. If any characters
usual alignment scouted out by Galera. monument. Perceptive characters (Percep- have remained outside, they are engaged
tion + Awareness roll against an Ease Factor by the inspiderwihten who emerge from
Galera had all the information she need- of 9, or more if lighting conditions are poor) hiding. As the sounds draw the remain-
ed to piece together her masters true plan, might notice that one of these gate stones is ing characters out of the tumulus, they see
but never managed to work out the threat stained and dark on one side, indicating that Simon, clearly possessed, about to plunge
to her son since her unstable intellect was until recently it had been recumbent and the knife into his chest, and yet struggling
clouded by devotion to her master. Howev- half buried. There is a tumulus toward the against his own actions. This struggle lasts
er, Damhan-Allaidh can see it laid out here eastern end of the ellipse, which has a deep long enough for the player characters to
on the walls, and must take steps to remove depression in front of it marking the location fight their way to him. He is exhausted by
it. He takes control of Simon, and contrives of the entrance to the burial chamber. The his internal struggle, and looks at the char-

131
Thrice-Told Tales

acter with whom he has had the best rap- and is prepared to spend a significant Penetration of any truth-telling spell a
port. Stab me in the heart! shouts Simon. portion of his Might pool on his Posses- significant challenge. Arcane and Sympa-
Cut off my head! yells Damhan-Allaidh. sion power to ensure this. However, if the thetic Connections to Simon do not help
player characters are going to stop him, Penetrate the spirits Magic Resistance.
he wants them to cut off Simons head, The player characters must make a
On the Horns of Dilemma preserving his external soul. Simon on the
other hand is prepared to sacrifice himself
decision, and make it quickly. Both per-
sonalities within Simons body continue
to kill Damhan-Allaidh for good. It is diffi- to exhort the characters to act. If they
The characters have moments to act. cult to distinguish who is speaking because prevaricate, then Damhan-Allaidh has the
The inspiderwihten impose a time pres- Damhan-Allaidhs Magic Might makes opportunity to complete his ritual before
sure, and Damhan-Allaidh will eventually they can stop him (see The Characters
be able to overcome Simons will and com- Fail). If they cut off Simons head, they kill
plete the ritual. Ideally, he wants to com- Simon and defeat but not destroy
plete his ritual and cut out Simons heart, The Origin of the Damhan-Allaidh (see The Characters Kill
Tumulus Simon). If they go for Simons heart, then
they can damage the external soul (see
What if Simons If the saga is appropriately located The Characters Kill Damhan-Allaidh).
Master is a (in the British Isles, for example), then
the stone circle is a monument to Dam-
The player characters could decide to do

Player Character? han-Allaidh, erected by his followers

Obviously, the hook to this story


upon his defeat. In this case, the statue Is Damhan-Allaidh
is an effigy of the ancient sorcerer. This
is dependent on Simons master being makes the site highly appropriate to be Truly Dead?
willing to let him go free for a season. the site of his resurrection ritual. In oth-
If that master is a player character, er Tribunals, the tumulus is the grave of At the option of the storyguide,
then it should be established prior to an important pre-Hermetic wizard. defeating Damhan-Allaidh through
the beginning of this story that Simon Either way, there are grave goods the destruction of his external soul may
suffers from night terrors which leave that are of interest to player characters, not be the end of the sorcerer. An op-
him exhausted and lacking in concen- either as enchantments or as sources of ponent this old and powerful may have
tration on the following day. These insight into non-Hermetic magic. There arranged some sort of back-up plan that
dreams occur frequently enough that could also be a stockpile of vis, and pos- preserves his essential being in some
it occasionally interferes with the help sibly ancient magical traps or curses with dark recess of the Magic Realm. It may
that Simon provides in lab activities. which to contend. The tumulus contains be a lifetime or more before he gathers
The master should therefore be keen the player characters rewards for this enough power to project himself back
to discover the origin of these night- story, and should be tailored to contain to the mundane realm and resume his
mares and maybe end them for good. objects of significant interest or value. plans to destroy the Order.

132
Thrice-Told Tales
both: decapitating Simon and stabbing him derdeveloped, but he has other powers many years before he returns to the flesh and
in the heart. This will have the desired effect upon which to draw. While any remain- recommences his plans to destroy the Order.
of killing Damhan-Allaidh, although they ing inspiderwihten occupy the player
might later learn that Simons death was pre- characters he flees. A typical escape sce-
ventable, since only the tiniest scratch to his nario has him grant himself the shape The Characters
heart is necessary to kill Damhan-Allaidh. of a swarm of spiders and scatter in all Kill Damhan-Allaidh
directions; he might first curse his op-
ponents with druidic magic, enhance his If the characters damage or destroy
The Characters Fail speed of movement with rune spells, or Simons heart then Damhan-Allaidh is de-
create an earthquake with elementalism. stroyed. A character specifically targeting Si-
The characters fail to stop Damhan- mons heart in combat must state he is doing
Allaidh if he manages to cut out Simons so, and inflict a Heavy Wound on him with a
intact heart from his own body. The play- The Characters Kill Simon piercing weapon. In general a spell that is not
er characters will be treated to a show of specifically designed to damage the heart, or
light and sound as the mystical forces align Characters who kill Simon by decapita- not deployed in a manner that would do so,
and Damhan-Allaidh returns to the world. tion or some other means that leaves his heart will not accidentally cause this sort of dam-
There is a cry like several voices shout- intact do not manage to kill Damhan-Allaidh. age. Destroying Simons body after death
ing at once, and a shimmering curtain of He is greatly inconvenienced by the death of also destroys Damhan-Allaidhs spirit. It is
shifting light and shadow descends from his vessel, but he can recover from this. He possible to destroy Damhan-Allaidhs exter-
the heavens and funnels into the gaping hopes that the characters fail to recognize nal soul without killing Simon: the merest
wound in Simons chest. The heart in his the significance of Simons heart. Certainly, it scratch on his heart is enough. However,
hand crystallizes into a translucent heart- will appear as if Simon committed a great act such an operation must be conducted with
shaped red stone containing the remnants of sacrifice to prevent Damhan-Allaidh from the utmost delicacy, and magical healing via
of Damhan-Allaidhs Magic Might in the returning to the world, and this should ac- a Creo Corpus ritual spell is pretty much es-
form of 8 pawns of Corpus vis. His Magic cord his corpse a measure of respect. sential to avoid Simon suffering long-term
Might is now zero, and he has lost the Damhan-Allaidh must still arrange for consequences of such medieval heart sur-
External Soul Virtue: damaging the stone the heart to be removed intact from Simons gery, such as the Enfeebled Flaw.
heart will no longer harm him. corpse, and then repeat his earlier Initiation The death of Damhan-Allaidhs spirit
Damhan-Allaidh is now fully incar- to migrate his external soul into another should be accompanied by suitably dramatic
nate as a mortal sorcerer Opened to the Gifted persons heart. He probably will not special effects, involving spectral winds,
Hermetic Arts, as well as possessing the choose a member of the Order of Hermes flashing lights, and a howl of utter despair
powers of a puissant magician of four second time around, and will be a lot more that haunts the dreams for months to come.
other traditions of magic. His first con- cautious with his approach, having tasted Those with Second Sight (or other capacity
cern is escape. His Hermetic Arts are un- failure so close to his triumph. It may be to see spirits) are treated to the full show.

133
Appendix

The Spider War


The following account can be rune wizards from Scandinavia, and the men adjudicated disputes and provided
gleaned from careful research about Irish druids. The leader of this group protection from both supernatural and
Damhan-Allaidh and Pralix. Much of is known to the Order by the name human threats. The aldormen brokered
this information derives from or has Damhan-Allaidh, meaning Spider in the magical services of their subjects
been extrapolated from a number of Gaelic (and pronounced DAV-un alli), to the various petty kings of Britain,
sources for Ars Magica Fifth Edition, although it seems that this was a title, although this amounted to little more
including Hedge Magic Revised Edition, since it had been borne by an archdruid than extortion: a key tenet was that
Houses of Hermes: Societates, Realms of Power: (or perhaps more than one) for a century magic could not be used against another
the Infernal and Ancient Magic. For ease of beforehand. Hermetic annals record the aldorman, requiring that both sides in
reading, references for individual facts name Atorcoppe, which may have been any conflict had to employ a magician
have not been provided. his personal name. to neutralize the magician employed by
Damhan-Allaidh had established a the other. Membership of Damhan-Al-
series of fiefs in the north of Britain. The laidhs coalition was mandatory for any
The Isle of the Mighty Saxon rune magicians ruled the north
and east coast of England, while the
wizard wanting to make a living out of
their Art, and enforced through threat
British elementalists guarded the west of repercussions. Some wizards fled Brit-
In the late eighth century, a group of and northwest. The Scottish druids took ain rather than live under the yoke of
Saxon rune wizards allied with a select central Scotland and the Pictish priests Damhan-Allaidh.
group of Pictish and British magicians occupied the north and the islands. All Damhan-Allaidh considered foreign
in order to keep foreign wizards from magicians paid tribute to local aldor- wizards to be a threat to his hegemony.
the island of Britain. This coalition op- men, who in turn paid their dues to There were vitkir accompanying the Vi-
posed the Order of Hermes, the viking Damhan-Allaidh. In return, the aldor- king raiders, and Irish druids and cor-
rguinecht amongst the raiders from the
west. Further, rumors reached Britain that
Giaro of Mercere a group of Roman wizards had formed a
new alliance in the Black Forest. The al-
Giaro was the adopted son of He quested in the far north to obtain dormen were therefore charged with clos-
Mercere and one of the first Redcaps. a piece of the unbreakable chain made ing the borders of Britain to all incoming
He joined Pralix in Northumbria af- by the dwarfs to fetter the titan-wolf wizards. Although he claimed to protect
ter the Battle of Bowland Forest and Fenrir. These and other stories are the the whole of Britain, in reality Damhan-
served as her aide-de-camp throughout pride of his line. Allaidhs control was less than complete
the war against Damhan-Allaidh. Like It was only at the very end when and he had virtually no influence over
his more famous sister Belin, he was his devotion to Pralix faltered. Once many of Englands kingdoms other than
the epitome of diligence and brav- the enemy was defeated and Pralix Northumbria and Mercia. Nevertheless,
ery, serving Pralix loyally throughout revealed her plans for the Ordo Mis- the aldormen aggressively pursued any
the campaign. His exploits in Pralixs cellanea, Giaro felt that he could not rumor of foreign wizards wherever they
service are a matter of legend. He in good conscience be part of a group were, and made several successful expedi-
tricked oafish giants when carrying that opposed the Order of Hermes tions into the southern kingdoms.
battle plans through hostile territory and with regret he abandoned her in
by telling them that he was one of Britain and returned to the continent
their own, just further away than he with his father. He did not see her
seemed. He escaped imprisonment by again, even following the formation
rune wizards with nothing more than of House Ex Miscellanea.
a magical straw and a cupful of oats.

134
Between Sand & Sea
First Contact
Damhan-Allaidh and the Order of
Hermes became aware of each other at
about the same time. The Order first
heard of Damhan-Allaidh from Diedne
the Founder, who had adopted into her
House wizards who had fled his brutal
regime. Magi of the Order had ventured
into Britain, but the aldormen they en-
countered demanded that they swore
oaths of fealty to them and to Damhan-
Allaidh. Furthermore, they would be re-
quired to sell their services to local kings
and noblemen, something forbidden by
the Code of Hermes.
The first confrontation began in Brit-
tany, when a magus of House Tytalus
aggravated Damhan-Allaidh by kidnap-
ping one of his trusted aldormen. The
sorcerer didnt even waste time nego-
tiating; he simply caused the stones of
Carnac to crush his impudent foe and
his three companions. Damhan-Allaidh
made it clear to the sole survivor that
the Order of Hermes would not have a
foothold in Britain. If hed known more
about the Order of Hermes, Damhan-
Allaidh would never have uttered such
words within earshot of Fudarus, and
Pralix won the right, as eldest filia of the
Founder, to accept the challenge he had
unwittingly set.

Early Battles
Damhan-Allaidh was declared an en- This was an utter disaster for the Order, the influence of his aldormen had yet
emy of the Order by the Tribunal of 799 resulting in the death of all five of the to spread. Her recruits included beast-
following the slaughter of the four magi junior magi, leaving just Pralix and Ignes masters, cunning men and women, craft
at Carnac. Pralix filia Tytalus arrived at Nefastus of House Flambeau still alive. magicians, weather witches, and a Pictish
Wearmouth in the Kingdom of Nor- The two magi retreated south and were sorcerer called Damhadh-Duidas. This
thumbria in 803 with seven magi and a offered succor by a group of native ma- latter claimed to know Damhan-Allaidh
half-hundred of grogs. At the time, the gicians called swynwyr. These magicians of old, and Pralix began to rely on him as
Kingdom of Northumbria covered most had an impregnable stronghold in North a source of information about the enemy.
of southern Scotland and northern Eng- Wales that had resisted Damhan-Allaidh Ignes Nefastus expressed his reservations
land, and was believed to be the seat of for many decades, for the swynwyr were about this sorcerer, and his letters back
Damhan-Allaidhs power. experts in warding magics. to the Primus of Flambeau reflect his
Using the swynwyrs island fortress growing unease about the influence that
as a base, Pralix spent three years gath- Damhadh-Duidas had over her.
The Massacre in Bowland Forest ering together wizards from the British Each recruit was trained by Pralix and
Isles who, like the swynwyr, had suffered Ignes Nefastus as to the best use of their
The Hermetic army first clashed the tyranny of Damhan-Allaidh and his magic in battle. Many of these wizards
with Damhan-Allaidhs forces in the fol- allies. Many of these came from the were magically weak and many of them
lowing year in the Forest of Bowland. midlands and southern kingdoms where lacked The Gift; nevertheless Pralix per-

135
Thrice-Told Tales
severed rather than following Igness ad- a cadre of Irish druids who were prepared The Battle of the Wounded Glen
vice to ask for more volunteers from the to oppose their Scottish counterparts.
Order. Pralix felt that these native magi- At Loch Leglean, Pralix gathered
cians were fighting to defend their home her council to discuss tactics. She pro-
and their way of life, and had more at The Battle of Hunnum posed teaching the Gifted members of
stake than what amounted to mercenar- their army the Parma Magica; it was the
ies from the Order of Hermes. The only In 807, Pralix decided her army was only way to gain an advantage over the
help she accepted from the Order was a ready. She tracked Damhan-Allaidh enemy. Ignes Nefastus vehemently dis-
redcap by the name of Giaro. down using shape-shifted scouts and agreed, and accused her of wanting to
During this period, Pralix visited Ire- flying witches, then met him in battle betray the Orders secrets. The two had
land in order to gain recruits to the cause on the Roman Wall, at an abandoned an almighty row that nearly came to
against Damhan-Allaidh. Here she met fort called Hunnum. Rather than being blows, although Giaro managed to avert
with Diedne on the shores of Loch Cuan alone as she had hoped, Damhan-Al- actual violence.
in 806. Diedne refused to allow her to en- laidh was accompanied by several magi- Ignes Nefastus stormed out from
list Irish magicians; she was insistent that cians, a force of Northumbrian soldiers, camp vowing to have nothing more to
any druids must join the Order of Hermes and two giants. It seemed that he had do with Pralix, and walked straight into
or else die. Diedne was further incensed been warned of Pralixs approach. The the path of Damhan-Allaidh himself.
when Pralix laughed at her and called her Battle of Hunnum ended in another The sorcerer had been spying on Loch
stupid and petty. The two magae fought defeat for Pralix, but this time her re- Leglean, and an immense magical battle
an illegal Wizards War there and then, treat was orderly and her casualties was joined. The hills rocked with the
but both survived the encounter (al- manageable. She withdrew to a camp power of their magic. Ignes Nefastus
though a local monastery did not) and to the north called Loch Leglean, and flung flames at his opponent, only to
neither brought charges against the other regrouped. Damhadh-Duidas ventured have them turned back upon him. None
at Tribunal. It is notable that after the that their opponent had seers at his of his spells seemed to get any purchase
war with Damhan-Allaidh, Diedne was command who could see the future; Ig- upon The Spider, but likewise the Flam-
one of the most vocal detractors of Pralix nes Nefastus considered a spy amongst beau maguss Parma Magica protected
and insisted that she be Marched for her them to be the more likely option, and him from the worst of his opponents
crimes. Despite this encounter at Loch his aspersion on the loyalty of Dam- spells. This duel became known as the
Cuan, Pralix still returned to Britain with hadh-Duidas was not missed. Battle of the Wounded Glen because of

Who was Damhan-Allaidh?


NOTE: This section contains in- as a means to escape death. This was raw material and natural animals tied to
formation that is known only to Dam- achieved by first transforming oneself the elements. The Strathclyde witches
han-Allaidh, and is suitable only for into a Magic Spirit and then taking used these powers equally for weal and
storyguides. Players should stop read- over the body of a child. The priests of woe. Beneficial members gathered scat-
ing here. Sluag typically reincarnated into an ap- tered livestock, drove vermin out of the
The creature known as Damhan- prentice of their tradition, thus ensur- crops, redirected storms, and quenched
Allaidh was born to a tribe of Southern ing continuity of beliefs and practice. fires. Baneful witches did the opposite.
Picts in Galloway (southwest Scotland) Throughout much of Damhan- After five decades masquerading
at the beginning of the sixth century. Allaidhs life, the southern Picts were as a Briton, his body had warped again
While they had been formerly convert- at war with the Britons, and he lived into the hideous form he wore as a Pict.
ed to Christianity by St. Ninian, the to see his people defeated by the forc- He cast his eye around and discovered
Southern Picts had sunk into apostasy, es of Coel Hen (Old King Cole). the new race of Scots who had entered
and the pagan faith had never been Damhan-Allaidh had gradually warped Scotland from Ireland, and were busy
stronger. As a Gifted child, Damhan- into a monstrous, hunchbacked form, conquering territory in the north and
Allaidh (his Pictish name is unknown) and he deemed it time to move on to east. With them they had brought dru-
entered the priesthood and became a a fresh young body. Rather than mov- ids, and the sorcerer identified a suitable
devotee of Sluag, the god of the dead ing his soul into a member of his own lad into whom he transferred his soul
and of knowledge. The priests of Sluag doomed race, he chose the apprentice once more. Taught the secrets of druidry
were experts in matters of spirits and of a Strathclyde witch. Now calling over a long apprenticeship, the sorcerer
the soul. It was they who taught the himself Copynnau (spider in Brython- now adopted the name for which he was
Pictish priests the mystery of the Exter- ic), he learned a magical tradition which most famous: Damhan-Allaidh (spider
nal Soul, and were able to transmigrate is similar to philosophic elementalism, in Gaelic). Druidic magic consisted of
their essence from one body to another concentrating on the manipulation of laying curses and blessings, giving and

136
Thrice-Told Tales
the damage that it inflicted on the lo- rest found themselves shunned even by their the other direction came shape-shifted
cal environment. It ended with the death own families, and found it difficult to resup- gruagachan, who were countered by a
of Ignes Nefastus, his mutilated body ply when no one would sell them provisions. summoning from Damhan-Duidas. Pra-
thrown over the walls of Loch Leglean. They were forced to turn to thievery and lix herself took on hideous spider-giant
Spectators noticed that Damhan-Allaidh banditry in order to eat, which further mud- hybrids that climbed down from the
fled the battlefield sorely wounded. died their reputations. trees, by hurling massive boulders she
A few battles stand out in this pe- rent from the fabric of the Roman Wall
riod; their names are part of Hermetic which overlooked the battle site. The at-
Three Years of War legend. With the notable exception of
the Night of the Sluagh, these battles
tackers were eventually driven off with
no more casualties on Pralixs side.
ended inconclusively. Damhan-Allaidh
With Ignes Nefastus gone, Damhadh- himself was never seen and no great vic-
Duidas became Pralixs chief adviser. They tories were won. The Siege of Goole
proceeded with the plan to share the
Parma Magica and drilled the hedge magi- In June of 808 a group of Pralixs ma-
cians in its use. Each winter Pralix retreat- The Battle on the Irthing gicians sailed into the estuary of the Riv-
ed to Wales to plan and in the summer she er Humber. At the small port of Goole
campaigned in the kingdom of Northum- Late in 807 as Pralix and her band they encountered a blockade across
bria using Loch Leglean as her base. were traveling from Loch Leglean back the river, which was manned by a rune
Damhan-Allaidhs wizards harried the to Wales, they were ambushed as they magician called Centwine. This single
hedge wizards with magical traps and am- crossed the River Irthing in Cumbria. wizard managed to hold up the magi-
bushes, rarely meeting them on an open The waters of the river suddenly swelled, cians for three days by harrying them
field of battle but rather conducting guerrilla and a crashing wave of water swept sev- with his magic. The ship was somehow
warfare from the shadows. A second, more eral magicians away. Their drowned stuck onto the blockade, unable to re-
subtle approach was to turn the local popu- bodies were later recovered, with marks treat or break through. The sea swelled
lace away from Pralixs allies with lies and ru- like hands around their throats. The violently and landing boats were swept
mors, giving them a poor reputation that was wizard conjuring the flood was soon away. The ships inhabitants were struck
somehow enhanced with spells. A handful of identified and torn apart by wild animals with a raging thirst, and the river water
Pralixs band were slain in local uprisings; the commanded by beast masters. From retreated from their lowered buckets.

Who was Damhan-Allaidh? (Contd)


taking shapes, and the summoning of by one of the last remaining priests of was now 774, and the Saxons had ex-
visions (basically the same powers as Sluag. This tradition had lost many of its tended their kingdom of Northumbria
gained by the Pictish priests of Grua- secrets since Damhan-Allaidhs day due from the Firth of Forth in the north
gach). Damhan-Allaidh reveled in his to the persecution of Picts and of pagans; to the Humber and the Mersey in the
new powers, keeping secret his knowl- significantly they were no longer able to south. The Saxon rune magicians re-
edge of Pictish necromancy and British transmigrate their souls into new bod- sembled those amongst the Norse, but
elementalism. It was at this time that ies. To compensate for their losses, the knew an extended rune row with nine
Damhan-Allaidh began to exert control priests of Sluag had turned to chthonic extra runes. Damhan-Allaidh became
over the magical communities of Britain. powers and supplemented their magic Atorcoppe (spider in Old English),
He fought his way into the position of with malice and evil acts. Unwilling to and learned Wodens runes. The lieuten-
arch-druid, and made formal alliances be blackmailed, Damhan-Allaidh and ants of Damhan-Allaidh had attempted
between the druids of Alba and the the priest fought. Damhan-Allaidh was to keep the alliance strong, but without
witches of Strathclyde. He also made clearly the stronger, but the battle only his leadership the structure had begun
covert contacts amongst the remaining ended in a marginal victory for him. His to crumble. As soon as his apprentice-
Pictish priesthoods, revealing his native opponent escaped alive, vowing revenge ship as a rune magician was done, Ator-
magic in order to convince them that he (indeed, he returned years later calling coppe identified himself to his cronies
was one of their own. His aim was to es- himself Damhadh-Duidas). Damhan- using passwords established before his
tablish a chiefdom of magicians, where Allaidh decided that, after sixty years as resurrection, and began to weld his fief-
protection was traded for tributes of a druid and his identity nearly revealed, dom together with a combination of vi-
vis, but it was never quite realized in his it was time he moved on to a new body. olence and threats until he had control
lifetime. While able to hide his growing Following the pattern of his last two of it once again.
deformity with his ability to shapeshift, incarnations, Damhan-Allaidh latched
Damhan-Allaidhs secret was threatened onto yet another magical tradition. It

137
Thrice-Told Tales
All of their food turned to maggots and
beetles. Even the locals of Goole joined
was spotted and battle joined. The tide
turned in Pralixs favor when the moun-
The Battle of Blencathra
in by hurling flaming rags and sticky tar tain spirit realized it was being used as Finally, Pralix and Damhadh-Duidas
at the beleaguered ship. At the end of a weapon in a petty human battle, and got lucky in discovering the where-
the three days, Centwine was joined by abandoned the field of war. abouts of Damhan-Allaidh, and arranged
his allies, and the boat was boarded and an ambush. All of the preceding battles
the occupants killed. had provided vital information to Pra-
The Battle of Clennell Street lix; she had ruthlessly quizzed combat-
ants about the capacities of their foes,
The Battle of the Awful Hand In 809 Pralix fought the war on two and made extensive use of shapeshifted
fronts, with herself in command of one spies. She was therefore aware of the im-
In September 808 an elementalist force in the south and Damhadh-Duidas portance of the spoken word in gruagach
raised the Grey Man of the Merrick, the commanding the other in the north. magic, and prepared her attack carefully.
genius loci of the mountain range known In May, Giaro was running messages In March 810, Pralix and Damhadh-
as The Awful Hand (because of its five between the two forces when he came Duidas together faced The Spider at Blen-
spurs) in Galloway. He lay in ambush for across an expeditionary force of druids cathra in Cumbria. His gruagachan allies
Pralix and her warband, but the ambush and giants quite by chance in Redesdale had gathered with hundreds of their kin-
(on the current Anglo-Scottish border). folk to perform some mighty ritual work-
They were clearly trying to outflank Pra- ing, and it was the perfect time for what
Ac Guidelines lixs forces by taking a shortcut. Realiz- she had planned. Pralix reached into her
ing that he had no time to warn Pralix, pre-Hermetic training to summon and
General: The target receives a Giaro went amongst the wild border release Lethe, a mighty spirit of forgetful-
bonus or penalty equal to the magni- clans of Redesdale, famous for their ness. Lethe plucked the memory of the
tude of this effect on actions requir- banditry and lawlessness. He convinced Pictish language from Damhan-Allaidhs
ing speed and swift reactions; this them through subterfuge and bravado to gruagachan. Without knowledge of their
includes Initiative, and Athletics rolls stage an ambush against the interlopers magical language, the gruagachan were
involving running fast. and successfully drove them back, kill- left powerless, unable to cast the simplest
General: Increase the running ing two giants in the process. Redesdale spell. With the gruagachan neutralized,
speed of the target by four paces per men still find favor in the turbs of magi Pralixs soldiers fell on the Picts, while
magnitude of this effect. Humans who know their history. her magicians provided magical support.
can normally run at 4 x (10 + Qik It was the largest battle fought so far,
Encumbrance) paces per round. and the most decisive victory achieved
Level 10: Causes the next thun- The Night of the Sluagh by Pralix. To Pralixs great anger, Dam-
derstorm that occurs within three
han-Allaidh escaped her clutches once
miles to peal with thunder, and flash
On All Hallows Eve 809, Pralixs again. In fury and frustration she blamed
lightning between clouds. The dis-
forces were delayed in Loch Leglean Damhadh-Duidas for this failure, accus-
play continues until the rune script
is defaced, or the storm dissipates or by bad weather. They should have set ing him of colluding with the enemy.
moves out of range. out for Wales a month earlier, but the The maga and the sorcerer fought, first
Level 10: Summon a rumble snow was blocking all passes through with words, then with spells. Damhadh-
of thunder from still air. This rune the Southern Uplands. As the moon set, Duidas was driven away by Pralixs assault
script is often drawn in rainwater there was an unearthly howl, and a truly and was not seen again.
and lasts just a few rounds dreadful host fell upon Loch Leglean. Pralixs mighty working of magic nearly
Level 15: Summon a deafening It was the sluagh, a vast horde of angry obliterated the entire magical tradition of
clap of thunder, requiring a Stamina ghosts raised by dark magics from the the gruagachan. The few Pictish magicians
roll against an Ease Factor of 9 to avoid kingdom of Sluag (the Pictish god of not present at the Battle of Blencathra were
temporarily losing ones hearing. death). They swarmed over the camp, able to hold on to the fading threads of their
Level 20: Summon a bolt of killing indiscriminately. Less than a doz- magic, but they never truly recovered. Hav-
lightning from the next thunder- en magicians were killed that night, but ing no memory of what happened at Blen-
storm that occurs within three it was still the greatest single loss suf- cathra, the surviving gruagachan were at a
miles. If no target is designated by fered by Pralixs army since she taught loss to explain what had happened to them.
another rune, it strikes the rune them the Parma Magica. Many more Blame eventually settled on the shoulders of
script; if someone is holding or were left insane, gibbering at the horrors House Diedne, who had long been enemies
touching the script then they share they had seen and unable to sleep for the of the gruagachan.
the full effects of the strike. rest of their lives. While Damhadh-Duidas took no fur-
ther part in the history of the Order, his
name later resurfaced many years later

138
Thrice-Told Tales
amongst a tradition of hedge wizards Repercussions remained in Cad Gadu the new name
who claimed to have been taught by him for her winter camp in North Wales
following his break with Pralix. Ironical- After the Battle of the False Sun (as it and ruled the house in all but name. On
ly, these Damhadh-Duidsan ended up became known), Damhan-Allaidhs body her advice, seven covenants were estab-
joining House Ex Miscellanea. was laid out for cremation but it disap- lished in the former territory of Dam-
peared overnight and the guards set over han-Allaidh. These became known as
the pyre were killed in a gruesome man- the Praesides Septentrionales, the Bastions
The Battle ner. No amount of divination revealed
what had happened to it. Convinced that
of the North, and their mission was to
watch for the return of Damhan-Allaidh.
of the False Sun Damhan-Allaidhs magical allies were to While there were several false alarms,
blame, Pralix had her magicians scouring particularly in the early days, there were
Some claim that the vengeful Dam- every inch of Britain for everyone who no further confirmed signs of The Spi-
hadh-Duidas betrayed the location of had supported Damhan-Allaidh. Each der, and one by one these covenants
Pralixs winter camp in Wales to The one was brought to her and their secrets abandoned their tireless watch, faltered
Spider; others say that Damhan-Allaidh ripped from their minds before they were and died out. One site was reoccupied,
simply followed Pralix back from Blen- put them to death. During this action ev- but the new magi did not adopt the same
cathra. Whatever the truth, the final clash ery single member of the Saxon tradition mission and did not take up the name of
between Pralix and Damhan-Allaidh oc- of rune magic was exterminated, and the bastion. Several were lost in the Schism
curred just a month after Blencathra, on Scottish druids were diminished so badly War, and the last Praesis Septentrionalis
the shores of the lake outside the camp. that they guttered and faded a genera- failed just after in 1025.
Damhan-Allaidh came with everything tion later. Despite this, Pralix never dis-
he had, and he was faced by nearly all of covered what had happened to Damhan-
Pralixs remaining magicians. Allaidhs body.
As the sun dropped, Pictish priests
began to summon the sluagh, while multi- The Saxon
armed giants hurled rocks and a ram- The Ordo Miscellanea
headed serpent dragon plowed through
the ranks of warriors. In response, Pralixs
Runes
wizards summoned a massive ball of fire The years following the vanquish of
as bright as the sun, driving the ghosts Damhan-Allaidh were tense for both the Damhan-Allaidh is the last surviving
back into the night. Her elementalists Order and for Britain. Pralix was initially rune wizard who has knowledge of the
summoned whirlwinds of fire and earth lauded by the Order, and Mercere the Saxon runes. Knowledge of these runes
elementals who dragged the giants under Founder himself came to Britain to es- was lost when the Ordo Miscellanea ex-
the ground. Beast masters led phalanxes cort her home. However, Pralix declined terminated every last Saxon rune wizard in
of bears, wolves and stags against the the offer to return, and Mercere was re- Britain. Any vitki Damhan-Allaidh trains is
dragon. Pralix herself was in the midst of fused entrance to her winter camp. She Opened to all the Runes he himself knows;
battle, sword in one hand and spear in the instead announced to him from the walls he can also perform a minor initiation into
other, as she fought her way through to that she renounced both her House and the Saxon runes for vitkir who already
Damhan-Allaidhs redoubt. She had pre- the Order, and declared the foundation know the 24 runes of the Elder Futhark.
pared for the moment that she would face of a new order, the Ordo Miscellanea, Note that Saxon vitkir had their own
him. The mage-smiths amongst her peo- which would accept all wizards no mat- names for the Elder Futhark (Hedge Magic
ple had made her an unbreakable magic ter what their tradition. Revised Edition, page 139), but the standard
chain, forged from obscure ingredients This action incensed the Order of names are used here for ease of reference.
and strange magics collected over several Hermes. Many called for her head, but
years. Upon facing Damhan-Allaidh at the prima of House Tytalus spoke pas-
last, she shackled herself to her opponent
with the chain, ensuring that the conflict
sionately in her defense, and her voice
was joined by others, not least of whom
A, Ac, Oak
could only end with one of their deaths. was Trianoma. It took the Order of
Hermetic magic prevailed against Dam- Hermes until 817 to come to a settle- Ac is the rune of Thors hammer Mjol-
han-Allaidhs spellcraft and the wizard ment with Pralix, by which time the nir, represented by the lightning bolt. Oak
was finally slain. Ordo Miscellanea had swollen to many trees are particularly prone to being struck
times its original size. When the Ordo by lightning, and as such they are consid-
Miscellanea became House Ex Miscel- ered sacred to devotees of the Thunderer.
lanea, the size of the Order of Hermes Excessive use of this rune (such as a long-
was doubled. lasting rune script that summons thunder)
Pralix never rejoined the Order. She might draw the ire of the Thunderer. Ac is

139
Thrice-Told Tales
also a rune governing speed. within 10 paces of the target. The lightning boat from 6 (for a standard boat of Size +5)
As a target, Ac represents thunder and strike must Penetrate Magic Resistance and to 15. Furthermore, any Stress Checks have
lightning. Combined with Algiz, for ex- inflicts +30 damage. The rune script is al- a +5 bonus to avoid damage. A similar rune
ample, a rune script can prevent a charac- ways destroyed by the lightning bolt. spell could be carved on all manner of ob-
ter from being hit by lightning. It can also jects, with the target rune changed appropri-
represent those things struck by lightning. ately. For example, a weapon would probably
, sc, Ash use Tiwaz, whereas a house might be Ingwaz.

Sample Ac Rune Spells

(The runemaster) Brings Thors Ham-


sc is the rune of stubborn resistance.
Ash wood is commonly used to make
Yr, Yr, Arrow
mer on the Head of this Man shields and palisade walls; it is both strong
Ac (Mannaz) 20, Method II and flexible, and refuses to yield. Yr is the rune of skill and precision.
The designated target is struck by a bolt As a target, sc can be used to represent It shares some of its nature with Ihwaz,
of lightning the next time he is within three a wall, shield, or other defensive structure. both being runes of yew trees and bows,
miles of a storm. The rune script must remain although Yr is more strictly an arrow rune
rather than a bow rune. Yr may be used to
Sample sc Rune Spells extend the range of another spell.
sc Guidelines As a target, Yr stands for any thrown
(The runemaster) Shields Her object, or any missile shot from a bow or
General: The target receives a bo- Sons Ship sling. To affect the weapon rather than the
nus or penalty equal to the magnitude sc (Raido) 10, Method II missile, use Ihwaz.
of this effect when resisting anothers Carved on the prow of a ship, this rune
forceful actions, such as stopping a
script raises the Damage Levels of a ship or
charging opponent, or thwarting in-
timidation. This includes adding to the Ear Guidelines
Defense bonus of a shield (but not a
weapon), and to a stress check to avoid Yr Guidelines General: The target receives a
breakage (City & Guild, page 77.) bonus or penalty equal to the mag-
General: The target (which can be General: The target receives a nitude of this effect on rolls regard-
a person or an object) receives the Im- bonus or penalty equal to the mag- ing concealment or keeping hidden.
movable Object Magic Defense against nitude of this effect on rolls to do This bonus or penalty can add to the
Mentem or Corpus spells, equal to the with aiming; this includes Attack rolls Ease Factor required to spot an object
magnitude of this effect. When affected made with missiles and thrown weap- upon which the rune script is drawn.
by a spell of the appropriate Form which ons, and Aiming rolls for spellcasters. Level 5: Rot perishable targets
attempts to control the target, roll the General: Increase the range be- like leather, cloth, meat, or wool.
targets Strength + Magic Defense tween a rune script and its target Level 5: Reduce the amount of
magnitude of incoming spell + simple from ten paces to a hundred paces. light within 10 paces of the rune script
die, against an Ease Factor of 9. Success This effect can only affect spells of to that experienced in heavy fog.
resists the attacking spell for a round. the level of this spell or less, and this Level 5: Prevent a trivial memory
General: The target (which must be rune script must include the runes of from being recalled by the target.
an inanimate object) gains supernatural the extended spell as well as Yr. Level 10: Degrade strong targets
resilience; subtract half the level of the Level 5: Increase the range incre- like wood and bone
rune script from the Casting Total of any ment of any missile or thrown object Level 10: Reduce the amount of
spell designed to directly weaken or de- by half. light within 10 paces of the rune script
stroy it. If no Casting Total is involved Level 10: Double the range incre- to that experienced in faint moonlight.
(such as from an enchantment), then only ment of any missile or thrown object. Level 10: Prevent a minor mem-
effects of a level greater than half the level Level 15: Causes the targeted ory from being recalled by the target.
of the rune script can take effect. missile to strike a particular part of Level 15: Extinguish all light
Level 10: Makes the target object the target. within 10 paces of the rune script.
into a Wondrous Item for the purpose of Level 20 Guides a missile upon Level 15: Prevent a significant mem-
making Stress Checks and determining which this rune script is carved un- ory from being recalled by the target.
Damage Levels (City & Guild, page 77.) failingly to its intended target. The Level 20: Erode or rust durable
Level 10: Wards a target object attacker generates an Attack Total as targets like metal, stone, and magical-
from natural degradation such as rust normal, but the targets Defense Total ly-strengthened objects.
and erosion, although it can still be de- is zero. The missile only misses if the Level 20: Prevent a major memo-
liberately damaged. attacker botches his attack. ry from being recalled by the target.

140
Thrice-Told Tales
Sample Yr Rune Spells Ea, Ear, Grave rune script causes it to become covered in
rust. After a day the metal begins to flake
I, (the runemaster), Emulate Egils Ar- Ear is the rune of dust, oblivion, dark- and is in danger of breaking. After a week
row Feat ness, and concealment. It can be used to it is completely destroyed.
Yr 15, Method I degrade a non-living object by inscribing
The caster designates a specific target the rune script on the object; the item de-
such as a body part as she inscribes this rune
on a missile. When shot, she rolls to attack
cays or erodes at a hundred times the usual
speed. Naturally this eventually destroys
G, Gar, Spear
as normal, but if her Attack Total exceeds the the rune script as well, but it is usually the
Defense Total of her target then she has hit last to go. The grave-rune can also erode Gar represents Odins spear Gungnir,
the designated organ. The wound inflicted is memories, although these return naturally which gave victory but usually at a cost.
accompanied by an appropriate Minor Flaw over time (taking about half as long to heal More generally, Gar is the spear used
such as Missing Eye or Lame. This Flaw dis- as the target was under the effect). to dispatch sacrifices, and grants power
appears when the wound heals; if the mis- As a target, Ear can affect graves, grave- through blood.
sile did not penetrate the targets Soak then goods, and corpses, as well as darkness. Rune scripts using Gar must be
the Flaw lasts just one round. The same rune drawn in the casters own blood, and
spell can be used for trick-shooting, and Egil grant an additional +1 to the Penetra-
the Archer is reputed to have shot an apple Sample Ear Rune Spells tion modifier granted by the rune script
from the head of his son. against the caster.
I, (the runemaster), Erode the Smiths As a target, Gar represents any object
Work
Ear 20, Method II
Drawn onto any metal object, this Cweorth Guidelines
General: The target receives a bo-
Calc Guidelines nus or penalty equal to the magnitude
Gar Guidelines General: The target receives a bo-
of this effect when inventing some-
thing new, or when creating a new
nus or penalty equal to the magnitude thing from an old one (such as forging
General: The target receives a of this effect when attempting to re-
bonus or penalty equal to the magni- a sword into a plowshare).
member something, or when trying to General: Increase one Character-
tude of this effect when suffering in- recover information that has been lost.
jury or sacrificing something personal istic by an amount equal to the magni-
General: Increases a preexisting tude of this effect, while simultaneous-
in order achieve a greater purpose; Reputation of a target by an amount
this includes rolls for which the target ly decreasing another Characteristic
equal to half the magnitude of this by the same amount.
spends a Confidence point. effect, rounded up. This Reputation
General: At the cost of a Light Level 5: Alter ones facial features
fades to its former level if the target to resemble anything remotely human.
Wound inflicted when scribing this does nothing to reinforce it.
script, add +5 to the Penetration To- Level 10: Rearrange body parts,
Level 5: Create a trivial memory such as moving an eye to the end of
tal of another rune spell no greater in the mind of the target, equivalent
than the level of this effect. The spell a finger, or twisting the head to face
to a few minutes of speech. backwards. This does no harm, but
must include the runes for the bound Level 10: Create a minor memory
effect as well as Gar. can be uncomfortable.
in the mind of the target, equivalent Level 15: Duplicates a preexisting
General: At the cost of a Medium to a few hours of speech.
Wound inflicted when scribing this body part, for example, to grant a new
Level 10: Creates a Reputation pair of eyes or arms.
script, add +10 to the Penetration for a target, positive or negative, at a
Total of another rune spell no greater Level 20: Grow new body parts
score of 1. People may believe they that are not part of a human body,
than the level of this effect. The spell have heard of the person even if he
must include the runes for the bound such as horns or wings.
has done nothing to earn this. The Level 25: Releases the soul from
effect as well as Gar. Reputation fades if it is not reinforced
General: At the cost of a Heavy the body to wander freely as a spirit.
through deeds. This temporarily grants the Night-
Wound inflicted when scribing this Level 20: Create a significant re-
script, add +20 to the Penetration walker Major Virtue (Hedge Magic Re-
pository of lore filled and studied like vised Edition, Chapter 9). The caster
Total of another rune spell no greater a tractatus.
than the level of this effect. The spell must make arrangements for the rune
Level 30: Create a major repository script to be deleted after a time, else he
must include the runes for the bound of lore filled and studied like a summa
effect as well as Gar. can never return to his body.

141
Thrice-Told Tales
given as a sacrifice. It can also be used to tar-
get someone to whom the vitki owes a debt;
Sample Calc Rune Spells Q, Cweorth, Fire-twirl
in this case it might be considered a Mentem (The runemaster) Commemorates the Cweorth represents the climbing,
effect. It can also be used to represent blood. Dead swirling flames of the ritual fire, and is
Calc (Ear) General, Method II associated with alteration and transfor-
The deeds of the deceased are sharpened mation. As the rune of the funeral pyre it
Sample Gar Rune Spells in the mind of anyone who walks within 10 represents the transformation of body to
paces of the gravemarker on which this rune spirit, but it can be used to represent al-
(The runemaster) Sacrifices Power script is carved. One Reputation is increased teration to make something new. For such
for Pain by half the Magnitude of this spell. transformations, the runescript must be
Gar (Kauno) General, Method II (The runemaster) Defames the Mis- carved or tattooed into flesh.
The rune magician draws this rune creant As a target Cweorth can represent
script in his own blood, taking a Medium Calc (Mannaz) 10, Method II something that has never been used before.
wound, then draws another rune script he Usually carved onto a persons house, or
knows next to it that uses the Kauno rune. occasionally on a horses skull erected on a
That Kauno rune spell has +10 Penetra- pole on the persons property, this rune script
tion to harm its target with fire or disease. gives the target a negative local Reputation
at a score of 1. This is typically used to shame
a person who refuses to admit a crime.
K, Calc, Chalk
Calc is the rune of remembrance. Its Ior Guidelines
shape represents a chalice used to toast
heroes and lords. This rune can be used
Stan Guidelines General: The target receives a bo-
in a rune script to create a repository of nus or penalty equal to the magnitude
General: The target receives a of this effect when resisting the effects
knowledge on a subject governed by the bonus or penalty equal to the mag-
target rune. Thus Calc (Raido) could of poison or venom. This includes Re-
nitude of this effect when setting or covery rolls to restore a wound caused
act as a repository on Area Lore, and surmounting an obstacle. The obstacle
Calc (Perth) could store Magic Lore by poison, but not other sources of
has to be a deliberate act of another damage.
or even Rune Magic. Once the reposi- being rather than an inconvenient Level 5: Summon a single vermin
tory has been created it must be filled happenstance. For example, the bo- animal such as beetle, snake, rat, toad,
by the caster; this process is identical to nus or penalty would apply if trying to or eel.
a character writing a summa or tractatus climb a hurdle or wall, but not a cliff. Level 10: Change the toxicity of a
(ArM5, page 165), including the time Level 5: Jam a door closed, ren- substance so that it now causes a Light
taken. A tractatus written in this manner dering it incapable of being opened Wound. This can make a non-toxic
counts toward the maximum number of without destroying the object. Can substance mildly poisonous, or weaken
tractatus that an author can write. The also be used to seal chests and similar a stronger poison.
completed runescript looks no different objects. Can reverse the below effect. Level 10: Induce fear or disgust for
to any other at first glance, but if studied Level 5: Open a lock or a a specified target.
reveals the presence of hidden depths, jammed door or chest. Can reverse Level 15: Summon vermin whose
unfolding in the mind as if staring into the above effect. mass totals that of an animal of Size +1.
murky water. Anyone in possession of Level 10: Double the weight (and Level 15: Change the toxicity of a
the repository can study the knowl- Load) of an inanimate target. substance so that it now causes a Me-
edge contained therein, as if it were a Level 10: Increase by one the dium Wound.
number of damage levels inflicted on Level 15: Induce incapacitating
text of the appropriate type, as long as
a structure by a siege weapon. terror or revulsion for a specified target.
they are capable of reading runes. Calc
Level 10: Reduce the weight (and Level 20: Change the toxicity of a
rune scripts can also be used to preserve
Load) of an inanimate target by one substance so that it now causes a Heavy
smaller amounts of knowledge, such as a quarter (rounded up).
heros story imparted to anyone touch- Wound.
Level 15: Increase by two the Level 25: Change the toxicity of a
ing his grave marker. number of damage levels inflicted on
As a target, Calc can represent any re- substance so that it now causes an Inca-
a structure by a siege weapon. pacitating Wound.
pository of knowledge, including memo- Level 20: Reduce the weight (and
ries, books, poems, and gravestones. Level 30: Change the toxicity of
Load) of an inanimate target by one a substance so that it now causes a Fa-
half (rounded up). tal Wound.

142
Thrice-Told Tales
Sample Cweorth Rune Spells St, Stan, Stone Or, Ior, Water monster
I, (the runemaster), Exchange Elfin Stan is the rune of solidity and weight The rune of monstrosity. It has mas-
Grace for Troll Thews represented by stone. Poetically called tery over creatures that induce disgust and
Cweorth General, Method I the bones of Ymir, Stan is principally the fear, such as snakes, toads, spiders, and
The casters Presence drops by an rune of obstacles, hindrances, and barriers, scorpions. It also has charge of fear and all
amount equal to the magnitude of the rune or the overcoming of such. manner of noxious substances.
spell, and his Strength grows by the same As a target, Stan represents stone or As a target, Ior represents any vermin
amount. In appearance he becomes more objects made of stone; more generally or poison.
troll-like. it can be used for any obstacle such as a
I, (the runemaster), Assume Freyjas door or wall.
Falcon Cloak Sample Ior Rune Spells
Cweorth 20, Method I
The rune magician inscribes this rune Sample Stan Rune Spells I, (the runemaster), Summon Death
script on a cloak or else his arms, and by Two Million Legs
grows a pair of wings. His Athletics Abil- (The runemaster) Relieves the Ior 15, Method I
ity determines how well he can fly, and Weight of the Byrnie This spell summons 200,000 spiders
rolls may be needed in a strong wind or Stan (Othila) 10, Method II (Size 15) from the air, who drift down
where speed is an issue. Inscribed upon a chainmail shirt (half and start to crawl over any surface, climb-
chainmail armor), the Load is reduced ing upwards as high as they can. They bite
from 4 to 3. flesh if they find it, and are mildly venom-
ous. A similar rune spell could summon
50,000 worms (Size 13) or 5,000 mice
(Size 10) from damp soil, 2,000 toads
(Size 9) from stagnant water, or 500 rats
(Size 7) from food waste.

143
Thrice-Told Tales

144

Вам также может понравиться