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Sub Rosa Magazine Issue 12 Overview

Sub Rosa Issue 12, published in March 2013, features various articles and updates on the Ars Magica role-playing game, including new releases such as 'Tales of Power' and 'Antagonists.' The issue includes contributions from numerous authors and artists, with a focus on enhancing gameplay and storytelling within the Ars Magica universe. Additionally, the magazine emphasizes the balance between gamist, narrativist, and simulationist elements in RPG design, particularly in relation to Hermetic magic.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views60 pages

Sub Rosa Magazine Issue 12 Overview

Sub Rosa Issue 12, published in March 2013, features various articles and updates on the Ars Magica role-playing game, including new releases such as 'Tales of Power' and 'Antagonists.' The issue includes contributions from numerous authors and artists, with a focus on enhancing gameplay and storytelling within the Ars Magica universe. Additionally, the magazine emphasizes the balance between gamist, narrativist, and simulationist elements in RPG design, particularly in relation to Hermetic magic.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sub Rosa

The Ars Magica Magazine


Issue 12, March 2013

A Distant Lands Publication


[Link]
Out Now and Coming Soon
Tales of Power
Authors: Christian Rosenkjaer Andersen, Mark Faulkner, Timothy Ferguson, Lachie
Hayes, Mark Lawford, Matt Ryan
Cover Artist: Christian St. Pierre
Stock Number: AG0304 | ISBN: 1-58978-138-4 | MSRP: $27.95 US
Format: 144 pages, softcover
Release Date: May 2013

Antagonists
Authors: Timothy Ferguson, Andrew Gronosky, Mark Lawford, Richard Love, Ben
McFarland, Mark Shirley
Cover Artist: Christian St. Pierre
Stock Number: AG0303 | ISBN: 1-58978-135-X | MSRP: $29.95 US
Format: 144 pages, hardcover
Release Date: Available Now

Against the Dark: The Transylvanian Tribunal


Authors: Timothy Ferguson, Richard Love, Matt Ryan, Mark Shirley
Cover Artist: Grey Thornberry
Stock Number: AG0302 | ISBN: 1-58978-130-9 | MSRP: $29.95 US
Format: 144 pages, hardcover
Release Date: Available Now

Sub Rosa

Grogs
Authors: Mark Shirley, Christian Rosenkjaer Andersen, Evangeline Cheng, Camo
Coffey, Mark Faulkner, Timothy Ferguson, Mark Lawford
Cover Artist: Grey Thornberry
Stock Number: AG0301 | ISBN: 1-58978-129-5 | MSRP: $29.95 US
Format: 144 pages, hardcover
Release Date: Available Now

2
Contributors

This Issue
Publisher: Distant Lands Publishing
Contributors: Elliot Smorodinsky, Jérôme Darmont,
Ben McFarland, Gerald Wylie, CJ Romer, Mark
Lawford, and David Chart
Cover art: Angela Taylor
Interior artists: Angela Taylor, Barrie James, Jason
Tseng, and Patrick Demo
Art Coordinator: Ben McFarland
Issue 12 March 2013 Editors: Ben McFarland, Mark Lawford
Design/Layout: Alex White, Mark Lawford

Contents Contact Sub Rosa


Email: subrosa@[Link]
Under the Rose .................................................. Page 4 Web: [Link]
Twitter: @subrosamagazine
By Mark Lawford Snail Mail:
Sub Rosa Magazine C/O Mark Lawford
From the Line Editor.......................................... Page 5 119 Royal Sussex Crescent
By David Chart Eastbourne
BN20 8RJ
Storyguide’s Handbook: Chance Encounters ........ Page 6 England
By Gerald Wylie
Legal Disclaimer
The Governance of Kievan Rus ............................ Page 22 Sub Rosa is an independent publication not affiliated with
Atlas Games or White Wolf Gaming Studios. Distant Lands
By Elliot Smorodinsky Publishing is not affiliated with Atlas Games or White Wolf.
Ars Magica is © Trident Inc. d/b/a Atlas Games. Ars
Love’s Labours Lost ........................................... Page 28 Magica, Mythic Europe, Covenants and Charting new
Realms of the Imagination are trademarks of Trident Inc.
By CJ Romer Order of Hermes, Tremere and Doissetep are trademarks of
White Wolf Gaming Studios. Ars Magica was created by
From the Journal of Vulcanis Argens ................... Page 36 Jonathan Tweet and Mark Rein•Hagen.

By Mark Lawford The intellectual content of Sub Rosa is © and held by the
authors. All rights reserved. Reproduction of any issue of
Companion Piece: Lazar ben Yosef ...................... Page 40 Sub Rosa for commercial use by any means without written
permission from the Publisher, except short excerpts for the
By Ben McFarland purpose of reviews, is expressly prohibited.

Who Wants to Live Forever?.............................. Page 44 References to any Trademarks, Registered Trademarks or
Copyrights held by any company or individual in Sub Rosa is
By Ben McFarland for promotional and recreational use. Use of these terms
should not be construed a challenge to their ownership.
Pilgrims of Darkness .......................................... Page 46
Tweets from the foundation of the Order:
By Jérôme Darmont Diedne001: @OneTrueTremere So you’ve got a splat book?
OneTrueTremere: @Diedne001 And a Tribunal book
Mappa Mundi ..................................................... Page 59 PralixAndProud: @Diedne001 @OneTrueTremere I’ve got a splat
book too
Diedne001: @OneTrueTremere @PralixAndProud But you’re not
By Ben McFarland even a founder
PralixAndProud: @Diedne001 @OneTrueTremere I know, LOL!
Diedne001: @OneTrueTremere @PralixAndProud Okay, someone
better sort me a splat book out or there’ll be trouble
OneTrueTremere: @Diedne001 @PralixAndProud Yeah, good luck
with that
Sub Rosa

Contribute to Sub Rosa Subscription


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

This issue was an absolute monster to deliver, so well done to all involved

3
Under the Rose
How was 2012 for you? Books, Diedne, something that the line Handbook, this time presenting a
Tribunals, Video Games, has shied away from since the system for generating random
T r a ns l a t i on s … A r s M a g i c a House was first introduced to the encounters. It’s hard not to think
seems to have had a busy year. game back around 1990. It would of lists of goblins, kobolds, and
Let’s take a quick look back. have been historic. But it wasn’t various flavors of ooze or slime
Spring: Apprentices, the to be. when you think of random
essential sourcebook for bringing Despite making a very healthy encounter tables, but Gerald
new blood into the Order, was proportion of their target, and Wylie has added an Ars Magica
finally released. There’s a book despite a huge sterling publicity twist to these, which turns a
with a story to tell. ef f or t by the Ar s Magica couple of die rolls into the
com m unity, Bla ck C hick en jumping-off point for brand new
Summer: The end of summer stories.
saw Grand Tribunals take place Studios fell short of their
once again in both California and funding goal. Under the CJ Romer, that well-known
England for a very successful KickStarter rules, and for sound Grand Tribunal organizer, author,
fifth and sixth years respectively. business reasons, the project ghost hunter, raconteur, and all-
couldn’t get under way unless it round good egg, brings us a
Autumn: The big autumn had funded. It’s a great shame, fantastic little scenario to keep
story has to be the KickStarter not only because of the extra your grogs entertained while the
project from Black Chicken background information we could magi busy themselves at their
Studios. For thirty glorious days have had on the Schism War and Tribunal. Blending the works of
we very nearly had a video game House Diedne, but also for Black classical Greece, Shakespeare, and
version of Ars Magica. The Chicken Studios who worked so Linehan & Mathews, the story
ambition and vision was hard on their vision. pits the troupe’s grogs against
incredible; players able to cast their rivals with the ultimate
spontaneous magic, to learn and Still, never say never…
forfeit at stake.
cast every spell effect from the Winter: While the video game
core book, a place for grogs, didn’t come off, it was announced We are also really pleased to
companions, and magi, and the that a French Translation of Ars present an updated version of the
chance to build and develop your Magica was seeking subscribers. Pilgrims of Darkness scenario by
covenant across a century of They hit their target and then Jérôme Darmont. Readers of Sub
game time. And what a century some, proving that the game’s Rosa may recognise the scenario
that was going to be. Not only appeal is still broad and strong. from the old Hermes Portal days
would that cover the Norman back around 2002. Pilgrims of
On to 2013: D ar kn es s w on th e s ce na r io
invasion and conquest of
England, bit it would take in the But we’re into 2013 now so contest and was well received at
Schism War. As a result, for the let’s look forward; Against the the time. Jérôme has updated the
first time ever, we would have Dark is out now (and isn’t it statistics to support Ars Magica
been tr eated to an of ficial superb?), Antagonists will be out Fifth Edition and so we’re
Sub Rosa

working of House Diedne. soon (and that really is a little pleased to be able to present this
gem), and while this issue is a classic with all new artwork.
Black Chicken Studios, the little later than intended, it is
production house behind the And… Look, we’re running
packed with really useful content. out of space, so just dive in.
game, were going to be working
with Atlas Games and the line Thanks to Gerald Wylie again Anywhere you like.
authors to produce an actual to this issue we have another
goodness book detailing House instalment of the Storyguide’s

4
From the Line Editor
Those of you who are familiar with role- world, so if two types of magic are By David Chart
playing game theory will know about the fundamentally different in the world, they
Gamist-Narrativist-Simulationist triad. These should have different mechanics in the game. one has an intuitive grasp of how Hermetic
are three different approaches to the design of Of course, Ars Magica has elements of magic should work. You cannot just make it up
role-playing games. The gamist approach sees the other approaches as well. It is, after all, a as you go along, because you have no frame of
RPGs as games first and foremost, like board game, and the mechanics that simulate the reference. Simulationist rules for Hermetic
games. There are rules that must be followed, various kinds of magic are supposed to be both magic tell you how it works, and mean that you
and there are good and bad choices, leading to playable and, in a sense, balanced. Hermetic can make plans for your characters based on
success or failure, depending on the rules. All magic is supposed to be the most powerful what Hermetic magic can do.
the player characters generally start off in form of magic, but all the options should be The rules do mean that certain stories do
roughly equal positions, but that might change interesting. From a simulationist perspective, not work with most Hermetic magi. Mundane
as the game progresses. The narrativist there is no reason why one form of magic combat, for example, is almost never a
approach sees an RPG as a tool for collective shouldn’t just be boring and powerless. In a significant obstacle. On the other hand, they
storytelling. Whether a choice is good or bad game, however, there is no point offering create many other kinds of stories, particularly
depends on whether it helps the story, and rules something that is no fun to play. stories of the consequences of a magus’s
should be ignored if they get in the way of Similarly, Ars Magica has always had decisions.
telling a good story. The simulationist narrativist elements: troupe-style play is Another benefit is that it gives players a
approach sees RPGs as simulating a world, and fundamentally narrativist, because players sense for the way the rest of the world carries
providing guidelines on what would happen if change their characters depending on what will on. Narrativist or gamist mechanics do not
the characters took certain actions. make a better story. Fifth Edition introduced apply sensibly to most of the world; D&D 3
All RPGs have elements of all three some more explicitly narrativist mechanics, acknowledged this by introducing the NPC
approaches. They’re all right there in the name. such as Story Flaws, Personality Flaws, and classes, but the very idea of a 20th-level
“Role” is simulationist, because you guide a Covenant Hooks. The character gets points for Commoner is a bit silly. On the other hand, Ars
character through their world. “Playing”, like a a Story Flaw not because it will be a Magica’s mechanics make perfectly good
stage play, is narrativist; the characters have a disadvantage but because it will lead to stories. sense for the rest of the world, and the magi in
story, unlike the pieces in a board game. And Covenant Hooks, similarly, are not problems the next covenant over are using the same rules
“Game” is fairly obviously gamist. However, for the covenant, but stories waiting to happen. as the player characters. This helps create a
the balance between the three elements can, At the moment, narrativist games are sense of reality, which helps suspension of
and does, vary between games. trendy. They’re not the most popular games, as disbelief in the stories.
Ars Magica is primarily a simulationist those are still D&D and Pathfinder, which are That’s not to say that I think Ars Magica is
game. There are rules for everything, and these primarily gamist with significant simulationist perfect. The rules are too complex to be applied
rules are supposed to reflect an underlying elements, but the “cutting edge” games are all in detail to all the other characters in the world,
“reality”. The rules for Hermetic laboratory narrativist. Indeed, 13th Age, by Jonathan or even to all the other magi in a Tribunal.
work are the best example. These rules are not Tweet and Rob Heinsoo, is a project to bring From another angle, the rules for Hermetic
directly connected to the narrative; research lots of narrativist elements to a D&D-style magic don’t create as many stories as they
Sub Rosa

takes place during downtime, and is described game. So, does that make Ars Magica an could. However, these are not aspects that can
rather than played out. The rules tell you what archaic dinosaur? be fixed with minor changes; they would
your character can do, and how quickly. They Obviously, I don’t think so, and not just require a full rewrite of the game,
are pure simulation, and a central part of the because Ars Magica has had significant reconceptualising Hermetic magic from
game. narrativist elements since before it was cool. I nothing. That’s not something I’ve been
The same is true, to a lesser extent, of many think there are real benefits to having a more interested in doing. I think that Ars Magica, as
other rules. Every variety of magic has different simulationist base. it was designed 25 years ago, is still one of the
rules in Fifth Edition because, in the game The most important stems from the best games out there, precisely because of its
world, every variety of magic works differently, obvious fact that Hermetic magic does not exist strong simulationist bias. Even if it is not
and in a simulationist game the rules should in the real world. There are people who believe fashionable.
reflect that. Everything should be simulated by
mechanics that reflect how it works in the game
that magic is real, but the magic they believe in
is nothing like Hermetic magic. As a result, no-
5
The Storyguide’s Handbook:
Chance Encounters
Ars Magica is first and allows the storyguide to quickly
foremost a storytelling game and build some degree of story
By Gerald Wylie
the wider narrative is usually around the event.
more important than individual The system presented here is antagonists with a minimum of
encounters; characters grow more not designed, as some old school preparation.
in response to stories than they RPG random encounter tables Given the widely distributed
do by confr onting arbitr ar y were, to determine whether an nature of the Ars Magica Fifth
enemies along the journey. This encounter takes place. As the Edition canon, page references
implies that the storyguide knows storyguide, you are better placed to appropriate character/creature
exactly what’s going on at all to make that decision. The tables statistics are provided wherever
times and everything that has here help to string elements possible to help populate the
happened or will happen to the together into an encounter with encounter more quickly.
player characters is part of some one or more motivated
grand plan. That is rarely the
case, however. All storyguides
need to think on their feet in
order to cope with those times
when the planned sea voyage
suddenly turns into an overland
slog (or vice versa) at the players’
insistence. Such events tend to
dry the mouth of even the most
experienced storyguide.
Storyguides may sometimes
want to fall back on random
encounters to provide some
unexpected elements to their
stories, not just for their players
but for their own enjoyment too.
Either to add incident to a
journey, to provide a diversion
from the main plot, or to cover
those inconvenient moments
when the prepared material is
suddenly and ruthlessly surplus to
requirements.
So in a slight change in format
Sub Rosa

to other articles in this series, this


article presents a set of tables
from which random encounters
can be generated. These
encounters are richer than might
be expected as the motives of
people or creatures encountered
is taken into account, which

6
Random Encounters expectations. of someone”. That card, in
There’s another use for particular, might prompt a roll
Random encounters in Ars random encounters, of course. for a random encounter, or could
Magica should not simply be Redcaps and other player and non f ur t h er mod if y th e r and om
about gaining Story XP; as a -player characters frequently visit encounter currently being played.
game, Ars Magica doesn’t work covenants and players often Given that the event has been
that way. Instead, they are expect them to bring a host of randomly generated already, it
storytelling opportunities, tales with them concerning their provides a perfect playground for
o pp or t un iti es th a t m a y not adventures on the road. Any additional r andom or s em i -
normally have been apparent even given character may pick up one random elements being
to the storyguide. or two stories in a season so a introduced. If you want to try
random encounter table makes that out, Sub Rosa issue 7
Troupe-Style Play light wor k of building the includes a PDF sheet of Whimsy
In troupe-style play all the Redcap’s latest tall tale. Cards.
members of the troupe may take
on storyguide duties from time to A Thing of Whimsy The Basics
time, either for longer saga In making use of random
threads or for shorter stories e n c o un t er s , yo u co ul d a ls o All you need is the charts
added to the narrative. There are consider making use of Whimsy below and some D% to hand.
no restrictions on this and Cards. These were originally You need to decide a few things
storyguides may change between created by Lion Rampant up front, such as the time of day,
stories, between sessions, or even alongside those earliest days of general region, etc. as some of
within a particular session to A r s M agi ca and they ar e these act as modifiers to later
handle different elements. The designed to give narrative rolls (more on that below).
use of random encounters influence directly to the players From the tables nearby, work
actually facilitates this sharing of around the table. For instance, out any modifiers that apply,
responsibilities by providing a the Inopportune Arrival card given your location and
little hook into a story with explains how “Someone or something environmental considerations, to
limited preparation and few shows up to the chagrin or disadvantage get a single final number. Do that

Examples with the mob. But we have a -11 Example Two: Woodland,
The following examples show how modifier so this becomes 80 instead. Evening, Moderate Faerie Aura
the system works. Checking the chart, we discover that We’re in a Faerie wood (aura level
the Band of Players is actually trying to 3) and we want a Faerie encounter. It
hide. Interesting. So it sounds like is evening so we have a modifier of –3
Example One: City, Morning, these Players are trying to disperse for the aura, +10 for evening, for a
Low Divine Aura through the streets, to escape from total of +7. We roll a 05, modified up
something. We may need a wildcard. A to 12: Fool’s Fire (Realms of Power:
Given the setting of a town or city,
straight roll on the wildcard table gives Faerie, page 92).
in the morning, and in a Divine aura
us 01, which is... Burning or on fire.
of 2, we make a roll for a mundane We rolled a 52 for motivation,
That puts a different spin on things.
encounter. So we go to the modifiers modified up to 59: This Fool’s Fire is
The storyguide now has options. Treat
table and find that Morning provides - on the hunt. As a hunter it’s not that
the Band of Players as a literal Band of
5 and the aura of 2 provides -6 for a great, but it’s probably acting as a lure
Players and have them fleeing from
Sub Rosa

total of -11. for something larger and more


something that has the power to set
Then we roll on the Town or City them alight (a magus, a witch, a dragon dangerous, or is actively trying to lure
encounter table. We rolled 88, which is even), or turn the situation into a firethe characters into the marsh.
modified down to 77. Looking under catching hold in the town. Regardless, we’ll roll a wildcard and see
the mundane column we can see that if it helps us out. With a 97, we can see
Either option gives the storyguide a that this Fool’s Fire is a shapechanger.
we’ve encountered a Band of Players.
useful hook for a side-story or even That’s something we can play with as
Now we want to find their motivation.
the start of something entirely new. the fire in the distance may now be
This time we roll 91, which would be
Robbery/Violence, which is in keeping even more convincing.

7
ahead of rolling the dice. Then encounter. session, make it clear to your
roll a percentile dice and add or players what you’re including and
subtract your modifier. This gives excluding and why.
you the type of entity
Standard Modifiers
encountered. There are some conditions
that affect later tables. For
Magic and Random
Then roll a new percentile dice
and add or subtract the same instance, the time of day Encounters
modifiers as before. If you have a influences the weather for each
season and a passing drake may In a world where magic is so
view on the encountered entity’s prevalent, there is rarely such
Personality Traits (not those of be less inclined to violence as
dawn breaks than if it were thing as pure chance. Various
the player characters), then apply traditions have their ways of
these to the motivation roll too. m idnight. I n particular , the
phases of the moon, should you manipulating weather, for
This gives you the motivation of instance, and the motivations of
the encountered person, people, choose to include them, have a
curious effect. The modifier those a Hermetic magus meets
or beasts. upon the road may well be for
reduces with each phase
Then you may take or roll for subsequent to a full moon, and him to decide.
one or more wildcards. These are then ticks back to its maximum
small enhancements to the modifier when the moon becomes Natural Magicians
encounter that you can perhaps full again. The Natural Magicians (Hedge
hang a story on. For instance, a
The Golden Rule is that you Magic: Revised Edition, page 79)
r obber out for violence at
midnight may not sound don’t need to factor in any know the Arts of Tueor and
modifiers that you don’t want to. Fortunam. Together, these grant
engaging, but having rolled 51
Use what feels appropriate to you the target good luck, represented
and 42 on the wildcard table we
c a n s e e th at h e ha s b e en at the time. For instance, if you in the published guidelines as an
ensorcelled and he’s wet. Is this think that the high infernal aura opportunity lessen the effects of
is penalty enough for the botches and to re-roll failed rolls,
sign that he’s under a Hermetic
encounter, then you don’t need to putting fortune definitely on that
spell cast by a magus with a
modify the encounter roll based character’s side.
distinctive sigil? You can select or
roll as many or as few of these as on that aura. However, if you’re As an optional general
you like until you have an rolling for the random encounter guideline, a Natural Magician may
interesting hook for an in open play, rather than as make Charms, Amulets, and
preparation in advance of a

New Natural Magic Charms This is a case of the target’s good If the stor yguide initiates a
The following new Charms show fortune rubbing off on their traveling random encounter, the storyguide
how Natural Magicians can aid or companions as all in the party adds or subtracts up to 10 (this
hinder their targets. experience the same event, of course. effect’s base value) from all
Should two or more travelers be under storyguide rolls, ostensibly to the
the same or similar effects, only the character’s detriment.
Charm Against Ill-Fortune on the highest or most powerful applicable This is a case of the target’s ill
Road bonus applies; the effects are not fortune rubbing off on their
TuFa Level 25 cumulative. traveling companions as all in the
R: Touch, D: Sun, T: Ind (Base 10, +1 Touch, +2 Sun) party experience the same event,
Sub Rosa

of course. Should two or more


This Natural Magician Charm uses travelers be under the same or
the arts of Tueor and Fortunam to Curse of Ill-Fortune on the Road similar effects, only the highest or
grant good fortune to the traveler on VuFa Level 30 most powerful applicable bonus
his or her journey. If the storyguide a ppli es ; th e effe cts ar e no t
initiates a random encounter, the R: Voice, D: Sun, T: Ind
cumulative.
character affected may add or subtract This Natural Magician Charm
up to 10 (this effect’s base value) from (Base 10, +2 Voice, +2 Sun)
uses the arts of Vulnero and
all storyguide rolls, ostensibly in the Fortunam to bestow ill fortune to
character’s favor. the traveler on his or her journey.

8
Chartae that influence rolls on principle. characters something to interact
the random encounter tables. with, not to consistently hinder
Where the storyguide is rolling Environment-Altering them.
for a random encounter in open R olling to determ ine th e
play, rather than in advance as Magic weather (see the nearby table) is
part of the story preparation, a Magic tends not to influence often a useful starting point from
char acter under a dedicated the future, but we’re not really which the magus can then bend
Tueor Fortunam effect may add influencing the future within the the conditions as he sees fit. This
or subtract a number up to the game, just deciding how the story has implications f or certain
base level of that effect from the goes once we’re into the game. spells. For instance, a player asks
storyguide’s roll. This applies to Treat magic that alters the whether there are enough clouds
any roll used to design the effect, environment as a response to the for him to draw together for a
such as the weather, road or track staring environment conditions casting of Clouds of Thunderous
conditions, encounter type, that you have either selected or Might (ArM5, page 128), a spell
motivation, and any wildcards rolled. that relies on pre-existing clouds.
rolled by the storyguide. Roll or select the weather as If the event (r egardless of
The same can be done with required for the event, but whether it is a planned story
Vulnero Fortunam effects that remember that the actions of the event or a random encounter) is
cause ill fortune to befall the magus may override the local taking place at midnight on the
target character, but in this case weather. Assuming you rolled for night of the full moon in the
the role is modified by the heavy fog, a magus may easily middle of winter, the chances are
s to r y g u id e ag a i ns t th e be s t target that weather phenomenon pretty high that there is going to
interests of the character. and clear it if he so desired. And be some cloud cover. A +45
The nearby insert presents two that’s fine. These elements are modifier is earned from the time
example new Charms that use this generated to give the player of night and the phase of the
Sub Rosa

9
moon (as both are omens of bad Some Virtues and Flaws Virtues and Flaws into account,
fortune), so a roll of 40 becomes inf lu enc e for tune and wh at then you should take into account
85, which indicates heavy snow is individual characters make of it. all the player characters that are
falling that night. There should It is hard to give a definitive list involved in the event where they
be enough cloud in the sky for of which Virtues and Flaws have applicable Virtues and
whatever the magus intends. provide what modifier, so the Flaws. The key thing here though
Lastly, remember that the nearby table lists some key items is to allow the players some input
weather applies to the event and then some generic Virtue and into this. They should be looking
itself. So in the heavy snow Flaw modifiers that you can apply for beneficial Virtues to help
example above, it would be should one of your characters their case to counter any plainly
reasonable to ask why a character have something that arguably problematic Flaws.
would go out at midnight on the modifies the chances in some
way. For instance, you may decide
night of the full moon in heavy
that the Overconfident Minor
Environment
snow. The narrative takes over at
this point. The weather is for that Flaw makes a character prone to For the most part, when we
point in time and it likely picking an ill-judged route, which talk about environment we really
developed as the events leading in turn makes a more serious mean to establish what the
up to the encounter did. For encounter more likely; Add a +5 weather is like and how hard is
instance, characters searching for to the random encounter roll. the traveling under foot.
a child lost in the woods likely Alternatively, you may think that
Well-Traveled helps ensure the Weather is influenced by
start their search before the harsh season, so find the appropriate
weather sets in and during quickest or quietest route is
taken, in which case you can season and roll as described
daylight. above, applying any modifiers.
apply a -5 to the roll.
If you do decide to take Roads are influenced by who
Virtues and Flaws maintains them, which varies
from nobody to a large city. If
y ou w ant a v ie w on r o ad
conditions, roll the dice, again
applying modifiers, and look
across to the most appropriate
column. Modifiers for time of
day, etc. are used as such things
may influence what the traveler
can see; there may be a fair route
through the mountains, but that
only counts if the player
characters have found it.
Virtues and Flaws can come
into play here, as can Area Lore
Abilities - allow a roll and
subtract it from the storyguide’s
roll. If the event is being
designed in advance, you can
adjust the road conditions as you
see fit.
Sub Rosa

The weather affects the safety


of traveling by boat or ship either
on the river or at sea. If you have
determined what the weather is
like, you can look across to the
River/Sea Conditions table and
read off the effect. Having rolled

10
for heavy snow earlier, we can see about? What has happened that great wyrm (tough challenge), but
that sailing in heavy snow has a has made him seek help? For what does it want or what is it
base Ease Factor of 18, which is instance, a roll of 97 against the doing? There’s a big difference
tricky. We can also see that if we Hills and Mountains table for a between how a sleeping wyrm is
are on the open ocean, we need magical encounter results in a treated compared to a wyrm
to add 21 to any Stress Checks Drake. A motivation roll of 92 trying to conceal something.
against the boat as the snow suggests that the Drake is hiding After all, what would a wyrm be
builds up in sails and rigging. from something. And a wildcard trying to conceal? Treasure?
roll of 74 suggests that the Drake Food? Eggs?
is stuck somehow. Note that the
Random Encounters first wildcard rolled was 66 for
Not all encounters must start
or end with violence and many of
Four encounter tables are Poetic. Not enough of a hook for the motivations have nothing to
included with this article covering us in this case, so we can roll do with the player characters -
Towns and Cities, Hills and again. The player characters did they happen to be around while
Mountains, Woodland, and Seas not need to come across the the encountered entity is getting
and Oceans. There are other hapless beast themselves, but on with its own business.
possibilities, of course, and tables there is enough there to now Remember that very many
can be created for desert and build a story around - who is the supernatural creatures/entities
arctic locales, or even Drake, where is it, how did it ar e cap abl e of s pe ec h and
underground cave systems. become confined, and what is it reasoning and this provides a
trying to conceal itself from? means through which to engage.
Each table has five columns;
one for mundane encounters and Given that this is Ars Magica,
one for each of the supernatural Motivations the assumption is that the player
realms. It is for the storyguide (or characters are more likely to
troupe) to decide what kind of So you might have rolled for a engage with an encountered
event is going to take place and
these are not tied to the particular
aura that the scene takes place in
(although as we have seen, the
aura influences the resulting
event).
There is a trend towards
naturally more challenging events
as the roll gets higher, so a low
roll for a magical woodland
encounter might result in a ghost
or beast of virtue, while a high
roll results in a great wyrm.
How the characters enter the
encounter is down to the
storyguide. Do they see the
beast/wyrm/robbers off through
the trees, are they ambushed, or
do they stray too near to a
collapsed pothole?
Sub Rosa

Random encounters may be


the seed of a more fully-featured
story. For instance, when a
villager comes cap in hand to the
covenant asking for help with a
problem, just what kind of
problem is the villager talking

11
entity than to confront and you already have a firm idea of roll 02 for a Cockerel of Virtue,
destroy. But don’t worry, there’s what you want to do with your 73 to gain Conceal Something as
plenty of scope for robbers and random event, wildcards his motivation, but we want
foul beasts to be hunted and themselves should be rolled something else so we roll a
destroyed. entirely randomly with no Wildcard or two. The first roll is
additional modifiers. As they are 99 - the Cockerel of Virtue is
there to inspire tangents and fated to Die in Mid-Sentence. We
Wildcards interesting approaches to the may need a little more than that.
As described above, Wildcards event, there is no restriction on 49 gives us Known to the
are there to add a little something how many you roll, how many Covenant. He isn’t, so we’ll
extra to the events. They cover you discard, or indeed how many discard that one. 57 makes him an
character motivation, state, and you use. Amnesiac Cockerel, which sounds
circumstance beyond simply a For instance, in a town setting like the start of a mystery story,
description of what is we want a magical encounter. so we stick with that.
encountered and where. Unless Assuming no other modifiers, we

Chance Encounter Tables


Aura Wildcard
Strength Divine Faerie Infernal Magic Roll % Description Roll % Description
0 0 0 0 0
1 -3 -9 +3 +1 01-02 Burning or On Fire 51-52 Ensorcelled
2 -6 -6 +6 +2 03-04 Dead 53-54 Possessed
3 -9 -3 +9 +3 05-06 Undead or Ghostly 55-56 Bearing a Magical Device
4 -12 0 +12 +4
5 -15 +3 +15 +5 07-08 Crying 57-58 Amnesiac
6 -18 +6 +18 +6 09-10 Wounded 59-60 Fat
7 -21 +9 +21 +7 11-12 Enraged 61-62 Recently Fed
8 -24 +12 +24 +8
9 -27 +15 +27 +9 13-14 Naked 63-64 Starving
10 -30 +18 +30 +10 15-16 Bound 65-66 Poetic
17-18 Unarmed 67-68 Nobility or Royalty
Time of Day
19-20 Surrounded 69-70 Shrunken
Condition Encounter Weather
The Early Hours -15 +15 21-22 Lost 71-72 Giant
Dawn -10 +10 23-24 Blind 73-74 Stuck
Morning -5 +5
25-26 Deaf 75-76 Knows of the Covenant
Noon 0 0
Afternoon +5 -5 27-28 Pregnant 77-78 At prayer
Evening +10 0 29-30 Mute 79-80 Foreign
Dusk +15 +5
31-32 Diseased 81-82 Confused
Night +20 +10
Midnight +25 +15 33-34 Running from Something 83-84 Juvenile
35-36 Frozen 85-86 Elderly
Phase of the Moon
Sub Rosa
37-38 Wealthy 87-88 Disguised
Condition Modifier 39-40 Poor 89-90 Carrying a Message
New Moon 0
41-42 Wet 91-92 Carrying Treasure
Waxing Crescent -5
First Quarter -10 43-44 Hungry 93-94 Carrying a Body
Waxing Gibbious -15 45-46 Thirsty 95-96 Accompanied by a Possessed Dog
Full Moon +20
47-48 Drunk 97-98 Is a Shapechanger
Waning Gibbious +15 Known to the Player
Third Quarter +10 49-50 Characters 99-00 Dies in Mid-Sentence
Waxing Crescent +5

12
Sub Rosa

Motivation
Roll % Mundane Divine Faerie Infernal Magic
<=00 Sleep Sleep Sleep Find Someone or Something Sleep
01-02 Sleep Sleep Sleep Find Someone or Something Sleep
03-05 Find Someone or Something Find Someone or Something Find Someone or Something Learn Find Someone or Something
06-10 Learn Find Someone or Something Learn Learn Find a mate
11-15 Help Find Someone or Something Help Learn Learn
16-20 Trying to Get Somewhere Learn Trying to Get Somewhere Trying to Get Somewhere Learn
21-25 Pilgrimage Learn Trying to Get Home Hunt Help
26-30 Trying to Get Home Pilgrimage Pilgrimage Hunt Trying to Get Somewhere
31-35 Pilgrimage Help Trade Hunt Trying to Get Somewhere
36-40 Trade Pilgrimage Pilgrimage Hunt Trying to Get Somewhere
41-45 Pilgrimage Help Trade Conceal Something Hunt
46-50 Trade Pilgrimage Tell a Story Conceal Something Hunt
Hide From Someone or
51-55 Trade Help Trade Something Hunt
Hide From Someone or
56-60 Hunt Pilgrimage Hunt Something Hunt
61-65 Hunt Help Hunt Robbery/Violence Escape
66-70 Escape Trade Escape Robbery/Violence Escape
71-75 Conceal Something Hunt Conceal Something Robbery/Violence Conceal Something
76-80 Hide From Someone or Something Trade Hide From Someone or Something Robbery/Violence Conceal Something
Hide From Someone or
81-85 Hide From Someone or Something Escape Hide From Someone or Something Robbery/Violence Something
Hide From Someone or
86-90 Robbery/Violence Seeking Justice Robbery/Violence Murder Something
Hide From Someone or
91-95 Robbery/Violence Seeking Justice Robbery/Violence Murder Something
96-00 Robbery/Violence Deliver the Wrath of God Robbery/Violence Murder Robbery/Violence
101-105 Murder Deliver the Wrath of God Murder Murder Robbery/Violence
106-110 Murder Robbery/Violence Murder Murder Murder
>= 111 Murder Murder Murder Murder Murder

13
Hills or Mountains Encounters
Roll % Mundane Divine Faerie Infernal Magic

Seraph or Archangel (Realms of Potential familiar searching for


01-05 Shepherd Pixies Snake
Power: The Divine, pages 21 and 25) a magus

Fool’s Fire (Realms of Power: Faerie,


06-10 Troubadour Lowly Angel Crows Magus searching for a familiar
page 92)

One of the Nephilim (Realms of Gnomes (Realms of Power: Faerie, page


11-15 Goats and/or sheep Wolves A bird of virtue
Power: The Divine, page 18) 96)

One of the Grigori (Realms of Power: Goblins (Realms of Power: Faerie, page
16-20 Fox Bats A ghost
The Divine, page 26) 96)
Non-Hermetic Gifted wizard
21-25 Hermetic Redcap Shrine to a Regional Saint Someone with Dwarf Blood Worms
searching for a Gifted child
Bird of Nephelococcygia
26-30 Robbers Shrine to a Patron Saint Someone with Ettin Blood Hanged Man (Realms of Power: Magic, page
68)
Potential Faerie familiar searching
31-35 Pilgrim Shrine to Local Saint A tortured ghost Natural Magician
for a magus

Vestal Maga of House Merinita


36-40 Peddlar Funeral Procession (Houses of Hermes: Mystery Cults, Toad Elementalist
page 84)

41-45 Lepper Recluse (The Church, page 74) The Wild Hunt Goetic Sorcerer Vitkir

Koerakoonlane (Realms of Power:


46-50 Pilgrim Pilgrim Infernal Witch Witch
Faerie, page 95)
Faerie Ravagers (Realms of Power:
51-55 Peddlar Shepherd Demon Hound Troll
Faerie, page 81)
Magus of the Donatores Requietis
56-60 Lepper Aeternae (Houses of Hermes: The Rűbezhal (Sub Rosa, Issue 7) An Ill Wind, Spreading Sickness Ogre
Societates, page 115)

Someone trapped down a gorge.


61-65 Lost Sheep The Goblin King’s Retinue Spirit of Lust Hermetic Magus
Roll again to find out who.

Wise Man or Woman (Realms of


66-70 Pilgrim Pilgrim Spirit of Gluttony Air Elemental
Power: Faerie, page 136)
Ollamhain (Realms of Power: Faerie,
71-75 Hermit Hermit Spirit of Greed Earth Elemental
page 135)
Borrower (Realms of Power: Faerie, page
76-80 Lepper Lepper Spirit of Sloth Fire Elemental
135)

Cliff Ogre (Realms of Power: Faerie, page


81-90 Robbers Papal Legate Spirit of Wrath Water Elemental
98)

Ba’al Shem (Realms of Power: The A Homonculus Wizard (Realms of


91-95 Lost Child Spirit of Envy Harpy
Divine, page 138) Power: Faerie, page 114)

A Cantor (Realms of Power: The A Lamia (Realms of Power: Faerie,


96-100 Merchant Spirit of Pride Drake
Divine, page 93) page 68)

The Dragon Vishap (Realms of Power:


101-105 Toll or Tax Collector A Crusader Knight Heretic Preacher Griffon
Faerie, page 101)
Sub Rosa

Great Orm (Realms of Power: Faerie, Demonic Steed (Realms of Power:


106-110 Friar Heretic Preacher Wyrm
page 99) Infernal, page 79)

111-115 Shepherd Lowly Angel Giant (Realms of Power: Faerie, page 98) A Cockatrice Giant

The Second Beast (Revelations A magus engaged in Wizard


116-120 Military Scout Moderate Angel Threshold Guardian
13:11) War

A battle between forces. Roll


A battle between forces. Roll once A battle between forces. Roll once A battle between forces. Roll once
once on this column and once
121-125 Robbers on this column and once on on this column and once on another on this column and once on
on another realm to find out
another realm to find out what. realm to find out what. another realm to find out what.
what.

14
A battle between forces. Roll
126+ twice on this column to find out
what.
A battle between forces. Roll twice A battle between forces. Roll twice
on this column to find out what. on this column to find out what.
A battle between forces. Roll twice
on this column to find out what.
A battle between forces. Roll
twice on this column to find
out what.
Town or City Encounters
Roll % Mundane Divine Faerie Infernal Magic

Seraph or Archangel (Realms of Brownies (Realms of Power: Faerie, page Cockeral of Virtue (Realms of Power:
01-05 Rats Mischievious Imps
Power: The Divine, pages 21 and 25) 81) Magic, page 59)

Juvenile Gwiber (Realms of Power: Faerie,


06-10 Beggar Moderate Angel Firestarting Imps Magus searching for a Gifted child
page 100)

11-15 Watchmen Lowly Angel Someone with Bloodcap Blood Demonic Shadows An unGifted Fortune Teller

One of the Nephilim (Realms of Imps that rot food bought in Orphan Born (Realms of Power: Magic,
16-20 Lepper Someone with Brownie Blood
Power: The Divine, page 18) the city page 94)
One of the Grigori (Realms of The Dog that Flew (Realms of Power:
21-25 Notary or Scribe Someone with Dwarf Blood A fallen woman
Power: The Divine, page 26) Magic, page 79)
A Raven of Virtue (Realms of Power:
26-30 Craftsman Shrine to a Regional Saint Someone with Ettin Blood A cutpurse
Magic, page 62)

31-35 Knight Shrine to a Patron Saint A Faerie Changeling A sinful friar A captured magical beast in chains

A Curse Thrower (Realms of Power: Grogs and/or companions from a


36-40 Cutpurse Shrine to Local Saint An Ill-Wind Spreading Sickness
Faerie, page 116) friendly covenant buying supplies

Infernalist (Realms of Power: Apprentices from a friendly covenant


41-45 Pilgim Funeral Procession Faerie Cobbler
Infernal, page 94) buying supplies

Ba’al Shem (Realms of Power: The Magus from a friendly covenant buying
46-50 Cattle Drover Magus of House Merenita InfernalCultist
Divine, page 138) supplies
A Cantor (Realms of Power: The Grogs and/or companions from a rival
51-55 Food Seller A Captured Faerie Beast in Chains Possessed Man
Divine, page 93) covenant buying supplies

Apprentices from a rival covenant


56-60 Lost Child A crusader knight A Child with an Imaginary Friend Spirit of Lust
buying supplies

A Craftsman with a Faerie Charm Magus from a rival covenant buying


61-65 Jongleurs Papal Legate Spirit of Gluttony
(Realms of Power: Faerie, page 104) supplies

Wise Man or Woman (Realms of Power:


66-70 Clerical Entourage A nun or nuns Spirit of Greed Learned Magician looking for supplies
Faerie, page 136)

A serene Golem (Realms of Power: A Restless Ghost (Realms of Power:


71-75 Hermetic Redcap Spirit of Sloth Elementalist
The Divine, page 142) Faerie, page 80)

76-80 A Band of Players A Poor Friar The Wicked Players (Sub Rosa, Issue 3) Spirit of Wrath An apprentice undergoing guantlet

Ollamhain (Realms of Power: Faerie, page Non-Hermetic Gifted wizard searching


81-90 Toll or Tax Collector Monks Seeking Alms Spirit of Envy
135) for a Gifted child

Borrower (Realms of Power: Faerie, page A Caladrius (Realms of Power: Magic,


91-95 Merchant Anchoress (The Church, page 74) Spirit of Pride
135) page 58)

Wise Man or Woman (Realms of Power: Two-Headed Hound (Realms of Magical Cat (Realms of Power: Magic,
96-100 Students Mystic (The Church, page 76)
Faerie, page 136) Power: Infernal, page 79) page 70)
Devil Child (Realms of Power: Fire Elemental spontaneously
101-105 A Festival or procession Holy Maga (The Church, page 80) Ghula (Reams of Power: Faerie, page 74)
Infernal, page 99) generated

Tainted Child with the False


Karaite Magus (Realms of Power: A Homonculus Wizard (Realms of Power:
106-110 Magister in Artibus Gift (Realms of Power: Infernal, Fire Elemental purposefully generated
Sub Rosa

The Divine, page 138) Faerie, page 114)


page 96)

An enraged Golem (Realms of A Goetic Sorcerer (Realms of


111-115 Cutpurse Threshold Guardian A Gifted Fortune Teller
Power: The Divine, page 142) Power: Infernal, page 114)

The White Lady (Realms of Power: Faerie,


116-120 Angry Mob Heretic preacher A Cockatrice A magus engaged in Wizard War
page 82)

A battle between forces. Roll A battle between forces. Roll


A battle between forces. Roll once on A battle between forces. Roll once on
once on this column and once once on this column and once
121-125 Robbers this column and once on another realm this column and once on another
on another realm to find out on another realm to find out
to find out what. realm to find out what.
what. what.

A battle between forces. A battle between forces. Roll A battle between forces. Roll
126+ Roll twice on this column to twice on this column to find out
find out what. what.
A battle between forces. Roll twice on
this column to find out what.
twice on this column to find out
what. 15
A battle between forces. Roll twice on
this column to find out what.
Woodland Encounters
Roll % Mundane Divine Faerie Infernal Magic

Seraph or Archangel (Realms of Power: Potential familiar searching for a


01-05 Outlaw Robbers Sprites (Realms of Power: Faerie, page 85) Mischievious Imps
The Divine, pages 21 and 25) magus

06-10 Magus of House Criamon Lowly Angel Satyrs (Realms of Power: Faerie, page 94) Firestarting Imps Magus searching for a familiar

One of the Nephilim (Realms of Fool’s Fire (Realms of Power: Faerie,


11-15 Magus of House Merenita Demonic Shadows A beast of virtue
Power: The Divine, page 18) page 92)

One of the Grigori (Realms of Power:


16-20 Magus of House Bjornaer Fauns (Realms of Power: Faerie, page 93) Cutpurse A ghost
The Divine, page 26)
Non-Hermetic Gifted wizard
21-25 Wood Cutters Shrine to a Regional Saint Faerie Woodsman Outlaw Fleeing the Country
searching for a Gifted child

Black Boar of the Bog (Realms of


26-30 Pigs Loose in the Woods Shrine to a Patron Saint The Wild Hunt Angry Mob
Power: Magic, page 56)

Someone with Nymph Blood (Realms


31-35 Outlaw Robbers Shrine to Local Saint Outlaw Robbers Natural Magician
of Power: Faerie, page 108)

Wise Man or Woman (Realms of Power:


36-40 Outlaw Fleeing the Country Funeral Procession An Ill Wind Spreading Sickness Elementalist
Faerie, page 136)

Ollamhain (Realms of Power: Faerie, page Black Dog of the Moor (Realms of
41-45 Tax Collector Church Messenger Infernal Cultist(s)
135) Power: Magic, page 57)

Borrower (Realms of Power: Faerie, page Demonic Steed (Realms of Power: A Stag of Virtue (Realms of
46-50 Monks or Friars A Crusader Knight
135) Infernal, page 79) Power: Magic, page 63)

51-55 Lost Girl Divine Lion Living Scarecrow Infernal Witch Automaton Woodcutter

Wise Owl of the Forest (Realms of


56-60 A Mundane Hunt Lost Sheep Talking Tree Spirit of Lust
Power: Magic, page 65)

Pharmacopoeian Magus (Houses of


61-65 Poachers Heretic Preacher Animated Tree Spirit of Gluttony
Hermes: Societates, page 123)

66-70 Militia Patrol Pilgrims Council of Animated Trees Spirit of Greed Earth Elemental

Gorgon (Realms of Power: Faerie, page


71-75 Jewish Merchant Nuns and Novices Spirit of Sloth Air Elemental
70)

76-80 Stag A White Stag Wood Nymph Spirit of Wrath Water Elemental

Centaur (Realms of Power: Faerie, page


81-90 Wild Boar Monks Seeking Alms Spirit of Envy Fire Elemental
76)
A Knight Heading to
Ba’al Shem (Realms of Power: The Warlike Fachan (Realms of Power: White Stag of the Wood (Realms
91-95 Tournament (Bohemond of Spirit of Pride
Divine, page 138) Faerie, page 77) of Power: Magic, page 64)
Lucerne, Sub Rosa Issue 8)
A Group of Knights Heading The Barking Beast (Realms of Power: Two-Headed Hound (Realms of
96-100 Mystic (The Church, page 76) Troll
to Tournament Faerie, page 78) Power: Infernal, page 79)
A Bohort or Impromptu Great Lezi (Realms of Power: Faerie, page A Goetic Sorcerer (Realms of
101-105 Behemoth Ogre
Tournament by the Roadside 93) Power: Infernal, page 114)
Sub Rosa

A Homonculus Wizard (Realms of Abbadon’s Locusts (Revelations


106-110 A Band of Players Holy Maga (The Church, page 80) Drake
Power: Faerie, page 114) 9:7)

Karaite Magus (Realms of Power: The The Second Beast (Revelations


111-115 A Dog Loose in the Woods Giant (Realms of Power: Faerie, page 98) Wyrm
Divine, page 138) 13:11)

The White Lady (Realms of Power:


116-120 Angry Mob Unicorn A Cockatrice A magus engaged in Wizard War
Faerie, page 82)

A battle between forces. Roll once A battle between forces. Roll once on A battle between forces. Roll A battle between forces. Roll
121-125 Outlaw Robbers on this column and once on another this column and once on another once on this column and once on once on this column and once on
realm to find out what. realm to find out what. another realm to find out what. another realm to find out what.

16
A battle between forces. Roll
126+ twice on this column to find
out what.
A battle between forces. Roll twice
on this column to find out what.
A battle between forces. Roll twice
on this column to find out what.
A battle between forces. Roll A battle between forces. Roll
twice on this column to find out twice on this column to find out
what. what.
Seas and Oceans Encounters
Roll % Mundane Divine Faerie Infernal Magic

Seraph or Archangel (Realms of Power: Kelpie (Realms of Power: Faerie, page A lone survivor of a sunken
01-05 Fish Potential familiar searching for a magus
The Divine, pages 21 and 25) 89) ship

Triton (Realms of Power: Faerie, page A group of shipwreck


06-10 Fish Lowly Angel Magus searching for a familiar
90) survivors all together
Shipwreck survivors having
One of the Nephilim (Realms of Fool’s Fire (Realms of Power: Faerie, The Cat-Fish (Realms of Power: Magic,
11-15 Basking Shark set off from the island against
Power: The Divine, page 18) page 92) page 79)
which their ship foundered
One of the Grigori (Realms of Power: Faerie Seal (Realms of Power: Remora of Virtue (Realms of Power:
16-20 Whale Shark Large Shark
The Divine, page 26) Faerie, page 92) Magic, page 67)
Dolphin of Virtue (Realms of Power:
21-25 Small Shark All Wind Ceases Mermaids Pirates
Magic, page 67)

Selkie King (Realms of Power: Faerie, Pelican of Virtue (Realms of Power: Magic,
26-30 Large Shark A Storm Rolls In A plague ship
page 91) page 68)

Someone with Undine Blood (Realms A Goetic Sorcerer (Realms of


31-35 Dolphin A lone survivor of a sunken ship Vitkir
of Power: Faerie, page 109) Power: Infernal, page 114)

A group of shipwreck survivors all Someone with Selkie Blood (Realms An Ill Wind Spreading
36-40 Pirates Learned Magician
together of Power: Faerie, page 109) Sickness

Shipwreck survivors set off from the


Devil Child (Realms of
41-45 A Storm Rolls In island against which their ship Sirens Elementalist
Power: Infernal, page 99)
foundered
Tainted Child with the False
Atlanteans (Realms of Power: Magic, page
46-50 All Wind Ceases A plague ship Faerie Fisherman Gift (Realms of Power:
90)
Infernal, page 96)
Ship Crewed by Leaderless
51-55 Merchant Ship Ship Crewed by Angels Apparently Deserted Ship Ship Crewed by the Undead
Automatons

Tempestaria (Houses of Hermes: Societates,


56-60 Merchant Ship Ship Crewed by Angels Apparently Deserted Ship Ship Crewed by the Undead
page 109)

A ship laden with every


(aboard the ship) The Mice that Burned
treasure the players can
61-65 Slave Galley from the East A becalmed vessel Faerie Merchant the Barn (Realms of Power: Magic, page
imagine and just one man
79)
guarding it all

66-70 Crusader Ship A pilgrim ship Island with a Faerie Castaway Spirit of Lust Water Elemental

Remains of a shipwreck
71-75 A crusader ship Selkie Spirit of Gluttony Air Elemental
floating on the sea
A lone survivor of a sunken Guardian of the Fishes (Realms of Ocean-Going Magus (Maris of Tytalus -
76-80 A Whale Spirit of Greed
ship Power: Faerie, page 98) Magi of Hermes, page 70)
A Homonculus Wizard (Realms of
81-90 A Whale An Ascetic, drifting alone on a raft Spirit of Sloth Magical Human Mermaids
Power: Faerie, page 114)

An Island not Marked on the Wise Man or Woman (Realms of The Storm Dragon Mandrenke (Sub
91-95 Lowly Angel Spirit of Wrath
Map Power: Faerie, page 136) Rosa: Issue 10)

Ollamhain (Realms of Power: Faerie,


96-100 Amazon Raiding Party Moderate Angel Spirit of Envy Amazon Raiding Party
page 135)
A group of shipwreck Borrower (Realms of Power: Faerie,
101-105 Pirates Spirit of Pride Ocean-Going Covenant
survivors all together page 135)
Sub Rosa

Shipwreck survivors set off


The White Lady (Realms of Power: Whale of Virtue (Realms of Power: Magic,
106-110 from the island against which Holy Maga (The Church, page 80) The Sea Serpent Tiamat
Faerie, page 82) page 68)
their ship foundered

Karaite Magus (Realms of Power: The The Sea Demon Rahab


111-115 Merchant Ship Faerie Pirates Earth Elemental
Divine, page 138) (Psalm 89:10)

Faerie Sea Serpent (Realms of Power: The First Beast (Revelation


116-120 Pirates Leviathan (Job 41:1-34) Sea Serpent
Faerie, page 99) 13:1)
A battle between forces. Roll
A battle between forces. Roll once A battle between forces. Roll once A battle between forces. Roll once on
once on this column and once
121-125 Pirates on this column and once on another on this column and once on another this column and once on another realm
on another realm to find out
realm to find out what. realm to find out what. to find out what.
what.

A battle between forces. Roll


126+ twice on this column to find
out what.
A battle between forces. Roll twice
on this column to find out what.
A battle between forces. Roll twice
on this column to find out what.
A battle between forces. Roll
twice on this column to find
out what.
17
A battle between forces. Roll twice on
this column to find out what.
Weather and Travel damaging the ship more
Conditions Tables likely. The penalties may
Use these tables if you be different for rivers and Weather Chart
want to determine the seas. Roll % Spring Summer Autumn Winter
weather and/or travel Rain Rain Clear Skies Clear Skies
01-05
conditions randomly.
Road conditions are Overcast Overcast Clear Skies Windy
Pick your current based on how the roads 06-10
season and roll a percentile are maintained. Either roll 11-15
Overcast Overcast Clear Skies Overcast
dice. The River or Sea a straight percentile or add
Overcast Clear Skies Overcast Mist
Conditions table is driven in any standard modifiers 16-20
by the weather, so due to the aura. This gives 21-25
Windy Clear Skies Overcast Fog
determine the weather first you the quality of the road
Clear Skies Clear Skies Overcast Rain
and then read off the Base to be travelled that day. 26-30
Sailing Ease Factor. Clear Skies Clear Skies Overcast Driving Rain
Then read off the 31-35
Outside of any other
description of how that Clear Skies Clear Skies Mist Downpour
factors, this is what your 36-40
quality affects travel. A
captain or crew need to Uncomfortable Uncomfortable
Fog Sleet
Very Good road is far 41-45 Heat Heat
sail effectively given the
easier to navigate than a Uncomfortable
conditions. Some 46-50
Windy
Heat
Rain Hail
Treacherous track.
conditions impose Windy
Uncomfortable
Rain Rain Storm
penalties to Sailing-related 51-55 Heat
Uncomfortable
rolls, while others make 56-60
Light Rain Heat Wave
Heat
Thunderstorm
61-65 Rain Heat Wave Rain Thunderstorm
66-70 Rain Windy Snow Snow
Unseasonable
Overcast Heavy Snow Snow
Road and Track Conditions 71-75 Snow
76-80 Rainstorm Rain Rainstorm Heavy Snow
Open Maintained by Maintained
Roll % Rural 81-85 Rainstorm Rainstorm Rainstorm Heavy Snow
Country Small Town by City
<01 Good Very Good Very Good Very Good 86-90 Thunderstorm Thunderstorm Thunderstorm Blizzard
Intense Intense Intense
01-20 Fair Good Very Good Very Good Intense Lightening
91-95 Lightening Lightening Lightening
21-40 Poor Fair Good Very Good 96-00 Tornado Tornado Tornado Tornado
41-60 Poor Fair Fair Good
61-80 Very Poor Poor Poor Good
81-00 Very Poor Very Poor Very Poor Fair
>00 Treacherous Treacherous Very Poor Poor River or Sea Conditions
Base Sailing
Weather River Effect Sea Effect Description
Ease Factor
Road Condition Effects Uncomfortable
9 -3 -3
Heat
Condition Distance Fatigue Effect
Heat Wave 6 -1 -1
Standard Plus No Long Term Applied to
Very Good Minus One Botch Die Clear Skies 6 0 0 Sailing-related
50% Fatigue accrued
Overcast 9 0 0 rolls
Mist 9 -3 -3
No Long Term
Standard Plus Fog 12 -6 -6
Good Fatigue Accrued Over Normal
25%
Short Distances Rain 12 0 3
Driving Rain 12 0 6
Fair Standard Normal Normal Downpour 12 0 9
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Sleet 15 0 12
Standard Minus
Poor Normal Plus One Botch Die Hail 15 3 15
25%
Snow 15 6 18 Added on to
Standard Minus One Long-Term Heavy Snow 18 9 21 Stress Checks
Very Poor Plus One Botch Die
50% Fatigue Level vs Ship
Blizzard 18 12 24
Rain Storm 18 15 27
Thunderstorm 21 18 30
Standard Minus Two Long-Term
Treacherous Plus Two Botch Dice Intense
75% Fatigue Levels 24 21 33
Lightening
Tornado 27 24 36

18
either challenge or respond to himself at the center of a brawl not of
Character-Driven those attributes. his own making.
Events These are designed to be The lists presented here are
dropped into the flow of action intended to start the ball rolling and
The system presented in this during appropriate scenes and Storyguides are encouraged to design
article takes an almost completely could be used to bring background custom lists for their own troupe.
random approach to adding characters into the story, give
events; they are based on a die roll players small challenges along the
plus some outside modifiers. way, or even add a little levity
However, the characters where needed.
themselves, with their Virtues,
For instance, a character with a
Flaws, and Personality Traits
positive Paranoid Personality Trait
pr o vid e the S tor y guid e wi th
might hear the rat scratching at the
sufficient information to add
walls in the middle of the night, or the
minor events to the story that
Tough character in the party may find

Personality Trait Events


Personality Trait Event
Brave A horse becomes spooked by something and is racing through the street, heading straight for a small child!
Dedicated Set a task to do, a demon offers you all manner of temptations for you to abandon your post, even promising to leave someone else in your stead.

Honest Someone you have met during the story does something dishonest in front of you, maybe telling a lie or stealing something.
In order to get what you need, you may have to tell a lie.

Loyal Someone you are instinctively loyal towards, such as the magi, your liege lord, or your spouse even, does something questionable or even harmful to
others.
You are given orders that go against your natural loyalty to someone.
Pious You some across someone behaving less than respectfully towards your church, synagogue, or mosque.
A disaffected member of your faith challenges you for your unthinking and unswerving piety.
Angry Someone spills your drink.
Your bed is the least comfortable thing you’ve ever slept on.
Someone keeps getting your name wrong.
Argumentative There is someone who just seems to take the opposite stance to you at every turn - what’s more, they don’t seem to have a reasoned argument for their
opinions.
Someone is just blindly agreeing with you on everything you say. What started as welcome affirmation quickly becomes annoying.

Avaricious You notice someone drop something you are particularly avaricious towards.
Someone asks for your help in finding something that they have lost.
Someone offers you a good deal, almost too good. Just don’t ask any questions.
Perfectionist You keep finding things that are just out of square.
Your cloak just won’t sit straight.
Someone around you keeps using the wrong word - it doesn’t mean what they think it means.
Proud You overhear someone being disparaging about something you take pride in.
You see or hear someone who seems or claims to be better at something you take pride in.
Curious Someone starts to say something, before breaking off mid-sentence and apparently changing their mind.
From the outside, the room at the top of the building seems to have three shuttered windows along one wall, but inside there are only two.
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Quiet Someone quite boorish seems to object to your quiet demeanour and tries to goad you into being more outgoing.
You spy a youngster who reminds you of yourself in younger years - he’s being bullied over his shyness.

Sociable You are invited to join a group for drinks and tales around the fire.
For some reason, the town or village you have found yourself in is the most unfriendly and morose place you’ve ever been to. There is no song, dance,
and very little recreational drinking. Maybe it is your duty to turn their fortunes around.

Status-Seeking Someone talks down your efforts to one of your superiors.


A demon of Pride possesses someone in your party and spends the rest of the story persuading you to commit sins of pride.

Trusting Someone asks to borrow a few pennies, promising that they will return them later that day.
A woman implores you to help her, leading you away into an alley…

19
Virtue Events
Virtue Event
Ghostly Warder Someone can see your Ghostly Warder and is determined to lay the restless spirit to its eternal sleep.
You chance upon someone who looks, sounds, or behaves very similar to your ghostly warder. Have you found someone connected to it?
True Faith A distraught parent rails against the Lord as their deceased child is taken from their home.
A demon arrives to test the extent of your faith.
Famous You are recognised by someone who thinks you owe them something.
You are recognised, but it is a case of mistaken identity. They are well-disposed to you.
Social Contacts One of your social contacts finds you and is in need of help.
You learn that one of your social contacts has died and their family is in dire straights.
Venus Blessing At a local fair, you are asked to judge a pageant of young women, apparently a local tradition.
Mercurian Magic You notice an old Mercurian altar stone in a church - it seems to bear an enchantment.
You recognise markings in the ground consistent with a ritual casting circle.
Hermetic Prestige Someone unexpected recognises the symbols of your House and gives you preferential treatment.
Study Bonus Something about the environment is just what you need to advance your studies. All you need to do is to gain permission to spend a season or more there.

Landed Noble You are recognised as nobility and asked to step in to provide sound judgement in a case. The Justice initially hearing the case has been struck deaf and
blind.
Your presence in another noble’s lands is taken as a threat and the hospitality you receive is tinged with suspicion.
Failed Apprentice A member of a Hedge Tradition approaches you, saying they have seen the magic within you - they are offering you knowledge of their Arts.
You chance upon a young Gifted child - do you raise this with the magi or save the child from your own fate?
Craftsman A tool or item made by someone else breaks while you or your party are using it. The work is clearly shoddy.
Shapeshifter A nearby relic has the power to force your transformation.
A fur trader is selling the skin of an animal you knew to be a shapechanger.
Strong Faerie Blood Someone recognises your Faerie Blood and objects to your presence.
Someone wants your blood for their own magical or folk rituals.
Animal Ken The animals refuse to talk to you until one of your seniors apologises and makes reparation for breaking one of their taboos.
The animals tell you of the poor treatment they have received at the hands of the farmer, the noble who hunts them, or a beast from a foreign wood who
devours them.
Second Sight You see a ghost following a seemingly arbitrary person in the street.
What seems to be a dog to everybody else, you can see as a transformed human.

Flaw Events
Flaw Event
Mute Witness to a crime or deception your testimony is called upon.
Clumsy You are given the drinks to carry across the crowded dockside tavern.
As your colleagues clamber down the cliff, you’re left at the top to hold the rope.
Social Handicap A Faerie chances across you and is fascinated by your social handicap, so much so that it gives the same handicap to others you meet during the story. Pretty
soon, you’re taking the blame.
Study Requirement You find something that would be just the thing to help guide your studies, but it belongs to someone else and they are not well-disposed towards you.

Infamous Master Something about your manner, perhaps your accent, style of dress, or even the type of magic you use, reminds someone of an incident some years ago
involving your master.
You find yourself in the same place as your Infamous Master. Do you try to avoid him or reveal your connection to him?
Susceptibility to Infernal A priest, recognising your vulnerability, offers to sell a charm that holds the Infernal at bay, which counteracts your Susceptibility. However, the charm is in
Power fact possessed by the Infernal.
The Infernal has found you and leads people around you into sin, which has the chance of creating a local Infernal aura, the aim of which is to make you
vulnerable.
Outsider You find another of your kind and they are in a poor state. Can you help them?
Branded Criminal When agreeing accommodation for your travelling party, it is on condition that you are not staying with them.
You chance upon instant justice being meted out in the street; a youth, loudly proclaiming his innocence, is being led to the blacksmith’s to be branded a
criminal. Do you intervene?
Outlaw Leader Someone recognises you and confronts you over the death of a loved one. You may not remember the incident but this person could make trouble for you.
Someone wants to join your band of outlaws, having fled the court’s justice on a matter of murder. Can this person be trusted?
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Difficult Underlings One of your underlings is accused of theft and a witness swears blind he saw him. But the underling is innocent. What’s going on?
Your underlings start a fight, resulting in damage to property and minor harm to several individuals. Can you make reparations and help them avoid legal
punishment?

Faerie Friend Your Faerie Friend finds a new mortal that fascinates them. Is this mortal all they seem? Is the Faerie in danger? Or are you simply jealous?
Mentor One of your Mentor’s agents finds you and tells you of a task that needs tending to. The task involves harm to someone. Does your Mentor really want this
or is the agent acting on their own?
Lesser Malediction You meet someone who suffers the same malediction as you and they want to learn how to cope with it, control it, or cure it.

Offensive to Animals When entering a given village, the animals go quiet at your approach, becoming almost reverent towards you. But it seems out of fear, not respect. What
could cause them to act so differently to your normal reception?
A young man take an instant and violent dislike to you. It seems the kind of response that you would expect from an animal, so why is this man so similarly
affected?
Visions
20 You experience strong visions that dog you through the story. However, they seem to concern not your main goals but the fortunes of a minor character
encountered during the story.
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21
Governance of Kievan Rus’ in
the Ars Magica period
When my troupe settled on the barons, who serve the dukes, who
Novgorod tribunal as the location for serve the king, with feudal obligations
by Elliot Smorodinsky
our new Saga, and one of the players flowing both up and down. By
told me he wanted to play a noble as contrast, the governance of Kievan government, it’s necessary to take a
his Companion, I thought to myself Rus’ (which covers most of look at the three powers I’ve listed
“Sure, no problem. Find out the Novgorod Tribunal, except for above. We’ll take them in order.
translations, do some research on Poland and the Baltic states) is best
local differences in rulership… described as a three-way tug of war
wouldn’t be difficult at all.” between the three major powers: the
Who were the
I could not have been more prince (kniaz), the council of boyars, Princes?
wrong. and the veche (assembly of citizens).
In other words, Kievan Rus’ was not, The princes of Kievan Rus were
The feudal structure of most of fundamentally, feudal in nature. What all, at base, descendants of Rurik, a
Western Europe in the time period i t a ct u al l y w as d ef ie s e as y 9th century Varangian (Scandinavian)
we’re concerned with was, classification. Hence, this article. chieftain and raider who set himself
conceptually, a neat pyramid. Peasants up as a ruler of the area near
serve the knights, who serve the To truly understand this style of Novgorod. It’s worth noting that the

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22
word “Rus” originally referred to A note on terminology In English, the definitions of “city”
Rurik’s tribe: only later, by extension, I’ve tried, wherever possible, to use and “town” differ in terms of size and
it became the name for the state and English terms within this article. In importance: a city is much larger. In
for the notion of the “Rus people”. some cases, that’s not possible. Russian, especially in the period we’re
Rurik founded the Riurikid dynasty, Translating “boyar” as “noble” is both concerned with, there is no such
which ruled Russia until well into the inaccurate and extremely misleading, distinction: cities and towns are both
17th century. for example. Here are the translations called “gorod”. Given the relative
“Rurikid” is a designation of the that I have been able to use. importance of the city/town to
modern historians, though. If you  governance, I’ve chosen to translate
Prince – Kniaz the term as “city” everywhere it’s used.
asked any of the 13th century princes
which dynasty they belonged to,  Principality – Kniazhestvo
they’d call themselves Yaroslavichi –  City – Gorod
descendants of Yaroslav the Wise.
Yaroslav (978-1054) was the Prince of
Kiev, and briefly united Kiev and
Novgorod under his rule, earning the This country-wide game of Yaroslav himself. Vseslav and
right to call himself the Grand Prince m us i c al thr o nes di dn ’t s t a y Rostislav were what’re called izgoi.
of Rus’ (Velikiy Kniaz vseia Rusi). He unchallenged for long. Vseslav the The term in this instance means they
asserted the independence of the Sorcerer (see the sidebar on the next were ineligible to hold the grand
Russian church from Byzantium, page), the ruler of Polotsk, was a throne of Kiev because their father
pushed the borders of his holdings prince in his own right, but came had never held it before them.
west, and assembled a codex of law, from outside the genealogical line of Vseslav and Rostislav, each in their
the Russkaya Pravda, which served as Yaroslav. Yaroslav’s own grandson own way, challenged the rota system
the basis of law in Kievan Rus from Rostislav was the son of Yaroslav’s by force of arms, and were
then on. However, his primary eldest son Vladimir: he would have moderately successful – Vseslav hung
accomplishment as far as this article is been in line for the Kievan throne, if on to the throne of Kiev for about 6
concerned was the establishment of not for Vladimir dying before months.
the rota system, also known as
“ladder inheritance”. Story Seed: Vseslav the Sorcerer make a big deal of him dying on April
Vseslav of Polotsk (1039-1101, 24th, 1101 – the Wednesday before
The principle of primogeniture
prince of Polotsk from 1044-1101, Good Friday.
(the eldest son inheriting all of his
father’s holdings) wasn’t present in Grand Prince of Kiev 1068-1069) is a Most Hermetic magi, when they
Russia until the 1800’s. Before then, fascinating figure. He was an izgoi, think of Vseslav at all, think of him as
the holdings of the father were standing outside the birth order, yet a kresnik or kudlak (Hedge Magic, page
divided among all of his sons. refused to accept his fate. Most of his 114). But how was he conceived? Is it
Yaroslav went a step further. In his life was spent attempting, sometimes possible that Fertility Magic (Ancient
will, he exhorted his sons to live in with great success, to expand his Magic, page 54) was used to affect the
peace with each other and divided his holdings. He was one of the few birth? If so, it would indicate that
holdings between them –”The throne of people to ever successfully raid wielders of it survived until at least the
Kiev I bequeath to Izyaslav [… ] to Novgorod, and was briefly elected the 1040s… or, more disturbingly, perhaps
Sviatoslav I give Chernigov, to Vsevolod Grand Prince of Kiev by the populace. it was a Hermetic who wielded Fertility
Pereiaslav…”. He also set in place a He was also a sorcerer. His mother Magic on behalf of Vseslav’s mother.
provision that the inheritance be conceived him with magical assistance. Is that a breach of the Code? A maga
passed from brother to brother, and He was born with a caul on his head; skilled enough to wield advanced
only then to the eldest son of the on the advice of the wizards who aided Fertility magic, barely 40 years after the
Sub Rosa

brother who had held the throne. The with his birth, he kept the caul bound founding of the Tribunal – was she
demise of one of the princes would across his brow for the rest of his life. one of the Tribunal’s founders? Can
lead to all brothers below him moving Chroniclers of the time ascribe to him the charter of the Tribunal itself be
one step up the ladder: if Izyaslav great strength, great cunning and the called into question based on the fact
died Sviatoslav would rule in Kiev in ability to take the shape of a wolf, that one of the founders broke the
his place, with Vsevolod moving into describe how he was able to reach Code so badly? What will the magi do
Sviatoslav’s place in Chernigov, and Tmutorokan from Polotsk in one night with this potentially explosive
so on. (roughly 800 miles as the crow flies, knowledge?
some of it across the Sea of Azov), and

23
Besides, the rota system in and of hundred, and in some cases senior retainers, also began granting
itself wasn’t inherently stable. Once substantially more than that. For them land, thus forming a layer of
Yaroslav’s sons started having sons example, Alexander Nevskii’s princely aristocracy.
themselves, the line of succession druzhina numbered nearly 3000. They Alongside the senior retainers,
grew tremendously tangled. Cities were both native Slavs and foreigners there existed another upper-class
rose or fell in power or importance: (Poles, Hungarians, Finns, group. The so-called svoiezemtsi --
something that was a prime location Varangians, Greeks), and could – this wealthy land-holders who held their
in Yaroslav’s time might be a booby being a key point – come from all land “in their own right” as opposed
prize of a city a hundred years later. walks of life. Townsmen, peasants, to from the prince’s hand –were part
So, despite several princely summit and even slaves could serve in the of it. So were the bishops and
conferences in the 10th and 11th druzhina: the only thing that mattered metropolitans of the Eastern
centuries to resolve genealogical was their usefulness to the prince. Orthodox church. So were the
issues, the rota system in the period An interesting note is that a “prominent men” (muzhi narochitye)
we’re concerned with was mostly druzhinnik – a member of the or the “city elders” (stareishiny
defunct. The reason it’s important to druzhina – was not bound by an oath gradskie). These disparate elements
this article, however, is that it of fealty. If he was not happy with his eventually merged with the senior
established the idea of a prince’s service, he had the explicit right to druzhinniks into a single class called
holding being a tradeable commodity, leave and go seek service elsewhere. the boyars.
something that could be passed from A druzhinnik entering the prince’s
prince to prince. It is tempting to equate the boyars
service did swear to serve him using with the nobility of Western Europe.
Another important thing to note is one of several oral formulae – “I shall Tempting, but wrong. For one thing,
that while a prince ruled over a lay my head down in your service” while the boyars were indeed the
principality, or held a principality, being a common one – but it was a upper class of society, they were not
they could not be said to own the statement of alliance and/or exclusive. Anyone with sufficient
principality. The concept of land friendship rather than a swearing of personal wealth and/or social cachet
ownership being inherently tied to the vassalage.
nobility is a Western European one.
In Kievan Rus’, owning a plot of land
o call a general levy, a Prince had to present

T
did not equate to being the feudal
overlord of the people on that land. his case before the veche, and request that
Land was just another form of wealth:
it could be bought and sold by a the city put forth forces to bolster his own
member of any social class, and the
mere fact of owning land didn’t give
one any rights over the people living
on that land. The prince was the only
one who had such rights, and he had
Who were the Boyars? could work towards being recognized
by the boyar council as one of their
them in his persona as prince, not in The upper ranks of the druzhina own. A peasant or a slave could,
his persona as landowner. have always had, as part of their through faithful service within the
responsibilities, serving as councillors prince’s druzhina, eventually rise to a
The Prince’s Druzhina to the prince. When Princess Olga of position on the council. It wouldn’t
Kiev (860-969) converted to be easy in either case, but it is not out
The druzhina (lit. assembly of Christianity and attempted to instruct of the realm of possibility.
friends) was a key element of the her son Sviatoslav in the faith, his
prince’s power, being his armed response was “I cannot convert: my Another thing that differentiates
the boyars from the nobility of
Sub Rosa

retainers and the primary source of a druzhina will laugh at me”. During
prince’s war capability – his personal the 11th and 12th centuries, the gap Western Europe is that they were not
warband, analogous to the Welsh between the upper and the lower a hereditary class. A boyar’s son was
teulu. He was responsible for their ranks of the druzhina began to widen. not automatically considered a boyar
equipment and upkeep, shared war The junior retainers would be himself. It’s true that if he inherited a
booty and taxes with them, and they concerned mostly with service, while large portion of his father’s wealth he
fought for him, administered his the senior retainers would fulfill the could lay a claim to a seat on the
holdings, etcetera. The size of the roles of councilors and council. It’s also true that a boyar’s
druzhina varied with the prince’s administrators. In that era the princes, son who joined the prince’s druzhina
power, from a few dozen to several attempting to win the loyalty of their would likely be assured of a rapid rise

24
based on his father’s influence. But in Story Seed: Oath of Fealty Novgorod. Given the general Tremere
either case he would have to work at The Oath of Hermes does forbid worldview of themselves as natural
it – his birth alone wouldn’t be meddling in the affairs of mundanes, rulers, and the extreme messiness of
enough to guarantee it. true. However, the lack of a formal mundane politics in their neighbor
oath of fealty, combined with the Tribunal, it would be entirely within
What was the Veche? general shortage of Quaesitores in their line to subtly interfere. For that
matter, exactly who was Vsevolod of
The veche was a democratic city Novgorod, does open a range of Halych? How did he convince his
assembly, consisting of all adult males options for magi. It’s entirely plausible fellow Boyars to take such an extreme
in the given city’s population. That is to have a magus Boyar, for example. If step as to elect him? And isn’t it
to say that any adult male resident they are subtle in their manipulation of interesting that when he was deposed
could show up and speak, but the mundane society, their interference he found refuge in Hungary?
only ones given voting power were may go unnoticed for quite a while.
the heads of households. A bachelor It’s also worth noting that the
living in his own house could vote, Transylvanian tribunal borders
but a bachelor still living under his
father’s roof could not. warrior instead.) People in the
So, how did this
In most cities, the veche did not countryside would likely not be
meet on a regular basis. Usually Tripartite Government affected by the levy, except for having
citizens were summoned to the Work in Practice? to supply horses and carts to the
meeting by the ringing of a bell (either In broad outline it worked the growing army.
a church bell or one installed same throughout Kievan Rus’, though The specifics, however, as I said
specifically for the purpose). In the specifics varied from place to place. above, varied widely from place to
city-states of the North (Novgorod The prince was primarily responsible place.
and Pskov) there was a council of for the defense of the realm, as well
members who met daily and prepared as the administration of justice. He I n Suzdal, pr ince Andr ei
bills for submission to the veche as a could appoint judges, and in some Bogoluybsky (“The God-Loving”)
pursued a s teady policy of

A
peasant or a slave could, through faithful amplification and extension of
princely power. This eventually
service within the prince’s druzhina, resulted in a plot against him: his
eventually rise to a position on the council. boyars murdered him in 1174. The
reprisals for that act, carried out by
Andrei’s cousins Michalko and
cases acted as a judge himself. The Vsevolod Big-Nest, broke the power
whole, but that was more the council of boyars would serve as his of Suzdalia’s boyars once and for all.
exception than the rule. In most advisors, and would assist in the day- Until the Mongol invasion, Suzdal
cases, the ranking member of the to-day business of rulership. Any new was the closest to a truly feudal state
O r thodox Chur ch (bis hop , laws, matters of war, and other Kievan Rus could boast.
metropolitan or patriarch) would be weighty matters had to be brought In Galicia-Volhynia, control over
asked to preside over the meeting. before the veche for approval. the area’s salt mines, the lucrative
Votes had to be unanimous to For example, when the prince Dniester trade and the trade routes
pass. In extreme cases, when a rode to war, he could count only on into Poland and Hungary gave birth
minority would not bow to the will of his personal druzhina (and those of to a breed of wealthy, powerful, and
the majority, debate would devolve his boyars). To call a general levy obstreperous boyars. When Yaroslav
into fisticuffs until one side or the Osmomysl, prince of Halych, set
Sub Rosa

(opolchenye), he had to present his


other gave in. case before the veche, and request aside his wife in 1172 to take up with
that the city put forth forces to a peasant woman, the boyars forced
The subsidiary cities of a given him to repudiate her. In 1205, when
principality had their own veches, bolster his own. If the veche agreed,
they would provide armed men. (In Roman the Great was killed in a
who would meet to resolve local Polish ambush, it was the boyars who
issues. However, in all matters having Novgorod, for instance, every ten
households would supply an armed forced his 4-year-old son into exile.
to do with the principality as a whole, And, most telling of all, in 1213 the
the veche of the capital had authority and armored horseman… except in
cases of imminent invasion, where boyars of Galicia elected one of their
over the smaller towns. own, a man named Vsevolod, to the
every four households would supply a

25
Discussion of Virtues and Flaws Landed Boyar (Major Social Magica terms) have this Flaw. Most
Druzhinnik (Minor Social Status Status Virtue) commonly they were boyars who
Virtue) This Virtue replaces Landed Noble, rebelled against their prince, and who
and is similar to it in game effects. The were in consequence forced to take a
This Virtue replaces Knight, and is binding oath of obedience (usually
very similar to it in game effects: the major difference is that an Oath of
Fealty flaw is not a requirement for a involving krestotzelovanie, the kissing
only difference being that a of the cross). However, this was an
druzhinnik’s arms and armor are Landed Boyar. The guidelines for exception, rather than the rule.
provided by his Prince, rather than Landed Noble within Lords of Men
being dependent on the character apply to Landed Boyar for the most Knightly Demands (Major Story
being Wealthy or Poor. Female part, with the notable exception of Flaw)
druzhinniks were as rare in Kievan Rus armed retainers. Any armed retainers a The byliny – Kievan Rus’
as female knights were in the rest of boyar can muster (his personal equivalent to the works of Chretien de
Mythic Europe. druzhina, for instance) are essentially Troyes – were story cycles about
mercenaries, whether they are druzhinniks going out and slaying
Slave-Druzhinnik (Minor Social motivated by profit or personal loyalty.
Virtue) dragons, fighting bandits, rescuing
The Landed Boyar virtue, as far as damsels, going on quests… much the
You are a slave to the Prince (an I am concerned, reflects primarily the same sort of thing that the knights
unransomed war captive, a man who’s social aspects of the position. If you’re were supposed to spend their time
sold himself into slavery, or a man a landed Boyar, you have a voice in the doing. Knightly Demands is an
who’s married a slave), but you also Duma. Svoiezemtsi would have the appropriate Flaw.
serve the prince within his druzhina. Landed Boyar virtue, but not the
As a slave, you still may not own Druzhinnik virtue. Landowners who Veche (Minor Residents Hook)
property or enter into contracts -- but would (for one reason or another) not Let’s face it, some covenants are
as a druzhinnik, you are given arms have a voice in the Duma (no interest good-s ized towns in and of
and armor by your prince, and your in it, remote area, blackballed socially, themselves. The inhabitants of this
position within his retinue gives you a etcetera) would just have the Wealth covenant have formed a veche of their
great amount of social status. virtue, land being another form of own, and expect the magi to keep
This functions essentially similar to wealth. them apprised of the doings of the
the base Druzhinnik virtue, with a covenant – or, worse still, meet to
Oath of Fealty (Major Story come to their own decisions about
single exception; other druzhinniks are Flaw)
(technically) free to leave the druzhina issues in covenant life and expect the
at any time. You are not. Despite what I’ve said in the rest of magi to abide by them. This would be
the article, there were individuals in a good Novgorodian replacement for
Kievan Rus’ who would (in Ars the Guild Hook.

throne: the only time the throne of exile, and write to the patriarch of a covenant, just like the “average”
any Kievan principality was held by nearby principality asking him to Western European one, has to figure
someone not of the Rurikid dynasty. “send another prince to rule over us”. out how to deal with its mundane
(Vsevolod didn’t last long: he was Any new prince, upon assuming neighbors. The Novgorodians’ task is
deposed in 1214, and took refuge in rulership, had to sign a written simultaneously simpler and more
Hungary.) contract with the city, pledging such difficult.
And in Novgorod, it was the things as (for instance) not to The “Autocephalous” hook is not
veche that ruled. Novgorod was a interfere with elections of city in general appropriate for
true city-state, ruling over a vast officials, not to dismiss any city Novgorodian covenants that lie
Sub Rosa

territory stretching from the Gulf of official without the veche’s say-so, outside the Kuman and Kipchak-held
Finland to the northern Urals. The not to allow members of his druzhina steppes. Wherever they’re situated, if
Novgorodians were the only ones to to settle within the city, etc. they are not completely isolated they
elect their prince (from a list of would have to deal with an overlord:
acceptable Rurikid candidates, of Covenant Interaction the local prince or the local boyar.
course). On several occasions, when with the Tripartite They would, however, have to deal
they thought the prince was not with only the prince rather than with
fulfilling his responsibilities, they System an entire feudal ladder. Claiming to
would depose him, forcing him into The “average” Novgorod hold the land the covenant stands on

26
is immeasurably easier than in by the veche’s decisions. So if the Press, 1969.
Western Europe, too: the head of the Prince comes before the veche asking Wikipedia – multiple articles.
covenant would, in Russian terms, be for a general levy, and the veche
one of the svoiezemtsi, and that’s approves it, the covenant is Russian Language Sources:
that. responsible for arming and supplying Ancient Rus’: Questions in
Here’s the dangerous part. Being a a fraction of the armed men for the Medieval History (quarterly
land-holder within a particular levy... which may lay them open to magazine). [Link]
prince’s domain would grant the charges of interfering with the
mundanes. Kotlyar, N. F. (2012, spring).
holder the right to pursue a seat on Cruel World of the Middle Ages: Rus’
the boyars’ council. Pursuing such a in the appanage splintering period.
seat for a Magus character, however, Conclusion Stefanovich, P.S. (2008, winter).
could be seen as a violation of the
code. Not pursuing such a seat is Governance of Kievan Rus was a The meaning of “loyalty” in the
fraught with its own dangers, since fascinating subject to study, providing relationship between the prince and
any prince worth his salt is going to a rich and varied source of story his druzhina, 12th-13th Century.
be extremely suspicious of a ideas, and I hope it aids the other Kotlyar, N.F. (2010, spring &
svoiezemets with a large armed guard readers of Sub Rosa with their Ars summer, 2-part article). Princely
of their own. Magica games. administration in ancient Rus’.
Covenants within cities or towns Gvosdenko, K.C. (2009, spring).
(ones with the Urban hook) have BIBLIOGRAPHY The ceremony of princely
their own issues. All heads of enthronement in pre-mongol Rus’.
household within the covenant English Language Sources:
Stefanovich, P.S. (2008, spring).
automatically have voting rights in the G. Vernadsky. Kievan Russia.
Druzhinas and German Gefolgschaft:
veche, all adult males can show up New Haven: Yale University Press,
was there an oath of fealty to the
and participate in the discussion… 1976.
ruler?
and whether they choose to exercise G. Vernadsky. A History of
those rights or not, the households [Link] – multiple articles.
Russia. New Haven: Yale University
that comprise the covenant are bound
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27
Love’s Labours Lost
or
Kicking Darius of Flambeau Up The Arse!
This story is designed to be played temperament and dangerous power,
with three to six grogs, and is who while enjoying his morning walk
by Christian Jensen Romer
nominally set during a Tribunal held around the covenant can clearly be
at a covenant other than the magi’s introduced as an august and rather though, and it should be readily
own. However all that is really self-important personage. In short, adaptable to any edition of Ars
required is that the grogs are with the the kind of magus no grog in their Magica. It can be run as a side story
magi visiting another covenant; that right mind would decide to kick up during a Tribunal, cutting back and
the magi are caught up in business the arse... forth to the magi in the Tribunal
that requires their entire attention and A story of low humour, strong room and the grogs outside, with a
therefore are unlikely to intervene passions and bawdy smut, it was stark contrast between impeccable
without a major effort on the part of written to celebrate the release of the manners, great hospitality and
the grogs to get hold of them, and new book Grogs. Owning Grogs is not civilized debate among the magi and
that there is an important visiting actually required to play out the story the rough and tumble of the grog’s
magi of rather unforgiving story going on at the same time.

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28
Scene One: Arrival! Little children pull faces, throw cow sets up the physical isolation of the
pats or little stones; a couple try and grogs and the magi. While paranoid
When you get to a new covenant steal odds and ends from your magi could insist on having their own
as visitors, it’s always the same; the supplies, but just for fun. They are grogs cater for them, run errands or
bustle of the unpacking; the shouted little more than toddlers – go easy on even lurk around as shield grogs,
orders, the scurrying to and fro. ‘em or there will be hell to pay. make it clear that no one else is doing
Horses and pack mules need Half the covenfolk, supposedly this, and Etiquette rolls suggest that it
watering; the local grooms and stable busy getting ready for the illustrious is a major breach of good manners,
lads with their funny accents and odd guests, find time to gawp, gape and custom and an insult to the hosting
ways try to put your beasts in the ask idiot questions, and one of two covenant. That does not mean they
worst possible stalls, or declare there choose to insult any obvious physical can’t do it, but they should at least
is no room in barn or stable, and tell deformity or weakness with well think twice, and Tribunal sessions are
you to tether them to trees. Arrogant, aimed insults. If the magi notice they closed to non-magi by custom here
cocky lads half your age think they don’t comment – your magi are unless they are called to attend by the
can tell you how to look after your whisked off to their posh quarters, collective Tribunal, for example to
mounts, and while the magi are and any companions are found give testimony or act as servants for
caught up in introductions and suitable accommodation elsewhere. some reason. If your Tribunal does
whisked off to some meeting and Your grogs? Grogs are relegated to a have grogs in the Tribunal meeting
drinks, you have to carry everything camping field, with the grogs of the room, by all means allow them to
through strange corridors or dark other visiting covenants... attend however, it will not be a major
caverns to wherever they are staying. problem to the storyline. Call for
This scene just sets the mood and Animal Handling, appropriate
Profession and Charm or Etiquette
rolls as the grogs deal with the rude
and unhelpful locals. A major failure
or botch in some roll giving offense
to the host covenant’s grogs will set
the scene nicely for what is to come.

Scene Two: The Camp


Site
Whether in a field, a cavern or the
courtyard of a castle, the grogs camp
site is always the same. Crowded,
noisy, and filled with grogs from
other covenants who think they are
better than you, have stupid accents
and strange manners, and always try
to steal the best pitches and probably
your rations as well. The host
covenant sends a group of amiable
half wits to deliver salt bacon, bags of
flour and some rancid fruit and
vegetables, and they give you half
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what they give other covenants while


asking idiot questions and pointing
and staring a lot. Make a mental note
that when their grogs come to visit
your covenant, you will return the
favour and then some...
Suddenly there is confusion, as a
huge mastiff, a great slathering brute
of a dog bounds through the camp

29
site, growling at anyone who to group combat rules, but still mastiff crawls away whining –
approaches. An equally unpleasant scuffling, until weapons are drawn sensible beast. He them stalks off
looking grog, tanned and weathered, and real combat begins – at which moodily, without a backward glance.
some forty five summers old, slowly point after one round Darius of If no fight broke out, then Darius
walks after it, finally calling Flambeau appears in a furious still appears, and mutters dark threats
“Cerberus” to heel after some young mood... to grogs who get in his way as he
grog from somewhere else is scared stalks across the camping area, quietly
half to death by the hound pinning
him against a tree. There is general
Scene Three: Enter cursing to himself. Everyone else has
met him before earlier today, and
hilarity at his discomfort, and leather Darius of Flambeau know he is a dangerous and potent
face, or as you soon learn him to be, magus, and even something they have
Gustbran Trews, head of turb for the This scenario is written as if the
august personage, a visiting magi to learned from his personal shield grog,
host covenant, clearly relishes it. Otto, of his story. Otto incidentally is
the Tribunal, is Darius of Flambeau
Then Gustbran strolls over, and from the ArM5, page 34-35. He is busy elsewhere fetching his maters
regards one of you grogs quizzically. here searching for the traitor he hates, dinner or similar when all this
He insolently looks you up and down, or evidence as to his plans, and is happens. To learn more about Darius,
says nothing, but then turns and deeply lost in thought. A terrifying, and his back story the grogs may well
walks away, slowly tutting to himself, dark and brooding figure, Darius likes wish to seek out Otto, and do reward
and clearly unimpressed. Any them with some more on his recent
past (see ArM5 page 35). It is entirely

L
et’s make it interesting?! possible that some grog from another
The winner can have this woman covenant who is doing something
stupid will incur Darius’ wrath and
suffer a few moments of eye popping
pain and terror as he casts Grip of the
Choking Hand on them. Nasty bloke,
challenge is met with derisive to take walks alone, and prowl around Darius.
laughter, and a challenge to fisticuffs, outside the meeting. Note you don’t This scene introduces Darius as a
right here, right now. He is confident have to use Darius – he is simply magus not to be trifled with. That will
of his ability to beat to a pulp any given as an example. Feel free to be important at the end of the story...
grog foolish enough to stand up to replace him with a similar important
his bullying ways... (Note that if any and dangerous magus from your saga.
weapons are drawn, a general brawl Scene Four: A
erupts with improvised weapons, If any fighting has broken out, call
complete carnage and scattered tents, for Perception + Awareness tests at Romantic Interlude
possessions and general disarray, until 9+ (15+ if engaged in combat) to see In the ancient world, encounters
ended by the arrival of Darius of Darius walking slowly towards the at wells often signify romance. (The
Flambeau (see Scene 3 below). commotion. Anyone who notices him Bible has several examples). As the
also notices that all the other grogs sun sets, a beautiful red haired
This scene just continues the fall silent, drop their eyes to the floor,
theme of the host covenant’s grogs woman appears, and attracts pretty
and are suddenly involved in very much every grogs attention as she
insulting and belittling the visitors. All important duties or silent prayer. Any
the visitors are on their best behavior, comes to the well or pool to draw
characters unfortunate enough to not water to take off on some errand. She
so it is up to player characters to notice him, and this includes
intervene if they want to. Play up the is clearly by her dress a local grog, and
Gustbran, hears his deep command to a statuesque and athletic woman in
roving local grogs arrogance and halt immediately or perish, and then
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cockiness, and the fact the magi are her late twenties. If anyone thinks to
Gustbran if fighting is lifted away by ask, her hair is dressed as an
very busy elsewhere (being treated Lift the Dangling Puppet. Any grog
with impeccable hospitality, and busy unmarried woman, and she wears no
stupid enough to confront or talk wedding band or other sign of a
with the main storyline of the back to Darius is then hit by Grip of
Tribunal). The fight, if provoked, is husband despite her age. This is
the Choking Hand. Let’s face it, the Caitlin (change all names to suit your
not a walk over – Gustbran is a tough fight is over, surely? Darius orders
bloke, and he does not want to lose in saga’s locale, obviously).
everyone to get back to their duties,
front of his turb. Use the Scuffling and promises any future misbehavior She is absolutely stunning, but
Rules from ArM5 page 174-175 for will be punished severely. The huge there is something dangerous about
the fight. If others join in, then move her eyes, and any character with Folk

30
Ken knows redheads are renowned covenfolk creep around the camp, Hercules. If pushed he happily
for their wild tempers. Caitlin and quietly talk to the grogs from explains what each challenge involves
certainly looks untamed, but she is other visiting covenants. (but not how his team intends to
also stunning. If the player characters cheat). Only one grog from each team
don’t initiate a conversation she
ignores the grogs – but if one flirts,
she seems shocked, then flirts
he contestants must strip naked, and then

T
chastely back, and instantly takes a
liking to any man bold enough to attempt to wrestle the Empress out of their
approach her. She happily explains end of the sty
her status as an unmarried
overworked skivvy in need of a good
husband, and makes humourous and
sly jokes at the expense of the
character trying to flirt with her. But may attempt each challenge, and will
she also leads them on; she knows
Scene Five: A Dawn be directly competing against a grog
exactly what she is doing. If anyone Challenge from the host covenant. Whoever
thinks to look, one of the local grogs wins the most of the twelve tasks
watches any conversation, then slinks As dawn breaks a young grog wins the contests. If it’s a draw, then
off to find Gustbran and report what from the covenant appears, and calls it’s down to fisticuffs between
he has just witnessed. out to the whole sleepy assembly to Gustbran (magically healed by now if
come and listen. He has a proposal necessary, the first indication the host
Unfortunately for the grogs, from the grogs of the host covenant,
Caitlin is not looking for a night of magi may be backing their grogs) and
and a challenge. The grogs of (player may the best man win!
pleasure, but a good man to take her covenant) have insulted the ancient
away from this place. She consents to customs and hospitality of this his The herald asks outright if the
a meeting, or even a betrothal if home, (the host covenant). He characters accept the challenge.
things go well, but points out she is therefore has come to issue a Before they can answer Gustbran
not free to marry without her elder challenge, a tradition of this place – appears, dragging his clearly tearful
brother’s consent, as her parents are that the grogs compete in a contest sister with him, and hurls Caitlin on
dead. And her brother is... Gustbran. called the Twelve Labours of the floor. She leaps up and hits him
This is why she remains unmarried. Hercules. Whichever covenant’s grogs hard around the face, but he just
(He has no intention of letting his win shall be given laurel crowns to pushes her down again, and shouts
sister marry anyone, as she serves as wear, and will be “Kings of the “let’s make it interesting?! The winner
his housekeeper!). Eventually she sees Tribunal”. All other grogs shall agree can have this woman, if you can best
her brother approaching, blushes in to serve and respect them, and treat me you deserve the she-devil and
shame at being seen talking to a them like magi for the duration of the perhaps you can tame her?” Caitlin
stranger and rushes away. Gustbran visit. Whichever team loses pays a leaps up again and punches him
hurls himself at the character who forfeit, that shall be decided by a sending him flying, before rushing
was flirting, shouting abuse and “Tribunal” of one grog from each of off. Gustbran just laughs and ask the
accusing him of every sort of the other covenants. characters if they accept the challenge.
inappropriate intention towards If they inquire first as to the forfeit,
Caitlin. Yep, back to a scuffle, and The meeting hastily disbands and the “Tribunal” of grogs from other
this time Darius does not turn up. everyone looks bust as Darius of covenants immediately tell it. The
Perhaps Gustbran can be persuaded Flambeau chooses this moment to losing team’s leader must kick Darius
to back down, perhaps there is a stalk through the camp, his mood still of Flambeau up the arse – hard!
general fight, perhaps Gustbran is black as thunder. Strangely, several of
Sub Rosa

the visiting grogs seem amused by As Gustbran has no intention of


knocked down. Whatever happens losing, this prospect does not bother
there is no real bad blood between this, but you need a Perception +
Guile test of 12+ to notice as him. He set it up after all, and
the player character grogs and the everyone but Otto, Caitlin, and the
local covenant’s grogs. obviously they are trying to hide it,
though mainly from Darius himself. characters one assumes are amused by
By nightfall the atmosphere it. They might not want Caitlin, or
should be tense, and if need be the As he vanishes off, the “herald” care about winning, but seeing
local grogs have carried Gustbran continues with his description of the Gustbran lose and have to carry out
back to his quarters for Caitlin to contests (see Scene Five below), this suicidal act would surely be prize
patch up. All through the night local listing the Legendary Labours of enough?

31
Scene Six: The Twelve start point. First back wins… the Empress, a huge fat and rather
How they plan to win: The task muddy sow. She is happy there,
Labours is nearly impossible, because the tree wallowing in mud and her filth. The
is actually a petrified bog oak. The contestants must strip naked, and
The twelve contest are spaced
hatchet carried by the host team is then attempt to wrestle the Empress
through the daylight hours, one an
enchanted to cut stone – the one out of their end of the sty. Given her
hour. Occasionally grogs are called
given to the visiting grogs is not. size, foul temper, and the disgusting
away to other duties, but most just
Firstly the stench of the bog is and unstable footing, this is no mean
drift around discussing strategy,
overpowering, and the host grogs give task.
cheering on the winners and jeering
loudly at the embarrassed losers in their chap a cloth soaked in vinegar to How they plan to win: Arthur
each competition. Anyone clearly rap round his mouth. Then he knows has no intention of entering the sty.
getting their magi to come out of the the safe route through the bog – He sits on the wall and watches the
Tribunal meeting room to help them following him is easy, but otherwise a visiting grog get gored and trampled
out or obviously using magic is Perception + Athletics test against and slide around in the excrement.
taunted mercilessly and judged to Ease Factor 12 is needed or the Then he produces an apple, and the
have lost that challenge. The twelve visitor plunges in to the disgusting Empress hurls herself bodily at it, and
challenges take up most of the day, a murky waters. Finally the host team unless grappled immediately clambers
few minutes each but with lots of automatically get to lop of their over the wall as he offers her more
drinking, eating and brawling among branch and race back – whereas and more apples from a sack. The
the audience in between each event. chopping off the petrified branch Empress will do almost anything for
with the ordinary hatchet requires an apples. Caitlin if approached subtly
attack roll against a defense of 6, and reveals this plan, as he knows that the
Challenge One: “Slay” the a Soak of 12. More than 5 points of grogs were collecting apples from the
Nemean Lion damage breaks off a branch stump. store earlier, and she can guess why.
Rather disappointingly the Then the race back is opposed
Nemean Lion is in fact simply the Dexterity + Athletics, with a +3 to Challenge Five: Clean the
ginger tom cat of ferocious temper the host for every round it took the
who likes to sleep on the stable roof. visitor to chop off their branch, if Augean stables in a
Each grog is issued a large vase, in they even managed it and did not give single day
which to capture this beast – a up. A large cesspit serves as a
perfectly ordinary, if cantankerous, repository for human waste, and the
cat. Challenge Three: Capture camp latrines drain in to it. It is ten
How they plan to win: The host the Golden Hind of foot deep, and about ten foot square
teams grog feigns a fall climbing on to and eight foot seep in waste products.
the roof, allowing the player grog to Artemis Two silver pennies are flung in to it,
clamber up, and only then discover This one is pretty much what it and the contestants are supposed to
how rotten the thatch is as they fall sounds like – a straight forward hunt, dive in and retrieve them. They can
through in to the stables. Meanwhile to bring down a deer in the local use a bucket and spade if they wish.
they rush inside, get a ladder and woods. Apart from technically being How they plan to win: They
make a hole in the thatch, and tempt illegal in England (deer are reserved don’t. Gustbran who contests this
the cat in to their vase through a large for the King) this is a fair contest, and one simply laughs uproariously at
fish they have cunningly placed you can use the rules in Lords of Men anyone mad enough to try it, and is
within. or any other means to play this out. happy to throw this one. He pretends
How they plan to win: Their he is going to dive in, then doesn’t.
Challenge Two: “Slay” contestant Gerald has a Ride of 5, a Retrieving a coin slowly sinking
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Hunt of 6 and an Area Lore (local through sewage by diving in is a Per


the Lernaean Hydra woods) of 5. They don’t need to cheat + Awareness test against Ease Factor
Near the covenant there is a foul surely? 21+, but may be tried each round.
and putrid bog. There is no Hydra Swimming is a good idea, and then
within, but there is a large and the participant must resit against
decayed tree laying in the middle that Challenge Four: Capture disease caused by the foul humors of
will do to symbolize it. Each the Erymanthian Boar the cesspit. The Storyguide can decide
contestant must dash across the bog, As unpleasant contests go, this the difficulty.
lop off a rotten branch to represent one is pretty vile. In the pig sty lives
the “nine heads”, and get back to the

32
Challenge Six: Slay the still favours the visiting team, and may prove shall we say challenging?
they can somehow get a word with
Stymphalian Birds her (by this point Gustbran has one
How they plan to win: Simple.
Back to the bog, where a heron They have already established a
of his grogs watching over her) she suitable undergarment belonging to
must be slain. The herons are quite can tell them that Sir Toby is a
visible, but hard to reach, as if anyone the maga in question is with the
companion of the host covenant and covenant washerwoman, and her
approaches they fly up and land indeed has a longevity ritual made by
elsewhere. daughter Lavinia simply runs to her
them, and often lends his magical and collect it. The only clue is that
How they plan to win: The trick white stallion to the magi for a week Lavinia is very clean, if anyone thinks
is of course to startle them and then or more as it will take a Gifted rider. to ask about what she looks like, and
as they fly overhead shoot one so it All the host team have to do is her apron is spotless. They try
lands nearby on dry land and can be
raced to the judges. Assuming the
players work this out the birds fly
his is a drinking contest. Why? Because all

T
twenty paces overhead (-3 to hit for
range) and they might beat the hosts the grogs are bored with messing about
if fast. The host team puts forward with livestock, and every competition needs
Petra, a covenfolk lass with an Init
+3 Attack +10 with a bow. These a drinking contest.
herons, in case you were wondering,
had a Defense of 15 in flight.
turn up and borrow the horse. The however to sneak back with the
Challenge Seven: Capture visiting team will actually have to steal undergarments after the hapless
one, and they are soon pursued by Sir visiting contestant has set off to the
the Cretan Bull Toby and his men if they do. (The Tribunal meeting room.
Once again the livestock of the host team thoughtfully warn him
host covenant is abused. A huge bull about horse thieves in the area!) He Challenge Ten: Obtain
is led in to a small paddock. Each does not hesitate to lance, cut down
team have to try and run at it, and and then drag off to gaol anyone he the cattle of the monster
vault over its back. Whoever finds stealing his horse, and he may Geryon
completes the most vaults well hang them there and then as Obviously, this is a drinking
successfully without falling wins. “caught in the act” despite not having contest. Why? Because all the grogs
How they plan to win: Morgana the right of High Justice except in this are bored with messing about with
the host team’s contestant has known circumstance. However if he learns of livestock, and every competition
the bull since it was a calf, and it the contest he is delighted and greatly needs a drinking contest.
would never hurt her. Furthermore amused, lends the horse and rides
over on yet another horse to watch How they plan to win: Mulch
she has practiced the vault many has a Stamina of +2 and a Carouse
times, and the bull does not mind. proceedings.
of 5, and has eaten a hearty breakfast
She has a (puissant) Athletics of 8 and for a +1 bonus. You can do this as a
a Dexterity of +3, and the task is Challenge Nine: Obtain simple opposed test, or a succession
against Ease Factor 15. If a visiting the girdle of Hippolyta, of tests until someone falls over dead
grog falls after failing a jump, the bull drunk using the poison rules. The
attempts to gore or trample them. Queen of the Amazons host team don’t intend to cheat here,
A female maga of considerable as drinking games are sacred and the
Challenge Eight: Steal dignity and advanced years from the other covenant’s grogs would lose all
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host covenant, or even if need be a respect for them if they did.


the Mares of Diomedes visitor, is the target for this. All that is
Sir Toby, a local lord has a fine required is that her undergarments
white stallion, his pride and joy, and a (probably a shift) should be acquired Challenge Eleven: Steal
beautiful chestnut mare. His manor is and brought before the gathering. the apples of the
just seven miles from the covenant, Whoever succeeds wins. Of course
but he has four very alert guards. The entering the Tribunal room and Hesperides
grogs must ride there and make off somehow persuading this august A nearby wood has a few apple
with one of his horses. matron to disrobe, hand you her trees within that produce wonderful
undergarments, and then leave again golden apples, each worth a pawn of
How they plan to win: If Caitlin

33
faerie vis. The contestants must go try to flee when he appears, well then of course can simply call the dog to
there and steal an apple apiece, then he pursues them and takes it back, heel whenever he wants, and takes on
return here. First back wins. probably by force. The faerie of the the challenge. However he wants to
How they plan to win: Stealing wood is left to the Storyguide to see the visiting contestant mauled and
faerie vis is pretty much certainly in design as he sees fit. chewed up a bit first, but if anyone
breach of the Code – molesting the fey. actually wounds his dog beyond a
As the host covenant has the right to Challenge Twelve: light or a scuffle injury he goes
collect a pawn vis a year by an berserk and, grabbing a hatchet, lays
agreement with the faerie lord of the
Capture and bring back about them, stopping only short of
wood, that does not bother them – Cerberus actual murder. Then he calls the dog
they can just ride over, collect an The players have already seen to heel.
apple and return. What they have not Cerberus the huge and violent If after all the challenges the result
taken in to account is that the faerie mastiff. He is to be unleashed, and is a six all draw, it is down to fisticuffs
of the woods is actually quite happy the contestants must catch him, leash between Gustbran and Caitlin’s
to let the visitors take a pawn too, him and drag him back. Whoever would-be lover.
once he knows what the contest is achieves this herculean task wins this
and why they want it. If they are challenge.
foolish enough to attack him or just How they plan to win: Gustbran

Scene Seven: Victory


or Defeat?
If by some amazing cleverness the
player grogs win the contest, then
Caitlin is delighted, and immediately
joins their camp, and Gustbran
storms off in a foul mood, only
returning when his turn drag him
back. He is a man of immense pride
however, and after crowning the
victorious grogs with laurel leaves him
and his men serve as grogs and treat
the visitors if not like kings then like
magi. They also produce cask of
wonderful booze, and open it in
honour of the victors, and after a few
pints the grudging acceptance of
defeat turns in to comradely toasts
and happy and convivial praise for the
visiting grogs. Assuming the player
characters do not rub in their victory
too much on the morrow, they have
actually won the respect of all the
grogs, and oddly enough the open
friendship of those they defeated, yes
Sub Rosa

even Gustbran. He happily gives his


sister away in marriage, and even a
small bag of silver as a dowry. He
knows hen he is beaten, and keeps his
bullying for easier targets in future.
If as seems far more likely the
player characters lose, then the host
grogs humiliate, bully and work them
hard the next day, thoroughly

34
enjoying their victory and reveling in a whole season or two, and he Another possibility is to use Otto as
the visitors discomfort. They don’t genuinely does try to reform, even if an intermediary, and set up a meeting
push it too far, but they are exuberant the change is predictably short lived. with Darius, and carefully explain the
and cocky, and all the other grogs join Caitlin comes along as well, but her whole thing, and then try for a very
in the mockery of the losers. Worst of temper is now even worse, and her impressive Charm roll. Perhaps
all, Caitlin utterly rejects her suitor, scorn for the grogs who led to her Darius actually has a (well-hidden)
and fawns over her bullying brother, losing her home is deep and bitter, sense of humour, and plays along just
filled with immense pride at his She is a wild and terrible enemy to the for fun? If he simply turned, smiled
victory, no matter how much she had grogs and her ferocious temper drives and thanked the grog who kicked him
hoped he would lose. Now he has everyone mad until she is finally they would receive the awe of all
won she knows she could never love appeased somehow – but that’s present forever after, and a reputation
these pathetic men from far away, and another story... as “The Grog who kicked Darius up
she is happy to stay on as her More interesting perhaps is if the the” - you get the idea. Winning over
brother’s housekeeper, pouring scorn visiting grogs lose the contest. Now Darius to take part in this silly
on the losers and especially the man they must work out how to kick charade, and agree to being kicked in
who could not win her heart in a few Darius of Flambeau up the arse, and the pants has to be a major
simple challenges! survive. Who among them is brave accomplishment if it can be done.
And now only one thing remains: enough to perform the deed? Asking Perhaps there are other ways.
the forfeit... the magi for help would have to be Players are inventive, and give them
done subtly, for if obvious magic was time to try and think of something.
involved everyone would despise And if they don’t, and they just kick
Scene Eight: The Next them forever. Besides, the magi are him hard, well they suffer the same
Day – Kicking Darius busy at the Tribunal. Nope, fate as described for Gustbran above,
something else is needed. but at least they survive, sadder and
of Flambeau up the wiser, and then have to explain to
Otto, Darius’s shield grog, should
Arse! their outraged magi exactly why they

There are various ways a grog can


here are various ways a grog can commit

T
commit suicide, but kicking Darius of
Flambeau hard on his bony seat may
be among the more nerve wracking
suicide, but kicking Darius of Flambeau hard
and potentially painful demises. Still if on his bony seat may be among the more
Gustbran loses the competition, then nerve wracking and potentially painful
during Darius morning walk the next
day he performs the forfeit, creeping demises.
up behind the magus and then
landing a tremendous boot on his
backside. The next few moments are should not be kicked out of their
have had several mentions by now.
horrible to watch, as Darius shrieks, home covenant, or meet an even
He watched the contest with disdain,
pick himself up, turns on the worse fate. Hopefully, the characters
and his native language being from
cowering grog, and then sets about will think of something clever though.
elsewhere (unless you are playing in
abusing him with a nasty combination
the Rhine Tribunal) his ability in the And hopefully, when they return
of spells designed to cause the
local language is limited. Still he is home from Tribunal, they have some
maximum distress. Astonishingly he
aware someone plans to kick Darius new friends, and a lot to reflect upon,
stops short to killing him. In years to
up the arse, and he plans to be busy even if it really was a case of Love’s
come he explain the restraints was
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elsewhere when it happens. One Labour’s Lost?


caused by his not wishing to deprive
interesting possibility however is
the host covenant of a valuable asset.
asking Otto to get involved somehow,
However on hearing of the outrage
and make Darius believe he has been
the covenant decides Gustbran is
saved from some awful fate by being
clearly mad, and expel him, and
kicked to the ground, and to do so in
leading Cerberus on a leash he then
such a way it is not obvious to
approaches the player covenant and
everyone else this is what has
asks for mercy and to be taken on as a
happened. The language barrier could
grog. His bullying ways disappear for
work in the character’s favour here.

35
From the Journal of
Vulcanis Argens
entry should make for an amusement When morning came, before any
Being the journal of Vulcanis when I read it back to myself in years of the magi had chance to cast their
Argens of House Verditius, to come. Well, I have nothing else to Parmae around them, we found
discovered during the Vernal do this evening so… ourselves transformed into the
Inquisition after the fall of Donum I was returning from market semblance of animals. I specify
Chanuti. Let its secrets inform the where I had been looking over the semblance for we were not in truth
Order: wares of a local armourer, having had animals, but more animals in the
a fancy to gain some tuition in the art. shape and guise of men. We each
Valeria, Benedic, and Bellatorius were wore clothes and I at least still had my
Extract from the journal of with me as were a number of the casting tools and Caeculus with me
Vulcanis Argens: servants who had been tasked with ( tho u gh C ae c ul us h ad b ee n
replenishing the stores. Evening had transformed into a long twig from its
fallen rather quickly that night so usual proud spear form).
I falter as I commit these words to rather than looking for a friendly Each of us had taken a different
the page as in many ways I do not village we decided to make camp in shape. I was a shrew, Benedic had
wish to be reminded of them again. the field off to the left of the road. become a rabbit, Bellatorius had
Conrad assures me however that the become a squirrel, and Valeria had

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36
become a dormouse. Though she order to reshoe the steeds for there against your master’s will if you leave
tried, Valeria’s magic could not effect was a hunt due. Without the hunt it the stone bridge unwatched. If you
any lasting change on our forms. We seemed this land would suffer. would but defend it, I will watch that
were stuck in those shapes and at the Reluctantly, I agreed as it was clear pile of sticks you stand on.”
mercy of whatever power had that we had little choice. As we set The Hare considered for a
transformed us. out I was given a small key, moment and, just as Bellatorius was
We found ourselves near a Bellatorius an acorn cup and Valeria a about to step into the stream, the
burrow, some way distant from our mirror. Hare relented. He bounded to the
camp. We decided that rather than We came upon a fast-running bank where I stood, and here I saw
attempt to diminish our dignity stream spanned by a wooden bridge. his immense size, “I thank you for
further by explaining to our grogs the On that bridge stood a great hare, your offer and accept,” said he, “I will
circumstances in which we found armed and armoured as for a violent guard this bank here if you would but
ourselves, we should instead engagement and he would not let us watch those sticks.”
investigate the burrow in the hope of pass. His job, so he explained was to Quick as a flash, Bellatorius and
finding answers. guard the bridge and ensure that none Valeria turned and ran across the
Inside the burrow we found a crossed over to the other side. No bridge. The Hare looked angered and
chamber, a small comfortable room amount of persuasion would was about to remonstrate. And so I
with a table and chairs. On the table convince him to stand aside. I feared spoke again.
there was a mask. I had my back that Bellatorius might take matters “Hare, do not raise your sword,
turned, investigating the tunnel that into his own fiery hands. And then an for we are not on the bridge. Nor do
continued on from the room, so I do idea struck me. we wish to cross the bridge to this
not know how Benedic came to be I quietly cast a spell upon myself, a side. And I would vouch that your
wearing the mask when I turned spell I had learned years ago to more master gave no instructions for you to
around. I simply heard Valeria and ably let me cross the waters to and harm those on this side of the stream.
Bellatorious cry out in unison as from Donum Chanuti, and I set foot But if you will but take my advice,
though to stop our companion. More onto the water. The stream supported you should set yourself on the bridge
faerie magic ensued as Benedic could me and did not carry me away and I and let no other cross from that side
not remove the mask. started to cross. to this.”
But this was not to his or our “Ho,” I called out to the Hare. “Aye, I shall do that. And as you
detriment for this seemed to summon “What guardian is this that lets a man are here and not there, I shall not
a strange rodent creature, the like of cross by the bridge?” harm you,” replied the Hare.
which I have never seen before,
riding atop a great harnessed spider. “There is no bridge there,” replied And that is how we bested the
The rodent was under the impression the Hare, “This is the bridge as all can Hare on the bridge.
that we were his sons and could not see.” Soon after, the path conveniently
hear of any different. Note, I say “Why then, if that is the bridge, split into three and each of us felt a
could not hear. It was not a case of how might a man cross over the pull from the charms we were given,
him refusing to accept that we were stream? No,” I taunted, “someone each to a different path.
not kin, more it was a case that he has played a trick upon you and set
was unable to accept such a thing. Shrewdly, I ensured that Valeria
you to guard that rickety pile of sticks took her turn first so as to learn more
The creature claimed to be Woden while this stone bridge stands about the nature of the challenges we
and he wore a wooden mask with unwatched.” faced. She returned from the path
only one eye. From the little I know “Stone bridge?” questioned the some time later and described how
of pagan mythology, his spear and Hare. “There is no bridge there, stone she met a shape changing creature
Sub Rosa

eight-legged steed fitted with the form or otherwise.” and bested it by changing her shape
of Woden. faster and into ever more dangerous
“Very well, if you are set to guard
He addressed Benedic as Wihtlaeg, the way, then I shall leave you to forms with which to oppose it. But
Bellatorius as Wecta, Valleria as explain to your master how it was that the creature was not defenceless and
Casere, and myself as Baeldaeg. you left his bridge unguarded.” And I she had to work hard to gain the
Wihtlaeg he commanded to stay by strolled across. As I reached the bank, tongs. She also returned with a mask
his side, but the rest of us he sent on I beckoned to my companions to and a stick wound around with runes.
a quest. It seemed that a great enemy, cross where I had. Then I fancied that I should take
Tiw, had stolen fire, tongs, and a my turn. I took the path and
hammer. These tools were needed in “See here, these two will cross

37
eventually came to a door standing “Ah,” said I, “your body is in, but on the door and I shall squirm further
across the pathway. There was no I see some legs still poking out where into the cage.”
wall to either side, but the branches the door should be. If you can close I leaned on the door, and quick as
of the nearby trees leaned in and the door behind you then I will say a flash, I pulled the key from my
supported it instead. Behind the door, you have given me something that I satchel and turned it in the lock. I
which was secured by neither lock might not best.” sprang back from the beast in the
nor bolt, was a dark stone chamber The beast reached out with several cage, taking the key with me, lest he
and in that chamber writhed a great legs and pulled the door closed reach me with his claws.
wyrm with more legs than the hosts behind it.
of Heaven has Angels. The sly beast “Indeed you can fit entirely within
introduced himself as Gungnir and “Wait, the door looks ajar. Let me the cage. I had not believed such a
promised great harm to me for help you in closing it fully. I will be thing possible. But if you have taken
chancing upon him. careful not to trap your legs in the up residence, then the game is off and
way.” you forfeit the hammer.”
I looked around the room for
some tool to use. Though I trusted to “Very well,” said the beast, “lean “Let me out, trickster,” raged the
my spear Caeculus, even in his
diminished form, I thought that the
logic of the place would help me far
more than my magic.
Then I spotted a cage, strung from
the roof. “Wait,” said I as the many-
legged wyrm bore down upon me,
“my crime of chancing upon you
should not be so harshly addressed.
What say you that we play a contest
and if I lose you shall do with me as
you will and my fate will be in your
hands?”
The beast curled over itself as it
considered, “And what if you win?”
“If I win, you give me the hammer
that I see tied to your middle there.”
The beast twisted and constricted
to hide the hammer from me, “There
is no contest that you can win here,
so I accept you challenge.”
I feigned ignorance and looked
around for some contest, “That cage
there, smaller than both you and I. He
who can squeeze inside while the
other cannot shall win the contest. I
think that is a contest I can win
handsomely as you have far too many
legs to fit into such a small space.”
Sub Rosa

The beast with so many legs


laughed, “But you forget, little man,
that this is my place and I know the
cage well. I can curl myself tight and
fit within its walls and you will lose
your contest. See here!” And with
that, the beast rose up and pushed
himself into the cage.

38
beast, “let me out and I will have my and if you wish it, you may take it and before he returned bearing a cup of
revenge of you.” use it as you see fit.” fire. He looked uncomfortable and
“If you would give me the The beast writhed in anger and walked with a bow-legged gait, but
hammer, I will give up the key.” called me all manner of names, many beyond exclaiming something about
I remember to this day. With a smile, saddles he would say no more about
The beast with many legs writhed his task.
and wriggled and handed the hammer I turned to leave with the hammer in
out through the bars of the cage. my satchel. On the way, I saw a chest With the three tools in our
“Here is the hammer as you ask. and in that chest was a mask and a possession, it was time to take them
Now, give up the key as you gave short wooden stave carved with back to Woden and see about this
your word to.” runes. I took both and rejoined hunt. We came back upon the Hare
Bellatorius and Valeria. who graciously allowed us to cross
“Indeed,” I said, “I did say I from this side to that (as he was only
would give up the key.” I held out the And that is how I bested the wyrm
in the woods. to guard against those coming from
key, an arm’s length from the cage, that side to this).
and dropped it to the ground. “No Then it was the turn of Bellatorius
more shall I carry that key. I give it up to try his luck. It was some time We then arrived at Woden’s hall
wherein I used the tongs regained by
Valeria to heat iron in the fire
captured by Bellatorius and made
shoes with the hammer won from the
wyrm. The steeds were shod (spiders
all) and we were invited to the hunt.
Each wearing the mask that we
had retrieved, we rode out with
unnatural skill and I speared many
prey. I shall not record what they
were for my dignity has returned and
I do not wish to be reminded in years
to come. But I should record that I
ignored my nagging better judgement
and I both feasted upon and enjoyed
the hospitality of the faerie folk that
night. Soon enough though, we slept,
most of us where we fell to slumber
under the weight of so much food,
drink, and dancing. Even Valeria,
though it could be considered hard to
read the expression of a dormouse,
seemed to abandon her natural
reserve.
When we awoke, we were
ourselves again. All four returned to
natural size and aspect and, I warrant,
each of us carried with us a charm
from the faerie world, a reminder of
Sub Rosa

our time and reward for our quick


thinking and our tenacity and our
skill. I believe that I must keep secret
the nature of the charm awarded to
me lest its magic fail. It is a peculiar
sort of bargain, but the device will, I
am sure, prove useful to me in the
many long seasons of crafting I have
ahead of me.

39
Companion Piece:
Lazar ben Yosef of Narbonne, the Redcap
through Provence and Catalonia,
maintaining religious schools called
By Ben McFarland
The Companion Piece series
provides detailed characters ideal for “yeshivas.” (See Art and Academe, page
88 for additional details on yeshivas.) had hoped.
use either as companions to
individual magi, important non-player While he met many who would later Instead, he became a Redcap, and
characters within the saga, or as become capable kabbalists, like his completed his apprenticeship in
associates to entire covenants. Like childhood classmate David Kemhi, Harco. While he is an effective
the previous companion presented in Lazar found he did not have the Redcap even into his late fifties, he’s
this series, this article presents a interest in the philosophy his family started feeling a bit of his age, even
member of the western
Mediterranean attempting to carry out
his duties in a war-torn region
somewhat hostile to him in more than
one way.

Lazar of Narbonne
Born to a well-established family
of scholars and philosophers in
Narbonne, Lazar’s family also
includes several Redcaps, “adopted”
into House Mercere. His extended
family still lives in Narbonne and
includes two sons and a daughter. He
is both divorced and a widower, as his
second wife died of an illness five
years ago. His cover varies between
merchant, a Jewish scholar from
Provence, and an usurer. He has not
returned to Narbonne since the
Albigensian Crusade began. Instead,
he has kept a promise to his son to
keep his granddaughter, Hadassah,
abroad and safe. She is now thirteen,
and tires of the traveling life,
sometimes becoming vocal about this
sentiment.
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Something of a child prodigy,


Lazar studied for a short period with
both Joseph Kimhi and Abraham ibn
Daud, before Lazar entered his
Redcap training and ibn Daud was
martyred. In fact it was ibn Daud’s
views on Aristotlian philosophy that
drew Lazar’s Redcap master to this
student of Hachmei Provence, or the
learned Jewish scholars who lived

40
with his Longevity Ritual. However, As a Redcap, Lazar’s duties easily be drawn into conflict against the
despite the slightly increasing bring him to visit the covenant on horrors of the Albigensian Crusade..
difficulty he encounters traveling, multiple occasions, establishing
Lazar finds teaching at new covenants relationships and revealing him as not
to be an exhilarating experience. He only a messenger of the Order, but a
Introducing Lazar
uses this as a chance to teach the very scholar and tutor par excellence. His There are a couple of ways a
bright apprentices of the Order while experiences in the field and across Storyguide might introduce Lazar into
providing excellent safety to his many geographic areas mean he is a the saga.
granddaughter. Lazar considers natural advisor to younger magi
himself a gardener of magi, helping dispatched to complete tasks for the Option #1: Bandits, brigands,
them blossom through his capable covenant. He knows of many thieves, crusaders, or some other
instruction, while they often see him covenants, their libraries, and their unsavory, but regular, villain for your
as the fondly remembered tutor with members, making him indispensable saga chases Lazar with terrible
not only personality but entertaining to a Trianoma magus or an intentions. In the process of defeating
stories. investigating Quasitor. his pursuers, members of the turb are
injured and in gratitude, Lazar offers
His Jewish background provides to stay and teach their magus or an
Companion Material several hooks for stories where magi apprentice as a token of gratitude.
explore or investigate the mysteries of
There are several ways Lazar Kabbalah and possibly the Option #2: Operating in his
might join a saga, and while he construction of Golems. His duties as a Redcap, Lazar arrives to
benefits a covenant with apprentices knowledge of the Hachmei Provence deliver correspondence and realizes
most, he is a solid addition to a and the range of southern France they have an apprentice or two
covenant looking to expand its pool mean the magi have many locations available for instruction. Based on his
of instructors or members able to to research, potentially find refuge, or reception and the nature of the magi,
speak multiple languages. he propositions their covenant,

Lazar ben Yosef, The Redcap and Instructor Ken 3 (crowds), Guile 3 (concealing business), Harco Lore 3
(geography), Ledgerdemain 2 (slight of hand), Living
Characteristics: Int +2, Per +1, Pre +1, Com +4, Str -1, Sta Language: Arabic 4 (conversation), Living Language: Catalan
+2, Dex -2, Qik -2 4, (conversation), Living Language: Greek 4 (conversation),
Age: 59 (54) Living Language: Hebrew 5 (liturgy), Living Language: Italian
Decrepitude: 0 (Aging Roll bonus: -7*; *Includes -2 for good 4 (conversation), Living Language: Provencal 4
living conditions) (conversation), Medicine 3 (treating disease), Organization
Confidence Score: 1 (3) Lore: Order of Hermes 3 (covenants), Philosophiae 4
Virtues and Flaws: Redcap; Strong Faerie Blood; Good (morality), Profession: Accountant 2 (recordkeeping), Ride 2
Teacher, Great Communication, Privileged Upbringing, (offroad), Stealth 2 (keeping quiet), Survival 2 (finding water),
Puissant Teaching; Dependent (Granddaughter), Outsider; Teaching 8+2 (single student), Theology 3 (Torah);
Usurer; Busybody, Non-combatant, Visions Equipment: Redcap’s satchel, Scholar’s robes, walking stick.
Personality Traits: Talkative +3, Curious +2 Encumbrance: 0
Reputations: Expensive Tutor 6 (Order of Hermes), Scholar 4 Appearance: Lazar is a somewhat portly man with a thick,
(Jewish Community), Usurer 4 (Northern Mediterranean steel-grey beard and his Jewish cap. He wears good quality
Coast), Capable Teacher 3 (Order of Hermes), Redcap 3 traveling clothes, but insists on covering them with an old, and
(Order of Hermes) tattered looking cloak. His boots, however, are expertly tooled
Combat: and well-cared for, despite their heavy travel.
Dodge: Init -2, Atk n/a, Defense +1, Dam n/a
Soak: +2 Design Notes: Childhood 45+Native language 75+Later Life
Fatigue Levels: OK, 0, –1, –3 –5, Unconscious
Sub Rosa

(to 8) 45+Redcap 300+Well Traveled (Redcap) 50+Privileged


Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Upbringing 50+Post Apprentice (36yrs ) 720
Incapacitated (16–20), Dead (21+)
Abilities: Area Lore: Greece 3 (covenants), Area Lore: Iberia 2 If you wanted to amend his Virtues and Flaws, Lazar might
(covenants), Area Lore: Italy 3 (covenants), Area Lore: Levant possess the Lone Redcap minor virtue; in this case, you might
3 (Jerusalem), Area Lore: Provence 4 (covenants), Artes consider the Magic Items minor virtue, and have one more
Liberales 4 (rhetoric), Athletics 2 (hiking), Awareness 3 minor virtue available to customize him. (See Houses of
(ambush), Bargain 2 (setting terms), Brawl 2 (dodge), Charm 3 Hermes: True Lineages, page 106 for these virtues; *See
(magi), Chirurgy 2 (sword wounds), Civil and Canon Law 3 Houses of Hermes: True Lineages, page 109 for the Usurer
(Kosher rules), Code of Hermes 3 (rights of Redcaps), Dead flaw-- if you prefer, replace this with Hunchback). If you
Language: Latin 5 (Hermetic terms), Etiquette 2 (magi), Folk dislike Visions, consider Driven: Teaching students.

41
explaining his desire to teach. If his education services. covenant and offers to stay if they can
they’re willing, he can begin the save her. If the covenant magi are
following season. busy, then Lazar may contract a
Story Seeds for Lazar group of grogs to lead the endeavor
Option #3: Due to research being
undertaken by a member of the Once established within the saga, or hire an old student to execute the
covenant, Lazar is introduced to the what sort of stories might focus on operation. There is no price too high
magi either through the covenant’s Lazar, but still provide for the for Lazar in this situation, and he
Jewish community, or through the inclusion of the rest of the covenant? knows his own value.
local community. Alternatively, he
might meet them through their need Always with the Someone’s Taken My
for a vis loan. While his vis usury is Satchel
permitted but often frowned upon, it Children
does help pay for items and other Nothing is more important to Exploring the classic trope for
necessities. However, upon learning Lazar than his granddaughter, Recaps, Lazar has been robbed and
the magi have students available to Hadassah. When she is captured by his satchel taken. If the magi can
teach, Lazar offers to forgo the usual townsfolk, slavers, crusaders, recover the satchel from this thief,
prices for loaning vis if the covenant someone, Lazar stops at nothing to and help Lazar make his deliveries on
is willing to negotiate a contract for recover her. He comes to the time, they can earn his services or

The Teacher’s Drive


If Lazar teaches a single student, he can provide a Source Size: 0
Quality of 29 (4 Communication + 11 Teaching + 3 + 6 single Refinement: 0
student + 5 Good Teacher), although if provided a laboratory General Quality: -3 (this does not affect Teaching)
specialized for teaching, he can easily provide a Source Upkeep: -1 (5 Mythic Pounds to set up, 1 Pound per year to
Quality in excess of 30. maintain)
Safety: +1
He is unwilling to accept a contract with a covenant to teach Warping: 0
for less than a year, more commonly two, and must have a Health: +3
dedicated space which will be considered his sanctum for the Aesthetics: +6
duration of the agreement. Teaching: +3 (This is the maximum permissible bonus for this
specialty)
His granddaughter must be permitted to join him, and must be
considered a full covenant member for six months after his In a single season, he can provide nearly his maximum benefit
teaching commitment concludes, so she may remain safely (29 XP) to a single student in the subjects of:
behind while he arranges his next contract and completes his Area Lore: Greece 3 (covenants), Area Lore: Iberia 2
Redcap duties. She may, or may not be Gifted, at the (covenants), Area Lore: Italy 3 (covenants), Area Lore: Levant
Storyguide’s discretion, but should likely have the Covenant 3 (Jerusalem), Civil and Canon Law 3 (Kosher rules), Code of
Upbringing Flaw. Lazar has taught her to a Latin score of 5 Hermes 3 (rights of Redcaps), Medicine 3 (treating disease),
(Hermetic Terms), and she has a Teaching score of 2 (Latin) Organization Lore: Order of Hermes 3 (covenants), Theology 3
from exposure. (Torah).

Lazar is willing to teach multiple students, as long as he has a If given access to a laboratory specialized for teaching, with a
dedicated environment to do so. Using the rules from +3 bonus, he can provide his current maximum benefit (32 XP)
Covenants, pages 109-121, such a lab needs a Teaching to a single student in two seasons in the subjects of:
specialization. His ideal space is dedicated teaching structure Area Lore: Provence 4 (covenants), Artes Liberales 4
(Elementary; -2 General Quality, -3 Upkeep) with a lab space (rhetoric), Dead Language: Latin 5 (Hermetic terms), Living
Sub Rosa

of Size +0, with a Gallery (+1 Safety, +1 Aesthetics, +1 Language: Arabic 4 (conversation), Living Language: Catalan
Teaching) and a throne made into the focus (-1 General 4, (conversation), Living Language: Greek 4 (conversation),
Quality, +1 Re, +1 Teaching). It should be spotless (+1 Health, Living Language: Hebrew 5 (liturgy), Living Language: Italian
+1 Aesthetics, +1 Cr), and opulent (+1 Upkeep, +1 Health,+2 4 (conversation), Living Language: Provencal 4
Aesthetics, +1 Teaching), with Superior Heating (+1 Upkeep, (conversation), Philosophiae 4 (morality).
+1 Health,+2 Aesthetics, +1 Ignem).
Virtues: Gallery, Opulent, Spotless*, Superior Heating. He is more than willing to take a contract for instructing magi,
Flaws: Elementary (Teaching); Lesser Focus (Throne) and content to reach a reasonable agreement for helping them
*Free Virtue or Flaw. improve their Teaching skill. One season of his instruction
could give a magus a Teaching skill comparable to an entire
apprenticeship of exposure experience.

42
keep him in business while saving his secrets of the occult art or the Matchmaker,
reputation. Often, this story is more methods of creating golems. Looking
about the thieves than victims or a for someone effective against this Matchmaker
race against time to recover what was threat, an old friend of Lazar’s seeks Lazar’s habit of being a covenant
taken, so while Lazar is the crucial him out and begs for assistance from busybody earns him problems on the
impetus for this adventure, he serves the covenant. If the magi agree, road after he arranges the marriage of
as a vehicle for something which need they’re drawn into the Crusader a Jewish girl another local and
not be closely tied to him. plagued lands of Provence, looking important person really wanted to
for a killer hiding in the shadows and marry. As such, the jilted lover frames
preying on a people most refuse to Lazar for the murder of a man at the
More Knowledge, More help. What they find might be an next inn. How do the magi respond
Problems unscrupulous peer justifying his to the captivity of their Redcap and
Someone is kidnapping members actions with the “Join or Die” clause, Tutor? Can they rescue him without
of the Hachmei Provence and killing or possibly a potent jinn in service to breaching the Code?
them after a period of time. A a Sahir who considers the Hachmei
Catalonian non-Hermetic Sahir or a Provence nothing more than a puzzle Using Lazar as an
Hermetic magus is hunting down to be solved.
Kabbalists in an attempt to steal the NPC
Who can’t use a developed and
detailed Redcap in their game? Lazar
provides a distinctive and
recognizable character with
personality who can be easily inserted
at many Hermetic events and
locations, such as Tribunal, other
covenants, or even Certamen and
Wizard War declarations.
In his role as a roaming educator
and Redcap, Lazar offers the
opportunity to be a knowledgeable
resource of the moment, bringing
expertise to the covenant when they
need it, but at a price. If they have
apprentices, or a desire to expand
their teaching skills, then it is possible
they might leverage what the want
against what Lazar loves to do,
coming out as winners in the
exchange twice over. Discovering this
foible of the Redcap may take some
investigating, however.
For characters seeking a Jewish
contact to the members of Hachmei
Provence, Lazar is a Hermetic
resource who can aid them with
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greater ease than they might


encounter trying to befriend a
mundane member of the community.
His prices, however, come in things
they likely value more; vis, enchanted
items, and seasons spent on tasks
such as replacement Longevity
Rituals.

43
Who Wants to Live Forever?
The shape and material of enchanted come with a story-based price. Using by Ben McFarland
items improves the lab totals for their Shapes & Materials in longevity rituals
manufacture. Potent magic uses similar gives magi a reason to conceal the
shapes and materials to make casting those provenance of their ritual items, as they can as a minor mystery to a fertility cult is fairly
spells even more powerful. The precedent be used as arcane connections back to straightforward. Treat it as a Minor Virtue
is there, so why not incorporate shapes and either the longevity ritual or the magus with an Initiation Target Level 18. To
materials into longevity rituals? themselves. The source of a magus’ consider this change as a minor
longevity ritual materials becomes a target Breakthrough, the researcher should learn
for foes and political rivals looking to gain Potent Magic from The Mysteries Revised
Math with Benefits an edge. By collecting material from the Edition, then develop a number of Potent
Occupying a strange space between same source, or utilizing objects used in the Creo Corpus healing spells, researching
enchanted items and formulaic spells, longevity ritual, spells can use a +3 bonus them to stablize the effects. Research
longevity rituals remain a staple for all magi. to the Penetration multiplier. These through Fertility cult objects, like those in
They plan for a longevity ritual’s incorporated items must be kept secret and Ancient Magic, and associated non-
implementation and development, possibly protected whenever possible, such as Hermetic items or rituals, like the story
trading with other members of the eggshells, bathing liquids, or drinking hook in Sub Rosa #8, “Way of St.
Tribunal, or improving their Arts to craft a vessels. James,” could be done, as well. In all cases,
ritual for themselves. Longevity rituals can once Shape & Material bonuses are
be difficult to make, they can utilize extra allowed in longevity rituals, require the
vis, one can even configure the laboratory
Bringing it to the Game player to document the source of any
to provide a benefit to aging rolls. From all To implement this change as a part of materials used, and the storage location of
this, it seems a small step to implementing Magic Theory, no real adjustment to the any objects incorporated. These might be
Shape and Material bonuses to provide rules is necessary. Continue using Shape & manipulated through other hooks, like
what essentially results in doubling the Material bonuses as normal, but now Tormenting Master, Enemies, or Difficult
effect of the creator’s Magic Theory score permit them to be incorporated into the Underlings. Magi looking to gain the upper
to the Creo Corpus lab total and, in most Creo Corpus laboratory total used for hand in Wizards’ War or otherwise
cases, add perhaps a decade or two of longevity rituals. Implementing this change Penetrate another wizard’s Parma might
additional life. Using Shape and Material
bonuses one can expect:
This effectively adds a number of
decades equal to the bonus to the lifespan
of the magus, providing more time before

Aging Roll Bonus MT Score


+1 <5
+2 5-7
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+3 8-9
+4 10-12

one likely requires another longevity ritual.


For most games, such added time is a non-
issue, permitting the longevity ritual to
become a story arc, or a momentary goal,
before becoming part of the background.
However gaining such a benefit should

44
investigate these sources and acquire arcane Object Bonus Symbolism
connections to exploit when the time is Acorn 2 (rebirth)
right. Acacia 4 (immortality)
Almond 3 (fertility)
Other Options Amaranth 5 (immortality)
Wise magi prefer to incorporate Amber 5 (preservation, longevity)
magically-aligned items into their works Apple 4 (fertility)
whenever possible. Another potential Ash Tree 2 (rebirth, Odin hanged from an Ash Tree)
beneficial use of Shapes & Materials in
Baptism 5 (rebirth)
longevity rituals is to allow dedicated vis,
extraordinary vis, and Materials of Virtue. Beans 3 (rebirth)
Such materials still require the sort of Blood 3 (vitality)
protection as mundane materials, but work Boughs 2 (fertility)
as described in Realms of Power: Magic, Bull 2 (fertility, strength)
Chapter 8. Dedicated vis offers double the
Butterfly 4 (rebirth, transformation)
Shape and Material bonus, but original
bonuses must not exceed the researcher’s Cedar 3 (longevity)
Magic Theory score. Extraordinary vis and Chalice/Cup 5 (rebirth)
Materials of Virtue add their vis bonus to Crucible 4 (purification, refinement)
the laboratory total, but does not count Dates/Figs 3 (fertility)
against the maximum number of pawns
which may be used in the ritual. Dawn 3 (rebirth)
Deer/Antlers 2 (fertility, growth)
This kind of modification might require
a Minor Breakthrough, or be a Major Earth/Soil 2 (fertility, growth, rebirth)
Virtue for Initiation. It will likely increase Eggs 5 (creation, fertility)
the laboratory total by another 3 to 12 Emerald 3 (longevity)
points. This makes longevity rituals even Fish 4 (fecundity, fertility)
more powerful, extending the lives of
Fire 2 (purification, rebirth)
senior members of the Order of Hermes,
which has definite political consequences Flowers:
worth considering. For games where such Lily 4 (longevity)
aspects are less of a concern, these Lotus 4 (rebirth)
additional modifications can be Rose 4 (fertility)
incorporated into regular Hermetic Magic
Fountain 3 (longevity)
Theory.
Honey 4 (fertility, longevity, purity)
Milk 4 (fertility, purity)
Examples Phoenix 5 (rebirth, transformation)
A magus with a Magic Theory of 7 Rooster 2 (fertility)
might choose a baptism (+5) of fire (+2), Salt 4 (longevity, preservation)
and then need to safeguard the location
and the ashes. If his kindling had been lit Ship to the Underworld 3 (rebirth, transformation)
with extraordinary Ignem vis (containing 3 Snakeskin 4 (longevity, rebirth, transformation)
pawns) left in the fire throughout the ritual, would add another +6 to the laboratory the apple (doubling the S&M bonus) and
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the magus would add another +9 to the total, but still be able to use a total of 14 another +6 for the vis from the Honey of
laboratory total, but still be able to use a pawns of vis in the ritual. Virtue. He would still be able to use a total
total of 14 pawns of vis in the ritual.
A magus with a Magic Theory of 8 of 16 pawns of vis in the ritual.
A maga with a Magic Theory of 7 might consume an apple (+4) infused with
might choose to bath in a fountain (+3) honey (+4), and then need to conceal the
laced with salts (+4) and then need to fruit tree and hive. If she had an apple
protect the waters of the fountain and the containing dedicated Creo Herbam vis, and
source of her salts. If she used Salts of used Honey of Virtue, containing two
Virtue, containing two pawns of vis, she pawns of vis, he would add another +4 for

45
Pilgrims of Darkness
Inspired by the novel “Pèlerins des Ténèbres”
by Serge Brussolo, Le Masque 2000
However, its precise location
does not have a crucial impact on
by Jérôme Darmont
This story won the Hermes’
Portal scenario contest 2002, and the story arc. It can be relocated
to virtually any Christian area encountered.
was published in issue 5,
February 2002. Game stats were with mountains of a fair size. To
initially provided for the 4th facilitate such adaptations, I Synopsis
edition of Ars Magica. This voluntarily remain vague about
version has been proofread again, the exact setting of this story. The magi are called upon for
and also includes stats for the 5th The Fourth Edition Medieval help by the prior of a monastery
edition, which constitutes its Bestiary: Revised Edition might be neighboring their Covenant. This
actual added value. useful to play the last part of the monastery is dedicated to Saint
scenario, but is not strictly Gaudemon, and organizes a
J. Darmont, December 2011 regular pilgrimage to the saint’s
necessary. Alternatively, the Fifth
Edition Book of Mundane Beasts sanctuary, which is located in a
Introduction ([Link]/ remote place up in the
pdf_storage/[Link]) mountains. The pilgrimage is
This scenario nominally takes provides statistics for most reputedly very tough and pilgrims
place in the Pyrenean mountains. animals that could be have been rumored to

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46
The Story as Pilgrimage The bonuses are:
mysteriously disappear for some The prior is genuine in his concern +3 Season
time. The Prior has sent a young and there really is a shrine to
+3 Test of Faith
monk to investigate, but he came Gaudemon high in the mountains so
back apparently mad. Since Saint your troupe may decide to use this +12 Direct Demonic Opposition
Gaudemon already has a poor story as a genuine pilgrimage for one This provides a total of +18,
reputation, the Prior needs the or more characters, in which case the enough to gain a Minor Virtue, remove
magi to solve this mystery as rules in The Church, page 16 onwards a Minor Flaw, or to remove a negative
soon as possible to avoid the are very useful. Given the demonic Personality Trait.
wrath of the Holy Inquisition. nature of the deception and the
subversion of the pilgrimage, Noctus’ It is important to note that these
The characters thus join the plan counts as a s ignificant are not granted as a result of
pilgrimage of Saint Gaudemon oppositional element. The tanglings completing this story, but by setting out
under the direction of a strange with Brother Denunzio are sufficient to find the true shrine and completing
guide. From the beginning, they to provide a test of faith, and the that journey despite the challenges faced
leave the main trail and, as they pilgrimage to the true shrine of along the way.
later discover, are tricked onto a Gaudemon will take a season.
fake path dotted with fake
c on ve nts inh ab ite d b y f a ke
monks. Strange events also occur
during the whole journey, and the monastery shows up at the Scenario?
atmosphere is oppressive. The character’s Covenant. The monk, The Covenant might already
characters eventually find out Brother Azael, requires an be in contact with Le Moutier
what the pilgrims true destination audience from the council as monastery, or even owe Diodore
is. soon as possible. He represents the Elder a favor. Otherwise, it
the Prior of Le Moutier may seem interesting to the magi
The fake monks and their monastery, Diodore the Elder,
guide finally attempt to capture to initiate a relationship with the
and literally begs the magi for monastery and have it owe a
them and lead them to a gigantic help. His monastery is dedicated
ark, a vast ship of biblical favor to the Covenant. In any
to Saint Gaudemon, and case, make it clear, by the word
proportions that is being built organizes a regular pilgrimage to
between two mountain peaks. of Brother Azael, that the Order
the saint’s sanctuary, which is of Saint Gaudemon will consider
These monks are followers of a located in a remote place up in
wingless angel (actually a demon) itself an ally of the Covenant if
the mountain. For some time they help.
who prophesies the Flood and now, pilgrims have regularly been
tricks humans into thinking they disappearing while on the road to If the magi are reluctant to
have been chosen to build the ark the sanctuary. Although the help the monks, remind them that
and re-populate the Earth after pilgrimage is notoriously tough having the Holy Inquisition
the cataclysm. Some pilgrims are and dangerous, avalanches and investigating around their
convinced and voluntarily turn to wild beasts cannot be held Covenant is certainly not a good
heresy, forfeiting their souls, responsible for so many people idea… Brother Azael is not in a
while others are mere slaves used vanishing. This causes great position to threaten anybody, but
to build the ark, or as food for concern to Father Diodore, who he will make that statement
the animals that are caged inside! also fears that Jome the Black, an clearly as a last resort.
The characters probably put an inquisitor and old enemy of
end to this sham, but after Order of Saint Gaudemon, finally What the Magi Know
confronting the demon, they also finds an excuse to bring the
have to escape from the religious order down. The Prior of Saint Gaudemon
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Inquisition that has finally sent has sent a young monk with the Have the player make an
an army to destroy all evil: last pilgrims to investigate, but he Intelligence + Theology,
demon, men, women and magi c a m e b ac k app ar ent ly m ad. Church Lore or Area Lore roll.
alike. Hence, he desperately needs the Depending on the result, reveal
help of more… learned people. them what they know of Saint
Gaudemon. If there are books
Opening Scene How to Bring the covering these subjects in the
Covenant library, you may allow
One spring morning, a Magi into the some characters to replace their
messenger from a nearby own skill level by the concerned

47
Pronunciation Guide Les Saraires: lay saa-rayr A Dark Confession
Constance of Huraut: con-stance Mahaut: mah-ho The monastery of Saint
of hu-roh Gaudemon is located at the edge
Matthieu : mah-tee-uh
of the town, so the characters
Diodore: dee-o-door Noctus Ira Melanox: noc-toos ee- may want to meet the monk who
Gaudemon: go-day-mon rah may-laa-nox went on pilgrimage and returned
Guillaume: guee-yohm Vauldoire: voh-dwar mad. Diodore the Elder has no
objections. Brother Guillaume is
Jehan: juh-han Venzome: van-zohm held prisoner in a crypt
Jome: johm underneath the monastery. Every
monk knows he is here and what
Le Moutier: luh moo-tee-ay
happened to him, and an
Les Paturiaux: lay paa-tu-ree-oh atmosphere of fear has taken
place in the monastery. However,
only Father Diodore and Brother
book level. However, reading and victory against nature and the Azael have spoken to the
searching a book takes half a day. elements. Most people prefer unfortunate (and this is precisely
Brother Azael, if questioned, can easier pilgrimages, such as why they decided to hide him).
tell them the first piece of Santiago de Compostella.
information, and even the Brother Guillaume is locked in
12+: Saint Gaudemon has a an ir on cage. His s tate is
second, if pressed. pretty bad reputation within the frightening. The smell is terrible
Church. He is rumored to be a in the crypt. He is nude and lies
6+: Saint Gaudemon was an magician, a sorcerer who came in his own excrement. His whole
early Christian. Caligula, the mad out of the desert and preached body is sore. Visibly, he hurts
Roman Emperor, had ordered the word of Jesus only to fool the himself on the cage voluntarily. If
him to be quartered by four black first Christians. What can you talked to, he speaks incoherently,
horses in the Circus Maximus. expect of a “saint” whose name mixing insanities with tales of
The martyr accepted the contains the word demon? An pilgrims slaughtered in villages
judgment with serenity. When he inquisitor named Jome the Black inhabited by demons, devils
fell flat on the ground, he is known to seek the proof that disguised as monks, and churches
shouted his faith in Jesus Christ. the Order of Saint Gaudemon is that are the lairs of sorcerers.
Gaudemon was strong, but he founded on a deception.
could not resist. His arms and
legs were torn off his trunk and Le Moutier If calmed by magic (a spell,
dragged in the dust. But he such as Calm the Motion of the
prayed to the Lord and the horses Le Moutier is a small town Heart or Enchantment of
walked back, at which the bloody located in the foothills of the Detachment, of third magnitude,
limbs of the saint were restored. Pyrenees. There is nothing of even spontaneous, can do the
From this day, Saint Gaudemon particular interest here, but the trick momentarily), Brother
has been called upon by people region is a crossroad for pilgrims Guillaume becomes immediately
suffering from limb afflictions; from all over Mythic Europe. The quiet, and then begs the
the paralyzed, the wounded, and city is organized around a central characters to kill him, since the
the lame. He performed miracles, gathering square bordered by inns monks do not have the courage
too. Pilgrims who travel to the and taverns. Pilgrims carrying the to do it. He just keeps repeating
sanctuary where his bones rest scrip (pera), or leather pouch that the brotherhood has fallen
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and offer him a sculpture of the containing food, money, and into dar knes s . He sinc er ely
suffering limb are said to be documents, and the staff believes he is possessed by
relieved of their affliction. (baculum) are numerous here. demons and, though he seems
They use signs and symbols to lucid, he is visibly, hopelessly
9+: The path to Saint rally: the shell for Santiago de mad. Just before the characters
Gaudemon’s relics is one of the Compostella, four horse heads leave, though, he whispers a
hardest. It meanders through high constituting a cross for mysterious warning: “beware of
mountains and crosses areas Gaudemon, etc. the werehorse!” The characters
inhabited only by eagles and cannot learn more from him.
bears. Reaching the sanctuary is a

48
The Codex of the Roads Saint Gaudemon (and maybe with Imaginem will do the trick, but
Before the characters leave, a Communication + Carouse Mentem magic cast directly on
Brother Azael gives them an roll of 6+). The only really good the guide is likely to fail (see
exemplary, the Codex of the guide in the area is called Malestrazza’s stats).
Roads, an illuminated book that
describes in detail the way to the
he mountain is treacherous, and even the

T
sanctuary of Saint Gaudemon,
including the description of the
convents where pilgrims stop and
grogs the magi may have with them do not
the monks who live there. In know this particular region well.
game terms, the Codex of the
roads is an Area Lore (Saint
Gaudemon’s pilgrimage) summa
of level 5 and quality 10. The Malestrazza, still according to
book is available in Latin or in Physically, Malestrazza is thin
pilgrims. He is so good he selects and tall. His face is deeply lined,
vulgar tongue, at the characters’ the people he takes on with him.
convenience. though he looks young. His hair
He never chooses the easy trail in is a black and curly mane.
the mountain, but the harder the Perceptive characters might
Finding a guide pilgrimage is, the more Saint notice he shows some
Make it clear to the characters Gaudemon is likely to hear the resemblance with a horse
that they cannot go on the prayers! (Perception + Awareness roll of
pilgrimage without a guide. The Malestrazza does not show off 9+), but that is hardly a proof of
mountain is treacherous, and on the square. On the contrary, anything. He wears a leather
even the grogs the magi may have he waits for pilgrims in a nearby jerkin and tight breeches. His
with them do not know this inn. Then, he examines them clear gaze is piercing and has a
particular region well. Lots of carefully, feels the calf and back wild expression that commands
guides, dark skinned men wearing of each candidate, and decides respect. He apparently never
bear furs, speak loud on the city’s who is going with him and who is smiles, and does not speak much.
central square, but the best guide not. Magi who are physically
in town does not stand among It is quite important for the
weak will probably want to cheat scenario, but not strictly
them. The characters can learn his examination with magic. They
that by chatting with pilgrims of essential, that the characters
would better! Corpus or select Malestrazza as their guide.
If they do not care and do not
Malestrazza Insensitive +1, Holistic +1, Heretic +1
look for him, just have them
Malestrazza has been fooled by Noctus. Combat: choose him “by chance”. If the
He is in charge of selecting good Fist: Init –3, Atk +6, Def +5, Dam +0
players feel you drag them toward
candidates for the ark and taking them on Long sword: Init –1, Atk +8, Def +4, the guide or the characters get
the fake pilgrimage. However, though he Dam +6 suspicious about him, you can try
is convinced by Noctus’ vision, he is not Short bow: Init –4, Atk +11, Def +7,
Dam +6 to replace their first guide by
a fanatic. If confronted to the evidence
that Noctus is a sham, he may prove a Soak: +3 (Quilted armor) Malestrazza early in the scenario
precious ally for the characters. Fatigue levels: OK, 0, –1, –3, –5, after an accident, or just have
Malestrazza was given a magical amulet Unconscious their guide be a fake monk (see
by Noctus (a silver necklace), who Wound Penalties: –(0-5), –(6-10), –(11- below). Just do not impose him
wanted to protect his closest servants 15), Incapacitated (16-20) to the players if they do not want
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from magical inquiries. It grants him a Primary Abilities: Athletics (Climbing) him.
+25 Magic Resistance. 5, Folk ken 2, Stealth 3, Bargain 4,
Survival (Mountain) 5, Area lore 6,
Characteristics: Int 0, Per +2, Pre +1, Leadership 2, Brawl 5, Single weapon 3, The journey
Com –1, Str 0, Sta +2, Dex +1, Qik 0 Bows 7
This section describes the
Size: 0
characters’ journey throughout
Confidence Score: 1 (3)
Virtues and Flaws: Wanderer, Piercing the mountain, to a destination
gaze, Famous, Well-Traveled, Curse of that is not the sanctuary of Saint
Venus Gaudemon. It is maybe the more
Personality Traits: Taciturn +3, delicate part of the scenario to

49
storyguide, because it is as linear t h a t i s b a r e l y c o m fo r t a b l e . Les Paturiaux is actually not a
as the journey. It should be Pilgrims have to crowd in the convent, but a small cottage
played at a steady pace, not to attic and sleep on straw. tended by a family of
bore the players (and prevent Day #2: From Les Saraires to hunchbacks. They look very poor,
them from realizing too soon Les Paturiaux. From now then, but nonetheless offer bread and
what is happening), but not too Malestrazza leaves the normal soup to pilgrims.
fast either, so that they feel the trail and leads everybody onto the Day #3: From Les Paturiaux
atmosphere becoming darker and fake pilgrimage’s way. However, to a cave somewhere in the
darker. The following sections this is extremely hard to tell since mountain. In the afternoon, a
describe the general timeline of all the places where the company thick mist prevents the pilgrims
the pilgrimage and various events stops look exactly like their from noticing the abyss they walk
designed to break its monotony. description in the Codex of next to, which is a blessing,
roads. The inhabitants of each according to Malestrazza.
General place also match those who are Day #4: From the cave to the
Considerations described in the book. The Vauldoire convent. The convent
characters do not have a true is run by Brother Gilbert.
F a t ig u e : Wa l kin g in th e chance to realize what is
mountain is an exhausting task, happening before they reach the Day #5: From Vauldoire to a
b e ca us e of th e s l op es and Venzome convent (see day #7). plateau where the pilgrims have
altitude. Have the characters roll
for Fatigue twice a day against a
Ease Factor of 9+. A failed roll
costs the character one Fatigue
level, a botch two levels. Fatigue
levels are recovered in a special
way: one full night in a convent
helps recovering two levels, while
one night in the wilderness only
bestows one Fatigue level.
Aura: Once the characters
leave the normal trail of the
pilgrimage (i.e., after day #1),
they enter a +1 infernal aura.
This aura is weak, but will
probably make the characters
uneasy. It also influences pilgrims
and exacerbates sinful behaviors,
gossips, etc. Of course, it can be
detected by people who can Sense
Holiness and Unholiness or bear
similar powers.

Timeline
Day #1: From Le Moutier to
Les Saraires convent. Malestrazza
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does not take the straightest path,


but he leads the pilgrims to the
real convent. He prevents them
from singing, making them save
their breath, which appears to be
a good advice. The company
reaches Les Saraires after dusk
and long after other pilgrims,
who walk on the “easy” trail. The
convent is a very simple building

50
to camp. Brother Denunzio and the Soak: +2 (Quilted armor)
Inquisitor Monks Fatigue Levels: OK, 0, –1, –3, –5,
Day #6: From the plateau to
Unconscious
the Paragon convent. The monks Characteristics: Int –, Per +1, Pre –2, Wound Penalties: –(0-5), –(6-10), –(11-
of Paragon wear their frock in Com 0, Str +1, Sta +1, Dex +2, Qik +1 15), Incapacitated (16-20)
strict adherence to the Order of Size: 0 Primary Abilities: Latin 1, Church Lore
Saint Gaudemon’s rule, i.e., they Virtues and Flaws: Mendicant Friar; 3, Brawl 3, Great weapons (staves) 5
wear their hood pulled down on Obsessed
their face, like a cowl (and see Personality Traits: Fanatic +3
through two holes). Furthermore, Combat:
they also made vow of silence and Fist: Init –1, Atk +5, Def +4, Dam +1
only communicate with each Quarterstaff: Init +1, Atk +11, Def +10,
other with hand gestures. One Dam +3
single monk is in charge of
talking to the pilgrims. They
adopted this behavior so that dozen pilgrims follow help him recover from foot
pilgrims do not recognize them, Malestrazza. The most worthy of paralysis. He carries on his back a
since they are the same gang who note, those who are the most big box full of colored glass.
took the part of the hunchbacks l i k e l y t o in t er a c t wi t h th e Mahaut the laundress is a
of Les Paturiaux and the monks characters, follow: s ol id countr ywom an with a
of Vauldoire! Andresis the bowman is a reddish face. She is walking for
Day #7: From Paragon to the barrel-chested chap with a thick her son, whose legs have been
Venzome convent. Run by Prior mustache. He is undertaking the broken by a lord’s horse during a
Mazolas of Caradoz, the (true) pilgrimage for an old brother-in- hunt. She looks easy-going, but is
convent of Venzome is the jewel
of Saint Gaudemon’s pilgrimage.
Its architecture is famous,
he mezzanine is a wooden trompe l’oeil

T
especially a mezzanine decorated
with fine marble statues that painting, and the library is filled with fake
gives access to a great library books made of painted wood. Access to the
containing thousands of sacred
books. The fake Venzome is the mezzanine is forbidden to pilgrims, who can
weak point of the fake pilgrimage, only admire it from the ground floor.
since it was not possible to
reproduce such a rich place as the
original convent. The mezzanine
is a wooden trompe l’oeil painting, arms with a gangrenous leg. actually a shabby tongue of viper
and the library is filled with fake Although aging, Andresis still has who is prone to jealousy and
books made of painted wood. a keen eye and may be helpful to prompt at gossiping about
Access to the mezzanine is the characters. anybody.
forbidden to pilgrims, who can
only admire it from the ground Constance, Bar oness of Mario the sculptor is a
floor. There is always a monk Huraut, is walking for her young, sturdy fellow with great
standing guard, even at night. It husband, who came back from paws. He has been sent on the
requires a roll of Perception + crusade suffering from leprosy. pilgrimage by the monks of Saint
Craft: Sculpture of 12+ to She is thin and stiff, invariably Gaudemon, who expect him to
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notice the sham from below. Like sad (for she is deeply in love with sculpt a stone statue of their
in Paragon, the monks of her husband), but a nice person. patron during the journey. The
Venzome (but not Mazolas of Jehan the glazier is a young statue is destined to ornament the
Caradoz) wear their hood pulled redheaded apprentice who is sanctuary. Mario works in a
down on their face and do not making the trip to the convent of wagon Andresis has accepted to
speak. Venzome to repair the stained- drive. It is the only way to carry
glass window representing Saint the block of stone he is sculpting,
G audemon, which has been but this raises a fair share of envy
Pilgrims among other pilgrims, who have
broken during a tempest. His
Beside the player characters, a to walk. Furthermore, if this is
master hopes this good deed will

51
the first time Le Moutier ankles immobilize you. You are the same people, anyway) that
monastery has been in contact are quartered. Up there, on the unicorns wander in the mountain.
with the characters’Covenant, terraces, the Roman plebs is This is both true and false. A fake
Mario is supposed to observe the heating up. They want blood. unicorn has been sold to the
player characters’actions. They scream. They just cannot d e m o n ’ s f o l l o w e r s an d h a s
get enough. The horses fidget, escaped. It is actually a white
Events ready to leap forward. The mare with a narwhal horn glued
groom, holding his whip, is on the head.
Most of the following events ready too. When he hits the
can be played in any order and in Event #3 Silhouettes in the
horses’ rump, they will rush Mist: Mist has been surrounding
any location (you can even roll a and tear your limbs apart from
die to pick them up at random). the company since the early
your body. You smell the morning. The characters have the
However, some events are related animals’ odor, you hear them
and/or tied to a given place. In feeling they are followed. A
neighing. You get ready to successful Perception +
that case, it is clearly indicated in shout in pain. The whip
their description. Awareness roll of 12+ helps
cracks. The horses rush off.” them catch sight of silhouettes in
Event #1 The Vision: If a The character(s) then wake(s) the mist, behind them. If they
character has Premonitions, he up sweating. investigate, they find nothing and
experiences the following vision. raise Malestrazza and the other
If no character does, have any of Event #2 Unicorns: Mario’s
horse has been nervous all day pilgrims’ire. They threaten not to
them (or maybe all of them) wait for them.
dream the scene: long. Perceptive characters
(Perception + Awareness roll of Event #4 First Slaughter:
“You see the black horses. 9+) can hear stifled hoof noises With a Perception + Awareness
You are lying down, nude in in the distance. When dusk falls, roll of 9+, the characters notice
the arena. Your back itches the characters can learn from the vultures flying in circles above a
because of sand. Leather hunchbacks or the monks (who rocky peak. When they arrive on
bonds on your wrists and

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52
the spot, they discover ten dead the name of Jome the Black. He b e e n as k ed b y M a zo l as of
goats. Vultures have begun to asks pilgrims whether they have Caradoz to repair the library stain
tear their skin, but the goats seen anything strange. He talks -glass window from the outside
otherwise bear no trace of bites about wandering devils, roads of the building, for he would
nor claws. Their neck is oddly whose destination mysteriously disturb the copyists if he worked
torn, as if they had been hanged. change at night, and blames inside. The true reason is, of
A dozen paces away, their Gaudemon the sorcerer. He is course, to prevent him from
shepherd has encountered the very suspicious, and brutally discovering the library is a fake.
same fate. He is lying on his back,
his hair whitened in fear, his
broken neck marked by a large
human hand. Andresis, who has he pilgrims discover Brother Denunzio,
seen worse, will likely set the
goats’ meat apart, since it is not
spoiled.
Event #5 Public Confession:
At the Vauldoire or Paragon
convent, pilgrims are encouraged
T lying in the middle of the path, his frock
turned-up in a disgraceful posture, sticking
out an enormous tongue, his eyes bulging

by Brother Gilbert into public


confession. He exhorts them to
clean their soul before they carry examines the pilgrims’ hands. He After climbing on shaky
on the pilgrimage, and indirectly is a ctuall y looking for the scaffolding, Jehan realizes the
threatens them, making it clear strangler (see event #4). Mario is glass elements he brought with
that confession is mandatory for the perfect suspect for him, as him are not cut to the right
the salvation of their souls. The well as any grog with large, strong dimension (because the fake
first to talk is Constance of hands, so the characters would Venzome is not an exact replica
Huraut, who confesses she is not better convince Denunzio he is of the original). His window is
a loving s pous e. Since her innocent. This event cannot be one inch too wide. Hence, he has
husband is back from the played after event #7, though to wo r k o n th e dan ger ous
crusade, he fills her with horror. event #7 may be played even if scaffolding to fit it in, at the risk
She feels ashamed, but cannot get this event did not take place. of breaking a precious piece of
rid of this feeling. All the other After this encounter, the magi colored glass. Later that day,
pilgrims are much less forthright, should be extra-cautious when Jehan is found lying of the
o n ly co nf es s in g m i no r s ins cas ting spells . Any dubious ground. He apparently fell. The
(Perception + Folk Ken roll of behavior can raise the suspicion characters will not have much
9+). Now, what do the characters and anger of the other pilgrims. time with him before monks carry
say? Are they sincere? Do they Event #7 Second Slaughter: him in. He dies soon after… If
even confess? If they do not, they After a sharp turn on the trail, the characters manage to hear his
r is k e x as pe r at in g the ot h er the pilgrims suddenly discover last words, they can catch a weak
pilgrims… If the storyguide is in Brother Denunzio, lying in the breath: “…ook…door…”.
sadistic mood, he can call for a middle of the path, his frock Mazolas of Caradoz will claim
Communication + Guile roll. turned-up in a disgraceful Jehan was drunk when he fell. Of
posture, sticking out an enormous course, he had a look inside the
Event #6 Encounter with fake library and was pushed.
the Inquisition: During another tongue, his eyes bulging. The
foggy day, menacing silhouettes characters can notice the bluish Event #9 Wagon Accident:
handprint of his murderer on his This event can occur at any time,
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suddenly come out of the mist (a


Perception + Awareness roll of neck. All other monks also have but is best placed after the
9+ is required to hear them their neck broken. Some seem to pilgrims leave Venzome (i.e.,
approaching). A dozen hooded have faced their enemy, while after day #7). A wheel of Mario’s
monks armed with metal-tipped others were obviously fleeing wagon suddenly breaks, and the
quarterstaffs surround the when they were killed. There is characters may have to prevent it
company. They actually look no survivor. from falling down the cliff. A
mor e like dir ty thugs with Event #8 Jehan’s Death: new wheel must be retrieved
tonsures than monks. The troupe This event takes place at the from the previous convent. This
leader, Brother Denunzio, acts in Venzome convent. Jehan has is a good excuse for characters to

53
walk back to Venzome with Mazolas of Caradoz Confidence: 1 (3)
Mario and investigate the Virtues and Flaws: Outlaw Leader;
Mazolas is truly and totally faithful to
mezzanine. The convent will be Arcane Lore, Inspirational; Delusion
Noctus. He has been his closest disciple Personality Traits: Overconfident +3,
totally empty, the fake monks for a long time now, has saved him a
having already moved on. Heretic +3, Pompous +1
couple of times, and is totally corrupted. Combat:
Event #10 The Strangler: Like Malestrazza, he wears a silver Fist: Init –2, Atk +6, Def +6, Dam +0
Pilgrims , and especially the necklace that grants him a +25 Magic Dagger: Init –2, Atk +8, Def +6, Dam +3
c h a r a c t e r s , a r e e v e n t u a l l y Resistance. Furthermore, Noctus has Throwing Knife: Init –2, Atk +8, Def +7,
c o n f r o n t e d t o t h e b r u t i s h given him a short, black wand instilled Dam +2
with an infernal power similar to the spell
strangler who is prowling about Grip of the Choking Hand (PeCo 25). It Soak: +3 (Partial leather scale armor)
them since the beginning. It is can be used 6 times a day. The effect is Fatigue Levels: OK, 0, –1, –3, –5,
actually a huge, male gorilla triggered when the wand is pointed at Unconscious
(large, strong hands…) that has someone. Anyone who uses it Wound Penalties: –(0-5), –(6-10), –5
escaped from the ark’s menagerie, temporarily gains the flaw (11-15), Incapacitated (16-20)
Primary Abilities: Charm 4, Folk ken 3,
maddened by its female’s death Overconfident. The effect of regular or
Guile 5, Carouse 3, Legerdemain 4,
from cold. The encounter can repetitive usage is left up to the Leadership 3, Infernal lore 2, Brawl 6,
occur in any number of ways, Storyguide. Thrown weapons 7
preferably when the characters
are isolated from other pilgrims Characteristics: Int 0, Per +1, Pre +2,
(alone near Venzome after event Com +2, Str 0, Sta 0, Dex 0, Qik 0
#9, for instance). They should be Size: 0
able to take care of the gorilla,
especially if they use magic, but if
they get badly hurt, the The End of the elements of background that will
storyguide can have Malestrazza help in storyguiding these events,
intervene with his bow. If given
Trail though the storyguide will
the opportunity, he and the fake certainly have to improvise.
The end of the scenario is
monks will probably exploit their m uch mor e op en th an the At this point of the journey,
weakness to capture them. journey. In the following Malestrazza and the fake monks
paragraphs, I try to provide have to act. The next step in the

Noctus Ira Melanox Powers:


Resistant skin, MuCo 25, 0 point: grants +5 to Noctus’ soak.
Noctus is not the violent kind of demon, but he can become so Psychomachia, CrMe 15, 0 point: Characters coming close to
if needed. His purpose on Earth is to convince mortals into Noctus (Voice range) must make a Stamina roll of 9+ or
heresy. The victim must be sincerely convinced so that Noctus temporarily gain the personality straits Pride +3, Compassion
wins the soul, but he is quite good at that. However, his (for Noctus) +3 and Lust +1 as long as they remain in the
appearance of wingless angel is not discreet. Noctus is demon’s vicinity (Sight range).
constantly hunted down by the Inquisition and cannot remain Comforting warmth, CrIg 5, 0 point: The air around Noctus
in the same place for long. So far, he has always escaped the (Voice range) is always warm and comfortable.
wrath of the Church. Whirlwind, CrAu 20, 2 points: effect similar to the spell
Circling Winds of Protection.
Infernal Might: 35 (Mentem) Flight, CrAu 30, 3 points: effect similar to the spell Wings of
Characteristics: Int +2, Per +2, Pre +4, Com +3, Str –, Sta –, the Soaring Wind.
Dex 0, Qik 0 Stinging warmth, CrIg 40, 4 points: the temperature around
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Size: 0 Noctus brutally rises. Everyone in a radius of 15 to 20 paces


Confidence Score: 1 (3) suffers +20 damage (armor offers no protection against heat).
Personality Traits: Subtle +3, Kind +4, Brave –1 Noctus can also center the heat zone up to 15 paces away from
Combat: him.
Fist: Init 0, Atk +5, Def +5, Dam –1 Vis: If blood from Noctus’ back wounds is gathered, it
Soak: +4 provides two pawns of Auram vis per season. Yet, it is not
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious very wise to hold a demon prisoner as a vis source!
Wound Penalties: –(0-5), –(6-10), –5 (11-15), Incapacitated
(16-20)
Primary Abilities: Folk ken 7, Guile 7, Brawl 5, Intrigue 5,
Latin 5, Language 5

54
pilgrimage is normally the changes the deal. If a fight occurs apart from the company and
sanctuary of Saint Gaudemon, and the characters win, they can follow the tracks of the fake
which is in reality pretty far away. make them talk and walk to the monks. In case of a fight, adapt
Their normal course of action is ark knowing what to expect. Of the number of fake monks to the
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to turn on the exhausted pilgrims, course, if they lose the fight or characters’ strength.
capture them, and then take them pretend to lose it to see what
to the ark. However, the happens, they will be taken there.
characters’ presence probably It is also possible that they split

55
The Ark and the Camp to him, some will survive while nor mall y a couple of e ach
The true destination of the the valleys are submerged. represented species). They are
fake pilgrimage is an amazing Nobody is forced to stay. held in narrow cages, are not well
sight. A huge, portly ark is being Nobody is chained. However, no fed and hence are perpetually
built between two mountain pilgrim knows the way back to hungry. This place is quite
peaks, a ship of immense size the valley. Furthermore, lots of dangerous! The upper deck is
s upported within the valley traps have been set up around the made of the crew’s living quarters
f or m ed b y t h e p e ak s . T he camp to catch game and feed the (that are currently empty) and
construction seems almost animals in the ark. Eventually, as food stores (that are almost full).
complete. Right under the ark, on soon as the characters arrive, it Eventually, the afterdeck is
the side of one peak, sits a small, starts snowing hard (which means reserved to Noctus and his
antique fort surrounded by two it rains a lot in the valley — closest disciples. If they have any
or three big huts. indeed, the Flood is coming!). So, knowledge in carpentry
there is not much of a choice… (Perception + Craft: Carpentry
If the characters are prisoners, roll of 6+), the characters may
they are taken to one hut. It The pilgrims stack up in the
huts… The workers are divided notice that the hull’s wood is not
shelters former pilgrims like dry. They can also learn this from
them, who wor k either on into two groups: those who
accept their fate because they Matthieu, the carpenter, who has
building the ark or feeding to work fast. This is not very
workers and the wild animals that simply cannot leave, and those
who are convinced by Noctus’ good from a shipbuilding point of
are caged in the ark. Everybody view, but on the other hand, the
here appar ently f ollows the word and think they are the elect.
big boat cannot be easily set on
guidance of Noctus Ira Melanox, The ark is basically a huge, fire.
a wingless angel who prophesizes f loating (hopefully), wooden
the Flood. Mazolas of Caradoz structure. It is roughly divided The fort is really small, the
and his fake monks claim Noctus into three areas. The lower deck ceiling is low, and there is barely
has been warned of the imminent is devoted to the animals that will enough room for Noctus and his
cataclysm in his dreams. Thanks repopulate the Earth (there is disciples. It has been excavated

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56
from the rock, and though it is The Fake Monks Wound Penalties: –(0-5), –(6-10), –5
not in good repair, it is very hard (11-15), Incapacitated (16-20)
Characteristics: Int 0, Per +1, Pre –1,
to take by sheer force. A siege Com 0, Str 0, Sta +2, Dex +1, Qik +1
Primary Abilities: Guile 5, Athletics
would be much easier, but a Size: 0
(Climb) 3, Brawl 3, Single weapon 4
secret tunnel leads on the other Virtues and Flaws: Branded Criminal;
side of the mountain peak. Well-traveled
The huts are very crowded, Personality Traits: Heretic +2
and men and women live together Combat:
Fist: Init –1, Atk +4, Def +4, Dam +0
in total promiscuity. But this is
Short Spear: Init +1, Atk +7, Def +5,
not a problem here: Noctus and Dam +5
his disciples actually encourage Soak: +3 (Quilted armor)
them to leave in a state of sin. Fatigue levels: OK, 0, –1, –3, –5,
After all, the circumstances are Unconscious
exceptional and women will have
to bear children soon to
repopulate the Earth after the provinces before escaping, a and there are more of them as the
Flood! This will probably make couple of years ago. character progresses. All this
the characters wonder about smells more like a hen house than
Noctus’ true nature, if it is not Meeting the Angel anything else…
already the case. Furthermore, the All newcomers are brought to Noctus is an ageless creature.
aura is particularly disturbing in meet Noctus, one by one. That is He looks genderless, his head is
the area: it is indeed a +3 infernal basically how most of them get shaved, and his skin is white as a
aura. Eventually, some characters converted to his doctrine. Noctus candle. He is nude and half
may remember (Intelligence + lives in the deepest cave of the buried in the feathers. The skin
Theology, Church Lore or Area fort (the secret tunnel starts of his back is scarred by long,
Lore roll of 12+) the scandal of a there). When entering the tunnel bloody wounds near the shoulder
false messiah who prophesized leading to the cave, any character blades. His disciples claim he is
the wrath of darkness (ira melanox, feels the temperature getting an angel fallen from the sky
in a mix of Greek and Latin) and warmer and warmer. The ground during a storm. They also claim
w as hunted d own in thr e e is covered with white feathers, the Inquisition has cut his wings.
Noctus always smiles lightly,
Jome the Black 15), Incapacitated (16-20) moves slowly and gracefully. His
Primary Abilities: Folk ken 4, Artes presence is very comforting.
Jome the Black, as his nickname hints at, Liberales 3, Leadership 5, Theology 6,
is preceded by a dreadful reputation. Noctus speaks about the world
Church Lore 5 that is now too old, the need to
When they face him, heretics confess
their sins, whatever the means. He has break it and start anew. God will
been hunting Noctus down for a while,
Jome’s Fighters do it and drown the nasty beasts
and might not consider the connection Characteristics: Int –1, Per +1, Pre 0, that propagate rabies. Water will
with the Order of Saint Gaudemon as a Com 0, Str +2, Sta +2, Dex +1, Qik 0 clean the earth, and it is a good
random event… Size: 0 thing, a source of joy! The Flood.
Virtues and Flaws: Warrior Purification by drowning. Noctus
Characteristics: Int +2, Per +3, Pre –, Personality Traits: Obedient +3, Brave knows exactly what will happen.
Com +2, Str –2, Sta +1, Dex –, Qik – +2
He dreams about it every night,
Size: 0 Combat:
Confidence Score: 1 (3) Fist: Init –3, Atk +6, Def +7, Dam +2
and God sends him the images of
Faith Points: 1 Long Sword & Round Shield: Init –1, Atk the people he must save, the one
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Virtues and Flaws: Priest; True faith; +12, Def +10, Dam +8 who will bear the immense
Inspirational; Infamous, Overconfident Short Bow: Init –4, Atk +8, Def +6, Dam responsibility of repopulating the
(major), Noncombatant +8 world. Now, if the characters do
Personality Traits: Devout +3, Soak: +9 (Full metal scale armor) not realize Noctus is dangerously
Overconfident +3, Inflexible +2, Sadistic Fatigue Levels: OK, 0, –1, –3, –5, mad, I capitulate! However, he is
+2 Unconscious so kind and convincing his
Soak: +1 Wound Penalties: –(0-5), –(6-10), –(11- speech dupes many people.
Fatigue Levels: OK, 0, –1, –3, –5, 15), Incapacitated (16-20)
Unconscious Primary Abilities: Brawl 5, Single
Wound Penalties: –(0-5), –(6-10), –(11- weapon 7, Thrown weapon 4

57
The Gorilla Soak: +4 solution is to free the animals
Fatigue Levels: OK, 0, –1, –3, –5, (especially the most ferocious and
Characteristics: Cun +1, Per 0, Pre 0,
Com –, Str +4, Sta +1, Dex +1, Qik 0
Unconscious ravenous) and take advantage of
Wound Penalties: –(0-6), –(7-12), –(8- the confusion to fight an escape.
Size: +1 18), Incapacitated (9-24)
Confidence Score: 1 (3) Another possibility is to
Primary Abilities: Athletics (Climb) 4, somehow break the scaffolding
Virtues and Flaws: Ferocity (when Awareness 3, Brawl (Fists) 5, Thrown
wounded) that secures the ark (by triggering
weapons 2
Personality Traits: Wild +3, Fierce +1, an avalanche or weakening the
Maddened +3 scaffolding itself), so that the big
Combat: boat slides in the valley like a
Fist: Init 0, Atk +7, Def +6, Dam +4 giant sledge. This is obviously
Bite: Init 0, Atk +9, Def +6, Dam +5 very dangerous, and anybody in
Thrown rock: Init 0, Atk +4, Def +2, the ark will likely be wounded
Dam +6 after the inevitable crash, but if
the characters are crazy enough
managed to track down Noctus. to attempt such a feat, have them
Saving Skin and Soul succeed! It is also a good way to
Once the characters have They are not here to parley, but
to destroy all evil and every save as many people as possible.
uncovered the plot, they must
act. They could simply leave, but heretic in the area, so they take
they do not know the mountain quick action and simply and Aftermath
either and the snow will endanger methodically attempt to slay
anyone who crosses their path. If the characters succeed in
their enterprise. They would
With them comes the sun. Snow driving Noctus away and saving
many pilgrims of Saint
Gaudemon, the reputation of the

A
n armed troupe lead by Jome the Black has pilgrimage is partly restored, and
eventually managed to track down Noctus. Diodore the Elder is very grateful
to the characters’ Covenant.
They are not here to parley, but to destroy Pilgrims give evidence the order
all evil and every heretic in the area, so they of S ain t Gau demon is n ot
take quick action and simply and methodically responsible, and Jome the Black
has to reduce his pressure on the
attempt to slay anyone who crosses their path. monastery —for now. If magi
talked to Jome the Black or
openly used their powers before
certainly have better chances to him, he now suspects they live in
survive than the others, though. s tops , contr adicting Noctus ’ the area, which should definitely
However, Diodore the Elder prediction and instilling doubt in be a concern to them. Eventually,
would be very disappointed by his followers (except in its true if Noctus or Mazolas of Caradoz
such a behavior. They can also disciples). are still walking on this Earth, the
lead a revolt or directly confront At this point, the characters Covenant has earned new
Noctus. This last option is would better finish what they are enemies that might pop up in the
certainly the most dangerous. In up to and escape, preferably with far future…
case of trouble, Noctus does not all the former pilgrims they can
fight. He prefers fleeing. He take with them. The inquisitors
wants to remain on Earth as long block the way to the valley, but
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as possible to pursue his dark the secret tunnel in the fort is a


task of corruption somewhere possibility. A more dramatic and
else. However, if forced to fight, cinematic option is to barricade
he resorts to all his terrifying in the ark. It is only a temporary
powers. solution, since the inquisitors will
The characters’ plans will be besiege it, but it saves time. The
complicated by the arrival of the ark cannot burn, but it will dry
Inquisition. An armed troupe lead under the sun and the attackers
by Jome the Black has eventually flaming arrows will eventually set
it on fire after a day or two. One

58
Mappa Mundi
concepts divided by religion, which I liked Shapeshifters so reviled by Bjornaer could
This issue, Mappa Mundi takes a look and the comparitive views of the different easily be implemented here, too, replacing
at the wider world of supplements from afterlives gave me good ideas on Divine the werewolf tribes interwoven with some
different systems. Ars Magica isn’t the and Infernal regiones, which is always of the local villages. The Brotherhood of
only historical roleplaying game on the useful. The series of adventure arcs are less the Sword receives solid attention,
market, and there’s a lot of material to be useful, focusing on events either too early including their oath, which I found useful,
mined from similar settings from other in the timeline, too mundane, or simply and the author doesn’t skimp on detailing
companies. On the reviewing block are uninteresting. The only exception is the its connection to the Christian bishop and
two recent purchases inspired by the seventh scenario, featuring a necromancer his calls for the eponymous crusade, or the
Google Community, History RPGs and faeries. While a Storyguide might be German merchants who facilitated their
(tabletop) – Merrie England: The Age of able to twist or flesh them out sufficiently logistics. It offers easy hooks for a saga
Chivalry, by Simon E. Phipp, and to make them useful, they’re not the currently set in the Rhine Tribunal. The
Crusaders of the Amber Coast, by Paolo strength of this book. The real value lies in real gem, or should I say polished nugget
Guccione. Both are from Alephtar the fact that this book gives you bits of of amber in this book, though, is the full
Games for the Basic Roleplaying Game, information you would need to scour campaign following crucial events in
otherwise known as the Call of Cthulhu through Blood & Sand, City & Guild, Livonia from 1234 to 1242, broken out by
system. These books, however, are Guardians of the Forests, Grogs, Heirs to Merlin, seasons with important NPCs, creatures,
anything but horrifying. Lion & Lily, Lion of the North, Lords of Men, and what will likely be powerful faeries,
Realms of Power: (Divine, Infernal, and Faerie), trying to hold on to the last pagan
and The Church. This is a “close enough” stronghold. It might need a little massaging
Set in the window from 1122 to 1247, quick table reference that will cover your to suit the particulars of your troupe, but
Merrie England is the book on Mythic momentary questions well enough to this is a very sturdy foundation to work
Europe you’ve always wished for. While it continue play until you can go back to from. And even if none of this entices you,
doesn’t have the fantastic locales or exotic research a better source or reference in the but you’re still interested in the region, the
plotlines, this is a book offering up the appropriate supplement. You can find book has a solid list of eight sources to
mundane details you want in a single downloadable maps, errata, and links for jumpstart your own research. The website
reference. Certainly, you will substitute out purchase here ($13.95 pdf only). Amazon offers a place to not only buy either the
the mechanics for those in Ars Magica, shows this book available for $23.49 and Book & PDF for €23.95 or just the PDF
but list of professions and their skillsets is [Link] shows it for £21.45. for €19.95, (Americans are directed to
useful, as is the overview of religions, the [Link] with a $14 link there) but
brief look at holy days, nobility, there’s a nice color map of the region with
pilgrimages, and prices for common goods For Crusaders of the Amber Coast, appropriate divisions available for free
in England is priceless. The jousting results we get an indepth look at the Baltic states download. Really, if you’re looking to
matrix is easily adjusted to your purposes, of Latvia, Lithuania, and Estonia. transition out to the Novgorod Tribunal
allowing knightly companions to shine in Guccione explains his reasons for the after an initial arc just about anywhere else
tournaments. My only quibble lies in the book, and then moves right into the things (maybe using the time to complete the
fact that the text fails to mention how that a Storyguide would like. Character conversion of this material!), or if you just
tournaments were mostly banned in archetypes for the locals and the crusaders want to start your saga a little later, you
Sub Rosa

England during the timeframe (except for are offered, languages, calendars, and some won’t go wrong with Crusaders of the
a very rare and select events with royal excellent maps. The author acknowledges Amber Coast!
sponsorship) until a small and brief note at the paucity of historical source material,
the very tail of the topic. There are twenty- and helpfully notes where he needed to fill
six pages of material reviewing the rest of in the gaps with notes in the sidebar. This is
the world, the nations and the crusades, especially useful for SGs who want to tailor
including several nice maps of England the material further. There’s room for a
and the Crusader states of the Levant. A local hedge tradition or a solid
brief bestiary offers up some faerie representation of the Muspelli, replacing
the pagan priesthood. The Pomeranian

59
In the Next Issue

The
Thirteenth
House
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Encounters with magical creatures and artifacts contribute significantly to world-building by creating immersive, richly detailed environments. Each encounter is an opportunity to explore and expand the world's lore through the characteristics, threats, and potential alliances presented by magical beings. Artifacts such as a hermetically ensorcelled amulet or shapechanger abilities introduced through rolled modifiers and wildcards add layers of storytelling possibilities, compelling players to engage deeply with narrative elements and strategic challenges . This engagement is an integral part of player exploration and interaction within the game world.

Modifying encounter rolls based on external factors like infernal auras or character knowledge adds complexity and realism to gameplay. Players must consider the impact of these modifiers, which can alter dynamics significantly, such as an aura adding to an encounter's difficulty. Decision-making becomes more strategic, as players decide which modifiers to include or ignore based on their alignment with their character's knowledge or situation . This enhances the immersive experience by requiring thoughtful consideration of the fictional world's rules and circumstances.

The inclusion of varied character backgrounds like gnomes, faeries, and hermetic magi enriches the narrative by introducing a wide array of cultural myths and magical powers, creating diverse interaction opportunities. Characters from different realms provide multiple narrative paths, enhancing intrigue and depth in storytelling. The dynamic interplay between these varied entities allows for complex social and magical interactions, encouraging players to explore unique connections and quest lines within the game world . This diversity in characters enhances player engagement through continuous discovery and interaction variability.

The presence of magical and non-magical creatures greatly influences the dynamics of encounters by adding unpredictability and challenge. The type of entity encountered (e.g., shapechanger, ghost, or spirit) and their motivations, which are determined through percentile dice and modifiers, add depth to interactions. This variability can create unique narrative hooks, such as a robber ensorcelled and soaking wet, suggesting a Hermetic spell with a distinctive sigil . These aspects force characters to engage creatively and strategically in their interactions, considering the myriad abilities and motivations creatures might possess.

Environmental context, including time of day and lunar phases, plays a significant role in magical narratives by affecting creature behavior and encounter dynamics. For example, a drake may be less inclined to violence at dawn compared to midnight. Lunar phases also impact modifiers over time, possibly reducing with each phase after a full moon and resetting at the next full moon . Such elements add layers of realism and complexity to storytelling, using the environment to influence both mood and character actions.

The contrast between magi and grogs during tribunals highlights themes of hierarchy and etiquette. Magi engage in sophisticated, mannerly debates and discussions, while grogs experience a rough, less formal existence outside these courtly interactions. Grogs, relegated to camping fields, face rudeness and logistical challenges, whereas magi are absorbed in introductions and formal meetings . This division underscores societal structure, emphasizing roles and acceptance levels within cultures, further enforcing class distinctions and the importance of adhering to societal norms and roles.

Magical items and character traits are central to storytelling, progressing plots by offering tools and challenges aligned with traits. For example, Malestrazza, possessing a magical amulet with +25 Magic Resistance, displays traits like taciturnity and insensitivity, interplaying with his responsibilities and interactions . This nuanced relationship suggests that personality traits may enhance or hinder the use of magical abilities, enriching the storyline by aligning or contrasting a character's inherent nature with supernatural enhancements.

Introducing deceit and illusion, such as fake books disguised as wooden trompe l’oeil paintings, creates a heightened sense of narrative tension and challenges player perception of reality. It forces players to question the reliability of their surroundings and reassess their strategies, enhancing engagement and suspense . These narrative techniques deepen immersion by juxtaposing appearances and truth, fostering an environment where players must discern genuine elements from illusions, ultimately enriching storytelling by adding layers of complexity and surprise.

Fatigue and environment play crucial roles in shaping pilgrim experiences by providing physical and emotional challenges that affect character development. Successive fatigue level checks and environmental conditions, such as mountain treacherousness and infernal auras, require adaptability and resourcefulness . These challenges force characters to confront limitations and evolve, often influencing their relationships and internal growth. Accordingly, how characters manage these physical demands molds the narrative trajectory and deepens the storytelling complexity.

Contests and trickery in negotiations with magical entities highlight themes of wit and intelligence over brute force, shaping character development by rewarding creativity and strategic thinking. For instance, Valeria's use of shape-changing to outwit a creature shows adaptability and quick thinking as crucial strengths . These encounters encourage players to approach challenges creatively, influencing narrative outcomes by emphasizing intellect as a powerful tool for overcoming seemingly insurmountable odds. Consequently, character progression becomes closely tied to their ability to navigate complexities rather than relying solely on power or aggression.

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