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  CREDITS 
  SPECIAL THANKS 
  Writing: Matthew Wallhead 
  Development: Ken Cliffe 
  Editing: Robert Hatch 
  Art Direction: Richard Thomas 
  Layout: Sam Chupp and William Hale 
  Production: Chris McDonough and Josh Timbrook 
  Cover Art: Ken Widing 
  Logo: Richard Thomas 
  Interior Art: James Crabtree 
  Color Map: Eric Hotz 
  Cartography: Matthew Wallhead, Eric Hotz, and Brian 
  Ars Magica was originally created by Jonathan Tweet and 
  Blume 
  Mark Rein. Hagen 
  This supplement is designed for use with 
  ArsMa@ThirdEdition, but cmbeusedwith 
  the Second Edition with some adaptation. 
  0 1992 by White Wolf. All rights reserved. Reproduction 
  without written permission of the publisher is expressly de- 
  nied, except for the purpose of reviews. Ars Magica, Mistridge, 
  Covenants, Mythic Europe, and Gorodon are all trademarks 
  and copyrights of White Wolf. 
  Disclaimer: The characters and events described in this 
  bookare fictional, any resemblance between the characters and 
  any person; living or dead, is purely coincidental. 
  Chris “Battlemaster” McDonough, for failing to remain at 
  the table when his esophagus revolted. 
  Stewart “Red Man” Wieck, for letting the festivities go to 
  his head. 
  Richard “I am the Night” Thomas, for revealing his true 
  identity. 
  Josh “HeroQuest ! ” Timbrook, for constantly assaulting us 
  with GW propaganda. 
  Sam “Oops” Chupp, for knowing the risks and firing 
  anyway- 
  William “Wardancer” Hale, for adding cuts and bruises to 
  the retreat. 
  Travis “I’ll only do it for a minute” Williams, for abandon- 
  inghistruenatureandthrowinghisbootyaround 
  toanewbeat. 
  Rob “Six String” Hatch, for providing background impro- 
  visations when the radio was down. 
  Ken “Ballpean” CWe, for trying to maintain the tradition, 
  but failing to snag any victims. 
  Mark “Snack Food ReinOHagen, for encircling himself 
  with munchables. 
  Bill “Billy-Ken” Bridges, for doing the Canadian walk. 
  Renk “Peeper” Lilly, for capturing all the staffs morning 
  glory in a Kodak moment. 
  Andrew “Homer” Greenberg, for running around making 
  cartoon sound effects. 
  Wes “Dark Avenger” Harris, for taking his wrath to the 
  streets. 
  And, to Aaron “School Daze” Voss, for scoring up all the 
  college girls, even though he had to wait until he was out of the 
  office to do it, leaving the rest of the guys in the lurch. No, we’re 
  not bitter. 
  A Midsummer Night's Dream
  Digital Edition Version 1.0
  Copyright © 2006 Trident, Inc. d/b/a Atlas Games.
  All rights reserved.
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  - 
  Introduction: A Midsummer Night's Dream 
  Chapter One: The Tribunal 
  Chapter Two: The Arrival of Captain Hagen 
  Chapter Three: Massacre at Horn's Hill 
  Chapter Four: The Vengeance of the Fay 
  Chapter Five: Pact with the Faeries 
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  gxseus 
  now, yair Himyca, our nuptial hour 
  Draws m apace; your bamy days 
  A m t i r m :  ~ J C ,  &, mtbinks, how 
  chis d d  m wanes! s i  lmsers my 
  Dke to a stepdam, or a dowaser, 
  Lon& witkrins OCIZ a youns man’s 
  6rins in 
  slow 
  &sires, 
  revenue. 
  H J w w a  
  j3u-cb~wllquicklysteeptIkmlws 
  pur ni@t~ will quickly dream away 
  And t i n  t i  m n ,  like to a silver 
  m w  6mt  it^ iaveu, shclll &hold t i  
  OF our solemnities. 
  in ni@tS: 
  t i  time; 
  DOW 
  nlsl@t 
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  What makes novice characters unique in fantasy 
  roleplaying? In most games beginning characters have low 
  scores, little power, and limited experience. They acquire 
  higher scores, greater power, and wider experience with time 
  and adventure. Certainly the events of characters’ adventures 
  improve their personal abilities, making them more capable. 
  There should be more to a character than mere numbers, 
  however. How do the events of adventures affect the story of 
  a character’s life, and a character’s relations with others? Most 
  games overlook the story - 
  the narrative - 
  of a character’s 
  entire life, from weakness and inexperience to power and 
  wisdom. Most games simply portray a character - 
  your 
  character - 
  in short episodes with little or no activity between 
  those events. In dismissing the story of your character’s entire 
  life, most games fail to do your favorite character justice. 
  Ars Magica is a game that tells the tale of your character’s 
  life, from the beginning to the end of his or her career and 
  beyond. In Ars Magica your character has a specific mission or 
  function in life and in the world in which he or she lives. Your 
  character belongs to a small society called a Covenant, an 
  organization of Magi (wizards) and their aides, guards, and 
  servants. Your character has a role in the Covenant, be it Magus 
  or stable boy, and that role lends purpose to your character‘s 
  life. Thus, though your character may only go on the odd 
  journey, he or she does not simply lie dormant between 
  journeys. Your character’s life has narrative. 
  Though all phases of your character’s existence are excit- 
  ing and intriguing, your character’s first years can be the most 
  exhilarating. At the beginning of his or her career your 
  character has a whole world to face and come to terms with. 
  Though your novice character may not see the entire world, 
  even in a lifetime, he or she nonetheless learns and grows from 
  that part of the world experienced. Only by leaming from and 
  appreciating this world can your character attain the laurels of 
  age, power, and wisdom. 
  Just as a novice character‘s stories can be particularly 
  entertaining, so can those of a beginning Covenant. In Ars 
  Magica a new Covenant is much like a beginning character. 
  New experiences test the Covenant’s capabilities, measure its 
  influence, and fortif>. its defenses against a harsh world. This 
  dangerous time in a young Covenant’s life is called its Spring 
  Season. If care is not taken in this period, the fledgling 
  Covenant could die. 
  As is often the case in Ars Magica, beginning characters 
  and a beginning Covenant coexist. Characters who are just 
  beginning their careers as wizards and explorers forge out on 
  their own and establish a haven in which to reside, learn, and 
  see the world. This is a time of tenible danger - 
  all the world’s 
  powers loom at every turn - 
  and glorious wonder - 
  all the 
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  world’s beauties wait to be discovered. By coping with dangers 
  and respecting wonders, characters and Covenant survive and 
  gain a wider understanding of the world. 
  A Midsummer Night’s Dream is a Saga supplement that 
  helps you, the Storyguide, tell the story of a Covenant’s early 
  years. This supplement provides stories that may be told over 
  the course of several game years, bringing the Covenant and its 
  inhabitants into the world and into experience. If the charac- 
  ters can weather the threats and employ the allies of this Saga 
  their Covenant may grow from the vulnerability of the Spring 
  Season to the grandeur of Summer. 
  A Midsummer Night’s Dream belongs to the Four Seasons 
  series for Ars Magica, which includes The Tempest and A 
  Winter’s Tale. That is, this story supplement tells tales which 
  help a Covenant develop through one of the four Seasons of 
  existence. In the case of A Midsummer Night’s Dream the 
  Spring Season is explored. The Covenant will progress from 
  the infancy of Spring to the maturity of Summer, assuming even 
  one inhabitant survives to see the Covenant through. 
  The events in this Saga unfold over a series of several years. 
  These events are interrelated, all touching on a common plot 
  that cannot be explored in a single game session. Indeed, telling 
  the tale contained in this book takes dozens of game sessions, 
  as well as considerable time and energy on your part. However, 
  any amount of time devoted to storytelling is time well spent. 
  The passage of time in this supplement is ultimately 
  controlled by you. Each story provided here may be told in 
  sequence to complete a greater tale. However, such storytelling 
  does not do justice to the full evolution of this supplement’s 
  events, or the growth of your Covenant. If this book‘s events 
  are run sequentially the grace of stories is lost, for the subtle 
  connections between each are made obvious. Furthermore, if 
  this book‘s events are run sequentially characters only see 
  limited growth during the Spring Season. Thus, the players 
  may most appreciate these stories if they are allowed to recog- 
  nize the connections between stories on their own. This 
  recopition is only made possible if your own stories are 
  intejected between those in this book. 
  The stories you tell between those of A Midsummer 
  Night’s Dream should be fairly small in scope and without 
  earthshaking consequences. After all, if you set up the delicate 
  balance of this book‘s stories, their completion is made unlikely 
  if half the characters are killed in an inserted story of your own. 
  Thus, your stories should serve to perpetuate this book’s tale, 
  not undermine it. To help you create these extra stories this 
  book provides several ideas that may be intejected into the 
  main plot, and are directly related to it. These story ideas are 
  ideal for Saga insertions, as they maintain the mood of the Saga 
  without directly moving toward the Saga’s end. 
  \ 
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  Another factor to consider when running this book’s 
  stories is their recognition by players. With time players are 
  going to recognize reappearing characters, like Captain Hagen 
  .(see below), and are going to recognize an ongoing plotline. 
  This is not a bad thing. In fact, it’s good. 
  when players begin to recognize the connections between 
  events and people, they dominate the storytelling process. For 
  instance, once characters realize Captain Hagen is a threat who 
  will not simply go away, they may take matters into their own 
  hands and seek to silence Hagen. That’s a decision you must 
  contend with in terms of the story, and it leads to the tale’s 
  climax. When players recognize trends in your stories, their 
  pursuit of those trends perpetuates the tale in this book. The 
  characters take charge of events and develop toward Summer 
  on their own. All you need do to make this transcendence 
  possible is be flexible and allow characters to behave freely. 
  THEME 
  The theme of this supplement is freedom. Freedom, 
  whether personal or social, and whether recognized or not, is 
  a virtue that must be earned. This is a lesson characters from 
  a Spring Covenant must learn the hard way, particularly when 
  their freedoms are curtailed, ignored, and threatened. Such 
  injustice is done to characters by both the Order of Hermes and 
  by mundane forces at work in the world. 
  Only by making sacrifices, compromises, and deals can 
  characters win the freedom they crave as members of a bur- 
  geoning Covenant. By surviving the restrictions and threats 
  imposed by the Order and mundane powers, characters can 
  seize the power they need to establish freedom for themselves. 
  At that juncture the characters are a force to be reckoned with 
  and their Covenant enters its Summer Season. 
  This theme pervades more than the characters’ lives, 
  though. People met throughout the Saga are obsessed with 
  freedom. Powerful members of the Order of Hermes jeopardize 
  weak Covenants before an impending crusade so that those 
  powerful members may protect their own freedom. The 
  crusade itself is an attempt by the Church to stamp out religious 
  and personal freedoms. The faeries met by characters have 
  their freedoms curtailed by the incursion of humanity. Com- 
  moners spread their Divine influnce by cutting down faerie 
  forests, limiting faeries’ freedom to exist. No, the characters are 
  not the only ones concerned with freedom in this supplement. 
  However, exceptional play by the Covenant may well allow all 
  to attain their desires of freedom. 
  Here and now I give thee authority over the nations; 
  with a word thou shalt root them up und put them down, 
  overthrow and lay them in ruins; 
  with u word thou shalt build them up and plant them anew. 
  -Jeremiah 2: 10 
  Quoted by Pope Innocent I11 at his sermon of consecration. 
  Using an Older Covenant 
  I f y m m r u n n i n g A m  N@t’sDmmwithaSummer 
  o
  r
  o
  ~
  ~
  ~
  n
  o
  t
  e
  t
  s
  u
  ~
  a
  ~
  ~
  t
  p
  r
  o
  access to allies and donnation than does a Spring one. Indeed, 
  themundanenobilityandch~mayhavecometotermswith 
  an older covenant, if they how it exists. Such fkndly ties 
  undermine the threat posed to the Gmmnt by mundane 
  undentandmgsmaywellbebmkenbynewsofthecrusade An 
  older Covenant may also be h 
  into the uusade due to its 
  pminence. Ifestablishedandwell-hown,aCovenant~tbe 
  a prime target for pagan hunks. Emifan older Covenant seeks 
  tohidefinmthecnrsade,irresponsibleh~,drunkontheir 
  jeopadmngcoVenantandTribunalalike. 
  authority, and underrmne 
  - 
  the impact of this stoxy. still, such 
  own power, might be tempted to wreakhavoc churng the war, 
  THE COURSE 
  OF THE 
  SAGA 
  ~ 
  The main plot of A Midsummer Night’s Dream unfolds 
  over five stories or Chapters. The first Chapter introduces the 
  characters to a new and &re threat - 
  a crusade - 
  posed to the 
  characters, their Tribunal, and the Order of Hermes as a whole. 
  The last Chapter investigates the characters’ final salvation 
  fromdestruction. Whether the salvationin question is attained 
  by defeating the mundane forces of the crusade or by negotia- 
  tion with faerie powers is up to the characters. 
  The Saga assumes the characters are already set up in a new 
  Covenant, probably one of your Troupe’s creation. Indeed, 
  Magus characters may well have just left their respective 
  apprenticeships and banded together for mutual support. Such 
  a young Covenant is assumed to have limited supplies, few 
  outside contacts, and finite resources. Alternately, this supple- 
  ment may be used with an established Covenant, one with 
  increased access to outside aid. The threat of the crusade and 
  the other dangers of this story are just as relevant to a Summer 
  or Autumn Covenant as a Spring. However, this supplement 
  is based on a Spring Covenant in order to provide new 
  characters with a springboard into the Ars Magica world. 
  In Chapter One the characters learn of an impending 
  crusade that threatens the survival of their Tribunal. The 
  primary point of discussion at the Tribunal meeting is how to 
  deal with the crusade. Ultimately it is decided that the 
  mundane affair will not be interferedwith; thus, while powerful 
  Covenants may escape it, weaker ones with poor defenses and 
  less remote locales may not be so fortunate. Of course, this 
  probably mea* the characters’ Covenant is in jeopardy. 
  In Chapter Two the crusade comes to the characters’ door. 
  The malicious Captain Hagen arrives in the characters’ locale 
  to impose the Pope’s rule. Fortunately, the characters’ limited 
  defenses and relative anonymity preserve them for the time 
  being, but they do witness the horror the crusade brings. 
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  In Chapter Three the full weight of the crusade is brought 
  to bear on the characters as Captain Hagen assaults villages 
  partaking in a pagan festival, a festival marginally tolerated by 
  the Church. The close-mindedness and zealousness of the 
  crusaders is made painfully obvious and the characters realize 
  they must take action against Hagen before all hell breaks loose. 
  In Chapter Four the characters realize the full extent of the 
  damage done by the crusaders as local faeries take revenge for 
  the desecration of the pagan festival. The faeries begin to 
  expand their forests with the intent to swallow up the Divine 
  lands of the mundanes. This action endangers the characters’ 
  Covenant at the same time. Furthermore, a curse is placed 
  upon the land to ensure its eventual destruction. 
  In Chapter Five the charactersmust determine their fate by 
  dealing with the faeries, stopping the growth of the forests, 
  ending the curse, and defeating Hagen. Regardless of the 
  characters’ success, however, the crusade continues elsewhere 
  and the characters’ greatest accomplishment is to preserve their 
  own Covenant, leaving the rest of the Tribunal to its own fate. 
  The Crusade 
  The plot of A Midsummer Night’s Dream takes place 
  against the backdrop of the reign of Pope Innocent 111, under 
  whom the Albigensian Crusade takes place in western M y t h  
  Europe. Indeed, the Albigensian Crusade is the dlrect back- 
  drop to the events of this story, although any other crusade, 
  historical or fictional, will do. Though this book introduces the 
  n 
  Faerie Characters 
  It is advised that chamctfm with herie blood be excluded from 
  themajority ofthisstoy Suchkriechamctemmayhavenostatus 
  inchapter One (setataHemeticTribunal),andmayundermine 
  the challenges of later Chapten, which involve negotiation with 
  akriecourt. 
  basics you need to describe the background of the Albigensian 
  Crusade, the terror of the war is fully developed in the Ars 
  Magica sourcebook Mistridge. That sourcebook also suggests 
  ways of portraying the crusade over its full length, not merely 
  in its initial years, and offers many story ideas to help turn the 
  crusade into a reality for characters and players. 
  Pope Innocent I11 has an obsession for crusading. He 
  incites crusades in the Middle East, Sicily, Iberia, and the Baltic, 
  not to mention inciting many lesser crusades throughout 
  western Mythlc Europe. In A.D. 1209 an army of some 30,000 
  men from northern Mythic Europe descends upon the tolerant 
  and educated population of Provencal (a region of modem 
  southern France). In the 40-year war that ensues the entire 
  region is ravaged. Crops are destroyed, villages, towns, and 
  cities are razed, and a whole population is put to the sword. 
  The crusade is called by the Pope to wipe out the heretical 
  Cathars, a group which preaches against the corruption of the 
  Church and proposes doctrines different from but based on 
  those of Christianity. In Beziers alone almost 20,000 people are 
  slaughtered wholesale by crusaders, regardless of sex or age; 
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  many victims are murdered in the sanctuary of the church 
  itself. Indeed, when an officer inquires of the local Bishop of 
  Citeaux, Arnald Amalaricus, how he might distinguish heretics 
  from true believers, the bishop’s reply is: “Kill them all. God will 
  recognize his own. ” Much as the characters may wish to keep to 
  themselves, they must realize that there are events in the world 
  that even their great magic cannot alter or deter. 
  CHARACTERS 
  AND THE 
  CRUSADE 
  The crusade and subsequent deaths of Cathars and honest 
  Christians are subjects which cannot be ignored by characters 
  in the vicinity of the battleground (the region of southern 
  France and northern Spain). Even if characters try to keep to 
  themselves their efforts undoubtedly fail. Though Magi and 
  their assistants may be able to isolate themselves from the war, 
  their contacts, friends, and loved ones in the mundane world 
  are surely exposed to assault. Those people are left in dire 
  jeopardy; no one is safe from the crusade. Not only are heretical 
  Cathars killed, but many Christians are also murdered for their 
  wealth, lands, and liberal attitudes. Indeed, mere association 
  with “the astrologers on the hill” may condemn mundanes to 
  death by crusaders, unless characters come to their allies’ 
  rescue. 
  Ultimately, A Midsummer Night’s Dream demonstrates 
  how even isolationist characters are hard pressed to remain 
  hidden from the world. This is particularly true when a fellow 
  Magus is killed by crusaders, and a terrible curse is brought 
  upon the land, endangering the characters’ Covenant. If 
  characters don’t voluntarily emerge from their isolation they 
  are probably destroyed in spite of themelves. 
  This Saga supplement assumes your Covenant is located in 
  Provence or in a nearby region. The story is specifically 
  designed for use in the Val du Bosque, a valley in the foothills 
  of the Pyrenees mountains. The Val du Bosque is fully detailed 
  in the Mistridge sourcebook and reference to that book is 
  suggested if you choose to set A Midsummer Night’s Dream in 
  the valley. Indeed, you could locate the characters in the 
  Covenant of Mistridge itself. 
  If you choose to set this story elsewhere you face few 
  problems. The names of villages, manors, and some personali- 
  ties can easily be changed. The greatest problem in changing 
  the locale of the story lies with its crusade background. Though 
  the Albigensian is not the only crusade in western Mythic 
  Europe, it is certainly the largest and most terrifymg. If, 
  through historical research, you cannot locate a crusade that 
  suits the time and location of your Saga you may certainly 
  fabricate one to meet your needs. After all, this is Mythic 
  Europe. 
  THIIBUNAIJS & COVENAN‘I’S 
  IN MYTIIIC‘ EUHOI’E 
  iJ 
  / /  
  -1 
  P R 0 V EN C A I, 
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  The stories of this supplement are assumed to begin 
  around A.D. 1207. They can begin at any time, of course, but 
  that year marks one of the established Tribunals of the Order 
  of Hemes, and a Tribunal begins this Saga. Furthermore, the 
  year 1207 precedes the Albigensian Crusade by a suitable 
  margin, allowing characters to prepare for war. Finally, that 
  date coincides with the “official” Ars Magi- Saga starting date 
  of A.D. 1197 in that it allows time for the establishment of a 
  Covenant and offers you the opportunity to tell some stories of 
  your own before leaping into those contained in this book. 
  As previously stated, the duration of this Saga is up to you, 
  based on the intermediary stories you want to tell. Keep in 
  mind, though, that the Albigensian Crusade only lasts about 40 
  years. After that time the threat posed by the crusade is gone 
  and characters no longer have impetus to act against its 
  participants, so this Saga would fall apart if continued past the 
  end of the war. Besides, any Spring Season that lasts 40 years 
  is a painfully long one. 
  PreLude 
  Before the first story is told all should be relatively normal 
  at the characters’ Covenant (or as normal as can be). Your 
  Covenant is unique and thus has its own situations that cannot 
  be predicted here, but characters should not be so taxed with 
  their own problems that they cannot attend the upcoming 
  Tribunal. 
  Generally speaking, local conditions are good. The locals 
  are probably tolerant of the Covenant’s activities, if they know 
  about them at all. The Church may also tolerate of the 
  Covenant, may be unaware of its true nature, or may not even 
  know the Covenant exists. Characters have also undoubtedly 
  made reconnaissance runs from their home, getting the lay of 
  the land, collecting provisions, and perhaps encountering 
  faeries for the first time. 
  Ideally, the characters should also have made contact with 
  some Cathars. Familiarity with the Cathars in advance of the 
  coming crusade allows characters to understand why the 
  crusade is called, and allows characters to decide where they 
  stand in the war: as Cathar allies or enemies. 
  Preliminary Cathar encounters may take many forms, and 
  may be inserted into the few stories you tell before the onset of 
  this Saga. Here are some sample encounters you may use: 
  The characters could hear a Perfecti (Cathar priest) 
  trying to convert a crowd of townsfolk to Cathar belief. The 
  Perfecti is naturally intrigued by the characters and tells them 
  of a holy treasure, revealed to her in a dream. Questing for the 
  treasure will, she hopes, concentrate the characters’ minds on 
  pious thoughts, and thereby convert them. Such a quest also 
  reveals to the Perfecti and the characters alike the similarities 
  and differences in their philosophies. Whether the holy artifact 
  exists is up to you. 
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  Cathars could come to the Covenant to enlist the 
  characters’ support in the upcoming crusade. If characters are 
  suspicious of the Cathars, the heretics point out the powerful 
  nobles who have allied with them, nobles who could also be 
  allies of the Covenant. Once again you should play up the 
  similiarities and differences between the Order and Cathars. By 
  understanding the Cathars, characters may freely choose their 
  side and course of action in the upcoming crusade. Who 
  knows: maybe the characters become so offended by Cathar 
  beliefs that they turn the heretics out, thus fouling future 
  relations between the two groups. Such conflict is most 
  dramatic if the groups must ultimately ally against crusaders to 
  sumive. 
  COVENANT LANDS 
  The prelude of this Saga does rely upon one premise; this 
  is not a pervasive or dictatoral premise, however. This Saga 
  require the characters to have unwittingly set up their Cov- 
  enant on lands owned by the Church. In the case of the Val du 
  Bosque setting, this would be land presided over by Merdici, the 
  Catholic Bishop of Foix. However, the characters have not yet 
  suffered the slings and arrows of the Church. In fact, they have 
  probably conducted their Hermetic business in complete igno- 
  rance of their jeopardy. 
  Trespassing on Church lands without penalty may be 
  justified in your Saga in a few ways. Ideally, the Church does 
  not know the Covenant is built on its lands and does not even 
  know the extent of its own lands. This might be true if the 
  characters built their Covenant in an especially wild or remote 
  place. Only with time does the Church &cover its strange 
  In the Val du Bosque setting another option is available. 
  Bishop Merdici, though a staunch Catholic, spends most of his 
  time at his Italian estates, living in luxury. Since he is often 
  absent from Foix the administration of his diocese is conducted 
  by his canons, Dietrichvon Braden and Ramon DUverre. With 
  innumerable minor tasks of their own to handle, the overbur- 
  dened canons are not very interested in Church lands and their 
  reaches, and thus have not looked into any strange intruders. 
  Only with time do they discover and enforce their lordship over 
  the characters. 
  This premise about the location of your Covenant is 
  important in A Midsummer Night’s Dream because that 
  location becomes the foundation of a deal made between the 
  characters and the local Church. Of course, if founding your 
  Covenant on Church lands does not suit your Saga you are free 
  to arrange another means for Church-Covenant relations and 
  treaties. However, that means must somehow involve a liberal 
  Church official blackmailing or bribing characters into lending 
  their aid. (See Ramon’s Request in Chapter Four for the situation 
  in which this blackmail occurs.) 
  ’ 
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  Dietrich von Braden 
  sights) +2, stmngh 0, stamina (nagging cough) -1, Fk!sewe 0, 
  charaderistics:Intelhgence~~0~)+2,P~~n(over- 
  Communication (debabng) +2, Dexterity @des) -2, Qluck- 
  neSS0 
  size: 0 
  V
  i
   
  and Flaws: None 
  Abilities: Debate (religious theory) 4, Qlurch Knowledge (her- 
  q ) 4 , m p l ~ ( ~ )  
  1,scribeIatin(~esSays),Speak 
  PIDvend (quickly) 5, speak Latin @easely) 5, c h d l  Lore 
  (heresies) 3 
  Gmfideme: 3 
  Reputatiom Devout (clergyof Foix) 1 
  P
  d
  q
   
  Thit~: 
  Devoted +2, Merciful -1 
  WeaponsandAnnor: None 
  -
  0
   
  Other Cumbat Totals: Dodge Deknse 0 (6Action), Soak-1 (5 
  Action), Fatigue -1 
  THE CANONS 
  The canons of Foix are integral to this Saga and the 
  relations between characters and Church. The canons deal 
  with the characters and may be constant contacts throughout 
  A Midsummer Night’s Dream. The canons are therefore 
  presented here. 
  Dietrich von Braden 
  Most valued among Merdici’s canons is the swarthy 
  Dietrich von Braden, a young German priest who studied 
  theology at the University of Paris. An unswervingly orthodox 
  man with an excellent understanding of theology, von Braden 
  has been able to match the Cathars’ arguments in recent 
  debates and has preached many powerful sermons in the 
  cathedral of Foix since his arrival. 
  Von .Braden believes the Cathars, though naive, jeopar- 
  dize the very order of the civilized world. To him their oriental 
  heresy is a demoniacal phenomenon appealing to the simple 
  because it suggests the possibility of a different life than that 
  proposed by the Church. Whether the Cathars actually 
  commit the crimes attributed to them von Braden does not 
  know, but he does know they reject matrimony and deny Hell, 
  two foundations of Christian belief. Von Braden defends the 
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  Pope’s views on the crusade because, in his opinion, the 
  ~~i 
  INTRODUCTION 
  _____________ 
  Ramon d’Uvewe 
  Chamcmisstics: ht&gence(creative> +2,P~tion(intuitiw) 
  +1, strength (scrawny arms) -1, stamina 0, m c e  
  (unasflun- 
  mg) -1, Communication 0, Dexterity (gangly) -2, Qucknes 
  (-1 
  -1 
  Age: 20 
  size: 0 
  Virtues and Flaws: None 
  (scholarly terms) 4, Scribe Latin (fast wrihng) 4, Humanities 
  (philosophy) 4, Church howledge (theology) 1, Church bxt 
  (comption) 1, Ride (joumss> 2 
  cos-2 
  Reputation: Sympathetic to Cathats (clergy of Foix) 1 
  PersOnality TI&S B m  -2, Devoted +1 
  Weaponsand Armor None 
  -
  0
   
  Other Combat Totals: DodgeDefense-1(5 Action), Soak4 (6 
  Action), Fatigue +O 
  A b i l i ~ S ~ ~ ~ ( ~ ~ V o c a b u l a r y ) 5 , S p e a k L a t i n  
  Catholic Church guarantees the safety of all the Dominion, 
  including that of mundane man. 
  Ramon duverre 
  Ramon d’uverre, nephew of the Baron dVverre of the Val 
  du Bosque, is another of the Bishop’s canons. Bishop Merdici 
  knows Ramon is an honest, devout man, and although Ramon 
  has obvious sympathies for the Cathars, the Bishop trusts him 
  to investigate matters and to carry messages to the noblemen . 
  and churches of the area. Ramon fears the growing conflict 
  between Church and Cathars. He opposes the crusade but is 
  powerless to prevent it. He can sympahe with many Cathar 
  views. Nonetheless he wishes to peacefully convert the Cathars 
  to Catholicism, for he believes their views to be misguided. As 
  far as Ramon is concerned, the Roman Catholic Church, 
  despite its obvious corruption, is the truest form of Christian- 
  ity. 
  Ramon does not have von Braden’s knowledge of theology 
  but is learned in philosophy. Ramon spends much of his life 
  isolated from the wickedness of the world. Life in the corrupt 
  city is far too complex for him to grasp. 
  a 
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  yler GiU cmed - not overdoud, lest that devil ’srsetfdx hear - and pulled his 
  tattwed clmk tkbtw as the wind h i F i  throeh tl-II2 pss yet eain. Hesritted his 
  teeth as the throbbins in his arssrew he w s  cmain his head would soon split 
  0lessed Wrsin, but ’ w s  cold He turned his b
  d
   
  a w y  bom the bitter blast - 
  only to faze o w  the &e 
  OF t 
  pass and dow the tmible &w to his r&h. Shddwi-, he 
  Faced the cliff once Gain. l3we had been no mountains such as tkse in G&mcj 
  save perhaps 
  in Wales.. . 
  Above him Doissetep s q m e d  on tk cra, rki- bom the Fw like a s r m  drason OF t k  old 
  tales, all h t t e d  and coiM and spiked zhe central spire s-, 
  like the C o w  o F b M  in the 
  priests’ tala? to try and tomb Heaven. Atq its pinnacle, the Covenant’s banw - a dreon, 
  sules, couchant, devowie its& - s m m  in tl-II2 wind. 
  Cylw mkht have h 
  a
  d
   
  by thissrmest ohwnal mn’s work, this enormom Fortress 
  that could have swUowedA&tri&e witbout a trace - had be not &em so tired 4 it ws, be 
  m d y  t u r d  aside and locked bissaze on tk scarlet cap OF thrsuide, bendins all his will to 
  the task oFputti5 o m  Foot Fommrd, th the nex? t k n  the mx.. . 
  not that k UMS ovwrqw to m w  into another dm oF wuards; hk immrtial soul w s  no 
  doubt already destined For Pwsatory at the least n/ladmss., and the Devil’s m r k  w s  upon all 
  his lies=, save possibly the lord Griiqyotb. StiU he had but another seven months to swve - 
  then his ymwndvcby would be done, and k would return to Ci&cmd a fiee mn. not that k 
  had any Faith that his lieses would let him lave willinfly, fdk lwst OF alL 
  zhroeb the F i  he saw Griiqyoth, attired in his fim robes turn and wlk back throeb the 
  ranks to tk rear swrd admisbi5 the twb on their slowly appeurance. ‘2hoeh we be OF 
  S p r i i g ’ k  h r d  the wkard lectwe, “must we look thus as d p ’  
  Despite bim& Kyler smiled 
  Vanity w s  Far more comFonie than the dark passions Grimrotoh’s pews displayed. 
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  &udden~ustoFwindsmsMhoeb tbe 
  pass like a butterim ram. k , a t e l y  Cylw 
  clutcM tbe cbffkide; out OF th c o r m  oFbis 
  eye he saw the rest OF the twb rmct likewise 
  - all saw luc. th b e e  Eire h d  bwn 
  ca&t 
  m w r e  by the wind; in bd&ss horror 
  Cylw saw the m n  plucked born the pass like a 
  rabbit by a Falcon and hurled o w  
  tbe side with 
  a wiL 
  '732 wind did. Cylw and tbe rest OF the 
  twb r u d d  ow, sazie mutely at tk spot 
  w k e  luc h d  dropped. th stwn voice OF 
  6rimroth broke t b r  reverie. " C m .  
  73we's 
  meht 
  can do For him mw &d clmnse 
  yowselm, lest Doissetep tbink us bmpkms. " 
  He b e c k d  iqmriously. Cylw c m d  him 
  silently. Devil-spawn, the lot OF t h . .  
  . 
  Summary 
  Chapter One deals with the machinations of the Provencal 
  Tribunal. During this Chapter the characters not only experi- 
  ence the workings of a Hermetic Tribunal but also meet the 
  Magus Sarimarcus, who reappears later in the Saga. 
  Chapter One tests the Characters' diplomatic talents. Magi 
  must establish allies while Companions and Grogs must avoid 
  conflict and protect their masters from harm. Harm may come 
  from many directions - foreign Magi, Grogs, covenfolk, 
  strange Familiars, or the many traps and secret passages of the 
  Tribunal Domus Magnus. Ultimately you should ensure that 
  Grogs and Companions, not just Magi, are occupied during the 
  Tribunal meeting. Grogs and Companions are likely to be busy 
  with behind-the-scenes activities, though. 
  The main subject of debate at the Tribunal is the upcoming 
  crusade, which is predicted to cause widespread destruction 
  throughout Provencal. Indeed, this Chapter hopefully rein- 
  forces how an Ars Magica Saga meshes well with the greater 
  events of history. 
  As this Chapter is set at Doissetep, the Domus Magnus of 
  the Provencal Tribunal, you are advised to refer to the Ars 
  Magica supplement Covenants, as that book details Doissetep. 
  However, covenants is not necessary to run this Chapter. 
  Enough detail on the Covenant is provided here to manage 
  events. A broader understanding of Doissetep imbues more 
  color into events there, though. 
  news OF the 'Crlbunal 
  In A.D. 1207 (1346 of the Age of Aries) a Tribunal is 
  convened by the Order of Hermes. In Provencal the Tribunal 
  takes place at Doissetep-one of the most powerful Covenants 
  in the Order, and Domus Magnus of Provencal. The characters 
  may send as many Magi to the Tribunal as they wish. They may 
  Other Redcaps 
  If-youhavealreadyintmducedaRedcapwho 
  tendsthevicinity 
  of the b c i m s '  covenant, or have introduced one that b c -  
  t e ~  
  have dealt withbefore, you may use that Redcap here. The 
  continuity of your Saga is much more important than the 
  dlsposablecharacterspresentedinthisbook 
  ~ 
  ~ 
  ~ 
  ~ 
  also send apprentices to be initiated. Those Magi who do not 
  go may entrust their sigils (symbols used to vote with) to others 
  to vote on their behalf. Select Grogs and Companions may also 
  accompany attending Magi as protectors and advisors, al- 
  though those assistants have no vote at the meeting. Experi- 
  enced players may decide to play their Magus, Companion, and 
  Grog characters if they wish many Magi and assistants to 
  undertake the journey. Keep in mind, though, that players 
  adopting many characters in an episode can confuse them- 
  selves and the Troupe. 
  THE REDCAP 
  The characters are probably aware of the upcoming Tribu- 
  nal based on personal experience. Meetings are usually held 
  every seven years, so each comes as no surprise, especially if 
  characters were involved in the last one. However, characters 
  can be reminded of the Tribunal by the visit of a Redcap, a 
  member of House Mercere. 
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  If characters are determinednot to attend the Tribunal, the 
  Redcap may be able to motivate them to participate, for he 
  ‘knows Provencal’s response to the crusade will be determined 
  at the Tribunal. If the characters want any say in their 
  Covenant’s fate, the Redcap warns, they had best attend the 
  meeting. Otherwise a council of uncaring Magi could destroy 
  everything the characters have worked for. 
  Aestrius of House Mercere 
  Aestrius is a Redcap. It is his role to make sure the 
  characters’ Covenant, like those of other local Magi, is able to 
  attend the Tribunal (i.e., to ensure that nothing untoward has 
  happened to a Covenant since the last Tribunal meeting). The 
  characters may know Aestrius from past visits; he likes to keep 
  tabs on young Covenants to see whether they survive their 
  Spring Seasons. As the characters are still around, Aestrius is 
  d i n g  to escort them to the Tribunal Domus Mapus. In doing 
  so Aestrius acts as harbinger for the characters’ arrival, helping 
  them enter Doissetep and ensuring due ceremony and hospi- 
  tality is given them by Doissetep’s often offensive hosts (see 
  below). 
  Aestrius is a cynical man who bravely runs the gauntlet of 
  the outside world, facing innumerable daily hazards: brigands, 
  Aestrius 
  es’ 
  motives) +2, s
  e
   
  0, stamina (- 
  +2, presence 
  -1, Quiclmess (tired step) -1 
  C-~cs: 
  htdhgence (cold,chid) +2,Pemption (0th- 
  (rugged) +1, Communication (gruff) -2, 
  Dexterity (stif€-jointed) 
  Age: 56 
  S k  
  0 
  virtwsandFlaws:Redcap+4,Ciuse(attlslctsf~w~th~)-1, 
  rolls) -1, Enemies (Godon) -1 
  Abilities: A~~IIIXSS 
  (ambushes) 4, Direction Sense (woods) 2, 
  Dodge (ambushes) 2, Folk Ken (pdgnms) 3, Survival (wood- 
  lands) 4, Ride (long distances) 3, Dnnlung (extended periods) 6, 
  Broadsword Attack (keepmg distance) 5, Broadsword Pany 
  b o l d q  at bay) 5, Speak Provencal (d 
  -1 
  4, Speak 
  NormanFrench o>ureaucl.atic terms) 4, SpeakLatin (Xholarty 
  tprms) 6, Speak Tuscan (mercantile terms) 3, Speak hgo= 
  (news) 3, Speak Lombard (terms of Mgue) 4 
  -3 
  Reputatian. Crusty (Grogs) 3 
  personality Tmits b
  e
   
  +3, Cynd +3 
  WesrpansdArmor: 
  hrherCliIaSs 
  Broadsword Totals: First S& 
  4, 
  Attack 43, Damage +11, 
  Parry Defm +8 (Action 14) 
  -
  1
   
  Other cambat Totals: Dodge Defense -2 (4Action), Soak +3 (9 
  Action), Fatigue +1 
  JudgedUnEai~-l,soCialHandicap(~ear~~~~,-3 
  t o d  
  irate toll-keepek, inquisitive roadwardens, pilgrims, vaga- 
  bonds, and wild beasts. The roads he travels are seldom 
  maintained so Aestrius must often trudge through muck and 
  mire to Covenants in the back-of-creation. To add insult to 
  injury, those places are often guarded by fierce and ignorant 
  Grogs who mistake Aestrius for a leper or rogue and confront 
  him after a grueling journey. (Aestrius often dresses in the 
  distinctive dark gown and cape of a lazar, or leper. In doing so 
  he may wander Provencal largely unmolested, sustained by 
  alms.) 
  The drudgery of Aestrius’s profession has bred bitterness 
  in him. The more he sees of the world the more he hates the 
  ignorance of those he meets. Indeed, Aestrius regularly wit- 
  nesses the narrow-minded, Machiavellian behavior of Magi, 
  princes, and churchmen throughout Christendom and per- 
  ceives little distinction between any of them. Magi often treat 
  Aestrius with disdain, while mundanes are often too frightened 
  of him to offer hospitality. 
  Aestrius remains in House Mercere for only two reasons: 
  fear of his superiors, and the rare opportunity to meet people 
  who are genuinely interested in knowledge over personal gain. 
  Getting to the 
  Tribunal 
  Even with Aestrius’s help, getting to Doissetep is not easy. 
  The characters must negotiate the treacherous mountain ter- 
  rain of the Pyrenees (the mountain range that separates France 
  from Spain), and must also face the adversities of weather and 
  wild animals. In contrast to the smiling, populated and 
  civilized plains, the Pyrenees are rugged and forbidding: the 
  refuge of the defeated preservers of tradition, and the mother of 
  brave and tenacious men. It is the agile shepherd of the 
  Pyrenees who forms the backbone of the lowlands’ armies. Not 
  all mountaineers are admirable, though. The marches of the 
  Pyrenees are the haunt of many brigand gangs, unemployed 
  mercenaries who prey on the caravans of pilgrims traveling 
  south to Santiago de Compostella and other shrines. 
  You may add a number of hardships and dangers for 
  characters to face in their journey to Doissetep. The trip may 
  be harrowing or easy; encounters and situations may be exquis- 
  itely roleplayed or simply glossed over. Regardless of how you 
  roleplay the characters’journey, remember that Aestriusiswith 
  the characters and plays an active part in scenes. 
  The length of the journey to Doissetep depends on the 
  location of your Troupe’s Covenant. The map Tribunals and 
  Covenants in Mythic Europe (Ars Magics, page 295) indicates 
  the location of Doissetep, and may be used to judge the distance 
  from your Covenant. 
  I 
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  ARRIVING AT THE 
  COVENANT 
  ~~~ 
  ~ 
  Doissetep is strategically located upon Mount Celidar near 
  a major Pyreneen pass, a thin trail which winds its way between 
  the Norman county of Armagnac and the kingdom of Aragon. 
  The hamlet of Osprey, in the foothills of mount Celidar, offers 
  characters rest and recuperation before they tackle the moun- 
  tain. The locals here speak Catalan (a cross of French and 
  Spanish), a language much like Provencal, so characters speak- 
  ing Provencal should have few difficulties. Characters speak- 
  ing other languages may have to rely on sign language or 
  creative use of magic to communicate. 
  To enter Doissetep itself characters must make their way 
  up a twisting trail that climbs to and passes Fabym’s Rest, from 
  which the previously cloud-shrouded Covenant becomes vis- 
  ible. Fabym’s Rest is high up on a narrow perch, with a dreadful 
  fill into the dim valley at one side. Fabym’s Rest is protectedby 
  a hanging rock; the perch is named after a hapless soul who met 
  his fate here. His willowy remains are rumored to still linger in 
  the area. 
  Characters may also reach Doissetep through a tunnel dug 
  into the side of the Covenant’s mountain. This entrance is 
  usually relied upon when travelers are in a hurry or when travel 
  to the Covenant via the pass is made dangerous by bad weather. 
  The entrance to the tunnel is concealed by a small waterfall and 
  ~ 
  Gorodon 
  C- 
  . 
  :h~ence(dim-~i~)-2,P~tion(glazed 
  eyes) -1, s
  m
   
  (moIxstrous blcep!s) +I, stamina (powerfd 
  heart) +5, h.esence (tufts of hair) -2, communica~ (slow 
  speaker) -2, -ty 
  (thick ha) 
  -2, Quiclmess (thundering 
  stride) +3 
  Age: ? 
  sire: +2 
  Vir&uesandFlaws: 
  GiantBlood+5,BlackSheep @antrelations 
  cast him out) -1, curse of Venus (women * 
  him sexuauy 
  pmtwhenhewantsnothulgbuttobe~alone) 
  -2,Hauntedory 
  aGrogacciden~ykikdinanekvatoraccident) -2 
  Abilities Speak Giant (dnnlung tenns) 4, Speak Pmvenqd 
  (insults) 3, Climb (tunnel&) 
  5,Guile (iunesses)3,Sing(work 
  songs) 2, Bmd (tackhg) 4, Bqpn (bribes for elevator rides) 3, 
  W(Simpk- 
  devices)5,Dnnlang(guale)6,Cbain 
  Attack (when angr~) 5, Tug-of-war (dnty *) 
  8, Qtuet Talk 
  (Itceivlngo~)2 
  conMemx3 
  Reputa~QLucktoAnger@oissetep’sGrogs) 
  1 
  Persanality TI&S Short-tempered +3, patient -2, L~ZY 
  +2 
  WeapansandAnnor: 
  Chain Totals: First Strike +lo, Attack +5, Damage +22 
  - 0  
  Body LRvels: OK, m, -1, -3, -5, ITmpamd 
  Fatigue Levels OK, MW, 4-1, -3, -5, Unconscious 
  OtherCombatTotakDodgeDefense+l(7Action),Soak+7( 13 
  Action), Fatigue +5 
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  . I  I , , . -  
  Doissetep 
  0 
  0 
  0 
  Central Hall 
  0 
  0 
  0 
  Scale in Feet 
  Covered Walkway 
  Anteroom 
  r 
  \o 
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  is guarded by Covenant Grogs. Within the tunnel is a chamber 
  and vertical shaft, up which a primitive elevator carries passen- 
  gers to the Covenant proper. The elevator consists of a rickety 
  wooden platform raised by pulleys and rusted chains. The 
  elevator chamber is operated and guarded by Gorodon, an 
  immense ogre-like man. 
  The tunnel entrance and elevator are known to Aestrius 
  but he is not likely to lead characters this way. The elevator is 
  unsafe; besides, Aestrius made an enemy of Gorodon during his 
  last visit to Doissetep. ‘(Aestrius, angry that Gorodon once 
  refused to lift him on the platform, introduced a persistent 
  coven-woman to the giant - 
  a barren woman who desperately 
  wanted to bear a child.) If the characters insist on using the 
  tunnel, or the mountain way is hampered by bad weather, 
  Aestrius reluctantly takes the characters through the secret 
  pass. Convincing Gorodon to spare Aestrius and lift the group 
  requires characters to use coercion and subtlety (i.e., compared 
  stress rolls of the characters’ Social Abilities and Gorodon’s 
  Personality Traits). 
  Dorssetep 
  Doissetep is an ancient and immense complex built from 
  a cluster of cliff-top monasteries thrust onto, or carved into, 
  Mount Celidar. The Covenant’s gloomy form is darkened 
  further by the rock walls of the giant chasm enclosing it. 
  Enclosed wooden walkways criss-cross between its many 
  labyrinthine towers and peaks. Fabym’s Rest allows a clear 
  view of its dark bulk rising atop the conical mountain. 
  Doissetep’s high perch keeps the Covenant beyond the 
  pryingeyesof thelocalpeasantry,so they cannotsee thestrange 
  events which occur (and are about to occur) on the mountain. 
  After all, it’s only logical that the bizarre occurrences which 
  transpire when a large number of Magi meet should be kept far 
  away from the eyes of mundanes. Even if some adventurous 
  mundane dares approach Doissetep, the entire complex is 
  surrounded by a series of massive battlements to keep out any 
  who threaten. 
  The interior of the Covenant reflects eclectic borrowing 
  from many cultures, the imaginations of many Classical schol- 
  ars, and the frightening grandeur of unrestrained magic at 
  work. Indeed, the Covenant is a romantic and sometimes 
  megalomaniac vision of both the inhabitants’ heritage and the 
  triumphs of their exotic adventures; minarets, Gothic towers, 
  and Romanesque rotundas all appear here. Furthermore, 
  Doissetep’s Magi have maintained an unbroken cultural tradi- 
  tion since Roman times and many of the Covenant’s buildings 
  reflect this. While the exterior is cold and desolate, the layout 
  of theinteriorsvaries from thewarmdecadenceof the bathhalls 
  to the freezing darkness of the dungeons. Among the many- 
  columned halls, corridors, and passageways are numerous 
  niches and grottoes. All are full of alcoves housing statuary of 
  both obscure Classical figures and ambiguous mythological 
  creatures, some benign, some ternfylngly malevolent. 
  1‘. 
  0 0 0 0 0 0 0 
  e 
  0 
  a 
  e 
  e 
  a 
  Temple of Mercury 
  a
  ~
  ~
  a
  e 
  0 
  0 
  0 
  0 
  0 Pr 
  0 
  0 
  0 
  0 
  0 
  e 
  e 
  0 
  0 
  Holy of Holies 
  v 
  a 
  a 
  a 
  e 
  0 Main 
  e 
  Anteroom 
  1.......0 
  0enQ $ 
  3 
  c--------l 
  Scale in Feet 
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  For the layout of different places in Doissetep, refer to the 
  two maps provided. One shows many of the important sites of 
  the Covenant; the other details the Temple of Mercury, where 
  the Tribunal meeting is held. If you need to detail or elaborate 
  on the many other rooms and regions of Doissetep, feel free to 
  create them as needed. CertainIy Doissetep is large and strange 
  enough to house any weird area you wish, and few places need 
  ever be visited twice (or ever be found again). The text that 
  follows also details some rooms not depicted on the maps. 
  These entries can be used to detail any scattered rooms you 
  might want characters to see or have encounters in. 
  TEMPLE 
  OF MERCURY 
  The Tribunal meeting itself takes place over four nights in 
  Doissetep’s primary building, the beautiful Roman Temple of 
  Mercury. The frescoedroof of this huge, elongated, rectangular 
  building is supported by rows of caryatid pillars. Inside, tiled 
  mosaics on the floor and walls shme as moonbeams strike 
  down from the skylights. A gilded statue of Mercury sits at the 
  far end of the hall. There is a huge decorative curtain behind 
  the statue, and behind the curtain is the Holy of Holies, 
  forbidden (on pain of death) to all but the priesthood. Flames 
  bum in Olympic bowls set at intervals around the forum. 
  The Holy of Holies is a secret scroll from Roman times; it 
  predates Christ, and is said to have been canied by Mercury 
  himself. The scroll’s writings may only be understood by those 
  religiously devoted to Mercury, as the priests of Mercury are (at 
  least in name). The scroll has a rating of 10 in the Roman 
  History Ability, and offers a Hermes History score of 8. How- 
  ever, to read the scroll properly requires an Intelligence + Scribe 
  Latin stress roll of lo+, not to mention the aforementioned 
  religious devotion. Those who fail the roll simply cannot read 
  the scroll. Those that Botch the roll, or are of another devotion, 
  must make a Magic Resistance roll of 20+ (with Mentem as the 
  Form), and a Natural Resistance Intelligence stress roll of 6+ or 
  go blind (as per the Physical Flaw, Ars Magica, p. 78). 
  In the middle of the temple, a 30-foot wide circle is 
  inscribed on ceiling and floor. The bottom circle is part of the 
  decorative mosaic. The upper one is marked out by a blackened 
  and dented surface within its circumference. This circle is 
  strongly magical, and is used to contain the phantasms and 
  magic of Certc)nen. Any Cert&men staged at the Tribunal is 
  waged within this circle; the magics used are contained by the 
  perimeter of the ring. AcollaborativeMercurianritualstrength- 
  ens the ring’s phenomenal powers of containment, powers 
  which reach up to the ceiling. When Certdmen is not taking 
  place the ring acts as the forum for orators to address those 
  present. 
  Robed Magi attending a Tribunal stand in solemnity 
  beneath the temple’s roof while the Praeco sits on a throne, 
  whichinturnrestsuponadaisjustbeforethestatueofMercury. 
  Protantus, the ruling Quaesitor, sits near the Praeco, presiding 
  over the votes. 
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  The Priests 
  A MIDSUMMER 
  NIGHT‘S 
  DREAM- 
  - 
  The “Priests of Mercury” still use the temple as their 
  council hall. These “priests” are pagan Magi descended from 
  those who originally presided over the temple in ancient times. 
  They are greatly respected within Doissetep and make up the 
  core of the “conservative” faction (see below). The priests 
  maintain many ancient practices, including the cremation in 
  purifying flames of all those who die at Doissetep (that is, those 
  who are not Christian or Muslim). The priests are also 
  practitioners of some Mercurian magic, a form of collaborative 
  magic detailed in The Tempest, the second book in the Four 
  Seasons series. 
  Omens are held in great esteem among Doissetep’s priest- 
  hood. Omens which come from the east are good, as all the 
  principles of life and heat come from there; omens that appear 
  in the west are bad, as the sun declines in that direction. 
  Whenever the temple is struck by lightning (and it frequently 
  is, due to its aura, location, and unusually high conductivity) 
  a lamb is immediately sacrificed upon the altar to appease 
  Mercury. If a priest is killed by lightning during such a sacrifice, 
  that priest is believed offensive to the gods, and the corpse is 
  hurled down the mountainside lest it contaminate the ashes of 
  other honored folk. 
  THE 
  DINING HALL 
  This is a huge circular hall under a massive dome. In this 
  hall, and the bath halls (below), most of the informal affairs of 
  the Tribunal meeting take place. Indeed, more is decided 
  through private discussions than through the arguments of the 
  forum. Seating in the dining hall is deliberately circular so that 
  no one Magus takes precedence over another. 
  THE 
  BATH HALLS 
  Despite the bleakness of the Pyrenees and the depths of the 
  ignorant age in which Doissetep stands, the imagination of 
  generations of covenfolk has crafted the bath halls. The baths 
  are heated by underground lava flows, and here the covenfolk 
  maintain the Romano-Islamic tradition of bathing. The magic 
  of the Magi has created a palace of marble halls, a rambling 
  complex of classical architecture. The interconnecting, many- 
  columned halls and chambers are arranged on undulating 
  ground in several interrupted parallel rows, positioned in 
  courtyards and ranked in long perspectives. Shallow pools, 
  each about four feet deep, are placed within these arcades. 
  Shallow steps lead out of the pools, while a wide walkway, 
  backed by parallel rows of columns, spans the circumference of 
  each pool. 
  Steeped in classical learning and iconography derived 
  largely from Ovid’s Metamorphosis, the interior of the bath halls 
  is a sumptuous prelude to the distant Renaissance. The 
  Romanesque walls and ceiling are covered with sculptural 
  representations of classical mythology -of the bacchanal, and. 
  of nymphs, nereids, satyrs, centaurs, and harpies. 
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  Characters may reach the bath halls from across a covered 
  walkway, down from the halls-above, or past a large fountain 
  from nearby halls. Guard towers, created in the last hundred 
  years, protect this area as they do most areas of the Covenant. 
  From the courtyard visitors to the baths pass into a wide central 
  hall, with anterooms for disrobing. From here they may pass 
  into the tepidurium (warm baths), thence to the culidurium (hot 
  baths) and thence to thefngulariurn (cool baths) for a refresh- 
  ing change of temperature. From the culidurium, windows give 
  a view over an outside balcony, then over the cliff side to other 
  towers and crags. 
  Once in the bath halls covenfolk consider the nudity of 
  both men and women inconsequential. However, visitors may 
  be shocked by such lack of humility. 
  THE SUMP 
  At the far, dark end of the bath halls is a deep pool, drain, 
  or well inhabited by the water-loving Familiars of the Cov- 
  enant. Like a dank hippopotamus-pool in a modem zoo, the 
  drab walls of the pool are stained with algae. The pool seems 
  very deep, with a brick and stone island arising from the murk. 
  A large circular drainpipe feeds the pool with dark water, a 
  drain that erratically gurgles, dries and suddenly floods as 
  though responding to some distant lavatory of incontinent 
  pints. What exactly dwells in this water is subject to conjec- 
  ture. However, the barred gate that cordons off the area seems 
  reason enough to not learn what lies beyond. 
  THE LIBRARY 
  The center, focus, and physical high point of Doissetep is 
  its library. Based around a central’atrium and adorned with 
  beautiful stained glass windows, Doissetep’s library is arguably 
  the largest in Christendom. Indeed, for the Magi of Doissetep 
  the “dark ages” of ignorance are actually far from dark. At 
  Doissetep the period from the fall of the Roman Empire to the 
  present (the early 13th century) has been a time of incredible 
  intellectual vitality. It’s been a time of impassioned dialogue 
  between barbarian civilizations, Romans, and Christian-East- 
  em elements; a time of journeys and encounters, as a result of 
  which the covenfolk have amassed a great wealth of infonna- 
  tion and legend. 
  At every opportunity, in every comer, along the walls, on 
  shelves and tables, on benches and lecterns, and piled high on 
  flagstones, are books. A light covering of dust lies on all the 
  volumes. These books are often magical. Some open and close 
  of their own accord. Some shine in the dark. Still others flutter 
  with bright, smalllights, are investedwithrainbows, repeatedly 
  flood with their own ink, blow open in unseen draughts, or 
  bum with anunconsuming flame. Many texts are no more than 
  wooden tablets bound in leather, or simple scrolls faithfully 
  copied from ancient times. Some texts are huge, as much as 10 
  feet wide, and bound in thick embossed leather. 
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  Many of the books are attributed to Hermes or Mercurius 
  Trismegistus as well as to Pseudo-Dionysus, Pythagoras, and 
  Zoroaster, all of whom are legendary characters of questionable 
  existence. Works of Plato, Arab alchemy, and the Hebraic 
  Cabala can also be found among the dusty archves, as can 
  bestiaries, herbals, almanacs, and travelogues. 
  The library is also dark, to protect its books. Occasionally 
  lanterns can be seen passing among the many tiers, but open 
  flames are banned from the immense chamber. 
  Ladders are used to reach high books, which are then 
  dropped into nets and winched down to the ground by a long 
  rope. The feat of organization and engineering that the library 
  represents is truly staggering. However, no good catalog 
  system has been invented for the storehouse (alphabetical 
  cataloging is a Renaissance invention). The dozen scribes who 
  work in the library are therefore indispensable if one wishes to 
  gain anything from it. The scribes have peculiar quirks and 
  tolerance is required of them to find anydung. The scribes have 
  a tendency to mutter and let their minds wander when they 
  come to certain items of esoterica. They also hate to be rushed 
  and must be persuaded to help find an item. Together the 
  scribes have a nearly complete knowledge of what books are 
  contained in the library. 
  Doissetep also has a secret library which is restricted to the 
  Consilium Maximus (leaders of the Covenant). The high library 
  contains the Covenant‘s most powerful books of secret lore 
  (some say diabolist tomes). However, this valuable hoard is not 
  guarded. Neither is it hidden in the normal fashion. In truth, 
  its books are hidden in plain sight, on the shelves of the 
  ordinary library! However, since only the library’s scribes 
  know where anything is, others are unlikely to find any dark or 
  powerful tome. But, if a Magus browses long enough (maybe 
  a week) who knows what might be found? 
  Access to Doissetep’s library is restricted to Magi and 
  Covenant scribes. 
  THE 
  CHARACTERS’ 
  RECEPTION 
  The characters’ journey to Doissetep may be fraught with 
  many dangers and pitfall$ some of which can befall them at 
  Doissetep’s door. At some point, though, the characters will 
  enter and be received by the Covenant. 
  If they approach via the “front door,” the characters are 
  greeted by the aged, crotchetyfactoturn major (chief butler), 
  Valenus. Though a mundane, Valenus is empowered with 
  much authority and respect at Doissetep. His task is to meet 
  and deal with visitors to the Covenant, sparing resident Magi 
  and other consortis the bother of dealing with strangers. Given 
  his gruff veneer and cold nature, Valenus is difficult to get past, 
  even for visiting Magi. Valenus virtually ignores arriving Grogs 
  and Companions and is at best inhospitable to Magi. He 
  demands to see Magi’s sigils and requires proof of their Cov- 
  enant symbol, which he pores over for an inordimtely long 
  time. Any interruption of Valenus’s inspection only angers him 
  and makes him start again from the beginning. 
  With Aestrius’s help the characters may expedite their 
  entry of Doissetep. The Redcap knows Valenus has secretly 
  been stealing and hoarding vis for years, anticipating the day 
  when Doissetep’s Magi might turn against him or decide he is 
  no longer needed. At that point he plans to buy himself out of 
  trouble or into a comfortable residency with no duties to 
  perform at the Covenant. However, if Doissetep’s Magi ever 
  learned of Valenus’s embezzlement they would surely destroy 
  him after a long and terrible torture. Valenus therefore turns 
  palewhen Aestriusiscalledupon to helpget past thegatekeeper, 
  whispering in Valenus’s ear. Aestrius is willing to share what 
  he knows of Valenus with the characters, but asks that they 
  keep it quiet. ‘‘Afier all,” he explain, “information like that is 
  invaluable in time of need. ” 
  If the characters enter Doissetep through the tunnel under 
  the mountain, they must negotiate with Gorodon, and are met 
  at the top of the elevator shaft by Valenus. Gorodon signals 
  Valenus that strangers are coming and must be checked out. 
  With or without Aestrius’s aid, characters are eventually 
  allowed into the Covenant and solemnly led to opulent quar- 
  ters. 
  events Beyore the 
  Tribunal 
  Depending on how much interaction and intrigue you 
  want at the Tribunal, the meeting can begin in a few nights or 
  on the night of the characters’ arrival. Regardless of how early 
  characters arrive, there’s plenty for all to do. 
  Magi have been arriving at Doissetep for many weeks now. 
  Most are from throughout Provencal, while some have traveled 
  from remote islands or are visiting as non-voting observers 
  from distant Tribunals such as Novgorod and the Levant. 
  Informal feasts take place almost every night, leading up to the 
  Tribunal’s official convening date. 
  During the day there is much informal banter as well as 
  squabbling, slander, and bribery. Various Magi eat meals 
  together in the dining hall and discuss issues in preparation for 
  formal nightly debates. However, the sinister locations of such 
  informal meetings and the doom-laden topics discussed make 
  conversations guarded. 
  The Tribunal is a rare occasion for Magi to meet socially 
  with others of their own kind. Indeed, this is an opportunity 
  for characters to meet and learn about other members of the 
  Order of Hemes. This is also an ideal opportunity for charac- 
  ters to become reacquainted with people they’ve met in the 
  past, be they friends or enemies. How far you want to take such 
  encounters is entirely up to you. Information is provided below 
  on encounten characters can stumble into, but these encoun- 
  ters lack the immediacy of those you create, encounters involv- 
  ing people characters have worked or clashed with before. 
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  Advance days of the Tribunal also offer a golden opportu- 
  nity for you to introduce rumors as catalysts for later stories in 
  your Saga. Rumors abound about the impending crusade, 
  about faeries in the forests of Provenpl, and about how the 
  local Church might deal with crusaders (i.e., that Bishop 
  Merdici spends little time in Foix, and that his harried and 
  somewhat liberal canons perform his duties and may be 
  reasoned with). Rumors even offer you a chance to involve 
  usually elusive characters in social circumstances. Rumors can 
  be related in quick conversations so quiet Magi may learn them 
  and quickly retreat back into their own little worlds. 
  There are many things Grogs and Companions can do 
  before the Tribunal. Like squires at a tourney, they may 
  proudly announce their allegiance to their peers. They may 
  also socialize with equals from other Covenants, sharing sto- 
  ries, commiserating, and making friends and enemies. Ex- 
  amples of Stolyguide characters that Grogs and Companions 
  can interact with are provided later. 
  the pair’s stride, an age-old ceremony of forgotten symbolism. 
  Magi attending the Tribunal are required to stand in silence 
  about the temple. Those too infirm to stand are seated. This 
  moment is the first time the characters see all their wizardly 
  acquaintances of the past few days assembled in one place. It 
  is a moment of great awe and you should describe, if possible, 
  the appearance of all significant Magi. Most are clad in a 
  dazzling array of exotic regalia, and carry fantastic magic items: 
  staffs, wands, and other strange paraphernalia. Characters may 
  wear what they please, but may receive even less attention than 
  Spring Covenant attendants deserve if their raiment is particu- 
  larly tattered. Even if characters don’t know all the Magi 
  present they may recognize the more notable ones with Intel- 
  ligence + Hermes Lore simple rolls of 6+, depending on the 
  notoriety of the Magus in question. 
  Though most people in the room are vo ting Magi, some are 
  not. Some Magi present do not vote and are on errands for their 
  Covenants, as messengers or protectors for certain Magi. Even 
  some Familiars are allowed in the Temple of Mercury, provided 
  they can behave and are not too large. 
  RITUALS 
  AT THE 
  At dusk on Wednesday, the high day of Mercury, a single 
  clear bell rings out; this marks the official start of the Tribunal 
  meeting. The doors of the Temple of Mercury are thrown open 
  and the Praeco and attending Quaesitor are ceremoniously 
  ushered to their thrones. “Priests” sweep the dust away before 
  TRIBUNAL 
  The meetings of the Tribunal resemble the gatherings of 
  the Venetian Republic or a Papal Conclave, although proceed- 
  ings are always interspersed with Mercurbn rituals and bless- 
  A 
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  ings. These blessings take the form of burnt offerings, usually 
  sweet herbs that bum in the Olympic bowls arranged around 
  the temple. Sometimes pacts between Magi are sealed by the 
  shedding of blood into these bowls. This blood is carefully 
  extracted from the oath-takers’ necks, a vestige of earlier 
  traditions of human sacrifice now outlawed. Libation oil is also 
  often poured into bowls to bless a decree or a forthcoming 
  debate. 
  All these rituals may strike outsiders, particularly those 
  Magi devoted to Christianity, as dubiously pagan. After all, 
  Mercury is considered pagan to the Church. Furthermore, 
  pious Magi may point out that, besides being the patron of 
  knowledge and the magical arts, Mercury is the patron deity of 
  usurers, liars, and thieves: not necessarily a fitting power for 
  Ma@ to pay homage to. How Doissetep’s priests take this 
  criticism is determined by how polite the complaining charac- 
  ter is. If the character makes a scene over pagan acts the Magus 
  may be asked and then forced to leave the Tribunal. This is the 
  home Covenant of the Praeco, after all, and he will not have the 
  traditional services of his home criticized. If the complaining 
  character is polite he or she receives an apology for the offense 
  but nothing changes. It’s up to the character whether contin- 
  ued pagan ceremonies are too much to bear. 
  TRIBUNAL 
  SCHEDULE 
  Addressing those present as “fiends,” the Tribunal Praeco, 
  Oxioun of House Tytalus, begins the proceedings by determin- 
  ing the schedule of what shall be discussed. Any Magus from 
  Provenpl may suggest a topic or motion. Many subjects are 
  touched on, though those of little interest to the Praeco may be 
  given only cursory attention. 
  The customary first order of business is the initiation of 
  apprentices into the Order. Magi announce at the beginning of 
  the meeting whether they have apprentices to be initiated. 
  Once all topics and rituals of initiation are announced the 
  Praeco determines the order in which they are addressed. If the 
  Praeco wants a particular apprentice to be able to vote, that 
  person receives the ritual of initiation. If Oxioun fmds an 
  apprentice or the apprentice’s master offensive in any way, the 
  Praeco may specifically delay the apprentice’s initiation until 
  other matters have been voted on, denying the prospective 
  Magus a vote. 
  The nighttime meetings continue until the Praeco dis- 
  bands each session or until dawn, whichever comes first. On 
  the succeeding night, after dinner, the next meeting begins. 
  The Tribunal as a whole only ends when the Praeco determines 
  that every important issue has been concluded through voting. 
  In this instance the Tribunal takes four nights. 
  During the four heated meetings of the Tribunal the 
  following issues are discussed: 
  First Night 
  Initiations, then news 
  Second Night 
  Personal conflicts between Magi 
  Third Night 
  Conflicts over land and resources 
  FourthNight 
  Affairs with the mundanes. Special 
  debate: the crusade 
  INITIATIONS 
  During the first night apprentice characters who have 
  passed the Gauntlet (the test to determine whether apprentices 
  are ready for transcendence) may be initiated into the Order. 
  Such characters have an opportunity to witness twelve 
  Storyguide characters being similarly initiated. The ritual is 
  overseen by the attending Quaesitor, Protantus, and at least one 
  other member of the master’s House. The master must first 
  declare the apprentice’s competence. The master declares, 
  proudly or not depending on the master’s personality, how well 
  the apprentice has fulfilled studies. Sometimes this pro- 
  nouncement is even made in a humorous manner. The 
  Quaesitor then asks the apprentice to swear an oath upholding 
  the Order of Hemes, and the Quaesitor clearly states: 
  Quaesitor Guards 
  C
  -
   
  ’ 
  : Intelligence +2, Perception +2, Strength 0, 
  Stamina +1, Presence -1, Communcation +1, Dexterity -2, 
  QUl-0 
  A&: 30s 
  size: 0 
  Virtues and Flaws: -tor 
  +1, Oblqption (duty to senior) -1 
  Abilities speak provencal(- 
  des) 5, speak Latin 
  Oegrslation>S,ScribeLatin(orders)3,~~ry(translatiolg 
  pItaxknts) 5, Herma History (legal processes) 4, church 
  (Magi) 4, search (lldden evidexe) 3, Pmma Magics (vim) 3, 
  spells) 3, Hemes h~ 
  (lmmrchy) 3, Hermetic Law (legal 
  Knowledge ozeresy> 3, Diplomacy (negotiation) 3, Intimidation 
  BroadswordAttack(~5,BroadswordPany(ambushg) 
  3, Dodge (wild attack) 4, @et Talk (about tmubkmakeIs) 3 
  confidence:3 
  Reputation: Stoic on Duty (young Magi) 1 
  persanality Tmits Bmve +3, Devoted +3 
  Techques and Forms: Cree 3, Indlego 10, Muto 3, P d o  3, 
  Rego 5, Anud 0, k p m  3, A
  m
   
  4, Cijrpomn 8, H
  h
   
  3, 
  Ignem 5, Wgonem 7, Mentern 8, Tenam 0, Vim 6 
  Twhght Paints: 0 
  Effects of TiviIi&t None 
  SpekKnown:Any~rqumdIn~oMen~spelluptoLevel 
  25 a n d a n y o t h e r m @ u p  t o M  15. 
  W i i s  SqgL n/a 
  RingMailHauberk 
  Bnxulswd Totals First Strike 4, Attack +7, Damage +11, 
  Pany Defense +6 (12 Action) 
  J 3 l c d m E 4  
  OtherCombatTotalsDodgeDefense+O (6Action),Soak+8 (14 
  Action), Fatigue -3 
  spellcastingspeed:-3 
  WeaponSandArmor: 
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  Disrupting the Tribunal 
  While in session the Tnbunal and its admin~~tmtors 
  brook no 
  interfmceinaffairs. Magiinattendancearenqumd toremain 
  intheTempleofMercuryuntilthePraecodrawse. 
  Pardon b m  a session may only be p t e d  by the heco or the 
  attenzlmg senior Quaesitor, and reentty is only allowed by 
  permissionofthefigurewhoexcusedtheinitialexit Iftheheco 
  or Quaesitor does not want the Magus in question to vote on a 
  matter, permission to reenter can be denied. However, the 
  supplicant can leave her sigd with another to ensure that her 
  number, if not voice, at least counts. 
  As exiting a Tnbunal session can be politically detrimental for 
  Magi, apprenticeRedcapsareusually employedasmessengers to 
  theoutsideworld Theseapprenticescannotbesentonamission 
  beyond the walls of the Domus Magnus, but can bear messages, 
  suchas those fromwaitingconsortis, hmandbackintoasession. 
  TheavailabilityofamessengerduringaTribunalcanbekrmted, 
  as some Magi make a point of monopoking a messenger% time 
  to innue that ohm may not employ hun. Also, apprentice 
  RedcapsmaybefewandEarbetw~attheDomusMagnus. Magi 
  attedngTribunalcanbringsuchapprencices, though. 
  T ~ I S  
  year‘s Tribunal meeting has three Redcap apprentices in 
  attendance, two from Doissetep (who tend to ignore summons 
  h m  Magi of other covenants), and one h m  Bellaquin. 
  ToensurethatnooneleavesaTribunalsessionwithoutpermis- 
  sion,twojuniorQuaesitorisguadtheexitofthetemplehall. 
  They 
  are the assistants of the presiding Quaesitor and also run m d s  
  forhimorseekoutsideaidifneeded. Pro6lesfortheseguardsare 
  provided in another insert. 
  Use of magic in Tribunal, except by the heco, Quaesitor, or 
  anyonegivenspeclalpermission~the~tmtorsis~~ly 
  forbidden. Anyone caught casting a spell is expelled h m  the 
  Tribunal, as *below. 
  If charges of magic use are leveled 
  by one attendant against another and cannot be substantiated, 
  eachMagusisodemdsilend (again,asdiscussedbelow). Such 
  a threat to both Magi involved acts to deter attendants h m  
  malung excessive accusations, and helps ensure that Tribunal 
  events run smoorhly. 
  If any Magus repeatedly speaks or acts out of turn or angm the 
  administniton of the Tribunal, that Magus may be denced. A 
  silencedMagusmaynolongerspeakuntilallowed 
  to,but may stdl 
  vote. IftheoffkmhgMaguscontinues todisturbtheTribunalor 
  doessomething else out oftum, that pasonmaybe removed from 
  the -on 
  area. That Magus may leave his or her sigd with 
  another, but has no voice or personal vote until called back, if at 
  The ultimate punishment that may be dehvered upon a Magus 
  isexpulslonfmmtheTnbunal. TheexpelledMagusmayleavehls 
  orhersigikhmd,butcannotbecalledbackintoanysession. 
  The 
  onlywaysuchapasonmayre~involv~intheTribu~isif 
  the Tribunal is declared void or invahd by the Quaesitor. As the 
  hecorunningthismeetinglargelyrespectsthe CodeofHermes 
  and has some backmg from the hef Quaesitor, the Tribunal 
  probably stands. 
  CompleteinformationontherunningofTribunalsmaybe 
  found 
  in the Order of Hermes supplement 
  all, by the heco. 
  “1, Protantus, filius of Germanicus, a mesitor in good 
  standing, hereby recognize you as a Magus ofthe Order ofHemes. 
  What shall be the Map’s name?” 
  The apprentice’s master replies, “this is [Hermetic name] , 
  filius@lia of [ master’s own name],follower of [ name of master’s 
  House]. ” The Quaesitor then formally welcomes the appren- 
  tice to the Order by Hermetic name, perhaps adding a few 
  personal words of welcome. 
  The apprentice’s Hermetic name is officially chosen by the 
  master, though many masters allow their apprentices to choose 
  their names. The master, now a parens (Hermetic parent), 
  presents the apprentice, now a Magus and afiliuslfilia (Her- 
  metic son or daughter), with a sigil, a lifetime symbol of the 
  initiate’s membership in the Order (unless of course the initiate 
  belongs to House Tremere, in which case the initiate’s sigil must 
  be won from the master). 
  NEWS 
  The second major event of the Tribunal’s first session is the 
  relation of news. Each Covenant, including the characters’, 
  must give an account of its latest discoveries and activities. 
  These often boastful accounts are given by the chief represen- 
  tative of each Covenant and provide a tantalizing taste of stories 
  you may prepare for the characters in the future. 
  Much is said of events in the outside world, especially news 
  ,concerning the crusade. All told, such news of mundanes is 
  related with a certain air of pessimism. This is so for two 
  reasons: because of the grim threat the crusade poses, and 
  because Covenants try to avoid sounding like they have exten- 
  sive relations with mundanes, which is frowned upon by the 
  Order. Such news of mundanes is a fine opportunity for you to 
  provide full details on the upcoming crusade, as detailed in the 
  introduction of this book and in the Ars Magica supplement 
  Mistridge. You may create other events as needed; characters 
  have undoubtedly heard many rumors but may now hear 
  concrete information, as well as many new tales. 
  After news is shared by each Covenant the Tribunal 
  session of the first night is usually ended by the Praeco, 
  regardless of the time remaining before dawn. This early break 
  offers attending Magi the opportunity to mull over news heard, 
  and decide how it applies to issues they wish to raise on 
  succeeding nights. 
  Personal conflicts between various Magi are scheduled to 
  be officially resolved on the second night of the Tribunal. 
  Unless the young characters have antagonized or have been 
  antagonized by Magi that are present, they are unlikely to be 
  personally involved in these conflicts. 
  Other conflicts arise over a plethora of subjects, including 
  accusations of theft, murder, oath-breaking, breaking the Code 
  of Hermes, or merely impugning personal honor. Due to the 
  militant and competitive nature of Doissetep, most of these 
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  conflicts are resolved through spectacular bouts of Certhen. If 
  characters in your group are going to be involved in a dispute 
  you should brush up on the Certdmen rules. A special magic 
  circle 30 feet in diameter, as described under The Temple of 
  Hemes, has been created in the middle of the temple for such 
  duels. 
  If you want characters to get involved in disputes, and 
  therefore Certdmen, there are several means by which charges 
  can be leveled against them. Here are a couple of ideas: 
  Maybe characters disputing within your Troupe’s Cov- 
  enant can only resolve their differences by engaging in public 
  Certdmen, the loser forever giving up his claim against the 
  other. Such a conflict is prime material for roleplaying and 
  drama. 
  Maybe one of the players’ Companions originated from 
  the territory of another Covenant and that Covenant claims 
  rights to the Companion. Since mundanes are not allowed to 
  partake in the Tribunal, possession of the consor (and therefore 
  character) may be resolved through Certdmen. Of course, if the 
  Magus defending the Companion loses the battle the Compan- 
  ion character must contend with moving to another Covenant. 
  However, that move and any escape from it provides the genesis 
  of another story. 
  Regardless of the events of the second night,;whether they 
  involve characters in disputes and Certdmen or not, the charac- 
  ters are at least exposed to the way Magi in the Order behave. 
  It quickly becomes apparent that Magi, though learned and 
  powerful, are still human. Some are little better than children, 
  crying and whining for what they want, some are aloof and 
  unconcerned about petty personal affairs, while some are 
  admirable and try to resolve personal problems fairly. 
  The third night of the Tribunal is devoted to resolving 
  conflicts over Covenant land and resources. As with personal 
  conflicts, the subject matter of these conflicts varies widely and 
  whole Covenants, like individual Magi, can behave in childish 
  or mature ways. 
  Certainly several Covenantshavegrievances to raiseagainst 
  their neighbors. Some are suggested in the text to come but 
  many can be created and described by you for the characters’ 
  entertainment; young characters are not likely to be involved in 
  many if any disputes. If you need it, here’s an example of a 
  dispute characters can witness: Magi from Mistridge complain 
  that those from Windgraven have beenstealingvissupplies. As 
  Windgraven, a paranoid Winter Covenant, is not in atten- 
  dance, the Praeco rules in favor of Mistridge by default and 
  awards the Covenant full rights to the vis source. 
  As with the personal conflicts of the second night, you can 
  create situations in which charges are leveled against the 
  characters’ Covenant. Maybe another Covenant is offended by 
  or jealous of the characters and wants something from them. 
  Maybe in your own stories you have already set up a rivalry 
  between Covenants that may lead to a conflict here. If not, a few 
  dispute ideas are provided below to draw characters into 
  political turmoil. 
  The location of the characters’ Spring Covenant can 
  threaten the territorial rights of older Covenants. Most of the 
  best locations for Covenants - 
  mountain tops, islands, and 
  places with high magical Auras - 
  are probably already taken 
  by existing Covenants. However, some Covenants are often 
  jealous or resentful of anyone near them, and demand conces- 
  sions for rights they feel have been infringed on. 
  Maybe another Covenant, probably one dominated by 
  Jerbiton Magi, realizes that the characters’ Covenant is located 
  on Church land (as discussed in the Introduction of this book). 
  The other Covenant therefore levels charges of fraternization 
  with mundanes. This is probably the first the characters have 
  heard of the location of their Covenant, and the idea undoubt- 
  edly seems absurd. To support their claim the Jerbitons 
  produce a map which shows Church lands; the location of the 
  characters’ Covenant is clearly within those bounds. 
  The Jerbitons’ charges lose impetus, however, when ques- 
  tions arise as to how the Magi acquired this map and informa- 
  tion, and when inquiries are made into the extent of the 
  Jerbitons’ involvement in mundane affairs. The case also loses 
  momentum with the intervention of kllaquin Covenant, 
  which itself is a virtual fiefdom of its local lord. As Bellaquin is 
  located on the land of a mundane, it pressures the Jerbitons into 
  silence, thus protecting both itself and the characters. (This 
  tenuous alliance may also lead to future alliances between the 
  characters and the Magi of Bellaquin - 
  see below.) 
  Regardless of the origins of disputes between Covenants, 
  all are resolved in the same manner as are personal disputes: 
  Certdmen. A representative from each Covenant steps into the 
  Certdmen ring of the Temple of Mercury; the victor wins the 
  dispute. 
  If the characters don’t have a hope of winning a Certdmen 
  against another Covenant they had better find allies to help 
  them (see Gaining Allies, below). Otherwise they may lose 
  important vis rights or other privileges. (Ironically, Covenants 
  fighting over the characters’ land are actually fighting over land 
  owned by the Church.) 
  How won or lost conflicts between Covenants affect your 
  Saga is up to you and the rest of the Troupe. The characters’ 
  Covenant may gain an important source of vis, may gain trade 
  access through another Covenant’s lands, or may gain rights to 
  mundane villages for the recruitment of covenfolk. Of course, 
  they may lose these privileges, and many more. Keep in mind 
  the future events of the Saga, though. If loss of a major vis 
  source might critically injure the Covenant you should tone 
  down that loss so the characters can at least face the dangers yet 
  to come. They do have a crusade to deal with, after all. Should 
  characters do something truly rash, punishing them with a 
  bitter loss is justified and teaches them a lesson in prudence for 
  the future. 
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  The League also claims that a final confrontation with the 
  CHAITERONE 
  OnthefourthnightoftheTribunaldealingswithmundanes 
  are discussed. Everyone at the meeting knows of the impend- 
  ing crusade, and everyone has heard many ideas on how to deal 
  with it. At the Praeco’s suggestion all matters other than the 
  crusade are put aside. Even that one subject of debate makes 
  for a long night, and if characters complain that other affairs are 
  being neglected, those characters face a crowded room of cold 
  stares. 
  FACTIONS WITHIN 
  THE 
  TRIBUNAL 
  There are several factions forming around the crusade 
  issue; however, two emerge as the most influential. 
  The Procrustean Leame 
  The Covenant of Bellaquin supports one faction, a radical 
  lobby group seeking allies in most Covenants attending the 
  Tribunal. Bellaquin’s followers are called the Procrustean 
  League. The Procrustean League believes that only open war 
  with the Church will preserve the Provencal Tribunal and the 
  Order of Hemes from the impending crusade. 
  The League realizes that the Catholic Church has no real 
  grip on Provencal, and believes the Church can be beaten. 
  There are many heresies at work in Provencal, and the Cathar 
  heresy is very popular in educated circles all over Mythic 
  Europe. Indeed, many nobles support the Cathars, so the 
  heretics have considerable political clout. The League there- 
  fore wants to firmly tie the Order’s banner to that of Raymond 
  VI, Count of Toulouse, a staunch supporter of the Cathars and 
  opponent of the crusade. Such an alliance would come 
  naturally to Bellaquin, for the Count already acknowledges 
  Bellaquin as a feudal vassal and invites its members to his 
  banquets, weddings, and jousts. 
  The Procrustean League further believes the coming cru- 
  sade will be the biggest watershed in Hermetic history since the 
  Schism War, striking as it does at the Order’s greatest Tribunal. 
  By this logic they jus* 
  war with the Church. In Bellaquin’s 
  view the Provencal Tribunal cannot afford to be lost. They 
  claim Provencal is the only Tribunal in mainland Christendom 
  to have constant contact with Muslim civilization. This con- 
  tact, they say, provides the Order with links to such remote 
  countries as Persia and even India. Through this link, exotic 
  merchandise is allowed to pour into Toulouse and western 
  Myhc Europe. The League further claims the Tribunal is a 
  rare medium for foreign and advanced thought, a fragile 
  medium that cannot be jeopardized. With Provencal’s political 
  ties, it is said, comes the new philosophy of the Platonist 
  Avicenna, so different from that of Averroes the Aristotelian, 
  and invaluable to Hermetic knowledge. The loss of the 
  Provencal Tribunal would mean the loss of these resources, and 
  maybe in turn the loss of the Order of Hemes. 
  Church will strengthen the Order. Bellaquin claims that Magi 
  can finally come out in the open and, by supporting the 
  persecuted Cathars, gain the support rather than disdain of 
  mundanes. Consultation with the wisest military chiefs shows 
  that the forces of Toulouse, if united, may well triumph over the 
  crusade, but only with the help of wizardry. 
  Southern French nobility calculate that, with magical aid, 
  they can beat the crusaders. It’s guessed that most northern 
  feudal nobility likely to join the crusade will reckon on a normal 
  *-day sally into the country, after which they will pack up and 
  go home. Forty days is all the military service a non-mercenary 
  knight need give his liege, and it’s guessed that few will 
  jeopardize holdings back home for mere glory abroad. It’s also 
  assumed that northern invaders will lose their stomach for 
  battle when the south proves resistant. Even in the case of a 
  brief invasion only the plains of Provencal will suffer the brunt 
  ofdamage,whichintheendisinconsequential tothe Procrustean 
  League. According to them, only the foolish in the Order would 
  set up a Covenant in an open plain, so not a single Covenant’s 
  lands will be touched. The League claims the Order has 
  nothing to lose by joining the mundane armies of the south. 
  Some members of the Procrustean League further j u s e  
  war with the Church, claiming the Pope is the Anti-Christ. 
  Thus, they claim, by fighting the Pope the Order will purge the 
  world of diabolism, the greatest curse faced by the Order. 
  Secretly, many of those who believe the Pope is evil also believe 
  Doissetep’s shadowy Consilium Maximus, or inner council, is 
  made up of diabolists. Magi believing this only admit their 
  suspicions to others who earn their confidence. 
  Given these convincing arguments, Bellaquin hopes oth- 
  ers will follow its suit, take a stand against the Church once and 
  for all, and proclaim the power and right of the Order of 
  Hermes. 
  . (For your reference, not all members of the League are 
  Cathars. Some are Christians, but all Cathar supporters at the 
  Tribunal support the League. Most of the League’s members 
  are from Houses Jerbiton, Tremere, and Tytalus.) 
  Doissetep’s Opposition 
  The second major force in the crusade debate is embodied 
  almost entirely by Magi from Doissetep. These Magi, led by the 
  seven Magi of Doissetep’s Consilium Maximus, all vote the same; 
  their number makes them a force to be reckoned with. 
  Doissetep’s spy network helps its Magi subtly control 
  almost eveqhmg going on at the Tribunal. In truth the 
  Consilium Maximus pretends to be the last of the Romans and 
  secretly wishes for Doissetep to be the head of a Great Pax, a 
  secret military, civil, social, and cultural force dominating not 
  only the Order, but Christendom itself. They dislike the 
  insecurity of medieval life. Indeed, they have seen all forms of 
  barbarian civilizations pass beneath the shadow of the Pyrenees 
  and don’t relish the chaos they‘ve witnessed. The Consilium 
  Maximus believes the evolution of mundane man only defies 
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  the renovatioimperiithey have planned. TheleadersofDoissetep 
  despise mundanes, but recognize that now is not the time to act 
  against them. 
  Rather, the Consilium Maximus believes the Order should 
  retreat from the crusade, leaving the mundanes to fight among 
  themselves. After the war is over Doissetep’s leaders believe 
  they might take over where only ruins stand. Thus, the Magi 
  of Doissetep vote directly against the Procrustean League. 
  If characters think about it, they probably realize that 
  hiding from the crusade does them no good in the end. Only 
  powerful, secluded Covenants can hope to distance themselves 
  from the crusade. Young Covenants, like the characters’, lack 
  such defenses and will have to.face witch-hunters. It’s a chilling 
  irony if characters are coerced to vote with Doissetep against 
  their better sense. 
  Other Magi also recognize what Doissetep is up to. Nota- 
  bly, the outlander Sarimarcus speaks up against Doissetep. 
  Sarimarcus is a visiting Magus from the Rhine Tribunal. He has 
  other business to attend to in Provencal (as the characters soon 
  learn), but does not want to miss the opportunity of watching 
  a foreign Tribunal meeting. 
  As a solution to the debate Sarimarcus suggests that faeries 
  may assist the Order. He says that faeries have the magical 
  power to cloak wilderness Covenants from the armies of the 
  crusade. He points out that faeries keep their word and if sworn 
  to protect Covenants they will do so. He also adds that faerie 
  magic can be far more powerful than Hermetic, especially when 
  it comes to concealment in the wilderness. 
  Sarimarcus’s ideas are largely dismissed as dangerous 
  nonsense. The characters may see wisdom in Sarimarcus’s 
  ideas, though, and may make arrangements with him to protect 
  their own Covenant with faerie aid. Such cooperation forms a 
  bond between characters and Sarimarcus, a bond required to 
  further this Saga in a future story. The extent of the characters’ 
  pact with Sarimarcus and his faeries is determined by how 
  much time passes before Sarimarcus is killed by the crusaders 
  (see Chapter Three). 
  The Magi of Doissetep naturally know that young, weak 
  Covenants will not survive their solution to the crusade. But, 
  that leaves Doissetep with more land and Osupplies to claim, 
  doesn’t it? 
  Remaining Factions 
  Other factions and allegiances in the crusade debate exist, 
  but have little consequence in the meeting. If characters seek 
  them out, they may find minor alliances among the eleven 
  Covenants attending the Tribunal (see below), the twelve 
  Houses (the strongest being Jerbiton and Tytidus), and among 
  two other factions. These are the “Conservative” (upholding 
  tradition, led by House Bonisagus and the Mercurian “Priest- 
  hood), and the “Plutocrat” (upholding the strength of the 
  powerful for the sake of stability, led by House Tremere) . In the 
  presence of the Procrustean League these factions generally 
  dissolve, but might aid characters in situations other than the 
  crusade debate. 
  Character Involvement 
  What position the characters take in the crusade debate is 
  up to them. However, as a young Covenant, the characters 
  receive little respect and are likely to have statements cut short 
  by the Praeco or other, more influential, Magi. Ultimately the 
  characters’ votes in the debate may be determined by the allies 
  they have made, either in the crusade matter or in other affairs 
  in which they required assistance. Basically everyone at the 
  Tribunal is willing to do characters a service early in the 
  Tribunal in order to gamer the characters’ votes on the last 
  night. Of course, if favors fail to gain character support, 
  members of alliances are not opposed to usingintimidation and 
  outright bribery. 
  Remember that characters from a Spring Covenant can be 
  naive and relatively unaware of local politics, Hermetic or 
  mundane. Allies at the Tribunal can therefore be helpful if not 
  essential, especially in cases of more powerful Magi making 
  challenges that characters don’t know how to or cannot face. 
  Without infonned allies the characters can be tricked or abused 
  by established Covenants. For instance, characters could be 
  duped into bargaining for sources of vis which dried up years 
  ago, or which have become centers of the Dominion, Faerie, or 
  Infernal powers. Those who have the Enemies Flaw, and 
  discover their Flaw manifest at Doissetep, may particularly 
  require allies.’ 
  Allies may be found in many ways. Just as Flaws may 
  provide enemies, Virtues may provide allies. Virtues like Close 
  Family Ties, Prestigious Family, Famous, or True Friend may 
  provide allies when characters most need them. Otherwise, 
  characters must negotiate for aid against individuals and Cov- 
  enants who conspire against them. Few parties are willing to 
  help characters purely for altruistic reasons. Regardless of 
  where allies come from, they can advise and represent charac- 
  ters at Tribunal, even going so far as to act as Certdmen 
  champions. 
  PROSPECTIVE ALLIES 
  In return for services rendered, members of more aggres- 
  sive Covenants, such as Doissetep, might demand “protection 
  money” in the form of a tithe of raw vis or supportive votes. As 
  mentioned above, it’s more likely that votes will be demanded 
  from characters. Voting is public, so characters who do not 
  follow their “protectors”’ wishes are noted and may be pun- 
  ished at a more discreet time. This retribution can take many 
  forms, but does not usually involve outright hostility. Hostile 
  actions against other Magi defy the Code of Hermes. Vengeful 
  Covenants instead wait for more opportune moments, setting 
  the characters up to require their aid at a future time and 
  denying that help, or, better yet, charging an exorbitant price 
  for necessary aid. There are plenty of stories that can be set 
  around a vengeful Covenant. 
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  If characters are punished by spumed supporters at the 
  Tribunal, and characters complain about being harmed, the 
  offending Covenant claims ignorance. After all, who is the 
  Quaesitor more likely to believe, an upstart young Covenant or 
  one with an established reputation? 
  Though votes are certainly a commodity in demand at the 
  Tribunal, not all Covenants may require them for services 
  rendered. The following Covenants have their own motives 
  outside the crusade debate: 
  If the characters seek aid or protection from Mistridge, 
  that Covenant provides it in return for comparable services. 
  Mistridge’s Magi might want characters to stage some covert 
  raid against Windgraven, Mistridge’s enemy, allowing Mistridge 
  Magi to protect themselves with alibis of activity elsewhere. Of 
  course, this little mission makes possible another story in your 
  Saga, and could establish a lasting alliance with Mistridge and 
  enmity with Windgraven. 
  Depending on the events of your Saga this is probably the 
  first Tribunal Lariander Covenant has attended. Lariander is a 
  small Covenant immersed in a faerie forest, and thus is even 
  more naive than the characters’. Magi from Lariander are 
  almost definitely willing to ally with their young peers, pro- 
  vided none of the characters are hostile to faeries. An alliance 
  with Lariander, though of limited power, may provide both 
  parties with strength in numbers. An alliance with Lariander 
  may also be very helpful later in this Saga as relations with 
  faeries become important, although the characters don’t know 
  that yet. 
  Unfortunately, alliances with Lariander may inspire hos- 
  tility on the part of Bellaquin. Unbeknownst to hriander, 
  Bellaquin has long claimed Shadisrel Forest - 
  Lariander’s 
  home - 
  as its private vis hunting ground. No one has ever 
  before challenged Bellaquin’s claim; no one but Bellaquin has 
  ever dared face the faeries of the forest. Bellaquin hopes to use 
  the Tribunal meeting as an opportunity to chastise and bully 
  Lariander, somuchso that the Covenant leaves the forest. If the 
  characters intervene on behalf of Lariander it may help them to 
  learn that the Magi of Bellaquin are fond of music. Bellaquin’s 
  Magi are welldisposed to anyone who knows the art of music 
  and such knowledge adds three to any social roll made toward 
  a Magus of Bellaquin. A Perception + Intrigue simple roll of 8+ 
  discovers Bellaquin’s infatuation with music. 
  ALLIANCE 
  PROGRESSION 
  Alliances at the Tribunal, particularly with Bellaquin, 
  build gradually during the daylight hours of the.Tribuna1 as 
  seemingly casual relations are established between attendants. 
  The ejght Jerbiton Magi of Bellaquin have come to the Tribunal 
  with a purpose. As the first and second days pass they subtly 
  seek support for their notion of a League. Thus, while the first 
  few nights of Tribunal are spent voting over minor affiirs, it 
  becomes clear (with a Perception + Intrigue simple roll of 6+) 
  that Bellaquin’s time is really being used to assess the relative 
  strengths of Covenants, specifically in regard to the great 
  ‘‘crusade debate” planned for the final day. 
  Aestrius as an Ally 
  *-the- 
  to Doktep,AestIius does not 
  and~throughouttodoso. 
  r n h t h e c a s e ’ A c a n  
  a!mlmhgtheyhavenot offdedhiminqway, in which case 
  simply dmppear. AsaRedcapheisddtovoteat theTribunal 
  become a trusted ally or advisor of the young chat.acters - 
  they must’winhissympathies to @his help (Gmmunication 
  + Diplomacy simple roll versus an appmpriate Pemnality Tmit 
  roll for Aestrius). 
  ThemleAestriusplaysinhelpingthechar;lctersisuptoyouand 
  see chatacixxs face the uusade dmxtlyand stand against the 
  heco, you mght make Aestrius a supporter of Bekpn’s 
  hgue. Hethereforeadviseschar;lcterstovotewith-ht 
  the h c t m  neednot do so if too much pressure is put on them 
  by Doktep. Aestrius rm&ht be allied with lklkpn’s h g u e  
  because the Gmnant has promised him access to their m e  
  libmies, Iibmies that are also more a d l e  than Doissetep’s. 
  ~~usrmghtalsobeinleaguewithDoissetepandsu~~that 
  cham- 
  vote to stay out of the d. 
  However, such a vote 
  istothe&amcteddetrimentsinceonlypowdCovenantswill 
  Su&midthed. 
  othels,likethe*,wilibe 
  left out in the cold to deal with the mundane onshugh~ 
  Aestrius might also help ChaIaCteIs in deals with other cov- 
  enants, advmngyoung  mag^ against bartemg for dried up vis 
  soums, or adwmg them against other such pidills. Keep m 
  mind, hugh,thatchatacmshouldnotcome 
  torely onktrius; 
  theyhavetomakesomedecisionsfor~es. 
  AsAestriusis 
  pmne to irritability it‘s easy to distance him hum the chamte~ 
  when it‘s convenient for you. 
  What‘s more, Aestrius does not have to d
  t
  e
   
  solely with 
  Magi. He’s in- 
  in people who value knowledge over base 
  distmctions. Ifany Gro~orcompanioonsinthe~upareofthat 
  attitude Aestrius Inlght spend time with them, sharing experi- 
  encesandmaybehm. Remember,though,thatAestrius 
  whatyoUInlghtliketoseeocCurinthe%@ IfyauwoLlldliketo 
  hasnomagicalpowers. IfMa~bctmareinovertheirheads 
  inboutsof ce?t4men,Aestri~canonlyoffercouncilandsm~. 
  Voting in all Tribunal matters is done openly through the 
  use of sigils. Each Magus has one vote and the Magi who carry 
  others’ sigils can vote with them, serving as proxies. The only 
  restriction is that the last Magus to vote with another’s sigil 
  must return the sigil to its owner and give an account of how 
  it was used. 
  f+esucts OF the 
  Debate 
  The Tribunal‘s crusade debate is rowdy and undigdied 
  from start to finish. With continued discussion of the 
  Procrustean League’s plan for war against the Church Protantus 
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  Attendance Roster 
  covenants attendmg, and potential allies at the Tribunal are: 
  The most powerful Covenant in the 0de.r. 
  23 Ma@ 6 Tytalus (one of whom is Oxioun, who cannot vote), 
  2 Flambeau, 1 Bjomaer, 3 Tremere, 1 Mercere, 2 Jerbiton, 3 
  Verditius, lQuaesitoris(Protanhls,whocannotvote),,2Criamon, 
  2 Merinita (for complete information on the Covenant see the 
  Covemnts sourcebook). 
  BeElaqum 
  ASummerGnmantgmvinginpowerandenviedbyDoktep. 
  12 Magi: 8 Jerbiton, 1 Tremere, 1 Ex Mkdhnea 
  Y 1 bnisagus, 
  1 Criamon (see covenants). 
  Bentalone 
  8Magi 
  Berinor 
  7Magi 
  Lmiander 
  Aninerqwiencedspringcovenant 
  5 TmereMagiand 1 Merinita Magus (see camants). 
  M
  e
  e
   
  A smng Summer Covenant, h o s t  as smng as its hiend 
  - 
  SMa@ lBonwgus, 1 Tmere, 1 Criamon, 1 ExMisdhm 3
  1
   
  v 
  Jerbiton (for complete de& see the Mistridge supplement). 
  There are three other Covenants containing a total of 13 
  additionalMagi. kpedngonhowmany Covenants youhave 
  Val-Negmand W~en,pmnoidWmterCmenants,donot 
  attendtheTribunal. Alsonowthatodythree-oftheMagi 
  listedfromdifferenCovenantsactUayattendtheTriWand 
  bearvotes. The exceptions are E?ehqyn and Doissetep, which 
  ensure all heir- 
  votes count, ifnot by presence thenby 
  WL 
  locatedinprovencal, the h ~ ’ m a y b e 0 I l e  
  of these three. 
  grows increasingly concerned (Perception + Folk Ken simple 
  roll of 4+ to notice). Protantus eventually has to threaten the 
  assembled Magi that intervention in the crusade, such as the 
  League proposes, is in direct violation of the Code of Hermes. 
  He explains, “the oath ‘I will not intdere with the ufuirs of 
  rnundunes’is central to the CodeJ und iJopposition to it is pursued 
  I may beforced to deciare this meeting illegal! JJ 
  ThismovecomesasquiteashocktotheMagiofBellaquin, 
  who usually rely on the fnendship of the Quaesitoris. Per- 
  haps, coming from Doissetep, Protantus is unfairly biased, 
  preferring to remain isolated from the mundane world. 
  To finally resolve matters (as it undoubtedly seems an 
  acceptable compromise will never be reached) Oxioun de- 
  clares the Tribunal’s official response to the crusade. It is 
  decided that Covenants will remain hidden (because serious 
  opposition to the idea has been invalidated), regardless of 
  what the characters and others vote. The presiding Quaesitor 
  supports the movement. If the crusade does come it is hoped 
  Covenants’ magical secrecy will protect them from destruction. 
  The heavy-handed influence of Doissetep is resented by 
  many. Numerous Magi return to their Covenants grumbling 
  that the Tribunal was unjust. Accusations range from a corrupt 
  Quaesitor to a conspiracy presided over by the PontiJa Maxi- 
  mus of Doissetep. Many believe the true elder of Doissetep, 
  Vancasitum, would have kept the Tribunal fair. In truth, it is 
  only nostalgia that paints Vancasituminglowing colors. Though 
  many are angry at Doissetep, no one dares make waves for fear 
  that future help from Doissetep against the ciusade might be 
  denied to any who protest now. 
  Recognizing the danger they’re in, the characters, upon 
  returning to their Covenant, may well go to the canons of Foix 
  to discuss the crusade. At this point in time the canons, though 
  sympathetic to the Cathars, cannot defy the Church; they say 
  they will support a crusade. (That changes, though, as dis- 
  cussed later). 
  Furthermore, if characters approach the canons at this 
  time, the canons have by now learned of the Covenant’s 
  location on Church lands and make plain the politics of the 
  situation (as discussed in Chapter Two). However, the charac- 
  ters are more likely to approach the canons at the end of 
  Chapter Two, when the crusaders actually arrive in Provencal. 
  xnbunal Attendants 
  There are dozens of Magi attending the Provencal Tribunal 
  andMaguscharactershaveanopportunity tomeetseveralifnot 
  all of them. Described below are the most notable attendants 
  of the Tribunal, along with some others you may introduce 
  depending on what characters do, or simply to entertain the 
  Troupe. 
  THE FRAECO, OXIOUN 
  OF HOUSE 
  TYTALUS 
  Oxioun,asPontifaMaximw,isnominalleaderofDoissetep. 
  His opinions generally represent the will of the Consilium 
  Maximus. Oxioun is a decrepit and cantankerous old Magus 
  whose mind is definitely going, if it isn’t already gone. He sits 
  hooded and sternupon his throne; his Familiar, an owl, perches 
  beside him. Oxoiun has passed through several Twilights and 
  has an idiosyncratic favoritism for handsome young Magi. He 
  is a master of the Form of Corporem and is not averse to 
  necromantic practices. 
  Oxioun took over his present position from an incompe- 
  tent old Magus named Vancasitum. Vancasitum, although the 
  oldest Magus in the region, has been effectively excluded from 
  leadership of Doissetep by the powerful Magi of the Covenant, 
  andhasnow lost any esteem he previously enjoyed. Vancasitum 
  does not attend the Tribunal. 
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  Oxioun 
  &mcmistics:In~ence(+) 
  +l,Perception(rngant)-l, 
  Strength (decrepit) -2, Stamina (delicate) -3, Presence (wdcled) 
  -2, communication 0, Dexterity (st8 jointed) -1, Qwkness 
  (arthritic) -3 
  Age: 106 (born 1101) 
  size: 0 
  Gncenmtion ( m o t  cast Ritual magic or have concentration 
  Abilitk Finesse (Upm) 4, Penemtion @do) 2, Dipb 
  macy (negotiation) 5, Intimidation (subtle) 4, Intrigue (plomng) 
  2, kdexshq (qendenng fdhfdms) 6, C h q y  
  o w )  7, Hermes Histov (legal processes) 5, Hermes Lore 
  M&e 
  (physiaamy) 5, Speak Greek (ancient fonns) 5, Scribe 
  Arabic wry) 
  4, Scribe Greek (deity lore) 6, Scribe Provqpl 
  (pemnallems) 2,Debate(Hermetich) 3,SpeakIatin(ode3$ 
  5, Scnbe Latin ( o b )  5, @et Talk (summoningguards) 5 
  Gmfidence: 5 
  PdtyT1aitsCantzi&mus+2 
  T ~ a n d F o 1 m s : c r e O 8 , h ~ o  
  12,Muto 16,Perdo 16, 
  Rego 16,~1i1dO,AC[uam 2 , A w 5 ,  U p m  28, H
  h
   
  0, 
  Ignem 0, Mgonem 7, Mentem 10, Tenam 0, Vim 5 
  Twdqjht Points: 14 
  Effects of Twhght. Favomble toward handsome young Magi 
  (moddk of 6 in their favor in social mk). 
  S p e l l s ~ M U p m n s p e l l s , I ~ o f S u m m o n i n g  
  theDead(ReMe25)+23,SummontheHmmlingSpirit(ReMe25) 
  +23, Dwel OfMinds (ReMe 20) +23, TheBwning Mmh Ofshmne 
  (PeCo 10) 4 5 .  (See the OrderofHennes supplement, p. 115, for 
  theSelaSttWOSpellS.) 
  W d s  
  SIglL skin wrinkles even more when spells are cast 
  virtues and Flaws: Magical Ably (apm) 4, Lack of 
  Ability) -2, sheltered upbnnglng (-3 to social rolls) -2 
  (politics) 3, Magic Theory (potiom) 2, occult h r e  (dead) 4, 
  R e p u t a w - * ( m m M a g i ) 1  
  spell casmgspefd: +1 
  WeaponsandAnnor None 
  -
  0
   
  Other Cambat Totals Dodge Defense -3 (3 Action), Soak -3 (3 
  Action), Fatigue -3 
  Oxioun leads the Provencal Tribunal with a misleading air 
  of compromise and pragmatism. He speaks of his humble duty, 
  trying to find counsel for the peril of the Order among strangers 
  fromdistantlands. Hecannotvote,butinexchangefor 
  thisloss 
  has three rights: to silence Magi at the Tribunal (except the 
  ruling Quaesitor), to remove Magi from the dlscussion area 
  (except the ruling Quaesitor), and to eject Magi from the 
  Tribunal. He is not averse to making full use of these privileges. 
  In fact, Oxioun may use his powers to prevent discussion of 
  certain topics, such as starting a war with the Church, or to let 
  only certain Magi speak (i.e., those of influence or those from 
  Doissetep) . 
  However, a “vote of procedure” can overrule any action 
  taken by the Praeco (being silenced does not prevent one 
  voting, although it does prevent one calling for a vote of 
  procedure). Two-thirds of the Magi present must vote to 
  overrule the h e c o  or the heco’s order stands. 
  PROTANTUS, 
  RULING QUAESITOR 
  Protantus is a dark and sinister Magus of Doissetep - 
  much like every other Doissetep Magus. He is tall and thin, 
  with jet-black hair. Protantus’s gray, penetrating eyes are 
  capable of both concealing and conveying subtle thoughts and 
  passions. Even while asking the most innocuous questions his 
  provocative eyes can make one blanch and stammer. 
  Placed before Protantus at the Tribunal is one of Doissetep’s 
  famed skulls. It can recite anyhng spoken in its presence, thus 
  verifymg theexact context, inflection, andmeaning ofanydung 
  said at the meeting. Lesser Quaesitoris act as Protantus’s 
  consultants and servants, following his orders and guarding the 
  temple doors during Tribunal meetings. Outside the meetings 
  these two servants can be seen prowling corridors, spying on 
  the conversations of other Magi. 
  The ruling Quaesitor cannot vote. He oversees the Tribu- 
  nal to make sure the laws of the Code of Hermes and the 
  Peripheral Code are followed. Protantus has the irritating habit 
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  1 
  e. 
  of delving into great details of historical prerogative for each of 
  the codes, dwellingwith relish on the lessons to be learned from 
  fables of the Schism War. Protantus’s Quaesitor consultants 
  may not vote either, but may let others use their sigils. The 
  ruling Quaesitor’s one power at Tribunal is to step in at any time 
  and judge the Tribunal invalid. The decisions of an invalid 
  Tribunal are no longer legally binding. 
  As a further check on the Praeco’s power, at the end of the 
  Tribunal’s fourth night the Quaesitor calls in those Magi who 
  have been removed or ejected and asks them if they wish to hold 
  the-Tribunal again, this time under the administration of the 
  next oldest Magus (after Oxioun). No one can be silenced 
  during the ensuing discussion. If at least three-quarters of the 
  Magi present vote in favor of holding the Tribunal again, the 
  Praeco becomes just another participant (and may vote), while 
  the next oldest Magus present becomes Praeco. However, such 
  a vote is very rare, and in the case of this year’s Tribunal is 
  unlikely to occur. 
  SARIMARCUS 
  characters must meet Sarimarcus in Chapter One, as he is an 
  important factor in events to come. He draws characters into 
  situations that involve crusaders and faeries, and events which 
  beard, brown hair, and brown eyes, He wears a long red cape 
  Tribunal and is present at the 
  which reaches from his robust shoulders to the ground. The Provencal Tribunal meeting as an invited observer and repre- 
  cape is decorated with hundreds of symbols. When traveling sentative of House Merinita. Though he cannot vote on 
  in h e  outside world Sarimarcus often covers his cape with the matters, Sarimarcus may advise and side with the characters in 
  simple 
  robes ofa scholar. %rimarcus also carries a small a debate or other such confrontational roleplaying scene, 
  wooden panpipe which was given to him by faeries. The especially if one of the group is a Merinita Magus. 
  Sarimarcus is a middle-aged Magus with a curly brown further the %gam 
  Sarimarcus is from the 
  Protantus 
  Virtues and Flaws: Quaestor +1, Piercing Gaze +2, Dutybaund 
  (to he Codes of Hermes) -1, Fngde Constitution (-2 to on I& 
  to heal wounds and disease) -1, Faerie Enmity -1, 
  Abilities: Certdtrm (Mentem) 3, Penemtion (Intdlego) 1, 
  Concentmtion (during arguments) 2, Guile (elabonte lies) 4, 
  Folk Ken (Magi) 5, Subterfuge (manipulate by argument) 6, 
  Diplomacy (etiquette) 6, Intimidation (intekchd) 4, Intrigue 
  (slander) 5,Hermetich(Tribunaletiquette) 
  5,SpeakProvend 
  (terms about mundanes)4, Scribe Latin (laws), Speak Latin 
  tics) 5, provencal Lore (mundane events) 3, Broadsword Attack 
  (lunges)3,Dodge(thrusts) 2,QuetTalk(pintingoutoffenders 
  of Code) 4 
  confidence: 4 
  Pemdity Tiairs: Had (Moon) 4, Patient +2, Biased (@ 
  Techmcps and Fonns: Cree 4, Indego 15, Muto 8, P d o  9, 
  R e g o 6 , ~ 5 , A q u a m 6 , A u l . a m 1 2 , ~ ~ ~ 1 5 , H ~ 5 ,  
  Ignem 7, Mgonem 8, Mentem 11, Tenwn 6, Vim 14 
  (laws), Hermes History ( T h d  even&) 4, Hermes h~ 
  (pOli- 
  Rqnlation:Intimidating(Magl)3 
  WardDoiSseq) +1 
  speuaspeed:-2 
  T~~h&tP~ints:O 
  - 
  Effects of Tivhght None 
  Spells Known: All htdlego hiigonem spells to Level 20 (+23), 
  EyesofthePast(hh25) +23,FrostyBrdoftheSph&(InMe 
  20) +26, chain that Links theMinds (InMe‘25) +26, and fioath 
  ojTruth(PeCo25) +24. Theselast twospellsmaybe foundinThe 
  Wimrd‘sS~protancus’seyestempoI.anlyglazeoverwhenhe 
  castsaspell. 
  Broadsword Totals: First Strike 4, Attack +7, Damage +7 
  -
  0
   
  Other Combat Totals: DodgeDefimse +O (6Action), Soak4 (6 
  Action), Fatigue +O 
  order of HermeS, p.104. 
  WtXvandAnnor: 
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  sunmarcus 
  c m w :  Inem (clever) +3, Perception ( p m W  
  0- 
  -1 
  +1, Stmgth (large build) +I, Stamina (weathe~-hadened) +1, 
  Pnisence 0, Communication (loner) -1, Dexterity 0, Qwcknes~ 
  Age: 67 (born 1140) 
  size: 0 
  Virtues and Flaws: Exceptional Talents +1, Faerie  mag^ +1, 
  Faeriesight (seethroughherieiUusionslikeSecx>ndSight~ty) 
  +1, wildhkgic (extmBotchdiewithmagic) -2,We-Iinkedwc 
  Abilities Finesse @ace) 4, Penemtion (Herbam) 2, Faerie 
  Magic (undmtandmg it) 4, h
  e
  s
  ~
   
  (anhshes) 2, Certdmaz 
  Pmveqal(satire) 5,SpeakGerman(tmvelinfomtion) 5,Fae1ie 
  bre (pagankm) 8, Play (pipes) 6, Speak htin ( h e  terms) 5, 
  Scribe Latin (mel accounts) 5, Direction Sense (fonsts) 3, 
  Chuurgy (animals) 3, Dagger Auack (forests) 2, Dodge (among 
  trees) 4 
  confidence: 3 
  Reputaliian: Faerie 
  (Magi) 3 
  PerSanaEty T&: 
  Optimistic +1, Extroverted +1 
  TechnqesandForms: Cre08,.htdlego 16,Muto 15,Perdo6, 
  Rego 15,Animd5,Aquam4,Auram6,C&pom4,Herbam15, 
  Ignem 4, Mgonem 15, Mentem 5, Teniun 5, Vim 2 
  (permanent InagicoTitylaStsas long as sarimarcus live) -1 
  (Heham) 2, PmMi4giUl (Rego) 5, S
  d
   
  (forests> 4, speak 
  spell casting speed: +3 
  Tivhght Points: 4 
  Effeds of Tivhght None 
  Spek Knowm AhandadMuHe (+31), InHe (+32), andReHe 
  (+31) spells up to M E .  AU standard MuIm (+31) and Inlm 
  (+32) spellstoM20. Breathoflnvigoration(Cx€o 15) +13, The 
  Weakling'sRevenge (Mu& 20) +20, TheFeastofDelights (Mulm 
  20) +31, Musk oftheBeast (MuCo 25) +20, Gazeofthe 'Thacsand 
  Pinches (Pa 
  5) +11, The Faeries' T a d  (MuMe 20) +24. (See 
  The order of Hermes for details on these spells). Also, Corpse 
  Candle (CrIm 15) +27, as described in its own insert 
  ~dss@.Spellshavefulld~butbehavem~. 
  WeaponsandAnnor: 
  Dagger Totals: First Strike +2, Attack 4, 
  Damage +5 
  -
  0
   
  Other Combat Totals Dodge Defense +3 (9Action), Soak+l(7 
  Action), Fatigue +1 
  Corpse Candle (CrIm IS) 
  Spell Focus: A fkrk fireny (+3) 
  R Sat, D Conchun 
  Thisspell,devisedbysarimarcus , creates the image of an Zgnis 
  Fahacsor'~~~fire"whichhoversabovethehead0fanytarget 
  within line of sight As long as concentration is mainmined the 
  hght remains over that subject, though the subject is allowed a 
  ~~edasanomenofdeaththe~~faeriespiricislmawn 
  byany ofthe fobwingnames: corpseandle,deadandle,Bdly- 
  andplnket Thelightradiatingfi-omthissourceatatesanaurzlof 
  doomanddreadina 15-pcedus. Thoseinthelightacquhthe 
  Pemnality Tdt, Morose +3. These people also look pallid and 
  deathly. ForohtoapproachthemrequiresaBmvqmllof4+. 
  Magic k t a n c e  roll. 
  ~
  -
  ~
  -
  ~
  ,
  H
  ~
  ~
  ~
  -
  ~
  In a quiet moment at the Tribunal Sarimarcus explains to 
  characters that he wishes to study a festival at a village named 
  Plaplean, which lies in the Val du Bosque. If this village is not 
  located near the characters' Covenant, choose another village 
  that is (one with a forest nearby). Sarimarcus plans to live 
  incognito with the villagers to find out more about the faeries 
  believed to dwell near them. He tells the characters this so they 
  are not offended should they later encounter him operating 
  near their Covenant without permission. Heassures characters 
  that he has no wish to steal theirvis supplies. In fact, Sarimarcus 
  humbly asks for advice about Plaplean and the faeries of the 
  area. 
  If the characters are offended by Sarimarcus's plan or 
  otherwise refuse to allow him to settle in Phplean, the Merinita 
  Magus attempts to bribe the characters. He offers to share 
  whatever information he learns about the faeries, and even 
  offers up any vis supplies he might find. Sarimarcus is more 
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  interested in the enigma of the faeries than he is in material gain. 
  If the characters are still opposed to Sarimarcus’s plans, he goes 
  ahead without the characters’ sanction. 
  DEMETRIUS 
  OF HOUSE 
  CRIAMON 
  Demetrius is a withered old Magus, bent under the weight 
  of his years. His skin and hair are a pallid white. Demetrius is 
  an entertaining character. His apocalyptic pronouncements, 
  madeinamajesticvoice, helplivenup thedebatebyputtingthe 
  fear of Godinto those present. Omens recognized by the priests 
  of Mercury, as discussed under Temple of Mercury, above, have 
  a tendency to reinforce or add a degree of authenticity to 
  Demetrius’s pronouncements. For example, if Demetrius 
  warns that war between the Church and Order will bring about 
  the destruction of Hermes, a mumbling spreads amongst the 
  priests. When the Praeco inquires about their concern, one 
  priest explains how an eagle was seen to kill a sparrow near the 
  Covenant on the previous Sunday, a Church holiday. As the 
  sign occurred in the western sky it is believed to have a bad 
  connotation. 
  Demetrius is a reclusive Criamon Magus, emerging from 
  the wilderness for the first time in seven years. He could comer 
  a Companion or Grog from the characters’ Covenant and 
  babble warnings of impending doom. 
  TOLOMAE 
  OF HOUSE 
  J ERBITON 
  The leader of the Procrustean League, Tolomae is one of 
  Bellaquin’s most able Magi. His connections in the higher 
  echelons of mundane society are widespread. He is proud of his 
  aristocratic pedigree and is likely to become violent if his 
  heritage is slandered. He aids the Cathars against the crusade 
  regardless of the Tribunal’s decision. 
  GAUMADRAS 
  THE 
  ANATOMIST 
  A Companion of Doissetep Covenant, Gaumadras lost his 
  position as a Fellow of the Paris College of Physicians when his 
  work on human anatomy questioned the efficiency of God’s 
  creation. However, Gaumadras has since become the pupil of 
  Oxioun, and has discovered much of benefit to humankmd. 
  ADOLPHO 
  The master of the bath halls is a genial and knowledgeable 
  Companion of advancing years. He is still hale and hearty, 
  happy inhis job. Hisonlysinis tohabituallydressinrichpurple 
  or royal blue, a mark of kings. Adolpho washes Magi and 
  eminent consortis alike, gives them sweatbaths and rubdowns, 
  bleeds them, scrapes off their dirt with strigils, cuts their hair, 
  and rids them of fleas, all the while innocently eavesdropping 
  on their fascinating conversations. Adolpho is a master of 
  “quiet talk,” the secret sign language of Doissetep. 
  LYSANDER 
  Once the squire of a Gascon knight, Lysander is now a 
  famous member of Doissetep’s Grog turb, the winner of many 
  awards for bravery and success in Doissetep’s competitive 
  events. Despite his great athletic prowess, Lysander is modest; 
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  his duty to Doissetep is his foremost concern. Wrestling, 
  boxing, and other gladiatorial contests are common in Doissetep. 
  Lysander often trains contestants. 
  NYSAKEAN 
  OF HOUSE 
  TYTALUS 
  A Magus of Tytalus, Nysakean often travels Provencal, 
  concerning himself with the affairs of mundanes. He is 
  secretive and cunning, always traveling incognito. Sometimes 
  he passes himself off as a friar, sometimes as a Magus from 
  another Covenant. He is always prudent, never revealing his 
  powers in public. He searches throughout Provencal for an 
  apprentice. Frequenting many almshouses, he hopes that 
  among the beggars and chained lunatics he may find one 
  blessed with the Gift. To Nysakean the search for an apprentice 
  is a contest in which his ability to hide among the “enemy” is 
  tested. 
  CEREBUS 
  FACTO 
  Cerebus Facto is a Merinita Magus of Doissetep Covenant 
  who has become fascinated by subterranean faeries. Every year 
  he delves deeper under Mount Celidar, seeking lost tribes of 
  faerie folk. So far his explorations, though fascinating to him, 
  have proved fruitless and sometimes fatal for his Companions 
  and Grogs. Rumors spread that Cerebus is mad and that his 
  endless delvings will only result in his own death, and possibly 
  that of everyone else. Cerebus has recently heard tales of 
  subterranean faeries in the vicinity of Mistridge Covenant, and 
  plans to visit there soon. 
  HEROT 
  OF HOUSE 
  TYTALUS 
  Another Tytalus Magus, Herot is old, gnarled, and twisted 
  with his years. His face is ravaged by pox scars, he has scarcely 
  any hair, and he has grown thin and fragile. He is an alchemist, 
  spending most of his time in the laboratory. He occasionally 
  recruits small groups of Grogs to seek out rare and precious 
  ingredients. His only real friend is his Familiar, a huge toad-like 
  creature that lives in the sump, where it feeds on scraps and 
  liquids sent down from the kitchens above. 
  EGEUS 
  A venerable translator of ancient Middle Eastern lan- 
  guages, Egeus’s stubbornness and senility have both worsened 
  in recent years. This dark fellow, of Greek and Saracen blood, 
  perceives Doissetepas a refuge against the many enemies of his 
  homeland. However, he still longs to be buried in Greece, the 
  land of his forefathers? 
  QUINCE 
  Once a master carpenter in Foix, Quince’s works were 
  unsurpassed. However, his relationship with the woodwrights’ 
  guild became intolerable as his envious colleagues plotted 
  against him. Quince’s famous talents were soon recognized by 
  the spies of Doissetep and he eventually came to work at the 
  Covenant, where his creations are highly treasured. Quince 
  assists Alexander Du Quill, a Magus of House Verditius, “in 
  creating works of great beauty. ” 
  events 
  Though the Magi attending Provencal Tribunal have plenty 
  to do, and their activities probably dominate your roleplaying 
  time, mundane characters should not be neglected. Indeed, the 
  activities of Companions and Grogs who have come to the 
  Tribunal should be accounted for. If the rest of the Troupe 
  agrees, you can simply designate Grog and Companion activi- 
  ties during the Tribunal and pursue them no further. The better 
  alternative is to tell short stories about these characters, thus 
  allowing a break from the events of the meeting itself. 
  Several story ideas are offered below to occupy characters 
  not directly involved in Tribunal meetings. Ideally these events 
  can be attended to during lulls in Tribunal meetings. 
  Another Magus’s Grogs put on a show of power, attempt- 
  ing to intimidate the players’ Grogs or Companions. Maybe the 
  opposing turb belittles a male Grog or insults a female Grog 
  with lewd remarks. Such an encounter is a good test of the 
  victim’s self-control and loyalty to his or her master (who may 
  want no unnecessary distractions or complications). Any 
  foolhardy shows of military might made by the characters 
  probably end in trouble for them, not least from an embarrassed 
  master. However, if the mundane characters don’t save face in 
  some way they may gain a bad reputation among other Cov- 
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  enants’ inhabitants. Remember, Doissetep has an army of over 
  300 Grogs at its disposal to infuriate and deal with rowdy 
  guests. 
  A Magus wants to hire a character who displays high skill 
  in a particular field. The Magus is willing to pay good wages or 
  provides other incentives for the character. If the character has 
  been badly treated by the remaining characters the job may be 
  accepted. Such action challenges the player to roleplay the 
  character’s personality and make decisions in a way which 
  seem right in a personal sense but may cause the rest of the 
  characters hardship. 
  A strange hag offers to tell a character his or her fortune. 
  If rejected she curses, spits at, and insults the character. If the 
  character agrees to hear the forecast you must try to ad-lib a 
  reading of the future. What you come up with could be very 
  misleading or entertaining, based on the charac ter involved 
  and future stories you intend to tell. 
  A cat, the Familiar of a Doissetep Magus, spies on the 
  characters. Panicked by the sudden movement of one of the 
  characters, it flees, but its presence may make the characters 
  uneasy and wary. This paranoia may be furthered by allowing 
  one of the characters to recognize Doissetep covenfolkcommu- 
  nicating silently, apparently about the characters themselves! 
  What the characters do about this revelation is up to the 
  players. 
  epilogue: 
  The Crusade IS 
  Declared 
  Months after the Tribunal meeting, on January 14th, 1208, 
  a crusade is declared by Pope Innocent 111 against southern 
  France. Officially, the crusade is a reprisal against the Cathars 
  for the assassination of a Papal Legate. However, the crime was 
  actually committed by an unknown anticlerical rebel with no 
  Cathar affiliations whatsoever. (In truth, it was committed by 
  a knight of Count Raymond VI of Toulouse). Some within the 
  Order of Hemes believe the assassination was perpetrated by 
  Magi angered at the decision of the Tribunal. No evidence is 
  available to support this theory, though. 
  Regardless of who assassinated the legate, the murder 
  provides the needed provocation for the Pope to attack the 
  Cathars. Indeed, Rome has grown distinctly alarmed by the 
  popularity of Cathar beliefs. Furthermore, the Pope is fully 
  aware of the envy which northern Mythic Europe’s barons 
  harbor for the rich lands and cities of the south. This envy can 
  be readily exploited, with northern imperial lords constituting 
  the Church’s powerful right hand. 
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  By. the spring of 1209 a large force gathers at Lyon under 
  the ruthless leadership of the Norman commander Simon de 
  Montfort. To protect himself Raymond of Toulouse quickly 
  comes to terms with the Church, so crusaders have to content 
  themselves (in the summer) with invading the lands of 
  Raymond’s vassal, Roger de Trencavel, Viscount of Beziers and 
  Cacassone. However, the crusaders are only temporary sated 
  by their small conquests. 
  Throughout the spring rumors and news of crusade events 
  reach the characters’ Covenant. The main crusader army 
  marches through Montelimar, Orange, Avignon, Nimes, and 
  Montpellier to Beziers (which is reached in July). See the 
  County of Toulouse map for details. 
  THE PROTECTION OF 
  GODFROI 
  DE FERRERS 
  Although the characters are currently distanced from the 
  crusade it still comes to their door. In a short story that you may 
  interject early in the crusade, the characters are forced to 
  choose their position in the crusade. 
  Within weeks of the Papal declaration, the characters are 
  approached by a local Cathar, or another mundane contact, 
  who asks them to smuggle a wounded Cathar nobleman from 
  his hiding place in the town of Minerve (or any other town that 
  is near your Covenant). This contact asks the characters to 
  nurse the refugee back to health at their Covenant until it is safe 
  for him to return to society. The characters are free to accept 
  the task or refuse it, but by refusing they alienate themselves 
  from many of the local Cathar mundanes and jeopardize their 
  chances of survival, especially if the characters must call upon 
  mundane help sometime in the near future. Characters with 
  the Common Sense Virtue realize the danger of turning the 
  Cathars down. 
  Though they have no wealth to offer in return for the 
  characters’ help (for material wealth is considered evil by 
  them), the Cathars also suggest that the refugee in need of help 
  might be grateful. In fact, rather than go to prison the nobleman 
  is willing to join the characters’ Covenant as a captain of the 
  guard. For characters of a young Covenant to turn down this 
  offer is pure foolishness. Of course, characters showing altru- 
  ism are also exalted in the eyes of God, a definite reward for the 
  pious among the characters, even the orthodox. 
  Characters sympathetic to the Cathars may well rescue the 
  fugitive regardless of the Covenant’s official response to the 
  request. If the sympathetic characters save the Cathar they 
  must then hide him within the Covenant. Keeping the man 
  hidden from Magi and other covenfolk is difficult indeed, but 
  GodJroi de Fewers 
  Char;lcteristics:Int&gence(shrewd) +l,PerceptionO,Strength 
  (athletic) +3,Stamina (ironconstitution) +2, Presence (noble) +1, 
  communicaton (rash) -2, Merity 0, @&ness 
  0 
  Age: 24 
  . 
  size: 0 
  Virtues and Flaws: prestigious Famdy +1, Enemies (Dominic) 
  -1 
  Abilities: Speak Provend (courtly tern) 4, Bmwl (fair fights) 
  l,Scan(game) 2,Survid(ontherun) l,kade1ship(m~m)4, 
  Ride(mountedcombat) 2,Dodge (charges) 3,BroadswordAttack 
  (mounted) 4,~roadswordPany (mounted) 4, Charm (ladies) 3, 
  stealth (hunted) 3 
  confidence: 0 
  Reputation: “A Just Man Wronged” (Cathaxs) 2 
  Personality TAts: Bme +2, Rehble +2, Leader +2, Just +1, 
  ROLE -2 
  W e a p n s a n d h r  
  ChainmaiHauberk 
  Broadsword Totals: First Smke +5, Attack 4, Damage +13, 
  Pany Defense +7 (13 Action) 
  -Ce: 
  2 
  Orher Combat Totals: Dodge Defense +1(7 Action), Soak +14 
  (21 Action), Fatigue +O 
  makes for many interesting subplots. Certainly the rescue is 
  right up a Grog’s alley, involving a short nighttime escapade 
  and subsequent scuffle with the town watch or crusaders. 
  Though saving the refugee is valuable to the future Saga, 
  it is not imperative. Any services that the man can provide can 
  be provided by other sources, so if characters choose not to save 
  the man, don’t force them to. 
  THE REFUGEE 
  The nobleman and Cathar sympathizer, Godfroi de Ferrers, 
  has lost his inheritance, Lacaune Castle (located in the vicinity 
  of the town of Minerve), to crusaders. When the crusade was 
  declared an opportunistic French mercenary named Dominic 
  independently decided to attack Godfroi’s castle at Lacaune. 
  Having recently returned from the wars in Normandy this 
  mercenary-cum-brigand chose to attack the castle, not because 
  it was a “bastion of heresy,” but because it provided a billet for 
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  rlr 
  his troops and treasure to boost flagging morale. (For more 
  information on Dominic and his followers, see the Ars Magica 
  supplement Mistridge.) 
  De Ferrers’s small, poorly defended castle fell easily to the 
  surprise attack. Godfroi’s relatives were murdered, while he 
  escaped by a secret exit known only to a select few. To appease 
  Bishop Merdici and the local nobility the mercenary Dominic 
  eventually left the castle and settled in a pleasant townhouse in 
  Foix. Many of his men followed him, becoming the hated Foix 
  town watch. As it was technically taken by efforts of the 
  crusade, Lacaune Castle fell under the jurisdiction of Bishop 
  Merdici, who reserved its use for his own employee William of 
  Hagen (see Chapter Two). 
  Physically, Godfroi is a handsome young knight, blond- 
  haired and keen to fight despite his recent injuries. He has a 
  strong sense of justice, and if healed is greatly indebted to the 
  characters, as are his many friends. However, Godfroi harbors 
  secret prejudice against those who do not speak Provencal or 
  Latin, seeing them as barbarians. 
  Despite his youth Godfroi fought as a squire in the Fourth 
  Crusade of 1202 to 1204. The crusading army’s ignominious 
  looting of Christian churches in Constantinople fouled all the 
  notions of idealism Godfroi had, so much so that he has lost 
  much of his respect for the powers of the mundane world, 
  including the Church. 
  Godfroi understandably bears a terrible hatred for the 
  mercenary Dominic, now captain of Foix’s town guard. Godfroi’s 
  desire for revenge against Dominic may be the impetus behind 
  many stories set in Foix, and Godfroi’s knowledge of the secret 
  way into Lacaune is invaluable at the climax of this Saga. Since 
  Godfroi has such presence and has such a strong personality he 
  makes an ideal Companion character for any player. Other- 
  wise, he may be played by you as an important figure at the 
  characters’ Covenant, or at least in your Saga. 
  RESCUING 
  GODFROI 
  The events of Godfroi’s rescue are for you to develop fully, 
  though many suggestions are offered here. 
  After the capture of his ancestral home Godfroi bought 
  passage to the town of Minerve. Once there he had to steal in 
  order to pay for shelter in the cellar of a tavern under the 
  protection of a portly servingwoman (with whom he had to 
  ingratiate himself in the first place). Now, hiding in the tavern, 
  Godfroi is sought by the local town guard, who want him for 
  theft. Godfroi is also sought after (without his knowledge) by 
  a small band of Dominic’s crusaders who want to make sure the 
  nobleman is silenced. 
  Regardless of these dangers Godfroi still managed to get a 
  message sent to friends near the characters’ Covenant, asking 
  for aid. If they respond, the characters must face the same 
  dangers as Godfroi, for the town guard and crusaders are 
  closing on their quarry. If characters are truly clever they might 
  goad the two search parties into a struggle over Godfroi, during 
  which the rescuers can escape. 
  Tales OF the Crusade 
  Depending on how much time you want to pass, you may 
  have several opportunities to lead characters into the crusade. 
  It’s suggested that at least two stories about the crusade precede 
  the telling of Chapter Two so the characters and players have 
  a complete understanding of the attitudes behind the crusade, 
  andan idea of the destruction that results. Ideas for thesestories 
  are provided here. 
  A character at the Covenant has friends or relatives in 
  danger from the juggernaut army and briefly goes out to rescue 
  them. Perhaps friends or family have been captured by the 
  crusaders and a breakout must be organized. A breakout need 
  not involve a clash of arms alone. Many crusaders are merce- 
  naries and have little religious conviction for their work; they 
  can thus be coerced or bribed. 
  The characters must root out an assassin who has been 
  hired by Raynard, the Papal Pontiff, to kill the Magi. To do this 
  characters must investigate the local villages seeking infor- 
  mants to help them find the assassin before he finds them. Of 
  course, the characters must simultaneously avoid a reputation 
  as intimidating ruffians. The characters may also seek the 
  assistance of Ramon dUverre, one of the Bishop’s canons, in 
  finding the assassin. If the characters do so Ramon makes plain 
  his position as their “landlord.” The assassin may well seek 
  sanctuary from the sorcerous characters in a church. In such 
  a situation the only way to root him out is to speak to Ramon 
  or Dietrich. 
  The assassin, posing as a peddler of quack medicines, 
  hopes to poison the Magi with one of his herbal panaceas. This 
  is an ill-fated plan; the Magi, unbeknownst to Raynard, have no 
  need for such items. They are able to produce their own. 
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  W Z i i i ' L -  
  CHAPTER ONE 
  An enterprising and liberal nobleman and Cathar, who privileges (allowing them to levy taxes on the local peasantry). 
  recognizes the powers the characters have, approaches them to However, open battle with the crusaders in a situation other 
  request aid in battle as the crusade is about to destroy his lands. than self-defense is a direct breach of the Code of Hermes, and 
  If the characters can preserve his lands the nobleman offers defies the ruling made by the Tribunal of 1207. Who knows: 
  them sanctuary on those lands and rewards them with feudal the crusaders may even have mercenary Magi on their side. 
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  he torchlifht w s  dim and Feeble, but nonetheless it burned Tyler’s eyes as he was 
  roehly hauled up and into the courtyard Tyler stood on wobbly less, suckis in the 
  relatively pure air like Cmmunion wine, consciom only OF the Fact that k w s  awy 
  fiom the stink and the ~ 9 ~ l i s  
  OF the rats and the sibberie OF the rat-like prisoner 
  with whom he had been bound For God knew how lm. 
  Mind that rattled his spim and s m w d  his h c l  first back, then down into the hard earth. 
  Despite himelt he m n e d  and clutched the smll OF his back Weakly, he rolled over like a 
  deFeated d e .  Above him towered one OF the soldiers, brgandine dull and ruddy in the torch- 
  lifht. Z soldiersrunted somethim in an unknown tonfw wvinf tk spmr-butt which had 
  Felled Tyler For emphasis. Tyler understd. He stusered to his Feet, dimly noticinf that the 
  rest OF the turb, and the thrice-damned the[ had likewise been pulled fiom the pit. 
  Z
  y
   
  were herded across the snow-covered yard by the soldiers, trmblis with exhaustion 
  and the bite oF the winter wind on their m r l y  naked f i a m .  &oehly ursed on by the suards, 
  the prisoners stmered throeh asate, a narrow Foyer, and into the main keep. The keep was a 
  somewhat cramped hallway only slifhtly w r m w  than the wintry courtryard 
  Seated behind a table at the end OF the hall w s  the m n  who had ordered their capture. 
  even iF Cyler had possessed tk s t r m t h  to hurl himelFat his captor. tk sifht OF the six 
  suards who stood about the room, spurpoints held at the ready, would have deterred him. 4 
  womun, evidently oFnoble standie (thoah hersarb, Tyler noted even throeh the k
  e
   
  OF 
  Fatifue, was Far fiom d m )  
  stood beside the mn, rifht hand restis on his shoulder affix- 
  tionutely - or possessively. 
  Che m n  scanned the lot oF t h ,  
  his eyes fray and dead as rocks in the torchlifht. His nose 
  winkled in dissw. Without turninf his h
  d
   
  he spoke, his Provmqal m r l y  choked under a raspy 
  no sooner had he besun toset his bearies than he w s  &ked 
  to his h e s  by a blow fiom 
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  northern accent. “you m y  so, an you wish, 
  Mother. I would not have you defiled by this 
  oFal. ”He indicated the prisms with a sweep- 
  i 6  festwe of hk callused hand. 
  Motkr? Tyler tboq+t. Wore God, k ’ s  
  sen thirty winters at least, while s k s  no 
  More than Five-and-twenty, or I’m a Soat! 
  w s  thick and sweet as homg and her eyes 
  transfixed N r e ,  Tyler’s shie/d-mc7te, with 
  unmistakable intent. ‘7 would see you dispse 
  justice to t h e  craven robbers.” Hersme 
  met &&e’sp and s h  smiled 
  The smted mn, William it seemed, visibly 
  tifhtmd, his face darkmi6 with displmswe. 
  He turned to the frocy3 and spke in a gavelly 
  voice, ‘Know you t h ?  
  that the pemlty for 
  unlawfully bunti6 your lord’s d m  is the loss 
  oFa hand. U h t  haw you to say?LJou first.” 
  He indicated the pale and shakie fioland. 
  Tyler wished, not for the first time, that he h d  
  r m i m d  in Ci&~nd.. . 
  ‘nag dmrest William. ” Z womn’s voice 
  Summary 
  Chapter Two presents the characters’ first significant 
  encounter with the crusade. The Chapter establishes Captain 
  Hagen as the characters’ enemy and introduces the mysterious 
  figure of his mother, Alicia. During the events of this Chapter 
  a relationship undoubtedly develops between Alicia and a 
  character, preferably a Grog or Companion. Indeed, the story 
  of this Chapter is best told with Grog and Companion charac- 
  ters only, specifically those with no or limited magical abilities. 
  The events of this Chapter should be stagedwithin the first 
  year of the crusade, probably in the winter, a season which 
  reflects the death that approaches. 
  THE BRABANCONS 
  When the crusade is declared by the Pope a forward 
  detachment of mercenary soldiers is sent to Bishop Merdici’s 
  diocese. Other detachments are sent elsewhere to prepare for 
  the coming armies. That troop arriving in the vicinity of Foix 
  is led by Captain William of Hagen, a mercenary knight from 
  Imperial Brabant (modem-day Belgium). Brabancon merce- 
  naries are infamous in both France and the German Empire for 
  their speed on foot and ferocity against civilians. TheBrabancons 
  are also better trained in the latest techniques of war than are 
  the general run expected to answer the Pope’s call to arms. As 
  the mercenaries are foreigners the Bishop believes them un- 
  likely to have any local secular ties or allegiances which might 
  History of the Brabuncons 
  Bmban~onsoldim have long-established, infamous reputations 
  inProvengJ. TheyspeakveIylittleProvenql; their native tongue 
  is F&h 
  (a Germanic language includmg modem Dutch, 
  Flemish, and German). I& 
  other less prestigious mercenaries 
  employed in the region (those o h m  being Navarrese, Gascon, 
  and Basque mountain men) the B m W n s  are biharic by the 
  standads of the hguedoc, indulging in petty whoring and 
  hwls. The northern marches of Iberia have become associated 
  with wandering brigand armies compnsed entirely of unem- 
  ployed or semiemployed mercenaries such as the Bmbanqx~s. 
  Indeed, the term “brigand” comes from the light chain hauberk, 
  known as a “brigandme,” these ropes wear. 
  Twenty years ago, in A.D. 1 182, a popular and austere dgious 
  movement was created to rid the land of these mercenaries 
  turned-brigands. Many local people were m e m k  of the 
  movement. These folk were called Capuchonnes, from the 
  distinctivewhitecapuchonorhoodedcl~th~wore. 
  However, 
  as it posed an irresistible opportunity for employment, the 
  movement eventually became comprised of more villainous 
  ropes than the brigands it was created to eluninate. 
  prompt them to defect or do other than commanded. Thus, he 
  employs them, but leaves their command to his canons, as he 
  does all things. 
  Realizing this militant force could undermine his mission- 
  ary work, Canon Ramon d’Uverre (on behalf of the absentee 
  Bishop) places the captain as far from the centers of population 
  as possible. He believes that, billeted in a remote location, 
  Hagen can cause no real harm. Indeed, Merdici’s canons realize 
  that mercenaries seldom confine their operations to what they 
  are hired to do, and understand that the warriors may refuse to 
  cease military activities when the crusade is over. Now that the 
  mercenaries have been forced upon them, the canons realize 
  they must handle them cautiously. 
  Captain Hagen is therefore granted the small, remote 
  castle of Lacaune, the castle that belonged to Godfroi de 
  Ferrers. This is the same nobleman who offers to become a 
  Grog captain in the epilogue of Chapter One. From this castle 
  Captain Hagen begins dispensing crusader “justice” by bully- 
  ing the locals. Hagen probably does not yet know about the 
  Magi; if he does, he initially assumes them loyal to the Bishop, 
  as they are located on the Bishop’s lands. 
  ~ 
  On a winter’s day one or more of the players’ Grogs and 
  some covenfolk spot a wily poacher (named Roland) attempt- 
  ing to steal poultry from the Covenant. The characters and 
  covenfolkare probably familiar with the man, having dealt with 
  him before. If a more likely associate of the Covenant is 
  available, he can be spotted instead by the Grogs. Although he 
  probably does not know the Covenant is magical in nature, 
  Roland is ready for trouble and thus is likely to be aware of 
  approaching characters before they catch him (see his hearing 
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  Perception score!). Indeed, Roland runs from pursuers right 
  through the nearest forest, and right into the hands of Captain 
  Hagen and his men. 
  Captain Hagen, six of his men, and four foresters - 
  all on 
  horseback - 
  have been hunting in the area with a pack of 
  hounds (characters pursuing Roland may make Perception + 
  Alertness simple rolls of 8+ hear the dogs ahead). A train of 
  commoners assists in transporting the meat back to Lacaune, 
  which may well be far away. It is not unusual for noblemen and 
  their retinues to hunt for many days, many miles from home. 
  Hagen is dressed in leather hunting armor. His horse is 
  caparisoned in a protective quilted head piece (Protection 3). 
  Hagen’s profile is provided at the end of this Chapter. Hagen’s 
  soldiers wear quilted leather gambesons for armor. They all 
  carry short spears. The foresters and retinue are unarmed and 
  unarmored. 
  When Roland runs into of the hunting party its members 
  are at first shocked but quickly grab the troublemaker. If 
  pursuing Grogs fail the Perception + Alertness simple roll 
  described above they too run straight into Hagen and his men. 
  Covenfolk involved in the pursuit are bound to be captured. 
  The Grogs are held at spearpoint and are chased down if they 
  try to flee. Any skirmishes between soldiers and Grogs may be 
  played normally, but someone is bound to be captured, even if 
  it’s only the ordinary covenfolk. 
  Hagenk Soldiers 
  chktics: Intelligence (unimagmative) -1, Perception 
  (unconcerned) -1, Strengh (bnwny) +2, Stamina fieaty) 4, 
  hsence (crude) -1, communication (brutal) -2, Dexterity 0, 
  Quickness (fleet-footed) +1 
  Age: 20s 
  size: 0 
  Virtues and Flaws. None 
  Abilities: Speak Fmnkish ( d t s )  3, Brawl (rllrt>l hick) 2, 
  Alertness (traps) 2, Dodge ( d e s )  3, Folk Ken (terrorizing 
  peasants) 2,~g(quickly)4,SpearAtmck(peasants)3,Spear 
  nents) 1 
  Pany (peasants) 3, shield Pany (close guarters) 4, scan (oppo- 
  Confidence: 3 
  Reputation cruel (peasants) 3 
  Personality Tnits: Bnve +2, C o d y  +2, Vicious +3, Charm- 
  ing -3 
  WeaponsandArmor 
  Leather Hauberk 
  Short Spear Totals (lh): First Stnke +5, Attack +5, Damage 4, 
  Parry Defense 4 (10 Action) 
  Round Shield Totals: Parry Defense +7 (13 Action) 
  Encumbmce: 1 
  OtherCombatTotakDodgeDefense+3 (9Action),Soak+7( 13 
  Action), Fatigue +3 
  I 
  I 
  1 
  I 
  I 
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  poacher, 
  Though 
  their the 
  words 
  Grogs 
  have may 
  little claim 
  impact they 
  on Hagen. 
  were chasing 
  He declares 
  the Lacaune Dungeon 
  he has legal jurisdiction, as the poacher was contravening 
  “Forest Law.” (Actually, he knows he’s on Church lands and 
  has no official power, but enjoys throwing his weight around 
  and thus exceeds his authority.) Hagen also assumes the Grogs 
  are poachers and are lying to him. Being in the depths of the 
  forest in midwinter is evidence enough for him of the charac- 
  ters’ crimes. After all, according to Hagen, “no one has need of 
  being here at this abysmal time unless he seeks to hunt the Count’s 
  deer. ” 
  risk revealing the true nature of their Covenant, and you should 
  make this plain to the players. Characters who discuss their 
  home pique Hagen’s interest in it - 
  “Apparently there is a den 
  ofpoachers about! ” Even if the characters convince Hagen they 
  were trying to capture Roland, Hagen claims they have no right 
  to lynch the man, and he tries to take the characters into 
  custody for usurping the church‘s legal authority. 
  and his men take them into custody. At spearpoint, the soldiers 
  strip the characters and Roland of their possessions and take 
  them back to Lacaune Castle to be tried. Of course, the 
  characters can put up a fight. Even if they escape capture, other 
  covenfolk, who also chased Roland, do not. These covenfolk 
  are certainly brought to Lacaune, so if free characters want to 
  see their friends again they had better follow the crusaders back 
  The Grogs and Roland are herded across the courtyard and 
  locked into the dungeon of Lacaune Castle. (For the layout of 
  the castle see its two maps.) The dungeon is a typical one: a pit 
  five paces long, five wide, and 12 feet deep. It has stone walls 
  and floor. Its ceiling is made of planks with a single trapdoor 
  set into it. The dungeon is entered from the courtyard by a 
  ladder, which is taken up when the guards leave. The only 
  other entrance to the dungeon is an old iron-shod door that has 
  swelled over the years, rendering it immovable. The door leads 
  their true occupation they to the subterranean level of the castle’s keep, beneath the keep’s 
  main floor. This door has no Andow. 
  The dungeon is filthy, dank, and bitterly cold, particularly 
  in winter. When the characters arrive there is only one other 
  prisoner in the hold, a crazy old man who collects, dries, and 
  carves his own feces into the shapes of animals, primarily rats 
  as they are the only animals he has seen in years. The old man 
  is quite convinced there’s no way to escape the pit and wants no 
  There is not enough room in the pit for all prisoners to lie 
  down or even sit comfortably at the same time. With nothing 
  to do but stare at the grille above, characters are largely left to 
  occupy their time among themselves. Before long feces carving 
  starts to look entertaining. Those who lie under the trapdoor 
  get the best air, and fights may break out for the privilege. More 
  Of course, if the Grogs 
  Indeed, regardless of what the characters say or do, Hagen part of escape plans. 
  to Lacaune. 
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  resourceful characters may talk with Roland and learn his 
  background. However, most characters probably want to kill 
  Roland for getting them in this predicament in the first place. 
  You should not overly edit the duration of this scene. It is 
  a great situation for the development of inter-character rela- 
  tionships. In such close quarters Characters’ eccentric flaws 
  become increasingly imtating to others. Indeed, the full 
  spectrum of the dungeon’s ugliness is not realized unless one 
  believes, by spending a long time there, that escape is impos- 
  sible. 
  Characters must take it in turns to sleep, sit, or stand. They 
  must decide which comer is the latrine and which is bearable 
  for sleep. After a few days the prisoners’ ears grow accustomed 
  to the silence; they are able to pick out footsteps in distant 
  chambers, and strange-sounding Brabancon conversations. 
  From these conversations the characters may be able to make 
  out details of Hagen’s crusading past, assuming characters can 
  speakBrabancon and make a Perception + Brabancon stress roll 
  of 8+. If these rolls are Botched the content of the conversation 
  is completely misunderstood. Conversations are usually de- 
  voted to filthy tales of Shulammite harems raided and blasphe- 
  mous atrocities committed in the name of God. 
  ESCAPING 
  The characters and Roland are held in prison for three 
  days, to break their spirits and make for an easier trial. For each 
  day of imprisonment the characters must make a Brave Person- 
  ality Trait stress roll of 6+. If a character does not have a Brave 
  score, another Personality Trait can be used that reflects the 
  character’s relative resistance against losing hope. For each 
  failed roll a Confidence Point is lost. If a roll is Botched two 
  points are lost. 
  If, after such demoralization, the characters are still deter- 
  mined to escape, they may make their attempt. The roof of the 
  hold is held shut by a wooden board that slides between two 
  iron braces, wedging the trapdoor firmly to the ground. Sliding 
  the board back from inside the dungeon requires a Dexterity + 
  Contortions stress roll of 15+. A total of three attempts are 
  allowed for the whole group over the entire three days. Each 
  failed attempt after the first increases the Ease Factor of the next 
  escape attempt by one (representing bloody fingers and ruined 
  improvised tools). Thus, the third attempt has an Ease Factor 
  of 17. If an escape attempt ever Botches all further escape 
  attempts automatically fail; the sliding board is wedged in more 
  firmly instead of loosened. 
  Brute strength can also be used to move the roof, as long 
  as one person rides another’s back. A Strength stress roll of 15+ 
  is needed to force the door. Again, three rolls are allowe. 
  Failures increase the Ease Factor of further attempts by one 
  (representing strained muscles). If a Botch is ever rolled, both 
  characters involved in forcing the door automatically lose a 
  Body Level and the prison door is only wedged in more tightly, 
  ruining other escape attempts. 
  2 !%& 
  UD to Barbican 
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  The same Strength rolls are required to budge the old, 
  swollen door. The tunnel beyond it leads to a basement level 
  of the keep; stairs lead up to the main level. As this door is 
  jammed in too tightly to be opened with finesse, attempts to 
  “pick its lock automatically fail. 
  Almost no guards tend to the dungeon; the Brabancons are 
  too lazy to bother with guard duty. The only guard that comes 
  along drops food through the roof grate, but even that is a rare 
  occurrence. Water that accompanies a meal is simply poured 
  into the hold, where characters must drink it from the filthy 
  ground. 
  It’s unlikely, but if characters do escape before their 
  appointed trial time, they can make their way out of the castle 
  by fighting only a few guards. The characters have no weapons, 
  though, and suffer a -2 modifier to all rolls due to hunger and 
  stiffness. For the first few moments of freedom they are also 
  blind in the outdoor light, be it day or night (rolls made while 
  blind suffer an additional -3 penalty). For the sake of the story, 
  Roland is recaptured during his escape, and the madman of the 
  hold remains behind. The recaptured Roland is still made the 
  spy described below. (Don’t worry if the characters kill Roland 
  in the hold. This Saga can be perpetuated without him.) 
  If free characters penetrate the castle to rescue imprisoned 
  friends they have to bypass a handful of guards. If any guards 
  encountered are left alive, or others spot the characters (Per- 
  ception stress roll versus the characters’ Dexterity + Stealth 
  Alicia’s Desires 
  Alicia, Hagen’s mother, is a woman of fiery passions and m e n  
  lusts. As soon as the b
  c
  m
   
  enter the main room of the keep 
  oneoftheirnumbercatcheshereye. Sheisphysicallyattmctedto 
  the male with the highest Presence score, the b c t e r  with the 
  most striking fames (thoughnot n
  d
  y
   
  atmctive ones), or 
  thechcterwhoseemstoexudethemostpowerandauthority. 
  Intermsofthesmy,abcterwhowouldrespondfavomblyto 
  her advances is also a good selection. Perhaps a h c t e r  who 
  d
  y
   
  receives the attentions of the opposite sex is best.. 
  ficia decides to have this person spared kom punishment in 
  oder tomakehimherplaydung. Theobjectofficia’saffections, 
  and the other h c t m ,  may recognize her desire. On a 
  Perception + Folk Ken roll of 4+ the h c t m  realm that Alicia 
  hasamorous~~tionsforthechosenb~;shestaresathim 
  incessantlyandwithyeaminginhereyes. 
  stress roll), the alarm is raised. The alarm summons a dozen 
  men and Captain Hagen to the main courtyard. Unless rescuers 
  act fast they too are imprisoned. 
  If characters escape or break their friends out Hagen files 
  an official complaint with the Bishop’s canons. He’s too lazy to 
  bother pursuing mere poachers over several miles, but expects 
  the canons to administer justice in his stead. Of course, the 
  canons promise to take action but do not pursue his request. In 
  fact, the canons recognize that Hagen had no real jurisdiction 
  in the case in the first place, so escaped characters are allowed 
  to get away scot-free. 
  Eventually, with all the speed of the medieval legal system, 
  the characters’ case is finally heard (assuming they haven’t 
  escaped beforehand). They are hauled to the first floor of the 
  keep and brought before Hagen, who sits at a large table. Beside 
  him stands his mother, Alicia, whom the characters have never 
  before met or seen. Standing about the room are six guards. 
  Hopefully the characters have developed a defense while in the 
  pit because now is the time they need one. 
  Hagen pursues no niceties at the trial. No one even keeps 
  records of statements. Hagen first demands to hear Roland’s 
  story as Roland was captured first. Roland swears that abject 
  poverty drove him to the woods in search of food, an excuse 
  which fails to sway Hagen’s grim heart. He commands his men 
  to have Roland’s hand cut off, but Alicia, Hagen’s mother, 
  intervenes. She whispers to Hagen that Roland may be a helpful 
  spy with which to root out “heretics and witches” (though 
  unless the characters have some way of overhearing they have 
  no idea what is said). Hagen responds: “Of course; you are 
  correct as always, mother.’’ He then turns to his guards, “Cut off 
  his hand and putfire to the wound. I’ll dispense with him later.” 
  Roland is then dragged off, screaming. The characters do not 
  see him again until Chapter Three. 
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  As Alicia intends, the poacher becomes Hagen’s regional 
  informant. Despite the harsh punishment for his poaching 
  crime, Roland knows better than to defy Hagen; that would cost 
  his life. Luckily, Roland doesn’t yet realize that the Covenant 
  is a place of magic. This is understandable given the Covenant’s 
  young age and probable lack of reputation with the locals. Even 
  if the Covenant has a magical reputation, Roland is very naive 
  about matters of magic and doesn’t yet attribute the characters 
  with magical ways. 
  As they watch Roland being dragged off, the characters 
  probably feel a collective lump rise in their throats. Turning to 
  the characters, Hagen demands their defense: “Why were you 
  in theCount’sforest attempting to lynchadefenseless se$” By this 
  time the Grogs no doubt have a dominant spokesperson. 
  Regardless of the excuse given, Hagen is unimpressed and 
  prepares to order the severing of each character’s hand. 
  However, his mother steps in again. As described in the 
  boxed text, Alicia’s Desires, Alicia craves one of the male 
  characters in the group. Alicia again whispers in Hagen’s ear, 
  asking that the chosen man be spared. Naturally, Hagen is 
  curious about his mother’s request. She replies, “It merely 
  pleases me to have him spared!” Her motivation is purely selfEh 
  and egotistical. She gets great satisfaction from using men and 
  discarding them as she pleases. She also likes to irritate her son 
  by consorting with other men. She realizes that through 
  jealousy, Hagen’s respect and love for her only grows stronger. 
  Hagen begrudgingly grants this second favor to his mother. 
  Alicia then commands two of the guards to take the chosen 
  character to her chambers (though not her sanctum). She 
  follows after the guards and man have left. 
  Thus, the remaining characters are left to defend them- 
  selves before Hagen. At this tense moment it might be effective 
  to have Roland scream in pain somewhere in the castle. 
  Angered by his mother’s constant interventions, Hagen intends 
  to punish the characters harshly. He elects to have them 
  thrown in the prison again. After another three days of that 
  torture he plans to have them each whipped and relieved of a 
  hand. 
  ESCAFING PUNISHMENT 
  ~~~~~~ 
  ~~ 
  ~ 
  ~~ 
  ~ 
  The characters can escape Hagen’s punishment in many 
  ways. 
  They may attempt to escape the hold as discussed above. 
  The same three-attempt limit is applied for each means of 
  escape - 
  contortions or brute strength. The characters may 
  also lose Confidence Points as before. 
  The character desired by Alicia might use his influence 
  with her to have his friends freed. Of course, the character is 
  in no real position to make demands, but might promise 
  particularly exuberant services in return for spared friends, or 
  might offer information about the region. Alicia’s response to 
  the character’s membership in a Covenant is discussed under 
  Alicia’s Plaything, below. 
  Finally, characters back at the Covenant probably become 
  concerned for their missing allies and set out in search of them. 
  From local rumor (with a Communication + Social Ability 
  simple roll of 6+) the characters discover their friends have 
  been arrested by crusaders. The characters know the crusaders 
  are in the employ of the Church, and may seek justice from the 
  canons of Foix. 
  In this situation the canons agree that Hagen was out of his 
  jurisdiction because he was on Church lands. Even if they have 
  not been approached by the characters before, the canons now 
  know that the characters’ Covenant is on Church lands. The 
  canonshaven’t really been concernedwith the problem, though, 
  given the greater concern of the coming crusade. (They only 
  become concerned with the Covenant’s locale later in the Saga.) 
  In truth, the canons are somewhat opposed to the crusade and 
  are thus willing to help the characters to some degree. How- 
  ever, they don’t want to oppose Hagen directly for fear that he 
  might complain to the Bishop in Italy. Thus, they arrange to 
  send a neutral messenger to Lacaune to have the captured 
  Grogs released. As an employee of the Bishop, Hagen cannot 
  justifiably resist Church orders and must release the prisoners. 
  For the sake of suspense, you may have this messenger 
  arrive just as the imprisoned Grogs are being tied up for their 
  floggings, or if you’re feeling particularly nasty, after the 
  floggings but before the amputations. A character who has 
  been flogged acquires the Disfigured Flaw (Ars Magica, p. 77) 
  and loses one Confidence Point (if any remain after prolonged 
  imprisonment). Flogged characters also require three weeks of 
  rest to recover from their wounds (treat as Medium Wounds for 
  the first two weeks and Light for the last). Characters who 
  ,actually have a hand removed acquire the Missing Hand Flaw 
  (Ars Magica, p. 77) and also require three weeks to recover 
  (they are at Medium Wounds for two weeks). 
  Alicia’s pla ytbms 
  In this scene, Alicia expresses her intentions for the chosen 
  character. To run the scene it’s suggested that the player in 
  question be taken aside. Ideally the scene can be played after 
  Hagen has judged the remaining characters and has elected to 
  have them thrown back in the cell to await punishment. Thus, 
  the players of those characters can be left alone for a short while, 
  a period representing their characters’ continued imprison- 
  ment. 
  The character chosen by Alicia is led from the keep and 
  taken to her chambers, followed by the woman. Once there the 
  guards are commanded to leave. The woman’s chambers are 
  built in a large wooden hall, lit by a warm fire, with tapestries 
  and fine linens to keep out the cold. Alicia invites the character 
  to enjoy a bath, to be comfortable, and to partake of food and 
  drink (which is hard to resist after days of imprisonment and 
  foul food - 
  Stamina or relative Personality Trait stress roll of 
  9+ to resist; the character will eat to grotesque excess on a 
  Botch). Alicia thenmakeshcreet inquiriesabout thecharacter’s 
  background and origins: what he does for a living, the nature 
  of his comrades, and his story of the escapade in the forest. You 
  / 
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  e 
  A MIDSUMME 
  should also describe the beauty and elegance of Alicia, along 
  with her playful personality and seemingly merciful nature, to 
  which the character is indebted. 
  If the character maintains a believable cover, portraying 
  himself as a commoner, Alicia maintains her purely sexual 
  intentions for him. However, if the character ever angers Alicia 
  in any way she is fully prepared to dispose of him as efficiently 
  as possible. Alicia is not opposed to killing the character or 
  leaving him maimed and maddened in the wilderness around 
  the castle. 
  If the character lets slip that he works for a Covenant, 
  Alicia’s interest is piqued. Where she initially looked at him as 
  a toy, she now perceives him as a tool. Even if the character 
  angers the woman she will not dispose of him so easily, 
  preferring to bear with him to obtain information about and 
  access to the Covenant. Indeed, she continues to askapparently 
  naive questions, pretending to be ignorant of magic and the 
  Order of Hermes. She even uses any local rumor about the 
  characters to suggest her naivete (e.g., “You mean you’refrom 
  that tower ofastrologers I’ve heard of?”) She wants to know how 
  many Magi live at the Covenant, how powerful they are, and 
  what their intentions ar2 in the crusade. 
  Alicia’s intent, whether she knows the Grog belongs to a 
  Covenant or not, is to offer the character a physical encounter. 
  As a gift to follow the encounter Alicia offers her medallion (see 
  her profile, below), which she passes from her own neck to the 
  character’s. If the character refuses the encounter or the 
  medallion, Alicia subtly uses her Mentem magicks to coerce 
  him into the affair and into accepting the medallion. To resist 
  the woman’s magical charms requires a Magic Resistance roll 
  of 20+. A Natural Resistance roll is also allowed. An Intelli- 
  gence stress roll of 10+ is required to resist the woman. 
  Once the medallion is accepted the bearer keeps it a secret; 
  he becomes addicted to Alicia’s company and affections, and is 
  the woman’s pawn. If the other characters inquire about what 
  happened to the enchanted character, the Grog lies and ex- 
  plains that the woman wanted sex but was refused it (if that 
  response is in keeping with the character’s personality; other- 
  wise a more appropriate, innocuous one is given). Aside from 
  being obsessed with Alicia, the character behaves normally and 
  may be roleplayed normally. 
  However, repeated trips to Lacaune Castle do become a 
  necessity for the enchanted character, regardless of du ties back 
  at the Covenant. In fact, to make some rendezvous the 
  entranced character probably has to sneak out of the Covenant, 
  and may eventually be followed by concerned friends or 
  authority figures. The character does not fight friends to see 
  Alicia, but makes concerted efforts to be with her. 
  If the Grog manages to resist Alicia’s charms she does not 
  force the medallion on him, as she does not wish to expose her 
  magical abilities. She does invite the character back, though, 
  without his friends. The character is then free to leave the castle, 
  and may request the release of imprisoned friends as well. 
  I 
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  A character repeatedly returning to Lacaune Castle be- 
  comes well-known to the Brabancons and hated by Hagen. 
  Hagen may eventually confront the character, treating him 
  with contempt and perhaps even challenging him to a duel if 
  patronized or otherwise offended. Hagen’s jealousy eventually 
  becomes evident to the character. In his mother’s presence 
  Hagen is sociable, but may make subtle hints about his displea- 
  sure with his mother’s relationship, possibly even wallung out 
  of a meal and leaving his food untouched when affections are 
  displayed between mother and lover. 
  Scenes in which the character meets Alicia can be orga- 
  nized by any means you feel comfortable with. As the affair may 
  continue over several Chapters of this Saga, be sure your 
  method of running the encounters is effective and doesn’t 
  disrupt the normal game. Otherwise the remaining players 
  may be prematurely warned of trouble. To run events you and 
  the single player might find time together outside the usual 
  gaming session, or you might stage casual breaks in the normal 
  game session for a character rendezvous. On occasion such 
  breaks might involve other players as their characters notice or 
  try to interfere with the primary character on his way to 
  Lacaune. 
  Ultimately, Alicia does not want a confrontation between 
  herself and the character’s Covenant. Her outlaw status from 
  the Order (see her profile) means she wants nothing to do with 
  the Order; she fears she may be hunted down. However, she 
  does want to know what the Covenants in the area are doing in 
  order to avoid them, and to help her son in his crusade. Of 
  course, she doesn’t tell William about the character’s Covenant 
  as his attack on it would end her relationship with the Grog. 
  However, she might direct her son against the Covenant if her 
  lover ever turned on her. 
  ’ 
  Returnins Home 
  ~~ 
  After having spent some time away from the Covenant the 
  characters (most of them anyway) who pursued Roland finally 
  return from their ordeal. They now know that the crusade has 
  arrived, and that their Covenant is in peril. The characters 
  might also know that their Covenant is located on Church 
  lands, putting them somewhat at the mercy of the canons. If the 
  characters know what’s best for them they had better remain in 
  the Church‘s good graces. 
  By remaining alert the characters might also realize that 
  one of their number returns home changed, restless and less 
  reliable. Depending on how much of a personality change this 
  entails, others may notice the change right away, or only after 
  some time has passed. 
  events AFter the 
  TrraC 
  ~ 
  After the characters go on trial before Hagen, his crusading 
  spree continues. Though the characters might not encounter 
  him personally, they hear of Hagen’s brutal activities. These 
  rumors can be heard from mundane contacts, from Foix’s 
  canons, or by eavesdropping on others. Rumors are best heard 
  during other stones you run between Chapters, or during 
  characters’ pursuit of more mundane events, like the acquisi- 
  tion of provisions. 
  The characters hear of Hagen’s carousing, brawling, and 
  witch-hunting throughout the County of Toulouse. When he 
  and his men have not gotten drunk and destroyed some inn, 
  they have rooted out Jews, heretics, and “witches,” killing 
  them. Furthermore, Cathars who attend public disputations 
  with Catholics, with the promise that the Cathars will be left 
  unharmed, are noted by Hagen’s spies and later lynched. 
  Furthermore, Hagen’s soldiers are not opposed to highway 
  robbery to boost their meager wages. 
  While characters may be incensed by such news of Hagen, 
  direct action against him is dangerous. Confronting Hagen 
  only draws attention to the characters and their Covenant, 
  bringing the crusade directly to them, and runs the risk of 
  making Hagen a martyr, intensifylng the crusade. Acting 
  against Hagen also runs the risk of angering other Covenants in 
  the Tribunal, like Doissetep; the Domus Magnus of Provencal 
  is an enemy the characters don’t need. 
  Like Hagen, Alicia is active after the characters’ trial. She 
  migrates from court to court and castle to castle, enjoying the 
  upper-class social scene of Provencal. On her trips she seduces 
  powerful noblemen in her quest to attain more wealth, influ- 
  ence, and comfort. Characters belonging to the nobility might 
  encounter Alicia but have little reason to act against her 
  publicly. Acting against her in public only brings the combined 
  anger of the male noble class against the characters. However, 
  the character entranced by Alicia might be more eager to 
  confront her and demand an explanation for her promiscuity. 
  If, at this point, you want to tell stories involving Hagen 
  and Alicia some ideas are provided here: 
  Hagen’s men are holding a local friend of the Covenant 
  for suspected heresy. The friend is in Lacaune Castle’s dungeon 
  and if tortured may well reveal the nature and location of the 
  characters’ Covenant. The characters must rescue their friend. 
  A male character (aside from the one already in love with 
  Alicia, and, if possible, of noble background) becomes inter- 
  ested in Alicia, seeing her carriage in Foix. The character must 
  be brought to his senses by the other covenfolk or face the 
  potentially violent jealousy of Captain Hagen. .Maybe the 
  character already in love with Alicia also becomes the enemy of 
  this new rival. 
  While collecting mundane supplies in a local village the 
  characters overhear tales about Hagen and his “witch.” Char- 
  acters who were not imprisoned at the castle may visit Lacaune. 
  They are treated with the hospitality due scholars and wealthy 
  people of learning. However, if the characters reveal their 
  magical background they are bluntly told to leave. Alicia does 
  not want a direct confrontation with the Order at this point, 
  while Hagen wants to deal with the characters as heretics. He 
  therefore has them followed to discover the location of their 
  Covenant. Hagen’s spies may easily be lost by the characters, 
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  but more may come, and Hagen’s men may search intensely for 
  the Covenant’s whereabouts. Regardless of subsequent events, 
  an encounter in Lacaune gives characters a chance to assess 
  Hagen and Alicia. 
  You are invited to tell stones after the characters’ trial, with 
  one caveat. Hagen and Alicia are the characters’ primary 
  adversaries in this Saga. If they are killed or frightened off 
  before future story events, this Saga suffers. You are therefore 
  advised to keep stories involving the pair on a small scale. 
  Ideally, these stones remind the characters that Hagen and 
  Alicia are still out there and must be dealt with one day. 
  Adversaries 
  There are three major people whom characters encounter 
  in this Chapter: Roland, Hagen, and Alicia. 
  ROLAND 
  Roland is a wily coward. He would sell his own mother to 
  make a quick denier. Alert and fidgety, he has a tendency to 
  smile and wink when nervous. The filthy thief lives in the forest 
  and obtains most of his food by killing deer and other game - 
  game he knows has, since Carolingian times, been reserved for 
  the Count’s own huntsmen. 
  Roland hates the injustice of the system. He claims that 
  poor innocent men like himself, who desperately need to eat, 
  are prevented from doing so by the privileges of rich foresters, 
  who are legally allowed to kill poachers who resist arrest. In 
  reaction Roland has become a professional poacher. He has 
  made the theft of livestock a full-time criminal profession, and 
  thus gains little sympathy for his complaints. Not even 
  paupers, who like him are barefoot, ragged, callused, and 
  scarred, condone his activities since they are not legally allowed 
  to follow suit. 
  Roland accepts work with Hagen out of fear for what 
  Hagen might do to him if he refuses. Though Roland hates 
  Hagen with a passion for amputating his hand, Roland dares 
  not defy the man, even if characters promise protection. 
  Roland would sooner run away than face Hagen. 
  CAPTAIN WILLIAM 
  (GUILLIUOM) OF HAGEN 
  Roland 
  Chaxa~~%tics: 
  Intelligence (cunning) +1, Perception (wary> 
  +3, Strength (rugged) +1, Stamina 0, Presence (obsecpuous) -1, 
  Communication 0, Dexterity 0, Quickness (rough m) 
  +2 
  Age: 26 
  size 0 
  Virtuesand Flaws: Commonsense +1, Compulsion (dnnhg) 
  -1, Missing Hand (after tnal, -3 to appropriate actions) -2 
  Abilities: Speak Provend (underworld slang) 4, Brawl ( d e )  
  4, Alertness (ambushes) 4, Scan (woodlands) 1, Dodge 3, Guile 
  (lying to authority) 5, Pretend (fnendhess) 2, Subterfuge 0 
  3, Survival (woodlands) 4, Tmck (woodlands) 4, liegerdemain 
  (filch) 2, Stealth (woodlands) 6, M e  Attack (surprise attack) 5, 
  Self Bow Attack (beasts) 6 
  confidence: 3 
  &putation: Poacher (peasants) 1 
  Personalily Tmits: Bmve -3, Reliable -1 
  WeaponsandAnnor 
  Knife Totals: Fist Strike +8, Attack +9, Damage +8 
  Self Bow Totals: Rate 2, Attack +9, Damage +8 
  Encumbmce: 0 
  OtherCombatTotals.DodgeDefense+5 (11Aceion),Soak+O 
  (6 Action), Fatigue +O 
  Captain Hagen is a tall, dark-haired, heavily-built veteran 
  of the Middle Eastern crusades. He is tanned, scarred, and 
  wears the best armor available, riding in full chain in the war 
  saddle of his strong cob. 
  Hagen’s mother, Alicia, raised him with a hatred for all 
  users of magic, except herself. He guards Alicia from the prying 
  eyes of the Church and the Order of Hermes, allowing her to 
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  CHAPTERTWO 
  c
  William of Hagen 
  (before the cum of Cemunnos) 
  Chamcteristia: Intelligence (pmctical) +2, Perception (ob 
  sessed by mother) -1, Strength (strong grip) +1, Stamina 0, 
  Presence (selfconfident) +2, Communication (commadng 
  tone) +1, Dexterity (steady hand) +1, Qwckness (d) 
  +1 
  Age: 28 
  size 0 
  Virtues and Flaws: Leadership +3, Well-Tmveled +1, Obsessed 
  (witch-hunting) -1, Inhmous (witch-hunter) -2 
  Abilities: Speak F&h 
  (native tongue)' 5, Speak French (the 
  IanguageofnorthemFmce) 4, SpeakPn$md bghtly terms) 
  4, Speak Arabic (war terms) 3, Morning Star Attack (mounted) 8, 
  Moming Star Pany (unarmored) 4, Shield Pany (mounted 
  attacks) 5, Lance Attack (small targets) 4, Anunal Handhg 
  (hoses) 3, Bml (punhg) 3, Intimidation (violence) 6, b d -  
  mhip (mercenaries) 4, Ride (chargmg) 4, Churchbre (laughtly 
  duties) 3 
  Confidence: 4 
  Reputatiom Ruthless (peasants) 2 
  P d t y  
  Tmits: Hatred (magic LPXIS) +3, Bmve +3, Melan- 
  choly +1, Proud +1 
  WeapnsandArmor 
  htherHauberk* 
  FullChamMad 
  Morning Star Totals (lh): First Stnke +5/11*, Attack +11, 
  Damage +17, Pany Defense +5 (1 1 Action) 
  Lance Totals: First Strike +5/+11*, Attack +7, Damage +13 
  Kqht Shield Totals: Pany Defense +9 (15 Action) 
  End-: 
  7A* 
  Other Combat Totals: DodgeDefenx-6/0* (oJG*Action),Soak 
  +14/+3* (2l#* Action), Fatigue -7/-1* 
  * when hunting 
  practice her magic in secret. He treats all other women with 
  disdain. He loves his mother and is very jealous if she consorts 
  with other men. 
  During the third Middle Eastern crusade, Hagen fought 
  with the forces of Richard the Lionheart. In this campaign he 
  gained a reputation as a ruthless and efficient warrior. Captain 
  Hagen is more than simply a greedy career soldier. He is socially 
  ambitious and eager to prove himself as worthy as any local 
  vassal knight. 
  Although a foreigner paid by Bishop Merdici to enforce 
  Papal edicts, Hagen is interested in settling permanently in the 
  Provencal community. Unlike Brabant, his cold homeland, 
  Provengl offers many opportunities to men of common social 
  estate. Indeed, Hagen has seen knights of Provencal who take 
  part in civil money-makmg commerce, living in plush fortified 
  townhouses. Also, to Hagen's advantage, the distinction be- 
  tween vassal knight and paid mercenary is blurred in Provencal. 
  a 
  Furthermore, in Provencal wits are appreciated as much as 
  valor. Wits are rarely inherited, and Hagen realizes that a lowly- 
  born man can rise to great heights on his own merits. 
  In his new occupation as a crusader Hagen has already 
  gained a reputation as a witch-hunter. While protecting his 
  mother from the Church he has hypocritically sent many to the 
  pyre, accusing them of necromancy, maleficia, and other 
  unspeakable crimes. 
  ALICIA 
  Alicia de Pahn is a 50-year-old Magus from the Rhine 
  Tribunal. She was forced into apprenticeship at a Brabancon 
  Covenant but was never interested in the affairs of the Order, 
  and never visited other Covenants. Preferring the worldly life 
  of mundanes, she fell in love with a local villager. The affair was 
  illegal according the strict charter of her Covenant, which 
  stated that a Magus's amici should have no sexual relationship 
  with the Magus lest it affect her work. Rival Magi also resented 
  Alicia and her "common" lover. Eventually Alicia became 
  pregnant, bearing a child named William. After the birth Alicia 
  was outlawed from her Covenant and her lover deserted her. 
  She was thtrefore forced to raise William in poverty, bullying 
  the infant because she saw his father and him as the cause of her 
  expulsion from the Order. Such treatment instilled in the 
  bastard child a fearful devotion to his mother, as well as a hatred 
  for other magic wielders. 
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  NIGHT'S 
  Alicia's Spells 
  The following are additional spells known by Ahcia: 
  Medallion of the Enchanted Heart (ReMe 25) 
  Spell Focus: A ruby inset into medahon (+1) 
  R Speaal, D: Speaal 
  This spell must be cast on a medallion, and the medalhon must 
  bewornforthespelltohaveeffect. Themedahonbdtheheart 
  of its wearer to the maker, giving the wearer the Love Passion as 
  a Virtue, pamcularly with regad to the caster of the spell. 
  Othewk, the wearer behaves normally. However, the wearer 
  fights toretainthemedalhononceithasbeenvoluntanlyaccepted. 
  Thespellisbrokenifthemedahonisd~~~. 
  Thlsspellisnot 
  gender-biased. It can operate between people of the same or 
  dlfkmltsexes. 
  Spell Focus: A Slaughtered Cockrel(+l) 
  R Speaal, D: 1 to 10 days 
  In order to cast h 
  spell the user must possess an Arcane 
  Connection to the target, such as a necklace, a shoe, a staff, a coin, 
  oralockofhau-. WiththlsConnectionthespellhasanunlimited 
  mge. The target of the spell d m  
  sexual impotence for one to 
  lOdays(randomlyroll~)~terthe~~cas~ 
  Thespellcanonly 
  be cast once through a single Arcane Connection (so a single 
  Connection can only strike a victim impotent for up to 10 days). 
  Ligature (Peco 5) 
  Alicia de Pahn of House Ex Miscellanea 
  Chamctetistics: Indligence (schemind 4, Perception (intui- 
  tive) +2, Strengh (gentle) -3, Stamina (ddcate constitution) -1, 
  Presence (elegant) +3, Communication (eloquent) +3, Dexterity 
  Age: 50 
  size: -1 
  Virtues and Flaws: Magical Af6nity (sexual passions) +2, The 
  Gentle Gift (no -3 penalty to social rolls) +1, Specd Circum- 
  stances(+3 tonighttimespe~)+1,Noncom~tant(-2ondattack 
  and damage scores) -3, 
  Small F m e  -2 
  Abilities Speak Franlosh (modes of address) 4, Speak French 
  (courtly language) 4, Speak Provend (ballads) 4, Speak Latin 
  (petty) 4, scribe Latin (letters> 3, Certdmen (Mentem) 4, Magic 
  Theory (magic items) 5, Hmes Lore (mundane relations) 1, 
  Hennes History (Houses) 1, P
  m
   
  Magics (Creo) 4, Sing (love 
  songs) 2, Play flute (dances) 2, C
  m
   
  (broken lunbs) 2, 
  Meditation (controlling emotions) 1, Concenttation (long peri- 
  ods)3,Chansma(groupsofmen)3,Chann(nob~es)6,FolkKen 
  (jokes) 1 ,Diplomacy(courtly) 1 ,Leadexship (Wllllarn) 2,Intrigue 
  (courtly) 4, Church Lore (crusades) 1, Penemtion (Menm) 2, 
  hrgam (mercedes) 2, Sexual Passions Affinity (nobility) 4 
  confidence: 4 
  Reputation: Noble Lady (courtly men) 2, Manipulator ( c o w  
  ladies) 2 
  Pemnality Tmits: Calculahng +2, Determined +2, Lustful +3 
  Techniques and Forms: Creo 10, Intdlego 5, Muto 0, Perdo 5, 
  Rego 15,An~nd 
  l,Aquam5,Auram5,Gjrporem5,HerbamO, 
  Ignem 5, hlgonem 10, Mentem 15, Terram 0, Vim 5 
  T-t 
  Points: 4 
  Effects of T&&t: 
  None 
  Spells Known: Subtle Taste of Poison and Purity (InAq 10) +9, 
  ChmnberofSpringBrmes (CrAu 15) +14, ~u$oftbeStohBrd 
  (Pdu 10) +9, Soothe the Raging F2mnes (PeIg 10) +9, Light Shafi 
  of thenright (ReIg 10) +19, Phrmtasmal Fire (CrIm 15) +19, Taste 
  ofthe Spices und Herbs (Muh 5) +9, Wwd's Sidestep (Reh 20) 
  +24,RisingIre(CrMe 15) +24,Subt2eSh@$-ku~t(MuMe 10) +14, 
  Sight of the Trcmqmenf Motive (InMe 10) +19, Enchmzbnent of 
  Detachment (MuMe 15) +14, Ward Against Faeries of the Woods 
  (ReHe 15) +14, Waiting Spell (ReVi 20) +19 
  wizard's Si& The scent of roses 
  Weapons and Annor: None 
  EIl-0 
  Body Levels: OK, -1, -3, -5, Incapacitated 
  Fatigue Levels OK, -1, -3, -5, Unconscious 
  Other Combat Totals: Dodge Defense -1 (5 Action), Soak -2 (4 
  (calm) +2, Qulhm (short steps) -2 
  spell casting speed: -2 
  Action), Fatigue -1 
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  Despite her separation from her Covenant Alicia contin- 
  ued testing her talents. She also learned much about the 
  mundane world she had been sheltered from. Indeed, she used 
  her abilities to gain herself a position in the local dukedom, a 
  position higher than that normally available to one of common 
  birth. Alicia became accustomed to a life of luxury; cloth-of- 
  gold and rich silks suited her taste. To ensure her comfort she 
  used romance and subtle magical arts (mainly her medallion) 
  to control and manipulate men around her. She was courted 
  by several noblemen, all of whom she refused, all of whom 
  worked hard to please her, and all of whom Hagen resented. 
  When Hagen gained Lacaune Castle as the gift of Dietrich 
  von Braden, Alicia came to the castle with him. Her private 
  chambers have become her sanctum, accessible to none but her 
  most trusted handmaidens. Even Hagen must ask permission 
  to enter Alicia’s boudoir, but once inside is granted many 
  favors. Hagen’s new employment also ensures that Alicia 
  enjoys a lifestyle of opulence greater than that of many local 
  noblewomen. Indeed, she has a wardrobe stocked with the 
  latest court fashions. 
  Alicia enjoys living in Provencal, a peaceful, literate, and 
  wealthy land. In Provencal she can enjoy high levels of status 
  and security, pleasures unknown in the barbaric north. She 
  lives at ease and enjoys her leisure. Furthermore, many of the 
  castles of Provenpl are no longer isolated fortresses, but have 
  genuine social contact with each other. Nobles pay each other 
  visits and such gatherings are often places where a woman’s 
  domain is supreme. It is also the habit of local nobles to leave 
  their castles and establish themselves in townhouses for part of 
  the year, usually in winter. Here they meet not only their peers, 
  but also rich merchants, whose refinements draw close to those 
  of the nobility. Alicia has become so involved in these local 
  politics that, until the characters enter her life, she has not paid 
  attention to the affairs of the Order of Hermes. Even her vis 
  supplies are low. 
  Alicia is more than the stereotypical man-eating hag 
  common to medieval literature. She uses her devoted son’s 
  protection to shelter herself from the Order of Hermes. She is 
  a determined, unpredictable, self-confident woman with a 
  strong sense of ambition. As such she is disliked by many men. 
  As the old saying goes, “Vuriurn et rnutabile semperfemina” (a 
  woman is an inconstant creature). 
  In appearance Alicia is a desirable, mature woman. A veil 
  covers her graying hair and a wimple frames her face, hiding her 
  over-ample chin. 
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  he cry shattered the mwky hlF-sleep that Tyler h d  Fallen into. He jerked awake, 
  knuckies locked on the s h f i  OF his bmrqxxr. Ouickiy scannie the kost-litten 
  landscapet he reulked that the k&htFul scream had c
  m
   
  kom the Farms M o w  
  He ran down the slop OF the bill, seurcbie For the source oF the disturbance. He 
  did not have Far toso. 
  Tylw was no wmdsmnp but the tracks were eusy to see? even in the fadie lifht. He was no 
  k d s m n ,  but he knew the prints oFasoat when k saw tkm. &d while be was not renowned 
  For his quick wits, he knew beyonda doubt that the tracks Wore him w e  mde by a two- 
  lesed creutwe. 
  4 satgr? He recalled the marble statue he had seen in the alcove at Doissetep, Grimroth’s 
  dmacted reply to his query. lh Mpfus had said that creatures OF that ilk had little spleen, 
  carins more For drinkii and wenchi6 t h n  fishtie. Tyler prayed &froth 
  w s  rkbt. Breath 
  misty in the twilkbt, be reluctantly trotted off in the direction OF the noise? stmdFastly r e k i i  
  to listen to the corner oF his h r t  that whispered doubts about the nutwe OF that halF-hrd 
  scream. 
  the e&e oFa Farmer’s fields. Tyler couldsee all too cleurly where his qwrry haadsom afier 
  that, For tbe pile of Aindws that lay strewn in the snow had obviolrsly been a section of a 
  w d e n  fence. He thot.&t 
  oF the smilie sculptwe, t h e  willowy arms smsbijls tbe stout 
  planks beFore him like jackstraws, and shuddered He th@t 
  OF bk spim in place of one of t h e  
  planks and shuddered k k r .  
  Steppe sieerly over the ruins OF the F i e ,  he continued into the fields. Che moon had 
  besun to rise, weuvii afhostly pall over the Fallow earth. each step was an e F o ~  
  t b 6 h  tk 
  thol(l;ht OF whtfdix would more than likely do to a dkserter a e d  him Forward His spear at 
  f i t e v e r  it was, it m d e  little attempt at crafi Che tracks led smaifbt t h o a h  tbe snow to 
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  rlr 
  the rmdg be advanced for m y b e  a few rods, 
  t k n  froze still. 4 faint but clmr s o d ,  a 
  teurie or crunch,, of some sort, rmched his 
  ears. Tbe sound cam kom behind the snow- 
  covered arbor. 
  Th crmture sqwtted in tk moonlifht on 
  soatish h u e s .  Once qpin Cyler r m m  
  bered the stone satyr of Doissetep. But this 
  could be no satyc for the face of the statue 
  w s  that oFa hanu‘sm youth not the tusked 
  and hrry horror that faced him. nor did the 
  delicate fi.ers, carved by s
  m
   
  forsotten 
  artist of Greece, end in cruel booked talons 
  like those oFthe tbinf before Cyler now. &d 
  tbe l i p  of Doissetep’s faun were w a p d  
  around p i p ,  not bloody rclfs of flesh such as 
  dunfled from the mouth of tbis crmtwe - 
  flesh torn from the shapeless lump which 
  sprawled at the creature’s f i t .  and which had 
  very clmrl y been a m n  on1 y minutes before. 
  Tyler had no t i m  to raise his spar to block 
  th monster’s charse. It lmpt upon him, cover- 
  i. 
  him like a black cloud of Fur and claws and 
  tcrsks.. . 
  s u m m a r y  
  In this Chapter, Sarimarcus, the Merinita Magus met by 
  characters at the Tribunal of 1207, and his work are destroyed 
  by the activities of Hagen. As a result the curse of the pagan 
  deity Cernunnos is unleashed. The characters must therefore 
  face new threats to their livelihood: a Celtic god‘s revenge and 
  angry faeries. Hagen, the harbinger of the destruction, is 
  established as the Covenant’s major enemy. 
  This Chapter presents the Saga’s first major opportunity 
  for full-scale conflict with the crusaders. It also presents an 
  opportunity for suspense as characters encounter an elusive 
  and possibly significant beast. 
  This Chapter occurs in the late spring and early summer. 
  Though it may be told in the season following the last Chapter, 
  it is best told a few years after Chapter Two, allowing the 
  characters and Covenant time to mature somewhat with your 
  own stories. 
  fsarimarcus’s 
  Research 
  Sarimarcus is the Merinita Magus who approached char- 
  acters at the Provencal Tribunal, asking permission to investi- 
  gate faeries near their Covenant. In particular, he wanted to go 
  incognito among the commoners of the village of Plaplean (or 
  any other village that suits your Saga) to get the mundanes’ 
  perspective on local faeries. The precise details of Sarimarcus’s 
  request are discussed in Chapter One, under the profile of the 
  Magus. He has been in Plaplean since the Tribunal. Plaplean 
  is located on the color map inserted into this book. 
  Sarimarcus plans to ingratiate himself with the villagers in 
  order to become involved in their clandestine solstice festival. 
  Although Plaplean’s May Day feasting festival is well known, a 
  subsequent festival (on June Zlst) is very secret. The May Day 
  festival, a vestige of the ancient Celtic feast of Beltane, has lost 
  most of its religious significance, now being a simple source of 
  entertainment for all but the oldest villagers. That’s why the 
  Church is willing to overlook its celebration. However, the 
  village’s secret Summer Solstice festival is held in an altogether 
  more earnest manner. 
  Horn’s Hill 
  The villagers conduct their secret ritual at Horn’s Hill, an 
  ancient pagan shrine. This mound is a hollow hill which 
  belongs to a faerie named Coffa. Coffa is the embodiment of the 
  inhabitants’ “memory” of the ancient Celtic god of the forests, 
  whom the Romans called Cernunnos, or Carnun. The Hill is 
  surmounted by a great oak tree. Beneath the tree is a structure 
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  Chamcteristis: Intelligence (bright) +1, Perception (insightful) 
  Communication (intriguingvoice) +1, Dexterity 0, @cknessO 
  Age: 52 
  size: 0 
  Virtues and flaws: Exceptional Talent (Sense Holiness & 
  Unhohess) +1, Faerie Sight (see through herie  usi ions as per 
  Second Sight) +1, Magic Susceptibility (-3 to rolls versus magic) - 
  1, Driving Goal (converting the p p l e  to Cernunnos) -1. 
  Abilities: Sing (solo) 1, Leadenhip (peasants) 4, CAI (carpen- 
  ny) ’/,CAI(famUng) 5,Faeriebre (Celticdeities) 5,Ixgendbre 
  (faerie creatures) 2, Folk Ken (peasant bel&) 2, Sto- 
  (religious tales) 5, Sense Hol~ness & Unholiness (threats from 
  Hlll) 3 
  CdenCe:3 
  Reputation: caring (peasants) 1 
  P d t y  
  Tmits: Codmte +3, Pious +2, Humble +1 
  Weapons and Annor None 
  Encumbmce: 0 
  Other Combat Totals: Dodge Defense +O (6Action), Soak-2 (4 
  Action), Fatigue -2 
  +2, strengtho, stamina (mgglngmugh) -2, presence (warty> -1, 
  that takes many forms, depending on the realm of Faerie 
  currently occupied by visitors. (The Hill is fully detailed in the 
  Ars Magica supplement Mistridge.) 
  The Hill is the site of two different levels of Faerie regio 
  (rated one and three), realms of Faerie power occupying the 
  same space. Each realm is more powerful and true to Faerieland 
  than the last. These realms and the Hill itself are shown on the 
  Horn’s Hill map. The concept of supernatural regio is discussed 
  in the Realms Chapter of the Ars Magica rules. The rules 
  presented there also discuss how people may enter, leave, and 
  understand regio. 
  THE MUNDANE 
  LEVEL 
  Beneath the regio levels of the Hill is the mundane world. 
  If a visitor does not or cannot pass into the Horn Hill’s Faerie 
  realm the mundane level alone is visited, and the hill appears 
  relatively ordinary. At the top of the hill stands a great oak tree. 
  Its branches have been garlanded by villagers with wreaths of 
  withered flowers and tattered ribbons. Located beneath the 
  tree’s branches are the remains of a makeshift shelter which 
  shows signs of recent vagrant occupancy. 
  THE 
  FIRST 
  LEVEL 
  (AURA I) 
  The first level of the Faerie regio exists just “above” the 
  mundane world and has a Faerie Aura rating of one. The hill 
  on this level assumes a different appearance than on the 
  mundane level. This level is occupied by a shrine, housed by 
  a sturdy wooden hut and tended by the local villager Gillet and 
  his family, who respect the ancient powers of the Hill. 
  Gray-haired and balding, dressed in humble clothing, 
  Gillet is a simple freeman, scratching a living from fields on the 
  edge of Plaplean. He tends the shrine as his father did before 
  him, believing his offerings are received by faeries who safe- 
  guard the fertility of the village. Gillet and his family also 
  sometimes sleep at the shrine in hopes of receiving prophetic 
  dreams. Gillet will readily tell visitors of these dreams. He 
  believes by doing so he maintains an ancient oral tradition. He 
  tells of how his “faerie god” saved the village in times past, and 
  of how the “Brigu” (Celtic “Hill”) was a shrine of the ancient 
  Convenae tribe. He also explains the nature of the secret 
  Summer Solstice festival to anyone interested. However, Gillet 
  doesn’t understand how he and his family are able to enter and 
  leave the Faerie regio and shrine at will. 
  The shrine itself is simply a table bearing an ancient pair of 
  antlers and Gillet’s offerings. 
  THE SECOND LEVEL 
  “Above” the Faerie level that houses Gillet’s shrine is a 
  realm of more potent faerie power. Here the massive oak is 
  stronger but more gnarled than on the lower levels. Further- 
  more, a sturdy wooden hall, not a shack or shrine, is sheltered 
  beneath the tree’s branches. The hall is 15 paces long and seven 
  paces wide, with a ceiling 15 feet high at its peak. Knot-work 
  patterns decorate the hall’s wooden walls. The hall is the home 
  of Coffa. 
  The hall contains simple Celtic furniture, including a 
  patterned table laden with food, a table which corresponds to 
  the altar on the lower regio level. If Coffa removes any of this 
  food some of Gillet’s offerings disappear from the lower shrine. 
  While he is rarely interested in eating, Coffa often throws food 
  to the forest animals who live around the hall. These animals 
  possess an uncanny intelligence, but, despite their muscula- 
  ture, seem old and weary. The “leader” of these animals is a 
  venerable stag named Mawredd. 
  Coffa 
  Coffa appears to be an ancient, haggard man, clad in rags 
  and wearing a heavy gold torque about his neck. His appear- 
  ance and power reflect the peoples’ reverence for Cernunnos. 
  When Cernunnos was worshipped by many, Coffa was a tall 
  warrior-god, with fair skin and long blond hair. Now that 
  Cernunnos’s worship barely exists with the overwhelming 
  influence of Christianity, Coffa fades as the people forget him. 
  However, as worship of Cernunnos determines Coffa’s fate, the 
  shawl (see the boxed text) of the hill also affects his fate. If the 
  shawl is ever returned to reverent use, Coffa is resurrected. 
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  coflu 
  FaeriehhgjlL25 
  vital Statistics: Size 0, htehgence (ancient knowledge) +4, 
  Perception (dkintemted) -2, S
  w
   
  b
  y
  )
   +2, Stamina 
  (tough) +2, hsence (compehg) +3, communicatin (capti- 
  vatmgs +3, Dexterity 0, QLuches kasual) -2 
  Reputatiom None (in current society) 
  Pemdty T& 
  bbaqqc +1, hhsembk +1 
  confidence: 1 
  Combat Totals: 
  Body k&. 
  OK, 0, -1, -3, -5, incapacitated 
  Fatigue Levels: OK, 0, -1, -3, -5, Unconscious 
  Dodge Defense -2 (4 Action), Soak +2 (8 Action), Fatigue +2 
  -
  0
   
  P~.~thepeaples’memozyofcemunnoS,coffa~access 
  to the full mge of the oldgod’s powers, but has onty a fiaction of 
  Cme, PeH& PeCo, P&e, P&30,4pnfs- 
  Can inflict a curse; 
  this is mated as the -3 Flaw, Cursed 
  shapechange to Anuntd, MuCo(An), 2 points - 
  It takes a Round 
  to change. Physrcal statistics for the animal assumed are used, 
  thoughFatigueandBodykeIsremainthesame. Otherpowen 
  Abilities speakprovencal(so~terms)4 
  thegod‘smight. 
  Commwrucate 
  ’ 
  withAnimals,InAn2o,OpOints 
  function no^. 
  COntro2A?Ih& ReAn U, 3 points - 
  treat aS the ReAn Spell, 
  MasteringtheunnclyBeast. 
  ControlSb-slgth, PeCo, CrCo 15,1 pornt-Avictimlosesorgains 
  3pintsofstrength TogainStnmgth,aStaminasimplerollof3+ 
  isnecesmy. ToavoidhngStnmgth,aStaminastressro~of 
  12+ 
  is-. 
  ModifiedStrengthrevmtonormalafterthenext 
  sunrise or sunset, whichever comes kt. 
  Fertility, Reco, ReAn, ReHe40, 5points- Avictim is cured of 
  infedityorstrickenbarren. Staminastressrollof15+neededto 
  Vi: 3 Mentem, in toque 
  resistddty. 
  In return for the respect local villagers afford Cernunnos, 
  Coffa blesses their land. He enjoys the villagers’ company, but, 
  since the true Cernunnos retreated into Arcadia, Coffi has 
  never truly conversed with anyone but Gillet. Even to Gillet he 
  only speaks in dreams. 
  Coffa is mercurial in character, passing quickly from joy to 
  sorrow and from sorrow to rage. He is also proud and touchy, 
  with a strong sense of his own dignity. He is apt to be belligerent 
  in preserving his dignity. 
  SARIMARCUS’S PROGRESS 
  Sarimarcus’s efforts to ingratiate himselfwith the villagers 
  of Plaplean and become involved in their festival are successful. 
  In fact, he wins Gillet’s favor and learns some of the village’s 
  secrets. Gillet reveals, in his own naive way, that the yearly 
  festival confers potent faerie blessings on the village. Given the 
  pair‘s mutual appreciation of faeries, Gillet also leads Sarimarcus 
  to the first level of the Hill’s faerie regio. From the knowledge 
  gained Sarimarcus concludes that further levels exist and goes 
  in search of them on his own. 
  One misty evening, with his faerie influences about him, 
  Sarimarcus goes to the Hill and finds his way to the highest of 
  the regio levels. Coffi, sensing sarimarcus’s faerie nature, 
  comes forth from the hall when summoned. Having the Virtue 
  of Faerie Sight, Sarimarcus, like Gillet, is awed by Coffa’s 
  ancient power and majesty. Over the short time the two spend 
  together Coffa becomes contented with Sarimarcus’s company, 
  seeing the mortal as a potential shaman. In turn, Sarimarcus 
  devotes himself entirely to his conversations with Coffa and is 
  drawn to the old Celtic ways. Thus, Sarimarcus returns to the 
  world in preparation to become one of Cernunnos’s ancient 
  priests reborn. He is to fulfill the dream of all Merinita Magi, to 
  become one with Faerie. 
  Hoping to make Sarimarcus his permanent disciple, Coffa 
  proposes to bestow his homed shawl upon the mortal at the 
  upcoming festival. With a small margin of renewed faith for 
  Cernunnos on earth, Coffa intends to gamer even more by 
  actually showing his true form to the mortals at the festival, 
  something he has not done in several decades. 
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  The Shawl 
  Optimistic locals somehes dig holes in Horn’s Hill loolung for 
  atreasurerumoredtobeburiedthere. Thlsmexists,butnot 
  in the form m 
  hunten imagine. The Hill‘s treasure is an 
  anaent “shawl” No flighty garment, this garment is the stag- 
  homed hood of Cemunnos’s anaent shaman priesthood. In the 
  past Cemunnos chose shamans as “ckiples,” representatives of 
  the people who communed with him. Magi would call these 
  h p l e s  “Gifted.” Gilletis thelast of these individuals,buthebean 
  no shawl. Though Cemunnos is wtually forgotten in the 
  Christian world, Gillet maintains wolship of the deity, and 
  preaches respect for the spirit among local dagen, who would 
  dare not cross such an impressive power. 
  Duringthesummersolstie festival theshawlisbrought out from 
  underthehdlandconsecrzttedby Cob. Thisconseaationimbues 
  theshawlwithvariousforces,espeQallywithspirits (theghostsof 
  ancient shamans and woodland beasts). By merely donning the, 
  shawl the wearer may automatically enter the k t  level of my 
  Faerie regio, or the highest level of the HIII‘~ regio. The shawl also 
  d u e s  the wearer with a p e m d  Faerie Aum of three. Any 
  Hemetic spells cast whde wearing the shawl are therefore 
  interferedwith,but dlsinvolving faerie magicarebenefited (see 
  the Realm Interaction chart of the AIS Magca des, 
  p.308). 
  The shawl is made out of flayed animal skin with fur lining the 
  inside and cured flesh on the outside. Rings of faerie iron hang 
  fromtheshawl, eachrepresentingamythlcalanimal. 
  Aclothmask 
  covmitswearer’shce. Acopperpectodhangsdownonchns 
  at the frontofthehood Aherieironcapisalsoattachd,amajestic 
  pair of stag andm sprout h m  the top. 
  Theshawlisintegrally~tothe fateofCo~andisworth 15 
  pawns of Muto vis. 
  Sarimarcus’s Invitation 
  Given the significance of the upcoming ceremony, 
  Sarimarcus deems it appropriate that the characters be invited 
  to the secret festival. He comes to their Covenant to thank them 
  for their hospitality (for any help given toward integrating him 
  into Plaplean). If the characters never condoned Sarimarcus’s 
  activity in the area, and he took action anyway, he invites them 
  to the ceremony to prove that he never had malicious intent. 
  Sarimarcus approaches the characters’ Covenant on foot, 
  arriving a week in advance of the festival. He expects to be met 
  by Grogs and simply asks that they summon their masters to 
  receive him. Though dressed like a peasant he still possesses his 
  Hermetic sigil, proof of his identity, though anyone who met 
  him at the Tribunal of 1207 probably remembers him (Intelli- 
  gence simple roll of 4+ to do so). If characters do not remember 
  him they do when he prompts their memories. Those who have 
  met Sarimarcus before are entitled to a Perception + Folk Ken 
  simple roll as well. If the result is 5+ the characters recognize 
  something different about the man: an unidentifiable aura. 
  Those with the Faerie Sight Virtue or Second Sight Ability 
  recognize, on a Perception simple roll of 6+, an intense faerie 
  energy within the Magus. Sarimarcus now effectively has the 
  +2 Background Virtue, Faerie Blood. 
  Sarimarcus has a simple message to deliver: “Afestival is 
  planned at Plaplean to celebrate the old, true ways. You are invited 
  to join us as my guestsfor I am to receive a special honor. I am to 
  be bound to the old ways, to take the path eendalon himself did. 
  All who bear no malice in their hearts are welcome. Thefestival 
  is in one week, on the solstice.” 
  Sarimarcus is also willing to share any more information 
  he has about the impending festival, and about his union with 
  “old powers.” However, if he fears the characters have ill 
  intentions he might keep some knowledge to himself. If certain 
  characters seem a threat to the festival, Sarimarcus asks that 
  they be watched closely by their friends, if such potential 
  troublemakers are invited at all. On the whole friendly rela- 
  tions between Sarimarcus and the characters should prevail, for 
  Sarimarcus bears no malice. Clever characters might even 
  realize that allying with Sarimarcus would be beneficial. If he 
  is to become one with the faeries of the forest his influence 
  might mean easier access to vis supplies in the wood. 
  Though he might stay a night at the characters’ Covenant, 
  Sarimarcus remains no longer, having duties to attend to back 
  at the village. 
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  The length of the characters’ journey to Plaplean is deter- 
  mined by the Covenant’s distance from the village. You may 
  certainly stage stories along the road, but those told should not 
  delay the characters from arriving for the June festival. 
  Characters’ Inquiries 
  Sarimarcus insists that visitors not bring weapons or 
  armor, though Magi are certainly still armed with their spells. 
  To wear arms and armor would not only offend the villagers but 
  would embarrass Sarimarcus, and maybe even anger Coffa. If 
  characters do carry armaments, they should be small (no larger 
  than short swords) and slight (no armor heavier than a hard 
  leather cuirass). Some characters may find this condition 
  distasteful, but the prudent among them recognize the impor- 
  tance of its observance. Still, if the characters don’t trust 
  Sarimarcus, or have any doubts about his information, they 
  may certainly research his story’s validity. 
  The characters can undertake this research at their own 
  library if they have books on Faerie or Celtic Lore rated 3+. Of 
  course, the young Covenant’s library might be very limited. 
  The best alternative is to visit another Covenant or the library 
  of the renowned University of Toulouse. 
  If characters pursue knowledge at another Covenant, keep 
  in mind their relations with that Covenant, particularly after 
  the Tribunal of 1207. Though Doissetep has the best library in 
  the Order, access to it is almost certainly denied if characters 
  voted with the Procrustean League in the crusade debate. 
  However, ifcharactersestablishedgoodrelationswithLariander 
  Covenant, whichislocatedina faerie forest (and that Covenant 
  has thus far weathered the crusade), characters might go there 
  for information. 
  As for the University library, it is headed by a priest named 
  Theodore of Calais, who is happy to welcome wealthy intellec- 
  tuals. He has a fine collection of Roman histories; indeed, his 
  interest in the classics, as well as heretical works, has brought 
  him into conflict with the Pope’s envoys. Scholars at the 
  University are also likely to have rare copies of the “Histories” 
  of Livy, Herodotus, or Polybius, or The Conquest of Gaul by 
  Julius Caesar. Any such book and an Intelligence + Scribe Latin 
  simple roll of 8+ elucidates the probable background of Coffa, 
  and gives a basic description of the Celts. The higher the roll, 
  the more information is gleaned. At the least, any research, no 
  matter how successful, proves that some Celtic force known as 
  Cernunnos was once said to exist, and that force had an agent 
  called Coffa. Sarimarcus’s story therefore seems valid, regard- 
  less of its improbability. 
  An Uninvited Guest 
  While Sarimarcus has been ingratiating himself with the 
  villagers of Plaplean, so has someone who bears the villagers ill 
  intent. The poacher Roland has been moving among the 
  villagers and learning about their secret festival on the summer 
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  solstice. Of course, he immediately turns this information over 
  to Hagen. Now Hagen hopes to capture the pagan revelers at 
  their devilish act. 
  Learning about pagan affairs at Plaplean, Hagen makes 
  further assumptions about the villagers’ corruption. If at any 
  point in the Saga the characters have secretly used magic 
  against Hagen - 
  if Hagen has suffered any magical attack of 
  unknown origin - 
  he incorrectly assumes the “pagan” villag- 
  ers are responsible. His ferocity against the villagers is therefore 
  twofold. While he seeks revenge, Hagen also hopes to get in the 
  good graces of his superior, the Bishop. He seeks a better post, 
  less isolated from society and the battles of the main crusade. 
  Upon the night of the festival Hagen and his men go to 
  Plaplean. They are dressed in full battle gear, with Hagen 
  mounted and his men dismounted. They discover the village 
  to be deserted. However, they spot a trail of torches leadinginto 
  the woods. They follow these lights, and as the other villagers 
  were transported by the Faerie power of this night (discussed 
  below), the crusaders are also transported to the third regio 
  level of Horn’s Hill. From the cover of the wood the crusaders 
  surround the pagan hall and, on Hagen’s signal, charge the 
  building, killing everyone within reach of spear and sword. 
  THE FESTIVAL 
  The secret festival of the summer solstice occurs on the 
  third level of the Hill’s Faerie regio and is staged in Coffa’s hall. 
  Virtually all the villagers of Plaplean attend, not to mention the 
  characters and Sarimarcus. The villagers celebrate the solstice 
  throughout the day, beginning their revelry at dawn with song, 
  dance, music, and food. As dusk falls a trail of torches leading 
  from the village to the Hill are lit and all villagers make their way 
  to the hall. This is the first time in generations that the villagers 
  as a whole have seen the Hill in all its splendor; but, after all, this 
  is the first time in generations that a priest has been initiated 
  under Cernunnos. 
  Characters may turn up at Plaplean at any time. Upon 
  arrival they are recognized and greeted by Sarimarcus, who is 
  having a particularly good time. He is already thoroughly 
  drunk and perspiring from dancing. The characters are invited 
  to partake of all the festivities. This is a good opportunity to let 
  characters relax and pursue their personal desires; there’s 
  excess aplenty to be pursued - 
  food, drink, and companion- 
  ship. 
  When the torches to the hill are lit -by Gillet - 
  and the 
  villagers follow them they are astonished at the sight of Coffa’s 
  hall where they expected only a ruined hut. The great oak of 
  the Hill is also heavily draped with ribbons where the locals 
  expected only a few tattered ones. Small animals also abound 
  in the forest surrounding the hall, and many are quite tame, 
  approaching small children for food. (If characters are alert - 
  Perception + Scan simple roll of 8+ - 
  they might also spot the 
  stag, Mawredd, patiently watching events from deep in the 
  woods.) 
  The Faerie Aura on the Hill is particularly strong on this 
  night, but also different from the usual Aura. The Aura is 
  attuned to the Celtic faerie power of Cernunnos. Magic used 
  on the Hill that is not Celtic in origin - 
  Hermetic magic is not 
  Celtic - 
  is therefore impeded. The Hill’s Aura is rated six, so 
  spells cast suffer a -6 modifier to their rolls. 
  Sarimarcus and Gillet assure everyone that the hall is safe 
  to enter, and the villagers do, renewing their festivities within. 
  Activity continues for a short time within the torchlit hall until 
  the sounds of animals outside suddenly cease. A billowing fog 
  then flows in across the floor and everyone falls silent. It is at 
  that moment that the ominous, impressive figure of Coffa 
  enters the hall. He is somewhat younger, appearingas a middle- 
  aged man of some stature and prominence rather than as a 
  decrepit old man. Upon Coffa’s head is the shawl intended for 
  Sarimarcus. 
  Turning his gaze slowly around the hall, Coffa addresses 
  the crowd: “Welcome, my children, followers of the dwindling 
  light of Cernunnos ofthe Wood. n e  Great One smiles upon you 
  this night and is thankfilforyour tribute. Yea, this eve marks the 
  turn of the breeze, as the crude new ways of the world are awash 
  with the t m h  of the past. On this night the old ways come to the 
  fore. On this night we celebrate the renewed worship of the Great 
  One. On this night we have a priest again!” 
  With this speech Coffa beckons Sarimarcus to him. 
  Sarimarcus kneels before the ancient man. A long, gnarled 
  branch appears in Coffa’s hand and is held toward Sarimarcus, 
  who accepts the free end. The two then enter a trance-like state 
  in which they alternate lilting, poetic chants in ancient Celtic. 
  Characters who understand that language can try to compre- 
  hend what is said with an Intelligence + Speak Celtic stress roll 
  of 8+. The song is one of the spirit and unity of the forest, in 
  which a natural, logical social order exists under the supreme 
  command of Cernunnos. It is to preserve this rule that the 
  shamans exist, and Sarimarcus vows to protect and uphold the 
  natural laws of the forest. 
  Gillet signals the villagers and characters to dance to the 
  rhythm of Coffa’s and Sarimarcus’s chants. A ring forms about 
  the entranced pair as people laugh and sway to the alternating 
  voices. 
  The Crusaders Attack 
  It is during Sarimarcus’s initiation that Hagen and his men, 
  under cover of the woods, surround the hall on the Hill. Hagen 
  sends Roland to the building to spy on activities within. Roland 
  sneaks up to the broad, open doors of the hall and peeks inside. 
  Even though naive about matters of magic, he knows a pagan 
  affair when he sees one, especially one of such passion. Char- 
  acters have a chance of spotting Roland. A contest stress roll is 
  required: Roland’s Dexterity + Stealth versus the characters’ 
  Perception + Scan. If the characters Botch they miss Roland 
  entirely and are in turn recognized by Roland, who returns to 
  Hagen to inform him that pagans, and his former cellmates, are 
  within the hall. If Roland Botches he stumbles and makes his 
  presence known to all characters. 
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  Hagen’s position is such that he can see Roland at all times, 
  so if Roland disappears or is attacked, Hagen signals his men to 
  charge the hilltop. If Roland returns with news of the event 
  within, Hagen signals the same charge, ready to deal death to 
  pagans. 
  Characters with acute senses might be forewarned of the 
  charging soldiers (Perception + Alertness, Premonitions, or 
  any other appropriate Ability stress roll of 8+). Otherwise, 
  characters are taken as much by surprise as the villagers. Even 
  if characters are alerted to trouble, the villagers are slow to 
  respond to any warning. They are so caught up in their 
  festivities that they don’t hear or don’t understand the charac- 
  ters until the crusaders have arrived at the hall doors and begun 
  killing. 
  There are as many crusaders in the attack as you deem 
  appropriate. A reasonable number is 10 for every character 
  attending the festivities. They are led right into the hall by 
  Hagen, still on horseback (the doors and ceiling are high 
  enough to accommodate him). Hagen barks orders at his men 
  to block the doors and kill everyone. In particular he singles out 
  Gillet, Coffa, Sarimarcus, and the characters whom he has met 
  before. Many villagers are put to the sword as they attempt to 
  flee the hall. Many more are killed before they get a chance to 
  move. The crusaders make no concessions for men, women, or 
  children. As Gillet is a defenseless old man, he is quickly killed. 
  Sarimarcus and Coffa, still locked in their trance, are also 
  defenseless. Sarimarcus is killed first, if not by sword stroke 
  then by crossbow bolt, alerting Coffa to the dangers around 
  him. Even if the characters defend Coffa and the other two, they 
  cannot contend with the onslaught of all the crusaders. 
  Coffa’s Response 
  Only when Sarimarcus is slain does Coffa realize with 
  horror the events unfolding in the half-light before him. 
  However, it is too late for Coffa to use any of his major powers 
  before being slain himself. While he can, Coffa commands tree 
  roots to burst from the ground. They drag Sarimarcus’s 
  murderers down into the mound and entangle others, wrap- 
  ping around legs with lightning speed. The wooden weapons 
  (like spears and axe handles) of the crusaders also warp and 
  twist, rendering them useless. Branches whip at soldiers’ faces, 
  blinding and forcing some to flee madly into the woods. 
  However, Coffa does not survive for long (maybe three or four 
  combat Rounds) before being felled by several crossbow bolts. 
  When Coffa is killed the enchantment of his hall is broken. 
  Roots and branches under his command wither and die. 
  Weapons warped into uselessness return to normal shape. 
  Ultimately, the hall vanishes and everyone in or around it is 
  dropped out of the regio. In fact, the regio now ceases to exist. 
  Everyone on the site finds themselves back in. the mundane 
  world. The great oak is now ugly and gnarled and the shack that 
  represented Coffa’s hall has collapsed. However, the Hill still 
  retains its Faerie Aura of six For the remainder of the night. 
  The Characters’ Reaction 
  Characters attending the festivities are allowed to respond 
  to the crusader attack in whatever way they please. They may 
  fight or flee, but are probably poorly armed and armored, and 
  are certainly outnumbered. Aside from Coffis desperate effort, 
  fighting characters pose the only opposition to the crusaders 
  and must bear nearly the full weight of the’crusaders’ assault. 
  Characters who are wounded and cannot flee are likely to 
  be killed by the crusaders. Hagen wants no prisoners, so 
  survivors found by the crusaders are killed immediately. If 
  fleeing characters want to save friends left behind they had best 
  act quickly. 
  Of course, Magus characters are still armed with their 
  spells and can try to use them. However, the Hill’s unusual 
  Faerie Aura of six seriously hampers magical efforts. 
  Regardless of what characters do, certain events must 
  happen during the crusaders’ attack. Sarimarcus, Coffa, and 
  Gillet must die. Hagen must survive, though he can certainly 
  be wounded. In fact, if Hagen is wounded his men are likely to 
  rescue and deliver him to the safety of Lacaune Castle. The 
  crusaders must also take possession of the shawl that Coffa 
  wore and intended to pass onto Sarimarcus. Hagen can pickup 
  the shawl as proof of the pagan ritual staged at the village, and 
  also as a trophy of his success at the hall. 
  If the characters are resourceful enough to drive the 
  crusaders away, the crusaders should still acquire the shawl. 
  Roland, who hides throughout the attack on the hall, might 
  grab the shawl and escape with it. He takes the shawl in a 
  gambit to please Hagen and to barter for his freedom from the 
  crusader’s service. (Shortly after that he flees Hagen’s service 
  for good.) 
  The Aftermath 
  As the characters are outclassed, outnumbered, and poorly 
  equipped, the crusaders probably win the battle. With his 
  victory Captain Hagen orders a bonfire built around the trunk 
  of the great oak- on the mundane level of the regio, of course. 
  At the fire’s center the crusaders bum the bodies of Sarimarcus, 
  Coffa, Gillet and all the slain villagers. Indeed, the dead are 
  disposed of without Christian burial, in accordance with their 
  pagan acts. As the fire rises the hollow hill itself shudders and 
  collapses, exposing the naked rock beneath. The crusaders 
  back off, leaving the fire to continue burning. Their next task 
  is to bum the village of Plaplean to the ground. 
  After destroying the Hill and village, the crusaders, prob- 
  ably still strong in number, return to Lacaune. 
  As an final note, the stag Mawredd, who resides near 
  Coffa’s hall and was once one of Cernunnos’s companions, 
  leaves the mortal realm after the destruction of the hall. 
  Mawredd was, from the beginning of Sarimarcus’s initiation 
  into the priesthood, unconvinced that the old ways would 
  return. The ancient stag therefore remained aloof from events 
  at the hall. When the crusaders attacked, Mawredd simply gave 
  up and left man’s world for the realm of Faerie. 
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  T O  THE VICTOR THE 
  . Srom 
  A few days following the assault on Horn’s Hill, even if he 
  was forced to retreat from the scene, Captain Hagen reports to 
  the Bishop’s canons at Foix. He claim to have routed a heathen 
  sect in the area and produces the homed shawl as evidence of 
  evil witchery afoot. The Captain proposes to repeat his 
  successful raid on other such dens. The canons, shocked by the 
  notion of further violence, insist that the best way to stop 
  paganism is to minister to the population. 
  The canons therefore order Hagen to build a church in 
  Plaplean as soon as possible. They believe the task will 
  concentrate the minds of the locals and the Captain upon a 
  common goal. The task is hoped to keep the Captain occupied 
  with a peaceful pursuit while simultaneously guiding the flock, 
  leading them from paganism to peaceful conversion. A church 
  will also, the canons believe, be a symbol of the Church’s 
  authority, to remind the Captain not to overstep his boundaries 
  again. (As far as the characters are concerned, the task of 
  building a church also distracts Hagen from hunting any of 
  them down, particularly those who were put on trial in Chapter 
  Two and were present at Horn’s Hill.) 
  Attaching Crusaders 
  Chamcteristics: Intelligence (unimaginative) -1, Perception 
  (unconcerned) -1, Smngth (bmwny) +2, Stamina (hearty) 4, 
  Presence (crude) -1, communication (brutal) -2, Dexterity 0, 
  Quickness (fleet-footed) +1 
  Age: 20s 
  size: 0 
  Virtues and Flaws: None 
  Abilities: Speak Fmnlush (insults) 3, Bmwl (duty tricks) 2, 
  Alertness (traps) 2, Dodge ( d e s )  3, Folk Ken (terrorizing 
  peasants) 2, Dnnlang (quickly) 4, Weapon Attack (peasants) 3, 
  Round Shield Pany (close quattets) 4, light Crossbow Attack 
  (peasants) 3, Scan (opponents) 1 
  confidence: 3 
  Reputation: Cruel (peasants) 3 
  Personality Tixiits: Bmve +2, C o d y  +2, Viaous +3, Charm- 
  ing -3 
  WeaponsandAnnor 
  .Lather Hauberk 
  Short Spear Totals (lh): First Strike +5, Attack +5, Damage +8 
  Hand Axe Totals: First Stnke +5, Attack +5, Damage +12 
  Broadsword Totals: First Strike 4, Attack +7, Damage +11 
  Light Crossbow Totals: Rate lf2, Attack +3, Damage +10 
  Round Shield Totals: Pany Defense +7 (13 Action) 
  hdm: 
  1 
  OtherCombatTotals:DodgeDef~+3 
  (9Action),Soak+7(13 
  Action), Fatigue +3. 
  After meeting with the canons the Captain returns to 
  Lacaune Castle with his trophy- the shawl-fora celebratory 
  feast. He hopes alcohol will relax the battle lust of the previous 
  night. Only after the festivities does Hagen announce the 
  crusaders’ new, disappointing mission of church construction. 
  To preserve his dignity with his new task, Hagen decides 
  to wear the captured shawl as a trophy and sign of his previous 
  success. Of course Alicia is apprised of recent events, but for the 
  moment she is more concerned about Hagen’s prize. She 
  realizes it has faerie powers but dares not take it from her son 
  for fear of breaking his spirit. She therefore comforts him and 
  secretly investigates what the shawl’s powers might be. 
  News of Hagen’s report to the canons, and their plan for a 
  church in his future, can be heard by characters in many ways. 
  Such information is only available to the characters a few days 
  after the battle on the Hill. Characters’ contacts in the Church 
  might relate it, as might survivors from Plaplean who hear a 
  proclamation of a church to be built. Characters might also 
  learn about Hagen’s report and new mission from the canons 
  themselves. Certainly Curate Ramon approaches the charac- 
  ters in the next Chapter, though an earlier meeting might be 
  arranged. Maybe the characters plant a spy among Hagen’s men 
  and even learn about Hagen’s strange obsession with wearing 
  the shawl. Ultimately, any character maintaining an affair with 
  Aliciamaylearnabout the report to thecanons, the church task, 
  and about Hagen’s behavior at Lacaune itself. 
  COUNTERATTACK 
  Though characters might want to stage a reprisal against 
  Hagen after his attack, doing so at this point is very dangerous. 
  With his success Hagen has won the respect and support of 
  crusaders in other areas of Provencal and therefore develops 
  allies abroad. If action is taken against Hagen he can call upon 
  powerful forces to strike back against the characters. A 
  counterattack is best staged after Hagen has suffered a defeat of 
  some kind, an opportunity which soon arises. 
  If the characters do plan a counterattack you might also 
  have a timely messenger arrive at the Covenant. The messenger 
  is a Redcap, maybe even Aestrius, delivering a warning from 
  Doissetep. The Praeco, Oxioun, wants a report of what 
  happened at the village of Plaplean as Doissetep’s informants 
  (spies) report that Sarimarcus was residing there. Aestrius also 
  relates that Oxioun wants the characters to remain out of 
  further crusade activities under threat of lost Covenant land 
  rights and maybe individual Wizard Wars. As a word for the 
  wise Aestrius reminds characters that, “Doissetep has spies 
  throughout the Order and even among mundanes. For you to 
  pursue plans against the crusaders now could mean your ruin. 1 
  suggestyou bideyour time. Themundanes will always be thereand 
  one day Hagen will make a mistake that you can use toyowr own 
  ends. ” 
  In the end, even if characters still plan decisive action 
  against Hagen, their efforts may be interfered with by the more 
  pressing matters of Chapter Four. 
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  Huntins the Beast 
  A short time, maybe a season or two, after the attack on 
  Plaplean, word comes to the characters from frightened villag- 
  ers. They implore the characters to investigate nighttime 
  attacks staged on livestock and some unfortunate villagers. 
  Several people report seeing a wild, homed beast stalking 
  homesteads. This mystery superficially appears unrelated to 
  the main plot. However, perhaps hoping to gain the beast’s vis, 
  or to help friends among the mundanes, the characters may 
  agree to hunt the beast. 
  The beast is actually the transformed Hagen, suffering a 
  curse put on him by the shawl he wears. The faerie spirits 
  within it are angry for Hagen’s destruction of Horn’s Hill and 
  murder of Coffa, and they torment the man by changing him 
  into a beast. Complete details on the shawl’s curse are provided 
  in Chapter Four. An encounter with Hagen in beast-form now 
  foreshadows the events yet to occur. 
  ON THE TRAIL 
  Investigating the sites where the beast was reported, the 
  characters find nothing but the hoofprints of a bipedal creature. 
  These prints are visible to any character with a Track Ability 
  score of 3+. Following any set of tracks for any distance requires 
  a Perception + Tracksimple roll of 9+, given the age of the prints 
  (anywhere from five days to two weeks old). The tracks seem 
  The Beast 
  Faerie hhght: 20 
  Vital Statistics: Size +I, Cunning (adty) +3, Perception (war>) 
  t2 (+7 for heaxing), Stnmgth (sinewy) +5, Stamina (tireless) +5, 
  ksence (bestial) 4, 
  communication (grunting) -2, Dexterity 
  (instinctive moves) +2, QLuckness (galloping stride) 4 
  Virtues and flsrws: None 
  P d t y  
  Tmits: Brave +3, Bloodthirsty +3 
  confidence: 2 
  Combat Totals: 
  Horn Totals: First Strike +8, Attack +lo, Damage +14, Pany 
  Defense+8 
  Bite Totals First Strike 4, Attack +8, Damage +8 
  Body Levels: OK, (xo, -Vl, -3, -5, incapacitated 
  Fatigue b e l s  OK, (xo, -Ul, -3, -5, Unconscious 
  Dodge Defense +8 (14Action), h k + l 3  (19 Action), Fatigue 4 
  EncumbI.anc: 0 
  Abilities Ferocity (hunted) 4 (4 to Attack and other rok of 
  Powen: None 
  Vis: 10 Muto, body 
  Reputation Killer (peasants> 1 
  mge) 
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  to move back and forthjust inside the forest treeline, suggesting 
  that the beast paced back and forth, possibly spying on a 
  homestead or flock. In each case, though, the tracks move 
  deeper into the woods and finally disappear. 
  A character making an Intelligence + Track or Intelligence 
  + Faerie Lore simple roll of 6+ might assume the tracks are those 
  of a satyr, for they are of the appropriate shape and distance of 
  stride for such a faerie. Another Intelligence + Faerie Lore roll 
  of 6+ tells a character that while it is unusual for a satyr to be out 
  hunting alone, it is not impossible. Perhaps the satyr has been 
  ostracized from his pack. 
  Regardless of characters’ tracking efforts, however, further 
  sightings of the beast fail to arise. Given the lack of results in 
  the mystery, characters are bound to lose interest eventually, 
  probably assigning a small detail of Grogs to the case to keep 
  watch on local villages. If players don’t consider this option, 
  you might suggest it to them in an apparent effort to alleviate 
  any problems they’re having. In the end a sighting will occur, 
  but if Magi characters are involved Hagen might be captured 
  prematurely, so Grogs are best suited for the sighting. 
  THE SIGHTING 
  A character (and probably a bored character) keeping 
  watch for the beast is surprised one night by a tortured scream. 
  Racing in the sounds direction, the character is horrified by the 
  sight of a creature crouching over the dead body of a villager. 
  The creature has the legs of a satyr, stag’s horns, and the head 
  of a boar. The beast’s mouth is covered with blood. 
  The character may be able to approach the beast, but only 
  with a comparison stress roll between the Grog’s Dexterity and 
  Stealth total and the beast’s Perception (+7 in hearing) and 
  Ferocity (4 + 1 for being hunted), for a total of 12. As explained 
  in the Ars Magica Second Edition supplement The Medieval 
  Bestiary, Ferocity is a score added to creatures’ rolls when their 
  wild natures are taxed. If the character Botches the beast is 
  immediately alerted to the character’s presence. If the beast 
  Botches it remains unaware of the hunter. 
  If the beast is alerted to pursuit it flees. A small vestige of 
  Hagen’s mind remains within the beast’s and demands escape 
  from the humiliation of being seen. If a character is fast, quiet, 
  or lucky he or she may be able to attack the beast, but Hagen is 
  not likely to be badly hurt. Once injured the beast again escapes 
  immediately. 
  Any mark or wound delivered to the beast remains in like 
  shape upon Hagen when he changes back into human form. 
  Alicia uses her Chirurgy skill to heal any major wounds, 
  although she does not understand where Hagen gets such 
  wounds and he refuses to explain. 
  Characters trying to chase Hagen must make comparison 
  stress rolls of their Quickness + Athletics (for moving through 
  a forest) versus the beast’s Quickness + Ferocity (beinghunted, 
  for a total of 9). A roll is made for every Round of the chase. The 
  side that accumulates a total of five points over the other party 
  either catches or escapes the other. A Botch from either party 
  means tripping and being caught or losing the beast entirely. If 
  the beast is caught, it fights its way out of custody, which 
  shouldn’t be a problem given the limited number of opponents. 
  Each party must make one Fatigue roll for each Quickness roll 
  of the chase. Successive loss of Fatigue Levels penalizes a 
  party’s ability to keep moving. If a Fatigue roll Botches, two 
  Short-Term Levels are lost. The Ease Factor for all Fatigue rolls 
  is six. 
  If characters follow the beast’s fresh tracks they must make 
  Perception + Track stress rolls of 8+. Three such rolls are 
  required. On a Botch the track is lost entirely. Although 
  characters might successfully follow the track they eventually 
  lose it. Hagen retains enough of his mind to move down a 
  stream and thus eliminate tracks. 
  Thus, though characters don’t catch the beast now, they 
  know something is out there. When, in later Chapters, the 
  beast turns out to be Hagen, the characters’ lives come full 
  circle. 
  The chase also involves Short-Term Fatigue stress rolls. . 
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  laplmn lay stark and dmd d e r  the blank blue sky. Unobtrusivdg so as not to 
  attract the A@sw’ attention, Tyler clutched the small w d e n  cross tht h u e  
  about his m k  Z scent OF decay h u e  in the still a i r . Z  unnatural srowth which 
  blifbted the valley was at its s t r q e s t  here. T d r i k  oF ivy and uimsr@ped 
  cottqgs and barns the way the haken oFl?orthn’s tales was said tosrasp ships. Tyler h l F -  
  e x p t e d  the buildinfs to be pulled down into the mvh at any tim. He prayed tht, should tk 
  &&nent be nifh, his truck with f i d s  not be held asainst his soul. 
  fiends such asfdk ‘ C h  gay-robed Maus was truly in his element, For scattered throab- 
  out the broken stom wre corpes oFall strips. Masons, f3raba1yons and laborers alike lay 
  locked in dmth, impled on tree limbs and roots. J t  was as iFsom enormous shrike h d  left its 
  prey here to rot. Z G r a s  stdiowly ifnored him as he Aitted fiom body to bodg proddiw, 
  pihehie and otherwise defilie Godk work 
  lh skeleton OF the halF-finished church stared down upon the srisl y scene like a dark shep 
  herd So oversrown with weeds was it that it hrdly resembled a tbinf w o a h t  by man. even 
  the powr OF God seemed helpless &Fore the Forest3 onslaaht - Tyler quick1 y put such 
  blasphenwus tho@ws fiom his soul, prayim For Forsivemss. Z turpitde oFhis employers 
  was inFwtiw him. 
  from the corm oFhis eye Tyler caaht aflimmw oFmotion. 4 twiktedshpe hurled its& 
  fiom the ruins atfelk as the M6us stooped over his sutyects. Tyler interposed himelF be- 
  twemfelix and the erstwhile assailant. &/ the timfelk turned, the G r a  had already S r i p d  
  and pinned the m n  - For m n  it was, albeit so decrepit and emaciated as to barel y be r e c a n k  
  able as such. Zhe fiotbiG lip, surrounded by a scrasfly and obviously Lice-inFmed h r c j  
  fibbered at the Mpfus in an unknown toma?. 
  . 
  and tht in TylerQr@. 
  scrawng ras-clad fiam w i t k d  this way 
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  felk stood and scrutinized tk captive. 
  "Writ h v e  w here - and w h t  uncouth 
  tonfw d m  it spmkp’ Z captive continued 
  to shriek andfibber. ‘Be silent, ” tk Meus 
  muttered, andspoke a few bizarre syllables. 
  The stench of dmthfrew stronfer still and 
  z r / l ~  
  ~ T W W  that felk had evoked msic. He 
  shuddered and tried to stay calm. 
  Z captive continwd to mil in his maqp 
  tonfw? butfelix now appmred to be li‘eninf 
  to him. ‘‘&h~. 
  . .yes.. .not swprisins, ” tk Masus 
  muttered ‘ T h y . .  .who do you m
  n
   
  by ‘ t h y ?  
  &,7 
  see? “felix continwd He then twmd to 
  Tyler. ‘Zk fool is use1ess~”k wid “fielmse 
  him. ” 
  Glad to be rid of the rnadmn? Tyler twmd 
  him loose. 4 d m t e d s r i n  on his face? tk 
  rnan ran to tk m r e s t  corpse and befan to 
  stroke it lovinfly.. . 
  summary 
  This Chapter details the effects of the curse of Cernunnos, 
  and the attempts of the characters to discover ways to end it. 
  During this Chapter the cursed Hagen grows steadily insane. 
  Chapter Four should primarily be used to build suspense for 
  Chapter Five. The growth of faerie forests and the coming of 
  the crusade should, by the end of this short Chapter, goad the 
  characters into resolving tensions with the faeries and con- 
  fronting Hagen for the last time. 
  The events of this Chapter occur shortly after those of the 
  last Chapter, maybe within a Season or two. However, the 
  events of Chapter Four can be spread out over a long period as 
  characters become fully aware of the damage the attack on 
  Horn’s Hill has caused. Ideally, events of Chapter Four can be 
  integrated into stories of your own creation, outside the estab- 
  lished plot of this Saga. 
  KesuCts OF 
  Destruction 
  Though the canons of Foix mean well, their plan to have 
  a church built in the ruined village of Plaplean only backfires. 
  True, villagers who survived the crusaders’ attack eventually 
  return to their burned and ransacked homes. True, they try to 
  rebuild their homes and bury their dead. However, thevillagers 
  cannot justify the building of a church among them. They feel 
  the Church has done them wrong and agree that Church 
  money should go toward rebuilding peasant lives, not to the 
  construction of yet another stone monument. Thus, the people 
  of Plaplean see the new church as a symbol of uncaring Roman 
  authority, and are driven further from Church loyalty. 
  THE CURSE 
  As if anger against the Church isn’t problem enough, the 
  death of Coffa only brings about further hardship. Without 
  Coffa, the living embodiment of Cernunnos’s memory, the 
  people of the Val du Bosque forget Cernunnos. Without the 
  deity’s memory, infertility sweeps the land. Within the space 
  of one Season, the men, women, and animals of the valley are 
  stricken incapable of producing young. Likewise, fields go 
  barren. 
  The curse of Cernunnos does not end there, though. It 
  affects the individuals directly involved in the death of Coffa. 
  This means all the villagers of Plaplean, the Brabancon soldiers 
  who attacked the Hill, and all the characters who were present 
  at the attack are individually cursed. Yes, the vengeance of 
  Cernunnos is harsh and somewhat arbitrary. At least there’s 
  some justice: as the leader of the crusaders and thief of Coffa’s 
  shawl, Hagen is doubly cursed, as alluded to at the end of 
  Chapter Three and expanded upon here in Chapter Four. 
  The curse felt by individuals affects the strengths and 
  virility of its victims, and is the equivalent of the -4 Flaw, Curse 
  (see the Supernatural Virtues and Flaws lists in the Ars Magica 
  rules). At important moments - 
  such as at desperate times in 
  combat - 
  curse victims become weakened or exhausted. 
  Unless a Stamina stress roll of 7+ is made, a victim au tomatically 
  loses three Strength points and temporarily drops one Long- 
  Term Fatigue Level. Lost Strength is regained when the lost 
  Fatigue Level is regained. If the Stamina roll is Botched, the 
  victim is also stricken permanently infertile. Any male creature 
  touched by an infertile curse victim is in turn stricken infertile 
  for one year. Even if the curse victim is successful on the 
  Stamina roll, a Short-Term Fatigue Level is temporarily lost. 
  Intellego Vim or Corporem magic of Level 10 or higher 
  may divine the origins of the curse. If the characters realize 
  from whence the curse originates, they may attempt to use 
  magic to lift it. The infertility aspect of the curse is virtually 
  impossible to break with Hermetic magic, for it stems from 
  ancient, natural faerie powers. Those powers are not only great 
  in themselves but particularly great in matters of fertility and 
  vengeance. The weakening effects of the curse (i.e., Strength 
  and Fatigue losses) can be counteracted by a Perdo Vim spell 
  of Level 30+. Counteracting this aspect of the curse requires 
  devoting lab time to the creation of an appropriate spell (Ars 
  Magica, p.239), or the creation of a Spontaneous spell. De- 
  pending on how high the Magi’s Lab Totals are, creation of this 
  spell might be impossible, or might take a long time. 
  Depending on how nasty you’re feeling, you might make 
  the characters suffer under the effects of the curse for a long 
  time, maybe even permanently. However, the characters are 
  free to seek aid from fellow Magi of greater power. A foreign 
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  To avenge themselves upon the mortal world, the faeries 
  V
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  CHAPTERFOUR 
  Magus could invent the spell characters need. Unfortunately, 
  Y 
  asking for the valuable lab time of another Magus puts the of the Val du Bosque expand their forests over the next few 
  characters deeply in debt, assuming the characters have an ally months. This expansion results in an alarming loss of vital 
  capable of creating the needed spell. Payment of the characters’ farmland; the forests even encroach upon the characters’ 
  debt may well provide the impetus for another story. 
  Covenant. 
  Though characters’ limited magical powers might not be 
  very effective against the curse of Cernunnos, the Covenant’s 
  Aura and the Magi’s powers do have one benefit. These powers 
  allow all characters to retain memory of Cernunnos. While the 
  peasants of the Val du Bosque forget the ancient deity, the 
  characters do not and may work to restore Coffa’s memory and 
  life. 
  THE GROWTH OF THE 
  FOREST 
  In terms of more immediate effects, the masons and 
  Brabancons building Plaplean’s church are caught up in the 
  enchantment. The villagers find them dead at their work, 
  entwined in plant growth. Many villagers flee Plaplean, spread- 
  ing rumors that it is a cursed and ruined place. None of the 
  villagers that remain in their homes willingly enter the half- 
  constructed churchyard. 
  c 
  EFFECTS ON THE 
  COVENANT 
  Any problems with faerie powers the characters already 
  The incursion of the forest on mundane and Divine lands 
  face in the Val du Bosque only intensify with the construction is seen by many members of the Provencal Tribunal as a sign 
  of the church in Plaplean. The faeries of the valley hear of 
  that faeries are trying to destroy the decadence of the Domin- 
  Coffa’s death from the valley’s animals. Naturally, the faeries ion. Some, particularly those of House Merinita, see this as a 
  are irate, but when masons, brought by Hagen from Foix to joyous tiding, although none publicly claim Cernunnos should 
  work in Plaplean, unwittingly make use of stone from the site replace Christ. 
  of Horn’s Hill, the faeries vent their wrath. 
  The precise effects of the forests’ spread toward the char- 
  acters’ Covenant is up to you, based on the nature of your 
  Covenant. In general, covenfolk suddenly discover the lands 
  around the Covenant covered with oaksaplings. No more than 
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  two or three feet high at first, these trees grow larger in a matter 
  of a few weeks. The saplings are deeply rooted and, if tugged, 
  prefer to give up their bark rather than their grip on the earth. 
  Also note that destruction of saplings is taken into consider- 
  ation by local faeries. Trees that grow thereafter grow much 
  more quickly and move deeper into Covenant territory until 
  saplings, at the forefront of the forest wave, actually creep up 
  through the mortar of Covenant floors. 
  Investigation of other lands in the Val du Bosque reveals 
  similar forest growth, with tall trees growing beyond former 
  forest boundaries, and thousands of saplings sprouting up 
  some distance from old boundaries. Continued growth prom- 
  ises to turn all the Val du Bosque into a tremendous wood. 
  If Magi use the spell Converse with Plants and Trees (InHe 
  25) on the forest, they hear only a faint but steady chanting 
  sound. If anybody dares to use the infamous spell Treading the 
  Ashen Path (PeHe 30) against the growth, the faeries strike back 
  with a fury. Trees destroyed grow back overnight and tree 
  growth at characters’ Covenant is increased tenfold. Maybe the 
  Covenant’s very Magical Aura is reduced by an increasing 
  Faerie Aura! 
  Indeed, the characters’ Covenant can feel the effects of tree 
  growth in many ways. Here are some ideas on how it might: 
  Local villages, which provide the Covenant with mun- 
  dane supplies, struggle to survive. Fields left fallow become 
  overgrown with scrub, and those planted with crops are 
  strangled by weeds. Crops this year will be scarce, if they can 
  be harvested at all. With their fields ruined many villagers turn 
  to vagabondage, perhaps seeking shelter on Covenant lands if 
  those lands seem more hospitable. In the end this means 
  characters’ mundane supplies are lost. 
  Trees sprouting through Covenant stone might cause 
  leaks in storerooms and subterranean Covenant levels, de- 
  stroying supplies and food. 
  Unnatural tree growth convinces some Church officials 
  that vile magicks are being performed in the Val du Bosque, 
  bringing the crusade there en masse. 
  Requests for an impromptu Tribunal meeting to solve 
  the valley’s problem are refused. Magi are too busy dealing with 
  the effects of forest growth at their own Covenants to waste time 
  in petty bickering. This leaves the characters relatively on their 
  Vis sources might be jeopardized if already located in a 
  forest, becoming well-nigh inaccessible. Alternately, vis sup- 
  plies formerly outside the forest might be ruined by sudden 
  forest expansion. 
  With all these problems arising, characters have little 
  choice but to try and solve the forest problem. However, that 
  leaves little time for dealing with Hagen. The characters have 
  to decide what is more important to them, imminent destruc- 
  tion or vengeful satisfaction. If the characters are clever, they 
  might realize that the two problems can be dealt with at one 
  OWn. 
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  time. However, that’s a matter of concern for Chapter Five. 
  Chapter Four simply describes events that culminate toward 
  this Saga’s climax. 
  HAGEN’S 
  MADNESS 
  While the Val du Bosque’s forests are growing, and char- 
  acters are occupied with that problem, Captain Hagen grows 
  more paranoid and introverted. Alicia’s “lover” may notice a 
  change in the man during clandestine journeys to Lacaune 
  Castle. Hagen’s madness can also be related by any spy planted 
  among the crusaders, or by a Magus using magic to spy on 
  Hagen. 
  Not only has Hagen become infertile but he often wakes up 
  in the middle of the night haunted by visions of a homed 
  woodland apparition. In truth, these are dreams of his trans- 
  formation into a nocturnal beast, in which form he scours the 
  land in search of victims. 
  Hagen also has nightmares of Celtic headhunters. He sees 
  human heads fastened to the gates of his castle. He often shocks 
  Alicia, his men, and Alicia’s lover by screaming out loud in the 
  feasting hall, when he sees hallucinations of Sarimarcus’s 
  bloody head on the table. 
  These dreams, visions, and transformations are brought 
  upon Hagen by the curse of Cernunnos and the shawl Hagen 
  possesses. He is slowly, painfully, being driven mad. He tells 
  Alicia about his visions. She implores him to give her the shawl 
  so it cannot affect him but he refuses to give it up, becoming 
  violent when she tries to take it. Hagen’s spy, Roland, has also 
  vanished, a mystery which adds to the Captain’s fears. (Actu- 
  ally, after the attack on Horn’s Hill and the ensuing tree growth, 
  Roland decided to flee the valley altogether. He doesn’t get far, 
  though, as is seen in Chapter Five.) 
  HAGEN’S 
  PUBLIC 
  CONFESSION 
  Hagen believes his &ions are omens of his own impend- 
  ing death, which in a sense they are. He therefore resolves to 
  confess his sinful dreams to Brother Simon de Casse at a public 
  confession in Foix. Public confessions are the original basis for 
  Christian penance. The penitent kneels down in front of a 
  congregation of “those dear to God,” and beseeches “all brethren 
  to be my ambassadors, to hear my deprecatory supplication before 
  God.” Many commoners, the characters perhaps among them, 
  are in the public gallery to witness this bizarre and entertaining 
  confession. Hagen is absolved of his sins and pays a small 
  donation of atonement to Brother Simon and the other priests. 
  With this confession rumors soon spread through the Val 
  du Bosque that Hagen is mad. If characters are not present in 
  Foix to witness Hagen’s confession (maybe they’re there to 
  acquire other sources of mundane supplies), they hear tales of 
  the scene on a Communication + Folk Ken simple roll of 4+, 
  assuming they have any contact with mundane relations. 
  Madness and the Mercenaries 
  Hagen’s behavior also has a distinct, adverse effect on his 
  men. They leave him in the castle to himself, to his mutterings 
  and fitful sleeps. Indeed, the group’s crusading activities 
  decline to nothing, and without active leadership and the 
  profits thereof, some mercenaries desert. Those that remain 
  become slovenly and lax. Ultimately, Alicia takes control of the 
  castle, becoming a true chatelaine. However, some soldiers 
  cannot come to terms with female leadership and even more 
  desert. 
  Characters could meet such out-of-work soldiers and gain 
  information from them. Grogs from the characters’ Covenant 
  may well meet them in taverns and learn about Hagen from the 
  mercenaries’ drunken, disgruntled mumblings. Perhaps mer- 
  cenaries formerly under Hagen are even willing to work for the 
  characters as covenfolk. They are undisciplined Grogs but 
  make up for their shortcomings with ruthlessness in battle. 
  Such Grogs might also know of the secret entrance into 
  Lacaune (see Chapter Five), the one Godfroi de Ferrers, from 
  Chapter One, knows of. If Godfroi has since died or left the 
  Covenant, these new Grogs can take his place in furthering the 
  Saga’s development. 
  The End of Madness 
  In the late stages of his madness Hagen’s mind and body 
  regularly transform into those of a carnivorous beast. Against 
  Hagen’s will, his instincts become those of a predator and he 
  nightly prowls the woods of Lacaune, returning unseen before. 
  dawn. His shapechanging is not quite instantaneous, taking a 
  combat Round to occur. The transformation happens as often 
  as you deem appropriate. Bear in mind that Hagen is gradually 
  becoming more and more bestial. 
  Characters can learn of renewed sightings of the familiar 
  beast from different villagers or other contacts. The growth of 
  the trees and resulting displacement of commoners and herds 
  makes an ideal hunting ground for the beast. 
  Depending on how you want events to develop in the Saga 
  at this point, and depending on how much free time characters 
  have, you can stage several small stories during which charac- 
  ters see or meet the beast. As before, encounters with the beast 
  are best stagedwith non-magical characters, both for reasons of 
  drama and story continuity. In the end, though, the characters 
  should only face Hagedthe beast in the final Chapter of the 
  Saga, so rendezvous between characters and the beast at this 
  point are best kept small in scope, maybe as a subplot involving 
  the first character who met the beast. 
  Taking control of Lacaune Castle with the recent decline 
  of her son, Alicia realizes the danger posed to the fortress. With 
  crusade activities dwindling and the guard deserting, Alicia 
  recognizes that defensive reinforcements are needed to protect 
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  the castle, not only from Cathar supporters and Magi of 
  Hemes, but from simple peasants outraged at the atrocities 
  committed by the crusaders. 
  Alicia thus places Phantasmal Fire (CrIm 15) spells at the 
  base of each of the castle’s towers (as located on the Lacaune 
  Castle maps). She also makes sure at least two men are posted 
  on each of the castle’s five outer towers, five men in the 
  barbican, 10 men in the central tower, and the latter half of the 
  remaining 50-man detachment in the main barracks. The 
  magical fires “burn” constantly, allowing guards to see by night 
  and stay alert for intruders. The fires can also be seen at night 
  from miles around, giving the castle a sinister reputation 
  among the surrounding mundanes. Alicia even orders the 
  storm drains under the castle inspected, via the grille covers 
  beneath each tower. However, the mercenaries are reluctant to 
  give more than a cursory inspection to such filthy places, and 
  the secret entrance remains undiscovered. 
  Alicia’s greatest fear lies in her son’s madness. She is 
  heedful of his dreams, and fears the spread of the valley’s forests 
  is a faerie attack upon her, which it is. 
  Ramon’s Request 
  After the attack on Horn’s Hill, characters are probably 
  busy trying to remedy damage caused by the crusaders, and 
  undoubtedly return to Plaplean at some point. As previously 
  stated, use of magic to detect the source of recent infertility and 
  forest spread indicates Plaplean and the ruined Horn’s Hill. 
  Returning to the razedvillage, characters discover the half-built 
  church and the dead men scattered among its stones. They also 
  meet the survivors of Gillet’s family and find inspiration to 
  appease faerie powers. However, for whatever reasons, charac- 
  ters might not return to Plaplean. In that case they are 
  motivated to do so by the requests, and maybe prodding, of 
  Canon Ramon dUverre. 
  Although a dedicated Christian, Canon Ramon d’Uverre 
  acknowledges the existence of pagan and faerie powers in the 
  world. He is convinced that the Divinities will one day rid the 
  world of these blights, but for now Ramon recognizes that he 
  and the Church currently have limited power against faeries 
  and the pagan. For him, proof of this belief lies in the 
  destruction that has followed the attack on Plaplean. Ramon 
  has heard and suspects that the forests are growing as a faerie 
  reprisal for the ruin of the pagan ceremony. To avoid further 
  destruction, and to ease the valley’s terrible plight, Ramon 
  decides that people experienced in pagan matters should be 
  consulted, for the greater good. Canon d’Uverre therefore 
  turns to the characters for help. He chooses the characters 
  because he has learned that their Covenant lies on Church 
  lands, and if the characters cannot be persuaded to help out, 
  then they can be threatened to. 
  Ramon d’uverre arrives at the Covenant alone, on horse- 
  back. (He comes alone to avoid suspicion in the Church and 
  unwanted attention from the Bishop of Foix.) Ramon’s horse 
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  CHAPTERFOUR 
  c
  wears a long caparison, with a coat of arms emblazoned upon 
  it. W e n  confronted by Grogs, he requests an audience with 
  the “astrologers,” or whatever other term the characters use to 
  identify themselves. He exchanges greetings, smiles cordially, 
  and behaves with apparent meekness. 
  Gettingdown to business, the canon explains: “Ibelieve the 
  church has lost the support of the people in this region. Thefoul 
  plight that has stricken us turns the people’s minds to selfishness 
  and selfpity rather than faith in God. They apparently seek to 
  supplicate pagan spirits ofthe earth, to renew their crops and stop 
  this infernal spread ofthe wood. Ofcourse, such action only damns 
  their souls to Hell. 
  Though a man ofGod, lam not entirely blind to certain spirits 
  at work in the world. I have seen enough to know that pagan 
  followings still exist, and thatfaith in them lends power. Though 
  we try to lead common folk, yourselves included, from these 
  spirits, the Church cannot always succeed. With recent events, I 
  fear this misfortune is particularly true here. 
  Thus, I have come toyour door with arms open. The Church 
  requires the sewices ofyour unique understanding. I have heard 
  from some people that you are learned in the ways of the wild and 
  might put a halt to theforests’ spread and the death which curses 
  us. 
  I havealso heardfrom rnyflock that our illfate only arose with 
  Captain Hagen’s action against the people of Plaplean. Though I 
  do not condone his deeds, nor the deeds of the villagers, I believe 
  conflicting values must be put aside to save us all. I therefore ash 
  that you seek out the trouble born in Plaplean and put a stop to it 
  - 
  iJnot in the name ofGod then in the name ofwhatever virtuous 
  human ethic you put credence in. ’’ 
  In terms of further information, Ramon suggests that 
  Hagen is mad. When DUverre questioned Hagen about his 
  activities at Plaplean, the captain was evasive about what 
  destruction had been caused and was even oblivious to some 
  questions. He further explains that when heapproached Hagen 
  again, this time at Lacaune itself, Hagen had regressed even 
  further, and was now completely oblivious to questions. Ramon 
  adds, “All Hagen could put his mind to was a ridiculous set of 
  antlers worn on his head. His mothersaid she knew nothing ofthe 
  aJair. ” 
  There are many reasons for the characters to look into the 
  recent infertility and growth of the forest, not least because 
  Ramon is their mundane “landlord” and asks them to do so. 
  However, if the characters refuse Ramon’s appeal, he warns, “I 
  I 
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  remind you ofwhereyour home stands. If1 were to make it known 
  to other crusader captains that pagans had infringed upon Church 
  lands, they wouldfall upon you likejies to untended milk. ” 
  Journeymg to 
  It doesn’t take much to realize why the forest is growing 
  and the rest of the Val du Bosque is dying. The growth and 
  death began shortly after the death of Coffa. For whatever 
  reasons, the characters should by now be thinking of going to 
  Plaplean to learn how to save the valley. 
  On the way to Plaplean, the characters undoubtedly pass 
  through its neighbors, like the villages of Armicstat or Siernami. 
  Many refugees from Plaplean, who fled when the massacre was 
  staged, dwell with relatives in these outlying villages. Some 
  may warn characters not to enter Plaplean. They claim it is, “a 
  cursed place where only tormenting spirits tread, commanding the 
  damned woods to swallow everything. They mean to rob us of 
  everything, including our own young! ’Twas all brought upon us 
  by the damned crusaders and their Hell-sent hatred.” 
  Such warning words from superstitious villagers should 
  build suspense for characters approaching ,Plaplean, perhaps 
  even frightening characters equally sensitive to superstition. 
  To the villagers the faeries represent all the fearful amorality 
  and savagery of the villagers’ ancestors. The faeries are still 
  revered as dangerous and capricious forces of nature, but their 
  worship, via Coffa, has ceased and been forgotten. 
  Plaplean 
  The characters proceed to Plaplean to find the half-built 
  ruins of the church, the area which remaining villagers refuse 
  to enter. (Indeed, those still around remain hidden in their 
  homes with doors latched and pitchforks at the ready.) The 
  church site is overgrown with foliage, even more so than the 
  rest of the village. Perceptive characters may recognize the 
  stone used in the church’s construction. Characters may make 
  Perception + Masonry Craft Skill simple rolls of 6+ to realize 
  that the stone comes from Horn’s Hill; it has the rough, pitted 
  quality of the stone there. 
  Alarge wooden cross towers over the church rubble. It was 
  planted there to bless the construction and form a temporary 
  place of worship. In darker shadows can be found (Perception 
  + Scan simple roll of 4+) the corpses of the masons and 
  Brabancons who died constructing the church. Branches and 
  roots impale the bodies. The workers’ iron axes, claw tools, 
  boasters, drags, picks, and punches all lie discarded among the 
  weeds. Their faces of the workers, though pitted and decayed, 
  maintain the sublime expressions they bore when the people 
  hed. Around the bodies, half-carved pieces of Gothic masonry 
  jut from the ivy and nettles. 
  Gerald of Auchen 
  Characteristics: Intelligence (mad) -3, Perception (ob- 
  sessedwith bodies) -2, Strength (insane power) +2, Stamina 
  (neglected body) -2, Presence (ragged appearance) -2, 
  Communication (blathering) -2, Dexterity (precise) +1, 
  Quickness (doddering) -3 
  Age: 22 
  size: 0 
  Virtues and Flaws: None 
  Abilities: Speak Frankish (terms of horror) 4, Brawl (to 
  flee) 3, Alertness (faeries) 3, Dodge (branches) 3, Drinking 
  (massive quantities) 2, Craft (gardening) 6, Faerie Lore 
  (terrifylng knowledge) 2 
  confidence: 0 
  Reputation: None 
  P d t y  Tiits: Dismcted +3, Bme -3, Obsessed with 
  Faeries 4 
  Weapons and Armor None 
  Encumbr;mce:O 
  Other CombatTotak DodgeDefense+O (6Action),Soak-2 (4 
  Action), Fatipe -2 
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  w 
  MAD GERALD 
  Pottering about amid the masonry is Gerald. Gerald is a 
  gaunt hermit-like man, sporting a long wispy beard and long 
  hair. He wears a leather jerkin and pantaloons. His nose is very 
  small and his eyes have a permanent stare. His teeth are rotten 
  and his face warty. 
  Gerald was one of Hagen’s sergeants and narrowly sur- 
  vived death during the attack on Horn’s Hill. He was left behind 
  by the captain to supervise the building of the church. When 
  the faeries discovered Coffa dead they mourned for him. 
  Gerald can recount this sight to the characters. He explains, 
  “They was all weepin’and larnentin’for their lost soul. They cried 
  out and beat the ground with their hands an’feet. Twas then that 
  they turned on us, defmeless afore their cham. Theforest itse2f 
  leapt fonvard and hilledeveryone! Oh, thatrdid not die with them! 
  They spared me only to make me see their true selves. Oh, by God, 
  ’twa terrible, terrible! ” 
  Venting their spleen over the death of Coffa, the faeries 
  were not content with the deaths of the church builders, 
  defilers of the Hill’s remains. They instead chose to drive the 
  only remaining survivor irreparably mad. That survivor is 
  Gerald. 
  In his insanity Gerald talks and cradles the rotting corpses 
  of the masons. He considers the bodies and the few standing 
  stones to be his garden. He strokes the trees that permeate the 
  area and tends to his “garden;” virtually oblivious to anything 
  the characters do. 
  Gerald’s rantings are in Frankish, and can only be under- 
  stood if characters speak that language. Roleplaying Gerald 
  should be fun for you, for not only can you slobber and act in 
  a bizarre manner, but you can give as little or as much 
  information to the players as you think they deserve, including 
  hints about things they may need to know later in the Saga. 
  FAERIES 
  AT FLAPLEAN 
  While characters are at Plaplean you might want to insert 
  an encounter with angry faeries. Such a meeting could take 
  many forms. Perhapssatyrs take it upon themselves to hunt the 
  characters, throwing spears from the woods. Perhaps they lure 
  characters away. Characters lured away can meet the others 
  later at the faerie court (see Chapter Five). Although angry at 
  mortals, the faeries are fickle, and do not pursue fleeing 
  characters for more than a few Rounds. 
  GILLET’S FAMILY 
  Searching through Plaplean, the characters may encoun- 
  ter some of the villagers still hiding there. The remaining 
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  NIGHT‘S 
  inhabitants are virtually defenseless and don’t put up much of 
  a fight, preferring to scream and run from characters, whom 
  they mistake for crusaders. 
  Among the remaining villagers are Gillet’s wife and chil- 
  dren. The family survived the crusader attack, but only ekesout 
  a meager existence now, sustaining itself on scraps of food 
  stolen from the festival remains. The family did not flee the 
  village out of some inexplicable devotion to the area. They 
  cannot remember what it is they cling to, but know that they 
  had some dedication in Plaplean, and that Gillet, the family’s 
  head, was killed for the same devotion. (Of course, this 
  devotion is their half-remembered reverence for Coffa and 
  Cernunnos. Presumably, the family’s devout faith in the past 
  allows them some semblance of memory now.) 
  Given an opportunity to overcome their fear of the char- 
  acters, the family recognizes characters as friends from the 
  festival on the Hill (although even the significance of the festival 
  is now forgotten). Once recovered, the family explains how 
  they have lived, and explain how they also remember Sarimarcus, 
  a friend of Gillet’s. If the characters fail to search the family out, 
  the characters might be spotted and recognized by the family. 
  As Sarimarcus’s friends, the characters are given his posses- 
  sions. 
  Sarimarcus had lived with the family and some of his 
  possessions still remain after the village was sacked. Most 
  important is a journal which Sarimarcus kept. The villagers 
  were amazed that a “commoner” like Sarimarcus could write at 
  News ofthe Cnnsu.de 
  If at any point the charilcters become complacent in thw 
  pnqxmtion for or opposition to the d
  e
   
  or the valleys CUM, 
  A messenger brings news that the town of Men has been 
  destroyed and its inhabitants massacred by the crusader army. 
  The htorical date of this assault is July 22nd, 1209. If that date 
  does not cormpond with your proddmg of the characters, 
  anoth~to~canbedestroyedorthedateof~en’des~~on 
  can be altered as needed. Regades of date, the massacre is 
  peqxttatedasanexample to Catha~~,so 
  that terror might spread 
  The assault creates hysteria w i h  the Provend Tribunal. 
  other members of the Order of Hermes. Smaller Covenants 
  evacuate the regionenmasse. If the cham- 
  choose to flee their 
  secret home andseek refuge inanother, larger Covenant they are 
  barredfromentry. Evencl~kendsrefusethementry. Friendly 
  cramped, and try to @e 
  chancters to retum to their own 
  home. Such is the hospitality of endangd Magi. 
  The character also have the option of fleeing Provend and 
  setting upanother Spring Covenant elsewhere, or ofseelung forest 
  hies’ aid. Regadless of what COUM the characters y e ,  
  inaction spells disaster. If they do notlung, staying in their little 
  Covenant and folhfylng it, the chamcm wdl be besieged and 
  destroyed. Only a massive amount of magic will protect the 
  Covenant from the juggernaut that approaches, and the young 
  Covenant is not kely to have such power. 
  The fate of a Spring Covenant is always precarious, and this 
  Covenant is SaTlChnched between a crusader army and a faerie 
  cme, 
  both of which wdl destroy the Covenant unless averted. 
  they can be goaded back into activity. 
  and Other citadels fallmore+. 
  Powerful Co-ts 
  seal their doors to all OUtSldeIs, including 
  Covenants claim that extra Magi would make hcillties too 
  all, but his friendship with Gillet made the otherwise suspicious 
  man acceptable. 
  Sarimarcus’s Journals 
  Reading the journals requires an Intelligence + Scribe 
  Latin simple roll of 4+. The books are written in plain language 
  as Sarimarcus bore no malice for anyone, and knew the locals 
  could not read anyway. The journals talk of a faerie court in the 
  heart of the local forest. According to the writings, Sarimarcus 
  visited the court and befriended its members, even writing 
  down the court’s location. The faeries allowed him the details 
  of how to find their court, through regio, because they trusted 
  him implicitly as Coffa’s chosen one. If characters intend to 
  seek out this faerie court, they can use the journals as a guide, 
  as the court seems difficult to find otherwise. 
  There are other means of learning about and finding the 
  faerie court, though. The villagers are afraid of strangers after 
  the crusader attack, and are afraid of the growing forest, but one 
  of them might know of a strange place in the forest, a place 
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  which could be on the mundane level of the faerie court’s regia 
  Of course, if characters think to commune with Sarimarcus’s 
  The difficult part is convincing the local to leave the safety of 
  remains earlier in the Saga, whole episodes of the Saga may be 
  home to tread the dangerous and frightening forest. 
  skipped. With the information Sarimarcus offers, the charac- 
  Alternately, the characters may use magic to speak to 
  Sarimarcus’s spirit via his ashes, which lie under the oak of the 
  Hill. As Sarimarcus did not receive a Christian burial, his spirit 
  still lingers in the world. 
  ters learn early on how to appease the angry faeries and avoid 
  the spreading forest and curse of infertility. The characters also 
  learn how to protect their Covenant from the crusade with 
  faerie help. That protection preserves the Covenant through- 
  out the crusade and that protection in itself is enough to allow 
  Sarimarcus’s spirit remembers the characters, but is tor- the Covenant to successfully mature from Spring t i  Summer. 
  mented by imprisonment between earth and the Reward (since 
  he died in service to Coffa, the magus hears the call of Arcadia). 
  Through his wailing Sarimarcus’s spirit reveals even more than 
  his journal does. The spirit implores the characters to return 
  Don’t forget, however, that Sarimarcus has the Hermetic 
  Flaw, Life-Linked Magic. Upon his death his magical items and 
  the spells he has cast fail to function any longer. 
  theshawl to the faeriesbf the wood. The spirit also explains 
  how the faeries can be bargained into protecting the characters’ 
  Covenant through the remaining crusade. 
  The characters now have the means to negotiate an end to 
  the curse on the Val du Bosque. All they need do is face the 
  faerie court near Plaplean, which in turn leads to a final 
  confrontation with Captain Hagen. Those are subjects dealt 
  with in Chapter Five. 
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  hey were mrched aloe a path tht spontamously opened For them amoe the 
  undwsrowth. Grof, consor andh&us alike all w e  
  klpless in tk clutchs of th 
  Form fiends. &y thoehts OF escape Tyler entertaimd were qwlled by a quick 
  backwardslance at the srotesqw @ants who blocked their path fiom khhd 
  Ck shadows OF tk neur-l&htless wood were alive with tk mockins hordes oFn&btmare. 
  flittie sprites, smrled tmdstool4olk samboliig elves and a thousand others danced beFore, 
  Mind and throeh tk captives. 411 the creatures joimd voices in a bizarre chorus, s i e i i  the 
  same phrase in an unknown l a e w e  over and over and over until Tyler thoeht he wouldso 
  m d  
  Grintfroth waked aloeside him, tryins to mintain a semblance oFpoise and &nore the 
  tauntie wood-imps. ‘;2lilord;71’ Tyler addressed the /tlafus. 
  Grintfroth’s k u d  swiveled to Face him. “Ves?* 
  the ;2lasus asked impatiently. 
  Tyler swallowd “Mat say the,?,’ 
  Grintfroth s&hed ‘They take us to their rulers, there to be judfed ”he said 
  m e r  perhps a qmrtw-how more, tk patb opened into a br&ht and sunnyslade. In tk 
  midst OF the &de a motley assortment OF h i e s  sat, swveyiig the mwcomrs with s w m  
  dispassion. Despite bimelt Tyler was awestruck 6y tk central fisure. Such beauty was swely 
  not that OF earth - the 1 0 6  red h i r  cascadins over smooth shoulders, fiarnie tk delicately- 
  Fatwed Face; the litk Form scarcely concealed by a diaphanoussown. Tyler had never seen 
  such a womn. Surely om so lovely could m
  n
   
  t
  h
   
  no harm. 
  She spoke; her voice w s  music. ‘7 am C3eri Ray be seated We consider it ill-mnmred to 
  stand ” Stw slanted to her left, her eyes rest& on a cmain tree. Tyler Followed hersam, 
  and w s  overwhelmed with a sudden chill. NalF?mbedded in the tree was the squirmins Form OF 
  Robnd the p c k .  Vines covered his mouth and limbs, but the stump OF his wist sestured 
  fiantically at the froup and his wtery eyes silently plead& For release.. . 
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  Summary 
  ~~~ 
  ~ 
  ~ 
  I 
  In this Chapter the characters take what they have learned 
  about Cernunnos’s curse and the growing forests and seek a 
  means to put both to an end. Hopefully, in the end, Hagen is 
  defeated and the characters survive to see their Covenant 
  become a Summer one, with all the allies, strengths, and 
  influence that go with that title. 
  However, this final Chapter is by no means the end of your 
  Saga. It progresses as you wish it to, and the epilogue of the 
  Chapter offers ideas on how to continue your Saga. The Ars 
  Magica supplement The Tempest picks up where this supple- 
  ment leaves off and may lead the characters and their Covenant 
  from the Summer to Autumn Seasons. 
  Gettins to the 
  jXme Court 
  Having discovered the location of the faerie court (by 
  means of Sarimarcus’s journals, a knowledgeable mundane, or 
  speaking with Sarimarcus’s spirit), the characters undoubtedly 
  set out for the place. 
  Having grown a great deal, the forest near Plaplean is 
  extremely thick. Its spread has also fostered an increase in its 
  Aura rating. The forest now has an overall Faerie Aura of three. 
  (This is a “conventional” Faerie Aura, unlike that on Horn’s 
  Hill, and thus increases spell casting rolls by one, as explained 
  on p.308 of the Ars Magica rules.) The faerie court is set several 
  miles into the wood. Travel to it is ploddingly slow and any 
  damage done to the wood is responded to in kind by faeries. 
  As the forest faeries are already incensed with mundanes, 
  characters tromping about the wood are in particular danger. 
  Characters entering the forest are almost immediately alerted 
  to the danger they’re in. On a Perception + Faerie Lore or 
  Alertness simple roll of 4+, characters hear the rustling and 
  creaking of many branches. They also hear disparate forest 
  noises which grow close and recede without rhyme or reason. 
  If characters travel through the forest with Sarimarcus’s 
  journals as a guide, or they mention Sarimarcus at all, the faeries 
  of the wood watch and listendo them with curiosity and only 
  mild suspicion. There are faerie spies throughout the forest, so 
  the journals are recognized immediately and references to 
  Sarimarcus are heard as quickly. With Sarimarcus’s help, the 
  characters discover a trail through the wood used by the 
  deceased Magus. The trail was left untouched by the enlarging 
  forest; the faeries respect the memory of Sarimarcus and leave 
  the trail as a reminder of him. 
  As Sarimarcus was a trusted friend of the faerie court, the 
  faeries simply trail the characters to see what their purpose is 
  in the forest (Faerie Sight or Perception + Scan stress roll of 8+ 
  to see hidden faeries and spies). Any word from the characters 
  , 
  about seeking out the court is immediately transmitted to the 
  King and Queen. If the characters seem inoffensive, they are 
  allowed to remain on their course to the faerie court. The faerie 
  King and Queen or more curious about these brave mortals and 
  their relationship with Sarimarcus than they are in destroying 
  the characters. 
  INDEPENDENT EFFORT 
  Characters might seek out the faerie court without the help 
  of Sarimarcus. They might, for instance, have the help of a 
  guide familiar with the forest. Of course, the characters had 
  better have the facilities to travel through faerie regio if they 
  want to get to the faerie court, for the court does not belong to 
  the mundane world. 
  Characters wandering about the forest on their own have 
  a harder time getting around than do those with Sarimarcus’s 
  help. No trail through the wood is evident, so an Intelligence 
  + Survival stress roll of 6+ is required to make any headway. Six 
  successes are required to travel the distance to the faerie court. 
  Each roll represents two hours’ travel. 
  For each Intelligence + Survival roll made, characters must 
  also make Fatigue stress rolls against an Ease Factor of 4. If a 
  roll fails, a Long-Term Fatigue Level is lost. If a Survival Roll 
  is ever Botched the Fatigue Level is lost automatically. If a 
  Fatigue check is ever Botched, two Long-Term Levels are lost. 
  As long as the characters don’t act excessively abusive to 
  the forest, they are allowed to maintain their course. As before, 
  word of the characters’ activities gets back to the faerie court, 
  and the King and Queen are curious about the characters’ 
  motives. Spotting faerie followers and spies may be accom- 
  plished by characters as described under Sarimarcus’s Help, 
  above. 
  FAERIE RESISTANCE 
  The faeries become hostile to characters when the charac- 
  ters abuse the forest, its animals, or the faeries themselves. It 
  doesn’t take muchintelligence for characters to realize that they 
  are on faerie ground, and thus at faerie mercy. It’s therefore 
  common sense to avoid building a fire, hacking maniacally at 
  dense branches, hunting, or insulting faeries. Characters 
  deduce this with an Intelligence + Faerie Lore simple roll of 3+. 
  The Common Sense Virtue also imparts this understanding. 
  If characters fail to heed reason and disrupt the wood, the 
  faeries take action. The faeries aren’t hostile at first, preferring 
  to lead characters astray from the faerie court. They do so by 
  confusing directions and changing landmarks. Maintaining a 
  proper sense of direction requires a Perception + Direction 
  Sense stress roll of 8+. If the roll succeeds, the characters may 
  continue with their Survival roll to make headway (as dis- 
  cussed above). Thus, a Direction Sense roll is required for each 
  Survival roll made. Once six successful Survival rolls are made 
  simultaneously with Direction Sense rolls, the characters arrive 
  at the court despite faerie efforts to confuse them. 
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  CHAPTERFIVE 
  c
  If a Direction Sense roll fails, the characters start heading 
  in the wrong direction. Only another successful Direction 
  Sense roll, made with the next Survival roll, allows characters 
  to reorient themselves. If characters get their bearings back 
  after having been lost, they have to make up for distance 
  traveled in the wrong direction. Thus, an extra Survival roll to 
  make headway to the court is required for every Direction Sense 
  roll that was failed. 
  If a total of three Direction Sense rolls are ever failed, 
  successively or not, the characters become completelylost. In 
  this case they quickly find themselves back on the outer edge 
  of the forest, having been led right out of the wood. The same 
  occurs if the characters ever Botch a Direction Sense roll. 
  While being misled, characters also suffer other indignities 
  at the hands of the faeries. Characters may grow the heads and 
  tails of asses, may flatulate uncontrollably, or may laugh 
  uncontrollably. To irritate the characters, faeries might put 
  particularly fat group members asleep, forcing their friends to 
  carry them through the thick wood. Straps and buckles might 
  also be cut, possibly inducing characters to abandon their gear 
  and even clothes. 
  FAERIE ATTACK 
  Should characters persist in being abusive to the forest, or 
  should they make threats against the faeries to leave them 
  alone, the faeries attack the characters. As many faeries strike 
  as you feel are necessary to teach the characters a lesson in 
  civility. The characters should not be decimated, only bruised. 
  The boxed inserts show faeries you may introduce as the faerie 
  attackers - 
  spriggans - 
  or simply as faerie spies - 
  sprites. 
  If the characters put up a decent fight against the faeries, 
  the faeries soon back off, disappearing into the forest. Not long 
  afterward, the next wave of attackers strikes. 
  If the faeries manage to overcome the characters, they tie 
  the characters up and carry them to the faerie court to be 
  interrogated, and possibly hlled, by the faerie King and Queen. 
  Only the characters’ claim to want to restore Coffa’s shawl may 
  sway the court’s favor, allowing the characters continued life. 
  CAPTURE 
  BY FAERIES 
  Tenacious and hostile characters are faced with a final 
  attack, during which the faeries attempt to capture the charac- 
  ters and bring them before the faerie court. The King and 
  Queen are thoroughly angry with the characters and, before 
  putting them to death, want to know what purpose the charac- 
  ters have in the forest. 
  The restraining attack staged by the faeries is completely 
  unannounced. Tree limbs and roots, grasses, and shrubs all 
  suddenly leap at and grab the characters. Meanwhile, faeries 
  dance and prance among limbs and plants, egging the forest on. 
  Only a Perception + Alertness, Herbalism, or maybe Premoni- 
  tions stress roll can foresee the attack. If any character’s 
  I 
  I 
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  sprites 
  Tiny in size-a 
  few inches tall- these faeries wear dotlung of 
  leaves and flowers. They have insect wings and sexve as messen- 
  gersandspiesforthefaerieQueen,hppeamgandappeanngat 
  will. Sprites cannot cause physical harm, but strilung a sprite 
  instantly turns the stnker to stone (Magic Resistance roll allowed 
  a@nstaPenetrationof+lO,andNaturalResis~ceStaminastress 
  mll allowed apnst an Ease Factor of 8). The only way to have a 
  character turned back kom stone is to give the sprite in pestion 
  agdt,or tomakeitapledge. Spritesenjoyreceivingbuttercupsand 
  other small flowers as $is, and appreciate pledges to plant vast, 
  untamed gadens of flowers. Alternately, Magi can cast Muto 
  T e r n  spells of kel25+ on a changed character. 
  Sprites have the power of suggestion over mortals. If a sprite 
  commands a chamcter to do some-, 
  the character f& 
  an 
  uncontrollable urge to follow through. The commanded action 
  is usually somethmg entertaining for asprite,but tmdxmmn 
  ’ gfor 
  the victim. commanded actions are never drectly harmful. 
  Sprites leave a mortal alone after thqre bored tormenting. If 
  deliveringamessageaspritealmost never interruptsitsinision for 
  mere hwlity. 
  Faerie Might: 10 
  Vital Statistics: Size-5, Intelligence (witty) +l,Perception (alert) 
  +Z,Strength(tinybdd) -5,Stamina (M) -5,Pmsence(ch1ld-I1ke 
  features) +2, Communication (broad vocabulary) +3, Dexterity 
  Virtues and Flaws: None 
  Reputatiom None 
  Pemnality Tmits: Friendly+2, Playfd +2, Bme +1, Reliable +2 
  confiden~: 3 
  Combat Totals. 
  Body Levels: OK, -5, Incapaatated 
  Fatigue kvek OK, 0, -1, -3, -5, Unconscious 
  Dodge Defense +10 (16 Action), Soak -5 (1 Action), Fatigue +6 
  Ellcux&mce: 0 
  Abilities: None 
  Points, PeIm 35), Command (Intelligence stress roll of 6+ to resist 
  suggestion; 2 Might Points, W e  30) 
  Vis: 1 Aum, wmgs 
  (gI2ceii.ll) 4, Qlllckness (flighty) +5 
  Powem: Flight (1 Might Point, M u  20), Invisibility (2 Might 
  foresight roll Botches, no one in the group realizes attack is 
  imminent; maybe the offending character distracts the senses 
  of the others by tripping. 
  While characters struggle against the attacking forest, the 
  forest attacks back. For each Round of combat beween the 
  two, each fighting or spell casting character automatically 
  suffers an attack with a Damage rating of 10, which can be 
  soaked. Armor only provides half normal Protection against 
  this Damage as branches get under steel and leather. Magi who 
  try to cast spells during the attack must make Concentration 
  stress rolls in order to cast those spells. The Ease Factor of 
  Concentration rolls is 12. For all details on Concentration rolls, 
  see the Ars Magica rules, p.180. 
  If characters stop fighting the forest the forest stops 
  fighting them. Instead, branches and roots entwine characters 
  and trees uproot themselves. The trees then slowly carry the 
  characters toward the faerie court for trial; countless faeries 
  bound alongside, laughing at, threatening, and teasing charac- 
  ters. Characters may realize that capture is the motive behind 
  the forest’s attack when faeries are heard cackling, “Seize them, 
  hold them, quiet them! Before the Queen they go! Bind them, tie 
  them, pin them! Before the King they go!” A Perception + 
  Alertness stress roll of 5+ is required by characters to hear this 
  chant. 
  Characters held and carried by the forest are virtually 
  immobile. Dexterity + Contortions stress rolls of 6+ are 
  required to attempt any action. If this roll fails, the intended 
  action cannot even be attempted. If this roll Botches, the faeries 
  and forest notice the character’s actions and the character is 
  squeezed, automatically suffering 10 points of Damage which 
  can be Soaked normally (armor still acts at halfvalue). Magi can 
  also attempt spells, but the Concentration roll discussed above 
  is still required, and spell casting rolls suffer a -5 modifier for 
  immobility. A further -5 penalty is probably imposed for use of 
  a soft voice as Magi heard making noise are squeezed. 
  Thus, if characters are beaten by the forest, or surrender, 
  they are taken to the very place they seek, the faerie court. 
  However, they are taken there under less than comfortable 
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  Sprigguns 
  Spri~formthebodyguardoftheforest‘s~~eQu~ 
  These 
  beriesareabout threefeethighanddraghugeclubsbehindthem. 
  h battle they can grow to a height of 15 feet w i h  three combat 
  Rounds. Spriggans attack b c t m  who demonstme malice 
  toward other faeries or the forest. 
  Faerie Might: 28 
  Vital Statistics: Size -2/+4*, 
  Indigence (sunple) -1, Perception 
  Presence (mottled skin) -2, Communication (slow speakes) -2, 
  Dexterity (clumsy touch) -2, Quickness (fleet-footed) +2 
  Virtues and FISMS: None 
  Reputation. None 
  Personaby Tmits: byal (to Queen) +3, Belligerent +4 
  confidence: 3 
  Combat Totah 
  Club Totals: First Stnke 4, Attack +9, Damage +15 
  Body Levels: OK, -1, -3, -5, Incapaatated 
  Fatigue Levels. OK, -1, -3, -5, Unconscious 
  Dodge Defense +7/-2 (13/4* Action), Soak 4/+8 (10/16* Ac- 
  ion), Fatigue +3 
  Encumbmce: 3 
  Abilities: None 
  Powers: Change Size (costs 5 Might Points to grow, ReCo 25) 
  Vis: 2 Muto, heart 
  * Trait score at l5foot height 
  :sleepy) -3, strength (bmwny) 4, stamina (tenacious> +3, 
  terms. The faerie court’s communication network within the 
  forest is widespread and very efficient. Anything the characters 
  have done in the forest is taken into consideration, for good or 
  ill, by the faerie court. The characters probably have to talk fast 
  to avoid being lulled. 
  It’s also possible that characters might deliver terrible pain 
  upon the faeries and forest attacking them. However, the 
  faeries are innumerable and the forest is immense so a battle of 
  attrition is bound to be hardest on the characters. The forest 
  just keeps attacking until the characters are captured. 
  The Faerie Court 
  The faerie court exists in a regio of powerful Faerie Aura, 
  resting “above” the more common forest below (which in itself 
  has a Faerie Aura of three). Those failing to enter the court’s 
  regio level can still recognize the signs of powerful supernatural 
  presence. The land under the court is depressed, with a stand 
  of birch trees near its center. The trees are significant because 
  they are the only birch in the area. 
  Characters approaching the court on Sarimarcus’s trail 
  automatically enter the court’s Faerie regio. Characters who 
  find the court’s location under their own power must have the 
  means to transport themselves into the regio level (see Entering 
  and Leaving Regio in the Ars Magica rulebook, p.338). Those 
  characters carried to the court as prisoners automatically enter 
  the regio. The court appears to prisoners as it does to characters 
  who enter freely, and the prisoners bodies are dropped before 
  the King and Queen of the glade. The Aura of the faerie court’s 
  regio is seven. 
  The faerie court is a Seelie one, set in a bowl-shaped glade. 
  At the center of the glade is a circle of rowan trees. Though 
  slender, these trees seem exceedingly ancient. The faeries of the 
  court sit on the grass around the glade, an arrangement which 
  seems informal to those accustomed to standing in noble 
  courts. 
  Some of the faeries are naked, some are clothed in human 
  fashion, both ancient and modem, but all are unarmed. The 
  faeries also seem youthful and happy. The King and Queen of 
  the court sit in the middle of the glade, beneath the branches of 
  the rowan trees. Beyond the court’s glade, faerie ladies and 
  knights can be seen strolling among the trees. 
  Flowers dot the whole glade, while forest birds and sprites 
  perch in treetops. For full effect, the ancient beauty of the scene 
  shouldbe contrasted to the atmosphere of Doissetep’s Tribunal 
  meeting, where tensions were overtly sinister rather than 
  covertly so. 
  Despite its rustic setting the faerie court radiates great 
  majesty, ruled as it is by Sidhe nobles who have existedsince the 
  world’s creation. And yet, the court’s Seelie beauty hides 
  alarming powers. In a remote comer of the beautiful glade is 
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  a tree. Bound to it is Roland, Hagen’s former spy, who was 
  captured by the faeries. Roland had tried to flee Hagen’s 
  employ, but didn’t get very far before being imprisoned again. 
  Roland is covered, and even gagged, with greenery. In- 
  deed, the tree is slowly and painfully engulfing him. When she 
  speaks with the characters the faerie Queen, Eleri, occasionally 
  glances in Roland’s direction, showing no sign of emotion. This 
  disdain for life reveals the cruelty and ruthlessness which 
  underlies her beauty. As far as Eleri is concerned, Roland’s slow 
  torture is just punishment for his crimes against Faerie. Eleri 
  perceives no irony in the contrast between Roland’s suffering 
  and the serene beauty of the flower-covered glade she resides 
  in. 
  If the characters ever attempt to aid Roland, two spriggans 
  standing watch intervene. Such action displeases the Queen 
  and makes bargaining with her all the more difficult. At the 
  same time, Roland begs to be saved and babbles about treasure 
  or any other thing which he hopes will induce characters to 
  rescue him. It’s up to the characters whether Roland is worth 
  saving. He might, after all, be useful in helping characters 
  assault Lacaune Castle, indicating where Hagen and Alicia’s 
  rooms are, or where the secret passage is. However, he knows 
  nothing of Hagen’s full madness, having left the castle before it 
  set in. 
  RECEIVING 
  THE 
  CHARACTERS 
  ~ 
  ~ 
  ~~~ 
  ~ 
  ~ 
  ~~~ 
  The King and Queen of the faeries want to know the 
  characters’ business in the forest. Not only are the characters 
  trespassers, but local humans are by no means in good standing 
  with the court. Indeed, faeries value their privacy, so the 
  characters’ intrusion is greatly resented. Keep in mind, though, 
  that faeries vary greatly in personality. Not all are entirely 
  hostile to the characters. In fact, faerie rules of hospitality 
  require that they show some civility to the characters, unless 
  the characters are or have been excessively offensive (which 
  captured characters are automatically considered). 
  When the characters arrive or are produced at court, the 
  faeries begin to melodiously murmur. Spriggan guards, at full 
  size, appear out of nowhere and block the characters’ path. The 
  murmurs cease and the guards move aside with a single gesture 
  from Queen Eleri. Characters who make Intelligence + Faerie 
  Lore simple rolls of 6+ know that it is good manners to sit on 
  the grass with the faeries, not to stand as if superior to them. 
  Eleri stares intently at the characters for a moment, a look 
  of cruel beauty on her face. She then begins to interrogate the 
  intruders. She is capable of speaking several languages and first 
  uses Celtic, Imperial Latin, Visigothic German, and Basque 
  before resorting to Provencal. If the characters can understand 
  and speak any of the languages which precede Provencal, Eleri 
  is at least impressed with the characters’ education and civility. 
  Her questioning proceeds: 
  “What foolish errand is it that brings mortals into the realm 
  of Faeriekind at a time ofwar? What need could be so great that 
  life and spirit are sacrijced so quickly? What matter could be so 
  urgent that you would disturb our peace so soon after destroying 
  one of our chosen places? What have you to say for yourselves?” 
  The characters may respond as they please. One quality of 
  the faerie court that might surprise characters used to mundane 
  courts is the equality of attendants, and freedom of speech. All 
  courtiers are invited to speak and question the characters and 
  soon do so, intrigued or angered by the characters’ responses to 
  Eleri’s questions. 
  The courtly faeries, described in the boxed inserts of this 
  Chapter, talk to or question the characters in accordance with 
  their individual personalities. Questions range from, “lf you 
  knew Sarimarcus why did you not save him and save the spirit of 
  Coffa?” to “You know magic? May we see some?” Essentially, the 
  characters are subjected to a barrage of questions which not 
  only confuses, but may also anger them. 
  THE SHAWL 
  If the characters anger the faeries by attaclung the forest or 
  insulting the court, the faeries prepare to have the characters 
  killed. The characters will be set into trees like Roland. To 
  escape this fate the characters have a few options. If they know 
  of the missing shawl they may volunteer to return it. If they 
  don’t know about the shawl, they may ask the faeries what it is 
  that will please them. After learning about the shawl the 
  characters can promise to return it, preserving the Val du 
  Bosque from further forest growth and continued death. The 
  characters can also promise to spread the word of Coffa and 
  Cernunnos, reawakening respect for the Celtic deity in the 
  valley. 
  If the characters completely fail to pursue the faeries’ 
  desires, Roland can pipe up in a desperate bid to save himself. 
  He cries out, “It’s Hagen’s hood they want! We stole itfrom that 
  accursed hill. It’s the hood. I know where it is! I can take you 
  there! ’’ The characters may pursue the shawl issue from here. 
  The faeries respond favorably to any offer to retrieve 
  Coffa’s shawl, or any offer to spread the word of Cernunnos. 
  They momentarily spare the characters’ lives to work out the 
  parameters of such offers. Not all the faeries believe the 
  characters’ intentions are sincere, and others realize that while 
  faeries always keep their word, mortals often do not. However, 
  Queen Eleri is forced to think of her people and the greater good 
  of Faerie. Though she might be irate at the characters and 
  mortals in general, she cannot afford to let Coffa’s shawl remain 
  in human hands. If the faeries can get it back and find a new 
  disciple to take responsibility for it - another Gillet or 
  Sarimarcus - the shawl will restore Coffa’s life. Eleri is 
  therefore prepared to put her trust in humans to retrieve what 
  is beyond the reach of her people. As a true sign of good faith, 
  one character might even volunteer to become the shawl’s 
  keeper, and therefore the reborn Coffa’s disciple. 
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  THE NATURE 
  OF THE 
  FACT 
  If the characters are familiar with faerie ways (Intelligence 
  + Faerie Lore simple roll of 5+), they know that once a faerie has 
  given its word, that word will be followed through to the end. 
  The same is expected in return. Thus, if the characters prbmise 
  to return the shawl to the court, they must do so or eah the 
  personal enmity of every faerie in the Val du Bosque. Only the 
  foolish jeopardize their lives by reneging, and those people 
  acquire the Background Flaw, Faerie Enmity (Ars Magica, 
  p.88). Characters breaking their agreement, even by simply 
  failing to recapture the shawl, bring faerie wrath down upon 
  themselves and others close to them. The faeries of the valley 
  declare war on the characters’ Covenant, ensuring that it of all 
  things in the valley is destroyed by the spreading forests. In fact, 
  fleeing covenfolk might even be hunted down and tortured, 
  imprisoned, or killed! If characters don’t want the fate of loved 
  ones sealed along with their own, they had best regain the 
  shawl. 
  By committing themselves wholly to the faeries, the char- 
  acters are at least entitled to make requests of the faeries. In 
  return for the shawl, the faeries are willing to return the valley’s 
  forests to their former boundaries. However, the curse of 
  Cernunnos, they say, can be lifted by no one but the deity itself, 
  or by the rebirth of Coffa. Thus, by restoring the shawl, the 
  characters automatically lift the curse of Cernunnos. 
  The characters may be content with these concessions 
  from the faerie court. However, they can push Queen Eleri 
  further, though it is dangerous to go too far. The characters can 
  solicit the faeries’ aid to preserve them from the mundane 
  crusade. This was a suggestion made by Sarimarcus back 
  during the Tribunal of 1207, a suggestion which was generally 
  dismissed by the attending Magi. However, the characters may 
  remember the suggestion and may use it now for their own 
  preservation. 
  Faerie protection of the characters’ Covenant can take 
  many forms. Each possibility has its merits and flaws, but at this 
  point the characters can’t be too choosy (and no, the faerieswill 
  not extend their protection beyond the characters’ Covenant; 
  their agreement is with the characters alone). 
  A tentacle of forest can be made to grow around the 
  character’s Covenant, encircling it in a protective barrier. 
  However, as the forest has a Faerie Aura the Covenant’s Magical 
  Aura might be disrupted somewhat. The characters therefore 
  have to consider which is more important, their Covenant’s 
  survival or their Magic Aura. Such continued growth of the 
  forest around the characters’ Covenant might also endanger 
  local mundanes, ruining their land and livelihood. Magi of 
  House Jerbiton may therefore dislike the idea, arguing against 
  it and creating Covenant turmoil. 
  If the forest around the Covenant is created in time, scouts 
  of the crusader armies become lost in such a barrier and lead 
  invading troops elsewhere, sparing the characters’ home. 
  Faerie Sympathies 
  Thoughthecharactersmaybehatedbysomeordoftheheries 
  at court, the characten can still soliat some sympathy fmm the 
  heries, and use that sympathy to their favor. Ironically enough, 
  a powerful b q p m g  ch~p held by the charaw is the culse of 
  Cemunnos. The angry deity has cursed the characters with 
  d d t y .  F ~ t y i s o f g r e a t ~ ~ ~ ~ t o ~ e n e s , m a ~ b e c a u r e  
  they cannot have children of their own. Accord~ngly, faeries 
  openly ask questions about a person’s sexual Me, or about the 
  chlldrenapersonhasreared. 
  If the faeries learn the characters themselves have become 
  infertrle, their attitude toward the characters changes completely. 
  The faeriesaresuddenly all toovdmg to let thechctmgo and 
  rem the shawl so that f d t y  maybe restored. To protect that 
  renewedfemlity,some~eriesmaywensu~estthepro~tionof 
  thecharacters’ Covenant., 
  A particularly sympathetic herie, such as Padem, may well 
  represent the charactersbefore the b g a n d  Queen. 
  The faeries can briefly transport the Covenant to 
  Faerieland. In Faerieland time passes differently than it does in 
  the physical world, and hopefully enough passes to avoid the 
  bulk of the crusade. Of course, this option runs the risk of 
  isolating the Covenant from the real world for too long. 
  However, it allows for a story or two in Arcadia as the Covenant 
  “jumps” forward in time. Of course, on returning to Mythic 
  Europe, characters have to acquaint themselves with a new 
  world. Maybe faeries in Arcadia might even grow to like the 
  Covenant building and refuse to give it back to the characters. 
  After all, the characters’ pact is with the faeries of Plaplean’s 
  wood, not the faeries of Arcadia. 
  The faeries could create a Faerie regio around the 
  Covenant, removing it from the mundane world. Strangers 
  passing by would simply move through empty countryside, 
  oblivious to the Covenant. Of course, the Faerie Aura of the 
  regio runs the risk of ruining the Magic Aura of the Covenant. 
  Also, long-term exposure to the Faerie Aura could warp 
  covenfolk. However, such an option is a valuable, subtle 
  *defense for the Covenant. 
  The faeries could appoint a guardian to the Covenant, 
  like a troll or spriggan. The troll could live in the vicinity of the 
  Covenant and chase away troublemakers. This is not a very 
  subtle approach, though, and the guardian could be hard to get 
  along with. For instance, who volunteers to feed the brute and 
  what does it eat? 
  Faeries in Court 
  There are several faeries attending court in the forest. 
  Among them are the King, Queen, and many courtiers. There 
  are also many more around, some out of sight. The most 
  important faeries are described here, but you are certainly 
  welcome to detail more as you need them. 
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  Queen Eleri 
  Faerie Might: 30 
  Vital Statistics Size 0, Intelligence (clever) +1, Perception (alert) 
  +1, Strength (thin arms) -1, Stamina (small build) -1, Presence 
  (enchanting features) +6, cmnrnunication (alluring voice) 4, 
  Dexterity (gmceful) +2, Quickness (dartmg motions) +2 
  Virtues and Flaws Leadership +3, Sensitive (to poor manrum) 
  -1, Weakness (for attractive young humans) -1 
  P d t y  Traits: Haughty +2, Friendly +3, Promiscuous +1 
  C d e n c e :  4 
  Combat Totals: 
  Body Levels: OK, 0, -1, -3, -5, Incapaatated 
  Dodge Defense +6 (12Action), sogk +8 (14Action), 
  EncumbIance: 0 
  Abilities: Alertness (human intrusion) 2, Animal Ken (easing 
  pain) 5, Charm (love) 10, Etiqyette (courtlygmes) 6, Intimida- 
  tion (intellectual) 3 
  Powem: Invisibility (1 Might Point, PeIm 35), Infatuation (5 
  Might Points, ReMe 25, victim gets Intelligence stress roll vems 
  6 or becomes enamod with Queen, gaining Enamored +3 
  Pemnality Tmit), Glamour (1 Might Point, CrIm 25, MuIm 25, 
  can mte or change an image of up to Size +2), allHertOam and 
  Reputation Benevolent (forest heries) 1 
  Fatigue nla 
  Animdspellsup to Level30 (1 Mlght Point per5 Levelsofspell) 
  Vi 10 Muto, in hair 
  King Car-Veor 
  FaerieMlght25 
  Vital Statistics Size 0, Intehence 0, Perception (daydreamer) 
  -1, strength (smng legs) +1, Stamina (hearty) +2, Presence 
  (piercing eyes) +2, communication ( p e t  voice) -1, Dexterity 
  (even motions) +1, Quickness (slow reactions) -1 
  VirtuesandFlaws lnspirational(~anadd+3 
  toothe&Bmveand 
  Pmnality Tmitrolls) +l,PoorMemory(Intellig~ce~plero~ 
  of 6+ to remember a face) -1 
  Penonality Tmits: Hedonistic +3, Dreamy +2, Promiscuous +2 
  confidence: 3 
  Combat Totals: 
  Dodge Defense +7 (13 Action), Soak +10 (16 Action), 
  -
  0
   
  Reputation: Daydreamer (faeries> 1 
  Body kvek OK, 0, -1, -3, -5, Incapaatated 
  Fatigue nla 
  Abilities: survival (hurl@ 
  7, Animal Handling b
  t
  s
   of 
  burden) 12, Animal Ken klnhal dreams) 7, Drinking (long 
  periods) 5, Enchanq Music (harp) 6, Diplomacy (Elen> 4, 
  Jongleur (jesbng) 3, S
  t
  o
  e
   
  (Arcadian tides) 3, SQ (ballads) 
  2, Track (animals) 6 
  Vis: 5 M, 
  tongue 
  PoweRs: communicatewithAnimals(1 MagiCPOint,InAn20) 
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  QUEEN 
  ELERI 
  Eleri is the ruler of this Seelie court. She is a beautiful, 
  young-looking woman with long tresses of red hair that fall to 
  her hips. She is the personification of springtime, with a 
  normally warm and friendly predisposition towards humans. 
  She is sensuous yet aristocratically elegant, and, of course, any 
  rejection of her advances is considered an insult. Eleri proudly 
  mimics the conventions of a mortal monarch, but, although 
  impartial, her nature is still unpredictable to humans. 
  KING CARWEOR 
  Tall and golden-haired with piercing blue eyes, King Car- 
  Veor sits at court with his hound at his feet. He has great respect 
  for his consort, Queen Eleri. He prefers that she makk most of 
  the grand judgments at court, and has never needed to question 
  her able authority. Car-Veor is an apathetic dreamer who likes 
  to avoid troublesome complications in his hedonistic lifestyle 
  - 
  and, since faeries are immortal, the problems of succession 
  rarely arise to trouble him. Car-Veor enjoys hunting on 
  horseback with his hawks and Picolet, his hound. 
  OSRIC 
  Osric is a human minstrel who lives at the faerie court. He 
  likes the slow casual pace of life in the forest. He came to the 
  forest centuries ago, seelung inspiration for his poems and 
  songs. Once there he met and became so fascinated with the 
  faeries that he decided to stay. When Osric came to the forest 
  the land nominally belonged to the Visigoths. He therefore 
  speaks a bizarre language that may be strangely familiar to 
  characters (Intelligence + appropriate Speak stress roll of 6+ to 
  understand Osric) . 
  Osric can sympathize with the characters’ current plight 
  but is not an ally. Being neither a good orator nor a particularly 
  clever man, he is happier just sitting cross-legged, playing his 
  small harp while others discuss the affairs of court. It has been 
  so long since he was last in the mundane world that Osric has 
  lost many of his sane human qualities. He is now very impish. 
  Indeed, he has become a childlike jester, always trying to amuse 
  and entertain. Osric dresses in flamboyant, wide-sleeved silk 
  shirts of brightly patterned cloth. 
  PICOLET 
  Osric 
  Chamcteristics: Intehgence (confused) -2, Perception (& 
  tracted)-2,StrengthO,Stamina(end~1ing)+1,presenCe(ch1seled 
  featwes) +I, communication (pformer) +3, Dexterity (fluid 
  motions) +1, Quickness 0 
  Age: 738 (30) 
  size: 0 
  Virtues and Flaws: Free Expression+ 1, COmmonSense +1, Self- 
  &&dent +1, Non-combatant -3, Exceptional Talent +1 
  Abilities: Speak Visigohc (legends) 4, Speak lmpenal Latin 
  (addresng people) 1, Enchanting Music (love) 5, Acting (com- 
  edies) 2, Storytehg (prolonged tales) 6, Jongleur (physical 
  humor) 5, Sing (solo) 5, Play (harp) 8, Ride (fast) 2, Swim (riven) 
  1, Etiquette (faerie) 3, Faerie Lore (legends) 10, Lagend Lore 
  (ancient heroes) 3 
  Confidence: 4 
  Reputation: None 
  Personalty Tmits: Childsh +2, Energetic +1 
  Weapons and Atmor: None 
  E d m c e :  0 
  OtherCombatTotals: DodgeDefense+O(6Action),soak+1(7 
  Action), Fatigue +1 
  Picolet is the faerie King’s pet wolfhound, capable of 
  growing to enormous size. The hound’s fur is short and gray, 
  with a beautiful silvery sheen. He is lean yet muscular, built for 
  speed. Picolet is very loyal to his master and protects him from 
  all attackers. (see next page for his stats) 
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  CARADOC 
  Padern is very sympathetic to the characters’ predicament. 
  He is one of the faeries who befriended Sarimarcus and was 
  blames Coffa’s “death on all mankind. To him all humans are 
  the same and not to be trusted. Caradoc attempts to gamer 
  favor at court, hoping for wider action against mundanes. He 
  has many notions concerning more active conflict. 
  While he hates humanity, Caradoc also dislikes the faerie 
  Padern, maybe out of resentment for Padern’s fame. Caradoc 
  strives to disgrace Padern in court and always disagreeswith the 
  other. He does so more out of a desire for competition than 
  power, though. He sees his rivalry with Padern as a complex 
  and challenging chess game, or harmless duel. 
  Caradochasdarkhair,greeneyes,anda firmjaw. Hewears 
  a parti-colored red and white tabard over a green tunic. He is 
  very thin and quite tall. 
  FADERN 
  Padern is a quixotic faerie given to solo escapades in the 
  marches of the faerie realm. He has become popular among 
  many of the faeries for his daring deeds, which are recounted 
  in song and story. Padern has never used his popularity to gain 
  power; like most faeries he sees no point in it. 
  Picolet 
  Faerie Might: 5 
  Vitalstatistics: Size-2, Cunning(wily) +l,Perception (sensitive 
  nose) +1, Strength (muscular) +2, Stamina (tenacious) +1, Pres- 
  ence(finec~t)++1,communicationn/a,Dexterity(~~~te)-l, 
  Quickness ( d t )  +3 
  Virtues and Flaws: None 
  Reputation None 
  Pmnality Tmits: b y a l 4 ,  Bme 4 
  Confidence: 2 
  Combat Totals: 
  Bite Totals: First Stnke 4, Attack +5, Damage +7* 
  Body Lwels: OK, -1, -5, Incapacitated 
  Fatigue b e k  OK, 0, -1, -3, -5, UnconsciouS 
  DodgeDefense+S (11 Action),Soak+5 (11 Action),Fatipe+6 
  EMNnbmCe: 0 
  Abilities: Ferocity (when protecting Car-Veor) 3 
  POW~IS: Change Size (costs 1 Might Point per point of Size 
  increase, to Size +3) 
  Vis: 3 Muto, body 
  * add 2 for every Size point increase 
  therefore very angry when the Magus died. Padern knows of 
  the friendship Coffa had with Sarimarcus and therefore doubts 
  that all humans are evil. 
  Caradoc is a faerie of militant attitude when it comes to 
  revenge for Coffa’s death. While not evil, Caradoc dislikes 
  humans and wants them to pay for what they did to Coffa. He 
  1 
  I 
  c 
  Caradoc 
  Faerie Might: 10 
  Vital Statistics: Size -1, Intelligence (devious) +2, Perception 
  (prepared)+l,~~~(spindlymusclees)-2,Smmina(thin~d) 
  -2, Presence (nobleappeamnce) +1, Communication (eloquent> 
  +1, Dexterity 0, @&ness 
  (long stnde) +1 
  Virtues and Flarws: Hatred Passion (humans) +2, Minor Dis- 
  comfon h m  Iron (-3 to use iron items) -2 
  Reputatiom Mundane Hater (hdes) 1 
  Personality Traits: Competitive +2, Argumentative +1 
  ConMenCe: 3 
  Combat Totals: 
  Body Levels: OK, -1, -3, -5, incapacitated 
  Dodge Defense +5 (11 Action), W + 3  (9 Action), Fatigue n/a 
  Encumbt.rmce: 0 
  Abilities Alertness (humans) 3, Animal Ken (birds) 2, Ride 
  (long distances) 4, Bnwl (lucks) 1, Swim (holding breath) 1, 
  Debate (war) 10, Diplomacy (herie court) 4, Etiquette’(hde 
  court) 6, Inhpe (Padem) 3, Jxadexshp (heries) 1 
  Powe~: 
  Flight (1 Might Point, ReAu 35) 
  Vis: 5 Intdlego, bnin 
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  Padern 
  Faerie M@t 10 
  Vital Statistics Size 0, htelligence (bnght) +1, Perception 
  (sensitive) +1, Strength (athletic) +1, Stamina ( d e n t )  +1, 
  Presence 0, Communication 0, Dexterity (instinctive) 4, Quick- 
  ness (fist) +2 
  Virtues and Flaws: Honor Passion (chidry) +2, Weakne~ 
  (flattexy) -1, Oath of Fdty (to the Queen) -1 
  Reputatioxr Adventurous (heries) 4 
  Personality Tmits: Bme +2, Energetic +1, Humble +1 
  Confidence: 4 
  Combat Totals: 
  Fatigue Lev&. OK, 0, -1, -3, -5, Unconscious 
  Dodge Defense +9 (15 Action), Soak +8 (14Action), Fahgue +6 
  Encumbm: 0 
  Abilities: Tmck(crea~) 
  4,Debte (dueofhfe) 10,Stoxytehng 
  (own experiences) 5, Brawl (throw) 5, Swim (swamps) 4, Ride 
  (jumps) 6, Stealth (forests) 2, Diplomacy (herie court) 2 
  Powers: None 
  Vis None 
  Body Levels. OK, 0, -1, -3, -5, hca@tated 
  Padern is a graceful and elegant faerie. He is well-built, 
  with finely defined but compact muscles. His hair is short and 
  spiky, and he wears nothing but a toga-like shawl. This semi- 
  nudity is perfectly acceptable to Padern and other faeries. 
  Attackins Lacaune 
  Castle 
  After negotiating with and devoting time to the forest 
  faeries, the characters leave the faerie regio to discover that a few 
  days have passed since they entered, regardless of the actual 
  time spent negotiating or feasting. While the characters were 
  away the growing forest encroached still further upon their 
  Covenant, healthy trees growing up within yards of or actually 
  within the Covenant itself. 
  After the characters have negotiated with the faerie court, 
  they are now undoubtedly obliged to retrieve Coffa’s shawl. By 
  now it’s well-known that the shawl is in Lacaune Castle. If the 
  characters have arranged for Roland’s freedom along with their 
  own, he can help them get into the castle via the secret entrance, 
  assuming Godfroi de Ferrers or some other guide is not 
  available. 
  Any character romantically involved with Alicia might 
  object to the Covenant’slatest course ofaction. The lover might 
  try to warn Alicia that the characters are on their way, hoping 
  to protect the woman. If the lover does so, Alicia insures that 
  her defenses are ready. Of course, the lover’s player decides 
  whether a warning is given, and you should allow the player 
  that freedom. 
  LACAUNE CASTLE 
  ~~ 
  ~~ 
  The castle appears much as it did when characters previ- 
  ously visited, though the defenses described in Chapter Four 
  may be new to characters who have not been around in a while. 
  Maps of the castle are provided in Chapter Two. 
  Lacaune Castle is a squat Romanesque building situated 
  on a steep sandstone outcropping. A long winding road works 
  its way up to the fortification, crossing a small gully before 
  reaching the castle’s barbican. There is no moat; the castle’s 
  plateau location prohibits such a feat of engineering. From the 
  barbican the roadway continues beneath the main barracks. 
  From both the barbican and barracks portculli can be dropped 
  to stop intruders, and boiling oil can be spilled on them. The 
  barbican has two gates, both of which are barred and locked at 
  night. The barracks can only be entered from nearby towers via 
  wide stone ramparts. 
  Five small towers protect the outer wall of the castle. A 
  flight of stairs leads from the courtyard to the top of each tower, 
  and each tower has a hatch on the roof with a fured, wooden 
  ladder beneath, leading down into each tower. Each tower’s 
  hatch and ground level door can be locked from the inside. The 
  barbican, central tower (keep), and main barracks can be 
  similarly sealed. 
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  I 
  The inhabitants of the castle sleep where they work (e.g., 
  cooks in the kitchen - 
  a large outhouse - 
  and grooms in the 
  stable). By day the great hall is Hagen’s courtroom. The main 
  floor is cleared of furniture except for his high chair and table, 
  which remain upon a raised dais at the far end of the room. In 
  the evening trestle tables and benches are brought out for the 
  evening meal. At night the tables and benches serve as beds, or 
  people sleep on the floor. Hagen sleeps above the keep’s main 
  floor, in his personal chambers. 
  Whether the characters enter the castle by force or attempt 
  to sneak in is up to them. However, Alicia has anticipated 
  danger by organizing her remaining guards and by creating 
  some magical defenses (see Chapter Four, Alicia’s Defenses). 
  The Secret Entrance 
  Back in Chapter One the characters may have met and 
  befriended Godfroi de Ferrers, the Cathar nobleman who once 
  lorded over Lacaune. He is able to tell characters about the 
  castle’s history,and about the secret passage he used to flee the 
  castle’s attackers. Characters seeking to infiltrate the castle may 
  use Godfroi’s advice and guidance to sneak in. If de Ferrers is 
  not available as a character of the Troupe, and cannot be 
  contacted as an ally of the Covenant, the characters may learn 
  about the secret passage from Roland (who used it to escape 
  Hagen), one of the mercenaries who left Hagen’s service after 
  the Captain went mad, or Alicia’s lover (who may have discov- 
  ered it by happenstance). Regardless of how the characters 
  know about the passage, Hagen and Alicia do not, so the 
  characters have them at a disadvantage. 
  The secret passage is located under Lacaune Castle. Be- 
  neath each tower is a grille leading down to a series of storm 
  drains. In heavy rainfall the grilles prevent the courtyard from 
  filling with water. They also function as open-air latrines and 
  as outflows (in the case of the one beneath the kitchen). The 
  drains empty into a small gully beyond the castle wall, near the 
  front gate. An iron grille bars passage into the dumping drain. 
  In summertime the drain’s gully largely remains dry, but with 
  heavy rains its waters rise to a depth of two or more feet. 
  The castle’s secret passage connects to this drainage sys- 
  tem. On the subterranean level of the castle a secret tunnel 
  allows entrance to the drainage pipes. The pipes can then be 
  followed to a secret passage which leads a mile underground 
  beyond the castle walls to an overlooking hillside. 
  This secret passage is unknown to the castle’s current 
  occupants and is not guarded by soldiers or by Alicia’s traps. 
  CONFRONTING 
  ALICIA 
  Alicia lives in a wooden hall overshadowed by the barbican. 
  The entrance to the building is guarded by a Phantasmal Fire 
  spell when Alicia is absent. Her hall consists of two large 
  chambers; the outer is her living quarters, while the inner is her 
  laboratory. Her living quarters are tastefully decorated and 
  ornate - 
  carpeted and hung with tapestries. 
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  Alicia’s sanctum is not what Magus intruders might ex- 
  pect. The room has no laboratory equipment. Indeed, it has no 
  magical books to speak of. Rather, the room is filled with 
  mundane books on chivalrous and courtly love, and books on 
  legends and heroes (rated with a Legend Lore Ability score of 
  5). Alicia invests more thought into how to influence mundane 
  society with her powers than into increasing her powers. If 
  anything, the room looks like the quarters of a courtly lady 
  rather thana Magus. However, if characters search (Perception 
  + Search stress roll of lo+, Perception + Magic Sensitivity stress 
  roll of 8+, or appropriate spell) they find jewelry and clothes 
  empowered with vis, five pawns to be exact. The pawns are 
  numbered and varied as follows: two Muto, one Mentem, one 
  Corporem, and one Rego. 
  If the characters sneak into the castle Alicia is likely to be 
  reading in her sanctum. They may confront her here, but if they 
  track down Hagen first, Alicia comes to his aid if made aware 
  of intruders. 
  Alicia does not use magic as a wiz-bang form of artillery. 
  Indeed, she has no real offensive spells in her repertoire. She 
  does use Wizard’s Sidestep (ReIm 20), to protect herself and to 
  delay characters until help arrives, either in the form of guards 
  or her son. 
  Rather than attack outright, Alicia prefers to charm her 
  foes into allyingwith her, turning friends against friends. Such 
  an “attack may take the form of a truce. Alicia, ostensibly a 
  humble chatelaine, asks the characters to lay down their 
  weapons and talk. She expresses a desire to speak formally and 
  privately with the characters’ leader, the Magi. Having lived in 
  a Covenant she knows how much covenfolk rely on their Magi, 
  and therefore directs all her charms against Magus characters. 
  Alicia has aged well for her 50 years, thanks to longevity 
  potions. A sideless gown reveals the contours of her still 
  shapely hips. If she cannot command any male Magus charac- 
  ter she at least tries to paralyze him with desire. Alicia leaves 
  castle guards to deal with invading Grogs and Companions. 
  In her chambers, or some other private place, Alicia uses 
  sensual spells to charm Magi in the group. Spells such as Rising 
  Ire or SubtIe Shift 0fHear-t are attempted with low voice and 
  restrained gestures (-7 to spell rolls). If the characters refuse a 
  discussion or are resistant to spells that influence attitude, 
  Alicia uses subtle Mentem spells to convince her “lover” from 
  Chapter Two to aid her. She may even demand that her lover 
  fight on her behalf, in which case comparison Personality Trait 
  rolls are required of the character. These rolls usually compare 
  the Love score imbued by Alicia’s medallion with the character’s 
  Loyalty score toward friends. 
  Of course, Alicia is largely powerless if the characters are 
  led by a woman. However, she still prefers a subtle approach 
  to conflict. 
  To defeat or capture Hagen, the characters must do the 
  same to Alicia. Alicia protects her son from the characters, but 
  does not fight physically. If hard pressed, she even resorts to 
  offensive spells that have no subtlety at all, like Flash of the 
  1 
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  Hagen wears Coffa’s shawl when he is in human form. 
  When he transforms into the beast, the shawl transforms with 
  him. Thus, the shawl can only be reclaimed by lulling or 
  incapacitating Hagen (whereupon he resumes human form 
  Scarlet Flames. Her natural dislike of Magi, coupled with her 
  fear of a faerie conspiracy to murder Hagen, means she has few 
  qualms about killing characters. 
  ! CONFRONTING 
  HAGEN 
  Upon exiting the secret passage into Lacaune, the charac- 
  ters probably seek out Hagen. In his madness, Hagen spends 
  all his time in his private quarters, on the second floor of the 
  keep. Getting to the second floor requires the characters to pass 
  through the great hall, which is always guarded by two merce- 
  naries. At night servants also sleep in the hall. These servants 
  will raise the alarm if disturbed. Hagen, on the other hand, does 
  not sleep because of his nightmares, and thus sits awake and 
  armed at all hours. He responds to any alarm raised in the 
  castle, but the spirits possessing him may not let him remain in 
  human form for long. 
  Hagen’s shawl gives him inhuman powers. He possesses 
  a Faerie Might that protects him from magic attacks as would 
  a Magic Resistance score. The Shawl also imbues him with the 
  equivalent of the Berserk Virtue (see the Physical Virtues and 
  Flaws, p.76) and gives him an Angry Personality Trait score of 
  four. Because the spirits of the shawl delight in bloodshed, they 
  have the power to transform Hagen into his bestial form, but do 
  so more to delight in mindless violence than to see Hagen win 
  a fight. They therefore bring about the change a few combat 
  Rounds after Hagen becomes berserk. 
  I 
  ’ 
  and the shawl resumes its normal form). 
  ATTRACTING 
  THE 
  GUARD 
  Guards on duty at the castle are generally lazy, especially 
  now that so much time has passed since they last carried out a 
  crusade mission, and now that a woman - 
  Alicia - 
  com- 
  mands them. As the guards are so lax, it is easy to sneak by 
  them. A comparison stress roll is required between the 
  characters’ Dexterity + Stealth scores and the guards’ Percep- 
  tion + Awareness Talents, like Scan. However, the guards 
  automatically suffer a -3 penalty to this roll. 
  Once intruders are discovered, word is shouted through- 
  out the castle. This call brings all guards in the immediate 
  vicinity within five combat Rounds. Others currently on duty 
  close within 10 Rounds. Those guards off duty do not respond 
  to trouble for a few minutes, while they pull on armor, grab 
  weapons, and generally organize themselves. Remember, there 
  are 50 guards left at the castle. If characters don’t act quickly 
  to move, hide, or dispatch attacking guards, they may be 
  overwhelmed by those arriving on the scene. 
  THE 
  AFTERMATH 
  OF 
  BATTLE 
  If the characters are beaten by Hagen, Alicia, or the castle 
  guard, they are quickly disposed of. Hagen wants defeated 
  characters killed because the animal in him craves blood and 
  the remaining man in him craves death for those who have seen 
  the beast. Alicia also wants the characters lulled because they 
  have no doubt witnessed her magical powers. The guards fight 
  until the characters are dead, out of sheer boredom and a desire 
  to vent their frustrations. 
  Yes, the assault on Lacaune Castle is dangerous for the 
  characters. They must be prepared to defeat the castle’s 
  inhabitants or lose everything. Such dangers are standard fare 
  for characters of a Spring Covenant, and the players had best 
  understand the risks they take when they plan any assault. 
  If the first assault party is killed, remainingcharacters from 
  the Covenant may attempt another raid. However, the castle 
  inhabitants now know of the secret entrance and have it 
  guarded. Alicia may even hire more soldiers to protect the 
  place, and may place more spells about for protection. Over- 
  coming such defenses is a challenge for remaining characters, 
  but one they must overcome or the growing forest will destroy 
  the Covenant once and for all. 
  Until the shawl is regained the forest’s faeries do not help 
  the characters. Doing so would break the agreement made 
  between the two parties. The faeries might even take the failure 
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  of the first group of characters as a sign that the characters did 
  not intend to honor their agreement. In this case the faeries may 
  advance the forest even further, ensuring the quick destruction 
  of the characters’ Covenant. However, if the remaining char- 
  acters can arrange a new pact with the faeries, based on the 
  remaining characters’ merits, a temporary reprieve might be 
  arranged. 
  Of course, the characters’ efforts against Lacaune may 
  prove successful, in which case many results may occur. 
  If Hagen is killed Alicia attempts to escape and exact her 
  revenge later. If all exits from the castle are blocked she might 
  even flee through the characters’ secret passage andseek shelter 
  with a neighboring noble. She avenges herself by claiming a 
  band of Cathar supporters attacked her castle. The local 
  nobility, under Alicia’s magical influence, then bring the cru- 
  sade to the area in force. However, if the characters have made 
  a pact with faeries to preserve their Covenant, the Covenant 
  should avoid this assault. If such plans for salvation have not 
  been made, the characters must deal with an army of attackers 
  at their door. At the least, characters who let Alicia get away 
  make a long-term enemy for themselves, one with considerable 
  mundane influence. 
  If Hagen escapes, he eventually transforms into a beast, 
  permanently. He stalks the lands surrounding the characters’ 
  Covenant, pursuing a rudimentary desire for revenge. As the 
  beast he may plague the characters for some time, or may be 
  hunted down and killed with ease. The choice is left to you and 
  . the players’ efforts to deal with Hagen. Keep in mind, though, 
  that as long as Hagen remains in beast form, the characters 
  cannot return the shawl to the forest faeries. This means the 
  forests continues to grow throughout the Val du Bosque. Only 
  by killing, incapacitating, or restoring Hagen can the characters 
  claim their prize. 
  If both Hagen and Alicia are killed their soldiers surrender 
  or flee. The Church hires available mercenaries to continue 
  manning Lacaune Castle, and a sergeant is promoted to lead 
  them. These soldiers offer no more trouble for characters. If the 
  characters are interested, they may even hire the mercenaries 
  as Grogs. 
  epiloSue 
  After events at Lacaune Castle the characters may return 
  the antler-headed shawl to the faerie court. Receiving the shawl 
  with thanks, Queen Eleri places it upon the ground at the center 
  of the court. As everyone looks on the shawl’s horns blossom 
  into a tree. Under the creaking and shifting bark of the tree a 
  human shape seems to take form. Once the tree reaches its full 
  height of 80 feet, Coffa steps forth from the trunk. 
  With the restoration of the shawl the living memory of 
  Cernunnos is reborn, but he resents renewed life. His “death 
  only proves to him that mortal man no longer cares to follow 
  Cernunnos, and if man remembers the deity, it’s only done in 
  passing. Coffa therefore elects to pass into Arcadia rather than 
  remain in Mythic Europe. In his place he leaves the tree borne 
  of the shawl as a reminder of Cernunnos. “This tree,” Coffa 
  proclaims, “now lives as the standard ofthe Ancient. Its deep roots 
  reach into the glorious past and its branches vainly reachfor what 
  thej.&..ire might hold. As long as this tree remains, the memory of 
  the Great One does as well. Tend it well, those who would see the 
  past resurgent, and maybe then He will come again. ” 
  With that Coffa proceeds to walk off into the wood as the 
  faeries of the court look solemnly to the ground. If any 
  character asks about the curse of Cernunnos, Coffa turns 
  slightly and answers, “That is passed, as all things must one day 
  pass.” Coffa then resumes his path and disappears from sight. 
  From that point on the curse of Cernunnos is lifted from the Val 
  du Bosque - 
  fertility is restored. Memory of Cernunnos in the 
  valley is now restored, but that memory is only a shadow of its 
  former self. People still celebrate pagan holidays once dedi- 
  cated to Cernunnos, but almost no one recalls the holidays’ true 
  dedication. 
  However, Cernunnos’s memory is lost and his curse 
  renewed if the shawl’s tree is ever felled. If that occurs, the curse 
  of Cernunnos might never be lifted, for the tree was the very last 
  embodiment of the deity’s memory. Those who still wish to 
  become the priests of Cernunnos may do so by tending the tree, 
  I
  -
   
  I 
  I 
  I 
  I 
  I 
  ,.= 
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  ensuring that it is never harmed. Only with years of such 
  dedication may characters receive Cernunnos’s gifts, like the 
  prophetic visions into Faerie that Gillet had. 
  THE FAERIES’ 
  AGREEMENT 
  ~~ 
  ~~~ 
  ~ 
  When the shawl is returned, the faeries cease and recede 
  the growth of the Val du Bosque’s forests, as per their agree- 
  ment. They also heed any agreement made to protect the 
  characters’ Covenant. However, the faeries cannot be expected 
  to remain indebted to the characters forever. As soon as the 
  danger of the crusade is abated (according to faerie standards), 
  the enchantment placed on the Covenant may be lifted. Who 
  knows where this might leave the Covenant: maybe in the 
  midst of the Church’s final search for heretics, before the 
  crusade is completely called off. 
  Characters must also be careful of etiquette when fulfilling 
  their pact with the faeries. Characters who make an Intelli- 
  gence + Faerie Lore stress roll of 6+ know that one never thanks 
  a faerie for a favor. Faeries believe thanks to be a mortal’s 
  attempt to trap them into further obligations. If characters fail 
  the above Faerie Lore roll, they don’t realize the danger they’re 
  in and may thank the faeries of their own accord. If the Faerie 
  Lore roll is Botched, you should point out to the players that the 
  characters are indebted to the faeries and should at least be 
  courteous. 
  When thanked, faeries become enraged, choosing to ei- 
  ther; a) never deal with the characters’ Covenant again, or b) 
  remove their enchantment from the Covenant, leaving it open 
  to attack (after all, as the enchantment was in place for a short 
  while, the faeries’ part of the bargain is upheld). The choice is 
  yours, based on how grateful the characters are. 
  You should note, however, that while faeries should not be 
  thanked, there is no prohibition against praising their work. In 
  fact, it is wise to do so and allows for friendly relations in the 
  future. 
  BLOSSOMING 
  INTO 
  SUMMER 
  ~~ 
  ~~ 
  The object of this Saga is to test the characters’ Covenant, 
  to determine whether it is strong enough to survive the Spring 
  Season. If the characters fail to appease the faeries of the forest, 
  their Covenant is destroyed by the faeries and their forest. Or, 
  if the characters fail to negotiate with the faeries, their Covenant 
  may remain exposed to the crusade, and is likely to be de- 
  stroyed. Success at both dealings feats proves the characters are 
  worthy of higher standing. The characters have now proven 
  they can persevere through the machinations of mundanes, 
  faeries, the Church, and the Order of Hermes itself. Summer is 
  achieved. 
  With the standing of Summer, the characters’ Covenant 
  undergoes the growth it is entitled to. As a survivor of the 
  crusade the Covenant has considerable influence over the lands 
  surrounding it. After all, what mundane force can stand up to 
  wizards after having spent every drop of blood in a mighty war? 
  The characters probably have the only money around as well, 
  and with it may purchase almost anything. Survivors of war 
  who now have nothing left to fight for might also seek work as 
  guards or consors. The Church might even grant allowances 
  to the Covenant to ensure that people can follow Christianity 
  rather than have another heretical movement begin, this time 
  inspired by wizards. Furthermore, peasants might offer their 
  services as covenfolk in return for food and shelter. Who 
  knows: Roland might even offer to join the Covenant. Cov- 
  enants that have not fared as well as the characters’ might sell 
  magical creations to the characters in return for help with 
  construction. Indeed, the raw materials necessary for a new 
  Summer Covenant surround the characters as they emerge 
  from shelter to enter a war-tom world. 
  However, you might want to remind characters of the 
  value of humility after their successes in this Saga. For example, 
  Bishop Merdici of Foix might return to his diocese. Although 
  absent for some time, he may claim his return is responsible for 
  the restoration of fertility and the shrinking of forests in the 
  valley. In a public speech he claims he had a divine vision, and 
  in prayer found the means to preserve the land from its evil 
  curse. Merdici therefore claims the characters’ success for 
  himself, and receives public praise. Maybe he’s even canonized 
  as a saint one day. 
  If the characters want to dispute the Bishop’s claim to fame, 
  his canons quickly remind them of the location of their 
  Covenant. If the characters claim they were responsible for the 
  valley’s salvation, the Church may evict the characters, demand 
  huge taxes from them, or bring the Inquisition down upon 
  them. In the face of such adversity, allowing the Church its 
  “victory” is probably the wisest of actions. Denouncing the 
  Bishop of Foix only makes him the personal enemy of the 
  characters, and Merdici might not return to his Italian estates 
  until the characters are dealt with. 
  By acquiescing to the Church‘s unfair claims, Covenant 
  and Church reach a deadlock, with neither dominant over the 
  other, and neither with the power to become so. From this 
  status quo friendships may grow. 
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  Map Key 
  Road 
  . Settlement 
  :: - 
  CastIe/Manor 
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SOURCE: textdata/thevault/Ars Magica [multi]/To sort/Ars Magica - Adv - Four Seasons 3 - A Midsummer Night's Dream - 3rd ed.pdf