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Legends tell of the mighty wizards of the past. . . sorcerers with powers that dwarf those of the magi of the Order of .

Hyperboreans whose spells lasted a generation, necromancers of Canaan who summoned the dead, rune that brushed aside Magic Resistance like cobwebs. All these stories circulate in the covenants of the Order. And there are other forms of magic so ancient that even legends of them have become rare.

This book presents nine forms of ancient magic, along with rules for integrating their secrets into Hermetic theory and your saga. From the frozen north to the westernmost edge of the world, from humankind’s earliest homes to the grand temples of the classical world, the quest to bring ancient power to modern magi can lead your characters anywhere in Mythic , and even beyond. AG0284 • ISBN 1-58978-094-9

How far will you go for the knowledge of the ages?

AG0284 • ISBN 1-58978-094-9 • $29.95 52995

9 781589 780941 WWW.ATLAS-GAMES.COM ©2007 Trident, Inc. All rights reserved. Ancient Magic Credits

Authors: Erik Dahl (Adamic, Rune Magic), Timothy Additional Proofreading: Ferguson (The Hesperides), Jeff Kyer (Heron’s First Round Playtesters: Donna Giltrap, Malcolm Mechanica), Richard Love (Canaanite Necromancy, Harbrow, Aaron Hicks, Richard Love; Matthew L. Fertility Magic), John Post (Defixio Magic), Paul Seidl, Soraya Ghiasi; Mark Shirley, Camo Coffey, Dave Tevis (The Magic of the Grigori), Alexander White Robertson, Andrew Walton; Sheila Thomas; MaPhi (Hyperborean Magic) Werner; Sean Winslow, Andrew Reeves, Andrew Editing & Project Management: David Chart Crabtree Cover Illustration: Grey Thornberry Second Round Playtesters: Christian Jensen-Romer, Interior Art: Jason Cole, Kelley Hensing, Brad McDevitt, Lloyd Graney, Peter Hiley, Kevin Sides, Ben Hayes, Jeff Menges, Tony Parker Luke Price; Matt Ryan, Mario Cerame, Ilut, Cartography: Patrick M. Murphy with Valerie Nix Robert W.B. Llwyd, Tobias Wheeler; Mark Shirley, Ars Magica Fifth Edition Trade Dress: J. Scott Camo Coffey, Dave Robertson, Andrew Walton Reeves Special Thanks: Jerry Corrick and the gang at the Layout, Art Direction, & Proofreading: Jeff Tidball Source

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berkeley list), compiling archives of game material (such as Project Redcap), main- taining fan-created web sites, and running demos through Atlas Games’ Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussion of Ars Magica at the official Atlas Games forums located at www.atlas-games.com/forum. Copyright 2007 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by any means without written permission from the publisher, except short excerpts for the pur- pose of reviews, is expressly prohibited. Ars Magica, Mythic Europe, Ancient Magic, City & Guild, Realms of Power: The Infernal, Realms of Power: The Divine, Houses of Hermes: Mystery Cults, Houses of Hermes: True Lineages, The Mysteries, Covenants, Guardians of the Forests, The Broken Covenant of Calebais, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission. Digital Edition Version 1.0

 Ancient Magic Table of Contents

Credits 2 The Clay Tablets...... 36 Arcane Ability Fertility Lore...... 55 At En-Dor...... 37 Minor Hermetic Virtue: En-Dor Regio Level One...... 37 Fertility Ritual Magic...... 55 Introduction 5 En-Dor Regio Level Two...... 37 New Spells...... 55 Welcome to Ancient Magic...... 5 The Ghosts of En-Dor...... 38 New Items...... 56 How to Use This Book...... 5 The Order of Hermes The Fertility Ritual...... 56 Ancient Magic and the and the Dead...... 39 Balancing Traits...... 58 Order of Hermes...... 6 Supernatural Traits...... 58 Hermetic Integration of Fertility Fetishes...... 58 Ancient Magic...... 7 III. Defixio Magic 41 Learning Defixio Magic...... 41 Repeating a Fertility Ritual...... 58 The Breakthrough...... 7 Investigating Defixio Magic...... 41 Cave Systems...... 59 Insight...... 8 Integrating Defixio Magic...... 42 Cave Painting Galleries...... 60 Creating the Effect...... 8 New Duration: Event...... 42 Example Cave Systems...... 60 After the Breakthrough...... 9 Event Duration Examples...... 44 The Duergar’s Cave...... 60 New Range: Unlimited...... 45 The Cave of Lights...... 62 I. The Language of 10 Unlimited Range Examples...... 45 The Worm’s Cave...... 62 Hermetic Integration...... 11 Defixio Magic in Play...... 45 The Flooded Cave...... 62 The ...... 12 Using Duration Event...... 47 The Bone Cave...... 62 Seeking Lost Babylon...... 13 Using Range Unlimited...... 47 Consequences of The Encroaching Mongols...... 15 Finding Defixiones...... 47 Fertility Magic...... 63 The ...... 18 Types of Defixiones...... 48 The Guardians...... 18 Tablets...... 48 V. Grigori Magic 65 The Animals...... 20 Silhouettes...... 48 The Secrets of the Grigori...... 66 The Fruits...... 21 Figurines...... 48 Finding the Magic of the Grigori 67 The Mark of ...... 23 Formulae...... 48 The Lost Book of the Watchers...... 68 Cain’s Curse...... 23 Ancient Texts...... 48 The Legacy of the Grigori...... 69 Cain’s Children...... 24 Toledo Scholars...... 48 The Watchers Themselves...... 70 Finding Cain...... 25 Egyptian Formulae...... 49 The Shamed Leader...... 70 Conclusions...... 28 Tremere Archives...... 49 The Fallen ...... 73 Gravesites...... 49 The Remains of the Watchers...... 74 II. Canaanite Necromancy 0 The City of Rome...... 49 Old Rome...... 50 Secrets of the Necromancer..... 30 VI. Heron of Alexandria’s Major Supernatural Virtue: See the Spirits of the Night...... 50 Canaanite Necromancy...... 30 Ghosts of Ancient Rome...... 50 Legacy 75 Hermetic Integration...... 31 Catacombs...... 50 Adding to the Library...... 75 Canaanite Laboratory Assistants...... 31 Vardian’s Tomb...... 51 Books...... 75 Minor Hermetic Virtue: The Spectres...... 51 Relics of Empire...... 76 Canaanite Magic...... 32 Chthonic Sanctuaries...... 52 House Politics...... 76 New Spells...... 32 Cave Complex...... 52 Heron’s Art: Mechanica...... 76 New Items...... 33 Protective Defixiones...... 52 Integrating Heron’s Mechanica into Guidelines for Canaanite Magic...... 33 Erebos...... 52 Hermetic Theory...... 76 Who is Dead?...... 33 Daughters of Erictho...... 53 Understanding Mechanica...... 76 Speaking to the Dead...... 34 Integration Process...... 79 The Infernal and Necromancy...... 34 IV. Fertility Magic 54 Seeking Heron’s Legacy...... 79 Seeking the Dead...... 34 Cultic Fertility Magic...... 54 The Writings...... 79 Finding En-Dor...... 34 Integrating Fertility Magic Heron’s Devices...... 81 Books...... 35 into Hermetic Theory...... 54 Fire Quencher...... 81

 Ancient Magic Aeolipile...... 81 The Garden of the Hesperides...... 97 Hyperborean Enchantments...... 116 Thunder Maker...... 81 Entering the Garden...... 97 Integrating Hyperborean Finding Heron’s Trail...... 81 The Three Hesperides...... 97 Magic...... 119 Constantinople: Ladon...... 98 The Breakthrough...... 119 The Ruined Metropolis...... 82 Serpent-dryads...... 99 Hyperborean Insight...... 119 The Churchman...... 82 How Deep Does Ladon’s Insight Example...... 120 A Beggar’s Treasure...... 82 Strategy Go?...... 100 Consequences...... 120 Alexandria...... 82 A Suggestion...... 101 The Basilica of Ten Hypatia of Alexandria...... 83 Thousand Columns...... 121 The Lost Temple-Library of Serapis....83 VIII. Hyperborean Magic 103 The Legend...... 121 Entering the Temple...... 85 Finding the Basilica...... 121 The Hyperborean Hymns of The Lost Temple of Serapis...... 85 On the Banks of the Dragor...... 123 Apollo...... 103 The Victors’ Spoils...... 87 Performing the Hymns...... 103 Apollo’s Sanctuary...... 123 Heron’s Theater...... 87 New Virtues...... 104 The Treasury of the Hyperboreans.....124 Complications...... 87 Finding the Hymns...... 105 The Amphitheater...... 125 Magi of Constantinople...... 87 Reciting the Hymns...... 105 The Gymnasium...... 125 The Shadhali Brotherhood...... 88 Inhabitants...... 125 Hymn Recitation Example...... 106 Ramifications for the Order of Hermes 88 Illumination Example...... 106 The Restless Dead...... 125 Hymn Powers...... 107 Spirit Guardians...... 125 Other Locations for the Basilica...... 128 VII. The Hesperides 89 Gaining New Powers and A Change of Pace...... 89 Improving Existing Ones...... 108 Delos...... 128 Consequences...... 89 Gaining and Improving Powers Tribunal of Novgorod...... 129 Phoebus’s Garden...... 130 Using Magical Coordinates...... 90 Example...... 108 Deriving Coordinates...... 90 Gaining More Levels ...... 109 The British Isles...... 130 Mythic Hyperborea...... 130 Observation of the Fixed Stars...... 90 The Seven Beautiful Names of The Legend...... 130 Learning Coordinates from Other Light...... 109 Astronomers...... 90 Azai (Beautiful Light)...... 110 Stellar Measurement by Spellcasting....91 Example Azai Effects...... 110 IX. Rune Magic 133 The Problem of the Origin Point...... 91 Eloure (Fire Delighter)...... 110 The Order of Odin...... 133 The Quest...... 91 Example Eloure Effects...... 111 War Against the Order...... 134 Research...... 91 Iaó (Fire Feeler)...... 111 The Viking Invasions...... 135 Sailing to the Purple Islands...... 92 Example Iaó Effects...... 111 Discovery...... 136 Negotiating with the Natives...... 92 Óai (Light Breather)...... 111 The Mythic North...... 136 The Code May Not Example Óai Effects...... 112 Heirlooms and Artifacts...... 137 Protect the Guan...... 92 Pentiterouni (Firewalker)...... 112 The Dvergar...... 138 Religion...... 93 Example Pentiterouni Effects...... 112 Hermetic Integration...... 138 Magic...... 93 Psyrinpheu (Fire Breather)...... 113 New Virtue...... 139 Lifestyle...... 94 Example Psyrinpheu Effects...... 113 New Ability: Rune Magic...... 140 Dialects...... 94 Semesilam (Encloser, Lightmaker).....114 Rune Alphabets...... 140 Technology...... 94 Example Semesilam Effects...... 114 Consequences...... 141 Other Magical Groups...... 95 Hyperborean Choirs...... 114 The Huntress in the Wood...... 95 Choir Mechanics...... 114 Further Reading 143 Emerald Adepti...... 96 Choir Example...... 115 Pre-Hermetic Groups...... 96 Sacred Relics of Hyperborea.... 116 Contributors 144

 Ancient Magic Introduction

[Y]et even now there is much learning in the wizards were lost as these practitio- and legends of Mythic Europe, from same city; for teachers of various sects flour- ners died and took their knowledge to Ptolemy’s Geographica, to the secret ish, and many kinds of secret knowledge are their graves. The mystical continuity Books of and Herodotus’s Histories. explained…. of a thousand years was broken, never These legends have been adapted to — Ammianus Marcellinus, The to be replaced. fit into the Mythic Europe setting Roman History, XXII, 16:20 of Ars Magica. Each one includes a complete system for use by Hermetic The world of Ars Magica is one of characters in learning or adapting the archaic splendor and ancient secrets, and ancient magic to Hermetic Theory in none are more aware of this than the magi Welcome to the Laboratory, as well as details on of the Order of Hermes. Where once the legends that inspired the magical mighty wizards flourished amidst the great Ancient Magic tradition. empires of history, now Mythic Europe is Ancient Magic is a tool-kit for ruled over by the ignorant, intolerant, and Not all of the secret knowledge of troupes: it includes new kinds of fearful; the petty kingdoms are but pale antiquity was lost. Fragments survived, magic for players’ characters to learn shadows of the once-glorious empires of waiting for the brave and adventurous and use, as well as legends and story the Egyptians, Greeks, and Romans. to seek them out. This book contains hooks for storyguides to gain inspira- In the golden age there were a small portion of the once-great tion from. Suitable for both players thousands of wizards and warlocks, wizardry of times past. Included in and storyguides, Ancient Magic is about countless rites and rituals. The wiz- these pages are the mystical coor- the quest for lost knowledge and ards of times past tamed the wild spir- dinates of Ptolemy, the fetishes of the way Hermetic magi can use that its and elementals of antiquity, fought fertility cults, the primeval tongue of knowledge. magical duels that invoked and Adam and , the sublime hymns of , called down curses and bless- the Hyperboreans, details of ancient ings that lasted for seven generations. curse tablets, and much more. How to Use This Book The philosopher-wizards of Greece Ancient Magic details the arcane and Rome vied with Syrian spirit practices of nine distinct magical tradi- Within this book is a great deal masters, Egyptian alchemists, and bar- tions, thought by most to be lost to of information on the magic of the barian witches to gain precious and the world. Each of the nine chapters ancient world, ranging from new irreplaceable knowledge. details a non-Hermetic form of magic, Virtues and Flaws, to unique lan- Alas, the fall of the Roman Empire, the way in which Hermetic wizards guages and Supernatural Abilities, to and the growth of the Dominion, have can adapt and integrate this knowledge mystical relics and wondrous spells seen the glories of the past fade; the into Hermetic Theory, and a number and arcane rites. All of this is divided secrets and lore that once saw mages of story hooks and quests for magi who into this introduction, nine chapters, ascend to godhood or gain immor- want to search out and uncover this and a bibliography: tality were lost in the centuries of centuries-lost knowledge. Introduction: What you are ignorance, war, and decay called the Each of the distinct forms of magic reading at the moment, the introduc- Dark Ages. The secrets of the ancient in this book is inspired by the myths tion also details the system used for

 Ancient Magic

ics may be able to reproduce those What Ancient Magic is Not and other great feats. This book is not a book of contain numerous story hooks and Chapter 9: Rune Magic. The Mysteries for Initiates of Hermetic saga seeds, as well as locations for rune wizards who attacked much sects and cults. Hermetic Mysteries characters to visit and explore, they of Europe and fought against the have been detailed extensively in are offered as the beginnings of ideas Order of Hermes between the eighth Houses of Hermes: Mystery Cults and The that can be used to build and devel- and tenth centuries are thought to Mysteries Revised Edition. The magic in op your own stories, rather than as have died out, but their artifacts may this book cannot be Initiated by a ready-made scenarios. They detail remain, allowing magi to learn how Hermetic magus; rather, it must be many possible quests and obstacles to make magical changes to objects integrated into the very essence of that may stand between a Hermetic that are, nevertheless, natural and thus Hermetic theory. Unlike a Hermetic magus and the lost secrets of the unaffected by Magic Resistance. Mystery, there are no living practi- ancient world. Further Reading: A list of books tioners for Hermetic wizards to learn Finally, although this book is and sources used by the authors as ancient magic from, to assist them in inspired by real-world legends and inspiration. Use this resource to learn understanding the golden age lore, myths, it is neither a how-to guide more about the myths and legends or to advise them on how to over- for real magic, nor a textbook for contained within. come the many obstacles in the way students. The tales retold in this of even finding the lost secrets. The book have been adapted to fit into result of discovering these secrets the imaginary Mythic European set- Ancient Magic and may, however, be a new Hermetic ting of Ars Magica. If you seek the Order of Hermes Mystery, if the troupe so desires. more information on anything in Furthermore, Ancient Magic is not this book, a bibliography has been an adventure book. Although it does included. The Order of Hermes is, relatively speaking, a new tradition, comprising a hodge-podge of arcane methods and Hermetic characters who are trying hold the key to affecting the traits of knowledge from the barbarian secrets to integrate the ancient knowledge of the unborn, and even ensuring that of the druids to the mighty rites of the following chapters into Hermetic they are born with The Gift. the Romans. Most of what constitutes theory. Chapter 5: Grigori Magic. The Hermetic theory is based on the surviv- Chapter 1: The Language of angels who fathered the Nephilim ing remnants of rituals from the Cult Adam. The first language of the world also taught secrets of magic, which of Mercury. Apart from the innova- names things more truly than later magi today could learn in order to tions Bonisagus learned from Bjornaer tongues, giving those who speak it break the Limit of Vis. and Diedne, Hermetic magic derives Arcane Connections to anything they Chapter 6: Heron of from a single magical tradition; most can name. Learning the language, Alexandria’s Legacy. Heron was Founders traced their lineages back however, is far from easy, and may a great engineer and of to the Roman Cult of Mercury. The lead the characters to the Garden of the Hellenistic world, and his legacy ancient magic in this book is distinct- Eden itself. might enable magi to create items ly non-Hermetic, and pre-dates the Chapter 2: Canaanite with independent intelligence. Order of Hermes, and even the Cult of Necromancy. The necromancers of Chapter 7: The Hesperides. Mercury, by hundreds of years. biblical Canaan could contact almost Ptolemy’s coordinates allow magi The magi of the Order of Hermes any of the dead, without the need for to form Arcane Connections to any are well aware of the once-mighty specific Arcane Connections. place, but the place where their secret magic of the past. While many scoff Chapter 3: Defixio Magic. The can be found may be more interesting at the powers of the wizards of yore, curse tablets of the ancient world still. pointing out that Hermetic magic is could affect their targets without the Chapter 8: Hyperborean more versatile than any past form of need for an Arcane Connection. Magic. The sages of Hyperborea magic, other Hermetic magi search Chapter 4: Fertility Magic. could heal and create enchanted items out what remains of the long-lost The relics of an ancient fertility cult without vis; magi who study their rel- and forgotten rites and rituals. These

 Ancient Magic magi, called Seekers, lust after the secrets of the ancients, and search the Historical Settings The Integration world, from Hibernia to the Middle Process East, for hints and rumors of the old Many of the traditions ones and their magic. Seekers come described in this book are given 1. Find a source of ancient from all of the Hermetic Houses and enough detail to make it possible to magic, such as a relic, book, or the are a guarded and cagey group, often play a living member of the tradi- like. This typically involves a quest unwilling to assist each other for fear tion. While the traditions are dead or adventure of some sort. that they may unwittingly help a rival in 1220, at least in the standard Ars 2. Investigate the source to stumble across a great secret. Magica setting, you might choose gain Insight; this typically takes All of the Houses of Hermes to set your saga in an earlier period, two or three seasons. would be interested in learning one when they are still active. You will 3. Invent a spell or magical or more of the forgotten secrets of need to fill in a few rule details, as device incorporating the Insight. A the ancients. While Bonisagus magi the traditions have not been writ- magus must experiment while doing may wish to expand and improve the ten up as full examples of hedge this. If she succeeds in inventing theory of magic, Criamon may wish magic traditions, but most of what the spell, she gains a number of to gain a greater understanding of the you need is here. breakthrough points equal to the essence of magic, and wary Tremere magnitude of the spell or device. look at the potential to safeguard the The Breakthrough The spell may break Hermetic Order from attack or collapse. There limits, but if it does, it cannot are innumerable reasons for Hermetic A magus ambitious enough to be invented by another character characters to go in search of ancient attempt to unify the various magics without access to the inventor’s magic and attempt to reconcile it contained in the chapters of this book Lab Text, and cannot be varied in with the Hermetic theory: personal with Hermetic theory may attempt to any way. advancement, and prestige, or achieve a Breakthrough in Hermetic 4. Continue to research, gain- to altruistically spread and preserve theory, accomplished through research ing more breakthrough points, knowledge are but three examples. and experimentation. Any magus may, until the threshold is equaled or Many of the secrets within Ancient at any time, attempt a Breakthrough; exceeded. Magic reach or even break the limits of there are no minimum Art or Ability 5. Bask in the glory of hav- magic; however, this knowledge can- scores required. To successfully inte- ing improved Hermetic theory, not be learned from the laboratory. grate the magic into Hermetic the- or alternatively, prepare for the Hermetic wizards who wish to make ory, he must accumulate a number political consequences of your use of these glorious powers must of breakthrough points determined impudence. venture out into the world and risk by the type of Breakthrough he is their lives in the hunt for knowledge. attempting. work of Hermetic magic, such as a Each chapter of Ancient Magic new Range, Target, or Duration. It details the number of breakthrough improves upon or adds to existing Hermetic Integration points required to integrate a spe- theory without truly reaching the of Ancient Magic cific part of that ancient magic into limits of magic. (Typically requires Hermetic Theory. around 30 breakthrough points.) There are three kinds of A Major Breakthrough pushes those Ancient Magic contains a variety Breakthrough: Minor, Major, and limits, but does not break them; these of pre-Hermetic magics and arcane Hermetic. Note that it is recommend- include creating new Hermetic Virtues secrets. While complete synthesis of ed that the exact number of break- for Gifted characters. Incorporating these magical traditions is not possible, through points required be varied, so hedge magic into Hermetic theory is Hermetic magic is versatile enough to the players do not know the precise a Major Breakthrough, and the incor- integrate many of the principles of number needed for the Breakthrough. poration can then be taught to oth- these magics, pushing the bounds of A Minor Breakthrough is a devel- ers as Supernatural Virtues. (Typically Bonisagus’s theory and perhaps even opment that is immediately useful requires around 45 breakthrough the limits of magic themselves. and applicable in the existing frame- points.)

 Ancient Magic

A Hermetic Breakthrough and are able and willing to instruct a is research that breaks one of the Hermetic magus. The very nature of Hermetic limits of magic, whether the ancient magic in this book means by creating a new Arcane Ability that there are no remaining living or giving the ability to cast per- practitioners to teach the arcane manent duration spells without vis. secrets of antiquity. Nevertheless, Hermetic Breakthroughs re-write most of the ritualists who knew and the theory books; the only Hermetic performed the various magics were Breakthrough in the last 450 years pagans; their ghosts may still was the development of the Parma the mysterious regions of Mythic Magica by Bonisagus. (Typically Europe, and could be convinced to requires around 60 breakthrough teach a Hermetic magus. points.) For every season a magus spends investigating a source of insight, make a stress roll of Intelligence + Insight Magic Theory against an Ease Factor of 18. The Inventive Genius Virtue Insight is gained from study- adds three to this roll, and some ing some existing source of the sources of Insight may add their ancient magic in question. Every own modifiers. If the roll succeeds, Insight the magus gains allows him to the magus gains an Insight. If it produce a partially Hermetic effect fails, he learns nothing now, but incorporating some aspect of that may try again in another season. lost magic. As he produces more of He may do other things before these effects, he gains the broader returning to his study. On a botch, understanding necessary to incorpo- the magus thinks he has an Insight, rate that aspect into Hermetic theory but does not. He realizes this if he as a whole. creates an effect, as described below, The seasons spent gaining Insight use it to learn the Ability, as per the in an attempt to use the Insight; upon produce Lab Texts. Any magus may normal rules. Most Hermetic magi, completion, he discovers that the final study these Lab Texts over the course however, cannot learn Supernatural product is either entirely Hermetic, or of a season in order to gain the Abilities due to prohibitive penalties. simply non-functional. same Insight for himself, even without Alternatively, the text may contain the A single source can generally only direct access to the source. Summaries rites and practices needed to perform provide a single Insight, although of Lab Texts are not useful in this way, a magical spell or ritual associated there may be rare exceptions. The however; only the whole thing can be with the ancient magical tradition. same source provides the same Insight used. For purposes of copying, Lab Relics are mystical devices or for any magus who studies it. Texts that detail Insights have a level sacred items enchanted by practi- equal to the typical number of break- tioners of the ancient magic, and through points needed for the type of incorporate unique aspects of that Creating the Effect Breakthrough in question. tradition. Additionally, a relic may be There are three sources of Insight: an ongoing mystical effect caused by A particular Insight allows a texts, relics, and teachers. magic of the ancient tradition. Like researcher to create one specific Texts are ancient books and Hermetic magical devices, a magus is effect. This effect might be a spell, tomes, symbolic wall paintings, or able to investigate the device to learn or an effect enchanted into an item. other explanatory sources that its secrets and unlock the methods It could, conceivably, be another lab- describe how to learn, perform, or used to craft it. oratory project; anything that uses cast a magical effect. If the text con- Teachers are individuals who a Lab Total and creates something tains the information needed to gain a possess the Supernatural Abilities may be a legitimate Insight out- Supernatural Ability, a character could associated with the ancient magic growth. However, spells are by far

 Ancient Magic the most common, followed by item After the Breakthrough enchantments. Integration and The researcher does not get Original Research Minor Breakthroughs are usable to choose the effect for which he immediately in the game, and are receives Insight, and as the level of Houses of Hermes: True Lineages understandable by all Hermetic the effect is fixed, the Insight might includes rules for original research, magi. New Ranges or Durations may only be useful for creating an effect which allows magi to add features be incorporated into new spells or he cannot yet invent. For example, to Hermetic magic based purely on items, and the Lab Texts distributed the effect might be level 40, while the their own inspiration. Integrating for a spell may be used by another researcher has a Lab Total of 32. In ancient magic tends to be faster Hermetic magus without his needing that case, the researcher would have and safer, but it does have two to research the Breakthrough. Any to increase his Lab Total before he disadvantages. First, the magus can magus who has created an effect using could work on the effect. only aim for the Breakthroughs the Breakthrough can then use that The troupe should decide on suggested by the ancient magic Range of Duration freely in his other the effects that result from particular in question. Second, he has to get spells, and any magus trained by that pieces of Insight, choosing ones that out of his laboratory and find exist- magus, in either Arts or spells, may advance the saga without upsetting ing sources of Insight. From the also do so. play balance. Player characters can storyguide’s perspective, these may Major and Hermetic Breakthroughs vary things as much as they like once be advantages, of course. must be taught to Hermetic magi they fully integrate the system, so the The two sets of rules are similar, directly. An Ability may be taught restrictions at this stage should be and both approaches may be taken in the usual way, either in person or accepted with good grace. to a single Breakthrough. That is, through books. The discoverer con- The researcher must invent exact- breakthrough points from integra- verts his breakthrough points into ly the effect inspired by the Insight. tion may be added to breakthrough experience points in the new Ability, He may not vary the Range, Duration, points from original research to so that a magus who accrued 50 break- or Target, or any other parameters. As determine whether a Breakthrough through points to integrate an Ability the magus must experiment while has been achieved. would start with a score of 4. inventing the effect, the result may be A new Virtue may be Initiated slightly different, as a result of rolls on a side effect. These points are added according to the normal rules for the Extraordinary Results Table. to the magus’s running total, and he Mysteries. The discoverer gains the A spell is cast like a normal formu- must find another source of Insight Virtue when he completes the inte- laic spell, and characters with Flexible before repeating the procedure. gration, and does not need to be Formulaic Magic may vary it at cast- The effect produced in this way Initiated. He does need to design an ing time in the normal way. The spell can be reproduced by other Hermetic Initiation Script, following the rules may also be mastered, again in the magi. However, they can only do in The Mysteries Revised Edition. normal way. so if they have access to a Lab Text Inventing a Major or Hermetic The effect created may bend describing it, and it is not possible Breakthrough that does not require or break the limits of magic, as it to vary the effect in any way; it must teaching necessitates another Major incorporates non-Hermetic elements. be reproduced exactly as it was ini- Breakthrough, which may be achieved Setting the level of the effect may tially created. Reproducing the effect by these rules or the original research require a judgment call by the troupe, in this way does not grant break- rules. If this succeeds, any magus may as it may do something for which through points unless the reproducing create an effect using the Breakthrough there is no Hermetic guideline. magus also gains the relevant Insight, as long as he has a Lab Text, and then If the effect is successfully cre- whether from investigating the same may use the Breakthrough freely. As ated, the magus gains a number of item or from reading the original for Minor Breakthroughs, the same breakthrough points equal to the investigator’s Lab Texts. It is possible applies to any magus taught Arts or magnitude of the effect. This applies to reproduce the effect first, and study spells by a magus who understands even if the final effect is warped or has the insight Lab Texts later. the Breakthrough.

 Chapter One The Language of Adam

And out of the ground the Lord formed each encompassed the entirety of lost tongue, known as Adamic, is the every beast of the field, and every fowl of the the beast’s essential nature in a few focus of this chapter, an epic quest air; and brought [them] unto Adam to see specific sounds and the concept in that will surely earn the magus who what he would call them: and whatsoever Adam’s mind. It might even be said does so a place in Hermetic history Adam called every living creature, that [was] that the name defined the beast, that and legend. the name thereof. each name had mystic significance The power of the first language is And Adam gave names to all cattle, and that determined the qualities of the simple, but direct. A character who is to the fowl of the air, and to every beast of the particular animal’s species. fluent in Adamic — that is, who has at field; but for Adam there was not found an Yet though they all had fine quali- least a score of 5 in the Dead Language help meet for him. ties, none of the animals was found to (Adamic) Ability — can give anything And the Lord God caused a deep sleep be the perfect companion for Adam. within range of his voice a new name, to fall upon Adam, and he slept: and he took And so God created another like which he may use as a permanent and one of his ribs, and closed up the flesh instead Adam, a person to live the garden as lasting Arcane Connection to that thereof; he did. As Adam called himself “Man,” target from then on. He also has an And the rib, which the Lord God had his companion was called “Woman,” Arcane Connection to any mundane taken from man, made he a woman, and and both she and he inherited all the thing he knows the name of (any- brought her unto the man. traits that these names represent. And thing without a Might Score). For And Adam said, This [is] now bone of in time, just as Adam was called Adam Penetration, this second connection my bones, and flesh of my flesh: she shall be and not just “Man,” he also gave the is valued as if it lasted “hours,” though called Woman, because she was taken out of “Woman” a name for her own: Eve, it is effectively permanent. Man. meaning “mother of all living.” From A character with some knowledge — Genesis 2:19–23 this, Eve developed other unique traits, of Adamic receives a +1 bonus to his not just the traits of a woman, but qual- Penetration multiplier whenever he And Adam called his wife’s name Eve; because ities particular to her own identity, and uses his magic on a target with Magic she was the mother of all living. together she and Adam had mastery Resistance, as a form of sympathetic — Genesis 3:20 and dominion over the land. magic. To do this, he must name the Many medieval scholars believe target while it is within range of his According to traditional legends that there is great power in the lan- voice, working this name into what- about the beginning of the world, the guage that Adam spoke, as it is the ever ritual he performs to produce very first man was named Adam, and original language of all things, per- the magical effect, and if he is not lived in a fantastic garden called Eden haps the language spoken by God fluent in Adamic he must have an created for him by God, where his himself to bring about of Arcane Connection to the target, just every need was served. God brought the universe. The power of naming, as with other sympathetic bonuses. all the animals before him, and Adam of assigning a being a name that truly For example, a character with Adamic gave them their names. These were and succinctly describes it, might be 1 and an Arcane Connection that lasts specific words that best described considered to be the very first form hours (+1) would have a Penetration them, terms that meant “horse” or of magic, the most ancient magic in multiplier of +2 when naming his “lion” or “crow” or “salmon,” that the whole world. Uncovering this target within Voice Range. A char-

10 Ancient Magic Story Hook: The Language of Innocence A few ancient and contemporary In Mythic Europe, an imagina- him to create this knowledge. Like theologians have theorized that the tive child who has The Gift and is with other Dead Languages, he may first language of man is that of pure raised without any other linguistic increase his understanding of Adamic innocence, of a mind unsullied by influences develops a special lan- through formal instruction, if he can , and have sought to recreate the guage of his own in the first few years find a teacher. He can also teach the first language through experimenta- of his life, and this language is very basics of his made-up language to tion, reasoning that if a child were similar to Adamic. However, as he others once he learns to communicate to never hear any other words, what grows older and learns to communi- with them. In this way, other char- he would develop would be a lan- cate with others he necessarily loses acters may acquire this rudimentary guage based in instinct, a reasonable much of the innocence that mimics knowledge of Adamic if they wish. facsimile of the language of Adam. Adam’s state before he was cast out This method is a good hook for Roman historians wrote legends of of the garden, making it impossible a storyguide to draw a character with an Egyptian pharaoh who had two for him to develop his vocabulary an interest in ancient magic into the children raised in the wilderness, beyond the primitive ideas associated quest, and one way to do this is and who, when summoned, pointed with his childhood. by having him discover and adopt a to their mouths and said “becos,” To represent this in the game, child who intuitively speaks Adamic, the Egyptian word for bread, which instead of beginning with a Living perhaps one of the children used supposedly proved that Egyptian was Language score of 5 during character in King Frederick’s experiment. From the oldest language in the world. creation, a child with The Gift and a this child, the character may learn Frederick II, king of Germany and positive Intelligence who was raised the basics of the original language, Holy Roman Emperor in 1220, is said in controlled conditions or the wild and thus gain a slight increase to his to have conducted a similar experi- may begin with a score of 2 in Dead Penetration Ability, though to gain ment, but the results were inconclu- Language (Adamic). Unfortunately, the full benefits he must eventually sive as the children disappeared after he is unable to develop this language become fluent in it through one of being left in the wilderness and were any further than this, as by age 5 he the other means described in this never heard from again. has lost the innocence that allows chapter. acter with Adamic 5 would have a this capability is simply to allow the characters might come up with on total Penetration multiplier of +5, player to use his character’s powers to their own or have suggested to them since because he is fluent in the lan- help create new stories. by others who hypothesize that the guage, he always has a lasting Arcane original language of man has arcane Connection to his target. significance. Each path follows a dif- Whenever a character fluent in Hermetic Integration ferent route to this knowledge, but Adamic names something for the first they all overlap in various ways. time, such as a newborn baby, a piece Adamic does not need to be inte- The first method is to reconstruct of art, or a newly discovered land, grated into Hermetic magic, because the language from contemporary the name he gives it subtly influences learning it gives the character the sources. Much like the qualities of a its destiny, causing its true nature to power to make use of it immediately. person’s ancestors may be divined by change and conform to his image The is extremely studying their effect on the descen- of it. This birthright is something difficult to study, however, because dant, so too can Adamic be learned the storyguide should eventually inte- it is truly a dead language. There are by studying the different languages grate into the story in a subtle way no humans still living who speak it, into which it has transformed over the that makes the name meaningful, as and there are no written records to years. This quest begins with the story if it were a divine prophecy or an suggest how it would have sounded. of the Tower of Babel, the monumen- inheritance of some sort. Aside from How, then, are interested characters tal structure built to touch Heaven choosing the concept associated with to recover the secret? The sections itself, thwarted by God’s intervention the name, however, the character has below contain three suggested means and the invention of a babble of many no direct control over this effect; of learning the language, any of which different tongues.

11 Ancient Magic

A second method is to seek out And the Lord came down to see the city When the people of ancient the Garden of Eden, the idyllic and and the tower, which the children of men Babylon scattered, some of them went timeless place that was the origin of builded. west into Israel, some went south into humanity and from which Adam and And the Lord said, Behold, the people Egypt, and some went north into the Eve were exiled forever. The inhabit- [are] one, and they have all one language; mountains of the Caucasus, while oth- ants of the garden may still speak the and this they begin to do: and now nothing ers went east and eventually north and original language, and a character will be restrained from them, which they have west into Europe. This created four who can find his way there may be imagined to do. different groups of original languages, able to learn to speak it from them. Go to, let us go down, and there confound each with its own distinct structure Tracking down this place requires that their language, that they may not understand and vocabulary. These were Semitic, the characters travel to Mesopotamia, one another’s speech. named after Noah’s son Shem, from seeking out the place where four So the Lord scattered them abroad from which Hebrew, Aramaic, and Arabic mighty rivers once converged, and thence upon the face of all the earth: and they developed; Hamitic, named after somehow convincing the angelic left off building the city. Noah’s son Ham, from which Egyptian guardians to let them pass. Therefore is the name of it called Babel; and Coptic have descended; Scythian, Finally, there is one being because the Lord did there confound the lan- related to the languages spoken by remaining on earth who lived before guage of all the earth: and from thence did the the people who lived in the area the fragmenting of the language and Lord scatter them abroad upon the face of all between the Black and Caspian seas, who thus still speaks Adamic: Cain, the earth. descended from Noah’s son Japheth, the firstborn son of Adam, who killed — Genesis 11:1–9 and from which developed the lan- his brother and whom God cursed, guages of Slavic, Baltic, and Persian; giving him a mark that signified his The Bible explains the develop- and a fourth language, the language crime and doomed him to wander ment of different languages as a curse, of the nomadic people who traveled forever. The third method of learn- an act of God designed to prevent around the Caspian Sea into the far ing Adamic is to find Cain and con- the people of Babylon from building north and eventually settled all of vince, trick, or force him into teach- a great tower to touch the sphere Europe, who were the ultimate origin ing the characters the lost language of Heaven. They had the materials of Greek, Latin, and the Germanic of his father. necessary to construct this impressive languages. This fourth language has structure, and aspired to set them- never had a name, but it might be selves upon it like rival gods above called Cainite after Cain, thought by the rest of the world. But God caused some to be the ultimate father of these them to scatter in every direction, nomadic people. The Tower each group developing its language To discover the Adamic language in a different way, and even the name through research, the character must of Babel of their city, the word bab-ilu that first become fluent in two of these had meant “gate of the god,” came to four ancient languages via linguis- And the whole earth was of one language, and be associated with the term balal, “to tic research (see the sidebar), and of one speech. confound or mix.” From this babble of then develop those two languages to And it came to pass, as they journeyed languages eventually emerged every reconstruct the original language they from the east, that they found a plain in the tongue that is now spoken in Mythic have in common. For most characters, land of Shinar; and they dwelt there. Europe. these two languages are likely to be And they said one to another, Go to, let Thus, a character interested in Semitic and Cainite, as it is relatively us make brick, and burn them thoroughly. tracing the first language back to the easy for a character in Mythic Europe And they had brick for stone, and slime [bitu- time before the folly of the Tower of to learn Hebrew, Arabic, Latin, and men] had they for mortar. Babel must discover the roots of that Greek, since there are a great many And they said, Go to, let us build us language in contemporary speech. By excellent texts and teachers available. a city and a tower, whose top [may reach] studying the similarities found in dif- Before he can research Adamic, unto heaven; and let us make us a name, lest ferent ancient languages, the charac- however, the character must also we be scattered abroad upon the face of the ter can reconstruct how Adamic must become more familiar with ancient whole earth. have been spoken. Mesopotamia, to gain the required

12 Ancient Magic Linguistic Research The process of reconstructing an With these requirements met, might give the character experience ancient language from contemporary the character may also experiment in a related field like Area Lore or ones is difficult, but can be done, with the lost language in the lab as if Artes Liberales, or have other appro- although it requires a special seasonal he were researching a Breakthrough. priate effects at the storyguide’s activity. This works much like the For every two points or fraction discretion. process of original research, except thereof by which the character’s As an example, a magus has that instead of performing a magical score in the related languages a score of 5 in Dead Language project in the laboratory, it requires a exceeds 5, the player may modify (Egyptian) and Dead Language season of study, during which time the the results of the experimentation (Coptic). He would like to analyze character experiments by matching roll by +1 or –1, to a maximum of these two languages to discover a the words and sentence structure of +3 or –3, but if he rolls a 0 he must working knowledge of Hamitic, the one language with the other, sounding still check for a botch. If the result language from which these two other out what older words might have been of this roll is “Discovery,” the char- languages developed. He also has like and inventing linguistic notions acter receives 15 experience points Area Knowledge (Ancient Egypt) to describe the similarities and dif- in the common language, or perhaps 5, indicating that he understands ferences between the two. This gives enough experience to increase his how local conditions would have the character two points of Exposure score to the next level. A botch influenced the two languages. Every experience in the common language means that the character has ruined season he spends examining their Ability, but the character must be some of his work, by making a faulty similarities he gains two experience fluent in both derivative languages, conclusion or a mistaken translation, points in Dead Language (Hamitic). and must also be familiar enough with and he both gains no experience After only 38 seasons of this careful both cultures to understand the condi- that season and loses 15 experience study, he becomes fluent in the lost tions that could have caused them to points in the shared Ability — this form of speech. If he experiments, he change over time. This is represented represents the fact that he must later has the chance of gaining 15 addi- by a required Area Lore score of 5 discover his error and redo his work tional experience points each season, for the birthplace of the common for that season. Other results, such and so it may be more worth his time language. as “Side Effect” or “Story Event,” to risk cutting corners.

Area Lore score of 5 that is necessary environs. This might involve excavat- is mountainous, descending to flat to develop his linguistic research, and ing historical artifacts of the ancient steppes in the southeast, and thick this probably necessitates a journey world from beneath the centuries of marshland in the south near the con- to the Levant, since apart from brief sand that cover them, or speaking fluence of the two rivers and the mentions in a few tractatus by Roman with the loremasters of the region to Persian Gulf. historians, there have been very few hear stories and legends, or exploring At the center of the region is books written on the subject. the land to get a sense of how the the city of Baghdad, which is also people lived in the most ancient times. the religious and political center of It takes about 15 seasons of exploring Islam, the seat of the caliphate. The Seeking Lost Babylon Babylonia to gain a score of 5 in Area Exilarch, the spiritual leader of all the Lore (Ancient Mesopotamia) through , also lives there, and there are In order to gain sufficient Practice. many Christian colonies in the sur- knowledge of the culture of Ancient At one time, Babylonia encom- rounding area. Babylon, to give the characters neces- passed the entire Fertile Crescent, The city of Babylon was located sary insight into the mindset of the the lands of Mesopotamia that about 50 miles south of Baghdad, people who built the great Tower enclose the Tigris and Euphrates riv- and in the 13th century the area is of Babel before they were scattered ers, and extended as far west as the almost entirely deserted. There are throughout the world, the charac- Mediterranean Sea in Syria and north many dried-up riverbeds throughout ters need to investigate the ruins of into Cappadocia. To the east, much the region, signifying that at one time the once-great city and explore their of the northern part of the region the ground was much less arid than

13 Ancient Magic edieval esopotamia 100 miles CASPIAN SEA Tebriz M O N G Antioch O Mosul L S Aleppo A I T Hamadhan i g R r Z i Y s A hra R S Eup tes R G MEDITERRANEAN . . R D O SEA Samarra S N M O A U L Damascus N TA Baghdad I N Y S PERSIA L Acre O IRAQ H Jerusalem Euphrates R. .) R BABYLON on ih G (

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R Hidd n eke o l R h ) . i . R G PERSIAN n o is GULF Ancient Ruins of Babylon (P it is now, and Babylon lies on the as a great ziggurat that is usually that the area is infested with snakes plain directly in the path of one of depicted as sacred, often with a sun and scorpions, but it is also a fine these, which splits from the Euphrates shining down at the very summit, quarry for the people of the valley, approximately 20 miles northwest. perhaps indicating that the top of and there are plenty of strong, baked Careful exploration within the region the tower would have surpassed the bricks still hidden beneath centuries of reveals the paths of at least four dif- heavenly spheres. Magi may discover dust. There is scarcely a house in the ferent rivers throughout the lands that many of these ancient artifacts entire region that was not built from between the Tigris and Euphrates. contain a pawn or more of Terram vis, stones hauled away from that place. Closer to the Persian Gulf, where the if the inscriptions remain readable and The closest settlement is a community two rivers join and meet the sea, there the objects have not been disturbed. of 20,000 Jews who live within about is evidence that thousands of years It is said that the base of the 20 miles of Babel, and perform their ago the shore was about 100 miles great unfinished building remained worship in the Synagogue of Daniel, a northwest of its present position, per- intact for ages, but was completely great building said to have been built haps because of a rise in water levels demolished by Xerxes almost 500 in antiquity by the great , subsequent to the Great Flood. years before the birth of Christ, and constructed of the same solid stones Strange pictures of a many- that the site was later partially cleared and bricks taken from the ruins of the stepped tower may be discovered on by Alexander the Great. The area of Tower. the artifacts unearthed throughout the the city itself is often called Babel in Beneath the site of the ancient region, including clay tablets, stone the local tongue, and all of it lies in city is a deep pit in which, accord- cylinders with sunken writing used to ruins, though streets still extend some ing to Muslim legends, two fallen officially seal documents, kudurrus or 30 miles out from the former palace angels named hang stone blocks ornamented with reliefs of Nebuchadnezzar, which can still suspended upside down by their feet, and inscriptions, amulets, bas-reliefs, be seen on the horizon. Local legends necks, and knees. These angels were and jars. The Tower of Babel is shown tell of a curse upon the place, and say responsible for teaching magic to the

14 Ancient Magic descendants of , in accordance with God’s wishes, but Mongol Trooper when God observed that they did Characteristics: Int –1, Per +1, Pre Abilities: Animal Handling 3 not have compassion for humankind, 0, Com –1, Str +1, Sta +2, Dex (horses), Area Lore Mongolia 3 he gave them human emotions and +1, Qik +2 (geography), Area Lore Persia 2 sent them to earth to be tempted Size: 0 (geography), Area Lore Russia as people are. Both angels sinned, Age: 30 2 (geography), Athletics 3 (run- and as penance they were given the Virtues and Flaws: Puissant Ability ning), Awareness 2 (in combat), choice of punishment in this life or (Ride), Puissant Ability (Bows), Bargain 2 (livestock), Bows 5+2 the next. They chose the former, and Warrior; Reckless; Disfigured (composite), Brawl 3 (dagger), so they hang there until the end of (scars), Infamous Craft Bows 3, Hunt 3 (tracking), the world. Personality Traits: Brave +3, Living Language Mongolian 5, Rubble and bricks supposedly Reckless +3, Loyal +3 Ride 3+2 (battle), Single Weapon cover the great rock that blocks the Reputations: Murderous 4 (local) 5 (saber), Survival 3 (steppe) entrance to the pit. It is said that one Combat: Equipment: composite bow (Load man once managed to gain entrance, Dagger: Init +0, Attack +7, Defense +2), metal reinforced leather half- by digging around the edges. He had +6, Damage +4 armor (Load +2), saber (Load been warned by his guide not to speak Composite Bow (mounted): Init +1), daggers, spear (Load +1) the name of God in the area, but upon +0, Attack +16, Defense +13, Encumbrance: 2 (3) beholding the greatness of the two Damage +8 Appearance: A fierce-looking eastern angels he could not help himself, and Composite Bow (on foot): Init warrior on horseback, his upper Harut and Marut became so agitated –2, Attack +13, Defense +10, body lightly covered by fur-lined that they almost broke their chains. Damage +8 leather armor, with an acorn-like The man and his guide fled and never Saber (mounted): Init +4, Attack metal helmet also fringed with returned again. +14, Defense +12, Damage +7 fur. He carries a bow in a quiver In fact, the pit and the two angels Saber (on foot): Init +2, Attack +11, on his saddle, a saber, and a short are hidden within an Infernal regio Defense +9, Damage +7 spear with a small hook at the of level 3. At the top of the well, Spear (mounted): Init +4, Attack base of the blade. there is a level of the regio with an +11, Defense +10, Damage +6 Infernal aura of 1, where the well was Spear (on foot): Init +2, Attack +8, While there are younger soldiers once sealed. Although the stone has Defense +7, Damage +6 in the Mongol army, this trooper been broken, at this level the pit only Soak: +4 (armor and Stamina) represents the finest specimen that contains thousands of scorpions. On Fatigue Levels: OK, 0, –1, –3, –5, the characters are likely to encoun- the mundane level, there is only a Unconscious ter, the sort of character who would thick slab of stone, nine by nine paces Wound Penalties: –1 (1–5), –3 (6– fight in the van during a group across, beneath the rubble, and the 10), –5 (11–15), Incapacitated engagement or who might be found entire city has a faint Magical aura (20+) singly acting as a scout or guard. of 1. from the Far East. Fierce warriors with Genghis sent ambassadors to the lance, bow, and sword; practically shah demanding that the governor be The Encroaching raised on horseback; and hardy as the turned over to him for retribution, but Mongols steppes on which they were born, this these ambassadors were humiliated by force has united under the banner of the shah and sent back, with the lead- one chieftain named Genghis ers of the deputation put to death for The lands surrounding ancient Khan, Lord of the Earth, a brilliant their insolence. The Mongols declared Babylonia are a very dangerous place tactician, a charismatic leader, and a war, and more than 100,000 Mongol to explore in the middle of the 13th ruthless opponent. horsemen rode westward, obliterat- century, for there is another power In 1218, the governor of a Persian ing resistance when it was offered converging upon them: the great army frontier province seized a Mongol and bypassing areas where there was of the Mongols, nomadic invaders trade caravan, killing the drivers. none. The speed and viciousness of

15 Ancient Magic Orlock (Mongol General) Characteristics: Int 0, Per +1, Pre +2 Spear (on foot): Init –1, Attack +6, The Mongolian generals are (1), Com +1, Str 0, Sta +2, Dex Defense +3, Damage +5 experts in strategy and tactics, and +1, Qik 0 Soak: +4 (armor and Stamina) most of their successes may be attrib- Size: 0 Fatigue Levels: OK, 0, –1, –3, –5, uted to their superior military intel- Age: 40 Unconscious ligence and their ability to quickly Confidence Score: 2 (5) Wound Penalties: –1 (1–5), –3 (6– assess the nature of the battlefield. Virtues and Flaws: Affinity with 10), –5 (11–15), Incapacitated They constantly patrol the borders of Leadership, Clear Thinker, (20+) the Empire and often sent out groups Improved Characteristics, Abilities: Animal Handling 3 (hors- of scouts in every direction, watching Inspirational, Puissant Ability es), Area Lore Mongolia 3 (geog- their enemies carefully for weaknesses (Leadership), Puissant Ability raphy), Area Lore Persia 2 (geog- and familiarizing the army with the (Ride), Self-Confident, Strong- raphy), Area Lore Russia 2 (geog- lay of the land. They also maintain Willed, Warrior; Enemies raphy), Athletics 3 (running), an excellent communication network, (Europe); Outsider; Vow (loy- Awareness 3 (in combat), Bows 5 using a semaphore system to signal alty to Great Khan); Disfigured (composite), Craft Bows 3, Brawl across great distances, and a series of (scars), Infamous 3 (dagger), Folk Ken 2 (nobles), horse posts to keep units of soldiers in Personality Traits: Resolute +3, Guile 3 (elaborate lies), Hunt contact with their leader. Ruthless +5, Cunning +4 3 (tracking), Intrigue 3 (allianc- The army can employ a great Reputations: Murderous 4 (local) es), Leadership 6+2 (7) (battle- many forms of misdirection extreme- Combat: field), Ride 3+2 (in battle), Artes ly well, such as a smokescreen across Dagger: Init –1, Attack +7, Defense Liberales 1 (military communi- a battlefield with flaming arrows, or +4, Damage +3 cation), Craft Siege Equipment riding their horses in fast flanking Composite Bow (mtd.): Init –2, Attack 3 (catapults), Single Weapon motions across rugged terrain. They +14, Defense +9, Damage +7 3 (saber), Living Language typically have so many spare horses Composite Bow (on foot): Init –5, Mongolian 5, Living Language that they can often send out decoy Attack +11, Defense +6, Damage Persian 3 (negotiations), Survival forces of a few men that look like a +7 (steppe) 3 whole legion. Many of their enemies Saber (mounted): Init +2, Attack Equipment: composite bow (Load are fooled by their organized retreat, +12, Defense +8, Damage +6 +2), metal reinforced leather their finest maneuver, wherein they Saber (on foot): Init –1, Attack +9, half-armor (Load +2), saber pull back, drawing their opponents Defense +5, Damage +6 (Load +1), daggers, spear (Load out behind them in a long pursuit, Spear (mounted): Init +2, Attack +9, +1) exhausting them, and then suddenly Defense +6, Damage +5 Encumbrance: 3 (3) turning around and attacking.

Mongolian Bows

A great part of the military is a short-range bow called a horse flaming arrows, and even whistling might of the Mongols comes from bow used for shooting from horse- signal arrows. their unusually strong bows, rarely back, and the other is a composite In the table on the following seen before in the West. These bow with a greater range used for page, one asterisk (*) indicates a bow are double recurve composite bows shooting long distances. In addition that requires two free hands to load made of layers of sinew, horn, and to extra arrows — usually about and fire, two (**) indicate that you wood that can have a pull weight of 60 for each type of bow — many should add the values of the bow and over one hundred pounds. A warrior warriors also carried arrows with arrow to determine the final modi- usually carries two, in special quiv- specialized purposes, such as armor- fier, and three (***) indicate that the ers on the saddle of his horse: one piercing arrows, blunt stun-arrows, arrow deals non-lethal damage.

16 Ancient Magic Mongol Spirit Shaman Characteristics: Int +1 (1), Per –1 Spear (mounted): Init +3, Attack +7, A few of the Mongols in the (1), Pre +2 (1), Com +1, Str –2 Defense +7, Damage +3 army are tribal shamans versed in the (1), Sta +2 (1), Dex –1 (1), Qik Spear (on foot): Init +1, Attack +4, power of the spirit world, and can +1 (1) Defense +4, Damage +3 summon spirits to aid them in scout- Size: 0 Soak: +4 (armor and Stamina) ing out the area, attacking super- Age: 55 Fatigue Levels: OK, 0, –1, –3, –5, natural enemies, and spying on their Decrepitude: 1 (5) Unconscious opponents. More complex rules for Confidence Score: 1 (3) Wound Penalties: –1 (1–5), –3 (6– summoning spirits in this way are Virtues and Flaws: Wise One; 10), –5 (11–15), Inc. (20+) found in Realms of Power: The Infernal, Summoning (see Realms of Power: Abilities: Animal Handling 3 (hors- Chapter 11: Ars Goetia, but for the The Infernal, page 114); Ghostly es), Area Lore Mongolia 3 (geog- sake of simplicity you may assume Warder (homeland spirit); raphy), Area Lore Persia 2 (geog- that the shaman can easily summon Puissant Ability (Ride), Warrior; raphy), Area Lore Russia 2 (geog- an appropriate Faerie, Magical, or Enemies (Europe); Outsider; raphy), Athletics 3 (running), Infernal spirit of Might 30 or less Disfigured (scars), Infamous, Vow Awareness 3 (in combat), Bargain and bargain with it to convince it to (loyalty to the Great Khan) 3 (spirits), Bows 5 (composite), do his bidding. These spirits might Personality Traits: Resolute +3, Craft Bows 2, Brawl 2 (dagger), agree to be bound to a weapon, Ruthless +5, Discerning +4 Faerie Lore 2 (spirits), Guile 2 creating a sort of enchanted device, Reputations: Murderous 4 (local), (elaborate lies), Hunt 2 (track- or commanded to perform a task for Spirit-worshipper 3 (Infernal) ing), Infernal Lore 3 (spirits), the shaman. The shamans employ Combat: Leadership 2 (battlefield), Magic whatever sort of spirit is convenient Dagger: Init +1, Attack +4, Defense Lore 3 (spirits), Penetration 4 to help them accomplish their objec- +4, Damage +1 (spirits), Ride 3+2 (in battle), tives, even . Composite Bow (mounted): Init Single Weapon 3 (saber), Living All shamans have a personal –1, Attack +12, Defense +10, Language Mongolian 5, Living familiar spirit, usually an ancestor Damage +5 Language Persian 3 (negotia- spirit associated with their homeland Composite Bow (on foot): Init –3, tions), Survival (steppe) 3 that follows them and aids them. For Attack +9, Defense +7, Damage Arts: Summoning 22 examples of these sorts of beings and +5 Equipment: composite bow (Load the powers they have at their com- Saber (mounted): Init +3, Attack +2), metal reinforced leather half- mand, see The Mysteries Revised Edition +10, Defense +9, Damage +4 armor (Load +2), saber (Load or Realms of Power: Magic. Saber (on foot): Init +1, Attack +7, +1), daggers, spear (Load +1) Defense +6, Damage +4 Encumbrance: 3 (3)

Mongolian Bow, Continued

Weapon Ability Init Atk Def Dam Range Str Load Cost Bow, Composite* Bow –2 +4 0 +7 30 –1 2 Exp. Bow, Horse* Bow –2 +5 0 +8 15 –1 2 Exp. Arrow, normal** Bow 0 0 0 0 0 0 0 Std. Arrow, Armor-piercing** Bow –1 –1 0 +2 –15 +1 0 Exp. Arrow, Blunt** Bow –1 –1 0 +2*** 0 0 0 Exp. Arrow, Flaming** Bow –4 –1 0 +1 –15 0 0 Exp. Arrow, Signal** Bow –1 –1 0 –3 +10 0 0 Exp.

17 Ancient Magic the attack caught the shah and his Adamic language, for it is shown in troops completely by surprise, and The Garden the Bible that the serpent could speak soon all of Persia was in utter chaos. to Eve, tempting her to eat the fruit It is said that the caliph of of Eden of knowledge, and so brought about Baghdad, who was hostile to the shah, the . Outside the garden, sent Genghis a regiment of Christian And the Lord God planted a garden eastward most animals seem to have lost the prisoners taken in the Crusades as a in Eden; and there he put the man whom he power of speech, but it is a common show of support. The Mongol army had formed. hypothesis that all of them could talk had no need for infantry, however, And out of the ground made the Lord while within the land of Eden, and the and these men were released. Those God to grow every tree that is pleasant to the language they spoke must surely have of them who made it back to the sight, and good for food; the also in been the same as Adam’s. Holy Land eventually carried the first the midst of the garden, and the tree of knowl- Scholars who are familiar with the descriptions of the Mongol invaders edge of good and evil. first chapter of the Bible know where to Europe. Thus, characters research- And a river went out of Eden to water Eden is said to be located, for the pas- ing the local area lore might hear of the garden; and from thence it was parted, and sage in Genesis is quite clear that it them and prepare themselves. became into four heads. was to be found at the joining of four By 1221 the shah flees for the The name of the first [is] Pison: that great rivers: the Pison, the Gihon, Caspian Sea, but is pursued and soon [is] it which compasseth the whole land of the Hiddekkel, and the Euphrates. caught by the Mongol army, which Havilah, where [there is] gold; Of these names, only the Euphrates swells to nearly 200,000. Then, while And the gold of that land [is] good: there is still in use, and those who know Genghis hunts down the shah’s son [is] bdellium and the onyx stone. something of ancient geography may — for the Mongols always seek to And the name of the second river [is] know that the city of Babylon was destroy any nobles to whom their Gihon: the same [is] it that compasseth the built near its banks. From there, it is enemies might rally — his great gen- whole land of [Kashshu]. only a question of journeying down eral Subatei secures the region and And the name of the third river [is] the river until this confluence is found, begins to scout out their surround- Hiddekel: that [is] it which goeth toward and there, presumably, an entrance to ings, sending a force of 40,000 horse- the east of Assyria. And the fourth river [is] the regio in which Eden resides may men on a reconnaissance mission into Euphrates. be discovered. Characters already the Caucasus. — Genesis 2:8–14 exploring the area of lost Babylon and For the next fifteen years, all of seeking knowledge of the history and western Persia is a military staging In medieval times, the Garden of geography of ancient Mesopotamia area and heavily guarded camp, as the Eden is seen as an idyllic , a might also stumble across the edges Mongols first advance tentatively into place very similar to Heaven, where of this regio in their travels. Europe and then later invade it with cares and age are stripped away and their full strength. Constant patrols all human needs are provided for by of mounted scouts watch the west- God. There, the lion lies down beside The Guardians ern border of the Empire carefully the lamb, and the hunter puts aside for threats to their army and signs his bow, for he has no need to hunt. And the Lord God said, Behold, the man is of easy conquest. Information-gath- Legends tell of men and women who become as one of us, to know good and evil: ering sorties periodically make their have located this blessed land on and now, lest he put forth his hand, and take way through Mesopotamia, and overt distant shores, in dark forests, under also of the tree of life, and eat, and live for displays of magic or heavily armed deep waters, or within great moun- ever: soldiers certainly attract their atten- tains — but those who know the Therefore the Lord God sent him forth tion, perhaps even altering the course lore of the faeries imagine that these from the garden of Eden, to till the ground from of Europe’s history if the Mongols are stories refer to Arcadia, the realm of whence he was taken. forced to respond. the fae, and not Eden, the legendary So he drove out the man; and he placed at birthplace of mankind. the east of the garden of Eden Cherubims, and Yet just as people seek Arcadia, a flaming sword which turned every way, to others may yearn to reach Eden, espe- keep the way of the tree of life. cially those who wish to learn the — Genesis 3:22–24

18 Ancient Magic Guardians of Eden Choir: Cherubim Sense Holiness and Unholiness 7 confronts them, always taking Divine Might: 50 (Vim) (demons), Theology 7 (Eden) a shape that inspires awe and Characteristics: Int +5, Per +5, Pre Powers: implies authority. This is typi- +5, Com +5, Str +4, Sta +5, Dex Angelic Mantle, 2 points, +12, Corpus: cally the shape of an , a +4, Qik +2 The guardian takes a human form, great androgynous human being Size: +2 apparently flesh and blood. with a powerful presence, an aura Confidence Score: 3 (7) Divine Insight, 3 points, +0, Mentem: of light, four sets of wings, and a Virtues and Flaws: Greater Immunity May temporarily grant the Clear flaming sword. They can commu- (fire), Second Sight, Sense Thinker, Free Expression, or nicate differently with multiple Holiness and Unholiness Inspirational Virtues. characters at once, seeming to say Personality Traits: Love of God Enfolding, 2 or 10 points, +10, Vim: one thing to one character but +5, Contemplative +4, Wise +4, The guardian protects the target’s something completely different Righteous +2 mind or body from all harm. to another. Combat: Envisioning, 1 or 5 points, +0, Mentem: Flaming sword*: Init +4, Attack +17, The guardian may appear in a The guardians can understand Defense +15, Damage +30 dream (or a daydream) to the any language (including Adamic), and * The sword is not affected by Magic target. can speak directly into the mind of Resistance of any kind. Fiery Form, 1 point, +16, Ignem: May anyone who wishes to speak with Soak: +16 become a fiery shape at will, them. Their sole purpose is to forbid Wound Penalties: –1 (1–5), –3 (6– doing +5 damage to anyone who entry to the garden to those who 10), –5 (11–15), Incapacitated approaches within five feet. have been barred from it, though they (20+) Turn the Unworthy, 0 points, +16, Vim: might be willing to engage characters Abilities: Area Lore (Eden) 7 (ani- The guardian forces the target to who approach the regio in conversa- mals), Area Lore (Ancient return immediately to the next tion, and may even answer questions Mesopotamia) 3 (geogra- lowest level of the regio. This about the Garden, and who may enter phy), Awareness 7 (approach), is a miraculous power, and thus it, if they are asked. “None of the sons Dominion Lore 4 (angels), cannot be resisted with Might or of Adam or daughters of Eve may Etiquette 6 (humans), Magic other kinds of Magic Resistance. enter,” they might say, “nor any of the Lore 4 (magical beasts), Great Equipment: flaming great sword Serpent’s kin. All other animals are Weapon 7 (sword), Penetration 7 Encumbrance: 0 (2) welcome.” They may also warn the (mortals), Philosophiae 7 (natu- Appearance: The guardians appear characters not to touch the trees that ral), Second Sight 7 (illusions), differently to each person who grow at the center of the garden.

It may be that Eden, as a concept, by traveling towards the place where create an impenetrable barrier around is literally part of paradise, where righ- four rivers once joined into one. the entire perimeter, except on the teous and holy spend eternity The regio has three levels. The east side, where there is a clear open- after death. In the Bible, the garden is mundane level is under water, in the ing forty paces across. Beyond this “eastward in Eden,” implying that there middle of the Persian Gulf. Level 1 is entrance, the great primeval garden were once other parts of Eden that still flooded, but the ground is muddy can be clearly seen, but before they were not the garden. In Ars Magica, marshland and is close enough to can pass through, the characters are this may be explained by the fact eventually swim and wade back to confronted by one of the guardians. that Eden is a Divine regio, a piece shore. On Level 5, the four rivers are The guardians do not allow entry of Heaven on earth, a place that is clearly separated, coming together to any human beings, whom they call typically hidden from mundane eyes to form a large island, covered with “sons of Adam” and “daughters of Eve.” beneath the waters of a great sea. It grass and brush. Finally, on Level 10, They also do not permit any reptiles may be reached by passing through a the island is larger than the whole city to pass into the garden, or “Serpent- boundary found somewhere along the of Baghdad, thickly forested with tall kin,” as they call them. There are four southern part of the Euphrates River, trees, and gnarled roots and trunks guardians surrounding Eden, prevent-

19 Ancient Magic

But of the fruit of the tree which [is] in Other Edens the midst of the garden, God hath said, Ye This version of the Garden of and stories about it — though such shall not eat of it, neither shall ye touch it, Eden is not necessarily the only ver- a faerie paradise would have very lest ye die. sion of Eden the characters could little grounding in reality, and it And the serpent said unto the woman, Ye discover. For example, there may be would be impossible for characters to shall not surely die: a Magical Eden, a primordial forest learn Adamic from the inhabitants. For God doth know that in the day ye to which the first animals, plants, and It might seem as if they could, but eat thereof, then your eyes shall be opened, and people may be traced. There could this knowledge would be like learn- ye shall be as gods, knowing good and evil. also be an Infernal version of Eden, a ing from a dream, and would vanish — Genesis 3:1–5 tempting garden full of sinful delights as soon as the characters returned to and corrupting illusions. Such a gar- the real world. Characters searching Inside the regio, Eden is a magical den could appear anywhere, but vis- for Eden might seek out or stumble paradise, a garden of vibrant color and iting it would be perilous to the upon one of these other versions of life. It is a timeless, immortal place, characters’ souls. There could even it first, which might lead them into where day and night pass as normal be a faerie version of Eden, a part exciting and challenging alternative but the seasons never turn. Years of Arcadia made real from legends adventures. may pass outside of the regio, but within the inhabitants never hunger ing anyone who is forbidden to enter The guardians can see into the or thirst, and indeed never want for from passing into the regio from any spirit world, and prevent all non-cor- anything. They are not cold or warm, direction, and they descend upon any poreal humans from entering (ghostly they do not need to hunt, and none who somehow emerge inside without warders, spirit familiars, and so on), as of them must sleep, though noctur- passing through the boundary, using well as all faeries and demons, includ- nal creatures stir when the sun is their Turn the Unworthy power to imme- ing animals that have Faerie or Infernal down and others rest in comfort until diately eject them into the lower level Might. This is because the guardians the dawn. Everything is peaceful and of the regio. view Faerie as essentially associated tranquil, and visitors who upset this There is a way for human char- with people, and faerie beings cannot balance find themselves removed by acters to access the garden, though: separate themselves from humanity the guardians. non-reptilian animals are not prevent- enough to seem like real animals to Magi who enter in animal form ed from coming and going as they the guardians. Demons and characters find that they no longer have The will, and characters who watch the with Infernal Supernatural Virtues are Gift while within the garden; they entrance long enough to see an animal always considered Serpent-kin and are not offensive to other animals, but approach and enter may recognize this are denied entry no matter what their they cannot work magic either. This fact. If the characters can change their shapes. Characters with Divine Might does not cancel magical effects that shapes through Muto Corpus magic can enter and leave whenever they are already upon them, but they can- or appropriate Supernatural Abilities, wish, and characters associated with not cast spells, including the Parma they can enter. Changing their shape Faerie but who do not have Faerie Magica, and they cannot experi- tells the guardians that they identify Might may still enter if they adopt an ment as if in a magical laboratory. themselves with another form, com- appropriate shape. Enchanted devices they bring that municating that they should be treat- have continual effects remain active, ed as animals rather than people, but but those that must be activated by this must be a complete change or the The Animals the wielder or that trigger in response guardians see through it — that is, the to conditions besides night and day characters cannot simply change their Now the serpent was more subtil than any fail to function. appearance to make themselves look beast of the field which the Lord God had All the animals who make their like animals. They must also remain in made. And he said unto the woman, Yea, hath way inside are blessed with the mirac- this shape the whole time they are in God said, Ye shall not eat of every tree of the ulous power to speak as humans do. If Eden, for if any of them ever adopt a garden? they know a language, they find that forbidden form, the guardians imme- And the woman said unto the serpent, We they may communicate with others diately remove them. may eat of the fruit of the trees of the garden: through words and gestures. All the

20 Ancient Magic beasts who live in Eden can speak the world beyond, and may be will- Adamic, but none of them know any ing to speak with the characters in Talking to the Animals others. exchange for tales. The animals may The power of the garden does not also be willing to teach the characters Animals in the mundane world give an animal an Intelligence score, if they somehow acquire a sense of do not typically have a score in only the ability to communicate and responsibility to them, such as if the a Language Ability, unless they a heightened sense of cunning. They characters conveyed the idea that the have been trained by a human do not have supernatural Might or animals and characters are somehow to simulate or recognize particu- any special powers. At one time there related. lar commands, and even then it were two of each kind of animal, one Most likely, the characters learn is doubtful they could have more male and one female, though many of Adamic via Exposure, which is a than a score of 1. Most animals can these have departed over the years, slow process, since it only gets them communicate fluently with others and others have entered the garden. two experience points each season. of their species, however, and a All of the animals here are essentially However, it is the surest way to dis- similar concept allows the animals domesticated, though they are not cover this knowledge. If they can in Eden can communicate to each necessarily tame. They are not hos- convince the animals to interact with other in Adamic. tile, but ambivalent to the characters. them directly and intensively through Since they do not have They have no sense of time passing, speech and gestures, they can begin Intelligence scores, however, effects and while they may recognize new- to learn through Practice, which gives like the spell Thoughts Within Babble comers from day to day, if the charac- eight experience points per season, a (InMe 25) do not make sense of ters leave the garden and come back, dramatic improvement. the words the animals speak unless they need to reintroduce themselves. they are designed with an Animal The beasts know nothing of good requisite. Likewise, characters with or evil, right or wrong, or virtuous The Fruits Supernatural Powers that allow or sinful, and have great difficulty them to understand other languag- understanding these concepts. The And when the woman saw that the tree [was] es do not automatically understand closest concept the characters may be good for food, and that it [was] pleasant to what the animals are saying. able to communicate is “instinctive” the eyes, and a tree to be desired to make [one] — the animals follow their instincts wise, she took of the fruit thereof, and did eat, fruits, most of them easily within as proper behavior, and recognize and gave also unto her husband with her; and reach of even small animals. that acting against their instincts is he did eat. All of the animals native to the improper. Attacking each other is And the eyes of them both were opened, and garden know not to touch the fruit of improper here, for example, because they knew that they [were] naked; and they these trees, and they warn others to the animals’ instincts to attack each sewed fig leaves together, and made themselves stay away from them as well. It is “not other are suppressed; the characters aprons. proper” to eat anything here, they may be able to communicate the idea — Genesis 3:6–7 say, or to remove the fruit from the that there are things that are proper branches, and they immediately dis- here but improper in the world out- Besides the animals, there is also tance themselves from any characters side, and vice-versa. an amazing amount of vegetation who do so. They instinctively guide By befriending the animals, the growing in Eden, including two unique characters away from the area, so that characters may be able to convince trees that may pique the characters’ only those who specifically seek it them to teach Adamic to them. This interest. They grow in the center of out or set out to explore the garden is difficult, because they need - noth the garden, a short distance apart stumble across the trees. ing from the characters, and so there from one another: one of them what Intelligent characters find the is little that students can offer in seems to be a pomegranate tree and scent overpowering and irresistible. exchange. They may threaten the the other apparently a fig tree. The The fruits call to them like the most animals, but if they attempt to harm former is the Tree of Knowledge and powerful desires they have ever had, them they find themselves outside the latter the Tree of Life. Hanging virtuous or base, for they represent once more. The animals may enjoy from each are about a dozen ripe all of humanity’s greatest wants. It hearing stories of their descendants in requires great strength of will for the

21 Ancient Magic characters to come within range of the trees and not succumb to the tempta- Other Trees of Power tion, for they were all born with a It may be that the Tree of Truth, with rich, round grapes taste for them. The storyguide may Knowledge and the Tree of Life are that produce a sweet wine that is ask for appropriate Personality Trait only two of several different trees of heady but not intoxicating, and a rolls if the characters seem genuinely power that may be found in Eden, for dark bramble known as the Tree of hesitant, or simply give the players a though they are the only two men- Falsehood, with prickly, thorny trails choice of which of the two fruits their tioned in the Bible, it stands to reason and black berries, which produces a characters eat. Once they begin down that the other fruits of the garden sticky juice that can drive a person the path toward these trees, however, could have undiscovered supernatural mad from just the scent. Tasting it is almost inevitable that they even- properties, since it is not necessary for either fruit could change a character tually give in; the only question is the animals to eat while they dwell in in much the same way as the fruit of which of the two fruits they pick. Eden. These trees might be found in the Tree of Knowledge or the Tree Characters who eat either type other parts of the garden, perhaps of Life, altering him as appropri- of fruit immediately disappear from hidden in such a way that characters ate, perhaps giving him Divine or the garden, but the storyguide should cannot simply stumble over them, Infernal Virtues like True Faith or wait to describe what happens to but if they seek them out, they can Chthonic Magic (see Realms of Power: their players until everyone has cho- discover them. The Infernal, page 123), or perhaps sen which fruits their characters eat. These additional trees might Magical or Faerie Virtues like the If some characters resist, wait until include a vine called the Tree of Gentle Gift or Faerie Blood. they leave Eden to reveal what has happened to their companions. (In Warping Points and must make a roll one), and is from then on only an ani- the meantime, allow the players of to avoid Twilight). mal, albeit one with human abilities. those characters who tasted the fruit The fig tree is more alluring to Magi can use their magic to transform to believe that they have died, smit- characters who are drawn to the physi- themselves into a human shape, using ten by God’s wrath — a bit of disap- cal and earthly. It is the Tree of Life, a Muto Animal spell with a Corpus pointment and regret at this point and calls to characters who seek to requisite, but it is no longer their true might heighten their appreciation for become closer to nature. The ten- form and so this can never be a per- the actual consequences when they’re der pods are squishy and the innards manent change. revealed.) sticky, and the taste carries a feeling In addition, all animals of the The pomegranate tree is more of intense contentment and careless- same species as the character who ate appealing to spiritual characters, espe- ness, like a pleasant daydream. It is the fruit are cast out of Eden, and pre- cially magi who are interested in eso- such an overwhelming experience that vented from returning by the guard- teric pursuits such as discovering the the character falls into a deep sleep ians. For example, if a character in the Adamic language. This is the Tree of from which he cannot be roused. He shape of a hound eats the fruit of the Knowledge, and curious characters, or must make a successful Aging roll (one Tree of Life, all other canines living in characters who usually study or teach, which does not cause him to gain an the garden are instantly transported find it the most difficult to resist. Aging Point) to wake up. If he does, out of the regio at the same time as Eating the juicy pomegranate seeds he appears outside the garden and the character. In the same way that brings with it the feeling of incredible finds that he has a Magical Might score all humans and reptiles are forbidden power, as well as an intense feeling of equal to (10 – Size). If he already had a from entering because of the actions guilt. All characters who partake of Might score there is no other effect. of their ancestors, all canines are it gain an Intelligence score if they In either case, a character removed similarly punished for the character’s have Cunning, or gain The Gift if from the garden for eating either the transgression. they are already intelligent. They also fruit of Knowledge or Life is thence- There may be other ramifications receive 1 Warping Point plus enough forth prevented from entering it again. of the characters’ taste of the forbid- additional Warping Points to increase The character also soon realizes that den fruit. Theologically speaking, it their Warping Score by 1 (which he has permanently become the shape could cause great turmoil within the ensures that all magi gain at least 2 he was when he ate the fruit. That is, Church, as the effects suggest that he has lost his human form (if he had The Gift is born from , and

22 Ancient Magic Story Seed: The Serpent’s Desire Cain’s Curse The characters have previously like humans, able to choose And the Lord said unto Cain, Where [is] encountered a powerful, ancient between good and evil. thy brother? And he said, I know not: [Am] I dragon who has something that This may be an impetus to make my brother’s keeper? the characters want in its hoard. It the characters decide to travel to And he said, What hast thou done? the is willing to make a bargain with Eden, and though they can take voice of thy brother’s blood crieth unto me from them: if the characters bring it the fruit with them if they resist the ground. a piece of fruit from the Tree of its allure, they find that it loses And now [art] thou cursed from the Knowledge, it will give them what its special properties outside of the earth, which hath opened her mouth to receive they ask, for it and its kin have garden. The dragon keeps its part of thy brother’s blood from thy hand; been cursed by God ever since the bargain if they bring the fruit to When thou tillest the ground, it shall their ancestor was driven from the it, but finds that like everything else not henceforth yield unto thee her strength; garden, and it believes that if it it turns to ashes in its mouth (“...and a fugitive and a vagabond shalt thou be in were to eat this fruit, its eyes would dust shalt thou eat all the days of thy the earth. be opened, and it would gain a life,” per Genesis 3:14). And Cain said unto the Lord, My pun- ishment [is] greater than I can bear. supports the idea that some animals And the Lord said unto Cain, Why art Behold, thou hast driven me out this day have souls. Religious authorities are thou wroth? and why is thy countenance from the face of the earth; and from thy face unlikley to take characters’ reports of fallen? shall I be hid; and I shall be a fugitive and a entering and being cast out of Eden If thou doest well, shalt thou not be vagabond in the earth; and it shall come to seriously, though, so even though the accepted? and if thou doest not well, sin lieth pass, [that] every one that findeth me shall characters might be able to spread at the door. And unto thee [shall be] his desire, slay me. new ideas among thoughtful charac- and thou shalt rule over him. And the Lord said unto him, Therefore ters associated with the Order, they And Cain talked with Abel his brother: whosoever slayeth Cain, vengeance shall be are unlikely to have an impact on and it came to pass, when they were in the taken on him sevenfold. And the Lord set a Church dogma or teachings. field, that Cain rose up against Abel his mark upon Cain, lest any finding him should brother, and slew him. kill him. — Genesis 4:1–8 — Genesis 4:9–15

Adam’s firstborn son was named In jealousy, Cain slew his brother The Mark Cain, and the curse said to have befall- and lied about it to God. As punish- en him is well-known in medieval ment for this, the tiller of the ground of Cain times, taken directly from the account was forced to become a fugitive and in the Bible. Many of the specifics of a vagabond, rejected by the earth And Adam knew Eve his wife; and she con- the story are confusing to those who which he had dirtied with Abel’s mur- ceived, and bare Cain, and said, I have gotten might investigate them, however, and der, trembling and moaning accord- a man from the Lord. there are many mysteries buried in ing to some translations of the text, And she again bare his brother Abel. these simple verses. For example, what and was banished from his family and And Abel was a keeper of sheep, but Cain was was the exact nature of Cain’s curse? their society. a tiller of the ground. What was the mark that God placed One interpretation of this curse And in process of time it came to pass, upon him, and how did those who saw is that Cain was physically changed that Cain brought of the fruit of the ground it know what it meant? Who was Cain’s by it; that it made him into a monster. an offering unto the Lord. wife, and where did she come from? Since the ground would not yield And Abel, he also brought of the firstlings This section outlines possible its bounty to him, he was forced to of his flock and of the fat thereof. And the Lord answers to these questions, to make feed on flesh and blood. He could had respect unto Abel and to his offering: it possible for the characters to find father children and build a city, but But unto Cain and to his offering he had Cain and talk to him, and perhaps he had to go far away from his father not respect. And Cain was very wroth, and convince him to teach them his native and mother to do so, for he could no his countenance fell. language. longer bear the presence of God that

23 Ancient Magic

fate, why did God not just kill him And unto Enoch was born Irad: and Adamic Writing outright? Instead of explaining, God Irad begat Mehujael: and Mehujael begat placed a mark upon him as a sign to Methusael: and Methusael begat Lamech. Characters fluent in the others that he was not to be harmed, And Lamech took unto him two wives: Adamic language who also know and as a warning that any person who the name of the one [was] Adah, and the name how to write (that is, who have a was to slay him would also suffer. of the other Zillah. score of 1 in Artes Liberales) may The Bible says nothing beyond And Adah bare Jabal: he was the father name objects or beings in writing that simple word, “mark.” It is the of such as dwell in tents, and [of such as rather than words. They inscribe same word as for “sign,” also used to have] cattle. the symbols that mean a thing’s describe a single letter of the Hebrew And his brother’s name [was] Jubal: he name upon it, and this is the same alphabet, as well as a brand or scar, a was the father of all such as handle the harp as naming it in Adamic, creating an message from God, an ill omen, or an and organ. Arcane Connection that the magus astrological event. The symbol for the And Zillah, she also bare Tubalcain, an can use to target it more effectively word “mark” was a simple cross. It was instructer of every artificer in brass and iron: in the future. also an ancient custom to brand crimi- and the sister of Tubalcain [was] Naamah. The mark of Cain might be nals on the forehead with a symbol of And Lamech said unto his wives, Adah said to mean “Cain” in the Adamic their crime, and perhaps this practice and Zillah, Hear my voice; ye wives of language, and inscribing it upon originated with Cain’s mark. Thus, Lamech, hearken unto my speech: for I have a thing is essentially the same as Cain has the sign of the cross on his slain a man to my wounding, and a young naming it Cain, so long as the forehead, raised as a scar and burned man to my hurt. character is fluent in the magical like a tattoo onto his skin. If Cain shall be avenged sevenfold, truly language of Adam and has some Some scholars have suggested Lamech seventy and sevenfold. understanding of the ancient alpha- that Cain’s mark was not a physical — Genesis 4:16–24 bet from which the symbol derives. symbol, but rather a metaphorical This creates an Arcane Connection one, like an aura of evil about him, or A puzzling question left by the between the magus and the object, a wild look in his eye. Many believed Bible is Cain’s wife, who is mentioned but also gives the target a pro- it to represent some sort of super- in the story of Cain, but her origin is phetic association with Cain, a natural protection, designed to keep never explained. If Adam and Eve were magical destiny that might not be Cain safe from harm until he finally the first man and woman, where did desirable. repented of his crimes. And some Cain’s wife come from? Many scholars described it as an unnatural manifesta- learned in ancient lore believe that surrounded their home. Worst of all, tion of these qualities upon his body, she was , the first woman cre- unless he repented and atoned for making him look like a wild beast, ated in the Garden of Eden, who was his evil deed, his sin could never be with sharp teeth or horns growing out exiled from it before ever Eve came to forgiven and he would not join God of his head. These ideas may be con- be. Many stories also describe Lilith in Heaven upon his death, but would firmed in the mind of any person who as the mother of all tempting demons be forced to remain on earth, soulless, encounters Cain; they may perceive and dark spirits, and a wicked witch for all eternity. him as a predatory animal at first, who practiced evil magic and kid- Many medieval authors describe before recognizing him as a man. napped babies in the night. (For more the “trembling and moaning” that about Lilith, see Realms of Power: The Cain was forced to endure. According Infernal, page 27.) to the story, Cain began to shake and Cain’s Children Another possibility is that while wail, and became agitated, driving Adam and Eve were the first man and himself into madness and frenzy, and And Cain went out from the presence of the woman, they were not the only man it is in this state that he protested Lord, and dwelt in the land of Nod, on the and woman; they were simply the to God that his punishment was too east of Eden. first man and woman who knew God, harsh; apart from his existence being And Cain knew his wife; and she con- were privileged to live with him in unbearable, he would be a pariah, and ceived, and bare Enoch: and he builded a city, the Garden of Eden, and were blessed that anyone who found him would and called the name of the city, after the name with his favor though they had sinned surely kill him. If this was to be his of his son, Enoch. against him. When they left the gar-

24 Ancient Magic The Descendants of Cain Story Hook: According to popular legend ing Lamech, becoming seventy and Ancient Devices in Mythic Europe, the giants and seven times more monstrous than ogres that are common in stories Cain and doomed to suffer seventy Verditius magi seeking unique from medieval times all the way and seven times his punishment. enchanted items as part of a back to the classics of antiquity are Or perhaps more than one of these Mystery Quest might learn of an the descendants of Cain, specifically circumstances are the case — per- ancient device made of brass and in the epic poem Beowulf, where the haps Lamech, the descendant of marked “Tuvulcan”, but written in phrase is used to describe both the Cain and Lilith, had other children Hebrew and dating back to the monstrous beast Grendel and his with his two wives, siring a race of ancient times long before legends mother. monsters who inherited the curse of of the Roman deity ever came The term “descendant of Cain” his ancestor. to be. Perhaps this leads them to is ambiguous. It could mean that The names of Lamech’s children, speculate that all or many of the these creatures were descended from as recorded in the Bible, may hint at pagan gods and goddesses of the the daughters of Cain, who it is said other interpretations as well. One of classical world were actually the bore children to the angels who them, described as a master artificer children of Lamech, and directly remained on earth. Or, it could be who worked in brass and iron, is descended from Cain. that the creatures are the fiends named Tubalcain. The “b” sound is of the night said to be the chil- often interchangeable with the “v” him into a hideous, wild creature. He dren of Lilith, who may have been sound in early European languages, fled his homeland, traveling far away, Cain’s wife. Alternately, it could be which could suggest that this famous and it is said he died in the Great that they were others who inher- smith’s name might have developed Flood, though whether or not he did, ited Cain’s curse, perhaps by kill- into “Vulcan” over time. or passed on the curse to anyone else, is unknown. In any case, like Cain, Lamech is never mentioned in the den, perhaps they found many other a boy, and declared that if any who Bible again. people already living in the world that harmed Cain were to suffer seven- they had inherited, just as there were fold, those who harmed him would plants and animals and all the other surely suffer seventy and sevenfold. Finding Cain things that God created spread all According to Biblical apocrypha, this throughout the world. is because the man he killed was Cain was shot through the heart, Whatever the case, Cain and his Cain, and the youth was his own son. and he should have died. Yet he was wife had a son named Enoch, and Lamech was a hunter, and when he not welcome in paradise, for he had they built a city of the same name and his son were in the forest, the boy never repented of his crime, but he in the land of Nod, far to the east of spotted a wild animal in the brush, had also already received judgment Jerusalem. No one knows where this and called to his father to shoot it. and punishment from God directly, land is, but some think it is in Persia The arrow struck soundly, but they and so neither could his soul be con- or the mountains of the Caucasus. found that the target was not a beast, signed to eternal damnation. Thus, Others suggest it was in Europe, in but his ancestor, who they recognized Cain arose from where he fell, a Novgorod, that these nomads wan- by the mark on his forehead. In fury, shadow of himself, both living and dered north as well as east. Cain and Lamech beat the boy to death with dead but neither living nor dead, a his wife also had many daughters, for his bow. man but not a man, a being something it is said that the angels who did not Thus, Lamech inherited the curse else entirely. He became a ghost of join with God or with the Devil were of his ancestor, for by slaying Cain, sorts, solid enough but also unreal and beguiled by the daughters of Cain, he was as doomed to suffer God’s otherworldly, a living corpse forced to and had children by them. vengeance as he had been. Lamech live in places steeped in fear and hid- Cain’s great-great-great-grandson suffered the same physical transfor- den by the night. In short, he became was named Lamech, a man who in mation as Cain, and it affected him a faerie, a legendary creature of dark- the Bible sang that he slew a man and much more severely, transforming ness and death.

25 Ancient Magic Cain, the Fugitive Faerie Might: 10–70 (Corpus) derous rage, Cain may ignore all Cain does not regain Might like Characteristics: Int –2, Per –1, Pre wound penalties and add +4 to a normal faerie. He must sleep to +4, Com +2, Str +3, Sta +5, Dex his Attack. recover lost Might, replenishing 1 –1, Qik –1 Rush of Strength, 3 points, +2, Corpus: Point per hour if he sleeps for more Size: 0 Cain summons a sudden burst than six hours. During this time Age: n/a (120) of angry vigor, increasing the his body is indistinguishable from Personality Traits: Murderous +7, amount of damage his next blow a corpse. Killing and eating a liv- Bloodthirsty +3, Envious +3, deals by +4. ing thing also restores some of his Fearful +3, Hateful +3, Reckless Shadow of Cain, 0 points, +2, Corpus: Might, approximately 1 Might Point +3, Thieving +3, Vengeful +3 One of Cain’s “shadows” separates for each two points of Size above Reputations: Murderer 9 (local), from his body and goes elsewhere, –15. If his Might Score has been Cursed by God 6 (local) taking away 10 points of Might diminished from its default value, Combat: and one of his +3 Personality each night it is increased by one. Dodge: Init –1, Attack n/a, Defense Traits. This is for all purposes Also, he heals very quickly when he +6, Damage n/a a different being, a specialized is incapacitated, completely recover- Fist and Nails: Init –1, Attack +6, instance of Cain that is unaware ing from all wounds as if they were Defense +7, Damage +4 of the actions of any others, Light Wounds, though they often Bite: Init –2, Attack +7, Defense +6, with its own agenda and its own leave unpleasant scars on his body. Damage +8 desires. It rises from Cain’s body, Like other faeries, Cain does not Club: Init +0, Attack +8, Defense +7, however, so Cain cannot do this age, and he does not suffer Fatigue. Damage +6 if he is bound or imprisoned. He suffers pain from exposure to the Soak: +5 (Stamina) Each of these shadows can join elements, but does not need warmth Wound Penalties: –1 (1–5), –3 (6– together with the others, so that to survive and has no need to breathe 10), –5 (11–15), Inc. (20+) it is possible for there to be two or eat. He may walk all day and all Abilities: Animal Handling 3 (oxen), versions of Cain in different parts night without stopping. If he is not Area Lore (any) 3 (geography), of the world, one with 40 Might sleeping, he must concentrate on Area Lore (Ancient Mesopotamia) and another with 30. When all of remaining in one place, or he is com- 8 (geography), Athletics 3 (run- his shadows are combined, he has pelled to travel. He prefers the night, ning), Awareness 5 (watching his maximum Might Score of 70. since he is less noticeable then, but from a distance), Brawl 7 (grap- Appearance: Cain can appear in also prefers settlements and cities to ples), Dead Language (Adamic) 5 many forms, but most commonly the wilderness. (agricultural terms), Guile 5 (lying he looks like a crooked old man Cain’s shadows wander through- to authority), Hunt 7 (long dis- in a dirty, kilted tunic and hood, out all of Mythic Europe, but he is tances), Single Weapon 6 (club), with which he covers a black often drawn back to Mesopotamia, Stealth 6 (hide), Survival 8 (des- scar in the shape of the cross his homeland. Characters investigat- ert), Swim 3 (rivers), Teaching 2 branded into the center of his ing the ruins of Babylon or searching (children) forehead. Most of the hair on his for the Garden of Eden may stumble Powers: head has fallen out, though his across his body huddled within a Desperate Speed, 3 points, +2, Corpus: eyebrows are unnaturally bushy Faerie aura, appearing to all medical Cain can move with astonishing and he strangely does not have a and magical examination to be dead speed when necessary, traveling beard. He bears signs of a nasty (apart from his Faerie Might), or dis- twice the distance a normal man arrow wound on the right side cover him lurking in the dark of night, could move in the same amount of his neck. His remaining teeth watching them from a distance. of time and adding +7 to his are long and sharpened to points, Initiative. and his fingernails are like claws. Supernatural Fury, 3 points, +2, His skin is pallid and cold, like a Corpus: When driven into a mur- dead body.

26 Ancient Magic

Cain’s original curse was a sort of faerie blood, which he passed on to his descendants and which associated him with the Faerie realm while he was still living. When he died, how- ever, he became a true faerie creature, wholly belonging to that realm. This version of Cain was a very different sort of faerie from the other faeries of the time. It might be supposed that Cain was the first “dark faerie” of the ancient world. In fact, part of Cain’s curse is that there are as many as seven shadows of Cain loose in the world, each of them slightly different, but all of them wicked and frightening. All of them are Cain: they know what he knew when he died, and they want what he wanted when he was still alive. Thus, while there is only one Cain, he may appear in several places at once; this is the sevenfold vengeance mentioned in the Bible. Cain’s seven aspects usually travel individually, though they can also come together to create a more pow- erful whole, and in fact they always do when two or more of them meet in the same place. In the many ages since the original Cain lived, each instance has developed a particular Personality Trait, which is its primary reason for killing. These break off from the whole when Cain appears to sleep, each pursuing its own form of murder. For example, the Wrathful Cain hunts to talk, he communicates in a strange may require the characters to dog his those who have slighted him, seeking garble of words and dialects, often steps across all of Mythic Europe, but revenge, while the Fearful Cain hides cursing to himself in his own tongue. it is one method by which they may in shadows, striking from darkness so Characters may be surprised to hear recover the original language of man. that he is not seen. their own names spoken among this A better way to learn Adamic is The main reason characters might stream of sounds under his breath if to convince Cain to teach them, for seek out Cain is because as a son they listen carefully, even if they have though he is a mediocre instructor, of Adam, he is a native speaker of not introduced themselves to him. it is faster than picking up a word or Adamic. In fact, while he can speak They may deduce that many of these two here and there over the course of and understand any language by vir- words are spoken in Adamic, and a season. However, Cain is unlikely to tue of his faerie nature, Adamic is through exposure to Cain’s bizarre do this, for he is vengeful and petty, the only language with which he is manner of speaking, they can pick and he may treat people with whom fluent, as it is the language he spoke up experience points in the language. he empathizes even worse than those when he was alive. When convinced This is an absurdly slow process that he dislikes. Yet some medieval schol-

27 Ancient Magic

burns him, leaving black marks upon The Faerie Cain his skin. This torture may cause him to Cain is depicted here as a faerie save his soul, and would conclusively yield, bitterly but pleadingly, though for several reasons. Firstly, Cain is a answer the question of whether or he nurses his vengeance and vows to character of myth, though he appears not Cain had been forsaken by God. cause his captors all the suffering they in the Bible, and after his death he Interacting with Cain as a inflict upon him and more. He has all is primarily a bogeyman used as a would be a mortal sin and a Hermetic the time in the world to get even, and frightening example of someone who crime. Thus, this version of Cain he ensures that those who punish him committed a terribly evil act and is morally ambiguous. Finally, as a eventually suffer much, much more suffered the consequences for it. It faerie, Cain’s appearance is mutable, than he did. is even possible that this faerie ver- so that his curse is not necessarily Should any character slay Cain, sion of Cain came into being after tied to his skin color or his national- that character inherits Cain’s curse, the real Cain’s death, in response to ity — the idea of Cain as a murder- as a kind of Greater Malediction. stories told about him. In any case, ous being cursed by God can appear He becomes twisted and deformed, this version of Cain is a legendary fig- in any culture, and this makes clear driven from the Dominion by the ure, a living character from a famous that his mark is not tied to his race same trembling and groaning that folk tale. Secondly, Cain is depicted or tribe. This version of Cain is one Cain suffers, and doomed to become as essentially amoral; he does not taken from European myth, but as a a shadow of himself when he dies. wish to corrupt others or lead people faerie creature he could just as easily So too will Cain the faerie eventually into sin, but sates his own desires. appear in a different form recogniz- raise himself from the slumber that If he were a demon, it would be able to people living in other parts of for him mimics death, his desire for impossible for the characters to ever the world. vengeance against his killer sated by passing on his curse. This process of death and rebirth might take only a ars speculate that Cain still has his at least temporarily, long enough to few days or many generations, but soul, for God has given him a differ- learn what they need. Cain ultimately resumes his wander- ent punishment than for his , Then again, it may be that the ings as if nothing had happened. and thus he may yet be saved from only way for the characters to learn eternal damnation if only he can be what they want is to force Cain to made to repent. If Cain understands cooperate, perhaps by capturing and believes this, perhaps he would him and threatening to hurt him. be willing to tutor the characters in Cain is especially susceptible to the Conclusions exchange for their hearing his confes- Dominion and holy things, for Divine sions. He may even enjoy it, as it gives auras cause his head and limbs to Once the characters have learned him an opportunity to brag about his tremble and shake, and turn his voice to speak Adamic fluently, the infor- exploits. Characters who listen to him into a series of unintelligible screams mation will probably begin to spread non-judgmentally may befriend him, and moans. The touch of a holy relic throughout the Order, possibly

28 Ancient Magic Magic in Other Languages Hermetic magic is based in Latin, using another language that he Adapting a language to Magic because that is the language of learn- speaks fluently instead of Latin. He Theory is not that onerous, and it is ing in Mythic Europe, and has been is seeking to achieve a Discovery unlikely that the result will be consid- since before Bonisagus developed his on the Extraordinary Results chart, ered a true “breakthrough” by other theory of magic. Magi can certainly and each time he does so, he pro- researchers in the Order of Hermes. cast spells without speaking Latin, duces a spell that he may cast using Perhaps it has been done before, but they suffer a penalty to their the new language. He may then and exotic magi in lands further east casting totals, just as if they were attempt to stabilize this discovery, have already converted their spells not incorporating their voice at all. and if he does he receives a break- into Greek or Arabic, even using To integrate another language into through point for each magnitude this language to teach their appren- their magic, they have to perform of the invented spell. Completely tices magic. Once this process has original research, experimenting in integrating this new language into been completed, a character with the the lab. This process is based on the Hermetic magic is less work than Living Language Ability at a score of rules described in Houses of Hermes: True a Minor Breakthrough, requiring 4 or more and Artes Liberales–based Lineages, page 26. only 15 breakthrough points to knowledge of the associated alphabet Like other means of adapting achieve, and unlike other forms of can learn the newly translated spell non-Hermetic magic into Magic original research, the magus does from a Lab Text, and from then on Theory, the magus must begin with not gain Warping Points from this may invent his own spells in that a project, perhaps inventing a spell procedure. language. attracting the attention of scholars likely to surface is the suggestion Because of the incredible in more academic circles. Given that that Hermetic magic incorporate Penetration advantages that Adamic it is supposedly the first language of Adamic instead of Latin, for magic gives magi, widespread knowledge man, and presumably the language of is so much more powerful when could lead to the downfall of the God, representatives of the Christian cast using the words of the first Order, since it negates the value of Church, Judaism, Islam, and other language. It is unlikely that Adamic the Parma Magica as an equalizer. faiths may also take an interest, per- could ever replace Latin completely, Then again, it could also ensure that haps declaring that it is a holy lan- since all the greatest books of the Hermetic magic achieves suprema- guage, sacred and not to be profaned day are written in Latin, as are cy over all other forms of magic, by wizards and magicians for use with all the authoritative tomes of their since magi would have both superior their heathen rites. This could lead to Hermetic predecessors, but in time resistance and unstoppable strength. great conflict within and without the it could become a sort of secret sign Ultimately, it is a discovery that would Order. among magi, used among their own transform the way magic is used, and As more and more magi learn to help them hide their Arts within how magi are perceived by all other the language, another idea that is the populace. supernatural beings.

29 Chapter Two Canaanite Necromancy

Then said the woman, Whom shall I bring up where in Mythic Europe, although the Major Supernatural unto thee? And he said, Bring me up Samuel. authenticity of these is questionable. — I Samuel 28:11 Virtue: Canaanite Necromancy In Canaan, a kingdom in the biblical Holy Land, there was a magi- Canaanite necromancers have spe- cal tradition of necromancers who Secrets of the cial abilities to speak to and summon could summon and speak to the dead. the dead. A character with this Virtue Late in the second millennium before Necromancer has a score of 1 in the Supernatural Christ, Canaan was conquered by the Ability Canaanite Necromancy, which Israelites. For a short time afterward, Canaanite necromancy, as prac- she may use to replicate any Hermetic necromancers continued to work in ticed by and her col- Corpus or Mentem spell effect that the city of En-Dor until they were leagues in biblical Canaan, is repre- deals with communicating, command- destroyed in a purge of prophets, sented by a new Major Supernatural ing, or summoning the dead. A stress priests, and witches conducted by the Virtue Canaanite Necromancy, and roll of Communication + Canaanite Israelite king Saul. the corresponding Supernatural Necromancy Ability against an Ease It is common knowledge, among Ability Canaanite Necromancy. This Factor of (3 x the magnitude of the the educated of Mythic Europe, that Ability can be taught to a Gifted char- effect) indicates that the character such a magical tradition once existed, acter by the ghost of Zephaniah using has successfully replicated the spell. as some information about it is pre- the rules for learning Supernatural For example, if Zephaniah attempts to served in the book Abilities (ArM5, page 166). However, replicate Whispers Through the Black Gate I Samuel, even though the tradition this is not very practical for any magus, (InCo 15) (ArM5, page 130), a stress itself was not connected to the Divine. except an apprentice, as the penalty roll must be made for her against an Despite this tantalizing glimpse, the to the teaching Source Quality due Ease Factor of 9. Canaanite necro- Order of Hermes has little useful to the student’s Art scores makes it mancers can also access the special knowledge of the ancient tradition effectively impossible for him to learn Range: Veil of Death, detailed below. and, in particular, the exact location the Virtue. Therefore, a magus desir- of the city of En-Dor has been lost. ing to revive Canaanite necromancy Canaanite Necromancy: Some classical authors also wrote really needs to modify and integrate Communication + Canaanite of the Canaanites and their practices, the abilities of the Canaanite necro- Necromancy Ability + stress die and recently crusaders returning from mancers with Hermetic theory. vs. Ease Factor (3 x magnitude of the Holy Land have spoken of ruined effect) cities in the Levantine desert, leading some to contemplate expeditions to Despite biblical commentary, search for biblical and magical arti- Canaanite necromancy is inherently facts. Purportedly Canaanite artifacts, neither Divine nor Infernal in nature. in the form of inscribed clay tablets, It is aligned to the Magic realm, have also occasionally surfaced in the although an Infernal variant does markets of Constantinople and else- exist; see Story Seed: The Sho’elim’ov,

30 Ancient Magic Saul, Samuel, and the Witch The biblical book I Samuel tells the will of God — as communicated eventually returned to Israel with the the story of Saul the Benjaminite, by Samuel — by dividing the best Philistine army. As he surveyed the whom the elderly prophet Samuel sheep and oxen of the defeated city Philistine host encamped at Shunem, anointed as the first king of Israel of Amalek among his soldiers, rather Saul feared a military disaster and in about 1000 BC. From his for- than destroying them, and by failing so attempted to discover the will of tress at Gibeah, Saul and his son to execute the defeated king of the God. Receiving no insight, he then Jonathon successfully led the Amalekites, Agag. traveled to the city of En-Dor, where Israelites in battle against the hos- The power struggle between the last necromancer to escape his tile kingdoms that surrounded them, Saul and Samuel — between king purges still lived. The name of this including the Ammonites (who were and prophet — led Samuel to groom witch was Zephaniah and, despite defeated at Jabesh Gilead) and the a possible replacement king, David, distrusting Saul, she summoned the Philistines (broken, but not defeat- who by the will of God defeated spirit of Samuel, to whom Saul plead- ed, at Michmash). However, dur- the Philistine champion Goliath. ed for help. The ghost of Samuel ing the war against the Philistines, Frightened and jealous of the threat refused Saul; he said that God had Saul committed a terrible sin by posed by David, Saul unsuccessfully forsaken Saul, and that he and his constructing an altar from which plotted to kill him. Samuel then died dynasty would be extinguished the he made a sacrifice to ascertain the and David fled into the wilderness as following day. The next day, as the will of God; it was a sin because Saul purged the Israelite priesthood ghost predicted, the Israelites were such a sacrifice could only be made — in the process eliminating the defeated, Saul’s three sons were killed by a priest, like Samuel. In addition Canaanite necromancers and other in battle, and Saul killed himself after to appropriating the power of the magical traditions. David, mean- being sorely wounded by Philistine priest, Saul also directly disobeyed while, allied with the Philistines and archers. below. The Canaanite Necromancy Often, this is a standard Hermetic Arcane Connection and he may only Ability can be improved by study, effect, but the storyguide may specify utilize the special Range Veil of Death practice, or teaching. that a particular non-Hermetic effect in those spells that he invented using can be invented, which utilizes the Insight Lab Texts. special Range Veil of Death. In either Hermetic Integration case, as described in the Introduction, this gives the magus a number of Canaanite Laboratory A magus may work in his labora- breakthrough points equal to the Assistants tory, with an assistant who has the magnitude of the invented effect. Canaanite Necromancy Major Virtue Once the magus has accumulated The magus needs the assistance (the ghost of Zephaniah or a character 45 breakthrough points (remember of a Canaanite necromancer to gain she has taught, for example), to inte- that each additional effect requires an Insight into the ancient tradition. grate Hermetic and Canaanite prac- additional Insight Lab Text) then he This is because Canaanite necroman- tices. By studying with a necromancer has successfully integrated Canaanite cy was an oral tradition and there are assistant for a season the magus may necromancy and gains the Minor no written texts or artifacts to base gain an Insight into the theoretical Hermetic Virtue Canaanite Magic. research upon, although the role can framework of Canaanite necromancy be performed by a modern student of and produce an Insight Lab Text, as To Integrate Canaanite Zephaniah. A Canaanite necromancer described in the Introduction. Necromancy: Accumulate 45 or can also help the magus invent spells Once the magus has gained an more breakthrough points and items during the experimental Insight into Canaanite necromancy, phase of the integration when break- he may attempt to incorporate his Note that the character does not through points are accumulated. Insight, by using the Insight Lab Text gain the Hermetic Virtue until the The magus receives a bonus to his to invent an effect (spell or item) that integration is complete, and so until Lab Total equal to the necromancer’s deals with the dead in some way. then he does not gain the special Intelligence + Canaanite Necromancy

31 Ancient Magic

Ability score during any season that multiplier bonus, much like the necromancer provides assistance any other permanent Arcane New Range: to invent effects that exploit an Connection (ArM5, page 84), Veil of Death Insight. This is similar to the way that when casting spells on the dead. Hermetic assistants can help in the The value of the Penetration Spells cast with this range may laboratory (ArM5, page 103) and fol- bonus can be increased, with sym- affect any dead mortal human. The lows the same rules, but the Canaanite pathetic connections, as normal. distance between the caster and necromancer can only assist in labora- any physical remains of the target is tory experiments designed to integrate There are also risks inherent in irrelevant, but the caster must still Hermetic and Canaanite practices. Canaanite Magic: be connected to the target in some If the magus has managed to learn way — which can be achieved the Supernatural Ability Canaanite • The dead are always aware of the by appropriate Intellego magic Necromancy and is producing Insight presence of the magus. Effectively, with this Range, or by possessing Lab Texts by himself, then he receives this means that a ghost or other an Arcane Connection to the tar- no bonus for “assisting” himself, but spirit of a dead person knows get. Physical remains are suitable he may choose whether to use either when the magus approaches with- Arcane Connections and the Minor his Magic Theory or his Canaanite in a radius of seven miles, and can Hermetic Virtue Canaanite Magic Necromancy Ability Score to calcu- subsequently precisely identify (which the caster would normal- late his Lab Total. the location of the magus on a ly possess) also provides enough simple Perception roll against an information for targeting spells. For Ease Factor of 6. the purposes of spell magnitudes, Minor Hermetic Virtue: • The dead also have a permanent this range is equivalent to Sight. Canaanite Magic Arcane Connection to the magus, which they may exploit for a +4 would normally be beyond the reach Penetration multiplier bonus when of the spell is that she is in Heaven. A magus with this Virtue has a magically attacking the magus. Once sensed, the magus may cast special understanding of the dead, Since a ghost needs to have a other spells on the target, as long as based upon the archaic techniques score in the Penetration Ability to this spell is active. of the Canaanite necromancers. This exploit the bonus, this is not often (Base 4, +3 Veil, +1 Diam) understanding means that the magus problematic for the magus. becomes partly of the world of the The Ob of Mot living and partly of the world of the CrMe 25 dead. This transformation is perma- New Spells R: Veil, D: Conc, T: Group nent and irreversible. This spell allows those about the Some spells that exploit the caster to speak with a specific person • The first benefit is that the magus Range Veil of Death are listed below. in the world of the dead — to them may access a special Range Veil of These spells are, with the storyguide’s it appears that the caster is speaking Death. He may use this Range to approval, appropriate effects for a with the voice of the dead person. affect any of the dead (see insert). magus to invent during the process The caster is effectively acting as a • The second benefit is that the of integrating Canaanite magic with temporary container or vessel for the magus becomes a permanent Hermetic theory. dead spirit, and botches of this spell Arcane Connection to the dead. might cause the caster to become pos- This means that he is always Anat’s Search in the Miry Abyss sessed by a malevolent spirit. connected to all of the dead, InMe 20 The caster must either have an and so can always target them R: Veil, D: Diam, T: Ind Arcane Connection to, or otherwise with magic (see Guidelines for This spell senses a specific person be able to sense, the target, and the Canaanite Magic, below). in the world of the dead. If a person target must be in the world of the • The third benefit is that the cannot be sensed, then she is either dead; that is, neither alive nor in magus can exploit this Arcane alive or beyond the reach of the spell. Heaven. The dead person is compelled Connection for a +4 Penetration The only reason that a dead person neither to speak nor be truthful. The

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Zephaniah’s Brazier Guidelines for The Problem InMe 15 of Samuel Pen +0, 1/day Canaanite Magic R: Veil, D: Mom, T: Ind Zephaniah was able to summon This brazier is a copper dish Who is Dead? the spirit of Samuel who, being a about five inches in diameter. The prophet of God, should have been color of the smoke in the brazier The Minor Virtue Canaanite in Heaven and thus unreachable can be used to determine whether Magic provides an Arcane Connection by Canaanite necromancy, which an individual is dead. To use the to the dead, and the Range Veil of at first appears to be an indication brazier it is lit, and the name of the Death allows a magus to interact with that Zephaniah broke the Limit of target is spoken into the white smoke any of the dead that he can sense. In the Divine. In fact, Samuel was not spiraling upwards from the dish. If this case, “the dead” means any mortal in Heaven. His spirit, along with the individual is dead, the smoke man, woman, or child who has died those of all the Old Testament changes, becoming acrid and purple but who has not, yet, entered Heaven. saints, initially dwelt beneath the in color. The brazier may be used This includes mortals who are resi- earth in paradise. It was not until once per day. dent in Hell or Purgatory, those who after the of Jesus Christ (Effect: Base 4, +3 Veil) die while in a Faerie or Magic realm, that Heaven became accessible and ghosts, including living ghosts to man, allowing Samuel, and the Mot’s Hand (see The Mysteries Revised Edition, pages other prophets, to enter. ReMe 37 70–74) and Infernal ghosts (see Realms Pen +20, 3/day of Power: The Infernal, page 36). caster is aware of the conversation, R: Veil, D: Diam, T: Ind Magi in Final Twilight, who have but cannot participate without mak- This item is a skeletal marionette- become faeries, or who have become ing an Intelligence + Concentration type puppet about one foot tall, and magical creatures are not dead. Dead roll against an Ease Factor of 12. by manipulating the puppet the pup- or living fae, angels, demons, or super- (Base 3, +3 Veil, +1 Conc, +1 peteer may direct the actions of the natural creatures are also not accessible Group) closest ghost. As this effect has a to Canaanite necromancy, nor does Range of Veil of Death there is always Canaanite necromancy allow a magus The Visage of Mot a ghost in range, although of course, to interact with dead animals. Once ReMe 35 unforeseen consequences may result the Minor Hermetic Virtue Canaanite R: Veil, D: Conc, T: Ind, Ritual if the manipulated ghost is not within Magic is known, however, it is a Minor This spell summons the ghost of the sight of the puppeteer. The effect Breakthrough to produce through orig- a specific person in the world of the can only penetrate a Might of 19, so inal research (see Houses of Hermes: True dead. The caster must either have an ghosts that are more powerful are Lineages, page 26) an equivalent that Arcane Connection to, or otherwise be unaffected. allows interaction with dead animals. able to sense, the target, and the target Gross movements of the ghost Characters who are in Heaven must be in the world of the dead; that (stop, move left, etc.) are controlled may not be affected, due to the Limit is, neither alive nor in Heaven. without a roll. A stress roll of Dexterity of the Divine. However, characters (Base 15, +3 Veil, +1 Conc) + Profession Puppeteer must be made who have received a Divine burial rite against an Ease Factor of 9 to direct — a conventional Christian, Judaic, the movements of the ghost more or Islamic burial, for example — may New Items carefully (to move through a doorway still be affected, if they have not or up stairs, for example). To attempt entered Heaven, but in this case if the Some items that exploit the Range very precise movements (to write or caster botches double the number of Veil of Death are listed below. The fight, for example) a stress roll of botch dice are rolled. The immunity items are also appropriate effects for Dexterity + Profession Puppeteer to necromancy granted by extreme a magus to invent, with the approval against an Ease Factor of 12 must be unction (see Realms of Power: The Divine, of the storyguide, during the process made. page 75) is only a flaw in Hermetic of integrating Canaanite magic with (Effect: Base 5, + 3 Veil, +1 Diam; theory, which is corrected by the inte- Hermetic theory. Modifications: +10 Pen, +2 3/day) gration of Canaanite necromancy.

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Speaking to the Dead is one of many minor demons with from the town of Tiberias, can be eas- a (Mentem) Might of 10, but a more ily persuaded to guide interested par- It is certainly possible, and indeed powerful demon could be attracted ties to the old pilgrimage sites. likely, that a magus will use Canaanite too; in either case the demon is often Unfortunately, it is very difficult necromancy to speak to the long dead. an Infernal ghost (see Realms of Power: to discern which, if any, of the 12th The magus quickly discovers, however, The Infernal, page 36). The demon nor- century pilgrimage sites is the true that communicating with the long dead mally plays his part as accurately and location of En-Dor. To search among is not trivial. Although simple Intellego for as long as he is able, while subtly the various possible locations to find Mentem spells eliminate language bar- trying to corrupt any information pro- the true location of En-Dor takes one riers, many concepts (nations, theories vided. Hermetic magic is unable to season. A resourceful magus may use of magic and nature, notions of the penetrate the demon’s deception, but magic to assist the search, but this is afterlife, etc.) are mutually unintelli- the demon may make mistakes that not an inherently magical task and gible between the interrogating magus reveal he is not what he claims to be. could certainly be accomplished by and his ancient interviewee. Even if the a suitably skilled companion or team magus can make himself understood, of grogs. In fact, a character need not the long dead have little reason to actually be present to search for En- cooperate with the living, and may well Dor; for example, it is possible for a resent the disturbance. Additionally, Seeking the magus to search by scrutinizing maps the long dead are more likely than the and documents in his laboratory. On more recently deceased to be unavail- Dead the other hand, being in the field does able to the magus, as many have left make the search easier. Purgatory for Heaven. In order to revive the traditions A successful Intelligence + Area It will also inevitably occur to a of the Canaanite necromancer, the Lore Canaan roll, made against an magus to question the dead about the questing magus must locate, and then Ease Factor of 18 (or an Ease Factor nature of the afterlife they inhabit, but travel to, the ruined city of En-Dor. of 21 if the searcher is not in the he finds such questions unanswerable. Once there, the magus must dis- field), indicates that during the season For example, some authorities hold cover a hidden regio that is inhabited the true location of En-Dor is found that Arcadia is the world of the dead, by the ghost of the last necroman- by the searcher. Although this is a and Canaanite magic does not offer cer Zephaniah, and convince her to stress die, a botch has no consequence any evidence to either support or either teach Canaanite necromancy or unless the searcher is not in the field, refute this, although mortals who die provide Insight into her practices. in which case he erroneously believes while visiting the Faerie realm remain that he has found the correct site; accessible to a Canaanite necroman- the error is revealed by a visit to the cer. In any case, no information about Finding En-Dor purported site. Any similar Ability the world of the dead, other than — Area Lore Galilee or Area Lore who is in it, may be communicated. En-Dor is located on the northern Levant, for example — may be substi- Possibly, this is a result of an error face of Mount Hermon a few miles tuted with the storyguide’s approval. in either Canaanite necromancy or southwest of the town of Tiberias, If a team of characters search Hermetic theory. which is itself located on the shores of together, then use the Characteristic Lake Tiberias (or the Sea of Galilee). and Ability scores of the team leader The approximate location of En-Dor for the roll, but add to the roll the The Infernal and Necromancy is relatively well known and during number of team members with an the 12th century many pilgrimages Area Lore Levant score within 5 of the Canaanite necromancy, and indeed were made to several sites that were team leader’s score, up to a maximum any sort of necromancy, may attract the claimed to be En-Dor. Christian pil- bonus equal to the leader’s Leadership attention of the Infernal. If a character grims travel less frequently to these Ability score. botches when attempting to summon sites today, as the area is under Muslim or speak to the dead, a likely result is control, and a large group of armed To Find En-Dor: Int + Area Lore that a malevolent spirit pretends to be explorers certainly attracts attention. Canaan + stress die vs. Ease Factor the intended target. Usually, this spirit However, the local people, perhaps 18 (or 21 if not in the field)

34 Ancient Magic ocation of Story Seed: The Teutonic Knights The military religious order of which brings Estonia and other Baltic the Teutonic Knights was founded in regions also under the control of the n-or 1190 during the siege of Acre, which Teutonic Knights. is where their hospital is today. The The Teutonic Knights are Litani R. Teutonic Knights wear a white coat searching for the location of En-Dor. emblazoned with a black cross and, Like all the military orders they are in 1220, the total number of knights ultimately seeking to complete the is about 300. Most, including the re-capture of the Holy Land, and current Grandmaster Hermann von they believe that the powers of the Salza, are based in Acre, although a Canaanite necromancers can be used Acre significant number live in Burzenland, to further this goal. The knights have Sea of Transylvania, which they have con- not yet discovered En-Dor, and they Hattin Galilee trolled since 1211. Von Salza travels neither reveal how they have learned Nazareth Tiberias widely throughout Mythic Europe, of Canaanite necromancy nor why EN-DOR often as part of the retinue of the they are dedicating resources to the Holy Roman Emperor Frederick II, pursuit of the ancient city. The mas- and — if your saga follows his- ters of the Teutonic Knights are cer- Jordan R. tory — the Teutonic Knights are tainly aware of the Order of Hermes expelled from Burzenland in 1225, and, although ostensibly suspicious but are immediately given a home of magic, they have had dealings in Prussia where, in 1226, Frederick with House Tremere in Transylvania, Jerusalem Dead II grants the order very wide pow- and the knights may (knowingly or Bethlehem Sea ers to act in his name. By the mid- not) be acting as proxies for House 1230s the knights effectively control Tremere in this matter. The knights Team Bonus: Number of team Prussia, a status that is then formally could be convinced to cooperate with members with Area Lore Canaan recognized by the Pope. A related a magus searching for En-Dor, but within 5 of leader, to a maximum order, the Livonian Brothers of the conversely they may attempt to elim- bonus equal to leader’s Leadership Sword, operates in the Baltic and inate rival searchers. The Teutonic Ability score — again, if your saga follows history Knights searching for En-Dor are led — the Brothers are amalgamated by Brothers Konrad and Adolph, and If several competing groups suc- with the Teutonic Knights in 1237, a talented scribe named Otto. cessfully discover the site of En-Dor during the same season, the group quest. Although Canaan has not Philo Byblius, a summa of Source whose total roll is the greatest finds existed as a political entity for some Quality 10 and level 5; The Syrian En-Dor first. However, as the likely millennia, Area Lore Canaan is an Goddess attributed to Lucian of area is relatively small, their discov- ordinary Area Lore Ability that can be Samothrace, a summa of Source ery cannot be kept secret even from improved through study or practice Quality 11 and level 6; and Praeparatio unsuccessful competitors in the field (ArM5, page 163). evangelica by Eusebius, a tractatus of for more than a few days, unless For the purposes of this Ability Source Quality 7. Locating and gain- extraordinary precautions are made. both the Bible and the Mishna (a ing access to complete versions of Jewish work) may be studied as if these texts may be significant adven- they were tractatus of Source Quality tures in and of themselves. The origi- Books 5. These books are readily available, nal manuscripts are likely to be lost, although a rabbi, rare in some parts but copies, which may have been As the search for En-Dor is quite of Mythic Europe, must be sought in translated backwards-and-forwards difficult, a sensible character will try order to gain a copy of the Mishna. several times into Arabic, Greek, to improve his knowledge of Canaan Classical books on Area Lore Hebrew, or Latin, are held by cleri- before seriously embarking on the Canaan include: Phoenician History by cal libraries in Constantinople and

35 Ancient Magic

has decoded the tablets and is fluent Tiberias Story Seed: The in Hebrew (Ability score 4 or great- Sho’elim’ov er). If some tablets are missing from a Named after a Roman emperor, sequence then the Source Quality is the town of Tiberias is built on the A form of Canaanite necro- reduced by 3 for each missing tablet; shores of Lake Tiberias (which is mancy, corrupted by the Infernal that is, a sequence must be at least also konwn as the Sea of Galilee), and appropriated by the Israelites two tablets long to be of any value at and is believed to have been the who conquered Canaan, is still all for study. site of many of Christ’s miracles. practiced by some reclusive mem- Most of the tablets are held by (Nazareth is also not far away.) The bers of the Jewish community collectors from Venetian, Genoese, region is claimed by the king of known as the Sho’elim’ov (detailed and Florentine merchant houses, Jerusalem, who is currently based in Realms of Power: The Infernal, page who cannot read them. The Teutonic in Acre, and Tiberias was the cru- 119). Their practices have drifted Knights have the largest collection sader capital of the principality considerably over the millennia — a complete sequence of six tablets of Galilee. However, after Saladin and they have no useful knowledge and three tablets from other sequenc- defeated the crusaders in 1187 of their Canaanite precursors, but es — and one of their scribes at Acre at Hattin (which is just west of they are curious about magi search- has managed to decode them. Several Tiberias), most of Galilee, includ- ing for information about En-Dor tablets have recently been purchased ing En-Dor, came under Muslim within the Jewish community. If from a merchant in Constantinople control. A large congregation of the Sho’elim’ov discover Seekers of by Redcaps acting for the Hermetic Orthodox Christians still worship Canaanite necromancy, they may library at Durenmar, and it is possible in Tiberias, without significant fric- decide to either monitor or inter- that other tablets have been lost or tion with their Muslim overlords. fere in the search. destroyed. Tiberias is a spiritual center for Each tablet forms an Arcane the Jewish community, too. Rabbi of the Church of the Holy Sepulchre, Connection to the other five tablets Yehudah HaNasi edited the final a carefully preserved set of clay tab- in the same sequence, and so once a form of the Mishna there in the lets were discovered. Since then, the tablet has been found the others may second century; recently the Jewish tablets have been split up and are now be found using an Intellego Terram sage Maimonides, who wrote the scattered across Mythic Europe. spell. The tablets do not, however, Mishneh (a reductive codi- Inscribed on the tablets is text form Arcane Connections to the city fication of Jewish law) and many written in an ancient writing system. of En-Dor; it has been more than other books on philosophy and Knowledge of this writing system 2,000 years since the tablets were medicine, was buried in a tomb has been lost, but a character who actually there. near the center of Tiberias after acquires one or more tablets may his death in 1204. Many influen- try to decode them, if he can read Links of Stone tial Jewish scholars can be found Hebrew; the tablets are written in an InTe 25 studying in rabbinical schools in archaic form of Hebrew. A season’s R: Arc, D: Mom, T: Ind Tiberias. worth of decoding work is represent- The caster holds a piece of stone ed by a roll of Intelligence + Hebrew in her hands and receives a brief Rome, and by the University of Paris. against an Ease Factor of 18. If this is mental image of the surroundings of Inaccurate or incomplete translations successful the character determines the object that this stone is an Arcane have lower Source Qualities. that the tablets form a gazette of Connection to. This spell could be the cities of the ancient kingdom of used to find the statue that a fragment Canaan. Originally, there were 42 came from, or the quarry that the The Clay Tablets tablets that formed seven sequenc- blocks of a castle were chiseled from. es, each six tablets in length. Each If the stone is an Arcane Connection During the mid 12th century in sequence of tablets may be studied as to several things, then the newest Jerusalem, when a number of build- if it was a summa of Source Quality Arcane Connection, or the closest, is ings were demolished to make way 15 and level 10 in the Area Lore revealed. for an enlargement by the crusaders Canaan Ability, by a character who (Base 4, + 5 Arc)

36 Ancient Magic At En-Dor Story Seeds: The Clay Tablets Once En-Dor has been found, The inscribed clay tablets are a tually arrives at the covenant, a magus must find his way into the good device storyguides can use to searching for the Redcaps, and, magical regio at the site. The regio introduce the ancient tradition of after being convinced of the consists of two levels. Canaanite necromancy to the char- covenant’s innocence in their acters. Some possible stories are: disappearance, requests their assistance in continuing the En-Dor Regio Level One • A merchant who deals with the search. covenant has acquired a tablet • Several tablets have been pur- The first level of the regio at En- from a collector in Italy and, chased by a Venetian relic forg- Dor can be entered by anybody who knowing the esoteric interests of er who, although unable to read can see into this level (ArM5, page the magi, he offers the tablet to the tablets, has made a number 189). It has a Magic aura of 2, but this them, for sale. of duplicates. The forgeries are is swamped by a Divine aura of 4 that • The Redcaps, carrying the newly sold for him at fairs by a group was engendered by the veneration of purchased tablets between of corrupt Cistercian monks and the Christian pilgrims who arrived at Constantinople and Durenmar, are worthless, but by question- the site last century. stop for the night at the cov- ing the monks the relic forger This level of the regio appears enant but ultimately fail to reach and the original tablets may be to be uninhabited, and a few partial Durenmar. A Quaesitor even- found. stone structures that are Roman in origin are all that stand. In fact, there to arrive fairly frequently, but their woman does not seem to speak any is a single inhabitant in this regio: numbers have dwindled and recently other language. Roland has been an elderly pilgrim named Roland of stopped altogether. into the cave, but he found no one Toulouse. He observes intruders in Inspection of the stream that within. the regio from his hiding spot in the Roland drinks from indicates that The cave is, in fact, the entrance stone ruins, and if the intruders are it is magical. Drinking from the to the next level of the regio. not obviously hostile, he approaches stream, daily, provides sustenance and greets them. and also acts like a +5 Longevity Roland is friendly and answers Ritual (ArM5, page 101); but this En-Dor Regio Level Two questions about both his past and effect only lasts while within the the location as best as he is able. regio, and a character who drinks The second level of the regio at Roland is a distant cousin to the from the stream must immediately En-Dor has a Magical aura of 5. This Count of Toulouse: he left as a make an Aging roll (ArM5, page regio can only be entered through the young man, in 1170, on pilgrimage to 168) when she leaves the regio, cave in the first level, which anybody Jerusalem. Close observation reveals even if she is below the age of 35. A who can see across the regio bound- that this journey was successful, as magus with a Hermetic laboratory ary can do. For a character who can- he wears the tattoo of a cross inside can extract two pawns of Aquam not find the way to the second level his wrist, which indicates a pilgrim- vis from the waters of the stream, of the regio the cave appears to have age to Jerusalem. After a year or so, each season, but the resultant vis only one opening, that which leads Roland left Jerusalem and traveled is tainted with the Divine (ArM5, back to first level of the regio. to other holy sites, reaching the Sea page 190). The stream flows out In the second level of the regio, of Galilee in early 1185 and En-Dor of a cave, further up the slope of the cave has a second exit, which later that year, where he has remained Hermon, that overlooks the ruined opens at the foot of a small valley. since. He prays three times a day, and town, and Roland may mention that The valley is a several hundred feet is sustained by prayer and by water an old Jewish woman who lives in across and almost one mile long. from a stream that flows through En- the cave sometimes ventures out to At the head of the valley a spring Dor. Roland thinks that he has been at speak with him. Their conversions flows from the mouth of a stone En-Dor for a few years, although he is are not very successful, however, face carved into the wall of the not very certain. Other pilgrims used as Roland’s Hebrew is poor and the valley, and its waters splash into a

37 Ancient Magic Zephaniah Magic Might: 25 (Mentem) Abilities: Area Lore Canaan 5 fest, returning her to the world Characteristics: Int +2, Per +1, Pre (ancient sites), Artes Liberales 3 of the living for a period of one +1, Com +2, Str –1, Sta 0, Dex (cuneiform), Awareness 3 (En- day. When physically manifested, 0, Qik 0 Dor), Bargain 5 (ghosts), Brawl she interacts with the world as if Size: 0 (non-physical) 1 (knife), Canaanite Necromancy she were still alive. She cannot Age: n/a (50) 5 (summoning), Concentration will herself dead again, but must Decrepitude: Already dead 5 (necromancy), Hebrew 5 wait until this Power’s duration Confidence Score: 1 (3) (Canaanite dialect), Leadership expires instead. If she takes a Virtues and Flaws: Wise One, 4 (ghosts), Magic Lore 4 (ancient wound or suffers a Fatigue level Canaanite Necromancy, traditions), Penetration 3 (com- she must make a Concentration Famous, Good Teacher; Enemies mands), Survival 2 (desert), roll to remain manifested, and (Israelites); Higher Purpose, Teaching 4 (necromancers) if she is incapacitated, killed, or Nocturnal. Powers: loses consciousness she imme- Personality Traits: Protective +3, Dead Canaanite Necromancer, 0 points, diately becomes an incorporeal Kind +1 constant, Mentem: Zephaniah is ghost, again. Reputations: Necromancer 6 aware that she is a ghost and Vis: 5 pawns of Mentem. (Ecclesiastical, Hermetic) when she is incorporeal she can Appearance: Zephaniah is a ghost, Combat: turn invisible at will, pass through but is only slightly transparent Brawl (knife): Init +2, Attack +3, walls, and ignore physical attacks and, in poor light, could be mis- Defense +2, Damage +1* and fatigue or wound penalties. taken for a living person. She has * When physically manifested. When She also has a permanent Arcane dark skin and long graying black Zephaniah is non-physical she can Connection to the dead that she hair, into which are tied col- neither be harmed by combat, nor can exploit as a +4 Penetration ored wooden beads. Zephaniah can she harm others in combat. multiplier, much like any other appears to be about 50 years old; Soak: +2 permanent Arcane Connection her face is lined and creased, and Fatigue Levels: n/a when non- (ArM5, page 84), when interact- her eyes are slightly shrunken physical. OK, 0, –1, –3, –5, ing with the dead. into their sockets. She is thin Unconscious, when manifested. Return to Flesh, 10 points, Init, Corpus: and bony and dressed in a simple Wound Penalties: n/a when non- Zephaniah is linked to the world grey robe. When physically man- physical. –1 (1–5), –3 (6–10), –5 of the living and the world of the ifested she emanates a slightly (11–15), Incapacitated (16–20), dead. This Supernatural Power stale air, which the unGifted find when manifested. allows her to physically mani- disconcerting. shallow pool, about ten feet across, buildings are all constructed in a simi- The Ghosts of En-Dor which is tiled in stone. From the lar manner, with a stone floor and a pool a stream flows down the val- roof supported by columns, but nei- There are no living inhabitants in ley and into the cave mouth. This ther walls nor doorways. The build- the second level of the regio at En- stream has the same properties as ings are pre-Roman and reminiscent Dor, but about a dozen ghosts haunt the stream in the first regio level, of Greek architecture. All the build- the buildings in the valley. These are as it is, of course, the same stream. ings are whole and un-ruined, and the ghosts of Canaanite necromancers A character who tries to leave the each contains one or more stone who were killed in the purges of King valley, except by passing through slabs upon which lie skeletal remains: Saul, along with the ghost of the the cave, finds herself back in the En-Dor is a city of the dead. In total, last necromancer — Zephaniah, the valley. there are about 100 skeletons, some witch of En-Dor. The ghosts usually The valley floor is dry, and empty, of which are adorned in gold and appear at night, when they gather apart from several dozen stone build- silver jewelry, fragments of decaying about the pool at the head of the ings, each about the size of a small clothing and burial shrouds, or simple valley, and Zephaniah acts as their house or Hermetic laboratory. The bronze weapons. leader. She has a Magic Might of

38 Ancient Magic

25 (Mentem) and is both integrating Canaanite nec- aware that she is a ghost romancy with Hermetic and still capable of affect- theory. ing the world of the living. The powers of The other ghosts are much Canaanite necromancy, weaker, with Magic Might once they become known 10 (Mentem), and are no to the Order of Hermes, longer truly conscious. may touch off a great deal Zephaniah is not hos- of political intrigue as tile, but she is obsessively magi with various agendas protective of the other attempt to contact, or at ghosts who were her friends least confirm the death of, and colleagues until they historical casualties within were murdered by Saul and the Order, including the his soldiers. Although the Founders. Some suggested other ghosts are essen- consequences are listed tially mindless, Zephaniah below, although not all of still attempts to interact these issues will necessarily with them, treating them arise in every saga, and the much like loved, elderly specific actions taken by relatives who have become the characters who revive senile. She certainly does Canaanite necromancy not appreciate attempts by will obviously influence magi to harvest the ghosts the attitude of the wider for vis. Order.

• Tytalus disappeared in mysterious circumstances and a group of magi seek The Order to resolve his fate with Canaanite necromancy. of Hermes Other magi might seek to clarify the demise and the of the other Founders, many of whom also met Dead ambiguous ends. • House Tremere carefully The regio at En-Dor ensures — by disposing is a good location for a cov- of their ashes through the enant because it has a high magical — partly motivated by her traumatic Gate of Eurydice at Coeris — aura, is difficult to enter, and already experience of the purge conducted that dead Tremere magi leave no contains a number of buildings suit- by the Israelites — ask the Order loose Arcane Connections that able for conversion to Hermetic labo- of Hermes for protection. Deciding can be used to threaten the future ratories. Obviously, magi wishing to whether to grant protection could of the House. The House there- site a covenant at En-Dor need to make an interesting story, including fore may view the development come to some sort of accommodation discussion at a Tribunal or House of Canaanite necromancy, with with Zephaniah. level. In return, Zephaniah can offer its promised ability to arbitrarily Zephaniah does not know of the to teach the Supernatural Ability contact the dead, as a threat. Order of Hermes, but she is very Canaanite Necromancy or assist in • Attempts to contact dead mun- interested to learn of it and may danes, to clarify succession and

39 Ancient Magic Ghosts of Necromancers Story Seed: Magic Might: 10 (Mentem) Marionette, 5 points, Init 0, Corpus: Canaanite Gods Characteristics: Int –2, Per +3, Pre The ghostly necromancers are 0, Com 0, Str +1, Sta 0, Dex 0, drawn to the living and some- Investigating Canaanite nec- Qik +2 times attempt to move the living romancy and integrating it with Size: 0 (non-physical) about as if they were marionettes. Hermetic theory is independent Age: n/a (varies) This Supernatural Power allows of most aspects of the original Decrepitude: Already dead each ghost to attempt to con- Canaanite culture. However, in Personality Traits: Mindless +3, trol the limbs of a single person, his research a magus may discover Loyal +2 the marionette, for a period of hints about Canaanite cosmology, Combat: The ghosts are non-physi- Diameter. The ghosts are not very either from classical documents cal and so can neither be harmed proficient and their influence is or interviewing Zephaniah, and by combat, nor can they harm only equivalent to a child trying decide to embark upon quests to others in combat. to push the marionette about. A contact the Canaanite gods — who Abilities: Area Lore En-Dor 3 (hid- conscious marionette can auto- may be Faerie or Magical in nature. ing places), Awareness 2 (En- matically resist the pushing of the Such quests are beyond the scope Dor), Brawl 3 (wrestle), Hebrew ghostly necromancer, but to do of the information presented here, 5 (Canaanite dialect), Stealth 10 anything else at the same time he but briefly, the Canaanite pantheon (nighttime) must make a simple Intelligence includes: El, father of the gods; Powers: + Concentration roll against an his consort, Elat; Ba’al, an agrarian Traumatic Death , 0 points, constant, Ease Factor of 9 – Size. weather god and also the lord of Mentem: The ghosts are united Vis: 1 pawn of Mentem. the gods; and Ba’al’s sister/consort by the traumatic death that they Appearance: The ghosts are trans- Anat, a virginal, hunter, warrior suffered at the hands of Saul’s lucent, and can only be seen goddess. One crucial story, which soldiers. The ghosts are Arcane with difficulty. They are dressed is known by Zephaniah, tells how Connections to each other, are in funeral bindings or shrouds Ba’al challenged another son of constantly aware of everything that may be adorned with jew- El, Mot, the god of death. In the that the others sense, and can elry. When in motion, the ghosts story, Ba’al is slain by Mot, but his communicate with each other drift several centimeters above corpse is recovered and buried by regardless of distance. the ground. Anat, who then seeks Mot out and pleads with him to return Ba’al to inheritance, may provoke conflict Canaanite necromancy has the life. Mot refuses, and so Anat slays between the Order of Hermes potential to resurrect many old Mot herself, which enables Ba’al’s and nobles. conflicts that had died with their resurrection. Anat’s victory over • House Guernicus, rightly or protagonists. The concerned Mot is celebrated by Zephaniah at wrongly, may fear that hidden Quasitores might therefore the spring equinox. survivors of the Schism War will attempt to extend the Peripheral seek to acquire Canaanite nec- Code’s prohibition against scry- ence of Canaanite necromancy romancy in order to contact the ing to the use of Canaanite nec- that they argue for the Wizard’s leadership of House Diedne. romancy, and so make it illegal to Marching of the Canaanite reviv- • Conservative forces within the attempt to “scry” on dead magi. alists — paralleling Saul’s purge Order of Hermes, led by House • Some Quasitores might be so con- more than two thousand years Guernicus, might recognize that cerned at the destabilizing influ- ago.

40 Chapter Three Defixio Magic

In the ancient world, cults of tradition gains the ability to do what tioned by the ancient authors violate sorcerers practiced a form of magic is impossible for all other Hermetic the Hermetic limit by not requiring that allowed them to use spells on magi — cast spells on targets that an Arcane Connection. targets without needing an Arcane the magus has not sensed and for The references in works of ancient Connection. To understand this which he has no Arcane Connection. authors might lead a magus to look for defixio magic, the investigator must Learning this ability could also allow similar references in the writings of delve into the secrets of ancient tra- the magus to correct what is generally the Founders. Defixiones were still in ditions and uncover the relics of the believed to be a flaw in the theory of use in some areas as late as the seventh cultists who practiced defixio magic. Bonisagus. century, and the Roman Founders had Although cultists dedicated to the at least a passing familiarity with the gods of the underworld — Hecate, practice. Of course, because many Pluto, and Proserpina — made up of his followers were members of the majority of defixio magic users, the cult of Hades, Tremere was the followers of Ceres and Minerva also Learning Founder most likely to be familiar practiced the art. These cults largely with the practice. faded from prominence in the second Defixio Magic Another avenue to introduce century, but remnants of their magic the investigators to defixio magic remain to be discovered. Although the practice of using would be for a character to discover Cultists who practiced defixio defixiones is largely unknown in a defixio. If the saga is located in an magic could use it to coerce spirits medieval Europe, there are several area formerly under Roman control, into invoking curses, or alternately, sources available to the magus that covenant excavation might uncover could use those spirits as conduits describe the practice in varying levels an old Roman gravesite. Likewise, the through which they could channel of detail. Several ancient Greek and discovery of a cave or well that served their own magic to affect a victim. Roman authors describe the practice as an ancient sanctuary or oracle to a To perform this magic, the cultists of using defixiones in their writings. Roman god might uncover defixiones created defixiones (singular: defixio), Pliny the Elder describes the com- that could spur the magus to research which are small magical devices that mon fear of defixiones in his chapter the tradition. name or describe the target of the on magic in Natural History. Plato also curse, the effects of that curse, and the references the use of defixiones by events that cause the curse. Defixio sorcerers in both Laws and Republic. Investigating magic could be used to affect anyone Likewise, Tacitus describes a curse Defixio Magic the cultist could name and could be placed on Germanicus and the pro- held in abeyance until a specific event cess of discovering and destroying occurred. the defixio to free him inAnnals. An To fully understand defixio The unique aspects of defixio astute magus, one who succeeds in magic, the investigator must discover magic may be incorporated into an Intelligence + Magic Theory roll and comprehend the secrets of each Hermetic theory as a new Duration or against an Ease Factor of 9, recognizes of the five specialties that comprise Range. A magus who understands this that the effects of the defixiones men- the whole of defixio magic. Gaining

41 Ancient Magic

Insight into each cult grants the abil- ity to invent spells that utilize that The Leadworker Virtue cult’s specific Art and Form combi- Some members of House Virtue is not widespread among the nation (see the Defixio Lore insert). Tremere possess the Leadworker followers of Tremere and its practi- Before inventing a spell, the magus Virtue, which is derived from the tioners use the Greek terminology must investigate a defixio and for- defixio magic tradition (see Houses for defixiones, it is more likely that mula for that cult in the laboratory. If of Hermes: True Lineages, page 143). the Virtue derives from the east- the magus investigates a defixio and House Tremere probably gained ern Hades worshipers. Regardless of formula from the same cult simulta- access to this Virtue from one of the source of the Virtue, however, neously, the magus adds +3 to his two sources. Tremere may have Tremere magi familiar with the his- Insight roll. learned it from his master, Guorna tory of their House are a potential A defixio that has released its the Fetid, who was the leader of the source of information in research- magic is useless for investigatory pur- remnants of the cult of Pluto and ing this ancient tradition. Possessing poses, and each defixio or formula may may have practiced defixio magic the Leadworker Virtue neither hin- only be studied once. A magus need herself. The other possible source is ders nor helps in the integration of not necessarily know the specific cult the necromancers from Dacia who defixio magic, but may provide the that created a defixio. An Intellego accompanied Tremere to the First researcher with access to additional Vim spell (base level 4) reveals the Tribunal. Because the Leadworker sources for study. following details about an “active” defixio: the spell or Supernatural Before making a Breakthrough, single cult to count toward more than Ability channeled, the level of the the spells the magus invents for the one-fifth of the total points required effect, the cult specialty of the cre- Unlimited Range require an Arcane to make either Breakthrough. ator of the defixio, the target of the Connection, but add +6 to the mag- defixio, and the triggering condition nitude of the spell rather than +4. A of the defixio. spell invented for the Event Duration New Duration: Event Breakthrough requires the magus to invent two spells: a Watching Ward This Duration is only available Integrating spell and the spell that the Watching for Ritual spells. When the Ritual Defixio Magic Ward triggers. The two spells are spell is cast, it is held in abeyance permanently linked and may not be until a specific condition occurs. The cast individually, unless re-invented circumstances necessary to activate Once the magus has gained independently. the spell must be fully described when Insight, he must invent a spell by After the magus successfully the Ritual is cast. A spell with Event experimentation that uses the appro- invents a spell, he gains breakthrough Duration may be suspended in per- priate Technique and Form for that points equal to the magnitude of the petuity, if the specific criteria never cult. Because Event Duration and spell. If the magus invents a spell that occur. No spell that requires aiming Unlimited Range (see below) both attempts to integrate both the Event to affect its target may be used with require Rituals, any spell invented Duration and Unlimited Range, she the Event Duration. Unlike Defixio to achieve a Breakthrough must also must allocate the breakthrough points Lore, which is limited to specific com- be a Ritual. The spells the magus for that spell between the two goals. binations of Arts, a spell with Event invents cannot utilize the Event The investigator must understand Duration may have any combination. Duration or Unlimited Range until the magic of all five cults to - com Any spell that uses the Event she achieves a Breakthrough. The pletely integrate the components of Duration must have an Intellego req- final spell invented that reaches the defixio magic. The magus must make uisite. If the triggering condition is Breakthrough total incorporates the a Minor Breakthrough (30 break- dependent on the identification of appropriate Range or Duration, but through points) for Event Duration some person, place, or thing, the before the Breakthrough, the spells and a Hermetic Breakthrough (60 appropriate Form is also required as are slightly flawed, in that they do breakthrough points) for Unlimited a requisite. If the person who would not incorporate the Breakthrough the Range. The storyguide should not activate the Event condition is pro- magus seeks. allow breakthrough points from a tected by Magic Resistance, the spell

42 Defixio Lore

Defixio Lore is a Major, The process of preparing a defixio Ease Example Supernatural Virtue and correspond- is very involved. During the cre- Factor ing Ability that allow a character to ation of the defixio, the preparer perform the rituals necessary to create must designate the spell that he is 0 The target’s full name and a defixio. They are presented for illus- going to use against the target. The an Arcane Connection trative purposes only. Magi are gener- spell or Supernatural Ability selected to the target are incor- ally incapable of acquiring the Virtue must meet the Technique and Form porated into the defixio: or learning the Ability; the only prac- requirements of the cults known by “Marie the Perfumier, tical way for a magus to utilize the the character. The creator must spend daughter of Claude,” and secrets of defixio magic is to integrate one day and expend one pawn of vis a lock of Marie’s hair. its effects into Hermetic theory. per magnitude of the spell or Ability 3 Only the target’s full Defixiones allow their creator to in preparing the defixio. The vis name is used in creating use a Supernatural Ability or spell expended must match the Technique the defixio: “Marie the against a target that is not sensed or Form of the cult specialty utilized. Perfumier, daughter of and for which the creator has no The defixio must contain both a Claude.” Arcane Connection. A defixio itself description of the spell to be cast and 6 Only the target’s pseud- does not possess any power other a description of the target of the spell. onym or a nickname is than the ability to provide a con- An accurate and complete descrip- known: “Jarvis,” “Lucky,” duit to the target. Defixiones are not tion of the target makes the defixio or “The Weasel.” Arcane Connections. Although they more effective. A defixio can target 9 The target is precisely allow their creator to cast spells or use someone who is not yet known. For described without Supernatural Abilities without regard example, a defixio may be created using his full name or a for the distance to the target, they can that contains a trigger that occurs in pseudonym: “The shield never be used to improve a magus’s the future. If the target of the defixio grog of Carolus,” “the Penetration multiplier. is not yet knowable because the trig- covenfolk of Semita For every level in the Defixio gering event has not occurred, then Errabunda,” or “the per- Lore Ability, the character may select the spell is cast and does not affect son who stole my cloak.” one cult from the list below. The cult anyone until the target is identified. limits the type of magic that may be The Ease Factor is increased by 12 The target cannot be used in conjunction with the defixio. one for every magnitude of the spell known at the time of cre- The character may not utilize any or Supernatural Ability used in con- ation: “Any person who spell or Supernatural Ability that has junction with the defixio. A Minor defiles my grave,” “my a Technique and Form combination or Supernatural Ability is the equiva- killer,” or “the next per- requires a requisite that falls outside lent of a fourth magnitude spell and son to attack me.” of those listed for the cult specialties a Major Supernatural Ability is the known by the character. equivalent of a seventh magnitude Supernatural Ability takes effect, it For every level in Defixio Lore, spell for these purposes. continues until it would normally the character may choose one of the After the defixio is created, expire or the defixio is destroyed. For following cults: the preparer must roll Intelligence the spell or Supernatural Ability to + Defixio Lore + a stress die. If penetrate a target’s Magic Resistance, Cult of Ceres: Creo Mentem the total equals or exceeds the Ease both the Defixio Lore and the under- Cult of Hecate: Perdo Factor, then the character may cast lying magical effect must penetrate. Corpus/Animal the spell or use the Ability previ- Defixio Lore’s Penetration total is Cult of Minerva: Rego ously selected. If the spell or Ability equal to the amount that the stress Corpus/Animal botches, the defixio is destroyed, roll exceeds the target Ease Factor. Cult of Pluto: Rego Mentem otherwise a failure merely requires Specialties: a particular cult. Cult of Proserpina: Muto Mentem a repeat attempt. Once a spell or (Supernatural)

43 Ancient Magic

required for the Breakthrough, and all those invented thereafter, provide all of the benefits of the Event Duration, except +3 magnitude is added to the base Duration. The spells created must follow all of the other require- ments of an Event Duration spell. If a spell is beyond the capability of the magus, then he invents a spell as described above without the Event Duration and with an accompanying Watching Ward spell.

Event Duration Examples

Moratamis creates a spell to warn the turb if anyone enters the covenant without the knowledge of the guards on duty. The target of the spell is the grog barracks. Moratamis wants the entire covenant to be monitored; therefore, Voice and Sight Ranges are inade- quate. Moratamis uses an Arcane Connection to allow the entire covenant to be covered. Because a person surreptitiously entering the covenant triggers the condition, the spell must must penetrate for the event to be ing point. For these reasons, Arcane have a requisite of Corpus. triggered, otherwise nothing happens. Connection or Unlimited Ranges are If an incident that would trigger the the most useful for Event Duration Call to Arms condition occurs within an Aegis of the spells that are meant to cover a large Re(In)Me(Co) 35 Hearth, the spell must penetrate the area. R: Arc, D: Event (Mom), T: Room, Aegis or be cast by a member of the The Event Duration adds +1 to Ritual covenant for it to take effect. Should a the magnitude of the spell cast. The This Ritual wakes all of the grogs new Aegis ceremony take place before duration of the underlying effect is (or any other predefined group) in one the condition occurs, the spell must also considered when calculating the room of the covenant if the condition penetrate the new Aegis. final level of the spell. If the spell described at the time of casting occurs The triggering event must occur triggered has a Duration longer than within the walls of the covenant. within the spell’s range for it to be Momentary, the level is increased (Base 4, +4 Arc, +1 Event [Mom], detected. The range is measured from appropriately. For example, a spell with +2 Room) the point where the spell was cast, Event Duration that lasts for Moon, so Touch Range means that the trig- after being activated, has an effective Darius wants to set a trap for anyone gering event must happen at that magnitude of +4 (+3 for Moon and who might try to assassinate him in his sleep. point. A spell with Event Duration +1 for Event). Concentration is not an He decides to cast a Perdo Corpus Ritual that and Voice Range is triggered if the available Duration for Event spells. wounds anyone who enters his sanctum and described event occurs within 50 At the storyguide’s discretion, was not present at the casting of the spell. paces of the casting point. A spell the investigator may integrate the Because the triggering condition and the Form with Sight Range is ineffective unless Event Duration, imperfectly, before of the spell are both Corpus, no requisite is an Imaginem requisite is used and the a Breakthrough is reached. The spell required. If Darius had created a spell that triggering event occurs somewhere that increases the magus’s break- was triggered by the target’s intentions, it that would be “visible” from the cast- through point total past half the total would have needed a Mentem requisite.

44 Ancient Magic

Trap for the Thief in the Night ing a Breakthrough. The spell that the figurine may be placed on any Pe(In)Co 25 increases the magus’s breakthrough number of maps. R: Voice, D: Event (Mom), T: Ind, point total past half the total required A Dexterity + Craft roll of 9 is Ritual for the Breakthrough, and all those required to create the figurine depict- Inflicts a Medium Wound on any invented thereafter provide all of ing the quarry. The figurine created person who meets the definition of the benefits of the Unlimited Range, is approximately three inches tall. To the target determined at the time of except that they require sympathetic determine the location of the target casting and who comes within the connections totaling +5 bonus mul- more precisely, the caster may create range of the casting point. tipliers. A partially integrated spell a smaller figurine. For each halving of (Base 10, +2 Voice, +1 Event must follow all of the other require- the size of the figurine, increase the [Mom]) ments of an Unlimited Range spell. Ease Factor by 3. (Base 3, +6 Unlimited, +1 Conc) Although a spell with Duration Event is a continuous magical effect, it is not generally Unlimited Range Examples Darius wants to create a spell that rep- cast on anything until it takes effect, and thus licates The Leap of Homecoming, but does not cause Warping. On the other hand, Moratamis wants to create a spell that allows the caster to travel anywhere. Because it cannot move. mimics The Inexorable Search, but does the range for the base spell is Personal, not require an Arcane Connection. Creating but it requires an Arcane Connection, the a representation of the quarry in the form of Unlimited Range Breakthrough allows the New Range: Unlimited a small figurine is sufficient to fulfill the +2 Arcane Connection to be replaced by a +2 sympathetic connection requirement. sympathetic connection and adds +2 magni- This range is only available for tudes to the final level of the spell. Ritual spells. As part of the Ritual, the Draw on Diana’s Hounds caster must have a single sympathetic InCo 30 Passage to the Place Pictured connection to the target, or multiple R: Unlimited, D: Conc, T: Ind, ReCo 45 connections that combine to provide Ritual R: Per, D: Mom, T: Ind, Ritual at least a +2 bonus on the Sympathetic Locates any person named in the This spell transports the caster Connections table (see ArM5, page Ritual on a map. Before the Ritual anywhere. As part of the Ritual, the 84). An Arcane Connection is not begins, the caster must create a figu- caster must paint or draw a picture required. Distance is immaterial for a rine of the target of the spell. The of the location to which he wishes Ritual with Unlimited Range, unless caster then places the figurine on a to travel. If the player succeeds in the storyguide imposes some limit. map. At the completion of the Ritual, making a Dexterity + Craft roll of This Range adds +6 to the magnitude the figurine moves toward the person’s 9 and the spell is cast successfully, of the spell or, for spell guidelines that location at the rate of one inch per the magus is transported to the site require an Arcane Connection, it adds minute. When the figurine reaches the depicted. If the roll is botched the +2 magnitudes to the base. location, it spins rapidly. The target is character may be transported to the There are multiple ways the caster located somewhere within the area location but buried in a wall, be sent can acquire the +2 bonus needed from covered by the spinning figurine. If to a place that merely resembles the the Sympathetic Connections table. the quarry’s location is not on the map intended location, or be sent to a For instance, knowing the target’s used, the figurine does not move. Faerie regio. nickname (+1) and casting his horo- Although only one map is required (Base 35 with Arc, +2 Unlimited) scope for the day (+1) is sufficient to to cast the spell, multiple maps of use Unlimited Range to cast a spell various scales provide the best results. on him. Likewise, a simple drawing A character may draw a map for use in Defixio Magic in Play or clay model of the target created by the spell with a successful Dexterity + the magus (+2) is sufficient to cast an Area Lore roll against an Ease Factor The magus who understands Unlimited Range spell. of 6. If the roll is unsuccessful, the Defixio Lore and incorporates it into If the storyguide allows it, the figurine does not move. The figurine Hermetic theory is able to utilize its investigator may partially integrate is the focus of the spell and, as long underlying concepts to great tactical the Unlimited Range before achiev- as the magus maintains concentration, and strategic advantage.

45 Naming Conventions

Christianity born son. It is offensive to refer to an other bynames. Men are more likely adult by her birth name alone. to be named using traditional Biblical The popularity of using baptismal In addition to the above names, names, while women often take names names varies by region. In some areas, a person might also take a “laqab.” from the local community. When a parents do not name a child until the This byname might be descriptive of Jewish man in Christian Europe takes baptism, people avoid referring to the a personality trait held (or desired) a byname, it is usually based on his child specifically until that event, and by the person. “Harun Al-Rashid,” for father’s name, the local geography, a the child then uses his baptismal name instance, means “Harun the Rightly- personal characteristic, his occupa- for his entire life. In other areas, the Guided.” But a laqab could also be reli- tion, or his rabbinical status. parents give the child a secret name, gious in nature. Some take the name Although women can be referred which is used only by the family or servant (“abd” for men and “amat” for to as daughter or wife of someone, may never be used, and the child women) of one of the ninety-nine these are rarely part of their proper uses his baptismal name in public. In names of God. Examples of such names and are generally merely a des- many areas, however, parents name names include: Abd Al-Aziz (servant ignation of a familial relationship. Jews their children at birth with either the of the Almighty), Amat Allah (servant in Islamic societies do not usually take name of a recently dead relative or of God), abd Al-Malik (servant of the religious laqab names, but might have even a sibling who predeceased the Sovereign), amat Al-Khallaq (servant bynames indicating their piety, devo- newborn. In these areas, a distinct of the Creator), or Abd As-Samad tion to God, or religious scholarship. baptismal name is either not given or (servant of the Eternal). Some people never used. Regardless of the naming do not use a birth name or are given a convention in any particular area, the laqab as a birth name. Religious Names in use of nicknames is common. Bynames Some examples of Arabic names Defixio Magic could be added to a personal name include: Umm Ja’far Zaina bint Yusuf based on some prominent physical ibn Farouk (Mother of Jafar, Zaina, A target’s nickname, birth name, characteristic, personality trait, place daughter of Joseph, son of Farouk); or byname may be used as a sym- of birth, or occupation. Abu Isma’il Ibrahim ibn Ishaq ibn pathetic connection to her, but the Ibrahim ibn Bashir al-Bukhari (Father target’s baptismal, religious laqab, or of Ishmael, Abraham, son of Isaac, rabbinical name may not. If a person’s Islam son of Abraham, son of Bashir, from birth name and religious name are Bukhara); and Abu al-Ayyub Abd al- the same, then that name may not Although naming conventions Rahim ibn Ahmad al-Harrani (Father be used in any magic ritual. For such vary by region for Muslims too, there of Job, servant of the Merciful, son of an individual, only his nickname or is much more uniformity across the Ahmad, from Harran). byname may be used to identify him. Islamic world. A person’s birth name If a religious name is incorporated is only one of many names she has. into the description of a target, in A person may use a patronymic name Judaism defixio magic or an Unlimited Range that could encompass two or three spell, the spell is treated as if the reli- generations. Often a person could Jews often adopt the naming con- gious name had not been included. If also have a name designating his ventions of the surrounding commu- only a religious name is used, the spell occupation, tribal lineage, or geo- nities. This means that Jews in Europe always fails. If one of the above reli- graphic origin. As Muslims become usually identify themselves by only gious names is part of the target’s full adults, they no longer use their birth their given name, possibly with one name, the spell or Ability is treated as names and might only be referred to byname. Jews in Islamic society often if only the target’s nickname or pseud- as the father or mother of their first- use multiple patronymic names and onym is known.

46 Ancient Magic

Using Duration Event Penetration Total to zero, but a magus pens if a magus reads of Prester John’s would still be vulnerable at sunrise and Kingdom and attempts to travel there? Event Duration spells lend them- sunset when his Parma Magica expires What happens if the author’s descrip- selves to defensive measures. They (see Houses of Hermes: True Lineages, page tion is accurate, but the magus’s ren- allow magi to create traps and alarms 72). The unfortunate side effect of dition was not? What happens if the based on a wide variety of crite- forceless casting is that any creature location is actually fictitious? An easy ria. Remote vis sites, covenants, and with a Might score would never trig- solution might be to require personal sancta are prime locations for traps ger the spell. The safest way to define knowledge of the location depicted, to repel or punish intruders. A magus a triggering event is to specifically but other answers might be more could also cast a spell to automatical- exclude members of the Order from interesting. Should the storyguide not ly protect the covenant library with any description. wish to have such a wide-ranging Soothe the Raging Flames. With the addi- saga, characters may simply travel tion of a Mentem requisite, magi can to Faerie regiones created by the create alarms that warn of potential Using Range Unlimited fanciful tales told about the fictitious attacks before they even occur. A location. A botch using a travel spell covenant concerned with spies or trai- Spells with Unlimited Range with Unlimited Range could produce tors might create alarms that identify should have a greater impact on game a similar result. enemies without forcing a magus to play than Event Duration. Although Because incorporating Unlimited cast Intellego Mentem spells on every all of the effects that Unlimited Range Range into Hermetic theory allows member of the turb or covenant. spells allow can be duplicated by the magus to break one of the minor The storyguide should always spells with an Arcane Connection, Hermetic limits and do something require the player to write out a characters are freed from the need that Bonisagus himself was unable to complete description of the trigger- to collect, fix, and maintain multiple do, the troupe should consider the ing event and record the relevant Arcane Connections. Characters may ramifications of this discovery. Any spell totals. The magus may cast a affect people anywhere with little magus who fully incorporates defixio spell that is not activated until years more than the person’s name and cur- magic into Hermetic theory achieves later. A character’s statistics may have rent location. Similarly, a spell like a Hermetic Breakthrough and is likely changed significantly during that The Leap of Homecoming with Unlimited vaulted to the status of the greatest time. Similarly, a written triggering Range allows a character to travel living Hermetic theoretician. event reduces the likelihood of argu- anywhere in Mythic Europe and pos- ments about the exact circumstances sibly the world. Because of the drastic that activate the spell. impact this may have on game play, a A spell with a duration of Event storyguide may wish to impose some could create a situation where the arbitrary limit on the distance, such Finding magus unintentionally violates the as the edges of continental Europe, or Code of Hermes. Given that it is not 49 leagues. Defixiones a violation of the Code, per se, for a A magus must create any symbolic magus to enter a covenant without representation used as a sympathetic Defixiones are some of the most invitation, a spell that activates an connection in an Unlimited Range common artifacts recovered from the alarm or a trap against an intruding spell (see ArM5, page 84). Obviously, ancient world. Some graves or wells magus would likely violate the Code. a poorly drawn map or an inaccurate literally contain hundreds of defixio- If the magus casts a spell with a trigger picture fails as a sympathetic connec- nes in various states of degradation. based on the target’s intentions and a tion. The character, however, may not Not all defixiones, however, are suit- magus enters the range of the spell, know that his representation is insuf- able for study. A magus may only whether the magus triggers the spell ficient and may attempt to use the study those defixiones whose magic or not, this could violate the Code’s representation with disastrous results. has not yet been released. prohibition on scrying. The troupe should discuss the There are a number of reasons One way to reduce the likeli- possibility of the magus creating a that a defixio could have been- cre hood of an unintentional violation representation of a location that the ated and never used. For example, if of the Code is to reduce the Ritual’s magus has never visited. What hap- a jealous husband cursed his wife’s

47 Ancient Magic lover and she had always remained Silhouettes magic that affected the target of the faithful to him, the curse would still curse. These rituals were often recorded be pending and could be studied. If an Cultists of Hecate specialized in in large collections — some of which absentminded person cursed the thief the creation of silhouette defixiones. still exist. Although the investigators of his cloak and he later found that These devices were created during a can learn much about the practice of he had simply misplaced it, the curse ritual that involved molding a statuette defixio magic through examination of would still be pending. In general, the of the target in lead. The cultist then the physical remains, their research is storyguide should limit the number of engraved the statuette with a descrip- made easier by acquiring and studying suitable defixiones discovered to one tion of the individual and words or the accompanying formulae. or two per season the investigators symbols of power. While reciting an spend searching. oral formula to empower the defixio, the cultist used a heavy weight to Ancient Texts smash the figurine flat, which left a Types of Defixiones thin, silhouette-shaped figure. The The ancient sources of defixio cultist then deposited the defixio in formulae are not texts in the tradi- Curse Tablets an inaccessible location, such as an tional sense and do not have Source underground body of water, or an or Quality ratings. They are merely The curse tablet is the most com- oracle or sanctuary dedicated to an collections of formulae for various mon form of defixio and was utilized appropriate deity. defixio spells. Studying such a col- by all practitioners of defixio magic. A lection does not allow a character to curse tablet could be made from any gain any ability in Defixio Lore, but material upon which a sorcerer can Figurines some formulae may provide a suitable write. The usual medium was a flat- source for investigation. tened lead tablet, though parchment, Cultists of Ceres and Proserpina If the investigator is able to dis- wax, or other soft metals could be specialized in the creation of figurine cover a formula for the same cult as a utilized. Silver and gold were popular defixiones. The figurines were most defixio in his possession, the character material for defensive defixiones and often used in ceremonies to inspire receives a bonus of his Insight roll. were often worn on necklaces. The love or lust in a target. As part of a Over the centuries, many formulae sorcerer performed an intricate cer- lengthy ritual, the cultists created a have been copied incorrectly, and emony to prepare the surface of the figurine by molding a representation original texts have been ravaged by material before writing on it. Using a of the target from wax, clay, or wood. time; therefore, few formulae are suit- brass stylus, the cultist then described The sorcerer then etched the person’s able for study. In addition to provid- the target, detailed the curse, and name into the figurine and, while ing access to formulae, some ancient inscribed words of power and mysti- reciting the oral formula to empower texts provide descriptions of the most cal symbols. the defixio, impaled the figurine with efficacious locations to deposit defix- Once the tablet was inscribed, the numerous iron nails. The cultist then iones. These descriptions can pro- sorcerer folded the tablet over upon deposited the figurine in an inacces- vide the investigator valuable clues in itself to conceal the writing and then sible location, such as a well, under- recovering specimens for study. transfixed it with a nail, often one that ground stream, or spring dedicated to had been used in a crucifixion. The the appropriate deity. ritual was completed when the defixio Toledo Scholars was deposited in a suitable location. Defixiones seeking revenge or destruc- Formulae Many texts from ancient Greece tion were often placed in a place where and Rome survived in Arabic transla- Pluto or Hecate were worshipped. In addition to requiring the cre- tion throughout North Africa and Those seeking justice or victory were ation of one of the three physical other Moorish lands. Some of these frequently placed in an oracle or spring examples above, defixio rituals also texts have begun trickling back into dedicated to Minerva or a local deity. involved an oral component. These Europe through Andalusia for the Defixiones used to control ghosts were formulae were essential to empowering last century. The translation center usually placed in that ghost’s grave. the defixio to channel the underlying at Toledo serves as a prolific source

48 Ancient Magic of Latin translations of both ancient magic of the earliest members of the may want to slow their spread until Greek and Egyptian texts. Order has been fully incorporated the House can perfect it, or develop Because the Church sponsors the into Hermetic magic. However, the defenses against it. translation of these texts, the search investigator is still not able to gain for defixio formulae is difficult. When access to the archives of Coeris with- most Church officials uncover a magi- out offering something valuable to the Gravesites cal text, they simply destroy it. Not leadership of House Tremere. all translators agree with this policy, Cultists of Pluto could coerce however. The investigator may need restless ghosts to perform fell deeds. to identify a sympathetic translator Other cultists also placed their defix- or blackmail one to locate suitable iones in gravesites to deter the vic- formulae. tims of their curses from finding and destroying the devices. Therefore, ancient gravesites are very fertile Egyptian Formulae grounds for discovering defixiones. Although the practitioners of defixio The Roman Empire had exten- The investigator might seek the magic were spread throughout the sive contacts with Egypt, and defixio assistance of a conspirator to gain Roman Empire, Rome contained texts may still survive there. Many access to the Tremere archives. A dis- the highest concentration of cult- believe that defixio magic originated gruntled grog or servant may be will- ists. The sheer quantity of gravesites in Egypt. The Greek and Egyptian ing to risk his life to cross the Tremere, makes Rome a likely destination for formulae, which were adapted by but the justification would need to be uncovering defixiones, and any large Roman cultists, still exist in the librar- great. The Tremere are likely to dis- Roman city is likely to have defixiones ies of Moorish scholars and magi- cover any theft by a non-magus rather interred in its ancient tombs. cians in the Levant and Egypt. These quickly. A less risky alternative might Locating a graveyard in Rome is texts may be the most comprehensive be to identify a Tremere magus with not difficult. However, finding one sources for defixio formulae, but they the Leadworker Virtue who wishes to that contains useful defixiones presents are also likely to be the most difficult return his magical lineage to promi- a potential problem for investigators. to obtain, and require a journey to nence. Of course, such a magus is The cultists favored the graves of chil- Islamic territory. Once obtained, the likely to be manipulating the investiga- dren and victims of violence because magus must translate and decipher tor to his own ends, as well. they possessed vengeful ghosts willing them from Ancient Coptic or Greek The storyguide has the option to harm the living. Romans believed before conducting any laboratory of using the Tremere as a source of that people who died in an untimely investigation or attempting to under- assistance or hindrance in the inves- fashion, especially those who died stand them. tigation of defixio magic. House too young to have progeny of their Tremere may be concerned about own to tend their tombs, were likely the investigator’s research for several to be restless spirits filled with hatred Tremere Archives reasons. First, they may not want the and jealousy for the living. Ghosts magus to disclose the secrets of the of individuals who were betrayed in Some ancient collections of Leadworker Virtue to the Order as a death or died with an important task defixio formulae may have survived whole, because it would weaken the unfinished could remain active to the to the present in the hands of mem- House’s current necromantic domi- present. Rumors of haunted areas or bers of the Order. A sufficiently large nance. Second, defixio magic pro- ghosts may provide the investigators collection of magical texts from the vides its user with powerful tools for with some of their best leads. time of the Founders — such as the war and espionage. The Tremere may Tremere archives — might have some want to monopolize these techniques examples of defixio formulae. It is to improve their political advantage in The City of Rome doubtful that anyone in that House the Order. Finally, even if the secrets of attaches much importance to them, defixio magic are eventually available Rome has a current population of given the popular belief that the to the entire Order, House Tremere perhaps 10,000 permanent residents.

49 Ancient Magic

This number varies greatly depending requisites, could detect active defix- This foul act still binds Libitina on the season, being inflated by pil- iones below ground. Unfortunately, to the world of the living. She haunts grims and other visitors to the Holy these spells may be beyond the capa- the countryside of Rome terrorizing See. Because vast areas of Rome have bility of a non-specialist or a junior parents. She believes that she remains been destroyed and rebuilt over the magus. A different tactic might be to in this world to protect children and centuries, potential gravesites exist in follow the approach that where there punish anyone who abuses them. The unexpected locations. The source of a is smoke, there is fire. A magus using characters may hear children playing haunted home, inn, or plaza could be See the Spirits of the Night, or anyone with while repeating a rhyme that calls for the ghost of an ancient Roman who is Second Sight, might stumble across a Libitina to punish cruel mothers and restless because his grave is no longer ghost from ancient Rome. fathers. marked. If the magi communicate with The investigator might encounter Libitina, they may be able to lay her many problems searching in Rome. See the Spirits of the Night ghost to rest. Once she admits that The least of these problems is that her deeds in life were despicable and within the city walls his actions come InMe 30 cannot be undone by punishing oth- under close scrutiny from Church R: Per, D: Conc, T: Vision ers, she passes to the other side. As a and city officials as well as innocent The caster is able to see Mentem- reward, she provides the magus with bystanders. In addition, the powerful based spirits (ghosts) that are nor- a powerful defixio that she created to Dominion impedes the use of most mally invisible to the living. For spirits protect her grave. The statistics for magic, including the search, discov- that are not in close proximity to Libitina are left to the discretion of ery, and excavation of tombs. the caster, a successful Perception the storyguide, but she should have a roll may be required to locate them. Might that presents a challenge to the For example, ghosts hidden behind group. Because she feels overwhelm- Old Rome intervening walls are not visible, and a ing guilt over her mistreatment of her ghost amid a large crowd may not be children, a magus using Coerce Spirits of Many of the gravesites of ancient immediately obvious. This spell does the Night on Libitina receives a +4 to Rome are no longer within the city not allow the caster to communicate his Presence for threats involving her proper. The area surrounding Rome, with the dead, only to see a ghost. children. which was previously part of the This spell must penetrate the Magic ancient city, has become rural and is Resistance of the invisible ghost to be dominated by farms and pasture, with successful. Catacombs only scattered villages. Rural Rome (New Base 5 [Sense any Mentem possesses a weak Dominion aura that spirit], +1 Conc, +4 Vision) While searching for defixiones, interferes with magic, but not to the the investigators may stumble across extent of Rome proper. the catacombs of Rome. The cata- Outside of Rome, investigators Ghosts of Ancient Rome combs were subterranean burial plac- may more easily utilize Intellego spells es for early Christians that are located to locate defixiones, graves, or ghosts. The residents of rural Rome outside the walls of old Rome. Because A powerful Intellego or Muto Terram might direct the investigator to the Pre-Christian Roman law prohibited spell could allow the investigator to general location of a ghost because the interment of corpses within the look through the earth to locate graves. it is relatively well known. One such city, Jewish citizens buried their dead The search for graves is made difficult, example is the ghost of Libitina. outside the walls. When Christians however, by the ancient Roman funer- Libitina was a priestess of the cult of came to the city, they continued the ary practices of cremation. The magus Hecate in Rome. She was a powerful practice. The catacombs vary greatly must therefore look for grave markers sorceress who was driven to achieve and range from rough, narrow tun- and burial chambers; any bones or power at any cost. In pursuit of this nels with small shelves for the dead corpses the investigators find probably quest, she murdered her own chil- to professionally finished stone tombs received a Christian burial. dren and used their restless spirits with stairs and shafts to the surface Both Sense of the Lingering Magic and to punish her enemies and guard her to provide light and ventilation. The Sight of the Active Magics, with Terram defixiones. catacombs fell out of use when the

50 Ancient Magic

Empire became Christian, and their existence was generally unknown dur- ing the . It is possible that still-active defixiones rest in the catacombs, especially if they were intended to call forth the spirit of a Christian or Jewish ghost protected by a Divine burial.

Vardian’s Tomb

Although most of the catacombs possess a weak Dominion aura, this is not true for every one. Legend tells of Flambeau’s conquest of a group of Roman cultists who refused to join the Order. Flambeau followed the fleeing wizards into the catacombs and, in an epic battle, killed them all, destroying their most powerful artifact — Vardian’s skull. This power- ful magical act created an aura that a small covenant utilizes today. The covenant, which calls itself Vardian’s Tomb, is composed of sev- eral Ex Miscellanea necromancers and the Spectres (see below) to deal with in the catacombs, hidden from the Jerbiton magi. The covenant must him. authorities, and slip out at night to remain small because of the limited waylay travelers or raid villages. The size of the aura. Despite its size, the bandits know the countryside well covenant can provide investigators The Spectres and are able to avoid the authorities with valuable assistance. The magi with little trouble. The investigators know the catacombs and the area The members of Vardian’s Tomb might stumble across the Spectres’ around them well, including the local are not the only people living in the lair or encounter them during one restless dead. catacombs. A group of bandits, call- their raids. The magi of Vardian’s Tomb ing themselves the Spectres, has also Despite the popular belief that also know that there are defixiones taken refuge there. The bandits have the restless dead are terrorizing the located throughout the catacombs. used the haunted reputation of the Roman countryside, the local offi- Because unexpended defixiones con- area to discourage resistance from cials and the Church correctly sus- tain vis, the magi have spent a great their victims, and actively cultivate pect something more mundane is the deal of time searching for them. The the impression that they are spirits. source of the problems. The officials magi may be willing to trade the To this end, the Spectres cover them- are therefore combing rural Rome, defixiones in their possession for selves in charcoal dust and preface going village-to-village in an attempt vis, but they do not trade them on a their attacks with eerie sounds pro- to find the parties responsible for one-for-one basis. If the investigator duced by horns and other musical the raids. Of course, whether the attempts to take advantage of the instruments. characters encounter the Spectres magi of Vardian’s Tomb, ridicules The Spectres are a particularly or the local officials, either group them for their poor amenities, or is despicable group of ruffians who have could complicate their investigation. discovered taking the covenant’s vis no compunction about disturbing the Some of the troops traveling with sources, the magi secretly encourage dead. During the day, they remain the Roman officials are combat vet-

51 Ancient Magic erans of the Crusades. They are also but it could be almost anywhere and, Their removal is relatively sim- often accompanied by clerics from with little effort, it could be dedicated ple if the characters know that only the Holy See with the protection of to any of the chthonic gods. a male activates them. Any woman relics and possibly True Faith. may enter and exit the sanctuary with impunity. Discovering this trigger is Cave Complex only possible if one of the defixiones Chthonic Sanctuaries can be studied. The easiest way to The entrance to the cave is disarm the cave is for a magus to The cults of Pluto, Ceres, and rough-hewn and barely large enough locate the active defixiones through Hecate worshiped in underground for an adult male to enter on his a Muto Terram spell to turn the walls temples dedicated to their gods. The hands and knees. The tunnel extends of the cave transparent. Once the cultists often deposited their defixio- for several yards before opening into defixiones are located, the magus can nes in these isolated locations. Once a large multi-room complex of fin- then use Unseen Arm to remove them a magus learns of the cults that prac- ished stone. An alabaster altar with from the cave. Of course, while they ticed defixio magic, an Intelligence a fire pit in front of it dominates remain physically intact the defixio- + Magic Lore roll against an Ease the largest room. This is where the nes continue to protect the sanctuary Factor of 12 reveals that these temples cult’s most powerful ceremonies took regardless of their actual location. could contain defixiones or informa- place. The walls of the main chamber Destroying them ends the protec- tion concerning defixio magic. are covered with small niches that tion, but also makes them unsuitable There are several sources that contain defixiones, some of which for investigation. could lead an investigator to an appro- are suitable for study. priate sanctuary. A Tremere magus or The rear chambers were living Ex Miscellanea maga of the Witches and working areas. If other parties Erebos of Thessaly might provide the investi- have not taken the defixio formulae gator with the location of a sanctuary of the cult, they are located here. The cave complex is home to a for a price. An Intelligence + Magic The complex also has caves that lead colony of bats. The bats have lived in Lore roll against an Ease Factor of deeper into the mountain. Within the strong magical aura of the sanctu- 15 provides the general region of these caves, the remains of some the ary long enough to become warped an appropriate sanctuary. The magus cult’s victims and its dead members by it. Some of these warped bats have may also discover the location of a are interred. a Magic Might of 15 and the ability to sanctuary from an ancient text or become invisible when stationary, as formulary. in Invisibility of the Standing Wizard. The Locating a sanctuary without spe- Protective Defixiones warped bats do not attack the charac- cific directions is difficult. Because ters, and the characters may not even the sanctuaries are often located in The cultists of Hecate have cre- notice them. The body of each magi- Magic auras or contain vis sourc- ated defixiones to summon spirits cal bat has three pawns of Perdo vis. es, an Intellego Vim spell designed or cast harmful spells on any man The total vis available is equivalent to to detect either may be useful. Of who enters the sanctuary. The spirits two high-level vis sources for the saga course, investigating a sanctuary can should be numerous and powerful (see Covenants, page 72). cause problems should the investiga- enough to pose a threat to a moder- One of the covenants of the tor interfere with another covenant’s ate-sized Spring covenant. The curs- Theban Tribunal, Erebos, has dis- magical resources. es are equivalent to powerful Perdo covered the sanctuary. The magi of The cults that practiced defixio Corpus spells of the fifth, sixth, or Erebos have not entered it because of magic were present throughout the seventh magnitude. The defixiones the various traps set by the cultists of Roman Empire, but they were most are staggered to affect the intruder Hecate. The covenant contains sev- heavily concentrated on the Italian consecutively as he goes deeper into eral Perdo specialists, and they con- and Grecian peninsulas. The exam- the sanctuary. If the defixiones guard- sider the cave their most important ple sanctuary below is dedicated to ing the sanctuary can be removed vis source. The magi of Erebos harvest Hecate and is set in the Cambunian without triggering their curses, they some of the magical bats each season Mountains of the Theban Tribunal, provide a potent source for study. as they exit the cave.

52 Ancient Magic

The covenant has clearly marked Daughters of Erictho the conflict between the Order and the entrance to the cave as its proper- the Daughters has only increased. ty. Its magi have set their own traps to The Witches of Thessaly were The Daughters and the Order have immobilize any intruders and alert the also worshippers of Hecate and are also come into conflict regarding their covenant if anyone enters. They take experts in sorcery, necromancy, and relations with the faeries of the area. trespassing very seriously and deal the dark arts (see Realms of Power: To gain access to the defixio- harshly with thieves, being concerned The Infernal, page 140). Many of the nes, the characters may have to act that any intrusion into the cave or dis- Witches joined House Ex Miscellanea, as mediators between the Daughters turbance of the defixiones may reduce but a small number of the hold- of Erictho and Erebos. Some of its aura or cause the colony of bats to outs survive today in the Cambunian their differences may be irreconcil- relocate, which would destroy their Mountains. These witches are known able without introducing new magi- vis source. as the Daughters of Erictho. The cal resources. The characters may The magi can be reasoned with, Daughters are powerful adversaries be forced to provide additional vis and a well-thought-out plan assuages with a strong dislike for the Order. sources or locate magical auras to most of their fears. However, they The Daughters of Erictho once placate the Daughters. Smoothing are not willing to endanger their vis used the sanctuary and consider the relations between the Daughters and source or give up the vis-laden defix- encroachment of Erebos just the most Erebos not only allows the inves- iones without suitable compensation. recent in a long line of trespasses. tigators admission to the cave, but The magi of Erebos may consider They have also come into conflict could also provide valuable assistance allowing the investigators access to with Erebos and other covenants of through access to ancient defixio for- the cave in exchange for assistance the Tribunal of Thebes over certain mulae. Previous generations of the in resolving their conflict with the magical resources. As civilization Witches of Thessaly practiced defixio Daughters of Erictho. and the Dominion encroaches on vis magic and some of their formulae col- sources and weakens magical auras, lections still exist.

53 Chapter Four Fertility Magic

Several millennia ago, a fertility as required, by studying other relics, cult was ubiquitous across Mythic Cultic Fertility but a fetish figurine that has been Europe. Cult practitioners were, destroyed to extract its vis may not be through rituals and spells, able to Magic studied for Insight. influence conception to promote Once the magus has an Insight desirable traits in children. Remains The original cultic fertility prac- Lab Text he can begin the process of the cult, in the form of small tices are irrecoverable: the surviv- of integration with Hermetic theory, fetish statuettes carved to resemble ing relics are simply too diffuse and by inventing an effect that deals with a wide-hipped pregnant woman, do not preserve enough knowledge birth, pregnancy, or the fertility of can be found in remote caves, but about the cult. Despite the paucity women, thereby gaining breakthrough are seldom identified as artifacts of of recoverable information about the points, as described in the Introduction. a coherent cultic practice, and are fertility cult itself, the ancient fetishes Possible Hermetic effects that might be often confused with the relics of provide enough of a magical record usefully invented include an Intellego Figurine Magic (see Houses of Hermes: for a Seeker to discover their usage Corpus effect that reveals a pregnancy True Lineages, page 33). and thus attempt to reconstruct the (InCo, base 4) or a Creo Corpus effect Other than the fertility fetishes fertility rituals of the cult. The recon- that restores a woman’s body to her and a few cave paintings, there are no structed rituals — the product of inte- pre-pregnant state (CrCo, base 20). relics or records of the culture that gration with Hermetic theory — are With the storyguide’s approval, a non- produced the fertility rituals, so it is not the original cultic rituals, how- Hermetic effect, chosen from those unclear exactly who the fertility cult ever, as they are embedded within the below, that utilizes the Range Unborn members were: certainly they had Seeker’s Hermetic theory. Child, may be invented during this inte- been wiped out, or assimilated, long gration process. However, the Fertility before Rome’s legionnaires marched Ritual itself may not be attempted until through Europe. The fertility cult the appropriate Breakthrough has been may have been part of an antedilu- achieved. vian culture that was destroyed in Integrating There are two breakthroughs in the flood, and credibility is lent to fertility magic. The first allows the this theory by the fact that some Fertility Magic magus to learn the Arcane Ability of the isolated mountain caves the Fertility Lore; this is comparatively fetish statuettes are found in contain into Hermetic simple and requires only 15 break- shells and the preserved bones of sea through points. The second grants creatures. It is also possible that there Theory the magus the Minor Hermetic Virtue were several similar cults — rather Fertility Ritual Magic, and is more than a single, monolithic cult — and A magus may gain Insight into complex, requiring 35 breakthrough given the wide distribution of the fertility magic by studying an ancient points. There is no need to achieve fertility fetishes and their apparent fetish figurine, or a cave painting both breakthroughs, although the independence of any ancient empire, (see Cave Painting Galleries, below). Fertility Lore Ability is useful in devel- this is even likely. Additional Insights may be gained, oping Fertility Rituals.

54 Ancient Magic Story Seed: Ancient New Target: Hermetic Magic and Fetish Figurines Unborn Child Mother and Child

Characters exploring cave sys- The Minor Hermetic Virtue An unborn child, carried in tems may find fetishes made by Fertility Ritual Magic allows a magus the womb, is difficult for Hermetic ancient fertility cult practitioners. access to a new Target Unborn magic to target as it is not quite Such a discovery is the most likely Child. This Target is equivalent to a separate individual. Mainstream method by which a character can Individual for the purposes of cal- Hermetic magic can target a learn of the ancient fertility cult. culating a spell level, and it may be baby in the second trimester, and The exact shapes and forms of the used to make an unborn child, from onwards until birth, as a Part of the fetishes vary considerably — some the moment of conception until mother, but targeting a Part of an are carved from animal bone or birth, the target of a spell. The Individual increases the magnitude antlers, others from stone or wood magus must be able to sense the of a spell (see ArM5, page 112). — but all represent a female figure, mother to target the unborn child, Thus, the Target Unborn Child usually faceless, and are about the and the mother’s Magic Resistance allows a maga to effect an unborn size of a fist. Each fetish figurine (if any) protects her unborn child. baby with lower magnitude spells. contains one pawn of Creo vis, In addition, mainstream Hermetic but extracting the vis destroys the the remaining time. So, the less magic cannot usually discriminate fetish. time until the birth, the more at all between mother and child in Cave paintings (see Cave accurate the estimate, although the first trimester. This is a flaw in Painting Galleries, below) are also if magic has altered the length of Hermetic theory, which is circum- sources of information about the the pregnancy the estimate may vented by the integration of fertil- fertility cult. be erroneous. ity magic. • A roll of Perception + Fertility Arcane Ability Lore against an Ease Factor of 3 Minor Hermetic Virtue: determines whether two charac- Fertility Lore ters are related or not. The Ease Fertility Ritual Magic Factor is increased by 1 for each This Ability covers the knowl- generation of separation between The magus with this Hermetic edge of fertility, and can be used to the characters, and modified by a Virtue has access to the new Target determine fertility and blood relation- further +3 if the character wants Unborn Child, and can devise Fertility ships between characters. The Arcane to determine the exact relation- Rituals that are performed during con- Ability Fertility Lore is not a super- ship. For example, to identify ception to influence the traits that the natural ability, and the determinations that two siblings are related the child is born with. are made via a simple visual inspec- Ease Factor is 3, and to identify a tion, which takes about five minutes character’s grandparent the Ease to perform. If the character wishes to Factor is 8 (3, + 2 two generations make the inspection surreptitiously, apart, + 3 exact relationship). increase the Ease Factors listed here • A roll of Perception + Fertility New Spells by 3. Note that as the inspections are Lore against an Ease Factor of purely visual, the character cannot 12 reveals whether a character Some example spells that utilize make any determinations about an (male or female) is fertile; remem- the Target Unborn Child are printed unborn child using this Ability alone. ber that characters who use a below. A maga might invent ver- Longevity Ritual are not fertile. sions of these spells with a Range of • A roll of Perception + Fertility Personal to affect her own unborn Lore against an Ease Factor of Books may be written about the child, and these spells may be invent- 3 indicates whether a character Arcane Ability Fertility Lore and it ed during the integration of fertility is pregnant and what the natural may be studied, practiced, and taught magic and Hermetic theory. due date is, to within 10% of like any other Ability.

55 Ancient Magic

Midwife’s Eye This spell transports an unborn R: Touch, D: Mom, T: Unborn InCo 5 child instantly out of his mother’s Child R: Touch, D: Mom, T: Unborn womb, to a distance of up to five When this ointment is smeared Child paces away. This is normally fatal over the belly of a pregnant woman, This spell indicates the general for the child but does not harm the it wounds her unborn baby, which health and sex of an unborn child. mother — the spell also removes the kills it. If the mother is more than one A Perception + Fertility Lore roll placenta. To determine whether the month pregnant, a Stamina stress roll against an Ease Factor of 3 indicates child survives, make a Stamina roll against an Ease Factor of 6 must be the expected date of birth. against an Ease Factor of 3 + 3 for made for her, and if it fails she suffers (Base 4, +1 Touch) each month prior to natural birth. For a Medium Wound. Otherwise, the example, if The Promenade of Caesar is woman suffers no physical harm. The Frozen Womb cast on an eight-month-old fetus the (Effect: Base 5, +1 Touch; MuCo 35 Ease Factor is 6. An unborn child has Modifications: None) R: Touch, D: Year, T: Unborn a –4 penalty to his Stamina. Child, Ritual (Base 10, +1 Touch) Potion of Creation This Ritual spell freezes the devel- CrCo 25 opment of an unborn child for a year. Pen +0, charged item The spell does not damage either R: Per, D: Sun, T: Unborn Child the child or the mother — although When a fertile woman drinks the mother may be seriously incon- New Items this potion she is guaranteed to con- venienced by a delayed late-term ceive if she has intercourse with a pregnancy — but both mother and Some example items that uti- fertile man within a day. If the man child gain Warping Points due to lize the Target Unborn Child are is not human (a faerie, for example), being under the influence of a -con described below. These items may be then the woman still conceives if a stant, high-power mystical effect (see invented during the integration of fer- Stamina stress roll against an Ease ArM5, page 167). tility magic and Hermetic Theory. Factor of 9 is made for her; such a The spell can be cast at yearly child inherits some traits from his intervals in order to delay a pregnan- The Mystic’s Forceps father. cy for years, or even decades, and ver- MuCo 5 (Effect: Base 15, +2 Sun; sions of this spell with other durations Pen +0, 1/day Modifications: None) could be used to delay a birth until an R: Touch, D: Conc, T: Unborn astrologically favorable moment. Child (Base 10, +1 Touch, +4 Year) These forceps are using during birth, and temporarily reduce the size Black Anne’s Kiss of the baby as it travels down the The Fertility PeCo 10 birth canal. This greatly speeds and R: Touch, D: Mom, T: Unborn eases the birth process, which means Ritual Child that there is less opportunity for dis- This spell wounds an unborn ease-causing demons to wound either The Fertility Ritual is a special child, causing the fetus to abort. A mother or child. If the forceps are ritual performed during conception. Stamina stress roll against an Ease used to assist birth, they guarantee the It is similar to the Longevity Ritual: Factor of 6 must be made for the birth of a live baby, and prevent any developing the ritual is a Laboratory mother; if it fails she suffers a Medium injury or disease from befalling either activity that takes one season, and Wound. mother or child due to the birth. this produces a Lab Text describing (Base 5, +1 Touch) (Effect: Base 3, +1 Touch, +1 the Fertility Ritual. Any Gifted char- Conc; Modifications: None) acter can perform a Fertility Ritual for The Promenade of Caesar which he has the Lab Text, and the ReCo 15 Black Anne’s Ointment Lab Text is required to conduct the R: Touch, D: Mom, T: Unborn PeCo 10 ritual — this is the only benefit of a Child Pen +0, charged item Fertility Ritual’s Laboratory Text.

56 Ancient Magic

The first step to devising a Fertility Ritual is to calculate the maximum Example: Fertility number of Trait Points of the ritual. Ritual Trait The ritual is worth 1 Trait Point for Point Cost every 10 points or fraction thereof of the magus’s Creo Corpus Lab Total. The magus may receive a bonus to A magus is approached by a his Lab Total if he has a fertility fetish noblewoman who wants to com- prepared by the intended mother (see mission a Fertility Ritual, so that below). she may give birth to a son who has Improved Characteristics, is Maximum Trait Points: 1 for Inspirational, and is Strong Willed. every 10 points or fraction of Creo The magus has a Creo Corpus Corpus Lab Total Lab Total of 50, and so there- fore may invent a ritual with a Next, the traits that the child maximum number of 5 Trait Points. should manifest are chosen. Each trait The Trait Point cost of the ritual costs a number of Trait Points, and the that the noblewoman desires is: total number of Trait Points cannot 1 (Improved Characteristics) + 1 exceed the maximum calculated for (Inspirational) +1 (Strong Willed) the ritual. + 1 (a son) = 4. So, the magus can create a ritual to fulfill the commis- Trait Trait sion. Being reflexively devious, the Point magus secretly adds a Minor Flaw Cost to the ritual: the Minor Personality Flaw Prohibition. He decides that if Major Virtue or Flaw 3 the son disobeys an instruction by the magus, he is struck by a pierc- The Maga’s Own Child Minor Virtue or Flaw 1 ing, migraine headache that lasts The Gift 3 for a day; to attempt any complex A maga may create a Fertility Specify gender 1 activity while he has a migraine, a Ritual to influence the conception Stamina stress roll against an Ease of her own child. In this case, the Specify other general fea- 1 Factor of 12 must be made. The maximum number of Trait Points tures (e.g., red hair, green total Trait Point cost of the ritual for the ritual is equal to 1 for every eyes) is therefore 5 (the maximum that 5 points, or fraction thereof, of Specify precise features 3 the magus can create), it takes the Creo Corpus Lab Total. However, (e.g., child’s features magus a season to develop the this ties the ritual to the maga are those of the king of ritual, and 5 pawns of vis must be and it may not be performed for France) spent during the performance of another mother. This bonus only the ritual. applies to mothers. Virtue and Flaw traits are chosen from the list of Virtues and Flaws character’s nature. So, for example, the in other Ars Magica Fifth Edition (ArM5, page 38). Hermetic Virtues Minor General Virtue Affinity with supplements may also be taken, with and Flaws can be chosen if The Gift Ability is appropriate, but the Minor the storyguide’s approval. is also chosen, but they may not be General Virtue Temporal Influence is It takes around half an hour to accessible to the character until after not. Social Status Virtues and Flaws perform the Fertility Ritual, during the Arts are opened during appren- are not normally appropriate, but the which conception takes place. Both of ticeship (see ArM5, page 106). In any judgment of the storyguide is the final the parents must be fertile (remember case, Virtues and Flaws may only be arbiter as to whether a trait is appropri- that the Longevity Ritual sterilizes chosen that are inherently a part of a ate or not. Virtues and Flaws detailed a character); the ritual may be per-

57 Ancient Magic formed by one of the parents (if either only a magus with the Faerie Magic is Gifted), or it may be performed by Virtue can develop spells that grant Breakthrough Points a third party, who must be present. Faerie Virtues, like Faerie Blood, and from Fetish Creation Conducting the Fertility Ritual con- equivalent conditions apply to Divine sumes an amount of vis equal to the and Infernal traits. The Gift provides a A maga who has accom- total Trait Point cost of the desired connection to the Magic realm. plished the first Fertility Magic traits. Usually, the vis consumed is breakthrough, and therefore has a combination of Creo and Corpus the Arcane Ability Fertility Lore, vis but, with the storyguide’s permis- Fertility Fetishes may create her own fertility fetish sion, other types of vis that match the (if she is fertile) as an effect worth traits of the child may be substituted. Fertility fetishes are small repre- 5 breakthrough points towards For example, a Fertility Ritual that is sentations of a pregnant woman craft- the second Fertility Magic break- intended to grant a child the Major ed by a woman under the tutelage of a through. This does not require any Hermetic Virtue Elemental Magic character who has the Ability Fertility additional Insight, and fetishes cre- may use the vis of each element. Lore. A single fertility fetish may be ated by other characters under her Nine months later the child is born used to add a bonus to the magus’s do not generate break- and manifests the traits determined by Lab Total when devising a Fertility through points, nor can they be the Fertility Ritual. The ritual is spe- Ritual spell. If a fertility fetish is used, studied as sources of Insight. cific to the child, so normally adif- then the Fertility Ritual so developed ferent ritual must be devised for each may only be used for a child of the of Creo vis, and prevents her from performance — although it is possible woman who made the fetish. creating another fetish. The fetish to repeat the ritual (see below). is a permanent Arcane Connection Fertility Fetish Lab Total Bonus: to the mother, and to any children mother’s (Dex + Craft Ability) + conceived under a Fertility Ritual that Balancing Traits supervisor’s Fertility Lore Ability utilizes the fetish. Like ancient fetish figurines (see above), which were cre- The Virtues and Flaws determined A woman must construct her own ated for similar reasons, the vis may by the Fertility Ritual do not need to fertility fetish, but she may use virtu- be extracted from a fertility fetish. balance. However, if the child is a ally any Craft Ability that produces a This destroys the fetish and renders it is recommended physical artifact. The construction of the woman infertile. However, a fetish that the troupe allows the child to the fertility fetish occupies the woman may be kept indefinitely, depending develop additional Virtues and Flaws for a season, during which time she on the materials used in construction, as he ages, so that by the time he must be supervised by a character with and used to assist in inventing Fertility reaches adulthood the traits do bal- the Arcane Ability Fertility Lore. The Rituals for a number of children. ance. The acquisition of a balancing creation of a fertility fetish is auto- trait could make a good subject for matic, but the skill of the mother and a story. the supervisor does affect the bonus Repeating a that the magus gains. A character only Fertility Ritual needs to have the Ability Fertility Supernatural Traits Lore to supervise the construction of fetishes, and may supervise a number A Fertility Ritual can only be The traits of the parents are irrele- of mothers, per season, equal to up successfully repeated, without risk, vant to the Fertility Ritual, so it is per- to his Leadership Ability Score. This if the original child dies. A reckless fectly possible to choose Supernatural does not distract him from other work magus may, however, experiment with Virtues like Giant Blood, or Faerie during the season. a repeat performance of a Fertility Blood, even if neither parent mani- A fertility fetish can only be made Ritual, or a magus may discover a Lab fests these traits. However, the magus by a fertile woman, and in the pro- Text for a Fertility Ritual and perform can only develop a ritual granting cess of creating a fertility fetish, the it without being aware he is duplicat- powers that derive from realms he woman imbues it with her fertility, ing the actions of another. In either has a connection to. This means that which infuses the fetish with one pawn case, the magus immediately gains a

58 Ancient Magic Minor Supernatural Flaw Corrupt Fertility Ritual

The character’s conception was influenced by a Fertility Ritual that had already been used to influence the birth of another. The char- acter is physically similar to his predecessor(s), but not identical; he could even be of a different sex or race — as long as those factors were not determined by the ritual. The character has a sympathetic connection to his predecessor(s), and they to him, which provides a +2 multiplier bonus to the Penetration of spells or magical abilities that they use on each other (ArM5, page 84). The character also suffers a –3 penalty on all social interactions (as others per- ceive that there is something not quite right with the character), and every year, on his birthday, he gains tems, once dwelt in by fertility cult Although there are variations, a Warping Point. Upon the death members. The caves are often in dictated by the physical structure of of the character’s predecessor(s) he isolated areas of Mythic Europe, as the caves, each cave system used by losses the Corrupt Fertility Ritual it is the isolation of the cave systems the ancient fertility cult has a similar Flaw, although any Warping Points that has preserved the relics of the layout consisting of a series of rooms suffered remain. ancient Fertility Magic practitioners connected by passageways. Typical — more accessible caves had their rooms include a cooking chamber, number of Warping Points equal to treasures looted or despoiled over sleeping chambers, a birthing cham- half the Trait Point cost of the ritual the millennia. To determine whether ber, galleries, a refuse pit, and some- (round up), which may cause him to a character can find the site of a times a burial chamber. The birthing enter Wizard’s Twilight (ArM5, page cave in a particular area, make a chamber, where fetish figurines are 88). The new child, when born, has Perception + Area Lore roll against found, is normally at the back of the Minor Supernatural Flaw Corrupt an Ease Factor of 18. Of course, the the cave system. Sometimes, there is Fertility Ritual (see insert). character can only find such a site if an aura in the cave system, which is the storyguide determines that one is strongest in the galleries, birthing, in fact in the local area. As the cult and burial chambers. The refuse pit was very pervasive most regions of is not normally part of the main cave Mythic Europe contain some exam- system but is a nearby ravine or pit Cave Systems ples, although obviously not every into which animal bones and other single cave in Mythic Europe was food scraps were dumped. These The principle sources of informa- used by the fertility cult. scraps have decomposed over the tion about Fertility Magic are ancient millennia prompting the growth of fetish figurines that are normally To Find a Suitable Cave System: very lush and fertile dells, which are found in multi-chambered caves sys- Per + Area Lore vs. Ease Factor 18 now the telltale sign of a nearby

59 Ancient Magic Cave Painting Galleries Dexterity + Craft Masonry stress ertility ave roll against an Ease Factor of 15: a Some caves have chambers whose botch means that the mason destroys ystem walls are adorned in paintings, drawn the painting. Once removed, the in ochre and charcoal, or in some painting weighs about 400 pounds. cases scratched directly onto the rock Alternatively, a Rego Terram spell Gallery Birthing surface. Common representations in similar to Hand of the Antiquarian can Chamber these galleries include animals such as be used. deer, ibex, horses, bison, and aurochs; tracings of hands; and abstract dia- Hand of the Antiquarian grams that describe hunting and fertil- ReTe 15 ity rituals. These representations were R: Touch, D: Sun, T: Ind used to teach initiates hunting or fer- The magus traces around a sec- tility skills, and a modern magus can tion of stone up to one pace in diam- study and learn from these images, eter. That section, to a depth of up to too. an inch thick, floats out of the wall. A gallery that depicts Fertility While the magus touches the stone, it Rituals may be investigated by a is effectively weightless. magus, as a source of the Insight (Base 3, +1 Touch, +2 Sun, +1 50 feet required to integrate fertility magic Stone) and Hermetic theory. In addition, a laboratory may be constructed in the gallery, which (in addition to the nor- Example Cave Systems Entrance mal bonuses and penalties for the lab- oratory) provides a +3 bonus to Creo Of course, any magus who starts Corpus Lab Totals (including during investigating isolated caves searching ancient habitation. The super-fertility the development of a Fertility Ritual). for ancient fetishes and cave paintings and the rich diversity of the wildlife in Alternatively, the paintings may be may encounter the current inhabit- these dells also attracts various nature removed from the cave and taken to ants — who may not welcome the spirits, and these are frequently found a remote laboratory (including to a intrusion. Anyone or anything may living near the caves once inhabited laboratory in another gallery cave), be living in a cave: a faerie, an animal, by the fertility cult. which reduces the Lab Total bonus a magical beast, a demon, or nothing The ancient fertility magic prac- to +1. Cave paintings that depict at all. Most are totally unaware of any titioners were apparently well aware hunting rituals provide a +1 bonus connection between their cave and that the fetish figurines they cre- to Animal Lab Totals, regardless of the practices of an ancient fertility ated formed potentially dangerous where they are installed. A magus cult. Exactly what is in any particular Arcane Connections to mother and may benefit from no more than three cave is entirely at the discretion of child, and so most figurines were different cave paintings, and replica- the storyguide, but below are some destroyed once the mother passed tions of cave paintings (whether pro- examples of what might be found in childbearing age. Other fetish figu- duced via magical or mundane means) different, individual caves. rines have been destroyed in igno- cannot be used either as sources of rance to extract the vis that they Insight or to provide bonuses to a contain. A few, however, do remain Lab Total. This is because the cracks, The Duergar’s Cave — perhaps forgotten when the cave texture, and nature of the cave surface was hastily abandoned due to some add resonant meaning to the paint- This cave has a Faerie aura of threat, or left untouched when a ing, which is not preserved by a mere 3 and is the home of a bad-tem- mother died young and without image. The cave paintings are more pered faerie named Orpee. Orpee is children — and a typical cave sys- than images: they are cultic artifacts. a Duergar, a race of dwarf faeries who tem might contain two or three A mundane mason can success- are notoriously malicious towards figurines. fully remove a cave painting on a men, and he works in the smithy of

60 Ancient Magic Orpee Faerie Might: 15 (Terram) Abilities: Area Lore 2 (iron depos- Sense of Iron, 0 points, constant, Characteristics: Int 0, Per 0, Pre –2, its), Awareness 3 (underground), Terram: Orpee can sense and is Com –3, Str +4, Sta +3, Dex 0, Qik –1 Brawl 4 (bludgeon), Carouse 1 aware of precisely where any item Size: –1 (with craftsmen), Craft Ironwork made of iron is, within the room Age: n/a (40) 3 (horseshoes), Faerie Lore 2 where he is. Confidence Score: 1 (3) (Duergar), Living Language 5 Equipment: leather apron, metal Virtues and Flaws: None (blacksmithing terms), Stealth working tools Personality Traits: Angry +3, 4 (underground), Survival 5 Encumbrance: 0 Reclusive +3, Intolerant +2 (underground) Vis: 1 pawn of Terram in each eye. Reputations: Angry faerie 4 (local) Powers: Appearance: Orpee is a stocky man Combat: Iron Glare, 3 points, Init +10, Terram: with muscular arms wearing sim- Bludgeon: Init –1, Attack +6, Defense Orpee can inflict a Medium ple leather clothes and a sooty +4, Damage +6 Wound on anyone with whom he leather apron that is hung with a Soak: +5 makes eye contact (for a descrip- number of metal-working tools. Fatigue Levels: n/a tion of targeting effects with In low light his eyes have a warm Wound Penalties: –1 (1–4), –3 (5–8), Range Eye see ArM5, page 111). orange glow, like dying embers. –5 (9–12), Incapacitated (13–16)

Senna

Faerie Might: 10 (Herbam) (plants), Profession Herbalist 4 Equipment: Dress made of leaves Characteristics: Int +1, Per +1, Pre (growing plants), Stealth 7 (for- Encumbrance: 0 +3, Com +2, Str –2, Sta –2, Dex est), Survival 3 (forest) Vis: 2 pawns of Herbam in her hair. +3, Qik +1 Powers: This vis can be harvested with- Size: –1 Into the Trees, 2 points, Init +10, out harming Senna, although she Age: n/a (30) Herbam: Senna can move inside might not give permission, and it Confidence Score: 1 (3) any living plant that is bigger grows back in spring. Virtues and Flaws: None than she is. She is aware of every- Appearance: Senna is a small, lithe Personality Traits: Jealous +3, Canny thing about her, as normal, and woman with a green tinge to her +2 cannot be harmed when she is skin, and long, olive-green hair, Reputations: Forest faerie 4 (local) inside a plant, but if the plant is which is twisted together into Combat: destroyed Senna is too. A plant several thick strands that have Dodge: Init +1, Attack n/a, Defense can be destroyed by being either the appearance of the roots of +1, Damage n/a uprooted, or totally consumed by a young tree. She wears a dress Soak: –1 fire. She can leave the plant again made of: in spring, tiny leaves Fatigue Levels: n/a at will. interspersed with small white Wound Penalties: –1 (1–4), –3 (5–8), Tender to Plants, 1 point, Init +2, flowers; in summer, of lush green –5 (9–12), Incapacitated (13–16) Herbam: Senna may duplicate leaves; and in autumn, of rustling Abilities: Area Lore 3 (plants), any Hermetic Creo Herbam spell yellow and orange leaves. In win- Awareness 4 (forests), Charm 3 of magnitude 2 or less. ter her dress disappears entirely (men), Folk Ken 2 (travelers), Speaker to the Trees, 0 points, constant, which forces her, slightly embar- Guile 3 (Orpee), Faerie Lore Herbam: Senna can speak with rassed, to spend the season sleep- 2 (forests), Living Language 5 any living plant. ing inside a tree. a local faerie lord. Orpee’s cave con- a fertility ritual. Orpee is very fond plating and carefully protecting the tains two fine galleries; one illustrates of his galleries and, when he is not at images, which he fears visitors will a hunting ritual, and the other details the smithy, spends his time contem- damage or destroy.

61 Ancient Magic

Orpee’s wife, a forest sprite named The Worm’s Cave minutes of bumping and buffeting Senna, lives in a fertile dell near the through the tunnel network, a charac- cave, which has a Faerie aura of 2. A large and ancient worm, almost ter that is sucked into (or voluntarily According to villagers who live in the 100 feet long, inhabits this cave. The enters) the whirlpool is expelled into region near the cave, Seena tends to local people greatly fear the worm, the lake. Every minute a Stamina + the plants in the forest and is respon- especially its frequent forays dur- Swim roll is made for the character sible for planting new trees where old ing inclement weather, when it eats versus an Ease Factor of 12; if the roll ones have fallen. Seena is jealous of stranded stock and even the occa- is failed the violent buffeting inflicts a the time that Orpee devotes to his sional shepherd. Once, the worm +15 injury (see ArM5, page 181). In galleries and tries to convince travel- was a sea creature: it swam into the addition, the character may take dam- ers that pass to destroy the galleries cave during the flood, and became age and drown due to lack of air (see while Orpee is at work so he will visit stranded when the waters receded. ArM5, page 180). The cave system her instead. She is too frightened of Since then, the worm has adapted to contains two fertility fetishes that can Orpee’s reaction to attempt this for living far from the sea; in fact, it has be retrieved from inside the flooded herself. thrived by preying on the livestock tunnel network. The cave contains two ancient of local farmers. The worm no longer fertility fetishes. desires to return to the sea, but when it rains it does remember the envel- The Bone Cave oping caress of the sea and ventures The Cave of Lights from the cave so that it can again This cave system has a single feel water flowing over its body. The entrance formed by a fissure in the The ceiling of this cave system is worm has no knowledge of the Order side of a mountain, and is currently filled with tiny lights that are in fact of Hermes or indeed any other human used as a burial site by a group of vil- tiny magical insects, which glow in institutions; its only real concern is for lages that are clustered together in the the dark like stars. The configuration itself and its continued survival. The shadow of the mountain. The villag- of the insects on the cave roof actu- worm’s cave contains three ancient ers have been using the cave for this ally matches the star field outside the fertility fetishes. purpose for centuries, and now the cave, but the star field inside the cave cave is filled with the skeletal corpses includes extra stars that are invisible of their ancestors. Roman missionaries to the naked eye. A character can The Flooded Cave who adapted their own rituals, to ease use the cave roof as an astronomi- the villagers’ doubts about conver- cal aid and gains a +3 bonus to all In the millennia since this cave sion, preserved this eccentric burial Artes Liberales (astronomy) Ability was abandoned by the fertility cult ritual when they converted the region rolls made while within the cave. In several earthquakes have struck, dis- to Christianity. addition, twice a year, the insects rupting the geography of the region. The villagers would be very dis- that represent the positions of Jupiter One of the earthquakes caused the pleased to find a magus interfering and Mars may each be harvested for diversion of a river, which flooded the with the remains of their ancestors. vis and contain one pawn of Rego cave. Today, the river runs into the In addition, the priest, who preaches vis and Perdo vis, respectively. The cave and drains through a whirlpool from a church in the largest vil- exact time that this occurs varies in the rear chamber of the cave. The lage, fears that the presence of the from year to year and is different for whirlpool, through a network of tun- characters will annoy the local saint each planet, but can be determined nels, feeds a nearby lake. whose bones are also interred in the with a successful Intelligence + Artes A character exploring the flooded cave, and so tries to rally the villagers Liberales (astronomy) roll against an cave notices that the water flows, with against the intruders. The saint’s bones Ease Factor of 9. The cave contains a rapidly increasing , towards are housed in a shrine at the back of two fertility fetishes and a gallery that the rear chamber, If he enters the rear the cave, in what was once the fertil- depicts the fertility ritual. chamber he must, each round, make a ity chamber. The villagers’ veneration Strength + Swim roll versus an Ease of the saint has generated a Divine Factor of 12 to avoid being sucked aura of 4 in the cave, and it contains into the whirlpool. After about ten three ancient fertility fetishes.

62 Ancient Magic The Worm in the Cave Magic Might: 35 (Aquam) Wound Penalties: –1 (1–12), –3 (13– it has sustained by one level Characteristics: Int –1, Per +1, Pre 24), –5 (25–36), Incapacitated each time this power is used: a –2, Com –2, Str +5, Sta +7, Dex (37–48) Medium Wound becomes a Light +3, Qik +3 Abilities: Area Lore 5 (ambush sites), Wound and so forth. The only Size: +7 Awareness 5 (movement), Brawl way to prevent the worm from Age: n/a (30) 5 (grapple), Hunt 7 (prey lost in repairing a wound is to com- Confidence Score: 2 (10) a storm), Magic Lore 3 (worms), pletely slice through its flesh, Virtues and Flaws: None Living Language 5 (shepherd ter- by inflicting an Incapacitating Personality Traits: Secretive +3, minology), Stealth 6 (hiding), Wound and then physically Selfish +2 Survival 10 (local area), Swim 10 separating the segments before Reputations: Evil worm that lives (great depths) the worm can start to reconnect in a cave and causes storms 6 Powers: them — which it does by reduc- (local) Wound the Sky, 10 points, Init, Aquam: ing the Incapacitating Wound to Combat: The worm can call up an immense a Heavy Wound. Grapple in Coils: Init +3, Attack deluge that causes rain to fall Vis: 10 pawns of Aquam. +10, Defense +5, Damage +10 from the sky for a duration of Appearance: The worm is 100 feet The worm attacks by attempting Sun, over an area about ten miles long, 5 feet in diameter, and cov- to envelope and disable prey by in diameter. It is virtually impos- ered in bony, segmented armor grappling them in its coils. This sible for a normal individual to that originally protected the is resolved using the non-lethal move about during the deluge, worm from the pressure of the combat rules (ArM5, page 174). and for each character out in the ocean depths. The worm has no Once its prey is unconscious the open, a Stamina roll against an visible sense organs, but a gap- worm swallows it. This action, Ease Factor of 12 is made every ing, toothless maw. In fact, the when complete, kills the prey. ten minutes. If the roll is failed worm senses through delicate It takes half an hour to swallow the character loses a Fatigue level, tendrils along the length of its a Size –1 character, an hour to and any character that becomes body, which detect changes in swallow a Size 0 character, two Unconscious likely drowns. The pressure. Although these work hours to swallow a Size +1 char- deluge also causes rivers in the well, the worm has a –3 pen- acter, and six hours to swallow a area to flood, which can cause alty when making rolls to sense Size +2 character. The worm can- damage that lasts for years. stationary targets. The worm not swallow larger characters and Wisdom of Water, 2 point, Init +2, attacks by enveloping its prey smaller characters are swallowed Aquam: The worm may duplicate in its coils, constricting the prey almost instantly. any Hermetic Intellego Aquam until dead, and then slowly swal- Soak: +15 spell of level 25 or less. lowing the body. Fatigue Levels: OK, 0/0/0, –1, –3, Reform Body, 1 point, Init +5, Animal: –5, Unconscious The worm can reduce a wound

depend upon the actions of the magi being taught the Fertility Ritual Consequences of who develop fertility magic, and on Magic Virtue. The Archmage the scope of your saga. In any case, wants to breed a number of Gifted Fertility Magic there are probably factions within all apprentices with interesting com- of the Houses of the Order of Hermes binations of traits. The introduction of the Fertility that will want to take advantage of the • A wealthy noble seeks out the Ritual to the Order of Hermes could development of Fertility Ritual spells. magus to commission a Fertility result in interesting stories, and some Ritual to assist in the concep- possibilities are described below. • A Bonisagus Archmage offers a tion of an heir. His brother, who Exactly which, if any, of these sto- large amount of vis, or a number otherwise stands to inherit, learns ries come about in your saga should of valuable books, in return for of this and tries to prevent the

63 Ancient Magic St. Anna-Marie St. Anna-Marie was a girl who demands of the lord, who frequently often sacks of grain or baked lived in one of the nearby villag- attended mass at the new church. loaves of bread. es 200 years ago. At the time, the Anne-Marie spent the rest of her life Terrify the Unbeliever, 2 points, Init +18, local lord had imposed a harsh tax cleaning the church and cooking for Mentem: This curse causes fear in regime on the villages, which they the itinerant priests who preached to the target, making him terrified were unable to meet, due to a poor the village. Upon her death she was of the saint and her power and harvest. Unconvinced, or unmoved, interned in the bone cave, and since forcing him to flee. A Brave or by the villagers’ claims of poverty, the then she has been venerated by the equivalent Personality Trait roll lord sent his soldiers into the village villagers. of Ease Factor 12 is needed to to collect the unpaid taxes by force. Divine Might: 25 overcome this terror, which lasts A tense stand-off between the sol- Characteristics: Int +5, Per +5, Pre until dawn. diers and the men of the village was +5, Com +5, Str n/a, Sta n/a, Dex Acknowledgement of Evil, 1 point, Init miraculously defused by Anna-Marie’s n/a, Qik n/a +10, Vim: This power forces any offer to return with the soldiers to the Size: 0 demon within Voice Range of the lord’s castle so that she could plead for Age: n/a petitioner to declare his Infernal the village. Several weeks passed and Confidence Score: 2 (10) nature, loudly stating that he then, to the villagers’ delight, Anna- Virtues and Flaws: None is a demon. The Penetration Marie returned accompanied by the Personality Traits: Pious +3, of this miracle (Divine Might lord’s stonemason. Anna-Marie had Attentive +2, Benevolent +2 – 5) must equal or exceed the prayed for the deliverance of her vil- Reputations: Saint 6 (local), Saint 2 demon’s Infernal Might for it to lage on the journey to the castle and, (ecclesiastical) be effective. upon her arrival, she not only shamed Combat: n/a Equipment: white robes the lord into granting the village a Soak: n/a Encumbrance: 0 (0) tax reprieve, but also convinced him Fatigue Levels: n/a Vis: 0 to send his stonemason to build a Wound Penalties: n/a Appearance: St. Anna-Marie does church for the villagers. All the vil- Abilities: None not usually appear to the faithful, lagers helped with the construction of Powers: but when she does choose to it the church, and it was rapidly com- Tomorrow’s Bounty, 2 points, Init +0, is as a young girl, aged about 13, pleted. Over the next few years, the Herbam: This power allows the dressed in a simple, pure white harvests improved and the village was saint to instantly create enough robe, accompanied by a delicate, able to meet the more reasonable tax food to feed a large crowd — but unidentifiable, perfume.

magus from successfully invent- Virtue and set about creating and an investigating Quasitor fears ing or performing the Fertility training an array of servants with that a massive attempt to interfere Ritual. Obviously, the magus optimal traits — including guards, in the mundane world has been also runs the risk of censure for assassins, courtesans, spies, and uncovered. interference in the affairs of the merchants. Depending upon the • Rumors of the Order of Hermes’s mundanes. breadth of their ambitions the discovery of the Fertility Ritual • A Mercere magus learns the magi may have also researched reaches the Papacy in Rome, and Fertility Ritual Magic Virtue and a method of insulating them- a Dominican monk, carrying a develops a new Breakthrough selves from the Warping effect letter of Inquisition, is tasked to create Creo Animal Fertility of repeated performance of a with investigating the Order of Ritual variants, which he uses to Fertility Ritual. When the plans of Hermes. The Church is concerned create fantastic riding mounts for the magi are brought to the atten- at both the revival of what it sees Redcaps. tion of the broader Order they as pagan birthing rituals, and the • The magi of an isolated covenant claim that this veritable army is a prospect of an alarming explosion learn the Fertility Ritual Magic defensive contingency only, but in the number of Gifted.

64 Chapter Five Grigori Magic

The Nephilim were on the earth in those days, shall neither marry nor be married, but unto them beautiful and comely daughters. and also afterward, when the sons of God shall be as the angels of God in heav- And the angels, the children of heaven, saw came in to the daughters of men, and they bore en.” As a result, a different interpreta- and lusted after them, and said to one another: children to them. These were the mighty men tion arose, found first in the Chronicle ‘Come, let us choose us wives from among the that were of old, the men of renown. of Julius Africanus. He argued that children of men and beget us children.’ — Genesis 6:4 the “sons of God” to which Genesis — I Enoch 6:1-3a referred were the descendants of , In the days before the flood, the third son of Adam and Eve, who The belief that the fathers of beings of great power walked the were righteous and godly, while the the Nephilim were angels did not earth, sharing wisdom with human- “daughters of men” were the descen- simply disappear. This view was sup- ity and taking human women as their dants of Cain, the first murderer. This ported by a number of texts cited by wives. The offspring of these unions “Sethite interpretation” found favor the early Church Fathers. Some fac- were the gigantic Nephilim, who are with the Church, and in the 13th cen- tions, however, held that these non- described in detail in Realms of Power: tury it is the orthodox view. canonical works were “contaminated The Divine. But who were the fathers by Jews and heretics,” and after the of the Nephilim, and what became of And it came to pass when the children of men Council of Laodicea in 364 AD they their teachings? had multiplied that in those days were born were excluded from the Christian Genesis describes these beings canon. (The Council also explicitly only as b’nai elohim, the sons of God. condemned the Prior to the fifth century, the Church’s But the Grigori as a form of idolatry.) The single interpretation was that these beings passage in Genesis remained the were angels. Indeed, b’nai elohim is Were Angels! Church’s only acknowledgment of the only ever used in the Old Testament Nephilim, and even it was obscured, to refer to angels. This view caused Despite the widespread accep- as the Greek and Latin versions of problems for the Church, however. tance of the Sethite interpretation the Old Testament described them Celsus and Julian the Apostate both in Mythic Europe, the fathers of merely as “giants.” Other groups did used it to attack the philosophical the Nephilim were in fact angels. preserve this knowledge in numerous underpinnings of Christianity, arguing This does not mean, however, that texts, including the work that came that the divine could never take on orthodox clergy take kindly to to be known as the First . material form without being defiled. magi suggesting that they were Allegedly written by the grandfather The Church also became concerned anything other than the descen- of Noah, who ascended into Heaven about the worship of angels, which dants of Seth. It also means that and became the , St. Paul warned against in his letter most post-fifth century Church I Enoch contains five separate sections to the Colossians. Finally, the idea histories and commentaries do not dealing with different subjects. The that angels had fathered children was contain useful information about first section, however, called the Book potentially at odds with Jesus’s words the celestial nature of the Grigori, of the Watchers, provides considerably in the Gospel of Matthew, where he making the process of finding their more detail about the fathers of the says, “For in the resurrection they legacy a more daunting task. Nephilim than does Genesis. It is

65 Ancient Magic explicit in describing them as angels, poses. It was also at this time that the so valuable to the Seekers. Each of the and it calls this rebellious group the gigantic Nephilim, with their insa- chiefs of the Watchers taught mastery Watchers or, to use the Greek term, tiable appetites, began to lay waste over one Technique and two Forms. the Grigori. to the earth. Enoch wrote that the Those who learned from these leaders whole world was filled with blood and were able to blend these Arts together And all the others together with them took unrighteousness and that the earth in way that is now lost. unto themselves wives, and each chose for itself cried out because of what the Grigori Magic consists of a num- himself one, and they began to go in unto Grigori had done. ber different Supernatural Virtues them and to defile themselves with them, and These cries did not go unheeded, called Secrets, each named for one of they taught them charms and enchantments, and the Watchers could not escape the Grigori who taught it. Araquiel’s and the cutting of roots, and made them God’s punishment forever. God Secret, for example, gives a magus acquainted with plants... And Azael taught instructed Noah to build the ark in mastery over the Arts of Creo, Corpus, men to make swords, and knives, and shields, preparation for the flood. He stripped and Terram. The angels and their stu- and breastplates, and made known to them the Watchers of their place in Heaven dents, however, made no distinction the metals of the earth and the art of working and commanded the between these three Arts, using vis them, and bracelets, and ornaments, and the to seize the leaders of the Grigori and for each of them interchangeably. A use of antimony, and the beautifying of the bind them until the day of judgment. magus who knew Araquiel’s Secret eyelids, and all kinds of costly stones, and Some of the Watchers, including their could use Terram vis as though it were all coloring tinctures. And there arose much leader Semyaza, rebelled and became Creo or Corpus vis, and vice versa. In godlessness, and they committed fornication, demons. When Noah was prepared, addition, a magus casting a spell that and they were led astray, and became cor- God sent the flood to cleanse the used one of these Arts that included rupt in all their ways. Semyaza taught earth of the wickedness that had either of the other two Arts as requi- enchantments, and root-cuttings, Armaros the been wrought by Watchers. In the sites could ignore these requisites. resolving of enchantments, Baraqijal taught deluge, the evil and unrighteousness The drawback of Grigori Magic astrology, Kokabel the constellations, Ezeqeel spread by the Watchers’ students and since the flood is that is it prone to the knowledge of the clouds, Araqiel the signs offspring were washed away. None both Divine and Infernal interfer- of the earth, the signs of the sun, and who knew the secrets of the Grigori ence. Anyone who uses vis through the course of the moon. And as men survived, and only the pair of righ- any of the Secrets in either a Divine perished, they cried, and their cry went up to teous Nephilim who stowed away on or Infernal aura must roll double the heaven ... the Ark were saved. With their leaders usual number of botch dice for the — I Enoch 7:1–2, 8:1–3 bound and their students destroyed, vis. Similarly, a botch for a spell that the Grigori and their magic passed uses a Secret to ignore requisites also In Enoch’s account, the Grigori from the world of men. doubles its normal botch dice in these did far more than father children. auras. They taught their wives arts and sci- Grigori Magic may be intriguing ences; these teachings then spread to to a magus, as it can form the basis the rest of humanity. The Watchers of some intriguing original research, instructed the people in agriculture The Secrets the end result of which might be on and astronomy, about stone cutting par with Bonisagus’s discovery of the and blacksmithing, and with this of the Grigori Parma Magica. If Grigori Magic could knowledge, humanity thrived. Most be integrated with Hermetic theory, importantly, the Watchers taught The precise nature of the magic it could potentially break the Limit them the secrets of magic. the Grigori taught to humanity is of Vis. Many people were not ready for unknown, but strands of the tradi- The first step toward integration is such power, however, and they used tion have influenced Hermetic magic. using the Insight gained from Grigori their magic for evil. The students of Indeed, the magic that the Grigori sources to create a non-Hermetic the Grigori grew powerful and built taught their students was not much effect as described in the Introduction. up great empires. They forgot the different from what the Order of This should be something that allows ways of God, and they used their Hermes practices. It is this similarity different Arts to be used interchange- powers for sinful and unrighteous pur- that makes the secrets of the Grigori ably and is a Muto Vim effect. The

66 Ancient Magic following is an example of a spell that for vis of any other Art. Hermetic could be investigated with Insight magic will be forever changed. The Chiefs of Ten into Grigori Magic. and their Secrets Araquiel’s Secret Minor, Supernatural (Divine) The Book of the Watchers gives Some say that what the Grigori the names of the 19 Grigori “chiefs taught their students was the basis of of ten.” Each of these leaders Hermetic magic. Sadly, as there are had stewardship over ten other no living practitioners of these arts, it Watchers and could impart one of is difficult to say with certainty. There the Secrets of Grigori Magic. The are definitely links between the two, Book of the Watchers only describes Harnessing The Essential however, as this Virtue demonstrates. the teachings of nine of these lead- Power (Form) Araquiel’s Secret allows anyone who ers. The Arts covered by each MuVi Gen possesses it and who can use the Arts of these Watchers’ Secrets are as R: Touch, D: Mom, T: Ind of Creo, Corpus, and Terram to use follows. You cast this spell as another spell vis for any of these Arts interchange- of a level less than this one is cast. The ably. When using vis in this way in Araqiel: Creo, Terram, Corpus targeted spell, which would normally either a Divine or Infernal aura, how- Armaros: Rego, Imaginem, Vim use vis of any other type, may instead ever, the wielder must roll double the Azael: Perdo, Terram, Imaginem use vis of the specified Form. There are usual number of botch dice. Araquiel’s Baraqijal & Kokabel: Intellego, ten versions of Harnessing The Essential Secret also allows the possessor to Mentem, Imaginem Power, one for each Hermetic Form. ignore Creo, Corpus, or Terram req- Ezeqeel: Muto, Aquam, Auram This spell never requires vis, even if uisites for any spell that uses another Sariel: Perdo, Mentem, Ignem its level would normally require it to of these three Arts. Semyaza: Creo, Corpus, Herbam be cast as a Ritual. Shamsiel: Rego, Ignem, Vim (Base effect, +1 Touch) Araquiel’s Legacy A magus may also wish to Minor, Hermetic The Secrets taught by the transform a Grigori Secret from a Any magus who possess this Virtue other ten leaders are uncertain. Supernatural Virtue into a Hermetic may used Creo, Corpus, and Herbam Their names, as given in the Book Virtue, called a Legacy. This qualifies vis interchangeably. Araquiel’s Legacy of Watchers, are Rameel, Tamlel, as a Major Breakthrough, requiring also allows the possessor to ignore Ramlel, Danel, Batarel, Ananel, 45 breakthrough points. Again, the Creo, Corpus, or Terram requisites Zaqiel, Satarel, Turel, and Jomjael. appropriate Arts are Muto and Vim. for any spell that uses another of these Each of the Grigori If the magus performing the research three Arts. Supernatural Virtues and their asso- actually possesses any of the Secrets ciated Hermetic Virtues works the as Supernatural Virtues, he gains one same way, substituting the single extra breakthrough point per season. Technique and pair of Forms those Once the Major Breakthrough is Virtues cover. The Virtues based reached, the magus may teach others Finding the on the teachings of Araquiel are the Virtue, which has had the taint of provided, below, as templates. the Grigori removed from it. Magic of This chapter provides sever- If the magus wishes to break the al suggestions of ways that magi Limit of Vis, it requires a Hermetic the Grigori might learn the some of the Secrets Breakthrough with 60 breakthrough of the Watchers, but this list is by points. Again, if the magus possesses While much of what the Watchers no means exhaustive. Storyguides any one of the Grigori Secret or brought to earth was washed away in are encouraged to invent alterna- Legacy Virtues, he gains an extra the flood, several means to learn their tive means of acquiring them, as breakthrough point each season of secrets remain. A curious magus has well as to determine the fates of the research. If this Breakthrough suc- several options for locating the heri- “lost” Secrets. ceeds, then vis of any Art may be used tage of the Grigori.

67 Ancient Magic The Lost Book Library Consultation of the Watchers Tracking down the lost Book of the temporarily boosted Ability against Watchers likely requires a substantial the Ease Factor of the question. While the Church excluded I research. Storyguides can give char- Failure indicates that the answer has Enoch from its canon, this does not acters a bonus to their Intelligence + not yet been found, and the magus mean that it disappeared entirely. A Ability rolls to discover a particular may spend future seasons in library number of Christian historians con- fact according to the research rules consultation, using either the same tinued to consult non-canonical lit- presented on page 98 of Covenants. books or different ones. (Tractatus erature, especially in their attempts to Troupes looking for a more in-depth may be used multiple times.) A document archaic history. Quotations treatment for extended fact-based botch gives the character the wrong from I Enoch, the Book of Jubilees, the research and library usage may use answer. There is no limit to the num- Apocalypse of Moses, and the Life of the following rules. They may be ber of seasons a magus may spend Adam abound in the works of Julius particularly appropriate for Ease consulting. The temporary experi- Africanus, Eusebius, and Georgius Factors over 18. ence points go away if the magus Syncellus. Historians often saw these Characters wishing to answer spends more than four seasons not works as filling in the details left a single fact-based question may consulting, and any other research out by Genesis, and while they cau- declare that they are spend- of any type or lab work makes these tioned their readers not to read the ing a season on library consulta- experience points go away. A magus works in their entirety, they felt no tion. During library consultation may avoid the loss in these two situ- compunction about quoting them, a magus can consult a number of ations by spending a single season albeit with a heavy dose of their own books on the relevant ability up to preparing a set of library notes. interpretation. his Intelligence + Artes Liberales If these notes are reviewed when These histories provide the first per season, getting Quality experi- consultation resumes, the tempo- step in unlocking the secrets of the ence points from each, but only for rary experience points return. Only Grigori. Although the Grigori are not answering this question. A magus the magus who prepared them can mentioned by name in Genesis, as we may consult either tractatus or sum- use the library notes in this way; to have already seen, the Nephilim are. mae. Summae level limits do not everyone else, they are useless. A This passing reference may pique the apply for the first season for each magus performing library consulta- curiosity of a magus, and although question. At the end of the season, tion gains Exposure in either Artes learning more about the fathers of the the magus rolls Intelligence plus the Liberales or the Ability in question. Nephilim may provide difficult, the Christian chroniclers can provide a tations from I Enoch included in this for example, explicitly affirms the starting point. The story of Nephilim chapter. angelic nature of the Watchers and is told in greater detail in I Enoch, but Many of these Alexandrine and discusses the kingdom they founded, locating the full account proves dif- Byzantine historians subscribed to based around Mount Hermon. Thus, ficult. Although commonly cited by Sethite interpretation of Genesis 6:4, despite the best efforts of the Church, early Christian writers, I Enoch was and their discussions of the Watchers the truth about the Grigori persists. lost to Europe in the ninth century. reflect this. A small group of histori- Perhaps the most useful source Fragments of it do remain, preserved ans, however, called the Logothete of information about the Grigori is in the works of early Christian chroni- School, drew on a much older set of The Enigma of the Sons of God, a work in clers. The largest set of quotations documents that explicitly discusses two books written in the late tenth may be found in the Chronography of the angelic nature of the Grigori, and century by St. Nerius. (See Realms of Georgius Syncellus, a ninth century through the works of these authors, Power: The Divine, page 91 for more on Byzantine monk who compiled a his- including Leo the Grammarian, the St. Nerius.) The first book contains tory of the world from creation to legends of the Watchers were kept extensive quotations from the Book of the reign of Diocletian. Syncellus had alive. The Syriac chroniclers, unlike Watchers, as well as St. Nerius’s obser- access to a fragment of I Enoch com- their Byzantine brethren, also did not vations on the nature and history of monly called the Book of the Watchers, cling to the Sethite view. The 12th the Grigori. Saint Nerius expresses and his work contains all of the quo- century chronicle of Syrus, some confusion at the prevalence of

68 Ancient Magic the Sethite interpretation, pointing out the works of the Logothetes and questioning why, if the “sons of God” were merely the descendants of Seth, that their children should be mon- strous. (St. Nerius suggested that the prevalence of the Sethite interpreta- tion could be due to demonic influ- ence as the fallen Grigori, now the Dukes of the Deluders, attempted to obscure their own origins.) His book, written in Latin, argues convincingly against the Sethite view and acts as a tractatus on Dominion Lore with Quality 8. Saint Nerius also makes references to a number of topics that he says he will address in the second half of his work. Copies of this first book are common among the libraries of the Order. The second book contains the only known complete copy of the Book of the Watchers. Combined with St. Nerius’ marginalia and notes on the nature of Grigori magi, it functions as source of Insight for integrating Grigori Magic with Hermetic theory, as described in the Introduction. This volume also relates many of the leg- ends about relics of the Watchers and their fate, as described in the following sections. This book is sub- stantially harder to find than the first. Only three copies are known to have existed, and while the Great Library at Durenmar used to possess one, it disappeared sometime around the middle of the 12th century. The loca- tions of all three copies are uncertain. week, and he called his name Kainam. And the The Book of the Watchers is not son grew, and his father taught him writing, the only artifact that remains as a and he went to seek for himself a place where testament to the Grigori’s teachings. The Legacy of he might seize for himself a city. And he found Although their students perished the Grigori a writing which former generations had carved in the flood, some of their works on the rock, and he read what was thereon, remain. and he transcribed it and sinned owing to it; In the Hebrew Apocrypha, the In the twenty-ninth jubilee, in the first week, for it contained the teaching of the Watchers Book of Jubilees describes how Kainam, in the beginning thereof Arpachshad took to in accordance with which they used to observe father of the Chaldeans, found the himself a wife and her name was Rasu’eja, the the omens of the sun and moon and stars in all Stelae of the Watchers, several stone daughter of Susan, the daughter of Elam, and the signs of heaven. obelisks that contained much of the she bare him a son in the third year in this — Jubilees 8:1–4 lost wisdom of the Grigori. It is from

69 Ancient Magic

their pagan rituals. The river Jordan original inhabitants. Anyone with the Finding the Grigori has its source in the snow of its upper Blood of the Nephilim Virtue who slopes. At the base of the mountain, spends a season studying the stones Finding the locations of these near the town of Banias, which the in situ gains the Baraqijal’s Secret relics and sites to help break the Romans called Caesarea Phillipi, Jesus Supernatural Virtue. Studying cop- Limit of Vim may be their own granted to St. Peter the “keys to the ies of the inscriptions does not have adventures. If the troupe desires to kingdom of Heaven.” And it was at this effect, and this is obvious to focus on the acquisition and use of Mount Hermon that the Watchers anyone with Virtue. For more on the knowledge rather than on the descended from Heaven to teach their the Nephilim, see Realms of Power: The search for the relics’ locations, sim- secrets to the people. Divine, pages 16 and 66. ple Ability rolls may suffice to learn The lower slopes of the mountain where they may be found. The fol- are devoid of any Grigori relics, as any lowing are suggested Abilities and that were here have long ago been The Watchers Ease Factors for use in that search. taken or destroyed. The upper slopes, Themselves however, are covered by snow most of Existence of The Engima of the the year. It is near the summit that an Sons of God: Order of Hermes ancient city of the Nephilim is found. And again the Lord said to : ‘Bind Lore, Ease Factor 12 Wishing to be near their fathers, the Azael hand and foot, and cast him into the Location of the second vol- giants of legend built a great city from darkness: and make an opening in the desert, ume of The Engima of the Sons massive stones on the northern face of which is in Dudael, and cast him therein. And of God: Order of Hermes Lore, the mountain. Perhaps 700 Nephilim place upon him rough and jagged rocks, and Ease Factor 24 lived here before the flood, but since cover him with darkness, and let him abide Location of the capital of the that time it has been abandoned. there forever, and cover his face that he may Nephilim: Dominion Lore, Ease Anyone willing to make the treach- not see light... Factor 15 erous ascent of the northern slope — I Enoch 10:4–6 Location of Shamsiel’s prison: finds the city of the giants empty and Dominion Lore, Ease Factor 21 foreboding. The city itself is built on Ambitious magi might seek to cut Location of Azael’s prison: a massive scale. The gates of the city the relics of the Grigori out of the pic- Dominion Lore, Ease Factor 15 stand 20 paces high, and within are ture entirely and instead seek their cre- stone houses built for giants, with ators as a source of Insight. The Book of Storyguides may wish to use doorways reaching almost three times the Watchers describes how the Grigori the optional library consultation the height of a man. There are few were cursed by God and chained to rules to assist in the characters’ traces of the Nephilim to be found the earth to suffer until the day of research. here, however. The only clue that judgment. Their leader, Semyaza, was remains as to its inhabitants lies at the bound “into the valleys of the earth” these writings that much of the Book of heart of the deserted city. There stand by the archangel Michael, while one of the Watchers comes, and they contained three massive stone obelisks, carved their chiefs of ten, Azael, was cast into far more about the nature of Grigori in archaic Hebrew, and they tell the a great pit in the desert and covered magic than do the fragments that story of the coming of the Grigori and with sharp rocks by Raphael. Many of have survived in Christian chronicles. of their teachings. the Grigori fell and became demons. Saint Nerius’s second book gives a The obelisks may be treated as a (For more on the demonic Grigori, see full account of this story as well as not- summa on Magic Theory with Level 8 Realms of Power: The Infernal.) Some, how- ing that several legends give the loca- and Quality 6. In addition, for the pur- ever, accepted their fate and remained tion of Kainam’s stelae as near Mount poses of integrating any of the Secrets Holy Watchers. Hermon, north of the Sea of Galilee. of the Grigori with Hermetic theory, Even today, he remarks, there are still a copy of the inscriptions functions as carved stones to be found there. source of Insight, as described in the The Shamed Leader Mount Hermon has been a Introduction. holy site for millennia. The ancient These stelae have a special con- St. Nerius records that the monks Canaanites used the mountain for nection to the descendants of the of the monastery of St. Jacob on the

70 Ancient Magic slopes of Mount Ararat have a leg- end that when the flood waters -sub sided and the Ark came to rest on the mountain, Noah and his family were careful to avoid the northern face, for the Lord warned them away from it. He also writes that stones akin to those found on the slopes of Mount Hermon have been found near Mount Ararat as well. These legends are not without foundation. When God brought the deluge to wash sin and wickedness from the earth, the students of the Grigori sought refuge from the waters of the flood. Some tried to use their magic to save themselves, but they were pow- erless in the face of the Divine. Some begged the Grigori to save them, but the Watchers could do nothing. Some took shelter in the city of the Nephilim on Mount Hermon, but as the waters rose, even that mighty peak could not save them. As their students drowned, the chiefs of the Grigori were imprisoned by the Heavenly Host. In desperation, Shamsiel led his but not as they were before. They of loose rocks and ice, and slides are followers to Mount Ararat. He hoped were cast out of Heaven, but they did quite common. Thunderstorms also that this great mountain would serve not fall. As the flood waters covered occur frequently, and climbers who them better than Mount Hermon had, the mighty peak, the Watchers were find themselves caught in one may be but as the rains continued to fall, they transformed, Shamsiel was cast down in real danger of being hit by light- retreated further and further up the into deep, and the Grigori passed into ning if they are unprotected. It is as slopes. Shamsiel could only watch legend. though the mountain itself conspires as the people and the remains of the St. Jacob was the fourth cen- against those who seek reach its peak Watchers gave up hope. Finally, on tury bishop of Nisibus who sought and unlock its secrets. the fortieth day of rain, the Archangel to climb Mount Ararat to find the Near the peak of Mount Ararat, at Michael appeared to imprison the remains of Noah’s Ark. He tried the top of the northern ridge, stands remaining Grigori. Resigned to his several times to climb the northern a single tall stone. Carved into the fate, Shamsiel appealed to God for slope, but each time his efforts were face of it are the True Names of the mercy. Shamsiel knew that he had thwarted by storms. Finally, a pair leaders of the Holy Watchers, those sinned and that he must be punished, of angels appeared before him, com- Grigori who did not fall, headed by but he begged forgiveness for those manding him to cease his efforts but Shamsiel’s. Anyone who calls upon who had not sinned as he had. Let bringing him a plank from the Ark. the True Name of Shamsiel within five those who only took human wives Giving thanks to God for this miracle, paces of the obelisk is transported to but did not teach them magic con- he founded the monastery that now the regio that contains the imprisoned tinue to serve the Lord, Shamsiel bears his name. Watcher. pleaded. God relented. Only those of Anyone who wishes to retrace The regio has a single level with the Grigori who had taught magic to St. Jacob’s steps had best be ready a Divine aura strength of 5, and it humanity would be imprisoned. The for the worst. The upper slopes of covers the entire northern face of the rest would continue to serve Heaven, Mount Ararat are composed primarily mountain, all the way down to the

71 Ancient Magic Shamsiel, Holy Watcher Timbers of the Ark Divine Might: 30 (Vim) wounds, or death, although this Characteristics: Int +3, Per +3, Pre power only lasts for a very short Mount Ararat is the final rest- +3, Com +3, Str –1, Sta 0, Dex period of time (no longer than ing place of Noah’s Ark, and relic- 0, Qik +1 one combat round). This power seeking magi who reach the summit Size: +3 is most often used on a member are not disappointed. The remains Age: n/a (70) of the faithful who is about to be of the Ark are found just beyond Confidence Score: 2 (10) martyred or suffer terribly. the entrance to Shamsiel’s regio. A Personality Traits: Love of God +5, Holy Magic, 1 or more points, +0, single timber is a relic containing 2 Patient +3, Shameful +3 by effect: Shamsiel can duplicate Faith Points. Although more than Reputations: Rebellious Angel 4 any effect of Hermetic or holy a of score of timbers are found in (among Christian and Jewish magic, at a cost of 1 Might Point the area, if anyone tries to take Theologians), Teacher of Secrets for every two magnitudes of the more than one, the angel , 3 (among Christian and Jewish effect. There is no limit, other angel of hailstorms and a captain Theologians) than his remaining Might Pool, in the Heavenly Host, appears and Combat: on the number of points he can forbids him from doing so. If he Fist: Init 0, Attack 0, Defense 0, spend on a single effect. This persists, Nuriel attempts to drive Damage 0 includes Ritual effects, for which him off. Soak: +0 he needs neither vis nor long Fatigue Levels: OK, 0, –1, –3, –5, periods of time. village of Ahora. Shamsiel’s prison is Unconscious Grant Secret, 4 points, +0, Mentem: a huge gorge almost two miles deep Wound Penalties: –1 (1–8), –3 (9– Shamsiel may use this power and more than a mile wide, and within 16), –5 (17–24), Inc. (25–32) to grant the Virtue Shamsiel’s this dark, rocky recess dwells one of Abilities: Artes Liberales 6 (astron- Secret. The target must remain the chiefs of the Watchers. Shamsiel omy), Concentration 8 (prayer), with Shamsiel for a full year to is a mere shell of his former self, and Divine Lore 7 (angels), Magic receive the Virtue. although others may exit the regio Lore 7 (traditions), Penetration Equipment: None with ease, Shamsiel is unable to leave 4 (humans) Philosophiae 8 (cer- Encumbrance: 0 (0) at all. emonial magic), Teaching 8 Vis: Six pawns of Vim in his skull. Despite his imprisonment, (magic), Theology 6 (angels) Appearance: Shamsiel appears as a Shamsiel bears no hatred toward the Powers: gigantic but frail old man, with a Lord or his servants. With the grace Enfolding, 2 or 10 points, +10, Vim: wizened face and a shaven head. that only an angel can muster, he has When the pious are in danger or He dresses in sackcloth and rarely accepted his punishment as the bit- , Shamsiel may grant them raises his eyes to look at someone ter fruit of his misguided labors. He comfort, imparting a moment of when he speaks to them. He is believes that in the last days he will peace and mercy. This power ren- deeply shamed by the evil that be cast into the lake of fire, but he ders the target’s soul wholly safe has been wrought through his knows that he deserves it for what and protected for a short time. teachings, and he has resigned he has done. As a result, the pride- While Enfolded, the target’s soul himself to the punishment he will ful Watcher has become an almost (and mind) may not be targeted receive on the day of judgment. shameful creature. He is still a master by any supernatural power of any of magic, however, and he is willing kind. This power only lasts for a Despite his current state, to teach his secrets to anyone who few scant moments, but for the Shamsiel is still an angel, with all the promises to use them for holy purpos- target it is timeless and can seem traits described on page 18 of Realms es. When he was cast down into the to stretch to a lifetime. Shamsiel of Power: The Divine. As a Grigori, gorge, the Lord told him that one day may also Enfold a person’s body he has been locked permanently in the world would be ready for secrets (costing 10 Might points), render- his Mantle, and due to his impris- of magic, and that any pious magus ing him completely invulnerable onment, he has lost his Envisioning who sought out Shamsiel’s prison was to magic, pain, damage, fatigue, Power. worthy of his teachings. Any magus

72 Ancient Magic who spends a full year in the regio and convinces Shamsiel to teach him Azael, Fallen Watcher not only acquires Insight he may Order: Duke of Deluders Grant Secret, 4 points, Init +0, Mentem: use to integrate Grigori Magic with (Watchers) Azael may use this Power to Hermetic theory, he also gains the Infernal Might: 40 (Corpus) grant the Virtue Azael’s Secret. Supernatural Virtue Shamsiel’s Gift, as Characteristics: Int +2, Per 0, Pre The target must remain with per Shamsiel’s Grant Secret Power. He –1, Com +2, Str +4, Sta +4, Dex Azael for a full year to receive also gains the Pious Minor Personality +3, Qik +5 the Virtue. Any use of this Power Flaw if he did not already have it. Size: +3 includes the effects of Corrupted Age: n/a (35) Knowledge as well. Unlike other Confidence Score: 4 (17) Grigori Secrets, this is tied to the The Fallen Watcher Virtues and Flaws: Good Teacher, Infernal realm. Puissant Guile The Wordless Conversation, 0 points, Then he shall take the two goats, and set them Personality Traits: Hate of God +5, Init 0, Mentem: See Realms of before The Lord at the door of the tent of meet- Destructive +3, Credible +3, Sly Power: The Infernal, Chapter 6. ing; and Aaron shall cast lots upon the two +2 Corrupted Knowledge, 2 points, Init –3, goats, one lot for The Lord and the other lot Reputations: Rebellious Angel 4 Mentem: See Realms of Power: The for Azael. And Aaron shall present the goat (among Christian and Jewish Infernal, Chapter 6. on which the lot fell for The Lord, and offer Theologians), Teacher of Secrets Coagulation, 4 points, Init –1, Corpus: it as a sin offering; but the goat on which 2 (among Christian and Jewish See Realms of Power: The Infernal, the lot fell for Azael shall be presented alive Theologians) Chapter 4. before The Lord to make atonement over it, Combat: Obsession, 1 to 3 points, Init –5, Vim: that it may be sent away into the wilderness Broken Sword: Init +5, Attack +10, Arrogance. See Realms of Power: to Azael. Defense +10, Damage +5 (The The Infernal, Chapter 4. — Leviticus 16:7–10 sword was broken in his battle Delusion, 1 or 5 points, Init +3, with Raphael, but Azael retains Imaginem: See Realms of Power: Three miles to the southeast of it anyway.) The Infernal, Chapter 4. Jerusalem, on the edge of the desert, Soak: +10 Duplicate the Magi’s Destruction, variable lies Beth Hadudo, the rocky crag Fatigue Levels: OK, 0, –1, –3, –5, points, Init +1, variable Form: down which the Jews pushed the Unconscious See Realms of Power: The Infernal, “goat for Azael” each year on the Day Wound Penalties: –1 (1–8), –3 (9– Chapter 4. of Atonement, as Leviticus directed. 16), –5 (17–24), Incapacitated Equipment: None As St. Nerius explains, the Hebrew (25–32) Encumbrance: 0 (0) word hadudo, meaning “rocky peak,” Abilities: Athletics 6 (endurance), Vis: Eight pawns of Perdo in the comes from the same root word as Awareness 5 (battle), Craft sword. dudael, which means “rocky place of Weapon 7 (swords), Guile 7+2 Appearance: Like all the fallen the Lord.” Here, on the edge of the (magi), Infernal Lore 6 (hierar- Grigori, Azael is solid black and desert, buried with sharp rocks under chies), Magic Lore 4 (charms), taller than a giant. No details the mountain, lies Azael, bound until Single Weapon 6 (sword), can be made out other than the the day of judgment. Unlike Shamsiel Teaching 5 (crafts), Theology 6 hundreds of eyes that cover his and unknown to any mortal writers, (angels) featureless skin. He is eternally he did not take his punishment light- Weakness: Ordering silent, communicating directly ly, nor did he accept his imprisonment Powers: into the minds of his pupils. as part of God’s plan. Azael, unlike Shamsiel, completed his fall, and now strength of 3. The simplest way to to the regio then becomes apparent broods within his prison, seeking ven- find it is to release a goat from the top for several minutes. Once detected, geance on the Lord and Creation. of the peak and drive it into the des- the regio can be entered and exited The regio is centered on the ert. Azael is unable to resist such an at will. Azael, however, is entirely southeastern edge of Beth Hadudo offering, and he draws the goat into unable to leave, as he is held here by and has a single level with an Infernal the regio to consume it. The entrance the will of God.

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The inside of the regio looks much The Remains of the Watchers the places of their imprisonment. Not the like the outside: a rocky crag; a dry, all are bound, however. As Realms of dusty atmosphere; and deep shadows The locations of the other bound Power: The Divine describes on page that give little relief from the cruel Holy Watchers are unknown, and the 26, some of the Grigori still walk the sun. These unpleasant traits are ampli- Book of the Watchers gives no clue as to earth, teaching holy wisdom, though fied within the regio, and the they are no longer part of the landscape is even less welcom- Heavenly Host. These are the ing. The bones of thousands Watchers saved by Shamsiel of goats are strewn about, during the flood. They could and everything is stained by never teach the Secrets of the the soot from Azael’s gigantic Grigori, and they cannot do forge, which runs night and so now. They do know of the day. He labors endlessly at city of the Nephilim and of it, crafting weapons of every Shamsiel’s prison, and if they shape and description. believe that a magus is wor- Azael is eager to teach thy of this knowledge, they any magus who penetrates impart it to him. It was one of this regio and spends a full these Watchers that inspired year there the Supernatural St. Nerius to write his book, Virtue Azael’s Secret, provided and more than one of them as that the magus promises Azael been known to leave a copy of that he will use it to spread sin the first volume where a pious and wickedness. The charac- magus will find it. Although ter also gains the Corrupted they have little to do with the Abilities Supernatural Flaw world today, the Grigori are (see Realms of Power: The Infernal, still watching. page 87).

74 Chapter Six Heron of Alexandria’s

[T]he ancients also describe as mechani- The Mechanicians infused mechani- cians the wonder-workers, of whom some cal devices with wondrous abilities Adding to work by means of pneumatics, as Heron in through the marriage of these two his Pneumatica, some by using strings and parts. Among the most famous of these the Library ropes, thinking to imitate the movements of “mechanica” were an exquisite singing living things, as Heron in his Automata and nightingale belonging Justinian the Heron’s secrets are unknown to Balancings, ... or by using water to tell the Great, and an automated puppet show the Order of Hermes large. If magi time, as Heron in his Hydria, which appears which portrayed the lives of gods and think of him at all, they assume that to have affinities with the science of sundials. men, fabricated by Heron himself. Heron’s works are mundane philo- — Pappus, Book VIII The Mechanicians spread through- sophical treatises and that rumor of Mathematical Collection out the eastern Empire but the major- his magical constructs are just that ity of them remained in Alexandria, — rumor. Magi with access to uncor- Throughout its history, Alexandria taking advantage of its Library and rupted copies of Heron’s texts can use has been the crossroads of the eastern Museum. They remained a rarity, as them to rediscover his secrets and Mediterranean. For centuries, the Royal their magic required both considerable incorporate them into Hermetic the- Museum and Library saw scholars from funds and a prohibitively high level of ory. Troupes not wishing to include different cultures meet to exchange education. As Christianity grew in mechanica in their game may still teaching and knowledge. Heron of power, the Neo-Platonic scholars who use his texts in stories, as Heron’s Alexandria, who lived there in the formed the group’s core practitioners teachings played an important part in first century AD, wrote extensively on became the targets of persecution medieval learning. mathematics, physics, pneumatics, and that further reduced their numbers. mechanics. His studies of metaphysics The Mechanicians died out sometime allowed him to derive certain prin- during the fifth century. Theon and Books ciples underlying Neo-Platonic theory, his daughter Hypatia, both promi- which he shared with his best pupils. nent figures during the Library of Heron’s writings are useful summae This led to the formation of a small Alexandria’s final years, were among and tractatus on the Artes Liberales order of mechanic-magicians, histori- the last known members. and Philosophiae, particularly on the cally known as the Mechanicians, or Much of their knowledge was principles of geometry, astronomy, wonder-workers of Heron. lost during the fourth century when and mathematics. Few scribes tran- According to Heron, all mechani- the Byzantine Empire suppressed scribing the ancient scrolls possessed cal devices possess both a theoretical Heron’s works as a pagan heresy. the Supernatural Virtue Mechanica and a manual part, the theoretical Ironically, the Church subsequently of Heron, however, which rendered part being composed of the neces- embraced Heron’s surviving works these copies worthless for researching sary geometry, arithmetic, astronomy, centuries later, just as it did those of mechanica (see below). and physics required to design it, Aristotle and many other ancient phi- Several other Neo-Platonic writ- and the manual component being losophers. This allowed many of his ers such as Apollonius and Theon the metalwork, architecture, carpen- works to survive, preserving some of were Mechanicians of Heron, and try, or painting necessary to build it. the Mechanicians’ lore. their works might also contain clues

75 Ancient Magic that help integrate Heron’s teachings are unrelated to those used by the into Hermetic theory. House (Houses of Hermes: Mysteries, page Ability Mechanica 128). Combining the two traditions of Heron may prove fruitful — or be utterly Relics of Empire impossible. Knowledge of what mechan- The military possibilities of ica are, how to construct them, Mechanica were always a rar- mechanica are not lost on House and how to use them. Primarily ity, but discovering one in the 13th Tremere. Heron’s devices are supreme- used in the laboratory to construct century is not impossible, as they ly versatile, possessing an otherwise mechanica (see above). have considerable value as art objects. unknown flexibility. Such properties Specialties: Inventing The practice died out nearly a thou- make them very useful for supporting Mechanica, Constructing Anima, sand years ago and the majority of extended operations. working with a particular material. mechanica are even older, making (Supernatural) the likelihood of any mechanica still being in working order very small. Before starting, the magus must Merchants or scholars might try to sell obtain uncorrupted versions of a broken one to a covenant as a curi- Heron’s Art: Heron’s texts and working mechanica. osity. While repairing such devices is Studying these provides the magus impossible without the Mechanica of Mechanica with Insight and provides a one-time Heron Virtue, study reveals that these bonus to the magus’s Lab Total when items possess an intricate magic that A new Major Supernatural Virtue, inventing a Hermetic device that hints of new potentials in Hermetic Mechanica of Heron, represents the mimics the effects of either a studied theory. magical techniques described in this mechanica or a mechanica described in chapter. A surviving practitioner of one of Heron’s texts. Mechanica pro- this discipline could teach it to a vide a bonus equal to the magnitude House Politics Gifted character using the rules for of the device’s effect. Uncorrupted learning Supernatural Abilities (see texts provide a bonus equal to their Several Houses might be very ArM5, page 166). Since any magus Level or Quality (whichever is lower) interested in rediscovering Heron’s must subtract his Art scores from the for inventing a device described in techniques and incorporating them Study Total, any magi seeking to use the text. Broken mechanica do not into Hermetic theory. Naturally, the these techniques would be wiser to provide Insight. An anima may pro- Bonisagus would be fascinated with attempt integrating Heron’s mechani- vide several instances of Insight (one the possibilities — especially the cre- cal principles into Hermetic theory for each of its effects) or serve as a ation of sentient magical devices. The instead. Teacher (see the Introduction) at the magus discovering a way to imbue an storyguide’s discretion. item with intelligence as Heron’s fol- lowers did would reap instant fame. Integrating Heron’s House Verditius maintains a vir- Mechanica into Understanding Mechanica tual stranglehold on the creation of automata and complex magical devic- Hermetic Theory A magus may wish to use a es in the Order. Heron’s mechanica mechanica as well as study it. The would be of great interest to them, A magus attempting to incor- magus spends one season in the labo- both to preserve their monopoly and porate the underlying princi- ratory investigating the device as per to incorporate his techniques into ples of Heron’s Mechanica into the Investigating Enchantments rules their own repertoire. A method of Hermetic theory requires a break- (ArM5, page 100). If the study total producing devices with less vis would through in Hermetic theory (see the generated exceeds the level of the be a godsend to the House just as Introduction). Integrating Heron’s effect in the device, the magus under- devices with a mutable nature would Mechanica requires the following two stands the device sufficiently to use be a dire threat. Heron’s methods for suggested Breakthroughs: Mutable the device in addition to it possibly creating magical items and automata Device and Awakened Device. providing the researcher with Insight.

76 Major Supernatural Virtue: Mechanica of Heron

Heron’s disciples used this Virtue nitude of effect to employ as per the does not exceed the level required for to create and animate magical- Ceremonial Casting rules on ArM5, a device, he cannot construct it at all. mechanical devices called mechan- page 83.) These reductions can never One of the advantages of ica. The character with this Virtue reduce the Creation Level below 3. mechanica is their flexibility. With a must have The Gift and possess a If the total exceeds the Mechanica week’s study, a Mechanician can alter Virtue that allows access to Academic Creation Level, the character has suc- a mechanica’s effect so long as it uses Abilities. He begins with a score of 1 cessfully created the item. Failure (due the same Form and Technique origi- in the Ability Mechanica of Heron. to experimentation, for example) indi- nally contained in the device. The The Ability can be improved by study, cates that time and half the materi- new level of spell or effect cannot be practice, or teaching. Mechanica can als are lost. Auras affect mechanica higher than the existing one (includ- simulate any Creo, Rego, Perdo, and their construction as per magical ing modifications for range, charg- or Muto effect on Auram, Aquam, devices (see ArM5, page 187). es, or use). Changing the device’s Ignem, Mentem, or Terram. Ordinary function costs the Mechanician one mechanica may not have more than Construct Mechanica of Heron Mythic Pound to attempt and requires one effect, but awakened mechanica Total: Intelligence + Mechanica a successful Intelligence + Mechanica (see below) may have several. of Heron Ability + (lower of of Heron roll against an Ease Factor Creating a mechanica requires a Philosophiae or Artes Liberales) + equal to the creation level of the new season or more of work in a labora- aura item. If the roll fails, the device is tory after which the Mechanician unaffected but the money and time matches his Intelligence + Mechanica Mechanica Creation Level: (3 x are lost. A botch destroys the device. of Heron Ability against a Mechanica Magnitude of Imbued Effect) + size Creation Level of (3 x the num- factor – ease of use Alter Mechanica: Intelligence ber of magnitudes of effect in the + Mechanica of Heron Ability + device). Mechanicians may also add Creating Mechanica Cost: 1 (lower of Philosophiae or Artes the lower of the Philosophiae or Mythic Pound per 3 points of Liberales) + aura + stress die vs. Artes Liberales abilities to the total. Mechanica Creation Level Ease Factor They may also receive benefits for Inventive Genius, and make use of Mechanica Creation Level Ease Factor: (3 x Magnitude of Arcane Experimentation (see ArM5, Modifiers: New Imbued Effect) + size factor pages 107–109). Frequency of use, Modifier Effect – ease of use Penetration, triggers, and conditions Wagon- or boat-sized –3 (see ArM5, pages 97–98) can be used Exquisitely sophisticated, intelligent to modify the imbued effect and also Easily carried +3 devices are possible, such as Justinian’s affect its final magnitude. Mechanica Hand-sized +6 Nightingale or the Brass Mule of are normally human-sized or larger. Additional time to –3 Saris. This requires awakening the Making one small enough to be eas- employ inner nature, the anima, inherent in a ily carried increases the Mechanica mechanica. The item in question must Creation Level by 3, or by 6 if the Mechanica do not require vis be a simulacrum of a living creature; item is small enough to hold in one to construct, and are not able to doing otherwise violates the Neo- hand. The Mechanica Creation Level replicate spells that require vis or Platonic ideals used by Mechanicians, decreases by 3 if the device is wagon have a range greater than Voice. producing a lifeless mechanica. or boat-sized. Mechanica effects that Mechanica cost one Mythic Pound To construct a simulacrum of an require additional time to employ per three Mechanica Creation Levels. animal, first choose a species, then reduce the Mechanica Creation Level A Mechanician can create exactly consult the Size Example Table to by 3. (These take 15 minutes per mag- one mechanica in a season; if his total continued on next page

77 Major Supernatural Virtue: Mechanica of Heron, Continued continued from previous page of 9 plus the magnitude of the device’s the anima can learn Abilities, includ- determine its Size (ArM5, page 192). potential Magical Might. As with ing languages, as per the rules for Next, choose a material for construc- Mechanica, a lab is required and auras training and instruction (ArM5, page tion using the Material Table (ArM5, affect the process. If the total is insuf- 163–166). page 97). These factors determine ficient, the Mechanician may contin- Anima are not capable of move- the anima’s Magic Might score. ue to work for another season, adding ment or speech on their own and When designing a simulacrum, the a cumulative +1 bonus to his total must have these abilities instilled as Mechanician may add a number of for each further season. The anima constant effects. A number of effects points to the Magic Might equal to is awakened when the Mechanician’s can be instilled in a simulacrum equal the lower of his Philosophiae or Artes total in a season exceeds the Awaken to the limits dictated by the Material Liberales Abilities. The material cost Anima Level. If the work is inter- and Size Table (based on the equiva- of creating the device and attempt- rupted, the device is ruined. lent size) in ArM5, page 97. Naturally, ing to awaken its anima is a number the effect must be logical and the of Mythic Pounds equal to its Magic Awaken Anima Total: Intelligence simulacrum capable of carrying it out. Might. + Mechanica of Heron Ability + For example, a turtle makes a poor (lower of Philosophiae or Artes runner and a fish could not fly. The Anima’s Magic Might: Size + Liberales) + Aura imbued locomotion powers for any Material Base Points + (lower of sentient mechanica will in practice Philosophiae or Artes Liberales) Awaken Anima Level: 9 + be a Rego Terram effect of level 20 Magnitude of Anima’s Magic Might or 25 (base = 2 or 3 , +2 metal, +1 Construct Simulacra Cost: 1 concentration; +5 self-concentrating; Mythic Pound per point of Magic Once the anima awakens, it is a +10 unlimited uses) depending on Might sentient being and possesses mental whether the movement is considered and physical traits based on whatever “unnatural” or “highly unnatural.” As Magic Might determines the con- creature it emulates. A number of such, they generally have a level of struction total needed to construct points equal to the magnitude of its 12 or 15. Powers may be drawn from it. Since this is a magical creation, Magic Might may be used to modify those used by automata in Houses of Magic Might is also the automaton’s these traits as per character creation Hermes: Mystery Cults, page 129. These Magic Resistance. The Mechanician ArM5, page 30. If the base crea- powers are invested according to the can construct a number of Magic ture does not possess Intelligence, rules for investing a single power in a Might points per season equal to it gains Intelligence +0. At least one non-sentient mechanica, above. his Mechanica of Heron Ability + Personality Trait is gained based on The anima are often bound their Intelligence. the form or material of the anima’s creator as a part of their construc- Once the simulacrum is con- body (see ArM5, page 110) as part tion and have a Loyal +3 Personality structed, the Mechanician compares of the new creature’s personality — Trait, but this is not required. Most his Intelligence and Mechanica of these cost nothing and range from feel gratitude for their awakening and Heron Ability plus the lower of –3 to +3. For example, a golden happily serve their creator. Anima are his Philosophiae or Artes Liberales owl might have the Wise or Greedy not subject to fatigue. Anima cannot Abilities to an Awaken Anima Level Personality Traits. Once awakened, be made into familiars.

78 Ancient Magic

of integration with Hermetic theory Major Breakthrough: by devising enchanted items which Minor Hermetic Mutable Device Hermetically duplicate the mechan- Virtue: Craft ica’s effects. Though a magus cannot Mutable Device A mutable item is created like create an Awakened Device prior to a Lesser Enchanted Device with making the requisite Breakthrough, the new Mutable Device property duplicating the functions of mechan- A magus must learn the spe- adding +10 to the device’s level of ica (which need not be awakened cial Hermetic Virtue Craft Mutable effect. If applicable, the Lab Total devices) are acceptable sources of Device before he can create items gains bonuses from the item’s shape breakthrough points for this. with the property Mutable Device” and material (see ArM5, page 110). Incorporating the Mechanicians’ described above. This Virtue can Any magus with the Craft Mutable ability to build enchanted devices be Initiated as part of a Mystery, or Device Virtue can subsequently without vis breaks the Lesser Limit of taught to apprentices during train- alter the device’s enchantment at Creation (ArM5, page 80), requiring a ing. A second breakthrough, also need. With a week’s work in the Hermetic Breakthrough to achieve. requiring 45 breakthrough points, laboratory and the expenditure of removes the need for the Virtue, as a pawn of Vim vis, he can alter the noted in the Introduction. device’s invested effect to another one having the same Form and Technique. Any modifications such Seeking Major Breakthrough: as conditions or uses per day may Awakened Device also be changed so long as the Heron’s Legacy final level of effect remains the If the researcher has not same or lower (including the +10 The easiest way to recover already discovered Mutable Device, for the Mutable Device property). Heron’s legacy is through recovering this discovery requires a Major For example, a wand instilled with surviving written works and devices. Breakthrough. If the researcher has Heat of the Searing Forge, used con- Examination of mechanica reveals already discovered Mutable Device, tinually, could be altered to one clues as who fabricated the device and she builds upon existing work and containing Flash of the Scarlet Flames, where. Libraries with corrupted cop- the discovery becomes a Minor usable 12 times per day with a +5 ies of Heron’s works may know about Breakthrough requiring 30 points. Penetration. the original copies. Armed with these hints, a determined magus can begin To Integrate Awakened To Integrate Mutable Device his quest for Heron’s lost magic. Device into Hermetic Theory: into Hermetic Theory: Suggested accumulated break- Suggested accumulated break- through points > 45 through points > 45 The Writings To Integrate Awakened Device Study Mechanica: Intellego Vim Many of Heron’s writings sur- if Mutable Device Already Lab Total + stress die vs. device vived into the 13th century, although Integrated: Suggested accumu- spell or effect level the scholars attribute many to Euclid lated breakthrough points > 30 or Ptolemy. The examples below pro- This study is performed con- vide suggested Levels for Summae, but mata) for temples, such as rotating currently with the first season spent Qualities depend on a given book’s statues, thunderous noises, artificial studying a mechanica. condition. All uncorrupted versions voices, and doors which open of their of these texts are in Greek. Texts own accord. Mechanica of Heron translated into Arabic and their latter- Summa Level 4 Integration Process day Latin translations are uniformly Automaton Theatre describes an corrupt. automated puppet theatre. Replicating Once an Insight Lab Text is cre- Automata (Moving Itself) describes this device was a favorite project of ated, the magus can begin the process the construction of miracles (thau- Heron’s students, but Heron’s origi-

79 Ancient Magic Major Hermetic Virtue: Awaken Device This Virtue confers the ability to Resistance. The device requires suf- In addition, the device must be awaken imbued devices. ficient Vim vis to open the enchant- further enchanted to provide it with Through the use of logical princi- ment as per making an enchanted means of locomotion, communica- ples developed by Heron, a magus can device (see ArM5, page 96–100) plus tion, or other abilities as per the awaken the spirit slumbering within a one pawn of Creo or Form-specific rules for enchanting items. Once simulacrum. Magi should take great vis per point of Magic Might. In awakened, the device can use any care in what they choose to awaken, addition, constructing the simulacra instilled effects it contains as will. as the resulting personality derives costs a number of Mythic Pounds Additional powers may be added from its form and material. When equal to its Material Base Points. later if the Material and Size Table awakened, the resultant being has The Lab Total for awakening a (ArM5, page 97) permits. Powers one or more Personality Traits based device is Creo + Form + Intelligence may be drawn from those used by on the material and simulacra of the + Magic Theory + aura modifier, and automata in Houses of Hermes: Mystery body, as noted above. When design- any points exceeding the Awakened Cults, page 130. These Powers may ing simulacra, a magus may add a Device Level can be accumulated over be instilled any time before or after number of points to the Magic Might several uninterrupted seasons of work the anima is awakened. An Awakened up to his Magical Theory score. as when constructing an enchanted Device can learn Abilities, includ- device (see ArM5, page 96). The ing languages, as per the rules for Awakened Device’s Magic Might: material used to construct the simu- training and instruction (ArM5, page Material Base Points + Magic lacrum’s body dictates the Form used, 163–166). Theory such as Terram for a copper fox. Awakened Devices can be made into familiars but this requires Magic Might determines the Awakened Device Lab Total: the magus to awaken the device Awakened Device Level needed to Creo + Form + Intelligence + himself. construct it, and the limit of pawns Magic Theory + Aura Awaken Device is not initial- of vis that may be used to instilled ly compatible with the Automata spell-like effects in it. Since this is Awakened Device Level: Mystery used by House Verditius, a magical creation, Magic Might is Awakened Device’s Magical Might but further research may allow this also the Awakened Device’s Magic + (Size x 5) Breakthrough. nal possesses unique properties (see gives a method to find the distance the first century. Among the devices below). Mechanica of Heron Tractatus between Alexandria and Rome by detailed are the infamous Aeolipile (see Quality 9 observations of a lunar eclipse. Artes below), trick jars that give out wine or Catoptrica concerns the geometri- Liberales Summa Level 4 water, singing birds and mechani- cal propagation of light, reflection, Metrica is a collection of vol- cal voices, puppets that move when and the use of mirrors. In it, Heron umes discussing geometry and logic. a fire is lit on an altar, animals that states that vision results from light Methods for calculating the volumes drink when they are offered water, or rays emitted by the eyes. He believes of spheres and determining cube roots mechanical fountains that dispense that these rays travel with infinite are interspersed with notes for their holy water after coins are inserted. All velocity. Most scholars attribute use in creating mechanica. These function through the use of air, steam, this book to Ptolemy. Philosophiae mathematical techniques are generally or hydraulic mechanisms augment- Tractatus Quality 8 lost to Mythic Europe and the formu- ed by the principles of mechanica. Dioptra (named for a surveyor’s lae are essential for the understand- Readers with the Supernatural Virtue device) is a vast collection of geomet- ing of Mechanica. Artes Liberales Mechanica of Heron may use the vol- ric constructions useful for surveying. Tractatus Level 7, Mechanica of Heron ume as a Lab Text when recreating any Included are engineering principles Tractatus Quality 10 of the devices described — such a text for tunnel construction as well as Pneumatica is a magnificent col- gives a bonus on the Lab Total equal methods for transporting and measur- lection of over a hundred mechani- to its Quality when researching an ing water. A chapter on astronomy cal devices and machines popular in

80 Ancient Magic equivalent Hermetic item. Mechanica an area five paces across with a Perdo Thunder Maker of Heron Tractatus Quality 7 Ignem Level 20 effect. Even magical Belopoeica, Heron’s rarest work, is flames are affected. Heron designed many of his a collection of war machines with (Effect: Base 3, +2 Voice, +2 devices for use in temples and theater. notes on their proper construc- Group; Modifications: 12/day +4) The thunder maker was used in both tion and employment in siegecraft. (Level: 7) to accompany the exit and entrance Philosophiae Tractatus Quality 7 of gods during plays. Other versions Mechanica is a series of three vol- sounded like brazen trumpets, and umes written for architects, ostensibly Aeolipile blared when doors opened, heralding concerned with moving heavy objects the arrival of priests, magistrates, and through the construction of simple and The Aeolipile is the first known imperators. complex lifting machines or cranes. It device to transform steam into rotary Bellows filled a chamber that dis- also serves as a text instructing in motion. It consists of a hollow sphere charged a thunderous rumble. In the Mechanica of Heron. Philosophiae mounted so that it can turn on a pair close confines of a or the- Tractatus Quality 8, Mechanica of of hollow tubes that provide steam ater, the effect was nothing short of Heron Summa Level 3 to the sphere from a cauldron. The awe-inspiring. steam escapes from the sphere from one or more bent tubes projecting Theurge’s Trumpet Heron’s Devices from its equator, causing the sphere CrAu 19 to revolve. Pen 0, 12/day Over centuries, Heron and his When properly constructed, it R: Voice, D: Mom, T: Room disciples constructed hundreds of has a mesmerizing effect upon any The device requires at least 15 mechanica, but the majority have dis- observers, allowing scholars to focus minutes to recharge after each use. appeared. A few remain in the hands the attention of students and dema- At its maximum effect, the targets of collectors who seldom know their gogues to gather mobs. The effects must make a Stamina stress roll against true value. Others await discovery. end when the water boils away or the an Ease Factor of 9 or be unable to Examples of the more useful mechan- user loses control of the device. act in the next round. A target who ica include the following. fails may make additional Stamina Beguile the Gathering simple rolls each round thereafter CrMe 33 against the same Ease Factor, and Fire Quencher Pen 6, 3/day recovers if successful. If the first roll R: Voice, D: Conc, T: Group botches, the sound knocks the victim This large fire pump uses hydrau- The Aeolipile requires an exten- unconscious. lic pressure and Heron’s techniques sive set up. Bringing the properly (Effect: Base 3, +2 Voice, +2 to extinguish even magical flames. prepared water in the cauldron to a Room; Modifications: 12/day +4) Mechanicians built many of these boil and bringing the whirling device (Level: 9) devices. The vigiles of ancient Rome up to speed takes about 15 minutes. and Alexandria used them to protect Once started, the Aeolipile functions the cities from fire. until the water boils dry or the user’s Finding Heron’s Trail concentration is broken. Quench the Flames Those entering the area of effect Investigation reveals that the PeIg 19 become curious and stay to watch for last known Mechanicians lived in Pen 0, 12/day the duration of the effect. A stress Constantinople during the sixth centu- R: Voice, D: Mom, T: Group roll against an Ease Factor of 9 using ry. Stories hint that Emperor Justinian The bulky cart makes this difficult an appropriate Personality Trait (like had Mechanicians in his employ, if he to deploy, requiring two mules or cart Impatient) can break the hold. did not practice Heron’s Art himself. horses to move. (Effect: Base 4, +2 Voice, +1 Among the mechanical marvels of his So long as the water tank is full, Conc, +2 Group; Modifications: +3 court were pillar-thrones that rose and the pump can extinguish any flames its Pen, 3/day +5) fell on command, clockwork sundials, water jet is directed upon. It quenches (Level: 13) and a glorious nightingale that sang of

81 Ancient Magic its own accord. Even the Hagia Sophia Bertrando has no compunctions about powers. It had been intending to with its innovative architecture bears using the legate’s power for his own simply flee and seek out the company the mark of Heron’s dead hand. ends. Should he become aware of of scholars and philosophers, but the the magi’s true nature, he changes his magi’s appearance piques its curiosity. tune and quickly trades it for a trifling If any of the magi can knowledgeably Constantinople: The magical favor —a “bargain” which discourse on philosophy or natural Ruined Metropolis may come back to haunt the magi. history, they may have a friend for Written in the book’s margins is life. Once the greatest city in the an eyewitness account of Hypatia of world, Constantinople has fallen Alexandria’s burial; how she was laid upon hard times. Entire districts stand to rest next to her father, Theon of Alexandria abandoned or destroyed. Everywhere Alexandria, in one of that city’s many the traveler looks, the effects of the Temples of Serapis, along with many The Fifth Crusade raged across Fourth Crusade are plain to see. codices and scrolls salvaged from the Egypt and Crusader armies captured Crusader nobles and Italian merchants Library of Alexandria. The account Damietta in 1219. They remain there have seized ancient homes and villas contains enough information to locate until their defeat in 1221. Crusaders for their own. These foreigners might the temple. do not return to Egypt until 1249 and be persuaded to sell their “old Roman the Seventh Crusade. junk,” such as broken mechanica or Alexandria may shock magi com- unread books, to magi. With luck, A Beggar’s Treasure ing from the small cities and iso- magi may find themselves obtaining lated covenants of Mythic Europe. treasures of ancient literature for a pit- News of the magi’s investigations Alexandria sprawls over several square tance of what they might pay in the makes its way to the ears of Basil miles of mud brick and stone. Like book-poor West. the Leprous, the uncrowned king of Constantinople, however, its popula- Finding Justinian’s artifacts is Constantinople’s innumerable beggars. tion has diminished from its heyday more difficult. The magi must deal Basil sets a trap for the magi, sending to a “mere” 50,000. A vast fortress, with charlatans, thieves, and overly one of his followers to approach the the Citadel, built on the site of the curious Churchmen. The sad truth is magi. He claims to know about one of Ptolemaic palace (and the Library of that Justinian and his court are 800 the “jeweled toys” they seek and can Alexandria), overlooks the city, and years dead, and little survives from even describe Justinian’s Nightingale numerous madrasas (religious colleges) that time. accurately. have made the city one of the great The beggar leads those follow- centers of Islamic teaching. ing him into a ruined district where a One of the Seven Wonders of the The Churchman large group of bandits lie in ambush. World, the Lighthouse of Alexandria The beggar does not know about the still guides visitors arriving by ship to The only uncorrupted text read- ambush and the bandits consider him the harbor. The markets are a babble ily available in Constantinople is a expendable. Accompanying the ban- of unfamiliar languages. Goods arrive remarkably well-preserved copy dits is the beggar king and his prize from as far away as India making pep- of Heron’s Automata (Mechanica of possession, Justinian’s Nightingale. per, silk and other rarities in Mythic Heron Summa Level 4, Quality 7), in Basil is convinced that these scholars Europe comparatively common. On a the original Greek. It lies in the hands can change base metals into gold darker note, many of the unfortunates of Monsignor Bertrando de Pepoli, and he intends to take them pris- from the Children’s Crusade of 1212 an official attached to the Papal leg- oner until they make him rich! The were sold here as slaves and still labor ate. Bertrando is willing to sell the Nightingale has convinced the outlaw in the city. book but his price is unreasonably that his ragged followers are more Numerous difficulties beset those high. He wants a prince’s ransom in than a match for some “harmless searching for Hypatia’s tomb. Those silver, citing its “blasphemous” con- alchemists.” without knowledge of the local lan- tents. After all, anyone interested in The Nightingale hangs back dur- guages (Arabic and Coptic), or of the such a “dangerous” work is clearly ing the ambush but switches sides city itself, must hire translators and suspect. Negotiations are delicate, for should the magi display any magical guides. Without disguises, magi risk

82 Ancient Magic The Library of Alexandria The Library of Alexandria declined in importance, especially was actually several libraries and after Theodosius I had its most museums in the city of Alexandria. important complex, the Serapeum, By the 1220s, it had achieved a razed as a pagan temple in the mythic stature through the recov- fourth century. ered works of ancient writers. The During the early fifth century, apocryphal burning of the Library the city of Alexandria fell under during Julius Caesar’s invasion was the control of Cyril, the Patriarch described as the greatest calamity of Alexandria. At his instigation, of the ancient world. In reality, the the Alexandrian mob burned most Library and its scholarly commu- of the surviving Library and mur- nity continued to flourish after the dered Hypatia, its last librarian. This Romans took control. However, the marked the end of Alexandria as a Library suffered from the vicissi- major center of ancient learning. tudes that beset the Roman Empire, Alexandria fell to Arab conquer- and from Alexandria’s endemic ors in 686, but by then even the mob violence. Slowly, the Library Library’s ruins had disappeared. discovery as “Frankish spies.” Blatant Hypatia’s scholarly prominence displays of magic bring them to the accented the fact that she was both attention of Muslim scholars or sor- female and pagan in an increasingly cerers who may desire the contents of Christian patriarchal society. Shortly the temple for themselves. As befitting before her death, Saint Cyril became a major center of Islamic teaching, the the Patriarch of Alexandria, and soon The Lost Temple- Dominion is strong throughout the overthrew the Imperial government city, with an average aura of four. It in the city. In the spring of 415 AD, Library of Serapis is far higher around the numerous a mob seized Hypatia on the street, mosques, schools, and mausoleums. beat her, skinned her with oyster Hints and clues lead investiga- shells, and dragged her body through tors to the supposed location of the the city in triumph. tomb. The ancient Temple of Serapis Hypatia of Alexandria After her death, her followers where Hypatia and Theon lived is laid her to rest next to her father in long since gone. Mud brick houses Hypatia was born in 370 AD, the Temple of Serapis where they cover the temple grounds completely. daughter of Theon, who was one of had lived and studied. The surviving Mixed into the brickwork are chunks the last librarians at the Royal Library Mechanicians had used the temple of pillar and stonework taken from the and Museum of Alexandria and a man as a repository for what they could destroyed temple. Questioning those widely considered one of the most salvage from the wreckage of the living nearby brings forth a ghastly educated in Alexandria. He trained Library. They then fled Alexandria litany of hauntings and disappear- Hypatia in the philosophical arts as before the mob could seize them, ances. Many describe a hideous, skin- well as in Heron’s magical technique leaving behind a treasure trove of less apparition who howls curses in and she soon surpassed him in wis- ancient lore. Over the years, the an unknown tongue (which turns out dom. As she grew older, Hypatia Dominion in Alexandria grew more to be Ancient Greek). The local holy became a well-known lecturer at the powerful until it subsumed the men have been able to do nothing. Library of Alexandria and wrote sev- temple’s weakened magical aura. Investigation of the area with eral important treatises on astronomy, However, instead of being snuffed Intellego spells determines that a astrology, and mathematics. Some out, the temple’s aura formed a regio regio might have existed here, but credit her with the invention of the that can only be accessed while the the local Dominion overwhelms any astrolabe. Dominion is weak. lingering magical aura. Weakening

83 Ancient Magic Justinian’s Nightingale Hypatia, one of the last Theatre was hidden there, along with Librarians of Alexandria, created the numerous mechanica salvaged from Nightingale from gold, silver, and the Library of Alexandria. It has no jewels. Designed as a companion and idea that the temple is haunted and entertainer, the awakened mechani- will be horrified by its creator’s cur- ca’s beautiful voice enthralled all who rent plight (see below). listened to its jewel-like tones. The Magic Might: 29 (Auram) nightingale watched over Theon and Characteristics: Int +1, Per –1, Pre his household, waking them with +1, Com +3, Str –3, Sta +1, Dex a clarion voice when fire or robber +2, Qik +2 threatened. Size: –6 After Hypatia’s murder, the bird Age: 800+ (n/a) came to the attention of Emperor Virtues and Flaws: Enchanting Justinian and became a toy used Music; Second Sight to entertain the Imperial court. Personality Traits: Talkative +3, Centuries went by as the bird passed Loyal +2, Helpful +1 from hand to hand, until it was lost Reputations: Beautiful Voice 3 during the sack of Constantinople. (Constantinople) The nightingale can tell much Combat: of Heron’s lore, but it lacks The Dodge: Init 2, Attack n/a, Defense 8, Gift and the proper understanding Damage n/a of magical theory necessary for it Soak: +4 to be able to pass on the secrets of Wound Penalties: –1 (1–5), –3 (6– mechanica. It has seen much dur- 10), –5 (11–15), Incapacitated ing its centuries of existence and (16–20) are accompanied by a beautiful knows much about the truths behind Abilities: Artes Liberales 4 (rheto- chime-like sound. Byzantine history. The Nightingale ric), Awareness 3 (alertness), Greet the Dawn, 2 points Auram, Init 10: loves philosophical debate and can Brawl 1 (dodge), Coptic 4 (craft- The Nightingale issues a clarion discourse for hours upon Plato and ers), Greek 6 (courtly), Area Lore call, awakening everyone within Aristotle. Eastern Empire 2 (Byzantine Voice Range. After centuries of being treat- Centers), Enchanting Music 6 Voice of Chiming Gold, 0 points, con- ed as little more than a pet, the (awaken), Folk Ken 4 (nobles), stant, Auram: The Nightingale can Nightingale has grown very lonely History 3 (personal experiences), speak as well as sing using a tiny for the kind of scholastic discourse Latin 5 (listening), Leadership voice box and bellows, though it enjoyed with its creator and his 3 (intimidation), Magic Lore only in languages it knows. family. The beggar king’s rather 3 (constructs), Philosophiae Equipment: None foolish scheme is the result of the 5 (Aristotle), Second Sight 3 Vis: None Nightingale’s manipulation. (intruders), Sing 6 (joyous) Appearance: The nightingale is made Justinian’s Nightingale can relate Powers: of gleaming gold and silver clock- the tale of Hypatia’s burial, includ- Flying, 0 points, constant, Auram: The work with jeweled feathers. Its ing an accurate location of the old Nightingale can fly like an -ordi eyes are twin rubies and its voice temple. It also knows that Heron’s nary bird, though its movements is a sweet song. the Dominion might make the magi- calendar. On those days, they may reveal when the haunt reappears. cal regio reappear. Characters com- reason, the local Dominion must drop Although such spells do not help paring the dates when the specter below the aura of the regio. unless the Temple of Serapis is acces- materializes realize these occur on the Failing this realization, spells to sible, at those times the spells readily most inauspicious days of the Muslim detect ghosts or magical beings may lead to the gate of the old temple.

84 Ancient Magic Serapis of Serapis appears as a ghostly arch- way of shadows beneath the lintel. ost emple of Characters can enter the regio auto- Serapis was a hybrid god matically if they carry a mechanica erapis whose worship unified the cults of or bear signs of the Cult of Serapis. several Egyptian and Hellenistic Alternatively, characters can enter the deities. Ptolemy I introduced him regio as described by the rules on Altar with Theatre at the beginning of the Ptolemaic page 189 of ArM5. The Dominion of Heron Period in Egypt, though Serapis’s aura strength stays below 4 for only a ADYTON legacy lasted well into the Roman few hours and then returns to normal, period. He became the Egyptians’ trapping anyone inside until the next supreme god, embodying the ill-omened night, which may not be Pillar principles of divine authority and for weeks or months. the sun, with power over fertility, the afterlife, and healing. Serapis Statue of Serapis formed a bridge between Greek The Lost Temple of Serapis and Egyptian religions so that CELLA both peoples could find common The temple exists in a small level ground in their worship. Through 4 Magic regio, which contains only Staircase to Pediment Chambers the Ptolemaic Pharaohs and their the temple’s interior. The temple’s lay- Roman successors, Serapis was out is classically simple. Four eternal patron and protector of the Royal braziers, one in each corner, fill the Library and Museum and many of central room, or cella, with a flick- Brazier its buildings were temples sacred ering red light. As is common with to him. Roman-style temples, the cella stands While Serapis is a being of upon a masonry podium with two faerie, his temples are often magi- rows of pillars inside. Looming over The temple has many devices that cal sites due to the practices of the altar at the far end of the temple Hypatia can use against intruders with the Mechanicians and other schol- is a ten-foot-tall statue of Serapis. The her Command Mechanica Power. ars who dwelt there. The temple statue gleams in the light from the where Hypatia and her father lived gold covering its muscular frame, and is one such location. his bearded face glares down at these Statue of Serapis intruders. The statue of Serapis stands over Entering the Temple Behind the statue hangs a velvet ten feet tall and is made of ivory curtain leading to the sacred cham- plates cunningly fitted together over The entrance to the lost temple ber, the adyton, where the priests a brass frame. It depicts a Zeus-like is a shadow of its former glory. Built performed secret rituals. Scattered figure dressed in a tunic with a mag- into the wall of a rickety tenement is around the cella are numerous books nificent beard. Gold foil and silver the lintel of the destroyed temple. The and scrolls, pulled from the innu- inlay covers much of the statue. The pale granite slab is inlaid with worn merable pigeonholes and racks lining statue contains a powerful Theurge’s Greek and Egyptian carvings praising the walls. Several rooms lie beneath Trumpet (see above) and Hypatia uses Serapis and promising dire penalties the cella, entered through a narrow it upon intruders immediately. This to those who profane what lies under staircase. mechanica is capable of sounding his protection. Examination by anyone With a hiss of hydraulics, the every ten rounds. The flickering shad- with Magic Lore, Magic Theory, or great temple doors slam shut behind ows and flexible construction of the Mechanica of Heron might discover characters who enter, and the ghost of statue make it appear to move slightly (Ease Factor of 6) that the stone was Hypatia manifests, dripping blood and but it is otherwise inert. Anyone des- once part of a much larger mechanica. cackling. Exiting the regio before the ecrating or plundering it finds that When the Dominion aura dips Dominion rises once more may prove Serapis takes an interest in him in the below 4, the doorway to the Temple impossible while Hypatia exists. future.

85 Ancient Magic The Ghost of Hypatia Some decades after her death, Wound Penalties: –1 (1–5), –3 (6– Mastery of Forces, 2 points, Init +10, the violent cataclysms of Alexandrian 10), –5 (11–15), Inc. (16–20) Vim: The ghost redirects a spell politics destroyed what remained of Abilities: Artes Liberales 5 (rhetoric), or attack against another target. the Library, waking Hypatia from Awareness 2 (alertness), Brawl 2 The original attacker must make her rest. She found herself trapped (dagger), Commanding 3 (ghosts), a Strength check against an Ease within the temple, only able to leave Mechanica of Heron 9 (delicate), Factor of 6 to stop a physical when the Dominion ebbs enough to Etiquette 3 (scholarly), Folk Ken attack. Magi must make a Finesse expose the temple’s Magical aura. In 3 (students), Greek 5 (Ancient check against an Ease Factor of 6 time, madness became a blessing. Alexandria), Intrigue 3 (plot- to abort their re-targeted spell. If Intellect gone, the spirit of the ting), Latin 4 (Ancient Roman), the check fails, the original attack- once-beautiful scholar prowls the Leadership 3 (intimidation), er must roll normally to see if his temple, seeking any target for her Local Area Lore 4 (Rome), Magic original attack hits the new target. pain. Her first priority is those carry- Lore 3 (constructs), Philosophiae Refute, 1 point, Init –5, Vim: Hypatia ing Christian symbols. Others, such 6 (metaphysics), Second Sight 3 can nullify a magical effect. This as the scholars who failed to save (details), Teaching 4 (metaphys- cancels the effect of any one her, the mob who killed her, and the ics), Theology 2 (debate) spell or magical effect chosen soldiers who betrayed her, are all Powers: by Hypatia with a level less than victims for the vengeful ghost. Ghostly Body, 0 points, constant, or equal to her current Magic Magic Might: 25 (Mentem) Mentem: Hypatia knows she is Might Pool plus a stress die. The Characteristics: Int +4, Per +1, Pre a ghost and can turn invisible, effect must have a Creo, Rego, +1, Com +2, Str –2, Sta +1, Dex pass through solid objects, ignore Perdo, or Muto Technique or an +1, Qik 0 physical attacks, and otherwise Aruam, Aquem, Ignem, Mentem, Size: 0 (non-physical) take advantage of her non-corpo- or Terram Form for her to refute Age: n/a (30) real form. it. Virtues and Flaws: Mechanica of Command Mechanica, 0 points, Init +10, Equipment: Apparent clothing, jewel- Heron; Offensive to Animals, Vim: Hypatia may command any ry, and a small dagger, but they are Puissant Ability (Mechanica of mechanica in her presence to all ghostly and really part of her. Heron), Second Sight; Strong do her bidding. These discharge Vis: 5 Mentem in a scroll case. Willed their effects or physically attack Appearance: Hypatia was once a Personality Traits: Prideful +3, as best they can. The mechanica beautiful woman, but all that Vengeful +4, Compassionate –2 remain under her control while remains of her now is a tortured Reputations: Wise Scholar 4 (Ancient they remain in her presence. wreck. Her long, black hair is the Alexandria), Pagan Harlot 3 Death Agony, 3 point, Init –1, Corpus: only remnant of her famous looks. (Alexandrian Christians) Hypatia can inflict her death- Red-rimmed eyes glare from her Combat: throes upon a victim. The victim mutilated face. Her olive skin Dagger: Init 0, Attack +6, Defense 3, takes a Light Wound and can do hangs in strips where her attackers Damage +2 nothing except writhe in agony tore it with oyster shells. Hypatia Soak: +1 until he succeeds in a Stamina wears a long bloodstained white Fatigue Levels: OK, 0, –1, –3, –5, stress roll against an Ease Factor robe and sandals in the ancient Unconscious of 12. Alexandrian style.

Eternal Braziers Temple Door bronze doors slam shut or fly open Two bowls of bronze contain Anyone standing in the doorway with truly amazing speed. Those leaping flames that have no source. or attempting to leave the temple caught in the arc of the doors must A jet of non-magical fire doing +10 is in danger of being crushed by make a Quickness – Encumbrance damage attacks anyone venturing one of Heron’s prized thaumata: the stress roll against an Ease Factor of 9 within ten feet of them. automated temple door. These heavy or be slammed for +15 damage. The

86 Ancient Magic doors can open and close once per ted strings with weights, it has a be an adventure in itself as characters round. surprising tendency to improvise consult with scholars, seers, and holy stories on its own. Those studying men. the theater might be particularly dis- The Victors’ Spoils turbed by the appearance of figurines resembling themselves in these spon- Complications Should the magi defeat Hypatia, taneous plays. Careful examination of they gain a great treasure in ancient these new plays may give inklings of While searching for the surviving wisdom but they must make haste to events that have not yet come to pass. remnants of Heron’s magic, Seekers leave before they are trapped. may come into conflict with Many of the scrolls scattered others who have business with around the temple are Heron’s Heron or Hypatia. works, including uncorrupt- ed copies of Pneumatica and Mechanica (Quality 10 each). Magi of Also present are a dozen bro- Constantinople ken mechanica of various sorts. Even if the magi cannot Several covenants of the repair them, each is worth sev- Tribunal of Thebes main- eral Mythic Pounds for their tain contacts or demesnes in material. Constantinople. These magi The pediment beneath take a proprietary interest in the temple contains the rooms the city and anyone ventur- now entombing Theon and ing into it. One covenant, Hypatia. In her rage, the ghost Michaels’ Tabula, has actually destroyed almost all of the established their covenant in hundreds of scrolls and tab- an abandoned mithraeum in lets stored there. Other relics of the This device would fascinate any magi one of the city’s many ruined districts. Library of Alexandria might have sur- who seek a method of breaking the Currently, the covenant numbers vived her wrath, however, ready for Hermetic Limit of Time. about a half-dozen magi, mostly from diligent magi to piece them back House Jerbiton. Long-time residents together. The Web of Mnemosyne of Constantinople, they have little In addition to whatever survives InIm 60 love for “Franks,” or any magi hailing the battle, one other treasure awaits Pen +20, 1/month from the kingdoms responsible for the discovery. In the adyton (sacred cham- R: Voice, D: Conc, T: Group destruction of “the City.” ber) is Heron’s Theater, one of the Once per month, Heron’s Theater If this covenant discovers the greatest mechanica ever constructed. can predict the future of someone investigating magi, they demand first associated with it. The target must rights to any mechanica and texts be among those watching the play, found in the city. This is a flagrant Heron’s Theater and the effects last for the duration of violation of the Peripheral Code, but the play, which usually takes about an the magi are presumably far from The automated theater was hour. The effect is non-Hermetic and home and on this covenant’s home Heron’s greatest masterpiece. Properly apparently breaks the Limit of Time. ground. If friendly relations can be attuned and prepared, it shows its As such, investigating it is remarkably established, the magi of Michaels’ own stories, casting its figurines into difficult. Tabula may trade any Heronic texts a variety of roles and scenes. When The play is often highly allegori- or mechanica they have obtained started, the theater’s stage doors open cal, based on the mythic figures and over the years for vis or assistance in and miniature figures act out dra- archetypes available in the theater’s dealing with interloping Crusaders. matic events accompanied by sound assembly of puppets and figurines. Displaying such an interest in these effects. Ostensibly powered by knot- Interpreting what a play means might “worthless” items may pique the inter-

87 Ancient Magic est of other magi in Heron’s teachings. if approached humbly they might Verditius may try to suppress or The Seekers may find themselves with tell what little they know. For more destroy knowledge of the Mutable a race to uncover Hypatia’s tomb on information on the Sufi sect of Islam, Device technique or try to make it their hands. see Realms of Power: The Divine, page a House monopoly through legal 112. means. House Verditius has consid- The Dominion aura surround- erable political capital and this may The Shadhali Brotherhood ing the madrasa has an impressive be enough of an occasion for them strength of 8, as its mosque contains to use it. Near the site of the ruined temple the tombs of the Brotherhood’s found- While the techniques for is the humble madrasa of the Shadhali er and several other holy mystics. Awakened Devices remain incom- Brotherhood. Ahmed Abu al-Abbas patible with the techniques for cre- al-Mursi teaches Sufi mysticism to his ating automata, Awakened Devices followers here. The Shadhaliyyah are Ramifications for the make excellent familiars and min- aware of the tomb as an ancient pagan Order of Hermes ions for those able to pay for their temple and that the area about it is construction. Only the richest cov- haunted. The have no other idea of enants and groups can afford them. its significance. Should they learn of Successfully integrating Heron’s If subsequent research integrates the site’s association with the Library teachings into Hermetic theory Awakened Devices with the exist- of Alexandria, they may wish to take results in some dramatic effects. The ing automaton-crafting techniques, charge of such dangerous informa- most important is a significant loss in then the Verditius gain the ability to tion. These mystics can prove dan- wealth and status for House Verditius. craft tremendously powerful magical gerous should the magi provoke them With the advent of Mutable Devices, servitors. with displays of devilish powers, or magi have less need for numerous The heroic magus able to inte- harm innocents while in Alexandria. magical devices. As a result, fewer grate the Mechanicians’ ability to Aside from their impressive martial magi purchase such devices from the create magical devices without skills, the Brotherhood wields great House. The Order as a whole ben- the use of vis would change the influence throughout all levels of the efits as individual magi gain power face of the Order completely, but city. and flexibility. The smaller covenants doing so would require a Hermetic The Sufi view magicians as pride- particularly benefit from this change, Breakthrough — assuming it were ful deniers of the will of God, but given their poorer resources. House even possible.

88 Chapter Seven The Hesperides

Most magi have heard of Claudius by following the advice of the dragon to the , and into the Ptolemaeus. He codified the move- of the Garden of the Hesperides. service of the dragon. The Canary ment of the planets, the names of That dragon, Ladon, was visited in Islands are called the “Purple Islands” the stars, and the shapes of the con- 1160 by an Arabic cartographer, and in this chapter, a Roman name with stellations. He invented the gnomon arranged for many flawed copies of which magi might be familiar. They and the globe. But magi interested in Ptolemy’s work to be made in Europe, have been described in detail because astronomy or geography know that to encourage magi to reconstruct it, they make an excellent Spring cov- Ptolemy accomplished much more and to visit him. The Order that he enant setting: they are far from other than this. helped to nurture is now ready for the covenants, rich in vis and trade goods, Ptolemy devised a system that next stage in his plan. and are inhabited by people who precisely measures the location of assume that those who are magical any place on the surface of the Earth. make good rulers. Every location is expressed by two values that measure how far north and east the place is compared to an Consequences origin point far to the southwest of Europe. A magus skilled in Ptolemy’s Coordinates have a few advantag- techniques can use these coordinates es over standard Arcane Connections. as Arcane Connections to the places They do not fade with time. They that they designate. This allows the can be carried in the mind of a magus, magus to travel to these sites. stored as writing, or designed into Ptolemy published his techniques magic items. They are information and around 8,000 coordinates in a rather than objects, so they can be work of seven volumes, called The given away, and yet retained by the Geography. The last complete ver- giver. They do not need to be col- sion of this book was lost with the lected from a place, because they rely Great Library of Alexandria. Small on the Law of Names, not the Law of sections circulate in Mythic Europe, Contagion. tantalizing magi with coordinates that A Change of Pace Once the coordinates for a place they cannot use. House Mercere has are known, magical travel to it is com- offered 100 pawns of vis for a com- This chapter offers a more con- paratively swift and safe. This might plete copy of The Geography, and many ventional story for players than the permit the Order to withdraw further magi, knowing that it contains the others in this book. The ancient magic from mundane contact, and would exact locations of hundreds of ancient the players can seek with this material certainly allow covenants to work magical sites, would refuse to sell at is useful, but will not revolutionize together on projects more efficiently that price. the Order, and does not require inte- than they are currently able. It also The history of House Bonisagus gration. The system of coordinates offers the opportunity to send brave records that Trianoma found Bonisagus is used as a lure, to draw characters volunteers to speculative coordinates:

89 Ancient Magic places that no person in Europe has to the Garden of the Hesperides, on + Artes Liberales roll against an Ease ever seen, because they are so far Junonia in the Purple Islands. Factor of 15 makes an accurate obser- west, or south. vation. This also requires: In war, Arcane Connections can be used to target Rituals, creating Deriving Coordinates • A clear view of the stars for four a form of magical artillery. This is hours. Although Ptolemy does far easier with Ptolemaic coordinates, Characters can learn the coor- not note this, a magus with a because these cannot be changed. dinates for a place in three ways: supernaturally accurate timepiece The coordinates also offer peacetime astrological observation of the fixed can shorten the required span of advantages, such as the rapid move- stars, accessing the stellar observa- observations to two hours. ment of people and material, up to the tions of other magi, or spellcasting. • Simple astronomical tools size of armies. A character does not require star- • Four hours of careful calculations, light to use coordinates; the character or two hours using tables pro- can use known coordinates during vided by Ptolemy in his Greatest the day, from inside buildings or, Compilation. Sound copies of the underground. first part of The Geography con- Using Magical tain the Handy Tables, Ptolemy’s revision of his earlier reckoners, Coordinates Observation of the which are faster and more accu- Fixed Stars rate (+1 to any astrology-related Ptolemaic coordinates integrate roll, calculations take one hour). more easily with Hermetic theory Most of the stars do not move than any of the other forms of magic relative to each other in the sky, and Without an adequate observation given in this book. The integrator is thus are called the fixed stars. They of the array of fixed stars at the origin not required to develop a new Virtue also form a pattern that makes a set point, the character cannot derive or Ability. As soon as a character of angles with the horizon and with new points. Ladon has engineered this has completed the tasks required to vertical lines. This pattern, called the omission to manipulate those who reconstruct Ptolemy’s work, it can array of fixed stars, looks slightly find his books into recalibrating the be applied immediately to Hermetic different at every location on Earth. system, and visiting his lair. magic, and may be taught to others. The flawed copies of The Geography There are two stages in inte- available in Europe describe how to grating Ptolemaic coordinates into quantify these differences. Learning Coordinates Hermetic magic. If an observer knows the array of from Other Astronomers First, the character must learn fixed stars at the system’s origin point, how to measure the array of fixed he can compare it to the array of fixed It is also possible to learn coor- stars (defined below) by astrological stars at his current point. The differ- dinates from other astronomers, observation. The method for this is ences between the two patterns can including Ptolemy himself. Ptolemy included in the corrupt copies of The be reduced to two numbers: the view- lists almost 8,000 coordinates in The Geography found in Europe. It takes er’s distance east of origin, and the Geography, but notes that they are a season for magi to learn, and is viewer’s distance north of origin. Each imprecise. Ptolemy’s coordinates learned automatically by apprentices place’s pair of numbers, expressed as are extrapolated from descriptions trained by a master familiar with the fractions of the surface of the Earth, of travel given by earlier authors, technique. are a Ptolemaic coordinate. or sea captains, rather than stellar Second, the magus must turn A character who knows the array observation. these measurements into coordinates. of fixed stars at the origin automatically Ptolemy instructs his readers to use The character must calibrate the sys- knows the Ptolemaic coordinates for a his methods to determine coordinates tem by observing the array of fixed place after a successful stellar obser- and construct maps with far greater stars at the system’s origin point: the vation. Astronomy is a skill included precision than he has. His coordinates point of zero distance west, zero dis- within the Artes Liberales Ability. A for places around Alexandria are per- tance north. This requires a journey character who makes an Intelligence fect, and those within the borders of

90 Ancient Magic the fallen Western Roman Empire are The Problem of the on that longitude is in the Purple often correct to within a few miles. Islands. Coordinates for places outside the Origin Point Attempts to construct a new sys- Empire’s borders are usually far less tem, with a more convenient zero lon- accurate than this. As an example, all Characters cannot use Ptolemy’s gitude, mysteriously fail. Mystically, of the coordinates for Scotland are system until they know the array of the Purple Islands include the west- incorrect. the fixed stars at the point of ori- ernmost point on Earth. Magi can no The flawed copies that Ladon has gin. A complicating factor is that more nominate a new west than they sent to Europe contain a few excellent characters cannot go to the origin could assign a new north. coordinates. He has selected them point. It is so far away that, a semi- carefully to demonstrate the useful- mythical Carthaginian named Hanno ness of the system. He hopes this will encourage magi to reassess the origin point, as described below, The Quest so that they can derive their own coordinates. This section describes some of the obstacles that characters seek- ing the Zero Longitude face. Stellar Measurement by Spellcasting Research The ability to cast spells which affect starlight is part of the Characters contemplating Celestial Magic Mystery, which is travel to the Purple Islands may included in Chapter 6: Hermetic seek information about them in Astrology in The Mysteries Revised classical works of geography. Edition. The following spell is only An Intelligence + Artes available to characters initiated Liberales roll, against an Ease into Celestial Magic. Factor of 6, gives the following information: A Comparison of the Positions aside, no one has ever gone there. Pliny named the Purple Islands of the Fixed Stars The characters instead need to take because a lichen grows there that can InVi 25 measurements that, as a composite, be made into purple dye. Dye is one R: Sight, D: Mom, T: Ind allow them to derive the fixed stellar of the most expensive trade commod- This spell charts the course of the positions at the origin point. ities in Europe. He also claimed that light emanating from the fixed stars. The characters require three stel- the beaches of the islands are plagued It then compares the angles between lar readings. To measure the latitude with the rotting carcasses of monsters, these lines, to provide a unique pair of the Equator, characters just need to which the Atlantic constantly throws of numbers, representing the array. compare stellar observations from any ashore. One island has a ruined tem- This is the Ptolemaic coordinate for two points that are of the same longi- ple filled with doves, dedicated to the caster’s position, provided that tude, but are a known, large distance Juno, but the islands are uninhab- the caster knows the array at origin. A apart in latitude. The size of the Earth ited. This means that vis-containing magus is unable to hold coordinates in is known, so the difference between creatures have been washing up on her mind with sufficient precision to these two points can be used to infer the islands’ beaches for thousands represent a circle less than 500 paces how the positions of the stars would of years, undisturbed. Another island across. Notebooks or devices with continue to change as the astrono- has gigantic buildings, but no inhabit- coordinates in them allow greater mer traveled south. To determine the ants. (This refers to the Pyramids of precision. adjustment for the origin’s longitude, Güímar on Ninguaria, but Pliny is (Base 10 given in The Mysteries characters need to go to any point on mistaken. These are the home of one Revised Edition, +3 Sight) the Zero Longitude. The only land of the island’s ten wizard-kings.)

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A voyage to the Purple Islands anary slands Invallis is filled with danger. The Islamic rul- 50 miles ers of southern Iberia jealously con- Junonia trol the stretch of sea at the mouth of the Mediterranean. The coast of Ninguaria Herbania Africa is a haven for pirates. If the Canaria covenant takes sufficient supplies for Capraria the entire trip, they are able to bring less cargo back to Europe, but if they attempt to negotiate with the Pluvialia peoples of West Africa, they may suffer attacks. The spirits and mon- sters of the deep Atlantic are far more terrible than those of the placid Mediterranean. The currents between ATLANTIC the Purple Islands are so dreadful that, OCEAN Iberia in ancient times, they were embodied by a dragon.

Negotiating with Canary Islands the Natives Africa

Characters seeking the Zero Longitude may visit several of the An Intelligence + Magic Lore if cut. Others storytellers say Ladon islands before finding Junonia. The roll, against an Ease Factor of 9, gives retreated from the world with the indigenous inhabitants of the Purple the following information: Old Gods, became the constellation Islands, the Guan, are hospitable, and Hesiod says the golden apples Draco, or remains in the Garden. curious about travelers, but able to of youth grow on one of the Purple defend themselves if attacked. They Islands. The goddess Gaea gave the lack ships, so the inhabitants of each apples to her daughter Hera as a Sailing to the island have developed a different dia- wedding gift. The nymphs of dusk, Purple Islands lect and variant of their religion. called the Hesperides, tended Hera’s garden, but would occasionally steal some apples. Hera sent a 100-headed No European person has sailed to The Code May Not dragon named Ladon to protect the the Purple Islands since the cartogra- Protect the Guan apples and ensure the honesty of her pher Idrisi, servant of King Roger of other servants. Sicily, in 1160. This makes it difficult The Code of Hermes prohibits If the Magic Lore roll is 12 or high- for characters to sail there, unless magi from interfering with mundanes, er, then also give this information: they can convince a ship captain but the Guan are the servants of a caste Herakles wanted to steal the to venture into completely unknown of hedge magicians. The Order has apples, and found his way to the waters. On the West African coast, historically asked powerful wizards to Purple Islands with the aid of either the captain will not have the aid of join, under threat of death. Weaker the Old Merman of the Sea (Nereus), a pilot with local knowledge of cur- magicians, like the Guan kings, have or the father of the Hesperides (Atlas). rents and obstacles, so they must sail usually been told to serve the Order Some storytellers say that Herakles slowly, and only during the day. This or die. The servants of magicians are killed Ladon. Trees grew from Ladon’s increases the length and risk of the the property of those magicians, and blood, and these ooze dragon ichor voyage tremendously. may be legitimately targeted.

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Some in the Order would sug- gest that direct rule of the Guan Terminology is entirely within the Code. The Latin names from Pliny or each island is also given. Guan are not Christians, and their other sources have been used for Guan, literally meaning “Men,” kings are always magicians. This has the islands in this chapter, but sto- has been used for the people now interesting political ramifications, ryguides researching the Canaries called , which literally but these are beyond the scope of may find it easier to use modern means “Men of Chenech.” There this chapter. terms, which were adopted after is no term, in 1220, for all of the the Spanish invasion, later than the natives of the islands; Guanches is a game period. The native name for Spanish term. Religion Modern name Local Name Latin name Most Guan worship a solar god. used by the Guan used by magi and their servants He has various names meaning sun Chenech Ninguaria (“Snowy,” named for its (“”) or heavens (“acoran” on mountain) Canaria or “achihuran” on Ninguaria). Fuerteventura Maxorata Herbania (“Grassy,” which is Many Guan believe in a lesser, evil utterly inappropriate; this may being who opposes their god. On Latinize a local name, “Walled,” Ninguaria he is called and referring to the wall between dwells in Echeyde, the fiery hell northern and southern kingdoms.) within the volcano. These Guan have a Dominion aura around their Gran Canaria Tamarán Canaria (“of dogs,” named for the settlements. fighting dogs found wild here) On a few islands, the Guan Lanzarote Titeroygatra No certain name. Characters believe in a third deity: the wife of might like to use Planasia (flat the sun god. One of her names is island) or Invallis (undulating Achmayex. In some communities, island). only women worship her. Her priest- La Palma Benahoare Junonia (“of Juno,” named for its esses counsel the kings on some doves, sacred to Juno) islands, like Herbania. Islands that La Gomera Gomera Capraria (“of goats”) worship a divine family usually have Faerie auras. El Hierro Ecrós Pluvialia (without rivers, literally Many Guan practice voluntary “island of rain”) euthanasia. Elderly Guan are left, at San Bronodon no common name Aprositus their own request, in the mortuary caves with a bowl of milk. When a meceny (wizard-king) dies on some Magic A character who is mystically islands, a youth flings himself into the invested as a Guan king automatically sea. He carries the internal organs of The meceny of Guan villages gains the ability to perform traditional the meceny in a basket, and messages can perform simple miracles or spells. Guan magic. The ritual in which a from living people for their dead rela- During the most important, newborn meceny accepts his role sometimes tives. The Guan consider it honorable lambs are separated from their moth- involves kissing the bone of his old- to fling oneself into the sea, rather ers, so that their plaintive bleating est ancestor — so a foreign character than be taken prisoner. Characters will soften the heart of the Divine. who became king would need to join considering a covenant on the Purple This brings rain. The Guan also have a Guan family. The magic of Guan Islands may quickly learn that the seasonal festivals, with the harvest fes- kings is performed with community Guan fight to the death for their lib- tival being the most important. Many ceremonies, and cannot fail or botch, erty, and commit suicide in preference communities leave offerings for the provided the ancient and tested for- to surrender. magical spirits of natural features. mulae are used.

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All meceny can perform the fol- blue-eyed aboriginal families, and the they pick up the whistled and spoken lowing effects, if assisted by their lower class are descended from Arabic forms simultaneously. Characters who villages: settlers who came to the island around already speak a non-whistled Canarian 200 years ago. The Arab settlers dialect can do this by increasing their • Bless Crops and Harvests: were not Muslims, so that religion is Ability scores, or spending a season As The Bountiful Feast (ArM5, unknown in the islands. working with silbadors. page135), but only works on the Most islands have patriarchal soci- Magi casting spells at Voice Range crops of the community of which eties, and their treatment of women can use silbo to extend their range. the meceny is ruler. varies. Women have greater property Spells in silbo are considered to be cast • Call Rain: This is the equivalent rights than in most parts of Europe, in booming voice. Characters wanting of a Creo Auram spell of level and it is often a capital offence for to use silbo should consult the rules 20. It creates a natural, gentle a man to insult a woman while he in Chapter 1: The Language of Adam, rainstorm that last as long as the carries a weapon. On Planasia and for guidance on casting spells using ritual continues. Herbania, women are loaned to guests languages other than Latin. • Calm Weather: This ritual acts as a form of hospitality. Infanticide, of as either Quiet the Raging Winds or daughters after the first child, is prac- The Cloudless Sky Returned (ArM5, ticed on Canaria and Junonia, when Technology page128). the population is unsupportable. On • Speak With the Ancestors: As Canaria, property and the monar- The Guan lack many technolo- Coerce the Spirits of the Night (ArM5 chy pass to men through the female gies usually expected of urban com- page 153). This ritual only affects line. On Junonia, the women are munities. They do not have a written the spirits of the character’s fam- skilled warriors. In most communities, language. They do not have any metal ily, by birth, marriage, or adop- residents form monogamous relation- tools or weapons. Strangely, for island tion. Only spirits from bodies that ships, but on Junonia and Herbania dwellers, they do not build ships or have been preserved with dragon- the Guan practice polyandry, in which boats. blood lacquer are accessible. one woman has multiple husbands. The Guan are excellent stone- workers, particularly for people lack- Each meceny also has two minor ing metal tools or a mining industry. effects that are unique to his tribe. Dialects Terracing has created most of the cropland on the islands. Many vil- There are strong similarities lages have a simple aqueduct, carved Lifestyle between the island dialects. A person from the rock, which brings rainwater skilled in any Canarian dialect can from the mountains down through The Guan are usually caves communicate with speakers of other the village. As Guan families increase dwellers. Lacking caves, they build Canarian dialects as if his Ability in size, they quarry additional rooms mound-like huts of earth. Each cave were two points lower. A complicat- into their cavernous homes. has been extended by generations ing factor is that four of the dialects, The Guan do not have metal of occasional labor, and can hold found on Capraria, Pluvialia, Canaria, weapons or armor. Warriors fight an extended family. Some communi- and Ninguaria, have both spoken and naked or in goatskin cloaks. All island- ties have basic stockades encircling whistled forms. ers use sharpened stones and javelins them. Communities of more than 100 Silbo — whistled speech — was as thrown weapons, and clubs studded people are rare. invented to allow shepherds to con- with obsidian, shells, or pebbles. The The Guan usually have three verse across mountainous crevasses, men of Canaria use battle axes with social classes. A king, whose powers and to pass messages between towns. stone blades. Men of Ninguaria use are tempered by a council of elders, Silbo speakers substitute breathier, wooden spears with volcanic glass rules most communities. The upper shriller versions of each syllable as tips. Most Guan also use sticks as class comprises landowners, the lower they talk, so that they can com- dueling weapons. class of those who rent their land. On municate over about four miles. To Dueling sticks, which are carried some islands, members of the upper learn silbo, a character just learns to as crosiers by Guan shepherds, are class tend to be from blond-haired, speak a dialect with a whistled form: manufactured in three lengths. The

94 Ancient Magic Statistics for Guan Weapons Those Guan weapons constructed with stone or volcanic glass, in lieu of metal, and have a Damage modifier 2 points lower than usual, to a minimum Damage modifier of +1.

Guan Melee Weapons Name Ability Init Atk Def Dam Str Load Cost Battle Axe (stone-bladed) Great +1 +5 0 +9 +1 2 Inexp. Mace (club studded with Single +1 +3 0 +6 0 2 Inexp. stone) Dueling Stick, Short Single +2 +4 +1 +2 –2 1 Inexp. Dueling Stick, Medium Great +2 +3 +3 +2 –1 2 Inexp. Dueling Stick, Long Great +3 +3 +1 +5 0 3 Inexp. Threshing Flail (stone Single +2 +3 0 +5 0 2 Inexp. head on leather thongs) Tabona (obsidian knife) Brawl 0 +1 0 +1 –6 0 Inexp.

Guan Missile Weapons Name Ability Init Atk Def Dam Range Str Load Cost Rock (sharpened) Thrown 0 +1 0 +3 5 –1 1 Inexp. Javelin (stone-headed) Thrown 0 +2 0 +3 10 0 1 Inexp. shortest sticks reach from the owner’s sticks, or by wrestling. Wrestling is prove himself by killing the previ- waist to the ground. Medium-length also a team sport. ous leader, the magus Quendalon, in sticks are similar to European staffs. Arcadia. They do not know whom The longest sticks are taller than Quendalon killed to claim, then des- their owners are. These are thrust- Other Magical Groups ert, his role. ing weapons, used like pole arms, Quintus Sertorius was a Roman and they allow an unusual method Use of one of the following general in the first century after Christ. of travel. Fit, skilled shepherds can groups is suggested to stiffen the He fell out of favor with Sulla, effec- travel across mountainous terrain at resistance of Guan communities that tively the ruler of Rome, and set up a seemingly reckless speed, using their player characters have selected for rival state in Iberia. He was accompa- crosiers to vault between landing invasion or harassment. They also nied at all times by a white fawn that points. This is an expression of the provide suitable obstacles for those counseled him on behalf of Diana. Athletics Ability. sagas where combat plays a major Sertorius, Pliny records, planned to Guan men duel to settle their dif- role. Troupes not wanting to disrupt flee to the islands if unable to resist ferences through a variety of martial Guan society should place the group Rome. Sertorius was assassinated, in sports, which are also pursued for on Aprositus, described below. strange circumstances. He and his offi- pleasure. A popular sport is for each cers disappeared from Roman history. man to have a set of three rocks, and Worshippers of Diana, on these to take turns casting them at their The Huntress in the Wood islands, are descended from this offi- rival. The rival is supposed to dodge cer cadre. If Sertorius was the previous the rock. In some communities a Members of this group — detailed leader, Merinita magi may face hostil- player is disqualified if he moves his in Houses of Hermes: Mystery Cults, page ity from his descendants. Sertorius’s feet. In many communities, after the 33 — wish to train a messiah figure spirit may remain on the island as a combatants have used all of their for their Diana cult. The followers of ghost, or a faerie counselor for the rocks, they continue using dueling the Huntress demand that this leader current high priest.

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Emerald Adepti the principles of magic to children. They fled Mauritania when their Communicating with the ancestors is king was murdered, and their land Plato wrote that the Purple a privilege reserved for those linked invaded, on the instructions of the Islands were the remnants of Atlantis. by blood or marriage. Emperor Caligula. Their king, anoth- This may explain the Guan, a race of If the Guan do not have er scholar named Ptolemy, was the white people without ships living on Atlantean secrets, then they are simi- son of Cleopatra Selene, the daugh- a cluster of islands off the coast of lar to the hedge magicians from ter of Cleopatra and Marc Antony. Africa. It may also explain the small Ars Magica Fifth Edition and other Cleopatra Selene was a priestess of step pyramids found in many parts supplements, but are more skilled Isis. Cleopatra Selene’s twin brother of the islands. A loose association in their Supernatural Abilities. Most Alexander, the heir to the of Hermetic wizards interested in European hedge magicians pass of Egypt, disappeared mysterious- Atlantean magic, called the Emerald information from master to student, ly from history. Many assume he Adepti, may have established a cov- while Guan dead form a repository was killed on the orders of Emperor enant on the Islands to study Guan of knowledge that allows Guan sor- Augustus, but if he fled to the Purple magic. Any Atlantean magic or arti- cerers to become increasingly skilled Islands, fragments of Egyptian sun facts the Guan have are used against as each generation passes. Gifted worship may be found in the rituals aggressive explorers. Guan children usually have Ghostly that the Guan kings use to venerate The oldest families provide the Warders. their solar god. most skilled Guan magicians. These Some Arabic accounts claim that families have lived in the same caves on the western shore of Pluvialia is for millennia and have mummified Pre-Hermetic Groups a great statue of a bronze horseman many generations of their ances- pointing his spear to the west. An tors using the vis-rich sap of the The peasant class on the Purple ancient script across his chest reads, dragon trees. These spirits teach Islands is descended from Berbers. “Nothing lies beyond.”

96 Ancient Magic

The monolith is the next way- house in which the Hesperides dwell. Aprositus point in the characters’ quest. It is This is a three-sided villa, walled with the entrance to the Garden of the gold, which lies at the western edge Ptolemy calls the westernmost Hesperides, and the Zero Latitude of the Garden. Its courtyard faces the of the Purple Islands “Aprositus,” runs through it. The king and queen center of the Garden, in which grow which means “Inaccessible.” The of Acero may ask the characters to a grove of trees. A vast serpent island is visible, intermittently, assist them with some task, before lies coiled in this orchard. from the higher slopes of Junonia being shown the holy place of the Each apple contains a pawn of and Ninguaria, and is though to be island’s religion. This obstacle should Creo vis. If a character eats one of up to 100 leagues long. Different involve a minor story that highlights the apples, the character’s Apparent people who have sighted it claim features of the Purple Islands set- Age falls by ten years. Subsequent it may be anywhere from 15 to 90 ting that the characters have yet to eating of the apples continues to have leagues away. If a ship approaches encounter. useful cosmetic effects. The golden the island, it disappears into the apple trees of Hera produce over 60 mist. apples per year. An apple picked at Entering the Garden the perfect instant, in the perfect way, The Garden of makes a magus immortal, much like The monolith serves as an entrance the magi described in The Mysteries the Hesperides into the regio that hides the Garden Revised Edition, page 133. Ladon never of the Hesperides. Characters can reveals this to the player characters: Characters seeking the Garden enter the regio automatically, if they magi will not be worthy of his apples of the Hesperides might find inspira- have the assistance of the king and for centuries. tion in Pliny’s brief description of the queen of Acero. Magi who attempt The Garden of the Hesperides island of Junonia. Pliny says that it to measure the locations of the fixed contains many other trees with contains a temple carved from a single stars at midnight, near the monolith, extraordinary properties. Ladon block of stone, and is filled with doves, are drawn through the boundary of believes these trees are a legacy of sacred to Juno (Hera), for which the the regio, along with their traveling the last age of magic, and that they island is named. Characters seeking companions. Alternatively, characters are the germ of the new age. He is the island discover that its inhabitants can enter the regio unassisted, as willing to judiciously use their fruits, call themselves the Ahoare, “Children described by the rules on ArM5, page or the secrets of their propagation, to of Atlas.” Atlas was the father of the 189. The regio has a Magic aura of 9. push history along his preferred path. Hesperides. Characters cannot enter the Garden In the Garden are fruits that can grant The Ahoare are similar to the by any means while facing east. many Virtues, and others that act as other Guan in many respects, but have In the internal logic of the regio, single-use magic items, covering a unusual gender relations. Property there is no real west beyond the edge broad range of effects. descends through the female line, of the Garden. The garden’s western and they practice polyandry. Each edge, inside the regio, is bound by a woman takes three husbands, and is limitless, inky ocean, which churns The Three Hesperides trained in warfare. The Ahoare still reflected stars. This body of water, the have kings, who are the primary inter- Twilight Sea, is an entrance into the The Hesperides are three nymphs mediaries with the sun god, but the Magical realm, which is described in who tend the garden of Hera. island’s women also worship the sun more detail in Realms of Power: Magic. Their names are Erytheia (“Red”), god’s wife. These communities have Ptolemy knew this: it is why he used Hespera (“Evening”), and Asteropê a Faerie aura. It is strongest at small the Islands for his Zero Longitude. (“Starfaced”). They are close friends step pyramids that the Children of In a mystical sense, the caldera is the with Ladon, despite his task of keep- Atlas use for their observances. The West Pole. ing them from stealing the apples of most significant site of their religion The Garden of the Hesperides lies Hera, because they find his stories is a monolith in the kingdom of on a level plateau across the chasm of amusing. Acero, within the caldera of an extinct the caldera. The Garden is lit with a The Hesperides do not desire volcano. warm, sunset glow that comes from the worship and were not, in ancient

97 Ancient Magic The Hesperides Magic Might: 30 (Imaginem) * A tree saw is used for lopping off *** These are coated with a sticky Characteristics: Int +1, Per +2, Pre branches while pruning. It has a herbal poison that causes a Heavy +3, Com +1, Str 0, Sta +2, Dex slat blade, with an edge of obsid- Wound with each successful strike, +2, Qik +2 ian glass, mounted at right angles unless the character makes a Stamina Personality Traits: Vary, as guided on a four-foot long pole. Wielding roll with an Ease Factor of 9. by the description given below. it in combat requires the Great Soak: +2 Combat: The Hesperides refrain Weapon Ability. Asterope’s saw seals Fatigue Levels: OK, 0, –1, –3, –5, from combat, since Ladon is so cut branches with a layer of hot Unconscious much more powerful than they tar. This power has a Penetration Wound Penalties: –1 (1–5), –3 (6– are. They may support him with of +1 (Ignem), and causes an extra 10), –5 (11–15), Incapacitated missile fire. The Hesperides use Light Wound per injury. This does, (16–20) versions of Guan weapons, and however seal and cauterize wounds, Powers: envenom them with herbal poi- which prevents them from becoming Brilliance, 1 point, Init +5, Imaginem: sons unique to the garden. infected if their bearer survives the Each Hesperid has a power that Asteropê’s Tree Saw: Init +1, Attack battle. Asteropê’s sharpened rocks causes blindness. Erytheia makes +6, Defense +4, Damage +5* were used for shying birds out of the everything — including the vic- Asteropê’s Rocks: Init 0, Attack +6, Garden before Ladon arrived. On tim’s eyeballs — glow with a ruby Defense +5, Damage +3* any successful strike, they render light so that shapes are no longer Erytheia’s Javelins: Init 0, Attack +8, any bird unconscious (Penetration discernable. Hespera drains all Defense +6, Damage +3** 25, Animal), a power that affects light, except for a single, useless, Erytheia’s Long Dueling Stick: Init Bjornaer magi with bird heartbeasts, point, from her target’s field of +3, Attack +9, Defense +7, even in human form. vision. Asteropê fills her victim’s Damage +5** ** These are coated with a sticky sight with flashes and sparks. Hespra’s Short Bow: Init –2, Attack herbal poison that causes characters Embody the Coming Night, 0 points, Init +10, Defense +6, Damage +8*** injured to fall asleep, after one combat +0, Imaginem: The Hesperides Hespra’s Tabona: Init 0, Attack +5, round’s delay, if they fail a Stamina roll are aspects of daimonic creatures, Defense +4, Damage +1*** with an ease factor of 12. which are described more fully in times, concerned with humans. The to take up the role of tending the mortal possessions in the house of the player characters interest them now, garden. Hesperides before sailing. His robes because they might prove useful aides. The best choice would be one of have the mark of House Criamon, The Hesperides know that Hera has their missing sisters. Aegle (“Sunset”) and he owned a copy of The Travels of stopped collecting her apples: the disappeared thousands of years ago Fedoso. uneaten fruit have grown into the after leaving to have an affair with orchard that Ladon still defends. Each the god Helios. Characters searching Hesperid has her own ideas concern- for her might start in Sicily, where Ladon ing what has happened to their mis- Helios kept a farm in ancient times, tress, and what the correct response tended by his daughters. Hesperidia Ladon (“swift-flowing”) is a 100- should be. (“Twilight”) sailed off across the inky headed hydra. He has a copy of Each of the Hesperides desires to sea with the tattooed magus who gave Ptolemy’s The Geography, bought to the leave the Garden for a few years to Ladon his copy of The Geography. island by a Criamon magus seeking True pursue these goals. The Hesperides The other Hesperides can tell the West. Ladon has asked the nymphs to fear they will face supernatural pun- characters that the magus wanted to carve an interesting Ptolemaic co-ordi- ishment if the Garden is not tended, measure the breadth of the Twilight nate onto each of the apple trees. By and the work requires all three of Sea. He could then have used another resting a head in one of these trees, them. Characters wanting to aid a coordinate, measuring distance from Ladon can see what is happening at the nymph to leave need to find some the mundane world, to allow magi nominated point. He reports amusing other supernatural character willing to enter regiones. He left all of his events to the nymphs.

98 Ancient Magic The Hesperides, Continued The Mysteries Revised Edition. They She has never left the Garden, so does not understand the process of can see perfectly well in darkness, her martial skills are the poorest of transformation, so she would like to and can navigate perfectly by the the three sisters. Asteropê wishes to consult the magi of Merinita, and stars. They can shed their mortal rescue Hera from whatever entrap- Arcadian potentates. bodies, which crumble into dust, ment must have befallen her. She Hespera, pale and with white- and create new ones when their has no idea how to do this, but she gold hair, incarnates the evening star. stars rise. would like to begin by searching the She willingly served the Olympians, Harbingers of Night, 0 points, +5, cities of the Greek East for clues. and her occasional membership Animal: The Hesperides are the The Dominion comes as a rude and of the retinue of Diana has made heralds of night, and may com- frightening shock to her. Unable to her skilled with a bow. Despite her mand creatures that are part of seek clues herself, and poor at com- previous loyalty, Hespera believes night’s domain. bat, she needs allies. the time of the Olympians is done, Summon Tools, 0 points, +0, Terram: Erytheia, bronzed and with red- and the titans that they imprisoned As tenders of the garden, these gold hair, embodies sunset. She looks should be released. The titan she nymphs have the power to sum- older than her sisters, and is the clos- is most concerned for is her father, mon required tools, including est to humanity. She had a mortal Atlas. Characters with even basic their weapons. lover and a son. Her time with her knowledge of classical mythology Vis: 6 pawns of Imaginem vis each, in husband allowed Erytheia to learn know that he holds up the sky, so their faces. the use of the shepherd’s staff, as releasing him may have apocalyptic Appearance: The three sisters have a a weapon and means of vaulting. consequences. Because Atlas was a strong family resemblance. Each Erytheia believes the Olympians general during the war of the gods, is tall and fair. They have soulful, abandoned her. She has resented her however, he knows how to enter the brown eyes. servitude ever since Hera forced her titans’ base on Mount Orthys. This to tend the Garden instead of raising is a regio that the Order has yet to Asteropê, freckled and with honey- her child. She would like to become locate, and Hespera may suggest this blond hair, personifies the star-lit sky. a faerie power and usurp the worship as an enticement for magi to find She remains loyal to her mistress. that Juno enjoys on the island. She him.

Ladon would like to collect addi- blood created the dragon trees of the dragon tree flowers once per year for tional coordinates, but cannot leave islands. Dragon trees bleed red sap if 100 years. the Garden. He is willing to recite the cut, which the Guan use for medicine The serpent grows with the fol- theoretical chapters of The Geography and dye. The oldest trees are Ladon’s lowing progression: to the characters, and provide them children, and have spirits that take with the missing data about the Zero the form of vast snakes. Ladon can • At each flowering, the serpent Longitude. He is then able to trade create more dragon trees by allowing gains an extra head. vis, information, or Ptolemy’s list- his blood to fall upon the earth. If he • For every five heads, the creature ed coordinates for fresh coordinates develops a close alliance with a group gains a point of Might and Soak. that the magi discover. Ladon does of magi, he may give them some of his • For every ten heads, it gains a not allow the characters to take the blood, so that they can grow a dragon point of Size, its Damage modi- Apples of Hera, but he does allow vis tree at their home covenant. fier increases by 2, and it gains a to be harvested from other trees in A dragon tree grows in a single point of Strength in its body, to the Garden. vertical stem for the first decade, a maximum of +6. It also gains a then branches each time it flowers. point of Confidence, to a maxi- In trees grown directly from Ladon’s mum of 3. Serpent-dryads blood, a serpent-dryad emerges at the • For every 20 heads, it gains a first flowering. This is an intelligent point of Strength in its heads. Herakles shot Ladon with poi- snake, with a Magic Might of 5, that • For every 30 heads, it gains a soned arrows long ago, and Ladon’s suffers in sympathy with its tree. The point of Intelligence, Perception,

99 Ancient Magic Ladon Magic Might: 45 (Animal) damage, but instead to coil about † Ladon is not poisonous, but his Characteristics: Int +6, Per +6, Pre a victim, immobilizing him. When blood can cause skin cankers (can- +3, Com +3, Str +3 (heads) +6 this occurs, the victim cannot attack cers). He rarely chooses to use this (main body), Sta +4, Dex +6, using melee weapons, and Ladon to his advantage, but if pressed he Qik +4 automatically does damage in each can bite one of his tongues and spit Size: 8 succeeding round, without requir- gobbets of his poisoned blood at Confidence Score: 3 (12) ing an Attack or Defense roll. The his attackers. This has a range of Personality Traits: Inquisitive +5, victim may still Soak damage. At only five paces, and can harm only Loyal to Hera +5, Sneaky +3, the end of each round, including one individual per head at a time. Bored +1, Vain +1 the round in which Ladon chooses If Ladon bites his own tongue to Reputations: Dead (Students of the not to do damage, the character provide the blood, he takes a Light Classics) +5, Watchful (Students may attempt to break free by an Wound before the first use of this of the Classics) +3 opposed Strength roll. To do this, power by any given head. For each Combat: he rolls Strength + a stress die, and serious injury he takes, Ladon can Up to 100 Bites: Init +6, Attack +20, compares it to Ladon’s Strength + lick the blood from the cut in one Defense +15*, Damage +10** a stress die. Success indicates that round, and spit it the next, with- Constriction: Init n/a, Attack n/a, the character frees himself, and may out further injury to himself. The Defense +15*, Damage +15*** attack normally in the following Hesperides know Ladon’s blood Spit Blood: Init +6, Attack +12, round. For each character assisting causes cankers, and dip weapons in Defense 0, Damage n/a† him in breaking free, the character it if they consider it necessary. The Trample and Constrict: Init –3, Attack may add +1 to his Strength roll, but cankers do not affect combat out- +10, Defense +15, Damage +20‡ assistants are unable to attack Ladon comes; for more information, see the * +6 to Defense against grapple in rounds when they do this. A vis entry below. attacks character unable to break free for 30 ‡ Ladon prefers not to use his tram- ** Ladon can inflict trained group seconds (six combat rounds) must ple and constrict attack, but charac- damage without the assistance of make deprivation rolls, as described ters who decide to attack his vitals other creatures. He is able to attack on ArM5, page 179. Alternately, may provoke him. If his trample one person with up to 12 heads at Ladon is able to leave his victim’s attack is successful in the first round, a time. When acting as if he is a head free while constricting, and can he does no damage, but coils his group, Ladon has a Brawl skill of 9 choose not to damage his captives. thick tail about his enemy. He auto- and acts as if the leader of his group This allows him to converse with his matically does constricting damage has a Leadership skill of 12. This prey, or force them to listen to him. in subsequent rounds. Characters reflects the seamless way his heads He can also attempt to bite the head may attempt to break free, as above, cooperate. off a constricted opponent, but may but find it far more difficult, because *** If Ladon makes a successful bite only use one head to attempt this of the crushing strength of Ladon’s attack, he may choose not to do each round. body.

Dexterity, and Stamina. Slightly based on their tree’s magical from the beginning of the Order. before this occurs, the serpent- microclimate. Trianoma, seeking inspiration after dryad gorges itself on the living failing to interest several magi in her vis of magical animals, and then new order, traveled to the end of the hibernates under its tree for a How Deep Does Ladon’s world. Her diaries, and the history month, before shedding its skin. Strategy Go? of her lineage in House Bonisagus, • At the 60th head, the serpent- say she “met a dragon in the Garden dryad gains Ladon’s See Power. Ladon’s story — that he wants of the Hesperides, beyond Ethiopia” • All serpent-dryads also devel- magi to find new coordinates to trade who counseled her to seek a par- op unique abilities in addition with him — may be true, but it ticular magus, in the Alps. This was to those listed here, which are fails to account for an odd story Bonisagus.

100 Ancient Magic Ladon, Continued Soak: +25 many languages. This includes they have it checked by a char- Fatigue Levels: OK, 0/0/0/0/0, –1, mystical languages, which allows acter who makes an Intelligence –3, –5, Unconscious him to speak to trees, stones, and + Medicine roll against an Ease Wound Penalties: –1 (1–13), –3 (14– other usually mute things. It does Factor of 12, it can be removed 26), –5 (27–39), Incapacitated not include Adamic, described with a Dexterity + Chirurgy roll (40–52) in Chapter 1: The Language of against an Ease Factor of 6, caus- Abilities: A very wide variety, gained Adam. ing a Light Wound. If untreated, through Exposure, by using See, 0 points, Init 0, Mentem; Ladon the character develops wasting Ptolemaic coordinates to spy on has the ability to be completely symptoms after a further year, people. He has many Lores of 9. aware of the details of his sur- and dies after another six months. Powers: roundings, and to make infer- Magi who cast longevity rituals Effectively Tireless, 0 points, Init 0, ences from those observations. using Ladon’s vis develop wast- Animal: Ladon’s heads sleep in This allows him to determine a ing symptoms immediately, and sequence, so he is always con- great deal about people. He can die within six months, unless scious. If struck by a spell, or see in the dark, and is able to magical healing occurs. In this if he loses a Fatigue level that see invisible creatures. He can case, the blood is so intimately would cause unconsciousness, view places linked to Arcane tied to the character’s life that Ladon instead sends one of his Connections. Coupling this its cancer-generating proper- 100 heads to sleep. This also power with Ptolemy’s coordinates ties ignore Magic Resistance. If alters his Fatigue levels, and is lets him observe many interesting Ladon’s blood is spilled on the accounted for in the statistics places. ground, a dragon tree grows. above. Vis: 9 pawns of Creo vis in his Appearance: Ladon is a 100-headed Regenerate, 10 points, Init 0, Animal: blood. Characters who touch hydra, with scales of a wide vari- Ladon can shed his skin at sun- Ladon’s blood with bare skin ety of autumnal hues. His heads, set to renew his strength. This develop virulent skin cancers. individually, are large enough to process takes an hour, but heals This effect has a Penetration of swallow an unconscious human. him of all wounds, and dispels 20, and is based on the random He sometimes pretends one of his all unwanted enchantments upon generation of life, so resistance is heads is the dominant head, that him. If his body is killed, he can provided by whatever Form the his heads have arguing personali- create a fresh one as his con- target’s body expresses. A char- ties, or that a particular head can stellation, Draco, rises. For more acter who has the cancer excised make dreadful magical attacks. information, refer to Appendix C: while it remains small survives. These are all subterfuges. Daimons, in The Mysteries Revised This requires a character to Edition. notice a strangely shaped, pain- Speak Many Languages, 0 points, Init 0, less mole or freckle, which may Mentem: Ladon naturally speaks develop years after the battle. If

The story poses many questions: multiple copies of themselves, power as they could, and created a called Aspects, which have sepa- garden. Within its living tissues they • Was the dragon Ladon? Does rate memories. If there are, the stored the secrets of many of their Ladon know where the Cave of Ladons would want to exchange mystical sciences. They hoped that Bonisagus is? Why did he help memories. an Atlantean would survive, and use Trianoma to found her Order? the garden to found a new civiliza- • Why is the Garden to the west, tion, but knew that they themselves when Ethiopia is to the south? Was A Suggestion would not. Trianoma trying to hide Ladon? As the cataclysm smashed Atlantis • Are there two gardens and two As Atlantis drowned, 100 of its to pieces, the terrible currents between Ladons? Daimons can generate elect caste gathered together such the new islands spawned an enormous

101 Ancient Magic

elemental being. The 100, in the last Serpent-dryad Base Scores moments of their lives, bound it as the Characteristics: Int +2, Per +2, Pre a spell, or upon losing a Fatigue protector of their mystical treasures. +1, Com +1, Str –2, Sta 0, Dex level that would cause uncon- The elemental took its shape from +2, Qik +3 sciousness, the serpent instead their ritual — 100 heads bound to a Size: –4 sends one of its heads to sleep. single heart — and became the hydra Confidence Score: 1 Regenerate, 0 points, Init 0, Animal: Ladon, guardian of the islands. He Virtues and Flaws: Lightning If the serpent is destroyed, it is entered the service of the Olympians Reflexes, but this is lost once the regenerated by its tree in lieu of after the Titanomachy: a cataclysmic serpent develops the See Power. flowering the following spring. If war of usurpation staged against the Personality Traits: Vary, but usually the tree dies, however, this kills primordial embodiments of magic by Inquisitive +1 the serpent instantly. faeries. Reputations: Venomous 4 (even if Venomous Bite, 0 Points, Init 0, Animal: Ladon has not been permitted to untrue) Some few of Ladon’s offspring rest, to simply fall asleep, for at least Combat: are venomous. When one of 5,000 years. To be free he needs to Bite: Init +3, Attack +8, Defense these creatures attacks, compare find another guardian. No such crea- +7*, Damage –7 its Attack Advantage to the vic- ture exists now; he was the last of his Constriction: Init n/a, Attack n/a, tim’s armor Protection (not his age. Ladon needs the Order because Defense +7*, Damage –7 Soak). If the serpent’s advantage humans may eventually deserve to * +6 to Defense against grapple is higher, the victim suffers the live forever and taste the final legacy attacks effects of adder venom as listed of the Atlantean Age. ** See Ladon’s statistics for a in the Poison Table on ArM5, He is not confident of the Order’s description of constriction attacks. page 180,, regardless of whether continuing success. The Dominion is Soak: 0 the bite inflicts an actual wound. too strong for scattered magi, work- Fatigue Levels: OK, –1, –3, –5, The storyguide may adjust the ing at their own concerns, to tame. Unconscious victim’s effective Protection The Purple Islands, and their wizard- Wound Penalties: –1 (1), –3 (2), –5 for special circumstances; for kings, model the world Ladon wishes (3), Incapacitated (4) instance, high boots might offer to create. By enhancing the Order’s Abilities: Awareness 2 (prey), Brawl an effective Protection +3 against ability to explore, communicate, and 2 (bite), Hunt 4 (rodents), the serpent’s special attack even travel, Ladon hopes to create a global Stealth 4 (stalking prey), Survival though they don’t protect against college of magicians, able to weather 3 (grassy areas) normal attacks. the storm he predicts. Powers: Vis: 1 pawn of Herbam, per 5 Might, Effectively Tireless, 0 points, Init 0, in tree. Dragon trees can techni- Animal: After the serpent has five cally be harvested for vis, but or more heads, it learns to rest their serpents hate that sort of them in sequence. If struck by thing.

102 Chapter Eight Hyperborean Magic

I myself used to be even more cynical than you dreds of years. The Roman historian In ages past, Apollo Phoebus, about such things, for I thought that there was Aelian wrote that the Hyperborean “The Shining One,” taught his hymns no way they could happen, yet when I first priests regularly visited Northern (also called consecrations), the saw the foreign visitor fly — he came from Greece to worship Apollo, while sacred names of the Lords of the the Hyperborean people, as he said — I came Herodotus, in his Histories, states that Invisible World, to the sun people of to believe and I was overcome, despite having the Hyperboreans were “possessed Hyperborea. To the Hyperboreans, held out for so long. For what was I supposed by Apollo.” the hymns of Apollo are sacred, to do when I saw him traveling through the Many magi in the Order of although their power derives from the air in the middle of the day, walking on water, Hermes identify Hyperborea as the Magic realm, not the Divine. and strolling through fire at a leisurely pace? mythical Realm of Magic, akin to The original Hyperborean — Cleodemus, in Lucian’s Arcadia; others claim it is a regio priests knew many hundreds of con- Philopseudes, 13–5 far to the north of the Novgorod secrations, which were inscribed on Tribunal where Apollo Phoebus lies prayer tablets and on sacred build- Hyperborea, the Land Beyond sleeping. Some Hermetic Seekers ings. Hyperborean hymns incorpo- the North Wind, is a place of unpar- believe the Hyperboreans to be the rate mystical names, which allowed alleled magic and mystery. Only the Old Ones, a race of Nephilim, or a those who knew them to enter into greatest heroes have ever glimpsed people spawned from the blood of trances and infuse themselves with the serene island, and only a few the titans. the essence of Apollo. Hyperboreans have ever left their This chapter details the magic of earthly paradise. Legends of the the Hyperboreans, the secrets of their great and mysterious arcane abili- forgotten temple, and the secrets of Performing the Hymns ties possessed by the Hyperboreans the land of Hyperborea itself. abound. Each hymn is learned as a The Hyperboreans were known Supernatural Ability, so normal rules for their mysterious ways and their for learning multiple Supernatural strange magic. Records from antiqui- Abilities apply (see ArM5, page166). ty tell of their fabled ability of flight The Hyperborean Only characters with The Gift or with and instantaneous travel, their power the Virtue Hyperborean Hymnist to project their spirit, visit the spirit Hymns of Apollo can ever successfully recite a hymn world, transform into birds, and per- and gain the supernatural powers it form powerful underworld magic. Tradition says that Latona [Leto] was born provides. Note that it is very dif- One tale tells of a Hyperborean there [Hyperborea], and for that reason, the ficult for a Hermetic magus to learn who summoned powerful spirits inhabitants venerate Apollo more than any a Hyperborean hymn, although he and ghosts, reanimated corpses, and other god. They are, in a manner, his priests, for could study any discovered hymns called down the moon, while oth- they daily celebrate him with continual songs of for Insight for integration and ers recount that the Hyperborean praise and pay him abundant honors. Breakthroughs. Aristeas returned to life after seven — Hecataeus of Abdera, years of death and lived for hun- Peri Hyperboreon

103 Ancient Magic New Virtues New Supernatural Ability: Hyperborean Hymn

Hyperborean Hymnist Your character knows a sacred performed correctly, they also fun- Minor, Supernatural name of Apollo Phoebus, and has damentally characterize how your Your character knows the mysti- memorized the complex and intri- character expresses magic. Because cal songs that make up a Hyperborean cate prayers, formulas, and vowel of this, your character’s score in a hymn to Apollo. Your character starts strings needed to perform a recita- hymn adds to her Soak score against with one recited hymn, which confers tion. There is a different, unique damage caused by principles of that the Supernatural Ability of [Hymn] Ability for each Hyperborean hymn. This bonus does not stack 1, and 15 levels of Powers (which hymn. The hymns are recited in the with other bonuses from Arts or have already been infused at the start Hyperborean language; however, other hymns — only the highest of play). These may be increased your character does not need to bonus applies. during character creation as normal know the language to recite a hymn, Hymns may be also used in the (although you must to spend seasons as the necessary words are learned laboratory, by adding the Ability in play to infuse additional Powers). by rote. to your character’s Lab Total if the You may choose this Virtue multiple For each level of a Hymn Ability, hymn involves either the effect or times to have your character know your character gains 15 levels of item being enchanted. other hymns. powers (see below for details). Specialties: specific effects, in The hymns represent not only specific circumstances, involving Hyperborean Descent knowledge of the sacred names; if specific people. (Supernatural) Minor, Supernatural Your character is a blood descen- dant of Apollo’s chosen people, the Dead Language: Hyperborean sun people of Hyperborea. Your character has an intuitive grasp of This Ability lets your char- is being said). Your character can the motivations and desires of magi- acter speak the native tongue of also speak with many spirits and cal creatures, particularly spirits; Hyperborea, a deeply mystical lan- other ethereal magical creatures, and likewise, magical beings are more guage understood by spirits. To the likewise is able to understand them. likely to react favorably towards your untrained ear, Hyperborean sounds Knowing Hyperborean aids in the character, and may even treat him similar to Ancient (Attic) Greek, recitation of the sacred Hyperborean as a creature of equal (or greater) and a character versed in Ancient consecrations, but is not required. standing. Greek may even be able to under- Note also that the alphabet used for Your character is longer-lived stand the gist of what is being said, Hyperborean resembles the Ancient than most people, gaining a –2 to as if their score in Hyperborean was Greek alphabet, but requires a sepa- all Aging rolls and a +1 bonus when four points lower than their score in rate level in Artes Liberales to know. resisting illness. Your character may Ancient Greek (if this would reduce Specialties: everyday usage, also learn Magic Lore during charac- the score to zero or less, then the poetry, religious usage, talking to ter creation. character cannot understand what spirits. (Academic)

Hyperborean Descent she begins to softly glow at nighttime common to Hyperboreans: either the Major, Hermetic (this occurs at a Warping Score of 3 ability to transform into a bird (either Your character’s Hyperborean or higher). a crow or a swan), or to fly, as per the roots are particularly strong; the char- This is a variation of Mythic equivalent Hermetic spells, Cloak of acter may even be a descendant of a Blood (ArM5, page 47); your charac- Black Feathers (note: does not require famous Hyperborean such as Abaris ter gains all the benefits of the Minor a cloak) and Wings of Soaring Wind. or the Hyperborean maidens of Delos. Hyperborean Descent Virtue, as well Both powers have a +0 Penetration Your character’s appearance resembles as the other benefits to spellcasting and require words (song) and gestures that of the Hyperboreans, and he may granted by Mythic Blood. (libations) to invoke. This replaces appear luminescent and have golden- Additionally, your character can the otherwise free-choice Mythic hued skin. As the character Warps, perform one of two magical feats Blood grants you.

104 Ancient Magic Illumination: Hyperborean Warping A Gifted character who learns if the Hyperborean wizard gains Virtue) and the number of Powers the Hyperborean hymns as her first more than two Warping Points at infused (+1 for every 30 levels of and primary magical tradition gains once, he can be overwhelmed by the Powers infused). a unique form of Warping called essence of Apollo (points gained from If the character succeeds, then Illumination instead of generic enchantment over a season do not he retains control. Otherwise he is Warping (ArM5, pages 167–168) count). The character must make an overcome by Apollo’s Light. This or Hermetic Twilight (ArM5, page Illumination Control roll of Stamina typically manifests itself in one of 88). As Hyperborean magic infuses + Concentration + highest Hymn two ways. Firstly, the character may the practitioner with the essence of Ability Score + stress die versus an be transformed into one of the sacred Apollo, and as the character becomes Ease Factor of the character’s updated animals of Apollo (a crow, swan, more and more Warped, he takes Warping Score + number of Warping or bull); secondly, his spirit may be on aspects of Apollo and becomes Points gained + aura + modifiers + separated from his body (which falls increasingly spirit-like. Hyperboreans stress die in order to retain control. unconscious and may appear to be called this “Illumination” or “Apollo’s dead). The player of the transformed Light,” and both welcomed and Illumination Control Roll: character should decide which kind feared it. Illumination does not affect Stamina + Concentration + highest of transformation affects her charac- Hermetic magi, who always experi- Hymn Ability score + stress die ter, and this remains the same for the ence Twilight. rest of the character’s life. Illumination Ease Factor: char- This transformation lasts for a acter’s updated Warping Score + number of hours equal to the total Apollo’s Light number of Warping Points gained number of Warping Points the char- + aura + modifiers + stress die acter has. While transformed, the Hyperborean wizards who character loses his human faculties are Warped gain an Apollonian Modifiers to the Ease Factor are and cannot invoke any hymns or Personality Trait with a rating equal Hyperborean Descent ( –2 for the other Powers that require a conscious to their Warping Score. Furthermore, Minor Virtue or –4 for the Major continued on next page

Finally, your character gains (at Hyperborean relics or texts could be Reciting the Hymns no extra cost) a Minor Personality found in addition to the Basilica of Flaw, Dutybound, and follows the Ten Thousand Columns (see below). Once a character has uncovered a high moral code of Apollo Phoebus The island of Delos in the Theban source, his troubles are not over. The (see text box, Apollonian Personality Tribunal are known to have the tombs consecrations are complicated, con- Traits). of Hyperborean maids, while temples taining strange vowel strings, prayer to Apollo can be found all over Greece formulas, and countless invocations and Italy, or even further north in intelligible only to spirits, angels, Finding the Hymns the Transylvanian Tribunal. Rumors and demons. To truly understand the abounded in the ancient world of hymns and infuse their essence into In order to learn a hymn, the Hyperboreans traveling throughout himself, he must first successfully character must first, of course, find a the world, to Germany and even to recite the consecration. source, whether a teacher or book. Britain, where they would leave offer- Fully infusing oneself with the This in itself proves difficult, as the ings at the shrines of deities of the sun energies and essence of the hymn Hyperborean priests who once guard- or light. Relics or fragments of hymns takes a season of focused contempla- ed the hymns were killed centuries could be located in the ruins of these tion, prayer, and mystic trances, after ago, and the storehouses of hymn- shrines, although it is likely that they which the character is able to per- books and sacred carvings were either have been long-since looted. form magical feats. Once learned and destroyed or lost. infused, he need never worry about There are numerous loca- botching a recitation; the Power has tions in Mythic Europe where lost become a part of his essential nature.

105 Ancient Magic Illumination: Hyperborean Warping, Continued continued from previous page inhabit his body; if it fails, the char- of a powerful mystical effect, which inflicts decision to use. The transformed acter remains transformed for a full 3 Warping Points. He therefore needs to character also cannot change back day, and may then roll again with a make an Illumination Control roll. Abaris’s to human form (by any means short –1 penalty (cumulative). Eventually, Warping Score is 8 (223 Warping Points). of miraculous) or cannot re-enter the Warping Score of a Hyperborean His Stamina is +2, his Concentration is 5, his his body. While in spirit form the wizard becomes so great that the highest Hymn Ability score is 11, he has the character is entirely controlled by his transformation becomes complete Major Hyperborean Descent Virtue (–4), and emotions and cannot make any ratio- and irreversible. has 450 levels of powers infused into himself nal decisions. Automatic or continu- The Bright Lightening: Some (+15). His Illumination Control total (before ous Powers may still be effective. The Hyperborean wizards relished a stress die is rolled) is 18. He is within a +3 character appears to Hermetic magic Illumination. By voluntarily failing the magical aura. The Illumination Ease Factor as wholly an animal or spirit during Control roll, they gained a number of (before a stress die is rolled) is 26 (updated this time (and is thus affected by additional Warping Points equal to Warping Score 9 + Warping Points gained Animal, or Mentem and Vim, magic their Warping Score + aura + modi- 3 + aura 3 – Major Hyperborean Descent only). The character may remember fiers, and in return gained a number Virtue 4 + infused power levels 15). If Abaris the time spent transformed as though of experience points to be applied to fails his Illumination Control roll (which is it were a recent dream. a Hymn Ability, or divided between likely), he spends 226 hours (approximately At the end of the duration of the Hymn Abilities, of their choice. This, nine and a half days) transformed into an transformation, the character must of course, increased the length of animal or spirit. Alternatively, he could choose attempt to assert his human nature. time they spent transformed. to voluntarily fail the roll, suffer a further This requires a second Control roll, 23 Warping Points (Warping 9 + aura 3 although the total that the character – Hyperborean Descent 4 + infused power needs to beat is simply his Warping Illumination Example levels 15) and gain 23 extra experience points Score + aura + modifiers (no stress to put into his Hymn Abilities (in which case, roll). If this succeeds, the character Abaris Hyperberetaeos, a venerable and he would spend 23 extra hours transformed, returns to human form, or may re- powerful Hyperborean priest, is the target for a total of 249 hours).

He cannot infuse a Power that costs If the recitation total does not Hermetic spell, and requires that the more levels than he has available exceed the Ease Factor, then the char- character speak a brief prayer. He (either through his 15 levels from acter cannot infuse himself with the may not invoke the Hyperborean each point of his Ability score, or energies of the sacred names. If his hymn Powers silently (even if he additional levels gained by spending recitation total equals or exceeds the has the Quiet Magic Virtue, which vis — see below). Ease Factor of the Power, then at the only effects Hermetic magic), and he In order to successfully recite end of the season, he infuses the cho- gains no extra benefits from increas- the Hyperborean hymn and infuse sen Power into himself. ing or decreasing the volume of the himself with a magical Power, a Having infused the Power, he invocation. Hyperborean hymns do character’s hymn recitation total of may perform it at will without the not require gestures. Some hymns, Communication + Hymn Ability + need to roll, as many times per day as such as the Seven Beautiful Names of modifiers + aura must equal or exceed you have predetermined (see below). Light, may take longer to invoke dur- the hymn recitation Ease Factor. There is no limit to the number ing nighttime. of consecrations a character may Hymn Recitation Total: infuse (so long as you keep raising Communication + Hymn Ability + his Ability score, or use vis) or how Hymn Recitation Example modifiers + aura many Powers he may have active at once (although Warping rules may Quaesitor Moratamis stumbles upon an Hymn Recitation Ease Factor: apply). ancient manuscript that records the sacred (total level of Power(s) + Power Invoking the Power takes roughly hymn of Psyrinpheu, the fire breather. After level modifiers) / 3 as long as performing a formulaic much difficult study, she manages to learn the

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Puissant Hymns and Finding Hymns, the Easy Way Hymn Affinities Troupes may wish to have an relic. A failure may uncover a minor adventure focused on uncovering the magical manuscript, or may reveal It is possible to take the Affinity Hyperborean hymns. Alternatively, that the teacher sought is long dead. with Ability and Puissant Ability a troupe may wish to merely spend a A botch wastes the season, or more Virtues for a Hyperborean hymn. season in search of a teacher or text. interestingly, leaves the character Puissant Hymn effectively increas- You may do the latter by making prone to Infernal or faerie deception es your hymn recitation totals for an Intelligence + Magic Lore stress of some kind. that hymn, and other totals that roll against an Ease Factor of 21. If may use your character’s Hymn you succeed, your character man- Finding a Hyperborean Hymn Ability score (such as Soak). It does ages to track down a teacher (likely Source: Intelligence + Magic Lore not, however, increase the number a ghost), a hymn fragment, or a + stress die vs. Ease Factor 21 of points your character gets for Powers, which uses the unmodi- fied Ability score only. Affinity Recitation Total Modifiers with Hymn acts as normal, making Devotional behavior* +3 per season it easier for you to increase your character’s Hymn Ability for that Distraction** –1 per day not reciting hymn hymn. Hyperborean Descent*** +2/+4 Language: Hyperborean + score in Ability Apollonian Honorable Minor Personality Flaw† +1 Personality Traits Honorable Major Personality Flaw +3 Dishonorable Minor Personality Flaw‡ –1 Apollo symbolized a num- Dishonorable Major Virtue or Flaw –3 ber of virtuous Personality Traits, the most prominent one * Devotional behavior means spend- sons (i.e., up to a +9 bonus), after being Austerity. Apollo favored ing a season prior to reciting the which no further bonus is gained. Perseverance and Compassion, hymn in activity devoted to the ** This has a maximum of 20 days, but also embodied fearsome veneration of Apollo. This could after which reciting the hymn has Retribution. Personality Traits that include prayer, ecstatic meditation, no benefit. were disliked by Apollo include pilgrimage to an Apollonian sacred *** Refers to having either Pride, Rashness, and Presumption. site (such as Delphi or Delos), or the Minor or Major Virtue, Apollo was a deity who believed intellectual contemplation and Hyperborean Descent, respectively. in and personified tradition and refraining from both pleasures of † An Honorable Personality Flaw is dignity; innovation and new ideas the flesh (such as sex or eating one that the storyguide decides is were largely frowned upon, while extravagantly) and from dishonor- considered favorable by Apollo. old ways of thinking and behaving able acts (lying, cheating, etc.). ‡ A Dishonorable Personality Flaw were favored. The bonus for devotional behavior is one that the storyguide decides is stacks for a maximum of three sea- considered unfavorable by Apollo. Ability, gains a score of 1, spends a season preparing to recite the hymn (in addition to the base season, for a total of two seasons), Hymn Powers Chapter 9: Spells of Ars Magica Fifth and then spends a season reciting it. Her Edition. hymn recitation total is 7 (Communication 1 The Hyperborean hymns, such as Hyperborean hymns are both + Hymn score 1 + devotional behavior 3 + the Seven Beautiful Names of Light, more flexible and more restrictive Magic aura 2), so she successfully infuses the grant spell-like Powers which, for con- than the Hermetic Arts. For example, Power Victory of the Lapiths (Ease Factor of venience, have their level determined Pentiterouni could alter, perceive, 5) into herself. using the Hermetic Arts guidelines in control, destroy, or create ash, coal,

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Gaining New Powers and Power Level Learning to Speak Improving Existing Ones Modifiers Hyperborean Each time you increase one of Hyperborean hymn Powers Hyperborean and Ancient your character’s Hymn Ability scores, use the same effect modifications (Attic) Greek are similar enough that he gains 15 additional levels in pow- as those found in ArM5, pages they sound and look similar. Indeed, ers. The additional levels may be 98–99. The constant effect and knowing Ancient Greek allows lim- spent on new Powers, or on improv- environmental triggers both cause ited understand of Hyperborean. ing existing ones. You may choose to Warping, as per the constant mys- There were no Hyperborean not spend some or all of the levels, tical effect rules (ArM5, page 168). dictionaries, but many of the (non- and these may be later spent at any magical) prayers to Apollo are sim- time on Powers through the recitation ilar enough in both Ancient Greek process. You may divide the levels New Duration: and Hyperborean that a dedicated between new Powers and improving 19 Years researcher who manages to dis- existing ones as you wish, as long as cover written fragments of hymns your character’s hymn recitation total It is also said that . . . Apollo visits the and prayers in both languages may equals or exceeds the total Ease Factor island of Hyperborea once in the course of be able to spend time decoding for all of the Powers combined. nineteen years, in which period the stars Hyperborean. To gain a new Power, the char- complete their revolutions, and that for this Most written versions of acter must recite the hymn again and reason the Greeks distinguish the cycle of the Hyperborean hymns use spend an additional season consecrat- nineteen years by the name of “the great the Hyperborean language and ing himself, as above. year.” alphabet, as does any writing on To improve an existing Power, — Hecataeus of Abdera, Hyperborean relics. the character recites the hymn, with Peri Hyperboreon Hyperborean ghosts may be the Ease Factor determined by the able to teach the lost language, as difference between the Power’s new The power or spell lasts for 19 may some spirits (particularly those level and its old one. This also takes years, or until the stars complete that guard shrines to Apollo). This a season to infuse. When he improves their 19-year revolution, which- would require that the character an existing Power, he may increase ever is the lesser. Some understand- be able to communicate with the the Range, Duration, or Target of ing of astrology (Artes Liberales) ghost or spirit, such as by having the Power; its Penetration; or the is required to know the positions a language in common, or using number of times per day he is able to and revolutions of the stars. This magical means. invoke it. If he improves the Range, Duration is one magnitude higher Duration, or Target, he may not use than Year Duration. Hyperborean hymns do not the Power at its lower level, only at its require vis, and do not require improved level. lead, onyx, and sapphires, but could “Rituals” for high-level effects. A not affect any other kind of gem or hymn may have permanent effects, metal covered by Terram. A character such as healing or creation, with Gaining and Improving may also use the new Duration 19 none of the requirements of Hermetic Powers Example Years (see text box) for Hyperborean magic. Due to the high Ease Factor of hymn Powers. some Powers, Hyperborean wizards Moratamis of House Guernicus has the The Ease Factor to recite a hymn often assisted each other by using the Hyperborean hymn Psyrinpheu with a score is determined by dividing the level of Ceremony Ability (see below). of 1, with one Power. Upon increasing the the Power by three (round up). You Ability to 2, she gains an additional 15 may further alter the Ease Factor by points to spend on Powers, decides to infuse using the effect modifications from a new Power with a level cost of 10, and use ArM5, page 99. The modifiers for the the remaining 5 points to improve her existing Power’s level are applied before any Power. It takes Moratamis one season for each division. power she infuses, regardless of level.

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Troupes with high-vis sagas may wish to alter this cost, so that it costs two or more pawns of vis to gain a level of Powers. The vis used should be of an appropriate Technique or Form.

The Seven Beautiful Names of Light

akrakanarba kanarba anarba narba arba rba ba a O Phoebus, helper of your oracles, Come joyous, Leto’s son, who works afar, Averter, hither come, hither, come hither. Foretell, give prophecies amid night’s hour, allalala allalala santalala talala If e’er with vict’ry-loving laurel branch Here from your holy peak you often voiced Words of good omen, so may you now speed Your way to me with truthful oracles, laetonion and tarbaraoth aeo eo, Lord Apollo semesilam, who control this night, who are master of it, who hold the hour of prayer too. Come, mighty daimons, help me today by truly speaking with the son of Leto and Zeus. — Extract from Hyperborean Hymn to Apollo Semesilam, Lightmaker

Although the Hyperborean priests who worshiped at the basilica Gaining More Levels character gains one extra level to once knew many hundreds of sacred spend on Powers. Thus, it costs five names, in the 13th century only Without any external assistance, pawns of vis to gain five extra levels the Seven Beautiful Names of Light characters are practically limited to to spend on Powers. The character remain. These names are the sacred 150 levels of powers for each hymn. may spend vis during the normal epithets of Apollo Phoebus. Luckily, hymnists are able to infuse course of recitation (when he gains Each hymn includes a number extra levels of Powers into them- more Powers due to an increase in of principles, which form the core selves, although this comes at an the Ability) or, alternatively, he may of what the hymns’ Powers affect, exorbitant cost in vis. spend a season reciting the hymn and similar to Hermetic Forms. The listed For each pawn of vis expended simply expend the vis to gain addi- Hermetic Forms are relevant only for during the recitation of a hymn, the tional Powers. the purpose of Magic Resistance.

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Principles This Power summons a ghost to Hyperborean Hymns Animal: birth whom your character has an Arcane and Magic Resistance Corpus: birth, the heart, vitality Connection, or who is haunting an Herbam: growth area (should your character possess All Hyperborean hymns may Ignem: daytime, light, sunshine its full name), and allows it to possess grant a form of Magic Resistance, Mentem: authority, ghosts, love, a body. The body is animated by the as an infused power. Such Magic respect, spirits ghost, but may be directed by your Resistance is very specialized and Terram: gold character’s commands. If the ghost narrow. Additionally, constant Other: defense, leadership, has a Might score, you must success- Magic Resistance causes Warping understanding fully penetrate its Magic Resistance Points. for the Power to work. The bodies and ghosts of people buried by a Numina of Apollo [Hymn] Example Azai Effects Divine rite are not affected by this R: Per, D: Sun, T: Ind Power. Vim, Pen +0, 1 use/day Apollo’s Luminescent Blessing (Base 15, +4 Arc, +1 Conc, +5 This hymn grants Magic R: Touch, D: Conc, T: Ind levels for Penetration) Resistance against magical effects Ignem, Pen +4, 6 uses/day Ease Factor: 15 connected to the hymn’s principles, Causes the touched character to Level Cost: 45 equal to the (level of the Power glow with light that is as bright as Principle: Ghosts – 5). daylight on a cloudy day. Looking (Base Gen, +1 Sun) directly at the light is possible, but The Swan-Drawn Chariot Ease Factor: variable uncomfortable (unless the character R: Per, D: Sun, T: Ind Level Cost: variable has Magic Resistance). Mentem, Pen +(user’s total), 2 Principle: All (Base 4, +1 Touch, +1 Conc, +2 uses/day levels for Penetration) This Power infuses your charac- To invoke the effect of the hymn, Ease Factor: 5 ter with ethereal energies, which can the practitioner must speak, chant, or Level Cost: 15 only be detected by spiritual crea- sing the relevant prayer, which during Principle: Light tures, such as daimons and faeries, or the day takes approximately as much angels and demons (who are rarely time as a formulaic Hermetic spell. Sovereignty of Phoebus Apollo deceived). It magically brightens your During the nighttime the hymn R: Sight, D: Sun, T: Ind character’s “soul-spark,” the liminal takes longer to invoke: 15 minutes Mentem, Pen +(user’s total), 1 glow that is visible to many spiritual per point of the Ease Factor. Thus, a use/day beings. It also makes your character power with an Ease Factor of 9 would This Power invokes deep respect appear to spirits as though he pos- take two hours and 15 minutes to for your character in all spiritual sesses a Magic Might equal to (the invoke at night. beings, so long as he Penetrates their level of this power – 15) / 2. Each hymn includes sample Powers, Magic Resistance. Spirits, elementals, (Base: General guideline, +2 the Ease Factor required to recite them, and ghosts from all realms treat your Sun, +4 levels for Penetration, +1 the number of levels the Power costs, character with great respect and are uses/day) and the Power’s principle. inclined to obey him. Ease Factor: variable (Base 5, +3 Sight, +2 Sun, +4 Level Cost: variable levels for Penetration) Principle: Authority, leadership Azai (Beautiful Light) Ease Factor: 12 Level Cost: 34 Through Azai, Apollo gives and Principle: Authority, ghosts, Eloure (Fire Delighter) governs life and self. The beautiful leadership light is the seat of authority, by which The emotions of Apollo Eloure Apollo leads and rules. Azai is the Defy the Hound Cerebus are deep and momentous, and are a wellspring of energy and vitality from R: Arc, D: Conc, T: Ind guide towards true reconciliation with which all things draw sustenance. Mentem, Pen +10, 1 use/day the world. As fire delighter, Apollo’s

110 Ancient Magic rule over the fields and water is soft, such as from the Longevity Ritual). Opening the Hidden Eyes honest, and loving. The offspring of this Power may be R: Touch, D: Conc, T: Sight magically Warped or possess Flaws Vim, Pen +0, 1 use/day Principles such as Age Quickly, Magical Air, By this Power, the touched char- Aquam: lakes, oceans, rain, rivers or Offensive to Animals. (For more acter is able to see the fluid vis of Corpus: blood, breasts, fertility, the information on the consequences of an area, the nature and strength stomach magically interfering with fertility, see of an aura, the presence of nearby Herbam: fertility Chapter 4: Fertility Magic). regiones, and even elementals, spir- Mentem: emotions, dreams, honesty, (Base 30, +1 Touch) its, and magical effects. This Power maternal urges Ease Factor: 12 completely replaces the character’s Terram: amber, silver Level Cost: 35 normal sight, so he cannot see the Principle: Fertility normal, mundane world. This Power cannot detect non-Magic auras or Example Eloure Effects creatures. The target may also see Iaó (Fire Feeler) into and enter magical regiones, and False Dream lead other people into them. Specific R: Arc, D: Sun, T: Ind Iaó is Apollo’s sensitivity, delight Abilities, such as Magic Theory or Mentem, Pen +4, 1 use/day in pleasure, and his beauty. Through Magic Lore, may be required to Changes the target’s dreams to be Iaó, Apollo attracts both men and interpret the information. anything the hymnist may desire. The women, revels in the world’s luxuries, (Base 5, +1 Conc, +5 Vision, +2 target must be asleep and the hymnist and creates beauty, whether music, extra detail) must possess an Arcane Connection poetry, or song. Ease Factor: 15 to the dreamer. Level Cost: 45 (Base 2, +4 Arc, +2 Sun, +2 levels Principles Principle: Auras for Penetration) Aquam: cold, damp, the sky Ease Factor: 8 Auram: wind, sweet smells Cleansing Libation of Level Cost: 22 Corpus: disease, hearing, hunger, the Sybil of Cumae Principle: Dreams sight, taste, veins R: Touch, D: 19 Years, T: Bound Imaginem: hearing, sight Corpus, Pen +0, 1 use/day Demeter’s Blessing Mentem: affection, attraction, creativ- This Power grants all those R: Sight, D: Sun, T: Bound ity, pleasure within the boundary a +12 bonus Aquam, Pen +0, 1 use/day Terram: copper, emeralds to resisting or recovering from the Causes nourishing rain to fall Vim: auras, sensing magical effects effects of illness and disease. Note upon a designated area up to 6 miles Other: cleanliness, harmony that this may cause Warping if a across. person is exposed for a long period (Base 1, +1 Touch, +4 Year, +4 of time. Bound, +1 Size [for a total of +4 Example Iaó Effects (Base 5, +5 19 Years, + 4 Bound) Size]) Ease Factor: 18 Ease Factor: 12 The Gift of Far-sighted Apollo Level Cost: 55 Level Cost: 35 R: Per, D: Sun, T: Vision Principle: Disease Principle: Rain Imaginem, Pen +0, 1 use/day This Power allows your character Bestow Fecundity to see clearly great distances, as if the Óai (Light Breather) R: Touch, D: Mom, T: Ind area were only a few feet away. Your Animal, Corpus, Pen +0, 1 character can also judge distances Apollo Óai is intelligent, quick use/day well. thinking, and expressive. The light This Power allows a touched per- (Base 3, +2 Sun, +4 Vision) breather is adaptable and eloquent, son or animal to conceive a child, Ease Factor: 9 ruling over animals, subtlety, and the even if one of the partners is ster- Level Cost: 25 imagination. ile (although not magically sterile, Principle: Sight

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Principles to control by Mentem and Vim spells, Mentem: concentration, depression, Animal: birds, crows, dolphins, grass- although it is invisible and intangible. greed, guilt, seriousness hoppers, hawks, mice, snakes, If the physical body dies while the Terram: ash, coal, lead, onyx, swans, wolves hymnist is using this Power, he is sapphires Mentem: imagination, the intellect, permanently stuck in spirit form, and Other: authority, caves, contractions, speech, spirits may eventually die, or transform into organization Terram: opals a spirit or ghost (at the storyguide or Other: the spirit world, obscurity, troupe’s discretion). If the character travel, secrecy does not return from the spirit world Example Pentiterouni Effects in short order, he may begin to accrue Warping Points. Punishment of Marsyas Example Óai Effects (Non-Hermetic) R: Touch, D: Mom, T: Ind Ease Factor: 12 Animal, Corpus, Pen +(user’s The Unseen Traveler Level Cost: 35 total), 2 uses/day R: Per, D: Sun, T: Ind Principle: Intellect, spirits When Apollo was challenged by Imaginem, Pen +0, 1 use/day the satyr Marsyas to a reed-pipe com- Like a spirit, your character become Ride the Arrow of Abaris petition, he grievously punished the completely invisible and undetectable R: Sight, D: Mom, T: Ind satyr’s impertinence by tearing off his (except by Intellego magic, Second Corpus, Pen +0, 1 use/day skin. This Power tears the skin off the Sight, or an equivalent), regardless of This Power instantly transports whole surface of a touched person’s what the character does. your character to any place she can body, dealing an Incapacitating Wound (Base 4, +2 Sun, +1 changing see. Most hymnists, before using this (regardless of Soak). It is very unlikely image) Power, fly to a great height (normally that anyone can survive this Power Ease Factor: 5 after turning invisible) and use other without immediate supernatural aid. Level Cost: 15 magic to see a great distance. Remote (Base 20, +1 Touch, + 4 levels Principle: Secrecy scrying, at the troupe or storyguide’s Penetration, +1 level uses/day) option, could also work. Ease Factor: 10 Turn to Lofty Heights (Base 35, +3 Sight) Level Cost: 30 R: Per, D: Spec, T: Ind Ease Factor: 17 Principle: Skin Mentem, Vim, Pen +0, 1 use/day Level Cost: 50 This Power allows the hymnist’s Principle: Travel Radiant Mantle of the spirit to leave his body and travel Night-Wanderer free of its mortal flesh. While using R: Per, D: Spec, T: Ind this Power, the hymnist is complete- Pentiterouni (Firewalker) Vim, Pen +0, 1 use/day ly insubstantial, can move through This Power, when used with the material barriers and items, and may When in his firewalker guise, Óai Power Turn to Lofty Heights, travel as fast as a flying bird. Other Apollo undertakes his duties with allows the hymnist’s spirit to take on spiritual creatures can see the char- austere discipline and responsibility. pseudo-flesh and appear in the mun- acter and interact with him, and can Pentiterouni is the god’s dour hard dane world. This phantasmal body be deceived into believing that he is a work as he walks steadily and with- appears exactly like the character’s true native inhabitant of the spirit worlds out haste. It governs perseverance, body, may wear clothes, and is real through a Communication + Guile temperance, control, experience, and enough that it can handle light objects, stress roll versus an Ease Factor equal earthy things. touch people, and otherwise appear to the spirit’s Perception + (Might real. If the shell suffers any damage / 2). The hymnist’s physical body Principles at all, it dissolves, ending the Power’s is completely immobile and help- Animal: animal skin effect and pushing the character’s spirit less while this power is in effect, Corpus: aging and growth, bones, the back into the spirit world, although does not respond to external stimuli, organs and flesh, skin, trembling there are no other ill effects. and may die if not looked after. The Herbam: ash, fermentation, night- While clothed in pseudo-flesh hymnist’s spiritual body is vulnerable shade, yew the character can see the mundane

112 Ancient Magic

world clearly. Close examination eral. Psyrinpheu is fiery and hot, sharp Soak or to resist Fatigue (see ArM5, of the character, with a Perception and bitter, and governs passion, feats page 178). + Awareness stress roll against an of war, hazards, and victory. (Base 5, +2 Sun) Ease Factor of 9, reveals that there is Ease Factor: 5 something not quite right about the Principles Level Cost: 15 pseudo-flesh — that it is merely a Animal: wolves Principle: Stamina, willpower fabrication. This Power has no effect Corpus: fevers, the head, muscles, if the character casts it when his spirit sexuality, stamina, youth Victory of the Lapiths is connected to his body. Note that if Herbam: chestnut trees, nettles, roses, R: Per, D: Diam, T: Ind the character possesses The Gift, then thorns Corpus, Pen +0, 1 use/day people still react to it as normal. Ignem: heat The Lapiths were a tribe guarded (Non-Hermetic design) Mentem: aggression, conflict, willpower by Apollo in their victorious bat- Ease Factor: 15 Terram: arsenic, diamond, iron, ruby tle against the centaurs. This Power Level Cost: 45 allows your character to endure any Principle: Skin, flesh wound (short of death) or fatigue Example Psyrinpheu Effects without penalty. Keep track of all wounds and Fatigue levels lost, as Psyrinpheu (Fire Fortitude of Cadmus they immediately affect your charac- Breather) R: Per, D: Sun, T: Ind ter once the Power wears off. Corpus, Pen +0, 1 use/day (Base 10, +1 Diam) Your character becomes filled Ease Factor: 5 Apollo the fire breather is the with stamina and endurance, gaining Level Cost: 15 ambitious conqueror, tyrant, and gen- a +1 bonus that can be used for either Principle: Stamina, conflict

113 Ancient Magic

Courage of the Python Slayer Semesilam (Encloser, or singing, and eye contact). Note R: Voice, D: Sun, T: Ind that this only detects what the target Mentem, Pen +2, 12 uses/day Lightmaker) believes, and so may be inaccurate. This Power grants resolute cour- (Base 15, +1 Eye, +2 levels for age and determination in a person who Apollo lightmaker is lord of the Penetration, +3 uses/day) hears the consecration. Supernatural nine Muses and patron of the arts; Ease Factor: 9 effects that inspire fear must have a he is optimistic and brings good for- Level Cost: 25 greater level than this Power in order tune. Semesilam brings growth and Principle: Justice to work. prosperity, metes out justice, and (Base 4, +2 Voice, +2 Sun, +1 for upholds honor. It directs Apollo’s wis- Penetration, +4 uses/day) dom, good cheer, and intellectual Ease Factor: 9 endeavors. Level Cost: 25 Hyperborean Principle: Aggression, willpower Principles Animal: swans Choirs Slaying of Niobe’s Children Corpus: good health, vigor R: Voice, D: Mom, T: Ind Imaginem: song, music The Hyperboreans were mighty Corpus, Pen +4, 6 uses/day Herbam: fig trees, fruit, oak, palms, wizards individually, but their real Your character may shoot unseen vines strength lay when working — sing- bolts, which infect the target with a Mentem: benevolence, justice, moral- ing — together as a choir. In this way, deadly disease. The disease causes ity, optimism they created a paradise for themselves, the equivalent of a Heavy Wound, Terram: amethyst, marble, tin manipulating the seen and unseen has an Ease Factor of 9 to resist forces of creation like so many musi- (see ArM5, page 180), and is not cal notes and harmonies. Furthermore, contagious. Example Semesilam Effects singing hymns in a choir is the only (Base 20, +2 Voice, +2 levels for way to use more than one Hyperborean Penetration, +3 levels uses/day) Thalia’s Relief hymn at once. To do so requires the Ease Factor: 12 R: Touch, D: Sun, T: Ind use of a special Supernatural Ability, Level Cost: 35 Mentem, Pen +0, 1 use/day Ceremony (see box). Principle: Conflict, fever Thalia is the Muse of comedy, Eternal Youth of the Sun and this Power relieves the touched R: Per, D: 19 Years, T: Ind character’s worry, anxiety, or grief, fill- Virtue: Ceremony Corpus, Pen +0, 1 use/day ing him with good cheer and delight. One of the most powerful hymns (Base 4, +1 Touch, +2 Sun) Minor, Supernatural of Apollo Phoebus, this Power allows Ease Factor: 5 This Virtue grants your character the hymnist to ignore the debilitating Level Cost: 15 the Supernatural Ability Ceremony, effects of aging for the duration of the Principle: Optimism with a score of 1. Ceremony allows power, up to and including terminal your character to lead or participate Aging Crises. This, of course, inflicts Divination of True Intent with a group of people in a super- 1 Warping Point per year of its effect, R: Eye, D: Mom, T: Ind natural activity, thus allowing great and aging continues normally once Mentem, Pen +4, 6 uses/day effects. the Power wears off (i.e., as though Your character may divine the true This Virtue first appeared inRealms the character did not age for the intent of a single action or thought of of Power: The Divine, page 34. duration). the target. This is done by asking the (Base 40 [non-Hermetic], + 5 19 storyguide a question as to the truth Years) or sincerity of the target, who remains Choir Mechanics Ease Factor: 22 oblivious to the use of this Power Level Cost: 65 unless it fails to penetrate her Magic The group of hymnists must first Principle: Youth Resistance (although she almost cer- determine what effect they wish to tainly notices the character’s praying achieve and choose a focus character

114 Ancient Magic Virtue: Ceremony Ability: Ceremony Minor, Supernatural Ceremony is an Ability used in assistance gives no additional ben- This Virtue grants your char- conjunction with another Ability, efit. Alternatively, the group may acter the Supernatural Ability generally a Supernatural Ability, and chose to participate without a lead- Ceremony, with a score of 1. with other participants, to produce er, but doing so results in a penalty Ceremony allows your character a greater effect. To use Ceremony, to the Ceremony Bonus equal to the to lead or participate with a group your character must gather together number of participants. of people in a supernatural activity, a group and agree on a common Ceremony may also be used thus allowing great effects. effect to produce; at least one of for seasonal activities, adding the This Virtue first appeared in the participants (generally the focus Ceremony Bonus to the seasonal Realms of Power: The Divine, page 34. character) must possess the Ability total. Seasonal ceremonial work, or Power being used. however, must be done with a lead- All participants add their totals er. Assistants gain Exposure XP dur- Choir Recitation of the appropriate Characteristic ing that season, typically in the Modifier + Ability to the focus character’s Ceremony Ability or the relevant total. If a participant doesn’t have seasonal Ability (if they possess it). Time Spent Modifier the relevant Ability, then only his Specialties: with a certain Characteristic is added. Ability, in particular circumstanc- 1 day +0 es, with a specific group or leader. 3 days +1 Ceremony Bonus: Characteristic (Supernatural) 7 days +2 + Ability total of each participant This Ability first appeared in 14 days +3 Realms of Power: The Divine, page 36, After this bonus is determined, although this version is slightly dif- 21 days +4 the focus character rolls as normal, ferent, as it derives from the Magic, 28 days +5* adding the Ceremony Bonus to his rather than Divine, realm. * This is the maximum bonus total. When reciting the hymns in a possible. The group may appoint a leader group, the Hyperboreans were able (who must be the focus character), to invoke free-form magical effects, to guide the hymn. The storyguide who then uses her Ceremony score rather like spontaneous Hermetic must set an Ease Factor and determine to determine how many other char- magic (although such invocations which hymns are appropriate. If the acters may contribute to the effort; take days rather than seconds). effect calls on more than one hymn, others may still take part, but their increase the level of the Power by 5 for every extra hymn it requires. Only the focus character must pos- Unlike infusing hymns, this pro- city for their hubris by inflicting it with a sess all the hymns used in the choir. cess takes a minimum of a single day deadly plague. The storyguide decides that Unlike normal hymns, the effect for a of meditation and trance from all this is a level 60 effect (as per Curse of the choir is not infused and may only be of the participants. The choir may Unportended Plague, with Range Arcane performed once. Additionally, choir- spend more than one day performing Connection), which makes the Ease Factor sung hymns come at a greater cost, the hymn, and gain a bonus doing so. 20 (and thus requires 20 pawns of Perdo or requiring as many pawns of vis as the Likewise, all of the normal modifiers Corpus vis). They decide on the hymn Iaó final Ease Factor of the power being affect the focus character’s recitation (and the principle of disease), which they all invoked. (The Technique or Form of total. possess, and choose a focus character with a the vis should roughly accord with Communication of +2, a Hymn Iaó score of the effect of the power.) 6, and a Ceremony of 5. All the other par- Each member of the choir then Choir Example ticipants have a Communication of +1 and adds his Communication + Hymn Hymn Iaó scores of 4. The focus character’s Ability to the focus character’s recita- A group of six hymnists gather to per- recitation total is 8 (Communication 2 + tion total. form a consecration to punish a nearby Hymn Iaó 6) with a Ceremony Bonus of 25

115 Ancient Magic

(five participants, each with Communication that the images are entirely life- 1 + Hymn Iaó 4), for a grand total of 33. like and real, showing the lyre and New Virtue: Over a day of meditation and prayer, the silver bow of Apollo, and all of the Hyperborean Relic hymnists successfully call down the wrath of mythic adventures and actions of Apollo upon the unsuspecting city. the deity, such as his involvement Minor, General in the Trojan war and his various Your character owns a competitions and conquests. Sadly, Hyperborean relic, either a tap- the Hyperboreans no longer send estry or a bouquet of feathers and their relics to Delphi, and few of the beeswax. This relic has 30 levels Sacred Relics sacred items are now found in lands of Powers from the sample list. outside of Hyperborea. You may take this Virtue multiple of Hyperborea times to increase the number of levels of Powers the relic has, by 30 But there is no room to doubt that this race Hyperborean each additional time the Virtue is exists, since so many authorities state that Enchantments taken. Note that if your character’s their custom is to send the first fruits of their Personality Traits are incompatible harvest to Delos, as offerings to Apollo, whom with the relic, its Powers may begin they specially worship. Virgins used to take Any character who possesses a to fade. these and were for many years held in respect Hyperborean hymn could attempt There are two common types and given hospitality by the local people until, to craft a relic. Hyperborean magic of relic: elaborate tapestries, and because of a breach of good faith, they began does not come with the many of the those made of beeswax and feath- the custom of depositing their offerings at the restrictions of Hermetic magic, and ers. Most of the relics’ Powers are nearest frontiers of the neighboring people; the chief Hermetic restrictions that activated by invoking one of the these in turn took the offerings to their neigh- are removed are the need for vis and sacred names or epithets of Apollo. bors and so on until they arrived at Delos. for the investment of the item with Most of these names are now — Pliny, Natural History, Book IV, 91 vis. Hyperborean hymns can infuse lost, although a Hermetic magus even the most mundane items with could investigate a relic in the The relics of Hyperborea are Apollo Phoebus’s essence, although laboratory. in honor of Apollo Phoebus, their to do so inflicts Warping Points upon patron god, and are sacred objects the enchanter. of great potency. Most of the relics The enchantment total used New Shape and were marvelous tapestries and weav- to create Hyperborean relics is Material Bonuses ings, gathered from all the villages Intelligence + Hymn Ability + modi- of Hyperborea, showing things that fiers + aura, and the Ease Factor is the These new shape and mate- are sacred to Apollo. So great was total level of Powers being enchanted rial bonuses are available to all the workmanship of the tapestries + modifiers, divided by three. characters.

Enchantment Total: Intelligence Cappadocian Salt: +6 purifying + Hymn Ability + modifiers + aura effects Doum Palm Leaf: +3 controlling Enchantment Ease Factor: (total instincts and base emotions level of Power(s) + modifiers) / 3 Pure Honey: +5 spiritual travel, +2 preservation It takes a season to enchant a Sun Scarab: +4 detect magic single Power into a relic, and if the total does not equal or exceed the fied by the same modifiers as reciting Ease Factor, then the character can- hymns (see the above Power Level not enchant the item with that Power. Modifier and Recitation Modifiers The Power levels for enchantment and text boxes), excluding the devotional the Enchantment Total can be modi- behavior modifier.

116 Ancient Magic Sample Hyperborean Relic Powers Hyperborean relics commonly Apollo’s Soothing Relief (Base 20, +1 Touch, +3 levels appear as either a bouquet of black CrCo 23 uses/day) feathers held together by beeswax, or Pen +0, 6 uses/day a large tapestry with beautiful images R: Touch, D: Mom, T: Ind Interrogation of Asclepius and sacred words and prayers woven As the Hermetic spell, Gentle InCo 13 into the fabric. Relics typically have Touch of the Purified Body. Pen +0, 6 uses/day between two and five of the follow- Hymn: Semesilam R: Touch, D: Mom, T: Ind ing Powers. These could also be used Principle: Good health As the Hermetic spell, Revealed as examples of hymn Powers. (Base 15, +1 Touch, +3 levels Flaws of Mortal Flesh. uses/day) Hymn: Iaó Protection of the Principle: Harmony Bright Lightener Lifting Apollo’s Curse (Base 5, +1 Touch, +3 levels Re(In)Co(An, Me) 64 CrCo 23 uses/day) Pen +20, 2 uses/day, constant Pen +0, 6 uses/day effect R: Touch, D: Moon, T: Ind The Fates Denied R: Touch, D: Sun, T: Ind As the Hermetic spell, Purification CrCo 30 This Power prevents creatures of the Festering Wounds. Pen +0, 1 use/day with ill intent from touching or oth- Hymn: Semesilam R: Touch, D: Mom, T: Ind erwise damaging the relic, in par- Principle: Good health As the Hermetic spell, Cheating ticular creatures associated with the (Base 4, +1 Touch, +3 Moon, +3 the Reaper. Infernal realm that have an Infernal levels uses/day) Hymn: Pentiterouni Might of 20 or less. This also affects Principle: Aging humans and animals without a Might Blessing of the Body of Light (Base 25, +1 Touch) score. CrCo 28 Hymn: Azai Pen +0, 6 uses/day Blessing of the Solar Body Principle: Defence R: Touch, D: Mom, T: Ind CrCo 40 (Base Gen 20, +1 Touch, +2 Sun, As the Hermetic spell. Restoration Pen +0, 1 use/day +3 requisites, +1 level uses/day, +10 of the Defiled Body. R: Touch, D: Mom, T: Ind levels Penetration, +3 levels environ- Hymn: Semesilam mental trigger) Principle: Good health continued on next page

The process for creating relics Points for every pawn of vis the item at all. Hyperborean enchant- follows the Magical Enchantments enchantment would have needed (in ments cannot infuse a Power that uses section in Ars Magica Fifth Edition both opening the item and instilling two hymns at once — only choirs can (see pages 95–100), the key change the effect). Warping from “opening” do that (although a single item could being the removal of the shape, mate- an item occurs only once for that be infused with separate powers from rial, and size limits. Any item can be item. Hyperborean magic can also multiple hymns). Hyperborean magic invested with any level of Power and enchant Powers into a relic that would cannot create talismans or charged any number of effects, even items otherwise be considered Hermetic items; it also cannot bind familiars or like beeswax and feathers, or a simple Rituals (in particular, permanent heal- create Longevity Rituals (except for cloth tapestry (although Warping ing effects). the Eternal Youth of the Sun Power, Points are still inflicted for the num- Unlike Hermetic enchanters, above). Likewise, it cannot make use ber of pawns of vis the opening would who can slowly enchant items (by of similar spells, it does not create Lab have needed). accumulating points) over seasons, a Texts, and Hyperborean enchanters Furthermore, instead of using vis, Hyperborean enchanter must be able cannot experiment. the Hyperborean enchanter Warps to enchant an item in a single season, his own body, at a rate of 2 Warping or else he is unable to enchant the

117 Ancient Magic Sample Hyperborean Relic Powers, Continued continued from previous page Arcane Connection to the place she through using the Power Sight of the As the Hermetic spell, Incantation wishes to see. Pythian Oracle. of the Body Made Whole. Hymn: Iaó Hymn: Iaó Hymn: Semesilam Principle: Sight Principle: Disease Principle: Good health (Base 2, +4 Arc, +2 Sun, +2 (Base 20, +4 Arc, +4 Bound, (Base 35, +1 Touch) Room, +1 level uses/day, +3 levels +1 additional effect, +10 levels constant effect) Penetration) The Gift of Far-sighted Apollo A damaged or profaned relic InIm 26 Apollonian Prayer of Chryses may lose some or all of its Powers. Pen +0, 2 uses/day PeCo 80 A relic is considered profaned if it R: Per, D: Sun, T: Vision Pen +20, 1 use/day is handled by anyone aligned with As Interrogation of Asclepius, R: Arc, D: Mom, T: Bound the Infernal realm, or any creature above. Chryses was a priest of Apollo with Infernal Might, in which case it Hymn: Iaó whose daughter was enslaved by permanently loses all of its Powers. Principle: Sight the Greek king Agamemnon during Prolonged exposure to a character (Base 3, +2 Sun, +4 Vision, +1 the Trojan War. When Agamemnon possessing a Personality Flaw that level uses/day) refused to return the priest’s daugh- was considered by Apollo Phoebus ter, Apollo punished the Greek army to be dishonorable causes the relic Sight of the Pythian Oracle by raining down plague arrows. This to permanently lose one Power each InIm 34 Power’s effect is as the Hermetic season it is in the character’s pres- Pen +0, 2 uses/day, constant spell, Curse of the Unportended Plague. ence. A damaged relic (such as a effect The user of this Power must possess torn tapestry, or a bouquet missing R: Arc, D: Sun, T: Room an Arcane Connection to the place feathers) may lose one or more A variation of the Hermetic she wishes to inflict the plague upon. Powers, at the storyguide’s discre- spell, Summoning the Distant Image. The The user may also invoke this Power tion (determined by the extent of user of this Power must possess an if she can see the target, such as the damage).

Hyperborean Enchantment Example

The mighty Hyperborean wiz- has the Major Virtue Hyperborean further Warped), but would not need ard, Abaris Hyperberetaeos, decides Descent (+4) and speaks the to “open” the obelisk again. to enchant the Semesilam Power Hyperborean language fluently Thalia’s Relief into a stone obelisk (Ability score 6). He also has the Obelisk of Thalia’s Relief near his temple, and decides to give Personality Trait Continence, which ReMe 45 the Power a Target of Boundary. is approved of by Apollo (granting Pen +0, 1 use/day His total enchantment Ease Factor a +1). There are no shape or mate- R: Touch, D: Sun, T: Bound is 14 (Base 4, +1 Touch, +2 Sun, +5 rial bonuses. His Enchantment Total All those who cross the bound- Boundary = 40, divided by 3). To is 21, easily exceeding the Ease ary marked by the obelisk have their craft this would normally require 20 Factor. worry, anxiety, or grief relieved, pawns of vis to prepare (material is It takes Abaris a mere season and are filled with good cheer and hard stone 4, size is huge x5), and a to enchant the obelisk; however, delight. further four pawns to enchant (total in doing so he inflicts 24 Warping Hymn: Semesilam level effect is 40 divided by 10). Points upon himself (though this Principle: Optimism Abaris has the Semesilam Hymn does not trigger Illumination). Abaris (Base 4, +3 Sight, +2 Sun, +4 Ability at level 6, and his Intelligence would be able to further enchant the Bound) is +2. The magic aura is 4, Abaris obelisk as he wished (and would be

118 Ancient Magic Integrating Hyperborean Integration Process 1. Finding the Source: 3. Incorporating the Insight: Hyperborean Sources for Hyperborean hymns The researcher must incorporate the or relics are scattered throughout Insight into a magical effect, either Magic Mythic Europe, concentrating on a spell or magical device. The effect areas sacred to Apollo or other must resemble the most significant Upon learning or finding a significant sun deities, and require Power of the source of the Insight. If Hyperborean hymn or relic, a magus quests and stories to find. There your character finds a hymn fragment may decide to attempt to incorporate are legends of Hyperboreans who with that allows someone to com- its magic into Hermetic theory. reached as far as Iberia, Britain, and mand spirits, the effect he creates the Far East. Sources of Hyperborean must do likewise; a source can only hymns would include fragments of be used to attempt a Breakthrough The Breakthrough the hymns, such as those found related to its Powers. at the Basilica of Ten Thousand 4. Research, Research, Below are the minimum numbers of Columns (see below), scribed upon Research: As per the process out- breakthrough points required to inte- ancient relics, or even related by the lined in the Introduction. grate various aspects of Hyperborean ghosts of famous Hyperboreans. 5. Consequences: Some advice magic into Hermetic theory. It is rec- 2. Gaining Insight: Each as to the consequences of integrat- ommended that the required number source allows your character to gain ing aspects of Hyperborean magic of breakthrough points be slightly one Insight, which permits him to into Hermetic theory is included in varied (by perhaps 3 to 5 up or down) create one specific effect. the text nearby. so players are never sure exactly how many they need. Hyperborean Insight different enough from others that one Integrating a New Duration must, in effect, learn the system all (Minor Breakthrough): 30 break- Most of the remaining frag- over again. (That is, your character through points mented hymns and relics are not has to integrate or gain Insight from very good sources for gaining Insight. each of the hymns). Integrating Spirit-travel (Minor Their remnants hint at once-power- Relics: There are very few work- Breakthrough): 35 breakthrough ful magic, but in most cases, without ing Hyperborean relics still extant. points the complete words of the hymn or a Using a whole, working relic as a working relic, Insight into the magic source grants a +2 to the Insight roll. Integrating Vis-less Permanent of Hyperborea is elusive. A damaged relic can still be a source Magic: 70 breakthrough points Hymns: Most Hyperborean of Insight, but decreases the Insight hymns were carved onto Apollo’s roll by –2. A profaned relic (or a relic Integrating Vis-less temples, or stored on fragile parch- with no working Powers) decreases Enchantment: 65 breakthrough ment. Having only a fragment of a the Insight roll by –3. points hymn (such as a sacred name or frag- Teachers: The last known ments of a prayer string) imposes a Hyperborean wizards were killed over Integrating the Elimination of –2 penalty on the Insight roll, while 300 years ago. Nevertheless, several Shape, Material, and Size Limits: a near-complete fragment grants a ghostly priests still persist, and, with 60 breakthrough points +2 bonus to the roll. The complete- difficulty, could be convinced to share ness (or lack thereof) of a fragment, their knowledge. It is also possible Integrating Ritual Effect and its modifier to Insight rolls, is that the Hyperboreans still live safe- Enchantment: 65 breakthrough up to the storyguide, but should not ly in their northern lands, venturing points be more than +/– 2. Knowing (or out only in spirit form; the tale of using Insight gained from) other Cleodemus, in the quote at the start Hyperborean hymns grants no addi- of this chapter, tells of the case of tional bonus; each Hymn Ability is a Hyperborean mysteriously visiting

119 Ancient Magic the estate of a Roman noble. Thus, Hermetic magic cannot produce spells society and its economy would change the hymns could form the basis for with an ongoing duration longer than dramatically. The vis-trading system a mysterious hedge-wizard antago- one year; with this duration, for a of House Mercere (see Houses of Hermes: nist who visits the players characters’ single increase in magnitude, Rituals True Lineages, pages 84–85) would dra- covenant. would last almost 20 times longer. matically decline in value, and the vis Hyperborean Language: This Breakthrough would dramatical- stocks of powerful covenants would Knowing the Hyperborean language ly increase Hermetic magic’s longev- be of less use. It could be in the inter- makes gaining Insight easier. Having ity. Hermes portals would need only ests of these groups to prevent such a a basic proficiency in Hyperborean a small amount of extra vis to last 19 discovery from being propagated. Of grants +1 to the Insight roll for every times as long, and year-long Rituals all of the possible ways to integrate point the researcher has in the Ability would similarly have a substantially Hyperborean hymns into Hermetic above 4, to a maximum of +3. greater impact. Most importantly for magic, this is the most potentially Multiple Sources: Insight can the Order, attempting to integrate a saga-upsetting, and may unbalance be gained from multiple sources, new 19 Year Duration with the Aegis the game. so long as both sources are simi- of the Hearth spell would revolution- Vis-less Enchantment: This lar enough. If two different sourc- ize Hermetic defenses, although to Breakthrough would allow the es are used, and both utilize the do so would require another Major enchantment of magical devices by aspect of Hyperborean magic that Breakthrough (as Aegis of the Heath supplementing vis with Warping the researcher is trying to integrate, was itself a Major Breakthrough, see Points, at a rate of 2 Warping Points then breakthrough points from both ArM5, page 161). for every pawn of vis that would can be added to the research project. Spirit Travel: Hermetic magic have been needed. This would give Remember, however, that you may already allows for limited spirit Hermetic magi the unenviable choice not use a single source for repeated travel, through the Art of Mentem. between personal sacrifice or resource Insight. One source only provides Hyperborean spirit travel is less risky sacrifice when creating magical devic- Insight one time for one thing. To gain than with Hermetic magic. Magi, es. This Breakthrough would allow an Insight into another Breakthrough particularly Seekers, may find Powers vis-poor magi to compete with their from Hyperborean magic requires an such as Radiant Mantle of the Night richer sodales, but effectively decrease adventure to find another source. Wanderer a safer way to travel to their Hermetic lifespans. dangerous and faraway locations. This Elimination of Shape, Material could also alter the way that Hermetic and Size Limits: For Hermetic magi Insight Example society operates, as magi not wanting who regularly enchant items, this would to make the trip to a Tribunal meet- allow any item to be enchanted with Moratamis finds a fragment of a hymn ing could still attend in spirit. This any number of effects. A single copper that uses the 19 Year Duration and starts to may also have consequences for the ring could be enchanted with scores research it, gaining breakthrough points for an Redcaps, as magi start traveling in of levels of effects. Precious metal effect using that duration. Some years later, spirit to visit their sodales, rather than and gems would cease being the main she finds a more complete fragment of another writing them letters. materials used to for powerful effects, hymn that also uses the 19 Year Duration. Vis-less Spells: Hyperborean and this, like vis-less enchantment, She decides to use this as well, and the more magic does not require vis for per- would allow poor magi to compete complete fragment allows her to gain Insight manent effects. This is the most with their rich colleagues. Items would more easily; the breakthrough points accumu- upsetting of the Breakthroughs, as it still need to be “opened,” and would lated from her earlier research are added to her would allow Hermetic magi to cre- require the same number of pawns of new breakthrough points, as both aspects of ate permanent objects out of thin air, vis (or twice as many Warping Points, the research focus on the 19 Year Duration. heal wounds, resolve aging crises, and if that Breakthrough had also been devise Longevity Rituals, all without integrated) as normal to prepare for vis. Vis would become useful only for any enchantment (ArM5, Preparation Consequences making magic easier to cast, and for for Enchantment, page 97). Once pre- enchanting items in the laboratory, pared, however, the item could be 19 Years Duration: Currently, rather than as an absolute necessity invested with an effectively unlimited unless enchanted into a magical device, for Rituals or healing magic. Hermetic number of magical effects.

120 Ancient Magic

Ritual Effect Enchantment: forgotten by most of the priests, and Hermetic magic cannot currently The Basilica of they thought no more of it. enchant Ritual effects into magical Trianoma and Tremere attacked devices, which makes it impossible Ten Thousand without warning. Tremere and his for devices or potions to permanently three filii sucked away the breath heal. . The unlimited Ritual effect Columns and twisted the tongues of the Breakthrough would allow Hermetic Hyperboreans, making it difficult for magi to enchant Ritual effects into In that island, there is a magnificent grove (or them to sing their hymns. Trianoma magical devices, including permanent precinct) of Apollo, and a remarkable temple, invoked powerful Thessalian curses of Creo effects (see ArM5, pages 96 and of round form, adorned with many conse- bad fortune and heated the air, dam- 98). (The Mercere Portals in Houses of crated gifts. There is also a city, sacred to the aging the fragile relics. Hermes: True Lineages, page 80, made use same god, most of the inhabitants of which The magical battle that followed of a Breakthrough like this one.) The are harpers, who continually play upon their is recalled in early Hermetic histories result — an Order of Hermes that could harps in the temple, and sing hymns to the as a great victory for the nascent create charged items with permanent god, extolling his actions. Order of Hermes. Trianoma, assist- effects, as well as enchanted devices — Hecataeus of Abdera, ed by Tremere, defeated a group of that can permanently heal — would be Peri Hyperboreon formidable Hellenic wizards whose dramatic. Longevity Rituals could be stubborn refusal to join the Order enchanted into devices, as could pow- jeopardized Hermetic peace in the erful Creo Corpus spells such as Cheating The Legend East. The wizards, priests of Apollo, the Reaper or Incantation of the Body Made were aided by many mighty spirits Whole. Magi deaths due to injury or From the fourth century BC, the and potent magical devices, and held aging would decrease. Safe Hermetic Basilica of Ten Thousand Columns out valiantly against Trianoma and travel, as covenants began enchant- was a temple to Apollo Phoebus, “the Tremere before finally succumbing. ing permanent Hermes Portals, would Shining One.” Amid its marble col- Tremere himself was badly wounded increase. Items that permanently create umns walked the descendants of the and one of his allies, a mighty Dacian food or precious metals could alter the Hyperboreans. Nestled at the foot necromancer, was killed by Abaris economy of the Order or even Mythic of Mount Pelister among the Balkan Hyperberetaeos, the basilica’s high Europe, as covenants would no lon- Mountains and on the banks of the priest. With the Apollonian priests ger require supporting villages to feed River Dragor, the basilica stood as a defeated, Trianoma and Tremere loot- themselves. testament to the majesty of Apollo. ed the temple, uncovering many of Perpetually surrounded by a sweet, Apollo’s relics and hymns and return- nourishing breeze, the basilica was a ing them to the West. place of peace and tranquility. One day, towards the end of the eighth century, the basilica was visited Finding the Basilica by five strange people, Latin-speaking scholars from the West with arcane Both Trianoma and Tremere powers. They told the priests of a recorded the approximate location of fraternity of wizards, the Order of the basilica in letters, and histories of Hermes, which offered protection to the Order of Hermes’s early years also those who joined, and death to those mention the ruins. The journals and who did not. The priests replied that letters of later Hermetic explorers, they served only Apollo who visited the ruins in the hope of and therefore could not finding the hidden regio, also hint at join the Hermetic Order; where the temple may be hidden. they sent the five Western Due to the legends of the great magi away. treasures to be found at the temple, Several years passed. however, few magi gave the exact The Westerners’ visit was location. The temple is also missing

121 Ancient Magic Motives of the Founders Why did Tremere and Trianoma mighty child of Hermes — lest it Finally, some in House Bonisagus attack the basilica? Theories regard- grow too great in stature. She and and House Tremere dismiss this ing the motives of Trianoma abound, Tremere both decided on a preemp- Hermetic legend as slander and an particularly given her normally dip- tive strike to preserve the Hermetic attempt by Schism-war era propa- lomatic temperament. Order. ganda to blacken Trianoma’s and One Hermetic legend tells of the Some Trianoma magi believe Tremere’s good names. jealously between the Hyperboreans that Trianoma sought the secret In the ninth century, a monas- and the Thessalian witches, particu- of Longevity Rituals from the tery was established by Constantine larly the enmity held by Erictho and Hyperboreans, who were renowned VII over the temple’s ruins, and part her ancestor Medea, who were badly for their long lives, and that when the of which were incorporated into a treated by Apollo. The Hyperborean priests refused to share their secrets, new building. Even with the con- priests, aligned with the sun, were she was convinced by Tremere to secrated altar in the monastery, the the natural enemies of the lunar take them by force. These Trianoma area remained deeply magical. A cen- Thessalian witches. Trianoma, born magi note the practical maximum of tury and a half later, despite repeated of the same blood as Erictho and the Longevity Ritual is just over 250 exorcisms by abbots and priests who Medea, was naturally inclined against years, the same life-span as Aristeas believed the area to be haunted, the the Hyperboreans. the Hyperborean. monastery was abandoned. Another tale recalls an ancient There is little discussion as to why Attempts by Hermetic Seekers Greek myth of Apollo, where the Tremere was involved in the attack on to uncover the Hyperborean trea- sun god was commanded to kill Otos the basilica, concerned as he was sure-trove proved largely fruitless, and Ephialtes, the two giant children with the subjugation of the Hellenic and as time passed the basilica was of Poseidon, before they had time to magi of Greece and the growth of largely forgotten by the Order of grow too great in power and threaten his House’s influence. Indeed, the Hermes. The last expedition, in the the home of the gods. Trianoma, destruction of the basilica was the late 11th century by a group of gifted with visions, foresaw that the catalyst for many Greek wizards to Hellenic Jerbiton magi from the Hyperborean priests were charged accept the suzerainty of Jerbiton in Tribunal of Thebes, was confronted with ensuring that the Order of exchange for protection from Tremere by the resistance of several potent Hermes would not grow so great as to (see Houses of Hermes: True Lineages, page spirits, perhaps the same spirits who threaten the gods. She believed that 112). Others, however, note a similar aided the original Hyperborean one day the Hyperboreans would lunar tendency with Tremere, given priests. seek to destroy the Order — the his chosen familiar was a wolf. from most ancient maps, although it is to the great magical wealth fabled son researching the Order’s histories mentioned as the receptacle of many to be at the basilica, few Hermetic and archives. To find the location of devotional gifts to Apollo, and as a sis- magi would be willing to give this the basilica in this way, you may make ter-temple to Delphi and Delos. The information to rivals, even if they an Intelligence + Order of Hermes tombs of the Hyperborean maidens, were unlikely to make the journey Lore stress roll against an Ease Factor Arge and Opis, could be inscribed themselves. of 21. with a map to the basilica. A troupe interested in visiting the Hermetic researchers attempting basilica could start their quest with a Locating the Basilica: Intelligence to locate the basilica would be able story dedicated to finding a record of + Order of Hermes Lore + stress to find the rough area in which itis its location. A journey to the spacious die vs. Ease Factor 21 located, perhaps even its proximity halls of Coeris, or the somber shelves to Mt. Pelister, but the exact location of a Byzantine monastic library, would If you succeed, the character suc- was never recorded. Older texts are be good places to start. cessfully locates a letter or record that likely to be found in monastic libraries If your troupe is more interested states the location of the basilica’s in Greece, or in venerable covenants in just getting straight to the basilica, ruins; failure means that his season’s in the Transylvanian Tribunal. Due a character could merely spend a sea- search was fruitless. A botch could

122 Ancient Magic The Despotate of Epirus The closest town to the basilica several ports on the Gulf of Corinth, Story Hook is Manastir, the 11th century capital and access to the Egnatian Way, the of the Bulgarian Empire, not far from main road to Constantinople. The bishop of Manastir decides where Emperor Basil blinded 14,000 Theodore is known for being to revive the failed monastery of Bulgarian captives in 1014 (see Houses ruthless and unscrupulous, taxing his Saints Cyril and Methodius, located of Hermes: True Lineages, page 114). subjects harshly, and waging what at the site of the Basilica of Ten The region is populated by Slavs seems like an endless war against his Thousand Columns. This is a major and Bulgars, and ruled in 1220 by neighbors. He is currently laying siege exercise, requiring monks to be Theodore Ducas, magnate of one to Thessalonica, which is governed by recruited, and a team of masons and of the powerful imperial families of the Latin rulers of Constantinople. other tradesmen to make the dan- Byzantium. Manastir has its own bish- Theodore recently captured Peter gerous journey to Mount Pelister in op, and is on a trade route between of Courtenay, the Latin emperor of order to rebuild the monastery. The the Adriatic Sea and Thessalonica. Constantinople and an influential bishop is most concerned over the Under Theodore, the Despotate French aristocrat, cruelly torturing and tales of mighty ghosts haunting the is locked in endemic conflict with the executing him. Due to this, the Latin site, and so searches for assistants to Kingdom of Serbia and Bulgaria, and Empire is without a ruler, although his exorcists, possibly even Hermetic the Latin Empire. Theodore controls succession has passed to Peter’s son, magi. a number of strategically important Robert of Courtenay, who is traveling towns, including Larissa, Dyrrhachium, from his father’s French lands. mean that he uncovers a mistaken festivals, and the gymnasium used by gymnasium and amphitheater are location far, far away from where the the priests for education. All of the almost entirely destroyed, although basilica truly lies. buildings of the basilica are modeled the foundations and a few roofless on those found in Hyperborea. rooms remain. The sanctuary to Upon approaching the basilica, Apollo has been converted into a On the Banks of a traveler is struck by the incred- small monastery, although this has the Dragor ible beauty of the vale, the pictur- been abandoned for 300 years, its esque stream that courses through the domed roof half-collapsed and its fine ruins, the magnificent rose bushes, the mosaics flaking. The ruins of the Basilica of Ten incredible brightness of the sun even Thousand Columns can be found on on overcast days, and the sweetness the banks of the Dragor River, secret- of the air. A majestic snow-topped Apollo’s Sanctuary ed amid the Baba Mountains in the mountain towers over the vale. Despotate of Epirus. The basilica is a Despite having been uninhabited for The sanctuary of Apollo is the temple complex of great beauty and centuries, the grass appears neatly center of the basilica complex. A wealth. Parts of it have been built over clipped; the rosebushes, hedges, and number of complete Doric columns by a ninth century Byzantine monas- trees pruned; and most of the build- remain standing, while the stumps of tery, although this too has fallen into ings free of weeds, lichen, or moss. An 30 or so others remain, spread about ruin. The entire area is surrounded intricately paved road winds its way the foundations. The entrance of the by an unusually high Magic aura, and through the complex, around a large sanctuary faces east, joined to the parts of the ruin have been absorbed olive tree, and ends at the sanctuary road by the stands where two large into a Magic regio. to Apollo. stone bulls once stood, the feet of The basilica is a complex of four The ruins themselves are made which remain. A large stone pillar, buildings: a sanctuary of Apollo in from a pure white marble, except for with badly damaged inscriptions in which the god is supposed to have the treasury, which is crafted from Hyperborean, stands directly before resided, a treasury in which votive yellow marble. Boulders of varying the sanctuary, although the statue of offerings to Apollo were stored, a sizes, torn from the mountain, lie Apollo that stood upon it now lies small amphitheater used for religious strewn throughout the complex. The

123 Ancient Magic The Basilica’s Aura Agyieus Pillars Apollo Phoebus

The ruins of the basilica have If a traveler started at Delphi Apollo Phoebus means “Shining an exceptionally high Magic aura. and walked back along the Via One,” and from the fifth century BC Upon entering the vale where the Sacra (“Sacred Way”), he would find he came to be seen as the deity of ruins lie, the Magic aura quickly that the path is marked by conical the sun, often being identified with rises to a rating of 5. Along the Agyieus pillars, which are sacred to Helios. According to one Hermetic elaborately paved road that winds Apollo. These pillars are connect- legend, Apollo gained this title through the basilica’s buildings, the ed to the Hyperboreans because after defeating Hyperion during Magic aura is 6. Amid the buildings, two of them, Pagasus and Agyieus, the Titanomachy (the war between the Magic aura is 7, while most of visited Delphi and marked their Olympian gods and titans). the buildings themselves have an journey with these “Apollo sta- One of the 12 great Olympian aura of 8. A small copse, home to tions.” The Agyieus pillars are few Gods, Apollo is the god of proph- a flock of crows, has a Magic aura and far between, crossing through ecy and divination, and is also said of 7, as do the stream and small Greece intermittently and into the to have dominion over plagues, ponds, where a large wedge of Carpathians, and finally leading to healing, light, archery, the arts, swans swims. Seven days after each the Black Sea. and the sun. His symbols include new moon, the Magic auras in the The pillar in front of the swans, crows, dolphins, bows and vale increase by one, and decrease ruined sanctuary of Apollo is also arrows, the laurel crown, the lyre, by one on the seventh day after the an Agyieus pillar. Like the herms and the tripod. waning of the moon. — sacred stone idols of Hermes In the ruins of the monas- — the Agyieus pillars mark sacred the altar is still shrouded by a fragile tery, attached to the sanctuary, the paths and places to Apollo. The pil- and faded curtain. Magic aura drops to 4, and in the lars may be enchanted, and provide crumbling tabernacle, there is no the following shape and material Magic aura at all. On the holy bonuses: +2 invoking or control- The Treasury of the day of SS. Cyril and Methodius ling spirits, +3 divining the future, Hyperboreans (February 14) a feeble Dominion + 3 summoning sunlight, +5 cause aura of 1 emerges around the altar. or cure disease, and + 5 protection Surrounded by a low wall, the The olive tree radiates a Divine from hostile spirits. Treasury of the Hyperboreans was the (Empyreal) aura of 1, which extends storehouse of the many devotional to its furthest branch. god’s journeys to Hyperborea in the offerings made to Apollo. The remains Due to some lingering mystic winter months and his passage across of 30 statues of kings of Hyperborea correspondences, any spells cast the sky in his fiery chariot. stand before the treasury, which is built or supernatural abilities used that The inner sanctuary and half of from deep-yellow limestone. Its walls relate to the summoning or control the outer sanctuary have been con- are covered in carvings of scenes from of the dead, divining the future, verted into a monastery, a white- Apollo’s life, particularly of him curing curing or causing disease, or invok- washed two-story building with a disease and prophesying the future. ing spirits receive double the ben- domed roof that is collapsing. There Many of the details have been defaced, efit from the magical aura. is room for a community of 20 monks or covered over with Christian sym- and laypeople, with a large central bols. The treasury is a relatively small in pieces. The head of the statue was common area, and a small sacristy building with a modest antechamber taken as a trophy by Tremere. and shrine. leading through to the storage room, The sanctuary itself is a circular The monastery is elaborately which is empty and plain. The arched building, 70 paces in diameter, with a decorated with mosaics and painted doorway has faded scorch marks and row of 48 columns in the outer sanctu- wooden panels covered in gold leaf. signs of forced entry that are many ary. The inner sanctuary once housed Icons of SS. Cyril and Methodius, the centuries old. an ornate statue of Apollo Phoebus, Archangel Raphael, and the emperor It is this building that Trianoma and contained carvings depicting the Basil II in golden armor abound, while and Tremere looted in the eighth cen-

124 Ancient Magic The Altars of Alexander the Great Hyperborean Relics in During his many conquests, believed to have the bronze sword the Order of Hermes Alexander the Great, an initiate of of Alexander interred within it — many powerful arcane mysteries, the same sword used to assassinate The Basilica of Ten Thousand founded cities and build shrines and his father, Phillip. Columns was looted by Trianoma temples upon ancient sites. These The altars of Alexander have and Tremere, its magical lore and sites were located upon potent magi- powerful mystical connections to devices carried triumphantly back cal currents known as “dragon lines.” each other, and link to over 70 to the West. It is possible, there- Alexander believed that by “pinning” different sites. A magus, casting a fore, that Hyperborean relics or the dragon lines, he would be able spell using the Arcane Connection Apollonian hymns could be found to channel the earth’s forces into Range while touching such an altar, in other parts of Mythic Europe, his body and become a living god. is considered to have an Arcane particularly at covenants associ- The dragon lines are centered on Connection with a +4 multiplier to ated with the Founders. Hidden Alexandria in Egypt and reach as far the other shrines, cities, or temples upon or within the relics could be as Delphi, India, and the Island of connected by the dragon lines. clues as to the whereabouts of the Meroë at the Nile’s source. It is possible that House Mercere basilica, the true names of spirits, There is a ruined Alexandrian knows the location of many of the or information about the road to altar in the basilica, converted 70 sites linked by the altars; indeed, Hyperborea itself. Alternatively, it by monks into a Christian altar. many of the Merceres’ Portals (see is also possible that these power- However, ancient records indi- Houses of Hermes: True Lineages, page ful relics may have been used, and cate that Alexandrian altars can be 80) may be built upon the ruins of destroyed, during the Schism War. found throughout Greece and the altars. Determining the locations of East, and throughout the barbar- other altars would require Magic The Restless Dead ian lands to the very shores of the Lore research (see Covenants, page Scythian coast. One of the altars is 98). Murdered by the Founders, many of the Hyperborean priests remain tury. Following the defeat and deaths the amphitheater appears, and minor as spectral remnants of their former of the Hyperborean priests, the two spirits can be glimpsed reenacting selves, unwilling to travel to the after- Founders spent a great deal of time and scenes from Apollo’s life. life and desert their sacred duty. The effort to break into the treasury, which most potent of the ghosts, the senior was the most heavily defended of the priests of Apollo, still carry out their buildings. Eventually they broke in, The Gymnasium priestly tasks, praying, tending to the but found only a few treasures — cer- buildings and grounds as best they tainly not the grand hoard that legends The gymnasium is where the can, and guarding the secrets of the spoke of. Tremere wrote in later years priests taught and contemplated their basilica from those who would steal that he believed the destroyed door religious duties. Little remains except them. (Note that these ghosts differ was the passage to a regio, now forever for the foundations, with a few stones from those presented in The Broken cut off from the world. rising to shoulder height. At nighttime Covenant of Calebais, Revised Edition, page and on Apollo’s sacred days, ghosts 35, in that their lives of dealing with of the slain priests can be glimpsed the dead have prepared them more for The Amphitheater going about their sacred rites. an afterlife of ghostly haunting.)

Some way up the slope of the mountain is an amphitheater, although Inhabitants Spirit Guardians little remains except the stone semi- circle used as the stage, and the ele- Although abandoned centuries The Hyperborean priests of gant curve cut into a natural audito- ago by the living, the basilica is still the basilica were protected by sev- rium. On the night seven days after the dwelling-place of spirits, ghosts, eral underworld spirits, particularly the new moon, a ghostly replica of and daimons. those connected with Apollo’s sister,

125 Ancient Magic The Nekuomanteioi, Hyperborean Priests of Apollo The nekuomanteioi (“oracles of the Powers:* Adjuration Divine Power (Realms of dead”) are ghosts that can recite Courage of the Python Slayer, 4 points, Power: The Divine, page 49). While prophecies and oracles. Wizards who Init +0, Mentem: As per the possessing a person, the ghost may summon or control these ghosts are Psyrinpheu Power. use any Powers or magic the host known as psuchagôgoi (“prophets of False Dream of Aktióphis, 4 points, Init has (except Divine Powers). the soul”). Many of the murdered +0, Mentem: As per the Eloure Slaying of Niobe’s Children, 6 points, Init Apollonian priests still remain, and power. +0, Corpus/Ignem: As per the some may be much more powerful Manifest, 1 point, Init +0, Mentem: Psyrinpheu power. than the ghost below (with Might The nekuomanteioi may manifest as a * Many of the Powers once possessed scores as high as 40); they are likely physical being, either in a human by the nekuomanteioi through his to be hostile towards, or at least wary or crow form, as if it were using Hyperborean hymns are no lon- of, Hermetic magi. Radiant Mantle of the Night Wanderer. ger available in death. Oracle of the Dead, 10 points, Init +0, Vis: 3 pawns Mentem. Magic Might: 15 (Mentem) Imaginem: The nekuomanteioi may Appearance: The nekuomanteioi appears Characteristics: Int +2, Per +1, Pre 0, see into the past or future if it pos- as a middle-aged man, dressed in Com +2, Str 0, Sta 0, Dex 0, Qik 0 sesses an Arcane Connection to elaborate clothes that resemble a Size: 0 (non-physical) the person or location it is exam- mix of ancient Greek and Celtic Age: n/a (35–40) ining. The information it receives dress, or as a large black crow. Decrepitude: n/a is indistinct and transmitted in Unless using its Manifest Power, Confidence Score: 1 (3) a confusing manner, filled with the nekuomanteioi appears translu- Virtues and Flaws: Ceremony, strange symbols. Its visions of the cent and indistinct, and during Hyperborean Descent (Minor), future are not what will happen, the day it is completely invis- Hyperborean Hymnist x3, but what may happen, and are ible. The nekuomanteioi may use its Premonitions, Second Sight typically even more vague. Premonition Ability and other Personality Traits: Honest +3, Self- Possession, 3 points, Init +0, Mentem: Supernatural Abilities as it wishes. serving –1 The nekuomanteioi may attempt to Combat: control the living by possessing a In the presence of a nekuoman- Fist: Init +1, Atk +2, Dfn +2, Dam +0* person’s spirit. Spending 3 Might teioi (who may be summoned through * When manifested only points allows the ghost to possess Incantation of Summoning the Dead), a Soak: +0 (plus Hymn Ability scores a person (or animal) for at least a necromancer may use the ghost as an where relevant) few minutes (Diameter Duration), Arcane Connection for Intellego spells Fatigue Levels: n/a and gain control over his body, (in particular, Intellego Imaginem) in Wound Penalties: n/a assuming the ghost penetrates order to look into the past or future. Abilities: Ancient Greek 5 (songs), any Magic Resistance the person This increases the magnitude of the Area Lore 3 (Hyperborean may have. The possessed person spell by 4 if looking into the past, or relics), Artes Liberales 4 (astron- may attempt to resist the pos- 5 if looking into the hazy and indis- omy), Athletics 2 (running), session by making a Stamina + tinct future. Either option also makes Awareness 3 (spirits), Bargain 3 Concentration roll against an Ease the spell a Ritual. Casting spells in (spirits), Brawl 1 (fist), Ceremony Factor of 9. If this roll fails, then this manner is very dangerous, and 4 (Hymn Psyrinpheu), Folk Ken the nekuomanteioi is able to possess inflicts upon the magus a number of 3, Hymn Pentiterouni 3, Hymn the person for a full day, after Warping Points equal to the total Psyrinpheu 2, Hymn Eloure 2, which the person may resist again. magnitude of the spell (which may Hyperborean 5 (hymns), Magic This roll may be repeated every cause Twilight). If a nekuomanteioi were Lore 6 (spirits), Premonitions 7 day. The ghost may be exorcised captured or otherwise persuaded to (good fortune), Second Sight 4 as normal, through Perdo or Rego assist, a Hermetic researcher (with the (ghosts), Sing 4 (prayer), Teaching Mentem spells, or through other storyguide’s blessing) could use it as a 4 (Hyperborean hymns) Supernatural Powers such as the source for a Hermetic Breakthrough.

126 Ancient Magic Aktióphis’s Displeasure Aktióphis’s Displeasure is one 6 (pacts), Etiquette 6 (celestial the spirit world that the target of the four earthly manifestations courts), Guile 5 (misleading is spiritually unprotected. Spirits of the Goddess of the Heavenly promises), Magic Lore 10 (spir- of sickness, illness, bad luck, and Vault. Aktióphis herself is the bride its), Penetration 4 (ill-fortune), other misfortune are drawn to of Tem, and is sister to Helios and Teaching 5 (secrets) the target like moths to a flame. Selene. Her Displeasure is a groan Powers: Within seven hours of this power from the deepest depth of the night- Augur of the Illuminated Revelation, 5 being exercised, a terrible ill- time void, manifesting as a sepulchral points, Init +1, Vim: Aktióphis ness or disease strikes the target. menace that can be physically felt, is privy to certain truths, and Spirits of disease may add +3 to and seen as a writhing morass of from her starry throne resplen- their Penetration if attempting solid, dark grief. Aktióphis is a highly dent in the heavenly firmament, to enervate or sicken the target. sensitive goddess and takes great her gaze is wide and all-encom- If the target has explicit pro- offense at even the smallest slights. passing. Aktióphis can give the tection from another powerful Her Displeasure is her most powerful true answer to any question to a entity (for example, characters semi-autonomous manifestation, and character standing beside her, but with True Faith), this Power fails the most active. (Note: References she demands that a price be paid: automatically. to Aktióphis below refer only to her the supplicant must swallow a hot Loosen the False Dream, 2 points, Init Displeasure — Aktióphis herself is coal from a fire at moonrise (see +1, Mentem: Aktióphis coerces much more powerful.) ArM5, page 181). Aktióphis must and empowers a dream spirit to Magic Might: 10 (Corpus) be summoned in order to use this travel to the sleeping target and Characteristics: Int +3, Per +3, Pre power. implant a false dream (chosen by +2, Com +0, Str +2, Sta +2, Dex Drawing the Undeserved Breath, 4 points, the character who bargained with +0, Qik +1 Init +1, Corpus: This is the most her, or by Aktióphis herself) in his Size: +0 potent of Aktióphis’s rebukes, for mind. If the target is awake when Confidence Score: 3 (9) it makes the target unable to the spirit arrives, it hovers near- Virtues and Flaws: Greater Immunity breathe for two hours. Should by, unseen, until the target falls (animal attacks, and weapons he survive being unable to draw asleep. The spirit uses Aktióphis’s made of plant matter or lead); breath for that amount of time Penetration. Piercing Gaze, (such as by having air magically Vis: 1 pawn of Perdo vis, 1 pawn of Personality Traits: Merciless +3, moved into his lungs), he forever Corpus vis. Adamant +2 remains unmolested by Aktióphis. Appearance: Aktióphis herself nor- Combat: To date, no mortal has survived. mally appears as a shining and Coil: Init +1, Attack +10, Defense Banish the Nighttime Respite, 2 points, Init beautiful woman, illuminated +0, Damage +9* +1, Mentem: This Power denies by a sparkling internal radiance, * When manifested only its target the gift of sleep. The arrayed in the formal dress of a Soak: +8 target is unable to sleep for one Ptolemaic princess. On her feet Fatigue Levels: n/a week, and suffers extreme effects are fiery sandals, and about her Wound Penalties: –1 (1–5), –3 (6– of fatigue, and the other concom- head is a garland of bright hissing 10), –5 (11–15), Incapacitated itant effects of sleep deprivation. snakes that spit white fire. Her (16–20)* Gather the Dark Clouds, 3 points, Init voice is the roar of a bull, her eyes * When manifested only +1, Corpus: By removing her shoot darts like lightning and her Abilities: Area Lore Spirit World good will, Aktióphis makes it hands hold three baskets woven 8 (Hyperborean spirits), Bargain known to the other denizens of from the hair of adulterers.

Artemis, and the underworld goddess Three powerful spirits still haunt Triple-formed Méné Marzouné, and Hekate. Similarly, many of the spirits the basilica, linked as they were to the Queen Brimo. At the storyguide’s dis- allied to the Hyperboreans are con- vale through mighty bargains forged in cretion, these spirits may be considered nected to Apollo by marriage. centuries past: Aktióphis’s Displeasure, chthonic, and mistaken for creatures of

127 Ancient Magic Triple-Formed Méné Marzouné Méné Marzouné is the triple- Fatigue Levels: n/a this Power, the target thence- named, horn-faced goddess of eter- Wound Penalties: –1 (1–6), –3 (7– forth suffers from the effects of nity, source of the Primal Aphrodite, 12), –5 (13–18), Incapacitated Pains of Perpetual Worry (although and dread lamp-bearer from the (19–24)* the Duration is Year instead of depths. From her toneless throat * When manifested only Month). come unworldly cries drawn from Abilities: Area Lore Spirit World Toneless Scream of the Black-clad Abyss, the shining chasm of Tartarus, from 8 (Hyperborean spirits), 3 points, Init +9, Mentem: If her mouth spits the burning water Bargain 6 (pacts), Brawl 7 (horn the target is damaged by Méné of Lethe. charge), Magic Lore 10 (Spirits), Marzouné’s Toneless Scream, Penetration 5 (void) he suffers from the effects of Magic Might: 40 (Vim) Powers: Weight of a Thousand (although Characteristics: Int +2, Per +3, Pre Burning Heat of the Soul, 4 points, Init the Duration is Year instead of +1, Com +0, Str +3, Sta +3, Dex +2, Vim: Méné Marzouné may Month). +0, Qik +2 ignite a soul’s yearning for an Vis: 2 pawns of Mentem vis in eyes, 2 Size: +1 ecstatic reunification with its lost pawns of Perdo vis in each horn, Confidence Score: 3 (12) spiritual self. While under the 2 pawns of Corpus vis in tongue Virtues and Flaws: Greater Immunity effect of this Power, the target Appearance: Méné Marzouné appears (damage from animals, fire, light, seeks to extinguish his worldly in a constantly changing guise and heat) desire by having sex with his of hideous proportions, always Personality Traits: Hostile +2, spiritual double; most people do a combination of all her three Volatile +3, Cheerful –3 not know who this is, and so may forms. Her most majestic form is Combat: spend years searching. This is not that of a great three-headed black Fist: Init +7, Attack +9, Defense +6, an overpowering carnal desire, bull, with lightning-flecked eyes. Damage +5* but a deeply spiritual longing; Her human form appears to be : Init +5 Attack +10, Defense asking the advice of oracles or a black-clad maiden carrying a +1, Damage +10* saints may help the target find basket woven from snakes. Her Toneless Scream: Init +9, Attack +10, his soul mate. This Power cannot face cannot be seen, for under Defense +0, Damage +10** affect anyone with True Faith, or her hood is an unending void as Horn Charge: Init +10, Attack +11, the True Love Virtue or Flaw. dark and deep as night. Her final Defense +6, Damage +15* Four-named Fire of the Burning River, 1 form is a hybrid, with a distorted Four-named Fire: Init +5, Attack +6, point, Init +5, Ignem: The fiery human form transfigured with the Defense +0, Damage +15** waters of the Lethe issue from head of a mare, the skin of a * When manifested only Méné Marzouné’s mouth in great vulture, the eyes of a goat, the ** See Power description burning gouts, igniting whatever calves of a lion, and the ankles of Soak: +12 they touch. When wounded by a wolf. the Infernal realm by Virtues such as Other, lesser elementals and airy sites where the basilica could be Sense Holiness and Unholiness (see spirits also flit through the ruins and located. Realms of Power: The Infernal, page 123). among the rosebushes and groves. All of the spirits here can spend 1 Magic Might point to manifest in Delos physical form (and return to spiritual Other Locations form at will). In this material form, for the Basilica The center of Apollo’s cult, Delos the spirit can be wounded and even is an island in the Aegean Sea with incapacitated, although if “killed,” it a great number of Apollonian ruins. simply returns to its spiritual form. The Basilica of Ten Thousand Many of the tales of Hyperborea Unless manifested, the spirit cannot Columns need not be located in originate from Delos, and there are physically attack or be attacked. the Balkans. There are several other a number of cultic sites dedicated to

128 Ancient Magic Queen Brimo Trimorphos Queen Brimo (also known as Fist: Init +0, Attack +3, Defense +3, in their breasts and deep despon- Daeria, Brimo means “mighty” or Damage +2* dence, until they are reunited. “furious”), adopted daughter of Bow: Init –1, Attack +10, Defense This Power ends after the couple Hekate, is a lesser monarch of Hades +0, Damage +8* have eaten a meal and had sex and attendant of Demeter. She was * When manifested only with each other three times, or honored at Eleusis every September Soak: +4 until either of them hears the where the hierophant and priestess Fatigue Levels: n/a sound of a bull-roarer (a kind of Demeter would represent Brimo’s Wound Penalties: –1 (1–5), –3 (2– of toy). The affection becomes birthing of the Sacred Child, Brimos 10), –5 (11–15), Incapacitated permanent after nine months if the Mighty (a personification of agri- (16–20)* the Power’s effect has not ended, cultural wealth). The child would be * When manifested only and at the troupe’s discretion, conceived through a mystic union, Abilities: Area Lore Spirit World 8 may grant the True Love Virtue where the hierophant symbolized (Hyperborean spirits), Brawl 3 or Flaw. the holy Dionysus Iacchos and the (fists), Bows 7 (hunting), Etiquette The Stygian Firebrand, 1 point, Init priestess symbolized Brimo. 6 (the Underworld), Magic Lore +4, Ignem: When threatened or Queen Brimo was the daughter 10 (spirits) filled with wrath, Queen Brimo’s of Perseus and Medea, and lost her Powers: scream can ignite the air with virginity when she was raped by Harvest of the Golden Heart, 10 points, baleful liquid fire, inflicting +25 Hermes on the banks of Boibeis Lake Init +5, Herbam: Queen Brimo damage to all those in her path in Thessaly. The result of the rape can intervene with either (equivalent to Range Voice and was Eleusos, the patron goddess of Persephone or Demeter to grant Target Group). the town of Eleusis and home of a small community a bountiful Vis: 5 pawns of Perdo vis in hair. the Eleusinian Mysteries. Brimo was harvest that season, or stave off Appearance: Brimo appears as a invoked by both her parents before a famine. naked, tormented teenaged girl her birth to honor Hekate, her sacred Rejuvenation of Nyx, 3 points, Init +1, with muddied feet, garlanded by mother. Queen Brimo is likely to be Corpus: This Power grants the 50 fearsome snakes and accompa- hostile to followers of Hermes, such target a +18 to his Recovery rolls, nied by a pack of terrible under- as Hermetic wizards. which lasts until her wounds are world hounds. Her other two all healed. forms are of a beautiful queen Magic Might: 25 (Corpus) The Company of the Miserable Man, 1 in saffron veils with a bleeding Characteristics: Int +2, Per +3, Pre point, Init +0, Mentem: For some- womb, and of a maiden hunt- +4, Com +1, Str +2, Sta +2, Dex one (typically a woman) who sac- ress whose hands have been torn +1, Qik +0 rifices a black dog in her honor, by bears. The ground trembles Size: +0 Queen Brimo uses this Power, beneath her feet, while thousands Confidence Score: 4 (14) which creates a bittersweet long- of twinkling torch lights sparkle Virtues and Flaws: None ing for each other in the hearts of around her. She is often accom- Personality Traits: Furious +4, both supplicant and the Power’s panied by Hekuba, the queen of Tormented +2 target. For every moment they are Troy, who was transformed into a Combat: not together, both suffer a pain terrifying bitch-hound. the Hyperborean maidens Arge and or relics, especially in the tombs of is still possible that the basilica could Opis, and Hyperoche and Laodice. In the Hyperborean maidens. be further north than the Balkans. the 13th century, Delos is under the This option may be suited to troupes rule of the Venetians (following the who set their saga in Novgorod; travel collapse of the Byzantine Empire) and Tribunal of Novgorod to the basilica may even take the char- its inhabitants are devout Orthodox acters into the lands of the barbarian Christians. Delos could be the loca- With Hyperborea to the extreme Scythians. tion of hidden Hyperborean hymns north of the Tribunal of Novgorod, it

129 Ancient Magic

East is a place of mystery and myth, most point to the legend of Plato and with many fantastic legends told in the mythic lost city of Atlantis as the European romances, including many source of civilization, certain esoteric monsters, strange peoples, and bizarre traditions claim that Hyperborea was customs. the origin of mankind. From this golden age and civiliza- tion, the primal humans ventured to The British Isles other regions of the Earth, establish- ing new civilizations, such as legend- It is possible that the Hyperboreans ary Atlantis, hoary Egypt, and mighty were really ancient British Celts, Babylon. Legend has it that Apollo, which could allow for Hyperborean the deity of the Old Ones, visited temples in such places as or his Hyperborean demesne every 19 Wales. Alternatively, since the dru- years, the same period over which ids were deeply connected to sun the stars in the heavens return to cults, an ancient druidic temple may the same place. The Celtic druids have been inhabited by Hyperborean adopted this calendar cycle, and it descendants before the creation of the was used by many within the Order Order of Hermes. of Hermes until the destruction of House Diedne. Some Hermetic scholars link Hyperborea to the realm of Magic, in the same way that Arcadia is the high- Mythic est realm of Faerie. In Mythic Europe, Hyperborea is a real place, a paradise Hyperborea on Earth, deeply connected to the Phoebus’s Garden Magic realm. By the 13th century, O King Apollo, son of great Zeus, whom none have made the journey to the At the eastern edge of the world, thy father did furnish forth at thy birth with furthest north for a millennium. on the great Ocean Stream, lies the golden headband and lyre of shell, and giving garden of Apollo Phoebus, and with- thee moreover a swan-drawn chariot to drive, in, Apollo’s palace, from which he would have thee go to Delphi. But nevertheless, The Legend emerged each morning from the Gate once mounted, thou bade thy swans fly to the of the Sun in his chariot to issue light land of the Hyperboreans. Behind [the Ripaean Mountains] and beyond to the world. At this eastern gate, at — Alcaeus the north wind (if we are to believe this) lives a the junction of the Earth and Heaven, happy race known as the Hyperboreans who is Homer’s Ivory Gate, the gate of Far north, near the icy regions survive to a ripe old age and are famous for false dreams. of the North Pole, legends tell of marvelous things handed down in stories. It is Where is this garden? The an earthly paradise, the home of an believed that here are the hinges on which the ancient authorities Virgil, Sophocles, ancient civilization guarded by the world turns and the extreme limits of the cir- and Stesichorus are firm in draw- great god Apollo. Also known as cuits of the stars. The Hyperboreans enjoy six ing a distinction between Phoebus’s Helixoia, Hyperborea is now a pow- months of daylight. The sun rises once a year, Garden and the Hesperides. Just as the erful regio. at midsummer, and sets once, at midwinter. It Hesperides are considered the mystic According to some traditions, is a sunny region with an equable climate, free Western Pole, so too could Phoebus’s Hyperborea predated Greece and from all harmful gales. The Hyperboreans Garden be the mystical Eastern Pole. Rome, and even ancient Egypt and live in the woods and groves and worship It is known as the “region of the Babylon. A mighty race that treated gods both individually and in groups; all bright day,” and is also where Helios, magic as a mere toy ruled this civiliza- disharmony and sorrow are unknown. Death or Sol (the sun), starts his journey tion, a people whose very lives were does not come until they have had their fill of across the sky every day. The extreme intimately woven with magic. While life. Setting a banquet, they greet their old age

130 Ancient Magic Famous Hyperboreans Abaris of Metapontines erect a statue with with the local lord. In doing so, he the legend “Aristeas of Proconessus” called down the moon and called up The philosopher Porphyry writes in his honor. Hekate, and summoned the ghost of that Pythagoras showed his golden the lord’s father. thigh to Abaris, the Hyperborean priest of Apollo. Abaris was called Arge and Opis “air-traveler,” because he once rode Olen the Bard on an arrow given to him by Apollo, A legend among the Delians tells by which he crossed rivers and seas, of two Hyperborean women, Arge A Hyperborean who made his and reached inaccessible places. and Opis, who came to Delos accom- home in Lycia, Olen composed many panied by Apollo’s sister, Artemis. of the Hyperborean hymns once The purpose of the visit was to pay sung on Delos and the other Aegean Aristeas tribute to Eileithyia (the goddess islands. who presided over childbirth) for the Herodotus the historian men- birth of Apollo, to ensure quick and tions another Hyperborean, Aristeas painless childbirth for themselves. Hyperoche and Laodice of Proconessus, who was a member Arge and Opis were later taken to of a prestigious and respected fam- Olympus by Artemis and became her The sacred virgins sent by the ily. Maximus of Tyre records that servants. Hyperboreans to deliver Apollo’s Aristeas would often have his spirit sacred relics to Delos, Hyperoche leave his body, which would fly off and Laodice failed to return home like a bird while he lay breathing The Hyperborean from their mission, despite being distinctly and in a fashion close Necromancer protected by five Hyperborean to death. His spirit would observe guards. It was the disappearance of everything — land, seas, rivers, cit- Lucian’s Philopseudes tells of a Hyperoche and Laodice that caused ies, and peoples — and then re- mysterious unnamed Hyperborean the Hyperboreans to decide to rare- enter his body and recount the vari- necromancer who flew down from ly leave Hyperborea. In honor of ous things that it had seen. Aristeas the sky near a small Roman estate Hyperoche and Laodice, the boys was also famous for living for over and used necromancy and other and girls of Delos in antiquity would 250 years, a feat that saw the city magic to make a woman fall in love offer locks of their hair. with luxury, and then leap into the sea from Inside, the island is a veritable or to transform into graceful swans or a certain rock. This method of burial is the paradise, filled with every beautiful jet-black crows. In their human form, most serene. and gracious thing. A sweet, nourish- they appear as radiant and golden- — Pliny, Natural History, Book IV, 89 ing breeze floats across the island, skinned men and women. A great which is perpetually bathed in the many sacred animals to Apollo live on Hyperborea is an island hidden in sustaining bright light of the eternal the island and in the waters surround- a level 7 regio (although at its highest sun. Few sounds break the peace and ing it: snakes, dolphins, hawks, swans, level it extends to a level 10 regio). serenity of Hyperborea. crows, and oxen. Protected by an impregnable wall, Its common inhabitants are the At the center of the island great fiery gates are the only entrance, Hyperboreans, a people who live in stands a great mountain, known as shut tight with a fourfold, bright peace and harmony amid the sacred the Mountain of Salvation. At the bar, holding closed against all strang- groves and woods of the island. All pinnacle of the mountain is the great ers. It is not possible to accidentally Hyperboreans possess Supernatural temple of Apollo Phoebus, in which wander into Hyperborea. Only those Powers, whether these are control of the sun god resides. It stands so tall who know the passwords, or who are the elements, the ability to send their that it may only be reached by flight, invited, may enter. spirit into the astral regions of the sky, or through spirit travel.

131 Ancient Magic Getting into Other Locations for Hyperborea Hyperborea The scholars of the ancient Hyperboreans were British Celts, world disputed the precise loca- and their worship of Apollo was Needless to say, getting into tion of Hyperborea. Here are three based on the importance of Bel, Hyperborea is difficult, and is like- other possible locations for the Land the sun god, in Celtic religion. ly only to happen if characters Beyond the North Wind. The significance of songs to are invited in by one of its resi- the Celtic bards and druids is dents. Learning the passwords to 1. According to Livy, whose evidence of this legend, as are the gates of Hyperborea would be interpretation of “bora” refers the many ancient standing stone a major quest, and could involve to the hills of Pelagonia, the circles containing 19 stones, and tracking down the spirits or ghosts Hyperboreans lived somewhere the similarity of the Hyperborean of famous Hyperboreans such as near Monastir, a mountain range and Celtic astrological calendars Abaris or the maids of Delos. An in the Balkans of Macedonia. (both of which used 19-year invitation may be given if the char- The legends told of sacred cycles). acters are returning the earthly Hyperborean gifts being brought remains of a Hyperborean priest, to Delos from distant regions 3. Hyperborea was Chinese or a relic, with the intent to leave of Dodona and the Maliac Gulf Turkistan, and the griffins said them in Hyperborea. (in Greece), along what would to live with the Hyperboreans become the Via Egnatia. This leg- were the dragons on the Chinese Every 19 years, at the time when end grew from the sheltered rose flags. The great Hypergoraei the stars complete their revolutions gardens and rich farming land Mountains were the Urals in — the vernal equinox of the rising on the Pierian side of the Bora Central Asia, which placed the of the Pleiads — Apollo Phoebus Mountains in Paeonia, and well- Turks near the lands of Terraconta. leaves his temple and goes among developed sun-cults. There has even been suggestion the Hyperborean people. During this that the Issedonians were ancient time he sings, dances, and plays the 2. Based on the writings of Tibetans (who may or may not harp, distributing his blessings to the Greek historian Hecateus, the exist in Mythic Europe). faithful.

132 Chapter Nine Rune Magic

In the cold and distant lands of breaks forth a brood of whelps from the lair Odin they were also respected and the north, in the centuries following of the savage lioness, in three cyulae, as it is feared by them, and had strong ties to the death of Christ, a form of ancient expressed in their language, but in ours, in both the ruling class and the leaders magic developed that was based on ships of war under full sail, with omens and of the pagan faith. Unlike the Roman simple inscriptions, using a special divinations. In these it was foretold, there Mercurians or the Celtic druids, the alphabet of letters called runes. These being a prophecy firmly relied upon among early rune wizards were much more runes could be used to communi- them, that they should occupy the country to integrated into their primitive com- cate in writing, but also had unique which the bows of their ships were turned, for munities, often holding positions of powers, with each of the many sym- three hundred years; for one hundred and fifty absolute authority over them. bols summoning a particular form of — that is for half the time — they should Very little is known about these magic. These carvings were inherently make frequent devastations. They sailed out, early chieftain-priests. They were said powerful, imbued with lasting magi- and at the directions of the unlucky tyrant, to have been recognized for their cal effects very much like enchanted first fixed their dreadful talons in the eastern prowess in battle, dressing in bear devices, all of which were unhin- part of the island, as men intending to fight skins (they were sometimes called ber- dered by those powers that could for the country, but more truly to assail it. sarkrs for this reason) and supposedly normally resist them, including the To these the mother of the brood, finding that never tiring, fighting until all of their Parma Magica. Because of this, the success had attended the first contingent, sends enemies were slain. Some of their ear- wizards who made these runes and out also a larger raft-full of accomplices and liest rune carvings may still be found the warriors who served them were curs, which sails over and joins itself to their in the remote places where these nearly in battle, and power- bastard comrades. From that source, the seed proto-Vikings dwelled, on gravesites ful enough for the Order to consider of iniquity, the root of bitterness, grows as a and ancient monuments called rune- them their greatest enemy. poisonous plant, worthy of our deserts, in our stones, in the rock of magical caves own soil, furnished with rugged branches and deep beneath the mountains, and in leaves. the stones of the buildings in their — The Ruin and Conquest of oldest cities. Britain, Gildas (516?-570?) These early people were also The Order exceptional shipbuilders and sail- The first rune wizards are said to ors, and in the fifth and sixth cen- of Odin have been followers of Odin, a god turies they spread throughout much the peoples of the North called the of Scandinavia and all of eastern At that time all members of the assembly, All-father, whom legend tells learned Britannia. Many of them came from along with the arrogant usurper Vortigern, magic through a great ritual of sacri- Saxony and a part of Denmark called are blinded; such is the protection they find for fice, and who taught this knowledge Engle, eventually developing into their country (it was, in fact, its destruction) to his followers. Like the wizards in what modern historians call Anglo- that those wild Saxons, of accursed name, the lands further south, those with his Saxons. Chronicling the events of this hated by God and men, should be admitted Gift of power inspired supernatural period, a monk named Gildas wrote into the island, like wolves into folds, in order feelings of envy and dislike in the in his history of Britain that this inva- to repel the northern nations. . . . Then there common people, but as priests of sion succeeded as God’s punishment

133 Ancient Magic Not-so-ancient Magic The ancient magic of the rune believe the Order of Odin is dead wizards is much less ancient than the and buried, however, and consider other traditions in this book, hav- them a magical tradition from an ear- ing been practiced within the living lier time and a distant culture. From memory of the oldest magi in the this perspective, the magic of the Order. It is even conceivable that Vikings and Anglo-Saxons is ancient some of these rune wizards still live magic, since they no longer live in in the wild lands north of Mythic the lands where it might be found. Europe, or hide in the lands once Thus, discovering their secrets is seen settled by their ancestors, practicing as a task for Seekers of ancient lore, their traditional rune magic as a type not magi who integrate hedge tradi- of pagan hedge wizardry. Most magi tions into Hermetic theory.

erfully negative air of magic about Anglo-Saxon settlements in addition them that none could bear to remain to those belonging to the Welsh and in their presence. Similar to what Britons. would later happen in Scandinavia And so, in about 800 AD, the during the ninth and tenth centu- most powerful rune wizards in Britain ries, the rune wizards began to lose allied themselves with a Pictish sor- the respect and obedience of the cerer known as Damhan-Allaidh, or general populace, and soon came to “the Spider.” Together they proposed be considered closer kin to madmen to eliminate all of their rivals from and devil-worshipers than lords and across the sea, the Vikings of the leaders, while the Dominion began to north as well as the Hermetic magi for the Britons’ many sins. By the end spread throughout the land and take from the south. Many have specu- of the eighth century the rune wiz- hold of the people’s hearts. lated that Damhan-Allaidh belonged ards had managed to seize and settle to their magical tradition, or at least all of what would become England, a similar branch that used writing ruthlessly fighting back the Welsh in War Against the Order to produce magical effects, and that the west and driving off the Celtic from their alliance a new form of rune peoples in the south, though they also By the late 700s, Viking raiders magic was developed. In any case, suffered great losses in these battles. It had begun attacking sea-towns and their combined magical powers drove was primarily these wizards who ruled settlements, and these war parties the Scandinavian raiders away, forc- the island during these years, who were often accompanied by Norse ing them to strike at easier shores, but drove the people to conquest and vic- rune wizards acting as lords and gener- also drew the notice of Pralix and the tory, and it is said that in those days als. Their lands further north and east Order of Hermes. every village had its own rune master were becoming overpopulated, and The Spider and his allies seem to instead of a lord. so the most enterprising of them had have wanted to lure their Hermetic Over the next 100 years, through set sail for Christian shores, believing enemies to England to attack them wars and trade with the many other that their magic and battle-prowess directly, for their power was far great- peoples of England, the Anglo-Saxon would bring them great wealth and er when defending themselves and people began to be assimilated into power if they struck swiftly. They laying traps than when attacking. At the Christian culture, and their model pillaged the coastlines and demol- first, this plan was successful, and of a community ruled by a rune wiz- ished villages and monasteries, taking many magi fell trying to confront ard as chieftain began to break down. anything of value: silver, vis, food, Damhan-Allaidh and his army, but Surviving descriptions of these fol- weapons, and slaves. What they did when Pralix managed to gain a foot- lowers of Odin make them sound not value, they burned. These enter- hold among other hedge wizards on like crazed fanatics, with such a pow- prising Vikings often attacked the the island, the Spider and his allies

134 Ancient Magic were forced to take up the offensive were eventually routed. However, the the so-called Order of Odin seemed a against them. This proved to be the magi realized that they were unusu- very real threat. downfall of the Anglo-Saxon rune ally vulnerable to these attackers, and Many of the magi in the north- wizards, for while they were fear- they were troubled. They brought ern Tribunals felt that it was the some in battle, they were much more word of these strange northern wiz- interference of Máel-tuili that had vulnerable to magical counter-attacks, ards to the Grand Tribunal of 832, endangered them all and brought and the war soon took its toll on their where those who had heard of their ruin upon their lands. Instead of ranks. According to the members of pagan faith and their Anglo-Saxon kin joining in war against the rune wiz- the Ordo Miscellany, all of the rune dubbed them members of “The Order ards, most of these magi went into wizards were either defeated in the of Odin.” hiding, especially the magi of House final battle or later hunted down and In 837 a delegation of primar- Diedne. At the Britannian Tribunal destroyed, completely driven from ily Irish magi from many different of 851, the Diedne Primus Obregon the shores of England in the years that Houses, led by Máel-tuili of Merinita, declared that the magi of his House followed. sought out the rune wizards and would “no longer protect our unde- attempted to parley with them. At serving sodales from the enemy,” first, the Viking leaders were abusive but instead would “respect the Code The Viking Invasions and demanded to know their secrets, from within the safety of our secret but after hours of negotiation the mounds and hidden dales.” Nearly Independent of the war against rune wizards eventually agreed that all interaction between covenants Damhan-Allaidh, the rune wizards they would leave in peace if the and magi in the region broke down and warriors from Scandinavia and magi paid to them a tribute of 3,000 for about 20 years, and remained other places to the north continued pounds of silver and forty pawns of sporadic for much of the following their attacks on central Europe and vis. This price was arranged, but soon century, but forever after the Irish other parts of Britannia. Starting in after they had it in hand the Vikings Diedne remained apart from their about 830, the Vikings led a major reneged on the deal and attacked. The sodales and never participated in the assault against Ireland, sending over leaders of both parties fell in the sub- local Tribunals again. an army of raiders on a great fleet sequent battle, and many other magi The rune wizards may have of ships. They landed on the eastern and wizards were killed. The news seemed to the magi of the Order shore of the island and built fortifica- of this betrayal stirred equal parts of of Hermes to have been united as tions from which they could attack outrage and horror in the local magi part of a great organization with the entire country. From their main and throughout the Order, but no plans to invade Christendom, but it stronghold in Dublin, they ravaged immediate action was taken. is more likely that they were simply the whole of the Emerald Isle, and it Soon more Vikings arrived in opportunists who had allied them- was said that no village was safe from Ireland and reinforced their camps, selves with bands of warriors in search them. and the frequency and range of the of adventure, property, and status. It was there that the Scandinavian periodic attacks increased as the However, the idea of the “Order of rune wizards first encountered repre- Norsemen realized just how much Odin” became so well-known that sentatives of the Order of Hermes, in wealth there was to be had. The some of the rune wizards proudly the form of a group of Diedne magi invaders came in even greater num- took the name during this era, as a from a covenant several miles north- bers, and other bands landed in sort of battle-cry or badge of honor. A west of their camp. The two groups Scotland, England, France, Germany, great many magi distinguished them- clashed on the Diedne covenant and Russia. A substantial raiding party selves in retaliatory strikes against the grounds, unable to communicate any- nearly captured Paris in 845, and in enemy’s camps and ships, and made thing more than threats to each other, 865 a great army of Vikings landed in forays into the North to wreak havoc each assessing the other’s magical East Anglia and proceeded through in their homeland. Though war was strengths and weaknesses. Although kingdom after kingdom, subduing or never declared, nonetheless a great much of the rune wizards’ magic was killing everyone who opposed them. many Hermetic war heroes emerged unhindered by the Parma Magica, For most of the latter part of the ninth from these conflicts. they were generally unable to affect century, the Vikings were a terrifying As both rune wizards and magi the magi directly, and the Vikings menace to all of northern Europe, and were killed off in these skirmishes,

135 Ancient Magic the invaders’ non-magical kin began with ancient faeries who practice a These trolls are not invincible, but to settle the lands they had captured, similar sort of magic. they still pose a powerful threat to and by about 950 the raids had almost those they catch in the wild. entirely ceased. The attention of the The Heorot covenant has only Order of Hermes soon turned to The Mythic North existed for six years, and has yet to other matters, including the Schism attend Tribunal and become officially War, and over time the Christian One method of finding active recognized (see Guardians of the Forests, faith spread among the Norse peoples rune magic may be to find a living page 90). The magi are not convinced in their homelands and the lands rune wizard, for though they have that the Order of Odin is dead, and they had conquered, bringing with not been seen for many years, many one of the magi is reputedly interested it the Dominion and a disdain for magi believe they still live in the lands in locating a rune wizard and studying the old, warlike ways of their pagan north of Mythic Europe — Denmark, his magic. He is afraid to leave the ancestors. Most of the rune wizards Scandinavia, Iceland, Greenland — safety of the covenant, but perhaps he that remained in European lands are rebuilding their strength and prepar- would be willing to collaborate on his believed to have either joined the ing for another strike. The question investigation with anyone who can Order or retreated into the wilder- of whether or not they survive is a bring reliable information to him. ness, to hide from their own civili- point of great political contention Another potential source of aid is zation and culture, and soon they within the Order of Hermes, for some the pirates of the Hermetic covenant became nothing more than a legend, say that the Order of Odin has been of Waddenzee, a group of aggressive even among their own people. destroyed, and others vehemently magi that sails in the Baltic Sea, raid- maintain that they have not. Seekers ing villages and other ships. They in a position to definitively answer regularly strike at the settlements on this question will likely encounter the shores of Norway and Sweden, and resistance from one side or other, and often push deep inland on exploratory Discovery so it should be with some trepidation expeditions. They claim that they have that they embark on such a quest. found both great amounts of vis and By 1220, the rune wizards of old A good place to start would be members of the Order of Odin, all of seem to no longer live within the to try and make contact with the whom they hunted down and killed. lands of the Order of Hermes, and covenant of Heorot, in the Kingdom They might be convinced to allow a many magi believe that their ancient of Denmark. Just after the meeting of Seeker to travel with them for a while, magic has been forever lost. Yet some the Tribunal in 1214 AD, three or direct him toward areas where he remnants of their power may still magi decided to establish a covenant might be likely to come across rune remain in the places they conquered, on the island of Zealand. They chose wizards and their descendants. and Seekers interested in the magic of a site in Lethra, a ruined town that Even farther north are Iceland and the North might be drawn to study was abandoned sometime during the Greenland, both of which could have these artifacts, to discover what made sixth century, but which was once the evidence of rune wizards hiding within their rune magic so dangerous, and seat of the Danish kings and a thriving their Christian communities or living perhaps find a way to adapt it to the town at the center of the island. The in the wilderness beyond the borders Hermetic Arts. To do this, they must main building is a great hall built on of the Dominion. Perhaps a Seeker track down an example of active rune the site of the original structure, the might join up with a group of other magic, investigate it in the lab, and hall of the famous King Hrothgar, and characters with their own reasons for learn from its secrets. There are three it was during his reign that the epic traveling into the Arctic islands, and possible means by which a magus tale of Beowulf took place. Heorot spend time assisting them with their might accomplish this task: by head- was built as an authentic recreation of own adventures while searching for ing north into the territories where the great feast hall, with laboratories signs of the Order of Odin. There, the rune wizards of the Order of Odin and housing in the surrounding area. they may even hear stories of Viking supposedly still reside, by seeking out Beyond the defenses at the edges of settlements even further west, where barrow-markers and grave goods in the covenant are marshes that are rune wizards might have fled, includ- places where rune wizards once lived still prowled by fearsome monsters ing the land of Vinland described in and fought, or by making contact descended from the creature Grendel. The Saga of Erik the Red.

136 Ancient Magic

Trondheim

MAP KEY Faroe Islands Town or Settlement

Viking Grave Site Shetland Islands Oslo

Path of Viking Orkney Islands Settlement

Shaded Areas Indicate Areas of Heaviest Settlement NORTH BALTIC SEA SEA

Ribe

Dublin Derby Nottingham

Leicester Stamford 100 miles

ATLANTIC OCEAN ands of the une izards

unearth some examples of these sorts is connected to a dead body, and this Heirlooms and Artifacts of items. Seekers may not be able to is one way to prove that its magic is move the monumental rune-stones or genuine and still in effect. Even if those who practiced the grave-markers that that dot the north- There may be other places in magic of the runes cannot be found, ern landscape, though they may be European lands settled by the Vikings evidence of their spells can still be dis- able to study these relics in the wild. or the Anglo-Saxons where the old covered. It is possible that magi might Or perhaps a Seeker may discover a faith is still practiced, or at least the even come upon some examples of discarded wooden wand, carved with old stories are remembered and told. magical relics but have no idea what strange vertical and diagonal runes, From such folk wisdom, a Seeker it is they have discovered. Because that does not seem to be a magical might learn the story of how Odin of the way that rune magic changes device but clearly has a magical effect learned the magic of the runes, a ritual the nature of its target, objects with on its surroundings. in which he hung from a tree with his active effects do not seem magical to However, magi are more likely side pierced for nine days, and after- Intellego Vim spells. The only evi- to discover runes that they think are ward received enlightenment. Perhaps dence of rune magic is the inscription, magical but upon further investigation a magus can locate a tree that is said and the effect it has on its surround- are found to be entirely mundane, to have been used in such a ceremony, ings. This effect is entirely natural, either because age has damaged the or undergo a similar ordeal in hopes however, and can only be divined runes or because they were never of achieving the same insight. by observation or through intensive enchanted at all. Another aspect of Many Seekers believe that the magical investigation. rune magic that Seekers might stum- Norse gods were actually the prime- Rune wizards are said to have ble upon is that runes with active val originators of magic, known as woven curses on gravestones and magic are lasting Arcane Connections the Old Ones, believed to be the first blessings on their swords, and by dig- to the caster. Simple Intellego Corpus wizards ever to walk the earth. It is ging up their battlefields magi may spells might reveal that a rune-stone said they eventually overcame their

137 Ancient Magic mortal forms and ascended to god- unhappy life. Then the dverge begins agrees, he finds that the faerie hasen’t hood, becoming the figures of legend the process of forging the item, a long taken the thing that was his heart’s told in the tales. It is also possible and tedious process, in its workshop, desire, but rather his actual desire for that they are very powerful faeries. and after many seasons of calcula- it. Some other example dverge-prices Finding one of these beings is a wor- tions, reciting litanies, and hard labor, might include: thy quest on its own, not just for the the artifact is complete. purpose of learning the secret of the Dverge-forged items differ from • the edge of his sight runes. However, a Seeker who discov- the runes that rune wizards carve in • a bit of his luck ers a way to communicate with the a few small but meaningful ways. For • two of his toes Norse gods may be able to convince one thing, the runes may be hidden • two of his fingers them to teach him rune magic, and where they cannot be seen at all, such • the color of his eyes while the magnificence of meeting a as on the inside of steel or woven • his height god is an awe-inspiring experience all with black thread into black cloth. • his hair to itself, it is also an opportunity for The runes of the dverge are also said • his friends knowledge that a true Seeker should to allow effects that are not possible • his good name not overlook. with typical rune magic, such as gold • his fondest wish rings that can multiply themselves or • 100 words runes that bring men back from the • the first thing he sees upon return- The Dvergar dead. Finally, dverge artifacts resemble ing to his home Hermetic devices, in that they can • seven years of his life The rune wizards are not the only have multiple uses per day, triggered ones in the lands of the far North who effects, increased Penetration, and Dverge-made items only function practiced rune magic. The ancient activated Powers. This makes them for the person for whom they were race of beings called the dvergar also much more valuable than anything crafted, though they may be inherited knows the secrets, and practiced it the rune wizards ever crafted. by a blood relative (and still include long before Odin taught men. They However, faerie runes also typ- the hidden costs for the new owner). are unfriendly beings who dwell in ically affect the wielder, changing Even if the heir cannot use these Faerie regiones deep within the bow- him in subtle or not-so-subtle ways items, such artifacts may still be inves- els of the earth, or in Arcadia, acces- — those with dverge-forged devices tigated by those seeking to learn rune sible only through the cellars of aban- may find they do not feel comfortable magic, and the craftsmanship is such doned buildings or in tunnels hidden being without them, or talk to them, that they always fetch a high price under mountains in lands where the or develop other strange personality simply for the quality of the object. rune wizards once lived. They use the quirks associated with their relation- power of the runes to craft fantastic ship to the object. Madness and a magical items, the like of which has thirst for violence are common side never been seen in Christian lands. effects of interacting with the Norse A Seeker who finds his way into fae. Hermetic Nithavellir (the underground land of Once the item has been con- the dvergar and other dark faeries) structed, the Seeker must pay for it. Integration may locate a dverge and convince it to The price is set after its creation, and construct him an artifact. Dvergar do since dvergar do not haggle and despise Once a Seeker investigates an not have items for sale, as each one is those who do, the Seeker must either example of active rune magic, he handcrafted for a particular person and accept or refuse. Being faeries, dver- learns that the runes inscribed onto purpose. The Seeker must describe gar usually ask for things that seem a target actually change the nature of what he wants the dverge to make and alien, things that human beings take that target to conform to the qualities why, for these beings do not waste for granted. The price may sound of the rune, and that this effect lasts their time for just anyone, and legend simple and mundane, but it always for as long as the rune does. These tells that a person who receives an has hidden costs. For example, a dverge unique aspects of rune magic may be enchanted item from them is destined might request that the Seeker give adapted to Hermetic theory through for greatness, a heroic but ultimately his heart’s desire, and if the Seeker investigation and experimentation

138 Ancient Magic

allowing the magus to enchant objects Enchantment Runes and people with raw, natural power Magi who possess Hermetic Because of the resonances that does not require vis. Spells that Rune Magic may also invent enchant- between the magic of the runes directly target a being with Magic ed devices that use the magic of the and the secrets taught to Verditius Resistance must still penetrate, how- runes. They must open the item as by Wayland Smith, Verditius magi ever. For example, a Creo Ignem spell usual, and then spend another sea- who have initiated the Mystery using rune magic would not need to son designing the effect, but using of Elder Verditius Runes may add penetrate, because the flames are con- the Rune Duration and Inscription their Rune Magic score to their Lab sidered natural for the duration. A Target, and they must inscribe the Total instead of the +2 bonus they Perdo Corpus spell would need to pen- runes onto the item as part of invest- normally receive for matching a etrate, because the effect targets a per- ing the effect. They can then make particular type of wood, and they son who is protected against magic. further modifications to the effect. always know a rune that can pro- Note, however, that if the runes are vides the magical focus they seek, Rune (Duration): This spell damaged, the effect ceases to func- rather than using the table of Arts must be cast with an Inscription tion, just as if the device itself had given in Houses of Hermes: Mystery Target, and lasts for as long as the been destroyed. Cults, page 127. rune or runes that form the inscrip- tion remain undamaged and whole. (a Major Breakthrough requiring 45 the effect are written in the third per- The moment they are worn away, breakthrough points), producing the son, as in “Eirik carves the runes that broken, or changed, the effect ends. new Hermetic Rune Magic Virtue, create fire.” This formula usually means If the runes are carved upon an object, described below. that the spell affects something other like a wand or stone, the effect also Surprisingly, deciphering rune than the caster, or is centered on an ends if the object is damaged signifi- magic is not as difficult for magi as object rather than the caster. In the cantly, in the same way that a magical might be supposed. This is because third case, the runes give the caster’s device can be ruined. This Duration rune magic is similar to Hermetic name, but do not describe an effect. is equivalent to Moon, adding three magic in several ways, most notably This simply associates the object on magnitudes to a spell’s base level. in that rune spells typically have a which the runes are carved with the rune that describes the effect and caster, which magi might use to create Inscription (Target): This spell another rune that describes the target, an Arcane Connection that is lasting must be cast with Rune Duration. It what magi might call the Technique but not permanent (see below). is the same as Individual, except that and the Form. As magi investigate the spell requires the caster to write examples of rune magic and better on the target or an object that the tar- understand the minds of the rune wiz- New Virtue get wears or carries. If the spell does ards who practiced it, they likely learn not target the object upon which the the meanings of the different runes Hermetic Rune Magic runes are inscribed, the inscription as well as the different alphabets that Major, Hermetic must include an Arcane Connection were used to write them. To represent This Virtue gives the magus a to the target, or else the inscribed this knowledge, magi may learn a new new Rune Duration and Inscription object must touch the target. If this Arcane Ability called Rune Magic, Target for his spells, through which object is removed, the effect is inter- also described below. he can make use of the power of the rupted, but it does not end as long as There are three ways to formulate runes. When used, these ensure that the runes are still whole. a rune spell. In the first formula, the the effect lasts almost forever (or at The inscription must be made caster inscribes his name and the effect least for as long as the runes remain while the spell is being cast. Like in the first person, as in “I, Eirik, carve undamaged), and that for that dura- spells that use a circle, the magus may the runes that heal flesh.” This method tion, the magic is a true and natural use magic to carve the words, but at generally means that the spell affects change, similar to the effects of a Creo no greater distance than Touch, and the caster, or that the effect is centered Ritual spell. The target of this sort of he must still physically trace out the on the caster. In the second formula, spell does not become a magical thing runes, as if he were carving them with the runes that describe the caster and for the purposes of Magic Resistance, a tool. When using organic material

139 Ancient Magic such as wood or horn, an inscription Variation Modifier inscribing his name on an object and can be made in the same amount of Hidden name –2 imbuing it with his magic. He must time it takes to cast a Hermetic spell, make a roll as if casting a spell, using No name –5 and it generally takes about two min- his Casting Total for any Technique utes to scratch an inscription in stone Hidden –5 and any Form, but he succeeds so or metal. These spontaneous runes are description long as he achieves a positive result unlikely to last more than a few days No description –10 and does not botch. As with any rune before wear causes them to fall apart, Extra effort +1 spell, the object becomes an Arcane however. For lasting effects, at least Connection to the magus for as long Emphasis +1 several hours of craftwork are neces- as the rune remains undamaged, and sary, or as long as a season for a master- may be targeted by other magic as if piece intended to outlive the caster. Alternatively, when he is inscrib- the object were the caster. ing runes, the magus can make a When casting rune magic spells, Dexterity + an appropriate Craft a magus must inscribe his name and Ability roll against an Ease Factor of New Ability: a concise description of the intended 15, using a simple die. If he succeeds, Rune Magic effect, or else he suffers a penalty to he can disguise his rune script how- his Casting Total. If the magus does ever he wishes, without any penalty. If not inscribe his name into the inscrip- he fails, he must cancel the spell and This is the rune wizards’ version tion, he receives a –5 penalty. He can start over from the beginning with a of Magic Theory. It is knowledge of choose to hide or encrypt the runes in new inscription, discarding the object what the magic of the runes is and how some way, by combining the stems of on which he was carving the runes. it works, dealing with the symbolism several runes together in a design that Hermetic Rune Magic has two of each rune, how they may be used, requires a contested Intelligence + major drawbacks. Firstly, the runes how to formulate a rune-script, and Rune Magic roll to decipher (see Rune are a lasting Arcane Connection to how to encrypt the runes so that they Magic, below), and this gives him a –2 the caster, and beyond that they func- are harder for others to recognize. penalty for hiding his name and a –5 tion in a manner similar to the spell Without The Gift it has few practi- penalty for obscuring the description. Opening the Intangible Tunnel (ReVi Gen), cal applications, though like Magic Or, he can omit his name and simply in that other magi can target the Theory, a basic understanding is essen- carve single runes for the Arts used in caster by targeting the runes. That tial for accurately copying books on the effect, rather than describing them is, a rival magus could cast a Touch Rune Magic. Specialties: hiding runes, fully in the script, for a –10 penalty. spell at the caster simply by touching identifying rune magic, runes associ- If the runes that are used to the runes, as if he were touching the ated with a particular Art. (Arcane) describe the effect or the target are caster. Secondly, every spell that uses emphasized, either by repeating a the Rune Duration and the Inscription particular rune three times or by spell- Target is considered a powerful mys- Rune Alphabets ing out the entire alphabet at the tical effect, which always gives the beginning of the script, the magus target a Warping Point. There is no Magi who have learned Hermetic receives a +1 bonus. This is quite way to design a rune spell not to Rune Magic may use any form of writ- common in rune magic, since it is Warp a particular target as with other ing to inscribe their magical effects, rarely any additional trouble, but it Hermetic spells. These two weak- though they probably favor the same makes it very easy to recognize the nesses explain why rune wizards are runes used by the wizards of the inscription as rune magic rather than said to have become Warped much North, since they are likely to have a simple adornment. If the magus more quickly than Hermetic magi, learned them while they investigat- spends extra effort on the inscription, and traditionally guarded their runes ed Rune Magic (raising their Artes coloring in the runes or working them very closely, destroying them after Liberales score accordingly to accom- into an intricate pattern or design, they had served their purpose. modate knowledge of an additional this doubles the casting time and A magus who possesses this alphabet). To make it easier for play- gives him another +1 bonus to his Virtue can easily make lasting Arcane ers to incorporate these symbols into casting total. Connections to himself, by simply their characters’ magic, these three

140 Ancient Magic Rune Magic and Creo Spells The Rune Poems Because of the way rune magic drink is simply set aside, the magic causes natural effects and must be has no apparent effect. Characters who are interest- inscribed on the target, Hermetic Healing spells like The Chirurgeon’s ed in learning about Rune Magic Rune Magic can interact with the Art Healing Touch take the place of natu- can track down a study source in of Creo in one of two unusual ways, ral healing for the duration of the the form of a “rune poem,” rare depending on whether the spell is spell, so that if the rune remains on and valuable works written by the designed to create or to heal. If the the target as long as it takes to heal wizards to teach their followers effect creates a target, the runes must the injury naturally, the wound does the basics of rune carving and the be written on an Arcane Connection not reopen when the effect ends. For magic of the runes. These texts to that target, and the target is only example, a silver ring with runes that name each rune and give a brief created if it does not already exist. heal a Light Wound must remain on description in verse. The verses are For example, to create an ox, the the target for at least a week, the typically four lines long, one verse magus must have something that is recovery period for a Light Wound. for each rune, and describe the part of an ox that is no more, such If the ring is removed or damaged rune’s mystical properties through as a horn from a dead ox, and the during this time, before the wound imagery, such as “Wealth / source spell essentially transforms the horn would have healed naturally, the of discord among kinsmen / and into the ox. If the ox upon which the character must make an immediate fire of the sea / and path ofthe spell is based still lives, the spell has Recovery roll for that injury (ArM5, serpent” or “Hail / cold grain / and no effect, so that casting such a spell page 179). If this equals or exceeds shower of sleet / and sickness of twice does not create two oxen. To the Improvement Ease Factor, the serpents.” enchant a cloth so that it will create wound remains healed. If the roll There are three rune poem a great feast, the magus must first lay equals or exceeds the Stable Ease texts that might be found in Mythic out a great feast upon it. From then Factor, the Light Wound reopens. If Europe: the Icelandic Rune Poem and on, that same feast will be created this roll is less than the Stable Ease the Norwegian Rune Poem, both of by the runes whenever the cloth is Factor, the wound worsens, becom- which use the Younger Futhark activated, but if the created food and ing a Medium Wound. alphabet (see below), and the Anglo-Saxon Rune Poem, which uses systems of runes are briefly described The re-emergence of the rune the Futhorc (also described below), here. magic of the Order of Odin could but which was translated into Latin also have exciting consequences for by Christian monks who made the magi of the Order of Hermes. many changes to the text. The two Politically, the rune wizards and their former books might be Rune Magic magic are dangerous topics, as there summae of Level 5, Quality 7; the Consequences are many who use the idea of them as latter Level 5, Quality 3. reason to keep the northern Tribunals The runes and Hermetic Rune prepared for war, and to leave the because Ragnarok, the “Destruction Magic have the power to revolutionize lands of the Norsemen uninhabited of the Powers,” has come. On that the Order, as they can create natural by magi. Characters who can con- day, when the great serpent and the and lasting effects that do not require firm or deny that the rune wizards Fenris wolf are freed, the great horn of vis. The magical devices that can be have been wiped out — and who warning is blown and the gods must made with rune magic are truly amaz- can report the true state of affairs in don their armor to fight the invading ing, and those magi who build them their northern homeland — are very giants in the great battle at the end soon replace the dvergar of the North unpopular among these factions at of the world. From that day forward, as the great masters of the magical Tribunal. the magic of the runes no longer has crafts. House Verditius might desire Yet as rune magic begins to any effect, for the gods have turned to keep such a great discovery as a spread through the Order, perhaps away from the world, and the power House Mystery, and begrudge those the magi find that one day it suddenly of Odin’s runes has gone with him to who share the secret with others. ceases to function. Why? It might be Asgard and whatever lies beyond.

141 Ancient Magic The Elder Futhark The oldest version of the runes the rune wizards of Scandinavia and considered to represent rune magic in is called the Elder futhark (the word Iceland. Since it is believed to com- its purest form. It consists of 24 letters, futhark refers to the first six letters prise the original runes that were broken up into three aetts (“eights”) of in the alphabet), and was known to taught by Odin to his followers, it is eight letters each.

Letter Rune Name Pronounced Meaning Letter Rune Name Pronounced Meaning F f Fehu FAY-hoo Wealth Y y Ihwaz EYE-vaz Yew U u Uruz oo-ROOZ Auroch P p Perth PAIR-th Cup TH x Thurisaz THUR-ee-sahz Ogre Z z Algiz AL-gheez Elk A a Ansuz AN-sooz Mouth S s Sowilo SOH-veel-oh Sun R r Raido RYE-doh Riding T t Tiwaz TEE-vahz Tyr K k Kauno COW-noh Pain B b Berkanan BARE-kan-ahn Birch G g Gebo GHAY-boh Gift E e Ehwaz AY-vahz Horse W w Wunjo VUN-yoh Joy M m Mannaz MAH-nahz Man H h Hagalaz HAH-ghah-lahz Hail L l Laguz LAH-ghooz Water N n Naudhiz NOW-thiz Need NG q Ingwaz ING-vahz Lord I i Isa EE-sah Ice D d Dagaz DHAH-ghaz Day J j Jera YEH-rah Year O o Othila OH-thi-lah Inheritance

The Younger Futhark In Denmark and Germany, the ings changed as the language became three aetts made up of eight runes, in futhark began to develop over time more compact, and the runemasters this system the first aett had six runes as it was used to communicate as began using fewer characters, even- and the other two had five. This well as work magic. Many of the tually settling on a set of 16 runes variation came to be known as the names of the runes and their mean- instead of the original 24. Instead of Younger futhark.

Letter Rune Name Pronounced Meaning Letter Rune Name Pronounced Meaning F  Fe FAY Wealth I  Iss EES Ice U  Ur OOR Drizzle J  Ar AHR Year TH  Thurs THURZ Ogre S  Sol SOHL Sun A  Ass AHSS God T  Tyr TEER Tyr R  Reidh RAYTH Ride B  Bjarkan BYAR-kahn Birch K  Kaun COWN Sore M  Madhr mah-THUR Man H  Hagall HAH-gall Hail L  Logr lah-GHUR Water N  Naudhr NOW-thur Need Y  Yr EAR Yew

142 Ancient Magic The Anglo-Saxon Futhorc In England, the rune wizards altering the meaning of many of the agree that it included these 28 runes, instead expanded their alphabet, others, producing a very different set though there are several other letters eventually adding more runes and of runes, called the futhorc. Scholars that may also have been included.

Letter Rune Name Pronounced Meaning Letter Rune Name Pronounced Meaning F  Feoh FAY-oh Wealth X  Eolhx OHLHK Elk U u Ur OOR Auroch S  Sigel SIGH-gel Sun TH T Thorn THORN Thorn T  Tir TIRE Star O o Os OH-ss Mouth B  Beorc BORK Birch R  Rad RAYD Riding E  Eh EH Horse C  Cen KEEN Torch M  Mann MAHN Man G  Gyfu GUY-foo Gift L  Lagu LAH-guh Water W  Wynn WIN Joy NG N Ing ING Hero H  Haegl HIGH-gull Hail D  Daeg DYE-gh Day N  Nyd NID Need OE E Ethel EE-thell Homeland I  Is EYE-ss Ice A  Ac ACHE Oak J  Ger GEAR Year AE A Aesc EYE-sk Ash Y  Eoh EE-oh Yew YR  Yr EAR Bow P  Peordh POHR-th Cup EA  Ear YAHR Grave Further Reading Ankarloo, Bengt and Stuart Clark McKinnell, John and Simek, Rudolf Ogden, Daniel (2001) Greek and Roman (ed.) (1999) Witchcraft and Magic with Düwel, Klaus (2004) Runes, Necromancy. Princeton University in Europe: Ancient Greece and Rome. Magic and Religion. A Sourcebook. Press University of Pennsylvania Press Verlag Fassbaender Riley-Smith, J. (1991) The Atlas of the Bradley, R. (2005) Ritual and Domestic Mellinkoff, Ruth (1981) The Mark Crusades. Facts on File Life in Prehistoric Europe. Routledge of Cain. University of California Saggs, H.W.F. (2000) Peoples of the Faraone, Christopher and Dirk Press Past: Babylonians. University of Obbink (ed.) (1991) Magika Hiera: Meyer, M. and P. Mirecki (eds) (2001) California Press Ancient Greek Magic and Religion. Ancient Magic and Ritual Power. Brill Oxford University Press Academic Publishers, Ltd Gager, John (1992) Curse Tablets and Murdoch, Brian (2003) The Medieval Binding Spells from the Ancient World. Popular Bible: Expansions of Genesis in Oxford University Press the Middle Ages. D.S. Brewer

143 Ancient Magic Contributors

About the Authors Paula, also enjoys two of these; fortu- Kelley Hensing (www.wickiearts.com) nately, she usually tolerates the third. is a graduate of the Rhode Island School Erik Dahl is descended from both John Post has served as a soldier, of Design. Creating creatures and myth- Anglo-Saxon and Norse folk but has studied as a scholar, and now practices ological characters is one of her favorite as an attorney. When he’s not reading settled in California with his Frisian subjects. Inspirations include myths, about ancient or medieval history, he goodwife (who carefully guards her fairy tales, and religious texts. name against print). He works with enjoys fine food and wine. He and his Brad McDevitt (www.bradleykmcdevitt.net), code and databases for a living, but has lovely wife live in San Francisco, where a 17-year veteran of gaming art, has friends with degrees in linguistics and both are abundant. archaeology (who will probably dis- Paul Tevis is a software engineer done work for everyone from TSR to cover all kinds of errors in his work, but by day and a gaming fiend by night. Pinnacle. He lives in Ohio with his wife who he hopes will appreciate the sub- Beyond his predilections for roleplay- Jessica. ject all the same). He is also immensely ing and board gaming, he enjoys cook- Jeff A. Menges (www.skaircrow.com) grateful to Matt Ryan (who suggested ing good food, drinking fine wine, and has worked on Ars Magica since 1989, cycling. He lives just on the edge of Adamic to begin with) and the many is currently pursuing a Master’s degree Southern California with his wife and playtesters (who were so very willing to in Illustration, and has been freelanc- share their knowledge of Anglo-Saxon three cats. ing in the gaming industry for nearly and Viking culture and history). Alexander White, at the time 20 years. Timothy Ferguson is a librarian of this writing, finished his Honours on the Gold Coast, Australia. He col- in Classical and Medieval History at Patrick Murphy is better known lects succulents. He’s had a Dracaena the University of Melbourne, Australia, in gaming circles as the “Mad Irishman” for years, but didn’t know it was a took over the reins as General Secretary (www.mad-irishman.com). He has a Ph.D. “dragon tree” or the folklore around of the University of Melbourne Student in Linguistics from the University of it, until he started writing about the Union, and continued part-time work as North Carolina at Hill and Canary Islands. He’s now started look- an adviser to the Victorian Parliamentary splits his time between a day job and ing into the folklore of the other com- Secretary for Justice. He spends his few being a Hoplite of the Order. Patrick mon objects around his home, seeking spare moments each week involved in would tell you what his day job is, but further story ideas. political pugilism on various blogs, and Jeffrey Kyer is a geo-archaelogist helping out various progressive com- he’d have to kill you. living in the swamps of South Carolina munity and trade union causes. Tony Parker (www.tonyparkerart.com) with his wife and son. He goes on digs is a Phoenix, Arizona based artist. He in the Middle East to escape the heat still loves giving hugs. and humidity. He built an aeolophile About the Illustrators Grey Thornberry (www.greystudio.com) in highschool and always wanted to is a self-diagnosed (and self-medicat- write about the Library of Alexandria. Jason Cole (www.jojamamida.com) ed) illustrator based in Brooklyn, NY. Fortunately, his wife tolerates his eccen- attended the Academy of Art in San “About art I’d say there’s few things tricities and corrects his grammar. Francisco for two years before accept- more important than a well-drawn line; Richard Love enjoys fine Italian ing a double scholarship to the Center food, Argentine tango, and slightly for Creative Studies in Detroit. He about myself, caffeine is the only thing obsessive games set in an imaginary is currently enrolled in F.I.T.’s MA in standing between me and the evil per- thirteenth century Europe. His partner, Illustration program. son I really am.”

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