ArsMagica5-LivingCovenant

42

Transcript of ArsMagica5-LivingCovenant

  • Semita Errabunda

    2

    Semita Errabunda is a covenant in early summer,populated primarily by young magi. The notableexception is Darius of Flambeau, a respected hoplitecoming into his full power as a magus. Darius's mem-bership has kept the covenant safe from seriouspolitical rivalry, as few magi want him as an enemy,and the covenant's natural tendency to stay neutralin Tribunal politics has helped insulate it further.

    Semita Errabunda is located in a regio, in a level 5magic aura, and the next level of the regio, at level 7,has the remarkable property of connecting to differ-ent places in Mythic Europe at different times. Themagi would quite like to know why it connects as itdoes, and how to predict where it will be, but so farnone of them have wanted to know badly enough toactually devote serious time to studying the problem.The members of the covenant also strongly suspectthat there is at least one more regio level above level7, but they do not yet have conclusive proof.

    There are two levels below the covenant's level, atmagic auras of 3 and 1. Level 1 is very similar to theexternal scenery, but influenced by the appearance oflevel 5, while level 3 is much like level 5, but influ-enced by the external scenery. Levels 1, 3, 5, and 7can all be entered in several ways. Being led by aninhabitant always works, and magic can see throughthe boundaries. Similarly, simply becoming lost onone of the lower levels gives someone the standardchance of wandering into a higher level. Thecovenant does not think there is any route that guar-antees entrance to higher regio levels, so they keep agrog on the external level to greet visitors and leadthem in.

    Level 5 of the regio takes the form of a lake sur-rounded by mountains, highest in the north anddropping to the south. In the north, a waterfallplunges over two hundred feet into the lake, while inthe south the waters flow out over a similar drop.Anyone crossing the ridge of the mountains finds

    themselves descending again towards the lake, andthings that flow out over the waterfall generally flowback in, at the north end of the lake.

    There are two exceptions to this: passes to the eastand west of the lake. If you pass through the eastpass at sunrise, or the west pass at sunset, you findyourself in level 7 of the regio.

    The mountains are forested, and home to variouscreatures, most noticeably magical. There is somespace for farming, but the covenant does rely onexternal contacts for part of its food supply. The lakecontains a number of picturesque islands, and thecovenant proper is built on the largest of these,slightly south of the center. Residents of the regiocan walk on the surface of the lake to get to theisland; new recruits to the covenant are accommo-dated on the shore until they can walk on the water.Mundane recruits are told this before their guideshows them that it can be done. Just how long theyare left thinking that the condition is impossibledepends on how mean their guide feels.

    The covenant itself consists of a number of typicalmedieval buildings, built mainly of wood. Thecovenant has not yet spent the vis required to raiseimpressive stone towers, and given the level of secu-rity provided by the regio they haven't really felt theneed; nothing that can get to the island is going tobe hindered by stone walls. The largest building isthe great hall, which can hold all members of thecovenant with ease, with room for growth. Thelibrary is housed in a room on the eastern end of thehall, which also serves as the council chamber.

    Each magus has his own house, which includes hislaboratory. So far, all the magi have chosen to desig-nate the whole of their house as their sanctum.These houses are built some distance apart, so that adisaster in one laboratory will not immediatelythreaten everyone. For similar reasons, the mundane

    Semita Errabundaby David Chart

    Living Covenant 9/15/04 5:15 PM Page 2

  • 3Semita Errabunda

    members of the covenant live in several separatebuildings, although none of them have whole struc-tures to themselves.

    The covenant currently has a minor problem; themagus who used to cast the Aegis of the Hearth hasleft, and no current members know the spell.Someone will have to, but none of the resident magiparticularly want the responsibility.

    The Wandering RegioLevel 7 of the regio is changes its appearance fromtime to time. It always looks very similar to the placeit currently leads to, and when its appearance startsto shift, that is a signal that its connection point isabout to shift. When the covenant sends expeditionsout they always have someone stationed in the regio,to warn if the explorers are about to lose their easyroute home. This isn't a popular job, because it isboring and doing it too often warps the guard.

    The regio has never been known to connect to apoint outside Mythic Europe, but it has connected tomany different places within. It normally seems tostay connected to one place for about a month; theshortest recorded connection was a week, and thelongest almost a season. There seems to be no pat-tern to its wandering.

    COVENANT STATISTICS

    Aura: Magic 5

    Hooks: Regio (major)

    Boons: Aura (minor x2), Regio (minor)

    Build Points Spent: 800

    Library: Creo summa (level 6, quality 21), Intellegosumma (level 6, quality 21). Perdo summa (level 16,quality 15); Auram summa (level 6, quality 21),Corpus summa (level 16, quality 15), Herbam summa(level 6, quality 21), Ignem summa (level 6, quality21), Imaginem summa (level 16, quality 15), Vim

    summa (level 6, quality 21); Code of Hermes summa(level 6, quality 15), Latin summa (level 5, quality20), Magic Theory summa (level 6, quality 15);Perdo tractatus (quality 11), Rego tractatus (quality10); Mentem tractatus (quality 10), Terram tractatus(quality 9); Order of Hermes Lore tractatus (quality11), Parma Magica tractatus (quality 10), Penetrationtractatus (quality 10)

    Lab Texts: (All Lab Texts are for spells, rather thanenchanted devices.) The Wizard's Mount (CrAn 35);Deluge of Rushing and Dashing (CrAq 40); CirclingWinds of Protection (CrAu 20); The Chirurgeon'sHealing Touch (CrCo 20), Gentle Touch of thePurified Body (CrCo 20), Purification of theFestering Wounds (CrCo 20), Cheating the Reaper(CrCo 30), The Eye of the Sage (InCo 30), Shape ofthe Woodland Prowler (MuCo 25), The Wound thatWeeps (PeCo 15), Curse of the Leprous Flesh (PeCo25), Grip of the Choking Hand (PeCo 25),Incantation of the Milky Eyes (PeCo 30), ClenchingGrasp of the Crushed Heart (PeCo 40), Strings ofthe Unwilling Marionette (ReCo 25), Seven-LeagueStride (ReCo 30); Stir the Slumbering Tree (MuHe25), The Great Rot (PeHe 25), The TreacherousSpear (ReHe 25); Ball of Abysmal Flame (CrIg 35);Eyes of the Eagle (InIm 25), Summoning the DistantImage (InIm 25), Aura of Ennobled Presence (MuIm10), Veil of Invisibility (PeIm 20), Silence of theSmothered Sound (PeIm 20), Wizard's Sidestep(ReIm 10), Image from the Wizard Torn (ReIm 30);Loss of But a Moment's Memory (PeMe 15). Blessingof Childlike Bliss (PeMe 25), Passion's Lost Feeling(PeMe 25); Obliteration of the Metallic Barrier (PeTe20), End of the Mighty Castle (PeTe 25); Piercingthe Divine Veil (InVi 20), Piercing the Faerie Veil(InVi 20), Piercing the Infernal Veil (InVi 20),Piercing the Magical Veil (InVi 20), Wind ofMundane Silence (PeVi 40), Aegis of the Hearth(ReVi 20), Aegis of the Hearth (ReVi 30), Aegis ofthe Hearth (ReVi 40)

    Vis Sources: Certain pebbles at the base of a crum-bling rock face within the regio contain Perdo vis,and a total of five pawns per year can be harvestedhere. Magic is needed to determine which pebblescontain the vis.

    Living Covenant 9/15/04 5:15 PM Page 3

  • Semita Errabunda

    4

    A golden rabbit (its fur is golden; it isn't actuallymade of gold), containing four pawns of Animal vis,is born every year on one of the regio levels. The vis-bearing creature is easy to spot, but then you mustcatch your rabbit.

    If a fire is kindled on the top level of the regio andcarried out through that level, and then broughtback in through the mundane world and the bottomlevel, before being allowed to burn out in the toplevel, the ashes contain a pawn of Ignem vis. The firecannot be transported by magic at any point, but thecovenant still manages to do this about once per sea-son. This source can produce no more than fourpawns of vis in a single year.

    A natural mirror in a cave on one level of the regioreflects the true feelings of anyone who looks into it.If someone who is deeply sad, but successfully hidingtheir emotions, looks into it, five of the tears criedby the image bead on the mirrors surface, and eachdrop contains a pawn of Intellego vis. This sourceproduces no more than five pawns of vis per year.

    The guano deposited by birds on the covenant itselfyields two pawns of Auram vis every year. Virtuallyall of it needs to be collected to get the vis, which isnormally transferred to another vessel. Neither col-lection nor transfer are popular jobs.

    Vis Stocks: 5 pawns of each type of vis, as an emer-gency reserve. Thus, 75 pawns in total.

    Enchanted Items: Mappa Mundi: This large map ofthe world occupies the whole of a circular table inthe heart of the covenant. The map itself is drawnonto the table, with details added every time mem-bers of the covenant come back from an expedition.A ring, normally worn by a grog, is a fixed ArcaneConnection to the map, which shows images of thering's wearer and all other members of his group.These images show the current state of the people,but do not show their surroundings. They do appearat the correct location on the map, but as they arenot drawn to scale each individual is roughly the sizeof Ireland. Magi in the group are generally invisible,as the item does not have the penetration to getthrough any magic resistance.

    In(Cr)Co(Im) 59 (Base 4, +4 Arc, +2 Sun, +2 Group,+1 InIm requisite, +1 CrIm requisite (making theimages on the map), +1 location as well as appear-ance, +3 levels environmental trigger, +1 level 2uses/day)

    Library Lamp: This bronze lamp contains no fire, butit fills the room it is in with light as bright as that ona cloudy day. This light has no direction and noglare, so it is ideal for reading. It also makes theroom it is in comfortably warm.

    CrIg 34 (Base 4 (for the light), +1 Touch +2 Sun, +2Room, +1 heat, +3 levels environmental trigger, +1level 2 uses/day)

    Fire Guardian: This item takes the form of a smallbowl of water, and only works if it is kept full ofactual water. If a fire starts in the room containingthe item, it is immediately extinguished. This onlyworks on fires doing +5 damage or less, but very fewfires start stronger than that.

    PeIg 20 (Base 4,+1 Touch, +2 Room, +3 levels envi-ronmental trigger, +2 3 uses/day)

    Guard Alarms: These wristbands are activated by say-ing 'Help', in Arabic, while wearing them. Whenactivated, they make a distinctive wailing sound fortwo minutes. This sound is a thousand times louderthan a single man's shout, and can be heard through-out the level 5 regio. The covenant has four of these,given to the guards patrolling the borders of thelevel 5 regio. The sounds cannot, alas, be heardacross regio boundaries.

    While it is not pleasant to be standing next to one ofthese when it goes off, it is not actually damaging,nor does it have concrete game-mechanical effects.The grogs using the alarms are taught the commandword as a simple sound.

    CrIm 5 (Base 1, +1 Diam, +3 size, 1 use per day)

    Living Covenant 9/15/04 5:16 PM Page 4

  • Semita Errabunda

    2

    Characteristics: Int 0, Per 1, Pre 1, Com 0, Str +2, Sta+2, Dex 0, Qik 0

    Size: 0

    Age: 32

    Decrepitude: 0

    Warping Score: 0

    Virtues and Flaws: Custos; Warrior; Obsessed: Order ofHermes, Weak Characteristics

    Personality Traits: Loyal to Order of Hermes +3, Brave+2, Honest +1

    Combat: Fist: Init 1, Attack +4, Defense +4, Damage +2

    Mace & Round Shield: Init +0, Attack +10, Defense +9,Damage +10

    Mace: Init +0, Attack +9, Defense +6, Damage +10

    Staff: Init +1, Attack +7, Defense +7, Damage +4

    Soak: +6

    Fatigue levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5 (1115),Incapacitated (1620)

    Abilities: Animal Handling 2 (horses), Athletics 2 (5)(run), Awareness 2 (alertness), Bargain 2 (soldiersextras), Brawl 3 (fist), Carouse 3 (tales of famous magi),Chirurgy 1 (first aid), Concentration 1 (keep watch),Covenant Lore 3 (magi), Etiquette 1 (magi), Folk Ken 2(magi), Guile 1 (excuses), Great Weapon 3 (staff), Hunt1 (track), Latin 3 (Hermetic usage), Leadership 2 (pointman), Music 0 (1) (sing loudly), Order of Hermes Lore4 (lineages), Own Language 5 (grogs), Ride 3 (battle),Single Weapon 6 (round shield), Survival 2 (woods),Thrown Weapon 3 (knife)

    Equipment: Steel scale half-armor, mace, round shield,(pack, field equipment, etc.dropped when facingcombat)

    Encumbrance: 1 (3)

    Appearance: Medium height and stocky, cleanshaven with hair close-cropped for comfort undera helmet. Around the covenant hes often to befound shadowing one of the resident magi, or avisiting maga, hoping to me able to step in andfulfill some small request, or possibly even ask aquestion about some tricky point of hermetic lin-eage or history.

    Gerard was Covenant born and bred. His sole"hobby" is the Order: for a grog he actually knows alot about magi and the history of the Order. In truth,he is obsessed with the Order, its history and itsmagi. He spends his spare time researching the lin-eages of the Order of Hermes, and will talk about hisfavorite magi to anyone who will listen. He alwaystries to speak to visiting Redcaps, to learn fromthem.

    He has a small collection of copies of sigils of famousmagi, and badges of the Order and Houses.

    He is fawningly ready to assist magi, if only theywill notice him and deign to instruct him - but itwould demean the magi if he were to actuallyoffer himself - instead he must continually hopeto be noticed. If the Grogs get him merry, he canbe persuaded to lower the tone of is tales and tellfunny stories about magi; but when sober he triesto tell earnest and worthy stories, that show prop-er respect for the Order.

    When he isnt boring listeners, or fawning over magi,hes a competent warrior. He remains a pool orTurb warrior, never chosen as any magus ShieldGrog none can bear his manner up-close for longperiods. His obsession is occasionally useful (alongwith his sword arm), enough that the magi dont justsend him out to be shot!

    Gerardby Neil Taylor

    Living Covenant 8/27/04 3:58 PM Page 2

  • 3Semita Errabunda

    Characteristics: Int 1, Per +1, Pre +1, Com 0, Str 0, Sta +2, Dex 0, Qik +1

    Size: 0

    Age: 29

    Decrepitude: 0

    Warping Score: 0

    Virtues and Flaws: Covenfolk; Strong-Willed, TrueLove (PC); Noncombatant; Social Handicap (with-drawn)

    Personality Traits: Jealous +2, Practical +2,Credulous 3

    Combat: Dodge: +1, n/a, +3, n/a(As a noncombatant, Anne may only use Brawldefensively.)

    Soak: +2

    Fatigue Levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5 (1115),Incapacitated (1620)

    Abilities: Speak (Language) 5 (listening), (LocalArea) Lore 4 (personalities), (Covenant) Lore 3 (per-sonalities), Athletics 1 (walking), Awareness 3 (alert-ness), Brawl 1 (dodging), Charm 3 (being witty),Etiquette 2 (peasants), Folk Ken 4 (townsfolk), Guile

    4 (lying to authority), Intrigue 2 (gossip), Profession:Servant 5 (anticipating needs), Survival 4 (cooking)

    Appearance: Anne is a worn, weathered housemaid,tired but still comely, perhaps because of a hint ofvengeance and secret joy in her eyes.

    Anne came to the covenant with her husband, Paul.She hates him, for she was misused terribly by himfor most of their marriage, but now that they live atthe covenant, he seems to have undergone a strangepersonality change. She likes that he no longer beatsher and that they must no longer sleep under bushes,but she is skeptical of his sudden transformation andconvinced that it is part of an elaborate ruse. Theselast few years of cheerful optimism have not erasedher memory of years of misery on the road.

    She serves as a housemaid, and has secretly becomethe lover of another male character at the covenant.She has never before experienced a feeling so power-ful, and she feels her time in his arms makes her lifeworth living. Yet of course she cannot marry againwhile Paul lives, and she worries that the covenantwould turn on her if he found out, as he is admiredby many of the other grogs. Thus she encouragesher husband's dangerous vocation as shield-grog,risking his life to protect the magi. She feels guiltyabout this, but she believes she is simply making thebest of a difficult situation.

    Anneby Erik Dahl

    Living Covenant 8/16/04 4:42 PM Page 3

  • 5Semita Errabunda

    Characteristics: Int +1, Per 0, Pre 1, Com 1, Str1, Sta 0, Dex +3, Qik +2

    Size: 1

    Age: 20

    Decrepitude: 0

    Warping: 0 (0)

    Virtues and Flaws: Light Touch, Perfect Balance,Social Contacts (amongst thieves); Small Frame,Tainted with Evil, Weakness: Money

    Personality Traits: Vain +3, Avaricious +2,Principled 3

    Reputations: none

    Combat: Dagger: Init +5, Attack +8, Defense +5,Damage +2

    Fist: Init +3, Attack +5, Damage +4, Damage 1

    Soak: +1

    Fatigue Levels: OK, 1, 3, 5, Unconscious

    Wound Penalties: 1 (14), 3 (58), 5 (912),Incapacitated (1316)

    Abilities: Area Lore 2 (alleys), Athletics 4 (climbingwalls), Awareness 3 (authority figures), Bargain 1 (ill-gotten gains), Brawl 2 (dagger), Guile 3 (professinginnocence), Intrigue 2 (townsfolk), Legerdemain 4(slitting purses), Local Language 5 (vulgar speech),Profession: Mummer 1 (disguises), Stealth 4 (urbanareas)

    Equipment: Half quilted armor, 3 daggers, rope.

    Encumbrance: 1 (1)

    Appearance: Credo is a small, wiry man, who isoften mistaken for a teenager because of his smallsize. He takes a great deal of care in his image,despite being of low birth. He always keeps up withthe latest fashions amongst the gentlefolk in clothingand hairstyle - most of the money he steals goes onhis appearance. He has pinched features and beadyeyes, and has both a broken nose and broken teeth,due to mistreatment by a merchant who caught himstealing.

    Credo gets his unusual name from his mother,who heard it at Mass and thought it would be anice name for her unborn child. It is perhaps themost inappropriate name (meaning "I believe"),because Credo is the most underhand, distrustingand sneaky employee of the covenant. The keyword here is "employee" - he can be trusted aslong as the covenant pay him, and currently, theyare the richest people he knows. Credo is usefulfor those tasks that cannot be given to mostgrogs; either because they require stealth, intelli-gence, or loose morals. The magi have not founda single task that Credo was unwilling to attempt,for the right price. Credo does not work wellwith others, but he can be relied upon to actindependently, without supervision, and return atthe end of his job for his pay. Despite the reli-gious origins of his name, Credo was never bap-tized, and so does not have even the basic defens-es against temptation and vice, and God-fearingfolk are uncomfortable in his presence.

    Despite being especially fond of fine qualityostentatious jewelry, he never wears any of it inpublic; instead hiding it away in a secret place,putting it on when he thinks no-one is looking.He earns money as a mummer on holy days, butthis is mainly a front while he and his cronies tofleece the onlookers.

    Credoby Mark Shirley

    Living Covenant 9/3/04 3:40 PM Page 5

  • Semita Errabunda

    6

    Characteristics: Int +1, Per +2, Pre +1, Com +1, Str0, Sta 0, Dex +1, Qik 0

    Size: 0

    Age: 29 (29)

    Decrepitude: 0

    Warping Score: 0

    Confidence Score: 1 (3)

    Virtues and Flaws: Covenfolk; Second Sight;Busybody

    Personality Traits: Gregarious +2, Superstitious +2,Pious +1

    Combat: Brawling (fist): Init +0, Attack +1, Defense+0, Damage +0

    Soak: +0

    Fatigue Levels: OK, 0, 1, 3, 5, Unconscious

    Wounds: 1 (15), 3 (610,) 5 (1115),Incapacitated (1620)

    Abilities: Area lore: original home 2 (people), Arealore: covenant 4 (people's business), Awareness 3(fae), Athletics 2 (dancing), Carouse 2 (anecdotes),Concentration 1 (brewing), Craft: brewing 5 (taste),Craft - cooking 3 (roasting), Craft: sewing 2 (mend-ing), Etiquette (Magi) 1, Faerie lore 3 (domestic fae),Folk ken 3 (women), Intrigue 2 (gossip), Local lan-guage 5 (anecdotes), Music 1 (folk songs), Secondsight 4 (domestic fae), Stealth 2 (moving quietly),Teaching 1 (girls)

    Appearance: A cheerful, lively woman in neatly-mended plain clothing which attracts less atten-tion than her bright smile and brown eyes. She isof middle height and weight with a well-definedfigure.

    Marie was born in a village about ten miles fromthe covenant, but ran away from home when shewas about ten years old because she was so oftenin trouble for seeing things and telling lies.She has the Second Sight and gets on very wellwith the minor fae who, outside the Aegis, can befound around farm and home. When she venturesoutside, she seems to attract such fae to her.

    The covenant took the girl in and taught her use-ful domestic skills, and she decided to specialisein brewing. She is very gregarious and a bit of achatterbox. She likes dancing, has a pleasantsinging voice and looks forward to any cause forcelebration. Her piety and superstition are aboutaverage for village folk, which makes her rathermore pious and superstitious than most covenant-bred people. She is married to one of the soldiersand has three children. She is proud of her hus-band and his role in the covenant. She does notkeep a very close eye on her children but seemsto find out if they have been up to mischief. Infact, she often knows quite a lot about what othercoven-folk are up to, too.

    Marie the AlewifeBy Sheila Thomas

    Living Covenant 9/10/04 4:49 PM Page 6

  • 11

    Semita Errabunda

    Characteristics: Int 0, Per 0, Pre 0, Com 1, Str +2,Sta +2, Dex +2, Qik 1

    Size: 0

    Age: 23

    Decrepitude: 0

    Confidence Score: 0

    Virtues and Flaws: Custos; Affinity with SingleWeapon, True Friend; Carefree (Halfgrim only),Dutybound, Pessimistic (Grim only), Weakness(women)

    Personality Traits: Brave +3, Loyal to Covenant +3,Loyal to Each Other +3, Cheerful 2 (Grim),Cheerful +2 (Halfgrim),

    Combat: Longsword and Round Shield: Init +0, Attack+13, Defense +9, Damage +8

    Longsword: Init +0, Attack +12, Defense +6, Damage+8

    Short Bow: Init -3, Attack +9, Defense +3, Damage +8

    Fist: Init -2, Attack +6, Defense +3, Damage +2

    Soak: +6

    Fatigue Levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5 (1115),Incapacitated (1620)

    Abilities: Local Language 5 (shouting), Area Lore 2(woodland), Athletics 3 (in armor), Awareness 3 (onwatch), Bows 3 (short bow), Brawl 4 (wrestling),Carouse 1 (dice games), Charm 1 (women),Chirurgy 1 (sword wounds), Folk Ken 2 (soldiers),Leadership 1 (soldiers), Profession: Sailor 2 (naviga-tion), Ride 2 (in armor), Single Weapon 6(longsword and round shield), Stealth 1 (woods),Survival 1 (woods), Swim 2 (open sea)

    Equipment: longsword (with carved bone hilt),round shield (with metal rim), partial metal scalearmor, short bow.

    Encumbrance: 1 (3)

    Appearance: These twin brothers are impossible totell apart physically. They are tall and heavy set,with long blond hair and blue eyes that betray theirnorthern origins. Grim has taken to braiding hisbeard in the fashion of ancient warriors; Halfgrimhas begun doing this as well, to increase the confu-sion about who is who.

    These twin brothers are amongst the most loyal andtrustworthy of the turb. Grim is the elder (by a mat-ter of minutes), and is a stern, serious man; whereasHalfgrim is both carefree and cheerful the run-ning joke in the turb is that Halfgrim is half as grimas his brother. Despite their differing demeanors,they are physically identical.

    Grim is dour and taciturn, but a natural leader of men many members of the turb already treat him as ifhe had been granted a military rank. He is deeply pes-simistic, and sees fit to communicate his fears to anywho will listen. Halfgrim is always teasing him abouthis old-fashioned values, particularly with regards tohis coyness around women, and his search for a wife he has romantic notions about courting women,but lacks the social graces to do it effectively.

    Halfgrim is friendly and outgoing, and a man of sim-ple tastes, with few ambitions other than to drinking,gambling and wenching. He is less blunt than hisbrother, and is much more approachable than hisbrother. Grim is always chiding him about his frivo-lous attitude to life, while secretly envying his gusto.

    They are both accomplished sailors and capable war-riors who have saved the lives of several of the magion more than one occasion. Their diligence hasbrought them rewards, in the shape of the expensivesteel scale armor that they wear, and the fine swordsand metal-rimmed shields that they carry. They aredeeply devoted to each other, and the magi haverecognized that they work best as a team - if takenout singly from the covenant, they are anxious anddistracted until reunited.

    Grim and HalfgrimBy Mark Shirley

    Living Covenant 9/15/04 5:14 PM Page 11

  • Semita Errabunda

    12

    Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),Str 1, Sta 0, Dex 0, Qik +2(*+1 Pre and Com with sexually compatible characters)

    Size: 1

    Age: 20 (14)

    Decrepitude: 0

    Warping Score: 0 (0)

    Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),Second Sight, Unaging; Small Frame, Disfigured(cats eyes and ears), Cursed (cant bear the touch ofiron)

    Personality Traits: Fastidious +3, Flirtatious +2, Fae+1

    Reputations: None.

    Combat: Brawling (fist): Init +2, Attack +2, Defense+4, Damage 1

    Soak: 0

    Fatigue Levels: OK, 1, 3, 5, Unconscious

    Wound Penalties: 1 (14), 3 (58), 5 (912),Incapacitated (1316)

    Abilities: Latin 3 (Hermetic usage), AnimalHandling 1 (chickens), Athletics 0+1 (run),Awareness 2 (search), Bargain 2 (domestic produce),Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirt-ing), Chirurgy 0 (1) (first aid), Craft: keep house 2(cook), Faerie Lore 3 (forest), Folk Ken 3 (youngmen), Guile 3 (fast talk), Home Village Lore 2 (peo-ple), Intrigue 2 (gossip), Latin 3 (Hermetic usage),Living Language 5 (peasants), Music 3 (sing), SecondSight 4 (faeries), Survival 0 (1) (woods), Teaching 0(2) (babies)

    Equipment: None

    Encumbrance: 0 (0)

    Oldest (but youngest looking) daughter of a localvillage wise woman (or witch, depending on yourview), she has the strong ties to frie in her blood.Her appearance is most exotic beautiful but alien.If she did not show her ancestry she'd be beautiful,but she has long, mobile and pointed cat-like ears,which she adorns with rings; her eyes are wide andslanted with eyebrows long and dark above them.The irises of her eyes are bright green, and have aslit pupil; they reflect bright at night.

    As a child she often ran wild in the woods, chasingand playing with the minor forest faeries; as ateenager she chased the boys and flirted the ladsthink she and her sisters are exotic, wild and beauti-ful (true), their mothers and the young women thinkthem harlots, or worse. She joined the covenant aswife to one of the turb, relieving her mother of herincreasingly irksome presence (no village lad wouldactually marry her!).

    She thinks herself special (she must have specialtools so as not to touch iron hurts her as if burninghot) and very beautiful (she is vain, and proud of herears), and above the other grogs. She is fastidiousabout staying clean and neat, often preening andchecking her appearance; she cannot abide gettingdirty, let alone sleeping rough. Magi may force herto accompany field missions, where her Sight is use-ful, but she complains endlessly about the hardshipsof field travel, and her desire to be back in decentliving conditions again. (She might be bribed withrings for her ears.)

    She ages slowly, as the years slip past her: it seemsshe will never grow up, or if she does, will nevergrow old. Although she is now 20 years old, sheappears only 14 (she has hardly aged since 12).

    Amelleby Neil Taylor

    Living Covenant 9/15/04 5:14 PM Page 12

  • Semita Errabunda

    12

    Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),Str 1, Sta 0, Dex 0, Qik +2(*+1 Pre and Com with sexually compatible characters)

    Size: 1

    Age: 20 (14)

    Decrepitude: 0

    Warping Score: 0 (0)

    Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),Second Sight, Unaging; Small Frame, Disfigured(cats eyes and ears), Cursed (cant bear the touch ofiron)

    Personality Traits: Fastidious +3, Flirtatious +2, Fae+1

    Reputations: None.

    Combat: Brawling (fist): Init +2, Attack +2, Defense+4, Damage 1

    Soak: 0

    Fatigue Levels: OK, 1, 3, 5, Unconscious

    Wound Penalties: 1 (14), 3 (58), 5 (912),Incapacitated (1316)

    Abilities: Latin 3 (Hermetic usage), AnimalHandling 1 (chickens), Athletics 0+1 (run),Awareness 2 (search), Bargain 2 (domestic produce),Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirt-ing), Chirurgy 0 (1) (first aid), Craft: keep house 2(cook), Faerie Lore 3 (forest), Folk Ken 3 (youngmen), Guile 3 (fast talk), Home Village Lore 2 (peo-ple), Intrigue 2 (gossip), Latin 3 (Hermetic usage),Living Language 5 (peasants), Music 3 (sing), SecondSight 4 (faeries), Survival 0 (1) (woods), Teaching 0(2) (babies)

    Equipment: None

    Encumbrance: 0 (0)

    Oldest (but youngest looking) daughter of a localvillage wise woman (or witch, depending on yourview), she has the strong ties to frie in her blood.Her appearance is most exotic beautiful but alien.If she did not show her ancestry she'd be beautiful,but she has long, mobile and pointed cat-like ears,which she adorns with rings; her eyes are wide andslanted with eyebrows long and dark above them.The irises of her eyes are bright green, and have aslit pupil; they reflect bright at night.

    As a child she often ran wild in the woods, chasingand playing with the minor forest faeries; as ateenager she chased the boys and flirted the ladsthink she and her sisters are exotic, wild and beauti-ful (true), their mothers and the young women thinkthem harlots, or worse. She joined the covenant aswife to one of the turb, relieving her mother of herincreasingly irksome presence (no village lad wouldactually marry her!).

    She thinks herself special (she must have specialtools so as not to touch iron hurts her as if burninghot) and very beautiful (she is vain, and proud of herears), and above the other grogs. She is fastidiousabout staying clean and neat, often preening andchecking her appearance; she cannot abide gettingdirty, let alone sleeping rough. Magi may force herto accompany field missions, where her Sight is use-ful, but she complains endlessly about the hardshipsof field travel, and her desire to be back in decentliving conditions again. (She might be bribed withrings for her ears.)

    She ages slowly, as the years slip past her: it seemsshe will never grow up, or if she does, will nevergrow old. Although she is now 20 years old, sheappears only 14 (she has hardly aged since 12).

    Amelleby Neil Taylor

    Living Covenant 9/15/04 5:14 PM Page 12

  • 13

    Semita Errabunda

    Characteristics: Int 0, Per +1, Pre 1, Com 1,Str +2, Sta +1, Dex +2, Qik +1

    Size: 0

    Age: 35 (35)

    Decrepitude: 0

    Warping Score: 0

    Confidence Score: 0

    Virtues and Flaws: Custos; Tough, Warrior;Poor memory (names), Social Handicap (aver-sion to gossip - he will turn and walk away if theconversation turns to gossip and actively objectsto speaking ill of someone behind their back),Temperate

    Personality Traits: Adventurous +2, Courageous+2, Loyal +2

    Reputations: None.

    Combat: Brawling (fist): Init 1, Attack +6, Defense+5, Damage +2

    Bow (Short bow): Init 2, Attack +10, Defense +6,Damage +8

    Short sword: Init +0, Attack +11, Defense +8,Damage +7

    Short sword (mounted): Init +4, Attack +14, Defense+11, Damage +7

    Short sword & round shield: Init +1, Attack +12,Defense +11, Damage+7

    Short sword & round shield (mounted): Init +4, Attack+15, Defense +14, Damage +7

    Soak: +4 unarmored; +11 in full metal scalearmor

    Fatigue levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5(1115), Incapacitated (1620)

    Abilities: Area Lore: Zaragoza 3 (men at arms),Area Lore: current region 2 (paths), Area Lore:current covenant 3 (men at arms), Athletics 4(jumping), Awareness 4 (body-guarding), Bows 4(short bow), Brawl 4 (dodge), Carouse 2 (stayingsober), Folk Ken 1 (magi), Latin 1 (receiving briefcommands), Leadership 2 (silent orders), Ride 4(battle), Single weapon 6 (short sword and roundshield), Speak Aragonese Spanish 5 (soldiersslang), Speak local language 3 (soldiers talk),Stealth 3 (hide), Swim 2 (diving)

    Equipment: steel scale mail, short sword, roundshield, short bow

    Encumbrance: 2 (4)

    Appearance: Of average height and not well-built, in spite of his enthusiasm for keepingfit and maintaining his active skills morewiry than beefy. He has a tanned complexion,dark brown eyes, and his hair and short beardare such a dark brown that they usuallyappear black. He is rather cleaner and tidier,as a rule, than one might expect for a soldier.

    Ignatio was born in 1194 and brought up inZaragoza, son of a couple who worked for anAragonese nobleman, the Marqus de Almeriay Vargas. Ignatio was a lively, active child,fond of all forms of physical activity. Heliked to mix with the men at arms who servedthe Marqus and had ambitions to join theirnumber when he grew up. He was keen totravel - tales of the Crusade and theReconquista excited him from an early age.As soon as he could convince the men that hewas old enough, he was taught to handleweapons and ride a horse. In 1214 he wasamongst the company that the Marqus sentto support King Alfonso in his campaign todrive the Moors further south. Ignatio came

    Ignatio the Shield Grogby Sheila Thomas

    Living Covenant 10/15/04 11:45 AM Page 13

  • Semita Errabunda

    14

    through without serious hurt and with muchvaluable experience.

    In 1217, a man approached him with an offerof alternative employment. Ignatio under-stood that mercenaries were wanted for body-guard duties and he liked the idea, thinkingthat the new life would be more settled. Heaccepted, and was surprised to find that hisnew employer had the influence to releasehim from any duty to the Marqus. His didfor a while wonder if he had made a sounddecision when he discovered the sort of peo-ple he had come to work for, as the magiscared him considerably at first. He settled inafter a few months, and while not very popu-lar amongst the other non-magical inhabi-tants, he was accepted by them. He is disin-clined to chatter and gossip, even seemingtaciturn and morose at times, though he cantalk well enough if he chooses. Thus he is not

    terribly popular with most others as a com-panion or in social circumstances, though nothimself antisocial except when the conversa-tion offends him - he is firmly of the beliefthat it is risky to speak ill of anyone andhence avoids gossip of all kinds. One conse-quence of this is that he has been a little slowto acquire the language spoken in his newhome.

    He has demonstrated on numerous occasionsthat he is an effective fighter with bow andsword. He has some skill in coordinating mil-itary action and is particularly good at con-veying his instructions to other fighters onhis side by means of gestures. He is a reliableand proficient shield grog and is valued bythe magi as a silent guard and protector, onewho will not talk to anyone about things bet-ter kept secret.

    Living Covenant 10/15/04 11:45 AM Page 14

  • 15

    Semita Errabunda

    Characteristics: Int +2, Per +2, Pre +3, Com 1, Str2, Sta 0, Dex +1, Qik +1

    Size: 1

    Age: 30 (30)

    Decrepitude: 0

    Warping Score: 0

    Virtues and Flaws: Craftswoman; Faerie Blood(Sidhe); Small Frame

    Personality Traits: Lazy +2, Snobbish +1, Pious 1

    Reputations: Suspected witch 1 (local)

    Combat: Fist: Init +1, Attack +2, Defense +2,Damage 2

    Soak: 3

    Fatigue levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (14), 3 (58), 5 (912),Incapacitated (1316)

    Abilities: Awareness 2 (children), Area Lore: homecity 4 (people), Area Lore: covenant 3 (people),Athletics 4 (dance), Bargain 2 (selling her work),Brawl 1 (dodge), Carouse 3 (folk songs), Charm 3(men), Concentration 1 (making perfumes), Craft:baking 3 (bread), Craft: cookery 3 (stews), Craft:perfumery 4 (incense), Etiquette 2 (townsfolk), FolkKen 4 (townsfolk), Guile 1 (diverting awkward ques-tioners), Intrigue 1 (business negotiations), LivingLanguage 5 (dialect from city), Music 1 (singing)

    Appearance: She is not much over 5 feet in height,dainty and light on her feet. Her hair is long, fineand light brown. Her face is very pretty but an odd-ness about her expression, especially the eyes, stopsmost people noticing this easily.

    Marie learnt her skills with scents from her mother.She also inherited her position as a trader in spices,scents and dyestuffs. When she gets her hands onany exotic ingredients, she delights in preparing per-fumes and incenses.

    She and her husband lived in the center of a busycity for eight years but were forced to flee because agirl died and suspicion fell, unfairly, on Marie. Shehad prepared some incense to burn in the girl's roomwhich smelt awful when used (one of the ingredientshad gone bad) so some of the city authorities wantedto try her for witchcraft.

    Marie's faerie inheritance goes back several genera-tions. Her great, great grandmother on her mother'sside had an encounter with one of the fae in the for-est one mid-Summer. This was kept secret at thetime and no hint of it has come down to Marie. Itwas obvious to Marie and the other townsfolk thather grandmother and her own mother looked youngfor their age but both died of disease before theywere old enough for this to become anything suspi-cious.

    She thinks herself a little better than many and wasproud of her contacts with the richer and more pow-erful citizens of the city. Now, in the covenant, sheplays up any contributions she makes to assisting themagi. She can be vivacious given a little encourage-ment such as a couple of mugs of wine or somedance music. She is keen on her work in fits andstarts, which is usually no problem though she hasbeen known to have to buy bread when she has notgot around to making any.

    Marie the Perfumierby Sheila Thomas

    Living Covenant 10/15/04 11:45 AM Page 15

  • Semita Errabunda

    24

    Characteristics: Int +1, Per +2, Pre +4, Com +3, Str1, Sta 1, Dex 1, Qik 4

    Size: 0

    Age: 23 (Apparent Age 23)

    Decrepitude: 0

    Warping Score: 0 (0)

    Confidence Score: 1 (3 points)

    True Faith: 1

    Virtues and Flaws: Gentlewoman; True Faith;Educated, Great Presence, Inspirational, Student ofFaerie; Curse of Venus, Optimistic; Noncombatant,Poor Quickness

    Personality Traits: Accepting +3, Hopeful +3,Serene +2

    Reputations: None

    Combat: Fist: Init 4, Attack 1, Defense 4,Damage 1

    Soak: 1

    Fatigue levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5 (1115),Incapacitated (1620)

    Abilities: Animal Handling 2 (lap dogs), ArtesLiberales 2 (grammar), Awareness 3 (rescuers),Champagne Lore 2 (noble landlords), Charm 3 (res-cuers), Craft: Weaving 2 (spinning), Etiquette 3 (for-mal dancing), Faerie Lore 4 (satyrs), Folk Ken 3(women), Latin 4 (reading missals), Profession:Scribe 1 (strong penmanship), Speak English 3(criminals), Speak French 5 (upper class jargon),Speak German 3 (common folk), Teach 1 (children),Swim 2 (bathing),

    Equipment: Gentlewomans clothes and distaff.

    Encumbrance: 0

    Appearance: Isabelle is a beautiful woman, asdescribed in the text, but she is much more thanjust that. Her appearance reflects her inner peace,her poise and self-assurance. She is tall, standingstraight and true, with her head tipped slightlyback. She dresses in simple clothing appropriatewith her station, made from good material andcleaner others of her class but not ostentatious orlavish in any way.

    Isabelle is the most beautiful woman in the world.Her hair is as blonde as a copper basin. Her eyes areblue-gray, like a falcon's, and the space betweenthem is wide. Her face is well proportioned and hernose is well-made and straight. Her mouth is smalland a little dimple dots her chin. Her neck is straightand long, without pimples or sores; it is well propor-tioned, soft and smooth to the touch. Her bosom isas white as new-fallen snow upon a birch branch.Her body is well-made and svelte. From here toJerusalem no woman is more beautiful than DameIsabelle.

    Isabelle is the living embodiment of beauty. Herphysical attractiveness, poise, and elegance reflecther true nature of inner peace, tranquility, and per-sonal religious devotion. She is gracious without afault, virtuous without a blemish, and as pious as amonk. Conservatively dressed in a modest gown andwhimple, Isabelle is charming and pleasant. Whileher beauty is certainly distracting, it is never over-bearing or pervasive.

    She is the archetypical damsel in distress, a ubiq-uitous role in many legends of the Middle Ages.Through the idle whims of fate and the diremachinations of fell powers, Isabelle has beenunwillingly thrust into this role since youngadulthood. She has weathered it surprisingly well,somehow never fearing that any of her abductorswicked desires will manifest. Her faith in God isparamount, and past abductions have increasedher personal devotion and belief in the loving and

    Isabelle the Beautifulby Matt Ryan

    Living Covenant 10/26/04 12:49 PM Page 24

  • 25

    Semita Errabunda

    protective powers of God. Despite the outwardappearance of any situation, she faithfullybelieves that everything will turn out exactlyright.

    BackgroundIsabelle is the youngest daughter of a landed knight,a lesser noble and vassal to the barons ofChampagne, cousins to the king of France. Herfathers kingdom is situated nearby the city ofTroyes, whose annual fairs bring wealth and cultureto the city. Isabelle enjoyed the fairs, strolling thetwisting streets and crowded merchant stalls with herelder sisters. As she grew older, her natural beautybloomed beyond compare.

    So thought Sir Florent, her first abductor, whosnatched her from her father's castle with a clatterof iron-shod hooves and a rattle of shining chain-mail. Poor Isabelle, only eighteen years-of-age,was forced by this despicable knight to marryhim. Luckily, the marriage ceremony was inter-rupted when the priest tripped on his vestmentsand fell against the altar, breaking his arm.Florent assigned the girl to his highest tower,locked behind an iron door, to await a new priest.While she was waiting, her second abductorappeared on the scene.

    Dafydd was a faerie prince. He had spotted Isabelleas she was led to the alter and immediately desiredher. Using his faerie glamour to become invisible,Dafydd tripped the priest and interrupt the wedding.That night he mounted a large crow and flew to thetop of Sir Florent's tower where he snatched the girlup in the thorny claws of the bird. Laughing, Dafyddflew away as Sir Florent futilely shook his mailedfists from far below.

    Dafydd's lascivious dreams were dashed upon therocks of love unrequited when, as he flew his

    cacophonous mount over the realm of the knightSir Dorigen, that bold and intrepid knight shotdown the crow. Dropping his crossbow in time tocatch the falling girl, Dorigen fell instantly inlove with the damsel he had inadvertently saved.Dangling from a tree branch, Dafydd cursed theknight, who rode back to his feasting hall withthe semi-conscious girl.

    Dorigen planned an elaborate wedding, but it wasnot to be, and through circumstance and thewhims of Lady Fortune, Isabelle was taken fromhim. So went the next several years of the lady'slife, stolen from one ill-willed abductor by thenext, until finally, through no choice of her own,she was brought to Semita Errabunda. The com-panions and magi had destroyed her last abductor,a lusting demon. Now, with no where else to go -and resigned to the fact that she is most likelyjust waiting for her next abductor - Isabelle makesher home at the covenant.

    Role-Playing IsabelleIsabelle is much more than she seems, and she willcontribute more to the covenant than just a prettyface. She is a stoic resource of calm, especially dur-ing the most turbulent times. God has createdIsabelle for a purpose, and while Isabelle doesntknow what that purpose is, she resolutely accepts herpart in Gods ineffable plan. It is her faith that allowsher to remain unflustered.

    Her heavenly trust makes her more receptive to thelessons available in her past experiences. For exam-ple, she has been abducted by faeries so many timesthat she is well-versed in faerie lore, even though shenever had a proper teacher. Her peacefulness is soinspiring that it can affect others, helping to calmthem in tense situations. During times of strifeIsabelle will provide a serene locus for frightenedcovenant folk.

    Living Covenant 10/26/04 12:50 PM Page 25

  • 19

    Semita Errabunda

    Characteristics: Int 0, Per +2, Pre 0, Com -1,Str +1, Sta +1, Dex +2, Qik 0

    Size: 0

    Age: 32

    Decrepitude: 0

    Confidence Score: 1 (3)

    Virtues and Flaws: Ways of the Forest, Wealthy;Animal Ken, Mercenary, Wilderness Sense; DarkSecret (pagan), Dependent; Magical AnimalCompanion, Reclusive, Vow (see text)

    Personality Traits: Brave +2, Dour +2, Diligent+1

    Reputations: Unbeatable tracker 1 (local)

    Combat: Long Spear: Init +3, Attack +9, Defense+6, Damage +8

    Short Bow: Init -1, Attack +11, Defense +6, Damage+6

    Fist: Init 0, Attack +5, Defense +3, Damage+1

    Soak: +6

    Fatigue levels: OK, 0, -1, -3, -5, Unconscious

    Wounds: -1 (1-5), -3 (6-10), -5 (11-15),Incapacitated (16-20)

    Abilities: Animal Ken 3 (dogs), Area Lore 3(forests), Athletics 3 (chasing), Awareness 3(tracks), Bows 5 (shortbow), Brawl 2 (punches),Chirurgy 2 (animals), Great Weapon 4 (longspear), Hunt 6 (boar), Leadership 2 (huntsmen),Own Language 5 (orders), Profession: Master ofKennels 4 (dogs), Ride 2 (while hawking), Stealth

    5 (ambush), Survival 3 (winter), Swim 1 (rivers),Wilderness Sense 3 (woodland)

    Equipment: Full, scale leather armor, long bow,long spear

    Encumbrance: 3 (Burden 10)

    Appearance: In his early thirties, Jarvis is a tall,stocky man with sandy-brown hair and a beard.His crumpled and mud-stained clothes are actu-ally of very fine quality, likewise his leatherarmor is dyed in forest greens and deep russetbrowns, and has stitched details. He carries anexpensive hunting horn made from an ibexshorn and chased with silver. He is never seenwithout his dog Wulther, a large, mastiff-likedog, with a tan coat, a white belly and blackmuzzle, and large liquid brown eyes.

    Jarvis currently holds the position of Masterof Kennels and Mews at the covenant. Someof the magi enjoy the chase, but his skills areparticularly bought into play in two pursuits -the hunting of vis-rich beasts that dwell in thelocal woodland, and in the breeding of falconsto raise mundane funds for the covenant. Hehas hunted all manner of beasts, from themundane to the fabulous. Jarvis is a man whois proud of his achievements, and this showsin his demeanor. At first glance he appears tobe a shy, somewhat scruffy woodsman, but hisself-confidence shows through in a quiet,understated way.

    Early in his career as an apprentice berner, helonged to become a huntsman, but could notdistinguish himself from the competition.However, an encounter at dawn when har-bouring a stag changed things completely. Ina deserted glade he came across a tall figurewearing a cloak of leaves and a horned helm.He'd heard tales of the Wild Hunt, and its

    Jarvis, Master Huntsmanby Mark Shirley

    Living Covenant 10/22/04 6:32 PM Page 19

  • Semita Errabunda

    20

    leader Herne, but never dreamed that hewould ever meet the once-god. Herne offeredhim a deal - in return for sacrifice andprayers, he would have his ambitions fulfilled.Jarvis agreed, and received three gifts fromhis new god - an instinctive knowledge ofwoodcraft, a superlative tracking hound and anatural facility with animals. Herne asks forlittle in return - a sacrifice of the numbles ofevery beast killed, and a few prayers andrites, and these Jarvis gives willingly. Even hiswife is unaware of his patronage. The solepoint of contention between Jarvis and Herne(who is a powerful faerie being) is Jarvis'monogamy - Herne represents fertility, andall sorts of women find themselves unac-countably attracted to the quiet master ofhounds, who so far has remained largelyfaithful to his wife.

    In the worship of Herne, Jarvis has become asuperlative huntsman. He made his name withthe nobility, and owns many expensive giftsfrom his former employers. He has collecteda team of a dozen staff who respect himgreatly, even although he is basically a loner.Wulther, his chien baut (the best dog of thepack) is a large dog of uncertain breed, butbears most resemblance to a mastiff. Wultherhas the magical ability to pick up the scent ofvirtually any beast, and track it to its source.In this way, Jarvis and his huntsmen find visfor the covenant.

    Living Covenant 10/22/04 6:32 PM Page 20

  • 21

    Semita Errabunda

    Characteristics: Int +2, Per +1, Pre 0, Com +2, Str0, Sta 0, Dex +1, Qik 1

    Size: 0

    Age: 28 (28)

    Decrepitude: 0

    Warping Score: 0

    Confidence Score: 1 (3)

    Virtues and Flaws: Clerk; Puissant Ability: Scribe,Educated, Sharp ears; Infamous (heretic), Temperate,Weakness for fine books

    Personality Traits: Conscientious +2, Pious +2,Aesthetic +1

    Reputations: Heretic 4 (ecclesiastical)

    Combat: Fist: Init -1, Attack +1, Defense -1, Damage+0

    Soak: +0

    Fatigue levels: OK, 0, -1, -3, -5, Unconscious

    Wounds: -1 (1-5), -3 (6-10), -5 (11-15),Incapacitated (16-20)

    Abilities: Area lore his original home 1 (family),Area lore - his monastery 3 (personalities), Area lore-market town 2 (merchants), Area lore - covenant 2(magi), Artes Liberales 3 (grammar), Athletics 1(climbing), Awareness 3 (books), Bargain 2 (favors),Charm 2 (making excuses), Civil and canon Law 1(canon law), Etiquette 2 (clergy), Folk ken 3(monastery inhabitants), Guile 2 (excuses), Latin 4(ecclesiastical usage), Local language 5 (debate),Organisational lore Benedictines 3 (routine),Philosophiae 2 (aesthetics), Profession scribe 5(layout), Stealth 3 (indoors), Teaching 1 (Latin),Theology 1 (history)

    Appearance: Jerome is of middling height and build,clean-shaven, with tidy, short, fair hair and blue eyes.He dresses neatly, but very plainly. He has a monk-ish air.

    Jerome was born to a peasant family who sent him atthe age of seven to live in a Benedictine monasterywhere he received a reasonable basic education. Hepicked things up fairly easily, showing particularaptitude with a quill. He had little difficulty accept-ing the restricted life amongst the brothers, butoccasionally he would sneak down to the kitchens tofind something extra to eat; he was caught and pun-ished far less often than he deserved.

    It was expected that Jerome would take the vows andbecome a monk himself, but he put it off.

    At about the age of 20, he got hold of Honorius' 'Derebus ecclesiasticis' and absorbed some of the ideason predestination, but got it garbled. Unfortunately,his head was full of this one day when the Priorengaged him in discussion, and Jerome's views dis-pleased the Prior so much that he was ordered toleave, lest he mislead others.

    Having little knowledge of the world outside themonastery, Jerome found it difficult to settle. Hemaintained a temperate life-style and found some ofwhat he encountered amongst ordinary people quitescandalous. Eventually, while working as a scribe forhire in a small town, he met someone from thecovenant who, after seeing his writing and talking tohim for a while, invited him to visit the covenantwith the possibility of being given work there.

    Jerome's training and skills make him a usefulscribe. He is a quick and accurate worker with aneat hand and a good aesthetic sense for layout. Heis also suitable for the role of librarian, if such animportant role may be entrusted to a mundane. Itmight be a little inconvenient that he sometimestakes a liking to a particularly beautifully-producedvolume and makes it difficult for anyone to removeit from his sight.

    Jerome the Scribeby Sheila Thomas

    Living Covenant 10/22/04 6:33 PM Page 21

  • 19

    Semita Errabunda

    Characteristics: Int +2, Per +1, Pre 0, Com +2, Str1, Sta +1, Dex 0, Qik 0

    Size: 1

    Age: 26

    Deccrepitude: 0

    Warping Score: 0 (0)

    Confidence Score: 1 (3)

    Virtues and Flaws: Covenfolk; Book Learner,Educated, Good Teacher, Small Frame; Transvestite;Obsessed: be accepted as a scholar

    Personality Traits: Brave +3, Secretive +2, Devious +1

    Combat: Fist: Init +0, Attack +3, Defense +3,Damage 1

    Soak: +1

    Fatigue levels: OK, 1, 3, 5, Unconscious

    Wound Penalties: 1 (14), 3 (58), 5 (912),Incapacitated (1316)

    Abilities: Own Language 5 (vocabulary), ArtesLiberales 5 (logic), Awareness 1 (search), Bargain 1(tuition fees), Brawl 2 (fist), Carouse 1 (studentsongs), Chirurgy 0 (2) (first aid), Civil & CanonLaw 3 (France), Concentration 0 (1) (distractions),Etiquette 0 (1) (nobles), Folk Ken 2 (townsfolk),Guile 4 (disguise), Home town lore 2 (places),Latin 5 (academic usage), Music 0 (1) (singgruffly), Paris Lore 1 (streets & taverns),Philosophiae 5 (Natural Philosophy), Ride 1 (don-key), Teaching 3 (private tuition)

    Equipment: (mens) clothing, parchment & ink,teaching materials (wax tablets, etc.) and such

    Encumbrance: 0

    Naimes a scholar, slight of build, young, withscarcely a wisp of beard yet on his chin. Or, under-neath the clothes and bandages, a young womandetermined to make her way despite society aroundher. She has an obsessive determination to proveherself as a scholar in her own right. (An easy pathwould have been to enter a nunnery, but she nevermet that opportunity.)

    Isabelle, as she was christened, was the last in a largefamily, mostly boys, and some years younger thanthe others. Her mother died when she was 8, andthough her father was moderately wealthy he wastoo busy to pay detailed attention to his family,which allowed Isabelle to slip away from home and(in clothing stolen from her brothers) take a place atthe cathedral school. The teachers approved of theirbright lad, quick with answers little knowing hissecret.

    Her father disciplined her a few times, but assumedshe would learn and grow out of it. By the time shewas a young woman, her ways growing excessiveeven for home, she fled with a sum of money, andmade her way to Paris. There she managed to jointhe University, funding herself by teaching mer-chants offspring to read, but before she finished herstudies she was discovered and forced to flee again.Since then she has sought employ as tutor to noblesand their offspring, but has become increasingly cau-tious about discovery choosing flight first whenshe senses she might be unmasked. As such, she hasmanaged to acquire some genuine letters of referenceto bring to new employment.

    She recently arrived at the Covenant, not realisingwho or what they represent, seeking her sort ofemployment. They have taken her in and she is find-ing a special place, outside the normal bounds ofMedieval Society, a place where the genuinely oddcan find freedom to be themselves.

    Naimesby Neil Taylor

    Ubertot Ryan

    Living Covenant 10/26/04 12:48 PM Page 19

  • Semita Errabunda

    20

    Characteristics: Int +2, Per +3, Str +1, Sta +2, Prs4, Com +3, Dex 2, Qik 2

    Size: 0

    Age: 25 (Apparent Age 25)

    Decrepitude: 0

    Warping Score: 0 (0 points)

    Confidence Score: 1 (3 points)

    Virtues and Flaws: Mendicant Friar; Ways of theHighway; Enduring Constitution, Free Expression,Latent Magic Ability, Long-Winded, PiercingGaze, Strong-Willed; Monastic Vows, Wrathful;Infamous, Poor Presence, Visions, Weakness(friendly conversation)

    Personality Traits: Brass +3, Independent +2, Chatty+1

    Reputations: Troublemaker 4 (ecclesiastical)

    Combat: Fist: Init -2, Attack +1, Defense +1,Damage +1

    Kick: Init 3, Attack +2, Defense +1, Damage +4

    Soak: +2

    Fatigue levels: OK, 0/0, 2, 4, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5 (1115),Incapacitated (1620)

    Abilities: Artes Liberales 2 (mathematics), Awareness4 (shady characters), Bargain 1 (dinner), Brawl 3(kicking), Civil and Canon Law 1 (ecclesiasticaldeferments), Concentration 1 (reading), Folk Ken 3(peasants), French 3 (priests), German 2 (merchants),Intrigue 2 (rumors), Italian 5 (sermons), Latin 4(Psalms), Leadership 3 (congregation), Order ofPreachers Lore 3 (founder), Teaching 1 (one-on-oneinstruction), Theology 3 (heresy)

    Equipment: Black robes, walking staff, sandals,leather sack.

    Encumbrance: 0 (Burden 0)

    Appearance: Brother Uberto is tall and unattrac-tive, with beady black eyes, a heavy brow andpock-marked cheeks. He wears the distinctiveblack robes of his vocation, which are flayed atthe hem and sleeve from his hours spent walking.He scans his head left and right, always ready forsigns of diabolism.

    Uberto is a Dominican friar, a most fierce preach-er and proselytizer, tall and tonsured, a scragglyscarecrow of a man. He grew up in a desperatelittle town in the scrubby hills of centralLombardy, a place good for goats, flies, and piety.An ugly but inquisitive child, Uberto flourishedunder the tutelage of the local priest. He enteredthe priesthood and eventually became anordained friar of the Order of Preachers(Dominicans). Uberto walked the weedy high-ways and rutted paths of Mythic Europe, preach-ing rousing sermons that exposed the wickedways of the listeners and frightening them backinto the forgiving folds of the Church.

    During his travels he heard tales of a coterie offolks, a secret Covenant of misguided misfits.Rumor had it that these men and women wereenchanters, casting spells that mimicked the mira-cles of God. He vowed to find this place andinvestigate these unbelievable tales. His superiorand leader of the Dominicans, Master GeneralJordan of Saxony, wished Uberto to stay inLorraine, preaching against the Cathar heresy,and disregard these unfounded rumors. IgnoringJordans orders, a bad habit of the often polemicfriar, Uberto began his search.

    Find the Covenant he did, and began his arduousinvestigations. The magi, unwilling to create anenemy, allowed Uberto to stay. They acquiescedto his preaching, as well. The friar was shocked todiscover that no priest tended this flock, leavingthem without holy guidance and a ripe target for

    Brother Ubertoby Matt Ryan

    Living Covenant 10/26/04 12:49 PM Page 20

  • 21

    Semita Errabunda

    the Fiend. No weekly masses! No yearly confes-sions! Uberto vigorously scoured the Covenantfor heresy, positive that he would find it in thisden of iniquity.

    Instead, Uberto found two other things. After aweek spent living in the magical environment ofthe covenant, Uberto started to have visions,uncannily accurate portents of near future events.He was frightened at first, not knowing whetherthese were infernal or divine manifestations. Theresident Criamon wizard suggested he continue tolive at the covenant while pondering his vision'ssource.

    The second thing Uberto found was that he likedthe folks living at the covenant. People had oftendistrusted Uberto due to his repugnance, being sus-picious of him and keeping themselves distant untilnow. The covenants community was friendly, invit-ing him for dinner and insisting he stay and listen tothe tales of the elders. Slowly, reluctantly, he beganto like living among them.

    Uberto has remained with the covenant folk forover a year. He is still undecided about the natureof his visions, but is enjoying his conversationswith the Criamon. The magi have allowed him tocontinue preaching. Uberto's insistence on find-ing heresy has slipped, but he maintains a readyeye, ever watchful for the Fiend and his demonicminions.

    Role-Playing UbertoUberto is most at home on the road, and will rarelyrefuse a journey. At the same time, he has enjoyedhis stay at the covenant, and likes the consistency oflife it offers. While he is interested in investigatinghis visions, he also used them as an excuse to extendhis stay. Ubertos latent magical gift hasnt material-ized yet. Perhaps an especially strong vision will trig-ger its occurrence.

    Uberto is a dynamic speaker, delivering emotionalsermons and inspirational public devotions. The mer-est hint of heresy drives the friar wild with anger,and he will vehemently root out any heretical prac-tices he finds. At this point he does not deem themagi heretical but merely an odd example of Godspower and love, granting these odd men and womenlimited accessibility into His temporal world.

    Ubertos superior is displeased with the lingeringfriar. This tension usually plays out through ill-tem-pered letters, which Uberto ignores. Jordan will notallow the itinerant friar much more free rein. TheMaster General does not know of the magi or theirarcane power and Uberto hasnt mentioned it yet.Time will tell how this will unfold.

    Living Covenant 10/26/04 12:49 PM Page 21

  • Semita Errabunda

    22

    Characteristics: Int +1, Per 0, Str +1, Sta +1, Prs 0,Com +2, Dex +1, Qik 0

    Size: 0

    Age: 28 (28)

    Decrepitude: 0

    Warping Score: 0 (0)

    Confidence Score: 1 (3)

    Faith Points: 1

    Virtues and Flaws: Emir*; True Faith; Educated**,Enchanting Poetry***, Free Expression, Luck,Puissant Arabic, Warrior; Curse of Venus, GreaterMalediction (Gets embroiled in life-threateningpolitical struggles), Outsider (Arab); Obsessed (Getrid of malediction)

    Personality Traits: Brave +3, Fatalistic +3, Just +3

    Reputations: Devil-Worshipper 3 (Local)

    Combat: Fist: Init -2, Attack +5, Defense +4,Damage +1

    Kick: Init -3, Attack +4, Defense +2, Damage +4

    Lance and Heater: Init -1, Attack +9, Defense +7,Damage +6

    Lance: Init 0, Attack +9, Defense +4, Damage +6

    Long Sword and Heater: Init 0, Attack +10, Defense +9,Damage +7

    Long Sword: Init 0, Attack +10, Defense +6, Damage +7

    Short Bow: Init -3, Attack +4, Defense 0, Damage +7,Range 15

    Fist: Init -2, Attack +7, Defense +6, Damage +1

    Kick: Init -3, Attack +6, Defense +4, Damage +4

    Lance and Heater: Init -1, Attack +11, Defense +9,Damage +6

    Lance: Init 0, Attack +11, Defense +6, Damage +6

    Long Sword and Heater: Init 0, Attack +12, Defense+11, Damage +7

    Long Sword: Init 0, Attack +12, Defense +8, Damage +7

    Short Bow: Init -3, Attack +6, Defense +2, Damage+7, Range 15

    Soak: +10

    Fatigue levels: OK/0/-1/-3/-5/Unconscious

    Wound Penalties: -1, -3, -5, Incapacitated

    Abilities: Animal Handling 2 (Horses), Arabic 5(Poetry), Artes Liberales 2 (Rhetoric), Athletics 2(Running), Awareness 2 (Alertness), Bows 3 (ShortBow), Brawl 3 (Punching), Carouse 2 (StayingSober), Charm 2 (Being Witty), Chirurgy 2 (BindingWounds), concentration 1 (Memory) Enchanting

    Mansur ibn Fadl al-Baghdadiby Niall Christie

    *Middle Eastern equivalent of the Knight MinorVirtue.

    **Reconceived for Middle Eastern characters as 50exp that can be spent on Arabic, Theology: Islam,Islamic Law and Artes Liberales, due to a differenteducation system.

    ***As Enchanting Music Virtue, only applies toMansurs Ability to sway others with his poetry(using Living Language skills).

    Totals while mounted (includes +2 bonus for RideAbility)

    Islamic version of Civil and Canon Law

    Living Covenant 10/26/04 12:49 PM Page 22

  • 23

    Semita Errabunda

    Poetry 3 (Calming), Etiquette 2 (Nobility), Folk Ken2 (Nobles), Great Weapon 1 (Long Spear), Guile 2(Elaborate Lies), Hunt 2 (Lions), Intrigue 2 (Gossip),Iraq Lore 2 (Personalities), Islamic Law 2 (QuranicInjunctions), Latin 2 (Hermetic), Leadership 2 (InCombat), Local Area Lore 2 (Geography), Ride 2(Speed!), Single Weapon 4 (Long Sword), Stealth 2(Deserts), Survival 2 (Deserts), Swim 2 (LongDistances), Theology: Islam 3 (Prophets)

    Equipment: Long Sword, Heater Shield, Lance,Short Bow, Full Mail Armour (-3 to Per when helmetworn), Horse

    Encumbrance: 3 (10) with lance & shield, to 2 (6)with just armour

    Appearance: Mansur is of medium height and build,with brown eyes, black hair and a neatly curled goa-tee beard. He smiles frequently, and has a gentle butclearly audible voice with a discernable MiddleEastern accent. He usually wears baggy clothes: awhite tunic and turban and black trews. When goinginto battle, he wears full chainmail constructed inMiddle Eastern style.

    Mansur is a wandering emir, the Muslim equiva-lent of a knight errant, who has found himself dri-ven to seek help at the covenant. Born into anoble family in Baghdad, Mansur was raised to bea Muslim gentleman, a man of both war and cul-ture. Like many of the educated Muslims of thetime, he knows the Quran by heart and is familiarwith a variety of Arabic literary and judicial texts.He is a skilled warrior and hunter, adept withlance, sword, shield and bow, and is also an unusu-ally skilled poet; the latter would make him verypopular in covenant, if only the other coven-folkcould understand Arabic! However, some appreci-ate the resonance and musicality of Arabic, so hedoes get called upon to perform on occasion.

    However, Mansur has a problem. In his youth heconfronted a witch whom he found practicingblack magic in a graveyard. She cursed him with atendency to get embroiled in political struggles,with the result that at every court he has attend-ed, he has found himself becoming enmeshed innefarious plots through no fault of his own. Theend result of this has been a number of hastydepartures from a variety of places, in order tokeep his head attached to his neck! News of hisseeming penchant for intrigue has spread, and

    now he is unwelcome at any city or fortress wherethe great and the good interact with each other.

    Mansur wants to return to the high society inwhich he was raised, and so he has come to thecovenant, seeking the help of the magi to breakthe curse. So far their efforts have proved to befruitless, but he hopes that someday he may beable to return to the company of noble Muslims.In the meantime, he attempts to be useful to themagi, training the grogs and assisting with themaintenance of the covenants library.

    Mansur is not an obsessively pious Muslim, but hedoes have an unshakeable faith in the benevo-lence of Allah, from which he believes he hasbenefited; after all, despite his curse, he is stillalive, so he feels that someone must be takingcare of him!

    Note: Mansur is loosely based upon a real his-torical person, a Syrian emir named Usama ibnMunqidh (1095-1188). Usamas memoirs arewell known to historians and strongly recom-mended for both their (admittedly at timesquestionable) historical information and theirentertainment value. The latest English editionis Usama ibn Munqidh, trans. Philip K. Hitti, AnArab-Syrian Gentleman & Warrior in the Period of theCrusades (New York: Columbia University Press,2000).

    Living Covenant 10/26/04 12:49 PM Page 23

  • Semita Errabunda

    26

    Characteristics: Int +1, Per +2, Pre 2, Com 2,Str +2, Sta +0, Dex +2, Qik 0

    Size: 0

    Age: 24

    Decrepitude: 0

    Warping Score: 0

    Confidence Score: 1 (3)

    Virtues and Flaws: Redcap; Ways of theWoods; Social Contacts (Nobles), Well-Traveled (Free Virtue), Wilderness Sense;Overconfident; Carefree, Compulsion(Hunting), Magic Susceptibility, MagicalAnimal Companion (horse), Poor Student,Weak Characteristics

    Personality Traits: Cheerful +3, Ambitious +2,Gregarious +1

    Combat: Long bow: Init 4, Attack +11, Defense+4, Damage +10

    Long sword: Init +0, Attack +11, Defense +5,Damage +8

    Long sword & round shield: Init +0, Attack +10,Defense +6, Damage +8

    Lance (as long spear): Init +1, Attack +7, Defense+3, Damage +9

    Dagger: Init 2, Attack +8, Defense +3,Damage +5

    Fist: Init -2, Attack +5, Defense +2, Damage +2

    Long sword (mounted): Init +0, Attack +14, Defense+8, Damage +8

    Long sword & round shield (mounted): Init +0, Attack+13, Defense +9, Damage +8

    Lance (mounted): Init +0, Attack +13, Defense +6,Damage +7

    Lance & round shield (mounted): Init +0, Attack +13,Defense +8, Damage +7

    Soak: +6 (partial chainmail); +2 (partial heavyleather, while hunting), +0 unarmored.

    Fatigue levels: OK, 0, 1, 3, 5, Unconscious

    Wound Penalties: 1 (15), 3 (610), 5(1115), Incapacitated (1620)

    Abilities: Animal Handling 1 (hounds), ArtesLiberales 2 (logic), Athletics 2 (run),Awareness 2 (alertness), Bargain 1 (strangers),Bows 3 (long bow), Brawl 2 (dagger), Carouse2 (wild tales), Chirurgy 2 (first aid), Code ofHermes 1 (tribunal procedures),Concentration 3 (memory), Covenant Lore 2(people), Etiquette 2 (hunting), Folk Ken 1(magi), Great Weapon 1 (long spear), Hunt 3(noble game), Latin 4 (hermetic use),Leadership 2 (huntsmen), Order of HermesLore 2 (covenants), Own Language 5 (fluen-cy), Philosophiae 1 (natural philosophy), Ride3 (in the hunt), Single Weapon 3 (longsword), Stealth 1 (stalking), Survival 2(woods), Tribunal Lore 3 (geography),Wilderness Sense 2 (resources)

    Victor of Mercereby Neil Taylor

    (Note: Ways of the Woods grants a further +3 to allrolls when fighting in Woods. Note also The InvisibleShield bracelet)

    Living Covenant 10/26/04 12:50 PM Page 26

  • 27

    Semita Errabunda

    Equipment: partial chainmail, long sword,round shield, lance, dagger; carried on hishorse Aeolus are a pack with travel clothes &camping gear, a fine harness, saddle and blan-kets.

    The Travelers Finest Cook-pot: an iron cook-potwhich transforms food placed in it into thebanquet of the users desire. It does not alterthe quantity, nor the nutritive nature butdoes make even unpalatable foods delicious.(It also saves on preparation time!).[MuAn(He) 11: GL 3, +3m for Touch/Sun,+1L for 2 uses daily]

    The Travelers Excellent Tent: a miniature leathertent, with guy ropes and pegs. On commandit enlarges to the requested size up to thatof a tent capable of sleeping 4 spaciously (orcramming in 10 men) or of sheltering a manand his horse. On a second command itshrinks back to miniature form, ending themagical effect. [MuAn(He) 9: GL 3, the guy-ropes are cosmetic so no cost (they could bebone & sinew), +1m Conc, +5L maintainsconc., 1 use per day.]

    The Invisible Shield: an arm bracelet, apparentlyof cheap metal and unassuming decoration.When you make the triggering gesture, itbriefly Wards the wielder from metal effec-tively blocking all metal weapons. [ReTe 10:GL 2, +2m metal, +1m Touch, +5L 24 usesdaily]

    To trigger it, cross your fingers for luck andmake a bold parrying gesture, bringing yourarm up and across in front of your chest as ifparrying with a shield.

    Metal tipped wooden weapons like spears andarrows are affected, but wooden weaponswith small amounts of metal (such as a spikedclub) are less affected you get a +5 Defensebonus but the weapon may still strike. Plainwooden weapons are unaffected.

    Aeolus Amulet: a leather charm woven into themane of Aeolus. When one speaks the com-

    mand word, the charm grants the horse ittouches the power to ride across water, mudor any other surface. [ReAn 15, based onReCo 4, +2m Touch/Conc, +1m Size. 1 usedaily]. Aeolus wanted a charm that would lethim gallop through the skies, but Victorsbudget would not stretch that far. This maybe the first item Victor requests when hefinds enough Vis to pay a magus] Note thatAeolus is a talking horse, and is generally theone to decide whether the charm is used ornot.

    The Eye of the Cat: an enchanted Cats Eyestone, which grants the wielder the ability tosee in the dark like a cat. [MuCo(An) 5 same as Eyes of the Cat. 1 use daily.]

    Encumbrance: 2 (Burden 4)

    Vis: none yet, but hes looking for any he canfind

    Appearance: a tall blond man, with long hair(usually held back by a cord), strong but veryagile. His appearance varies as he travels,from an unassuming cloaked traveler on anag, to a warrior in shining mail on a hand-some charger.

    If Victor were asked to pose, he would choseto portray himself as a great hunter (on a finecharger, with lance couched in pursuit of adeer); or perhaps a bare-headed warrior inchain mail shirt, fighting off several banditssimultaneously (ostentatiously deflecting theirevery blow with a small gesture, as he cutsthem down with his broad-sword.)

    Victor is the sort of Redcap who gets on wellwith Flambeau magi. He loves to ride andhunt (to the point of distraction), and oftenpasses himself off as a visiting noble to jointhe hunts of mundane lords. He has a rangeof contacts among nobles he has hunted with,and will introduce himself to other nobles asa friend of in order to join a chanced-upon hunt. It seems likely that this passionmay get him in trouble with the Quaesitors.

    Living Covenant 10/26/04 12:50 PM Page 27

  • Semita Errabunda

    28

    He is irrepressibly cheerful, and ever confi-dent of his own abilities largely borne out(it must be admitted) by his successes sofar It must be admitted, however, that if heis to attain the extended lifetime that heplans, then he may need to rein in his self-confidence and good cheer, lest either hedive into some trouble he cannot handle, orfind himself pushed into the same by someexasperated companion. In the meantime, hecontinues to seek out good food and goodcompanions, to listen to his wild tales overfoaming ale.

    His closest companion is his horse, Aeolus, afree-willed, talking, magical being whichshares his mad passion for the chase and thehunt, but is vain and proud of his superiornature. He has a Might of 8 (Size +2) and hasa minor ability to vary his appearance fromunassuming nag to fine charger. Aeoluswill generally go along with Victors needs inthis, as he understands the role the two playas a Redcap team, but he is also vain, andmay choose to show off his fine looks atinopportune moments. (He is also an intactstallion, and there is no way Aeolus will con-sider being gelded!)

    Victor takes as his sigil a hunting horn carriedin the claws of a great eagle.

    Although he is a non-magus he is said to bearmany enchanted devices. As well as thoseprovided by House Mercere to aid its mem-bers, he hopes to gain many personal devices.He plans to actively seek out Vis sources onhis travels, trying to keep them secret. Hethen plans to make future messenger trips topass by his sources and claim their Vis. ThisVis he will then trades with other, Gifted,magi: mostly for enchanted devices, but alsofor other favours. For example, Aeolus hasplans for his own set of magical devices; andboth would like a device for silent communi-cation.

    Even without his magics, he is a powerful per-son and great hunter: he is physically strong,with keen senses, and as he devotes much ofhis spare time to physical pursuits, is highlyskilled, most especially in the woods andforests of Mythic Europe, where he has analmost mystical attunement to the environ-ment. As he grows, with the extended life-time granted by a longevity potion, he willbecome an heroic hunter, or even an heroicwarrior (were he to come into battle). Withhis out-going nature and taste for dangerousactivities, he is likely to extend the repertoireof the bards and troubadours with hisexploits, and enter the annals of MythicEurope!

    Living Covenant 10/26/04 12:50 PM Page 28

  • Semita Errabunda

    34

    Characteristics: Int +2, Per -1, Pre -1, Com -1, Str 0,Sta +1, Dex +4, Qik 0

    Size: 0

    Age: 34 (Apparent Age 34) Hermetic Age 9 sinceGauntlet.

    Decrepitude: none

    Warping Score: 2 (3)

    Confidence Score: 2 (5 points)

    Virtues and Flaws: The Gift; Hermetic Magus;Secondary Insight; Cyclic Magic (nighttime), GreatDexterity, Perfect Balance, Quiet Magic, SelfConfident (free Virtue), Subtle Magic; TormentingMaster, Greater Malediction (sunlight causes pain);Incompatible Arts (Creo Ignem, Rego Ignem),Reckless

    Personality Traits: Reckless +3, Self Important +2,Envious +1, Secretive +2

    Reputations: none

    Soak: +1

    Fatigue levels: OK, 0, -1, -3, -5, Unconscious

    Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15),Incapacitated (16-20)

    Abilities: Area Lore 1 (rich houses), Artes Liberales 2(scribing), Athletics 4 (climbing), Awareness 1 (atnight), Charm 2 (ladies), Code of Hermes 1 (in rela-tion to mundane law), Concentration 1 (maintainingspells), Finesse 2 (Imaginem), Guile 1 (excuses),Intrigue 3 (gentlefolk), Latin 4 (discussing magic),Legerdemain 4 (casual filching), Magic Theory 4

    (inventing spells), Own Language 5 (townsfolk),Parma Magica 3 (Imaginem), Penetration 1 (Perdo),Profession: Scribe 1 (copying spells), Stealth 4 (inside)

    Arts: Cr 2, In 0, Mu 5, Pe 10, Re 7; An 3, Aq 0, Au0, Co 5, He 0, Ig 0, Im 10, Me 7, Te 6, Vi 4

    Twilight Scars: none

    Equipment: none.

    Encumbrance: 0 (Burden 0)

    Spells Known:Slipperiness of the Eel* (MuCo(An) 5/+9)

    Stickiness of the Lizards Toes* (MuCo(An) 5/+9)

    Gloom of Evening (PeIg 10/+11)

    Disguise of the Transformed Image (MuIm 15/+16)

    Veil of Invisibility (PeIm 20/+21)

    Recollection of Memories Never Quite Lived (MuMe 5/+13)

    Loss of But a Moments Memory (PeMe 15/+18)

    Aura of Rightful Authority (ReMe 20/+15)

    Fist of Shattering (PeTe 10/+17)

    Unseen Arm (ReTe 5/+14)

    Trackless Step (ReTe 10/+14)

    [* NEW SPELL]

    Carolus Furax of House Tytalus

    by Mark Shirley

    Living Covenant 11/4/04 4:47 PM Page 34

  • 35

    Semita Errabunda

    New Spells

    SLIPPERINESS OF THE EEL

    MuCo(An) 5

    R: Touch, D: Sun, T: Ind

    Makes the targets body supple and stretchy for Sunduration, providing a +3 bonus to any rolls to wigglethrough small cracks.

    (Base 2, Touch +1, Sun +2, free requisite)

    STICKINESS OF THE LIZARDS TOES

    MuCo(An) 5

    R: Personal, D: Sun, T: Part

    Makes the casters hands and feet sticky for Sunduration, providing a +3 bonus to all climbing rolls;but can prove quite annoying otherwise.

    (Base 2, Sun +2, Part +1, free requisite)

    Appearance: He is a tall, man with a scraggily beardand pale skin; but he has a charming manner and aquick wit, which encourages the foolish to trust him.He favors dark clothing, especially deep cloakswhich satisfy his dramatic flair.

    This slippery follower of Tytalus is an accomplishedthief. Unbeknown to his sodales, Carolus occasional-ly sneaks out of the covenant at night to rob therich. Sometimes he is a highwayman, at others heburgles rich merchants. He does not do it for themoney - the covenant provides for all his needs - butfor the thrill; it is almost an obsession for him.Naturally, his magic supplements his native skill; buteven without magic he can get by perfectly well. Hecan squeeze his supple body through the smallest ofgaps, palm other people's treasures with consummateease, and melt into the shadows. When he brings hismagic to bear, he is unstoppable. Furax favors theForm of Imaginem, but he does not neglect the otherArts; he takes a delight in accomplishing tasks withan inventive use of spells. All of his spells relate tohis furtive night-time activities; providing disguises,bringing darkness and sleep, generating misdirectionand foiling locks, and in fact, he knows fewImaginem spells, reserving his skill in this field tospontaneous magics to deal with whatever problemsarise during one of his expeditions. His ability tocast his magic quietly and subtly has come in veryuseful on his night-time escapades.

    Although he knows nothing of his ancestry, Carolussuspects that he may be descended from faeries (orother creatures) who revel in darkness. Sunlight ispainful to him - bright sunshine will burn him afteran hours exposure, but even normal daylight isuncomfortable. All actions should be penalized by 1to 3 points, depending on the strength of the sun-light. Additionally, he has always been incapable ofcreating light or fire, and his magic waxes in strengthduring the hours of the night. However, he has notdisplayed any other symptoms of faerie blood, soperhaps there is some other power at work here.

    Living Covenant 11/4/04 4:47 PM Page 35

  • Semita Errabunda

    16

    Characteristics: Int +3, Per +1, Str +2, Sta 0, Prs 3(2), Com 1, Dex +1, Qik +2

    Size: 0

    Age: 87 (64), Hermetic age 62 yrs past Gauntlet.

    Decrepitude: 0

    Warping Score: 6 (17)

    Confidence Score: 1 (3)

    Virtues and Flaws: The Gift; Hermetic Magus;Puissant Art (Perdo) (free Virtue); Flawless Magic;Affinity with Perdo, Enduring Constitution, FastCaster, Hermetic Prestige, Premonitions, SecondSight, Strong-Willed; Blatant Gift, Driven (HuntEnemies of the Order), Enemies (Renounced Magusand his Lackeys); Disfigured (Facial Burns)

    Personality Traits: Brave +3, Dedicated to Cause +3,Efficient +3

    Reputations: Dedicated Hoplite +3 (Hermetic magi)

    Combat: Fist: Init +2, Atk +5, Def +6, Dam +2

    Kick: Init +1, Atk +4, Def +4, Dam +5

    Long Spear: Init +5, Atk +9, Def +8, Dam +9

    Soak: +0

    Fatigue levels: OK, 0, 0, 2, 4, Unconscious

    Wound Penalties: 1 (1-5), 3 (6-10), 5 (11-15),Incapacitated (16-20) (* accumulated wound penal-ties reduce by 1 for Enduring Constitution)

    Abilities: Artes Liberales 4 (Grammar), Athletics 2(Running), Awareness 3 (Alertness), Bargain 2(Books), Bavaria Lore 2 (Geography), Brawl 3(Punching), Chirurgy 2 (Bind Wounds), Civil andCanon Law 1 (Local Customs), Code of Hermes 3(Wizards Marches), Concentration 3 (Spells),Dominion Lore 2 (Divine Creatures), Etiquette 2(Merchants), Faerie Lore 2 (Faerie Forests), Finesse4 (Precision), Folk Ken 2 (Peasants), German 5(Merchant Slang), Great Weapon 4 (Long Spear),Guile 3 (Fast talk), Hunt 2 (Tracking), InfernalLore 2 (Demons), Intrigue 3 (Plotting), Latin 4(Hermetic), Leadership 3 (Intimidation), (LocalArea) Lore 3 (Personalities), Magic Lore 2(Creatures), Magic Theory 5 (Inventing Spells),Order of Hermes Lore 4 (Criminals), ParmaMagica 5 (Corpus), Penetration 6 (Perdo),Philosophiae 2 (Moral Philosophy), Premonitions3 (Enemy Magi), Profession - Scribe 2 (Speed),Second Sight 3 (Invisibility), Stealth 2(Shadowing), Survival 2 (Forests), Swim 2 (RoughWater)

    Arts: Cr 10, In 6, Mu 4, Pe 18+3 (15), Re 9; An 5,Aq 6, Au 6, Co 15, He 6, Ig 6, Im 5, Me 6, Te 6 (4),Vi 8

    Twilight Scars: The shadows in Darius hood areunusually deep, hiding his face; Nearby, non-magicalitems decay when Darius uses magic (as the WarpedMagic Flaw).

    Equipment: Long Spear with haft enchanted as a tal-isman, instilled with the effect The Wound thatWeeps (PeCo 15, penetration 0, 50 uses per day),attuned to a +4 bonus to spells that destroy at a dis-tance, Longevity Ritual: Lab Total 35, +7 agingbonus

    Encumbrance: 0 (4)

    Darius, filius Xerxes, follower of Flambeau

    by Niall Christie

    Living Covenant 10/22/04 6:32 PM Page 16

  • 17

    Semita Errabunda

    Spells Known:Cripple the Howling Wolf (PeAn 25/+27*),Mastery 1 (Fast Casting)

    Parching Wind (PeAq 20/+28*), Mastery 1(Penetration)

    Curse of the Desert (PeAq 25/+29*), Mastery2 (Penetration, Magic Resistance)

    The Chirurgeons Healing Touch (CrCo20/+26), Mastery 1 (Penetration)

    Whispers through the Black Gate (InCo (Me)15/+13), Mastery 1 (Quiet Casting)

    The Inexorable Search (InCo 20/+22),Mastery 1 (Penetration)

    Grip of the Choking Hand (PeCo 15/+37*),Mastery 1 (Penetration)

    The Wound that Weeps (PeCo 15/+37*),Mastery 1 (Penetration)

    Incantation of the Milky Eyes (PeCo30/+37*), Mastery 1 (Penetration)

    Twist of the Tongue (PeCo 30/+37), Mastery1 (Fast Casting)

    Clenching Grasp of the Crushed Heart (PeCo40/+38*), Mastery 2 (Penetration, MagicResistance)

    Gift of the Bears Fortitude (MuCo 25/+20),Mastery 1 (Fast Casting)

    Endurance of the Berserkers (ReCo 15/+25),Mastery 1 (Fast Casting)

    Lifting the Dangling Puppet (ReCo 15/+25),Mastery 1 (Penetration)

    Seven-League Stride (ReCo 35/+25), Mastery1 (Fast Casting)

    The Leap of Homecoming (ReCo 35/+25),Mastery 1 (Fast Casting)

    The Great Rot (PeHe 25/+28*), Mastery 1(Fast Casting)

    Soothe the Raging Flames (PeIg 20/+28),Mastery 1 (Fast Casting)

    Ward Against Heat and Flames (ReIg25/+16), Mastery 1 (Fast Casting)

    Veil of Invisibility (PeIm 20/+28), Mastery 2(Quiet Casting x 2)

    Tip of the Tongue (PeMe 5/+29), Mastery 2(Fast Casting, Magic Resistance)

    Calm the Motion of the Heart (PeMe 15/+28),Mastery 1 (Quiet Casting)

    Loss of But a Moments Memory (PeMe15/+29*), Mastery 3 (Quiet Casting x 2,Still Casting)

    Blessing of Childlike Bliss (PeMe 25/+30),Mastery 3 (Quiet Casting x 2, StillCasting)

    Rusted Decay of Ten-Score Years (PeTe 20*,Target increased to Group/+28*),Mastery 1 (Fast Casting)

    Demons Eternal Oblivion (PeVi 30/+30*),Mastery 1 (Fast Casting)

    Wind of Mundane Silence (PeVi 30/+30),Mastery 1 (Magic Resistance)

    (* if Darius is holding his Talisman, hehas a +4 bonus to cast spells whichDestroy things at a distance)

    Living Covenant 10/22/04 6:32 PM Page 17

  • Semita Errabunda

    18

    Appearance: Darius is a frightening indi-vidual. A bony figure swathed in a black,all-encompassing robe and carrying ablack-hafted spear, he is reminiscent ofmedieval perceptions of the physicalembodiment of death. This image is fur-ther emphasized if his hood falls awayfrom his face, for Darius is bald, with amass of scar tissue for a face and no eyes.

    Darius is content to cultivate his sinisterimage; he is a hoplite and an expert withPerdo magic, dedicated to the discoveryand execution of traitors within theOrder. However, it was not always thus;Uwe, the boy who would eventuallybecome Darius, was born into a merchantfamily living in Bavaria. He enjoyed acomfortable life in a moderately prosper-ous household. However, shortly afterUwe reached puberty strange thingsbegan to happen. His books would fallapart, furniture he sat on would break,and the family cat died in his arms. Hisfamily became aware that there wassomething unsettling about the boy andwere only too happy to see him takenaway as an apprentice by the mysteriousscholar who visited them soon after.

    Thus Uwe became the apprentice of thehoplite Xerxes, who indoctrinated his fil-ius to become a hunter of evils within theOrder of Hermes. A lab accident earlyduring apprenticeship burned away Uweseyes and the flesh on his head, butXerxes restored Uwes sight, although herefused to do anything about his filiusappearance. Fifteen years later Uwebecame a magus of the Order of Hermesnamed Darius and joined the ranks of thehoplites, its guardians. He has continued

    to maintain contact with his (aging)pater, but they only see each other onrare occasions when they can share infor-mation; Xerxes is now too frail to takepart in combat.

    Darius travelled to the covenant to estab-lish a base from which he could seek outand destroy its enemies. He pursued thisvocation with an enthusiasm thatimpressed his colleagues, and when theprevious leader of the covenant recentlypassed into Final Twilight he acceptedthe position of head, seeing in this anopportunity to instill his values into thenew, younger members swelling its ranks.Darius has been too busy to train anapprentice, but now he feels the need topass on his legacy soon, as he suspectsthat he may have encountered his bane;he recently fought a powerful Renouncedmagus and his followers and was nearlykilled, only escaping when a magicalmaelstrom sent him