TEXT: A Sourcebook for Ars Magica™ 4th Edition
  by Jonathan Tweet
  
  Credits
  Concepts: Jonathan Tweet & Mark
  Rein•Hagen
  Design: Jonathan Tweet
  Design Contribution: Aron Anderson
  Magi:
  Shannon Appel (Ex Miscellanea, Tremere,
  Verditius), Nicole Lindroos Frein (Mercere,
  Merinita), Geoffrey Grabowski (Criamon,
  Tytalus), Peter Hentges (Flambeau,
  Jerbiton), Marc Philipp Messner
  (Bonisagus), Naomi Rivkis (Bjornaer,
  Quaesitor)
  House Díedne Revision: Naomi Rivkis
  Line Developer: Wade Racine
  Art Director: Daniel Gelon
  Latin Consultants: Nancy Gilly, Carol
  Monahan
  Etymology of “Dav’nalleous”: Roderick
  Robertson
  Magus Portraits: Liz Danforth
  Interior Illustrations: John T. Snyder,
  Mark Tedin, Susan Van Camp, Eric Hotz
  House Logos and Runes: Eric Hotz 
  Graphics & Layout: Maria Carbardo,
  Daniel Gelon
  Editing: Bob Kruger
  Cover: Rob Alexander
  Print Coordinator: Keith Kentop
  DIGITAL EDITION VERSION 1.0
  STOCK NO. AG1120PDF
  Atlas Games
  Saint Paul, Minnesota
  www.atlas-games.com
  Originally published in 1994 by Wizards of the
  Coast, Inc.
  ©1994, 2004 Atlas Games. All Rights Reserved.
  Ars Magica™, Houses of Hermes™, and Mythic
  Europe™ are all trademarks of Atlas Games.
  Order of Hermes is a trademark of White Wolf,
  used with permission.
  The cover depicts Agnes Ex Miscellanea
  summoning a spirit against Rulia of
  House Flambeau.
  Note changes to Latin in 4th edition:
  Córporem=Corpus
  Imágonem=Imáginem.
  2
  Illus. © 1994 Eric Hotz
  
  Contents
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  House Bjornaer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  House Bonisagus  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
  House Criamon  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  House Ex Miscellanea  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  House Flambeau  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
  House Jerbiton  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
  House Mercere  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  House Merinita  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
  House Quaesitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
  House Tremere  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
  House Tytalus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
  House Verditius  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
  History of the Order  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
  Apprenticeship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
  Houses of Hermes at a Glance  . . . . . . . . . . . . . . . . . . . . . . .152
  3
  
  CHAPTER ONE: 
  INTRODUCTION
  
  THE CODE OF HERMES
  “I, Bonisagus, hereby swear my lifelong loyalty to the Order of Hermes and its
  members.
  “I will not deprive nor attempt to deprive any member of the Order of his or
  her magical power. I will not slay nor attempt to slay any member of the
  Order, except in a justly executed Wizard War. I understand that a Wizard War
  is an open conflict between two magi, who may slay each other without
  breaking this oath, and that should I be slain in a Wizard War, no retribution
  shall fall on the magus who slays me.
  “I will abide by the decisions made by fair vote at tribunal. I will have one vote
  at tribunal, and I will use it prudently. I will respect as equal the votes of all
  others at tribunal.
  “I will not endanger the Order through my actions. I will not interfere with
  the affairs of mundanes and thereby bring ruin upon my sodales. I will not
  deal with devils, lest I imperil my soul and the souls of my sodales as well. I
  will not molest the faeries, lest their vengeance catch my sodales also.
  “I will not use magic to spy on members of the Order of Hermes.
  “I will train apprentices who will swear to this Code, and should any of them
  turn against the Order and my sodales, I will be the first to strike them. No
  apprentice of mine shall be called magus until he or she first swears to
  uphold this Code.
  “I shall further the knowledge of the Order and share with my sodales all
  that I find in my search for wisdom and power.
  “I request that should I break this oath, I be cast out of the Order. If I am cast
  out, I ask my sodales to find me and slay me that my life may not continue in
  degradation and infamy.
  “The enemies of the Order are my enemies. The friends of the Order are my
  friends. The allies of the Order are my allies. Let us work as one and grow
  strong.
  “This I hereby swear on the third day of Pisces, in the nine hundred and fifth
  year of Aries. Woe to them who try to tempt me to break this oath and woe to
  me if I fall to the temptation.”
  —Bonisagus, speaking the oath of the Order in A.D. 767. He was the first magus to do so.
  5
  
  Houses of Hermes describes the twelve
  Houses (that is, magical lineages) that make
  up the Order of Hermes. These Houses provide
  more material for you to develop magi char-
  acters and their stories. Houses of Hermes
  serves both players and storyguides.
  FOR PLAYERS
  The material in this book can help you
  develop more-detailed characters and help
  you understand the Order of Hermes better.
  Here you will find history, politics, legends,
  secrets, and conflicts that your magi have
  inherited through their Houses.
  Each House has a special feature for
  players: a sample magus who can serve as
  your character’s former master. When you
  create a new magus character, you can
  choose one of these magi to be the wizard
  from whom your character learned
  magic. The master’s philosophy, lifestyle,
  and theory of magic reflect on your char-
  acter, and you can use the wizard pre-
  sented here to help you develop ideas for
  your own magus.
  Some of the material here is primarily for
  use by the storyguide, especially the saga and
  story ideas. Still, reading this material will not
  ruin the saga for you. Even if you’re familiar
  with a saga idea that your storyguide is using,
  how that plot develops depends more on the
  storyguide than on the idea, so you won’t
  “know too much.”
  FOR STORYGUIDES
  Knowing the material in Houses of
  Hermes helps you run a saga that plays to
  the loyalties and attitudes of the players’
  magi. This material can bring the various
  groups of the Order and their respective
  histories to life.
  Many Houses have secrets that they do not
  share with “outsiders.” For instance, the
  Bjornaer magi do not tell others what they
  do at the Gathering of Twelve Years. Other
  Houses may even have secrets that are not
  mentioned in this material, because out-
  siders don’t even know these secrets exist.
  You can determine the nature of these
  secrets for your saga (though you may want
  to consult with the players who run magi
  from the respective Houses).
  Especially important to you are the saga
  and story ideas that accompany each House.
  These are for you to use, reinterpret, or ignore
  as you see fit. Certain saga ideas reveal secret
  agendas or events. Be sure to keep in mind
  that these saga ideas are not official back-
  ground; they are suggestions for things you
  can incorporate into your saga. For example,
  the saga idea for House Verditius specifies that
  the House has secretly been preparing for a
  war against the mundanes. Unless you choose
  to make this true, it is not part of your saga.
  Magi of the Order of Hermes
  ca. 1359 in the Age of Aries (A.D. 1220)
  House
  Followers
  Bjornaer
  46
  Bonisagus
  29
  Criamon
  61
  Ex Miscellanea
  125*
  Flambeau
  79
  Jerbiton
  85**
  Mercere
  101†
  Merinita
  66
  Quaesitor
  51‡
  Tremere
  64
  Tytalus
  29
  Verditius
  62
  Total
  798
  *Approximate
  **Five of these are “Larta magi.” See House
  Jerbiton for details.
  †Sixteen of these are Gifted.
  ‡Not including twenty-three quaesitoris of
  other Houses
  6
  Remember, there’s a dif-
  ference between what
  you, the player, know
  from reading this book
  and what your magus
  knows. Many magi are
  poorly informed about
  their sodales in other
  Houses.
  Magi of the Order of Hermes
  ca. 1359 in the Age of Aries (A.D. 1220)
  House
  Followers
  Bjornaer
  46
  Bonisagus
  29
  Criamon
  61
  Ex Miscellanea
  125*
  Flambeau
  79
  Jerbiton
  85**
  Mercere
  101†
  Merinita
  66
  Quaesitor
  51‡
  Tremere
  64
  Tytalus
  29
  Verditius
  62
  Total
  798
  *Approximate
  **Five of these are “Larta magi.” See
  House Jerbiton for details.
  †Sixteen of these are Gifted.
  ‡Not including twenty-three quaesitoris
  of other Houses
  
  HOUSE FORMAT
  The next twelve chapters each describe a
  House. Each chapter includes the following
  information:
  Motto: The motto chosen by the founder.
  Symbol:
  Likewise chosen by the
  founder. Magi traditionally mark their
  important belongings, such as gri-
  moires, with these symbols.
  History
  The history of the House, from its founder
  to the present. Some Houses have gone
  through major changes in the 400 years
  that have passed since their founding.
  Notable Magi
  A few notes on important magi from the
  House’s history.
  Current Status
  Membership: The number of magi in
  the House. Medium-size Houses have
  about fifty members.
  Domus magna: The head covenant of
  the House and its location.
  Primus: The current leader of the House.
  Current concerns: What the House is
  doing currently. A description of the
  House as it is today, including the nature
  of its members, their customs, and their
  relation to the Order in general.
  Magi
  This section is for players who are
  developing magi of this particular
  House. Your magus need not conform in
  all areas. In fact, having a misfit
  magus can add interesting conflicts to
  your character’s development.
  Mentality
  How you have been trained to think
  about yourself, magic, and the Order.
  Priorities
  What these magi hold to be valuable.
  Outlook
  How these magi tend to see magi of other
  Houses and other important groups, such
  as faeries or the Church. The opinions
  given here are extreme, and many magi
  have more moderate views, even if they are
  along similar lines. Despite their differ-
  ences, magi of different Houses can get
  along because they have more in common
  with each other than with the non-magical
  population.
  Intra-House Relations
  How you get along, or are expected to get
  along, with others in your House.
  Magic
  The spells and kinds of magic that are
  common in the House.
  The House in Play
  Saga Idea
  This is a single, big idea, something
  that could serve as the focal point of an
  entire saga or as a dramatic background
  against which your saga is played out.
  These are world-altering plots. These
  ideas represent what could happen, but
  they are not true unless the storyguide
  implements them. For instance, the saga
  idea for House Jerbiton posits that Primus
  Andru has engaged in secret negotiations
  with the pope. This detail is not an offi-
  cial part of Mythic Europe; it’s described
  here in case the storyguide wants to make
  it part of the saga.
  Story Ideas
  Ideas for stories that involve the House.
  7
  There was once a thir-
  teenth House in the
  Order, House Díedne.
  See History of the Order,
  Chapter Fourteen, for
  more information.
  Each House is typically
  named for its founder.
  Since no one recorded
  exactly how the founders
  pronounced their names,
  and since they’ve all been
  dead for hundreds of
  years, the “true” pronunci-
  ation of the House names
  is sometimes in doubt.
  
  8
  The 
  twelve 
  existing
  Houses of the Order of
  Hermes embody various
  forms of knowledge and
  power.
  Illus. © 1994 Liz Danforth
  
  Example Wizard
  This section describes a particular magus
  of mid-level power. Each magus is powerful
  and old enough to have had a single
  apprentice. Your troupe can use these char-
  acters for any of several roles:
  Pater/Mater: As a player, you can choose
  one of these magi as the master your char-
  acter had as an apprentice. You can then
  design your character accordingly. Your
  character may be very much like the mas-
  ter or may be quite different, just as chil-
  dren can be similar to or different from
  their parents. You may change details that
  describe the magus to let you create the
  character you want. (For instance, a master
  must have an Art score at least as high as
  that of his or her apprentice. You may need
  to increase the pater’s scores to let you have
  the score you want for your magus’s Arts.)
  Player character: The storyguide may
  have the players select from among these
  magi as their player characters. This
  method allows for a higher-level saga and
  for very quick character generation.
  Non-player character: The storyguide can
  use the characters as non-player characters
  who may be more or less closely involved in
  the player characters’ lives.
  Model: The characters can  serve as
  models for mid-power magi whom the sto-
  ryguide designs.
  Apprentice
  This section describes how the character
  might train an apprentice. Depending on
  how the character is used, these details
  might apply to a current apprentice, to a
  player character’s past, or to a non-player
  character’s past.
  Filius
  Each character has a filius, who may be a
  player character. This section describes how
  this filius may relate to the character.
  Story Idea
  An idea for using this magus in a story.
  HERMETIC GLOSSARY
  The following are terms that magi use fre-
  quently when discussing Houses. Many of
  them are Latin words or phrases. Players can
  choose to use English equivalents for simplicity.
  Amicus [AH-mee-koos]: “Friend.” Used
  only among magi who have become par-
  ticularly close. It is also sometimes used
  for Companions who are especially trust-
  ed by the magi. There are many magi
  who call no one “amicus.” Plural is amici
  [AH-mee-kee].
  Apprentice’s gauntlet: An ordeal that an
  apprentice must survive or a test that one
  must pass to be accepted as a magus.
  Various Houses and individual masters
  define their gauntlets as they wish.
  Sometimes it is loosely interpreted as the
  rivalry and conflict among apprentices at a
  covenant, sometimes as the trials of
  apprenticeship in general.
  Consors (KAHN-sors): “Cohort.” A title
  sometimes used to indicate a non-wizard
  who holds a position of status and respect
  in a covenant. Plural is consortes [kahn-
  SOR-tays].
  Domus magna [DOH-moos MAHG-
  nuh]: The head covenant and political
  center of a House, where the primus
  lives. Plural: domi magnae [DOH-mee
  MAHG-nye]. Note: “Domus” is an irreg-
  ular feminine noun in Latin.
  Exotic: Referring to magic that is non-
  Hermetic, as in “an exotic spell” or “an
  exotic wizard.”
  Filius [FEE-lee-oos]/filia [FEE-lee-uh]:
  “Son/daughter.” The term designating
  one’s former apprentice, now a magus.
  Any natural child a magus may have is
  referred to as a “vulgar” son or daughter.
  Plurals are filii [FEE-lee-ee], masculine, or
  filiae [FEE-lee-eye], feminine.
  Follower: A member of a House. This
  term is used because the first magi in the
  Houses considered themselves followers of
  the founders rather than members of
  organizations.
  Founder: One of the twelve original magi
  who swore to abide by the Code and there-
  9
  The pronunciations here
  follow classical rules.
  Magi in various parts of
  Mythic Europe, however,
  pronounce Latin differ-
  ently, often following
  the habits of the local
  vulgar tongue.
  
  by formed the Order of Hermes, plus Pralix,
  the founder of House Ex Miscellanea.
  Hermetic name: The name given an
  apprentice upon becoming a magus. Most
  magi use the names their vulgar parents
  gave them only when traveling incognito.
  House: All those wizards (followers) who
  claim descent from a single founder.
  Master: The magus training an appren-
  tice. After the apprentice becomes a magus,
  the former master is now called a pater or
  mater.
  Mortal: A mundane.
  Mundane: A human who lacks the Gift,
  the special ability to work magic. Most
  grogs and Companions are “mundanes,” as
  are the vast majority of persons in general.
  Parens [PAH-rens]: “Parent.” One’s for-
  mer master, either male or female. Plural is
  parentes [pah-REN-tays]. See Pater/Mater.
  Pater [PAH-tare]/mater [MAH-tare]:
  “Father/Mother.” One’s former master,
  used once one becomes a magus. One’s
  natural parents are referred to as “vul-
  gar.” Plurals are patres and matres [PAH-
  trays and MAH-trays]. When referring
  non-gender-specifically to a pater or
  mater, one uses the term parens. See
  Parens.
  Primus [PREE-moos]/Prima [PREE-muh]:
  Short for “primus magus” (or “prima
  maga”), which is “the first magus.” A
  magus who is the head of a House. Each
  House has its own method for choosing its
  primus, though technically the acting
  primus has the full right to designate any
  member of the House as his or her succes-
  sor. Plural is primi [PREE-mee], masculine,
  or primae [PREE-mye], feminine.
  Renunciation: Being cast out from
  one’s House or from the Order. A magus
  renounced from his or her House must
  be adopted into another House within a
  year, or be expelled from the Order
  altogether. A magus renounced from
  the Order is no longer protected by the
  Code, and it is considered the duty of
  Hermetic magi to shun or even attack
  the outsider. A primus may renounce
  members from the House; only a tri-
  bunal may renounce a magus directly
  from the Order.
  Salve sodale [SAHL-way soh-DAH-lay]:
  “Greetings, fellow member.” Traditional
  greeting between magi, never used for
  those outside the Order, not even amici.
  When greeting more than one magus, one
  uses the plural phrase “Salvete sodalibus.”
  [SAHL-way-tay soh-DAH-lee-boos]
  Sanctum: The specially designated pri-
  vate chambers of a magus that, by
  Hermetic law, can be defended to the point
  of killing an intruder.
  Sodalis [soh-DAH-lees]: “Comrade, fellow
  member of an organization.” A fellow
  member of the Order. Plural is sodales.
  Vulgar: Not relating to the Order or to
  magical ways. For example, one’s “vulgar”
  name is the name one had before appren-
  ticeship.
  10
  
  11
  another full illo, maybe?
  The 
  circle-and-square
  symbol identifies the
  room behind this door as
  a wizard’s sanctum. The
  symbol below identifies
  the sanctum’s owner: in
  this case, Martin of
  Bonisagus.
  Illus. © 1994  Eric Hotz
  
  Motto: Potentia super ipso potentia
  super aliis. (Power over self is
  power over others.)
  Symbol: A cone viewed obliquely
  from above
  Bjornaer: BYORE-nayr
  CHAPTER TWO: 
  HOUSE BJORNAER
  
  “Just as the cone can cast on
  the wall the shadow of a cir-
  cle or the shadow of a trian-
  gle, so you can cast on this
  world 
  the 
  shadow 
  of 
  a
  human or the shadow of a
  hawk or the shadow of a hun-
  dred things. Now you cast the
  shadow of a mighty wizard,
  but some day you shall cast
  the shadow of a corpse.”
  —Bjornaer, spoken to her apprentice
  13
  
  Each Bjornaer magus is taught to take the
  form of an animal, known as the wizard’s
  “heart-beast.” Cultivating understanding
  of one’s animal aspect is held as more
  important than learning Hermetic magic.
  Descended from a Germanic rather than
  Roman wizard, this House is held in con-
  tempt by some magi. Bjornaer magi tend to
  be too secretive and introspective to over-
  come this prejudice.
  HISTORY
  Bjornaer came from a prehistoric line of
  shapeshifting wizards, people whose only
  magic was the ability to take different
  shapes. She broke with her tradition to
  learn Hermetic magic and become part of
  the Order that was then forming. (The oth-
  ers in her original tradition considered her
  a traitor for “defecting” to the Order.)
  Bjornaer studied with Merinita to learn
  Latin and the basics of Hermetic magic. It
  took her years, but she eventually
  became competent in Hermetic magic,
  except for Ignem. She never was able to
  produce more than a spark with magic
  (and many of her followers are deficient
  in fire magic even today). Once she had
  mastered Hermetic magic, she formed her
  own House.
  Bjornaer was one of two House
  founders who was not from the Roman
  tradition of magic. Therefore, many of
  the other magi looked down on her and
  her powers. Bonisagus, however, wel-
  comed 
  her 
  because 
  her 
  different
  approach to magic promised to teach
  him much. He knew that the more varied
  were the magicians from whom he
  learned, the more comprehensive would
  his magical theory eventually be.
  When Quendalon and Myanar, the first
  two primi of House Merinita, fought for
  control of their House in A.D. 801 to 802,
  Bjornaer and her filii supported Myanar.
  Myanar was true to Merinita’s nature-ori-
  ented magic, whereas Quendalon wanted
  to turn the House to faerie ways. When
  Quendalon won out and ousted Myanar
  and his supporters from the House,
  Bjornaer nominally adopted them into
  House Bjornaer. For the next century,
  therefore, there were magi who were not
  shapechangers in House Bjornaer, but
  this sub-lineage of magi has since died
  out. Some say their fate was the result of
  a curse put on them by Quendalon and
  his faerie allies.
  During the Schism War, the followers of
  Bjornaer 
  retreated 
  to 
  their 
  domus
  magna, afraid that the Flambeau and
  Tremere magi would turn on them as
  well. Fear of and hatred toward non-
  Latin magi could have become directed
  at them if they had not kept out of the
  conflicts. Some thought they would side
  with House Díedne, but the two Houses
  had little in common, other than that
  their founders were not descended from
  the Roman tradition.
  Over the centuries, House Bjornaer
  has become more accepted in the Order,
  and the members of the House have
  become more and more adept at stan-
  dard Hermetic magic with each genera-
  tion of apprentices. Some within the
  House, however, say that they have lost
  some of their shapechanging prowess
  over the years.
  The 
  loose, 
  small 
  organization 
  of
  shapechangers from which Bjornaer
  learned her original magic still remains to
  this day. Its members regard magi of the
  Order in general, and of House Bjornaer
  in particular, as mortal enemies. Their
  ability to hide in their various shapes has
  made them particularly difficult to find
  and destroy, but they have never proved
  to be worse than an isolated threat.
  14
  The other non-Roman,
  Díedne, 
  founded 
  the
  House that was destroyed
  in the Schism War. For
  more about House Díedne,
  see History of the Order.
  Merinita is a House of
  magi who currently
  focus on the interests
  of faeries but whose
  founder specialized in
  magic of nature. See
  House Merinita for its
  history.
  Some Hermetic schol-
  ars speculate that the
  shapeshifting tradition
  that Bjornaer forsook
  may be related to the
  gruagachan (GROO-uh-
  guhk-uhn), the shape-
  shifting 
  wizards 
  of
  Scotland.
  Illus. © 1994 Eric Hotz
  
  NOTABLE MAGI OF BJORNAER
  Bjornaer of the Many Shapes: She was
  poorly accepted in the Order because of her
  “barbarian” background. Her heart-beast
  was a bear.
  Gettra: She was able to copy the forms
  of other people flawlessly and effortless-
  ly. During the 12th century, she imper-
  sonated many magi around Europe and
  caused much confusion while pursuing
  still-unknown goals. She disappeared
  when her plot was discovered, so she has
  never been brought to Hermetic justice.
  Most think that she has since died,
  though she may be living to this day in
  some borrowed shape.
  CURRENT STATUS
  Membership: Forty-six.
  Domus magna: Crintera, in the Rhine
  Tribunal. The covenant has few relations
  with the magi of the tribunal, since mem-
  bers of House Bjornaer prefer to live in
  wilder areas.
  Prima: Falke. She recently became
  prima after the quaesitoris pressured the
  former primus, Urgen, to resign. (Urgen
  had been found to be coordinating
  covert campaigns against mundanes to
  prevent them from settling magical
  areas and encroaching on wizards’
  lands. Falke prefers a strategy of isola-
  tion and patience.)
  Current concerns: To regain the trust
  of the quaesitoris and others in the Order.
  This task is especially difficult because
  some believe that ex-Primus Urgen is
  stepping up his covert campaigns now
  that he is free of the responsibilities of
  leadership. 
  Urgen, 
  thanks 
  to 
  his
  advanced age, still commands a lot of
  respect within the House.
  The emphasis that this House puts on
  self-control and self-transformation makes
  it less active in Hermetic politics than
  most other Houses. When its members do
  take stands at tribunal, it is generally to
  protect their rights from the infringement
  of others and to protect their wild lands.
  Followers of Bjornaer often travel in the
  wilds to gain the isolation that aids their
  introspection and to find places to roam in
  beast form. Over the centuries they have
  had to move regularly to find uncut woods
  and uninhabited lands. Lately, many have
  traveled to the Hibernia and Loch Leglean
  Tribunals, others to the Novgorod Tribunal,
  and others to mountain ranges within
  heavily populated Europe.
  In this House, younger magi are taught
  to respect older magi, even if the younger
  magi are more powerful. Followers of
  Bjornaer recognize that blatant, external
  power is not a worthy criterion for
  respect; older magi may well have
  learned much that is not readily appar-
  ent. Since a hierarchy based on age never
  changes, there is very little political
  intrigue within the House.
  Followers of Bjornaer congregate every
  twelve years at Crintera for a secret meet-
  ing called the Gathering of Twelve Years,
  during which time they perform rituals
  associated with maintaining their lineage,
  remembering their ancestors, and solidify-
  ing the bonds within the House. It is gen-
  erally believed that during the gathering,
  House Bjornaer uses ancient, exotic magic
  that Bjornaer kept secret and passed on
  only to her filii. This magic might have
  nothing to do with shapeshifting, and
  some say that House Bjornaer eschews
  politics because the House can curse and
  manipulate others in the Order through
  more subtle means: rituals performed at
  the gathering. If others from other Houses
  have learned anything concrete about this
  meeting, however, they’re not talking. The
  only thing that other magi know is that
  Bjornaer magi take this congregation very
  seriously indeed. When questioned about
  the meeting, Bjornaer magi deny nothing
  and affirm nothing.
  Amici of Bjornaer magi are sometimes invit-
  ed to the gathering, but they cannot partici-
  pate. They must wait in the outer halls of the
  covenant during the rituals, and many of
  them serve as guards to protect House
  Bjornaer while the magi are occupied.
  The line of shapeshifters from which
  Bjornaer broke away has been known to
  attempt to break into Crintera to disrupt
  the gathering.
  15
  “Falke” is German for
  “falcon,” the prima’s
  heart-beast. It is com-
  mon, but not universal,
  for Bjornaer magi to
  take the names of their
  heart-beasts.
  The Gathering of Twelve
  Years is one reason that
  Bjornaer magi have
  never been fully accept-
  ed in the Order. The
  secrecy surrounding the
  gathering raises the sus-
  picions of other magi.
  Amici 
  (AH-mee-kee):
  Literally “friends.” The
  term is reserved for very
  close friends and can be
  applied to magi and
  non-magi alike.
  
  Apprentices who have heart-beasts are
  made members of the House at the gather-
  ing and are thereafter considered magi
  within House Bjornaer, even if they have
  little or no ability to wield Hermetic magic.
  The Hermetic training that they lack is not
  seen as essential to being a wizard. To
  magi of other Houses, of course, these
  apprentices are not considered magi.
  Gaining a heart-beast is all that is required
  for membership, so this House has no
  apprentice’s gauntlet.
  Traditionally, no one may join House
  Bjornaer except through apprenticeship,
  because only in apprenticeship is one
  able to gain the heart-beast. One who has
  studied magic in another House loses the
  ability to manifest the shape of the heart-
  beast. Exceptions, however, have been
  made occasionally over the last few cen-
  turies. These magi without heart-beasts
  gain nominal membership, but they are
  never fully accepted in the House.
  MAGI OF BJORNAER
  Mentality of a Bjornaer Magus
  You have been trained in magic to
  become more powerful, which means to
  project a more powerful shadow of your
  essential self onto this temporal world.
  Already your master has brought out of
  you your heart-beast. This shape is but
  another aspect of your essential nature, as
  much a part of you as your human form is.
  Hermetic magic expands upon your
  natural ability to cast the shadow of
  man or beast upon the world. Your
  mighty founder, Bjornaer of the Many
  Shapes, came to the Order to learn other
  ways of magic. Because of the legacy of
  knowledge her decision has left you to
  draw on, you are much more powerful
  than the weak and limited shapeshifters
  descended from Bjornaer’s less-farsight-
  ed contemporaries. The magic of the
  Order allows you to learn a repertoire of
  shapes that, while less essential than
  your heart-beast, expand the flexibility
  of your power.
  You will learn other types of magic
  from your Hermetic roots as well. But
  never let these other types of magic lure
  you away from your true calling, the
  shifting of shapes. If you find yourself
  tempted to use magic to do your work for
  you instead of using it to make you capa-
  ble of doing it yourself, remember that
  you will only become weak and lazy, and
  as your so-called “power” grows, your
  will and heart will shrivel, until your
  magic takes you over and uses you for its
  own ends—or destroys you altogether.
  Priorities
  1)
  Increase your own power; especially,
  develop a repertoire of shapes.
  2)
  Support House Bjornaer.
  3)
  Protect wild lands.
  4)
  Support the Order.
  Outlook
  • Bonisagus: Their magic is impersonal,
  but useful at times.
  • Criamon: They have no control over the
  wisdom they seek, but at least they do
  seek wisdom and not just force.
  • Ex Miscellanea: They, too, know ancient
  secrets; they never interfere with House
  Bjornaer.
  • Flambeau: Children do play with fire,
  after all.
  • Jerbiton: Their continued contact with
  the mundanes has sapped their strength.
  • Mercere: Useful messengers.
  • Merinita: Eternal thanks to her who
  taught us Hermetic magic; curses upon
  the traitor Quendalon and the impure
  House he spawned.
  • Quaesitoris: They protect the integrity of
  our House and the privacy of our gather-
  ing; support them and their cause.
  • Tremere: They have tried to learn our
  secrets, and they fail to recognize the seri-
  ousness of their transgressions; do not trust
  them.
  • Tytalus:
  Always challenging, rarely
  learning.
  • Verditius: They rely on their tools rather
  than on themselves; they are not true
  magi like the followers of Bjornaer.
  • Faeries: Corrupt and dangerous manifes-
  tations of nature.
  • Nobles: Boring and ugly.
  • The Church: Boring and ugly.
  • Peasants: Boring and ugly.
  • Exotic shapeshifters: Simple, limited,
  16
  
  and brutal; envious of our knowledge.
  • Animals: True embodiments of nature’s
  grace.
  Intra-House Relations
  You are to respect your elders within the
  House and obey them, but they will rarely
  call upon you for aid. Remember that they
  want to help you better yourself, and tasks
  that they may expect of you will teach you
  important lessons.
  Never forget the Gathering of Twelve
  Years, lest the House wane, and reveal its
  secrets to no one. Troubled times are in
  store for the Order, and House Bjornaer
  may have to take a new shape and sur-
  vive on its own if the rest of the Order
  falls. The gathering will keep you and
  your fellows strong for whatever tribula-
  tions lie ahead.
  Magic
  Bjornaer magi excel at spells that change
  their shapes.
  If Bjornaer magi are overcome by final
  Twilight, they most likely become their
  heart-beast, complete with the animal’s
  intellect. The change is irrevocable. The
  form serves as a last refuge from the magic
  that would otherwise overwhelm a magus.
  The heart-beast left after a Bjornaer under-
  goes Twilight generally has a Magic Might
  of at least 30.
  Form of the Avenging Beast (Muto Corpus
  20)
  Spell focus: Body part from the appropriate
  animal type (+2)
  R: Self, D: Sun.
  The shape of your heart-beast becomes
  more powerful and deadly. If you have a
  battle-worthy heart-beast, you receive
  +5 on all Attack and Damage rolls and
  +15 on Soak rolls. If the heart-beast is
  not battle-worthy, it gains a +3 Attack
  and +3 Damage and +10 on Soak. In
  addition, you receive no penalties from
  wounds or fatigue until you are uncon-
  scious, incapacitated, or dead. Your
  heart-beast becomes more ferocious,
  more fearsome, and larger, but also
  17
  The spell Form of the
  Avenging 
  Beast
  gives
  Bjornaer magi an ad-
  vantage when fighting
  exotic shapeshifters.
  Illus. © 1994 John T. Snyder
  
  slightly distorted. Inert forms, like those
  of trees or rocks, become more threaten-
  ing in appearance, but they gain no
  combat abilities.
  HOUSE BJORNAER IN PLAY
  Saga Idea
  During the Gathering of Twelve Years,
  all the Bjornaer magi disappear. Their
  grogs and amici have been charged with
  guarding Crintera, so other magi who
  want to investigate have to face them
  down, as well as penetrate the domus
  magna’s magical wards. Rumors abound
  as to what has happened. Perhaps some-
  thing went terribly wrong with the ritual
  and the magi have been destroyed. This
  could be the final vengeance of the
  shapeshifters whom Bjornaer left. Others
  say that it is some trick of the Bjornaer
  magi. They might have transported them-
  selves to a different time or place to end
  their constant conflicts with the mun-
  danes of Europe. Maybe they have made
  contact with House Díedne and have gone
  off to live with the remnants of the outcast
  House. Alternately, this maneuver could
  be part of a new offensive. They may be
  invisible, disguised in benign shapes, or
  otherwise hidden throughout Europe,
  waiting to launch an assault against
  mundane civilization.
  The disappearance of the Bjornaer magi
  causes turmoil. Worried magi of other
  Houses either start preparing for possible
  conflicts or launch dramatic investigations
  into the mystery. Power balances shift
  wherever powerful Bjornaer magi used to
  live. Rumors spread quickly throughout the
  Order, and fear causes fights to break out
  among the magi.
  The role of the characters depends on
  their connection to House Bjornaer. They
  may be involved in power struggles as
  magi fill the vacuum left by their disap-
  pearing sodales. They may be tempted
  (or ordered) to violate the sancta of miss-
  ing Bjornaer magi to look for clues as to
  the cause of the disappearance. They
  may have to travel far to track down
  clues or follow up on leads that they find.
  If House Bjornaer does not reappear for
  a long period of time, the Order will settle
  back down to normal. But as the twelfth
  year approaches, the Order will again be
  alive with concern. The scheduled time for
  the next Gathering of Twelve Years may
  mean the return of House Bjornaer or the
  final execution of their secret plans. (The
  storyguide may even want to start the
  saga eleven years or so after the Bjornaer
  magi disappeared.)
  Story Ideas
  • Exotic shapeshifters set up a trap for
  a player-character Bjornaer magus.
  These shapeshifters survive by being
  hard to catch, so they set the trap in
  such a way that it is easy for them to
  escape if the Bjornaer character is
  not caught or killed.
  • A player-character Bjornaer magus has
  to go to the Gathering of Twelve Years,
  and he invites a few trusted characters
  along. During the gathering, the non-
  Bjornaer player characters interact
  with non-Bjornaer characters from
  other covenants and discover that there
  is a spy in their midst. The characters
  must identify who the spy is to protect
  their own reputations and their friend’s
  status within House Bjornaer.
  CYGNA, FOLLOWER OF
  BJORNAER
  Cygna is a tall, very slender woman
  with porcelain-delicate bones. (She’s
  stronger than she looks, but that’s not
  saying much.) Her long, nearly straight
  hair is black except for one pure white
  lock at the side of her face. Her ice-blue
  eyes look out from under long black
  lashes, set in a face as white as the
  feathers of her swan form. She dresses
  in practical peasant dress, though she
  ornaments her clothes with feathers.
  Cygna, as her name suggests, has a
  swan heart-beast. Birds have a strange
  attraction for her magic, and they often
  fly toward her when she uses spells.
  18
  
  Cygna loves birds, but her blatant Gift
  drives them away. They often arrive
  when she uses magic, but then keep their
  distance from her. In addition, she is
  rather too clumsy to handle birds safely.
  Her love for that which she cannot have
  has marked her life.
  Her frustration at not being able to
  touch birds is sometimes released as vio-
  lence toward those who endanger ani-
  mals, especially birds. She delights in
  turning those who torment animals into
  animals themselves. The impersonal atti-
  tude that many other Hermetic magi take
  to animals often makes her uncomfort-
  able in their presence.
  Fortunately, Cygna finds love and
  companionship among certain Bjornaer
  magi, especially one named Flinthoof.
  Flinthoof, whose heart-beast is a stal-
  lion, is her “mate.” They are spiritually
  committed to each other, though they
  spend more time traveling apart than
  settled together. While the two share
  physical affection, they’ve told no one
  whether they have consummated their
  bond “vulgarly.”
  Cygna’s Apprentice
  Cygna and Flinthoof teach the appren-
  tice in tandem. Since Flinthoof wanders
  more than Cygna, however, Cygna has the
  greater influence on the apprentice.
  They teach their apprentice to be sensi-
  tive to life’s drama. Their apprentice may
  become a keen reader of other people or
  may be naive about such matters as
  Hermetic politics, since political matters
  don’t concern Cygna and Flinthoof. Cygna
  and Flinthoof touch, hold, praise, and com-
  fort the apprentice as loving parents
  might—this behavior is highly unusual in
  the Order.
  The apprentice is taught to seek a
  “mate” after apprenticeship—another
  Bjornaer to share spiritual ties with, as
  Cygna and Flinthoof do with each other.
  The apprentice is told secrets relating to
  the mate, secrets that not even other
  Bjornaer magi know.
  Neither Cygna nor Flinthoof would teach
  an apprentice destructive magic. They view
  using magic as a way to restore balance, to
  direct energy along positive paths, and to
  fulfill the dictates of fate.
  Cygna’s Filius
  The filius probably feels a kinship to
  Cygna and Flinthoof, who are more like
  parents and less like former teachers.
  But Cygna and Flinthoof are both wan-
  derers at heart, so they are not likely to
  be a part of the filius’s everyday life
  (especially if he or she has picked up
  their wanderlust).
  Cygna and Flinthoof will never aban-
  don a filius, even if the filius distances
  him or herself from them. Their bond,
  they believe, is eternal, and deeper than
  any temporary differences or distances.
  The filius has the duty to find a mate,
  though there’s little pressure to do so
  quickly. The filius may find the mate
  through a straightforward search or by
  serendipity. (No true magus would call
  the unexpected “coincidence.”)
  The filius may also have developed a
  particular relation to the world’s drama.
  He or she may be a student of love, of loss,
  of loyalty, of grief, or of any other part of
  “the 
  great 
  myth 
  of 
  the 
  world.”
  Alternately, he or she may not yet have
  found a calling.
  Story Idea
  Cygna or Flinthoof befriends a player
  character. What begins as friendship
  develops 
  into 
  romance, 
  illicit 
  and
  unprecedented. The intellectual magi of
  the player character’s covenant are poorly
  equipped to handle a matter of the heart
  in their midst, which makes the tension all
  the stranger when the betrayed mate
  comes around looking for vengeance. Can
  the magi learn anything from this confus-
  ing emotional exchange, or do they just
  hope to get everything back to normal?
  19
  
  Cygna, Follower of Bjornaer
  Age: 53; Apparent Age: 40 (longevity potion); Size: 0; Confidence: 3
  Tall, slender, delicate woman, who has long black hair, with one white streak along the
  side of her head.
  Characteristics____________                                             Virtues & Flaws
  +2
  Int (creative)
  +3
  Prs (dramatic)
  Cyclic Magic, +2 (high tide)
  Clumsy
  +3
  Per (insightful)
  +1
  Com (passionate)
  Follower of Bjornaer
  Sensitive (ugliness)
  Intuition
  Twilight Points
  -1
  Str (delicate)
  -2
  Dex (clumsy)
  Side Effect (attracts birds)
  Unc. Fear
  -1
  Stm (easily
  -2
  Qik (languid)
  True Friend (Flinthoof)
  (enclosed spaces)
  discouraged)
  Well-Traveled
  Vow (vegetarian)
  Blatant Gift
  Weakness
  (dramatic effect)
  Personality Traits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +3
  Dramatic
  -3
  Pragmatic
  -2
  Loud
  None
  +2
  Sensitive
  -2
  Even-Tempered
  Abilities
  3
  Acting
  2
  Charm
  2
  Leadership
  5
  Speak Latin
  4
  Animal Handling
  3
  Concentration
  6
  Magic Theory
  4
  Speak Own Language
  3
  Area Lore
  2
  Fantastic Beast Lore
  3
  Parma Magica
  2
  Storytelling
  1
  Athletics
  3
  Finesse
  1
  Penetration
  5
  Survival
  3
  Boating
  3
  Hermes History
  3
  Scribe Latin
  4
  Swim
  2
  Certámen
  2
  Hermes Lore
  3
  Self Bow
  5
  Will Over Form
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: - 2
  Hand
  -2
  -2
  0
  -1 
  Soak: - 1
  Self Bow
  n/a
  +1
  n/a
  +8
  Encumbrance: 0
  Techniques and Forms___ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Spellcasting Information
  10
  Cr
  15
  An
  5
  Ig
  Spellcasting Speed: 1
  5
  In
  13
  Aq
  9
  Im
  Twilight Points: 2
  12
  Mu
  10
  Au
  8
  Me
  Effects of Twilight: None
  7
  Pe
  9
  Co
  5
  Te
  Wizard’s Sigil: Sense of grace and beauty
  6
  Re
  5
  He
  7
  Vi
  Heart-Beast: Swan (non-combat-worthy)
  Spells Known (bonus/level)   Name (mastered spells are in CAPS)
  (+21/30)
  Curse of Circe
  (+15/20)
  Sailor’s Foretaste
  (+22/30)
  Fog of Confusion
  (+25/20)
  Soothe Pains of Beast
  (+20/30)
  Mind of the Beast
  (+27/20)
  Talons of the Wind
  (+21/30)
  Mists of Change
  (+20/20)
  Tongue of the Beasts
  (+20/25)
  Clouds of Rain and Thunder
  (+18/15)
  Call of Rushing Waters
  (+17/25)
  Quiet the Raging Winds
  (+27/15)
  Immaculate Beast
  (+18/25)
  Voice of the Lake
  (+15/15)
  True Sight of Air
  (+15/20)
  Circling Winds of Prot.
  (+21/10)
  Aura of Ennobled Presence
  (+20/20)
  Gentle Beast
  (+23/10)
  Lungs of the Fish
  (+19/20)
  Phantasmal Animal
  20
  
  21
  Cygna has a “mate,” a
  Bjornaer magus named
  Flinthoof. They are bound
  spiritually, though they
  spend little time together.
  Illus. © 1994 Liz Danforth
  
  Motto: Pertinatia sapientiaque ad cog-
  nitionem cursus sunt. (Perseverance
  and wisdom are the keys to the
  beauty of knowledge.)
  Symbol: Two keys, crossed
  Bonisagus: BOH-nee-SAH-goos
  CHAPTER THREE:
  HOUSE BONISAGUS
  
  “Brothers and sisters, I bring you the
  potion that will cure our wounds. No
  longer need we conspire against each
  other; now we can come together on
  the common ground I have provided
  and make peace. May all of you and all
  your filii use this knowledge wisely.”
  —Bonisagus, announcing to the assembled wizards his
  invention of what is now called Hermetic magic
  “I concede to Bonisagus the right to
  take my apprentice if he should find my
  apprentice valuable to him in his studies.”
  —Sworn by each founder as part of the Code of Hermes
  23
  
  House Bonisagus is small, but it is the most
  highly respected House in the Order because
  Bonisagus and his filia Trianoma were cen-
  tral to the founding of the Order. Most magi
  of Bonisagus are brilliant magical theorists
  and inventors. They are not given to adven-
  turous lives, but find reward in inventing
  more and better spells and in improving the
  Order’s understanding of magic in general.
  Other Bonisagus magi follow the example of
  Trianoma and lead political careers.
  HISTORY
  In the early 8th century, the maga Trianoma
  learned that Bonisagus was developing powerful
  magical skills, such as the parma magica, a
  magical technique previously unknown to wiz-
  ardry. Trianoma saw the potential of Bonisagus’s
  magic as the thing she needed to make real her
  burning dream: a union of wizards. Although
  she was already a wizard, Trianoma became
  Bonisagus’s student, like an advanced appren-
  tice, and then she discussed her plans with him.
  Bonisagus liked the idea of a union of wizards,
  since he was not fond of the warfare that often
  raged among magi in those days.
  Trianoma solicited the aid of other wiz-
  ards, who came to Bonisagus to share what
  they knew. Bonisagus had a reputation for
  being harmless and extremely honorable, so
  they trusted him with their secrets. Within
  several years, Bonisagus had used what he
  knew of the various forms of magic to pro-
  duce a rough theory of magic in general.
  With only subtle modifications, this theory is
  the same one used in the 13th century to
  organize and understand Hermetic magic.
  Many wizards had thought about form-
  ing an organization of some sort ever since
  the fall of the cult of Hermes in Rome, but
  the magi had not been able to share their
  knowledge, because their approaches to
  magic were varied and because they did
  not trust each other. Now, Bonisagus’s
  parma magica would allow unfriendly
  magi to meet each other with some assur-
  ance of safety, and his system of magical
  organization would allow all magi to share
  their knowledge and work together.
  Because of Bonisagus’s central role in the
  founding of the Order, his House is held in
  high esteem. Actually, it was Trianoma who
  provided the impetus to form the Order;
  Bonisagus was too passive to have formed
  the Order on his own. It was the dynamic
  combination of Trianoma, the dreamer and
  energetic schemer, and Bonisagus, the
  patient and brilliant mental engineer, that
  made the Order of Hermes possible.
  Though Trianoma participated in and usu-
  ally led the tribunals out of which arose the
  Order of Hermes, she does not have a House
  of her own. As a student of Bonisagus, she
  considered herself and her apprentices to be
  part of House Bonisagus.
  NOTABLE MAGI OF BONISAGUS
  Bonisagus: Developed Hermetic magic.
  Trianoma: Coordinated the founding of
  the Order.
  CURRENT STATUS
  Membership: Twenty-nine.
  Domus magna: Durenmar, in the Black
  Forest where the Order was founded.
  Because of this covenant’s historical signif-
  icance, many magi from other Houses live
  here, as well as followers of Bonisagus.
  Prima: Murion, a conservative woman. The
  previous primus handpicked her as his succes-
  sor because she shared his distaste for exotic
  magic. She enjoins the followers of Bonisagus
  to refine Hermetic theory rather than try to
  expand it to encompass other styles of magic.
  Current concerns: The House is trying to
  maintain its status despite changes in the
  Order. Many magi are exploring new types
  of magical knowledge in which the
  Bonisagus magi are not experts. This new
  knowledge threatens the House’s status.
  24
  Classic Puzzles in
  Magic Theory
  There are certain feats
  that Hermetic magic can-
  not perform, and over the
  centuries, Bonisagus magi
  have attempted to devel-
  op magic that could do
  one or more of these tasks.
  The first magus to solve
  one of the puzzles below
  will be famous.
  Affect the lunar sphere or
  anything above it.
  Alter something’s essen-
  tial nature.
  Cure permanently with-
  out raw vis.
  Restore physical energy so
  that one can cast more
  spells.*
  Create true human life.
  Restore the dead to life.
  Halt or reverse aging.
  Reverse the effects of wiz-
  ard’s Twilight.
  Force truth from a demon
  or faerie.
  Counter divine power.
  * House Merinita has a
  spell that does this, but
  only with faerie magic
  and only with the use of
  raw vis.
  Illus. © 1994 Eric Hotz
  
  Bonisagus magi are the all-but-invisible
  backbone of the Order. Their magical explo-
  rations have benefited the entire Order,
  though individual magical theoreticians
  often enjoy little personal fame. A common
  attitude among Bonisagus magi is that the
  other magi are experimental testers for mag-
  ical theories. Bonisagus magi develop new
  spells or magical techniques and share them
  with other magi. These other magi use them
  and report back on what worked best, giving
  the Bonisagus magi more information with
  which to define their theories. The Bonisagus
  magi see the others as doing “legwork,”
  while the other magi see the Bonisagus magi
  as aiding their goals by doing the lab work.
  Some magi in House Bonisagus are inter-
  ested in politics, following the example of
  Trianoma. They are as active and visible in
  the Order as their more-academic fellows are
  quiet and secluded. Like the quaesitoris,
  these Bonisagus magi involve themselves in
  various disputes and developments, using
  their prestige and wisdom to keep the Order
  healthy and growing. Unlike the quaesitoris,
  they often take the initiative in pushing for
  changes or rulings. As the European popula-
  tion continues to grow, these magi find
  themselves trying more and more to settle
  conflicts between magi and mundanes.
  Over the centuries, the inventions of House
  Bonisagus have become less imaginative and
  more derivative. The early years of the House
  saw the invention of certámen, improved
  longevity potions, techniques for making magic
  devices, the quantification of vis, and the devel-
  opment of many basic, important spells that are
  used almost without change in the 13th centu-
  ry. In the past century, however, the House has
  come up with little other than more powerful
  versions of existing spells and some very specif-
  ic insights into magic theory. Some magi say
  that Bonisagus’s theory of Hermetic magic is
  inherently limited and that House Bonisagus
  has taken this theory almost as far as it can go.
  The only possibility for true advance, they
  claim, is to change some basic assumptions of
  Hermetic theory, such as the divisions of
  Techniques and Forms. Such a large change,
  however, could disrupt the Order by releasing
  new and unpredictable magic into the world.
  Since no one knows what a new system of
  magic might be like, no one knows what effects
  it could have on the Order. For example, a new
  system of magic that could circumvent the
  parma magica could give its users great power
  over other magi and destroy trust within the
  Order. For this reason, some fear even research
  into such possibilities, but several magi within
  House Bonisagus and several more in other
  Houses are searching avidly for some new way
  to understand and control magic.
  House Bonisagus uses a formal examina-
  tion as its apprentice’s gauntlet. Prospective
  magi must answer questions developed by
  their masters and their masters’ colleagues
  in the House. About one in ten apprentices
  fail this test once or twice before becoming
  magi.
  One can gain entrance into House
  Bonisagus only by providing some impor-
  tant magical discovery or invention.
  MAGI OF BONISAGUS
  Mentality of a Bonisagus Magus
  If you are one of the theoretical followers of
  Bonisagus, you may see yourself as bearing the
  heavy duty of improving the theory and prac-
  tice of magic. Luckily, you have many resources
  at your disposal, such as the respect and aid of
  all other magi in the Order, the best magical
  training to be found in the world, and, of
  course, your own innate brilliance. You are sure
  that you understand magic better than just
  about anyone outside your House, and you
  expect magi to respect you appropriately.
  If you are one of the politically involved fol-
  lowers of Bonisagus (effectively a “follower of
  Trianoma”), you may see yourself as bearing
  the duty of maintaining the Order that those
  of your House originally founded. Your excel-
  lent training and the respect others have for
  you are two of your biggest assets, but you
  still have to work hard to anticipate and con-
  trol political changes within the Order.
  Priorities of a Theoretical
  Bonisagus Magus
  1)   Further Hermetic knowledge.
  2)   Bring honor to House Bonisagus.
  3)   Achieve personal fame.
  Priorities of a Political Bonisagus
  Magus
  1)   Preserve the Order.
  2)   Bring Honor to House Bonisagus.
  3)   Achieve personal fame.
  25
  The Code of Hermes
  and House Bonisagus
  The 
  Code 
  of 
  Hermes
  included two rules regard-
  ing Bonisagus:
  • Bonisagus could take
  any apprentice from
  any other magus and
  teach that apprentice as
  his own. This would
  assure that Bonisagus
  had excellent appren-
  tices capable of follow-
  ing his genius.
  • In exchange, Bonisagus
  would have to share all
  of his magical discover-
  ies with all of the Order
  of Hermes.
  The Peripheral Code also
  specifies that magi were to
  share 
  their 
  discoveries
  with Bonisagus, and if he
  asked for their knowledge,
  they were to give it to him
  unless they could convince
  the tribunal they needed
  to keep their knowledge
  secret.
  In A.D. 812, these special
  rules were officially desig-
  nated as applying to all
  those in House Bonisagus
  as well as to Bonisagus
  himself.
  
  Outlook
  • Bjornaer: They keep their magic a secret;
  perhaps they should never have been
  allowed in the Order.
  • Criamon: Undisciplined wizards lost in
  their own complex symbolism. Why don’t
  they give up the symbolism and deal with
  magic as it is?
  • Ex Miscellanea: Fools who don’t recognize
  the usefulness of Hermetic magic.
  • Flambeau: It’s a shame that they put such
  a subtle art as magic to such base uses.
  • Jerbiton: Reasonable fellows; their knowl-
  edge of philosophy is to be respected,
  though not as much as one respects knowl-
  edge of magic.
  • Mercere: Valuable servants.
  • Merinita: They might be able to bring
  knew insights to Hermetic magic if they
  weren’t so secretive and uncooperative.
  • Quaesitoris: They protect our rights as the
  most important House in the Order and keep
  the other Houses from fighting too much.
  • Tremere: As explorers of the possibilities of
  certámen, they are quite intelligent; politi-
  cally, they can be unbearable.
  • Tytalus: They’re valuable because they test
  the limits of magic.
  • Verditius: Their insights into the creation of
  magic devices are most valuable, but how
  can you take them seriously otherwise?
  • Demons: Learning to control and manipu-
  late demons and their magic would be an
  excellent challenge for the Order, but the
  Code forbids it. What a shame.
  • Faeries: Faerie magic looks impressive
  because we don’t understand it, but some
  day we will quantify it and control it as
  we’ve controlled elementals.
  • The Church: Anything that interferes with
  magic is offensive, and what coherent under-
  standing of magical power do they provide that
  could compete with the wisdom of Hermes?
  • The Nobility: Who?
  • Peasants: Who?
  Intra-House Relations
  Your status in the House depends entirely on
  your magical accomplishments. If you are a
  political magus, you are accepted but not much
  respected or honored. If you are a theoretical
  magus, you are judged by the inventions you
  produce. You will find intense competition with
  your fellows as they, too, attempt to produce
  the most exciting and useful inventions.
  You will be renounced if you ever interfere
  seriously with the goals of the House. If you
  simply fail to produce interesting inventions,
  you will be quickly forgotten, but not punished.
  Magic
  Your master encouraged you to learn spells
  related to your specialty so you would know
  everything you need to know about that kind of
  magic. Spells that deal with magic or other spells,
  such as Scales of the Magical Weight, are also nec-
  essary to being an efficient experimenter.
  Twilight is more common than death in
  House Bonisagus.
  HOUSE BONISAGUS IN PLAY
  Saga Idea
  A Bonisagus maga has developed an easy
  way to penetrate the parma magica, and she is
  frantically at work trying to develop an
  improved parma magica that resists the new
  technique. In the meantime, she has let no one
  know of her discovery. (In fact, this caution
  violates the Code, because Bonisagus magi are
  required to share their discoveries freely.)
  Her secrecy is violated, however, and she
  learns that a Tremere magus is using her
  technique to spy on and manipulate other
  magi in the Order. Rumor of this technique
  spreads, tensions run high, suspicions grow,
  and danger is everywhere. Across the Order,
  all but the strongest bonds and allegiances
  become shaky, or fall apart altogether. The
  parma magica allowed the Order to form.
  Its defeat may spell the end of the Order.
  Can the player characters protect them-
  selves from this threat, forge alliances based
  on true trust, and help hold the Order togeth-
  er? Eventually, a dire choice must be made. Do
  those who want to protect the Order share the
  new knowledge with all magi so that all are
  on even ground? If they do, it could lead to
  anarchy. Or do the authorities suppress the
  knowledge, hoping to hold it back until a
  counter-technique is found? If so, those few
  who secretly know the secret have a telling
  advantage over their sodales. The fate of the
  Order hangs in the balance.
  Story Ideas
  • A Bonisagus magus offers young player char-
  acters a deal: personal instruction in
  26
  
  exchange for service. The young magi bene-
  fit from the knowledge and special tech-
  niques of the Bonisagus magus, who in turn
  uses them to test new spells, investigate mag-
  ical phenomena, and so on.
  • A political Bonisagus maga “drafts” the play-
  er characters for a sensitive mission. She
  gives them a false cover story about what
  they are doing; but in the course of the mis-
  sion, plans go awry, and the characters dis-
  cover that they are part of a much bigger
  plot. With powerful secrets dropped in their
  laps, they suddenly have clout beyond their
  years and experience. How do they use it?
  MARTIN, FOLLOWER OF
  BONISAGUS
  Martin’s whole demeanor is one of poor
  health. His skin is pale, his constitution poor,
  and his right leg twisted. At middle age, he
  moves about like an old man, though his
  fingers dance skillfully about his magical
  equipment. When he speaks to strangers, he
  asks them about their travels, and those who
  are subtle can detect his envy of their free-
  dom. Martin dreams of travel and adven-
  ture, pleasures he is not fated for.
  Hermetic magic is unable to heal his twist-
  ed leg; he was born with it, so it is part of his
  true nature. Privately, Martin believes that
  God gave him the lame leg as a personal
  challenge, to surpass Hermetic limits and
  heal himself. That is the challenge he has
  accepted for himself. Another defect that
  keeps Martin in his laboratory is his depen-
  dence on magical or faerie auras. Outside
  these areas, his magic abilities suffer terribly.
  Spells he can cast easily in a magical or
  faerie area fatigue him outside these lands.
  He tells himself that this restriction, too, is a
  God-given challenge and that perhaps he
  can develop a new type of magic that he can
  use anywhere. This goal, however, is much
  more daunting than healing himself.
  Stuck in his covenant, Martin has become
  a notable magic theoretician. He’s known
  not only for mastering Hermetic theory but
  for exceeding its traditional bounds. His
  spontaneous spells stretch the laws of
  Bonisagus (though they don’t actually
  break them). For instance, he can, at will,
  cast a spontaneous spell that lasts a day
  and a night rather than just until sunrise or
  sunset. His formulaic spells, however, all fol-
  low standard Hermetic parameters.
  The distrust of non-Hermetic magic in
  House Bonisagus makes Martin something
  of an outsider among his colleagues.
  Martin’s Apprentice
  Martin’s apprentice has an unusual mag-
  ical ability or two. Martin has either select-
  ed a youngster with this ability or induced
  such an ability in the apprentice through
  unorthodox experiments. (Such experi-
  ments may have unexpected and even
  unfortunate effects.)
  Martin encourages curiosity in his appren-
  tice. He tells him or her stories of distant lands,
  strange magic, and marvelous adventures.
  Since Martin is loath to leave his
  covenant, he has his apprentice run errands
  for him. He or she may even investigate
  unusual magical phenomena for him.
  Martin might assign him or her to venture
  into dangerous areas with full-fledged magi
  or even to lead grogs and Companions on
  such a mission him or herself.
  Martin’s Filius
  A filius of Martin is likely to have not
  only strong laboratory skills but also spells
  and skills useful to travel and investigation.
  After all, fifteen years of apprenticeship
  under Martin means running a lot of
  errands, some of them difficult or perilous.
  Martin’s filius serves his needs, investi-
  gates mysteries, and possibly tests new
  spells. He can’t order him or her around as
  he can an apprentice, but he generously
  rewards those who help him, and he has the
  status in the Order to help a filius advance.
  Martin may have special assignments for
  his filius. For instance, he may arrange for
  him or her to relocate to a distant land to
  study magic there and report back to him
  about anything of note.
  Story Idea
  Martin has finally developed formulaic spells
  that stretch Hermetic rules. He offers to teach
  them to player-character magi without compen-
  sation if they simply promise to use them and
  report back to him about any unexpected
  results. These spells may give the magi an unex-
  pected edge, or they may have subtle drawbacks.
  27
  Sodales (soh-DAH-
  lays): “Colleagues.”
  
  Martin, Follower of Bonisagus
  Age: 50; Apparent Age: 37; Size: 0; Confidence: 3
  Poor health, twisted right leg, pale skin.
  Characteristics____________                                             Virtues & Flaws
  +4
  Int (new ideas)
  -2
  Prs (unhealthy)
  Affinity (+2, semi-
  Blatant Gift
  +2
  Per (details)
  0
  Com
  Hermetic magic)
  Compulsion (curiosity)
  Follows Bonisagus
  Delet. Circumstances
  0
  Str
  +1
  Dex (agile fingers)
  Inventive Genius
  (when not in a magic
  0
  Stm
  -2
  Qik (lame)
  Magic Sensitivity
  or faerie aura, severe)
  Fragile Constitution
  Lame
  Personality Traits_    __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +3 Dreamer
  +1
  Curious
  5
  Lab Rat Bonisagus (Order)
  +2 Energetic
  -3
  Brave
  +2
  Loyal
  Abilities
  1
  Alertness
  2
  Finesse
  4
  Magic Sensitivity
  1
  Scan
  3
  Certámen
  1
  Folk Ken
  10
  Magic Theory
  5
  Scribe Latin
  3
  Chirurgery
  3
  Hermes History
  2
  Meditation
  1
  Search
  2
  Concentration
  3
  Hermes Lore
  2
  Own Tribunal Lore
  5
  Speak Latin
  1
  Etiquette
  1
  Magical Affinity
  3
  Parma Magica
  4
  Speak Own Language
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: 2
  Hand
  -2
  -2
  0
  0
  Soak: 0
  Encumbrance: 0
  Techniques and Forms___________   _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Spellcasting Information
  10
  Cr
  9
  An
  5
  Ig
  Spellcasting Speed: 0
  16
  In
  5
  Aq
  7
  Im
  Twilight Points: 5
  7
  Mu
  5
  Au
  8
  Me
  Effects of Twilight: Magic Sensitivity by smell
  7
  Pe
  12
  Co
  7
  Te
  Wizard’s Sigil: The sound of a dragged foot
  9
  Re
  7
  He
  10
  Vi
  Spells Known (bonus/level)__Name (mastered spells are in CAPS)
  (+21/35) Seven-League Stride
  (+26/20) Perceive Magical Scent
  (+25/15)
  Whispering Winds
  (+28/30) Eye of the Sage
  (+15/20) Pilum of Fire
  (+16/10)
  Alleviate the Serpent’s Bite
  (+26/30) Sense of Lingering Magic
  (+19/20) Soothe Pains of Beast
  (+17/10)
  CHANGE THE NATURE OF VIS
  (+23/25) Converse w/Plants & Trees
  (+25/20) Tongue of the Beasts
  (+23/10)
  Eyes of the Eons
  (+26/25) Invisible Eye Revealed
  (+25/20) Tongue of the Birds
  (+25/10)
  Investigate Air*
  (+24/25) Posing the Silent Question
  (+25/20) Tongue of the Fish
  (+23/10)
  Investigate Plants*
  (+23/25) Summon Distant Images
  (+17/20) Wizard’s Communion
  (+15/10)
  Lamp Without Flame
  (+24/25) Thoughts Within Babble
  (+16/20) Wizard’s Sidestep
  (+26/10)
  SENSE THE NATURE OF VIS
  (+21/25) Words of Flickering Flame
  (+19/15) Chamber of Spring Br.
  (+21/10)
  Subtle Taste Poison & Purity
  (+22/20) Chirurgeon’s Healing
  (+19/15) Confound Connection
  (+21/10)
  Tales of the Ashes
  (+23/20) Ear for Distant Voice
  (+17/15) Gather Essence of Beast
  (+22/5)
  Charm Against Putrefaction
  (+23/20) Eyes of the Past
  (+23/15) Investigate Earth*
  (+28/5)
  Physician’s Eye
  (+28/20) Inexorable Search
  (+26/15) SCALES OF MAGICAL WT.
  (+16/5)
  UNSEEN ARM
  (+21/20) Lift the Dangling Puppet
  (+28/15) Whispers Black Gate
  (+26/5)
  Wizard’s Subtle Touch
  *This spell allows the caster to sense the properties of the named element or substance. The higher the level, the more
  information the spell provides.
  28
  
  29
  Martin dreams of travel
  and adventure, but he
  rarely ventures outside his
  covenant.
  Illus. © 1994 Liz Danforth
  
  Motto: Mundus internus mundus
  externus. (The world within is the
  world without.)
  Symbol: The symbol for infinity,
  within a circle, within a square.
  The square represents all the
  members of the House, the circle
  represents the central clutch, and
  the infinity symbol represents the
  current primus of the House.
  Criamon: KREE-ah-mone
  CHAPTER FOUR:
  HOUSE CRIAMON
  
  “When Molinar entered the room, our awe was not
  contained. His wrinkled visage gave life to the symbols
  etched into his skin. His bright eyes summed up his tale
  to us, and soon his voice would allow us the details.
  Both of his hands formed the symbol of Vim, as did
  ours. He slowly drew his fingertips together, symboli-
  cally unifying all magic, as did we. I could see the
  marks of Twilight on his palms: two on his left, one on
  his right. Then he approached the table around which
  we were standing, and he sat down. We did not, giving
  up our own comfort to acknowledge the honor of
  hearing his tale.
  “It was a long while before he spoke.
  “‘It seems that the Order is as the moon: it started as a
  small consideration, then it waxed, encompassing all
  around and shining forth onto the mortal world. It
  had a face; it was alive with patterns, individually beau-
  tiful, but when it was viewed as a whole, my . . . it was
  astounding. Now it is waning; the light is weak, the
  script being masked in darkness. When the moon can
  no longer be seen, all upon it will perish. We can no
  longer stay on the moon. We must go to the earth,
  where we watch the phases of the heavenly bodies, and
  watch as the symbols grow and die. To be afar, yet still
  see—That is wizard’s Twilight.’
  “Molinar breathed slowly for a moment, then rose. He
  saluted us and we him. My envious gaze at the Twilight
  marks was not unnoticed by him. His eyes spoke to me:
  ‘Worry not, young Preságe. Your Twilight will be soon.’
  This filled my heart with eagerness—I have not yet expe-
  rienced Twilight.
  “He left us to ponder his words. Even as I write this, my
  talent for dark prophecy has set my mind reeling with
  the images he left. I haven’t yet the answer, but when I
  do, I will seek out Molinar, the magus of three
  Twilights, and he will speak to me again.”
  —From TALES OF AN ADEPT by Preságe of House Criamon
  31
  
  Undeniably the strangest of all the magi
  who founded the Order was Criamon. He
  considered magic a pathway to discovering
  the “Enigma.” From his writings, the
  Enigma sometimes seems like a universal
  principle, sometimes like a metaphor for
  human thought, and sometimes like a deity.
  His followers in the Order all pursue
  knowledge of the Enigma, and to describe
  this search they have developed a philoso-
  phy that is incomprehensible to outsiders.
  They consider magi who are interested in
  power or mundane knowledge to be petty.
  They call using magic to gain mundane
  power “cutting butter with a broadsword.”
  As brilliant as they are, their discoveries are
  so obscure that they are rarely of interest to
  magi of other Houses. The arcane symbols
  they mark on their bodies add to their rep-
  utation of outlandishness within the Order.
  The previous two primi of Criamon predict-
  ed climactic struggles within the Order some
  time in the 13th century, perhaps resulting in
  its destruction. The current prima says that
  the Order is about to “die,” though what this
  means admits some interpretation.
  HISTORY
  Criamon had little to do with the founding
  of the Order. He saw the Order as a positive
  step because once it was founded he would no
  longer fear the intrusions of other magi, and
  he was instrumental in getting the Code to
  recognize the importance of a magus’s priva-
  cy, something that Criamon magi guard jeal-
  ously. Criamon was lost to the world some
  time in the 9th century, probably to wizard’s
  Twilight; but the Criamon magi are not shar-
  ing the details of his passing, and many of
  them don’t know the details themselves.
  Criamon’s successor as prima of the House
  was Juliasta, one of his filii. Intent on gath-
  ering new material for research, she broke
  the pattern of secrecy by traveling among
  the prominent covenants of the time and
  sharing information with the masters of var-
  ious fields. She gave her House the broad
  base of knowledge that other Houses enjoy,
  but primi after her went back to Criamon’s
  secretive ways. Nevertheless, a minority of
  Criamon magi follow Juliasta’s example
  and seek to open the secrecy of this House.
  Verderis, the third primus of the House,
  wrote The Travels of Fedoso, a long tale in
  simple verse that tells the story of a youth
  traveling about the land, encountering
  mystical obstacles and allies and eventual-
  ly coming to rest on a mountaintop. It has
  been accepted as a classic in the Order, and
  many apprentices (including all those of
  Criamon) learn Latin by reading it. The
  tale is obviously allegorical, but what it
  represents is still a common topic of debate.
  Some say that it represents the apprentice-
  ship of a magus, the mountaintop being a
  symbol for magical mastery. Others say that
  the land through which Fedoso travels is his
  own mind. And still others say the story is a
  prophetic tale of the Order itself (it seems to
  have predicted both the diabolic infestation
  of House Tytalus and the Schism War,
  depending on how it is interpreted).
  A few magi outside House Criamon shun
  The Travels of Fedoso and refuse to teach it to
  their apprentices, fearing that hidden sym-
  bolism might influence them without their
  knowledge. They say that the tale may have
  caused the Schism War and the diabolism
  in Tytalus instead of predicting them.
  In the 11th century, Nuinsil of Criamon
  traveled among the Muslims in southern
  Iberia, northern Africa, and the lands to the
  east. Here he shared his wisdom with Sufis,
  scholars, and other wise men. Before this
  journey, the philosophies of the followers of
  Criamon had become stagnant; now, with
  the influx of new ideas, the followers of
  Criamon are once again involved in vital
  debates and explorations. Many Criamon
  magi travel to Muslim lands to speak with
  the wise there, hoping to learn more.
  32
  Several points in The
  Travels of Fedoso
  are
  open to interpretation
  and debate. Magi dis-
  cuss them with their
  apprentices to exercise
  critical thought. The
  four classic questions,
  which even scholars
  disagree on, are:
  Did Fedoso believe the
  demon, or just pretend
  to?
  When Fedoso ate faeries’
  bread, 
  how 
  did 
  his
  appearance change?
  What ghost haunted
  Fedoso as he traveled
  through the Iron Wood?
  How long did Fedoso’s
  journey take?
  Illus. © 1994  Eric Hotz
  
  NOTABLE MAGI OF CRIAMON
  Criamon: An illusion-master, founder.
  Juliasta: The first prima, who gathered
  magical information from other Houses.
  Verderis: Third primus, author of The
  Travels of Fedoso.
  Iamitu’krielle: A maga from the 9th century
  who disappeared but who reappears periodically,
  speaking strange prophecies—easily recognized by
  the ponderous bronze-headed staff she bears and
  the mark of infinity branded on her forehead.
  CURRENT STATUS
  Membership: Sixty-one.
  Prima: La, an old woman, who moves
  about entirely by magic. She says the Order
  will die soon, but her symbol for the Order is
  an egg, and she is fond of saying, “The egg
  dies when the chick hatches.”
  Domus magna: Cave of Twisting Shadows,
  in the Rhine Tribunal. Somewhere hidden in
  the Alps is a deep cave where Criamon lived
  and formed his central clutch. It remains the
  seat of power in House Criamon, where the
  prima lives and conducts research with the
  best minds in the House. It is filled with the
  ghosts of former Criamon magi, and the prima
  of the House can, at will, call any dead primus
  (except Criamon himself) and have the ghost
  possess her so that the former primus can cast
  spells, discuss philosophy and magic, and so
  on. If a primus is lost to Twilight, he or she can-
  not return as a ghost, so a primus nearing
  Twilight is ritually executed to assure that he
  or she remains in this world, at least as a ghost.
  Current concerns: All Criamon magi are
  urged to be on guard for the big events soon
  to shake the Order and report them to the
  Cave of Twisting Shadows. From time to time
  a clutch or individual follower of Criamon
  may be given an obscure assignment related
  to the impending events.
  Criamon magi are not much interested in
  sharing information with those outside their
  House. Indeed, even within the House these
  magi tend to follow private dreams and visions.
  As much as Criamon magi might protect them-
  selves from peering eyes, their knowledge is of
  little interest to outsiders, even to other Criamon
  magi, because it is highly individualistic and
  filled with personal symbols and riddles.
  Criamon magi do not seek power in its typ-
  ical sense; rather, they seek the underlying
  meaning and nature of magic. To what pre-
  cise end these secluded magi aim their arcane
  studies few understand, but occasionally they
  speak of coming to know the universe, of
  understanding the meaning of life, and of
  going beyond the limits imposed on them by
  their bodies and minds.
  Power, in and of itself, is not important to
  them, whether it be magical or mundane.
  They treat it with the disdain with which most
  magi treat money. Power is useful because
  often wisdom is incorporated with it or because
  it can allow the magus to obtain more wisdom.
  The Criamon magi regard power for its own
  sake, however, to be even more ludicrous than
  sex, which they consider to be very ludicrous.
  The secrecy of the House has led some to spec-
  ulate that Criamon magi are diabolists, but
  proof of these allegations has not been found.
  Criamon magi are easy to identify, because
  they are given permanent markings on their
  bodies when they become magi. Sometimes
  these markings designate the type of magic in
  which the magus is most gifted, and sometimes
  they refer to more obscure qualities; but they
  always use symbols foreign to the Order at large.
  The apprentice’s gauntlet consists of solving
  a difficult riddle to one’s master’s satisfaction.
  Entrance to the House is gained only by
  those who solve several classic riddles, and
  few even try to gain entry in the first place.
  MAGI OF CRIAMON
  Mentality of a Criamon Magus
  Your master has given you the greatest of
  gifts: magic. The only thing greater than
  magic is understanding, and that cannot be
  given. That you must seek. Magic is your best
  tool for carrying out your search. While mor-
  tals are trapped by their limited bodies, their
  weak eyes, and their stunted minds, you are
  free to overcome all your limits. Magic is not
  petty; use it not for petty ends.
  33
  “Give three accurate
  and contradictory inter-
  pretations 
  of 
  House
  Criamon’s symbol.”
  —a sample apprentice’s
  gauntlet
  
  You have been taught to use magic as a
  means to wisdom. Be sensitive to everything
  that is happening around you, for you never
  know what messages are carried on spring
  breezes, whispered in travelers’ inns, or formed
  in the clouds above. While others are seeking
  power, seek something deeper: understanding.
  You no doubt have some peculiar view of
  the world, a way of seeing shared only by
  your master and a few other Criamon magi,
  if by anyone else at all. Follow your dreams
  and ideas, for they will be a surer guide than
  any words given you as advice.
  Priorities
  1)   Seek personal wisdom.
  2)   Seek wisdom for your clutch.
  3)   Seek wisdom for your House.
  4)   Aid the Order.
  Outlook
  • Bjornaer: They take their magic to heart,
  but they do not let it take them beyond.
  • Bonisagus: Brilliant shipwrights, pathetic
  sailors.
  • Ex Miscellanea: Delightful variety.
  • Flambeau: Hot fingers and cool minds.
  • Jerbiton: They are incredibly foolish; they
  harken to the noises of the mundanes.
  • Mercere: Poor, stunted magi; how poignant
  that they are around those who can study the
  Enigma but are denied the ability themselves.
  • Merinita: If any House knows something
  we do not, it may be this House.
  • Quaesitoris: Servants we’ve hired to protect
  our privacy.
  • Tremere: They yap about who is above and
  who is below; they neglect what is within.
  • Tytalus: They could be wise if they could
  defeat themselves.
  • Verditius: Their hearts are in their magic,
  rather than the reverse.
  • The Church: Those who speak speak fool-
  ishness. Those who listen hear the Enigma.
  • Nobility: Petty, petty, petty.
  • Commoners: Who?
  • Faeries: Perhaps they are magi who entered
  the Enigma ages ago.
  • Demons: They have been denied access to
  Truth and, out of envy, they try to deceive us
  and keep us from discovering the Enigma.
  Intra-House Relations
  Be ready to serve your fellows in the House
  and, even if you do not understand what is
  required of you, carry out your orders and pay
  attention. Your parens will call on you fre-
  quently, as you will some day call on your
  own filii. Age and seniority signify wisdom;
  obey your elders.
  If you have left your clutch, you must use
  your time away from other followers of
  Criamon wisely. Your job is to find ideas,
  thoughts, and experiences, and to carry them
  some day back to your clutch. Experiment,
  explore, experience.
  Most Criamon magi stick close to their
  clutches, working with the same magi for
  decades, though some move about to other
  clutches where they could learn or teach
  more. Young Criamon magi are especially
  likely to leave their clutches and go out into
  the world. They live and work in covenants
  with non-Criamon magi and try to learn
  about the world. The theory is that by gaining
  real-life experience, they will have a richer
  life of research when, in their later years, they
  join a clutch and spend their time steeped in
  the mysteries of magic.
  Riddles and Markings
  Each Criamon magus is given a riddle or
  saying from his or her parens to contemplate
  and study. When the filius solves the riddle,
  the pater gives him or her a new one. Most of
  these sayings are invented by the parens for
  the individual student, but some are classics
  given to many students. A magus typically
  spends one to seven years on a given riddle,
  but Criamon magi who are outside of their
  clutch may take longer. Those magi whose
  parentes have died may get riddles to study
  from the primus.
  As a Criamon magus, you have been given
  a riddle (which either the GM, you the player,
  or some other player must invent). Part of
  your goal is to understand this saying. Unlike
  standard riddles, these sayings defy verbal
  explanation. You convince your parens that
  you understand the riddle by demonstrating
  that you have truly taken its meaning to
  heart, though you won’t be able to explain
  with words what the riddle means, especially
  not to someone else who understands it.
  Solving a riddle requires a combination of
  thought, feeling, and real-life experience.
  Criamon magi often look to the world around
  them for clues about their inner life and their
  riddles. (Storyguides should include events in
  their stories that might relate to the riddles of
  34
  Example Criamon riddles:
  Make the sky green.
  Turn each Art inside out.
  Trust yourself last.
  It comforts with pain.
  “Hungry thriving, thirsty
  dying”—this is one riddle
  used to teach an appren-
  tice the magical Arts.
  Remember, 
  a 
  verbal
  answer to the riddle is no
  answer at all.
  
  Criamon player characters.) When you think
  you understand your riddle, you may
  approach your parens with the answer. If your
  parens accepts your solution, he or she will
  give you another riddle. (Solving the riddle
  should be roleplayed out in the way in which
  you are most comfortable.)
  These puzzle-sayings are integral to Criamon
  apprenticeship, and a standard saying is used to
  teach each Art. When an apprentice solves a
  saying, the master puts a mark on his or her
  body as a symbol for having passed one stage in
  mental and magical development, so every
  Criamon magus has at least sixteen marks: one
  for each Art learned, plus another for the riddle
  solved in becoming a magus. A parens continues
  to mark a filius for puzzles solved as a magus.
  For every puzzle-saying solved, a character
  gains 1 experience point in Enigmatic Wisdom.
  (The fifteen introductory sayings that an
  apprentice learns magic from do not count,
  because they teach magic, not wisdom. The
  puzzle solved to become a magus is already
  part of your Enigmatic Wisdom score.)
  A master also puts marks on the apprentice’s
  face during the ritual that transforms the appren-
  tice into a magus. These marks are usually per-
  sonal symbols relating to the apprentice’s spe-
  cialties in magic or philosophy.
  Magic
  Followers of Criamon prefer spells of
  Imáginem, Intéllego, and Mentem. Anything
  that allows them to learn more, speak with
  spirits, divine the past, or control their own
  minds is seen as valuable.
  Because of their intense association with
  magic, Criamon magi are much more likely
  than other magi to suffer wizard’s Twilight.
  Through their knowledge, however, they are
  sometimes able to turn this threatening experi-
  ence into a chance to grow.
  The Sign of Unfolding Wisdom (Muto Corpus
  10)
  Spell Focus: Having undergone Twilight in the
  last week (+7)
  R: Touch, D: Spec.
  The caster’s finger becomes capable of drawing
  an indelible mark on another’s (or one’s own) body.
  The spell permits the drawing of one symbol, which
  might be very large or very complex and can be of
  35
  “Great chains of iron
  bind mortals to this
  small, dull world, and
  all but the most fortu-
  nate few content them-
  selves with what pitiful
  freedom these chains
  permit them. The Gift,
  which allows you to
  work magic, is the
  strength and will to
  strain these chains to
  their limit and to break
  them. 
  Already 
  you
  have broken seven of
  the smaller chains, and
  even though the heavi-
  est ones are as strong as
  ever, you count yourself
  as free as the wind and
  powerful as the sea. But
  in years to come you
  will burst bond after
  bond, and with each
  success you will move
  farther 
  and 
  farther
  from this world of mat-
  ter to which you are
  now shackled. Finally,
  one day, if your destiny
  plays itself out, you
  shall sunder the final
  chain and travel with-
  out hindrance whereso-
  ever you will, leaving
  your amici and sodales
  behind. We who follow
  Criamon will nod with
  understanding, while
  those of lesser wisdom
  will weep at the sight of
  shattered links of iron.”
  —Verderis of Criamon,
  explaining Twilight to
  his apprentice
  Illus. © 1994  John T. Snyder
  
  many different, vivid colors. Criamon masters
  and parentes use it on their apprentices and filii to
  symbolize achievement of wisdom.
  Waking Dream (Intéllego Mentem 15)
  Spell Focus: A mirror (+1) 
  R: Reach, D: Sun., Ritual, Req: Creo, Imáginem
  This spell looks into the target’s mind and cre-
  ates phantasms to represent the thoughts, fears,
  desires, and so forth found within. One after
  another, phantasms form, taking their shape
  from the mind of the spell’s target. A rational tar-
  get produces realistic images, while a dreamy
  target produces fantastic, symbolic, and abstract
  images. Visionaries may produce prophetic
  images. The more concerns one has, the greater
  the number of phantasms that appear.
  Seeing your thoughts as phantasms, you have
  the chance to confront and possibly overcome
  them. You must interact with the phantasm in a
  way appropriate to it; if successful, you overcome
  it, understand it, accept it, or do whatever is
  appropriate. In game terms you must make a
  Personality Trait roll against the phantasm, and
  the phantasm rolls with a bonus equal to anoth-
  er Personality Trait or some number set accord-
  ing to the gravity of the phantasm. Once a roll is
  made, either successfully or unsuccessfully, the
  phantasm disappears, and the character can
  face another. A successful confrontation changes
  the mind of the dreamer accordingly, such as
  freeing him or her from a fear or obsession. An
  unsuccessful confrontation may well worsen the
  situation. (Some Personality Traits are nearly
  impossible to overcome, including most that are
  serious enough to be regarded as Flaws.) This
  experience must be thoroughly roleplayed, not
  merely roll-played.
  Anyone experienced with this spell (or with
  interpreting dreams) might be able to inter-
  pret the phantasms, while the target might be
  at a loss to understand what the symbolic
  images stand for. Within House Criamon, this
  ritual is used in trials to determine the inner
  nature of the magi in question.
  There is no Muto requisite for the spell,
  because the dreamer’s mind is changed
  through the normal “magic” of the mind, not
  through Hermetic magic.
  The Enigma’s Gift (Creo Vim 30)
  Spell Focus: Anything left behind by a magus
  who disappeared in Twilight (+3)
  R: Touch, D: Inst.
  Causes the target to undergo a wizard’s
  Twilight. To cast it, you must simultaneously
  make a stress roll on Enigmatic Wisdom of 6+ or
  you, instead of the target, suffer Twilight. The
  spell is sometimes used as a punishment, and if
  the victim survives, he or she is deemed worthy
  and no longer guilty of past transgressions.
  Criamon magi interpret their use of Creo Vim
  spells, which are very rare, to be evidence that they
  know more about magic than other Houses do.
  HOUSE CRIAMON IN PLAY
  Saga Idea
  The player characters, unknown to all, are
  each magically linked to certain characters in The
  Travels of Fedoso. The Travels of Fedoso predicts
  their fates, and strange things happen in their
  lives, reflecting “fictitious” events. These events
  can involve mysterious strangers, weird transfor-
  mations, magical phenomena, and odder things.
  By realizing their link to The Travels of Fedoso,
  the characters can find out something about
  their fates, their powers, and their weaknesses.
  (The storyguide may have the players determine
  what they find in The Travels of Fedoso, in order to
  give them the power to shape their characters’
  fates, or he or she can determine what they find.)
  For example, a player’s character may be
  linked to a character in The Travels of Fedoso who
  kills her father and accidentally helps a demon
  escape destruction. The player’s character is
  fated to kill someone who is linked to the char-
  acter of the father and to aid the person linked
  to the figure of the demon, but who these peo-
  ple are remains unknown.
  36
  Exempli Gratia
  Visorn undergoes the Waking Dream in an
  effort to confront the fear he has of a faerie
  lord. The image of the faerie lord appears
  looming over Visorn, and a host of smaller
  concerns gathers around him. Visorn gath-
  ers his resolve and yells at the faerie phan-
  tasm, trying to demonstrate his bravery. The
  player rolls Visorn’s +2 Brave + 3 Cnf against
  a roll of a die +9 (set high because the faerie
  lord had given Visorn a supernatural fright
  when last they met). Visorn fails the roll and
  the phantasm vanishes, but Visorn’s master
  says that, by viewing the Waking Dream, he
  has discerned that Visorn should travel to
  the faerie hills of Uzby, there to learn more
  about why the faerie lord frightens him so.
  
  Another player’s character may be linked to
  a character in The Travels of Fedoso who is a
  mighty warrior. Even if the player’s character
  had few combat abilities, this connection may
  turn him or her into a warrior. Or perhaps the
  warrior abilities function only when the play-
  er’s character is undertaking actions linked to
  those in The Travels of Fedoso.
  The actions of the characters in The Travels
  of Fedoso lead to a culmination of some kind:
  perhaps a confrontation with Fedoso, a cli-
  mactic battle whose resolution remains
  unclear, or a key role in the conclusion of The
  Travels of Fedoso. The players’ characters may
  be eager to approach the culmination or
  wary of it, and other magi who find out about
  the players’ characters’ “true identities” may
  aid or oppose them.
  Even after the players’ characters determine
  their respective roles in The Travels of Fedoso, a
  mystery remains: Who is Fedoso? Another
  person? The Order? Criamon?
  Linking Companions and grogs to charac-
  ters in The Travels of Fedoso can give them
  unprecedented importance and clout in the
  Order. Likewise, young magi may find they
  have unexpected sway thanks to their role in
  fulfilling the prophecies. The power shifts that
  result will make good roleplaying.
  Story Ideas
  • A Criamon magus pays the characters to
  consult a strange oracle or a weird, giving
  them directions, and perhaps the key, nec-
  essary to gain access to the oracle’s wisdom.
  In addition to asking the obscure questions
  suggested by the Criamon magus, the char-
  acters can ask a few of their own.
  • Iamitu’krielle comes to the covenant and
  gives a warning of impending doom, then
  disappears. The characters must decipher
  the symbolism she used, to understand her
  warning and save themselves. They have to
  refer to The Travels of Fedoso and journey to
  a magical place to get the answers.
  CONQUER, FOLLOWER OF CRIAMON
  Conquer is one of the few elder magi who
  looks at least as old as he is. He is gnarled,
  wrinkled, and shriveled, and terse in his
  speech. He moves about in an ornate, metal
  chair that he has enchanted to carry him, and
  his movements are slow, deliberate, and infre-
  quent. Arcane markings decorate his face,
  hands, and legs (as well, no doubt, as other
  parts of his body that his robes cover).
  Conquer is in constant pain as a result of
  Twilight, but he regards the pain as a gift. The
  pain increases as he moves, and he finds relief
  only in sleep and trance. “I’m more aware of
  each movement than a dancer is,” he says. “A
  servant with a gentle master will never seek
  freedom” is another favored saying of his.
  Despite 
  his 
  disturbing 
  appearance,
  Conquer enjoys the esteem of his sodales,
  especially those in House Criamon.
  Conquer possesses a long-legged iron chair
  that, guided by the silent direction of his will,
  has the ability to walk about on its articulated
  legs as quickly as a man walks. He can make
  this chair walk as often as he likes and for as
  long as he likes. It may walk up and down
  steps and across rough terrain without threat
  of falling, but does so very slowly. It can carry
  his weight, but little more without being seri-
  ously slowed. The chair is also under the
  effects of a spell that prevents it from being
  disenchanted or otherwise affected by magic.
  Conquer’s Apprentice
  Conquer puts his apprentice through trials in
  which he or she is deprived of faculties. For
  instance, he may force his apprentice to wear a
  blindfold while learning Intéllego, or tie the
  apprentice to a chair and leave food out of reach
  when he or she is learning Rego. Depending on
  the apprentice’s personality and maturity and
  on the difficulty of the current trial, he or she
  may hate Conquer or respect him deeply.
  Conquer’s Filius
  Like Conquer, a filius might have a weak-
  ness or handicap. For instance, the magus may
  be voluntarily deaf or lame. In a more extreme
  case, Conquer might have inflicted a character
  with a permanent Flaw, which is meant to help
  the filius pursue the Enigma even as it hinders
  in other endeavors.
  A rebellious filius might reject Conquer’s
  philosophy and revel in things physical and
  sensual. Or the filius might pursue pain and
  difficulty out of a shallow desire to emulate
  Conquer rather than for deeper and more
  authentic reasons.
  37
  Weird: A woman who
  prophesies, or who pos-
  sesses other attributes
  of the Fates.
  Magical 
  abilities 
  of
  Conquer’s chair:
  Movement: 
  ReTe 
  30,
  unlimited use, works for
  Conquer alone, affects
  only the chair.
  Control: InMe 15, con-
  stant use, works for him
  alone, circumvents his
  parma magica.
  Magical protection: ReVi
  60, affects only the chair.
  This spell gives it a +60
  Magic Resistance that
  must be overcome by the
  caster’s Penetration.
  
  Conquer, Follower of Criamon
  Age: 61; Apparent Age: 61; Size: -1; Confidence: 4
  Gnarled, wrinkled, shriveled small man in an ornate metal chair. Arcane markings on his
  face, hands, and legs.
  Characteristics____________                                                  Virtues & Flaws
  +3
  Int (clear-thinking)
  -2
  Prs (pain-wracked)
  Book Learner
  Enfeebled
  +3
  Per (discerning)
  -2
  Com (uncomm.)
  Hermetic Prestige 
  No Familiar
  Affinity (pain)
  -3
  Str (feeble)
  -1
  Dex (arthritic)
  Side Effect (all near feel pain linked to spell level)
  +4
  Stm (incredible will)
  -1
  Qik (arthritic)
  Strong-Willed
  Strong Writer
  Personality Traits_____________________________________________Reputation
  +4 
  Brave
  +1
  Stubborn 
  2
  Cruel (Order of Hermes)
  +2
  Considerate
  -1
  Gentle
  2
  Manipulator (home covenant)
  +2
  Harsh
  3
  Wise (House Criamon)
  Abilities
  3
  Alertness
  2
  Folk Ken
  7
  Magic Theory
  3
  Scribe Greek
  3
  Certámen
  2
  Guile
  2
  Meditation
  5
  Scribe Latin
  2
  Church Lore
  3
  Hermes History
  2
  Occult Lore
  2
  Search
  6
  Concentration
  2
  Hermes Lore
  7
  Parma Magica
  3
  Speak Arabic
  2
  Debate
  2
  Hermetic Law
  2
  Penetration
  3
  Speak Greek
  4
  Enigmatic Wisdom
  4
  Humanities
  2
  Pretend
  6
  Speak Latin
  2
  Faerie Lore
  3
  Intrigue
  2
  Scan
  4
  Speak Vulgar
  2
  Fantastic Beast Lore
  2
  Legend Lore
  3
  Scribe Arabic
  2
  Subterfuge
  2
  Finesse
  5
  Magical Affinity (pain)
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: 0
  Hand
  -1
  -1
  +1
  -3
  Soak: +3
  Encumbrance: 0
  Techniques and Forms__ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Spellcasting Information
  9
  Cr
  10
  An
  11
  Ig
  Spellcasting Speed: 1
  11
  In
  9
  Aq
  9
  Im
  Twilight Points: 9
  12
  Mu
  10
  Au
  15
  Me
  Effects of Twilight: Increased understanding (may 
  13
  Pe
  14
  Co
  7
  Te
  write to 4/5 Co); pain (see text)
  8
  Re
  6
  He
  12
  Vi
  Wizard’s Sigil: A faint dimming of nearby lights
  Spells Known (bonus/level)      Name (mastered spells are in CAPS)
  (+20/30)
  Enchant. of Scrying Pool
  (+27/15)
  Enchant. of Detach.
  (+22/10)
  Parching Wind
  (+23/25)
  Curse of the Desert
  (+18/15)
  Panic Eleph. Mouse
  (+25/10)
  Rev. Flaws of Mortal Flesh
  (+24/25)
  Weight of 1,000 Hells
  (+18/15)
  Viper’s Gaze
  (+21/10)
  Shiver of the Lycanthrope
  (+21/20)
  Talons of the Winds
  (+25/15)
  WHISPERS BLACK GATE
  (+25/10)
  Sight of the True Form
  (+22/15)
  Awake Slumbering Corpse
  (+27/15)
  Wound That Weeps
  (+26/5)
  Evil Eye
  (+27/15)
  Confound the Connection
  (+23/10)
  AGONY OF BEAST
  (+27/5)
  Invocation of Weariness
  (+27/15)
  DUST TO DUST
  (+27/10)
  GRIP OF CHOK. HAND
  (+25/5)
  Physician’s Eye
  Magic Items
  Chair: Long-legged iron chair, can walk with the speed and skill of a man. Works for Conquer only. See text
  and sidebar, previous page, for details.
  38
  
  39
  Conquer is in constant
  pain, so he moves about
  in his magic chair. He
  uses pain to understand
  the Enigma. The mark-
  ings on his skin indicate
  which enigmatic riddles
  he has solved.
  Illus. © 1994 Liz Danforth
  
  Motto: Multitudo totum componet.
  (A whole is composed of many parts.)
  Symbol: A crooked staff
  Ex Miscellanea: EKS mis-kel-LAH-
  nay-ah. Since mastery of Latin is
  rare in this House, its name enjoys
  several alternate pronunciations.
  CHAPTER FIVE: 
  HOUSE EX MISCELLANEA
  
  “We are wizards. If we must
  be 
  known 
  as 
  Hermetic
  magi to practice in peace,
  so be it. In truth, we shall
  remain as we always were;
  it is they who will change
  because of us.”
  —Melmeris, second primus of House Ex
  Miscellanea
  41
  
  This large and diverse House is
  strongest in the British Isles, where it
  began. Most of the Ex Miscellanea magi
  mix Hermetic magic with their own exot-
  ic traditions. Exotic wizards who join the
  Order usually join Ex Miscellanea, which
  welcomes all who wish to come. Once in
  the Order, these magi are protected by
  the Code of Hermes, have access to
  Hermetic magic, and, in Ex Miscellanea,
  are free to follow their own traditions.
  HISTORY
  Ex Miscellanea owes its existence to an
  enemy of the Order, the dread wizard
  Dav’nalleous. His magic was based on
  blood and sacrifices, and gave him access
  to magic unknown to the Order of
  Hermes. He fought against the Order
  because it would restrict him and his
  bloody ways, but, outnumbered, he even-
  tually had to flee to Scotland, where the
  Order had no members. Unwilling to
  leave such a threat to brood and grow,
  the Order dispatched Pralix, a senior filia
  of Tytalus, to deal with the menace. The
  wizards provided her with ample supplies
  of raw vis, and Verditius gave her the
  fabled Robes of Dusty Dawn to help her
  in her battle.
  When Pralix arrived in Scotland, she led
  a force of Hermetic magi and half a hun-
  dred grogs. In the first battle with
  Dav’nalleous, however, her force was dec-
  imated. Unwilling to face Dav’nalleous
  alone, she banded the local wizards
  together so they could fight him with a
  united front. It was hard work bringing
  together individualistic wizards, but she
  offered to teach them the parma magica,
  which was often inducement enough to
  get a given wizard to join her cause.
  From the summer of 814 to the spring of
  816, these wizards hunted Dav’nalleous
  down and finally destroyed him in the for-
  est of Cad Gadu (or so they they thought,
  but as it turned out, many years later they
  found they had been mistaken). Pralix
  now found herself the leader of many wiz-
  ards throughout the British Isles, many of
  whom were less than partial to the rigid
  Order of Hermes. Instead of returning to
  her House and Order, she declared herself
  independent, and christened her group
  the “Order of Miscellany.” Some say that,
  true to her training under Tytalus, she
  hoped to create an Order that would be a
  perpetual rival of the Order of Hermes.
  When Pralix’s victory turned into the
  Order’s defeat, the remaining members
  of the Order considered their options.
  Flambeau’s House was ready to give bat-
  tle in grand style, but the Tytalus prima,
  Hariste, had been a fellow apprentice
  with Pralix, and she argued against such
  a move. In the end, Trianoma, the force
  behind the original formation of the
  Order, traveled to Wales to negotiate
  with Pralix. They agreed that the organi-
  zation of British wizards was a good
  thing, as was an Order that encom-
  passed as many magi as possible. Finally
  Pralix won the admittance of Miscellany
  as a House with equal rights in the Order
  of Hermes, even though most of its wiz-
  ards were of a power and philosophy not
  matching the standards set by the Latin-
  descended magi who founded the Order.
  She called her organization the House Ex
  Miscellanea.
  Ex Miscellanea has remained a House
  mostly for magi of diverse and unortho-
  dox backgrounds, a loose gathering of
  hedge wizards, druids, witches, seers, and
  so forth. They have adapted their magic
  to Hermetic ways to gain access to the
  spells of the Hermetic magi, but by and
  large they have retained a more spiritual
  outlook through the centuries.
  42
  Each primus Ex Mis-
  cellanea inherits the
  Robes of Dusty Dawn, a
  symbol of connection to
  Pralix. This is one of
  very few traditions of
  this House.
  Dav’nalleous is the inac-
  curate but traditional
  transliteration of the
  name Damhan-allaidh
  (DAH-vahn-AHL-li),
  which is Scots Gaelic for
  “Spider.”
  Illus. © 1994  Eric Hotz
  
  Many of the members simply joined
  the Order or remain in it to have access
  to Hermetic magic and to keep them-
  selves from being attacked by Hermetic
  magi. Their hearts remain in their
  respective traditions or beliefs, rather
  than with the Order as a whole. Many
  magi feel little connection even to the
  House itself, or to its members other
  than their masters and apprentices.
  During the Schism War, this House tried
  its best to keep out of conflicts, to avoid
  the violence aimed at non-Latin wizards.
  This House remains strongest in the
  British Isles, where Latin ways have
  never taken a strong hold, but its mem-
  bers are found throughout Europe as
  well. They are especially common on the
  outskirts of Europe—in the Novgorod
  Tribunal, for instance—where they can
  contact wizards of other traditions and
  offer them membership in the House.
  Other magi in the Order look down on
  the members of House Ex Miscellanea,
  whose magic is generally weaker than
  that of more orthodox Hermetic magi.
  Power aside, the Ex Miscellanea magi get
  a bad reputation from their uncivilized
  ways. Some of them can’t even read and
  write Latin. But if diversity is a strength,
  Ex Miscellanea is strong indeed.
  NOTABLE MAGI EX
  MISCELLANEA
  Pralix: Founder of House Ex Miscellanea.
  The only founder of a House who was not
  also an original founder of the Order.
  Firento: The primus who, in the 10th
  century, tried to bring the House
  together and get the members to accept
  more Hermetic magic and traditions.
  This campaign came to an abrupt end
  when he was slain while on a quest for
  the Spinning Pearls. It is now generally
  recognized that his murder was actual-
  ly an assassination by members of his
  own House.
  CURRENT STATUS
  Membership: One hundred and twen-
  ty-five (approximately).
  Domus magna: Cad Gadu, in the
  Stonehenge Tribunal. Since it is unimpor-
  tant even to members of the House, it has
  little influence.
  Prima: Immanola, a crippled woman
  who is renowned for her patience and
  longevity. She wears the Robes of Dusty
  Dawn.
  Current concerns: Immanola has read
  the signs, and she prophesies that the
  Order will fall or be severely shaken. In
  years past, she prepared members of the
  House to come to the British Isles, where
  they would isolate themselves from the
  rest of the Order. She hoped that these
  preparations would save her people
  when disaster came to the Order. Decades
  later, however, disaster still has not
  struck, and Immanola’s reputation and
  clout have waned.
  This House is spread out mostly on the
  outskirts of the Order, where its members
  need not bother with either mundane
  society nor Hermetic politics. Even within
  the House, members often have little to do
  with each other. The only true loyalties
  these magi have, if any, are to discrete
  traditions of magic within the House. For
  instance, House Ex Miscellanea has a line
  of witches within it, and these witches are
  loyal to each other while being largely
  indifferent to their House and Order.
  Despite 
  the 
  unorthodoxy 
  of 
  Ex
  Miscellanea, few magi of other Houses
  fear it as a possible source of dissension.
  The House itself is too loosely organized
  to present a united effort in any task, and
  many regard its individual members as
  capable only of weak magic.
  Masters set whatever apprentice’s
  gauntlets they wish.
  Entrance is granted to any who swear
  allegiance to the House and are not obvi-
  ously dangerous.
  43
  A more detailed history
  of the war against
  Dav’nalleous and the
  formation of House Ex
  Miscellanea 
  can 
  be
  found in Lion of the
  North, the first Ars
  Magica
  book 
  from
  Wizards of the Coast.
  Some 
  magi 
  accuse
  House Ex Miscellanea of
  intentionally misrepre-
  senting its membership.
  Some say they exagger-
  ate their numbers to
  increase 
  the 
  House’s
  influence, while others
  say they underreport
  their membership to get
  outsiders to underesti-
  mate their true power.
  
  [BEGIN INSERT]
  The Name “Ex Miscellanea”
  The name of this House represents
  Pralix’s sense of humor: it means “out of
  hash.” Since “Ex” is a preposition, one
  rarely uses another preposition in front of
  it. For instance, a member is called “a
  magus Ex Miscellanea” (“a wizard out of
  hash”), not “a magus of Ex Miscellanea”
  (“a wizard of out of hash”). Many of the
  House’s members do not speak Latin well
  enough to know exactly what their name
  means. Perhaps that was Pralix’s joke on
  them and on herself.
  Members of the House never call them-
  selves “followers.” For one thing, the
  name of their House is not the name of
  their founder, so they couldn’t use the
  phrase “followers of Ex Miscellanea.”
  More importantly, these magi do not con-
  sider themselves to be related to their
  founder, Pralix. They follow their own
  masters and their own, unique lineages
  of magic. That they are members of a
  House founded by Pralix is a matter of
  convenience.
  [END INSERT]
  MAGI EX MISCELLANEA
  Within the House there are several dis-
  crete traditions of magic, as well as many
  small clusters of like-minded magi and
  dozens of completely individualistic wiz-
  ards who share little in common with
  other magi. To describe the “average
  magus Ex Miscellanea,” therefore, is
  impossible. Instead, here are a few notes
  for Ex Miscellanea magi in general and
  then more details for three major lines of
  magic within the House.
  Magi Ex Miscellanea in General
  Mentality of a Magus Ex Miscellanea
  You regard your personal traditions
  and interests as paramount. The
  affairs of other magi are not of your
  concern. At best, they will leave you
  alone, since at least nominally you are
  a member of the Order.
  Priorities of a Magus Ex Miscellanea 
  1)
  Follow your own tradition or interests.
  2)
  Preserve the rights and independence 
  of the House.
  Outlook
  • Quaesitoris: Meddlesome fools.
  • Other Hermetic magi: If they leave
  you alone, you’re happy.
  • Nobles, the Church, commoners:
  Opinions vary.
  Intra-House Relations
  House Ex Miscellanea provides you a
  place in the Order and thereby gives you
  the protection of the Code. In turn, your
  primus may occasionally ask something
  of you, but not much. You need not deal
  with your sodales, other than the magi in
  your line of magic.
  Virtues and Flaws
  As per individual or tradition; nothing
  is typical.
  Abilities
  Many of these magi have low scores in
  Magic Theory, Speak Latin, Scribe Latin,
  Hermes History, and Hermes Lore. Many
  of them, however, have vast knowledge
  of exotic lore.
  Magic
  As per individual or tradition; no spells
  are typical.
  Spirit Masters
  These magi are adept at controlling
  magical creatures, such as ghosts, ele-
  mentals, faeries, and even demons. They
  44
  When creating a magus
  Ex Miscellanea, feel free
  to invent a new tradi-
  tion to which the char-
  acter belongs.
  The Name “Ex Miscellanea”
  The name of this House represents
  Pralix’s sense of humor: it means “out
  of hash.” Since “Ex” is a preposition,
  one rarely uses another preposition in
  front of it. For instance, a member is
  called “a magus Ex Miscellanea” (“a
  wizard out of hash”), not “a magus of
  Ex Miscellanea” (“a wizard of out of
  hash”). Many of the House’s mem-
  bers do not speak Latin well enough
  to know exactly what their name
  means. Perhaps that was Pralix’s joke
  on them and on herself.
  Members of the House never call
  themselves “followers.” For one thing,
  the name of their House is not the
  name of their founder, so they could-
  n’t use the phrase “followers of Ex
  Miscellanea.” 
  More 
  importantly,
  these magi do not consider them-
  selves to be related to their founder,
  Pralix. They follow their own masters
  and their own, unique lineages of
  magic. That they are members of a
  House founded by Pralix is a matter
  of convenience.
  
  have gathered strange secrets from
  ghosts and spirits over the years and
  have become mysterious and weird. They
  are obsessed with power and often try to
  dominate beings that are beyond them.
  Other magi generally suspect them of
  diabolism, and not without some cause.
  Mentality of a Spirit Master
  Your master learned dark secrets from
  long conversations with the dead and
  with magical beings, and he or she
  shared this secret knowledge with you.
  Your goal is to gain power over other
  creatures and gain more knowledge from
  them.
  Priorities of a Spirit Master
  1) Gain personal power.
  2) Preserve the memories and traditions
  of one’s forebears.
  Outlook
  • Other Hermetic magi: Few of them
  know what true power is.
  • The Church: They wield power over the
  weak.
  • Mundane society: The mundanes are
  blind, deaf, and dumb.
  • Faeries: Marvelous creatures, but slip-
  pery servants.
  • Demons: Just one more will to bend to
  one’s own.
  Intra-lineage Relations
  Beware the other spirit masters, for they
  recognize the value of your secrets, and
  they covet them.
  Magic
  These magi specialize in spells to sum-
  mon, control, and ward off ghosts, faeries,
  and elementals. As Hermetic magi, they
  are forbidden to deal with demons, but
  many believe them to give little thought to
  the Code.
  Occasionally rumors have surfaced
  that the spirit masters are after ancient
  secrets that demons, faeries, elementals,
  and ancient ghosts may possess. Perhaps
  they seek the secret of immortality or the
  power to become free-willed, eternal spir-
  it creatures.
  All spirit masters have the Virtue of
  Affinity with Spirit Creatures. This
  Affinity gives the character an Ability
  that affects all spells that directly involve
  elementals, ghosts, faeries, demons, and
  other creatures that are somehow spiritu-
  al in nature.
  Hermetic Witches
  Bonisagus pared magic down to its
  barest, most functional common ele-
  ments. 
  The 
  witches 
  of 
  House 
  Ex
  Miscellanea, however, hail from an
  ancient tradition for which the heart is
  as important as the head. They bring
  passion to the cold and calculated
  Hermetic magic.
  There are thirteen Hermetic witches,
  including apprentices, at any given time.
  When one member is lost, a newcomer is
  accepted into “the Grove.” Usually the
  newcomer is an apprentice, but sometimes
  he or she is a mature witch from outside
  the Order. (Witches practicing more tradi-
  tional magic are more common than
  Hermetic witches, and the two groups get
  along well.) Most Hermetic witches are
  women, because the Grove was closed to
  men until A.D. 1156, the year that the
  Grove decided to accept men.
  Witches practice a sensual magic that
  includes drumming, dancing, sex, song,
  herbs, flowers, candles, wands, chalices,
  ecstatic ritual, and wild animism. Their
  magic and rituals follow the natural
  cycles of the earth, and the “quarter
  days” (solstices and equinoxes) are mag-
  ical for them.
  Mentality of a Hermetic Witch
  Magic is the power of life, and you
  honor life and revel in it through your
  magic.
  45
  The 
  term 
  “witch”
  applies equally to men
  and women. The term
  “warlock” means “oath-
  breaker” 
  and 
  is 
  an
  insult.
  
  Priorities of a Hermetic Witch
  1) Honor and serve the forces of nature.
  2) Increase one’s own wisdom and power.
  Outlook
  • Other Hermetic Magi: All head and
  no heart.
  • Faeries: Good people of the woods.
  • Demons: Abominations.
  • The Church: Cut off from the energy of
  the world.
  • Nobles: Those who lead the people are
  blessed; those who steal from them are
  accursed.
  • Commoners: Their lot is the proper
  concern of us all.
  Intra-lineage Relations
  You know the other twelve Hermetic
  witches and have conducted rituals with
  them. They help you and teach you as
  you help and teach them. You may have
  traveled far from your fellow witches, but
  you are still considered part of the Grove.
  Magic
  Hermetic witches have learned standard
  Hermetic techniques, but their powers are
  affected by their naturalistic background.
  All Hermetic witches have the following
  Virtues and Flaws:
  Cyclic Magic. (Bonuses and penalties
  based on cycles of nature. Cycles that cor-
  respond to the lunar cycle are common,
  as are those based on the turn of the sea-
  sons.)
  Bonus with Potions, +1. Bonus of +5
  on all rolls to make potions.
  Slow Spontaneous Magic, -2. To cast a
  spontaneous spell, a witch must spend
  one minute for every potential level of the
  spell. The roll is made normally, but the
  level of the spontaneous spell is limited to
  the number of minutes spent in prepara-
  tion. Preparation includes such activities
  as burning herbs, chanting, making repet-
  itive and rhythmic motions, sprinkling
  special dusts, and so on. A witch without 
  46
  Illus. © 1994  Susan Van Camp
  Hermetic witches incorpo-
  rate age-old practices into
  their rites. The Grove con-
  sists of thirteen members.
  
  the proper paraphernalia cannot cast
  spontaneous spells.
  Some Hermetic witches are Hermetic in
  name only, having been trained in magic
  under traditional witches. These witches
  use a different system of magic from that
  used by Hermetic magi.
  Beast Mages
  These wizards center their magic
  around animals.
  Mentality of a Beast Mage
  Animals are strong and powerful. By
  working with them, commanding them,
  and even becoming like them, you can
  share in their power and beauty.
  Priorities
  1)
  Be strong.
  2)
  Protect the good and natural from
  the twisted and evil.
  Outlook
  • Bjornaer: Potential comrades.
  • Other Hermetic magi: Disinterest.
  • Mundanes: Contempt.
  Intra-lineage Relations
  Beast mages establish a “pecking order”
  within their lineage. There are few
  enough beast mages that they all know
  each other, and every beast mage is part
  of the pecking order.
  Magic
  Beast mages use animal magic. Many
  of them are good at transforming people
  (including themselves) into animals. All
  beast mages have the following Virtues:
  Affinity with Animál, +3.
  Bonus with Familiars, +1. You get +10
  points when determining the strength of
  the three cords for your familiar.
  HOUSE EX MISCELLANEA
  IN PLAY
  Saga Idea
  The shapeshifters of the lineage that
  has been the perennial enemy of House
  Bjornaer join House Ex Miscellanea en
  masse. These new members of the Order
  alter the politics of the Order in several
  ways. First, they increase House Ex
  Miscellanea’s membership from about
  125 to over 150. Their extra votes carry a
  lot of weight, especially in areas where
  they are concentrated or where powers
  are evenly balanced.
  What do the shapeshifters want? They
  claim they simply want to be part of the
  Order rather than hiding from it, but the
  Bjornaer magi are sure that their appar-
  ent goodwill is a ruse. Perhaps the
  shapeshifters intend to defeat House
  Bjornaer violently, or perhaps they
  intend to defeat it politically, even if such
  a victory would take time to achieve.
  Finally, they may actually want nothing
  more than the safety and knowledge that
  comes with being Hermetic wizards.
  How does House Bjornaer react to this
  threat? Within months of their joining,
  the shapeshifters will have learned the
  parma magica and will be more powerful
  than ever. Can House Bjornaer afford to
  wait for that day, or do they force a con-
  frontation immediately? Do they drum
  up support from their sodales, or do they
  retreat to their places of safety?
  How do the other Houses react to the new
  members? The shapeshifters may be able
  to win alliances with other Houses, espe-
  cially Tytalus, Flambeau, and Merinita, if
  they have something to offer. Maybe their
  votes will be enough to win them some sort
  of alliance. On the other hand, House
  Flambeau may have a hard time recogniz-
  ing these newcomers as authentic magi.
  Just as they turned on House Díedne 200
  years ago, they may turn on the
  shapeshifters, given a little provocation.
  Have all the members of the tradition
  joined, as they claim? It could be that
  47
  
  others of them are secretly lurking on the
  Order’s fringes, operating covertly while
  their public comrades draw the magi’s
  attention. Since the shapeshifters can use
  each other’s shapes, it can be nearly
  impossible to keep track of them reliably.
  Ultimately, the fate of the shapeshifters
  may depend on the others in House Ex
  Miscellanea. Do the other magi Ex
  Miscellanea support and protect the new-
  comers? After all, the infusion of new
  magi makes their House stronger, and
  many are bound to protect the privacy of
  the new members on the principle that
  magi Ex Miscellanea are to be left alone.
  The beast mages may even find that they
  have important secrets to trade with the
  shapeshifters. Or do the other magi reject
  the newcomers, who threaten to draw
  unwanted 
  attention 
  to 
  House 
  Ex
  Miscellanea? As much as the magi Ex
  Miscellanea want to be left alone, the
  arrival of the shapeshifters may force
  them into the political arena.
  Player characters may be called on to
  spy on the shapeshifters, fight them,
  oppose them politically, or trick them by
  feigning friendship. In addition to pro-
  tecting the Order, certain player charac-
  ters may wish to take advantage of the
  opportunity to learn something from the
  mysterious 
  shapeshifters. 
  With 
  the
  troupe’s approval, a player might even
  be able to play a shapeshifter (whose
  magic would be entirely different from
  Hermetic magic).
  Story Ideas
  • The characters meet a wise and power-
  ful exotic magus. He is afraid of them
  because even if they cannot defeat him
  personally, they might reveal him to
  Hermetic magi who would hunt him
  down and kill him. He has knowledge
  that can benefit them (perhaps in some
  specific crisis), but he won’t share it,
  because he thinks they will use it
  against him. The characters must
  arrange for him to join House Ex
  Miscellanea so that he can feel safe.
  This feat requires a careful treatment,
  because he is afraid he is walking into
  a trap. How can the characters con-
  vince him to go to the prima and apply
  for membership?
  • A group of shapeshifting enemies of
  House Bjornaer have joined House Ex
  Miscellanea to gain Hermetic protec-
  tion. They intend to assassinate certain
  Bjornaer magi and then flee. The char-
  acters cannot attack the magi until
  they have revealed this plot and called
  a Wizards’ March.
  AGNES, MAGA EX
  MISCELLANEA
  Agnes is a middle-aged woman with a
  frightening, though sometimes captivat-
  ing, demeanor. She has brown hair, usu-
  ally unkempt, and a round face. Her
  accent marks her as hailing from
  England, but she is so secretive that those
  around her rarely hear her talk. She
  wears robes embroidered with arcane
  symbols intelligible only to her fellow
  spirit masters.
  Actually, Agnes isn’t Agnes at all. About
  twenty years ago, a young spirit master
  named Agnes accidentally raised the spir-
  it of a powerful spirit master from the
  10th century. The spirit possessed Agnes,
  assumed her identity, and moved to
  mainland Europe to avoid being discov-
  ered by those who knew the real Agnes.
  This wizard’s true name is Mella. In the
  10th century, she consulted with Tytalus
  magi who were dabbling in diabolism,
  and involved herself in their studies.
  When quaesitoris discovered the dia-
  bolists, Mella fled. To escape Hell’s grasp,
  she sealed her own spirit away in a magic
  amulet. There she remained until Agnes
  accidentally released her. Mella survived
  the imprisonment rather well, but her
  most powerful secrets have been forgotten.
  She cannot now duplicate some of the
  magic she performed in the 10th century.
  “Agnes” guards her true identity care-
  fully. While a centuries-old charge of dia-
  bolism might not hold up at tribunal,
  Mella has broken the Code by possessing
  48
  
  Agnes, a fellow Hermetic maga, and thus
  would be punished for that if exposed.
  Agnes had five invisible spirits in thrall,
  which are now under the control of
  Mella, and they can perform magical
  acts at “Agnes’s” word. They always
  accompany her. All but one demonstrate
  no will or even sentience. They could be
  faeries or ghosts that have been stripped
  of identity and will, reduced to mere
  mechanisms, or they might be unformed
  spirits of some kind. These spirits are
  products of secret magic of the spirit mas-
  ters, and they were gifts to Agnes from
  her master. She does not know herself
  how to create or bind such spirits.
  Mella’s magic is very highly specialized.
  She studied at a time when the spirit mas-
  ters had just been admitted into House Ex
  Miscellanea, and her grasp of Hermetic
  principles was weak. Her power over spir-
  its, however, is the sort of thing that
  Hermetic magic doesn’t easily match.
  Agnes’s five spirits are:
  Crush (Spirit Might 20). It can destroy
  an item, as per Fist of Shattering (PeTe 5).
  Cost: 4 Might.
  Harp (Spirit Might 15). It plays eerie
  and beautiful songs (Play Harp 10). Cost:
  1 Might per hour.
  Dancer (Spirit Might 10). It can pick up
  and move a small item, as per Unseen Arm
  (ReTe 5). Dancer occasionally moves
  things about without being told, demon-
  strating vestigial, idiot will. Cost: 1 Might.
  Gape (Spirit Might 10). It manifests as
  a hellish, unnatural howl. Cost: 1 Might
  per round.
  Wisp (Spirit Might 5). It manifests as
  small, floating globes of light. The light is
  multicolored, shifting through hues
  uncontrollably, but always nearly white.
  Cost: 1 Might per hour.
  Agnes’s Apprentice
  Agnes’s apprentice receives poor train-
  ing in Hermetic politics and other stan-
  dard Hermetic topics. Even the appren-
  tice’s magical abilities may suffer (as sim-
  ulated by the Flaw Poor Formulaic Magic).
  Agnes may view the apprentice as one
  more thrall, like the spirits she com-
  mands. Alternately, the apprentice may
  prove to be her one true companion, the
  only person she can really trust in this
  strange world. If so, she and her appren-
  tice may be very close.
  Agnes’s Filius
  Agnes’s filius may or may not know of
  her true identity (Mella). If her filius does,
  she incorporates him or her into her
  plans. She may, for example, send her fil-
  ius back to Britain to explore places she
  knows from the 10th century. These are
  places that she does not dare explore her-
  self, because she is afraid that magi there
  will realize that she’s really Mella. If the
  filius doesn’t know Agnes’s secret, she
  may be willing to manipulate or even
  sacrifice the filius for her plans, rather
  than making him or her a part of them.
  Agnes may have provided her filius with
  one of her thrall spirits (treat as a +1 Virtue).
  Story Idea
  Strange spirits have been haunting
  Agnes. Are they ghosts of people she
  destroyed in the 10th century, faeries
  who seek vengeance for her holding
  “stripped” faeries in thrall (if that’s
  indeed what they are), demons pursuing
  her to punish her for her diabolic dab-
  bling, or spirits sent by an enemy spirit
  master? Agnes enlists the aid of the
  player characters to help protect her.
  The payment she offers includes one of
  her thrall spirits.
  49
  Did Mella really destroy
  Agnes? It may be that
  Agnes’s mind was de-
  stroyed by other spirits
  or spells and that Mella
  simply inhabited an
  otherwise dead or mind-
  less body. In this case,
  she isn’t guilty of killing
  a sodalis.
  Though Agnes’s spirits
  are invisible, they be-
  come visible when she
  uses magic (because of
  her “warped magic”).
  They appear as translu-
  cent, distorted forms.
  
  Agnes, Maga Ex Miscellanea
  Age: 37; Apparent Age: 37; Size: 0; Confidence: 4
  Middle-aged woman, unkempt brown hair, round face, strange accent.
  Characteristics____________                                           Virtues & Flaws
  +4
  Int (wise)
  +2
  Prs (frightening)
  Affinity w/ Spirits
  Blatant Gift
  -1
  Per (distracted)
  -2
  Com (quiet voice)
  Cyclic Magic, (+1) 
  Dark Secret (see text)
  (winter solstice)
  Discredited Lineage
  -1
  Str (tired)
  -1
  Dex (careless)
  Pers. Vis Source
  Disfigured
  +2
  Stm (sturdy)
  +1
  Qik (always in a hurry)
  (Me from spirits)
  Poor Form. Magic (-2 pen.)
  Premonition
  Warped Magic
  Second Sight
  (thrall spirits become visible)
  Sense Holiness &
  Wild Magic
  Unholiness
  Personality Traits__ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +3 Secretive
  +1
  Cruel 
  1
  Suspected of Diabolism (quaesitoris)
  +3
  Unfriendly (England)
  Abilities
  3
  Alertness
  1
  Hermes History
  6
  Occult Lore
  7
  Second Sight
  1
  Certámen
  1
  Hermes Lore
  2
  Parma Magica
  7
  Sense Holy & Unholy
  5
  Concentration
  4
  Intimidation
  1
  Penetration
  3
  Speak Latin
  3
  England Lore
  6
  Legend Lore
  5
  Premonitions
  5
  Speak Own
  4
  Fantastic Beast Lore
  8
  Magical Aff.: Spirits
  2
  Scribe Latin
  3
  Survival
  2
  Folk Ken
  3
  Magic Theory
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  +1
  -1
  0 
  -1
  Soak: +2
  Encumbrance: 0
  Techniques and Forms_______ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Spellcasting Information
  5
  Cr
  6
  An
  5
  Ig
  Spellcasting Speed: 1
  5
  In
  5
  Aq
  5
  Im
  Twilight Points: 7
  5
  Mu
  6
  Au
  14
  Me
  Effects of Twilight: Spirits in area attracted to her
  5
  Pe
  5
  Co
  5
  Te
  Wizard’s Sigil: An eerie silence about her spells
  13
  Re
  6
  He
  12
  Vi
  Spells Known (bonus/level)      Name (mastered spells are in CAPS)
  (+36/45)
  Coerce Spirits of the Night
  (+26/30)
  Ward vs. Water Faeries
  (+11/10)
  Agony of the Beast
  (+28/40)
  Lay to Rest Haunting Spirit
  (+27/30)
  Ward vs. Wood Faeries
  (+9/10)
  Intuition of the Forest
  (+36/40)
  Ring of Warding vs. Spirits
  (+19/25)
  Bless. of Child. Bliss
  (+11/10)
  Stench of the 20 Corpses
  (+33/30)
  Circular Ward vs. Demons
  (+36/25)
  Incant. of Summ. Dead
  (+11/5)
  Air’s Ghostly Form
  (+25/30)
  Demon’s Eternal Oblivion
  (+19/25)
  Mastering Unruly Beast
  (+10/5)
  Evil Eye
  (+27/30)
  Ward vs. Air Faeries
  (+36/25)
  Summ. Haunting Spirit
  (+10/5)
  Moonbeam
  (+26/30)
  Ward vs. Earth Faeries
  Spirits (for more information, see text)
  Spirit
  Abilities, Powers
  Name
  Might
  & Cost
  Crush
  20
  Fist of Shattering (PeTe 5), 4 Might.
  Harp
  15
  Play Harp 10, 1 Might per hour.
  Dancer
  10
  Unseen Arm (ReTe 5), 1 Might.
  Gape
  10
  Hellish howl, 1 Might per round.
  Wisp
  5
  Floating globes of light, 1 Might per hour.
  50
  
  51
  Illus. © 1994 Liz Danforth
  Agnes summons a ghost
  to interrogate it. 
  
  Motto: Ad mortem incurrite. (Unto
  death we charge.)
  Symbol: An hourglass. Enough time
  can destroy anything. Followers of
  Flambeau admire that. Most
  Flambeau magi wear this insignia
  somewhere on their bodies.
  Flambeau: flahm-BOH. French 
  for “torch.”
  CHAPTER SIX: 
  HOUSE FLAMBEAU
  
  “When Prometheus gave gifts to humans, what
  was his greatest gift?”
  “Fire!”
  “What tool did Flambeau teach us to use?”
  “Fire!”
  “When the physician sees an open wound filled
  with pus, what does he use to cleanse the
  wound and save the patient’s life?”
  “Fire!”
  “Who is the pus that poisons the Order of
  Hermes?”
  “Llewellyn the Accursed!”
  “What is the only solution to the lies and
  deceit that Llewellyn has brought to our
  Order?”
  “Fire! Fire! Fire!”
  —The primus Entisimon, rallying the followers of Flambeau for a
  Wizards’ March against House Díedne during the Schism War
  53
  
  Many followers of Flambeau revel in the
  violent use of fire. Some of them also enjoy
  the use of the more “subtle” destruction
  magic (Perdo). Over the years, the quaesi-
  toris have taught this House to turn its
  destructiveness toward the Order’s enemies,
  but the Flambeau magi still get carried
  away from time to time and attack person-
  al enemies in society and within the Order.
  The magi of other Houses frequently hold
  them in disdain, seeing them as immature
  and violent. For the most part, Flambeau
  magi do little to better their reputation.
  HISTORY
  The wizard Flambeau was born a noble in
  Iberia. At that time, the Moors were sweep-
  ing north from Africa conquering Christian
  lands, and Flambeau’s family lost battle
  after battle. Flambeau’s master took him
  from this violent area and taught him
  magic. Both of them then fought with the
  nobility against the Moors. Flambeau’s
  master had been an expert in the Art of
  destruction. For a time, Flambeau followed
  this example but soon found other methods
  of fighting that were more to his taste. He
  began to study fire magic and soon mas-
  tered it. His fighting was flexible and bril-
  liant: he could alternately provide an excel-
  lent distraction with a dazzling column of
  flame or silently remove his opponents and
  their steeds without a sound.
  When Flambeau’s master was slain by
  Moorish wizards, however, Flambeau fled
  north across the Pyrenees, which the Moors
  never crossed in force. (The battles in Iberia
  between Christians and Moors continued,
  and only in the past few centuries have the
  Christians begun to push the Moors back.)
  Once away from the battles with the
  Moors, Flambeau turned his magical
  prowess and taste for combat against other
  wizards. (His deadly attacks were one rea-
  son that other magi were eager to form an
  alliance of mutual protection with him.)
  When Trianoma first talked to him about
  helping to form the Order of Hermes, he
  was skeptical. He did not want to swear to
  a Code that would restrict his freedom. As
  it seemed more and more likely, however,
  that the Order would indeed be formed,
  with or without him, Flambeau’s attitude
  changed. He first thought he could form
  the Order into a united military organiza-
  tion so that he would not have to face the
  defeat that his master suffered. He joined
  the Order on the condition that he (and
  other magi) have the right to use violence
  when necessary. This demand led to the
  development of the Wizard War.
  Meanwhile, Flambeau’s first apprentice,
  Apromor, had matured to become a full
  archmage. He saw the good in his master’s
  teaching, but much preferred the subtlety
  that the Art of destruction offered. Since
  then, the magi of Flambeau have general-
  ly followed one of these two paths: fire or
  destruction—different means to a com-
  mon end. Two distinct personalities have
  emerged as well, with the fire wizards
  tending to be volatile and courageous,
  and the destruction wizards more perse-
  vering and vengeful. Fire is still the pre-
  ferred Art of the majority of Flambeau’s
  followers, and it is an affinity for fire for
  which the House is best known.
  During the chaos of the early 11th centu-
  ry, Flambeau magi were chief perpetrators
  of wanton violence. When the quaesitoris
  renounced House Díedne, the Flambeau
  magi turned their destructive power on the
  doomed House. This war cost House
  Flambeau nearly half its number, and the
  House still claims that the Order owes
  them honor for sacrificing so much for its
  sake. In any event, House Flambeau’s loss-
  es became a basis for the Order’s prevent-
  ing other Houses from pursuing vengeance
  against the Flambeau magi who had com-
  mitted such violence during the years of
  anarchy.
  Some outside the House believe that the
  Schism War provided the Order with a benefit
  that is often overlooked. The Flambeau magi
  who died in the Schism War tended to be the
  more hotheaded and violent. The Schism War
  54
  Illus. © 1994 Eric Hotz
  
  may have culled the more antisocial magi
  from the House, leaving belligerent but toler-
  able survivors to carry on a tamer lineage.
  NOTABLE MAGI OF HOUSE
  FLAMBEAU
  Flambeau: Master of fire magic.
  Apromor: Flambeau’s filius, master of
  destruction magic.
  Iarna: A mighty Flambeau who swore to
  fight until the last Díedne magus was slain.
  She disappeared in the Schism War, and
  some believe that she will reappear and
  fight on if House Díedne ever returns to
  challenge the Order.
  CURRENT STATUS
  Membership: Seventy-nine.
  Domus magna: Doissetep, a covenant in
  the Provençal Tribunal renowned for its size
  and its schemes. By tradition, the domus
  magna is the covenant where the primus lives,
  and Primus Tertious lives at Doissetep. The
  previous primus, Vancasitum, lived in Val-
  Negra, which should have been the domus
  magna. Instead, however, Tertious won that
  privilege for Doissetep. He then inherited the
  status of primus on Vancasitum’s death, and
  Doissetep is considered the domus magna in
  accordance with tradition. Some suspect that
  Doissetep will attempt to maintain its status
  as domus magna when Tertious dies, even if
  the new primus lives elsewhere.
  Primus: Tertious, an old and crafty mas-
  ter of destruction magic. He is a pontifex in
  Doissetep, a rank that denotes years of
  extraordinary service to the covenant.
  Some suggest he’s more devoted to his
  covenant than to his House.
  Current concerns: Tertious is consolidat-
  ing his power in House Flambeau through
  shows of political force and generosity. For
  now, anyway, he supports other Flambeau
  magi rather than directing or commanding
  them. If he is true to his training at
  Doissetep, however, he has ulterior motives
  at which none can guess.
  Imagine a bunch of assassins sitting
  around debating the relative benefits of the
  battle ax and the poisoned dagger, and you
  have House Flambeau. Its members are
  very informal, but their gatherings always
  include “shop talk.” The competition in this
  House is incredible; the Flambeau magi
  strive mostly to see who can invent the spell
  that is the mightiest, that does the most
  damage, that has the greatest range of
  effect, or that is otherwise outstanding. The
  magus who invented the spell Treading the
  Ashen Path, for example, won a prize from
  his primus for it. (Unfortunately, he was
  driven mad when the faeries whose forest
  on which he demonstrated it caught him a
  few months later.) In addition to a compe-
  tition for spells, Flambeau also have infor-
  mal contests to see who can get the best
  familiar. The current champion is the
  maga Urmnia, who traveled to a distant
  land and returned with a monkey, an agile
  and highly intelligent familiar who helps
  her with laboratory work.
  Flambeau magi are not known for stu-
  dious habits, but they seem to keep up with
  knowledge of their Arts just as well as their
  sodales do. They are energetic and ambi-
  tious, seeming youthful (or immature) to
  more stolid magi. They are also known for
  augmenting their spells with generous
  amounts of raw vis—a favorite, albeit dan-
  gerous, tactic of some of the more unbal-
  anced magi of this House. Followers of
  Flambeau are not known for longevity.
  Despite appearances, however, these magi
  are not stupid. They are intelligent, but
  they are so active that their mental powers
  are often not readily in evidence.
  House Flambeau is politically powerful,
  perhaps due simply to the loud voices of
  its members. Under a good leader,
  Flambeau magi can present a united front
  (being well-acquainted with the tactics of
  warfare), and some have even proven
  capable orators (to the surprise of many).
  They are, though, looked down upon by
  most of the other magi of the Order
  because of their excitability and relative
  lack of sophistication.
  They try to keep passable relations with the
  other Houses, but they are not always suc-
  cessful. One of the tenets of the Order is that
  no magus take action that could cause the
  Order serious trouble. Followers of Flambeau,
  on the other hand, usually feel that, as magi,
  they ought to do whatever they please.
  The followers of Flambeau are the enforcers
  of the Order: not by official appointment—it’s
  55
  
  56
  During the Schism War,
  nearly half the mem-
  bers of House Flambeau
  fell in conflict with the
  Druid magi of House
  Díedne. However, even
  those who succumbed
  often managed to give
  as good as they got.
  Illus. © 1994 Mark Tedin
  
  just that they feel that they are more suited to
  the role than anyone else. When a Wizards’
  March is called, for instance, they are usually
  the first ones there and, more often than not,
  the ones who slay the renegade magus.
  Members of this House look for fights, and
  when they can’t find them in the Order,
  they’ll look to the common world. They have
  often fought magi of another, more mysteri-
  ous Order to the north, called the Order of
  Odin by Hermetic scholars. Some of them
  also take part in mundane battles that they
  happen across, participating more for sport
  than to back either side over the other. Some
  have ventured on the Crusades, and several
  are fighting the Moors in Iberia.
  The apprentice’s gauntlet usually consists
  of getting from one location to another
  with no supplies, provisions, or equipment.
  Typically, apprentices have to travel to the
  current Flambeau council, wherever it is
  being held, and, as a result, are inducted
  immediately upon passing the gauntlet.
  Most apprentices have to pass through the
  Dominion, though they sometimes have to
  maneuver through faerie forests or other
  supernatural obstacles as well. Flambeau
  apprentices generally have the strength to
  survive the gauntlet, but the area through
  which they travel is not always so lucky.
  A magus of another House can join House
  Flambeau only by defeating seven Flambeau
  champions. Certámen is accepted as a legiti-
  mate contest, at least against some of the
  champions. The last magus to gain entry was
  an air magus who beat his opponents with
  bolts of lightning.
  MAGI OF HOUSE FLAMBEAU
  Mentality of a Flambeau Magus
  You have been given great power in the
  Art of fire, destruction, or both. If you do not
  use this power for your own advantage, you
  are a fool or a weakling. There are many in
  the world who are afraid of power, yours or
  their own. They will try to keep you from
  using the power that it is your right to use.
  Priorities
  1)
  Acquire power and renown.
  2)
  Bring glory to House Flambeau.
  3)
  Defend the Order from enemies within
  and without.
  Outlook
  • Bjornaer: Stupid little beasts can’t use fire.
  • Bonisagus: As long as they keep figuring
  out better spells, they’re all right.
  • Criamon: Are they for real?
  • Ex Miscellanea: Do we really need them
  in the Order? They’re not real magi.
  • Jerbiton: Why do they waste so much
  time with mortals? Are they intimidated
  by powerful magi?
  • Mercere: They don’t hassle us, and we
  like that.
  • Merinita: The only good faerie is a char-
  coaled faerie.
  • Quaesitoris: They’re always on our backs.
  Can we help it if we’re capable of torching
  just about everyone else, wizard and mor-
  tal alike?
  • Tremere: Why do they always like to set-
  tle differences with certámen? Are they
  too weak or scared to have a real duel?
  • Tytalus: Hurrah for those who enjoy a
  good fight!
  • Verditius: They sell us magic devices so
  we don’t have to waste our time learning
  less-important Arts and spells.
  • Demons: They’re afraid of us and rightly so.
  • Faeries: The only good faerie is a char-
  coaled faerie.
  • The Church: They have some real power but
  apparently don’t know how to exploit it.
  • Nobles: They are lucky they usually stay
  out of our way.
  • Commoners: Unworthy opponents.
  Intra-House Relations
  You can rely on others in your House.
  They’re the only ones who really under-
  stand you and your use of power. You’ll
  compete with them to invent the best spells,
  get the best familiar, and do the most dam-
  age to your enemies; but it’s all friendly
  competition. You can still depend on them
  to help you out when you need battle allies.
  You, in turn, are expected to help them out
  when they call on you. There isn’t much of
  a hierarchy within the House, but you
  know better than to bother those who are
  more powerful than you. Sure, you can
  resist their Pila of Fire, but how about your
  laboratory and your books?
  Councils of House Flambeau meet at
  irregular intervals. At each council, all
  magi decide when and where they’ll meet
  again; there is no standard. Likewise, the
  site changes accordingly. The meeting nor-
  mally occurs in a very desolate spot, where
  57
  
  the magi can blast and destroy to their
  hearts’ content (which takes quite a while)
  in a contest to see who has concocted the
  most-destructive spells. The most honored
  wizards are those who are perceived to be
  the most dangerous and powerful, and are
  afforded respect accordingly. It is at these
  councils, rather than tribunals, that
  apprentices are usually inducted.
  Magic
  Flambeau magi primarily use fire spells
  and use destruction spells secondarily.
  Spells that are flashy or impressive are par-
  ticularly popular.
  The Test of Flames (Creo Ignem 20)
  Spell Focus: A ruby (+2)
  R: Special, D: Conc.
  Flames two paces high leap up from the
  ground, completely filling a circle three
  paces in radius with you at the center.
  The flames dance and crackle, making
  for an impressive show, but they only do
  +8 damage per round. Each round, each
  person in the circle (including the caster)
  must make a Magic Resistance roll
  against the spell or take the damage. The
  caster rerolls the Penetration total for the
  spell every round (like a roll to cast the
  spell, but with Penetration as a bonus).
  One can also avoid damage through use
  of counterspells.
  Followers of Flambeau use this spell as a
  test. The caster and whoever else is being
  tested stay within the circle, without par-
  mae magicae, for as long as they can. The
  last one to leave the circle is the winner of
  the contest. If anyone falls to the ground
  and is unable to get away from the flames,
  etiquette suggests that the casting magus
  stop the spell.
  This spell is also known as Inirelte’s
  Certámen, after the magus who developed it
  as a substitute for standard certámen.
  HOUSE FLAMBEAU IN PLAY
  Saga Idea
  The player characters discover a slowly
  growing, subtle threat to the Order of
  Hermes. More powerful magi in the area
  underestimate the enemies, fall under
  their sway, or secretly ally with them for
  private gain. Great danger threatens
  unless the player characters can find
  brave, powerful, unselfish magi to aid
  them, and the magi of House Flambeau
  are a possible source of aid. The player
  characters must travel from covenant to
  covenant convincing the Flambeau magi
  that the danger is real and immediate.
  Even getting the attention and respect of
  these magi may prove difficult and dan-
  gerous. Meanwhile, the enemies of the
  Order attempt to silence the player char-
  acters in subtle attacks that seem like acci-
  dents or random encounters. The player
  characters may finally need to bring their
  petition 
  before 
  Primus 
  Tertious 
  in
  Doissetep or before the Flambeau magi
  gathered at their fiery council. If the play-
  er characters can direct the might of
  House Flambeau against the enemies, the
  Order is saved.
  Story Ideas
  • A belligerent Flambeau magus comes to
  the characters to request their assistance
  in attacking the Moors in Iberia. He talks
  of grand battles, freedom to do as one
  pleases, endless adventures, the cama-
  raderie of warfare, and the joy of it all. If
  they join him, he leads them on grand
  adventures indeed, burning Moorish
  cities and facing down the Moors’ caval-
  ry on the battlefield.
  • A Flambeau apprentice is in the area
  going through the apprentice’s gauntlet
  and causing great destruction. The local
  knights are out looking for him, and the
  player characters step in to calm things
  down. The locals, possibly encouraged by
  the player characters’ enemies, blame the
  covenant for the damage.
  RULIA, FOLLOWER OF
  FLAMBEAU
  Rulia looks remarkably indistinct. She
  has the graying hair, wrinkles, and eye-
  sight of an old woman, but she has the
  ruddy complexion, the strength, and the
  agility of a young woman. Her face is unre-
  markable, not so much plain as simply for-
  gettable. She dresses in plain clothes: utili-
  58
  
  tarian robes when among magi, a simple
  dress when “in the world.” The overall
  impression she makes is that of an easily
  ignored woman of indeterminate age. But
  when she speaks, the strength of her spirit
  shines out from its modest vessel.
  Rulia has forged a reputation for herself
  in the Order of being an enforcer of the
  Code. Her sense of honor and her ability to
  punish magi who defy the Code has
  earned her the respect of the quaesitoris.
  Their respect is all the greater because her
  House is typically characterized as popu-
  lated with wild, uncontrollable magi who
  stretch the limits of the Code themselves.
  But power uncontrolled is something that
  Rulia does not abide. She is a steadying
  influence among some of the more wild
  members of her House. As her reputation
  as an enforcer and protector grows, so
  does her influence in the House.
  Rulia has two magic items:
  The Oathbreaker’s Demise: A single-
  edged short sword enchanted to be contin-
  uously razor sharp. Anyone touched by the
  blade is struck by the spell The Wound that
  Weeps. In addition, the sword has the abil-
  ity to render useless a limb it strikes (usable
  three times per day, D: Sun.). Rulia named
  this sword after taking it from the body of
  a magus who broke the Code of Hermes.
  Chain of Defense: A chain of iron, twen-
  ty paces long. All who touch it gain the
  benefit of Rulia’s parma magica, as long as
  she touches it as well. The protection
  offered is not diminished by the number of
  people protected. The chain also acts as an
  arcane connection to Rulia.
  Rulia’s Apprentice
  Rulia trains her apprentice first as a
  guard and second as magus. After all, one
  can learn the skills necessary to be a use-
  ful guard more quickly than one can
  learn to be a useful wizard. Her appren-
  tice learns to use a simple weapon, such
  as a short sword, and to act cautiously. He
  or she then uses these skills to accompany
  Rulia as she travels.
  Secondarily she trains him or her to
  work fire magic. The apprentice learns
  subsidiary Arts only after demonstrating
  the skill to use fire magic effectively in a
  dangerous situation.
  Her apprentice accompanies her when
  she seeks out and faces danger. When
  younger, he or she carries goods, sets and
  breaks camp, cooks, and keeps watch.
  When older, the apprentice uses his or
  her abilities to work side-by-side with
  Rulia. She is canny enough not to take
  the apprentice into dangers that are like-
  ly to be beyond him or her; but many of
  her missions are simple investigations,
  and her apprentice gains valuable expe-
  rience by participating.
  Rulia’s Filius
  Her filius is skilled with fire magic, as well
  as skilled in the basics of abilities related to
  staying safe in dangerous areas (guarding,
  scanning, fighting, running, etc.).
  Rulia may arrange to position her filius
  in a strategically significant position
  somewhere in Europe. Here he or she is to
  stand guard and share Rulia’s self-
  appointed task of protecting the Order.
  Her filius may be more temperamental
  than she. If so, Rulia tries to work with
  her filius and keep him or her from dis-
  rupting the Order, for there is little that
  makes her more angry than power out
  of control. With her reputation on the
  line, Rulia may be much harsher with
  an out-of-line filius than she would be
  with any other offender.
  59
  Rulia strikes a limb on
  any successful attack in
  which the Attack roll
  exceeds 
  the 
  target’s
  Defense roll by an odd
  number. Determine ran-
  domly which limb is
  struck. The limb is ren-
  dered useless even if
  Rulia does no damage.
  
  60
  Rulia, Follower of Flambeau
  Age: 55; Apparent Age: 40 (longevity potion); Size: 0; Confidence: 5
  Graying hair, wrinkles, ruddy complexion, plain clothing; forgettable.
  Characteristics____________                                        Virtues & Flaws
  +2
  Int (level-headed)
  -1
  Prs (forgettable)
  Enduring Const.
  Compulsion (fairness)
  -1
  Per (unheeding)
  0
  Com
  Good Armaments 
  Delet. Circumstances
  Hermetic Prestige
  (-5 w/out 2 magi in
  +2
  Str (able body)
  +2
  Dex (steady hand)
  Magical Affinity (Ig)
  near range)
  0
  Stm
  -1
  Qik (slow reflexes)
  Obsessed (prot. of Order)
  Overconfident
  Personality Traits_________________________________________Reputation
  +2 Brave
  -2
  Companionable 
  2
  Honorable Defender of the Code (tribunal)
  +2
  Honorable
  -1
  Friendly
  +2
  Strict
  -1
  Happy
  +1
  Compulsive
  Abilities
  3
  Alertness
  3
  Dodge
  7
  Magic Theory
  3
  Short Sword Parry
  3
  Area Lore
  3
  Finesse
  5
  Parma Magica
  5
  Speak Latin
  3
  Athletics
  3
  Hermes History
  3
  Penetration
  4
  Speak Vulgar
  5
  Certámen
  3
  Hermes Lore
  1
  Ride
  5
  Survival
  3
  Chirurgery
  4
  Hermetic Law
  3
  Scribe Latin
  1
  Swim
  3
  Concentration
  3
  Intrigue
  3
  Short Sword Attack
  5
  Target Shield Parry
  3
  Dagger Attack
  5
  Magical Affinity (Ig)
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  -2
  +1
  0
  +2
  Soak: 0
  Dagger
  +2
  +9
  +3
  +7
  Encumbrance: 1
  Short Sword
  +3
  +9
  +5
  +9
  Target Shield
  +4
  +3
  +7
  0
  Techniques and Forms__________________________________Spellcasting Information
  7
  Cr
  5
  An
  *15
  Ig
  Spellcasting Speed: 1
  7
  In
  5
  Aq
  7
  Im
  Twilight Points: 0
  6
  Mu
  6
  Au
  12
  Me
  Effects of Twilight: None
  5
  Pe
  5
  Co
  5
  Te
  Wizard’s Sigil: The faint trill of a flute on the wind
  10
  Re
  6
  He
  6
  Vi
  * Score includes Affinity.
  Spells Known (bonus/level)      Name (mastered spells are in CAPS)
  (+21/25)
  Aegis of the Hearth
  (+22/20)
  Pilum of Fire
  (+12/10)
  Bind Wound
  (+25/25)
  Ward vs. Heat and Flames
  (+22/20)
  Test of Flames
  (+16/10)
  Jupiter’s Resounding Blow
  (+16/20)
  Circling Winds of Prot.
  (+16/15)
  Broom of the Winds
  (+16/10)
  Repel the Wooden Shafts
  (+21/20)
  Circ. Ward vs. Demons
  (+15/15)
  Gift of the Frog’s Legs
  (+15/10)
  Rise of the Feathery Body
  (+15/20)
  Gentle Beast
  (+25/15)
  Leap of the Fire
  (+19/5)
  Snap of Awakening
  (+15/20)
  Lift the Dangling Puppet
  Magic Devices
  The Oathbreaker’s Demise: An enchanted short sword. Any touched by blade struck by The Wound that Weeps.
  Sword may also render useless any limb struck—usable 3 times/day.
  Chain of Defense: Chain of iron, twenty paces long. All touching it get full benefit of Rulia’s parma magica as
  long as she touches it as well.
  
  61
  Rulia uses The Test of
  Flames to try the mettle
  and ability of those she
  investigates. She carries
  an 
  enchanted 
  short
  sword and chain.
  Illus. © 1994 Liz Danforth
  
  Motto: Ars vitam inlustrat. (Art illumi-
  nates life.)
  Symbol: A tower flying a pennant
  Jerbiton: YARE-bih-tahn
  CHAPTER SEVEN: 
  HOUSE JERBITON
  
  63
  “Can we trust the power of magic to
  minds that are shut off from philosophy,
  music, sculpture, drama, comedy, and the
  finer pursuits of the human spirit?”
  —Jerbiton, talking to his followers
  
  Jerbiton magi are involved in society in
  many ways. Some actually visit with
  notable mortals, though they often hide
  their status as wizards when doing so.
  Others are artists, philosophers, poets, and
  so on. Magi of other Houses often turn to
  Jerbiton magi to resolve their disputes with
  mortals, though many of these same magi
  regard the members of Jerbiton as only
  “half-magi” because they haven’t given up
  their ties to the world.
  HISTORY
  Jerbiton was a noble by birth, a member
  of an old Roman patrician family that
  had survived into the Dark Ages. His fam-
  ily cultivated in him a fine taste for music
  and other arts, so he felt isolated and dis-
  traught when a wizard took him from
  home and made him an apprentice. Once
  a full wizard and free to travel on his own,
  Jerbiton spent his years visiting city after
  city, steeping himself in what arts he could
  find in that dark time. When he heard
  that an order of wizards was forming, he
  was very excited, because he thought that
  only by cooperating in peace could the
  magi themselves develop traditions of art
  and philosophy.
  When the Order was formed, however,
  Jerbiton saw that the other magi were
  interested in neither the art of the mun-
  danes nor development of their own artis-
  tic traditions. His fellow founders, by and
  large, were too interested in power or
  arcane mysteries to concern themselves
  with beauty. Jerbiton became disgusted
  with the other magi, and he taught his
  followers that they were more “noble”
  than their sodales.
  Over the centuries, House Jerbiton has
  swung back and forth in its loyalties,
  which are divided between the Order and
  society. Sometimes its members have seen
  themselves as wizards who appreciate
  society, sometimes as mundane citizens
  who are also wizards. During most of the
  10th century, for example, Primus Pietre
  encouraged the Jerbiton magi to isolate
  themselves from the Order. It rarely par-
  ticipated in tribunals, and its members
  generally lived among the mundanes as
  much as possible.
  During the Schism War, the magi of
  House Jerbiton concerned themselves
  mostly with defending society and them-
  selves from the growing chaos. They were
  dismayed at the destruction of an entire
  House, but they did not miss House Díedne
  when it was gone. The Druid-descended
  magi of that House had always been a bit
  wild for Jerbiton tastes.
  In the 12th century, Jerbiton magi served
  regularly as ambassadors for magi who
  wished to negotiate with mundane nobles.
  During this period, they styled themselves
  as wizards who had the added advantage
  of familiarity with mundane art; and they
  allied themselves closely with others in the
  Order. In the last few decades, however,
  they have clearly drifted back towards soci-
  ety once more. As troubles come within the
  Order and between the Order and society,
  the followers of Jerbiton are finding it more
  rewarding to live among the mundanes
  than to involve themselves continually in
  the problems of other magi. Many would
  be willing to forsake the Order altogether if
  they would not then be renounced, and
  probably killed, by remaining Hermetic
  magi.
  NOTABLE MAGI OF HOUSE
  JERBITON
  Jerbiton: A lover of art and philosophy.
  Larta: In the 11th century, she passed
  her apprentice’s gauntlet even though
  she had no magical ability. (Who cheat-
  64
  Jerbiton resented his
  master and never spoke
  of him, so his identity
  remains unknown. His
  master could well have
  also been the master of
  another 
  founder, 
  in
  which case House Jer-
  biton may have a hid-
  den magical connection
  to another House.
  A Companion may take
  the +3 Virtue “Larta
  Magus,” meaning that
  the character is a non-
  magical Jerbiton magus.
  The character may have
  Arcane 
  and 
  Formal
  Knowledges, and will
  have a sigil with which
  to vote in tribunal, the
  protection of the Code,
  and other recognition as
  a magus. Only someone
  with exceptional schol-
  arly or artistic endow-
  ments will be accepted
  as a “Larta magus.”
  
  ed on her behalf remains a mystery.)
  When her lack of magical ability was
  discovered, her status as a maga was
  upheld at tribunal. Her entry established
  the tradition of “Larta magi”—excep-
  tional people who are allowed entry into
  House Jerbiton even though they are not
  magi. Her reputation as a brilliant musi-
  cian has been overshadowed by her sta-
  tus as a legal precedent.
  CURRENT STATUS
  Membership: Eighty-five (including five
  Larta magi).
  Domus magna:
  Valnastium, in the
  Rhine Tribunal. Valnastium is a center of
  vast knowledge regarding the mortal world
  and its history. Interested magi travel from
  all across Europe to visit its mundane
  library, and mundane scholars also are
  found consulting the tomes there.
  Primus: Andru, a seventy-eight-year-old
  man who has held the position of primus
  for thirty years. His contacts with the mun-
  dane world are thought to be extensive,
  though many are secret.
  Current concerns:
  Members of the
  House are deeply involved in society,
  exchanging knowledge and art with any
  who will deal with them. They secretly
  patronize the arts and have gone so far as
  to intervene directly in situations where
  the arts are threatened. For example, they
  are protecting troubadours in Languedoc,
  where the Believers (Cathar heretics) are
  suffering persecution. They are also trying
  to preserve knowledge and art in Muslim
  Iberia, where Christian armies are driving
  the more sophisticated Moors further and
  further south.
  Many Jerbiton magi are artists of some
  kind. Some integrate their magic into their
  artistic pursuits, but most say that true art
  must come from the human heart and
  that the intervention of magic ruins it.
  Magic may make art more flashy, they
  say, but it’s also less human and therefore
  less artistically true.
  Some followers of Jerbiton infiltrate
  society, posing as beggars, merchants,
  advisers, and such to learn more about
  political events within society. They
  regard themselves as secret ambassadors,
  though others simply see them as spies.
  While Jerbiton magi often exceed the
  bounds of the Code of Hermes by their
  actions in society, so many other magi
  depend on them for information, advice,
  and aid that it is rare for a Jerbiton to be
  penalized for intervening in the mun-
  dane world.
  Jerbiton magi often travel in society with-
  out their parmae magicae so that they can
  relish all about them fully. The parma
  magica hampers all magic, even the “nor-
  mal” kind of magic to be found in a song or
  statue. If they used their parmae, they
  would not be able to appreciate the very
  things for which they visit cities.
  The apprentice’s gauntlet is a test of mag-
  ical competence and scholarly knowledge.
  The scholarly portion of the test can be
  quite rigorous, so apprentices study hard
  for it. Those who fail (and about one in six
  do) can try again the next year.
  Entrance is granted to magi who can pass
  the standard apprentice’s gauntlet and who
  do not have a history of causing problems
  in the Order or in society. Many older magi
  who have wearied of adventure join House
  Jerbiton to enjoy the pleasures of society in
  their old age.
  MAGI OF JERBITON
  Mentality of a Jerbiton Magus
  Your mind and spirit are more important
  than anything else. You have been taught
  magic and politics to give your mind
  power. You have been taught art to give
  your spirit guidance. Look about you at the
  other magi in the Order, locked away in
  their foul-smelling laboratories, letting
  their minds shrink and harden. No beauty
  comes into their lives, and their spirits
  starve. Can you call them human if their
  most human aspect has been enfeebled?
  And yet these wizards have great power
  over others. Is it good that such beings as
  they should have this power?
  You, too, have power, but you have art to
  illuminate your life and guide your way.
  65
  A sample question from
  the apprentice’s gauntlet:
  “Define Aristotle’s Golden
  Mean, and illustrate the
  concept with one anec-
  dote from Hermetic histo-
  ry and another from
  mundane history.”
  Questions about Greek
  philosophy are popular
  because Jerbiton magi
  are intrigued by Greek
  texts recently provided
  by Moorish scholars.
  
  There are truths that cannot be put into
  words. The singer or the dancer can give
  you more clues to these truths than can any
  dusty tome.
  Other wizards cut themselves off from
  human life. How can you explain to them
  the beauty of a peasant picking olives, a
  merchant driving his mule along a dusty
  road, a knight riding by with his men-at-
  arms following respectfully, or even a robed
  priest striding down the steps of a cathe-
  dral? To cut oneself off from other people is
  to cut oneself off from oneself.
  You still see the beauty to be found in
  the world of people. As long as you can
  see that beauty, your mind will be free
  and your heart true. Do not let magic
  tempt you away from what you know to
  be beautiful.
  Priorities
  1)   To appreciate art and beauty.
  2)   To create art.
  3)   To protect society from the Order.
  4)   To preserve the Order.
  Outlook
  • Bjornaer: These primitive brutes have no
  place in a civilized Order. Perhaps non-
  Roman wizards shouldn’t have been
  allowed in the Order in the first place.
  • Bonisagus: The pursuit of magic has
  sucked away their life and spirit; let that
  be a lesson to all.
  • Criamon: They are to be praised for seek-
  ing wisdom, but their mental games are
  foolishness. Great artists and writers give
  clearer insights into eternal mysteries
  than riddles do.
  • Ex Miscellanea: More non-Roman wizards
  from barbaric lands. As long as they keep
  to themselves, they’re not a big problem.
  • Flambeau: Mature power and infantile
  minds. They are what all wizards will
  become if they do not let art and human-
  ity into their lives.
  • Mercere: Most are not cursed with the
  temptation of magic, so they have
  retained their blessed humanity.
  • Merinita: They have given up their
  humanity to the impostor Quendalon. The
  faerie songs and dances in which these
  magi delight are not true art, because they
  are not human. What can a human learn
  66
  Jerbiton 
  magi 
  often
  serve as negotiators and
  peacemakers when the
  Order has to deal with
  the mundane world.
  Illus. © 1994 Eric Hotz
  
  from a faerie about humanity?
  • Quaesitoris: Magi of other Houses desper-
  ately need these wise judges to hold them
  back from excess, but the quaesitoris should
  leave us and our dealings with society alone.
  If anything, our work with society will be the
  salvation of the Order, not its downfall.
  • Tremere: Their need for hierarchy at least
  makes them predictable and avoidable.
  • Tytalus: They skirmish with nobles and
  taunt priests. They do not realize that life
  is not a game
  • Verditius: They are, unfortunately, as
  caught up in magic as magi who actual-
  ly cast spells.
  • Demons: They warp the human spirit.
  They must be watched for and fought
  when they manifest.
  • Faeries: Childish beings not worthy of
  serious study.
  • Nobles: Some of them may be haughty,
  but they produce the only people of grace
  and eloquence in the world. Since they
  are above the common people in status
  and ability, they have the freedom to pur-
  sue philosophy and the arts.
  • The Church: Almost all art comes from
  the Church, including architecture, song,
  painting, and sculpture. In addition,
  many monks are fine scholars and excel-
  lent conversationalists. Priests aren’t
  always amenable to meeting magi, but
  they too have their place.
  • Commoners: By supporting their betters
  in the Church and the nobility, they serve
  all humanity.
  • Moors: These highly civilized people are
  teaching us many things about medicine,
  astrology, and philosophy. Unfortunately, it
  seems that the Christians are returning the
  favor by teaching them lessons in conquest. 
  Intra-House Relations
  You are generally free to do as you
  please regarding other members of the
  House, though you must respect the terri-
  tories of others. The magi of the Barcelona
  covenant, for instance, are protective of
  the city, and when visiting Barcelona, you
  must follow their dictates. You can trust
  them to act for the benefit of society and
  the Order, even if it means controlling
  your actions.
  You are encouraged to travel and to visit
  with other magi of the House to learn from
  them and see what the world has to offer.
  If your primus demands it, you are to fol-
  low orders. Being a wizard demands disci-
  pline, and if he requires you to use that dis-
  cipline for the benefit of the House, the
  Order, or society, you are to comply.
  Magic
  Jerbiton magi prefer subtle spells that they
  can use in cities without others noticing, espe-
  cially mental spells. Some use spells to aug-
  ment their artistic creations, but most prefer
  to work with mundane tools to avoid sepa-
  rating themselves too much from their art.
  The Communion of Peace (Rego Mentem 30)
  Spell Focus: An olive branch (+2)
  R: Reach, D: Perm., Ritual
  This spell enchants some medium such as
  wine, meat, or candles. Those who then
  share the medium (for example, drink the
  wine, breathe the smoke from the candles)
  are then affected by the spell. They become
  slow to anger and willing to listen to those
  whose opinions differ. Add or subtract up to
  3 points from rolls regarding agreeable com-
  munication, anger, intimidation, and so on,
  always adjusting a roll so that peaceful
  interaction is more likely. Strong prejudices
  or convictions, extenuating circumstances,
  or powerful motivations will cancel the
  effects of this spell on the individuals who
  have them. One casting of the spell
  enchants enough substance to affect six peo-
  ple. Reduce the effect if more than six people
  are affected, or if not all the substance is
  used. Never increase the effect, even if fewer
  than six people share the communion.
  Jerbiton magi often use this spell to facil-
  itate dialogues between hostile people or
  just to make parties more pleasant.
  The “reach” range means you must have
  the substance to be enchanted at hand,
  and the “permanent” duration means the
  substance remains enchanted until used.
  HOUSE JERBITON IN PLAY
  Idea
  Primus Andru is in an ideal position to
  67
  
  negotiate with Pope Honorius III. In his
  earlier years, Primus Andru pursued his
  agenda with vigor. Now he is ready to reap
  the rewards of his secret negotiations. In
  addition, his age is an advantage. At sev-
  enty-eight (apparently much younger), he
  has spent enough time in mortal society to
  gain the respect of mundane authorities,
  but not so much time that others perceive
  him to be keeping supernaturally young
  (which he is). In ten years he will lose this
  advantage, as it becomes obvious to mor-
  tal authorities that he is aging very slow-
  ly; and the stigma of magic (not to men-
  tion envy) will undercut his position. He
  must act now.
  He wants the Order of Hermes to gain
  official sanction from the pope as a reli-
  gious order. This move would have its
  problems. For one thing, the Order would
  have to be legally split between male magi
  (“monks”) and female magi (“nuns”), and
  it would be under nominal control of the
  pope. On the other hand, an alliance with
  the Church would end the constant conflict
  between magus and mundane. In Andru’s
  vision, the magic of the Order will finally
  be free to benefit humanity, and the learn-
  ing and art of the Church will be free to
  benefit and guide the magi.
  Naturally, such a goal is not without its
  opponents, so Andru has not announced
  his vision to the Order; nor will he do so
  until the time is right. He is prepared to
  face the threat of another Schism War to
  see his vision realized, and he acknowl-
  edges that only some Houses may consent
  to the plan; but he is not willing to have
  his goal held back by magi whom he sees
  as shortsighted.
  Ideally, he would like to see a friendly
  break between the magi who wish to join
  the Church and those who wish instead to
  remain outside society. A peaceful split,
  however, would merely delay the inevitable
  bloody conflicts that will arise when the
  magi are divided into two camps.
  Andru’s vision may prove to be an impos-
  sible dream that only throws the Order into
  chaos, or it may be the insight of genius
  and saves the Order from eventual conflict
  with the Church. It could start as the fond
  dream of a few and spread through the
  Order, or Andru might already have a
  number of powerful converts throughout
  the House.
  Negotiators, orators, spies, assassins, and
  guards will all find their services called
  upon by each side. Well-meaning player
  characters may take part in the struggle on
  either side, and the covenant may even be
  split. The characters will have to face the
  special pain that accompanies a bitter
  struggle between visions, a pain that would
  not be found in a clear-cut battle between
  good and evil.
  Story Ideas
  • The characters come to a new city where a
  particular beggar continually spies on
  them. They eventually catch her and try to
  find out why she has been watching them,
  and she reveals herself to be a powerful
  Jerbiton maga. She has been watching
  them to be sure that they do not cause trou-
  ble in “her” city. And now that they know
  who she is, she has a favor to ask. . . .
  • A Jerbiton character sees that a local
  Flambeau magus and a belligerent baron
  may soon come to violence. The charac-
  ter has to step in to stop the imminent
  battle. What special deals would entice
  the two opponents to make peace?
  ANDREAS, FOLLOWER OF
  JERBITON
  Andreas is thin and unassuming, but his
  ready smile and friendly banter win him
  admiration. His brown hair is worn long in
  noble fashion. His face is soft and pale. He
  wears fashionable clothes, even at tribunal,
  but they hang loosely on his thin limbs. He
  talks willingly with strangers, though he’s
  more concerned with a person’s ideas than
  with people themselves.
  Andreas is a devotee of arts and letters.
  He’s been known to discuss philosophy, his-
  tory, and theology with monks and rabbis.
  He also supports the arts, hiring jongleurs to
  perform and commissioning works of art for
  the covenant. Unlike his fellows in Jerbiton,
  however, Andreas secretly takes an extra
  step to support the arts: assassination.
  Andreas has murdered over a dozen peo-
  68
  In 1209, the Church co-
  opted a different sort of
  opponent, 
  Francis 
  of
  Assisi. By turning Francis’s
  grass-roots movement into
  a recognized order, Pope
  Innocent III adeptly han-
  dled the conflict between
  the Church’s traditions
  and Francis’s radical phi-
  losophy of peace and
  poverty. If Andru’s plan is
  to succeed, he must con-
  vince the Pope that recog-
  nizing 
  the 
  Order 
  of
  Hermes as a monastic
  order 
  would 
  likewise
  reduce conflict and benefit
  both sides.
  
  ple who have stood in the way of philoso-
  phy and the arts. These include clergy who
  have opposed certain artists or arts in gen-
  eral, lords who have demanded submission
  from freethinkers, and wealthy people
  whose influence threatened to corrupt art
  and knowledge. Andreas has traveled far to
  find his victims, and he acts slowly. His vic-
  tims are therefore separated by distance and
  time, so no one has drawn a connection
  among them. Andreas is also careful either
  to make the murders seem mundane or to
  disguise them as disappearances. (His spell
  Ashes to Ashes neatly disposes of corpses.)
  Though he could use powerful, lethal magic
  like Clenching Grasp of the Crushed Heart, he
  prefers subtler spells that he can cast with-
  out words, and cast even in the Dominion.
  To Andreas, God is the All-knowing Mind,
  and people become like God to extent that
  they share His knowledge. Magic is the set
  of rules that God used to create and run the
  Universe. People who obstruct the divine
  imperative to gain and spread knowledge
  are like specious steps in a logical proof,
  and they are to be removed for the sake of
  the whole. He regards his campaign of
  assassination as a divine task.
  Andreas has one magic device, the Swan’s
  Fall. It is a woman’s fan made of a black
  swan’s feathers. Andreas has enchanted it
  to cast Wings of the Soaring Wind once per
  day. He keeps it as a last route of escape
  should one of his plots fail. If asked, he says
  he keeps it in memory of lost love.
  Andreas’s Apprentice
  Andreas teaches his apprentices to seek
  truth, which can be found in the magical
  laboratory and in ancient texts of wisdom.
  He acknowledges that truth is larger than
  any mortal mind can conceive, so he is
  open to whatever specialization his
  apprentice might favor. Any magical spe-
  cialty is worthy, Andreas says, provided the
  apprentice pursues it honorably.
  Andreas teaches his apprentice his view
  of God and knowledge, and he makes his
  apprentice party to his assassinations if he
  or she seems amenable. He does not expect
  him or her, however, to help him directly.
  His missions are too sensitive to trust to an
  apprentice.
  Andreas’s Filius
  Andreas’s filius may not know of his
  assassinations. If the filius does, he or she
  must choose whether to be part of
  Andreas’s campaign. Andreas would wel-
  come a partner, but the filius can also be
  valuable simply as an observer.
  The filius is probably well-trained in clas-
  sical knowledge and an appreciation of the
  arts, but otherwise his or her abilities may
  cover any area.
  Story Idea
  A noble or churchman allied with the
  covenant comes under Andreas’s mea-
  sured gaze. Andreas visits the covenant to
  find out more about the potential target,
  though he pretends to visit for a very dif-
  ferent reason. He finds the subject wanti-
  ng and conducts the assassination. Can
  the player characters find out who is
  responsible? Andreas may be forced to
  frame an innocent party, even a magus in
  the covenant, if the player characters get
  too close to the truth. And if they find out
  who killed the victim, what do they do
  with the information?
  69
  
  70
  Andreas, Follower of Jerbiton
  Age: 52; Apparent Age: 40 (longevity potion); Size: 0; Confidence: 5; Decrepitude: 2
  Thin build; short and unevenly cut brown hair; soft, pale face; wears fashionable clothing
  that hangs loose on him.
  Characteristics____________                                        Virtues & Flaws
  +3
  Int (shrewd)
  +2
  Prs (genial)
  Affinity w/ Form.
  Obsessed
  -1
  Per (distracted)
  0
  Com
  Spells 
  Overconfident
  Gentle Gift
  Restriction 
  -3
  Str (scrawny)
  +1
  Dex (agile)
  Inventive Genius
  (when touched by moonlight)
  0
  Stm
  -2
  Qik (ungainly)
  Strong Personality
  Strong-Willed
  Personality Traits____________________________________________________________________Reputation
  +5 Charming
  +1
  Brave 
  None
  +2
  Dangerous
  0
  Religious
  +2
  Witty
  -4
  Forgiving
  Abilities
  3
  Affinity
  3
  Concentration
  3
  Forgery
  4
  Parma Magica
  3
  Alertness
  3
  Dagger Attack
  3
  Guile
  2
  Penetration
  3
  Certámen
  2
  Disguise
  2
  Hermes History
  4
  Scribe Latin
  3
  Charm
  3
  Dodge
  2
  Hermes Lore
  5
  Speak Latin
  3
  Church Knowledge
  2
  Etiquette
  3
  Humanities
  5
  Speak Vulgar
  2
  Church Lore
  3
  Finesse
  6
  Magic Theory
  2
  Stealth
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  -2
  +1
  0
  -3
  Soak: 0
  Dagger
  +2
  +8
  +1
  +2
  Encumbrance: 0
  Techniques and Forms________________________________Spellcasting Information
  5
  Cr
  7
  An
  6
  Ig
  Spellcasting Speed: 1
  10
  In
  6
  Aq
  7
  Im
  Twilight Points: 7
  7
  Mu
  5
  Au
  7
  Me
  Effects of Twilight: Deluded into thinking that his
  12
  Pe
  12
  Co
  7
  Te
  assassinations are divinely inspired
  6
  Re
  6
  He
  10
  Vi
  Wizard’s Sigil: Artistry in spellcasting—finely done
  Spells Known: (bonus/level)      Name (mastered spells are in CAPS)
  (+25/20)
  Inexorable Search
  (+18/15)
  Whispering Winds
  (+13/5) AIR’S GHOSTLY FORM
  (+19/20)
  Open Intangible Tunnel
  (+25/15)
  Whispers Black Gate
  (+20/5) Charm vs. Putrefaction
  (+25/20)
  Wind of Mundane Silence
  (+17/10)
  Eyes of the Cat
  (+15/5) Cloak of the Duck’s Feathers
  (+16/15)
  Call to Slumber
  (+27/10)
  Grip of Chok. Hand
  (+21/5) Curse of the Rotted Wood
  (+16/15)
  Captive Voice
  (+21/10)
  Rise of Feathery Body
  (+22/5) Evil Eye
  (+27/15)
  Confound the Connection
  (+16/10)
  Show Flames & Smoke
  (+27/5) Invocation of Weariness
  (+22/15)
  Disguise the New Visage
  (+19/10)
  Sub. Taste Pois. & Pur.
  (+25/5) Physician’s Eye
  (+27/15)
  DUST TO DUST
  (+20/10)
  Thief of Stolen Breath
  (+21/5) Quench the Rippling Flames
  (+19/15)
  Hunt for the Wild Herb
  (+16/10)
  Trackless Step
  (+21/5) SPASMS UNCONTROLLED HAND
  (+22/15)
  Invis. of Standing Wizard
  (+21/10)
  Winter’s Icy Touch
  (+19/5) Touch of the Pearls
  (+23/15)
  Invisible Eye Revealed
  Magic Items
  The Swan’s Fall: A woman’s fan of black swan’s feathers. Enchanted with Wings of the Soaring Wind—
  usable once per day.
  
  71
  Andreas 
  shares 
  his
  thoughts on philoso-
  phy and theology, as
  well as his wine, with
  tolerant monks.
  Illus. © 1994 Liz Danforth
  
  Motto: Ordinem servire unum sustenere. 
  (To serve the order and keep it one.)
  Symbol: A pointed, red cap with a
  band around the base and a triangle
  on the band
  Mercere: mare-KAY-ray; also “mare-
  SARE,” a pronunciation that follows
  vulgar habits rather than 
  classical ones.
  CHAPTER EIGHT: 
  HOUSE MERCERE
  
  “This entire order stands on the brink of dis-
  solution, and only one force holds it togeth-
  er. We do. How quickly the Houses and wizards
  have fallen into suspicion, competition, and
  vengefulness! How quickly would they fall
  upon each other out of fear and confusion if
  we did not bring word back and forth. Fear
  feeds on ignorance. We bring word from magus
  to magus so that they can feel safe, so they can
  know what is happening and where. We are the
  salvation of the Order.”
  —the primus Aldico, addressing his House after three Redcaps
  were slain in the Schism War
  73
  
  This is the House of Redcaps, the messengers of
  the Order. The Mercere are best known for carry-
  ing messages from covenant to covenant and tri-
  bunal to tribunal, but they also compile histories
  and descriptions of the areas in which they trav-
  el. Many magi underestimate them because
  they seem to be mere servants, but those who
  watch them closely see that they can exercise a
  good deal of initiative in deciding just how,
  when, and to whom they deliver their messages.
  HISTORY
  The wizard Mercere was enthusiastic about
  the Order and visited many wizards to invite
  them to join. He was renowned for his power to
  transform things, and he taught Bonisagus
  much of this magic. Several years after the
  founding of the Order, however, an experiment
  of his went awry, and he lost all his magic
  power. Bonisagus tried for years to restore the
  Gift to Mercere, but to no avail. Still excited
  about the new and growing Order, Mercere
  decided to do what he could to aid it. He began
  working with Guernicus, founder of the quaesi-
  toris, to carry messages between magi. He soon
  began working on his own and taking “appren-
  tices” to teach them to carry on after him.
  Mercere had trained two apprentices before
  losing his Gift, and they remained in his
  House and taught magical apprentices of
  their own. Though they make up a minority
  in the House, these magical followers of
  Mercere are very important, because they cre-
  ate magical items for use by the Redcaps. Over
  the years they have lost the special secrets of
  Mercere’s transformation magic. If they have
  any specialty, it is with body magic, which
  they use to protect and heal the Redcaps.
  In the first two centuries of the Order, House
  Mercere accepted a subservient role in the
  Order and had little direct influence or initia-
  tive. During the confusion of the Schism War,
  however, its members became highly valuable
  brokers of information, and they used this
  power to manipulate the battles and help
  restore peace to the Order. Ever since, they
  have been more conscious of their power, more
  willing to use it, and more skilled at doing so.
  NOTABLE MAGI OF HOUSE
  MERCERE
  Mercere: A transformation master who lost his
  Gift and became a messenger within the Order.
  Aldico: The primus during the Schism War,
  he turned House Mercere into a powerful
  political force.
  Belín: A loyal, devoted, hardworking Redcap
  of the 9th century. She always got the message
  through, never shirked her duty, and put the
  interests of the Order first. Legends of her
  adventures have multiplied over the years,
  promoting her to almost mythical status. Magi
  and Redcaps use her example as an ideal for
  Redcaps and for people in general. Of a disloy-
  al grog, one might say, “He’s no Belín.”
  CURRENT STATUS
  Membership: One hundred and one, of
  whom sixteen are Gifted.
  Domus magna: Harco, in the Roman
  Tribunal. The Redcaps have become quite
  caught up in the mercantile competition
  among the Roman covenants. This covenant
  holds the most complete geographic library in
  Christian Europe, filled with practical infor-
  mation gained from firsthand experience.
  Primus: Mihalyi, a middle-aged man. As a
  young Redcap, he was captured and ill-treat-
  ed by a baron, and he still harbors a deep
  resentment toward the nobility.
  Current concerns: To bring news to those in
  the Order who strive for unity and peace and
  to bring less news to those who might use it for
  their own benefit and to the Order’s detriment.
  Redcaps are officially considered magi. They
  have sigils and may vote at tribunal. Usually,
  however, they abstain out of deference to
  Gifted magi. Redcaps enjoy all the protections
  of the Code.
  74
  Illus. © 1994  Eric Hotz
  
  A typical Redcap travels about a specific
  area, bringing messages from covenant to
  covenant. The Redcap travels to a covenant,
  brings all news that he or she has, and then
  stays as long as he or she is welcome and
  cares to rest. Covenants that want to slow the
  spread of news to other covenants may offer
  luxurious 
  accommodations 
  to 
  induce
  Redcaps to stay longer and thus deliver mes-
  sages to other covenants later. Three nights of
  lodging is customary: one to rest, one to feast
  and enjoy the covenant’s hospitality, and one
  to recover from the previous night’s hospitali-
  ty before taking to the road once more. Many
  Redcaps share important but unofficial news
  during this time, so those who treat them
  poorly might not hear all that is to be heard.
  Though Redcaps are bound to deliver all mes-
  sages that magi give them, they do have some
  control over who learns what and how. Unless
  they are carrying urgent messages, they can
  decide in what order to visit the covenants in their
  areas, thus letting some learn of news later than
  others. (They are, however, required to visit all
  covenants. They cannot simply cease bringing
  messages to a certain covenant.) They also decide
  in what order to deliver messages and how to do
  so at any given covenant. They can present news
  that they feel is important with drama, demand-
  ing to speak before a council of magi. If they want
  certain news to be disregarded, they can simply
  slip it in among a list of official announcements
  while speaking with a single magus, hoping that
  the listener will neglect to share it with others in
  the covenant. Messages can also be delivered in
  writing or speech, and those that a Redcap wants
  forgotten will be given only aloud. Redcaps have
  been known to lose messages, become “indefi-
  nitely delayed” by weather or other difficulties, or
  even to invent false messages when they feel the
  need. Lying in the pursuit of his or her duties,
  however, can get a Redcap demoted to the status
  of scribe, and repeated or serious offenses can
  result in renunciation.
  In addition to delivering messages, a Redcap
  watches the land and its people for important
  events. When their messages are not urgent,
  they can spend weeks just wandering the coun-
  tryside, getting a feel for the people and trying to
  find out what might be of interest to the Order.
  In some lands, followers of Mercere wear
  the distinctive red caps with blue triangles
  that give them their name. People recognize
  them as “wizards” because of these caps and
  therefore let them pass unmolested. It is the
  duty of all magi to punish visibly any who
  do attack or hinder a Redcap, and the
  Redcaps have let this be known in these
  lands. (In addition, Redcaps are typically
  quite capable of handling attackers them-
  selves.) In other lands, however, such as
  where the Church and nobility are stronger,
  wearing their caps would only reveal the
  actions of magi and invite trouble from
  those who would challenge the Order. Here,
  the Redcaps pose as wanderers or pilgrims,
  or avoid cities and towns altogether.
  Scribes are members of the House who are
  no longer fit to travel. They compile and copy
  the information that Redcaps have gathered.
  Those followers of Mercere who use magic are
  called “Gifted” to distinguish them from non-
  magical Redcaps. They spend most of their time
  in laboratories, crafting magic items to protect
  the Redcaps on their journeys and brewing
  longevity potions for them. The House has a rule,
  however, that each fit member must serve as a
  Redcap for one year out of each decade. These
  wizards must periodically get out of their towers
  and travel the lands, though they are often given
  assignments in safe territories. Some Gifted fol-
  lowers of Mercere serve regularly as messengers,
  usually because they prefer the rigors and
  rewards of travel to an easy life in a covenant.
  Some Redcaps ride horses, some ride mules,
  and some walk. The choice depends on ter-
  rain and on personal preference.
  Redcaps occasionally serve as guides for
  magi, but they will not go out of their way to do
  so unless the mission is important to the Order.
  The apprentice’s gauntlet consists of finding
  one’s way through foreign and possibly hostile
  territory and delivering a memorized message.
  Entrance is granted to magi who can pass
  the standard apprentice’s gauntlet.
  MAGI OF MERCERE
  Mentality of a Mercere Magus
  You are more than just a messenger for
  wizards; you are a guardian whose keen
  senses recognize important events, and you
  relay the knowledge to those who most need
  to know. Your vigilance and perseverance
  help keep the Order strong and healthy.
  You will meet many magi whose desire for
  personal gain shortens their sight and threat-
  ens others in the Order. Do not oppose these
  magi directly, but for the good of the Order
  you must see to it that their plans are thwart-
  75
  A Redcap can require
  that a covenant make a
  copy of any written
  message so that the
  Redcap can carry it to
  the next covenant.
  
  ed. Make sure that other magi know of their
  folly, and let them confront the wrongdoers.
  Like all others in this House, you have a
  wanderlust that keeps you from being happy
  staying in one place. Even Gifted followers of
  Mercere often travel to various covenants
  rather than stay perpetually at one.
  Ideally, you will be quiet and contempla-
  tive, like Belín. You will watch, listen, learn,
  and tell, rather than involve yourself directly
  in the affairs of the world and the Order.
  Priorities
  1)   Promote harmony within the Order.
  2)   Maintain the integrity of House Mercere.
  3)   Guard your personal integrity.
  Outlook
  • Bjornaer: They keep to themselves and
  cause little trouble.
  • Bonisagus: Their political action combined
  with Mercere’s holds the Order together.
  • Criamon: Separatist and secretive, but at
  least they don’t bother other magi.
  • Ex Miscellanea: They have little to do with
  other magi, and that brings them under
  suspicion. They would be the first to turn
  against the Order in a crisis.
  • Flambeau: Their uncontrolled energy and
  violence disturb the Order.
  • Jerbiton: Their skill at politics is vital to the
  survival of the Order.
  • Merinita: Their faerie ways make them unpre-
  dictable and possibly a source of dissension.
  • Quaesitoris: Without them, the Order
  would fall apart. Be sure that they know
  everything of importance.
  • Tremere: Though they vie for power, at
  least they do so within strict limits of behav-
  ior. They can be respected for their faithful-
  ness to the Code.
  • Tytalus: Troublemakers. Their games could
  bring ruin to the Order.
  • Verditius: They offer vital services to other
  Houses and try to keep the peace. More
  magi should be like them.
  • Demons: A dire threat to the Order’s
  integrity. Be alert to their machinations.
  • Nobles: One can negotiate with them,
  sometimes.
  • The Church: Difficult to negotiate with.
  They are the cause of most of the Order’s
  problems with society.
  • Commoners: Though they are weak, they
  are numerous and therefore dangerous. Be
  sensitive to their moods.
  Intra-House Relations
  House Mercere is well-organized, and you
  have a place in that organization. Carry out the
  duties that are assigned to you. If you do well,
  you will rise in the ranks and become responsi-
  ble for more and more territory. Share every-
  thing with fellows of your House so that they can
  do a better job. Never hide your failures from
  your superiors, or your troubles will only increase.
  As you prove your value to the House and to
  the Order, and as you assume more dangerous
  responsibilities, you will be given magic devices
  to help you. Most of them are designed to pro-
  tect you on your journeys through hostile lands.
  Magic
  Redcaps generally carry a few magical devices
  to help them in their work. Common spells
  mimicked by these devices are The Chirurgeon’s
  Healing Touch, Disguise of the New Visage, Leap of
  Homecoming, Veil of Invisibility, Image from the
  Wizard Torn, Posing the Silent Question, and
  Trackless Step, as well as the parma magica.
  Gifted followers of Mercere specialize in making
  magic devices for Redcaps. House Mercere also
  buys special magical devices from Verditius magi.
  HOUSE MERCERE IN PLAY
  Saga Idea
  The senior scribe of the library at Harco wish-
  es to update the geographical records. She
  assigns a Redcap to visit various places around
  Europe and beyond, and she employs the player
  characters to accompany her. The characters
  move from location to location, cataloguing
  covenants, places of mystery, centers of vulgar
  power, etc. Each new place faces the characters
  with new challenges and new opportunities.
  Story Ideas
  • A Redcap is missing, and the characters
  must find out what has happened to her.
  Has there been foul play, and if so, is it part
  of a larger plot?
  • A Redcap brings news of strange events
  (magical or political) happening nearby.
  He requests that the characters accompany
  him to investigate so that he can make a
  full report to Mihalyi.
  76
  Notes on Redcaps
  Redcaps 
  often 
  learn
  secrets about magi and
  covenants that they do
  not share with others
  outside 
  their 
  House.
  Anyone using magic to
  read a Redcap’s mind
  could learn a fair bit
  about other magi in the
  area, but doing so has
  been defined as spying
  with magic and is con-
  sidered a serious breach
  of the Code of Hermes.
  Notes on Mercere
  Characters
  You can run a Redcap
  either as a Companion or
  as 
  a 
  magus. 
  (The
  “Companion” or “magus”
  distinction is a matter of
  game 
  mechanics. 
  In
  either case, a Redcap is
  recognized as a Hermetic
  magus who has sworn to
  uphold the Code, whether
  or not the Redcap is
  Gifted.) Though most
  Redcaps travel continual-
  ly, a Redcap character
  can be a member of a
  covenant. You would be
  assigned as a scout and
  guide for the covenant, as
  well as a messenger for a
  small area nearby. Your
  long-term goal is to learn
  about the area by work-
  ing with the covenant,
  and when you are experi-
  enced, you will assume
  more 
  regular 
  Redcap
  duties. All Redcaps are
  nominally members of
  individual 
  covenants,
  though they typically
  spend little time there.
  A Gifted Mercere could
  also be a player charac-
  ter, especially one who is
  a bit more independent
  and mobile than most.
  In either case, be aware
  that 
  a 
  follower 
  of
  Mercere will have many
  responsibilities outside of
  the covenant. The possi-
  bilities for political sto-
  ries are good, but adven-
  turing may be limited.
  
  ENOMIL, FOLLOWER OF MERCERE
  Thin, weathered, and wrinkled, Enomil
  comes across as frail, but she has a heart that
  pushes her on and a body that endures. Her
  curly, gray hair is usually wrapped in a ker-
  chief. Her typical outfit consists of sturdy
  boots, a linen dress, gloves, a walking stick, a
  rucksack, several belt pouches, and, of course,
  her red cap. Enomil’s manner, speech, and
  stride all convey a devotion to her station.
  Her devotion, unusual even by Mercere
  standards, stems from an event early in her
  career as a Redcap. She was delivering a
  message for her mater, and the route took
  her through the village where she was
  born. She visited her family to tell them of
  her wonderful new life. Sadly, her family
  had suffered bitterly over the years and did
  not want anything to do with Enomil and
  her new life, and they cast  her out of their
  home and into the night. Enomil, badly
  shaken and heartsick, wandered off her
  route for days, wondering how she could
  have been so foolish as to think they would
  accept her back. She cursed herself for
  believing that her family had ever cared
  about her, ashamed to admit how much
  she had cared for them in spite of every-
  thing. When she finally regained her wits
  and returned to her path to deliver the mes-
  sage from her mater, she arrived to find the
  keep she’d been bound for smoldering and
  ransacked and the person for whom the
  message was intended lying dead in his
  nightclothes. Upon opening the message,
  she read the words, “They threaten to take
  matters into their own hands. You must
  meet with them before the new moon.”
  Haunted both by her failure to deliver her
  message and by her divided loyalties, Enomil
  threw herself into service to the Order as resti-
  tution. She intended to show her loyalty to the
  Order and especially to House Mercere.
  Enomil has magical abilities (something
  atypical for a Redcap), but recently she has
  taken a vow to stop using her magic for seven
  years. Just as Mercere lost his magic and
  became a messenger, so Enomil plans to give
  up her magic. Recapitulating the life of the
  founder may have any number of magical
  effects. It could give her greater insight into
  being a messenger, or it could somehow bless
  her endeavors. It might even connect her with
  Mercere somehow, forging a magical link into
  the past. It could, for example, reveal to her
  Mercere’s secrets of transformation, which were
  lost to the Order when Mercere lost his power.
  A symbolic, ritual act such as Enomil’s vow is
  beyond the scope of Hermetic magic, and its
  results cannot be predicted by Hermetic theory.
  Enomil has a ring enchanted with a Leap of
  Homecoming to her mater’s private chambers,
  given to her by her mater when she passed
  her gauntlet. She also carries a Veil of
  Invisibility in powder form.
  Enomil’s Apprentice
  She is training her apprentice as a non-mag-
  ical messenger, even though he or she is Gifted.
  In six years, when she starts using magic again,
  Enomil will start training him or her in magical
  ways, but until then the apprentice is forbidden
  to learn about magic or even to use any native
  magic talent he or she may have. What effect
  this unorthodox strategy will have on the
  youth and what effect participating in Enomil’s
  vow will have cannot be known. No magus,
  however, would intervene: Enomil’s vow identi-
  fies her through the Law of Similarity to the
  founder Mercere, and her actions, though
  unusual, are not to be opposed lightly.
  Enomil’s Filius
  Enomil’s filius trained under her when she
  was still using magic, so his or her training
  was rather orthodox. The filius likely shares
  her devotion to the duties of a Redcap.
  Enomil’s vow is getting her attention and
  respect in the Order, especially in House
  Mercere. Her filius may feel pressure to follow in
  her footsteps. Even if the filius doesn’t feel this
  pressure, he or she has the hard task of living up
  to others’ expectations. Enomil is well regarded,
  and having a mater with such a good reputa-
  tion can be a boon or a burden. The filius may
  feel the need to do something that marks him or
  her as his or her own person to get out from
  under the shadow of such a famous mater.
  Story Idea
  Faeries capture Enomil (who could escape if
  she used her magic). The player characters
  are in a position to rescue her by competing
  in a variety of challenges with the faeries.
  This abduction and these challenges some-
  how recapitulate events in Mercere’s life.
  Learning of Mercere’s life prepares the magi
  for the challenges that await them. Also, if
  Enomil must use her magic (as she might, if
  doing so will save endangered player charac-
  ters), her mythic quest is forfeit and she has to
  start her vow over again.
  77
  
  Enomil, Follower of Mercere
  Age: 56; Apparent Age: 45 (longevity potion); Size: 0; Confidence: 4; Decrepitude: 1
  Thin with a weathered, wrinkled appearance; curly gray hair in kerchief; traveler’s clothes
  and a red cap.
  Characteristics____________                                                   Virtues & Flaws
  +1
  Int (visionary)
  +1
  Prs (confident stride)
  Gentle Gift
  Dark Secret (-1, see text)
  -1
  Per (preoccupied)
  +2
  Com (precise)
  House Mercere
  Driving Goal
  Strong Writer
  Flawed Parma (Mu at 1/2)
  -2
  Str (frail)
  -1
  Dex (trembling hands)
  Well-Traveled
  Vow (-3, travel w/o magic)
  +1
  Stm (enduring)
  -1
  Qik (slow reflexes)
  Personality Traits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +3 
  Devoted
  +1
  Kind 
  None
  +2 
  Brave
  -1
  Forthright
  +2
  Selfish
  Abilities
  3
  Alertness
  4
  Evaluate Documents
  3
  Legend Lore
  6
  Scribe Latin
  4
  Area Lore
  2
  Folk Ken
  7
  Magic Theory
  6
  Speak Latin
  5
  Brawl
  4
  Hermes History
  4
  Parma Magica
  5
  Speak Vulgar
  4
  Chirurgery
  2
  Hermes Law
  6
  Quarterstaff Attack
  2
  Stealth
  3
  Diplomacy
  6
  Hermes Lore
  5
  Quarterstaff Parry
  3
  Survival
  6
  Dodge
  3
  Intimidation
  4
  Ride
  2
  Swim
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +5
  Hand
  +4
  +4
  0
  +3
  Soak: +1
  Quarterstaff
  +10
  +7
  +11
  +8
  Encumbrance: 0
  Techniques and Forms________________________________________Spellcasting Information
  10
  Cr
  6
  An
  6
  Ig
  Spellcasting Speed: -1
  5
  In
  5
  Aq
  8
  Im
  Twilight Points: 0
  8
  Mu
  5
  Au
  7
  Me
  Effects of Twilight: None
  6
  Pe
  9
  Co
  5
  Te
  Wizard’s Sigil: A sense of mourning and loss
  7
  Re
  5
  He
  6
  Vi
  Spells Known (bonus/level)      Name (mastered spells are in CAPS)
  (+18/35)
  Leap of Homecoming
  (+18/20)
  Gift of Vigor
  (+14/10)
  Sight Transp. Motive
  (+16/30)
  Veil of Invisibility
  (+16/20)
  Inexorable Search
  (+15/10)
  Trackless Step
  (+14/25)
  Pose the Silent Question
  (+19/15)
  Disguise New Visage
  (+14/5)
  Cloak of Duck’s Feathers
  (+21/20)
  Chirurgeon’s Healing
  (+16/10)
  Sight of True Form
  (+16/5)
  Invocation of Weariness
  (+14/20)
  Frst. Breath of Spkn. Lie
  Special Items
  Enchanted ring with Leap of Homecoming
  Potion (powdered form) of Veil of Invisibility
  78
  
  79
  Illus. © 1994  Liz Danforth
  Enomil, a Gifted follow-
  er of Mercere, has sworn
  off magic for seven
  years in order to recapit-
  ulate Mercere’s experi-
  ence. Magical, symbolic
  feats such as these oper-
  ate beyond the rules of
  Hermetic magic, so the
  effects are unpredictable.
  
  Motto: Natura veritas unica. (Nature
  is the only truth.)
  Symbol: A stylized oak within 
  a circle
  Merinita: mare-ih-NEE-tah
  CHAPTER NINE:
  HOUSE MERINITA
  
  “There is a magic that predates us, that under-
  lies our spells and theories. The gentle folk of
  the woods know this magic better than we can
  dream, and with patience and skill we may yet
  persuade them to share their secrets with us.”
  —Quendalon, the first primus of Merinita
  “Death to the traitor! Death to the impostor!
  Death to the changeling!”
  —Myanar, the second primus of Merinita, speaking of Quendalon
  81
  
  Followers of Merinita are closely connected to
  faeries and faerie magic. They are given to ask-
  ing riddles, wandering under the full moon,
  playing strange tunes on lutes, and wearing
  brightly colored clothes. Though these frivo-
  lous activities do not win them respect from the
  staid magi of other Houses, the magi of
  Merinita do have impressive control over faerie
  magic, something other magi lack.
  HISTORY
  In the 8th century, Merinita was something
  of a legend and a mystery. She traveled alone
  through the wilderness, somehow com-
  muning with the spirit of the wilds. She was
  recognized as the greatest of all nature magi
  of the age, perhaps any age.
  Trianoma spent a full year tracking her down
  to invite her to help found the Order. For reasons
  still unclear, she came out of the wilds to become
  a member of the Order. After founding her
  House and seeing the Order into its first years of
  stability, however, she returned to her journeys
  through the wilds of this world. She had the
  power to take the shapes of various animals,
  and before she left she hinted that she was on
  the verge of discovering what she called “the
  mystery of the eternal spirit of the wilds.” Some
  claim to have seen her as recently as 1158, and
  many believe that she has become one with the
  wilderness, taking on whatever shapes suit her
  ends. The “eternal spirit of the wilds” may well
  have given her a kind of immortality.
  In the absence of their founder, the House
  turned to its first primus, Quendalon. He
  believed that the essence of nature magic was
  to be found among the faeries. After many
  explorations of the faerie world, Quendalon
  finally entered a deep faerie forest in 799, leav-
  ing his successor, Myanar, in charge. After
  months had passed, House Merinita gave him
  up for lost, but he returned two years later.
  However, he was changed. He had rubies for
  eyes, and he said that though it seemed to him
  he had been gone but two days, in that time he
  had gained power to see deeper mysteries that
  would transform the Order and all the human
  world. Myanar, in turn, claimed that he was
  not Quendalon at all, but a faerie changeling,
  an impostor. After a protracted political and
  magical battle, the magus who called himself
  Quendalon regained control of the House and
  ousted Myanar and his supporters. The outcasts
  were adopted nominally into House Bjornaer;
  but most had trouble adapting to Bjornaer
  magic, and their lineage soon died out.
  Quendalon turned his House to faerie ways,
  which are the ways of the House to the present
  day. As it turned out, his faerie insights did not
  blend well with Hermetic magic, and the other
  Houses rejected the teachings that he thought
  would revolutionize the Order. He did, howev-
  er, manage to find a way to combine Hermetic
  and faerie magic with some success.
  In 807, when Tytalus apparently lost his
  challenge to the faerie queen, Quendalon
  ridiculed him and those in House Tytalus, cre-
  ating ill feelings between the Houses that
  have been passed down to this day. It seems,
  however, that Quendalon was not mocking
  Tytalus’s ambitious attempt to challenge the
  queen, but rather found it amusing that his
  followers thought that his end was tragic.
  Perhaps Quendalon knew what happened to
  him. If he did, he never told anyone outside
  his House. The possibility that the followers of
  Quendalon know what happened and refuse
  to tell the followers of Tytalus only aggravates
  the ill feelings between the two Houses.
  Over the centuries, House Merinita has felt
  the advance of civilization more and more
  painfully. They have seen one faerie forest
  after another fall to the twin powers of church
  bells and iron axes. Though they have occa-
  sionally joined faeries in protecting their
  homes, they have never formed a unified
  force. Some within the House are now sug-
  gesting more concerted action against an
  expanding mundane population.
  During the Schism War of the 10th century,
  House Merinita defended several Díedne magi.
  The Merinita magi were wise enough, howev-
  er, not to involve themselves completely. When
  House Díedne was destroyed, the entire Order
  82
  
  (with the possible exception of House
  Flambeau) was eager for peace, and there were
  no official retributions against House Merinita
  for the aid they offered House Díedne.
  In the 12th century, Mendalus, a powerful
  magus of Merinita, proclaimed that Quendalon
  did a disservice to the House and to the Order in
  general by not following the wise path of
  Merinita. He sought to reconstruct some of the
  knowledge of that path from Merinita’s limited
  writings and from those writings of the Merinita
  magi who were renounced by Quendalon.
  Several in the House have taken up this pursuit
  of wilderness magic, but the vast majority still
  focus on faeries, not on nature in general.
  House Merinita, probably because of its
  connection to faeries, has enjoyed a notable
  absence of diabolist corruption.
  NOTABLE MAGI OF MERINITA
  Merinita: A famed nature maga who may
  still be living in the wilderness. 
  Quendalon: The first primus, possibly a
  faerie changeling. He turned the focus of the
  House to faeries.
  Mendalus: A 12th-century magus who
  rediscovered the writings of Merinita and her
  faithful followers.
  Zurenzialle: A magus of the 12th century
  who one day, without warning, simply disap-
  peared. By examining his laboratory and his
  private writings, others in the House realized
  he was not a human but an elf. Why he came
  to the world of humans to learn Hermetic
  magic is still unknown.
  CURRENT STATUS
  Membership: Sixty-six.
  Domus magna: Irencillia, in the Rhine
  Tribunal. This covenant, hidden deep in faerie
  woods, was founded when this area was wild
  and uncivilized. Since then, the area around
  Irencillia has become more settled and civi-
  lized, and House Merinita has become more
  popular in distant lands far from human
  crowds. Irencillia has little to do with the poli-
  tics of the area or of the tribunal as a whole,
  preferring seclusion above all.
  Primus: Handri, a secretive man who shares
  his concerns and plans with only his most trust-
  ed advisors. Whereas his predecessor had
  encouraged political dialog with the primi of
  other Houses, Handri has turned his attentions
  to the faeries, conducting long private diplomat-
  ic missions into faerie areas. Rumors suggest that
  he has even met with survivors of House Díedne.
  Current concerns: Publicly, their goal is to pro-
  tect faerie areas, but outsiders suspect they have
  other, secret motives as well. They may, for exam-
  ple, be establishing good ties with the faeries so
  that they can one day slip away into Arcadia.
  Those who distrust the faeries distrust House
  Merinita as well. Perhaps this House is secret-
  83
  To this day, the magi of
  House Merinita wonder
  whether it really was
  Quendalon himself who
  returned, but it is a moot
  point: they have his
  legacy, whoever he may
  have been, and they
  have put it to good use.
  An apprentice encounters
  faeries as her apprentice’s
  gauntlet.
  Illus. © 1994  Susan Van Camp
  
  ly giving Hermetic secrets to the faeries, who
  will one day revenge themselves on the magi,
  or so the suspicious suggest. Faeries may well
  have reason to want revenge, since the magi
  have been known to raid faerie areas for the
  magic to be found there.
  As an apprentice’s gauntlet, masters often
  take apprentices into faerie woods to see if
  they can be accepted by the faeries there, or
  at least survive them.
  Entrance requirements are strict. A magus
  must pass a series of magical and illusory
  tests, as well as be accepted by a group of
  faeries chosen by the testers.
  MAGI OF HOUSE MERINITA
  Mentality of a Merinita Magus
  There are mysteries beyond mortal ken, and
  they have been opened to you. As long as you
  remain recognizably human, you will never
  be able to comprehend the mysteries of the
  faeries completely; but you will be able to
  catch glimpses of their eternal, unspeakable
  beauty, and you will share in their might.
  Now that you know the mysteries that faeries
  offer, you recognize all mundane pursuits as petty.
  Human beauty, human strength, and human wis-
  dom are all colorless shadows of the beauty,
  strength, and wisdom to be found in Arcadia.
  Priorities
  1) Explore faeries and their world.
  2) Protect faeries from the predations of
  magus and mundane alike.
  3) Preserve House Merinita.
  Outlook
  • Bjornaer: They recognize the strength to be
  found in the wilderness, but they do not see
  the glory of faeries. Perhaps fear blinds them.
  • Bonisagus: Their failed attempts to mimic
  faerie magic prove the faeries have access to
  something beyond human understanding.
  • Criamon: They run circles in their minds look-
  ing for that which the faeries hold out to us.
  • Ex Miscellanea: They have not been
  sucked into the temptation of civilized lux-
  ury. They are diverse and strong.
  • Flambeau: Though their flames have
  sometimes burned the faerie trees, they can
  be allies against the haughty mundanes.
  • Jerbiton: They are friends of the mundanes,
  who are enemies of the Order and of the fey.
  • Mercere: We have little use for news of the
  outside world.
  • Quaesitoris: They may be useful for those who
  value politics, but we have no need for them.
  • Tremere: They have no appreciation for
  anything other than their own power.
  • Tytalus: They amuse themselves with chil-
  dren’s games. Their founder was at least
  more ambitious.
  • Verditius: Mechanical magic can never
  match the experience of faerie mysteries.
  • Faeries: The most glorious beings on the
  earth.
  • Demons: We lust for none of their dark
  power.
  • Nobles: Their craving for land has cleared
  far too many faerie forests already; they
  must be stopped.
  • The Church: Its incomprehensible dogma,
  clamorous bells, disgusting cathedrals, and
  twisted attitudes toward life make it the
  vilest of human creations.
  • Commoners: They retain enough natural
  simplicity to enjoy music, dance, and food.
  They are closer to faeries than other mun-
  danes. If only they would toss their iron
  into the sea, they might be able to make
  peace with superior races.
  Intra-House Relations
  Your sodales in House Merinita have taken
  anarchy to such an extreme that even anarchy
  is not a dependable rule. Like the faeries from
  which they learn, your fellows are sometimes
  secretive, sometimes random, sometimes dom-
  inating. Occasionally leaders rise who try to
  gain the support of others for their causes. If
  others follow them, these magi become lead-
  ers. If others ignore them, the would-be leaders
  give up. Some Merinita magi revere the primus
  as an envoy from the faerie queen, while oth-
  ers do not even know his name.
  The House has no expectations of how you
  are to act toward your parens. Perhaps you
  are following your parens even though you
  are a magus; perhaps you are now on your
  own. Even if your parens expects continued
  service, it will not be a disgrace in the House
  if you neglect your duties, only a personal
  affront to your parens.
  The faeries touch different magi in different
  ways. House Merinita accepts this fact and
  84
  Arcadia is the land
  of the faeries, con-
  sisting of six differ-
  ent lands: Somniare,
  Atlantium, Antrum,
  Caelum, Barathrum,
  and Tartarus.
  
  relishes the diversity it produces. You are on
  your own to find your way through this ever-
  changing House, just as you are on your own
  in encountering the world of the faeries.
  Magic
  Merinita magi use a broad range of spells,
  including those dealing with illusions, the
  mind, and all aspects of nature. They prefer
  transformations above all.
  Wizard’s Twilight can strike you hard. It could
  release faerie power beyond your control and
  warp you mentally or physically. If you can con-
  trol the experience, however, you may well gain
  new insights into faeries and their nature.
  The following are some of the faerie spells
  that House Merinita has developed by com-
  bining faerie magic with Hermetic theory. You
  need a score in Faerie Magic to learn or cast
  these spells, and your score counts as a bonus
  when casting them. When using these spells,
  you get a bonus or penalty according to the
  effect that the local aura has on faeries, not
  on Hermetic magic. Thus, if you are in a
  Dominion with a strength of 4, you will
  receive -8 on rolls related to these spells. All of
  these spells, because they incorporate faerie
  elements, are unpredictable. The descriptions
  given describe what these spells usually do,
  but sometimes they take on lives of their own
  and have different effects.
  None of these spells is exactly duplicable
  through standard Hermetic magic, and any
  close approximations would be at least 5 lev-
  els higher (that is, more difficult, without
  being more effective).
  All of these spells have limited durations,
  and none can be extended by raw vis.
  Repeated use of faerie spells on individuals
  can cause permanent damage of the
  strangest type, so use these spells sparingly.
  Like the faerie powers they copy, these spells
  do not excel at immediate damage capability.
  Mask of the Beast, for example, does little to stop
  an enemy warrior. For better effect, cast it on the
  leader of an attacking mercenary band while he
  addresses his troops. Like Tongues of Ancient
  Ages, this spell works best as part of a campaign,
  striking at morale, rather than helping in a bat-
  tle by striking at the bodies of the attackers.
  Merinita magi can create magic devices that
  copy faerie spells. When they do so, they can
  add their Faerie Magic scores to their Lab totals.
  Breath of Invigoration (Creo Corpus 15)
  Spell Focus: A hot coal (+1)
  R: Reach, D: Inst., Faerie
  You breathe on the target, who then makes a
  stress Stm roll. If the roll is 3+, the target
  regains a lost Fatigue level. If the roll is 9+, he
  or she regains two levels. You cannot use this
  spell on yourself. Unlike any other standard
  Hermetic spells, this spell requires a pawn of
  raw vis to be effective. This is the only Hermetic
  spell that effectively restores lost Fatigue.
  The Feast of Delights (Muto Imáginem 20)
  Spell Focus: A morsel of faerie food (+3)
  R: Spec., D: Spec., Faerie 
  While you cast this spell, you walk around
  the perimeter of the area to be affected. You
  can affect a circle up to twenty paces across.
  You can only cast this spell as the sun is set-
  ting or afterwards, and it lasts until dawn. All
  sight, sound, taste, smell, and touch sensa-
  tions within the circle are altered. Some
  become stronger, some weaker. Some change
  into something slightly different, so that col-
  ors can shift randomly. Sometimes sensations
  change entirely, so that wine can taste blue
  and music sound hot. In addition, lively illu-
  sions appear at random, such as faces on
  trees speaking nonsense riddles or sprites
  dancing on tables. The minds of the partici-
  pants are not affected directly, but spending a
  few hours in an affected area can stir even the
  most stolid into appreciation and wonder.
  Saying a prayer within the circle dispels the
  enchantment.
  Among other reasons, it is because of parties
  held under the effects of this spell that the magi
  of Merinita find the mundane world boring.
  Mask of the Beast (Muto Corpus 25)
  Spell Focus: A bit of fur or skin from the
  appropriate animal type (+2)
  R: Near, D: Sun., Animál, Faerie
  The target’s head turns into that of an appro-
  priate animal. The type of animal depends on
  the personality of the target and the circum-
  stances. For example, a brave warrior might
  get a lion’s head, a scholar might get the head
  of an owl, and someone deceiving you could
  have his or her head turned into that of a ser-
  pent. The new head is human-sized or larger.
  The target does not feel the transformation
  happen and can only directly perceive it by
  touch or by seeing a reflection. Things worn on
  the head, such as a helmet, adapt to the shape
  and size of the new head. (If this were a stan-
  85
  Faerie Magic is a +1
  Virtue much like an
  Affinity with faeries.
  Most Merinita magi
  have this Virtue, which
  confers an Ability with
  the same name. The
  character must pur-
  chase a score in the
  Ability separately.
  
  dard Hermetic spell, it would have casting req-
  uisites to match the headgear that it trans-
  forms, but it’s a faerie spell, so it does not have
  these requisites.)
  Gaze of the Thousand Pinches (Perdo Corpus
  5)
  Spell Focus: A small pinching creature, like a
  beetle (+1)
  R: Near, D: Conc., Faerie
  As long as you watch the target and main-
  tain concentration, the target feels one pinch
  each second in a random part of the body.
  Each round, you roll a stress die to determine
  the severity of the pinches, and the target
  makes a Stm + Concentration roll. If you beat
  the target’s roll, it cannot maintain its com-
  posure, because of the pain and distraction.
  Tongues of Ancient Ages (Muto Herbam 45)
  Spell Focus: A sprig of mistletoe (+2)
  R: Spec., D: Spec., Faerie
  This spell awakens plants, giving them the
  intelligence, capacity for speech, and limited
  mobility of the limbs that they had in ages past
  when the faeries ruled the world. If cast with an
  Animál requisite, the spell also grants intelli-
  gence and speech to animals. It covers an entire
  natural area, such as a valley, hill, or copse, or
  five miles square, whichever is smaller.
  The animals and plants are not under your
  control; they are free to do and say as they
  please. In general, however, they seek
  vengeance against humans, who usually
  have enslaved, slaughtered, felled, or hunted
  them. (Dogs are a notable exception, general-
  ly remaining loyal to their masters.)
  A spell like this is more effective as an attack
  on the morale of a community than as a mili-
  tary maneuver, but it can have tactical useful-
  ness as well. For instance, you can use it to coor-
  dinate a defense of an area and use the plants
  and animals as spies. (They are not likely, how-
  ever, to be well-disciplined agents.)
  The Weakling’s Revenge (Muto Corpus 20)
  Spell Focus: A silvered mirror (+1)
  R: Near, D: Sun., Faerie
  You reverse the target’s strengths and weak-
  nesses, making the beautiful ugly, the dim
  bright, and the clumsy fleet of foot. Reverse
  the positive and negative signs for the target’s
  characteristics for the duration of the spell.
  Flaws remain, so that someone with poor
  hearing will still hear poorly, but any Virtues
  or Flaws that affect a characteristic directly
  (such as “Stocky”) are reversed along with the
  characteristics. Size is not affected.
  If this spell is cast on non-humans, the
  characteristics rise or fall by as many points
  as they differ from the average for that type of
  creature. For instance, suppose you cast the
  spell on an ogre with Str +6. If the storyguide
  determines that the average Str for an ogre of
  his type is +4, then he is 2 points higher than
  “normal” and this spell causes his Str to drop
  to 2 points below his average—in other words,
  to +2. If the average ogre of his type had +7
  Str (that is, if he were a weak ogre, as ogres
  go), then his Str would go up to +8.
  Awaken the Mirror’s Self (Muto Mentem 25)
  Spell Focus: A bronze mirror (+1)
  R: Near, D: Sun., Faerie
  The target’s Personality Traits reverse, nega-
  tive traits becoming positive and positive ones
  becoming negative. The target may resist
  with a stress roll of 15+; use his or her highest
  Personality Trait as a bonus. You can end the
  spell by speaking the target’s name to the tar-
  get. Confidence is not affected.
  The Faeries’ Touch (Muto Mentem 20)
  Spell Focus: A drop of wine (+2)
  R: Eye, D: Sun., Faerie
  The target’s emotions, memories, and subjec-
  tive feelings vary at random over the course of
  this spell, sometimes growing out of proportion
  and other times shrinking to almost nothing.
  This spell affects one’s sense of time, signifi-
  cance, safety, self-worth, etc. It also can call up
  vivid memories from the past. To others, the tar-
  get looks highly confused, but the target gener-
  ally feels entirely lucid, if not inspired and wise.
  HOUSE MERINITA IN PLAY
  Saga Idea
  The previous primus, Vinaria, was deeply
  concerned about the loss of faerie areas and
  other magical lands. She held long councils
  with primi of Houses Ex Miscellanea,
  Flambeau, Tremere, and Tytalus. She even
  tried to gain an audience with Urgen, then
  primus of Bjornaer, despite the animosity
  between their Houses, but he rebuffed her.
  Then Vinaria disappeared, into “faerie
  Twilight,” the Merinita magi said. Actually, she
  is working behind the scenes, perhaps with the
  86
  
  silent support of the primi whom she found
  cooperative. If she has designs, they concern
  halting the expansion of mundane civilization.
  Some say that Urgen, former primus of
  Bjornaer, is doing much the same thing.
  Perhaps the two Houses have found common
  cause and have healed the hostility that used to
  separate them. Or perhaps they operate inde-
  pendently, or even in competition.
  Player characters learn more about these
  events as faerie activities that at first seem
  random start to fall into a pattern. As the
  characters learn more, which side do they
  take? What if they learn that even House
  Díedne is involved in these schemes? Spies,
  guards, warriors, and diplomats will all find
  their abilities taxed in the widening conflict.
  Such a confrontation could result in the fall
  of House Merinita or its long-awaited recon-
  quest by those who follow Merinita’s path
  instead of Quendalon’s.
  Story Ideas
  • A promising apprentice of a character has
  faerie blood, and Merinita magi scheme to
  gain the apprentice for their own.
  • Merinita herself is spotted somewhere, and
  Merinita magi organize or fund a search for
  her. Those who follow faeries’ ways may try
  to sabotage the mission, while those who
  follow Mendalus’s example hope to learn
  important secrets from their founder.
  RETONI, FOLLOWER OF MERINITA
  Magi often mistake Retoni for an entertain-
  er, and he usually doesn’t mind the error. He
  is fat, and fond of brightly colored clothes, so
  he can seem comical. But his clear voice, con-
  fident demeanor, wry humor, and some intan-
  gible quality always win him a good impres-
  sion. And when those virtues are insufficient,
  he plays his flute and wins friends that way.
  Retoni composes melodies on his flute that, in
  his words, “code experience into music” or
  “replicate the underlying music of an event.”
  Apparently he can capture the essence of an
  event by composing a melody about it, but only
  when he actually experiences or witnesses the
  event. When he later plays his melodies, the
  essence of the recorded events comes forth and
  affects those around him. The simplest effects
  are emotional. For instance, a melody composed
  at a wedding promotes feelings of love and com-
  mitment. His powers, however, apply to more
  physical endeavors as well. A melody he com-
  posed when several Albigenses ambushed and
  killed crusading mercenaries in Provençal, for
  instance, can boost the chances of victory in bat-
  tle, especially a battle fought against crusaders.
  (Retoni was on the side of the Albigenses. If he’d
  been on the side of the mercenaries, his melody
  would bring sorrow and loss.)
  In order to record more and better events,
  Retoni travels widely. He has found his way
  into faerie celebrations, bloody battlefields,
  noble courts, plague-ridden lands, and many
  other areas. (The one type of experience he has
  been unable to replicate with his music is that
  of the divine glory one can feel in a cathedral.)
  Retoni’s Apprentice
  Retoni makes sure that his apprentice develops
  one (and probably only one) performing art, such
  as singing, playing an instrument, acting, jug-
  gling, etc. Retoni does not actually teach tech-
  niques; rather, he guides the apprentice in devel-
  oping his or her own unique style. (Innovators are
  more likely to be mocked than applauded in
  mundane culture, so his apprentice may find that
  outsiders fail to appreciate his or her abilities.)
  The apprentice accompanies Retoni as a near
  equal on his travels, not as a servant. Retoni is
  casual about studies, but he makes sure that the
  apprentice learns what he or she needs to know.
  Retoni will have the apprentice perform
  for an audience of faeries as his or her
  apprentice’s gauntlet.
  Filius
  Once his apprentice passes the gauntlet,
  Retoni expects the apprentice to go his or her
  own way and follow his or her own goals.
  The filius certainly has a performing ability
  of some kind, but it may be that he or she
  never really had much talent for it.
  Story Idea
  Retoni wanders to the troupe’s covenant to
  look into some interesting events that he’s
  heard about. He composes a new song to com-
  memorate the event, and he may be able to
  draw songs from his repertoire to help the play-
  er characters deal with their current problems.
  87
  Retoni’s special musical
  skill is represented by a
  Virtue called “Mystic
  Musician,” in which he
  has a score as with an
  Ability. It costs +2, like
  Enchanting Music. Its
  precise effects are up to
  the storyguide. Note that
  Retoni doesn’t know the
  limits of his abilities
  himself.
  
  Retoni, Follower of Merinita
  Age: 39; Apparent Age: 35 (longevity potion); Size: 0; Confidence: 3
  Fat; wears bright clothing; almost-comical appearance; carries a flute. 
  Characteristics____________                                                        Virtues & Flaws
  +2
  Int (clever)
  +2
  Prs (confident)
  Enchanted Music
  Life-Linked Magic
  0
  Per
  +1
  Com (clear voice)
  Faerie Magic 
  Overconfident
  Free Expression
  Slow Caster
  -2
  Str (weak)
  -1
  Dex (graceless)
  Subtle Magic
  Weakness (poets &
  0
  Stm
  -2
  Qik (overweight)
  Well-Traveled
  storytellers)
  Personality Traits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +2 
  Flighty
  -3
  Practical 
  None
  +1
  Charming
  0
  Gullible
  Abilities
  2
  Certámen
  3
  Finesse
  5
  Penetration
  3
  Scribe Latin
  4
  Charisma
  2
  Hermes History
  5
  Play Flute
  7
  Sing
  4
  Craft Musical Inst.
  2
  Hermes Lore
  4
  Quarterstaff Attack
  5
  Speak Latin
  3
  Dodge
  5
  Magic Theory
  3
  Quarterstaff Parry
  4
  Speak Own
  6
  Faerie Lore
  4
  Mystic Musician
  2
  Scan
  5
  Storytelling
  3
  Faerie Magic
  3
  Parma Magica
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  -2
  -1
  0
  -2
  Soak: 0
  Quarter Staff
  +7
  +5
  +9
  +6
  Encumbrance: 0
  Techniques and Forms___________ _ _ _ _ _ _ _ _ _ _ _ _Spellcasting Information
  10
  Cr
  5
  An
  5
  Ig
  Spellcasting Speed: 1
  5
  In
  5
  Aq
  7
  Im
  Twilight Points: 1
  8
  Mu
  5
  Au
  12
  Me
  Effects of Twilight: None
  5
  Pe
  7
  Co
  5
  Te
  Wizard’s Sigil: The faint trill of a flute on the wind
  5
  Re
  5
  He
  6
  Vi
  Spells Known (bonus/level)    Name (mastered spells are in CAPS)
  (+29/25)
  Awaken the Mirror’s Self
  (+16/20)
  Perceive Magical Scent
  (+14/20) Wizard’s Sidestep
  (+24/25)
  Mask of the Beast
  (+18/20)
  Shroud Magic
  (+22/15) Breath of Invigoration
  (+24/20)
  Emotion of Rev. Intentions
  (+14/20)
  Waiting Spell
  (+19/10) Notes of Delightful Sound
  (+29/20)
  Faerie’s Touch
  (+24/20)
  Weakling’s Revenge
  (+21/5) Gaze of 1,000 Pinches
  (+24/20)
  Feast of Delights
  88
  
  89
  Retoni can compose mel-
  odies that capture the
  essence of an event, such
  as a love affair or a mas-
  sacre.
  Illus. © 1994  Liz Danforth
  
  90
  Motto: Lex super voluntate. (The law above 
  the will.)
  Symbol: The scales of justice
  Quaesitor: KWY-see-tore. The House’s official
  name is House Guernicus, but almost everyone
  calls it “the House of quaesitoris” or “House
  Quaesitor.” “Quaesitor” means “judge” in Latin
  (plural: quaesitoris). Actually, the quaesitoris
  are not judges, in that they do not usually
  make rulings. Rather, they record and enforce
  decisions made by magi voting at tribunals.
  CHAPTER TEN:
  HOUSE QUAESITOR
  
  91
  “If we are to have an order to regulate and
  command our behavior, let there be no ques-
  tion about it, let there be no weakness in the
  law, let there be no exceptions for those who
  feel they are above the Code. If we are to have
  an Order of Hermes, I will give it order of law.”
  —Guernicus, founder of the House, at the first tribunal
  
  The quaesitoris are the judges of the Order,
  those who travel from place to place oversee-
  ing 
  tribunals, 
  investigating 
  covenants’
  actions, and reminding magi of their pledge
  to uphold the Code of Hermes. Most magi
  find them intrusive, but without their disci-
  plined adherence to the Code and the
  Peripheral Code, the Order would have fallen
  apart years ago. They have uncovered the
  roots of Hermetic magic in Rome and in
  ancient Egypt, which gives them a strength of
  tradition, and access to powerful, secret ritu-
  als, which they guard in their domus magna.
  Duties and Powers of a Quaesitor
  A quaesitor must be present at a tribunal for its
  decisions to be legally binding. The quaesitor
  may not vote but is responsible for judging the
  validity and legality of the decisions made. If
  more than one quaesitor is present, the senior
  quaesitor has all the power to make decisions,
  and the junior quaesitoris are relegated to the
  status of consultants. A quaesitor may overrule
  any vote by the tribunal if it goes against the
  Code of Hermes or the Peripheral Code. If the
  voting magi flout the Code or the Peripheral
  Code, a quaesitor may declare the entire tri-
  bunal invalid.
  Quaesitoris also have the right to investigate
  problems, interrogating the magi and others
  involved. Refusing to cooperate with an investi-
  gation is a punishable offense, with the severi-
  ty of the punishment to be decided on in tri-
  bunal on the basis of the severity of the actions.
  A quaesitor does not have much immediate
  power if other magi decide to ignore him or her,
  but the quaesitor can call down severe reper-
  cussions to those who do not follow his or her
  rulings. The quaesitoris can call special tri-
  bunals at which they vote and at which other
  magi may come only as non-voting witnesses.
  Anyone causing so much trouble that a quaesi-
  toris’ tribunal becomes necessary is likely to suf-
  fer unpleasant consequences. A quaesitoris’ tri-
  bunal has authority to overrule any standard
  tribunal.
  The quaesitoris have a team of magi, many of
  its members from House Flambeau, that they
  can call on in need. These powerful wizards
  enforce the law when the orders of the quaesi-
  toris are not followed.
  [END INSERT]
  HISTORY
  When the Order was being founded, the
  magus Guernicus showed great skepticism that
  magi could work together and would allow
  themselves to be governed by the Code. He esti-
  mated the life span of the Order would be “three
  score and ten years—or a bit longer thanks to
  the potions of longevity.” Trianoma, the ener-
  getic maga behind the movement to form the
  Order, finally grew weary of Guernicus’s skepti-
  cism and asked him what provisions the Order
  would have to make to survive. Guernicus said
  the Order would need a magus whose sole duty
  would be to police the other wizards, to keep
  peace, and to enforce the Code. At Trianoma’s
  suggestion, Guernicus took this role.
  Guernicus was a gadfly in his role as judge,
  and many accused him of looking for disputes in
  an effort to prove that the Order could not stand.
  It was thanks to his fierce challenges and insis-
  tence on regulation, however, that the Peripheral
  Code was formed, and it has provided the magi
  with a firm, practical base of rules ever since.
  As Guernicus’s apprentices began to assume
  their duties, magi of other Houses complained
  that they had no say in the enforcement of the
  Code. They wanted members of their House to
  have some of the powers that the quaesitoris
  had. Guernicus met with the founders and
  primi of the Houses, and they reached an
  agreement. Guernicus would grant quaesitor
  status to magi from other Houses, in addition to
  training his own apprentices. At first these
  quaesitoris were seen as representatives of their
  Houses, but over the years the quaesitoris have
  been careful to select magi who are objective
  rather than partisan. After the intense training
  92
  Duties and Powers of a Quaesitor
  A quaesitor must be present at a tribunal
  for its decisions to be legally binding. The
  quaesitor may not vote but is responsible for
  judging the validity and legality of the deci-
  sions made. If more than one quaesitor is pre-
  sent, the senior quaesitor has all the power to
  make decisions, and the junior quaesitoris are
  relegated to the status of consultants. A quae-
  sitor may overrule any vote by the tribunal if
  it goes against the Code of Hermes or the
  Peripheral Code. If the voting magi flout the
  Code or the Peripheral Code, a quaesitor may
  declare the entire tribunal invalid.
  Quaesitoris also have the right to investi-
  gate problems and to interrogate the magi
  and others involved. Refusing to cooperate
  with an investigation is a punishable
  offense, with the severity of the punishment
  to be decided on in tribunal on the basis of
  the severity of the actions.
  A quaesitor does not have much immedi-
  ate power if other magi decide to ignore him
  Illus. © 1994  Eric Hotz
  or her, but the quaesitor can call down
  severe  repercussions on those who do not
  follow his or her rulings. The quaesitoris can
  call special tribunals at which they vote and
  at which other magi may come only as non-
  voting witnesses. Anyone causing so much
  trouble that a quaesitoris’ tribunal becomes
  necessary is likely to suffer unpleasant con-
  sequences. A quaesitoris’ tribunal has
  authority to overrule any standard tribunal.
  The quaesitoris have a team of magi,
  many of its members from House Flambeau,
  that they can call on in need. These power-
  ful wizards enforce the law when the orders
  of the quaesitoris are not followed.
  
  that these new quaesitoris receive, few of them
  are partial to their own Houses. In fact, many
  even rule unfairly against members of their
  Houses to show that they are not bound by old
  loyalties. It is said that the last person one
  wants as a quaesitor is a quaesitor from one’s
  own House. Every House has at least one quae-
  sitor at all times.
  Guernicus’s successors were more optimistic
  than he, and they judged the Order without his
  apparent hostility. Still, Guernicus’s precedent
  has guided the quaesitoris, making the House
  at times more adversarial than cooperative.
  Late in the 9th century the primus Fenicil real-
  ized that the newly created Order had little tra-
  dition on which to base itself and that this lack
  of foundation made its rules seem arbitrary and
  thus not worthy of a wizard’s respect. He
  launched a decades-long campaign of search-
  ing what records remained of Roman wizardry
  to find a deeper foundation for the Order. This
  search led him back to the Cult of Thoth and the
  writings of Hermes Trismegistus. Basing his
  arguments on this history, Fenicil declared the
  Order of Hermes to be a temporary manifesta-
  tion of an eternal organization and its laws to
  be likewise based on ancient history, not merely
  on recent need for expedience. Strict adherence
  to the letter of the law was Fenicil’s mandate to
  his House and the Order.
  Besides discovering evidence of previous mag-
  ical orders, Fenicil found ancient rituals of great
  power. Magic rituals from Egypt and Rome
  depended on a large and devoted following,
  not on the power of individuals. As such, they
  can only be performed by groups of people
  committed to a single cause. Thanks to this
  research, the quaesitoris have powerful, secret
  spells that cannot be cast by non-quaesitoris,
  unless a group of them were somehow connect-
  ed to each other and shared a powerful goal.
  In the 10th century, a few magi discovered
  documents that seemed to be written by
  Guernicus. Found at the covenant of Duresca in
  Iberia, they came to be known as the “Duresca
  Scrolls.” They described a secret agenda of the
  quaesitoris, essentially a plan to dominate first
  the Order and then the world. These scrolls
  caused quite a stir in the Order, but they were
  officially declared fraudulent and destroyed.
  (Of course, quaesitoris presided over the tri-
  bunal that ruled on their authenticity.) A few
  secret copies of the documents remain, but the
  quaesitoris have little patience with anyone
  who brings up the Duresca Scrolls.
  Later in the 10th century, the quaesitoris
  avidly pursued the execution of the diabolic fol-
  lowers of Tytalus. With the execution of these
  criminals, attention was turned away from the
  Duresca Scrolls.
  During the Schism War, House Quaesitor was
  in turmoil. The quaesitoris almost completely
  lost their control and authority as skirmishes
  among magi evolved into outright battles.
  Then, as House Tremere prepared itself for all-
  out war, the quaesitoris made a fateful decision.
  They fell in with House Tremere and supported
  the destruction of House Díedne. After the last
  Díedne magus was hunted down and slain, the
  quaesitoris had regained their position of power.
  In fact, they now had shown to what extremes
  they would go to maintain order, and they
  pointed out that they could have ended the war
  earlier if they had had more authority. Ever
  since the Schism War, the quaesitoris have
  enjoyed greater power than before.
  For two hundred years, the quaesitoris fol-
  lowed Fenicil’s precedent of basing judgments
  on strict interpretations of the law, and adopted
  his assumption that anything more flexible
  would defeat the purpose of the law itself. Then
  in 1148 a well-respected quaesitor, Simprim,
  began openly opposing this policy, stating that
  a law or tradition incapable of change is a bur-
  den on the Order rather than a blessing. Many
  quaesitoris, mostly younger ones, have come to
  agree with Simprim. With this split of opinion,
  the Traditionalists and the Transitionalists were
  formed. The Traditionalists hold that the law is
  more important than individual magi and that
  the magi must learn to adapt themselves to it.
  Only through such discipline, they claim, will
  the Order hold together. The Transitionalists,
  however, see the well-being of individual magi
  as the foremost concern, with the law aiding
  them and changing to fit changing times. They
  are led by Ornel, filius of the late Simprim.
  The Traditionalists and Transitionalists dis-
  agree, for example, about how to deal with the
  growth of the mundane population. The
  Traditionalists want to keep a pure separation
  between mundanes and magi, whereas the
  Transitionalists are lenient about magi who
  attempt to reach some kind of compromise with
  the mundanes. Over this topic, the debates are
  particularly heated. The Transitionalists say that
  the Traditionalists offer no new ideas to help the
  Order deal with this new problem, only an out-
  dated Code. The Traditionalists respond by say-
  ing that the Transitionalists offer nothing either, 
  except criticism of a Code that was designed by
  93
  
  magi with better minds and more noble spirits
  than they will ever have.
  When the last primus, Arliandus, died, the
  Traditionalists lost a good deal of power and
  clout. He had led the Traditionalist faction, a
  role now filled by his filius Jart. The current
  prima was thought to be a neutral in the
  debate, but more and more quaesitoris are sus-
  pecting that she has Transitionalist sympathies.
  And, as Arliandus used to say, “If you’re not a
  Traditionalist, you’re a blasted Transitionalist.”
  NOTABLE MAGI OF HOUSE
  QUAESITOR
  Guernicus: A skeptic who took the role of
  quaesitor because he did not think the Order
  would survive without someone playing that
  role. The House’s founder.
  Fenicil: The primus who first started
  researching the ancient roots of magic, the one
  who eventually provided the quaesitoris with
  the powerful rituals they now use to help
  enforce the law.
  Simprim: Originator of the Transitionalists.
  CURRENT STATUS
  Membership: Fifty-one, plus twenty-three
  quaesitoris belonging to other Houses.
  Domus magna: Magvillus, in the Roman
  Tribunal. This highly secretive covenant has
  nothing to do with local activities, except
  through normal legal channels. No one other
  than quaesitoris are allowed in, and the inner
  buildings are only for those quaesitoris who do
  not belong to another House.
  Prima: Bilera, who is thought to have secret
  Transitionalist sympathies.
  Current concerns: To manage changes in
  the Order so that minimum damage is done to
  the Order and its magi.
  The quaesitoris are trying to deal with two strug-
  gles: the internal split between Traditionalists and
  the Transitionalists, and the growing conflict
  between magi and mortals. Throughout these dif-
  ficulties, they retain their dignity and composure.
  The apprentice’s gauntlet is a grueling oral
  examination on knowledge of Hermetic law.
  Magi may not join House Quaesitor, though
  they can apply to hold quaesitor status. House
  Guernicus tests the applicant’s knowledge of the
  Peripheral Code and reviews his or her record. If
  both are exemplary, the applicant may be grant-
  ed the title and status of quaesitor while retaining
  membership in his or her own House. (The title of
  quaesitor does not pass to one’s filii unless the
  parens is actually in House Guernicus.)
  MAGI OF HOUSE QUAESITOR
  Mentality of a Quaesitor
  You are a member of an ancient institution
  of learning, wisdom, and power. Your history
  goes far back to the ancient Orient and
  beyond. Your role in this marvelous Order is a
  special one: that of judge. You have been
  found worthy to judge the wisest and mighti-
  est of humans, and that is a high honor. You
  still must prove yourself worthy, wise, pru-
  dent, careful, and intelligent, however, before
  you can be allowed to share the greater mys-
  teries at the center of your House. Someday, if
  you are found worthy, you will know what
  only the best quaesitoris know and perform
  rituals of great power. For now, use your wis-
  dom to hold the Order together through these
  dangerous times.
  Priorities
  1) Be faithful to the Code.
  2) Resolve disputes constructively.
  3) Earn personal honor and recognition
  within your House.
  4) Earn honor in the Order.
  For a Transitionalist, 1) and 2) are reversed.
  Outlook
  • Bjornaer: Their secretiveness breeds suspicion
  and dissent. Do not let them shirk the Code.
  • Bonisagus: Most-honored descendants of
  this Order’s founder. Sometimes, however,
  they need to be reminded that Bonisagus
  merely revived an eternal institution.
  • Criamon: They sometimes believe that their
  94
  
  “insights” place them above the law, but they
  rarely give others trouble.
  • Ex Miscellanea: Some of them flout the
  Code in their distant, hidden hovels. When
  the current crises are over, we might have to
  take a close look at the riffraff that has made
  its way into House Ex Miscellanea.
  • Flambeau: They can be allies who help
  enforce the Code or violent nuisances.
  • Jerbiton: They seek to breach the boundary
  that has separated mundane from magus. If
  they continue in their actions, the Order
  could become so unstable that it will fall
  apart.
  • Mercere: Most-valued and useful Redcaps.
  While we are the Order’s conscience, they are
  its limbs, mouth, and ears.
  • Merinita: They rashly side with faeries
  against their sworn sodales. They are difficult
  to control and to predict.
  • Tremere: They know the value of discipline.
  More Houses should adopt their methods of
  leadership.
  • Tytalus: Irritating jesters whose constant con-
  flicts distract us from more important work.
  • Verditius: They work well with magi of other
  Houses, building stability.
  • Faeries: Distracting, silly, pointless beings.
  • Demons: A terrible threat to the Order. For-
  tunately for all, we are vigilant against them.
  • Mundanes: We should have nothing to do
  with them. If we could enslave them all with-
  out danger to ourselves, we would.
  Intra-House Relations
  As a young quaesitor, you have a lot to
  prove. If you can maintain order in the area
  assigned to you, you will rise in the ranks and
  be given more territory to oversee.
  Be attentive to your superiors and follow their
  commands carefully. Watch over your lessers
  and teach them in the ways of the House.
  You can call on your superiors when magi
  fail to respect your legal power, but you will
  never rise to a position of importance if you
  cannot handle disobedience by yourself.
  Magic
  Guernicus gave up the pursuit of earth magic
  to study the Art of detection, and his followers
  have excelled at Intéllego ever since. They also
  tend to be gifted at Imáginem and Mentem,
  which complements the way they usually use
  Intéllego. Quaesitoris were the ones who pro-
  vided the Order with such spells as Eyes of the
  Past and Frosty Breath of the Spoken Lie.
  If you go through temporary wizard’s
  Twilight, you will be put on probation for a
  year. Your superiors must judge you fit before
  you can resume normal duties.
  In addition to the spells listed below, the
  House has secret, powerful rituals. Other magi
  speculate that these rituals give the quaesitoris
  unknown power over the Order.
  The Oath of Truth (Perdo Corpus 25)
  Spell Focus: Silver manacles (+4)
  R: Reach, D: Perm., Ritual, Intéllego
  This oath assures that a person will, on pain of
  death, take or avoid a specified action. You and
  two others whom you know well join hands in a
  circle around the target of the spell to cast this rit-
  ual. You address the target by name as part of the
  ritual and say, “Do you swear to . . . ,” and then
  state the conditions of the oath. When the target
  responds, “I do so swear,” the ritual is complete.
  From that point on, the target is under the
  spell and dies if he or she breaks the oath. (Stm
  roll of 18+ to resist; if successful, the target is
  knocked 
  unconscious 
  and 
  receives 
  3
  Decrepitude points.) Even considering breaking
  the oath causes the character to become
  uncomfortable and a bit disoriented.
  Quaesitoris use this ritual to assure compliance
  with the law, but since it is seen as highly intru-
  sive and heavy-handed, it is only used in extreme
  cases. According to tradition, the oath-swearer
  provides the raw vis needed for the ritual.
  Chain that Links the Minds (Intéllego Mentem
  25)
  Spell Focus: A gold chain (+2)
  R: Touch, D: Spec.
  Cast over a chain to be held by you and one
  or more others, this spell allows you to hold a
  silent mental conversation with all those who
  grasp the chain. The spell lasts until anyone
  who holds the chain lets go of it. This silent
  “speech” is voluntary, so no resistance roll is
  allowed. Quaesitoris use this spell to discuss pri-
  vate matters of import in the presence of others.
  The Peripheral Code
  Over the years, the quaesitoris have built up
  the Peripheral Code. Because of the adversarial
  95
  Quaesitor characters can
  have a special arcane
  knowledge, Hermetic Law,
  that represents in general
  their ability to fulfill their
  duties, both in theory and
  practice.
  
  relationship that has developed between this
  House and the rest of the Order, magi generally
  only follow quaesitor judgments that are backed
  by precedents in the Peripheral Code. Therefore,
  the more laws written into the Peripheral Code,
  the more power the quaesitoris have.
  Should a ruling be hotly disputed, the quaesi-
  toris have records even more detailed that
  describe the circumstances involving all the
  cases they have overseen, including most of the
  cases entered into the Peripheral Code.
  Example Precedents from the Peripheral Code:
  “A.D. 780. The provisions of the Code of
  Hermes that refer to Bonisagus apply equally to
  all members of his House.”
  “A.D. 781. The provisions in the Code of Hermes
  referring to tribunal apply equally to any official
  tribunal presided over by a quaesitor.”
  “A.D. 807. Certámen is to be respected as a
  means of settling disputes decisively. Any
  magus refusing to engage in certámen or refus-
  ing to abide by the results of the certámen is
  defeating the purpose of this skill, which is to
  settle conflicts peacefully. Those who refuse to
  accept certámen challenges, therefore, or who
  refuse to abide by the outcome of a certámen
  may suffer coercion that is more violent and
  may be punished by tribunal.
  “No magus may challenge another magus to
  certámen a second time unless the magus to be
  challenged has challenged the first in the
  meantime.
  “Magi may use raw vis to aid them even in
  official certámen.”
  “A.D. 889. No quaesitor shall hold power to
  officiate at tribunal unless that quaesitor bears
  a document declaring him or her by name to
  be a quaesitor in good standing. This document
  must be signed and dated by the primus of
  House Guernicus, and said document shall be
  invalid if it is more than seven years old.”
  “A.D. 913. The magus Hernis, filius of Dorin, fol-
  lower of Tytalus, was renounced for having
  declared three Wizard Wars within the space of
  fourteen months. On careful investigation, the
  tribunal at Durenmar found that his causes were
  not sufficient to warrant Wizard Wars. The voting
  sodales agreed that if Hernis had cooperated with
  the tribunal, he would have been punished but
  not renounced. His stubborn refusal to cooperate,
  to heed earlier warnings, or to admit his errors
  forced the voting members to renounce him.”
  “A.D. 1017. It was determined at the tribunal
  at Doissetep that the magus Pisitulus of
  Flambeau used poor but excusable judgment in
  slaying the magus Forcus of Tytalus, who was
  approaching Pisitulus’s sanctum with apparent
  but not obvious intent to threaten Pisitulus’s
  laboratory and apprentice. Pisitulus was pun-
  ished by the loss of his familiar.”
  HOUSE QUAESITOR IN PLAY
  Saga Idea
  A Traditionalist invalidates a tribunal on tech-
  nicalities, causing hard feelings among the
  attending magi. In response, Prima Bilera
  declares herself a Transitionalist, and the tension
  between the two camps escalates.
  Encouraged by a “lenient” quaesitor in the
  role of prima, various extreme factions in the
  Order begin to press their claims. With a sense
  that they can “get away with it,” magi begin
  making deals with nobles, slaughtering peas-
  ants, flouting tribunal edicts, and otherwise
  acting with less restraint. Some of these actions
  are arguably healthy, having been previously
  suppressed by legalistic quaesitoris. Others,
  however, are clearly selfish, and dangerous to
  the Order.
  In response to this chaos (and exaggerating
  its extent), Traditionalist quaesitoris begin a
  campaign of merciless enforcement of the
  Code, while Transitionalists try to keep the
  peace. The Traditionalists may even split from
  House Quaesitor (though they, of course, claim
  to be the “true quaesitoris”).
  The conflict and turmoil may not resolve itself
  for years. In the meantime, the player charac-
  ters have ample opportunity for adventure and
  profit. They may use the opportunity to pursue
  some goals without hard-line quaesitoris look-
  ing over their shoulders. On the other hand,
  they may find themselves in the way of magi
  who are taking advantage of anarchy, and
  they may sorely miss quaesitoris keeping order.
  Ultimately the Order will have to reach a con-
  sensus on the nature of the quaesitoris. It may
  be that only merciless enforcers can restore
  order and that the quaesitoris become more
  96
  
  powerful than ever before. Or perhaps the magi
  find other ways to settle differences and reach
  harmony, with the quaesitoris relegated to the
  role of scribes in the “new Hermetic Order.”
  Story Ideas
  • A Transitionalist visits the characters to find
  out where they stand in a local dispute
  between another covenant and the Church.
  She is looking for new approaches to this old
  conflict. Can the characters offer constructive
  advice based on their knowledge of local pol-
  itics? The quaesitor makes it clear that, as a
  quaesitor, she cannot enter direct negotia-
  tions with mundanes, but she would happily
  accompany and aid anyone who would try
  such an approach. Can the characters do it?
  • The old quaesitor who served the area dies,
  and a new one is appointed. Representatives
  of the local covenants scramble to find out
  more about the appointee. She arranges a
  special council at which she will introduce
  herself and familiarize herself with the local
  magi. Player characters attend the council,
  and compete in the struggles in order to paint
  the covenant and themselves in the best light.
  CRINOS THE QUAESITOR
  Crinos looks frail, but his piercing eyes reveal
  an inner strength. He is balding, and what hair
  he has left is graying unevenly. He is stooped,
  and he moves about slowly as if his body were
  an unwilling mule. But when he opens his
  mouth or levels his gaze, any doubts another
  may harbor about his capabilities go away.
  Crinos sees demons everywhere, and revealing
  their machinations is his personal quest. His vig-
  ilance borders on paranoia, but his abilities are
  beyond question. His favorite saying is “A keen
  eye and a sharp nose serve the Order better than
  a hundred leaves of the Peripheral Code.”
  When Crinos was an apprentice and nearly
  ready to try the apprentice’s gauntlet, a friend
  of his, also an apprentice, was killed by a dia-
  bolist maga. The friend had been serving under
  a quaesitor who had been assigned to investi-
  gate the diabolist. Though the quaesitor knew
  of the diabolist’s crimes, she followed the
  Peripheral Code to the letter, which slowed her
  investigation. Crinos believes that if the quaesi-
  tor had been more liberal in following (or not
  following) the Code, his friend would be alive
  today. As it was, the diabolist killed the friend
  and used his lifeblood to boost her power and
  escape. Because of this experience, Crinos is
  willing to run his investigations outside the let-
  ter of the law.
  Crinos’s Apprentice
  Crinos recognizes the need to take an appren-
  tice, but he does not let him or her slow him
  down. He cares for the apprentice with a combi-
  nation of neglect and concern. While Crinos cares
  little for the apprentice’s feelings, needs, comfort,
  or even diet, he is very careful not to bring him or
  her into dangerous situations. The apprentice is
  most often seen accompanying him carrying a
  ponderous copy of the Peripheral Code.
  Crinos certainly tries to impress his charge
  with the importance of fighting diabolism,
  but he or she may not share his zeal. Crinos
  tracks down a number of false leads, and he
  overlooks some breaches of the Code that do
  not involve diabolism. An apprentice seeing
  this may conclude that demons and diabolists
  are not nearly the concern that his or her
  master thinks they are.
  Crinos’s Filius
  A filius is certain to have good Intéllego magic
  and to have practiced some investigatory skills.
  His or her attitude toward demons is likely to be
  extreme, but it’s not necessarily going to match
  Crinos’s. While the filius may share his obses-
  sion with demons, he or she may also strive to
  gain distance from him and his goals.
  Crinos certainly plans to call on his filius to
  help him in his investigations, whether he or
  she is eager to help him or not.
  Story Idea
  Devils have become active nearby, and evi-
  dence points to diabolists within the player
  characters’ covenant. Crinos comes to investi-
  gate, and the characters must put up with
  snooping and interrogation while trying to find
  out what happened themselves. Perhaps the
  devils are framing the characters, or perhaps
  there really is a diabolist among them.
  97
  
  98
  Illus. © 1994  Liz Danforth
  Crinos the quaesitor is
  renowned for uncovering
  the handiwork of Hell.
  This bat succumbed to
  Demon’s Eternal Oblivion,
  suggesting that it was an
  imp of some kind.
  
  99
  Crinos, Quaesitor, Follower of Guernicus
  Age: 49; Apparent Age: 45 (longevity potion); Size: 0; Confidence: 3
  Frail, stooped appearance; piercing eyes; balding, with wisps of unevenly graying hair.
  Characteristics____________                                    Virtues & Flaws
  +4
  Int (shrewd)
  -2 Prs (unassuming)
  Visions
  Bad Reputation
  +3
  Per (keen-eyed)
  +2 Com (eloquent)
  House Quaesitor 
  Duty-Bound
  Piercing Gaze
  Fragile Constitution
  -3
  Str (puny)
  +1 Dex (steady hand)
  Social Contacts  (Church)
  Obsessed
  +1
  Stm (tenacious)
  -2 Qik (sedentary)
  Social Contacts
  Sensitive
  (covenfolk)
  Suscept. to Divine Power
  Strong Personality
  Warped Magic (headaches)
  Personality Traits_____________ Strong Writer________________Reputation
  +6
  Tenacious
  +3
  Empathetic
  2
  Heartless (Order of Hermes)
  +4
  Brave
  -5
  Frivolous
  +2
  Cunning
  -3
  Naive
  Abilities
  2
  Alertness
  3
  Disguise 
  4
  Hermetic Law
  4
  Scribe Latin
  3
  Area Lore
  1
  Dodge 
  1
  Intimidation 
  5
  Speak Latin
  2
  Bargain
  2
  Etiquette 
  5
  Magic Theory
  5
  Speak Vulgar
  4
  Certámen
  2
  Finesse
  3
  Occult Lore
  2
  Storytelling
  2
  Church Knowledge
  2
  Folk Ken
  4
  Parma Magica
  1
  Survival
  2
  Church Lore
  2
  Hermes History
  3
  Penetration
  1
  Track
  2
  Dagger Attack
  2
  Hermes Lore
  2
  Pretend
  3
  Visions
  1
  Diplomacy
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  -2
  +1
  0 
  -3
  Soak: +1
  Dagger
  +1
  +7
  +1
  +1
  Encumbrance: 0
  Techniques and Forms__________                                 Spellcasting Information
  6
  Cr
  7
  An
  5
  Ig
  Spellcasting Speed: 0
  11
  In
  5
  Aq
  14
  Im
  Twilight Points: 0
  5
  Mu
  5
  Au
  10
  Me
  Effects of Twilight: None
  9
  Pe
  9
  Co
  5
  Te
  Wizard’s Sigil: A sense of utter confidence
  12
  Re
  5
  He
  16
  Vi
  Spells Known (bonus/level)     Name (mastered spells are in CAPS)
  (+28/40)
  Circ. Ward vs. Demons
  (+16/25)
  Track of Faerie Glow
  (+21/20)
  Tongue of the Folk
  (+25/35)
  Demon’s Eternal Obliv.
  (+16/25)
  Weight of 1,000 Hells
  (+13/20)
  Weaver’s Trap of Webs
  (+28/35)
  Watching Ward
  (+22/20)
  Aura Right. Authority
  (+16/15)
  Cripple Howling Wolf
  (+19/30)
  Eye of the Sage
  (+25/20)
  Eyes of the Past
  (+16/15)
  Whispering Winds
  (+21/30)
  Peering Mortal Mind
  (+21/20)
  Frst. Breath Spkn. Lie
  (+20/15)
  Whispers Black Gate
  (+23/30)
  Veil of Invisibility
  (+20/20)
  Inexorable Search
  (+18/10)
  Grip of Chok. Hand
  (+19/25)
  Blessing of Childlike Bliss
  (+18/20)
  Tongue of the Beasts
  (+11/10)
  Lamp Without Flame
  
  Motto: Voluntas vincet omnia. (Will conquers all.)
  Symbol: The symbol of Mars with a square
  inscribed
  Tremere: tray-MARE-ay or tray-MARE
  CHAPTER ELEVEN:
  HOUSE TREMERE
  
  101
  “If you master magic, you
  can master others. If you
  master your mind, you can
  master yourself.”
  —Tremere
  
  House Tremere abides by carefully defined codes
  of subordination and dominance, and its mem-
  bers often expect magi of other Houses to fall in
  line as well. Their rigid structure makes them
  strong as a House, and intense competition makes
  them strong individuals as well.
  HISTORY
  Tremere was the youngest and weakest magus
  among the founders. He had studied under
  Guorna the Fetid, whose fame gave Tremere the
  prestige he needed to be included in the Order
  despite his youth and lack of experience. Within
  the Order, Tremere had a problem. Studying
  under Guorna had given him a taste for fighting,
  but spell battles put him at risk because the other
  magi were more powerful than he. Tremere
  wanted a way to best the other magi, and to do
  so he had to invent some kind of contest at which
  he would be the expert. He consulted Bonisagus
  and worked with him, and they invented a way
  for magi to duel magically: certámen. Bonisagus
  and his filia Trianoma were happy with the new
  skill because it allowed magi to fight each other
  without deadly spells, and Tremere was happy
  with it because no other magus had more expe-
  rience with the skill than he did. Tremere quickly
  became a master of the new art, and he passed
  his secrets to his apprentices.
  In A.D. 837, Verditius died, making Tremere the
  last living founder. This status gave him great
  prestige and power, which he managed and cul-
  tivated carefully. Personally guiding his followers
  and turning them into an organized political and
  military force, he nearly took control of the
  Order. With their superiority in certámen, their
  united force, and their political skill, Tremere
  magi were taking control of politics, land,
  resources, and the Peripheral Code. By 848, they
  held positions of power throughout the Order
  and were sending books, raw vis, and magic
  devices to Tremere himself. Some feared he was
  amassing these items for a battle that would
  make him and his followers masters of the Order.
  These schemes came to an abrupt end during
  a night in A.D. 848. Tremere found his lieu-
  tenants stricken with madness and violent
  urges. They were unable to follow his orders
  and coordinate their underlings, and across the
  Order other followers met similar fates on the
  nights to come. Tremere’s efficient political
  machine fell into ruin. The event came to be
  known as the Sundering.
  Unable to find out who had defeated him,
  Tremere appealed to the quaesitoris for justice.
  In a secret and still unknown meeting place,
  Tremere met with representatives of the magi
  who had attacked his House and with the
  primus of the quaesitoris. Apparently they
  came to some kind of agreement, because hos-
  tilities against Tremere ceased. To keep this
  conflict from resurfacing, the House Quaesitor
  primus ruled that all records of this conflict
  and the negotiations that followed be stricken
  from Hermetic records and that none were to
  pass on knowledge of these events. Followers of
  Tremere were subject to mental searches until
  Tremere’s death in 861 to make sure that none
  of them had learned the identity of the magi
  responsible for the Sundering. This action has
  kept House Tremere from holding a grudge
  against those who brought them down, but
  one never knows if magi might discover histor-
  ical clues that will bring this conflict back to
  the minds of Tremere’s followers.
  After Tremere’s near domination of the Order,
  magi from other Houses began studying the skill
  of certámen more seriously, but the followers of
  Tremere have remained the masters of the art.
  Early in the 11th century, House Tremere
  played the central role in the battles that came to
  be called the Schism War. Unwilling to accept any
  affront from House Díedne and others, the fol-
  lowers of Tremere responded to each offense or
  attack with a stronger counterattack. After years
  of escalating skirmishes, the primus Cercistum
  rallied House Tremere to full-scale war. With their
  strong discipline and organization and with the
  aid of House Flambeau and the sanction of the
  quaesitoris, the Tremere magi destroyed House
  Díedne. They might have continued their attacks
  on other, lesser enemies, such as House Merinita,
  but the quaesitoris stopped them and negotiated
  peace throughout the Order.
  House Díedne proved surprisingly adept at
  returning attacks, and House Tremere, like
  House Flambeau, lost nearly half its number
  during the Schism War. Still, the war may have
  been to House Tremere’s benefit. Some say that
  the real motive for House Tremere’s hostility was
  a desire to steal House Díedne’s secrets. These
  102
  
  suspicious magi say that House Tremere may
  well have won powerful secrets from the defeat-
  ed Díedne magi, secrets that House Tremere is
  ready to use against the Order now that they
  have replenished their ranks.
  Early in the 13th century, several Tremere magi
  in the Transylvanian Tribunal voluntarily became
  vampires in a misguided effort to gain immortali-
  ty and to increase their power. While the resulting
  sorcerous undead creatures were indeed formida-
  ble, they were routed and destroyed by other magi
  (mostly of House Flambeau). The loss of these
  members has weakened House Tremere.
  Over the centuries, House Tremere has been
  sometimes close to and sometimes at odds with
  House Tytalus. The two founders had the same
  master, so they were similar in philosophy. At
  times the Houses find themselves close enough to
  cooperate, and at others they are close enough to
  be rivals. Magi from other Houses sometimes see
  Tremere and Tytalus as very similar, but those
  within the Houses see a clear distinction: follow-
  ers of Tytalus fight in order to learn more, while
  followers of Tremere learn in order to fight better.
  NOTABLE MAGI OF TREMERE
  Tremere: He went from being the youngest founder
  to nearly controlling vast portions of the Order. Magi
  regard him more with respect than with fear or hate
  now that his actions are centuries past.
  Cercistum: The primus who headed the war
  against House Díedne, regarded as a hero who
  saved the Order. Tremere magi who are descended
  from him (and only these magi) are sometimes
  named after him.
  Pusicalle: The maga who headed the secret
  vampiric faction that was discovered and defeated
  earlier this century.
  CURRENT STATUS
  Membership: Sixty-four.
  Domus magna: Coeris, in the Transylvanian Trib-
  unal. The covenant is a center of power in the area.
  Primus: Roto. He publicly denounces the Tremere
  magi who turned to vampirism to gain power, but
  some suspect that the movement could never have
  started without at least the passive assent of Roto
  and other high-ranking Tremere magi.
  Current concerns: To demonstrate goodwill
  toward the Order.
  House Tremere is a hierarchy regulated by
  certámen. Rank is symbolized by sigils. Masters
  construct sigils for their apprentices but do not
  grant them when the apprentices become magi.
  Instead, the parens holds and votes with the sigil
  until the filius can best him or her in ritual certá-
  men or until the parens passes on. Followers of
  Tremere can command those whose sigils they
  hold, as well as vote with those sigils at tribunals.
  If a magus whose sigil is held by another trains an
  apprentice, that apprentice’s sigil is also held by
  the magus who holds the master’s sigil. Thus a fol-
  lower of Tremere has no voting power without first
  besting his or her parens (provided the parens has
  in turn bested his or her own parens, and so on).
  In beating the parens, a Tremere magus gains his
  or her own sigil and the sigils of his or her appren-
  tices. This hierarchy has made it so that only thir-
  teen magi currently have their own sigils, and they
  hold among them the remaining fifty-one sigils of
  the other followers of Tremere. With sigils and power
  so concentrated, House Tremere can present a
  strong, nearly united force when it needs to. Within
  House Tremere, one’s rank is determined by the
  number of sigils one holds (except that the primi
  hold head rank even if their filii win their sigils).
  Besides using certámen to distribute sigils, the
  followers of Tremere regularly use certámen to set-
  tle all manner of disputes. They regard certámen
  as the purest form of conflict and despise debates
  and politics, and also battles that could be solved
  through orderly duels. Naturally, they surpass
  other magi at this skill and even have secret tech-
  niques that help them win their many duels.
  Members of the House meet at Coeris every ten
  years to coordinate strategies for the next decade,
  as they have since the end of the Schism War. The
  next meeting is in 1222.
  Politically, the House is primarily concerned
  with power. Its members fight for their rights and
  privileges, and they are unforgiving when others
  underestimate them in any way. The magi are
  carefully ranked within the House, and even
  when dealing with outsiders they take care to use
  the respect proper to the status of those they deal
  with. They demand, likewise, that others respect
  them according to their own status.
  The followers of Tremere have developed a com-
  plex version of chess, in which certain pieces have
  powers over others depending on their level in a
  hierarchy. Few outside the House bother to learn
  it, but Tremere magi can absorb themselves in it
  almost indefinitely if they can find opponents of
  nearly equal ability.
  The apprentice’s gauntlet consists of performing
  well in certámen. Victory is not necessary; to
  defeat a full magus is too unrealistic a task to
  expect from a neophyte.
  103
  
  Theoretically, entrance is gained by those who can
  defeat three champions of the House in certámen.
  No outsider has ever gained entrance.
  MAGI OF TREMERE
  Mentality of a Tremere Magus
  You see yourself rising rung by rung up the lad-
  der of power. At first you will be under the power of
  others, and the submission required of you may
  rankle at times; but you must be patient. Your
  superiors are teaching you what it is like to be sub-
  ordinate, and when you rise to rule over others,
  you will be able to understand your underlings bet-
  ter thanks to this experience. Submission to superi-
  ors will also train your will and self-control, and no
  one can rule others without first ruling him or her-
  self. Obey your superiors, and do everything you
  can to make yourself a valued underling.
  But you must not be satisfied to remain a mere
  underling your whole life. Study magic, practice
  certámen, use politics to your advantage, and
  come to rule others. When you have power over
  others, you are not to abuse it. It will still be your
  responsibility to your superiors to lead your inferi-
  ors prudently. Power over others is the most useful
  tool in this life, and if you misuse this power, you
  are a fool on the same order as the haughty barons
  and priests of mundane society. With inferiors, be
  firm and consistent. Almost anyone makes a good
  follower if the leader is a good enough leader.
  You may be sent out to live and work among
  the magi of other Houses, weakening your direct
  ties with your superiors in House Tremere. If so,
  use your time wisely: grow in magical and politi-
  cal power, pull others under your leadership, and
  prepare the way should your superiors wish to
  enter and control the area where you live.
  Priorities
  1)
  Serve House Tremere.
  2)
  Serve your superiors in the House.
  3)
  Pursue personal achievement.
  4)
  Raise the Order above the mundanes.
  Outlook
  • Bjornaer: They know something about them-
  selves, but are too weak to rule others.
  • Bonisagus: The magic they invent is useful,
  and they deserve a special place in the Order.
  • Criamon: They never lead and never follow;
  ignore them.
  • Ex Miscellanea: One can dominate them indi-
  vidually, but as they have no internal hierar-
  chy, doing so is next to pointless.
  • Flambeau: A good ally, a fearsome enemy.
  • Jerbiton: The knowledge they gather about the
  mundanes will help us rule the world some day.
  • Mercere: They know their place.
  • Merinita: They are controlled by faerie power,
  rather than controlling it; very dangerous.
  • Quaesitoris: Without them, the Order would fall
  apart and our power would be nothing; respect
  and obey them always; ruin any who disobey
  them.
  • Tytalus: No hierarchy and no self-control; their
  skill and energy are wasted in anarchy.
  • Verditius: They know their place and serve
  other magi; value them for that.
  • Grogs: Accept no insubordination.
  • Demons: They know the strength to be found in
  hierarchy and are therefore very dangerous.
  • Faeries: Anarchic, frivolous, and best avoided.
  • Mundane Society: The pope has proved that
  the world can be brought under one ruler;
  someday that ruler will be a magus.
  • Nobles: Some are wise and weak; others, foolish
  and weak.
  Intra-House Relations
  Obey the primus and the magus who holds your
  sigil. At times they will seem to expect too much of
  you; but remember that they want you to be a
  leader, and a strong magus as well, so they want
  to help you grow and thrive. You will probably not
  be called onto dangerous missions often, but be
  prepared to serve with courage when you are.
  Magic
  You are likely to have spells that help you con-
  trol those you cannot control through certámen:
  grogs and other mundanes, beasts, supernatural
  creatures, etc. Rego, Mentem, Corpus, and Animál
  are common Arts.
  HOUSE TREMERE IN PLAY
  Saga Idea
  Over the course of many years, a group of
  Tremere magi attempts to dominate the local tri-
  bunal. First the members of the group attempt to
  ally the player magi and anyone else who can
  oppose them, and then when they have enough
  allies, they use certámen and unified voting to
  control the tribunal and unite it for a specific cam-
  paign, which naturally they lead. For example,
  104
  
  they may try to unite the magi behind a campaign
  to obliterate an evil faerie forest or to assassinate a
  local baron. To carry out this scheme, they require
  that some of the tribunal’s resources be diverted to
  their cause (that is, to them). They promise the
  characters a share of the power that they will win.
  The Tremere magi can draw on resources from
  others in the House to help them control the local
  tribunal, but for a price. If the Tremere magi gain
  control, they will divert resources to the other
  Tremere magi who helped them.
  The threat of a political take-over can alter
  alliances. For instance, the quaesitoris who usual-
  ly protect weaker magi from more powerful ones
  support the Tremere magi, as long as they adhere
  strictly to the Code (which they do). Enemies with-
  in the tribunal may have to cooperate to form a
  united resistance to the Tremere magi.
  The power push may not simply be local. Primus
  Roto may have unspoken plans for this area. Once
  subordinate Tremere magi take control, superiors
  will be able to take direct control, if they wish.
  Player characters may take any stand in this
  conflict. They may oppose the Tremere magi and
  fight for freedom. They may go along with the
  Tremere magi just to be on the winning side.
  Indeed, they may be part of the plan, if there are
  any player-character Tremere magi.
  Story Ideas
  • The dread vampiric magi of the Transylvanian
  Tribunal have not been completely exterminat-
  ed. Some simply fled to lands where fewer magi
  are familiar with them, and a vampiric magus
  has sought refuge in the player characters’ land.
  It has found that just as a human vampire can-
  not slake its thirst with goat’s blood, a vampiric
  magus cannot slake its thirst on the blood of
  mundanes. It’s hunting magi, using the powers
  of the night to supplement its magical powers.
  • A player-character Tremere is required to inves-
  tigate a local covenant and deliver all relevant
  information to be found. The character’s supe-
  rior hints that this information is eventually
  meant for the primus’s eyes.
  TRESSA OF HOUSE TREMERE
  Tressa cuts a dramatic figure. Her black hair is
  long and full but always carefully groomed.
  Though she is small and slim, she seems large and
  imposing. She always seems to know what she’s
  doing, and she usually knows what other people
  ought to be doing as well.
  Tressa is an exile from her home tribunal. Early
  in her career, her pater commanded her to take the
  blame for some political maneuverings of his own
  that had gone awry. He had been advocating, and
  executing, deep dealings with the mundanes, and
  when the repercussions came, Tressa took the fall.
  Her home tribunal exiled her, and she’s been living
  in her new home ever since. And ever since, she’s
  been plotting to return. She is waiting until she can
  demand readmittance; she will never request it.
  She does not have her sigil.
  Tressa’s Apprentice
  Tressa teaches her apprentice whatever magical
  Arts seem best for him or her. The Arts the appren-
  tice chooses are less important than the way he or
  she conducts him or herself. Tressa instills disci-
  pline, respect for authority, self-control, and pride
  in her apprentice. She also teaches her apprentice
  the secrets of certámen.
  Tressa wastes no time in involving her appren-
  tice in her machinations. Before the apprentice is
  competent and trustworthy at politics, she uses
  him or her to spread misinformation. For
  instance, she lies to the apprentice and then sends
  him or her on errands that bring him or her near
  her rivals. In this way, she misleads rivals who try
  to learn about Tressa from her apprentice. Once
  the apprentice is capable in the ways of deceit, she
  assigns him or her to more sensitive tasks.
  Tressa has an amber amulet that grants the
  Leap of Homecoming (ReCo 35, 1/day).
  Tressa’s Filius
  Tressa sees a filius as a competent underling.
  She certainly tries to include the filius in her plans.
  She may, for instance, send the filius to live in her
  home tribunal where he or she can spy for her
  and help her prepare for her eventual return.
  The filius’s sigil is given to Tressa’s pater, who
  still holds Tressa’s as well.
  Story Idea
  Tressa hires the player characters to head back
  to her homeland and spy for her. She gives them
  inside information on the magi there and lets
  them know whom they can trust and whom they
  can’t. She instructs them in specific knowledge to
  gather, but in addition she expects them to use dis-
  cretion in delving into other worthy areas of inves-
  tigation. The story may take a twist if the magi in
  Tressa’s homeland ask the characters to spy on
  Tressa for them.
  105
  
  106
  Tressa studies records of
  tribunals, 
  looking 
  for
  exploitable weaknesses in
  her fellow magi.
  Illus. © 1994  Liz Danforth
  
  107
  Tressa, Follower of Tremere
  Age: 47; Apparent Age: 35 (longevity potion); Size: -1; Confidence: 5
  Slim with imposing features; long black hair, carefully groomed.
  Characteristics____________                                         Virtues & Flaws
  +4
  Int (cunning)
  +2
  Prs (arrogant)
  Enduring Magic
  Driving Goal (return home)
  +2
  Per (suspicious)
  +3
  Com (sly)
  Knack (Certámen +4)
  Favors
  Piercing Gaze
  Infamous Master
  -1
  Str (small frame)
  -2
  Dex (awkward)
  Strong Personality
  No Sigil
  -1
  Stm (frail)
  -2
  Qik (overly cautious)
  Strong-Willed
  Slow Caster
  Personality Traits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +5
  Scheming
  +3
  Vengeful
  2 Radical (magi)
  +4
  Cautious
  -1
  Brave
  Abilities
  7
  Certámen
  2
  Hermes Law
  5
  Magic Theory
  3
  Scribe Latin
  4
  Charisma
  5
  Hermes Lore
  4
  Parma Magica
  6
  Speak Latin
  6
  Finesse
  1
  Homeland Lore
  3
  Penetration
  5
  Speak Vulgar
  2
  Guile
  3
  Intrigue
  3
  Pretend
  2
  Storytelling
  3
  Hermes History
  1
  Leadership
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: -1
  Hand
  -2
  -2
  0 
  -1
  Soak: -2
  Encumbrance: 0
  Techniques and Forms__________       _ _ _ _ _ _ _ _ _ _Spellcasting Information
  8
  Cr
  5
  An
  5
  Ig
  Spellcasting Speed: 4
  9
  In
  5
  Aq
  9
  Im
  Twilight Points: 2
  10
  Mu
  5
  Au
  14
  Me
  Effects of Twilight: None
  8
  Pe
  6
  Co
  5
  Te
  Wizard’s Sigil: Spells are slow and elegant in forming
  11
  Re
  5
  He
  5
  Vi
  Spells Known (bonus/level)      Name (mastered spells are in caps)
  (+21/30)
  Black Whisper
  (+23/20)
  Rec. Mem. Never Lived
  (+16/10) Despair of Quiv. Manacles
  (+24/30)
  Exchange Two Minds
  (+19/20)
  Wizard’s Sidestep
  (+16/10) Rise of the Feathery Body
  (+22/25)
  Thoughts w/in Babble
  (+18/15)
  Disguise Trans. Image
  (+22/10) Sight of Transparent Motive
  (+21/25)
  Weight of 1,000 Hells
  (+23/15)
  Ench. of Detachment
  (+21/10) Trust of Childlike Faith
  (+24/20)
  Aura of Rightful Authority
  (+21/15)
  Panic Trembling Heart
  (+16/5) Curse of the Unruly Tongue
  (+23/20)
  Emotion Rev. Intentions
  Magic Items:
  An amber amulet with Leap of Homecoming, once/day.
  
  Motto: Incrementum ex certamine. (From con-
  flict, growth.)
  Symbol: A spiral turning in to the right
  Tytalus: TEU-tah-loos. The first vowel sound
  is the sound in the French tu or the German
  über. To make this sound, the lips form the
  shape proper to saying “oo” while the
  mouth says “ee.”
  CHAPTER TWELVE:
  HOUSE TYTALUS
  
  “Hariste, I go now to confront the queen of
  the faeries. I have bested many opponents in
  many contests, and now I intend to face the
  queen in her lands, to play her game, and to
  best her if it is within my ability. It is the only
  game I have left to play. It may be my last or my
  first.”
  —Tytalus, to Hariste, his favorite filia
  “The Deceiver plays a subtle game. He wants only
  one thing—your soul. And because it is the only
  thing he wants, he will give you anything for
  the chance to get it. The object of any game
  played with the Deceiver is to take as much as
  you can from him without giving him the one
  thing he wants in return. I failed the contest,
  but I cannot and will not regret the attempt.
  Please remember me as one who simply failed a
  contest that is more vital, and therefore more
  worthy of play, than most.”
  —the last words of Tasgillia, prima of Tytalus,
  convicted of diabolism
  109
  
  House Tytalus is small but energetic.
  Tytalus taught that conflict and struggle
  are sources of growth and learning, and
  his followers continue to put this philoso-
  phy in action. They can be found in all lev-
  els of contests and strife, within the Order
  and without: debating at tribunals, engag-
  ing in certámen, skirmishing with nobles,
  facing magical beasts, and challenging
  each other in complicated tests of will and
  wit. Their history tainted with diabolism,
  the followers of Tytalus find it hard to gain
  the trust of others.
  HISTORY
  The incessant battles between Tytalus
  and other magi were one of the reasons
  that forming the Order appealed to wiz-
  ards of the 8th century. Tytalus was known
  as a hot-tempered wizard prone to chal-
  lenging other powerful wizards just for the
  sake of testing himself and learning from
  his defeats and victories. He spoke out
  against the Order because he thought it
  would restrict magi too much, but when
  its formation became more certain, he
  admitted his political defeat and joined
  the others in founding the Order.
  Once the Order was formed, Tytalus
  turned his energies outward at those magi
  who refused to join. He took great pleasure
  in hunting them down and defeating them,
  though he often let them live once they had
  acknowledged defeat—unlike Flambeau,
  who did not give up until they were slain.
  Tytalus’s relationship with his favored
  filia Hariste set a tradition of “beloved
  rivals” for all his followers to the present.
  Though devoted to each other, they were
  constantly involved in competitive games
  and contests of power. To those who did
  not know them well, they seemed to hate
  each other.
  Tytalus was lost to the Order in A.D. 807
  when he went into the Maddenhofen
  Woods to challenge the queen of the
  faeries at her own game. He never
  returned from the forest, and the faeries
  have denied any knowledge of his fate.
  Some in the House, believing him simply
  to be trapped there, look forward to the
  bright day when Tytalus shall return from
  Faerieland. Perhaps he is thinking that he
  entered Faerieland for only a few days,
  and so may return when centuries have
  actually passed. A few Tytalus magi follow
  his example and head into the faerie
  woods when they have grown too old or
  too near Twilight to continue their lives as
  they would like. There they greet whatever
  fate awaits them, perhaps the same fate
  that Tytalus met.
  With the loss of Tytalus, the House
  became more gentle, starting a trend that
  still continues. Tytalus lived in a more
  brutal time, and his extravagant shows of
  force would be out of place in the more
  civilized 13th century. Tytalus magi fol-
  low his example of conflict and struggle,
  but they tend to be more subtle in the pur-
  suit of their goals these days.
  In the 10th century, the three leaders of
  House Tytalus, including Tasgillia, the
  prima, along with many other members,
  were found to be diabolists. They had been
  implanting diabolic symbols in spells that
  they invented and then shared with others,
  thereby exposing magi to demonic influence.
  Many magi throughout the Order, including
  several of Bonisagus, had been corrupted by
  the time the quaesitoris uncovered the plot.
  The diabolists were exposed, tried, and
  destroyed, and their names were struck from
  official Hermetic records. Since the diabolists
  were no longer considered magi of the Order,
  those who had been their apprentices had to
  be adopted by other magi in order to retain
  their status as Hermetic wizards.
  110
  Tytalus learned magic
  under Guorna the Fetid,
  as did Tremere. Their
  shared master made the
  two founders “brothers,”
  and their followers are
  considered “cousins.”
  Illus. ©1994 Eric Hotz
  
  Followers of Tytalus have since assured
  the Order that they have learned their les-
  son and will never again dabble in such
  things, but many (perhaps most) Tytalus
  magi regard the affair as an example of a
  game that proved too subtle for the magi
  involved. They tried to get secrets from Hell
  without losing their souls, and they failed.
  They think it was a mistake to lose the
  game, not a mistake to have played it.
  With the best of the House destroyed,
  Tytalus became only a minor force in the
  Order. Previous to this catastrophe, the
  energetic spirit of House Tytalus had
  made it well known and forceful, but only
  now is it recovering some of the power
  and prestige it once had. It is still the
  smallest House in the Order.
  NOTABLE MAGI OF TYTALUS
  Tytalus: Known for being combative and
  hot-tempered. He drove off or slew many
  exotic magi.
  Hariste: Tytalus’s favored filia.
  Pralix: Filia of Tytalus, founder of House
  Ex Miscellanea.
  Tasgillia: The prima who masterminded
  a diabolic plot in the 10th century.
  CURRENT STATUS
  Membership: Twenty-nine.
  Domus 
  magna:
  Fudarus, 
  in 
  the
  Normandy Tribunal. Since this is a small
  House, its domus magna has little influ-
  ence in the area.
  Primus: Bulistie. In younger years, he
  defended Tytalus’s brash nature and even
  Tasgillia’s daring, but now he is near
  Twilight and usually silent. He exerts little
  central power, leaving lower-ranking magi
  to compete amongst themselves.
  Current concerns: To establish a plan
  on how to deal with increasing conflicts
  between the magical and the mundane.
  Tytalus magi’s training leads them to
  favor conflict with the mundanes, but
  they don’t have the reputation or num-
  bers to risk breaking the Code.
  The followers of Tytalus have learned sub-
  tlety over the years. While they still thrive on
  conflict, they have learned that nonviolent,
  or at least less-violent, conflicts are most
  acceptable in the Order and in the world in
  general. Many of them are deeply involved in
  Hermetic politics, using all the intelligence,
  will, and trickery they can muster to influ-
  ence the votes of others. Others prefer to learn
  from conflicts with nobles, the Church, and
  faeries. In more barbaric lands, however,
  some still focus on violent battles with other
  supernatural forces, including exotic magi.
  The subtlety now practiced by the follow-
  ers of Tytalus worries some magi of other
  Houses. For instance, a Tytalus magus who
  puts all his or her energy behind some
  political move at tribunal might not be at
  all concerned with the outcome, per se, but
  may be simply looking for a contest worthy
  of his or her abilities. What the Tytalus
  magi, as a House, are really after no one
  knows. Most suspect that the House has no
  overall goal, other than to regain lost pres-
  tige, but others hold that Bulistie has some
  secret plan that the followers of Tytalus are
  working on even now. With their practice at
  conflicts, from politics to combat, the fol-
  lowers of Tytalus could be a formidable
  force if they had a common goal.
  Much to the relief of other magi, Tytalus
  magi often keep their most subtle battles
  within the House. After all, there are few
  outside the House who can provide a Tytalus
  magus with the subtle challenges that
  another follower of Tytalus can. Every sev-
  enteen years the magi of Tytalus meet at
  Fudarus, the domus magna. They use this
  time to share what they have learned in
  their various covenants and to get any direc-
  tions that the primus may wish to give them,
  but most of the time is devoted to one, long,
  involved contest. There are no rules and no
  boundaries to this contest, except that at the
  end of the gathering, which is generally
  about a month long, the magi vote on
  which of them has “won.” Since the criteria
  for judging the winner are themselves open
  111
  
  to debate as part of the contest, no one can
  say what the vote is exactly based on, but
  somehow they always reach a majority vote.
  To any outside the House, the entire process
  is nearly inexplicable. Young magi especial-
  ly enjoy these gatherings, because they have
  the opportunity to see their parentes bested
  by even older and more experienced magi.
  Many of these young magi are highly com-
  petitive with their former masters, and the
  opportunity to see one’s parens toyed with
  and possibly humiliated is not to be missed.
  Each master may determine his or her
  own apprentice’s gauntlets.
  The primus sets the requirements on a
  case-by-case basis for anyone who wishes
  to gain entrance to House Tytalus.
  MAGI OF TYTALUS
  Mentality of a Tytalus Magus
  By challenging others, you believe you
  are helping them to achieve more while
  you learn much yourself in the bargain.
  You feel a kinship with any other powerful
  beings, even with your enemies, because
  from them you can learn much. You have
  been taught to distinguish between destruc-
  tive 
  and 
  constructive 
  conflict, 
  and
  indulging in destructive conflict is looked
  down on in the House as a misuse of a
  valuable tool.
  Priorities
  1) Achieve personally.
  2) Help your covenant achieve.
  3) Help House Tytalus achieve.
  4) Help the Order achieve.
  5) Help worthy beings outside the Order
  achieve.
  Outlook
  • Bjornaer: Too introspective to engage in
  useful challenges.
  • Bonisagus: Boring and pedantic, slow of
  mind.
  • Criamon: They play the game of magic bet-
  112
  A Tytalus maga con-
  ducts the Duel of Minds
  with one of her rivals.
  Note the use of the sil-
  ver cord (the spell’s
  focus).
  Illus. ©1994 John T. Snyder
  
  ter than anyone and are respected for that.
  • Ex Miscellanea: Their access to unpre-
  dictable, exotic magic makes them inter-
  esting opponents.
  • Flambeau: Good allies, good oppo-
  nents—as far as violence is concerned,
  anyhow.
  • Jerbiton: They value cooperation too
  highly.
  • Mercere: A valuable part of the
  Hermetic contest, since they control who
  learns what.
  • Merinita: Challenge those who mock our
  founder. Defeat them whenever possible.
  • Quaesitoris: Masters of their game, wor-
  thy of challenge, yet weakened by
  attachment to dogma; fun to argue with.
  • Tremere: Worthy cousins, magically and
  politically strong.
  • Verditius: Their weakness has taught
  them cunning and strength.
  • Grogs: They recognize the glory of con-
  flict; too bad they’re so limited.
  • Demons: Too dangerous to challenge
  (probably).
  • Faeries: Don’t try to beat them at their
  own game.
  • Mundane Society: Not worth fighting.
  Intra-House Relations
  You must always prove yourself to the oth-
  ers in the House, and any means you find to
  do so are acceptable. Your superiors may
  call on your services from time to time, but
  there is no dishonor in ignoring them. You
  had better be ready, however, to face them
  when they come to draw you in line. When
  they can no longer coerce you to follow their
  orders, they are no longer your superiors.
  If you ever prove to be a misfit, such as by
  refusing to fight back with others in the
  House, you will be labeled a “weakling”
  and cast out of the House.
  You will likely form some strong bonds
  with others in the House, even if these
  bonds are based on competition.
  Magic
  Tytalus magi prefer aggressive but non-
  lethal spells. You can learn a lot from
  killing a powerful opponent, but you learn
  even more if your enemy can come back to
  challenge you another day.
  Followers of Tytalus consider it a show of
  excellence to win conflicts with more sub-
  tle spells. Since overpowering spells like
  Pilum of Fire take little ingenuity to use, it
  is considered base to rely on them. A
  Tytalus magus who can use subtle spells
  effectively is highly respected.
  The Burning Mark of Shame (Perdo Corpus
  10)
  Spell Focus: A brand (+1)
  R: Near, D: Inst.
  Each Tytalus magus invents a unique ver-
  sion of this spell, which burns a reddish
  mark into the skin of a target (which in
  periods of exertion actually exudes small
  amounts of blood). The magus who creates
  the spell determines where the mark is and
  what it looks like. The burn does not heal
  naturally and itches for up to a week.
  Honor dictates that a Tytalus magus
  cast this spell only on a defeated oppo-
  nent, and that person is to wear it as a
  sign of being defeated by the wizard who
  cast it. If someone (besides the caster)
  removes the mark, the caster feels that
  the target has not accepted defeat and
  must be defeated again, more decisively
  this time. Tytalus magi who remove a
  Burning Mark of Shame without permis-
  sion of the one who put it there may be
  cast out of the House.
  Duel of Minds (Rego Mentem 20)
  Spell Focus: A silver cord (+3)
  R: Touch, D: Spec.
  Allows you and one other intelligent
  being to engage in a direct battle of men-
  tal power. First you choose one way in
  which you disagree with the target, and
  then you cast the spell. Roll Int +
  Concentration vs. Int + Concentration
  each round (Strong-Willed counts as a
  bonus), with the victor accumulating one
  point for each point by which his or her
  roll exceeds the other’s. The first to accu-
  mulate 7 points can change the other’s
  mind so that he or she agrees on the stat-
  ed issue in the victor’s favor. The loser can
  shake off the effect with an Int roll of 7+.
  The loser can roll anywhere from once per
  113
  Tytalus magi may have the
  social skill Debate, which
  represents the character’s
  ability to argue logically
  and effectively. It covers
  intellectual contests, not
  contests of emotions. Other
  magi may also have this
  skill, though it’s more com-
  mon among Tytalus magi,
  who consider intellectual
  debate one more arena in
  which conflict is beneficial.
  
  round to once per day, depending on how
  great the change of mind is.
  Altering another’s opinion this way risks
  that your opinion will be the one changed,
  so it is seen as more praiseworthy than using
  a spell that changes another’s mind directly.
  HOUSE TYTALUS IN PLAY
  Saga Idea
  Tytalus returns from Maddenhofen, say-
  ing that he’s had a pleasant, four-day visit
  with the queen of the faeries. Shocked at
  how the world has changed since A.D. 807,
  he soon makes plans to “set things right.”
  First, he makes peace with House
  Merinita, saying that Quendalon was right
  to turn the House to faerie ways. Then he
  proposes a grand alliance between wizards
  and faeries as the only way to oppose the
  encroachment of mundane society. Tytalus,
  brasher and more violent than the followers
  who carry his name, says that it’s high time
  to put the mundanes in their place. “What
  has the Code’s restriction against interfer-
  ence given us? The habit of meekness. What
  has it given the mundanes? Time to grow. If
  we could have seen into the future, none of
  us founders would have sworn to avoid the
  wrath of the mundanes.”
  The presence of a living founder has broad
  repercussions in the Order. Tytalus can tell
  engaging tales of the lives of the other
  founders and of the early days of the Order,
  and his opinions on what the founders
  intended carry great weight in Hermetic pol-
  itics. He also has strange views on magic,
  since he learned his powers before Bonisagus
  taught him Hermetic theory. He knows
  secrets that Hermetic magic cannot dupli-
  cate. Just the strength of his personality and
  reputation are enough to sway magi to his
  side. To many, he represents an earlier time
  in the Order when magi had more power
  and they didn’t face the problems of the
  13th century. Now he promises to “restore”
  the Order, and many magi from outside
  House Tytalus are eager to follow his lead.
  Those who oppose Tytalus, however,
  have two ways to undercut his authority.
  First, there’s no proving that this is really
  Tytalus. Just as the faeries may have pre-
  sented the Order with an impostor
  Quendalon, so they may be presenting it
  with an impostor Tytalus. Second, even if
  this is the real Tytalus, he’s renowned for
  deceit; anything he says must be seen as
  part of a scheme, not as simply the truth.
  As powers and loyalties shift, there is
  plenty of room for player characters to
  influence the outcome. As powerful as
  Tytalus is, he needs allies and underlings
  to help him cope with 13th-century poli-
  tics. The player characters can help or
  hinder Tytalus by working with him or by
  opposing those who do. Even if Tytalus
  loses his bid for leadership, his campaign
  sets magus against magus. Unless the
  Redcaps, quaesitoris, and primi can han-
  dle the conflicts that the returned Tytalus
  brings with him, a schism is imminent.
  Tytalus may be the only magus to see
  both the Order’s birth and its death.
  Story Ideas
  • The local follower of Tytalus causes
  trouble, robbing the player characters,
  encroaching on their territory, or other-
  wise threatening the covenant. If
  stopped and caught, she explains that
  she was just harassing them to expose
  their weaknesses so they could learn to
  be stronger in the long run.
  • A strange Tytalus magus visits the
  covenant, expecting hospitality that
  magi are obliged to offer each other.
  He seems somehow involved with dia-
  bolic activity in the area. This activity
  is traced to 10th century scrolls that
  contain Tasgillia’s diabolic charms.
  Perhaps he is yet another Tytalus who
  has fallen to temptation and corrup-
  tion, or he may be hunting these
  scrolls down to eradicate them.
  OPACUS, FOLLOWER OF
  TYTALUS
  Opacus has the striking good looks of a
  well-bred noble, with short black hair, deep
  114
  
  eyes, smooth skin, and sharp features.
  When he wants to be seen, he wears stylish
  clothes that let him fit in among lords and
  ladies but that make him stand out among
  magi. When he wants to blend in, he either
  adopts peasant clothes or wears black to
  slip into the shadows of night.
  Opacus lives on the border between the
  Order and mundane society. Nominally he
  is a member of a covenant, but he rarely
  makes his presence known there. He is
  known by various names in different near-
  by cities and courts, as a noble from a dis-
  tant land, as a merchant, or as a friar.
  Opacus is developing plans, but no one
  knows what they are. He has allies in the
  mundane and Hermetic worlds, but out-
  siders don’t know who they are. He has sev-
  eral hiding places across the land, but no
  one knows where they are.
  Opacus’s Apprentice
  Opacus has little time to train an
  apprentice. The apprentice spends some
  time at Opacus’s covenant studying
  alone, but for teachings that are more
  secret, Opacus sequesters him or her in
  one of his hiding places. He assigns the
  apprentice learning tasks and monitors
  his or her progress, but he has little time
  to train directly. Once the apprentice is
  advanced enough, Opacus takes him or
  her along on some of his less-sensitive
  missions. For instance, he may introduce
  the apprentice in a city as a relative of the
  “merchant” whose identity he assumes.
  The apprentice’s gauntlet is for the
  apprentice to move secretly into a hostile
  area, steal something, or spy on someone,
  and escape without being detected.
  Opacus’s Filius
  Opacus may tell his filius what his plans
  are if he believes he or she will support him.
  In any event, Opacus makes no explicit
  deals with his filius. The filius is free to go
  and do as he or she sees fit, as long as he or
  she does not betray him.
  Most likely, he monitors the filius, though
  he is subtle enough that the filius doesn’t
  necessarily realize it. If he needs the filius’s
  help, he may come to him or her, as he
  might if the filius needs his help.
  His filius may have a false public identity
  developed during apprenticeship.
  Since Opacus spent little time training his
  filius, he or she may have less Hermetic
  knowledge than other magi (the Flaw
  Stingy Master).
  Story Idea
  The player characters investigate a mer-
  chant who is suspected of diabolism, and
  the “merchant” turns out to be a cover
  identity for Opacus. They may discover
  something of his plans in their investiga-
  tion. He gives them the option of being part
  of his schemes (without revealing every-
  thing about them) or suffering his wrath.
  115
  Opacus (oh-PAH-koos)
  is Latin for “dark one”
  or “shadowy one.”
  
  116
  Opacus, Follower of Tytalus
  Age: 57; Apparent Age: 40 (longevity potion); Size: 0; Confidence: 5
  Strikingly good-looking, noble look about him; short black hair; deep eyes; smooth skin;
  sharp features.
  Characteristics____________                                     Virtues & Flaws
  +4
  Int (Machiavellian) +2
  Prs (darkly hndsm.)
  Clear Thinker
  Curse of Venus
  +3
  Per (hidden mean.)
  +2
  Com (slip. tongue)
  Gentle Gift
  Dark Secret (involved in
  Piercing Gaze
  mundane affairs)
  0
  Str
  +2
  Dex (smooth)
  Quiet Magic
  Enemies (mem. of Guernicus,
  0
  Stm 
  +1
  Qik (fast reflexes)
  Social Contacts
  Jerbiton, Tytalus)
  (nobles, Church)
  Enemies (several notable
  Spec. Circumst.
  nobles and churchmen)
  (no observers)
  Minor Magic Def. (Cr)
  Personality Traits_____________________________________________Reputation
  +3
  Cunning
  +3
  Ruthless
  4
  Gentleman (nobles)
  +3
  Daring
  +1
  Brutal
  3
  Meddler in mundane affairs (magi)
  +3
  Manipulative
  1
  Power to be reckoned with (nobles)
  Abilities
  3
  Acting
  3
  Dagger Attack 
  2
  Hermes History
  4
  Ride
  2
  Alertness
  4
  Debate 
  2
  Hermes Lore 
  3
  Scan
  4
  Area Lore
  4
  Disguise 
  2
  Intimidation
  4
  Scribe Latin
  2
  Bargain
  2
  Dodge
  4
  Intrigue
  3
  Search
  3
  Certámen
  3
  Etiquette
  4
  Legerdemain
  5
  Speak Latin
  3
  Charm
  2
  Faerie Lore
  5
  Magic Theory
  6
  Speak Vulgar
  2
  Church Knowledge
  2
  Finesse
  5
  Parma Magica
  4
  Stealth
  3
  Church Lore
  4
  Folk Ken
  1
  Penetration
  3
  Subterfuge
  3
  Climb
  4
  Forgery
  3
  Pick Lock
  3
  Swim
  2
  Concentration
  4
  Guile
  4
  Pretend
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +3
  Hand
  +1
  +2
  0 
  0
  Soak: 0
  Dagger
  +5
  +9
  +1
  +5
  Encumbrance: 0
  Techniques and Forms_______________________________Spellcasting Information
  6
  Cr
  5
  An
  7
  Ig
  Spellcasting Speed: +3
  9
  In
  6
  Aq
  13
  Im
  Twilight Points: 9
  9
  Mu
  5
  Au
  12
  Me
  Effects of Twilight: All his spells with Sun. duration
  12
  Pe
  6
  Co
  7
  Te
  end at noon, as well as at dusk and dawn.
  9
  Re
  6
  He
  6
  Vi
  Wizard’s Sigil: Faint sounds of a party in progress.
  Spells Known (bonus/level)    Name (mastered spells are in CAPS)
  (+25/30)
  Veil of Invisibility
  (+15/15) DISGUISE NEW VISAGE
  (+13/10)
  Lamp Without Flame
  (+25/25)
  Silence Smothered Sound
  (+22/15) Disguise Trans. Image
  (+21/10)
  Subtle Shift of Heart
  (+21/20)
  Aura Right. Authority
  (+25/15) Invis. of Stand. Wizard
  (+15/10)
  Subtle Taste Pois. & Pur.
  (+22/20)
  Image From Wizard Torn
  (+18/15) Panic Trembling Heart
  (+16/10)
  Tales of the Ashes
  (+24/20)
  Loss of Moment’s Memory
  (+21/15) Per. of Conflict. Mot.
  (+24/10)
  Trust of Childlike Faith
  (+18/20)
  Memory of Distant Dream
  (+18/15) Rising Ire
  (+15/5)
  Curse of Unruly Tongue
  (+15/20)
  Perceive the Magical Scent
  (+19/15) Rstd. Decay 10-score Yrs.
  (+14/5)
  Disguise of Putrid Aroma
  (+21/20)
  Rec. Mem. Nvr Quite Lived
  (+14/15) Whispering Winds
  (+13/5)
  Palm of Flame
  (+21/15)
  Call to Slumber
  (+22/10) Aura Ennobled Presence
  (+21/5)
  Snap of Awakening
  (+25/15)
  Captive Voice
  (+15/10) EYES OF THE CAT
  (+18/5)
  Words of Unbroken Silence
  
  117
  Opacus leads a secre-
  tive life, pursuing hid-
  den plans within the
  Order and among the
  mundanes.
  Illus. ©1994 Liz Danforth
  
  Motto: Omnia nostra instrumenta. (All things
  are our tools.)
  Symbol: A hand with a ring on each finger.
  (These are the five rings that Verditius used,
  perhaps the most powerful magical rings in
  Hermetic history.)
  Verditius: ware-DEE-tee-oos
  CHAPTER THIRTEEN:
  HOUSE VERDITIUS
  
  119
  “Other magi see these devices as tools,
  like a sword or a spade. They do not
  understand what it takes to make
  magical devices, and that is why they
  cannot make them as well as we can.
  They do not understand that what
  they call tools are parts of our
  minds, extensions of ourselves as sure-
  ly as are our hands and our words.”
  —Verditius
  
  Followers of Verditius are brilliant crafters
  of magic items, and they sell magic devices
  of all kinds to other magi. They must use
  small devices to cast formulaic magic.
  Though their position appears subservient
  since they are working for others, they have
  a great deal of quiet power.
  HISTORY
  Verditius could never cast a spell in his
  life, but as a designer of magic devices, he
  has never been matched. He was eager to
  join the Order because it protected him from
  other magi. He feared that he was unable to
  hold his own in magical battles and wanted
  to be part of an Order that would allow him
  to practice his craft in peace and safety.
  He 
  worked 
  long 
  and 
  hard 
  with
  Bonisagus, sharing what he knew about
  crafting magic devices, but every time he
  became philosophical about the intangi-
  ble, inexpressible part of magical creation,
  Bonisagus said that such talk was fruitless.
  Though Bonisagus managed to capture the
  simplest and most direct instructions for
  making magic devices, he never could
  quantify 
  the 
  personal 
  element 
  that
  Verditius thought was so important.
  Hermetic theory includes basic techniques
  for creating magic items, but it lacks the
  special touch that the followers of Verditius
  have gained.
  In turn, Verditius failed to learn
  Bonisagus’s spellcasting techniques. He
  never could manage a single spell.
  His apprentices, however, had some suc-
  cess in this pursuit. They learned to cast
  spontaneous magic, and one of them,
  Fenistour, developed a way to mimic formu-
  laic spells. She created the first casting tools,
  small devices that allow Verditius magi to
  cast formulaic Hermetic spells. These cast-
  ing tools are now universal in the House.
  Even with the ability to cast formulaic
  spells, however, the followers of Verditius
  retained a defensive attitude about their
  powers and consolidated their identity as
  master artificers. They developed the
  habit of designing magic devices for
  other magi, a practice that serves a dou-
  ble purpose. On one hand, it makes a
  direct profit for the House, bringing in
  raw vis or silver. On the other hand, it
  makes other magi slightly dependent on
  House Verditius to provide these excellent
  items, so the House has become highly
  valued in the Order. Some magi respect
  the Verditius magi less than magi of most
  other houses, for being “crafters” instead
  of philosophers, but House Verditius is
  happy with raw vis and favorable treat-
  ment, if it can’t get respect.
  During the various crises that shook the
  Order, House Verditius has played it safe.
  They refused to involve themselves in the
  Schism War, and they let the quaesitoris
  handle the execution of the Tytalus dia-
  bolists. There is a recent growing threat,
  however, that is worrying some Verditius
  magi. As mundane society encroaches on
  mundane and faerie areas, more and more
  sources of raw vis are lost. Verditius magi
  need raw vis for their devices, so they are
  not all willing to sit by and let other magi
  handle the situation.
  Immediately after the death of the previ-
  ous primus, Imanitosi, an alarming trend
  began. Some Verditius magi bribed mun-
  danes into their service by giving them
  magic devices. These mundanes are using
  the devices to defend magical and faerie
  areas. So far, these magically armed groups
  are in isolated areas, as are the remaining
  magical and faerie lands, but as mundane
  society grows, conflicts between nobles on
  one side and the warriors allied with
  Verditius on the other will become more com-
  mon. The primus, Stouritus, has promised to
  keep these magi equipping mundanes in
  check, but little has come of these promises.
  120
  Illus. ©1994 Eric Hotz
  
  NOTABLE MAGI OF VERDITIUS
  Verditius: Founder, crafter of magic items
  nonpareil.
  Fenistour: Invented casting tools.
  Himinis the Mad: An 11th-century
  magus plagued by fear and delusions of
  persecution. He invented a great number of
  magic items that had hidden curses, to
  strike back at the world that tormented
  him. Many of these items can be found in
  use or in old treasure chambers, their curs-
  es still undiscovered.
  Tierent: He perfected ways to capture
  and coerce faerie creatures, using them to
  power his magic items.
  CURRENT STATUS
  Membership: Sixty-two.
  Domus magna: Verdi, in the Roman
  Tribunal. It is filled with automata and
  small magic items for the convenience of
  residents and visitors. Every eighteen years,
  the primus hosts a contest within the House
  to invent the most efficient, interesting, and
  useful device; the winning device is donat-
  ed to the domus magna, and its inventor
  may choose three magic items from among
  the other entries in the contest as compen-
  sation. Having one of your items win the
  contest is a very high honor (granting the
  magus a Reputation of 3+ in House
  Verditius and 1+ in the Order in general).
  Verdi crafts numerous magic items for other
  magi in the Roman Tribunal, which finds
  them useful in the Dominion. In turn, it
  pulls in huge amounts of silver and other
  wealth, which it uses to buy raw vis from
  less-civilized areas.
  Primus: Stouritus, a personable man who
  seems uninterested in political dealings.
  Current concerns: Certain Verditius magi
  have begun arming mundanes with magic
  devices and enlisting them to protect magical
  areas from mundane encroachment. Magi of
  other Houses are very concerned about this
  behavior. Also, several ancient and powerful
  magic devices are currently in Verdi, under
  examination by Verditius experts.
  To pass the apprentice’s gauntlet, one must
  make a magic device that shows one’s skill and
  ingenuity. This is one’s “journeyman piece.”
  No magus may enter House Verditius
  from another House.
  MAGI OF VERDITIUS
  Mentality of a Verditius Magus
  You have been taught to put a small bit
  of yourself into inert matter and bring it to
  a kind of life. If you can perfect your skills,
  you will earn respect and honor from your
  peers. You will also be able to use these
  skills to earn wealth from those magi who
  are less skilled than you. If you are careful,
  they will come to depend on you more than
  they think they do, and your position in life
  will be secure.
  Over your life, you may amass great
  wealth. Some will be mundane wealth, pro-
  viding a comfort unknown except to kings.
  Some wealth will be magical, with devices
  that provide services no king can enjoy.
  This wealth and comfort are your due
  rewards as a master crafter.
  Verditius taught how to change and con-
  trol things, how to take inert matter and
  make it a powerful tool. You can apply this
  lesson to all aspects of your life. Begin with
  something neutral, such as a person or a
  situation. Study how you can make use of it
  and apply your skills. What words need to
  be said? What promises or threats made? If
  you are clever, you can turn almost any-
  thing into a tool for your use.
  Priorities
  1)
  Perfect your craft.
  2)
  Gain honor and prestige in the House.
  3)
  Gain wealth and prestige as a provider
  of magic items.
  Outlook
  • Bjornaer: They are too caught up in their
  primitive magic to see the value in our
  devices.
  121
  
  • Bonisagus: They overestimate their
  capabilities; after centuries of trying, they
  still can’t craft devices as we can.
  • Criamon: They have no use for power, so
  they have no use for what we offer.
  Ignore them.
  • Ex Miscellanea: They are good cus-
  tomers, bringing in raw vis from the bar-
  barian lands. They need our items
  because their own magic is limited.
  • Flambeau: They appreciate devices that
  perform tasks not related to fire so that
  they don’t have to study anything but
  their chosen specialties.
  • Jerbiton: They recognize the beauty of
  artistic crafts, but they are too patient
  with the mundanes, who are making life
  ever more difficult for us.
  • Mercere: They are regular clients because
  so many of them have no Gift at all.
  • Merinita: They resent us because we
  use raw vis that is often gathered from
  faerie forests. Let them resent us—the
  rest of the Order recognizes the value
  in what we do.
  • Quaesitoris: Without them, the Order
  would collapse. Obey and support them.
  • Tremere: They recognize power when
  they see it, so they know the value of our
  products.
  • Tytalus: They enjoy bargaining; indulge
  them, but watch them carefully.
  • Mundane society: They are expand-
  ing into areas that used to provide
  regular 
  amounts 
  of 
  raw 
  vis.
  Something has to be done about them
  or they will mean the end of the entire
  Order. On the other hand, if the quae-
  sitoris would let us sell them magic
  devices, we could increase our markets
  and our profits.
  Intra-House Relations
  There is no political hierarchy within
  the House, only the ever-changing ranks
  of skill, prestige, and wealth. If you cre-
  ate inventive, unique, and useful items,
  you will rise steadily in these ranks. All
  that is expected of you is that every
  eighteen years you bring your best
  device to Verdi, the domus magna. There
  you can compare it to the works of oth-
  ers. You should also be careful about
  infringing on the territories of other fol-
  lowers of Verditius. If someone else
  already sells in a given area, you should
  think twice before moving in and pro-
  viding competition to your fellow.
  Magic
  Verditius magi have the same varied
  interests in magic as other magi. There
  are Verditius necromancers, air wizards,
  nature mages, and so on. Their common
  link is their use of devices; the magic
  they work with these devices varies from
  one device to the next.
  When you learn a formulaic spell, you
  construct a small device, called a casting
  tool, that helps you cast it. Without the
  casting tool, you cannot cast the spell.
  Since you need a lot of these casting tools,
  it’s best to keep them small; and be sure
  that they are all different from each other
  so you can grab the right one even if you
  are in a hurry. To use a casting tool, you
  must be able to concentrate momentarily
  on it. If it is a ring, for example, you must
  be able to feel it on your finger. You can-
  not cast the spell if you can’t feel the cast-
  ing tool and identify it by touch. (So you
  can’t grab a handful of casting tools and
  cast a spell with just one of them.)
  When using a casting tool, you must
  still perform hand gestures and speak
  magic words, and you suffer the normal
  penalties if you do not.
  Use your imagination when you invent
  casting tools. The shape or material
  should have something to do with the
  effect. For example, a casting tool for a
  Pilum of Fire could be a small wand
  shaped like a pilum (a Roman spear).
  The casting tools of different magi have
  different styles. Some are mechanical,
  with small moving parts. Others are
  made all from unworked materials, such
  as stones and twigs. Some are blown
  from glass of various colors.
  The time it takes you to learn a spell
  includes time spent making a casting
  tool. If you make more than one casting
  tool, you must subtract 3 from your Lab
  total for each extra casting tool created.
  If you ever need to create a replacement
  casting tool for one that is lost, you must
  deduct 3 from the Lab total of whatever
  you do that season.
  122
  All Verditius magi (and
  no others) have the
  arcane skill Verditius
  Magic. Add this score to
  your Lab total when it
  applies to magic devices,
  including longevity potions.
  
  [BEGIN INSERT]
  Verditius’s Runes
  Verditius developed fifteen runes, one for
  each of Bonisagus’s Arts. If these runes are
  carved or otherwise worked into a magical
  item, they help focus magical power and
  make the item easier to manufacture.
  Using one rune gives you a +2 bonus on
  your Lab total for instilling a power, and
  using two gives you a +3 bonus. The only
  disadvantage is that these runes can hint at
  the purpose of the item. Anyone familiar
  with magic theory (score of 3+) can identi-
  fy the runes and get a general idea of the
  item’s powers. Also, the same bonus that
  applies to instilling a power is added to a
  magus’s roll to discover that power in the
  laboratory.
  If an item has multiple powers, the com-
  plementary runes must be put together for
  each power. The various runes are ineffec-
  tive when intermixed.
  Magi sometimes carve false runes into their
  devices so that casual observation cannot
  reveal their powers, but rudimentary inves-
  tigation with Intéllego Vim (Level 10+)
  reveals which are the true runes and which
  the false. If you really want to confuse other
  magi, you can work false runes into a
  power. Instead of getting a bonus, you
  receive -3 on your Lab Total for every false
  rune you use. Magical investigation cannot
  distinguish these runes from true ones, and
  anyone attempting to investigate the item
  in the Lab suffers a similar penalty on rolls
  to reveal that power.
  For example, suppose Retistius wants to
  make a ring that transforms the wearer’s
  body. If he uses the Muto and Corpus runes,
  he will get +3 on his Lab total. If he wants
  to confuse other magi who might come
  across the ring, he could use the Creo rune
  instead of Muto. He would get -1 on his Lab
  total (-3 for the false Creo rune, +2 for the
  correct Corpus rune). If he wanted to be
  more confusing, he could use, for example,
  Creo Mentem runes and suffer a -6 on his
  Lab total.
  House Verditius has shared knowledge of
  these runes with the Order, so magi of any
  House can use them.
  [END INSERT]
  HOUSE VERDITIUS IN PLAY
  Saga Idea
  House Verditius, the sleeping giant,
  awakes. Primus Stouritus determines that
  it’s time to act. In secret messages to
  Verditius magi and their allies across
  Europe, he announces the first stage in hos-
  tilities. The Verditius magi begin winning
  back magic and faerie lands. On a strategic
  level, they use magic disguised as natural
  effects (storms, rockslides, plagues, etc.) to
  hinder their enemies, while in direct con-
  flict they lead bands of liberated peasants
  armed with magic devices into battle.
  Player-character magi may get caught up
  in these fights just because they happen to
  live in contested areas.
  The faeries take an interest in the conflict
  as well, since they will benefit from limiting
  the expansion of the mundanes. The
  faeries, however, resent the Verditius magi’s
  habit of looting faerie lands for raw vis. The
  player characters may be able to work as
  go-betweens to get these erstwhile enemies
  to cooperate, or they can thwart the
  unsteady alliance and turn the faeries and
  Verditius magi against each other.
  In the mundane realms, few will be able
  to learn the truth about what’s threaten-
  ing them. Player characters may be able
  to operate in the mundane lands to con-
  fuse the nobles and clergy, either to help
  the Verditius magi’s cause or to just keep
  the mundanes from rising up in force
  against the Order.
  Other Houses soon take sides in the issue,
  some following the Verditius magi’s lead, oth-
  ers trying to hold them in check, and still oth-
  ers simply using the confusion to pursue their
  own goals. The stakes go up when House
  Verditius reveals that many of the magic
  items they’ve produced for other magi over
  the years have secret, latent curses imbedded
  in them and that the House will activate the
  curses if the other Houses resist them.
  Story Ideas
  • The characters discover a magic device
  that seems very powerful and useful.
  123
  Verditius’s Runes
  Verditius developed fifteen runes, one
  for each of Bonisagus’s Arts. If these runes
  are carved or otherwise worked into a
  magical item, they help focus magical
  power and make the item easier to man-
  ufacture. Using one rune gives you a +2
  bonus on your Lab total for instilling a
  power, and using two gives you a +3
  bonus. The only disadvantage is that
  these runes can hint at the purpose of the
  item. Anyone with Magic Theory (score of
  3+) can identify the runes and get a gen-
  eral idea of the item’s powers. Also, the
  same bonus that applies to instilling a
  power is added to a magus’s roll to dis-
  cover that power in the laboratory.
  If an item has multiple powers, the
  complementary runes must be put
  together for each power. The various
  runes are ineffective if not properly asso-
  ciated, so simply mixing them up to dis-
  guise their function is not an option.
  Magi sometimes carve false runes into
  their devices so that casual observation
  cannot reveal their powers, but rudi-
  mentary investigation with Intéllego
  Vim (level 10+) reveals which are the
  true runes and which the false. If you
  really want to confuse other magi, you
  can work false runes into a power.
  Instead of getting a bonus, you receive -
  3 on your Lab total for every false rune
  you use. Magical investigation cannot
  distinguish these runes from true ones,
  and anyone attempting to investigate
  the item in the Lab suffers a similar
  penalty on rolls to reveal that power.
  For example, suppose Retistius wants
  to make a ring that transforms the wear-
  er’s body. If he uses the Muto and Corpus
  runes, he will get +3 on his Lab total. If
  he wants to confuse other magi who
  might come across the ring, he could use
  the Creo rune instead of Muto. He would
  get -1 on his Lab total (-3 for the false
  Creo rune, +2 for the correct Corpus
  rune). If he wanted to be more confusing,
  he could use, for example, Creo Mentem
  runes and suffer a -6 on his Lab total.
  House Verditius has shared knowledge
  of these runes with the Order, so magi of
  any House can use them.
  
  124
  Verditius’s
  Runes
  Animál
  Perdo
  Rego
  Imáginem
  Intéllego
  Corpus
  Creo
  
  125
  Aquam
  Auram
  Herbam
  Ignem
  Mentem
  Muto
  Terram
  Vim
  Illus. ©1994 Eric Hotz
  
  Unfortunately, the device was created by
  Himinis the Mad and has an insidious
  curse or secondary effect, which the char-
  acters do not immediately notice.
  • The eighteen-year meeting at Verdi is
  coming up soon, and some are saying
  that the champion will lose this time to a
  young, secretive magus nearby. The
  champion, acting through an agent,
  hires the characters to spy on this magus
  and find out what he is doing so the
  champion can beat him out.
  MALACIS, FOLLOWER OF
  VERDITIUS
  Wherever she goes, Malacis (MAHL-uh-
  kees) wears a large leather apron, a tool belt,
  a cap to contain her unkempt hair, and
  thick boots. Hanging from the apron, from
  the tool belt, and from straps around her
  body are the many casting tools she uses to
  cast formulaic magic. Secreted somewhere
  on her person is a small white mouse; this is
  her familiar, Whitey. Malacis is friendly,
  even jovial, though she has a tendency to
  talk about herself and her projects a bit
  more than is polite.
  While most Verditius magi use casting
  tools that easily fit in the palm of a hand,
  Malacis’s tools are all large and cumber-
  some. For instance, her tool for Chirurgeon’s
  Healing Touch is a heavy bronze gauntlet
  that makes her hand appear to be twice its
  size, and her tool for Edge of the Razor is a
  whetstone fully a span in diameter.
  Her magic devices are even larger, many
  of them requiring individual porters and
  some requiring mule-driven carts or wag-
  ons. Her magical devices have large effects
  in proportion to their large size.
  She believes that magic devices are the
  “golden bridge” between the magi and
  the common folk. By selling them magic
  devices, the Order could make them
  share the concerns of the magi. The
  Order could replace the Church as the
  common person’s authority, blessing-
  bringer, and source of knowledge and
  wisdom. This attitude puts her at odds
  with the Verditius magi who have report-
  edly begun opposing the mundanes, but
  she may be able to find common cause
  with them. After all, if the Order were to
  become the protectors of the mundanes,
  then the mundanes would stop invading
  magical and faerie areas.
  Malacis has a large number of magic
  items at her disposal. Almost universally,
  they are large, clanking monstrosities, usu-
  ally carried by peasants, grogs, or even
  teams of horses and wagons. Listed below
  are a few of Malacis’s favorite items.
  Drums of Fear: This set of seven drums,
  ranging in size from a small pot to a large
  barrel, are tied together by an intricate set of
  pulleys, ropes, and sticks. The device is con-
  structed in such a way that when one pedal
  in the rear of the item is pumped, all of the
  drums are beat at different speeds. The
  entire mechanism is so large and unwieldy
  that it has been permanently mounted in a
  small cart.
  When the drums are beaten, a single vic-
  tim may be stricken with a sudden and irra-
  tional fear (Panic of the Trembling Heart
  [Creo Mentem 15], 50/day) each turn.
  Malacis is still quite proud of the Drums of
  Fear, for they were her journeyman piece
  that gained her admittance as a full maga.
  She would be quite distraught if anything
  ever happened to them.
  Arbalest of Flames: This huge steel bow
  sits upon a trio of steadying legs. To the
  rear of the bow, supported by two more
  legs, is a cylindrical compartment full of
  javelins. It is connected to the bow by a
  wooden tube, surrounded by mechanisms
  of all shapes imaginable. Together, they
  form an ingenious loading mechanism
  for the arbalest, which may be used to
  quickly reload the bow by simply turning
  a few cranks.
  The Arbalest of Flames may be treated as
  a normal arbalest, with the exception that
  its Rate is much quicker (-13). Additionally,
  if a certain red-colored lever is thrown, then
  the javelins will burst into flames as they
  leave the bow (Pilum of Fire [Creo Ignem
  20], unlimited uses). Malacis has made sev-
  eral of these mechanisms for her grogs and
  often lends out her laboratory texts on
  them to other covenants, for a small fee.
  The Demonsbane Bellows: Connected
  to the exit tube of this large bellows are
  126
  Span: A unit of measure
  roughly nine inches.
  
  two cylindrical containers, one contain-
  ing crushed red coral, the other diamond
  dust. When the bellows is contracted,
  carefully measured amounts of red coral
  and diamond dust are dropped in front of
  the exit tube of the bellows and thus
  blown forth in a fine mist.
  These bellows may be used to destroy
  demons (Demon’s Eternal Oblivion [Perdo
  Vim 45], unlimited uses). Unfortunately,
  Malacis experimented while making this
  item and the result was slightly flawed. A
  targeting roll is needed for the spell to be
  successful.
  Other Enchantments: Malacis believes
  that magic items should be used to help
  the common folk and that the Order
  should become the new “Church,” replac-
  ing miracles with Hermetic magic. Thus,
  she has, on occasion, enchanted items for
  mundanes, for a small fee. One such
  example is the Barn of Plenty, a large
  barn enchanted to keep out the many
  animals of the land (enlarged Circle of
  Beast Warding [Rego Animál 25], con-
  stant). It is used to store surplus foods
  away from the vermin who might other-
  wise devour them.
  Malacis’s Familiar
  Malacis’s familiar is a white mouse
  named Whitey. Whitey enjoys climbing on
  and in Malacis’s large and complex con-
  traptions. When a large device is malfunc-
  tioning, Whitey can climb inside it to find
  out what the problem is. Some magi have
  accused Malacis of designing her creations
  to be fun playgrounds for Whitey first and
  functional devices second.
  Whitey has the following three abilities:
  Shared Protection: Whitey gets the full
  benefit of Malacis’s parma magica whenev-
  er it is activated.
  Shared Speech: Whitey speaks fluent
  French and Latin. In exchange, Malacis is
  able to speak with all land creatures.
  Transfer Wounds: Malacis can transfer
  wounds to Whitey or take damage upon
  herself that Whitey has suffered.
  Whitey’s cords are: Gold +3, Silver 0, Bronze 0.
  Malacis’s Apprentice
  Malacis is devoted to her work in the lab,
  and she treats her apprentice as an assis-
  tant. Naturally she must spend some time
  instructing her apprentice to make him or
  her more valuable, but mostly the appren-
  tice learns by helping her. She expects little
  from the apprentice except that he or she
  take responsibility seriously. She doesn’t
  even much care about the apprentice’s
  political leanings, though the apprentice is
  doubtless going to pick up some of her atti-
  tudes just by listening to her ramble on, as
  she occasionally does.
  Malacis’s Filius
  Malacis has a hard time saying good-bye
  to her filius. After working with her filius
  for fifteen years, Malacis has made her fil-
  ius very valuable to her.
  Malacis may call her filius back to help
  her with particularly challenging projects.
  She may also want to trade magic items
  with her filius. If he or she can produce
  small-scale devices, she’d be happy to
  trade large-scale items for his or her more
  modest creations.
  Story Idea
  Malacis begins sharing her knowledge
  with the nearby mundanes. She is trying to
  improve her standing, and the standing of
  the Order, among the common people. The
  lord in the player characters’ area is angry.
  He either wants Malacis stopped, or he
  wants the player characters to provide the
  same services to his chosen vassals.
  127
  
  128
  Malacis, Follower of Verditius
  Age: 53; Apparent Age: 40 (Longevity Potion); Size: 0; Confidence: 3
  Large, leather apron with a tool belt; thick boots; adorned with tools; friendly and jovial
  woman.
  Characteristics____________                                          Virtues & Flaws
  +5
  Int (creative)
  +2 Prs (powerful pers.)
  Gentle Gift
  Delet. Circumstances
  -2
  Per (nearsighted)
  -1 Com (big words) 
  Hermetic Prestige 
  (making simple, hand held
  Inventive Genius
  magic items)
  -1
  Str (out of shape)
  +3 Dex (subtle manip.)
  Learns fm. Mistakes
  Lack of Control
  0
  Stm
  +1 Qik (fast reactions)
  Mag. Affinity (Vim)
  Necessary Condition 
  Strong Writer
  (casting tools must be large)
  Overconfident
  Verditius Magic
  Personality Traits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Reputation
  +3
  Friendly to Mundanes
  +2
  Good-Natured
  1
  Friendly to Mundanes (tribunal)
  Abilities
  6
  Bargain
  4
  Folk Ken 
  6
  Magical Affinity
  5
  Speak Latin
  4
  Blacksmithing
  4
  Hermes History 
  3
  Meditation 
  4
  Speak Vulgar
  1
  Church Lore
  3
  Hermes Lore 
  4
  Parma Magica
  7
  Verditius Magic
  4
  Evaluate Magic Items 2
  Local Lore
  3
  Scribe Latin
  4
  Woodcrafting
  4
  Finesse
  9
  Magic Theory
  Combat Information
  Weapon
  1st
  Atk
  Parry
  Dam
  Dodge: +1
  Hand
  +1
  +3
  0 
  -1
  Soak: 0
  Encumbrance: 0
  Techniques and Forms____________________________________Spellcasting Information
  13
  Cr
  11
  An
  7
  Ig
  Spellcasting Speed: 5
  12
  In
  6
  Aq
  5
  Im
  Twilight Points: 8
  7
  Mu
  5
  Au
  7
  Me
  Effects of Twilight: She can write a Vim book up 
  5
  Pe
  12
  Co
  9
  Te
  to 2/3 her score.
  6
  Re
  5
  He
  12
  Vi
  Wizard’s Sigil: Her spells are soothing in nature.
  Spells Known (bonus/level)     Name (mastered spells are in CAPS)
  (+35/40)
  Shell of Opaque Mysteries
  (+18/15)
  Endurance of Berserkers (+29/10)
  Change Nature of Vis
  (+23/30)
  Breaking Perpetual Drought (+25/15)
  Gather Essence of Beast (+24/10)
  Rev. Flaws Mortal Flesh
  (+25/20)
  Chir. Healing Touch
  (+25/15)
  Gentle Tch. Pur. Body
  (+30/10)
  Sense the Nature of Vis
  (+30/20)
  Perceive the Magical Scent
  (+30/15)
  Scales Magical Weight
  (+20/5)
  Edge of the Razor
  (+24/20)
  Return of Mental Lucidity
  Familiar
  Whitey the Mouse       Size: -5
  Combat Information
  Str
  Stm
  Dex
  Qik
  Per
  Type
  1st
  Atk
  Dam
  Def
  Soak
  -5
  -1
  +1
  +1
  +3
  Bite
  +2
  +2
  -5
  +7
  -5
  Body Levels: OK, Killed; Cord Strengths: Gold +3, Silver 0, Bronze 0
  Bond Qualities:
  Shared Protection: Whitey gets the full benefit of Malacis’s parma magica whenever it is activated.
  Shared Speech: Whitey speaks fluent French and Latin. In exchange, Malacis is able to speak with all land
  creatures.
  Transfer Wounds: Malacis can transfer wounds to Whitey or take damage upon herself that Whitey
  has suffered.
  Magic Items
  Drums of Fear, Arbalest of Flames, The Demonsbane Bellows (see text for details on these items)
  
  129
  Malacis’s casting tools
  and magic devices are
  all large, and most are
  complicated as well.
  The white mouse is her
  familiar.
  Illus. ©1994 Liz Danforth
  
  CHAPTER FOURTEEN:
  HISTORY OF THE ORDER
  
  “We are simple schoolchildren copying the
  works of the masters and occasionally intro-
  ducing our own petty innovations into their
  brilliant spells and words. Who among us can
  compare to those who founded the Order,
  whose magic knew only the bounds of their
  imaginations and wills? Who among us could
  construct 
  devices 
  like 
  the 
  Chariot 
  of
  Verditius, the Staff of Seven Fires, or the Eyes of
  Quendalon? Who among even my own House
  could invent a magical ritual as world-alter-
  ing as the parma magica? We have grown weak,
  and our only chance to feel power is to copy, as
  closely as our small minds can manage, those
  who went before us .”
  —Avarret, primus of Bonisagus (1191–1213)
  131
  
  The history of the Order of Hermes goes very far
  back into the past. The quaesitoris have traced the
  Order past the Roman cult of Mercury, through
  the Greek cult of Hermes, and back to ancient
  Egypt and Persia. They claim that the Order of
  Hermes is a temporary manifestation of an eter-
  nal institution and that its form may change but
  its essence remains constant. If this eternal orga-
  nization does exist, it did not take its current form
  until the 8th century, after the fall of Rome.
  ANCIENT ORIGINS
  The Order of Hermes was founded chiefly by
  magi who had descended from the Roman
  cult of Mercury, which in turn took its wisdom
  from the Greek cult of Hermes. The Seekers
  believe that these ancient Greek wizards had
  some contact with those beings known to the
  Greeks as gods. Evidence of wizards in ancient
  Egypt and still more ancient Babylon suggests
  that even the cult of Hermes was a descendant
  of a previous order. Again, these Egyptian and
  Babylonian sorcerers, say the Seekers, had
  contact with what the commoners called gods.
  There is a “history” of sorts as to the origin of
  Babylonian and Egyptian magi, and the
  Seekers call it the “Legend of the Old Ones.”
  Legend of the Old Ones
  “In the time before Rome, before Greece,
  before even Egypt, there was a great civilization
  located on land that is now beneath the waves
  of the Mediterranean Sea. A mighty race of
  gods lived there, creatures who used magic as if
  it were a mere toy, a people whose lives were
  woven around magic, whose lives were, in
  some ways, nothing but magic. Not of any one
  form, they could change shape at will, but they
  most commonly appeared as human. Now all
  lost to the ken of humanity, their palaces and
  cities were beautiful gardens, constructed of
  crystal and light, and a plethora of flowers grew
  there. Their lives were filled with music, dance,
  and all the earthly delights. Not satisfied with
  ordinary pleasure, they intensified it with their
  magic, and enjoyed pursuits so esoteric and
  fantastic that we cannot understand them
  today. Their study of magic was centered
  around creating new pleasures and sometimes
  simply pursuing knowledge itself—for that too
  is a pleasure. They labored not at all, for they
  only worked on whatever they wished, so that
  it was play. For millennia they resided in their
  garden cities, living forever, totally engaged in
  their play and their delights.
  “Then one arose among them, a dangerous
  creature. At first he was as full of laughter as
  the rest of them, but as he grew to adulthood,
  he became full of hate. No one knows what
  sin or curse could have brought him forth
  from the womb of a beautiful goddess, but of
  his existence and the destruction he wrought
  there can be no doubt. The others did not like
  or trust him, and they did not include him in
  their games and lovemaking. He was an odd-
  ity among the gods. They called him Tarhutis,
  which in their language meant ‘the outsider.’
  Beneath Tarhutis’ brow resided a curse of
  hatred and a tormenting ambition. Once he
  grew to adulthood, Tarhutis found that he
  could no longer laugh nor cry and that he no
  longer saw himself as one of the others. He
  removed himself from them and spent his
  time on his studies, attempting to increase his
  might. Mere political influence was not
  enough for him; he was engaged in the pur-
  suit of magic—ever more potent magic—for
  he understood that to be the only real power.
  “Hate grew ever stronger and blacker in him;
  hate of those for whom pleasure was enough,
  of those who did not carry his curse of ambi-
  tion. Gradually he directed his studies towards
  finding satisfaction for his hatred.
  “So Tarhutis decided to kill the gods, and he
  spent seven hundred and seventy-seven years
  in the caves beneath the Lake of Salt, a marsh
  that stood between what are now the Pillars of
  Hercules, preparing their end. Tarhutis con-
  structed a mighty spell and blew away the nat-
  ural dam that had protected the valley of the
  gods from the vast cold seas, and a huge torrent
  of water flooded in. Through the waters coursed
  all of Tarhutis’ hate, turned to vile poison
  through his potent magic. Within days, the
  cities of the gods were destroyed, and their civi-
  lization was gone. Through their magic, how-
  ever, a few of them lived on. Tarhutis also lived
  on, still in the caves beneath the lake, a lake
  that had become a sea. The Greeks and other
  people still tell legends of a great flood, refer-
  ring to this ancient disaster.
  “Some of these beings became gods of the
  Egyptians and Greeks, while others spawned the
  dragons. All were fascinated by their former ser-
  vants, the humans, and watched their progress
  with the intent fascination that only boredom
  can breed, for Tarhutis’ poisons had weakened
  the powers they had employed to entertain them-
  selves. Some searched for Tarhutis, but they could
  never capture him, and they could never meet
  him face to face unless he revealed himself to
  them, which he did only to laugh. Because of his
  ambition and hatred, he was powerful, so even
  132
  
  together the gods could not defeat him. So they
  turned their energies to playing with human
  lives, and they became gods to many human civ-
  ilizations. But life became tedious, and even the
  humans could not amuse them for long. Slowly
  they stopped interfering in human affairs and
  began only to watch them from afar. Still, their
  boredom grew even more intense. Soon they
  began to sleep, arising only one day a year to see
  what had occurred among the humans.
  “Our magic, the magic of Hermes, is directly
  descended from that of these gods. It is their
  magic that we now can only harness but never
  create. And even our Gifts of magic come
  directly from the Old Ones, for these gods
  sometimes bedded mortals and produced prog-
  eny that was half god and half human. These
  children have passed the blood of the gods
  down through the millennia, and we fortunate
  few have enough of that divine nature to work
  with the magic created by our ancestors.
  “The dragons are also descended from
  them, for some of the gods took beastly forms
  in their search for new pleasures. The children
  they bore are the dragons, worms, drakes,
  and serpents of today. Perhaps a few of the
  mightiest dragons are actually Old Ones who
  have never given up their beast forms.
  “The gods sleep on, and all who know the
  truth hope that they will sleep until the end of
  time, for if they stirred from slumber and
  walked once more upon the earth, their very
  presence could well destroy all civilization, and
  perhaps the Order along with it. Remember
  that, despite how they might appear, they are
  not human but are most monstrous indeed.
  Perhaps the Dominion will protect humanity
  from their onslaught, but if that is the case,
  they would certainly overwhelm the Order of
  Hermes and use us magi as their playthings.
  “Today, it is said, they sleep upon Mount
  Olympus and in the forest of Tertius Quid and,
  according to some, at Stonehenge as well. The
  dwellings of the gods do not exist in time as
  most things do, but rather return to time peri-
  odically as they so will. Only if you visit those
  places at the right moment will you be able to
  enter their palaces and gardens and meet with
  them, though through most of the year you will
  find only desolation. No one has ever reported
  an encounter with the Old Ones, so it must be
  assumed that they kill all those who intrude on
  their home. All wizards must be careful when
  they visit these places, for an improperly
  intoned spell could awaken them out of time
  and bring them to earth once again so that we
  all would have to face their full fury.
  “It is my understanding that Tarhutis came
  to be known to the Egyptians as Tahuti or
  Thoth, as he is also named. On this god are
  based the myths of Hermes and Mercury. In
  any case, Tarhutis was the first magus. His
  creation of the spell that destroyed his world
  shows that he pursued power as we do today.
  He was one of us, yet he destroyed everything.
  What can it say about us that our true ances-
  tor was the destroyer of all? Let us all look
  into our hearts and see how much of Tarhutis’
  blood courses through them.”
  —Archmage Infamitus, in his tome The True
  Origins of the Magical Traditions
  The Seekers
  Those magi who believe in the Old Ones
  and seek to learn from their power call them-
  selves the Seekers. They believe that if they
  can find the Old Ones, they will have access to
  great knowledge and untold might. Because
  they share a common purpose, they some-
  times work together; but because they are all
  trying to reach the same goal, they also can be
  violently competitive. The competition, at
  times, has led to the destruction of laborato-
  ries, familiars, and apprentices; sometimes
  even to Wizard War. If any of the Seekers have
  found anything concrete, they are not telling
  anyone, especially not other Seekers.
  Seekers can be of any House, though cur-
  rently there are none from Criamon,
  Bonisagus, Jerbiton, or Mercere. The thirty or
  so avowed Seekers are mostly from the Houses
  Tremere, Tytalus, and Ex Miscellanea.
  THE CULT OF MERCURY
  Though the Order is directly descended
  from Roman society, it is named after the cult
  of Hermes, the Greek god of magic. When
  Rome began to build its empire, it borrowed a
  great deal of culture and religion from the
  Greeks, who centuries before had achieved a
  highly advanced culture. Roman culture bor-
  rowed such things as religion and magic,
  both of which came from the original cult of
  Hermes. The members of the early Order of
  Hermes, however, were once priests of
  Mercury (though, by that time, they used this
  title in name only). They were able to work
  powerful magic in prolonged rituals involv-
  ing many participants. It is the Roman tradi-
  tions of the cult of Mercury that are most used
  in the Order of Hermes and that give it much
  133
  
  of its character. Of the twelve magi who
  founded the modern Order in A.D. 767, all but
  Bjornaer and Díedne were descended from the
  Roman priests of Mercury.
  The cult of Mercury was never one of the
  more powerful cults in Rome, and the magic
  its priests employed never figured largely in
  the political history of the empire. It is thought
  by some Hermetic scholars, however, that the
  spells it cast were essential for retaining the
  long-lasting integrity of the empire, even
  though the emperors never acknowledged this
  aid publicly. The magic used by the cult
  required difficult and lengthy rituals that
  incorporated scores—sometimes even hun-
  dreds—of priests, spread across many cities.
  These rituals held at bay most of the darker
  denizens of the world. Those scholars further
  speculate that the rise of Christianity in Rome,
  and thus the downfall of the cult of Mercury,
  is what brought about the end of the empire.
  Priests of Mercury traveled all across the world
  in search of lore, and the remains of small tem-
  ples have been found across Europe, as well as
  across the southern and eastern continents.
  Plentarch and Mercuric Magic
  In the second century B.C., the priest
  Plentarch codified the rituals of the cult into
  thirty-eight spells, each of which had to be
  studied and mastered separately. The cult’s
  theory of magic included nothing of general
  use like the Hermetic Techniques and Forms.
  Most of these spells were elaborate rituals that
  required several wizards who felt bound to
  each other by background or purpose. The
  tome that described these spells, however, has
  now been lost. Some seek it avidly in ancient
  temples of Mercury, because it could teach the
  Order much about magic.
  The Fall of the Cult of Mercury
  Since the cult of Mercury required so many
  dedicated priests to cast even a single spell, as
  well as broad financial support for the ritual
  components, it lost much of its power as Rome
  decayed. The cult fragmented as different
  groups of priests chose different sides in the civil
  wars, and by A.D. 300, most of its stronger spells
  could no longer be cast, because of the lack of
  cooperating priests. Many temples, including
  the ones in Rome itself, decayed to the point
  where they became little more than carnivals
  where citizens could have their fortunes read
  and their curiosity tickled by minor magic.
  The gradual rise of Christianity slowly
  eclipsed the older religions of Rome, and the
  cult of Mercury was further weakened as more
  and more people turned away from it and no
  longer provided the money needed to pur-
  chase the expensive components of its spells.
  In the 4th century, when Emperor Constantine
  the Great finally made Christianity the state
  religion of the Roman Empire, what was left of
  the cult of Mercury rapidly moved out of the
  cities and into the wilderness, out of political
  power and into seclusion. It had already lost
  so much of its religious vigor that its members
  were interested in little else but increasing
  their personal influence and their knowledge
  of the art of magic. As a Roman institution,
  the cult ceased to exist; as a loose organization
  of spellcasters, however, it remained.
  The Fall of Rome
  When Rome finally fell to the barbarians,
  the cult of Mercury was formally disbanded,
  and the members who were left were forced to
  survive on their own in the brutal society that
  remained. They were no longer a priesthood,
  but were instead solitary sorcerers who were
  able to cast only a few minor spells, except
  when they were still able to come together
  with their peers. They became known as wiz-
  ards or magi as their connections with the
  cult of Mercury were forgotten. The wizards
  themselves encouraged these new titles
  because the Christians did not tolerate the old
  religions. A period of transition began, and
  the study and use of magic were transformed.
  First, the magi needed to modify the magic
  they knew, which relied on large gatherings, a
  temple, and other such resources no longer
  available to a lone magus. Using other
  sources (possibly Greek or Egyptian), the wiz-
  ards began developing another kind of magic
  immediately after the fall of Rome, magic
  more suitable to use by an individual, though
  they still used rigid spells, like the formulaic
  spells of Hermetic magic.
  Naturally, the magicians still tried gathering
  into groups to share their knowledge, but these
  groups were short-lived. Each magician had
  precious secrets not to be shared with others,
  leading to jealousy and distrust. A wizard who
  could slay a fellow wizard would then be free to
  loot the magical treasury of the deceased, and
  therefore mortal combat was common. Because
  of this danger, wizards in the early Dark Ages
  rarely came together. One wizard was never
  able to trust another, and without the benefit of
  sharing information, the knowledge of the
  magi grew little over the years. As even appren-
  134
  The quaesitoris claim
  to 
  have 
  discovered
  secret rituals that they
  use 
  to 
  protect 
  the
  Order, and these rituals
  may include some of
  Plentarch’s spells.
  
  tices could not be fully trusted, the numbers of
  magi in the world dropped sharply. For a time
  it seemed as if the tradition of magic—sprung
  from the gods, carried to the Babylonians, nur-
  tured by the waters of the Nile, refined by the
  Greeks, and brought to great glory by the
  Romans—was coming to an end.
  THE ORDER OF HERMES
  The First Tribunal
  Early in the 8th century, the sorceress
  Trianoma had a vision: the magi united as
  they had been in Rome. But she did not know
  how she could overcome the distrust and his-
  tory of violence prevalent in the tradition. She
  traveled across Europe speaking with various
  wizards, and most supported the idea in the-
  ory, but few trusted their fellows enough to be
  willing to work together. Furthermore, many
  doubted that working together would be prof-
  itable, because the wizards used divergent
  and incompatible magical techniques.
  After years of searching, Trianoma found a
  solution to her problem. In seclusion, the wiz-
  ard Bonisagus was working on a universal
  theory of magic. His studies had already
  revealed to him a way to create a simple mag-
  ical shield that protected one from spells (now
  called simply the “parma magica”). Trianoma
  saw that these discoveries would let her form
  the order she envisioned. The parma magica
  would allow magi to meet with little fear of
  being attacked, and a universal theory of
  magic would give them a reason to work
  together. Trianoma encouraged many magi to
  visit with Bonisagus and share what they
  knew with him. From Druids, for example, he
  learned how to create new spells at a
  moment’s notice. This skill developed into
  spontaneous magic. Using this and other
  knowledge, Bonisagus developed a broadly
  applicable theory of magic, now known as
  Hermetic theory.
  While Bonisagus unified the magic of the
  magi, Trianoma masterminded their political
  unification. She had brought twelve magi
  together who all wanted to form an order.
  They learned the parma magica, studied
  Bonisagus’s theory of magic, wrote the Code,
  and named their order after the Greek god of
  magic, whose cult they knew to predate the
  Roman cult of Mercury. At Durenmar in the
  Black Forest in A.D. 767, the twelve magi swore
  to uphold the Code of Hermes, and the Order
  was formed.
  Since these magi could work together and
  share what they learned, they grew quickly in
  power. They realized that with the power of
  magic in their hands, the only other mortals
  they needed to fear were other magi.
  Systematically they sought other wizards out
  and offered them membership in the newly
  reformed order. All they asked was for the wiz-
  ards to abide by the simple Code of Hermes
  and to allow themselves to be adopted into
  one of the Houses that had been formed.
  Those who joined the Order could be trust-
  ed, but those who refused to join were still a
  threat to those who did, and the Order elimi-
  nated them or drove them off. It is because of
  this massive effort to consolidate wizards into
  the Order of Hermes that currently most of
  the wizards in Europe are Hermetic magi.
  Nevertheless, independent wizards and even
  groups of wizards continue to exist. They
  remain a threat to the Order because they are
  not bound by the Order’s Code.
  Hermetic Magic
  Apprentices who learn Hermetic magic
  take for granted the symbols, conventions,
  and structure used throughout the Order.
  They do not realize what a tremendous feat
  Bonisagus accomplished when he took the
  knowledge and power of several varied types
  of magic and designed a single system to
  encompass them all. It was this work of
  unprecedented and perhaps irreproducible
  genius that made the Order of Hermes possi-
  ble. It became a system in which fire wizards
  can share information with water mages and
  necromancers can cast spells designed by
  shapeshifters.
  The 
  categorization 
  and 
  regularity 
  of
  Bonisagus’s system of magic is a mixed blessing. It
  is much easier for a Hermetic magus to under-
  stand magic of all types than it is for an exotic
  wizard. Exotic wizards usually get an intense edu-
  cation in a very specific kind of magic, such as
  water magic or shapeshifting, and they have little
  or no understanding of other types of magic. On
  the other hand, true innovation is more difficult
  with the structures of Hermetic magic. For each
  apprentice trained by a Hermetic magus, there is
  a better way to teach him or her magic, some way
  of understanding magic that would be suited per-
  fectly to the apprentice’s own nature. Such a sys-
  tem of magic could turn that apprentice into an
  equal of one of the founders. But no one knows
  what that system would be for any given appren-
  tice, and a new system would have to be con-
  structed for every new apprentice. Hermetic wiz-
  135
  
  ards, therefore, simply use the same system for all
  their apprentices. It is a workable system, and it
  allows magi to share information with each other;
  so its inevitable limits are easy to bear.
  There are still aspects of magic that fail to fit
  into the rigid categories of Bonisagus’s design,
  which is why apprentices usually develop
  Specialties, Affinities, and Antipathies in their
  Arts and why some manifest unique abilities
  beyond the scope of Hermetic magic. The
  members of House Ex Miscellanea, some of
  whom are only nominally Hermetic magi, and
  those exotic wizards who survive despite the
  hegemony of the Order all prove that there is
  more to magic than Bonisagus’s theories.
  The Order and Exotic Wizards
  The relation with exotic wizards has
  changed through the centuries since the
  Order’s founding in A.D. 767. Before the Order,
  naturally, there were no exotic wizards (or only
  exotic wizards, depending on your point of
  view). Still, there was a distinction between
  Roman-descended wizards and more “primi-
  tive” wizards primarily from Celtic and Nordic
  traditions. Those descended from Roman mag-
  ical traditions considered themselves superior
  (as, no doubt, did each definable group), and it
  was this group of Latin-speakers who formed
  the core of the Order. Two wizards from other
  traditions, Bjornaer and Díedne, joined the
  Order as well, but the effort to recruit members
  was most strongly aimed at those who fol-
  lowed the Latin tradition. The founders gener-
  ally thought that including the more barbaric
  wizards in the Order would only lead to inter-
  nal strife, as the acceptance of non-Roman
  people had weakened the Roman Empire, and
  they didn’t value the knowledge that the non-
  Latin wizards would be able to offer, anyway.
  Once the Order had consolidated, it turned its
  energies on those it considered dangerous, the
  exotic wizards. Since exotic wizards were not
  bound by the Hermetic Code, they were seen as
  threats. In these dark times, Tytalus, Flambeau,
  and other magi avidly hunted down these wiz-
  ards. Bonisagus’s parma magica made these
  wizards stronger than their exotic enemies, and
  they enjoyed repeated victories.
  These bloody years of fighting with other wiz-
  ards gave rise to many tales of great deeds and
  wondrous battles, but within seventy years or so
  the battles died down. The Druids who did not
  join House Díedne had retreated into impene-
  trable faerie forests, and the wizards of the
  northlands proved too powerful on their home
  ground to be destroyed. Most independent wiz-
  ards in the central parts of Europe, however,
  were killed, driven into hiding, or forced to join
  the Order. Over the centuries, fighting exotic
  wizards has become less and less important (as
  well as less feasible, given the decrease in the
  population of exotic wizards). Some exotic wiz-
  ards carry on, but most are simple, unassum-
  ing hedge wizards who survive by not attract-
  ing attention to themselves and posing no
  threat to the Order. Unfortunately, the common
  folk remember those days of magical war, and
  through their legends, fear of the wizards has
  been passed down over the generations.
  Early in the 11th century, the Order came into
  direct and violent conflict with Kabbalists in
  Barcelona. The Kabbalists commanded enough
  power that the Order agreed to a perpetual truce
  with them. This truce is the only example of the
  Order according rights to exotic wizards. The
  Kabbalists and Hermetics rarely meet or work
  together; their magic traditions are too far apart
  to promote cooperation, or even mutual respect.
  In recent decades, some Hermetic magi
  have become more accepting of their exotic
  cousins. As the mundane world encroaches
  more and more, the magi look for allies, not
  enemies. These magi see the Order’s violent
  and paranoid policy regarding exotic wizards
  as a mistake. Those who have cooperated
  with exotic wizards have often found them
  good company and profitable allies.
  CRISES IN THE ORDER
  The Domination of House Tremere
  In the 9th century, House Tremere, through
  skillful use of certámen and political intrigue,
  nearly dominated the Order, ruling several tri-
  bunals and continually growing in power.
  Tremere, who was still alive and mastermind-
  ing the attempt to control the Order, was final-
  ly stopped by a group of unidentified magi
  who broke the minds of his chief lieutenants.
  No one knows who was responsible for “the
  Sundering,” as this attack is called. After this
  event, other magi were more watchful of polit-
  ical events and more eager to improve their
  ability at certámen.
  The Corruption of House Tytalus
  Near the end of the 10th century, the prima
  and several other leaders of House Tytalus
  136
  Parma magica (PAR-
  mah MAH-gee-kah) lit-
  erally “magical shield.”
  Trianoma did not form
  her own House. Instead,
  she had been “adopted”
  by Bonisagus and was
  part of his House.
  
  were found to be diabolists. They had been
  engaged in a campaign of corrupting magi of
  other Houses. Amid much fear and accusation,
  they were tried and executed. This corruption
  of powerful magi increased the Order’s fear of
  devils and added to the suspicion that had
  developed among magi. Some mark this event
  as a precursor to the Schism War.
  Fear of devils increases and decreases
  through the Order. Near the end of the 12th
  century, for example, demons seemed to be
  everywhere. It’s unclear whether an increased
  concern over demons results from increased
  infernal activity or mere fashion.
  The Schism War
  Just after the turn of the millennium, open
  conflict broke out within the Order, a prolonged
  series of skirmishes, battles, and assassinations
  that have come to be known as the Schism War.
  Some Houses and magi wanted to restrict
  the interaction among the Houses so that cor-
  ruption in one House would not lead to the
  downfall of others. The corruption of House
  Tytalus was, no doubt, the main cause for this
  paranoia, but intrigue, competition, and skir-
  mishing in general added to the atmosphere
  of distrust. Differences of opinion turned into
  frequent Wizard Wars and raids.
  The confusion led to a free-for-all, and old
  feuds came alive. Sides shifted continually,
  and fighting took many lives. Some Houses
  retreated to avoid the violence, while others
  increased their violent activities to deter
  attackers or just to pursue personal grudges
  amid the chaos. The quaesitoris lost effective
  power as the magi stopped obeying their
  orders, and it looked to most as if the Order of
  Hermes was about to fall.
  Then House Tremere declared war on House
  Díedne. House Díedne, composed of descen-
  dants of the Druids, had always been distant
  from the other Houses, and it was generally dis-
  trusted. Tremere’s primus, Cercistum, called on
  House Flambeau to help rid the Order of these
  troublemakers and their exotic traditions. The
  Flambeau magi joined in the battle with relish.
  The quaesitoris, seeing a chance to regain
  power, backed House Tremere and declared
  House Díedne renounced. Most of the other
  Houses retreated for safety, but many individual
  magi with grudges to settle joined the assault.
  House Díedne was entirely eliminated, but
  its leaders were never found. The magi of the
  day hoped that the far-reaching spells they
  had used had killed them, but many suspected
  that the leaders of House Díedne had retreated
  into a faerie forest. If that is the case, they
  might return at any time, bent on revenge.
  With House Díedne destroyed, the Schism
  War was over. The quaesitoris insisted on set-
  tling all remaining conflicts peacefully, and
  most magi were eager to stop fighting once
  they had seen the destruction that can result
  from an all-out war among the magi.
  House Díedne
  “We shall last as long as the wind blows hot
  on the backs of your necks, as long as the
  storms pound your tower walls, as long as the
  waves smash the sides of your ships, as long
  as the merciless sun looks down upon your
  abominations, sees your sins, and calls out for
  vengeance. We will return to haunt you.”
  —Attributed to the primus Llewellyn, words
  carved into the ruins of a stone wall at the
  last place he was seen
  Motto: Beata Terra beata omnia eam servant.
  (Blessed be Earth and all who serve her.)
  Symbol: The symbol of House Díedne has
  been stricken from Hermetic records, by order
  of the quaesitoris.
  House Díedne was destroyed during the
  Schism War, its last living members seen in the
  year A.D. 1012. This House, made up of pagan
  wizards descended from the Celtic Druids, was
  the largest, most powerful House of the Order’s
  early years; it was based mainly in France,
  Spain, and the British Isles but had covenants
  as far away as Greece and Denmark. When the
  Schism War broke out and conflict was ram-
  pant throughout the Order, House Tremere
  turned on House Díedne. With the support of
  House Flambeau and the sanction of the quae-
  sitoris, House Tremere defeated House Díedne
  and slew all Díedne magi it could find. The
  primus Llewellyn and a few of his followers,
  however, were never found and are believed to
  have escaped. Legend says that the faeries gave
  them sanctuary in Arcadia, where they may be
  living still. Since one day in Faerieland is often
  a century in the mortal world, the remnants of
  the outlawed House may return any day with
  vengeance fresh in their minds. Another legend
  says that they sailed away on a magic ship
  staffed with skeletons, and that they ride the
  seas yet or that their ship rose into the skies and
  can be seen sailing among the stars.
  137
  Hermetic magi use the
  term “exotic” to refer to
  magic that is outside
  the Hermetic tradition.
  Some Hermetic magi
  even have exotic pow-
  ers or knowledge.
  
  History
  In his search for new ways to perform magic,
  Bonisagus talked with a few of the last members
  of the Druidic tradition. From them, he learned
  new ways for magi to cast small, quick sponta-
  neous spells, but legend says that their leader
  would have nothing to do with Bonisagus’s new
  order. Díedne, one of the leader’s younger fol-
  lowers, joined, however, after Bonisagus
  promised the wary maga he would give her his
  personal protection. Many other members of
  the sect followed over the next few years, quick-
  ly forming a large House, but they never fully
  participated in the Order. Remaining mostly in
  covenants made up exclusively of their own
  members, they allowed little information to cir-
  culate about them, and their distance and atti-
  tude of superiority quickly made for resentment
  in some of the other Houses.
  In the early 11th century, problems plagued
  the Order. The execution of the Tytalus primus
  for diabolism caused fear among the Houses.
  Old resentments resurfaced, and odd ways
  took on sinister implications; rumors ran wild
  throughout the Order. House Díedne’s secrecy,
  its reclusiveness, and its odd traditions put it
  at the center of suspicion. At a conference of
  the leaders of all Houses, a senior Díedne
  magus publicly insulted the primus of
  Tremere, increasing the tension between
  already-hostile Houses. When the quaesitoris
  began investigating all the Houses for dia-
  bolism, House Díedne resisted, accusing House
  Tremere of using the quaesitoris to try to steal
  House Díedne’s magical techniques.
  Violence was common during this period and
  not only against followers of Díedne. Wizard
  Wars and Wizards’ Marches were constant, and
  a few individual covenants had broken into
  open conflict without even pretending to justify
  it under the Hermetic Code. For six years, House
  Díedne stalled the efforts to investigate them,
  before House Tremere issued an unprecedented
  House-on-House declaration of Wizard War.
  Tired of House Díedne’s tactics and unwilling to
  confront House Tremere, the quaesitoris refused
  to oppose the challenge, though all precedent
  dictated that Wizard War was restricted to indi-
  viduals. Instead, shortly after the fighting
  began, they retroactively sanctioned House
  Tremere’s actions by declaring all of House
  Díedne renounced. In a bloody, month-long
  struggle, House Díedne was destroyed.
  At first the remaining Hermetic magi guarded
  vigilantly against the specter of House Díedne’s
  return, but as the years have passed with no
  sign of this House, the magi have turned their
  attention to more-immediate concerns. A few
  radical Hermetic historians have even dared,
  from the safety of nearly two hundred years’ dis-
  tance, to suggest that House Díedne may not
  have been entirely the monsters they are tradi-
  tionally portrayed to have been. Houses
  Flambeau and Tremere, both of which lost near-
  ly half their members in the war, remain watch-
  ful and implacable, and there are a few lineages
  within House Tremere that make their appren-
  tices swear to renew the struggle if the remnants
  of House Díedne are ever found.
  Magi of House Díedne
  Few specifics about the followers of Díedne
  are known. Having descended from Druids,
  they specialized in nature-oriented magic.
  138
  Tensions have eased
  between Hermetic and
  “exotic” wizards, allow-
  ing them to meet in
  peace and learn from
  each other.
  Illus ©1994 Susan Van Camp
  
  Legend says that Díedne and Merinita were
  close friends before joining the Order,
  although today’s followers of Merinita deny
  or downplay any such friendship. In addition,
  Díedne magi excelled at spontaneous magic
  and had great difficulty with formulaic spells.
  If they ever resurface, the magi of Díedne
  may attack with magically controlled ani-
  mals or forests, or with elemental magic;
  their most powerful spells during the Schism
  War used upheavals in the earth and rains of
  fire. If the stories of their time in Arcadia are
  true, they will probably use faerie magic as
  well and may have faerie assistance. That
  Hermetic magi do not know exactly what
  these magi are capable of (especially after all
  these years) makes House Díedne all the
  more frightening. The escaped members of
  House Díedne are the bogeymen in the
  nightmares of the Order’s apprentices—and
  in the nightmares of some of its magi as well.
  Recent History
  The last hundred years have been a centu-
  ry of relative calm, with no crises threatening
  the Order as a whole. The main current con-
  cerns are the growth of the mundane popula-
  tion, the increasing strength and expanse of
  the Dominion, and the resulting loss of mag-
  ical areas. Many magi are becoming impa-
  tient with isolating themselves from the mun-
  dane world, and they call for concerted efforts
  to stop the mundanes from encroaching fur-
  ther into magical areas.
  Within the Order, a growing concern over the
  restrictions of Hermetic magic has developed.
  There are those magi who say that Bonisagus’s
  system of magic has stifled the imaginations
  and limited the wills of every magus since the
  founders, and that the Order of Hermes is in a
  steady decline that can only result in stagna-
  tion and death. These magi strive to find new
  ways to understand magic, systems that will
  potentially open them and others to power and
  wisdom that Bonisagus’s system cannot tap.
  Recently, magi have become more open in their
  pursuit of “exotic” magic, although House
  Bonisagus frowns on such explorations.
  LEGENDS OF THE ORDER OF
  HERMES
  There are many legends among the wiz-
  ards of the Order of Hermes, as there are in
  any culture. Though they certainly may
  have some truth to them, these myths are
  largely thought of as inaccurate. Still, a few
  wizards always seem to be obsessed by
  them and spend much of their time trying
  to prove their validity.
  Legend of the Old Ones
  Hermetic magic comes from the “Old
  Ones,” ancient beings of incredible power,
  whose civilization was destroyed millennia
  ago. They were last known to humanity as the
  gods of Greece and Egypt, and now they sleep
  away the centuries in hidden tombs and on
  mountaintops. Perhaps they will awaken one
  day to claim what was theirs, but they may
  need the help of those who would aid them.
  Legend of the Mundane
  Soon the Dominion will cover the world,
  and magic will be a thing of the past. With
  magic and the faeries, beauty and delight will
  also depart. Even the gentle magic of a mov-
  ing song or a mother’s love will disappear,
  leaving dull, unintelligent humans as final
  masters of a gray and dying world.
  Legend of the Faeries
  The faeries are the true owners of earth, and
  humans are degenerate faeries. Hermetic
  magic is a pitiful attempt to regain the magic
  power that humans lost when they lost their
  faerie powers. The faeries have so far ignored
  humanity out of contempt, but if magi con-
  tinue to raid the faerie forest and if church
  bells continue to drive the faeries back, they
  will soon turn against us. If we humans are
  lucky, they will kill us. Otherwise, they may
  retain us for their amusement.
  Legend of Degeneration
  As the Order has grown in number, it has
  shrunk in quality. Magi of the 13th century
  are weak and unimaginative compared to the
  founders, and the Order shows only signs of
  continued decay. Some predict that the magi
  will simply become less and less powerful,
  until the Order is overrun by society, while
  others believe that one day a daring magus
  will challenge the tenets of the Order and of
  Hermetic magic, destroying the Order and
  rebuilding it afresh.
  139
  See the chapters on
  Bjornaer, Merinita, and
  Verditius for more infor-
  mation on how Hermetic
  magi are reacting to the
  spread of mundane civi-
  lization.
  
  General Timeline
  Year
  Hermetic Event
  Mundane Event
  B.C.
  ca. 5,000
  Creation of the world 
  ca. 500
  Cult of Hermes at its height.
  (disputed).
  139
  Age of Aries begins.
  A.D.
  410
  Fall of Rome.
  412
  Cult of Mercury disbanded.
  767
  Order of Hermes founded.
  800
  Charlemagne crowned
  emperor.
  817
  House Ex Miscellanea admitted.
  848
  Sundering of Tremere.
  961
  Execution of Tasgillia.
  1003–1012 
  Schism War.
  1066
  William conquers Britain.
  1095
  The First Crusade.
  1195
  Last Grand Tribunal held.
  1216
  Pope Honorius III assumes
  office.
  Detailed Timeline
  B.C.
  ca. 5,000
  Creation of the world (disputed).
  ca. 4,000
  Destruction of Old Ones’ civilization (possibly mythical).
  ca. 2,000
  Egyptian cult of Thoth at its height.
  ca. 500
  Greek cult of Hermes at its height.
  ca. 160
  Plentarch codifies the spells of the cult of Mercury.
  ca. 150
  Roman cult of Mercury at its height.
  139
  The Age of Aries begins (Hermetic reckoning). The Hermetic
  calendar is based on the zodiac and counts its years from this year.
  A.D.
  4th century
  Christianity becomes official religion of Rome.
  410
  Alaric, king of the Visigoths, sacks Rome.
  412
  Cult of Mercury officially disbanded.
  711
  Muslims (“Moors”) invade Spain.
  731
  Trianoma meets Bonisagus. These two become the political and
  magical geniuses, respectively, whose work eventually makes
  the Order of Hermes possible.
  767
  Order of Hermes founded at Durenmar.
  770
  Mercere loses his magical power and becomes a messenger
  within the Order. He devotes his House to delivering messages
  among magi.
  140
  
  772
  Tremere and Bonisagus invent certámen.
  799
  Quendalon, primus of Merinita, enters faerie woods.
  801
  Someone claiming to be Quendalon comes out of the faerie
  woods; he takes control of House Merinita in 802.
  807
  Tytalus enters Maddenhofen Woods to confront the faerie
  queen and is never seen by mortal eyes again.
  810
  Certámen is adopted as an official means of resolving disputes.
  814
  Death of Charlemagne, dissolution of his empire.
  814–816
  Pralix of House Tytalus, leading the exotic wizards of the British
  Isles, hunts down and kills the sorcerer Damhan-allaidh. She
  then declares her group of wizards to be the “Order of Miscellany.”
  817
  Admission of the Order of Miscellany as “House Ex Miscellanea.”
  843
  Verderis, primus of Criamon, finishes writing The Travels of 
  Fedoso.
  848
  Tremere almost dominates the Order, but is stopped by a band of
  unidentified magi who strike his chief lieutenants with spells.
  861
  Tremere, the last living founder, dies.
  875
  Fenicil, primus of House Quaesitor, declares the conclusions of
  his long study of ancient magical history: that the Order is based
  on a magical tradition that goes back to the very beginning of
  history.
  876
  Doissetep covenant founded.
  887
  Belín, the “ideal Redcap,” dies. Her reputation has since grown to
  near-mythic status.
  891
  Iamitu’krielle of House Criamon apparently passes into
  Twilight, only to return from time to time with strange
  prophecies and riddles.
  937
  Duresca scrolls discovered. They seem to have been written by
  Guernicus, founder of House Quaesitor, and they involve a
  plot to control the Order. Three years later they are officially
  ruled to be fraudulent.
  961
  Trial and execution of Tasgillia, prima of Tytalus, found guilty
  of diabolism.
  1003–1012
  The Schism War. Widespread violence and anarchy culminate
  when Houses Tremere and Flambeau, with the sanction of the
  quaesitoris, destroy House Díedne.
  1006–1047
  Himinis the Mad, of House Verditius, crafts numerous magic
  devices that have hidden traps. Many of these devices still exist,
  their curses or traps as yet unknown.
  1018
  Open conflict breaks out between Hermetic magi and Jewish
  followers of the Kabbalah in Barcelona. The followers of the
  Kabbalah negotiate a perpetual truce with the Hermetic magi.
  1066
  William the Conqueror and his Norman army conquer Britain.
  1095
  The first Crusade called by Pope Urban II.
  1148
  Simprim, a quaesitor, starts the Transitionalist faction within his
  House.
  1158
  Last apparent sighting of Merinita, who is thought to be living
  perpetually in the wilderness.
  1160
  Zurenzialle of House Merinita disappears, and evidence left in
  his laboratory proves that he was an elf passing as a human. No
  one knows what his true goals were.
  1195
  Last Grand Tribunal held.
  1211
  A massive Wizards’ March against several vampiric Tremere
  magi.
  1212
  The last sighting of a vampiric Tremere. None are known to
  survive.
  1216
  The current pope, Honorius III, takes office.
  141
  
  CHAPTER FIFTEEN: 
  APPRENTICESHIP
  
  143
  “Coracol was always hard with me.
  While I thought he was only being
  cruel and petty, he was actually
  teaching me to be strong enough to
  deal with all the unpredictability of
  magic. We all know that magic rarely
  turns out exactly as intended and
  that sometimes surprise at an unfore-
  seen result can slow our reaction to
  potential danger. By being as incon-
  sistent and hard with me as he was,
  Coracol taught me to put up with
  whatever came and to be ready for
  unexpected difficulty. It is he who
  made me as tough as I am now.”
  —Erat Caecus, follower of Tytalus
  
  144
  The traditions of the Order’s Houses
  depend on the practice of apprenticeship,
  during which the ways of the older genera-
  tion are passed on to the younger. This
  chapter describes apprenticeship, on which
  the lineages of Hermes depend.
  BEFORE APPRENTICESHIP
  “I fully expected to follow my vulgar father onto the
  battlefield as a respected mercenary and probably the
  leader of a mercenary band, but I knew I would never
  be content in that life. I never lived up to my vulgar
  father’s expectations, because I was not fast or strong
  and he had no respect for my intelligence.
  Furthermore, other children were uncomfortable
  around me; I was not the born leader that my vulgar
  father was. I had few friends, and many of the people in
  the area whispered about my being tainted and strange.
  But I never knew I had an option other than becom-
  ing a mercenary. When I look back now on that life, I
  am thankful to my Hermetic father, Coracol, for res-
  cuing me from it. I was meant to be a magus from birth,
  and if I had not come into the Order, I would have been
  miserable. I would have lived my life with the knowl-
  edge that I was somehow different, but without any
  knowledge of my real powers. What could be a more ter-
  rible curse?”
  —Erat Caecus of House Tytalus
  Each magus has a unique story to tell of
  his or her “life as a mundane,” of the life
  led before becoming an apprentice. Most
  magi regard their apprenticeships as the
  beginning of their true lives, since few fit in
  with normal society. Indeed, some magi
  count their age as starting at the beginning
  of apprenticeship, not at “vulgar birth.”
  The major problem faced by most magi
  in the time before apprenticeship is the
  Gift. The Gift is apparently with one from
  birth, and it causes discomfort in almost all
  nearby non-magical creatures, including
  people. Many magi tell of being shunned
  by dogs and of frightening horses (though
  cats, on the other hand, seem unusually
  amenable to magical beings). Worse than
  the Gift’s effect on animals, however, is its
  effect on people. Though people cannot say
  exactly why someone with the Gift disturbs
  them, they tend to dislike and distrust mag-
  ical people. While some parents might
  overcome this aversion toward their own
  offspring, one’s peers generally do not.
  Many magi were ostracized, teased, tor-
  mented, or beaten by other children.
  In addition to having the Gift, many
  magi were unusually intelligent as chil-
  dren. Perhaps the Gift encourages the
  development of intelligence, or perhaps
  magi choose mostly bright youths as
  apprentices. In any case, there are few
  places in society for bright, curious chil-
  dren. For those fortunate enough to be
  born of noble parents, intelligence may
  be a blessing that leads to education in
  preparation for the priesthood, but for
  commoners, intelligence encourages a
  child to ask too many insightful questions
  that adults cannot answer or will not face.
  Intelligence also makes children unsatis-
  fied with the common life in which they
  are brought up.
  Finally, some magi had obvious magical
  manifestations in their minds or bodies as
  children; the Gift is known to warp both.
  Any child unfortunate enough to display
  immature magical abilities or strange
  physical features may be punished severe-
  ly, feared, hated, and possibly even killed.
  While commoners accept employment of
  everyday magic as a part of life, such as
  planting crops in accordance with the
  phase of the moon or using charms to
  ward off the evil eye, children with the Gift
  often demonstrate unusual magical abili-
  ties, which the commoners fear.
  A minority of magi actually grew up in
  covenants, the offspring of grogs, ser-
  vants, or even magi themselves. These
  apprentices often are very strange,
  because growing up in a covenant isolates
  one from normal society and because the
  magical aura of the place might even
  warp or exaggerate the Gift.
  Children with the Gift
  Some magi believe that a child born in a
  magical area has a greater chance to pos-
  sess the Gift, while others believe it can be
  bestowed by a faerie blessing. Most magi
  now subscribe to the theory that the Gift is
  passed along bloodlines, perhaps occur-
  ring only once every few generations.
  Some magi believe that all these Gifted
  bloodlines must contain some of the blood
  of the Old Ones, who, legend says, fre-
  quently mated with mortals. They claim
  that all mortals with magical powers,
  including all magi, are descended from
  these legendary beings.
  Virtues like Visions or
  Enchanting Music may
  represent magical talent
  that a magus developed
  before apprenticeship.
  Some magi, especially
  those whose magic does
  not bother non-magical
  beings (that is, those
  who have the “gentle
  Gift”), may have had
  typical or even fortunate
  childhoods. 
  For 
  the
  majority, however, the
  years before apprentice-
  ship are painful and per-
  haps best forgotten.
  
  145
  Because longevity potions cause a
  magus to become sterile, it has been diffi-
  cult to prove that the Gift is hereditary.
  The theory of the bloodlines being trace-
  able to the Old Ones is impossible to vali-
  date, especially since many magi doubt
  the very existence of the Old Ones. The
  Gift’s following bloodlines, however,
  would perhaps explain why there seem to
  be fewer young people with the Gift now
  than there were centuries ago. For hun-
  dreds of years, many of those with the Gift
  have become magi and rarely had chil-
  dren. Their bloodlines were therefore
  thinned. Another possibility is that the
  growing influence of the Dominion has
  reduced the appearance of the Gift. In
  either case, the number of apprentices is
  likely to continue to drop over the years.
  Those less eager to see danger ahead,
  however, state that there are not fewer
  apprentices now than before, simply more
  Hermetic magi looking for them.
  Some Hermetic scholars have speculated
  that all humans have an innate capacity
  for magic. There are many magi who have
  no apparent magical power; they have
  what is known as the “gentle Gift.”
  Perhaps they don’t have the “Gift” at all
  and what Hermetic theory labels the
  “Gift” is something different. If these peo-
  ple without the obvious traces of magical
  ability can learn magic equally as well as
  other magi, perhaps anyone could be
  taught magic. It might be that Hermetic
  magic simply does not have the capacity
  to bring forth the innate abilities of most
  people but that some other approach
  could bring out magic ability in anyone.
  Such speculation, however, has never been
  verified through experience.
  APPRENTICESHIP
  Being taken away as an apprentice is
  always disturbing and frightening, even if
  the apprentice is excited and even relieved
  to be freed from a miserable life as a mun-
  dane. Some apprentices are kidnapped by
  their masters; some are coaxed away by
  promises of knowledge and power, while
  still others are actually offered to the magi
  by families who cannot handle their
  youngster’s strange ways.
  Once in the covenant, the apprentices
  first have to learn new habits and knowl-
  edge before even beginning to work with
  spells. First, they must fit into the hierar-
  chy of the covenant and learn which
  rooms they are free to enter, which places
  in the covenant are forbidden, how to
  address magi, how to interact with grogs,
  and so on. They also have to learn Latin
  and how to read and write: arduous and
  demanding tasks. The first year of appren-
  ticeship is often disappointing, since
  apprentices generally study and perform
  menial tasks without ever learning any of
  the exciting secrets mastered by the magi
  around them. If there are other, older
  apprentices in the covenant, this time can
  be even more oppressive, as the older ones
  may torment the youngest apprentice,
  perhaps trying out some of the spells they
  are learning from their masters. This first
  year is so hard on apprentices that it is
  customary for masters to restrict them
  from leaving the covenant except under
  direct supervision. There are few, if any,
  apprentices who do not at times wish to
  run away during this period.
  Learning Latin teaches the apprentice
  the vocabulary and mental discipline nec-
  essary to begin the study of magic. Once an
  apprentice has developed the necessary
  mental skills, the master can begin magical
  training. Most magi begin teaching magic
  as soon as possible to mold the youth’s Gift
  while it is young and pliable.
  Learning magic is at first a wondrous
  thing. All magi can remember the first
  spells they cast. When they realize that
  they have power within them restricted to a
  tiny few in the world and that they are
  going to receive the training necessary to
  actualize that power, many begin fantasiz-
  ing about being mighty wizards. During
  the second year, apprenticeship becomes
  easier because the apprentices see concrete
  and amazing results from their long hours
  of study. After the initial awe wears off,
  however, the apprentice still faces years of
  hard mental work in the mastery of magic.
  Much of an apprentice’s life has little to
  do with learning magic. In addition to
  spending long hours learning reading, writ-
  ing, Latin, and mathematics, apprentices
  must tend fires, stir bubbling cauldrons, and
  run errands within the covenant. These
  menial tasks serve a double purpose: teach-
  ing the apprentice patience and helping the
  master work faster in the laboratory.
  The course of a magus’s life is largely
  Those 
  families 
  that
  bring their children to
  magi generally claim
  that their children ran
  away, to avoid the stig-
  ma of having dealt
  with the magi.
  About Your Years
  Before
  Apprenticeship
  First, determine at what
  age you were taken as
  an apprentice. Appren-
  ticeship typically lasts
  at least fifteen years, so
  subtract 15 or so from
  your beginning age to
  find out how old you
  were. Then answer some
  of the following ques-
  tions for yourself.
  • How did your Gift
  manifest itself when
  you were young? In
  what ways were you
  different from “nor-
  mal” children?
  • What was your family
  like? Into what class
  were you born? No-
  bility? Peasantry?
  Artisans? Did you live
  in the country or in a
  city? What did your
  parents do for a liv-
  ing?
  • How well did you fit
  in to your family? To
  your position in soci-
  ety? 
  What 
  early
  events or circum-
  stances helped to
  shape your personali-
  ty or attitudes? What
  skills did you pick up
  from your mundane
  life before you be-
  came an apprentice?
  • Did you grow up in a
  covenant? If so, who
  are your parents, and
  what is their status in
  the covenant?
  
  146
  determined by apprenticeship. While
  apprentices have innate inclinations that
  partly determine the kinds of magic at
  which they will excel or fail, early experi-
  ence in magical training can also create
  lifelong Affinities or Deficiencies. Fifteen
  years spent under the tutelage of a single
  master, however, shapes not only the per-
  son’s magical abilities but his or her per-
  sonality as well. It is from the master that
  an apprentice learns what it is to be a
  magus, even if the master is by no means
  typical of magi in general. It is because of
  the great influence that masters have on
  their apprentices that magi of the 13th
  century often closely resemble the founders
  who lived hundreds of years before them.
  While most of apprenticeship is spent
  in tedious study or menial labor, it is not
  without its dangers. No apprentice
  becomes a magus without some magical
  mishap. Magic is unpredictable, and
  before the master learns the specific
  nature of an apprentice’s magical Gift,
  the master inevitably has the apprentice
  attempt tasks beyond his or her power
  and understanding. For instance, some
  apprentices are innately deficient in cer-
  tain Arts, or they may require extra effort
  to learn certain kinds of magic. Masters
  who have not yet learned their appren-
  tices’ limits can sometimes set them to
  tasks that are at best impossible or at
  worst deadly. But then apprentices must
  also be taught to keep a clear head in the
  face of danger, and usually the risks that
  masters expose their apprentices to are
  not grave. For those apprentices whose
  curiosity is not satisfied by the master’s
  slow tuition, however, the risks of appren-
  ticeship are more serious.
  “One night, while my master, Coracol, was in council
  with the other magi of the covenant, I sneaked into his pri-
  vate chamber to peer into his most precious tomes, and
  there I found a large crystal. I gazed into it and seemed to
  fall an endless distance into a darkness filled with tiny
  sparkling lights and spinning spheres. And there was
  something else I saw, something wondrous and terrible.
  When Coracol revived me hours later, I could not remem-
  ber what I had seen, and my eyes had been damaged. My
  vision and my appearance have never recovered.
  “That’s how I received my Hermetic name, for
  thereafter Coracol called me ‘Caecus.’ He always was
  a cruel but unfailingly truthful master. I shall always
  revere him for what he did for me, but I would not care
  to have to serve him another sixteen years.
  “When I was first free of him, I envied the other magi
  who had not suffered under masters like Coracol, but now
  I see the wisdom in his teachings. In fact, my own appren-
  tice, whom I call ‘Dog,’ is learning that wisdom now.”
  —Erat Caecus of House Tytalus
  Most people in medieval society who do
  possess the Gift either never learn about it
  or are taught from an early age to suppress
  and hide their powers. Even those with
  enough courage to use their powers devel-
  op them in ways that are incompatible
  with Hermetic magic and that are usually
  far weaker as well. Once a young person
  with the Gift is found by a Hermetic magus
  and taken into apprenticeship, a new stage
  of the person’s life begins. The apprentice’s
  magical abilities are nurtured and encour-
  aged to blossom, and the master does
  everything possible to get the apprentice to
  demonstrate and use magic powers.
  Sometimes this has disastrous results, as
  the apprentice has not yet learned to con-
  trol this talent, yet this pressure is essential
  for the apprentice and the master to learn
  the full extent of the apprentice’s powers.
  Without this early testing, the apprentice
  would never be able to tap the strongest,
  innermost aspects of the Gift.
  If the apprentice has already begun to
  explore magic, either independently or
  in a tradition antithetical to Hermetic
  theory, then the master must either
  weaken this power or find a way to fit it
  into Hermetic training. Sometimes that is
  not possible and the apprentice always
  retains these early powers. Invariably,
  however, this exotic power leads to weak-
  ness in Hermetic magic, such as a defi-
  ciency in one or more Arts. Therefore, the
  master spends a great deal of effort and
  time endeavoring to wean the apprentice
  from dependence on and association
  with his or her first experiences with
  magic. If the master cannot mold the
  apprentice’s powers to Hermetic magic,
  the master typically commands the
  apprentice to not use those powers and
  threatens dire consequences if he or she
  does. Sometimes a master uses magical
  means to get the apprentice to forget
  that he or she ever had such powers, as
  well as forget the means to use them.
  There are stories of magi suddenly
  regaining their memory and having
  access to magical powers they never real-
  ized they had. This event can result from
  Twilight, and it might produce problems
  for the magus who has never learned to
  combine Hermetic and exotic powers.
  Among the common
  folk, reading and writ-
  ing are considered mag-
  ical acts in themselves.
  Many of them wear tal-
  ismans that incorporate
  magic words or phrases,
  even though they can-
  not read. In their minds,
  the distinction between
  a magic symbol and a
  letter is unclear.
  Erat Caecus (ay-RAHT
  KY-koos, “He was blind”)
  was originally given the
  name “Caecus” (“Blind”
  or “Blind One”). Later in
  his life, after being pos-
  sessed by a demon and
  then having it exorcised,
  he added “Erat” to his
  name, to commemorate
  this experience with cor-
  ruption.
  
  147
  Generally, however, the master works
  with the apprentice very diligently,
  teaching new magical techniques in the
  hope that the new powers will over-
  whelm the earlier powers. For instance,
  apprentices who have already developed
  the power to affect plants might be
  taught the Art of Herbam immediately,
  in the hope that their earlier powers will
  be transformed into an Affinity for
  Herbam, instead of becoming a block to
  the apprentices’ growth.
  The Peripheral Code guarantees an
  apprentice one season’s worth of training
  every year. If a master gives an appren-
  tice less training than this, or if the train-
  ing is far below expected standards,
  another magus may take the apprentice
  as his or her own to give the apprentice
  proper training. The apprentice must
  consent to the change, and the master
  has one year’s warning in which to begin
  training the apprentice as expected. The
  Peripheral Code makes this effort to pro-
  tect apprentices because people with the
  Gift are rare and valuable people. The
  magi of Hermes agree that such people
  should not be wasted on stingy or incom-
  petent masters.
  The process of apprenticeship generally
  ends only in reaching magus status or in
  death. No apprentices can return to the
  life they left. Society will not accept them,
  and the Order will only accept those who
  become full magi. Sometimes an appren-
  tice proves somehow incapable of contin-
  uing Hermetic studies, either because of
  an innate lack of talent or because of an
  accident in magical training. These half-
  magi are generally accepted as consortes,
  since they cannot return to their lost
  homes. Most of those who become
  apprentices succeed in becoming magi,
  or die in the attempt.
  BECOMING A MAGUS
  “It took me sixteen years to finish apprenticeship,
  because I failed the gauntlet on my first attempt.
  There I was, standing in a room with magi gathered
  around me, and Coracol wheeled in a massive chest:
  the project he had been working on for months. It was
  covered with bronze bands, bolts, locks, nails, knobs,
  and clasps. ‘Open it,’ he said.
  “I threw everything I had against that chest. Rego
  magic to open it, Muto magic to warp it, even Perdo
  magic, my specialty, to weaken it. Nothing worked;
  every attempt made the chest glow, but there was no
  effect. And the chest was enchanted to laugh every
  time a spell was cast on it, so it laughed constantly.
  That Coracol was a sneaky, vicious, heartless dog.
  After half an hour, I gave up. That might have been
  the hardest thing in my life—giving up the gauntlet
  and facing another year with Coracol. When I said I
  had conceded defeat, Coracol strode over and opened
  the chest by hand. It had not been locked.
  “I got a second chance at the gauntlet the next year.
  Coracol was a bit more serious about it that time. He
  summoned an air elemental called Breathsucker and
  locked me in a room alone with it. The thing might
  have sucked the breath right out of me if I hadn’t
  stolen a dozen pawns of raw vis from Coracol over the
  previous year, stashing it away for just this purpose.
  With the elemental defeated, I had proved myself;
  Coracol was especially pleased to see I had won by wit
  and not brute force, so he treated me much better after
  that.
  “In another month, there was a tribunal at Cad
  Gadu, and I was officially named a magus. Coracol
  gave me my sigil, made my nickname my true
  Hermetic name, and welcomed me as a sodalis. As
  soon as I returned from the tribunal, I packed my
  goods and set off for ill-fated Tagelyn Covenant. I had
  had enough of Coracol, and now I was free to leave
  him behind.”
  —Erat Caecus of House Tytalus
  Apprentices and masters have one cen-
  tral conflict: the length of apprenticeship.
  Masters often would like to keep their
  apprentices for very long times, since
  they can help in the laboratory. In fact,
  as the apprentice’s knowledge grows, he
  or she can provide ever-more-valuable
  assistance, and parting with the appren-
  tice becomes harder and harder for the
  master. Apprentices, on the other hand,
  want to be recognized as full magi and
  gain their freedom. To settle this univer-
  sal conflict, the Order of Hermes has set-
  tled on fifteen years as the proper
  amount of time to retain an apprentice.
  Anyone keeping an apprentice much
  longer than that can be reprimanded and
  forced to give up the apprentice.
  Once the apprentice can manipulate
  each of the fifteen Arts, create a parma
  magica, engage in certámen, and cast a
  number of formulaic spells, he or she is
  considered ready for testing. The test is
  called the apprentice’s gauntlet, and
  should the apprentice pass, he or she
  then is to be inducted as a magus. Those
  About Your
  Apprenticeship
  Your apprenticeship was
  the most important time
  in establishing who you
  are now as a young
  magus, so put some seri-
  ous thought into what it
  was like for you.
  • Who was your master,
  and what was he or
  she like? How were
  you 
  treated 
  and
  trained? 
  What 
  did
  your master expect
  you to become, and
  what did you actually
  become? What was
  your master’s reputa-
  tion? How much of
  that reputation fol-
  lows you into your life
  as a magus?
  • Besides your master,
  who was important to
  you 
  during 
  your
  a p p r e n t i c e s h i p ?
  Another apprentice? A
  different magus? A
  scullery maid? The
  grogs?
  • What were important
  events in your appren-
  ticeship? Magical dis-
  asters? Crises that your
  master went through?
  How have these affect-
  ed you?
  
  148
  Caecus fails his first
  apprentice’s gauntlet.
  Since 
  Caecus 
  is 
  of
  House Tytalus, his mas-
  ter could devise what-
  ever 
  gauntlet 
  he
  wished.
  Illus ©1994 John T. Snyder
  
  149
  who fail (and survive) may try again
  after one year’s time, and again each
  year until they succeed.
  Ceremony of Initiation
  This ceremony usually takes place at tri-
  bunal because it requires the presence of a
  quaesitor and at least one member of the
  master’s House other than the master. Since
  full tribunals take place about every seven
  years, special tribunals of initiation are
  often held once or twice in between regular
  tribunals so that apprentices don’t have to
  wait too long for initiation once they have
  passed the apprentice’s gauntlet. If the
  apprentice has chosen to enter another
  House and has passed that House’s require-
  ments, the ceremony requires a sponsor
  from the House who adopts the apprentice
  as his or her filius, plus another member of
  the House who serves as a witness. The
  quaesitor, of course, is still required.
  Declaration of Competence
  The master first declares that the appren-
  tice has fulfilled his or her studies, has
  passed the apprentice’s gauntlet, and is
  ready to become a magus.
  The Hermetic Name
  The apprentice’s master says, “This is
  [Hermetic name], filius/filia of [master’s
  own name], follower of [founder’s name].”
  Officially, the Hermetic name is chosen by
  the master, though many masters allow
  their apprentices to choose their names.
  Swearing the Oath
  The 
  quaesitor 
  asks 
  the 
  apprentice
  whether he or she will uphold the Code of
  Hermes, and the apprentice takes the oath
  by repeating the Code from memory and
  swearing to follow it. The quaesitor then
  says, “I, [name], filius/filia of [parens’
  name], a quaesitor in good standing, here-
  by recognize you, [apprentice’s Hermetic
  name], filius/filia of [master’s name], fol-
  lower 
  of 
  [founder’s 
  name], 
  as 
  a
  magus/maga of the Order of Hermes.”
  Giving of the Sigil
  The master, now a parens, presents the
  apprentice, now a magus and a filius,
  with a sigil. The sigil is usually a wand
  of some kind, crafted in secret by the
  master. It typically bears arcane sym-
  bols related to the apprentice’s magical
  specialties, the apprentice’s House, or
  other aspects of the apprentice’s identi-
  ty as a magus. The newly initiated magi
  keep this sigil for their entire life, as a
  symbol of their membership in the
  Order of Hermes. This sigil also repre-
  sents the magus’s vote at tribunal.
  Whoever holds this sigil can vote as this
  magus’s proxy.
  After this ceremony, the sodales of the
  newly initiated magus welcome him or
  her to the Order with a celebration whose
  nature depends largely on the magus’s
  House. Typically, however, the older magi
  give short speeches about their experi-
  ences as wizards and offer informal bless-
  ings to their new sodalis. The drink of
  choice in the area is often consumed in
  considerable quantities.
  Leaving the Home Covenant
  It is traditional for the newly initiated
  magi to seek a covenant other than the one
  at which they were trained. For one thing,
  after fifteen years in one place, most are
  eager to travel and see the world. For anoth-
  er, most magi consider it important for a
  young magus to find a new home and learn
  independence. Nevertheless, a few young
  magi prefer to stay in the covenants of their
  masters, where they are already known and
  where they are, perhaps, comfortable.
  FINDING AN APPRENTICE
  “My apprenticeship was traumatic and sometimes
  filled with terror, but I respect and thank my pater for
  teaching me as he did. I can still remember the day I
  first met Coracol.
  “One day, as I was wandering alone down a street
  far from the home of my vulgar parents, a thin old man
  
  came up to me. I remember that at age fifteen I was
  soon to begin my duties as a mercenary under my vul-
  gar father, and I was dreading finally taking this role
  that held so little interest for me. This old man
  approached me and talked to me, asking personal
  questions about my life. At that time, most strangers
  shunned me, probably disturbed by my Gift, so I was
  surprised to find someone talking to me like this. He
  asked about my family, my future, my plans, and so on.
  After a few minutes, he said, ‘We will meet again soon,’
  and left.
  “That night, I woke to see him standing above me,
  holding a candle for light. I let out a yell of surprise
  and fear, but my family sleeping in the same room did
  not hear. He told me that they would sleep through
  everything, that I was to gather the things I wanted
  most and come with him. Was it his confidence, a sense
  of adventure, or some enchantment of his that made me
  obey? I still don’t know. I gathered some things into a
  trunk, and we left. Outside was a gathering of dark,
  silent people on mules, with three extra mules waiting
  for us. We put my trunk on one mule, mounted the other
  two, and set off. For days we rode in silence, the old
  man cutting me off whenever I tried to speak, and
  finally we arrived at my master’s covenant. There he
  revealed his name, Coracol, his identity as a magus,
  and my destiny, which was to become his apprentice.
  Thus began my long and arduous apprenticeship.”
  —Erat Caecus
  Different magi have various reasons
  for taking apprentices. The most practi-
  cal simply want help in the laboratory,
  but many want their apprentices to
  carry on the tradition taught them by
  their masters. Some want to increase the
  power of their Houses by training new
  magi to join them, while others are con-
  cerned only with more personal tradi-
  tions. Undeniably, it is a boost to one’s
  pride to see a young magus who has
  learned everything about magic from
  him or her. Magi realize that, even with
  longevity potions, their lifetimes are
  limited, and training an apprentice
  grants one a sort of immortality.
  When a magus goes in search of an
  apprentice, he or she sometimes need
  look no further than his or her own
  covenant. Because the covenant is usu-
  ally in a magical area, whatever Gift
  any person has is more readily apparent
  and is perhaps stronger as well. A
  magus simply has to search through the
  children of the covenant and find a
  child with both the Gift and a precocious
  intelligence, and that magus has found
  an apprentice. Magi who can find these
  apprentices, however, consider them-
  selves highly fortunate. Much more
  often, a magus has to travel far to find
  an appropriate child.
  The task of finding an apprentice can
  be quite difficult for a magus, as there
  seem to be fewer and fewer people who
  have the Gift. In some lands, especially
  where the Dominion is strong, it seems
  almost impossible to find youths with
  the Gift. Even when magi can find mag-
  ical youths, many of them lack the
  mental capacity to learn Hermetic
  magic. Finally, some magical people
  develop their abilities independently.
  This immature exercise of power some-
  times ruins them for Hermetic magic. At
  best, these individuals can become con-
  sortes and possibly develop their powers
  further under trained guidance, but
  they will never become true magi.
  As the magus explores the land around
  the covenant, he or she listens for rumors
  of children who are intelligent, strange,
  “cursed,” “blessed,” “faerie-touched,” or
  just out of place. This search often takes
  the magus face-to-face with strange
  events and mysteries, even when he or
  she does not find a suitable child.
  Even when a child is found, the prob-
  lems may not be over. Many children do
  not wish to leave their homes, or if they
  do, their parents do not want to part with
  them. In such cases, some magi leave the
  children alone, but many have turned to
  kidnapping because potential appren-
  tices have become so hard to find. With a
  little Mentem magic, kidnapping is easy,
  but unless the apprentice develops a true
  desire to become a wizard, the appren-
  ticeship will certainly fail.
  Even when the child wishes to become
  an apprentice, the family, fearing for the
  child’s soul or their own income, usually
  objects. Except in barbarian lands, it has
  become typical for magi not to risk even
  approaching the parents. They simply
  take the children and use whatever
  means are necessary to keep the parents
  from finding out what happened to
  them. Since those with the Gift rarely fit
  in with others, many families don’t miss
  these children much once the initial
  shock has passed. It is as if, somewhere
  150
  Masters 
  of 
  House
  Tremere do not present
  their apprentices with
  sigils, though they do
  construct the sigils and
  display them at the cere-
  mony. In House Tremere,
  becoming a magus does
  not mean that one is
  competent to vote or
  even to direct oneself. A
  filius must defeat his or
  her parens in certámen
  to earn the sigil.
  
  151
  The quaesitoris claim to
  have discovered and
  revived powerful rituals
  used in ages past by the
  precursors of Hermetic
  magi.
  Illus ©1994 Eric Hotz
  
  Houses of Hermes at a Glance
  Twelve Houses compose the Order of Hermes. A House is a lineage or tra-
  dition linked to one of the wizards who founded the Order in the 8th cen-
  tury, and most Houses are named for their respective founders. The House
  a magus was trained in affects his or her Hermetic status, magical special-
  ty, and outlook on life.
  The twelve Houses are:
  Bjornaer: Shapechanging, nature-oriented magi.
  Bonisagus: Esteemed experts at magic theory. Some of them are also
  politicians who strive to strengthen the Order.
  Criamon: Strange, philosophical magi who pursue “the Enigma” and
  court Twilight. They bear magical symbols on their skin.
  Ex Miscellanea: The largest and most diverse House, including many magi
  whose connection to the Order is weak. It was originally a separate Order.
  Flambeau: Belligerent magi who specialize in fiery and destructive
  magic.
  Jerbiton: Magi who revere art, philosophy, and other mundane pursuits.
  They respect non-magi more than other Hermetic magi do.
  Mercere: The “Redcaps,” who serve as messengers for the Order. Most
  have no magic power, though each enjoys the official status of “magus.”
  Merinita: Magi who specialize in faeries and faerie magic.
  Quaesitoris: Quaesitoris are the investigators and judges of the Order,
  ruling on Hermetic law. Officially this House is “House Guernicus.”
  Tremere: Wizards devoted to political machinations and hierarchies,
  masters of certámen.
  Tytalus: Magi who relish conflict on all levels. 
  Verditius: Magi who work their magic through “casting tools” and who
  create miraculous enchanted items.
  152
  
SOURCE: textdata/thevault/Ars Magica [multi]/4th edition/Ars Magica 4e - Houses of Hermes {AG1120}.pdf