TEXT: Crown of the 
  Garamantian 
  Sorceror-Kings
  A Sub Rosa freebie
  
  2
  Sub Rosa: Freebie
  Contents
  Freebie 1
  October 2009
  Contributors
  Publisher: Pointless Mental Cruelty
  Author: Alex White
  Cover art: Alex White
  Interior artists: Alex White
  Layout/Design: Alex White
  ContaCt sub rosa
  Email:  
  subrosa@pointlessmentalcruelty.com
  Web:  
  http://www.subrosamagazine.org
  LegaL DisCLaimer
  Sub Rosa is an independent publica-
  tion not affiliated with Atlas Games or 
  White Wolf Gaming Studios. Pointless 
  Mental Cruelty is not affiliated with 
  Atlas Games or White Wolf.
  Ars Magica is © Trident Inc. d/b/a 
  Atlas Games. Ars Magica, Mythic 
  Europe, Covenants and Charting 
  new Realms of the Imagination are 
  trademarks of Trident Inc. Order of 
  Hermes, Tremere and Doissetep are 
  trademarks of White Wolf Gaming 
  Studios. Ars Magica was created 
  by Johnathan Tweet and Mark 
  Rein•Hagen.
  The intellectual content of Sub Rosa 
  is © and held by the authors. All 
  rights reserved. Reproduction of any 
  issue of Sub Rosa for commercial use 
  by any means without written permis-
  sion from the Publisher, except short 
  excerpts for the purpose of reviews, is 
  expressly prohibited. References to any 
  Trademarks, Registered Trademarks 
  or Copyrights held by any company 
  or individual in Sub Rosa is for 
  promotional and recreational use. Use 
  of these terms should not be construed 
  a challenge to their ownership.
  Reviving the Slaver Kingdom 
   
  Page 4
  Tamen-Set, Garamantian  
  Sorceror-King  
   
   
   
  Page 6
  New Creature: Cornossis 
   
   
  Page 8
  New Creature: Mummfied  
  Garamantian Slaves  
   
   
  Page 8
  New Creature: Garamantian 
   Slave Ghost 
   
   
   
   
  Page 9
  New Magic Device: Crown of the  
  Garamantian Sorceror-Kings 
   
  Page 10
  New Magic Device: Jewels  
  of Tritonis  
   
   
   
   
  Page 11
  Garamantian Breakthroughs 
   
  Page 12
  Location: Pyramid of Phla  
   
  Page 13
  subsCription
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  3
  Sub Rosa: Freebie
  Under the Rose:  
  The First Sub Rosa Freebie
  Welcome to the first Sub Rosa 
  freebie. 
  Sub Rosa is all about high quality 
  fan driven, fan produced content for 
  Ars Magica. The contributors – the 
  authors, illustrators and us here at Sub 
  Rosa – all aim to make Sub Rosa equal 
  in quality to any given Ars Magica 
  supplements. Indeed, many regu-
  lar Ars authors have written for 
  Sub Rosa. My hope is that 
  future contributors to Sub 
  Rosa will join the ranks 
  of Ars Magica authors.
  These freebies will 
  be irregular supple-
  ments to the quarterly 
  (or there abouts) Sub 
  Rosa issues. They are 
  intended to be extra 
  material that would 
  otherwise be included in 
  a regular issue, but which 
  I’ve decided to give away 
  (for free) to the fans. 
  The Ars Magica community has a 
  long and great tradition of producing 
  amazing free content. Indeed, Atlas 
  has also given the Ars community a 
  number of free resources. Thus, 
  freebies are my way of giving 
  back to the many supportive 
  subscribers and fans of Sub 
  Rosa. 
  This freebie is also the launch 
  of the new Sub Rosa visual 
  design. I hope you like it.
  When I originally launched 
  Sub Rosa, a few years ago. I had 
  barely adequate publishing software and an 
  old version of Photoshop. I also didn’t really 
  know what I wanted Sub Rosa to look like.
  Over the past year or so, I’ve been 
  slowly experimenting. I now have a 
  lot more experience in design. I have 
  better publishing software. And I 
  think I’ve come up with something I’m 
  happy with.
  This is the first freebie for Sub Rosa. 
  It won’t be the last. Unfortunately 
  freebies won’t be a particularly com-
  mon feature – they are time intensive 
  to produce. There will be more freebies 
  though.
  
  4
  Sub Rosa: Freebie
  Long before the philosopher-priests 
  of Egypt founded Memphis and the 
  fabled King Solomon built his tem-
  ple, there existed a mighty kingdom 
  in the now arid deserts of Desertum 
  Africanum. The Garamentes were a 
  tribe of desert warriors, ruled over 
  by a great sorcerer-kings who held 
  the secret knowledge of a system of 
  underground water tunnels. At the 
  heart of the Garamentian kingdom 
  was the legendary lake of Tritonis, 
  where the Libyan Poseidon ruled the 
  sunken Atlantis. After the destruc-
  tion of Atlantis, the Garamentians 
  invaded the lands of Egypt, merging 
  their pyramid building culture with 
  the sphinx-carving practices of the 
  Egyptians. When the Egyptians 
  fought back, the Garamentians 
  retreated to their desert kingdom.
  They were famed for the ability to 
  grow numerous crops in the desert, 
  for herding cows that grazed back-
  wards, and for hunting Ethiopian 
  troglodytes from four-horse chariots. 
  Their empire relied heavily on slaves, 
  and the Garamantians were known 
  as a slaver-empire. They worshipped 
  a strange mix of the Greek and 
  Egyptian gods, burried their kings in 
  pyramids and mummified the dead.
  The kingdom of the Garamantians 
  finally collapsed in 500AD after their 
  Crown of the Garamantian 
  Sorceror-Kings
  seemingly endless supply of subter-
  ranean water dried up overnight. 
  Until that time, the Garamantean 
  warriors held at bay the Egyptians, 
  Carthaginians, Romans, Byzantines 
  and every other empire of the ancient 
  world. With the drying up of their 
  water supplies, they quickly fell to 
  the Muslim armies sweeping across 
  northern Africa in the late 600s AD.
  This short Ancient Magic-themed 
  adventure-vignette revolves around 
  a lost magic artifact that holds one 
  of the many secrets of the power of 
  the Garamantian sorcerer-kings. The 
  spirit of an ancient Garamantian 
  sorceror-king, called Tamen-Set, is 
  trying to recover the lost-artifact, 
  reanimate himself and revive his 
  empire.
  This vignette is not a full blown 
  adventure, but simply a small module 
  that could be dropped into an existing 
  saga.  Troupes can use this vignette 
  to battle several new monsters based 
  on Garamantian legends, introduce 
  a new villain to your saga, research 
  a new Hermetic breakthrough and 
  explore a remote area on the far 
  fringe of Mythic Europe. The entire 
  vignette could be played in a similar 
  theme to the movies The Mummy or 
  Indiana Jones and the Raiders of the 
  Lost Ark.
  Reviving the 
  Slaver-Kingdom
  Tamen-Set’s spirit has long pos-
  sessed the bodies of merchants, using 
  them to find his stolen canopic jars. 
  When he does find them, he plans 
  on travelling to his ruined pyramid, 
  reanimating his mummified body 
  and taking possession of the Crown 
  of the Garamantians. In addition to 
  his canopic jars, he is also searching 
  for the lost Jewels of Tritonis. 
  Your troupe can be involved through 
  a number of ways. 
  Tamen-Set needs allies
  1. 
  : in his 
  spirit form and while possessing 
  a mortal, Tamen-Set cannot use 
  most of his powers. He needs 
  allies to reclaim his canopic jars 
  and crown.
  The troupe possesses one of 
  2. 
  the 
  Garamantian 
  artifacts: 
  Somehow, the troupe comes 
  into the possession of one or 
  more of Tamen-Set’s canopic 
  jars, Tritonis Jewels or the 
  Garamantian Crown. Tamen-
  Set is thus an antagonist, seek-
  ing to steal the artifacts from the 
  troupe. 
  Alex White
  From Augila at a distance again of 
  ten days’ journey there is another 
  hill of salt and spring of water and a 
  great number of fruit-bearing date 
  palms, as there are also in the other 
  places: and men dwell here who 
  are called the Garamantians, a very 
  great nation, who bring in earth to 
  lay over salt and then sow crops. 
  … Among them also are produced 
  cattle which feed backwards; and 
  they feed backwards for this rea-
  son, because they have their horns 
  bent forwards, and therefore they 
  walk backwards as they feed; for 
  forwards they cannot go, because 
  their horns run into the ground in 
  front of them; but in nothing else 
  do they differ from cattle except 
  in this and in the thickness and 
  firmness to the touch of their hide. 
  These Garamantians of whom I 
  speak hunt the “Cave-Dwelling” 
  Ethiopians with their four-horse 
  chariots, for the Cave-Dwelling 
  Ethiopians are the swiftest of foot 
  of all men about whom we hear 
  report.
  From Herodotus, The Histories, 
  Book IV, 182.
  
  5
  Sub Rosa: Freebie
  The troupe learns of Tamen-
  3. 
  Set’s goals: The artifacts sought 
  by Tamen-Set are in the posses-
  sion of third-parties. The troupe 
  learns of Tamen-Set’s goals and 
  must race against him to stop 
  the re-birth of his kingdom.
  The secret master
  4. 
  : The troupe’s 
  characters may discover the 
  Jewel of Neilos or Crown of 
  the Garamantians, or one of 
  Tamen-Set’s canopic jars, and 
  seek to find the Pyramid of Phla 
  for their own purposes, without 
  realising that Tamen-Set’s spirit 
  is manipulating them.
  Unleashing 
  the 
  mummy
  5. 
  : 
  Tamen-Set is actually locked 
  away in the Pyramid of Phla, and 
  the characters either acciden-
  tally release him and must stop 
  his rampage, or must stop him 
  after someone else accidentally 
  releases him (think blockbuster 
  epic!).
  The dark lord
  6. 
  : Tamen-Set is 
  actually an Infernalist, and his 
  reanimation would spell the 
  rise of a diabolical empire. The 
  troupe could be warned by 
  divine prophecy or angelic visita-
  tion of the dread reanimation of 
  the Garamantian sorceror-king, 
  and tasked with stopping it.
  The Garamantians, 
  Japheth and the Curse 
  of Ham
  Biblical lore teaches that the inhab-
  itants of Libya are the descendents 
  of Ham, Noah’s son who defied 
  his father. Ham had four children, 
  one of whom, Phut, fathered 
  the Libyan people. Although the 
  Berbers may be descended from 
  Phut, the Garamantians are actu-
  ally descended from the people 
  of Atlantis. Garamas, the father 
  of the Garamantians was a son 
  of Apollo, and thus Japhetic (or 
  descended from Japheth, son of 
  Noah, and father of the northen 
  peoples). The Garamantians thus 
  do not suffer from the “Curse of 
  Ham” (Genesis 9:20-27).
  New Free Virtue: 
  Garamantian Mummy
  The Garamantes mummified their 
  kings and other important leaders. 
  Like ancient Egyptiam mummifica-
  tion, Garamantian mummies had 
  their innards removed and placed in 
  canopic jars, and were interred in small 
  pyramids. A few of the truly venerated 
  Garamantian sorcerer-kings were trans-
  formed into the living dead through 
  this arcane process. The process for 
  becoming a Garamantian mummy has 
  been long lost, but is likely to be similar 
  to the mystery processes of apotheois 
  long sought after by Hermetic magi.
  Garamantian mummies are magi-
  cal creatures that have several unique 
  qualities and powers laid out below. 
  They typically have Magic Might scores 
  of between 15-30, depending on their 
  power in life. As undead creatures, 
  Garamantian mummies are immune a 
  number of natural and magical threats. 
  They are not harmed by poisons or 
  disease, and are not killed by wounds 
  (although their bodies can be destroyed 
  through massive damage or fire). 
  Garamantian mummies are immune 
  to supernatural effects that seek to 
  invoke fear, cause death through dis-
  rupting humors or destroying organs, 
  or magic that invokes sleep. Damage 
  sources caused by extreme cold also 
  have no effect. Obviously, Garamantian 
  mummies do not age, do not gain 
  Decrepitude or Aging points, and do 
  not have a Warping Score. They can be 
  warded against like any other creature 
  with Might, and their Might can be 
  targeted with Vim magic. 
  Most Garamantian mummies also 
  have individual powers reflecting their 
  sorcerous knowledge in life.
  Spirit nature, 0 points, Init +5, 
  Mentem: 
  Garamantian 
  mummies 
  can leave their bodies and become 
  spirits. While in spirit form, they are 
  completely insubstantial and invisible 
  to normal sight. They can travel as fas 
  as a flying arrow and fly through solid 
  objects and into the sky. While in 
  spirit form, Garamantian mummies’ 
  bodies are empty vessels, effectively the 
  corpses they appear, and are defenceless. 
  Garamantian mummy spirits have no 
  physical traits. They can also attempt 
  to possess a person by overcoming their 
  will.
  Terrifying aura, 0 points, Init +2, 
  Mentem: 
  Garamantian 
  mummies 
  exude an aura that terrifies animals. 
  Animals can sense the mummy within 
  a one mile radius and act skittish. They 
  refuse to approach closer than 50 feet 
  and panic if forced to do so.
  The parching curse, 1 point, Init +2, 
  Aquam: Living beings who are struck by 
  the hands of the Garamantian mummy 
  have the vital liquid drained from their 
  body, inflicting a Medium Wound each 
  time. 
  Regal underworld presence, 1 point, Init 
  +1, Mentem: Garamantian mummies 
  generally hold a high rank in the spiri-
  tual hierarchy and can command ghosts 
  and spirits of the underworld with a 
  Magic Might equal to their own Might 
  minus five (that is, if the mummy has a 
  Magic Might of 30, it can command a 
  ghost that has a Might of 25 or less).
  Enslave the defeated, 1 point, Init +1, 
  Corpus: A living creature killed by 
  The Parching Curse can be raised as a 
  zombie-like corpse under the perpetual 
  mastery of the Garamantian mummy 
  that killed them. The mummy can 
  activate this power at any time; they 
  need not use it immediately. A person 
  who is buried with a divine rite (such 
  as a Christian burial) is immune to this 
  power.
  Sense the pulsing vitality, 0 points, Init 
  +1, Corpus: The Garamantian mummy 
  can sense the living water in humans 
  and animals. This has the Range of 
  Structure (if in a building) or Boundary 
  (if outside).
  Voiceless whisper, 0 points, Init +5, 
  Mentem: In their mummified or spiri-
  tual forms, Garamantian mummies can-
  not speak naturally. This power allows 
  them to communicate directly into 
  the mind of those in its presence. The 
  mummy can also chose to communicate 
  simultaneously with multiple people 
  (up to hundreds at a time), with each 
  person able to “hear” a unique message 
  if it chooses. This communication is in 
  a spirit language (similar to Adamic) – 
  allowing the mummy to talk to people 
  or other beings that do not speak the 
  same language as the mummy.
  
  6
  Sub Rosa: Freebie
  Tamen-Set, 
  Garamantian 
  Sorceror-King
  Tamen-Set is one of the greatest 
  of the Garamantian sorceror-kings, 
  and ruled over the Garamantes dur-
  ing the reign of Augustus. His reign 
  lasted for over sixty years, and finally 
  ended when he was 
  murdered by his 
  grandson. Buried 
  in a magnificent 
  pyramid 
  on 
  the 
  edge 
  of 
  the 
  Garamantian kingdom, Tamen-Set’s 
  loyal priests ensured that in death, 
  his spirit remained tied to his mum-
  mified corpse. 
  Tamen-Set lay in peace in the 
  underworld for over one thousand 
  years, as his pyramid fell into ruin 
  and the world forgot the existence 
  of his people. Then, just after the 
  turn of the millennium, his rest was 
  disturbed by grave robbers.
  A group of professional grave-
  robber mystics broke into his tomb, 
  ransacked 
  his 
  sarcophagus 
  and 
  awoke his spirit. The grave-robbers 
  desecrated his body, hacking apart 
  his lifeless corpse and burning much 
  of it. His canopic jars were dispearsed 
  throughout the Mediterranean. 
  The spirit of Tamen-Set possessed 
  the body of one of the grave-robbers’ 
  servants, and has spent the last two 
  hundred years searching for his 
  canopic jars. As one body ages, he 
  jumps into another, then another 
  and another. Over the last two centu-
  ries he has learned a great deal about 
  the new world. He has dealt with the 
  sahirs of the Order of Suileman and 
  magi of the Order of Hermes. 
  Once he reunites his canopic 
  jars, he plans on returning to his 
  pyramid, restoring his body and 
  claiming the Garamantian Crown. 
  His ultimate goal is to renew the 
  old Garamantian Kingdom and 
  revive the old religion. Until then, 
  he typically takes on the role of a 
  Berber or Syrian merchant specialis-
  ing in the trade of esoteric goods.
  Tamen-Set
  Magic Might: 25 (Corpus)
  Characteristics: Int +3, Per +2, Pre 
  +5, Com +5, Str +4, Sta +2, Dex 
  0, Qik +2
  Size: 0
  Age: NA
  Confidence Score: 3 (16)
  Virtues 
  and 
  Flaws: 
  Mummy 
  (Special), Entrancement (Major), 
  Special 
  Circumstances 
  (when 
  standing 
  in 
  water), 
  Second 
  Sight, Strong Willed; Driven 
  (revive Garamantian kingdom), 
  Susceptibility to Divine Power
  Personality Traits: Driven +5, Proud 
  +3, Patient +1, Merciful -2
  Reputations: Long-dead (mythic) 
  +2, cruel (mythic) +1
  Combat:
  Fists: Init +2, Attack +8, Defense 
  +10, Damage +4*
  *This damage is in addition to The 
  Parching Curse.
  Soak: +5
  Fatigue levels: None
  Wound Penalties: -0, -1, -3, 
  Incapacitated
  Abilities*: Area Lore: Libya +7 
  (ancient landmarks), Awareness 
  +9 (intruders), Brawl +7 (fists), 
  Concentration +6 (mind-control), 
  Dead Language: Garamantian +9 
  (ceremonial), Deand Language: 
  Latin +3 (diplomacy), Dead 
  Language: Ancient Libyan +3 
  (diplomacy), Entrancement +9 
  (command slaves), Faerie Lore +2 
  (jinn), Folk Ken +4 (magic-folk), 
  Infernal Lore +7 (false gods), 
  Intrigue +6, Leadership +9 (ser-
  vants), Living Language: Berber 
  +4 (trading), Living Language: 
  Arabic +4, Living Language: 
  Magic Lore +11 (Underworld), 
  Penetration +6 (icons), Second 
  Sight +11 (spirits), Single Weapon 
  +4 (spear)
  * Note: Tamen-Set has an under-
  standing of the whole of mystical 
  landscape of Mythic Europe – such 
  as the true nature of Faeries, exis-
  tence of mystery cults, the location 
  of mystic creatures or land (such 
  as Ladon or mystic Thule), the 
  
  7
  Sub Rosa: Freebie
  basic structures of magical organi-
  sations like the Order of Hermes 
  and the Order of Suileman. He 
  does not know insider details of 
  course. Storyguides should use 
  their discretion as to how much 
  detail Tamen-Set knows, and how 
  much is guess-work.
  Powers:
  Enslave the weak-willed masses, 1 or 4 
  points, Init +1, Mentem: As per 
  Enslave the Mortal Mind; for 4 
  points the power is with a Group 
  Target, and he may expand the Size 
  of the Group by 2 magnitudes for 
  each point of Magic Might spent. 
  Steal the essence of life, 1 point, Init 
  +4, Corpus: This power allows 
  Tamen-Set to drain Fatigue levels 
  from a target he touches and use 
  it to ‘heal’ himself. For every two 
  Fatigue levels drained, Tamen-Set 
  heals one Wound level.
  Sight beyond the Mortal Veil, 3 points, 
  Init +4, Mentem: Tamen-Set may 
  peer through the veil separating 
  life and death to sense a specific 
  person in the underworld. He 
  must have an Arcane Connection 
  (such as a True Name or similar). 
  A person who has been buried 
  with a Divine rite is immune to 
  this power.
  Summon the spectral servant, 1 point, 
  Init +1, Mentem: Tamen-Set 
  was interred with many servants 
  and body guards. Their ritual 
  deaths linked their spirits to his. 
  In death, their tormented ghosts 
  may be called upon by Tamen-
  Set. He does not need an Arcane 
  Connection to summon them, 
  and need not penetrate their 
  Magic Resistance.
  Sight beyond sight, varies, Init +5, 
  Mentem: Tamen-Set possessed 
  many 
  wonderous 
  powers 
  of 
  divination in life. For every Might 
  point spent with this power, he 
  can achieve ten levels of success in 
  Divination and Augury (see The 
  Mysteries Revised).
  Spell-eater, 5 points, Init +5, Vim: 
  Tamen-Set can consume spells 
  and spell-like powers, drinking 
  them from the air like water. 
  Using this power, he can dispel 
  any magical spell or effect with a 
  Level of 50 or less.
  Equipment: None. 
  Encumbrance: 0
  Vis: 5 pawns Corpus vis, in hands.
  Appearance: Tamen-Set appears to 
  be a withered, mummified body, 
  with blackened skin. He moves 
  in a disjointed, stilted manner, as 
  though his dried, desiccated limbs 
  were resisting his every move. In 
  spirit form, he is a gaunt but regal 
  man in his late forties, dressed in a 
  linen kilt, leopard-skin cloak and 
  leather sandals. His eyes appear as 
  dried orbs hanging in his sockets. 
  New Dead Languages 
  and Script: High 
  Garama, Garama and 
  proto-Tifaniq
  The language of the Garamantian 
  kingdoms is known as Garama. 
  In its High Garama form, it is a 
  debased relic of the language spoken 
  in Atlantis. “Common” or Ancient 
  Garama is the old form of the Berber 
  language Tamarshak, having the 
  same relationship that Latin does to 
  Italian. 
  High Garama is a mystic language. 
  A person fluent in High Garama and 
  cast spells (such as Hermetic spells) 
  in that language gains a bonus of +1 
  for every four levels the person pos-
  sesses in the language. High Garama 
  may also be used to speak “natively” 
  to spirits and daemons of the Magic 
  Realm.
  Proto-Tifaniq is the script used 
  for Garama, and is hieroglyphic in 
  nature, similar to Ancient Egyptian 
  hieroglyphics, 
  with 
  over 
  5,000 
  symbols. Like High Garama, proto-
  Tifaniq is a debased form of the 
  script used in Atlantis. Proto-Tifaniq 
  developed over time, and towards the 
  end othe Garamantian kingdom, it 
  had evolved into a complex script. By 
  the time of the kingdom’s collapse, 
  proto-Tifaniq was only used by the 
  priestly caste. 
  As a mystic script, proto-Tifaniq 
  can be used to record magical for-
  mulas, such as Hermetic Laboratory 
  notes. A person fluent with this 
  script (with an Ability score of 4 or 
  greater) can more accurately describe 
  mystical concepts and activities than 
  non-mystic scripts (such as Latin 
  script). Users of proto-Tifaniq gain 
  a +1 bonus to mystic activities (such 
  as reading Lab Notes) for every four 
  levels in the Ability the person has, so 
  long as the original script had at least 
  a score of 4 or greater.
  There is a “low” proto-Tifaniq that is 
  similar to Egyptian hieratic, although 
  as this was only written on perishable 
  materials, finding examples of this 
  would be extremely rare. Low proto-
  Tifaniq is not a mystic script.
  
  8
  Sub Rosa: Freebie
  New Creature: 
  Cornossis
  The 
  cornossi 
  (sing. 
  cornossis) 
  are the ceremonially slaughtered 
  Garamantian cows, burried with 
  the sorceror-kings. They have been 
  magically animated to serve a 
  Garamantian mummy (Tamen-Set 
  in this case). Because they are not 
  alive, they do not suffer from Fatigue 
  or suffer from Wound Pentalties.
  Cornossis
  Magic Might: 10 (Animal)
  Characteristics: Cun -1, Per 0, Pre 
  -2, Com 0, Str +5, Sta +5, Dex 
  +1, Qik +1 
  Size: +3
  Confidence Score: 1 (4)
  Virtues and Flaws: Affinity with 
  Brawl (claws), Ferocity (charg-
  ing), Tough, Oversensitive (to 
  provocation)
  Personality Traits: Docile +2
  Combat:
  Claws: Init +2, Attack +14, Defense 
  +10, Damage +11
  Horns: Init +2, Attack +13, Defense 
  +9, Damage +8
  Bite: Init +2, Attack +10, Defence 
  +7, Damage +8
  Soak: +10 (the cornossis tough hide 
  has a Protection of +4)
  Fatigue levels: NA
  Wound Penalties: -0 (1-7), -0 (8-14), 
  -0 (15-21), Incapacitated (22-28)
  Abilities: Athletics +4 (charging), 
  Awareness +3 (predators), Brawl 
  +6 (claws)
  Powers:
  Sight in darkness, 0 points, Init +10, 
  Imaginem: Cornossis can see as 
  well in the pitch-darkness as they 
  do during the day.
  Poison, 1 points, Init +1, Animal: The 
  bite of the cornossis is a potent 
  poison, which drains the strength 
  and vitality of its victim. This 
  causes the victim to experience 
  the equivalent of a Heavy Wound, 
  and takes a season to recover.
  Encumbrance: 0
  Vis: 2 pawns Animal vis, located in 
  jaw bones.
  Appearance: The cornossis is the ani-
  mated corpse of the Garamantian 
  backwards-grazing 
  cattle. 
  Its 
  boney head and hide are covered 
  with serrated spines and spikes, 
  and its horns are enormous. Its 
  hooves are twisted and sharpened 
  like claws. It stands slightly larger 
  than a destrier at its shoulder.
  New Creature: 
  Mummfied 
  Garamantian 
  Slaves
  Hundreds – even thousands – of 
  slaves were mummified with the 
  sorceror-kings 
  of 
  Garamantia. 
  They serve the sorceror-kings in the 
  afterlife.
  Mummified 
  Garamantian Slave
  Magic Might: 5 (Corpus)
  Characteristics: Cun +2, Per +2, Pre 
  NA, Com NA, Str +4, Sta +3, Dex 
  0, Qik -2
  Size: 0
  Age: NA
  Confidence Score: 0 (0)
  Virtues and Flaws: Tough
  The lost crown
  The crown of the Garamantians was 
  lost around 500AD just before the 
  collapse of the kingdom. There are 
  several rumours as to its whereabouts.
  One rumour says that towards 
  the end of the kingdoms, dynastic 
  disputes tore the Garamantian king-
  doms apart, as rival claimant to the 
  throne fought for power. During this 
  period, one of the pretenders to the 
  throne fled the kingdom to Egypt 
  with the crown in his possession. 
  The pretender died in exile, and his 
  possessions, including the crown, 
  were acquired by the Byzantine rul-
  ers of Egypt. Eventually the crown, 
  and several Jewels of Tritonis were 
  taken to Constantinople. After the 
  sack of Constantinople by the Fourth 
  Crusade, the Jewels and Crown were 
  looted, and could be anywhere in 
  Europe.
  Another legend holds that the crown 
  was lost when the last Garamantian 
  king vanished during a hunting expi-
  dition on the desert edges of the king-
  dom. Despite years of searches, it was 
  not found, and within a generation, 
  the kingdom collapsed. It was finally 
  found by Muslim scouts as they swept 
  across North Africa, ending up with a 
  noble family in Al-Andalus, who split 
  them up over successive centuries.
  A third legend talks of how the magic 
  of the crown and Jewels failed com-
  pletely. They were burried with the last 
  Garamantian king, whose pyramid is 
  now lost. A group of intrepid explor-
  ers could seek it out and uncover the 
  pyramid and the treasurers inside.
  
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  Personality Traits: Determined +5, 
  Loyal +3, Fearless +2
  Combat:
  Fists: Init -2, Attack +4, Defense +2, 
  Damage +4*
  Ceremonial Spear: Init +1, Attack 
  +8, Defense +4, Damage +11
  * Damage in addition to The Parching 
  Curse.
  Soak: +6
  Wound Penalties: -0 (1-5), -0 (6-10), 
  -0 (11-15), Incapacitated (16-20)
  Abilities: Awareness +2 (defending), 
  Brawl +3 (fists), Great Weapon 
  +4 (ceremonial spear), Single 
  Weapon +3 (short-sword)
  Powers:
  The parching curse, 1 point, Init +2, 
  Aquam: Living beings who are 
  struck by the hands of the mum-
  mified Garamantian slaves have 
  the vital liquid drained from their 
  body, inflicting a Medium Wound 
  each time. 
  Equipment: Slaves carry items befit-
  ting their station; for example 
  those who were bodyguards carry 
  ceremonial spears. 
  Encumbrance: 0 
  Vis: 1 pawn of Corpus vis in hands.
  Appearance: Garamantian slaves 
  appear as desiccated corpses, with 
  skin blackened by the centuries. 
  Some may still wear faded and 
  brittle clothes – grey linen kilts 
  and vests. Those slaves who were 
  bodyguards 
  carry 
  ceremonial 
  spears.
  New Creature: 
  Garamantian 
  Slave Ghost
  Garamantian slave ghosts 
  are the restless spirits of 
  the slaves ritually killed 
  during Tamen-Set’s burial 
  ceremonial. The ghosts’ mis-
  sion in death is to protect the 
  pyramid and the king buried 
  inside.
  Garamantian 
  Slave-Ghost
  Magic Might: 10 (Mentem)
  Characteristics: Int 0, Per 
  0, Pre 0, Com 0, Str NA, 
  Sta NA, Dex +3, Qik +3 
  Size: 0
  Personality Traits:   Vindictive +5, 
  Destructive +3, Slanderous +1
  Combat:
  Unbodied hand: Init -2, Attack +3, 
  Defence 0, Damage +3
  Abilities: Awareness +3, Brawl +3
  Powers:  
  Whispers in the night, 1 point, Init 
  +3, Imaginem:  Slave-ghosts can 
  project in a human voice, which 
  they usually do to lead intruders 
  astray.
  Unbodied hand, 1 point, Init +3, 
  Terram: The ghost is able to hurl 
  an object not tied down with 
  considerable force. If a target is 
  struck with the object, it does +3 
  damage.
  Vis: 2 pawns of Mentem vis, appears 
  as fine salt dust in the air.
  Appearance: The slave ghosts are 
  entirely invisible and insubstan-
  tial. As they are undead and 
  incorporeal, they have no Wound 
  or Fatigue levels. If magically seen 
  (with Intellego or Second Sight 
  for example), they appear as pale 
  shadows of the men and women 
  they once wear, dressed in gray 
  kilts or skirts and linen vests.
  
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  New Magic Device: 
  Crown of the 
  Garamantian 
  Sorceror-Kings
  One of the foundations of the 
  mystical power of the Garamantian 
  sorceror-kings was their crown of 
  office. The crown is a silver crown 
  that is similar to deshret crown (lower 
  kingdom) of the Egyptian pharoahs. 
  It is chair shaped with a low front and 
  tall back. In the centre of the crown’s 
  brow is an empty space around an 
  inch in diametre. It once held one of 
  the Jewels of Tritonis. 
  The crown grants the wearer great 
  authority over and awareness of the 
  lands of Garamantians. The former 
  sorceror-kings could command the 
  herds, guage whether his people were 
  happy or content, and raise great sand 
  storms against invading armies. The 
  crown was a mystic representation 
  of the people of Garamantes, and is 
  a potent Sympathetic Connection to 
  anyone with Garamantian blood.
  The powers of the crown were fur-
  ther increased when combined with 
  one of the Jewels of Tritonis.
  Know the hearts of the 
  children of Garamas
  InMe 65
  Pen +0, 1 per year
  R: Arc, D: Mom, T: Group 
  Garamas is the legendary ancestor 
  of all the Garamantes. This power 
  allows the wearer of the Crown of 
  the Garamantians to ask a single 
  question to each of his subjects. For 
  example, this question could be “are 
  you content” or “should we invade 
  the Egyptians”. This takes enormous 
  concentration and willpower to not 
  be overwhelmed by the response; 
  the wearer must roll Stamina + 
  Concentration against an Ease Factor 
  of 18, or else be knocked into a coma 
  for a number of days equal to the 
  number of points you failed the roll. 
  Once you awaken, you must make a 
  Stamina roll against an Ease Factor of 
  9 or gain the Enfeebled Major Flaw. 
  A person with the Enfeebled Flaw 
  may never us this power.
  (Effect: base +15, Arc +4, Group 
  +2, Size +4, up to 100,000 people)
  Guide the backwards-
  grazing herds
  ReAn 70
  Pen +0, 1 per month
  R: Arc, D: Conc, T: Group
  The Sorceror-Kings knew that the 
  prosperity of their people lay in the 
  safety of their backwards grazing cat-
  tle. If there was grave danger, such as 
  invasions, natural disaster or drought, 
  the 
  Garamantian 
  sorceror-kings 
  would command the herds to move 
  to safety – the great walled towns or 
  underground water-citadels. When 
  this power was used, a spectral image 
  of the Garamantian crown would 
  appear above the horns of each cow. 
  This power requires a lot of concen-
  tration, requiring an initial Stamina 
  + Concentration roll against an Ease 
  Factor of 18. Failure means that the 
  herds remain out of the control of the 
  wearer – a very inauspiscious sign for 
  any king. A botch results in the herds 
  being startled and panicking. 
  (Effect: base +15, Arc +4, Conc +1, 
  Group +2, Size +5, up to 1,000,000 
  head of cattle)
  The blistering wall of the 
  desert
  ReTe 40
  Pen +0, 1 per day
  R: Sight, D: Sun, T: Boundary
  In times of great crisis, the 
  sorceror-kings could summon raging 
  sand-storms around their kingdom’s 
  borders. These storms are blisteringly 
  hot, even at night, and can strip the 
  flesh from a person’s bones if left 
  exposed. A creature exposed to the 
  sand-storm suffers +2 damage every 
  hour. The sand completely obscures 
  sight for more than a few paces, and 
  makes it difficult to breath without 
  mouth covering. This power is very 
  draining, and the crown’s wearer loses 
  one Fatigue level each day that the 
  power is used. If used by a creature 
  without Fatigue levels, it requires a 
  point of Might to activate.
  (Effect: Base +3, Sight +3, Sun +2, 
  Bound +4)
  The iron mind of the 
  King
  ReVi 44
  Pen +0, constant
  R: Touch, D: Sun, T: Ind
  Already people of great will and 
  majesty, the crown of the sorceror-
  kings grants a metal to their minds 
  above and beyond mere mortals. 
  While wearing the crown, the wearer 
  gains a Magic Resistance of 30 to any 
  Mentem effect. This constant effect 
  causes Warping in mortals.
  
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  (Non-Hermetic: Base 30, Sun +2, 
  Constant +4 levels)
  Know the pulse of the 
  land
  InTe 65
  Pen +0, 1 per season
  R: Arc, D: Mom, T: Boundary
  The sorceror-kings knew their lands 
  personally, sensing its tremors, fertil-
  ity and thirst as though their own. 
  The wearer learns of floods, droughts, 
  newly fertile areas and so on each 
  season.
  (Effect: Base 4, Arc +4, Bound +4, 
  Size +5)
  New Magic Device: 
  Jewels of Tritonis
  There were once thirty-six Jewels of 
  Tritonis that solidified the majestic 
  power of the Garamantian sorceror-
  kings over their lands and people. The 
  most powerful one, the Neilos Jewel, 
  was responsible for sustaining the 
  waterways that ran in subterranean 
  tunnels and aqueducts throughout 
  Garamantia. Other Tritonis Jewels 
  allowed the sorceror-kings to increase 
  the fertility of crops, harness the 
  mystic power of the Garamantian 
  pyramids to command the gods, 
  transform salt into soil and command 
  powerful elementals. 
  The Jewels by themselves – that 
  is, separated from the Crown of 
  Garamantes – are potent magical 
  foci, and grant significant Shape and 
  Material bonuses. 
  When the Kingdom of Garamantia 
  collapsed in the early 500s AD, the 
  jewels 
  were 
  separated from 
  the crown. Most 
  of the jewels fell 
  into the hands 
  of the Order of 
  Suileman, and 
  several 
  were 
  destroyed, 
  cut 
  up into small 
  gems.
  Neilos 
  Jewel
  The 
  Neilos 
  Jewel 
  is 
  the 
  most important 
  of the Jewels of 
  Tritonis, 
  and 
  for 
  thousands 
  of years was 
  r e s p o n s i b l e 
  for the pros-
  perity 
  and 
  power of the 
  Garamantians. 
  W
  h
  e
  n 
  detached from 
  the 
  Crown, 
  it grants a +7 
  bonus to all 
  Aquam 
  or 
  water related spells. If used to invest 
  powers as a magical device, it can be 
  used to invest Creo Aquam powers 
  with a level higher than 50, or that 
  would normally be rituals. 
  Water is Life
  CrAq 60
  R: Arc, D: Mom, T: Structure
  Pen +0, 1 per day
  When the Neilos Jewel is united 
  with the Crown of Garamantia, it 
  allows the wearer of the crown and 
  jewel to summon water from the 
  fossil sedements beneath the Sahara. 
  This effectively draws water from the 
  primordial elemental plane of water. 
  Unlike other magical water, it can 
  sustain life and quench thirst. The 
  structure is the tunnel system that 
  runs underneath Garamantia.
  (Non-Hermetic: Base 3, Arc +4, 
  Struc +4, Size +5)
  
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  Garamantian 
  Breakthroughs
  There 
  are 
  two 
  Garamantian 
  Breakthroughs: Creation of life-
  giving magic water; and Iron Mind 
  of the King. The first is a Hermetic 
  Breakthrough and requires 57 break-
  through points, and the second is a 
  Major Breakthrough requiring 49 
  breakthrough points. This section uses 
  the Breakthrough rules described in 
  the introduction to Ancient Magic.
  Creation of life-giving 
  water
  This Hermetic Breakthrough allows 
  the creation of water that can sustain 
  life without the use of vis. The Neilos 
  Jewel is the only source of insight for 
  this breakthrough. Study of the jewel 
  grants a +3 bonus to investigation 
  rolls. The effect created using this 
  breakthrough must be one that cre-
  ates fresh water.
  Implications: Like all Hermetic 
  Breakthroughs, this discovery would 
  have a considerable impact on 
  Hermetic society and economy. It 
  would allow Hermetic habitation of 
  areas previously impossible without 
  large stores of Creo or Aquam vis. 
  Iron Mind of the King
  This Major Breakthrough allows 
  for the creation of a spell that 
  grants Magic Resistance to Mentem 
  effects. No Hermetic spell apart 
  from Aegis of the Hearth can afford 
  Magic Resistance. As this is a Major 
  Breakthrough rather than a Hermetic 
  one, it is still limited to a single Form. 
  The Crown of the Garamantian Kings 
  is the only source of insight for this 
  breakthrough, and the spell created 
  must be identical to the Crown’s Iron 
  Mind power, except with a Personal 
  Target.
  Implications: The discoverer of this 
  breakthrough will be likely consid-
  ered the new Notatus. This spell will 
  quickly be disseminated throughout 
  the Order of Hermes, and may form 
  the basis of future research into creat-
  ing general Magic Resistance using 
  spells.
  Becoming a 
  Garamantian Mummy
  The secrets ceremonies and rituals 
  required to become a Garamantian 
  mummy are genuinely lost to time, 
  and even the sorceror-kings did not 
  know the arcane rites performed by 
  their priesthood. Tamen-Set is just 
  one of the mummies in the Sahara; 
  there may be yet more, with even 
  more terrifying powers.
  Integrating Garama 
  into Hermetic Magic
  A 
  dedicated 
  Hermetic 
  magus 
  could try to use Hermetic magic 
  using High Garama. The rules for 
  this are outlined at the end of the 
  Adamic Chapter in Ancient Magic. 
  This is original research rather than 
  integration. Doing so however may 
  have beneficial consequences, and a 
  magus that knows High Garama and 
  Ancient Egyptian could also start to 
  conduct research into the langauge 
  spoken in Atlantis.
  Reality check, or what I made up
  The Garamantians were a real people, about which archaeologists and 
  historians know virtually nothing. They did have an enormous network of 
  unground water tunnels, and their kingdom was supported by widespread 
  slavery (as were most kingdoms at that time). Herodotus wrote about their 
  hunting of troglodytes and “backwards-grazing” cattle. They mummified 
  their dead, built pyramids and fought along side the Roman empire in the 
  early first centuries AD. Their civilisation collapsed overnight after the water 
  in their subterranean tunnel dried up. The tunnels, pyramids and ruins of 
  their cities can still be seen in Libya.
  The bits about Atlantis, mummies with supernatural powers, the skeletal 
  cattle, Jewels of Tritonis and magical Crowns, is all fantasy. So are the details 
  about the Garamantian language. All of this is a hotch-podge or amalgam 
  of Egyptian mythology, modern Atlantis myths, a sprinkling of ludicrous 
  theosophy and stuff I just plain made up.
  
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  Location: Pyramid 
  of Phla
  The Pyramid of Phla is the resting 
  place of Tamen-Set, one of the great-
  est sorceror-kings of Garamantia. 
  Located in a regio on the marches 
  between the old Garamantian king-
  dom and the Muwahhidun Empire 
  in North Africa. Once it rested on 
  a small island in a lake; the lake has 
  now dried and is little more than a 
  salty dip in the desert. It is a ten-day 
  hard-march from Tripoli. 
  Finding the Pyramid
  There are only a few ways to find 
  the Pyramid of Phla; there are almost 
  no records of its location or even 
  of it ever having existed. Research 
  into finding references of it requires 
  a great library (one that provides 
  at least a +4 bonus) and requires a 
  relevant lore roll (such as Area Lore: 
  Libya or Ancient History) against an 
  Ease Factor of 21. The roll cannot be 
  attempted unless using an appropri-
  ate library. 
  The table below lays out what 
  characters may know or learn with a 
  relevant Lore roll.
  Ease Factor 17: The Garamantians 
  were an ancient North African slaver-
  empire that rivalled Egypt and Rome, 
  and collapsed 700 years ago.
  Ease Factor 19: The Garamantes 
  were ruled over by powerful sorceror-
  kings, their prosperity relied on 
  a network of subterranean water 
  channels, and they built pyramids to 
  burry their dead.
  Ease Factor 21: One of the greast-
  est sorceror kings was buried in the 
  Pyramid of Phla, on an island in a 
  small lake in north Garamantia.
  Because the pyramid is located in 
  the wastelands between two sparesely 
  populated and rarely visited areas, 
  even if your character knows of its 
  rough location, it is still difficult 
  to find. The ancient landmarks are 
  almost 
  completely 
  worn 
  away 
  through the passage of time.
  Exploring the Pyramid 
  Once the troupe has found the 
  Pyramid of Phla, they must discover 
  how to penetrate its two-level regio. 
  outsiDe the regio
  The mundane pyramid is just a set 
  of stone foundations, level with the 
  
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  ground around it. The pyramid itself 
  has long since vanished, as has the 
  lake that once surrounded the island. 
  There is a small Magic Aura (level 3) 
  within the pyramid’s ruins. The dry 
  island has a Magic Aura with a raing 
  of 1. Excavating the pyramid reveals 
  only a few minor trinkets – a few 
  ancient pieces of jewelry and some 
  ceremonial arrow and spear heads. 
  Magical 
  excavation 
  involving 
  Intellego Mentem will reveal the 
  presence of a few of the slave-ghosts. 
  Intellego Terram magic reveals sev-
  eral subterranean waterways that run 
  around and through the pyramid. 
  Most are filled with silt, or have col-
  lapsed, although some are have a small 
  trickle of water running through.
  Visitors who spend more than a few 
  days at the pyramid will be harassed 
  by the ghosts, who try to spook 
  pack-animals and grogs, and damage 
  equipment.
  reaChing regio LeveL 1: the 
  outer Chambers
  Access to the first level of the regio 
  is gained through proper propitiation 
  to the gods at the ruined entrance to 
  the pyramid. The performance of this 
  magic rite allows entrance to a tunnel 
  leading to the underground chambers 
  of the pyramid. The regio has a Magic 
  Aura rating of 4 throughout.
  area 1: entranCe CorriDoor
  The entrance of the pyramid is a 
  short hall decorated with shallow, 
  faded carvings in proto-Tifaniq (the 
  Garamantian script) and scenes 
  of war, hunting, agriculture and 
  the afterlife. Most of the carvings 
  have almost completely vanished. 
  The hall has a steep decline deeper 
  underground.
  area 2: rituaL shaft
  At the base of the entrance hall is 
  a pit, some half a meter wide, that 
  drops away to the deep subterranean 
  waterway that runs through the pyra-
  mid. A person who falls down this pit 
  can wander the waterways, but there 
  is no way back into the main pyra-
  mid complex unless some excavation 
  work is done.
  area 3: outer annex
  A large annex filled with several col-
  lapsed pillars and ritual shafts. There 
  are nine statuettes of Garamantian 
  gods (who appear to be a mix of 
  
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  ancient Greek and Egyptian deities). 
  The ceiling is quite low in the annex. 
  On the wall are carvings of scenes 
  depicting the life of Tamen-Set, 
  including his various wars, images of 
  him acting as judge, and him using 
  the Crown of Garamantians and 
  Jewels of Tritonis to save his people. 
  Next to each statuette stands a 
  mummified slave, carrying a cer-
  emonial spear. They do not animate 
  unless commanded to by Tamen-Set 
  or if he is threatened.
  area 4: rituaL shaft
  This large circular ritual shaft drops 
  twenty or so feet until it narrows and 
  abruptly ends. This ritual shaft can 
  lead to the inner level of the pyramid, 
  but requires that the person success-
  fully see into Level 2 of the pyramid’s 
  regio (see ArM5, Chapter 12). 
  area 5: rituaL shaft
  This ritual shaft drops 20 feet to 
  a dead end. There are twenty or so 
  mummified slaves whose bodies have 
  been thrown down the shaft at the 
  bottom. They do not animate unless 
  commanded to by Tamen-Set or if 
  he is threatened, in which case they 
  crawl up the wall of the shaft to the 
  outer annex. 
  area 6: stairs to inner 
  Chambers
  Narrow, almost vertical stairs lead 
  down for fifteen feet or so, until it 
  abruptly ends at a cave-in. The stairs 
  once led to the inner chambers. If the 
  cave-in is excavated, the stairs lead to 
  a dead-end. The inner chambers can 
  only be accessed by reaching Level 2 
  of the pyramid’s regio.  
  If a person successfully sees to the 
  next level of the pyramid’s regio, the 
  stairs do not cave in, but rather leads 
  to Area 9 (the inner annex).
  area 7: rituaL shaft
  This ritual shaft is similar to Area 4, 
  although its diametre is smaller, and 
  it can lead to Level 2 of the regio if 
  successfully seen.
  The Garamantian Astrological Symbols
  Extensive study of the astrological symbols in the Pyramid of Phla will reveal 
  that they are of great antiquity. The Garamantians are descended from the 
  refugees from Atlantis, and the astrological symbols are debased versions of 
  those used in Atlantis. Deciphering the symbols requires a Season of study and 
  an Intelligence + Artes Liberales (Astrology) roll against an Ease Factor of 18.
  
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  area 8: anteChamber
  This antechamber was once filled 
  with many treasurers of Tamen-Set. 
  Ransacked long ago, only the five 
  large mummified remains of the 
  Garamantian 
  backwards-grazing 
  cattle. The walls of the antechamber 
  were once covered in precious metals 
  and gems, which depicted scenes of 
  the journey of the soul from the world 
  of the living to the underworld. The 
  images are almost entirely destroyed.
  The animal corpses are those of the 
  cornossi. They will animate upon the 
  command of Tamen-Set. There are 
  also fifteen mummified slaves, many 
  of which have been dismembered or 
  partially destroyed.
  reaChing regio LeveL 2: the 
  inner Chambers
  The inner chambers of the Pyramid 
  of Phla are located on the second level 
  of the regio. In the terrestrial world 
  and in the first level of the regio, the 
  chambers simply do not exist.  The 
  second level of the regio has a Magic 
  Aura rating of 6 throughout. All of the 
  chambers in Level Two are ruined, just 
  like Level One.
  area 9: ruineD 
  anteChamber
  The stairs in Area 6 lead 
  to a ruined antechamber, 
  where the roof and walls 
  have caved in. This area 
  has also been ransacked, 
  and 
  once 
  contained 
  Tamen-Set’s 
  treasuers. 
  There are fifteen mummi-
  fied slaves, half of them 
  buried in the rubble, 
  and wandering invisibly 
  around the antechamber 
  are 
  as 
  many 
  ghostly 
  slaves. In the centre of the 
  antechamber is a dried 
  ceremonial pool. With 
  the right rituals and filled 
  with consecrated water, 
  this pool can be used as a 
  portal to the underworld 
  (similar to the Gate of 
  Eurydice in Coeris).
  area 10 anD 11: 
  anteChambers to 
  the buriaL Chamber
  The antechambers were 
  once filled with treasures, 
  their walls covered with 
  elaborate carvings. They 
  have a ceiling that is 
  much higher than the rest 
  of the chambers on this 
  level. Elaborate astrologi-
  cal symbols are painted 
  on the ceiling but are 
  very faded. Most of the 
  astrological symbols are 
  fantastical – they do not 
  look like the symbols used 
  by Western European or 
  Egyptian astrology.
  area 12: buriaL Chamber
  Tamen-Set’s burial chamber is a large 
  chamber with two rows of columns on 
  either side of a raised dias. Atop the 
  dias is Tamen-Set’s sarcophagus. It lies 
  torn open, with the desecrated remains 
  of the long-dead Garamantian sorceror 
  king inside. 
  There are two pits in this room that 
  lead from the first level of the pyramid, 
  and descend much deeper. The pits 
  were once filled with water, when the 
  water-table was much higher. As the 
  
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  lake around the pyramid dried up, so 
  too did the pits. At the base of the pits, 
  which are around sixty feet deep, are 
  sacrificed slaves, who were drowned in 
  the pits when Tamen-Set was buried. 
  The dead slaves will arise on the com-
  mand of their undead king, and climb 
  up the shafts.
  If Tamen-Set enters this room, he 
  abandons his possessed body and re-
  enters his damaged, mummified body, 
  using his magic to repair it. Depending 
  on his relationship with the characters, 
  he may summon his many mummified 
  slaves to attack the characters, or rise 
  from the Pyramid of Phla and start to 
  rebuild his kingdom.
  area 13: WeLLs
  Surrounding the pyramid are a num-
  ber of dried wells and water-ways. The 
  wells go deep into the bedrock of the 
  ancient island on which the Pyramid 
  of Phla rests. Centuries ago, the wells 
  were deepened as the waters dried up. 
  In some of the wells, scores of slaves 
  died in the deepening, and although 
  their bodies have vanished, their tor-
  mented spirits remain, still enslaved to 
  the will of their Garamantian king. 
  The Magic Aura of the wells has a 
  rating of 2 throughout, although in 
  some areas the aura is overwhelmed by 
  an Infernal Aura of 3. At the base of 
  some of the deepest wells, the Infernal 
  Aura rises to 4.
  Not all of the slave spirits are magic 
  spirits. Some have become Infernal 
  ghosts. Despite this, they can still be 
  commanded by Tamen-Set.
  area 14: subterranean 
  Water-Ways
  Most of the water-ways throughout 
  the island are dried and filled with 
  sand. The water-ways connect the 
  wells. Once they led off the island 
  and beneath the (now dried-up) 
  lake to fields plowed by slaves of the 
  Garamantians. None of the water-ways 
  lead into the pyramid. 
  
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SOURCE: textdata/thevault/Ars Magica [multi]/5th edition/Sub Rosa fanzine/Supplemental material/Sub Rosa Freebie 1 - Garamantians.pdf