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Living Covenant

9/15/04 5:15 PM

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Semita Errabunda

Semita Errabunda
by David Chart
Semita Errabunda is a covenant in early summer,
populated primarily by young magi. The notable
exception is Darius of Flambeau, a respected hoplite
coming into his full power as a magus. Darius's membership has kept the covenant safe from serious
political rivalry, as few magi want him as an enemy,
and the covenant's natural tendency to stay neutral
in Tribunal politics has helped insulate it further.

themselves descending again towards the lake, and


things that flow out over the waterfall generally flow
back in, at the north end of the lake.

Semita Errabunda is located in a regio, in a level 5


magic aura, and the next level of the regio, at level 7,
has the remarkable property of connecting to different places in Mythic Europe at different times. The
magi would quite like to know why it connects as it
does, and how to predict where it will be, but so far
none of them have wanted to know badly enough to
actually devote serious time to studying the problem.
The members of the covenant also strongly suspect
that there is at least one more regio level above level
7, but they do not yet have conclusive proof.

The mountains are forested, and home to various


creatures, most noticeably magical. There is some
space for farming, but the covenant does rely on
external contacts for part of its food supply. The lake
contains a number of picturesque islands, and the
covenant proper is built on the largest of these,
slightly south of the center. Residents of the regio
can walk on the surface of the lake to get to the
island; new recruits to the covenant are accommodated on the shore until they can walk on the water.
Mundane recruits are told this before their guide
shows them that it can be done. Just how long they
are left thinking that the condition is impossible
depends on how mean their guide feels.

There are two exceptions to this: passes to the east


and west of the lake. If you pass through the east
pass at sunrise, or the west pass at sunset, you find
yourself in level 7 of the regio.

There are two levels below the covenant's level, at


magic auras of 3 and 1. Level 1 is very similar to the
external scenery, but influenced by the appearance of
level 5, while level 3 is much like level 5, but influenced by the external scenery. Levels 1, 3, 5, and 7
can all be entered in several ways. Being led by an
inhabitant always works, and magic can see through
the boundaries. Similarly, simply becoming lost on
one of the lower levels gives someone the standard
chance of wandering into a higher level. The
covenant does not think there is any route that guarantees entrance to higher regio levels, so they keep a
grog on the external level to greet visitors and lead
them in.

The covenant itself consists of a number of typical


medieval buildings, built mainly of wood. The
covenant has not yet spent the vis required to raise
impressive stone towers, and given the level of security provided by the regio they haven't really felt the
need; nothing that can get to the island is going to
be hindered by stone walls. The largest building is
the great hall, which can hold all members of the
covenant with ease, with room for growth. The
library is housed in a room on the eastern end of the
hall, which also serves as the council chamber.

Level 5 of the regio takes the form of a lake surrounded by mountains, highest in the north and
dropping to the south. In the north, a waterfall
plunges over two hundred feet into the lake, while in
the south the waters flow out over a similar drop.
Anyone crossing the ridge of the mountains finds

Each magus has his own house, which includes his


laboratory. So far, all the magi have chosen to designate the whole of their house as their sanctum.
These houses are built some distance apart, so that a
disaster in one laboratory will not immediately
threaten everyone. For similar reasons, the mundane

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Semita Errabunda

members of the covenant live in several separate


buildings, although none of them have whole structures to themselves.

summa (level 6, quality 21); Code of Hermes summa


(level 6, quality 15), Latin summa (level 5, quality
20), Magic Theory summa (level 6, quality 15);
Perdo tractatus (quality 11), Rego tractatus (quality
10); Mentem tractatus (quality 10), Terram tractatus
(quality 9); Order of Hermes Lore tractatus (quality
11), Parma Magica tractatus (quality 10), Penetration
tractatus (quality 10)

The covenant currently has a minor problem; the


magus who used to cast the Aegis of the Hearth has
left, and no current members know the spell.
Someone will have to, but none of the resident magi
particularly want the responsibility.

Lab Texts: (All Lab Texts are for spells, rather than
enchanted devices.) The Wizard's Mount (CrAn 35);
Deluge of Rushing and Dashing (CrAq 40); Circling
Winds of Protection (CrAu 20); The Chirurgeon's
Healing Touch (CrCo 20), Gentle Touch of the
Purified Body (CrCo 20), Purification of the
Festering Wounds (CrCo 20), Cheating the Reaper
(CrCo 30), The Eye of the Sage (InCo 30), Shape of
the Woodland Prowler (MuCo 25), The Wound that
Weeps (PeCo 15), Curse of the Leprous Flesh (PeCo
25), Grip of the Choking Hand (PeCo 25),
Incantation of the Milky Eyes (PeCo 30), Clenching
Grasp of the Crushed Heart (PeCo 40), Strings of
the Unwilling Marionette (ReCo 25), Seven-League
Stride (ReCo 30); Stir the Slumbering Tree (MuHe
25), The Great Rot (PeHe 25), The Treacherous
Spear (ReHe 25); Ball of Abysmal Flame (CrIg 35);
Eyes of the Eagle (InIm 25), Summoning the Distant
Image (InIm 25), Aura of Ennobled Presence (MuIm
10), Veil of Invisibility (PeIm 20), Silence of the
Smothered Sound (PeIm 20), Wizard's Sidestep
(ReIm 10), Image from the Wizard Torn (ReIm 30);
Loss of But a Moment's Memory (PeMe 15). Blessing
of Childlike Bliss (PeMe 25), Passion's Lost Feeling
(PeMe 25); Obliteration of the Metallic Barrier (PeTe
20), End of the Mighty Castle (PeTe 25); Piercing
the Divine Veil (InVi 20), Piercing the Faerie Veil
(InVi 20), Piercing the Infernal Veil (InVi 20),
Piercing the Magical Veil (InVi 20), Wind of
Mundane Silence (PeVi 40), Aegis of the Hearth
(ReVi 20), Aegis of the Hearth (ReVi 30), Aegis of
the Hearth (ReVi 40)

The Wandering Regio


Level 7 of the regio is changes its appearance from
time to time. It always looks very similar to the place
it currently leads to, and when its appearance starts
to shift, that is a signal that its connection point is
about to shift. When the covenant sends expeditions
out they always have someone stationed in the regio,
to warn if the explorers are about to lose their easy
route home. This isn't a popular job, because it is
boring and doing it too often warps the guard.
The regio has never been known to connect to a
point outside Mythic Europe, but it has connected to
many different places within. It normally seems to
stay connected to one place for about a month; the
shortest recorded connection was a week, and the
longest almost a season. There seems to be no pattern to its wandering.

COVENANT STATISTICS
Aura: Magic 5
Hooks: Regio (major)
Boons: Aura (minor x2), Regio (minor)
Build Points Spent: 800

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

Library: Creo summa (level 6, quality 21), Intellego


summa (level 6, quality 21). Perdo summa (level 16,
quality 15); Auram summa (level 6, quality 21),
Corpus summa (level 16, quality 15), Herbam summa
(level 6, quality 21), Ignem summa (level 6, quality
21), Imaginem summa (level 16, quality 15), Vim

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Semita Errabunda

A golden rabbit (its fur is golden; it isn't actually


made of gold), containing four pawns of Animal vis,
is born every year on one of the regio levels. The visbearing creature is easy to spot, but then you must
catch your rabbit.

In(Cr)Co(Im) 59 (Base 4, +4 Arc, +2 Sun, +2 Group,


+1 InIm requisite, +1 CrIm requisite (making the
images on the map), +1 location as well as appearance, +3 levels environmental trigger, +1 level 2
uses/day)

If a fire is kindled on the top level of the regio and


carried out through that level, and then brought
back in through the mundane world and the bottom
level, before being allowed to burn out in the top
level, the ashes contain a pawn of Ignem vis. The fire
cannot be transported by magic at any point, but the
covenant still manages to do this about once per season. This source can produce no more than four
pawns of vis in a single year.

Library Lamp: This bronze lamp contains no fire, but


it fills the room it is in with light as bright as that on
a cloudy day. This light has no direction and no
glare, so it is ideal for reading. It also makes the
room it is in comfortably warm.

A natural mirror in a cave on one level of the regio


reflects the true feelings of anyone who looks into it.
If someone who is deeply sad, but successfully hiding
their emotions, looks into it, five of the tears cried
by the image bead on the mirrors surface, and each
drop contains a pawn of Intellego vis. This source
produces no more than five pawns of vis per year.

Fire Guardian: This item takes the form of a small


bowl of water, and only works if it is kept full of
actual water. If a fire starts in the room containing
the item, it is immediately extinguished. This only
works on fires doing +5 damage or less, but very few
fires start stronger than that.

CrIg 34 (Base 4 (for the light), +1 Touch +2 Sun, +2


Room, +1 heat, +3 levels environmental trigger, +1
level 2 uses/day)

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

The guano deposited by birds on the covenant itself


yields two pawns of Auram vis every year. Virtually
all of it needs to be collected to get the vis, which is
normally transferred to another vessel. Neither collection nor transfer are popular jobs.

Guard Alarms: These wristbands are activated by saying 'Help', in Arabic, while wearing them. When
activated, they make a distinctive wailing sound for
two minutes. This sound is a thousand times louder
than a single man's shout, and can be heard throughout the level 5 regio. The covenant has four of these,
given to the guards patrolling the borders of the
level 5 regio. The sounds cannot, alas, be heard
across regio boundaries.

Vis Stocks: 5 pawns of each type of vis, as an emergency reserve. Thus, 75 pawns in total.
Enchanted Items: Mappa Mundi: This large map of
the world occupies the whole of a circular table in
the heart of the covenant. The map itself is drawn
onto the table, with details added every time members of the covenant come back from an expedition.
A ring, normally worn by a grog, is a fixed Arcane
Connection to the map, which shows images of the
ring's wearer and all other members of his group.
These images show the current state of the people,
but do not show their surroundings. They do appear
at the correct location on the map, but as they are
not drawn to scale each individual is roughly the size
of Ireland. Magi in the group are generally invisible,
as the item does not have the penetration to get
through any magic resistance.

While it is not pleasant to be standing next to one of


these when it goes off, it is not actually damaging,
nor does it have concrete game-mechanical effects.
The grogs using the alarms are taught the command
word as a simple sound.
CrIm 5 (Base 1, +1 Diam, +3 size, 1 use per day)

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Semita Errabunda

Gerard
by Neil Taylor
Characteristics: Int 0, Per 1, Pre 1, Com 0, Str +2, Sta
+2, Dex 0, Qik 0

Equipment: Steel scale half-armor, mace, round shield,


(pack, field equipment, etc.dropped when facing
combat)

Size: 0
Encumbrance: 1 (3)
Age: 32
Appearance: Medium height and stocky, clean
shaven with hair close-cropped for comfort under
a helmet. Around the covenant hes often to be
found shadowing one of the resident magi, or a
visiting maga, hoping to me able to step in and
fulfill some small request, or possibly even ask a
question about some tricky point of hermetic lineage or history.

Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Custos; Warrior; Obsessed: Order of
Hermes, Weak Characteristics
Personality Traits: Loyal to Order of Hermes +3, Brave
+2, Honest +1

Gerard was Covenant born and bred. His sole


"hobby" is the Order: for a grog he actually knows a
lot about magi and the history of the Order. In truth,
he is obsessed with the Order, its history and its
magi. He spends his spare time researching the lineages of the Order of Hermes, and will talk about his
favorite magi to anyone who will listen. He always
tries to speak to visiting Redcaps, to learn from
them.

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


Damage +2
Mace & Round Shield: Init +0, Attack +10, Defense +9,
Damage +10
Mace: Init +0, Attack +9, Defense +6, Damage +10
Staff: Init +1, Attack +7, Defense +7, Damage +4

He has a small collection of copies of sigils of famous


magi, and badges of the Order and Houses.

Soak: +6
He is fawningly ready to assist magi, if only they
will notice him and deign to instruct him - but it
would demean the magi if he were to actually
offer himself - instead he must continually hope
to be noticed. If the Grogs get him merry, he can
be persuaded to lower the tone of is tales and tell
funny stories about magi; but when sober he tries
to tell earnest and worthy stories, that show proper respect for the Order.

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


Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Animal Handling 2 (horses), Athletics 2 (5)
(run), Awareness 2 (alertness), Bargain 2 (soldiers
extras), Brawl 3 (fist), Carouse 3 (tales of famous magi),
Chirurgy 1 (first aid), Concentration 1 (keep watch),
Covenant Lore 3 (magi), Etiquette 1 (magi), Folk Ken 2
(magi), Guile 1 (excuses), Great Weapon 3 (staff), Hunt
1 (track), Latin 3 (Hermetic usage), Leadership 2 (point
man), Music 0 (1) (sing loudly), Order of Hermes Lore
4 (lineages), Own Language 5 (grogs), Ride 3 (battle),
Single Weapon 6 (round shield), Survival 2 (woods),
Thrown Weapon 3 (knife)

When he isnt boring listeners, or fawning over magi,


hes a competent warrior. He remains a pool or
Turb warrior, never chosen as any magus Shield
Grog none can bear his manner up-close for long
periods. His obsession is occasionally useful (along
with his sword arm), enough that the magi dont just
send him out to be shot!

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Semita Errabunda

Anne
by Erik Dahl
Characteristics: Int 1, Per +1, Pre +1, Com 0,
Str 0, Sta +2, Dex 0, Qik +1

4 (lying to authority), Intrigue 2 (gossip), Profession:


Servant 5 (anticipating needs), Survival 4 (cooking)

Size: 0

Appearance: Anne is a worn, weathered housemaid,


tired but still comely, perhaps because of a hint of
vengeance and secret joy in her eyes.

Age: 29
Anne came to the covenant with her husband, Paul.
She hates him, for she was misused terribly by him
for most of their marriage, but now that they live at
the covenant, he seems to have undergone a strange
personality change. She likes that he no longer beats
her and that they must no longer sleep under bushes,
but she is skeptical of his sudden transformation and
convinced that it is part of an elaborate ruse. These
last few years of cheerful optimism have not erased
her memory of years of misery on the road.

Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Covenfolk; Strong-Willed, True
Love (PC); Noncombatant; Social Handicap (withdrawn)
Personality Traits: Jealous +2, Practical +2,
Credulous 3

She serves as a housemaid, and has secretly become


the lover of another male character at the covenant.
She has never before experienced a feeling so powerful, and she feels her time in his arms makes her life
worth living. Yet of course she cannot marry again
while Paul lives, and she worries that the covenant
would turn on her if he found out, as he is admired
by many of the other grogs. Thus she encourages
her husband's dangerous vocation as shield-grog,
risking his life to protect the magi. She feels guilty
about this, but she believes she is simply making the
best of a difficult situation.

Combat: Dodge: +1, n/a, +3, n/a


(As a noncombatant, Anne may only use Brawl
defensively.)
Soak: +2
Fatigue Levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Speak (Language) 5 (listening), (Local
Area) Lore 4 (personalities), (Covenant) Lore 3 (personalities), Athletics 1 (walking), Awareness 3 (alertness), Brawl 1 (dodging), Charm 3 (being witty),
Etiquette 2 (peasants), Folk Ken 4 (townsfolk), Guile

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Semita Errabunda

Credo
by Mark Shirley

Characteristics: Int +1, Per 0, Pre 1, Com 1, Str


1, Sta 0, Dex +3, Qik +2

Appearance: Credo is a small, wiry man, who is


often mistaken for a teenager because of his small
size. He takes a great deal of care in his image,
despite being of low birth. He always keeps up with
the latest fashions amongst the gentlefolk in clothing
and hairstyle - most of the money he steals goes on
his appearance. He has pinched features and beady
eyes, and has both a broken nose and broken teeth,
due to mistreatment by a merchant who caught him
stealing.

Size: 1
Age: 20
Decrepitude: 0
Warping: 0 (0)

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


Incapacitated (1316)

Credo gets his unusual name from his mother,


who heard it at Mass and thought it would be a
nice name for her unborn child. It is perhaps the
most inappropriate name (meaning "I believe"),
because Credo is the most underhand, distrusting
and sneaky employee of the covenant. The key
word here is "employee" - he can be trusted as
long as the covenant pay him, and currently, they
are the richest people he knows. Credo is useful
for those tasks that cannot be given to most
grogs; either because they require stealth, intelligence, or loose morals. The magi have not found
a single task that Credo was unwilling to attempt,
for the right price. Credo does not work well
with others, but he can be relied upon to act
independently, without supervision, and return at
the end of his job for his pay. Despite the religious origins of his name, Credo was never baptized, and so does not have even the basic defenses against temptation and vice, and God-fearing
folk are uncomfortable in his presence.

Abilities: Area Lore 2 (alleys), Athletics 4 (climbing


walls), Awareness 3 (authority figures), Bargain 1 (illgotten gains), Brawl 2 (dagger), Guile 3 (professing
innocence), Intrigue 2 (townsfolk), Legerdemain 4
(slitting purses), Local Language 5 (vulgar speech),
Profession: Mummer 1 (disguises), Stealth 4 (urban
areas)

Despite being especially fond of fine quality


ostentatious jewelry, he never wears any of it in
public; instead hiding it away in a secret place,
putting it on when he thinks no-one is looking.
He earns money as a mummer on holy days, but
this is mainly a front while he and his cronies to
fleece the onlookers.

Virtues and Flaws: Light Touch, Perfect Balance,


Social Contacts (amongst thieves); Small Frame,
Tainted with Evil, Weakness: Money
Personality Traits: Vain +3, Avaricious +2,
Principled 3
Reputations: none
Combat: Dagger: Init +5, Attack +8, Defense +5,
Damage +2
Fist: Init +3, Attack +5, Damage +4, Damage 1
Soak: +1
Fatigue Levels: OK, 1, 3, 5, Unconscious

Equipment: Half quilted armor, 3 daggers, rope.


Encumbrance: 1 (1)

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Semita Errabunda

Marie the Alewife


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

Appearance: A cheerful, lively woman in neatlymended plain clothing which attracts less attention than her bright smile and brown eyes. She is
of middle height and weight with a well-defined
figure.

Size: 0
Age: 29 (29)

Marie was born in a village about ten miles from


the covenant, but ran away from home when she
was about ten years old because she was so often
in trouble for seeing things and telling lies.
She has the Second Sight and gets on very well
with the minor fae who, outside the Aegis, can be
found around farm and home. When she ventures
outside, she seems to attract such fae to her.

Decrepitude: 0
Warping Score: 0
Confidence Score: 1 (3)
Virtues and Flaws: Covenfolk; Second Sight;
Busybody

The covenant took the girl in and taught her useful domestic skills, and she decided to specialise
in brewing. She is very gregarious and a bit of a
chatterbox. She likes dancing, has a pleasant
singing voice and looks forward to any cause for
celebration. Her piety and superstition are about
average for village folk, which makes her rather
more pious and superstitious than most covenantbred people. She is married to one of the soldiers
and has three children. She is proud of her husband and his role in the covenant. She does not
keep a very close eye on her children but seems
to find out if they have been up to mischief. In
fact, she often knows quite a lot about what other
coven-folk are up to, too.

Personality Traits: Gregarious +2, Superstitious +2,


Pious +1
Combat: Brawling (fist): Init +0, Attack +1, Defense
+0, Damage +0
Soak: +0
Fatigue Levels: OK, 0, 1, 3, 5, Unconscious
Wounds: 1 (15), 3 (610,) 5 (1115),
Incapacitated (1620)
Abilities: Area lore: original home 2 (people), Area
lore: covenant 4 (people's business), Awareness 3
(fae), Athletics 2 (dancing), Carouse 2 (anecdotes),
Concentration 1 (brewing), Craft: brewing 5 (taste),
Craft - cooking 3 (roasting), Craft: sewing 2 (mending), Etiquette (Magi) 1, Faerie lore 3 (domestic fae),
Folk ken 3 (women), Intrigue 2 (gossip), Local language 5 (anecdotes), Music 1 (folk songs), Second
sight 4 (domestic fae), Stealth 2 (moving quietly),
Teaching 1 (girls)

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Semita Errabunda

Grim and Halfgrim


By Mark Shirley
Equipment: longsword (with carved bone hilt),
round shield (with metal rim), partial metal scale
armor, short bow.

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


Sta +2, Dex +2, Qik 1
Size: 0

Encumbrance: 1 (3)

Age: 23

Appearance: These twin brothers are impossible to


tell apart physically. They are tall and heavy set,
with long blond hair and blue eyes that betray their
northern origins. Grim has taken to braiding his
beard in the fashion of ancient warriors; Halfgrim
has begun doing this as well, to increase the confusion about who is who.

Decrepitude: 0
Confidence Score: 0
Virtues and Flaws: Custos; Affinity with Single
Weapon, True Friend; Carefree (Halfgrim only),
Dutybound, Pessimistic (Grim only), Weakness
(women)

These twin brothers are amongst the most loyal and


trustworthy of the turb. Grim is the elder (by a matter of minutes), and is a stern, serious man; whereas
Halfgrim is both carefree and cheerful the running joke in the turb is that Halfgrim is half as grim
as his brother. Despite their differing demeanors,
they are physically identical.

Personality Traits: Brave +3, Loyal to Covenant +3,


Loyal to Each Other +3, Cheerful 2 (Grim),
Cheerful +2 (Halfgrim),
Combat: Longsword and Round Shield: Init +0, Attack
+13, Defense +9, Damage +8

Grim is dour and taciturn, but a natural leader of men


many members of the turb already treat him as if
he had been granted a military rank. He is deeply pessimistic, and sees fit to communicate his fears to any
who will listen. Halfgrim is always teasing him about
his old-fashioned values, particularly with regards to
his coyness around women, and his search for a wife
he has romantic notions about courting women,
but lacks the social graces to do it effectively.

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


+8
Short Bow: Init -3, Attack +9, Defense +3, Damage +8
Fist: Init -2, Attack +6, Defense +3, Damage +2
Soak: +6

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

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


Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Local Language 5 (shouting), Area Lore 2
(woodland), Athletics 3 (in armor), Awareness 3 (on
watch), Bows 3 (short bow), Brawl 4 (wrestling),
Carouse 1 (dice games), Charm 1 (women),
Chirurgy 1 (sword wounds), Folk Ken 2 (soldiers),
Leadership 1 (soldiers), Profession: Sailor 2 (navigation), Ride 2 (in armor), Single Weapon 6
(longsword and round shield), Stealth 1 (woods),
Survival 1 (woods), Swim 2 (open sea)

They are both accomplished sailors and capable warriors who have saved the lives of several of the magi
on more than one occasion. Their diligence has
brought them rewards, in the shape of the expensive
steel scale armor that they wear, and the fine swords
and metal-rimmed shields that they carry. They are
deeply devoted to each other, and the magi have
recognized that they work best as a team - if taken
out singly from the covenant, they are anxious and
distracted until reunited.

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Semita Errabunda

Amelle
by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),
Str 1, Sta 0, Dex 0, Qik +2

Encumbrance: 0 (0)

(*+1 Pre and Com with sexually compatible characters)

Oldest (but youngest looking) daughter of a local


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

Size: 1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),
Second Sight, Unaging; Small Frame, Disfigured
(cats eyes and ears), Cursed (cant bear the touch of
iron)

As a child she often ran wild in the woods, chasing


and playing with the minor forest faeries; as a
teenager she chased the boys and flirted the lads
think she and her sisters are exotic, wild and beautiful (true), their mothers and the young women think
them harlots, or worse. She joined the covenant as
wife to one of the turb, relieving her mother of her
increasingly irksome presence (no village lad would
actually marry her!).

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


+1
Reputations: None.
Combat: Brawling (fist): Init +2, Attack +2, Defense
+4, Damage 1

She thinks herself special (she must have special


tools so as not to touch iron hurts her as if burning
hot) and very beautiful (she is vain, and proud of her
ears), and above the other grogs. She is fastidious
about staying clean and neat, often preening and
checking her appearance; she cannot abide getting
dirty, let alone sleeping rough. Magi may force her
to accompany field missions, where her Sight is useful, but she complains endlessly about the hardships
of field travel, and her desire to be back in decent
living conditions again. (She might be bribed with
rings for her ears.)

Soak: 0
Fatigue Levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Latin 3 (Hermetic usage), Animal
Handling 1 (chickens), Athletics 0+1 (run),
Awareness 2 (search), Bargain 2 (domestic produce),
Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2
(cook), Faerie Lore 3 (forest), Folk Ken 3 (young
men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage),
Living Language 5 (peasants), Music 3 (sing), Second
Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0
(2) (babies)

She ages slowly, as the years slip past her: it seems


she will never grow up, or if she does, will never
grow old. Although she is now 20 years old, she
appears only 14 (she has hardly aged since 12).

Equipment: None

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Amelle
by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),
Str 1, Sta 0, Dex 0, Qik +2

Encumbrance: 0 (0)

(*+1 Pre and Com with sexually compatible characters)

Oldest (but youngest looking) daughter of a local


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

Size: 1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),
Second Sight, Unaging; Small Frame, Disfigured
(cats eyes and ears), Cursed (cant bear the touch of
iron)

As a child she often ran wild in the woods, chasing


and playing with the minor forest faeries; as a
teenager she chased the boys and flirted the lads
think she and her sisters are exotic, wild and beautiful (true), their mothers and the young women think
them harlots, or worse. She joined the covenant as
wife to one of the turb, relieving her mother of her
increasingly irksome presence (no village lad would
actually marry her!).

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


+1
Reputations: None.
Combat: Brawling (fist): Init +2, Attack +2, Defense
+4, Damage 1

She thinks herself special (she must have special


tools so as not to touch iron hurts her as if burning
hot) and very beautiful (she is vain, and proud of her
ears), and above the other grogs. She is fastidious
about staying clean and neat, often preening and
checking her appearance; she cannot abide getting
dirty, let alone sleeping rough. Magi may force her
to accompany field missions, where her Sight is useful, but she complains endlessly about the hardships
of field travel, and her desire to be back in decent
living conditions again. (She might be bribed with
rings for her ears.)

Soak: 0
Fatigue Levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Latin 3 (Hermetic usage), Animal
Handling 1 (chickens), Athletics 0+1 (run),
Awareness 2 (search), Bargain 2 (domestic produce),
Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2
(cook), Faerie Lore 3 (forest), Folk Ken 3 (young
men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage),
Living Language 5 (peasants), Music 3 (sing), Second
Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0
(2) (babies)

She ages slowly, as the years slip past her: it seems


she will never grow up, or if she does, will never
grow old. Although she is now 20 years old, she
appears only 14 (she has hardly aged since 12).

Equipment: None

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Ignatio the Shield Grog


by Sheila Thomas

Characteristics: Int 0, Per +1, Pre 1, Com 1,


Str +2, Sta +1, Dex +2, Qik +1

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

Size: 0

Wound Penalties: 1 (15), 3 (610), 5


(1115), Incapacitated (1620)

Age: 35 (35)

Abilities: Area Lore: Zaragoza 3 (men at arms),


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

Decrepitude: 0
Warping Score: 0
Confidence Score: 0
Virtues and Flaws: Custos; Tough, Warrior;
Poor memory (names), Social Handicap (aversion to gossip - he will turn and walk away if the
conversation turns to gossip and actively objects
to speaking ill of someone behind their back),
Temperate

Equipment: steel scale mail, short sword, round


shield, short bow
Encumbrance: 2 (4)

Personality Traits: Adventurous +2, Courageous


+2, Loyal +2

Appearance: Of average height and not wellbuilt, in spite of his enthusiasm for keeping
fit and maintaining his active skills more
wiry than beefy. He has a tanned complexion,
dark brown eyes, and his hair and short beard
are such a dark brown that they usually
appear black. He is rather cleaner and tidier,
as a rule, than one might expect for a soldier.

Reputations: None.
Combat: Brawling (fist): Init 1, Attack +6, Defense
+5, Damage +2
Bow (Short bow): Init 2, Attack +10, Defense +6,
Damage +8

Ignatio was born in 1194 and brought up in


Zaragoza, son of a couple who worked for an
Aragonese nobleman, the Marqus de Almeria
y Vargas. Ignatio was a lively, active child,
fond of all forms of physical activity. He
liked to mix with the men at arms who served
the Marqus and had ambitions to join their
number when he grew up. He was keen to
travel - tales of the Crusade and the
Reconquista excited him from an early age.
As soon as he could convince the men that he
was old enough, he was taught to handle
weapons and ride a horse. In 1214 he was
amongst the company that the Marqus sent
to support King Alfonso in his campaign to
drive the Moors further south. Ignatio came

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


Damage +7
Short sword (mounted): Init +4, Attack +14, Defense
+11, Damage +7
Short sword & round shield: Init +1, Attack +12,
Defense +11, Damage+7
Short sword & round shield (mounted): Init +4, Attack
+15, Defense +14, Damage +7
Soak: +4 unarmored; +11 in full metal scale
armor

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through without serious hurt and with much


valuable experience.

terribly popular with most others as a companion or in social circumstances, though not
himself antisocial except when the conversation offends him - he is firmly of the belief
that it is risky to speak ill of anyone and
hence avoids gossip of all kinds. One consequence of this is that he has been a little slow
to acquire the language spoken in his new
home.

In 1217, a man approached him with an offer


of alternative employment. Ignatio understood that mercenaries were wanted for bodyguard duties and he liked the idea, thinking
that the new life would be more settled. He
accepted, and was surprised to find that his
new employer had the influence to release
him from any duty to the Marqus. His did
for a while wonder if he had made a sound
decision when he discovered the sort of people he had come to work for, as the magi
scared him considerably at first. He settled in
after a few months, and while not very popular amongst the other non-magical inhabitants, he was accepted by them. He is disinclined to chatter and gossip, even seeming
taciturn and morose at times, though he can
talk well enough if he chooses. Thus he is not

He has demonstrated on numerous occasions


that he is an effective fighter with bow and
sword. He has some skill in coordinating military action and is particularly good at conveying his instructions to other fighters on
his side by means of gestures. He is a reliable
and proficient shield grog and is valued by
the magi as a silent guard and protector, one
who will not talk to anyone about things better kept secret.

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Marie the Perfumier


by Sheila Thomas
Characteristics: Int +2, Per +2, Pre +3, Com 1, Str
2, Sta 0, Dex +1, Qik +1

Appearance: She is not much over 5 feet in height,


dainty and light on her feet. Her hair is long, fine
and light brown. Her face is very pretty but an oddness about her expression, especially the eyes, stops
most people noticing this easily.

Size: 1
Age: 30 (30)

Marie learnt her skills with scents from her mother.


She also inherited her position as a trader in spices,
scents and dyestuffs. When she gets her hands on
any exotic ingredients, she delights in preparing perfumes and incenses.

Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Craftswoman; Faerie Blood
(Sidhe); Small Frame

She and her husband lived in the center of a busy


city for eight years but were forced to flee because a
girl died and suspicion fell, unfairly, on Marie. She
had prepared some incense to burn in the girl's room
which smelt awful when used (one of the ingredients
had gone bad) so some of the city authorities wanted
to try her for witchcraft.

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


Reputations: Suspected witch 1 (local)
Combat: Fist: Init +1, Attack +2, Defense +2,
Damage 2

Marie's faerie inheritance goes back several generations. Her great, great grandmother on her mother's
side had an encounter with one of the fae in the forest one mid-Summer. This was kept secret at the
time and no hint of it has come down to Marie. It
was obvious to Marie and the other townsfolk that
her grandmother and her own mother looked young
for their age but both died of disease before they
were old enough for this to become anything suspicious.

Soak: 3
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Awareness 2 (children), Area Lore: home
city 4 (people), Area Lore: covenant 3 (people),
Athletics 4 (dance), Bargain 2 (selling her work),
Brawl 1 (dodge), Carouse 3 (folk songs), Charm 3
(men), Concentration 1 (making perfumes), Craft:
baking 3 (bread), Craft: cookery 3 (stews), Craft:
perfumery 4 (incense), Etiquette 2 (townsfolk), Folk
Ken 4 (townsfolk), Guile 1 (diverting awkward questioners), Intrigue 1 (business negotiations), Living
Language 5 (dialect from city), Music 1 (singing)

She thinks herself a little better than many and was


proud of her contacts with the richer and more powerful citizens of the city. Now, in the covenant, she
plays up any contributions she makes to assisting the
magi. She can be vivacious given a little encouragement such as a couple of mugs of wine or some
dance music. She is keen on her work in fits and
starts, which is usually no problem though she has
been known to have to buy bread when she has not
got around to making any.

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Isabelle the Beautiful


by Matt Ryan
Characteristics: Int +1, Per +2, Pre +4, Com +3, Str
1, Sta 1, Dex 1, Qik 4

Equipment: Gentlewomans clothes and distaff.


Encumbrance: 0

Size: 0
Appearance: Isabelle is a beautiful woman, as
described in the text, but she is much more than
just that. Her appearance reflects her inner peace,
her poise and self-assurance. She is tall, standing
straight and true, with her head tipped slightly
back. She dresses in simple clothing appropriate
with her station, made from good material and
cleaner others of her class but not ostentatious or
lavish in any way.

Age: 23 (Apparent Age 23)


Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3 points)
True Faith: 1

Isabelle is the most beautiful woman in the world.


Her hair is as blonde as a copper basin. Her eyes are
blue-gray, like a falcon's, and the space between
them is wide. Her face is well proportioned and her
nose is well-made and straight. Her mouth is small
and a little dimple dots her chin. Her neck is straight
and long, without pimples or sores; it is well proportioned, soft and smooth to the touch. Her bosom is
as white as new-fallen snow upon a birch branch.
Her body is well-made and svelte. From here to
Jerusalem no woman is more beautiful than Dame
Isabelle.

Virtues and Flaws: Gentlewoman; True Faith;


Educated, Great Presence, Inspirational, Student of
Faerie; Curse of Venus, Optimistic; Noncombatant,
Poor Quickness
Personality Traits: Accepting +3, Hopeful +3,
Serene +2
Reputations: None
Combat: Fist: Init 4, Attack 1, Defense 4,
Damage 1

Isabelle is the living embodiment of beauty. Her


physical attractiveness, poise, and elegance reflect
her true nature of inner peace, tranquility, and personal religious devotion. She is gracious without a
fault, virtuous without a blemish, and as pious as a
monk. Conservatively dressed in a modest gown and
whimple, Isabelle is charming and pleasant. While
her beauty is certainly distracting, it is never overbearing or pervasive.

Soak: 1
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Animal Handling 2 (lap dogs), Artes
Liberales 2 (grammar), Awareness 3 (rescuers),
Champagne Lore 2 (noble landlords), Charm 3 (rescuers), Craft: Weaving 2 (spinning), Etiquette 3 (formal dancing), Faerie Lore 4 (satyrs), Folk Ken 3
(women), Latin 4 (reading missals), Profession:
Scribe 1 (strong penmanship), Speak English 3
(criminals), Speak French 5 (upper class jargon),
Speak German 3 (common folk), Teach 1 (children),
Swim 2 (bathing),

She is the archetypical damsel in distress, a ubiquitous role in many legends of the Middle Ages.
Through the idle whims of fate and the dire
machinations of fell powers, Isabelle has been
unwillingly thrust into this role since young
adulthood. She has weathered it surprisingly well,
somehow never fearing that any of her abductors
wicked desires will manifest. Her faith in God is
paramount, and past abductions have increased
her personal devotion and belief in the loving and

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cacophonous mount over the realm of the knight


Sir Dorigen, that bold and intrepid knight shot
down the crow. Dropping his crossbow in time to
catch the falling girl, Dorigen fell instantly in
love with the damsel he had inadvertently saved.
Dangling from a tree branch, Dafydd cursed the
knight, who rode back to his feasting hall with
the semi-conscious girl.

protective powers of God. Despite the outward


appearance of any situation, she faithfully
believes that everything will turn out exactly
right.

Background

Dorigen planned an elaborate wedding, but it was


not to be, and through circumstance and the
whims of Lady Fortune, Isabelle was taken from
him. So went the next several years of the lady's
life, stolen from one ill-willed abductor by the
next, until finally, through no choice of her own,
she was brought to Semita Errabunda. The companions and magi had destroyed her last abductor,
a lusting demon. Now, with no where else to go and resigned to the fact that she is most likely
just waiting for her next abductor - Isabelle makes
her home at the covenant.

Isabelle is the youngest daughter of a landed knight,


a lesser noble and vassal to the barons of
Champagne, cousins to the king of France. Her
fathers kingdom is situated nearby the city of
Troyes, whose annual fairs bring wealth and culture
to the city. Isabelle enjoyed the fairs, strolling the
twisting streets and crowded merchant stalls with her
elder sisters. As she grew older, her natural beauty
bloomed beyond compare.
So thought Sir Florent, her first abductor, who
snatched her from her father's castle with a clatter
of iron-shod hooves and a rattle of shining chainmail. Poor Isabelle, only eighteen years-of-age,
was forced by this despicable knight to marry
him. Luckily, the marriage ceremony was interrupted when the priest tripped on his vestments
and fell against the altar, breaking his arm.
Florent assigned the girl to his highest tower,
locked behind an iron door, to await a new priest.
While she was waiting, her second abductor
appeared on the scene.

Role-Playing Isabelle
Isabelle is much more than she seems, and she will
contribute more to the covenant than just a pretty
face. She is a stoic resource of calm, especially during the most turbulent times. God has created
Isabelle for a purpose, and while Isabelle doesnt
know what that purpose is, she resolutely accepts her
part in Gods ineffable plan. It is her faith that allows
her to remain unflustered.

Dafydd was a faerie prince. He had spotted Isabelle


as she was led to the alter and immediately desired
her. Using his faerie glamour to become invisible,
Dafydd tripped the priest and interrupt the wedding.
That night he mounted a large crow and flew to the
top of Sir Florent's tower where he snatched the girl
up in the thorny claws of the bird. Laughing, Dafydd
flew away as Sir Florent futilely shook his mailed
fists from far below.

Her heavenly trust makes her more receptive to the


lessons available in her past experiences. For example, she has been abducted by faeries so many times
that she is well-versed in faerie lore, even though she
never had a proper teacher. Her peacefulness is so
inspiring that it can affect others, helping to calm
them in tense situations. During times of strife
Isabelle will provide a serene locus for frightened
covenant folk.

Dafydd's lascivious dreams were dashed upon the


rocks of love unrequited when, as he flew his

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Jarvis, Master Huntsman


by Mark Shirley

Characteristics: Int 0, Per +2, Pre 0, Com -1,


Str +1, Sta +1, Dex +2, Qik 0

5 (ambush), Survival 3 (winter), Swim 1 (rivers),


Wilderness Sense 3 (woodland)

Size: 0

Equipment: Full, scale leather armor, long bow,


long spear

Age: 32
Encumbrance: 3 (Burden 10)
Decrepitude: 0
Appearance: In his early thirties, Jarvis is a tall,
stocky man with sandy-brown hair and a beard.
His crumpled and mud-stained clothes are actually of very fine quality, likewise his leather
armor is dyed in forest greens and deep russet
browns, and has stitched details. He carries an
expensive hunting horn made from an ibexs
horn and chased with silver. He is never seen
without his dog Wulther, a large, mastiff-like
dog, with a tan coat, a white belly and black
muzzle, and large liquid brown eyes.

Confidence Score: 1 (3)


Virtues and Flaws: Ways of the Forest, Wealthy;
Animal Ken, Mercenary, Wilderness Sense; Dark
Secret (pagan), Dependent; Magical Animal
Companion, Reclusive, Vow (see text)
Personality Traits: Brave +2, Dour +2, Diligent
+1
Reputations: Unbeatable tracker 1 (local)

Jarvis currently holds the position of Master


of Kennels and Mews at the covenant. Some
of the magi enjoy the chase, but his skills are
particularly bought into play in two pursuits the hunting of vis-rich beasts that dwell in the
local woodland, and in the breeding of falcons
to raise mundane funds for the covenant. He
has hunted all manner of beasts, from the
mundane to the fabulous. Jarvis is a man who
is proud of his achievements, and this shows
in his demeanor. At first glance he appears to
be a shy, somewhat scruffy woodsman, but his
self-confidence shows through in a quiet,
understated way.

Combat: Long Spear: Init +3, Attack +9, Defense


+6, Damage +8
Short Bow: Init -1, Attack +11, Defense +6, Damage
+6
Fist: Init 0, Attack +5, Defense +3, Damage+1
Soak: +6
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wounds: -1 (1-5), -3 (6-10), -5 (11-15),
Incapacitated (16-20)

Early in his career as an apprentice berner, he


longed to become a huntsman, but could not
distinguish himself from the competition.
However, an encounter at dawn when harbouring a stag changed things completely. In
a deserted glade he came across a tall figure
wearing a cloak of leaves and a horned helm.
He'd heard tales of the Wild Hunt, and its

Abilities: Animal Ken 3 (dogs), Area Lore 3


(forests), Athletics 3 (chasing), Awareness 3
(tracks), Bows 5 (shortbow), Brawl 2 (punches),
Chirurgy 2 (animals), Great Weapon 4 (long
spear), Hunt 6 (boar), Leadership 2 (huntsmen),
Own Language 5 (orders), Profession: Master of
Kennels 4 (dogs), Ride 2 (while hawking), Stealth

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leader Herne, but never dreamed that he


would ever meet the once-god. Herne offered
him a deal - in return for sacrifice and
prayers, he would have his ambitions fulfilled.
Jarvis agreed, and received three gifts from
his new god - an instinctive knowledge of
woodcraft, a superlative tracking hound and a
natural facility with animals. Herne asks for
little in return - a sacrifice of the numbles of
every beast killed, and a few prayers and
rites, and these Jarvis gives willingly. Even his
wife is unaware of his patronage. The sole
point of contention between Jarvis and Herne
(who is a powerful faerie being) is Jarvis'
monogamy - Herne represents fertility, and
all sorts of women find themselves unaccountably attracted to the quiet master of
hounds, who so far has remained largely
faithful to his wife.
In the worship of Herne, Jarvis has become a
superlative huntsman. He made his name with
the nobility, and owns many expensive gifts
from his former employers. He has collected
a team of a dozen staff who respect him
greatly, even although he is basically a loner.
Wulther, his chien baut (the best dog of the
pack) is a large dog of uncertain breed, but
bears most resemblance to a mastiff. Wulther
has the magical ability to pick up the scent of
virtually any beast, and track it to its source.
In this way, Jarvis and his huntsmen find vis
for the covenant.

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Jerome the Scribe


by Sheila Thomas
Characteristics: Int +2, Per +1, Pre 0, Com +2, Str
Appearance: Jerome is of middling height and build,
0, Sta 0, Dex +1, Qik 1
clean-shaven, with tidy, short, fair hair and blue eyes.
He dresses neatly, but very plainly. He has a monkish air.
Size: 0
Jerome was born to a peasant family who sent him at
the age of seven to live in a Benedictine monastery
where he received a reasonable basic education. He
picked things up fairly easily, showing particular
aptitude with a quill. He had little difficulty accepting the restricted life amongst the brothers, but
occasionally he would sneak down to the kitchens to
find something extra to eat; he was caught and punished far less often than he deserved.

Age: 28 (28)
Decrepitude: 0
Warping Score: 0
Confidence Score: 1 (3)
Virtues and Flaws: Clerk; Puissant Ability: Scribe,
Educated, Sharp ears; Infamous (heretic), Temperate,
Weakness for fine books

It was expected that Jerome would take the vows and


become a monk himself, but he put it off.

Personality Traits: Conscientious +2, Pious +2,


Aesthetic +1

At about the age of 20, he got hold of Honorius' 'De


rebus ecclesiasticis' and absorbed some of the ideas
on predestination, but got it garbled. Unfortunately,
his head was full of this one day when the Prior
engaged him in discussion, and Jerome's views displeased the Prior so much that he was ordered to
leave, lest he mislead others.

Reputations: Heretic 4 (ecclesiastical)


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

Having little knowledge of the world outside the


monastery, Jerome found it difficult to settle. He
maintained a temperate life-style and found some of
what he encountered amongst ordinary people quite
scandalous. Eventually, while working as a scribe for
hire in a small town, he met someone from the
covenant who, after seeing his writing and talking to
him for a while, invited him to visit the covenant
with the possibility of being given work there.

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


Wounds: -1 (1-5), -3 (6-10), -5 (11-15),
Incapacitated (16-20)
Abilities: Area lore his original home 1 (family),
Area lore - his monastery 3 (personalities), Area loremarket town 2 (merchants), Area lore - covenant 2
(magi), Artes Liberales 3 (grammar), Athletics 1
(climbing), Awareness 3 (books), Bargain 2 (favors),
Charm 2 (making excuses), Civil and canon Law 1
(canon law), Etiquette 2 (clergy), Folk ken 3
(monastery inhabitants), Guile 2 (excuses), Latin 4
(ecclesiastical usage), Local language 5 (debate),
Organisational lore Benedictines 3 (routine),
Philosophiae 2 (aesthetics), Profession scribe 5
(layout), Stealth 3 (indoors), Teaching 1 (Latin),
Theology 1 (history)

Jerome's training and skills make him a useful


scribe. He is a quick and accurate worker with a
neat hand and a good aesthetic sense for layout. He
is also suitable for the role of librarian, if such an
important role may be entrusted to a mundane. It
might be a little inconvenient that he sometimes
takes a liking to a particularly beautifully-produced
volume and makes it difficult for anyone to remove
it from his sight.

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Naimes
by Neil Taylor
Characteristics: Int +2, Per +1, Pre 0, Com +2, Str
1, Sta +1, Dex 0, Qik 0

Naimes a scholar, slight of build, young, with


scarcely a wisp of beard yet on his chin. Or, underneath the clothes and bandages, a young woman
determined to make her way despite society around
her. She has an obsessive determination to prove
herself as a scholar in her own right. (An easy path
would have been to enter a nunnery, but she never
met that opportunity.)

Size: 1
Age: 26
Deccrepitude: 0

Isabelle, as she was christened, was the last in a large


family, mostly boys, and some years younger than
the others. Her mother died when she was 8, and
though her father was moderately wealthy he was
too busy to pay detailed attention to his family,
which allowed Isabelle to slip away from home and
(in clothing stolen from her brothers) take a place at
the cathedral school. The teachers approved of their
bright lad, quick with answers little knowing his
secret.

Warping Score: 0 (0)


Confidence Score: 1 (3)
Virtues and Flaws: Covenfolk; Book Learner,
Educated, Good Teacher, Small Frame; Transvestite;
Obsessed: be accepted as a scholar
Personality Traits: Brave +3, Secretive +2, Devious +1
Combat: Fist: Init +0, Attack +3, Defense +3,
Damage 1

Her father disciplined her a few times, but assumed


she would learn and grow out of it. By the time she
was a young woman, her ways growing excessive
even for home, she fled with a sum of money, and
made her way to Paris. There she managed to join
the University, funding herself by teaching merchants offspring to read, but before she finished her
studies she was discovered and forced to flee again.
Since then she has sought employ as tutor to nobles
and their offspring, but has become increasingly cautious about discovery choosing flight first when
she senses she might be unmasked. As such, she has
managed to acquire some genuine letters of reference
to bring to new employment.

Soak: +1
Fatigue levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Own Language 5 (vocabulary), Artes
Liberales 5 (logic), Awareness 1 (search), Bargain 1
(tuition fees), Brawl 2 (fist), Carouse 1 (student
songs), Chirurgy 0 (2) (first aid), Civil & Canon
Law 3 (France), Concentration 0 (1) (distractions),
Etiquette 0 (1) (nobles), Folk Ken 2 (townsfolk),
Guile 4 (disguise), Home town lore 2 (places),
Latin 5 (academic usage), Music 0 (1) (sing
gruffly), Paris Lore 1 (streets & taverns),
Philosophiae 5 (Natural Philosophy), Ride 1 (donkey), Teaching 3 (private tuition)

She recently arrived at the Covenant, not realising


who or what they represent, seeking her sort of
employment. They have taken her in and she is finding a special place, outside the normal bounds of
Medieval Society, a place where the genuinely odd
can find freedom to be themselves.

Equipment: (mens) clothing, parchment & ink,


teaching materials (wax tablets, etc.) and such
Encumbrance: 0

Uberto

t Ryan

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Brother Uberto
by Matt Ryan
Characteristics: Int +2, Per +3, Str +1, Sta +2, Prs
4, Com +3, Dex 2, Qik 2

Equipment: Black robes, walking staff, sandals,


leather sack.

Size: 0

Encumbrance: 0 (Burden 0)

Age: 25 (Apparent Age 25)

Appearance: Brother Uberto is tall and unattractive, with beady black eyes, a heavy brow and
pock-marked cheeks. He wears the distinctive
black robes of his vocation, which are flayed at
the hem and sleeve from his hours spent walking.
He scans his head left and right, always ready for
signs of diabolism.

Decrepitude: 0
Warping Score: 0 (0 points)
Confidence Score: 1 (3 points)

Uberto is a Dominican friar, a most fierce preacher and proselytizer, tall and tonsured, a scraggly
scarecrow of a man. He grew up in a desperate
little town in the scrubby hills of central
Lombardy, a place good for goats, flies, and piety.
An ugly but inquisitive child, Uberto flourished
under the tutelage of the local priest. He entered
the priesthood and eventually became an
ordained friar of the Order of Preachers
(Dominicans). Uberto walked the weedy highways and rutted paths of Mythic Europe, preaching rousing sermons that exposed the wicked
ways of the listeners and frightening them back
into the forgiving folds of the Church.

Virtues and Flaws: Mendicant Friar; Ways of the


Highway; Enduring Constitution, Free Expression,
Latent Magic Ability, Long-Winded, Piercing
Gaze, Strong-Willed; Monastic Vows, Wrathful;
Infamous, Poor Presence, Visions, Weakness
(friendly conversation)
Personality Traits: Brass +3, Independent +2, Chatty
+1
Reputations: Troublemaker 4 (ecclesiastical)
Combat: Fist: Init -2, Attack +1, Defense +1,
Damage +1

During his travels he heard tales of a coterie of


folks, a secret Covenant of misguided misfits.
Rumor had it that these men and women were
enchanters, casting spells that mimicked the miracles of God. He vowed to find this place and
investigate these unbelievable tales. His superior
and leader of the Dominicans, Master General
Jordan of Saxony, wished Uberto to stay in
Lorraine, preaching against the Cathar heresy,
and disregard these unfounded rumors. Ignoring
Jordans orders, a bad habit of the often polemic
friar, Uberto began his search.

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


Soak: +2
Fatigue levels: OK, 0/0, 2, 4, Unconscious
Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Artes Liberales 2 (mathematics), Awareness
4 (shady characters), Bargain 1 (dinner), Brawl 3
(kicking), Civil and Canon Law 1 (ecclesiastical
deferments), Concentration 1 (reading), Folk Ken 3
(peasants), French 3 (priests), German 2 (merchants),
Intrigue 2 (rumors), Italian 5 (sermons), Latin 4
(Psalms), Leadership 3 (congregation), Order of
Preachers Lore 3 (founder), Teaching 1 (one-on-one
instruction), Theology 3 (heresy)

Find the Covenant he did, and began his arduous


investigations. The magi, unwilling to create an
enemy, allowed Uberto to stay. They acquiesced
to his preaching, as well. The friar was shocked to
discover that no priest tended this flock, leaving
them without holy guidance and a ripe target for

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the Fiend. No weekly masses! No yearly confessions! Uberto vigorously scoured the Covenant
for heresy, positive that he would find it in this
den of iniquity.

Role-Playing Uberto
Uberto is most at home on the road, and will rarely
refuse a journey. At the same time, he has enjoyed
his stay at the covenant, and likes the consistency of
life it offers. While he is interested in investigating
his visions, he also used them as an excuse to extend
his stay. Ubertos latent magical gift hasnt materialized yet. Perhaps an especially strong vision will trigger its occurrence.

Instead, Uberto found two other things. After a


week spent living in the magical environment of
the covenant, Uberto started to have visions,
uncannily accurate portents of near future events.
He was frightened at first, not knowing whether
these were infernal or divine manifestations. The
resident Criamon wizard suggested he continue to
live at the covenant while pondering his vision's
source.

Uberto is a dynamic speaker, delivering emotional


sermons and inspirational public devotions. The merest hint of heresy drives the friar wild with anger,
and he will vehemently root out any heretical practices he finds. At this point he does not deem the
magi heretical but merely an odd example of Gods
power and love, granting these odd men and women
limited accessibility into His temporal world.

The second thing Uberto found was that he liked


the folks living at the covenant. People had often
distrusted Uberto due to his repugnance, being suspicious of him and keeping themselves distant until
now. The covenants community was friendly, inviting him for dinner and insisting he stay and listen to
the tales of the elders. Slowly, reluctantly, he began
to like living among them.

Ubertos superior is displeased with the lingering


friar. This tension usually plays out through ill-tempered letters, which Uberto ignores. Jordan will not
allow the itinerant friar much more free rein. The
Master General does not know of the magi or their
arcane power and Uberto hasnt mentioned it yet.
Time will tell how this will unfold.

Uberto has remained with the covenant folk for


over a year. He is still undecided about the nature
of his visions, but is enjoying his conversations
with the Criamon. The magi have allowed him to
continue preaching. Uberto's insistence on finding heresy has slipped, but he maintains a ready
eye, ever watchful for the Fiend and his demonic
minions.

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Mansur ibn Fadl al-Baghdadi


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

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


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

Size: 0
Age: 28 (28)

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


Damage +6

Decrepitude: 0

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

Warping Score: 0 (0)

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


+11, Damage +7

Confidence Score: 1 (3)


Long Sword: Init 0, Attack +12, Defense +8, Damage +7
Faith Points: 1
Short Bow: Init -3, Attack +6, Defense +2, Damage
+7, Range 15

Virtues and Flaws: Emir*; True Faith; Educated**,


Enchanting Poetry***, Free Expression, Luck,
Puissant Arabic, Warrior; Curse of Venus, Greater
Malediction (Gets embroiled in life-threatening
political struggles), Outsider (Arab); Obsessed (Get
rid of malediction)

Soak: +10
Fatigue levels: OK/0/-1/-3/-5/Unconscious
Wound Penalties: -1, -3, -5, Incapacitated

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

Abilities: Animal Handling 2 (Horses), Arabic 5


(Poetry), Artes Liberales 2 (Rhetoric), Athletics 2
(Running), Awareness 2 (Alertness), Bows 3 (Short
Bow), Brawl 3 (Punching), Carouse 2 (Staying
Sober), Charm 2 (Being Witty), Chirurgy 2 (Binding
Wounds), concentration 1 (Memory) Enchanting

Reputations: Devil-Worshipper 3 (Local)


Combat: Fist: Init -2, Attack +5, Defense +4,
Damage +1
Kick: Init -3, Attack +4, Defense +2, Damage +4
Lance and Heater: Init -1, Attack +9, Defense +7,
Damage +6

*Middle Eastern equivalent of the Knight Minor


Virtue.

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

**Reconceived for Middle Eastern characters as 50


exp that can be spent on Arabic, Theology: Islam,
Islamic Law and Artes Liberales, due to a different
education system.

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


Damage +7

***As Enchanting Music Virtue, only applies to


Mansurs Ability to sway others with his poetry
(using Living Language skills).

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


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

Totals while mounted (includes +2 bonus for Ride


Ability)
Islamic version of Civil and Canon Law

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Poetry 3 (Calming), Etiquette 2 (Nobility), Folk Ken


2 (Nobles), Great Weapon 1 (Long Spear), Guile 2
(Elaborate Lies), Hunt 2 (Lions), Intrigue 2 (Gossip),
Iraq Lore 2 (Personalities), Islamic Law 2 (Quranic
Injunctions), Latin 2 (Hermetic), Leadership 2 (In
Combat), Local Area Lore 2 (Geography), Ride 2
(Speed!), Single Weapon 4 (Long Sword), Stealth 2
(Deserts), Survival 2 (Deserts), Swim 2 (Long
Distances), Theology: Islam 3 (Prophets)

now he is unwelcome at any city or fortress where


the great and the good interact with each other.
Mansur wants to return to the high society in
which he was raised, and so he has come to the
covenant, seeking the help of the magi to break
the curse. So far their efforts have proved to be
fruitless, but he hopes that someday he may be
able to return to the company of noble Muslims.
In the meantime, he attempts to be useful to the
magi, training the grogs and assisting with the
maintenance of the covenants library.

Equipment: Long Sword, Heater Shield, Lance,


Short Bow, Full Mail Armour (-3 to Per when helmet
worn), Horse

Mansur is not an obsessively pious Muslim, but he


does have an unshakeable faith in the benevolence of Allah, from which he believes he has
benefited; after all, despite his curse, he is still
alive, so he feels that someone must be taking
care of him!

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


with just armour
Appearance: Mansur is of medium height and build,
with brown eyes, black hair and a neatly curled goatee beard. He smiles frequently, and has a gentle but
clearly audible voice with a discernable Middle
Eastern accent. He usually wears baggy clothes: a
white tunic and turban and black trews. When going
into battle, he wears full chainmail constructed in
Middle Eastern style.

Note: Mansur is loosely based upon a real historical person, a Syrian emir named Usama ibn
Munqidh (1095-1188). Usamas memoirs are
well known to historians and strongly recommended for both their (admittedly at times
questionable) historical information and their
entertainment value. The latest English edition
is Usama ibn Munqidh, trans. Philip K. Hitti, An
Arab-Syrian Gentleman & Warrior in the Period of the
Crusades (New York: Columbia University Press,
2000).

Mansur is a wandering emir, the Muslim equivalent of a knight errant, who has found himself driven to seek help at the covenant. Born into a
noble family in Baghdad, Mansur was raised to be
a Muslim gentleman, a man of both war and culture. Like many of the educated Muslims of the
time, he knows the Quran by heart and is familiar
with a variety of Arabic literary and judicial texts.
He is a skilled warrior and hunter, adept with
lance, sword, shield and bow, and is also an unusually skilled poet; the latter would make him very
popular in covenant, if only the other coven-folk
could understand Arabic! However, some appreciate the resonance and musicality of Arabic, so he
does get called upon to perform on occasion.
However, Mansur has a problem. In his youth he
confronted a witch whom he found practicing
black magic in a graveyard. She cursed him with a
tendency to get embroiled in political struggles,
with the result that at every court he has attended, he has found himself becoming enmeshed in
nefarious plots through no fault of his own. The
end result of this has been a number of hasty
departures from a variety of places, in order to
keep his head attached to his neck! News of his
seeming penchant for intrigue has spread, and

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Victor of Mercere
by Neil Taylor

Characteristics: Int +1, Per +2, Pre 2, Com 2,


Str +2, Sta +0, Dex +2, Qik 0

(Note: Ways of the Woods grants a further +3 to all


rolls when fighting in Woods. Note also The Invisible
Shield bracelet)

Size: 0

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


+8, Damage +8

Age: 24
Decrepitude: 0

Long sword & round shield (mounted): Init +0, Attack


+13, Defense +9, Damage +8

Warping Score: 0

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


Damage +7

Confidence Score: 1 (3)


Virtues and Flaws: Redcap; Ways of the
Woods; Social Contacts (Nobles), WellTraveled (Free Virtue), Wilderness Sense;
Overconfident; Carefree, Compulsion
(Hunting), Magic Susceptibility, Magical
Animal Companion (horse), Poor Student,
Weak Characteristics

Lance & round shield (mounted): Init +0, Attack +13,


Defense +8, Damage +7

Personality Traits: Cheerful +3, Ambitious +2,


Gregarious +1

Wound Penalties: 1 (15), 3 (610), 5


(1115), Incapacitated (1620)

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


+4, Damage +10

Abilities: Animal Handling 1 (hounds), Artes


Liberales 2 (logic), Athletics 2 (run),
Awareness 2 (alertness), Bargain 1 (strangers),
Bows 3 (long bow), Brawl 2 (dagger), Carouse
2 (wild tales), Chirurgy 2 (first aid), Code of
Hermes 1 (tribunal procedures),
Concentration 3 (memory), Covenant Lore 2
(people), Etiquette 2 (hunting), Folk Ken 1
(magi), Great Weapon 1 (long spear), Hunt 3
(noble game), Latin 4 (hermetic use),
Leadership 2 (huntsmen), Order of Hermes
Lore 2 (covenants), Own Language 5 (fluency), Philosophiae 1 (natural philosophy), Ride
3 (in the hunt), Single Weapon 3 (long
sword), Stealth 1 (stalking), Survival 2
(woods), Tribunal Lore 3 (geography),
Wilderness Sense 2 (resources)

Soak: +6 (partial chainmail); +2 (partial heavy


leather, while hunting), +0 unarmored.
Fatigue levels: OK, 0, 1, 3, 5, Unconscious

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


Damage +8
Long sword & round shield: Init +0, Attack +10,
Defense +6, Damage +8
Lance (as long spear): Init +1, Attack +7, Defense
+3, Damage +9
Dagger: Init 2, Attack +8, Defense +3,
Damage +5
Fist: Init -2, Attack +5, Defense +2, Damage +2

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Equipment: partial chainmail, long sword,


round shield, lance, dagger; carried on his
horse Aeolus are a pack with travel clothes &
camping gear, a fine harness, saddle and blankets.

mand word, the charm grants the horse it


touches the power to ride across water, mud
or any other surface. [ReAn 15, based on
ReCo 4, +2m Touch/Conc, +1m Size. 1 use
daily]. Aeolus wanted a charm that would let
him gallop through the skies, but Victors
budget would not stretch that far. This may
be the first item Victor requests when he
finds enough Vis to pay a magus] Note that
Aeolus is a talking horse, and is generally the
one to decide whether the charm is used or
not.

The Travelers Finest Cook-pot: an iron cook-pot


which transforms food placed in it into the
banquet of the users desire. It does not alter
the quantity, nor the nutritive nature but
does make even unpalatable foods delicious.
(It also saves on preparation time!).
[MuAn(He) 11: GL 3, +3m for Touch/Sun,
+1L for 2 uses daily]

The Eye of the Cat: an enchanted Cats Eye


stone, which grants the wielder the ability to
see in the dark like a cat. [MuCo(An) 5
same as Eyes of the Cat. 1 use daily.]

The Travelers Excellent Tent: a miniature leather


tent, with guy ropes and pegs. On command
it enlarges to the requested size up to that
of a tent capable of sleeping 4 spaciously (or
cramming in 10 men) or of sheltering a man
and his horse. On a second command it
shrinks back to miniature form, ending the
magical effect. [MuAn(He) 9: GL 3, the guyropes are cosmetic so no cost (they could be
bone & sinew), +1m Conc, +5L maintains
conc., 1 use per day.]

Encumbrance: 2 (Burden 4)
Vis: none yet, but hes looking for any he can
find
Appearance: a tall blond man, with long hair
(usually held back by a cord), strong but very
agile. His appearance varies as he travels,
from an unassuming cloaked traveler on a
nag, to a warrior in shining mail on a handsome charger.

The Invisible Shield: an arm bracelet, apparently


of cheap metal and unassuming decoration.
When you make the triggering gesture, it
briefly Wards the wielder from metal effectively blocking all metal weapons. [ReTe 10:
GL 2, +2m metal, +1m Touch, +5L 24 uses
daily]

If Victor were asked to pose, he would chose


to portray himself as a great hunter (on a fine
charger, with lance couched in pursuit of a
deer); or perhaps a bare-headed warrior in
chain mail shirt, fighting off several bandits
simultaneously (ostentatiously deflecting their
every blow with a small gesture, as he cuts
them down with his broad-sword.)

To trigger it, cross your fingers for luck and


make a bold parrying gesture, bringing your
arm up and across in front of your chest as if
parrying with a shield.

Victor is the sort of Redcap who gets on well


with Flambeau magi. He loves to ride and
hunt (to the point of distraction), and often
passes himself off as a visiting noble to join
the hunts of mundane lords. He has a range
of contacts among nobles he has hunted with,
and will introduce himself to other nobles as
a friend of in order to join a chancedupon hunt. It seems likely that this passion
may get him in trouble with the Quaesitors.

Metal tipped wooden weapons like spears and


arrows are affected, but wooden weapons
with small amounts of metal (such as a spiked
club) are less affected you get a +5 Defense
bonus but the weapon may still strike. Plain
wooden weapons are unaffected.
Aeolus Amulet: a leather charm woven into the
mane of Aeolus. When one speaks the com-

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He is irrepressibly cheerful, and ever confident of his own abilities largely borne out
(it must be admitted) by his successes so
far It must be admitted, however, that if he
is to attain the extended lifetime that he
plans, then he may need to rein in his selfconfidence and good cheer, lest either he
dive into some trouble he cannot handle, or
find himself pushed into the same by some
exasperated companion. In the meantime, he
continues to seek out good food and good
companions, to listen to his wild tales over
foaming ale.

Although he is a non-magus he is said to bear


many enchanted devices. As well as those
provided by House Mercere to aid its members, he hopes to gain many personal devices.
He plans to actively seek out Vis sources on
his travels, trying to keep them secret. He
then plans to make future messenger trips to
pass by his sources and claim their Vis. This
Vis he will then trades with other, Gifted,
magi: mostly for enchanted devices, but also
for other favours. For example, Aeolus has
plans for his own set of magical devices; and
both would like a device for silent communication.

His closest companion is his horse, Aeolus, a


free-willed, talking, magical being which
shares his mad passion for the chase and the
hunt, but is vain and proud of his superior
nature. He has a Might of 8 (Size +2) and has
a minor ability to vary his appearance from
unassuming nag to fine charger. Aeolus
will generally go along with Victors needs in
this, as he understands the role the two play
as a Redcap team, but he is also vain, and
may choose to show off his fine looks at
inopportune moments. (He is also an intact
stallion, and there is no way Aeolus will consider being gelded!)

Even without his magics, he is a powerful person and great hunter: he is physically strong,
with keen senses, and as he devotes much of
his spare time to physical pursuits, is highly
skilled, most especially in the woods and
forests of Mythic Europe, where he has an
almost mystical attunement to the environment. As he grows, with the extended lifetime granted by a longevity potion, he will
become an heroic hunter, or even an heroic
warrior (were he to come into battle). With
his out-going nature and taste for dangerous
activities, he is likely to extend the repertoire
of the bards and troubadours with his
exploits, and enter the annals of Mythic
Europe!

Victor takes as his sigil a hunting horn carried


in the claws of a great eagle.

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Carolus
Furax of House Tytalus
by Mark Shirley
Characteristics: Int +2, Per -1, Pre -1, Com -1, Str 0,
Sta +1, Dex +4, Qik 0

(inventing spells), Own Language 5 (townsfolk),


Parma Magica 3 (Imaginem), Penetration 1 (Perdo),
Profession: Scribe 1 (copying spells), Stealth 4 (inside)

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

Age: 34 (Apparent Age 34) Hermetic Age 9 since


Gauntlet.

Twilight Scars: none


Decrepitude: none
Equipment: none.
Warping Score: 2 (3)
Encumbrance: 0 (Burden 0)
Confidence Score: 2 (5 points)
Virtues and Flaws: The Gift; Hermetic Magus;
Secondary Insight; Cyclic Magic (nighttime), Great
Dexterity, Perfect Balance, Quiet Magic, Self
Confident (free Virtue), Subtle Magic; Tormenting
Master, Greater Malediction (sunlight causes pain);
Incompatible Arts (Creo Ignem, Rego Ignem),
Reckless

Spells Known:

Personality Traits: Reckless +3, Self Important +2,


Envious +1, Secretive +2

Gloom of Evening (PeIg 10/+11)

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


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

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

Reputations: none

Veil of Invisibility (PeIm 20/+21)

Soak: +1

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

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

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

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


Incapacitated (16-20)

Aura of Rightful Authority (ReMe 20/+15)


Fist of Shattering (PeTe 10/+17)

Abilities: Area Lore 1 (rich houses), Artes Liberales 2


(scribing), Athletics 4 (climbing), Awareness 1 (at
night), Charm 2 (ladies), Code of Hermes 1 (in relation to mundane law), Concentration 1 (maintaining
spells), Finesse 2 (Imaginem), Guile 1 (excuses),
Intrigue 3 (gentlefolk), Latin 4 (discussing magic),
Legerdemain 4 (casual filching), Magic Theory 4

Unseen Arm (ReTe 5/+14)


Trackless Step (ReTe 10/+14)
[* NEW SPELL]

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Appearance: He is a tall, man with a scraggily beard


and pale skin; but he has a charming manner and a
quick wit, which encourages the foolish to trust him.
He favors dark clothing, especially deep cloaks
which satisfy his dramatic flair.

New Spells
SLIPPERINESS

OF THE

EEL

This slippery follower of Tytalus is an accomplished


thief. Unbeknown to his sodales, Carolus occasionally sneaks out of the covenant at night to rob the
rich. Sometimes he is a highwayman, at others he
burgles rich merchants. He does not do it for the
money - the covenant provides for all his needs - but
for the thrill; it is almost an obsession for him.
Naturally, his magic supplements his native skill; but
even without magic he can get by perfectly well. He
can squeeze his supple body through the smallest of
gaps, palm other people's treasures with consummate
ease, and melt into the shadows. When he brings his
magic to bear, he is unstoppable. Furax favors the
Form of Imaginem, but he does not neglect the other
Arts; he takes a delight in accomplishing tasks with
an inventive use of spells. All of his spells relate to
his furtive night-time activities; providing disguises,
bringing darkness and sleep, generating misdirection
and foiling locks, and in fact, he knows few
Imaginem spells, reserving his skill in this field to
spontaneous magics to deal with whatever problems
arise during one of his expeditions. His ability to
cast his magic quietly and subtly has come in very
useful on his night-time escapades.

MuCo(An) 5
R: Touch, D: Sun, T: Ind
Makes the targets body supple and stretchy for Sun
duration, providing a +3 bonus to any rolls to wiggle
through small cracks.
(Base 2, Touch +1, Sun +2, free requisite)

STICKINESS

OF THE

LIZARDS TOES

MuCo(An) 5
R: Personal, D: Sun, T: Part
Makes the casters hands and feet sticky for Sun
duration, providing a +3 bonus to all climbing rolls;
but can prove quite annoying otherwise.
(Base 2, Sun +2, Part +1, free requisite)

Although he knows nothing of his ancestry, Carolus


suspects that he may be descended from faeries (or
other creatures) who revel in darkness. Sunlight is
painful to him - bright sunshine will burn him after
an hours exposure, but even normal daylight is
uncomfortable. All actions should be penalized by 1
to 3 points, depending on the strength of the sunlight. Additionally, he has always been incapable of
creating light or fire, and his magic waxes in strength
during the hours of the night. However, he has not
displayed any other symptoms of faerie blood, so
perhaps there is some other power at work here.

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Semita Errabunda

Darius,
filius Xerxes, follower of Flambeau
by Niall Christie

Characteristics: Int +3, Per +1, Str +2, Sta 0, Prs 3


(2), Com 1, Dex +1, Qik +2

Abilities: Artes Liberales 4 (Grammar), Athletics 2


(Running), Awareness 3 (Alertness), Bargain 2
(Books), Bavaria Lore 2 (Geography), Brawl 3
(Punching), Chirurgy 2 (Bind Wounds), Civil and
Canon Law 1 (Local Customs), Code of Hermes 3
(Wizards Marches), Concentration 3 (Spells),
Dominion Lore 2 (Divine Creatures), Etiquette 2
(Merchants), Faerie Lore 2 (Faerie Forests), Finesse
4 (Precision), Folk Ken 2 (Peasants), German 5
(Merchant Slang), Great Weapon 4 (Long Spear),
Guile 3 (Fast talk), Hunt 2 (Tracking), Infernal
Lore 2 (Demons), Intrigue 3 (Plotting), Latin 4
(Hermetic), Leadership 3 (Intimidation), (Local
Area) Lore 3 (Personalities), Magic Lore 2
(Creatures), Magic Theory 5 (Inventing Spells),
Order of Hermes Lore 4 (Criminals), Parma
Magica 5 (Corpus), Penetration 6 (Perdo),
Philosophiae 2 (Moral Philosophy), Premonitions
3 (Enemy Magi), Profession - Scribe 2 (Speed),
Second Sight 3 (Invisibility), Stealth 2
(Shadowing), Survival 2 (Forests), Swim 2 (Rough
Water)

Size: 0
Age: 87 (64), Hermetic age 62 yrs past Gauntlet.
Decrepitude: 0
Warping Score: 6 (17)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Puissant Art (Perdo) (free Virtue); Flawless Magic;
Affinity with Perdo, Enduring Constitution, Fast
Caster, Hermetic Prestige, Premonitions, Second
Sight, Strong-Willed; Blatant Gift, Driven (Hunt
Enemies of the Order), Enemies (Renounced Magus
and his Lackeys); Disfigured (Facial Burns)
Personality Traits: Brave +3, Dedicated to Cause +3,
Efficient +3

Arts: Cr 10, In 6, Mu 4, Pe 18+3 (15), Re 9; An 5,


Aq 6, Au 6, Co 15, He 6, Ig 6, Im 5, Me 6, Te 6 (4),
Vi 8

Reputations: Dedicated Hoplite +3 (Hermetic magi)


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

Twilight Scars: The shadows in Darius hood are


unusually deep, hiding his face; Nearby, non-magical
items decay when Darius uses magic (as the Warped
Magic Flaw).

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


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

Equipment: Long Spear with haft enchanted as a talisman, instilled with the effect The Wound that
Weeps (PeCo 15, penetration 0, 50 uses per day),
attuned to a +4 bonus to spells that destroy at a distance, Longevity Ritual: Lab Total 35, +7 aging
bonus

Soak: +0
Fatigue levels: OK, 0, 0, 2, 4, Unconscious
Wound Penalties: 1 (1-5), 3 (6-10), 5 (11-15),
Incapacitated (16-20) (* accumulated wound penalties reduce by 1 for Enduring Constitution)

Encumbrance: 0 (4)

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Semita Errabunda

Spells Known:

Seven-League Stride (ReCo 35/+25), Mastery


1 (Fast Casting)

Cripple the Howling Wolf (PeAn 25/+27*),


Mastery 1 (Fast Casting)

The Leap of Homecoming (ReCo 35/+25),


Mastery 1 (Fast Casting)

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


(Penetration)

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


(Fast Casting)

Curse of the Desert (PeAq 25/+29*), Mastery


2 (Penetration, Magic Resistance)

Soothe the Raging Flames (PeIg 20/+28),


Mastery 1 (Fast Casting)

The Chirurgeons Healing Touch (CrCo


20/+26), Mastery 1 (Penetration)

Ward Against Heat and Flames (ReIg


25/+16), Mastery 1 (Fast Casting)

Whispers through the Black Gate (InCo (Me)


15/+13), Mastery 1 (Quiet Casting)

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


(Quiet Casting x 2)

The Inexorable Search (InCo 20/+22),


Mastery 1 (Penetration)

Tip of the Tongue (PeMe 5/+29), Mastery 2


(Fast Casting, Magic Resistance)

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


Mastery 1 (Penetration)

Calm the Motion of the Heart (PeMe 15/+28),


Mastery 1 (Quiet Casting)

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


Mastery 1 (Penetration)

Loss of But a Moments Memory (PeMe


15/+29*), Mastery 3 (Quiet Casting x 2,
Still Casting)

Incantation of the Milky Eyes (PeCo


30/+37*), Mastery 1 (Penetration)

Blessing of Childlike Bliss (PeMe 25/+30),


Mastery 3 (Quiet Casting x 2, Still
Casting)

Twist of the Tongue (PeCo 30/+37), Mastery


1 (Fast Casting)

Rusted Decay of Ten-Score Years (PeTe 20*,


Target increased to Group/+28*),
Mastery 1 (Fast Casting)

Clenching Grasp of the Crushed Heart (PeCo


40/+38*), Mastery 2 (Penetration, Magic
Resistance)

Demons Eternal Oblivion (PeVi 30/+30*),


Mastery 1 (Fast Casting)

Gift of the Bears Fortitude (MuCo 25/+20),


Mastery 1 (Fast Casting)

Wind of Mundane Silence (PeVi 30/+30),


Mastery 1 (Magic Resistance)

Endurance of the Berserkers (ReCo 15/+25),


Mastery 1 (Fast Casting)

(* if Darius is holding his Talisman, he


has a +4 bonus to cast spells which
Destroy things at a distance)

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


Mastery 1 (Penetration)

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Semita Errabunda

Appearance: Darius is a frightening individual. A bony figure swathed in a black,


all-encompassing robe and carrying a
black-hafted spear, he is reminiscent of
medieval perceptions of the physical
embodiment of death. This image is further emphasized if his hood falls away
from his face, for Darius is bald, with a
mass of scar tissue for a face and no eyes.

to maintain contact with his (aging)


pater, but they only see each other on
rare occasions when they can share information; Xerxes is now too frail to take
part in combat.
Darius travelled to the covenant to establish a base from which he could seek out
and destroy its enemies. He pursued this
vocation with an enthusiasm that
impressed his colleagues, and when the
previous leader of the covenant recently
passed into Final Twilight he accepted
the position of head, seeing in this an
opportunity to instill his values into the
new, younger members swelling its ranks.
Darius has been too busy to train an
apprentice, but now he feels the need to
pass on his legacy soon, as he suspects
that he may have encountered his bane;
he recently fought a powerful Renounced
magus and his followers and was nearly
killed, only escaping when a magical
maelstrom sent him physically into
Twilight. The traitor is still at large;
Darius intends to kill him in the next
confrontation and is even prepared to
sacrifice himself to achieve this aim.

Darius is content to cultivate his sinister


image; he is a hoplite and an expert with
Perdo magic, dedicated to the discovery
and execution of traitors within the
Order. However, it was not always thus;
Uwe, the boy who would eventually
become Darius, was born into a merchant
family living in Bavaria. He enjoyed a
comfortable life in a moderately prosperous household. However, shortly after
Uwe reached puberty strange things
began to happen. His books would fall
apart, furniture he sat on would break,
and the family cat died in his arms. His
family became aware that there was
something unsettling about the boy and
were only too happy to see him taken
away as an apprentice by the mysterious
scholar who visited them soon after.
Thus Uwe became the apprentice of the
hoplite Xerxes, who indoctrinated his filius to become a hunter of evils within the
Order of Hermes. A lab accident early
during apprenticeship burned away Uwes
eyes and the flesh on his head, but
Xerxes restored Uwes sight, although he
refused to do anything about his filius
appearance. Fifteen years later Uwe
became a magus of the Order of Hermes
named Darius and joined the ranks of the
hoplites, its guardians. He has continued

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Semita Errabunda

Mari Amwithig
of Merinita
by Neil Taylor
Characteristics: Int +3, Per +1, Pre +1, Com 0, Str 2, Sta +2, Dex -1, Qik 0

Abilities: Artes Liberales 2 (ceremonial casting),


Awareness 1 (searching), Code of Hermes 1 (faerie
matters), Concentration 1 (spells), Covenant Lore 1
(rules), Faerie Lore 2 (dark winter), Faerie Magic 1
(showy effects), Finesse 1 (precision), Latin 4
(Hermetic usage), Leadership 1 (shield grogs), Living
Language 5 (wide vocabulary), Magic Theory 4
(invent spells), Order of Hermes Lore 1 (whos who),
Parma Magica 2 (Corpus), Penetration 3 (Perdo),
Philosophiae 2 (ritual spells), Profession: Scribe 1
(copying), Stealth 0+1 (sneaking), Survival 0+1
(woods)

Size: 0
Age: 28 (23*)
* LP made as a Favour by her parens 14 to Aging
(CrCo lab total 20+25+3+7+5 + Maris 3+4 = 67)

Decrepitude: 0
Warping Score: 1 (6*)

Agony of the Beast 1 (dogs), Eyes of the Cat 1 (at


night), Grip of the Choking Hand 2 (warriors), Lift
the Dangling Puppet 1 (warriors), Curse of the
Rotted Wood 1 (doors), Invisibility of the Standing
Wizard 1 (inside), Obliteration of the Metallic
Barrier 1 (doors), Wind of Mundane Silence 1
(against faerie magic)

(* her parens had to inflict a warping point on her in


order to teach her Faerie Magic)

Confidence Score: 1 (3)


Virtues and Flaws: The Gift; Hermetic Maga;
Affinity with Perdo, Book Learner, Cyclic Magic (+3
at night), Faerie Magic (free Virtue), Life Boost,
Mastered Spells, Puissant Art (Perdo), Special
Circumstances: touching, Subtle Magic; Driven:
prove herself better than the Faerie Blooded magi,
Favors (her parens, for LP); Cyclic Magic (-3 by
day), Short Lived Magic

Arts: Cr 0, In 0, Mu 5, Pe 15(*), Re 6; An 7, Aq 0,
Au 0, Co 7, He 4, Ig 0, Im 0, Me 4, Te 4, Vi 0
(* Includes +3 for Puissant Art)

Equipment: robes, an impressive looking carved


staff, elaborate finger rings

Personality Traits: Jealous of Faerie Blood magi +3,


Vain +2, Spiteful +1

Encumbrance: 0 (0)

Combat: Fist: Init 0, Attack 0, Defense +1, Damage -2

Spells Known:

Soak: +2
Fatigue levels: OK, 0, -1, -3, -5, Unconscious

Agony of the Beast (PeAn 15/+25), Mastery 1


(Penetration)

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


Incapacitated (16-20)

Eyes of the Cat (MuCo 5/+18@), Mastery 1 (Multiple


Casting)

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Semita Errabunda

Grip of the Choking Hand (PeCo 25/+26), Mastery 2


(Fast Casting, Penetration)

that an unaided victim will die soon after incapacitation.

Slay the Innocent* (PeCo(An) 30/+24)

(Base 20, +2 Voice)

Lift The Dangling Puppet (ReCo 15/+16), Mastery 1


(Penetration)

Touch of Shattering - PeTe 5: (Fist of Shattering,


reduced to Touch range). The appropriate Form for
the target is a casting requisite.

Curse of the Rotted Wood (PeHe 5/+25@), Mastery 1


(Still Casting)
Palm of Flame (CrIg 10/+5@)

OBLITERATION

Invisibility of the Standing Wizard (PeIm 15/+21@),


Mastery 1 (Still Casting)

PeTe(He) 20

OF THE

TRAVELERS BARRIER

R: Road (Faerie Range), D: Mom, T: Ind


Touch of Shattering* (PeTe 5/+24@)
Using the Faerie Road range carries the spell
beyond the range of the casters voice (useful if casting quietly!) so long as there is a path directly to the
object. A barrier laid across a road is the most obvious example of such, hence the name of the spell,
although the spell can destroy any object (up to 10
Individuals in size) of wood, stone, metal or similar
material, not just a barrier.

Obliteration of the Metallic Barrier (PeTe 20/+25@),


Mastery 1 (Penetration)
Obliteration of the Travelers Barrier* (PeTe(He) 20/+21)
Grasp the Distant Slingstone* (ReTe 10/+12)
Wielding the Invisible Sling (ReTe 10/+12)

(Base 5, +2 Road, +1 size) (cf Obliteration of the


Metallic Barrier)

Wind of Mundane Silence (PeVi 20/+18), Mastery 1


(Penetration)
(@ These spells have Touch range, so include the +3
Special Circumstances: Touching bonus)

GRASP

(* New spell)

ReTe 10

THE

DISTANT SLINGSTONE

R: Voice, D: Mom, T: Ind (based on Wielding the


Invisible Sling)

New Spells:
SLAY

The spell grabs a nearby object that could be thrown


by a normal person (provides it is not held or fastened
down), and moves it rapidly to the hand of the caster.
Although the title suggests a sling-stone, an alternative use is to attempt to grab a small, shed, portion of
an opponent so that the caster may obtain an
Arcane Connection to said opponent. It may help if
an obliging shield grog can make the target shed a
drop of blood(e.g. nicking it with a weapon). The
Arcane Connection can then be used to boost
Penetration of spells cast against the opponent.

THE INNOCENT

PeCo(An) 30
R: Voice, D: Mom, T: Ind
This spell slices open the unfortunate victim, leaving
them grievously and horribly wounded: companions
of the victim may be horror-struck at the sight of
such a happening. The name reflects the likelihood

(Base 4, +2 Voice)
Vis: none, alas.

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Semita Errabunda

Appearance: A striking young woman with pale skin


and raven black hair, which never seems to stay
where it should (a mundane problem, which Mari
could solve with magic, but does not). While quite
given to sneaking around, hooded and cloaked, in
dark places, she much prefers company where she
can let her good looks show.

[In game terms, she makes her aging rolls as normal,


but ignores all results other than no apparent aging
(2 or less) or apparent age increases by one year (3
or more); she will start to make aging rolls normally
after she turns 35.]
In her drive, she has also learnt tricks to make herself
seem more powerful: elder magi may be so suffused
with aspects of their Art as to radiate involuntary
effects, and she tries to make it seem as though she
does, too. She has learnt minor spells of destruction,
and mastered them, so that she might cast them
without seeming - one of her favorite tricks is to
flounce out "through" a door, shattering it into
pieces; or to make plants wilt around her. She also
carries an ornately carved staff, which other may
take for a talisman, or enchanted device, but which is
in truth nothing more than a stage prop!

She is often found in the company of assorted night


Faeries, goblin and redcaps and the like, which dayfolk consider unsavory
Recruited by her Merinita parens for her intelligence
and magical Gift, she nevertheless has no trace of
faerie blood in her veins. It was a source of minor
shame to her parens that he had to inflict a small
warping spell in order to initiate her into the faerie
Mysteries.

If a cast spell is blocked by the magic resistance of


an opponent, she will try to obtain a small item,
drop of blood, or fallen hair, using her spell Grasp
the Distant Slingstone, and using that to boost her
Penetration total. If that is not enough, she will draw
on reserves of inner strength, and use her own life
force to boost the spell casting. So far, this has
always proved enough she may yet fail! She also
desires to improve her Penetration ability by study
and practice.

She is pale and raven haired, in contrast to the ruddy


blond, Sidhe-blooded magi around her as she was
trained. She is deeply jealous of her sodales in the
House, of their ease and grace and good looks, and
the common assumptions that faeries are light and
fluffy and that Merinita magi should be like that too.
She found a strength in the darkness, and discovered
more about the dark fae, and the destructive aspects
of magic.
She is determined to make herself better than those
who have the easy option of faerie blood: she studies
spells, arts and skills to wield raw power, and even
nagged her parens to devise a longevity ritual for her
before she even finished her apprenticeship. Having
this potion (combined with her genuine youth) has
made her seem not to have aged since her gauntlet.

Her vain desire to remain young, like the faeries, by


the artificial means of a powerful longevity ritual,
mean that she began her magical career owing a
large favor to her parens, above the normal debt of
any filia to parens. She has sent small gifts of raw Vis
whenever she has managed; should he ask her to
perform some task she knows she must obey even
though it inconvenience her considerably.

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Semita Errabunda

Moratamis
Follower of Cuernicus
by Erik Dahl
Characteristics: Int +2, Per +3, Pre +2, Com +1, Str
-2, Sta +1, Dex -2, Qik -1

2 (legal documents), Speak Latin 5 (academic usage),


Speak Langue d'Oc 5 (written), Speak Langue d'Oil 2
(official documents)

Size: 0
Arts: Cr 1, In 12, Mu 1, Pe 7, Re 8; An 5, Aq 0, Au
0, Co 5, He 0, Ig 0, Im 10, Me 13, Te 0, Vi 5

Age: 44 (30)
Decrepitude: 0
Warping Score: 2 (15)

Spells Known:

Confidence Score: 2 (5)

Opening the Tome of the Animal's Mind (InAn25/+18)

Virtues and Flaws: The Gift; Hermetic Magus;


Skilled Parens, Hermetic Prestige (free Virtue),
Mastered Spells, Quiet Magic (x2), Subtle Magic;
Educated, Famous, Piercing Gaze, Self-Confident;
Driven (justice); Warped Magic, Creative Block,
Deleterious Circumstances (target unaware); Visions;
Weakness (women)

Prying Eyes (InIm5/+23)


The Ear for Distant Voices (InIm20/+23)
Summoning the Distant Image (InIm25/+23)

Personality Traits: Careful +3, Just +3, Indulgent +1

Invisibility of the Standing Wizard (PeIm15/+20),


Mastery 2 (Fast Casting, Multiple Casting)

Reputations: Fair 4 (Hermetic), Knowledgeable


Quaesitor 3 (Hermetic)

Veil of Invisibility (PeIm20/+18)

Soak: +1

Frosty Breath of the Spoken Lie (InMe20/+28), Mastery 2


(Penetration, Magic Resistance)

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

Posing the Silent Question (InMe20/+29), Mastery 3


(Fast Casting, Magic Resistance, Penetration)

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


Incapacitated (16-20)

Loss of But a Moment's Memory (PeMe15/+24), Mastery


2 (Magic Resistance, Multiple Casting)

Abilities: Artes Liberales 4 (logic), Awareness 6 (searching), Charm 2 (pleasantries), Civil and Canon Law 3
(French), Code of Hermes 6 (relations), Concentration
3 (spell concentration), Etiquette 4 (the Order), Faerie
Lore 1 (customs), Finesse 2 (Mentem), Folk Ken 3
(women), Guile 1, Intrigue 3 (alliances), Magic Theory
4 (inventing spells), Norman Lore 2 (personalities),
Order of Hermes Lore 3 (personalities), Parma Magica
5 (Corpus), Penetration 3 (Mentem), Profession: Scribe

The Call to Slumber (ReMe10/+24), Mastery 2


(Penetration, Multiple Casting)
Aura of Rightful Authority (ReMe20/+23), Mastery 1
(Penetration)
Piercing the Faerie Veil (InVi20/+18)

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Semita Errabunda

Appearance: Moratamis is a tall, handsome woman


apparently in her early thirties. She has dark hair
that hangs below her waist and is typically plaited
with ribbons or held back in a long veil parted over
her shoulders, worn under a copper circlet inscribed
with the symbol of House Guernicus. She favors
blue gowns and skirts with flared voluminous lower
sleeves of finely pleated fabric, tied with a double
belt and a sash in the French style. While she rarely
needs to keep her hands free, instead letting them
hang comfortably and decorously at her sides, she
ensures that her face is always uncovered. Her eyes
are quick and piercing, and while her look may be
friendly and welcoming, there is clearly steel
beneath her gaze, and she misses little.

swear the Oath as a follower of House Guernicus and


Empistula's filia.
Now, twenty years later, she maintains correspondence with many friends and associates throughout the Order of Hermes, and often gives advice
to those who write to her with legal questions or
questions of custom and tradition. When interpreting the Code, Moratamis is a Traditionalist,
meaning that she tends to rule by precedent
rather than by circumstances. Her special interest
is in the Order's relations with others; she
believes magi should strive to observe but not
interfere with mundanes, faeries and other groups.
In her opinion, the best way to achieve this is
through the mind; by studying or removing memories she makes sure that only those with need
know the truth about the Order.

Moratamis is a Quaesitor, a follower of House


Guernicus, and as such she represents the Order of
Hermes in everything she does. Because of this, she
is mindful of her actions at all times, and careful to
do nothing that would bring embarrassment upon
her, her covenant, or her House. She is a great student of lore and etiquette, and believes that by
observing the graces that make others comfortable,
she better understands the motivations of those
around her. While driven to bring about justice for
all, as part of this she is interested in bringing about
equality between mundane men and women, in as
much as rights and status are concerned. However,
she recognizes the inherent good in the traditional
system, and does not generally rebel against it as an
institution.

Her Wizard's Sigil is a sense of propriety, which


manifests in her target or those who interact with
her target. For example, if she were to cause a man
to forget his conversation with her, he might retain
the satisfaction of a job well done, though he might
not recall what it was that caused him this feeling.
Because of her Binding Sigil, that man would remain
an arcane connection to Moratamis for a period of
time, perhaps as long as he could recall the feeling of
her spell.
She usually performs her magic by looking people in
the eye, and in fact has grown dependent on this
method since she does not use her voice or gestures
unless she is casting spells of great range. Her magic
is weaker when her targets are not aware of her, and
so while she may cast spells to hide herself from danger, she doesn't use her Arts to spy on others without very good reason. She has learned to follow her
hunches, though, as she often has a strange sense for
trouble (Visions).

Moratamis never knew her parents, for she was born


out of wedlock and left to the abbey of Fontrevault in
1125. She was later apprenticed to a wandering maga
named Empistula, who had close ties to the nunnery,
and completed most of her magical training under her
tutelage. Before they finished, her mistress died under
suspicious circumstances, and Moratamis was left to
make her way across France alone. At some point on
her journey she became lost, and found shelter in a
faerie palace. She spent forty days there, during which
time she copied strange legal documents for the faerie
lord to pay her keep. Armed with his directions, she
left the regio and eventually reached the largest
covenant in the tribunal, where she learned her journey had somehow taken her forty years, though to
her it seemed less than a year. The presiding quaesitor
recognized her, and a wizard of House Bonisagus
agreed to help her complete the few years of apprenticeship still remaining to her. She was allowed to

Moratamis is a stern judge, but she does have a soft


spot for luxurious living. She enjoys good food and
good wine, and does her best to ensure that the
covenant has access to such amenities. She also sympathizes with women, especially young women in
trouble, and may go out of her way to offer them her
assistance. Otherwise, everyone who knows her is
aware that she does not think highly of trickery and
deceit, and will not hesitate to see those who bend
the rules brought to justice.

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Semita Errabunda

Tillitus
of House Bonisagus
by Matt Ryan
Characteristics: Int +5, Per +1, Str -2, Sta +1, Prs
+1, Com +2, Dex -2, Qik +1

duress), Finesse 1 (Auram), Folk Ken 2 (lower classes), French 3 (barroom cant), Guile 2 (disavowing
responsibility), Latin 5 (Hermetic usage), Magic
Theory 3+2 (extracting Vis), Order of Hermes Lore
1 (Normandy Tribunal magi), Paris Lore 2 (students
quarters), Parma Magica 2 (Ignem), Penetration 1
(Auram), Premonitions 2 (personal rejection), Stealth
2 (hiding), Survival 2 (city streets)

Size: -1
Age: 35 (Apparent Age 35)
Decrepitude: 0

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

Warping Score: 0 (0 points)


Confidence Score: 0 (0 points)

Twilight Scars: None

Virtues and Flaws: The Gift; Hermetic Magus;


Secondary Insight; Affinity with Latin, Free Study,
Great Intelligence (twice), Premonitions, Puissant
Ability (Magic Theory) (free Virtue), Special
Circumstances (casting while tipsy); Low SelfEsteem, Driven; Clumsy Magic, Lesser Malediction
(unlucky), Small Frame

Equipment: Wizardly robes.


Encumbrance: 0

Spells Known:

Personality Traits: Hesitant +2, Modest +2, Selfcentered +1

Panic of the Elephants Mouse (ReAn 15/+9)

Reputations: None

Broom of the Winds (CrAu 15/+9)

Combat: Fist: Init +1, Attack 0, Defense +3, Damage -2

The Chirurgeons Healing Touch (CrCo 20/+8)

Soak: -2

The Gift of Vigor (ReCo 20/+8)

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

Trap of the Entwining Vines (CrHe 15/+8)

Wound Penalties: -1 (1-4), -3 (5-8), -5(9-12),


Incapacitated (13-16)

Discern the Images of Truth and Falsehood (InIm 15/+8)


Panic of the Trembling Heart (CrMe 15/+9)

Abilities: Awareness 1 (dark corners), Brawl 2 (dodging), Breton 5 (city dwellers slang), Brittany Area
Lore 2 (urban centers), Carouse 2 (begging drinks),
Chirurgy 2 (self-treatment), Code of Hermes 1
(Normandy Tribunal magi), Concentration 3 (under

Sense the Nature of Vis (InVi 5/+11)

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Semita Errabunda

neighbors thought the annually visiting maga would


select the boy for apprenticeship, but it was not to
be; a clever young girl was chosen instead. Better
luck next time, they said.

Appearance: Tillitus is a short, gangly sort of fellow,


with sad, droopy eyes and a slightly stooped posture.
His bright blue eyes nearly sparkle, which would signify his sharp intellect if his gaze ever rose from staring at his shoes. He wears a graying goatee and a
sloping mustache, and his dark brown hair is long
and tangled from a lack of grooming. He wears a traditional star-patterned purple robe and a dark black
leather skull cap.

Tillitus had a flair that bordered on the fantastic for


combining tinctures and herbal remedies, but as a
teenager wandering behind the village wise woman,
he felt his life lacking. He waited again, holding his
breath, as the Russian magus eyed him over, judging
him against a precocious albino boy. Tillitus failed to
pass the maguss muster and was again passed over
for another.

While Tillitus might be the typical sort of magus from


House Bonisagus, he is not the typical magus just
leaving apprenticeship. He is much older than his
peers, younger men and women also starting on the
long road of a magis life. This difference is readily
apparent and Tillitus is acutely aware of it, so much so
that it has become a liability more than a strength.

The magisters of the University of Paris were surprised when Tillitus stood before them, requesting
admission to their academy. Although the young
man impressed them with his erudition and selftaught Latin skills, there was something unsettling
about the rustic. At twenty, he was a tad too old to
begin academic studies, so he was refused, passed
over again.

In public with his peers he is clumsy and awkward,


tongue-tied when he speaks and fumbling when he
casts spells. In private he is much more confident, at
ease with magical research and innovative when
inventing spells or undertaking other arcane ventures. He is strongly driven to overcome his public
failings, and constantly pushes himself to reattempt
and succeed at his past mistakes. Unfortunately, his
second effort usually fares as poorly as his first.
Tillitus is the hermetic embodiment of the idea that
if you fail, you should try, try again.

Tillitus went to an inn and, pestering the inn-keeper


until he was sold a tankard of ale, drowned his sorrows with the bitter tasting brew. He then bought
another, and another, until he had become quite
drunk and was thrown out into the street. Naturally,
thought Tillitus, it was raining.

In Tillituss case, you should try, try, try, try . . . you


get the picture.

And that is precisely where his soon-to-be mater


found him, laying stinking drunk in the gutter, the
rats and cut-purses avoiding the bedraggled young
man. Some whisper Maga Countenance adopted
Tillitus on a dare, others mused it was to win a bet,
but for whatever reason she, one of the Order's most
prestigious and inventive magi, accepted Tillitus as
her apprentice.

Background
Tillitus doesnt remember his mother or father, nor
does he know the circumstances of his birth. He
grew up with the village wise woman, the only
woman in the village interested in aiding the abandoned child. During his birth he was cursed with ill
luck by an unknown assailant, which so deeply
affected him that it became part of his essential
nature.

Tillitus's ill-luck continued throughout his apprenticeship. While he quickly learned his arcane studies,
and effortlessly mastered many minor cantrips, he
always seemed to be in the wrong place at the wrong
time. Bad luck followed him like a black rain cloud,
making for many adventures. Finally, fifteen years
later - although Countenance swears it felt like thirty
- Tillitus was gauntleted and awarded the title of
Magus of House Bonisagus.

As a child growing up in Brittany, Tillitus had talent,


a wizardly knack for finding things. Many of his

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Semita Errabunda

intelligent enough to realize the consequences of his


behavior if he were to abuse it.

With a final parting gift and many more words of


advice, Countenance hustled her protg out the
door. As a final act of kindness, she had procured a
place for him among a distant Covenant. Tillitus left,
with a smile on his face and a newly worn hole in his
coin purse, spilling pennies in his wake.
Countenance smiled, waved good-bye, and moved
house once he had traveled out of sight.

Tillitus is shy and outwardly nervous. He often


stands in the back of a group, wringing his hands,
looking for the opportunity to leap to the fore to
impress his fellows. This ploy rarely works, and
Tillitus resumes his place at the back of the pack.
Tillitus isnt very interested in his personal background and would most likely disbelieve anyone who
told him about his birth. Information about his past
might draw him into a story, but he is more interested in proving who is, rather than discovering who he
was. Removing Tillituss curse would have serious
ramifications, and might even quench his Gift.

Role-playing Tillitus
Tillituss curse is such an integral part of his nature that
he doesnt realize he is cursed. Instead he assumes that
his failings are his fault and not a magical malady of
any sort. While this has crushed his self-esteem, it has
also driven him to surmount his own perceived shortcomings. He is not depressed, possessing a thriving
spirit, but he is shy and a tat embarrassed. He has
learned that alcohol will bolster his confidence, especially when spell casting, and will knock back a few
drinks before especially important situations. He is

In play, the curse manifests itself as the opposite of


the Minor General Virtue: Luck. Rather than giving
Tillitus a penalty on die rolls that involve luck more
than skill, the storyguide should play up the failings
of the magus, making him roll more botch dice during spell casting is a good example. Tooling up the
negative social aspects of Tillituss Gift is another.

44

Semita Errabunda Virgil the Magical Cat


Magic Might: 13 (Animal)
Characteristics: Int +1, Per +1, Pre -2, Com 2, Str -5,
Sta +1, Dex +3, Qik +5
Size: -3
Age: 2 (2)
Confidence Score: 2 (3)
Virtues and Flaws: Magic Animal [see Note 1 below],
Magical Covenfolk [free Social Status Virtue; he is
generally accepted by the people in the covenant as an
equal but does not command any special respect because
of his magical nature and those outside the covenant
treat him as a regular cat], Perfect Balance, Puissant
Awareness, Sharp Ears; Covenant Upbringing, Delusion
(must supervise grog activities in the covenant)
Magical Qualities and Inferiorities: Magical Meditation
[allows him to recover Might faster from a Magic aura
and to resist the effects of Acclimation (see Note 4
below)], Lesser Power (x3), Minor Virtue (x2) (Second
Sight, Self-Confidence), Personal Power (x2), Reduced
Attack (teeth) [Attack bonus reduced by 2], Susceptible
to Deprivation [needs to breathe, eat and drink]
Personality Traits: Curious +4, Cat +3* [Essential Trait],
Timid +1, Interfering +1
Reputations: Nuisance 2 (covenant)
Combat:
Claws: Init +3, Attack +8, Defense +11, Damage -3
Teeth: Init +4, Attack +6, Defense +8, Damage 4
Soak: +2
Fatigue Levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (12), 3 (34), 5 (56),
Incapacitated (78), Dead (9+)
Abilities [see Notes 2 and 3 below]: Area Lore:
Covenant 3 (kitchens), Athletics 3 (jumping)*,
Awareness 4 (at night)**, Brawl 2 (claws), Charm 2
(grogs), Concentration 1 (prey), Dead Language:
Latin 1 (reprimands) [understanding not speaking,
see Note 1 below], Etiquette 1 (coven folk), Folk Ken
3 (kitchen staff), Guile 2 (begging for food), Hunt
4 (rodents), Intrigue 2 (covenant), Living Language:
Local 3 (kitchen talk) [understanding not speaking,
see Note 1 below], Magical Meditation (maintaining
concentration) 1, Penetration 3 (Mentem) [gained by
using excess level points from the Powers, see Note 3],
Second Sight 1 (invisible things), Stealth 4 (stalking),
Survival 3 (covenant)
*Cats gain a +3 bonus on rolls to climb and jump, due to
their Perfect Balance Virtue.
**Cats have excellent night vision.

Powers:
Everywhere at Once, 0 points, Init: Qik-1, Animal
R:Per, D: Mom, T: Ind
Based on the ReCo guideline level 15, transport the
target up to 50 paces (ArM5 page 134).
ReAn15 (Base 15); Personal Power (15 levels, +1
Initiative, -1 Might cost) [See Note 3]
Feigned Innocence, 0 points, Init: Qik, Mentem
R: Eye, D: Mom, T: Group
This causes a Group of people to forget something the
cat did, much as the spell Loss of But A Moments Memory
does (ArM5, page 151).
PeMe15 (Base 1, +1 Eye, +1 Group); Lesser Power (15
levels, +1 Initiative, -1 Might cost)
Inconspicuousness, 0 points, Init: Qik1, Imaginem
R: Per, D: Sun, T: Ind
A Personal version of Invisibility of the Standing Wizard
(ArM5, page 146)
PeIm20 (Base 4, +2 Sun); Personal Power (20 levels, -1
Might cost)
Pass the Unyielding Portal, 0 points; Init: Qik 1, Herbam
R: Touch, D: Diam, T: Ind
A version of the spell of the same name, used when no
humans are available to open doors. (ArM5, page 137)
MuHe5 (Base 3, +1 Touch +1 Diameter): Lesser Power
(5 levels, -1 Might cost, 15 xp Penetration)
Prying Eyes, 0 points, Init: Qik 1, Imaginem
R: Touch, D: Conc, T: Room
This effect is used to look inside buildings and rooms
while patrolling a house or town. Note that a cat
touching the roof of a room can see inside it. (ArM5,
page 144).
InIm5 (Base 1, +1 Touch, +1 Conc +2 Room); Lesser
Power (5 levels, -1 Might cost, 15 xp Penetration)
Natural Weapons: Claws: Init 1, Attack +2, Defense
+3, Damage +2. Teeth: Init 0,
Attack +3, Defense +1, Damage +1. The cats dense fur
gives it a Protection of +1.
Vis: 2 pawns, Animal, in eyes. (Might / 5, rounded up)
Appearance: Virgil is a slim, two year-old black cat,
with eyes of olive-green.

Virgil was born in the covenant and grew up there,


playing and learning about life with several siblings and
a number of cousins, but he always knew he was special.
While the other kittens filled their young lives with
play, sleep and milk, he was learning his way around the
stables and ingratiating himself with the other residents.
As soon as he was old enough to take on duties, he made
himself useful and quickly became familiar with every
part of the covenant, inside and out.
He enjoys patrolling and specializes in hunting down
vermin but he feels his primary role is in supervision,
keeping an eye on all the activities that make up
covenant life to ensure things are done properly. While
he could be found just about anywhere in the covenant,
he seems to turn up most frequently in the vicinity of
the kitchen. Most of the people who work there are
friendly towards him, and he knows how to get round
them for attention and tidbits. Another favorite haunt is
the library; any pile of books may be treated by Virgil as
a convenient vantage point. Any piece of parchment laid
down and unattended is likely to be sat upon, with the
inevitable consequences if there is wet ink on it.
While not afraid of the magi, he does not find them
congenial company so tends to keep out of their way.
Where the covenfolk are concerned, he seems to be
able to predict what they are going to do, since they
often find him in the way, underfoot, in the basket, on
the table, or where-ever else is inconvenient. Of course,
from Virgils point of view, he is just keeping a very
close eye on them. It is as well for him that he remains
popular with many, and tolerated by almost all the rest.

3. Excess points from the Personal Powers and Lesser


Powers are used to reduce the Might Point cost to 0
for all of them, and to improve the Penetration Ability.
4. Magic characters are nurtured by the power of Magic
and they rely on it to survive. Over time, those magic
characters that do not maintain a connection to the
realm of Magic slowly lose some of their magical
power. This process is called Acclimation: the character becomes less magical as it becomes more conditioned to the mundane world and more distant from
the Magic Realm.

Notes
1. The Magical Animal Virtue include the No Hands
Flaw and also Mute; that is, the character cannot use
human speech but is able to communicate like any
other animal of its species.
2. Virgil is a Summer Season character and thus has 360
experience points to spend.

Permission granted to photocopy for personal use. 2008 Trident, Inc. d/b/a Atlas Games. Ars Magica and Atlas Games are trademarks of Trident, Inc. Written by Sheila Thomas. Illustration by Grey Thornberry.

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