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Grogs

Credits
AUTHORS: Mark Shirley (Chapters 15, Corpse-Thief, Jack-of- Denmark with his patient wife, silly cat, and fantastic little boy
all-Trades, Misguided Mystic, Horses & Hounds); Christian to all of whom his work is dedicated. He is well into his second
Rosenkjaer Andersen (Bodyguard Maidservant, Bull, Farrier), decade of gaming, but new to the world of writing.
Evangeline Cheng (Parent of a Gifted Child), Camo Coffey Evangeline Cheng is new to writing in the world of Ars Mag-
(Animal Trainer), Mark Faulkner (Almogavars), Timothy ica. She dedicates this book to her partner in crime, Mark, who
Ferguson (Ex-Prostitutes, Time-Lost Witnesses), Mark Lawford also does double duty as her husband and ideas bounce-board.
(Advisor, Confessor, Craftsman, Failed Apprentice, Murderer, She may be bribed with chocolate and red handbags.
Refugee Librarian, Role-Bound Ferryman, Street Thug) Camo Coffey plays far too many games and occasionally pre-
DEVELOPMENT, EDITING, & PROJECT MANAGEMENT: David Chart tends to work. He is a player in Mark Shirleys ongoing Northum-
LAYOUT & ART DIRECTION: Michelle Nephew brian saga. Since encountering Camo, Mark no longer attempts
PROOFREADING & ART DIRECTION ASSISTANCE: Jessica Banks to predict how his players will behave. Since encountering his
PUBLISHER: John Nephew botch dice, neither does Camo. His magus, Hygwald Veritas, suf-
COVER ILLUSTRATION: Grey Thornberry fers from the Major Supernatural Flaw, Played By Camo; and he
INTERIOR ART: Jason Cole, Alan Dyson, Jeff Menges, and Grey deserves everything he gets.
Thornberry; additional art from 1300 Real and Fanciful Animals, Mark Faulkner is a chef at Excalibur nightclub in Chicago.
Castles, Dors Illustrations of the Crusades, Full-Color Knighs & Armor, He has been gaming since he was in grade school, and has been
Medieval Costumes and Fashion, Medieval Life and People, Medieval Life an avid Ars Magica fan for several editions now. His other hob-
Illustrations, and Treasury of Medieval Illustrations published by Dover bies include studying history, comic books, and learning how
Publications, Inc.; also Quennell, Marjorie & CHB, A History of to DJ.
Everyday Things in England, NY: Charles Scribners Sons, 1918. Timothy Ferguson is an Australian librarian. Hed like to ded-
ARS MAGICA FIFTH EDITION TRADE DRESS: J. Scott Reeves icate this book to his wife, Linda.
PUBLISHERS SPECIAL THANKS: Jerry Corrick & the gang at the Source. A natural-born grog, Mark which draft are we on Lawford
FIRST ROUND PLAYTESTERS: Jason Brennan, Justin Brennan, Elisha found an affinity with many of the grogs he contributed to this
Campbell, Robert Major; Chris Jensen-Romer, Kevin Sides, book. But hes happy to let those who know him best decide
Luke Price, Tom Nowell, Lloyd Graney; Donna Giltrap, which ones. He still lives in Eastbourne, where his keyboard is
Malcolm Harbrow, Aaron Hicks, Richard Love; Christian under constant threat from Asparagus and Dexter, two conniving
Andersen, Pelle Kofod cats sent by their faerie master to disrupt his lifes work.
SECOND ROUND PLAYTESTERS: Leon Bullock, Peter Ryan, Chris Mark Shirley (Not that Mark, the other Mark) is a grog
Barrett; Christoph Safferling, Jan Sprenger; Sheila Thomas who has specialized in Profession: Biomathematician, much
to the detriment of his Philosophiae (zoology) Ability; but he
AUTHOR BIOGRAPHIES is really working on his Craft: Ars Magica Sourcebooks. This
Christian Rosenkjaer Andersen works in the business of con- book is in honor of all the vanguards he has seen buried over
sultant engineering with HVAC systems. He lives near Aarhus in the years.

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berke-
ley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and running
demos through Atlas Games Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also
participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright 20122013 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by
any means without written permission from the publisher, except short excerpts for the purpose of reviews, is
expressly prohibited.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of
Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.

Digital Version 1.0

2
Grogs

Contents
Introduction 6 Rewards.................................23 The End ................................36
WHAT IS A GROG? ............................. 6 Improved Rations ...................23 The Showdown ......................36
The Term Grog ....................6 Pay and a Half ......................23 Magus Ex Machina ...............36
Turb.........................................6 Improved Equipment................24 Rocks Fall, Everyone Dies ......36
Grex ........................................7 Promotion in Rank .................24 Rewards .................................37
Custos ......................................7 Punishments..........................24 ALL-GROG SAGAS ............................ 37
Castigation ............................24 A Town Saga .........................37
Covenfolk .................................7
Relegation to Inferior Duties....24 An Academic Saga ................38
Consors ....................................7
Reduction of Rations ..............24 A Monastic Saga ...................39
Autocrat ..................................7
Flogging.................................25 A Mercenary Saga.................40
Reduction in Rank .................25 A Noble Saga ........................41
Grogs in the Covenant 8 Whipping ..............................25 A Redcap Saga ......................42
TYPES OF GROGS ............................... 8 Dismissal ...............................25
Servants ..................................8 Fustuarium .............................25 Grogs in Stories 44
Personal Servants .....................8 Accommodation ...................25 PUTTING TOGETHER YOUR TEAM....... 44
The Chamberlain ....................10 Families .................................25 Dux, the Leader ....................44
Specialists .............................11 Retirement ..............................26 Optio, the 2nd in Command ...45
Agents ....................................11 Pensions .................................26 Antesignanus, the Vanguard... 45
The Steward ...........................11
Immune, the Specialist..........45
Soldiers .................................13 Grogs Alone 27 Signifer, the Legate ...............46
The Turb Captain ..................13
THEMES FOR GROG STORIES .............. 27 EQUIPPING THE GROGS ..................... 46
Unit Sergeants........................13
Showcasing ...........................27 Equipment Bonuses ...............47
The Drill Sergeant ..................14
Routine Duties ......................28 Encumbrance and Load ........47
Other Military Ranks ............14 ROLES IN STORIES ............................ 48
ORGANIZATION OF COVENANT GROGS .. 14 Plot Staging, Development,
and Exposition ......................28 Sentries .................................48
Hierarchy..............................15
Light Relief ...........................29 Guards ..................................49
A Noble Household ................15
History Intervenes ................29 Camp Duties .........................50
Military Hierarchy ................16
Epic Battles ...........................30 Guides and Messengers ........51
Nations .................................16
Personal Stories ....................31 Travel Speeds ..........................51
Family Groups .......................16
PLANNING GROG STORIES ................. 31 Representatives .....................53
Ethnic Groups ........................16
Story Genres .........................32 Gaining Information ...............53
Divided by Location ...............17
Action/Adventure ...................32 Negotiation ............................53
Guilds ...................................17
Comedy..................................32 Purchasing Supplies for Travel ...54
Professional Guilds .................17
Creature Feature .....................32 Arranging Accommodation .....54
Monastery .............................18
Drama ...................................33 Translation.............................54
No Formal Structure .............19 PERSONALITY TRAITS ........................ 55
THE LIFE OF A GROG ....................... 19 Exploration ............................33
Horror ...................................33 Making Personality Trait Rolls..56
Duties ...................................20
Mystery.................................34 Growing Used to The Gifted ...56
The Watches ..........................21 ADVANCED GROUP COMBAT .............. 56
Sentry Duty ..........................21 The Beginning ......................34
Where Are the Magi? .............34 The Leaders Actions.............56
Double Duty ..........................22 Morale and Discipline ..........57
Duties for Specialists The Middle ...........................35
Antagonists ............................35 Discipline ...............................57
and Servants ..........................22 Morale ...................................57
Off Duty ...............................22 Clues ......................................36
Obstacles ...............................36 Disordered Groups ..................57
Free Time ..............................23 Routed Groups .......................57

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Grogs
Rallying a Group ..................57 Harlot ....................................69 Broken Vessel ..........................77
Groups With No Leader .........58 Herbwife ................................70 Careless with (Ability) ...........77
INJURY AND DEATH ........................... 58 Javeliner (Martial).................70 Companion Animal ................78
Battlefield Injuries .................58 Laborer ..................................70 Compulsive Lying ...................78
First Aid ................................58 Lay Brother ............................70 Craving for Travel ..................78
Magical First Aid ..................59 Magician (Arcane) ................70 Curse of Slander .....................78
The Death of a Grog ............59 Minstrel .................................70 Cursed Guile ..........................78
Remembrance..........................60 Mystic (Arcane) ....................70 A Deal with the Devil .............78
Natural Philosopher (Academic) .70 Devoted Parent/Child .............79
Creating & Pikeman (Martial) .................70 The Falling Evil .....................79
Maintaining Grogs 61 Physician (Academic) ............70 Flashbacks .............................79
VIRTUES AND FLAWS ......................... 61
Public Official .......................70 Fish Out of Water (Terrain)...80
Gaining New Flaws...............61 Sailor .....................................71 Foreign Upbringing ................80
Gaining Flaws Scout .....................................71 Gullible ..................................80
Through Mishaps ..................62 Scribe (Academic) ..................71 Hallucinations........................80
Gaining Flaws Sentry (Martial) ....................71 Imagined Folk
Through Actions ....................62 Servant ..................................71 Tradition Vulnerability...........80
Gaining Flaws Soldier (Martial)....................71 Independent Craftsman............81
Through Magic .....................62 Storyteller ..............................71 Jinxed ....................................81
Gaining New Virtues ............62 Student (Academic) ................71 Lingering Injury .....................81
Gaining Virtues Teacher (Academic) ................71 Magical Fascination ..............81
Through Magic .....................63 Tinker ....................................71 Manifest Sin ..........................81
Gaining Virtues Theologian (Academic) ..........71 Master of None ......................81
Through Initiation..................63 Trader ....................................72 Necessary (Realm) Aura
Gaining Virtues Tumbler ..................................72 for (Ability) ...........................82
Through Actions ....................63 Woodsman .............................72 Night Terrors .........................82
Losing Flaws .........................63 Non-Career Training Packages ..72 Pack Mentality ......................82
Character Transformation.....63 Athlete....................................72 Pagan ....................................82
Inauguration ..........................64 Brawler ..................................72 Poor Living Conditions ...........83
Metamorphosis .......................64 Charmer .................................72 Primitive Equipment ................83
Initiation ................................64 Covenfolk ...............................72 Raised in the Gutter ................83
Pilgrimage ..............................64 Forager ..................................72 (Realm) Stigmatic ..................83
CHARACTERISTICS ............................. 65 Leader ....................................73 Restricted Learning .................83
Aging, the Easy Way ............65 Local......................................73 Rolling Stone .........................83
Applying Crises......................66 Rider......................................73 Savantism ..............................84
Effects of Aging Trainer ...................................73 Sleep Disorder ........................84
on Characteristics ...................66 Wastrel ..................................73 Stuck in His Ways .................84
ABILITIES......................................... 67 Susceptible to Warping ...........84
Updating Grogs ....................67 New Virtues & Flaws 74 Uncertain Faith......................84
Training Packages .................67 NEW VIRTUES.................................. 74 Uncontrollable Strength ..........85
Grog Backgrounds..................68 Almogavar .............................74 Uninspirational ......................85
Career Training Packages .....68 Almogaten ..............................74 Unlucky ................................85
Advocate (Academic or None)..68 Craft Guild Training ..............74 Unspecialized .........................85
Animal Trainer .......................68 Domestic Animal ....................74 Viaticarus ..............................85
Apothecary ............................68 Ferocity .................................74 Warped by Magic..................85
Archer (Martial) ....................68 Forgettable Face .....................74 Weak Personality ...................85
Churchman (Academic)..........69 Hermetic Experience ................75 Worthless Abilities ..................86
Conman .................................69 Jack-of-All-Trades .................75
Courtier..................................69 Master of (Form) Creatures ....75 Grog Templates 87
Craftsman ..............................69 Master of Kennels ...................76 THE ADVISOR.................................. 87
Cultist (Arcane) .....................69 Mild Aging ............................76 General Background .............87
Cunning Man (Arcane) .........69 Minor Enchantments ..............76 Character Creation ...............88
Cutter.....................................69 Mythic Farrier .......................76 Advisor as Companion .........90
Failed Apprentice ....................69 Pack Leader / Natural Leader ...76 THE ALMOGAVARS ............................ 90
Farmer ...................................69 Turb Trained ..........................76 General Background .............90
Fisherman ..............................69 NEW FLAWS .................................... 76 Character Creation ...............92
Footpad..................................69 Bound to (Role) Role..............76 Almogavar as Companion ....92

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Grogs
ANIMAL TRAINER .............................. 93 THE ROLE-BOUND FERRYMAN .......... 128 BRIEF GROG CONCEPTS .................. 139
General Background .............93 General Background ...........128 The Accursed ......................140
Character Creation ...............94 Character Creation .............129 The Barbarian .....................140
Animal Trainer as Companion ..95 THE STREET THUG ........................ 130 The Coastal Raider .............140
THE BODYGUARD MAIDSERVANT ......... 96 General Background ...........130 The Coward........................140
General Background .............96 Character Creation .............131 The Disenfranchised Knight ..140
Character Creation ...............96 Street Thug as Companion .. 133 The Field Chirurgeon .........140
Concept Variations ...............97 TIME-LOST WITNESSES ................... 133 The Fool .............................141
Bodyguard Maidservant General Background ...........133 The Ghost ..........................141
as Companion .......................97 Character Creation .............134 The Hero ............................141
THE BULL ....................................... 98 Time-lost Witness The Laboratory Assistant....142
General Background .............98 as Companion .....................136 The Loyal Watchman .........142
Character Creation ...............98 HORSES & HOUNDS ....................... 136 The Officer .........................142
Concept Variations ...............99 Disadvantages Inherent The Poisoner ......................142
The Bull as Companion ......100 in Playing an Animal...........137 The Robber .........................143
THE CONFESSOR............................ 100 General Background ...........138 The Sailor ...........................143
General Background ...........100 Character Creation .............138 The Survivor .......................143
Character Creation .............101 Animals as Companions .....139
THE CORPSE-THIEF ........................ 103
General Background ...........104
Character Creation .............105
Corpse-Thief as Companion ..106
List of Inserts
THE CRAFTSMAN............................ 106 List of Inserts .......................................... 5 Travel Fatigue ....................................... 52
General Background ...........106 The Liber Gregis ..............................................6 Story Elements: Guides and Messengers.. 52
Character Creation .............106 Story Seed: Understairs Rivalry ............. 8 Story Elements: Representing Magi ..... 55
The Covenant Rolls ............................. 10 Changes in Social Status ...................... 61
Craftsman as Companion ...109 The Autocrat ........................................ 11 Starting Characteristics ........................ 65
EX-PROSTITUTES ............................ 110 Troop Types ......................................... 12 Aging Chart.......................................... 65
General Background ...........110 Accelerated Group Training ................. 14 Childhood Training Packages .............. 66
Character Creation .............111 Story Seed: Tough at the Top .............. 15 Wealthy and Poor Characters .............. 68
Ex-Prostitute as Companion ..112 Story Seed: Family Business ................. 16 Combat Statistics ................................. 72
Story Seed: Lack of Guild Funds .......... 17 The System in Action........................... 73
THE FAILED APPRENTICE ................. 113 Story Seed: The Guild Contest ............ 18 Summary of New Virtues ..................... 75
General Background ...........113 Rivalries and Tension............................ 19 Summary of New Flaws ........................ 77
Character Creation .............113 Watch Patterns ..................................... 20 The Role of the Advisor as Grog ......... 87
Failed Apprentice Switching Storyguides ......................... 27 Advisor Story Seeds ............................. 89
Story Seeds: Showcasing...................... 28 The Vibria Company ........................... 90
as Companion .....................114 Story Seeds: Routine Duties ................. 28 Almogavar Story Seeds ........................ 91
THE FARRIER ................................. 115 Story Seeds: Light Relief ...................... 29 Animal Trainer Story Seeds .................. 95
General Background ...........115 Story Seeds: Staging............................. 29 Bodyguard Maidservant Story Seeds......96
Character Creation .............115 Story Seeds: History ............................ 30 Bull Story Seeds.................................... 99
Story Seeds: Epic Battles ...................... 30 The Practice of Confession ................ 101
Farrier as Companion .........117 Story Seeds: Personal Stories ............... 31 Confessor Story Seeds ....................... 102
THE JACK-OF-ALL-TRADES .............. 117 Sources of Inspiration........................... 34 New Arcane Ability: Craft Poppets ... 103
General Background ...........117 A Town-based Saga: Toulouse .............. 37 Preserving Arcane Connections ......... 103
Character Creation .............118 An Academic Saga: Corpse-Thief Story Seeds .................. 105
The Hidden Coven ......................... 39 Craftswomen ...................................... 108
Jack-of-All-Trades A Monastic Saga: Craftsman Story Seeds ....................... 109
as Companion .....................119 The Priory of St. Nerius .................. 39 Ex-Prostitute Story Seeds ................... 111
MISGUIDED MYSTIC........................ 119 Military Units in the 13th Century ...... 40 Saint Mary Magdalene:
Character Creation .............120 A Noble Saga: A Note For Players ........................ 112
A Quiet Place in the Country.......... 41 Failed Apprentice Story Seeds ........... 114
Misguided Mystic A Mercenary-Based Saga: New Ability: Craft: Farrier (General) ...115
as Companion .....................121 The Monjoie Company ................... 41 Farrier Story Seeds ............................. 116
THE MURDERER ............................. 121 A Redcap Saga: The Hermetic Agency.... 42 Jack-of-All-Trades Story Seeds........... 118
General Background ...........122 Commanding Larger Groups ............... 44 Misguided Mystic Story Seeds ........... 121
Sounds Familiar? ................................... 45 Murderer Story Seeds......................... 122
Character Creation .............122 The Grog Pack ..................................... 46 Story Seeds for Parents
Murderer as Companion .....123 Encumbrance and Ability Use.............. 47 of a Gifted Child ........................... 124
THE PARENT OF A GIFTED CHILD ..... 124 Equipment Bonuses .............................. 47 New Spell: The Librarians Buckle...... 126
Character Creation ............125 Expanded Encumbrance Table ............. 48 Refugee Librarian Story Seeds ........... 127
THE REFUGEE LIBRARIAN ................. 125 Weight of Common Materials ............. 48 Role-Bound Ferryman Story Seeds ..... 130
Story Elements: Sentry Duty................ 49 Street Thug Story Seeds..................... 132
General Background ...........126 Story Elements: Guards ........................ 50 Time-Lost Witnesses Story Seeds .. 134&135
Character Creation .............126 Trail Food ............................................. 50 Horses & Hounds Story Seeds ........... 137
Refugee Librarian Story Elements: Camping .................... 51 Animal Aging ..................................... 138
as Companion .....................128

5
Chapter One

Introduction
Welcome to Grogs! In this book a handful of story ideas, including at The Term Grog
you will find a wealth of information least one explaining why such a grog
and character ideas to bring life to might join up with a covenant. There are various origin stories for
that most overlooked and underused the term grog, which seems to be a
of characters the grog. The first word coined by the Order of Hermes.
half of the book is devoted to telling The most commonly held opinion is
stories about grogs, whether they are
at the covenant, adventuring alone, What is that it has its origins at Arae Flaviae,
the first multi-House covenant. At
or involved in stories with magi and
companion characters. There is also a
chapter devoted to the quick creation
a Grog? this covenant, the men and women
who accompanied the magi when
they journeyed from home were
and maintenance of grog characters so Equating grog with soldier is called viri gregis (meaning men of the
that a troupe can support a fair num- an easy habit to fall into, since the band, singular vir gregis). This became
ber without being burdened with their principle use of a covenants non-ma- corrupted, so the story goes, by a
upkeep. The second half of the book gus inhabitants is to defend the magi hard-of-hearing captain and the non-
consists of a large number of charac- against mundane threats. However, Latin speaking covenfolk into grog.
ter concepts to bring life to your turb. grogs can be any kind of minor char- The term was spread around the Or-
Each is presented with a number of acter that has a support role: crafts- der through the liber gregis (see insert).
character options, including at least men, scholars, and so forth. This Other terms entered the Hermetic
one new General or Supernatural Flaw book presents a large number of ideas vernacular at the same time: turb, cus-
to make grog characters more inter- and archetypes that address all variet- tos, and consors.
esting. Every character concept has ies of grogs.
TURB
The Liber Gregis
The turb is a term used to refer to
The liber gregis is a collection of Beorhtric and how much was add- the fighting force of a covenant, the
the wisdom of Beorhtric of Saxony, ed by the scribe is unknown. The sum total of its warriors. Some put
the grog captain at Arae Flaviae. book had no formal title, but it the origin of the word with the same
When it became apparent that the became known as the liber gregis as captain that gave the Order grog,
doughty Beorhtric was getting on copies of it were made and wide- who shortened the Latin contubernium
in years, the magi assigned a scribe ly circulated within the Order of (meaning a squad of eight legionaries
to follow him around and make a Hermes. who shared a tent and cooking fire).
record of his wisdom, in prepara- Some of Beorhtrics wisdom can The word has become conflated with
tion for the day that he would be found in the following pages. If turba, meaning mob; and this has be-
need to be replaced. These notes you wish to include a copy of the
come the word most commonly used
were then compiled into a book by book in a covenants library, it can
in the modern Order of Hermes to de-
an unnamed scribe. How much of be considered to be a tractatus on
scribe its soldiers.
the book is actually derived from Leadership of Quality 9.

6
Grogs
GREX
The word grex (plural greges), mean-
ing troop or company (whence vir
gregis is derived) is occasionally used
in a contemptuous manner by magi,
since it also means herd or flock.
Nevertheless, it is still used to describe
the group of grogs that accompany
magi on expeditions; it thereby has
a meaning similar to unit or squad. A
grex typically numbers up to six indi-
viduals, and a turb might be composed
of several greges as permanent units
who work well together, or each grex
might be assembled anew, according
to the demands of the task ahead of it.

CUSTOS

A custos (watchman or keeper,


plural custodes) is a favored grog, usu-
ally one with skills that set him apart COVENFOLK tary skills. A consors is a Companion
from his fellows, but a custos can also character, and beyond the scope of
distinguish himself with great deeds or The servants, specialists, and sol- this book.
uncommon displays of loyalty. Custo- diers who live in a Hermetic covenant;
des are often set apart from the rest of generally synonymous with grogs.
the covenfolk and awarded the privi- The singular forms of covenman and
AUTOCRAT
leges of a higher social rank, such as covenmaid are rarely used.
a better provision of food and wine, a The autocrat is a mundane whom
few pence more each month in wages, some covenants appoint to over-
or other minor benefits. In some cove-
CONSORS see the smooth running of the cov-
nants, grogs can be raised to the rank of enant. He or she is usually the most
custos at the whim of the magi, while A consors (plural consortes) is liter- important of all the covenfolk, bar
others have a formal procedure for pro- ally a companion to the magi. From the magi themselves; the covenant
motions. Custodes are usually equated the very earliest days of the Order, of Arae Flaviae even permitted their
to specialists when building a covenant magi have associated themselves with autocrat to attend meetings of the
(ArM5, page 71) and determining its mundanes who have similar inter- wizards council.
finances (Covenants, page 63). ests or background, or complemen-

7
Chapter Two

Grogs in the Covenant


No-one is to be kept in your household gories. First are the servants, who con- blacksmiths, weavers, leatherworkers,
if you have not reasonable belief that they are tribute to the day-to-day operation of and chandlers contribute to the con-
faithful, discreet, painstaking and honest, and the covenant; next are the specialists, sumables; armorers, weapon smiths
of good manners ... if they are disloyal, unwise, who are concerned with the personal and bowyers create and maintain the
filthy in person, unprofitable, gluttonous, quar- demands of the magi; and finally the equipment of the soldiers; and glass-
relsome, or drunken, they should be turned out. soldiers, who assist in its defense. blowers, potters, parchment-makers,
and binders support the laboratories
Robert Grosseteste, Rules and scriptoria of the magi.
Servants In addition to the indoor servants,
The majority of grogs in service to there are the outdoor servants: the
magi live and work at the covenant, and A covenants servants are those es- farmhands, fishermen, hunters, and
spend most of their lives within its walls. sential personnel who keep the cove- herders who provide food for the cov-
This chapter discusses the life of a grog nant running. Much of the time, they enant; and the teamsters who procure
at a covenant: what their roles are and go about their labors unremarked by and transport provisions and supplies.
how they are organized and governed. the magi, but without them, meals In the Covenants supplement for
would not be cooked, chambers Ars Magica Fifth Edition, the number
would not be cleaned, and crops of servants and teamsters required by
would go unharvested in the fields. a covenant is determined by the to-
Types of Grogs The in-house servants are the cooks,
bakers, maids, stablehands, errand
tal number of inhabitants of the cov-
enant (Covenants, page 64). Broadly
boys, and so forth. Craftsmen also speaking, in a Spring covenant, two
The inhabitants of a covenant belong to the servant class: stone- servants and one teamster are needed
excluding magi and companions masons and carpenters maintain the to support two magi, three compan-
can be split into three broad cate- physical structure of the covenant; ions, or ten soldiers. Laborers and
craftsmen are not essential, but with-
out them, the covenant has to buy all
Story Seed: Understairs Rivalry its food and supplies. Laborers can re-
duce expenditure on Provisions, and
The serving folk have grown sick the contents of two containers, not craftsmen can reduce expenditure on
of the airs and graces put on by the realizing what effect this will have a wide range of covenant costs (Cov-
personal servant of one of the magi, on the maguss lab work. This might enants, page 66).
and feel she needs to be brought force a roll on the Experimentation
down a peg or two. They plot to Table, and if the season of work is
cause her to look incompetent and wasted or ruined, the magus will PERSONAL SERVANTS
foolish in front of her master by want to know why.
sabotaging her efforts. This might The player characters could be
begin as simple teasing, but could the targeted servant and her friends, Many covenants assign a personal
easily progress into something dan- the saboteurs, or the characters try- servant to every magus. Each magus
gerous without meaning to. For ex- ing to resolve the situation, such as may have preferences for the type of
ample, the serving folk might switch the chamberlain and the turb captain. food he is served, when and how his
sanctum is cleaned, how his clothes

8
Grogs
are tailored, and so forth. Further- might hint at or possess in reality TYPE OF MAGUS PERSONAL SERVANTS
more, this servant eventually grows the ear of his master, and use this to se- Aquam specialist sailor
used to her masters Gift (see Chapter cure better food or quarters for himself. Astrologer instrument-maker
4). Some personal servants become He typically aggrandizes his master Healer nurse, apothecary
specialists of some kind, or even among the covenfolk (even if secretly
Herbam specialist gardener
laboratory assistants if they have suf- he terrifies him), and the fortunes of a
ficient intelligence. Other magi pre- personal servant track the status of the Holy magus cantor, acolyte
fer their personal servants to be their magus within the covenant. House Flambeau squire
agents outside of the covenant. Of Personal servants make good grogs House Guernicus scribe, advocate
course, the extreme example of such to play. Unlike companion characters, House Jerbiton artist, model, muse
a servant is a companion character, a personal servant can easily be run by House Verditius forge companion*
although most magi have a personal the player of the magus he serves, but Monster hunter tracker
servant as well as a companion. On it is often more fun if a different player Necromancer grave robber
the other hand, there are some magi is involved to assist with the dialogue
Theurgist worshiper/cultist
who barely register the presence of a between the two. The Abilities of a
personal servant. personal servant should complement
Despite having many similarities those of his magus; some concepts are * See Houses of Hermes: Mystery Cults,
to specialists or even soldiers (see given here: page 113.
later), a personal servant is still very
much responsible for day-to-day tasks
around the maguss sanctum. He en-
sures that his meals are provided on
time, and are to his liking, perhaps
even preparing them himself. He lays
out his clothes for each day, sees to
mending any rips and tears, and assists
in his bathing routine. He may assist
in shaving, cutting hair, and trimming
nails, and understands the importance
of destroying any remnants in sight
of his master. He has a daily routine
of tidying the living quarters and pos-
sibly the laboratory, and is certainly
apprised of what he may and may not
touch, although if the magus has an
apprentice, the cleaning of the labo-
ratory may be part of the apprentices
duties rather than the manservants.
Performing all these services for a ma-
gus is the mark of the personal servant;
if he is exempted from these in lieu of
other duties, then he is probably a
specialist rather than a servant.
Being the personal servant of a ma-
gus holds a certain cachet in the un-
derstairs hierarchy of the covenant,
and personal servants form a privileged
elite among the covenfolk. This might
qualify them for the Custos Virtue, or
the improved status might be more
subtle than this. The personal servant

9
Grogs
THE CHAMBERLAIN covenants require a dedicated per- and write and know basic arithmetic
son in this role. Large covenants may (all covered by the Artes Liberales
The chamberlain coordinates the grant the chamberlain a personal staff Ability); this permits them to keep
activities of all the servants in a cov- of officials: one in charge of the food, the covenant accounts, and a schedule
enant. Every covenant has a chamber- another in control of the clothing, an- for planning the harvests and other
lain of sorts (although the position is other overseeing the craftsmen, and so seasonal events, and to learn from the
not always officially recognized); with- forth (see A Noble Household, later). covenant rolls (see insert).
out one, the day-to-day running of all Governing the servants of a covenant A conscientious chamberlain can
but the smallest covenant would grind is covered by the Profession: Chamber- improve the overall attitude of the
to a halt. In small covenants, a charac- lain Ability, and chamberlains are usu- servants in the face of The Gift, by
ter can take on the role of chamber- ally treated as specialists. acting as an intermediary between the
lain while performing other tasks for Although it is not absolutely nec- magi and the servants. The chamber-
the covenant, but most medium-sized essary, most chamberlains can read lain mediates the effects of The Gift

The Covenant Rolls


The covenant rolls are the re- nection to the covenant lasting rolls as a personal diary as well as an
cords of the accounts from previous weeks (ArM5, page 84), and even accounts book. They are of potential
years, and are an invaluable aid to when the connection has expired, interest to an enemy, since the rolls
the chamberlain. He can consult they are a sympathetic connection might have all sorts of details about
the rolls of previous years to plan to the covenant with a bonus to the the covenant that could be exploit-
ahead for the coming season, and if Penetration Multiplier of +1. Like ed, such as a record of the building
they are of sufficient age, the rolls other encyclopedias, the rolls can be of secret passages, locations of vis
allow him to make predictions for used to look up specific facts about sources, and special requirements
the harvest. the covenant: make an Intelligence of the magi. It is quite possible that
The rolls serve as a summa for + Area Lore: Covenant roll with an the magi are totally unaware of the
the Profession: Chamberlain Ability, Ease Factor related to the obscurity existence of the covenant rolls, and
typically with a Quality of 6. The of the information sought. The char- may be horrified at the level of detail
Level starts at 2, but increases by 1 acter need not have the Area Lore: innocently added by chamberlains
for every two decades of the cov- Covenant Ability to make a research over the years.
enants existence. A character could, attempt, and receives a +1 bonus per
in theory, learn the whole job of a tractatus in the rolls.
chamberlain from reading the rolls Of course, not all covenants STORY SEED:
of an old covenant. The rolls are have an unbroken series of rolls, and UNDERCOVER ACCOUNTS
also usually a tractatus of Area Lore: not all past chamberlains may have The covenant rolls go miss-
Covenant, of Quality 6. However, if contributed material of equal value. ing, and the chamberlain places the
chamberlains have made a habit of There may be a gap where a cham- player characters in charge of find-
using the rolls as a diary, these trac- berlain was not able to read or write, ing them again. This must be done
tatus build into an encyclopedia of or scribed her records in a different without the magi discovering what
Area Lore: Covenant. Every decade, language or in a cipher. Furthermore, they are doing, since the rolls con-
a new volume is added to the en- some of the rolls of parchment may tain all sorts of embarrassing obser-
cyclopedia, and every five volumes have become lost, damaged, or sto- vations about the magi made by the
comprise a new tractatus of Quality len. The storyguide should deter- former (or current) chamberlain,
6 (for more on encyclopedias, see Art mine the effects that this has on the and perhaps even secrets about the
& Academe, page 27). A chamberlain Level and Quality of the rolls; in covenant itself. The location of the
cannot learn from the material he has general, rolls missing volumes have a missing rolls could be innocent (the
personally contributed to the cov- lower Level, whereas damaged rolls parchment-maker has scraped them
enant rolls, so gets no benefit from have a lower Quality. clean, not realizing their impor-
any level increases during his tenure. The rolls may also contain long- tance) or potentially damaging (an
If removed from the covenant, lost secrets about the covenant, as enemy agent has taken them).
the rolls constitute an Arcane Con- chamberlains occasionally use the

10
Grogs
and boosts the Prevailing Loyalty of
the covenfolk (Covenants, page 38, and The Autocrat
Chapter 4 of this book). However, the
chamberlain could just as easily poison Arae Flaviae combined the posi- autocrats are even allowed to com-
the minds of his staff against the magi, tion of chamberlain and steward into ment on matters brought before
and can reduce the Prevailing Loyalty a single role, called the autocrat. the council, although if the matter
instead of increasing it. Magi are usu- Many covenants since have followed is inconsequential to the covenants
their example. The role of autocrat structure or inhabitants, their opin-
ally careful to choose a trustworthy
is an important one; he is in com- ions might be ignored.
individual as their chamberlain, and to
mand of all the non-military coven- The liber gregis has a lot to say
keep him happy.
folk, and is therefore perhaps the about the role of the autocrat, all
The chamberlain often has to con- most influential member of the cov- of it positive. Rather than being
tend with the personal servants of the enant who is not a magus. Autocrats Beorhtrics words, these sections are
magi, who seek to reserve particular are occasionally permitted to attend generally believed to derive from
resources or services for their masters meetings of the covenants council, interpolations by the scribe, who re-
that are needed elsewhere. These per- and asked to provide reports. Some ported directly to the autocrat.
sonal servants often treat the chamber-
lain as an equal rather than a superior,
and in some covenants this is explic- and repair broken metal items. How- fully placed to maximize their use to the
itly permitted. This is a very good way ever, if he makes unique items for the covenant, as sources of information or
to alienate the chamberlain. magi, or crafts fine goods for sale, then remote assistance. A cautious covenant
he is classed as a specialist. Both are might have agents in the local bishops
craftsmen according to Covenants, and palace, among the staff of an important
Specialists may reduce the outgoings of the cov- nobleman, or even in a rival covenant.
enant, but the master craftsman claims The steward (see later) is usually re-
The specialists are those covenfolk the privileges of a specialist, whereas sponsible for coordinating the agency
who do not contribute to the day-to- the more menial workers are paid and of a covenant, although covenants with
day running of the covenant, or to its fed as servants. For example, a specialist large agencies often employ a factor to
defense. It is a catch-all category that craftsmen is an artisan, a master of his manage their agents. The factor is usu-
covers a wide range of skills, from mun- craft, and is in charge of a workshop in ally placed under the direct command
dane professions such as scout, hunts- which his journeymen and apprentices of the steward.
man, and merchant; through skilled are the covenants servants. Agents still need to be bought
professions such as scribe, trainer, and Many of the personal servants of with covenant build points like any
translator; to exotic professions such the magi (see earlier) would also fall other specialist, but they need not be
as animal trainer, alchemist, and bard. into the specialist role, if they did included in the covenfolk roster when
Specialists are generally quite focused not apply their talents specifically in it comes to determining finances.
on a few key Abilities, and are retained the service of a single magus. Nev- Their salary is subsumed into the gen-
by the covenant because they are good ertheless, a personal servant might eral budget of the covenant, unless the
at their jobs. Individuals who are good command the same salary, food, and covenant maintains an unusual num-
all-rounders, or skilled in multiple ar- accommodation privileges as a spe- ber of agents. Rules for recruiting and
eas of expertise, are usually companion cialist, and cost the same in terms of using agents are to be found in Houses
characters. Because of the enhanced covenant finances (Covenants, page 63). of Hermes: Societates, pages 140144.
capacities they offer a covenant above
and beyond its normal business, spe-
cialists are bought with covenant build
AGENTS THE STEWARD
points (ArM5, page 72).
Craftsmen often straddle the line Agents are specialists who, rather The steward is an appointed officer
between servants and specialists with than working within the covenant itself of the covenant charged with seeing to
respect to how they fit into the cov- or in its immediate vicinity, are to be the needs of the specialists. This role
enants hierarchy. A smith who works found further afield. An agent could be differs from that of the chamberlain
for the covenant is considered a servant as simple as a merchant or craftsman in that the steward is not normally in
if his daily labor is to make tools for the maintaining a business in a nearby city. charge of the specialists, but he is ul-
covenant, sharpen agricultural tools, However, most agents have been care- timately responsible for ensuring that

11
Grogs
they perform the job for which they by specialist craftsmen. In most cov- steward is governed by the Profession:
are employed. The steward therefore enants, the role of steward is not sub- Steward Ability, and they often have
makes sure that an artisan has the raw ordinate to the specialists (although the Leadership Ability in addition.
materials that he needs, that the animal he himself may be treated as one); A good steward ameliorates the
trainer has sufficient cages, and that he must marshal the resources of the effects that The Gift has on the cov-
the forester has arrows made for him specialists so that they provide the ser- enants specialists by ensuring that the
by the covenants fletcher. He also ar- vices demanded by the magi, and he is magi are aware of the contributions of
ranges purchasers for the goods made responsible for discipline. The role of their skilled covenfolk, and suggesting

Troop Types
Those who perform military ser- metal scale and armed with CAVALRY
vice, either as conscripts or as volun- long swords or maces, and round
teers, are usually trained so that they shields. The heavy infantry usu- Heavy Cavalry: The preeminent
can serve in certain military units, ally composes the greater part of military force in the 13th cen-
rather than given an overall educa- an army; cavalry units can only tury, knights are employed as
tion in many different weapons and be overcome with weight of shock troops at the beginning of
Martial Abilities. The most common numbers or with missile fire. combat. Lances are used for the
troop types in Mythic Europe are de- Javeliners: Where longbows are not initial charge, and the knights
scribed in this insert. employed, the javelin is the prin- then switch to long swords,
ciple missile unit. Javeliners are maces, or mace-and-chain.
occasionally skirmish units, but Chain mail is almost ubiqui-
INFANTRY are usually combined with stan- tous. Further from the heartland
dard infantry. of Mythic Europe, conscripted
Archers: The English longbowman
Mounted Infantry: These are units heavy cavalry troops are em-
is a comparatively new troop
that ride to battle and then dis- ployed in the Byzantine armies
type and still used principally in
mount to fight; this tactic does (the famed kataphractoi), and by
a defensive configuration. Archer
not risk valuable horses, and the Bulgarians, Lithuanians, and
units armed with short bows are
lends superior mobility to the Russians.
occasionally used in warfare, but
otherwise slow-maneuvering Light Cavalry: Deployed principal-
the short bow is considered prin-
heavy infantry. ly in scouting, communication,
cipally a hunting weapon. The
Pikemen: These troops employ the and reconnaissance roles, and to
Saracens have employed archer
long spear in a hedgehog for- join battle with enemy recon-
units since the first Crusades, and
mation of densely-packed men. naissance units. Light cavalry
Western armies are beginning to
These troops are commonly ur- use swift horses and light armor,
copy them.
ban militia or peasant levies, but and usually carry spears or long
Crossbowmen: Lacking the accu-
the Scots, the Flemish, the Swabi- swords. Occasionally, they carry
racy and shooting rate of the
ans, and the Bavarians specialize missile weapons.
longbow, but more powerful and
in this unit type. The length of Lancers: More lightly armored than
requiring less training, crossbow-
the weapon prevents men-at-arms the heavy cavalry, yet armed with
men are deployed with javelin-
from engaging, and can effective- long spears and used to support
ers and archers, and also used to
ly break up a cavalry charge. infantry in the absence of other
protect the command staff. The
Skirmishers: Light infantry armed cavalry units.
Genoese crossbowmen are fa-
with javelins, slings, short Mounted Archers: Employed in Ro-
mous as mercenaries throughout
swords, or spears, and some- man times but since then have
Mythic Europe. Rules for cross-
times light shields. Skirmisher lost favor; however, mounted ar-
bows can be found in Covenants
units are lightly armored to pro- chers are common in the east of
and Lords of Men.
vide battlefield mobility, and are Mythic Europe.
Heavy Infantry: The basic foot-sol-
usually used to harry the enemy
dier, clad in the heaviest armor
from the flanks or defend the
that can be afforded usually
heavy infantry.

12
Grogs
occasional rewards or singling out par-
ticular individuals for praise (Covenants,
page 38). Much like the chamberlain,
a poorly-treated or overworked stew-
ard may have the reverse effect, caus-
ing the covenfolks reaction to The
Gift be heightened, and encourage
disloyalty and rebellion.
Rivalry between the steward and
the chamberlain is quite common.
Some covenants explicitly place the
chamberlain as a specialist under the
command of the steward, whereas oth-
ers make them equals. Both branches
of the covenants covenfolk perform
important functions, but each branch
chief elevates the importance of his
staff over that of the other branch.
This rivalry can seethe beneath the
surface for many generations of coven-
folk, while the magi remain blissfully
ignorant of it, since it rarely impinges
on their sphere of interest. The Orga-
nization section later in this chapter
presents some ideas as to how such
rivalries can generate stories. Many
covenants avoid this potential rivalry
through an autocrat who plays both of Hermes, magi are not permitted to army cannot be effectively lead by
roles (see insert). provide feudal service to local lords in a committee. Of the three executive
terms of manpower; and yet it cannot officers of a covenant (chamberlain,
have escaped the attention of the local steward, and captain), the turb cap-
Soldiers nobility that the scholars on the hill tain is the most likely to be a com-
have a standing army. They might in- panion character. Even though the
The soldiers are those grogs terpret this as a threat or an opportuni- captain may be too skilled with his
whose duty is to defend the cov- ty to fulfill their own feudal obligations weapon to fight in a trained group
enant and its members from physical to their liege without risking their own with his men, his leadership and
threats. Combat-capable companions men in a war. Indeed, some covenants tactical knowledge are invaluable. A
are rarely considered to be soldiers; may even hire out their soldiers to the turb captain is provisioned as a spe-
they are more likely to act as heroes nobility as a source of income. Every cialist at least, and may be treated as
and champions than as common foot- saga needs to consider the attitude of a companion character even if he is
soldiers. Furthermore, soldiers need the mundane powers toward magi em- designed as a grog, in recognition of
to train together and have roughly ploying soldiers; some ideas for this in- his importance to the covenant.
equal Combat Totals to fight effec- teraction can be found in Lords of Men.
tively as a trained group; companion
characters are either too busy to at-
UNIT SERGEANTS
tend drill practice or too skilled (or
THE TURB CAPTAIN
both) to take part. It is unusual for The captain often selects sergeants
a covenant to have no soldiers The turb captain is the leader of to command smaller units of the turb.
Mythic Europe is a sufficiently dan- all the soldiers at a covenant. Only This is particularly important if the
gerous place that even the most paci- covenants with very unusual organi- soldiers consist of specialized troops,
fistic magi need protection. zation structures do not have a single such as cavalry, archers, or infantry.
Due to the restrictions of the Code leader for all their warriors, since an In these cases, one sergeant is placed

13
Grogs
enants often reward their particularly
Accelerated Group Training loyal or heroic soldiers with an inter-
mediate rank between the common
Any group can learn to fight to- Virtues, such as Inspirational, may soldiers and the sergeants, roughly
gether by spending a season prac- provide a bonus if the storyguide equivalent to corporal. The name used
ticing together. A good leader can sees fit; the Difficult Underlings varies from covenant to covenant; the
shorten this training time, either Flaw most likely provides a penalty. liber gregis suggests decurio or decu-
in an emergency (to prepare for
rion, the leader of 10 men in the Ro-
an upcoming adventure or battle), TRAINING TIME EASE FACTOR
man army. This rank is represented by
or in order to train more than one Two Months 6
the Custos Social Status Virtue. The
group in a single season. These Six Weeks 9
rules were first printed in Lords of One Month 12 Custos is usually offered a double ra-
Men, Chapter 9. Fortnight 15 tion of wine or ale each day, and an
One Week 18 improved pension when he retires
SHORTEN TRAINING TIME: from the covenants service; in addi-
Stress die + Communication The characters being trained tion, custodes are often promoted to
+ Leadership gain experience only at the end of sergeant before their military career
the season; there is no experience ends. Large turbs usually require a rig-
The Ease Factor depends on the
point bonus for participating in id hierarchy to maintain discipline; see
amount of training time available. If
this accelerated training. When the Military Hierarchy, later.
the roll fails, then the group cannot
training period is complete, they Depending on their organization,
become a trained group until the
end of the season. If it botches, then can function as a trained group (see soldiers may retain the temporary
the seasons training is wasted. Some ArM5, page 173). ranks and roles granted on missions
(see Chapter 4), although it is more
usual that these roles are kept fluid,
in charge of each unit of troops. Ser- their duty watches are through the and are for expeditions only. Never-
geants are usually selected based on day when they can train the off-duty theless, a decurio often fulfills the Op-
their demonstrated loyalty and dedi- soldiers. A drill sergeant is only asked tio role, and a sergeant is often chosen
cation to the covenant, in addition to to be on duty during the night to fill in for the Dux role, making these ranks
having the Leadership Ability. Ser- a gap in the schedule. semi-permanent.
geants are rewarded by being treated Most drill sergeants are older
as specialists with respect to wages, grogs, those who have substantial ex-
food, and accommodation. perience in battle. Their prime Abili-

THE DRILL SERGEANT


ties other than Martial Abilities are
Leadership and, particularly, Teach- Organization of
In addition to unit sergeants, most
ing. Leadership is useful to accelerate
the groups training (see insert) and
to maintain discipline. Drill sergeants
Covenant Grogs
covenants also have a drill sergeant, benefit from good Communication, The organization of grogs in a
whose principal role is to train the and their Martial Abilities need to be covenant may have been arranged
grogs to fight as a trained group. This higher than those of the soldiers they when the covenant was founded and
involves providing a season of teach- are teaching. Like other sergeants, the reorganized deliberately as the cov-
ing in a Martial Ability (usually Single drill sergeant is accounted as a spe- enant grew in size, or it may have de-
Weapon) over the course of each year. cialist, although he remains under the veloped organically over its history.
The drill sergeant is also responsible command of the turb captain. This section presents a few concepts
for maintaining order in the turb, and around which a covenant organization
administering punishments as war- can be built. Naturally it is possible to
ranted. He may be responsible for
OTHER MILITARY RANKS mix-and-match; for example, a cov-
inflicting punishment on other coven- enants soldiers might be organized in
folk, such as servants, specialists, or Medium-sized turbs do not usually a hierarchical fashion, but its servants
even apprentices. Drill sergeants fol- need any other ranks beyond the cap- and specialists might be divided into
low a more regular duty pattern than tain and his sergeants, at least with re- nations. The manner in which the
most other soldiers (see Duty, later); spect to organization. However, cov- grogs are organized can be an impor-

14
Grogs
tant determiner of the mood and feel nate reeve in each village, who is tributing wealth to the poor, and
of a covenant, and the troupe should responsible for the direct oversight hiring temporary staff.
put a bit of thought into which system of the daily work of the villeins. The usher is in charge of the mas-
they prefer. The verderer, or forest warden, ters chamber. Under him are the
maintains the hunting preserve of porter, who keeps the keys to the
the household. He is often in con- household, the servants of the
Hierarchy trol of the huntsmen. chamber, the laundresses, and
The chief buyer is responsible for the barber.
A hierarchical organization of a acquiring goods and services need-
covenants grogs is perhaps the most ed by the household. The marshal is the leader of the
commonly found. It is the least work The auditor keeps the accounts re- household knights or men-at-arms.
for the magi, as they have a small num- lating to the income of the land. He is also in charge of the horses and
ber of officials reporting to them, who The cook is in charge of preparing needs of the stables. In some house-
then marshal their subordinates to and cooking all food for the house- holds, he is considered subordinate to
complete the tasks at hand. The two hold. Under him are the saucier, the steward, but in most covenants us-
most significant hierarchical models the baker, the poulterer, and any ing this model, this is not true.
adopted are those of the noble house- number of other kitchen menials.
hold and the military. The butler is the wine steward, The mesnie are the household
and responsible for supplying the knights of the lord, who form his
household with food. Under him bodyguard. These knights are re-
A NOBLE HOUSEHOLD are the pantrymen and brewers. sponsible for training the squires
and pages.
Covenants who employ a large The chamberlain (or treasurer, or The men-at-arms are the lords
number of servants and specialists wardrober) is the chief clerical officer, personal fighting force, and are the
often adopt an organizational struc- and is occasionally a subordinate of equivalent of the turb.
ture that mimics that of the noble the steward. The wardrobe is a special The smith, farriers, and ostlers care
household. This is a natural model to room where valuables are kept, and for the horses of the household.
adopt, since examples of how well it serves as the nobles treasury. The carters also fall under the
functions can be found throughout purview of the marshal, since he
Mythic Europe. However, the level The clerk of the offices is the is responsible for all the house-
of complexity is only really needed if chamberlains deputy, and the holds horses.
the covenant is a large one, or is mas- chief scribe. Messengers may be hired on at a
querading as a lord of the manor. At its The chaplain is the households daily rate, or else employed directly.
most basic level this organization ap- personal priest. His first duty is to
proximates the norm for covenants the households master, but he oc- Underneath these servants with
perhaps due to the influence of the liber casionally hears confession for the named jobs is a great mass of scullions,
gregis since the three chief officials servants as well. grooms, boy attendants, and helpers.
in a noble household are the steward, The almoner is responsible for dis- More information on the disposition
the chamberlain, and the marshal.
The steward (or seneschal) is in
control of the lords lands and the
keep, and is often a knight. The stew-
Story Seed: Tough at the Top
ard sometimes has an under-steward A grog character has recently in a moment of weakness turned to
called the steward of the household, been promoted to a higher rank, a witch to secure his revenge. The
or fills this role himself in smaller and he is still finding his feet. His grog is now under a curse which,
households. Any miscellaneous spe- biggest problem is not the new whether real or imagined, is blamed
cialists, such as craftsmen employed responsibilities; but instead his for the misfortune that dogs every
directly by the household, fall under friends now part of his com- step he makes. The grog may need
the stewards purview. mand and his rival for the posi- his friends to help him get the curse
tion. The latter is eaten with jealou- lifted and expose the malfeasance
The bailiff is in control of the sy toward the player character, and of his rival.
lords manors. He has a subordi-

15
Grogs
of a noble household is given in Lords (the quincurion), is the basic unit. A decuria Trait specific to the nation as well as to
of Men. is made of two manus, with the leader of one the covenant.
manus, the decurion, superior to the other.
Up to 10 decuriae make up the centuria,
MILITARY HIERARCHY commanded by a centurion.
FAMILY GROUPS

Rather than dividing the covenfolk The most natural nations form
by role, a covenant can take a more Nations around familial bonds. Old covenants,
military approach. In this organiza- in particular, have covenfolk who were
tional system, the covenfolk are divid- Another method of organizing born in the covenant and have served
ed into squads, each of which consists grogs is by nation. A nation of grogs the magi all their lives. These families
of soldiers and their auxiliary staff. consists of servants, specialists, and can stretch back generations, each one
An army in Mythic Europe is largely soldiers possibly even companions tracing its ancestry back to one of the
free of intermediate ranks. The mar- and magi. The identifying feature of a original servants of the covenant, or
shal is in charge of his lords house- nation is that it cuts across roles. Ones even one of the magi. Alternatively,
hold troops, including the knights and nation may be determined by a num- a covenant might, at its foundation,
men-at-arms. If his lord goes to war, ber of methods. Sometimes new mem- have incorporated folk from the lo-
the marshal takes charge of the men- bers are assigned at random, either by cal area who were already strongly
at-arms, while the lord commands lot or in order to fill gaps in the ranks. divided along family lines. It is usual
the knights; otherwise, he leads the Otherwise, a recruit might join the for a woman to join her husbands fam-
knights himself (in lieu of the tenant- nation of the person (magus or other- ily when they marry, but this is not al-
in-chief, thus the later rank lieuten- wise) who inducted him into covenant ways the case: in Irish clan structures,
ant) and appoints a captain to com- life. Alternatively, the nations them- for example, the man may join the
mand the men-at-arms. selves might decide, holding an auc- womans family.
This model is appropriate for mil- tion or contest whenever new recruits Family-based nations usually have
itary-minded covenants, but not nec- join the covenant, perhaps having re- a clear leader, who is often the eldest
essarily only them. In a similar way cruits be members of no nation until living member of that family, although
to dividing covenfolk into nations sufficient numbers of unplaced grogs some have a council of elders, or an
(see later), this structure can fill a role are accrued. Finally, recruits could be elected head, or a clear line of succes-
where, for example, the covenant is born to a nation, either as the child of sion. Families often share distinctive
divided over several geographically a grog, or a member of a specific eth- physical features or character traits,
separate sites. The difference to the nic group. and may even inherit particular pat-
system of nations is that, in a military Nation-level organizations are terns of warping.
hierarchy, each squad is not indepen- common in covenants where magi are Exempli gratia: When founded, a cov-
dent of each other. relatively independent of each other. enant employed four brothers, who all went on
Exempli gratia: Traditional covenants like Each nation might be dedicated to the to have prodigiously-sized families. Three of
to follow the early Roman model, where the service of a single magus, or led by a these families still persist (the fourth has since
manus (hand, singular and plural), com- companion instead. Members of na- perished), called Rufus, Flavus, and Fuscus,
prised of a squad of four men plus their leader tions often have a Loyalty Personality since the families tend to be red-headed, blond,
and brown-haired, respectively.

Story Seed: Family Business ETHNIC GROUPS


At the deathbed of a family the demons appetites, but to secure
member, the grog characters dis- help from the rest of the covenant, The student bodies of some uni-
cover that their family hides a they must betray the darkest secret versities in Mythic Europe are divided
dark secret. One of their ancestors of their family, condemning them into nations, with each nation respon-
pledged his soul to a demon, along to unbearable shame and dishonor. sible for the conduct and protection
with one soul from every subse- And how will the magi react if they of each of its members (Art & Academe,
quent generation. The player grogs discover that they have diabolic page 94). These nations are usually
are among the eligible members for covenfolk? loose geographical groups; the closest
ethnic groups are well represented,

16
Grogs
whereas more distant students are
lumped into much wider categories. Story Seed: Lack of Guild Funds
Some covenants, particularly ones
that straddle borders or have been The leader of a soldiers guild is takes, the guild leader is open to
formed from the merging of two or either incompetent or corrupt, and outside contractors, and when ap-
more turbs with distinct racial identi- as a result, the guild has insufficient proached by a mysterious stranger
ties, use this structure. funds to subcontract other coven- who seems to ask for very little in
folk for the basic needs of his guild, return, he is eager to employ him.
Exempli gratia: A covenant on the bor-
such as repairing clothes and armor. This stranger could be a faerie, de-
der between France and Spain might have
The soldiers begin to look shabby, mon, or spy from another covenant
the nations of Castellan, Occitan, Fran-
and their equipment is of substan- seeking to worm his way in to the
cian, and German, based on the native lan- dard quality. Keen to hide his mis- covenant.
guage of the members. The German nation
takes anyone who doesnt speak Spanish,
Occitan, or French. dent nations, governed as their master dictates. (Covenants, page 19) can be bought if
Exempli gratia: A covenant in the Holy There is also a nation answerable only to the this situation is desirable.
Land might have been founded as a joint ven- council of magi, which provides, supports, and
ture between Hermetic magi and non-Hermetic protects the ferry service linking the islands.
wizards. It therefore has two nations: Oc-
PROFESSIONAL GUILDS
cidens, consisting of the Western covenfolk
who accompanied the Hermetic magi; and al- Guilds Clearly a good model for covenant
Mashriq, consisting of the Arabic covenfolk organization is the craft guilds, service
who serve their eastern masters. An alternative to nations is guilds; guilds, and merchant guilds that are
that is, organizing the grogs by their becoming more widespread in Mythic
function. Many covenants simply di- Europe in the 13th century. Once con-
DIVIDED BY LOCATION vide their covenants into servants, fined to big cities, guilds can now be
specialists, and soldiers, and consider found almost anywhere, at least in the
Nations may also form where a these three guilds sufficient and West, and they regulate the quality
covenant is split over several geo- often they are. However, the larger of the goods produced by their mem-
graphically separated sites, or has de- covenants get, the more need there is bers. A guild consists of all craftsmen
liberate spatial separation of its turb. to divide the grogs into smaller guilds that use the same or a group of closely
There may be some separation of with more defined functions. A cov- allied Craft or Profession Abilities.
function in these nations; the nation enant that has more than one source However, at a covenant, a guild might
that lives offshore probably has more of income often institutes guilds as a exist for each Martial Ability, or per-
sailors and fishermen than the nation means to organize collecting the rev- haps even for select groups of Arcane
that occupies the nearby hills, but enue and conducting the necessary or Supernatural Abilities. The guild
both nations need their own special- business that keeps the income sourc- provides incomes for the destitute and
ists, soldiers, and servants. es operational. disabled, pays for the funeral services
Exempli gratia: A covenant occupying an There is also a tendency for grogs of deceased members, holds its own
isolated fort high on a mountain has the na- to self-organize. If there are a lot of religious ceremonies, and sometimes
tions of Castellum, Moenia, Montes, and Sil- craftsmen, then they tend to band even provides schooling for their
va. The Castellum grogs live in and defend the together to mimic the guild structure members children.
fort, the Moenia nation guards the outer walls, of the outer world. If the covenant At the head of a guild is the dean,
the Montes patrol the tundra above the treeline, uses light cavalry as an elite unit, then elected by the guild members from
and the Silva grogs hunt in the woods below these individuals may not want to frat- among their number. The dean is sup-
the treeline. Each nation consists of servants, ernize with common foot soldiers. ported by the aldermen (guild offi-
specialists, and soldiers with skills appropriate Note that the division of grogs cials), who police the guild, ensure the
to the habitat in which they dwell. into guilds does not necessarily mean quality of the work, and enforce the
Exempli gratia: A covenant occupies a literal guilds; that is, a political unit guild rules. Below the aldermen are the
number of small islands on a lake. None of the that can arrange simultaneous with- senior masters and masters. A master
islands is big enough to support sancta for all drawal of services in order to coerce has sufficient skill to run his own shop,
of the magi, so each island is home to a single better conditions for their masters. and has the right to attend meetings at
magus, and the staff he needs form indepen- However, the Guild Covenant Hook the guildhall and have a say in the run-

17
Grogs
ning of the guild. Senior masters have
been masters for ten or more years, Story Seed: The Guild Contest
and may run more than one workshop,
which can prove very lucrative. Each Every three years, the guilds of a of physical and mental trials set by
master might have one or two journey- covenant hold a contest that deter- the magi, and for as long as anyone
men and several apprentices, who form mines the precedence of the guilds. can remember, one particular guild
the lowest rungs of the guild ladder. The leader of the winning guild be- has won. This year, however, an-
comes the steward for the next three other guild has a chance, thanks to
More information about guilds can be
years, and his guild is accorded a secret weapon the player grogs.
found in Chapter 3 of City & Guild.
many petty privileges: they are seat- They have either acquired some
The difference between a profes-
ed first for dinner and receive bet- magical item that will assist the guild
sional guild and other forms of gover- ter bread and cleaner salt; they have in winning, or else have good rela-
nance is that the guild exists because first pick of new tools; they get the tions with the magi who might be
its members want it. They have an quarters farthest from the pig-sties; persuaded to help. Naturally, the in-
expectation of advancement through and so forth. Suffice to say, it is a se- cumbent guild does not sit idly and
the guilds ranks, and to one day have rious business. permit their rivals to gain the upper
a say in how it is run. A guild might be The contest consists of a series hand and break their hegemony.
a more familiar system for players who
are used to concepts of social mobil-
ity and providing benefits for the hard provide the infantry, and are also responsible riors, and select their own sergeants and cap-
workers, although this is an anachro- for guarding the residences of the magi. The tains. The covenant grants the captain a lump
nism for much of Mythic Europe out- Golden Hawks are archers, and man the gate sum each year, which is distributed among the
side of the professional guilds. and walls of the covenant. The Green Horses soldiers as wages, with some kept in reserve for
Exempli gratia: A covenant has three are a cavalry unit, and maintain all the cov- funeral expenses, rewards, and so forth. Each
guilds of soldiers: the Red Lions, the Golden enants stables, not just their own. These guilds captain is in charge of the discipline of its own
Hawks, and the Green Horses. The Red Lions are permitted to train their own junior war- men. Each guild must subcontract the coven-
folk for any services, such as care of the sick
and injured, or repair of armor or weapons.
Exempli gratia: A large covenant has seven
guilds named after their patron saints. The
Guild of St. Peter consists of the bakers, cob-
blers, and masons of the covenant; the Guild
of St. Luke consists of the glassmakers, physi-
cians, and bookbinders; and the Guild of St.
Matthew contains the personal guards of the
magi, their servants, and the senior staff. The
Guild of St. James supports the cavalry, labor-
ers, and tanners; the Guild of St. Michael con-
tains the soldiers, sailors, and merchants; and
the Guild of St. George contains the archers,
armorers, and farmers. Finally, the Guild of
St. Andrew cares for the fishermen and all the
unmarried women (once they marry, they join
their husbands guild; if they are widowed, they
return to St. Andrews patronage).

MONASTERY

A monastery is designed along a


guild structure. Unlike the clear hier-
archy of the noble household, the ab-
bot of a monastery designates officials

18
Grogs
to manage each aspect of the daily life among their covenfolk. This is usually a strong leader, and while they might have
of the monastery. These officials are only possible for very small numbers rivalries with other clans in the region, they
then responsible for meeting the mon- of covenfolk; without some sort of or- also have several alliances. Every member of
asterys needs in their department, and ganization, important tasks are likely the covenant knows his place, and is trained in
can requisition manpower and financ- to be forgotten or neglected. In fact, if the roles to which he is best suited by an older
es as needed. This is a good model for left to their own devices with no for- relative. The clan has even produced one Gifted
a small covenant, where staff need not mal organization imposed upon them, child, of whom they are inordinately fond, and
be permanently designated as a cook covenfolk usually seek some sort of who is now apprenticed to one of the masters.
or a chambermaid, but instead take on structure by themselves; it is natural
such roles as requested. for humans to seek social order.
The abbot is the secular and spiri- If the covenfolk form a strong
tual leader of a monastery. He appoints
various senior obedentiaries to care
cohesive group, they can all work
together toward the common good The Life
for different departments, so the ter-
rar is in charge of the estate, the cel-
larer in charge of food, the bursar in
without needing a formal social struc-
ture. This is not to say that everyone
does not know who is in charge, but
of a Grog
charge of money, and so forth. Rather there are fewer differences between Living at a covenant usually offers
than having a staff or workforce as- servant, soldier, and specialist since better prospects than most peasants
signed to each, these positions permit everyone lends a hand in each task. or townsfolk can otherwise expect.
their holder to request the assistance Exempli gratia: Members of a single fam- They have a job for life, so long as
of the other monks in the completion ily supply nine-tenths of a covenants work- they prove useful. Food is provided
of their tasks. For more information on force. The MacKars are an ancient clan with communally, and the buildings are
the internal structure of monasteries,
see The Church, Chapter 4.
Exempli gratia: The covenfolk of a small Rivalries and Tension
covenant have been divided into four guilds,
one serving each of the four magi (the mag- Any sort of social structure valries; it is common for the captain
istri). The prefect works for the magister can lead to rivalries among the to think himself more important
militaris, and is tasked with maintaining the covenfolk. One nation may have than either, and he uses the armed
covenants soldiers in a battle-ready state. The deep-seated prejudices against an- men under his control to enforce
cellarer works for the magister aedificius other (perhaps arising from racial this point.
and is in charge of the covenants mundane or cultural incompatibilities), or a
guild might consider its tasks more
resources: its money, food, and consumables. MINOR RESIDENTS HOOK:
important than those of the other
The sacrist works for the magister flaminis
guilds, and seek an improved status WARRING COVENFOLK
and is responsible for the magical resources of
for its members. The covenfolk are divided into
the covenant: the laboratories, the library and In addition to tension between
scriptorium, and gathering the vis. The herald at least two factions, who cannot
groups of covenfolk, there can also see eye-to-eye, and this rivalry has
works for the magister legatus, and deals be tension between prominent in-
with all outside relations with other covenants gone beyond petty annoyances to a
dividuals. If the covenfolk are split situation where it can occasionally
and with the local dignitaries. None of the into families, there may be a long-
grogs are permanently assigned to any of the interrupt the smooth running of the
standing feud between the leaders covenant. The magi are either un-
four magi, but if vis needs to be collected, the of two families; or there could be a
sacrist pulls together a team of the most appro- willing or unable to resolve what-
power struggle within the turb over ever started the conflict, although
priate grogs and sends them off on a mission. who deserves to be captain, once their attempts might also lead to
At harvest time, the cellarer gathers most of the the present incumbent has retired. A stories. This is not the same as ei-
available personnel to bring in the wheat. common rivalry occurs between the ther the Divided Loyalty or Rebel-
steward and the chamberlain over lious Covenfolk Hooks (Covenants,
precedence; many stewards believe page 19); the different factions of
No Formal Structure that they should be the superior of covenfolk can be equally loyal (or
the chamberlain. The turb captain disloyal!) to the magi.
Some covenants have never in- need not be excluded from such ri-
stituted any sort of structure at all

19
Grogs
maintained at the covenants expense.
Watch Patterns Covenfolk can expect the soldiers and
masters of a covenant to protect them
It is sometimes necessary to know what patrols certain members of the from the usual perils of life, such as
turb are assigned to at any one time. The following charts should help; bandits, marauding armies, plague and
randomly determine what patrol (night or day) and watch (first to fourth) pestilence, and natural disasters such
a character is in, then cross-reference the time to determine the type of as flood and fire. Furthermore, it is
duty. You may instead wish to divide all soldiers into watches ahead of time,
likely that ones children will also have
so that when an event occurs, you can randomly determine which of the
a job for life, should they want it, and
watches is on duty, letting you know which grogs have to deal with that
a pension is provided in ones dotage.
event first.
The biggest downside is living in close
proximity to magi, not only because of
SINGLE DUTY their dubious reputation, but also due
to all the bizarre phenomena that they
The grogs are divided into four watches. The day and night patrols vary tend to attract. This section deals with
as to when they take their off-duty and free shifts. One-quarter of the cov- some of the day-to-day issues faced by
enants fighting force is combat ready at any time, and another three-eighths grogs at a covenant.
can be mobilized quickly; the rest are asleep. The section on duties applies
mostly to soldiers, rather than servants
SHIFT 1ST WATCH 2ND WATCH 3RD WATCH 4TH WATCH or specialists. However, the serving
(NIGHT/DAY) (NIGHT/DAY) (NIGHT/DAY) (NIGHT/DAY) staff tend to follow similar watch pat-
Eventide Duty Off / Free Off / Free Off / Free terns to the soldiers, since they must
Nighttide Off / Free Duty Off / Free Off / Free provide food for the soldiers when
Midnight Off / Free Off / Free Duty Off / Free their watches are complete, and they
must arrange their cleaning schedules
Foredawn Off / Free Off / Free Off / Free Duty
around their duties. The remaining
Morntide Duty Free / Off Free / Off Free / Off part of this section applies equally to
Forenoon Free / Off Duty Free / Off Free / Off all grogs what they do on their free
Afternoon Free / Off Free / Off Duty Free / Off time, how they are rewarded and pun-
Foredusk Free / Off Free / Off Free / Off Duty ished, and what the covenant provides
for them in terms of accommodation
and pension.
DOUBLE DUTY
The grogs are divided into two double-watches; as before, the day and
night patrols have different assignments when not on duty. One half of the
Duties
covenants grogs is combat ready, and another quarter can quickly support
A soldiers time is divided into
them; the remaining quarter is asleep.
three periods: duty (or watch duty),
off-duty, and free time. He actively
SHIFT 1ST AND 2ND 3RD AND 4TH guards the covenant when on duty,
WATCHES (NIGHT/DAY) WATCHES (NIGHT/DAY)
does other jobs around the covenant
Eventide Duty Off / Free when off duty, and has self-governed
Nighttide Duty Off / Free time to himself (usually reserved for
Midnight Off / Free Duty sleeping) when free. The turb is usu-
Foredawn Off / Free Duty ally divided into two patrols (the day
and night patrols), of roughly equal
Morntide Duty Free / Off size. Both patrols pull a duty during
Forenoon Duty Free / Off the day and the night, but the day
Afternoon Free / Off Duty patrol has its off-duty during the day
Foredusk Free / Off Duty and sleeps at night, whereas the night
patrol sleeps during the day and has
its off-duty during the night. The two

20
Grogs
patrols swap duties periodically, so Times of watches are approximate, wall, the bailey, and so forth and
that the day patrol becomes the night based on the height of the sun during he must be aware of anything unusual
patrol and vice versa. This typically the day, and the rising of the moon that he sees or hears. Of course, at a
occurs every one to three months. or stars at night. On overcast nights, covenant, unusual has a different
A patrol may be split further into watch durations are even more ap- connotation than it does elsewhere;
different areas of the covenant, so that proximate, and are usually estimated he may be on the lookout for a faerie
each patrol might consist of a wall pa- from the time it takes for a log the di- infiltration, invisible thieves creeping
trol, a gate patrol, a keep patrol, and so ameter of a mans arm to burn: approx- in, anything up to and including a full-
forth. However, an individual might imately one hour. During the day, the on assault by a dragon!
not perform the same service in each sergeant on watch is responsible for A grog on watch duty is not per-
of his duties: on one duty, he might be determining shift changes; at night, mitted to eat, or drink undiluted wine
on wall guard, and on his next duty, this is left to the grogs on duty. or ale. He is usually permitted a small
he may be patrolling the tower or the Each patrol is divided into four fire, unless ordered otherwise. He
forest. The liber gregis suggests that a watches. In normal sentry duty, a pa- must remain in his armor at all times,
minimum of two grogs constitute each trol spends one watch on duty, then and must keep at least one hand on
sub-patrol if possible. three watches off-duty. It then spends his weapon. His purpose is to remain
The turb captain is responsible another watch on duty, and the next alert and aware of any potential dan-
for keeping track of the duties and three watches are free time. The first gers, and, depending on his station,
patrols, but a sergeant usually issues watch of each patrol is assigned the to patrol across his designated area. If
orders and assignments to the men. eventide watch as their duty watch, he hears or sees anything suspicious,
The grogs mess hall usually has a peg followed by three watches free (if the he should first alert the other grogs of
board, letting a grog know where and day patrol) or three watches off-duty his duty, then the duty sergeant. Ob-
when, and with whom, he is on duty. (if the night patrol). The two second viously, he should raise the alarm for
Each column on the board indicates a watches take the nighttide watch as any immediate threats.
different patrol, and a grog finds his their duty watch, the third watches Characters can regain Short-
mark on the side of the board and commence with the midnight watch, Term Fatigue while on duty or off-
reads across to discover what patrol and the fourth watches commence duty. Normal sentry duties do not
hes been assigned. with the foredawn watch. The pat- incur the loss of Long-Term Fatigue,
tern then repeats itself starting at the as long as they are maintained in a
morntide watch. In double duty, a pa- regular fashion. If a grogs sleeping
THE WATCHES trol spends two watches on duty, then time is interrupted, or he chooses to
two off-duty, then two on duty, then spend it carousing or gambling with
The liber gregis sets out the expect- has two free watches. The first and his comrades, then he loses a Long-
ed pattern of sentry duty, both on second watches of both patrols start Term Fatigue level which can be re-
expedition and while stationed at the duty with the eventide watch, then gained from normal sleep when he is
covenant, and the system it adopts is are relieved by the third and fourth next permitted.
broadly based on the Roman model. watches at midnight. It may be important to determine
The 24 hours of the day are divided whether a grog can remain awake dur-
into eight watches of three hours ing his duty watches. This involves a
each: four day watches and four Sentry Duty Stamina + Concentration roll; failure
night watches. indicates that the character is dozing
One of the most important and or asleep. It is not necessary to roll
WATCH COMMENCES most onerous duties of a soldier is to for every grog on every duty only
Eventide, 1st night watch 6 pm stand guard over the covenant. This if something happens during a shift is
Nighttide, 2nd night watch 9 pm duty generally consists of standing this absolutely necessary but the
Midnight, 3rd night watch Midnight out in the elements, trying to remain storyguide should ask for occasional
alert while absolutely nothing hap- rolls anyway, to keep the players on
Foredawn, 4th night watch 3 am
pens. This tedium is punctuated every their toes! Characters who are asleep
Morntide, 1st day watch 6 am few months or years by brief moments have a 9 penalty to any Awareness
Forenoon, 2nd day watch 9 am of excitement and violence. While on rolls. A character who is woken up
Afternoon, 3rd day watch Noon sentry duty, a grogs patrol is assigned suddenly, in addition to still suffering
Foredusk, 4th day watch 3 pm an area the gate, a section of the from any Fatigue loss, has a 1 penalty

21
Grogs
to all actions for a number of rounds or they sleep uninterrupted for at least least their under-armor padding if
equal to (6 Stamina). ten hours. possible. For some tasks, like drilling,
wearing armor is mandatory.
REMAIN AWAKE ON DUTY: In common with most of Mythic
Stamina + Concentration DOUBLE DUTY FATIGUE ROLLS: Europe, two hot meals are provided
+ simple die Stamina + simple die each day: dinner is the larger meal and
versus Ease Factor 3 is served midway through the fore-
EASE FACTOR: 3 (single duty); + number of double duties noon watch, and supper is served at
6 (double duty); +3 for night time the end of the foredusk watch. Grogs
on off-duty gather in the mess hall af-
PENALTY TO AWARENESS DUTIES FOR SPECIALISTS ter taking bowls of food to those on
FOR BEING ASLEEP: 9 AND SERVANTS duty. At other times, the ability for
a grog to get hot food depends very
TIME TO RECOVER FROM The working day of most special- much on their personal relationship
BEING WOKEN UP: ists in the covenant is from forenoon with the servants. However, a daily
6 Stamina rounds until eventide (approximately 8 a.m. ration of bread, cheese, and ale is pro-
to 8 p.m.). If they are entitled to food vided to each grog.
provided by the covenant, they eat af- If a grog is off-duty during the
DOUBLE DUTY ter the soldiers at dawn and dusk, and daylight hours, then he is usually oc-
with them at noon. Other than that, cupied on the drill ground with the
Double duty is ordered when they toil under their own recogni- other off-duty shifts. The drill ser-
trouble is expected; grogs work lon- zance, or under the command of their geant puts them through their paces,
ger shifts, and more of them are active workshop master or the steward. improving their general fitness and
at a time. When on double duty, the Servants need to fit their duties providing Teaching in Martial Abili-
turb is divided into two duties, and around the other inhabitants of the ties. Grogs must drill together regu-
a grog is on watch for two watches, covenant, but tend to keep similar larly if they are to be able to fight as a
with two watches off-duty. As before, hours to the specialists. Kitchen staff trained group.
sleep is permitted after two active du- rise earlier since breakfast needs to be Not all of a characters off-duty
ties. If possible, it is arranged so that cooked and bread prepared for the time is occupied with drills, however.
half of each duty is asleep and half is whole day. There is usually someone A soldier is expected to take care of
resting. So, if four grogs are on sentry in the kitchen at all times, even if it his arms, armor, and kit. He must clean
duty, two take the first duty while one is just a scullion stoking the fires un- the armor and make repairs, sharpen
sleeps and the other is off-duty. After der the ovens and guarding the stores any edged weapons, and smooth out
two watches, the duties switch; one against hungry soldiers coming off a nicks and dents. Any repairs he cannot
of those who has just been on duty watch. Chambermaids must often be perform himself must be seen to by
sleeps, while the other remains awake. opportunistic about when they can the covenants weapon-smith. Grogs
In this pattern, there are always three- gain access to the magis quarters to may also be assigned to work crews:
quarters of the grogs awake at any one clean, and become experts at slipping assisting the teamsters in unloading
time, and half of them are alert, armed, in and out without being noticed. provisions; cleaning the latrines; and,
and ready for trouble. during the autumn, helping with the
Double duty is tiring, and cannot harvest. Furthermore, if a magus needs
be maintained for extended periods. Off Duty an errand boy or a test subject, the ser-
At dusk, make Fatigue rolls for every geant assigns an off-duty grog. If he
grog. The Ease Factor is three, but in- A grog off-duty is not necessar- gets time to himself with all this go-
creases by one for every double duty ily free to do what he wishes, it just ing on, a grog can put in some Practice
watch endured since the characters means he does not have to patrol the with a particular Ability.
last normal duty (thus it increases by covenant. Off-duty time is usually A grog whose off-duty watch is
two every day). Failure results in the welcomed by the grogs as a relief from during the night has an easier time of
loss of one Long Term Fatigue level. the tedium of being on watch. Off- it. He is usually left to catch up with
Characters on double duty cannot duty grogs may divest themselves of some sleep (as long as he remains in
regain Long-Term Fatigue levels until their armor if it restricts them in their minimal armor), and may be able to
they change to a normal shift pattern, tasks, but are encouraged to wear at entice his buddies into an illicit dice

22
Grogs
game, as long as the sergeant doesnt
catch them.
To specialists and servants, off-
duty is much the same as free time.
Servants work a particularly long
day, and tend to sleep when not on
duty; specialists usually have more
energy to join the soldiers in their
leisure pursuits.

Free Time
Free time is precious to all grogs;
it is when they sleep. A grogs daily
routine is physically and mentally
demanding, and, as mentioned ear-
lier, a grog who does not sleep in his
free time suffers a Long Term Fatigue
level until he manages to sleep for at
least two continuous watches. Strict-
ly speaking, grogs are not permitted
to sleep at any other time, but many
manage to sneak a nap, at the risk of
getting caught by the sergeant.
Grogs do not have to sleep in
their free time; they may choose to
spend it how they like. If they want good behavior, initiative, and uncom- best bread available), fresh meat, or a
to drink their wine or ale ration rath- mon bravery. A maga who commends double ration of wine or ale. This im-
er than save it for the meals, they a grog to the turb captain, steward, or provement in rations might last a day,
may do so in their free time, but only chamberlain does not usually concern a month, a season, or a year, depend-
in the watch immediately after they herself with the nature of the reward, ing on the magnitude of the rewarded
come off duty. Being drunk on duty and rarely bestows it herself. Instead, behavior. A grog spending a year on
is grounds for punishment. Grogs of- the official himself determines an improved rations receives a 1 im-
ten gamble with each other during appropriate remuneration, and an- provement to his Living Conditions
their free time, either on dice or coin nounces the reward in front of the Modifier when making aging rolls. A
games, on tests of skill such as quoits, rest of the turb. However, magi do grog receiving one of the other re-
or on dog fights or cock fights. Final- not always recognize the importance wards listed here often also receives
ly, a grog assigned punishment duties to turb discipline of maintaining a improved rations as well.
(see later) must perform them in his chain of command, and sometimes
free time. hand out ad hoc rewards.
PAY AND A HALF

IMPROVED RATIONS
Rewards Monetary rewards to grogs are not
that useful; they have little opportu-
A grogs life might seem a hard The fare of a grog is usually pretty nity to spend hard coin. Neverthe-
one, but he is recompensed with plain, so a simple and effective way less, grogs sometimes hoard what coin
food, accommodation, and a promise of rewarding a grog for a well-done they can with a particular purpose in
of a pension in his old age. Compared job is to give him a one-off or tempo- mind: perhaps a favor for his love, or
to the life of a serf, grogs have it easy. rary elevation in his provender. Typi- a superior weapon. Pay and a Half can
Nevertheless, it is good for morale if cal improvements in rations include a last for a season or more, or it might
the covenant is seen to reward skill, private cellar of salt, wastel bread (the be permanent.

23
Grogs
IMPROVED EQUIPMENT is also important that the covenfolk folk to become more hostile toward
know that the covenant is prepared to them. Punishment is not usually in-
Covenants often gather superior inflict these punishments, so they are flicted by a magus, and using magic is
arms and armor, either scavenged from handed out in public before the rest of specifically advised against due to the
the battlefield, received as gifts, or the covenant. These punishments are danger of alienating the covenfolk.
left behind by former companions or applied to all covenfolk, not just the The punishments of the liber gregis
grogs. They might also acquire tools soldiers, although it is rare for one of are listed later, in order of severity.
of superior quality from former coven- the servants to have the opportunity The crimes for which they are in-
folk or from outside the covenant. to commit an offense that warrants a flicted have been purposefully omit-
This equipment is often given out as severe penalty. One individual, often ted; every covenant places different
rewards. This is a little backhanded, the drill sergeant, is usually respon- importance on infractions, and it is
since the covenant is rewarding a grog sible for inflicting the punishments on impossible to generalize. Most cov-
by making him more efficient at what all of the covenfolk. This presents the enants do not have a definitive list of
they pay him to do, but most grogs do covenant as a coherent body of law to crimes and their associated punish-
not complain. This equipment might its inhabitants. ments (although some do); those with
be Expensive rather than Standard Corporal punishments are nor- access to the liber gregis assigns punitive
cost, or it might be particularly well- mally reserved for poor discipline. A action based on the type of crime and
crafted and provide actual bonuses grog who is insolent, disobedient, or its severity.
(see City & Guild, pages 6771). In rare insubordinate is subjected to physical
circumstances, a grog might be grant- punishment appropriate to the crime.
ed a lesser enchantment or even an in- These sorts of punishments are short,
CASTIGATION
vested item, although this usually re- sharp shocks that are over with as soon
quires great heroism to provoke such a as the wounds heal. Punishments in- This is the lowest level of punish-
gift. All gifts are permanent, but a grog volving the withholding of privileges ment, consisting of a single blow to
who is demoted as a punishment must are usually applied for failure in a duty, the face, hand, or thigh with a rod.
usually surrender any such equipment and the degree of failure determines The drill sergeant usually carries such
in addition to any other punishment. the severity of the punishment. This a rod specifically for this purpose (tra-
does not mean that, every time a mis- ditionally made from the virile organ
sion fails, the grogs are punished; only of a bull), and the punishment is usu-
PROMOTION IN RANK if it fails because of their actions or in- ally applied immediately.
actions is discipline applied. These pu-
The highest reward offered by nitive measures are usually long term,
most covenants is a promotion. A or even permanent. The two types of
RELEGATION TO INFERIOR DUTIES
standard grog can be promoted to cus- punishment are often combined: for
tos, and a custos may be promoted to example, if insubordination leads to Every covenant has duties that are
sergeant, or the equivalent for servants failure in a mission. considered to be the most unpleasant
and specialists. They may even aspire Punishment, if inflicted in an ap- of all; these are usually drawn by lot,
to be captain, chamberlain, or steward propriate manner for clear reasons, but are occasionally assigned as pun-
one day. Increased rank has several does not usually result in a loss of Pre- ishment. Typically, emptying the la-
privileges better food, better ac- vailing Loyalty (see Covenants, page 36, trine pits is the worst of all jobs, but at
commodation, better pay, and often a and Chapter 4), even if the majority of a covenant, worse jobs can doubtless
better pension. the covenfolk do not agree with the be found feeding Master Hygwalds
punishment. Naturally, it is appropri- familiar, removing the rotting corpses
ate for the punished individual to suf- from Master Lucass laboratory, or ac-
Punishments fer a reduction in personal Loyalty, companying Master Orsinio on a mis-
but this may only be temporary, and sion to the Black Bog of Doom.
The liber gregis devotes a whole if the punishment is correctly applied,
chapter to punishments, but it is clear then the overall effect may actually
that Beorhtric was a just captain and be an increase in loyalty. However, if
REDUCTION OF RATIONS
only used these punishments when punishment is frequent, inconsistent,
warranted. Without punishments, or disproportionate to the infraction, Grogs usually receive basic but
discipline cannot be maintained. It then the magi can expect the coven- nutritious fare of good grain, occa-

24
Grogs
sional meat or fish, and a daily ration a Heavy Wound. If the short whip is Accommodation
of ale or wine. The threat of being re- used, 2 wounds of each type are in-
duced to barley (rather than wheat), flicted. The punished grog is permit- Grogs usually have a section of
having the meat ration removed, and/ ted just one week to recover from his the covenant set aside for them. This
or the ale exchanged for small beer lashes (just one day if ten or fewer are is usually divided into servants quar-
(or worse, milk!) for a month is a inflicted); if he cannot work after this ters, soldiers quarters, and specialists
good incentive to avoid bad behavior. time has elapsed (which is likely if he quarters, more for practical reasons
A character who spends one or more received more than ten lashes), then than anything else. Soldiers in par-
season a year on reduced rations suf- his pay is docked for the time he takes ticular, with irregular watch duties,
fers a +1 penalty to his Living Con- to recover. can easily disturb the sleep of oth-
ditions Modifier; if he is on reduced ers. These quarters usually consist of
rations for three or four seasons, the a large room; each grog is assigned
penalty is +2.
DISMISSAL a bunk and a chest in which to keep
personal belongings. Custodes and
Being dismissed from the service of higher ranks occasionally have pri-
FLOGGING a covenant is a step rarely taken light- vate rooms, or at least bunks further
ly. Covenants value their privacy, and from the drafts and closer to the fire.
This punishment usually takes dismissing a grog from a steady job Married covenfolk often have a sepa-
place in front of the entire covenant; is likely to leave that individual har- rate room.
the offender takes one, five, or ten boring a great deal of resentment that There is usually a single mess hall
blows to the back from a strap. 1, 2, could be used against the covenant. set aside for all grogs to eat together,
or 3 Light Wounds are inflicted by Of course, magi have ways of securing but because of watch patterns not ev-
this punishment, and the offender silence, from simple threats and sham eryone eats at the same time.
takes 1, 3, or 5 long term Fatigue lev- curses, to more direct magical mea-
els as well. sures, such as mutilation of the tongue
and modification of the memory. Families
REDUCTION IN RANK It would be a very unusual cove-
FUSTUARIUM nant that didnt actively encourage its
Rank has its privileges: the wages covenfolk to get married. It is the duty
are higher, the ration of food is better, The most extreme punishment of all Christian men to marry, and
and the accommodation is superior. suggested by the liber gregis is for the have children; and it is certainly useful
Furthermore, rank has implications for malefactor to be beaten to death with to the covenant to raise the next gen-
ones pension once one is too old to clubs or stones. This form of justice is eration of covenfolk. After all, being
serve the covenant (see later). Reduc- often meted out by the rest of the turb, exposed to The Gift at an early age
tion in rank is permanent; all grogs who wear blindfolds. This is so that means that, by the time adolescence is
have the capacity to re-earn the rank the character who inflicts the death reached, the child will have grown ac-
they once held, but a captain will be blow cannot be identified, absolving customed to the adverse effects of the
reluctant to promote someone who him from any personal responsibility, magis presence.
has lost his rank through punishment. and instead leaving the whole group Because of a general reluctance
accountable for the death sentence. to bring outsiders into the closed
Very few covenants actually have the community of a covenant, matches
WHIPPING legal right to order the death of their between the covenfolk are encour-
men, so this group responsibility can aged. Describing the courtship and
Much more brutal than simple be important if the death becomes eventual marriage of a favored grog
flogging, miscreants are sentenced to known in the wider community. How- is an excellent way to add depth to
a number of lashes (usually a multiple ever, since many grogs are misfits or these characters, and have the play-
of 10), made with either the long whip outcasts, their death often goes un- ers invest deeply in the sense of com-
or the short whip, with the latter be- noticed and unremarked. Beorhtric munity that their covenant should
ing the more severe punishment. 10 writes that he has only ever heard of engender.
lashes inflicts a Light Wound, 30 lash- this punishment being applied once,
es a Medium Wound, and 50 lashes and never ordered it himself.

25
Grogs
RETIREMENT covenants move retired grogs to a the prerogative of the professional
secondary location where they can soldier, and many covenants have ex-
As a grog gets old, and decrepitude live out their final years in peace, but tended this right to all of their grogs.
sinks its inescapable claws into him, others prefer to keep them around to Pensions are usually half to three-
there might come a time when the act as babysitters, sources of informa- quarters of their former pay. Cov-
troop decides to retire him. Old grogs tion or training, and perhaps to still enants occasionally charge rent for
are valued by magi because they are ply a trade if it does not impose stren- the accommodation of their retired
usually exceptionally competent and uous demands. members (and thus avoid having to
less likely to react badly to The Gift, pay them any pension), but still pro-
and yet as a character ages, he may be vide food free of charge.
inclined toward lighter duties. The de-
PENSIONS A widow is normally granted the
cision to retire often comes suddenly, pension that would have been owed
after a serious aging crisis that leaves A grogs pension is one of the en- her deceased husband. In any case,
the character crippled or weakened. ticements that keeps a grog at the the widow of a grog is usually cared
Assuming that a covenant cares covenant. Few professions allow their for by the other grogs who worked
for its retired members, the grog is members to continue to draw a wage with her husband.
still counted as a member of the cov- after their working life has ended,
enant as far as its finances go. Some but ever since Rome, this has been

26
Chapter Three

Grogs Alone
Troupe styles vary greatly. Some
may use grogs purely as supporting Switching Storyguides
cast, and focus the action only on
the magi and companions. Other sa- Grog stories are perfect op- fere with the alpha storyguides
gas detail the background and life of portunities to introduce guest sto- plots or make major alterations to
each grog in detail, and their person- ryguides, or give a beta storyguide the covenant. In the case of a beta
alities are as complex as those of any a turn in the chair (ArM5, page storyguide, grog stories could form
other character. Most troupes tend 220). Since grog adventures by a series of interconnected stories
to fall somewhere between these two their very nature do not involve running parallel to the alpha sto-
extremes. Whatever the style of play, magi, they cannot usually inter- ryguides schemes.
stories that only involve grog charac-
ters can be very rewarding. they often concentrate on where the
This chapter is all about grog-only
Showcasing action is. They are important people,
stories. First, it presents some ideas Grog stories are an excellent way after all, and have little time to get
for why grog-only stories might be to introduce features of medieval life involved in the minutiae of peasant
desirable, with some story seeds illus- to a troupe. When magi are involved, life. In any case, there are many de-
trating this type of adventure. Next,
it discusses the planning of grog sto-
ries, with some typical genres that one
might employ, and some consideration
of important elements of such stories
why the magi are not around, de-
signing your antagonist for non-mag-
ical opponents, and so forth. Finally,
it describes some saga concepts that
involve only grog characters.

Themes for
Grog Stories
This section describes some themes
that illustrate why you might want to
run some all-grog stories rather than
more standard stories for Ars Magica
Fifth Edition involving magi and com-
panions. These stories can be woven
into a normal saga, or played out as
part of a grog-only saga.

27
Grogs
staging a grog adventure. Naturally,
Story Seeds: Showcasing the object of the story is the duty
itself, but this time out the mission
INNOCENT OR GUILTY? nature of the crime, trial by ordeal does not go smoothly, and the grogs
might be ordered. are forced to adapt to the changing
A grog is accused of a crime by a
circumstances.
freeman. He could be innocent but
framed, or he could be inadvertently A NOBLE HUNT
guilty while soldiers might not
think twice about killing those who
A noble friend of the magi in- Plot Staging,
vites them on a hunt, and they
molest their masters, this is still a
bring their grogs along for the Development,
crime. The grog is ordered to attend
court to answer for his crimes, and
event. Hunting in Mythic Europe is and Exposition
a popular past time filled with ritual
should probably consult a lawyer.
and tradition. Hunts are organized Related to the previous two con-
He must then cope with the intrica-
by the nobility, but the common cepts, a grog story is a good way to
cies of Mythic Europes legal system,
man takes part, as trackers, hunts- feed information to the players in a
which is often less about proving
men, and so forth. Of course, when subtle manner. Rather than tell them
guilt or innocence, and more about
the hounds pick up the scent of the that they hear rumors of a bandit
testing the justice of a law. Depend-
Great White Stag, the hunt can be- group in the region, the storyguide
ing on the sagas location and the
come a lot more interesting
can have the grogs encounter them on
the way back from a routine duty. The
leader of these bandits may prove to
mands on the time of the magus: he making alliances with supernatu- be significant in a later story, but the
must prepare a case for the next tri- ral entities, and so forth. However, grogs already have a past history with
bunal; attend a meeting of the cov- once the initial adventure has been some of the bandits, which enriches
enants council, where the business of had, the process of harvesting the the experience for all.
the count will be debated; review the vis source, or exchanging favors In addition to using grogs to set up
work that the illuminator did on his with the dragon, or whatever, tends a future story, they can also be used
new summa; and that fool apprentice to fade into the mundane routine of to advance a current plot. If the magi
cannot be relied upon to keep the the covenant. It falls to the grogs to need some research done, they need
contents of the copper cauldron on a fulfill these duties. Occasionally it is not do it themselves send out the
rolling boil worth reminding the players what is grogs to canvass the town for rumors,
In grog-only adventures, the story involved in such routine duties by or search the library for clues. Any
can be taken at a more leisurely pace.
A grog might actually be interested in
judging the prize cow at the county Story Seeds: Routine Duties
fair, acting as a juror (or witness) at
a local trial, or attending the May LOST SHEEP rampage right after they have left
Day celebrations at his home village. the region.
When a storyguide has been doing The grogs sent to gather vis
some research into a facet of the day- are confronted by a horde of an-
gry peasants. It seems that the STOLEN VIS
to-day life of the Middle Ages and
wants to share it with the troupe, a last couple of times that the grogs
The grogs have traveled a great
grog adventure is a great way of do- have passed this way, sheep have
distance to gather the vis from a
ing this. gone missing immediately after;
distant source, only to discover
this time the villagers have been
that it has already been harvested.
expecting the strangers, and have
There are signs that the perpetra-
lain in wait for them. It seems that,
Routine Duties on each visit to the vis source, the
tors of the theft might still be in the
area, so the loyal grogs are tempted
grogs disturb some sort of super-
Many standard stories in Ars to investigate rather than return
natural creature, which goes on a
Magica Fifth Edition involve the empty handed.
magi discovering a new vis source,

28
Grogs
time that the magi entrust a task to
their subordinates, making this into a Story Seeds: Staging
story has greater potential than sim-
ply reporting back the information FLASHBACK they need, but they can also plan
that is learned. The characters learn their approach using the grogs per-
The magi have been plagued by sonal experience of the region. The
the information, but also get an ap-
a major foe, such as a dragon, and grogs may have even accidentally
preciation of what is needed to gain
after several incidents decide to do discovered the dragons weakness,
that information.
something about it. They need to although they didnt recognize it as
know where the dragon lives, which such at the time.
might occasion an (Area) Lore roll
Light Relief from one of the grogs who grew
up in the region. Instead of simply FORESHADOWING
After several sessions of intense ac- telling the players that information,
tion, a grog adventure that bears no The grogs are tasked with finding
the storyguide instead runs a short
relation to the current story can pro- someone in the local town who can
flashback story to a time before
vide valuable light relief for a troupe. make gold jewelry. While they search
the grog joined the covenant. He
In such stories, the players need not for such an individual, they come
was exploring the woods with some
usually worry about the politics of the across an old woman who is worried
of his boyhood friends (some of the
Order, the correct magical approach, because her grandson has gone miss-
other grogs) when one of them fell
ing. This event is entirely tangential
or even (in some cases) the conse- into a sinkhole. It becomes clear
to finding a goldsmith, but the grand-
quences of their actions. over the course of this story that this
son is an important seed for a later
Light relief stories need not be was the entrance to the dragons lair,
story; by introducing him to the char-
comical, but comedy can play an although the grogs saw no evidence
acters now, they are more likely to get
important role in a saga. Those play- of the beast at the time. Not only
involved in the later story.
ers who dont want to trivialize their do the magi get the information
magus or companion can have great
fun using their grog in a humorous
encounter with Freddie the Fart Fa- of consequences. Light relief should History Intervenes
erie. Be aware that this might not be not be part of a continuing story,
to everyones tastes, however! The or deliver important information to Bound as they are by the Code of
important feature of a light relief the characters, but instead should be Hermes, magi remain passive observ-
story is not cheap laughs, but a lack self-contained. ers to most events of mundane history.
However, such events need not go un-
remarked in a saga. Grog adventures
Story Seeds: Light Relief can provide a historical backdrop, and
allow players to experience history
A FAERIE TRICK try to disentangle who is respon- directly. Perhaps grogs are concerned
sible for stealing their goods. about rescuing their families from the
A faerie decides to play a trick path of an advancing army. Maybe
on a village, and everyone wakes they are in a city on a routine mission
up one morning looking like Si- OVERINDULGENCE when a food riot starts. For a more
mon the Basket-Weaver. While hands-on approach, grogs could make
The grogs attend a May Day cel-
they struggle with the confusion or even alter history. Many his-
ebration at the local village, which
this brings, several enterprising vil- torical figures die in mishaps, riots, or
involves a great deal of food and
lagers decide to perform petty acts mysterious circumstances, and an in-
drink. When they wake up, they are
of mischief and revenge on one ventive storyguide can find a way to
stranded far from the village, and
another, since this is a day without involve the grogs. Still more notables
someone has stolen their clothes.
consequence no one can be sure escape death through the deft work
They must find their way back to
who did what. The grogs might be
the covenant, and avoid being seen of a physician, through sheer luck, or
passing through and be affected by
by the village priest who is calling through the beneficence of strangers;
the curse, or they might be left to
everyone to church. once again, grogs could play a role
here without implicating the covenant

29
Grogs
through their actions.
If you permit your players close Story Seeds: Epic Battles
proximity with real history, you must
be prepared for things to not go the In the early 13th century, there is venal barons. The reconquista is on-
way you anticipate. You should come much to be had in the way of epic going on the Spanish peninsula, and
to a decision whether you want the battles. In addition to the Fifth Cru- there is still an Arabic state in Sic-
player characters to be able to make sade, there is the Livonian Crusade ily. As well as these large-scale wars,
against the Baltic states, and the Al- there are numerous smaller conflicts
major changes to history, and whether
bigensian Crusade against the Pro- between kings and their vassals.
the significant events of Mythic Eu-
rope need to match those of the real
world. Some troupes are comfortable
with the fact that, while the history of stories to intersect with history will the affairs of mundanes. Neverthe-
Mythic Europe has paralleled that of probably result in less disruption than less, a covenant can easily find itself
historical Europe at least as far as the stories involving magi, so grog-only caught up in local politics; Mythic
13th century, it may not necessarily stories may be the safest kind. Europe in the 13th century is a time
continue in that vein. Other troupes of political upheaval, and military
prefer to retain history as a backdrop clashes between neighboring pow-
rather than a story element. Make sure Epic Battles ers are frequent (if not actually com-
you know where your players opin- mon). Furthermore, most covenants
ions lay before messing with the river The Order of Hermes is specifi- have a force of fighting men, which
of time. In any case, allowing grog cally forbidden from interfering with has probably come to the notice
of the local nobility, who prefer to
maintain a monopoly over profes-
Story Seeds: History sional soldiers.
Even if a covenant avoids being
LONG LIVE THE KING? plots. All this could occur without caught up in wars among mundanes,
the knowledge of the magi. they may still find themselves in-
In 1223, King Louis VIII is
volved in mass warfare, with them-
crowned King of France. He had
THE FIFTH CRUSADE selves as either the victim or the ag-
formerly been crowned King of
gressor. Once the magi have prepared
England after he invaded on the
The Fifth Crusade is in full swing the ground, using their magic to for-
death of King John; after eighteen
in 1220. As an opening to a saga, this tify their men, spy on the enemy, and
months of fighting he was driven
Crusade presents a dramatic back- snipe at the opposing forces, most of
out, and the Treaty of Lambeth
drop to life as a grog. The two-year the hard work is still done with sword
forced him to agree that he was
siege of Damietta has just ended, and shield. Magi can have a quite lim-
never a legitimate king of England.
and the crusaders are now fighting ited role to play once battle is joined,
Understandably, Louis VIII was
over secular and religious authority and the larger the force, the less im-
unpopular in English circles, and
in the port. Francis of Assisi arrived pact they have.
throughout his reign he harassed
late last year, and has been preach- A grog story revolving around the
Angevin territories in France, fought
ing to the sultan; it is thought that covenants actions in a battle is a good
with the Count of Champagne, ar-
he is now visiting Palestine but his way of summarizing the course of the
ranged the excommunication of the
whereabouts are unknown. The
Count of Toulouse and declared a war as a whole. The role of grogs in
Crusade is about to march on Cairo.
crusade against the southern bar- these stories should be limited to
The players could begin with grog
ons. He dies in 1226, apparently of small-scale vignettes that highlight
characters who are men-at-arms
dysentery. There is a lot of potential the specifics of the battle, and perhaps
in the crusading force. They could
to get grogs bound up in the short can change its course; Lords of Men de-
meet up with the magi after a few
reign of this king. If the covenant is votes a chapter to the involvement
battles; perhaps they are trying to
pro-French then they might receive of player characters in mass warfare,
smuggle ancient artifacts from the
word of plots against the crown. An by focusing on the actions of small
Egyptian tombs before the crusaders
anti-French covenant might be con- squads of men as microcosms of the
arrive, or maybe the magi are pro-
spirators in (or instigators of) these days fighting.
viding support to the crusaders.

30
Grogs
Personal Stories
Last but not least, grog stories can
feature the achievement of an indi-
viduals or groups personal goals. This
can be as prosaic as detailing a grogs
courtship of his true love, or as melo-
dramatic as a quest by a blood broth-
erhood to exact revenge on the mon-
ster that slew their beloved leader.
Personal stories occasionally result in
changes to the character, in the form
of transformation (see Chapter 5), but
this should always be the focus of the
story, rather than incidental.

Planning
Grog Stories
In some cases, a grog story can af-
ford to be simpler in structure than
a story involving magi. The sheer
versatility of a Hermetic magus, and
the inventive uses to which magic can
be put can occasionally leave a sto-
ryguide stumped as to how to pitch a
challenge correctly. However, things
are much more straightforward with
a group of grogs, who have a much
more predictable skill set. This need
not make the stories any less excit-
Story Seeds: Personal Stories
ing, though. This section offers some
A FALLEN COMRADE CLAIM JUMPERS
general advice for planning grog sto-
ries once the theme has been chosen. The turb of grogs is determined A grogs father arrives at the cov-
Picking a genre is often a good start. to retrieve the body of a comrade enant and asks for help. His father is
Where is the focus of the story? Are slain on a distant task; because of the a freeman who has a farm some vil-
the grogs solving mysteries, or fight- constraints of the mission, they were lages over, but has been driven from
ing their way out of trouble? This forced to bury him far from home. his holding by an aggressive family
section goes on to discuss the sim- They have sought and received per- that seems to have a legitimate deed
ple structure of a story, and the ele- mission from the magi, and set out. over the land. The reeve refuses to
ments that should be considered at After overcoming various obstacles get involved; as far as hes concerned,
to get to the burial site, they discov- as long as the rent is paid, he has lit-
each stage. Realms of Power: Faerie has a
er that the makeshift grave is empty, tle interest in who pays it. The grog
whole chapter devoted to the telling so they must seek out the graverob- character must restore ownership
of faerie stories, and it is full of good bers. On the way home, they could and occupation of his family farm,
advice for constructing folkloric tales easily slip on to a faerie trod (Realms but first has to prove that the inter-
in general, in addition to stories that of Power: Faerie, page 17), since these lopers have no right and expose
specifically feature faeries. are commonly roads of the dead. the reeve as being in their pocket.

31
Grogs
Story Genres COMEDY Many parts of Mythic Europe
have a tradition similar to the
There are seven genres that lend Comedy has an incidental role in French poisson davril (literally,
themselves well to grog stories: Ac- many stories, but it can also be an in- April fish,). An individual is cho-
tion/Adventure, Comedy, Creature tentional element. Humor can be very sen by lot the methods vary by
Feature, Drama, Exploration, Horror, individual and idiosyncratic, and a locale and class and that per-
and Mystery. However, one should storyguide has a duty toward his play- son becomes the de facto ruler for
note that these broad genres are ers to pitch a comedic story appropri- a time. All men must obey the
not mutually exclusive, and a story ately so that it is enjoyed equally by poissons dictates, no matter how
can always switch genres midway the players and the storyguide. Not silly. The poisson may rule for
through to help keep the players on everyone appreciates the sophomoric a single day, or for longer (such
their toes. character of slapstick or toilet humor, as the 12 nights between Christ-
whereas others have difficulty with mas and Epiphany). A child or
subtly crafted irony. worse, a faerie elected poisson
ACTION/ADVENTURE Not all stories of the Comedy can wreak havoc, and the charac-
genre need to be Light Relief. Com- ters might be in charge of damage
This is the type of story with edy can highlight odd medieval cus- limitation, or else caught up in the
which most grogs feel at home. Ac- toms, deal with plot development, or caprices of the king for a day.
tion/Adventures usually feature com- cover personal developments in the A group of grogs are transformed
bat quite heavily, but this should not lives of grogs, just as straight stories into animals through an unknown
be all they contain. Chases, physical can. Furthermore, comedy can be agency, and they must make their
challenges, and a well-chosen bad dark as well as light, and stories of way back to the covenant to have
guy who employs unusual tactics all this genre can have serious or even the enchantment undone. On the
add to the fun. Stories based around fatal consequences. way, they experience the commu-
disasters can also make good grog Dont be tempted to use faeries nities and social structures of other
stories. Action stories are usually simply because you are planning a animals, and come to realize that
heavy on the doing and light on the comedy story. This has been an over- they are a parody of human society
thinking; dont get too bound up in used trope in previous editions of Ars as a whole.
complex plots. Magica, but the current edition has
Examples include: redefined the nature of faerie, and
whimsy is less of a feature of these
CREATURE FEATURE
A bandit moves into an area near creatures now. Nevertheless, there are
the family of one of the grogs. faeries who derive vitality from hu- Usually a subgenre of Action/Ad-
He is holding the children hos- man laughter, although the faerie itself venture, this type of story focuses on
tage to ensure the villagers com- is never laughing with the characters a specific opponent. The set-up of the
pliance, and to make them steal it is laughing at them, or it is being story is usually specifically geared to
from their neighbors to line his laughed at by them. give the antagonist the most advan-
pockets. Examples include: tages possible.
Grogs track down a villainous lord Examples include:
who tortured and killed their cap- The grogs are asked by a friend to
tain in a previous story. The magi help him woo his lady love. He has A basilisk has taken up residence
were unable to punish him be- an over-elaborate plan to elevate right on top of one of the cov-
cause of the Code, but they might himself above his rivals for her af- enants vis sources. This horrible
provide surreptitious help to the fections. The lady herself is selfish creature can only be defeated by
vengeful grogs. with an overbearing and disap- an Eagle of Virtue but the grogs
A fire in a town spreads quickly. proving mother, and her sister a must convince the noble bird to
The grogs must do their best to better match for the besotted grog nullify the basilisks deadly power
preserve their favorite establish- is deeply and hopelessly in love so that they can defeat it on more
ments, and help those trapped in with him. Add the jealous suitors equal terms.
burning houses. But who started into the mix, and you have all the A werewolf is terrorizing a vil-
the fire, and how? elements of a classic farce. lage. Everyone suspects the reclu-

32
Grogs
sive woodsman, but the grogs can denigrated minority), leaving the HORROR
provide him with a perfect alibi. grogs to struggle with their own
The lycanthrope must instead prejudices, as well as those of the Ars Magica Fifth Edition is a good
be one of the villagers, and the world around them. setting for horror stories. Mythic Eu-
characters have to trick him into A grog meets and falls in love with rope is rich in suitable opponents
revealing himself before he kills an unattainable individual. Perhaps ghosts, demons, werewolves,
them all. she is the daughter of a noblemen, vampires and abounds with suit-
A hedge witch has taken a par- and he just a stable boy. Or maybe ably creepy locations, such as haunt-
ticular dislike to one of the grogs he is a magus, and she is a sol- ed forests, abandoned castles, and
for real or imagined reasons. dier. The grog must contend with fog-shrouded moors. In addition to
Whenever he leaves the covenant the possibility that his beloved maintaining the atmosphere, the sto-
he risks being harried by her, so he has ulterior motives for returning ryguide should build tension through
decides to drum up a few friends his affections. This drama could inconclusive encounters until the
and sort her out. However, she is span several months or years until final confrontation. Horror stories
well-protected. She uses the local the two finally resolve their star- make extensive use of Personality
animals as her eyes and ears, and crossed love. Traits (particularly the Brave Trait),
has trapped the land around her and madness can be represented by
home with mundane and magical the temporary imposition of Per-
traps. She may have ensorcelled
EXPLORATION sonality Traits at high values that
one or more warriors to act as a govern the characters reactions to
bodyguard, or have more overtly These stories feature new experi- certain stimuli. Stories that are all
supernatural assistance. ences or take place in exotic locales, about fighting a monster rather than
and may be combined with action or running from it are creature features,
with drama. rather than horror.
DRAMA Examples include: Examples include:

Situations fraught with tension A grog was forced to leave his fa- An abandoned farmhouse has been
rather than action are the hallmark thers sword in the body of a faerie occupied by a particularly unpleas-
of a good dramatic story, and the cut- on a recent adventure; he wants ant faerie. It has become a test of
and-thrust of politics can be every bit it back. However, the faerie has manhood to spend a night in the
as exciting as battle for the right grog. become something else now and farmhouse and return with an item
Drama-based stories usually need a the sword has become integral from inside to prove it.
good plot to hold them together, since to that change. The grog and his The grogs are at the covenant,
the players dont have so many com- comrades must succeed in the but virtually everyone else is ab-
bats to distract them. challenges posed by the faerie to sent, including the magi. Strange
Examples include: regain the sword. things start to happen, including
The grogs are shipwrecked on a disappearances or even deaths. It
A wedding attended by the grogs is mysterious island, and the magi are soon becomes apparent that a de-
crashed by a band of courtly faer- nowhere to be found. The secret to mon is loose in the covenant. But
ies. The grogs must negotiate their escaping from this regio must be how did it get through the Aegis of
way through the obscure rules of somewhere on the island, but can the Hearth?
etiquette to find out why these fa- they find it alone? The grogs are hunting (perhaps
eries believe they have a claim on The grogs are required to deliver illegally), but they slowly realize
the bridegroom. a magical item to the king of the that instead they are the ones be-
A war has destroyed many fami- monkeys. When they step across ing hunted. They never see their
lies in the local area, and the the borders of his land, they find pursuer clearly, but are herded to-
grogs are approached to help themselves transformed into mon- ward the creatures lair where it is
bring some of the refugees to keys themselves. To complete best able to dispatch them or so
safety. What the grogs may not their mission, they must foil a plot it hopes.
know when they agree is that of the monkeys enemies, the ser-
the refugees are Jews (or another pent people.

33
Grogs
MYSTERY a Story Flaw. The storyguide can usu- getting involved. Some types of story
ally be sure that a certain set of com- are of more intrinsic interest to magi,
Mystery adventures rely less on panion or magi characters will take or involve the Story Flaws of the
combat and more on quick-wittedness part in any given adventure because main cast, but conventional stories
and sharp eyes. These stories can be it plays on one of their Story Flaws. in Ars Magica Fifth Edition are not
more fun without magi, who can often Since grogs cannot have Story Flaws, intended to feature grogs exclusively.
easily solve mysteries with magic. Be the storyguide must use other meth- The storyguide sometimes needs to
careful not to allow a mystery adven- ods for getting the characters involved provide some pretext as to why the
ture to devolve into a set of Perception in the stories. magi and companions are unavailable
+ Awareness rolls to spot clues. The most common method is sim- for these stories.
Examples include: ply handing down orders to the grogs. Example include:
They are, after all, the employees of
A disease is afflicting the grogs, a covenant, which they rely on for The magi are absent from the cov-
but it has no apparent cause and wages, homes, and food. However, it enant: perhaps they are at tribunal,
the physicians are baffled. Clues soon becomes a clichd way to start or visiting an ally, or fighting a
point toward a grog who died re- an adventure. Here are a few alternate dragon with the rest of the turb.
cently, but why would he have had ideas. Furthermore, some of the story The magi are at the covenant, but
a grudge against the covenant? themes mentioned earlier lend them- unable or unwilling to be distract-
The oblates at a local monastery selves to particular story seeds, as the ed. The grog story might be related
are going missing. Theyve been characters react to events imposed to the circumstance that prevents
trying to cover it up, but eventu- upon them. the magi from taking part. For ex-
ally a boy connected to one of Example include: ample, the casting of the Aegis of the
the covenfolk becomes a victim. Hearth leaves a window every year
Where are they going, and is the A mysterious lady dressed all in in which all the magi are occupied
monastery involved? green asks the grogs for help. for an hour or two.
The agent of the covenants mer- A character known to one of the The grogs are accompanying one
chant contact is found hanged in grogs calls in a favor he is owed. or more of the covenants appren-
a warehouse. He is discovered to The grog characters are ambushed tices on their first adventure be-
have been involved in the sale of on their way to a nearby town. yond the covenant gates.
stolen relics. But who murdered The grog characters are tricked The story initially presents itself
him the thieves, a rival, or a dis- into getting involved by a cun- as business normally assigned to
gruntled buyer? ning priest. grogs, such as vis collection.
The story is the personal business
of one or more grogs.
WHERE ARE THE MAGI?
The Beginning The grogs specifically want to ex-
clude the magi, knowing that they
The beginning of any grog story An important question to ask wont approve or consent to the
lacks a key ingredient that many sto- when planning a grog adventure is story. This could be a minor act of
ries for Ars Magica Fifth Edition have: why the magi or companions arent rebellion (visiting a bordello) or a
major one (disobeying orders not
to return for the dragons treasure).
The grogs are given the assignment
Sources of Inspiration by the magi. Perhaps the journey is
A storyguide should not be technology can substitute indistin- too long for them to bother with,
frightened of borrowing from mod- guishably for magic). Inspiration or too boring (apparently) to pique
ern films and TV series to construct can derive from all sorts of shows their interest.
stories. Such sources are usually and films. Just make sure that your Sometimes the magi choose not
pretty good for grog stories, since players are not too familiar with to come along when they really
their protagonists do not rely on your sources, or they might spot the should have. On occasion, a sto-
magic to get them out of a hole ei- plot even after you have reframed it ryguide presents a story seed too
ther (although sufficiently-advanced in a Mythic European setting! subtly for his players, and they
assign a group of grogs to check

34
Grogs
out the issue. This might end in
tragedy for the grogs if they are
outmatched against a supernatu-
ral opponent.
The grogs could be traitors to
the covenant, and actually work-
ing against it. This works best
with grogs who have not yet been
played they were always trai-
tors, but only now has the oppor-
tunity for treachery presented it-
self. However, known grogs could
be enchanted by hostile powers to
betray their masters.
The magi accompany the grogs,
but are separated from them in the
early phase of the story. The grogs
might be sent away by the magi
to get help, to explore, and so
forth or the separation might be
due to misadventure.
The magi cannot get involved be-
cause of the dictates of the Code of
Hermes. By sending grogs with no
magical aid, they hope to bypass
the tribunals wrath.

The Middle
The middle of any story should
have a gradual increase in tension
or action, or both, as the characters powerful that it is not possible for the Physical threats are not generally
build toward the climax that happens grogs to defeat it. an issue in a grog adventure; fighting
in the finale. The three basic ways of Events as antagonists usually fall is what most grogs have been trained
building tension in the middle phase into the undefeatable category. A for, and even if the magi had been
of a story are antagonists, clues, and plague or an outbreak of war could be present, they would not be involved
obstacles. an antagonist, as could a natural disas- in this part of the story anyhow. On
ter such as an avalanche or forest fire. the other hand, even weak supernatu-
In such cases, merely surviving might ral creatures can pose a major threat.
ANTAGONISTS be enough to satisfy the goals of the Grogs have no Magic Resistance at all,
story, but minimizing the loss of life and are almost certain to fall under the
Most stories have an antagonist, or rescuing valuable artifacts could be influence of any powers or spells that
which may be an event, a person or the source of drama instead. are thrown against them. For instance,
creature, or a place. It is the source of Antagonists that are personified in take the Terrifying Howl power of the
most of the significant obstacles that an individual are more familiar to most Magical Wolf (ArM5, page 193). This
the grogs will face, and many stories troupes. Stories designed for servants power has a Penetration Total of zero,
revolve around overcoming or defeat- and specialists rather than soldiers of- meaning that magi are only affected
ing the antagonist. This need not be ten have antagonists who attempt to in very unusual circumstances. How-
the case for all stories: the antagonist outwit, outmaneuver, or escape the ever, few grogs are going to be able
might be so vast that it must simply be characters while simultaneously pur- to achieve the Brave roll of Ease Fac-
weathered rather than defeated, or so suing their nefarious schemes. tor 12 to throw off its effects, and only

35
Grogs
a quarter of even the bravest grogs in Ability. Perception can be combined avoid them, and they must now over-
the band are likely to stay and fight with other Abilities equally easily: come him to win the day. A cunning
if the power is brought to bear. This with Folk Ken to spot lies; with Liv- antagonist chooses the location for
makes creatures like the magical wolf a ing Language to pick up the traces of the final showdown, and ensures that
very different challenge to an all-grog an odd accent; and with Ride to spot everything is in his favor; wise charac-
group. When grogs enter into fights, which horse has been lathered from a ters attempt to do the same. The result
a trained group can be devastatingly long ride. Information can be gained is usually a compromise between both
effective against even a tough foe, and directly from storyguide characters sides favored location, and allows the
they should not be given the opportu- by using various Social Abilities, from storyguide to tune the final showdown
nity to kill the antagonist before the fi- the characters own learning, or from according to how well that charac-
nale. Instead, a clever antagonist sends hunches supplied by Supernatural ters have performed until that point.
minions against a well-armed group, Abilities such as Premonitions. For example, if they have failed to
to wear them down and make them uncover the dragons weak spot, then
less of an opponent when the show- they might be given the upper hand
down inevitably occurs.
OBSTACLES in picking the location of the finale,
Locations can also be antagonists, allowing them to prepare the ground
if they are the source of the characters Clues advance a plot, whereas ob- with traps and snares that even the
obstacles. A challenging environment stacles hinder it. This catch-all cat- score somewhat.
such as a desert or an ice floe can be as egory consists of all the barriers that
deadly as a dragon even for hardy ad- the characters must overcome. These
venturer-types. Alternatively finding a might be literal obstacles in the form
MAGUS EX MACHINA
long-lost Roman fort, or the location of a mountain to be scaled, a river to be
of a mythical island, can provide chal- crossed, or a fortress to be breached, Sometimes, a story will end with
lenges for all sorts of grog characters. or metaphorical barriers such as earn- the magi sweeping in and saving the
ing the trust of the village, or finding day. This might have been the point
the right person to bribe. In general, of the adventure the grogs do all
CLUES obstacles should become greater chal- the hard work setting up the finale to
lenges to the characters as the story give the magi the best chance of suc-
With all-grog groups, there is no approaches its climax. cess or it may be entirely acciden-
need to worry about magi plucking an- tal or unexpected. This sort of end is a
swers from anothers mind, or bringing manner by which a happy ending can
other varieties of plot-solving magics The End be almost guaranteed, regardless of
to bear. Instead, a grog group is going how poorly the grog characters have
to be far more reliant on their Char- Stories can end in one of two ways: done, but it also robs them of a sense
acteristics and Abilities to pick up on a happy ending or a disastrous ending of achievement, and so should be used
clues, and this stresses the importance the original meanings of comedy rarely, unless the players really enjoy
of a varied group of characters for and tragedy, respectively. Some stories being the ones to ride to the rescue
grog-only adventures (see Picking are specifically intended to end well or when all seemed lost.
Your Team, Chapter 4). end poorly, regardless of the actions
A good piece of advice that ap- of the grog characters. This may seem
plies particularly to mystery stories, harsh, but if used sparingly, it rein-
ROCKS FALL, EVERYONE DIES
but also to stories in general make forces the idea that grogs are support
sure that there are at least three ways characters, rather than the main cast. An extreme form of tragedy, in
in which the characters can obtain this resolution, all the grogs die at the
any vital piece of information. It is end of the adventure. Perhaps they
too easy to stump players if they miss
THE SHOWDOWN have been sent up against a hopelessly
a clue, and with two back-ups, the powerful opponent, or maybe it was
chances are good that they will not The final showdown is what all the always a suicide mission. When the
miss it altogether. Make sure there preceding parts of the story have been grogs fail to return, the magi and com-
are plenty of different ways of getting leading to. In many situations, this panions may be sufficiently motivated
the information. It is too easy to allow is where they finally confront their to investigate themselves.
Awareness to become a Find Clue antagonist despite his best efforts to This end to an adventure generates

36
Grogs
a lot of pathos, and can be a shock- ing, or else be rewarded with them as will note that the Order of Hermes
ing and unexpected end to a story. It a mark of the magis favor. This equip- is not entirely absent from many of
is certainly not a tactic that should be ment might be simply unusual, or it these saga ideas. This is only to be ex-
overused, and it is a brave storyguide might be exceptionally well-crafted, pected; the Order is as much a part of
who uses it against a group of favored or even magical. City & Guild, page 69, Mythic Europe as the Church, the no-
grogs. However, this ending is an ex- has some simple rules for the game ef- bility, and the freemen and peasants.
cellent way to enforce the idea that the fects of particularly well-made pieces However, it is not intended in these
life of a grog can be brutal and short. of equipment. saga ideas that the players have ma-
gus characters; instead, the magi are
storyguide characters with whom the
REWARDS player characters interact.

Grogs earn experience points at All-Grog The ideas presented here need not
be exclusive of more traditional game
the same rate as any other character,
but rarely benefit from other rewards
of stories such as vis, hidden knowl-
Sagas play. Two sagas could easily be run
simultaneously, perhaps using alterna-
tive storyguides as described earlier.
edge, or magical items. A slap on the Troupes may be hesitant at run- One saga deals with the actions of the
back and a well done from a magus ning sagas that only involve grogs, magi, the other the consequences that
is little reward for putting ones life since the main focus of Ars Magica those actions have on the turb, the
on the line, and the storyguide should Fifth Edition is the Order of Hermes nearby town, village, or monastery, or
consider other less traditional forms and the magic it practices. However, so forth. Likewise, the reactions of the
of reward. For a start, grogs who are Mythic Europe is interesting enough grog part of the saga may have reper-
successful gradually come to be rec- on its own without having to involve cussions on the magi, and so on, back
ognized as dependable, competent, the Order. The interplay between su- and forth between the two story lines.
and even heroic, both at the covenant pernatural powers and mundane his-
and further afield. When a mission is tory is a compelling one, and some
successfully completed, a grog char- troupes are overwhelmed by the A Town Saga
acter should earn experience points in complexities of Hermetic magic or
a Reputation (ArM5, page 167) that politics, or are simply more interested Towns and cities need not sim-
represents the recognition of a task in history than fantasy. This section ply be places that the characters pass
well done by the magi. This Repu- has ideas to suit such palates. You through on the way to somewhere
tation should serve as a reflection of
the status of the character within the
covenfolk, and may translate directly A Town-based Saga: Toulouse
into better quarters, higher wages or
pension, or a position of responsibil- In the Languedoc region of of society in Languedoc, it is likely
ity. As the score in this Reputation France, Toulouse is famous (or per- that the pope will order a crusade
rises, the character becomes a local ce- haps infamous) for its liberal attitudes against the region.
lebrity, as grogs gossip about his deeds and its love of art, both in its per- Quite apart from the religious
to non-covenfolk. Related to fame and forming and productive forms. The pressure, there are also political is-
Languedoc region is known to be the sues in the region. The eastern re-
fortune gained through Reputation
home to the heretical Albigensian (or gion of the Languedoc, around Nar-
are less tangible rewards, such as the
Cathar) sect, and it is rumored that bonne and Perpignan, is claimed by
grace and favor of important locals or
Toulouse is steeped in their beliefs the King of Aragon and Catalonia.
supernatural entities. A grog character and its residents have abandoned The area directly to the northwest
might be able to call in favors, receive the Church in droves. The pope of Languedoc is owned by the King
one-off mentoring, or develop an has responded by creating the Friars of England. Both royal houses have
agency among the wider world (Houses Preacher the Order of St. Domi- designs on the region, and with the
of Hermes: Societates, page 140). nic who are specifically trained to Count of Toulouse showing signs
Another form of reward is per- debate theology and counter heresy. of dissatisfaction with the King of
sonalized equipment. A grog can Should the Dominicans discover that France, it promises to be an interest-
find unique weapons, armor, or other Catharism is prominent at all levels ing few decades for the region.
kinds of equipment while adventur-

37
Grogs
interesting. They can be hotbeds of Characters who are permanently fairs, concepts for craftsmen and mer-
political intrigue, bastions of civiliza- resident in towns are likely to have chant characters, and many story ideas
tion in a sea of wilderness, places to been trained in a particular profes- based around cities.
see exotic visitors from distant lands, sion, even if they do not currently
and even the battlegrounds for the follow that trade. In bigger cities,
hearts of men. Just because a town is a craftsmen are likely to be members An Academic Saga
bastion of humanity and the native en- of a guild, and the politicking among
vironment of the Dominion aura, this guilds for greater prominence in the The 13th century is the age of
does not mean that there is no place citys affairs could be a source of the university: there are currently
for the supernatural. Household faer- many stories. Characters could also ten universities in Italy, Spain, France
ies are rarely bothered by the Domin- be members of the clergy, part of the and England, and this number is set
ion, and magical creatures can lurk in towns administration staff, promi- to greatly expand over the coming
isolated pockets aligned to the Magic nent figures in the watch, or employ- years. Some universities are hotbeds
realm. At night, when the Dominion ees of the local lord. of heresy, others enjoy freedom from
aura declines and the Infernal aura ris- City & Guild is an excellent resource temporal authority, and at least one
es, demons can come out to tempt the for a saga based in a town. It has sev- harbors a secret tradition of hedge
souls of mankind. eral featured towns, details of regular wizards (see Hedge Magic Revised Edi-
tion, page 96).
Characters might be students,
masters of the school, or members of
its associated staff. A student character
might be a simple student still study-
ing for his first degree; a baccalaureus
who has passed his exams; a master-
student studying for his magisterial
degree; or a specialist student who is
working toward his doctorate. The
masters must have achieved at least
the magister in artibus degree, and are
probably doctors of their faculty. In
addition to these two obvious roles,
universities also have places for non-
academically inclined characters, em-
ployed either by the faculties or the
student nations; such roles include the
lupus, who imposes discipline on the
students; the messengers, employed
to run messages to the students fami-
lies; and the beadles, who arrange
the ceremonial duties of the univer-
sity. Furthermore, universities require
many of the same gamut of servants
and specialists as any other institu-
tion cooks, scullions, bookbinders,
ink-grinders, parchment-makers, and
so forth.
Art & Academe has plenty of advice
for running sagas which concentrate
on life at a university or school, from
earning a place at university to sitting
exams, and the daily life of both stu-
dents and masters.

38
Grogs
is, those who live according to a rule).
An Academic Saga: The Hidden Coven Monks are contemplative, living
separated from the mundanities of
The player characters are grogs the player characters must race to
the world to attain purity of thought
who hold influential positions at discover it first.
and action.
a university, probably one of the The nature of the secret society
larger institutions like those at Paris is up to the storyguide. It could be Friars are active; their principle
or Bologna. While contending with a cult of diabolists trying to uncov- role is to go out among the commu-
the usual challenges of academic er some rite to raise a demon, or a nity and do good works. They dis-
life heresy, rowdy students, an- group of churchmen trying to keep tribute food to the poor, tend to the
tagonism of the locals, and so forth the very same hidden. The society sick, and bring the Word of God to
they also become gradually might consist of faeries, or even a the common man.
aware of an insidious secret society hidden covenant of magi. When The third basic type of regular
among the masters and students of the players discover the secret, they clergy are the canons, who are suppli-
the school. It becomes clear that may have to re-evaluate their pre- cative. Canons staff cathedrals, mak-
this cabal is attempting to discover conceptions about their antagonists, ing the sacred space a fit place to wor-
some dark mystery hidden in the and may even find themselves work- ship God, and providing the choir as
bowels of the university, and that ing with them. well as altar attendants.
In addition to these three basic
types, there are two other important
A Monastic Saga lar matters, and provide protection sectors of regular clergy: nuns (who are
against the unknown and supernatural. in effect female monks or, much more
While monks are supposed to be Because of the dedication of their lives rarely, friars), and the militant orders
cloistered away from the rest of hu- to God, monks may find themselves (of which the Hospitallers, Templars,
manity and spend their lives in con- the specific target of demons, and the Teutonic Knights, and Order of San-
templation of God, many monasteries corruption of a monastic order is a tiago are the principle ones).
are either inside or near to towns, and joy for the Infernal powers to behold; Once you have decided the type
cannot help but be involved in local if the populace can see that not even of clergy that your saga is going to
politics. Monasteries are seen as a monks can stay pure, what hope does feature, you should create grog char-
place of learning and rationality, and the common man have? acters to fit. Unlike the other saga
are often asked to mediate disputes, Mythic Europe has a number of concepts mentioned in this chapter,
offer advice on spiritual and secu- different types of regular clergy (that most of the grog characters in a mo-

A Monastic Saga: The Priory of St. Nerius


Nerius is often considered to beasts and faeries, which they main- of the acceptance of the Order as
be the patron saint of the Order of tain have a rational soul, and teach a whole. The player characters are
Hermes although he has not yet been that the Faerie Realm is the Garden grogs who are missionaries for the
canonized. His story can be found in of Eden where humanity was born. Priory of St. Nerius, trying to con-
Realms of Power: The Divine, page 91, So far, the followers of St. Ner- vince people that magi are not evil,
and the Holy Societas of magi that ius have been guided by a modified and convince magi that the Domin-
follow him are described on page Benedictine rule, but they are begin- ion need not be antithetical to mag-
94 of the same source. The Neri- ning to switch to a Franciscan model, ic. Naturally, it requires brave and in-
usians have a decidedly unorthodox allowing them to travel and dwell trepid souls to walk into a covenant
approach to the liturgy that might among other magi. Combined with and start preaching! In a Neriusian
cause friction with the clergy, should this shift in praxis, the Neriusians saga, the grog characters may be a
they be discovered. Naturally, they might also accept non-magi into little unusual; they are likely to have
teach that magic and morality need their ranks. The message of St. Ner- Supernatural Abilities or powers tied
not be incompatible, but there is a ius is too important to be confined to the Divine Realm, and may be ac-
need to contemplate the nature and to just magi, and if unGifted brothers companied or mentored by a magus
purpose of the spells one casts. Neri- can bring his word to mundane com- or companion character who is also
usians promote tolerance for magical munities, there is a greater chance a Neriusian.

39
Grogs

Military Units in the 13th Century


The following describes some ders, the Brabanons are mostly spears in densely-packed forma-
typical military units and mercenary heavy infantry. They are known tion to foil the charges of heavy
companies in Mythic Europe. Mer- for looting and brigandage, and cavalry, and provide cover for
cenary units are often referred to by have even massacred entire towns javeliners.
their nationality, as if they were a in an attempt to get ransom mon- Genoese Crossbowmen (balestrieri
single organized force. Occasionally ey. See The Lion and the Lily, page genovesi): Trained and organized
this is true, and a count or duke hires 77, for more details. in Genoa and armed by one of its
out his countrymen to nations; more Capuchonns: Originally a civil professional guilds, the balestrieri
usually there are a number of indi- defense force raised in direct not only defend Liguria, but are
vidual bands, each with their own response to the pillaging of the also hired out to armies across
company leader. Brabanons, the Capuchon- Mythic Europe for both land and
ns of Aquitaine, Gascony, naval battles. Each crossbowman
Aragonese and Navarrese: Two Languedoc, and Provence have is accompanied by a groom who
groups of mercenaries deriving become a mercenary force in holds up a large shield while the
from the Iberian peninsula, the their own right, in distinctive crossbow is being reloaded.
Aragonese and Navarrese are white capes with pointed hoods. German Falchonners: From the
light cavalry. See The Lion and the Lily, page 77, Holy Roman Empire, heavy
Biscayans: The Biscayans (also called for more details. cavalry and mounted heavy in-
Basques) hail from the Pyrenees Coterells: French infantry units fantry. The Holy Roman Em-
between France and Spain, and named after the broad-bladed peror employs a 3,000 strong
are skirmish units specialized in knives that they carry; principally force of Germans as his personal
the use of slings. Poitevins and Gascons. troops. They are noted for their
Brabanons: A notoriously brutal Flemish Geldon: A famed merce- heavy slashing swords and plate
band of mercenaries from Flan- nary force that employs long breastplates.

nastic saga will have the same Social Church, Chapter 4, including details the social divide preserved by the no-
Status, and be relatively unspecial- on the monastic routine, the various bility, mercenaries are pariahs and cast
ized in their skill sets. This means rules, and the internal organization in the worst possible light.
that the players have to work harder and politics of a monastery. The supply of mercenaries can be
to distinguish their characters from an income stream for a covenant that
one another, using interesting back- does not mind skirting the Code of
grounds before the character took A Mercenary Saga Hermes, and a company supported
the tonsure, and through Personality by covert Hermetic magic can quickly
Flaws or Traits to represent particular Satans minions, ministers of the devil become a force to be reckoned with,
strengths or weaknesses in the char- murderers, blooded with human slaughter, and, whats more, highly sought after.
acters virtue. night-prowlers, arsonists, the sons of Belial. Mercenaries in medieval Europe often
It is quite possible that among the traveled great distances to make war in
various orders there are several mem- Matthew Paris, describing the service of their employers, and a
bers of Holy Traditions, such as As- the mercenaries of King mercenary saga is a good opportunity
cetics or Cantores (Realms of Power: The John of England for characters to visit exotic locales far
Divine, pages 47 and 93, respectively), from their homeland. They may find
and True Faith might be more preva- The 13th century is the time that themselves taking part in the recon-
lent; the assumption of these powers mercenaries really come into their quista of al-Andalus, fighting pagans
represents a possible means for the own, although they will gain promi- around the Baltic coast, or becoming
characters to become transformed nence some would say dominance embroiled in the Crusades.
into companion characters (see Chap- over the next couple of centuries. In sagas focused around a merce-
ter 5). Commonly known as routiers, merce- nary theme, the most common sort of
More information on monaster- nary soldiers are of humble origin and character is naturally a soldier. There
ies and convents can be found in The yet form a warrior-elite; as they cross are characteristic forces for many re-

40
Grogs
gions of Mythic Europe, but a suc-
cessful mercenary band is one that can A Mercenary-Based Saga: The Monjoie Company
offer something different to its em-
ployer, either in the form of specialist Until 70 years ago, the Monjoie Ganelon, Turpin, and so forth. The
troops or as a mixed bag with different Company was just a normal merce- conditions of hire imposed by the
skills. Not every grog needs to be a nary band, with moderate local fame Company are that they are always
soldier however; mercenary bands still and a relatively steady employment. accompanied by a magus, and that
need cooks, chirurgeons, camp-fol- Then, in 1153, they were hired by a there is full disclosure on the nature
lowers, and characters who can repair magus of House Guernicus, whose of the mission. The local captains
and manufacture weapons and armor. grogs had all been slain and who retain the right to refuse a commis-
They may have a permanent base, or needed warriors quickly before his sion, but the work is sufficiently
quarry escaped him. The Monjoie lucrative to make this rare. They
be constantly wandering from place
Company was successful in catch- accept payment in coin and vis; the
to place, looking for hire. If the com-
ing the renegade magus, and the latter is traded with the venditores
pany is of the latter sort, some thought
satisfied quaesitor hired them again. of House Verditius in exchange for
should be put into the logistics of their
Their fame soon spread through- enchanted items.
operation: they probably have a bag-
out the Order of Hermes, and the The player characters constitute
gage train for the more slow-moving
Monjoie Company now works ex- a regional band of the company, un-
parts of their company, consisting of
clusively for Hermetic clients, and der the control of a captain. These
pack animals and perhaps wagons.
has grown to number more than bands usually number around 20
They may have a set route, or else
150 men. men, and each player takes on one
track down rumors of conflict and of-
The Monjoie Company has sev- or more of the grogs. The player
fer themselves to either side. eral contact houses covering most characters might find themselves
of the western tribunals. They do fighting hordes of revenants with a
not ever learn the true names of Donator Requietis Aeternae (Hous-
A Noble Saga their employers, but instead refer es of Hermes: Societates, page 115),
to their clients by the names of one and then next season cornering a
A noble household is perhaps the of Charlemagnes Twelve Paladins dragon with a member of House
closest model of a typical covenant, the founder of the company, Tremere, followed a year later by
and a saga based around a nobleman now dead, had a bit of a thing for tracking down diabolist magi with a
and his entourage is essentially Ars the Song of Roland so a magus Flambeau. It is certainly likely to be
Magica with the magi removed. Apart might be known as Roland, Ogier, an action-packed saga!
from those stories which relate direct-

A Noble Saga: A Quiet Place in the Country


A baron with an excess of chil- mind shattered. thrope. In addition to this secret,
dren places his third son in charge The player characters can run a village is rife with petty rivalries,
of one of his vills. The son gains the barons son, his friends (and superstition, and day-to-day prob-
a small manor house and a nearby perhaps wife), as well as certain lems associated with the produc-
village from this, and is expected notables in the village, although tion of food. The characters might
to oversee the labors of the peas- these themselves are probably new get much more involved in peasant
ants attached to the vill, and ensure to the manor as well. The villagers life: chasing off faeries who steal
that the various sources of income are harboring a terrible secret, one the milk; settling arguments over a
from the vill are gathered on time. which most of the time they can girl; finding lost cows; and uncover-
What the baron didnt tell his son is keep under control with appropriate ing a witch. Over time, the barons
that the vill has a history of trouble: proprietary sacrifices, but it occa- son might expect to transform into a
two reeves placed over the vill have sionally runs free and does all sorts Companion character (see Chapter
disappeared without a trace, and of damage. The form of this secret 5), and his entourage might develop
the most recent one is now under varies it could be an imprisoned with him.
the care of the local monastery, his demon, a courtly faerie, or a lycan-

41
Grogs
by a nobleman, both those in his im-
mediate vicinity (the castle and as-
sociated lands) and in the rest of his
demesne (including village life). Ad-
vancement of ones reputation among
ones vassals and superiors is also de-
veloped in detail.

A Redcap Saga
Redcaps are the support structure
of the Order of Hermes, and are a
presence that is often neglected in a
traditional saga, as simply the means
by which news is brought to the magi.
However, redcaps provide so much
more than a messenger service for the
Order. They are heralds, who store in-
formation about magi and covenants
in a tribunal. They are bankers and
merchants, exchanging and lending
vis, pawning magical items, and spec-
ulating on potentially risky expedi-
tions and ventures. They can provide a
bodyguard service for traveling magi,
ly to the internal politics of the Order around a nobles household. Rules and occasionally keep trade routes
of Hermes, most of the stories that ap- for leisure time and for war are given, clear of supernatural menaces. Redcaps
ply to standard sagas can apply to a along with details of the lands owned are wanderers and trailblazers, extend-
saga based around a noble household,
but without having recourse to Her-
metic magic. A Redcap Saga: The Hermetic Agency
The same soldiers, servants, and
Taking its lead from the genres their superiors, so that the Order of
specialists found at a covenant have a
of spy and detective fiction, the Hermes cannot be held responsible
place in a noble household, with the
player characters are agents of the for their actions.
exception of those grogs who spe-
Order of Hermes. They may be at- The characters might work for
cifically support the magical activities tached to one of the Tribunals Mer- an individual covenant or for the
of the covenant. In a typical barons cer Houses, have a dedicated head- Tribunal as a whole, but they prob-
household, the baron himself and quarters, or work from a covenant. ably have a single contact who gives
perhaps his wife and a few select staff Rather than completing the usual them their orders (this may or may
are companion characters, and ev- tasks of redcaps, they are charged not be a magus). A common trope in
eryone else comprises grog charac- with a host of tasks involved with this sort of story is for the charac-
ters. Even the barons sons who have the interface between the Order of ters to gradually discover that they
reached their majority could be con- Hermes and mundane society. Their do not work for whom they thought
sidered grog characters, since they role could be to gather evidence they did. This saga does not require
are not yet powerful enough to attract that a magus has been meddling in that any of the characters are nec-
Story Flaws. As a result, they would be mundane politics, to cover up such essarily redcaps it works equally
suitable player characters in a grog- involvement while the Tribunal sees well with standard grogs but
only saga, particularly second and that the Code-breaker is duly pun- making the characters redcaps gives
subsequent sons. ished, or else to subtly manipulate them a certain amount of authority
Lords of Men has plenty of good in- matters in a manner dictated by in the pursuit of their investigations.
formation and ideas for sagas based

42
Grogs
ing the knowledge and boundaries of mally unavailable to grog characters. not interfere. Alternatively, the player
the Order by pressing into unknown There are two ways to deal with this; characters work for the redcaps rather
regions. Finally, in some tribunals at either allow the Redcap Virtue as a than being redcaps themselves; they
least, the redcaps are bureaucrats and free Virtue (much like Hermetic Ma- might still be apprenticed to a senior
administrators, ensuring that tribunal gus is a free Virtue), so that all char- redcap, or else serve as skilled special-
proceedings run smoothly and assist- acters may take it and benefit from ists in another capacity.
ing the quaesitores. the additional experience points and Chapter Three of Houses of Hermes:
Redcap characters are companion magical items. This tends to lead to True Lineages describes House Mercere
characters, because the Redcap Vir- a slightly higher-powered campaign and its non-magical members, includ-
tue (ArM5, page 48) is a Major Social than most grog-only sagas, but since ing various societates to which they
Status Virtue and is therefore nor- everyone will be equal, this should may belong.

43
Chapter Four

Grogs in Stories
Ars Magica Fifth Edition is a game grogs might be most called-upon temptation is to pick the turbs best
about magi first and foremost, with for fighting, it is important to have a warrior, but this might exclude other
companions also being important in full complement of skills to best sup- essential members from the trained
generating and contributing to stories. port the mission. Having the right group, since there can be no more
Grogs are usually an insignificant third team provides the grogs with roles than a 5 point difference between any
in the order of importance. This chap- in which they can be of more use to of the Combat Totals (Initiative, At-
ter is concerned with getting grogs the magi. The liber gregis identifies five tack, Defense, Damage, and Soak) of
more involved in stories, and with basic roles that should be fulfilled the best and the worst warriors in a
making them more than just a bunch in any group leaving the covenant. trained group (ArM5, page 172). It is
of Combat Totals. This is not to say that every group common practice for the drill sergeant
of grogs should consist of five indi- of a turb to ensure that all his soldiers
viduals; one grog could easily possess are trained to an equal level.
the essential skills of two or more of The names used for each of the
Putting these roles. Furthermore, the team
can be supplemented with standard
five roles described later derive from
the liber gregis; different covenants

Together warriors who fulfill no special role


within the team.
might have specific job titles for cer-
tain grogs, bands of grogs who are

Your Team
The limit to the size of any group is trained to fill specific roles, or else
determined by the designated leader. have no official recognition of the dif-
An individual can only lead a band of ference, yet still choose an adventur-
A good grog captain knows that grogs as a trained group equal in size ing party based on the needs of the
it is not sufficient to pick your best to his score in the Leadership Abil- magi. Some magi never even bother
warriors when heading out on an ex- ity. Another important consideration to learn the names of the grogs with
pedition with the magi. While the is the choosing of a vanguard. The whom they adventure, but instead
simply use their titles.

Commanding Larger Groups Dux, the Leader


A leader can usually only have a of the trained group is 8. There are
number of men under his command disadvantages behind indirect com- The leader is the individual who
equal to his Leadership score. How- mand. Firstly, any Leadership rolls has been trained to coordinate a
ever, larger groups can be handled made by the overall leader to affect band of soldiers in combat, and an
through having the leader include the entire group (such as those un- essential feature is a good score in
subordinates in his command, who der Advanced Group Combat, later) the Leadership Ability. A leader is
each command their own men. For have Ease Factors 3 higher than nor- also often selected by the magi based
example, a Dux with a Leadership of mal. Secondly, issuing commands on his intelligence, his loyalty, and
4 commands 3 soldiers and an Op- that affect the whole group takes up his ability to speak Latin or at
tio. The Optio has a Leadership of the leaders whole action, although least, have a language in common
3, and he therefore commands an- the subordinates can relay the com- with most of the magi present. In ad-
other 3 soldiers. The effective size mands as a free action. dition to commanding the grogs in
combat, the leader is often in charge

44
Grogs
necessarily the best warriors, but are
Sounds Familiar? often the toughest, and Virtues such as
Enduring Constitution, Rapid Conva-
The team structure suggested ful shortcut for your players who lescence, and Tough are the mark of a
here is a common trope in modern might subconsciously recognize good antesignanus.
literature and visual media, called the trope even if they are not con- It is generally considered a bad
the Five Man Band (the Hero, the sciously aware of it. Admittedly, idea for the vanguard and the leader
Lancer, the Tough Guy, the Smart the Five Man Band is a clich, but
roles to be combined in a single indi-
Guy, and the Chick). This time- clichs are appropriate for grogs,
vidual. Placed as he is in the forefront
tested formula gives a spread of who are supposed to fill a support
of any battle, the vanguard is the most
skills to a relatively small group role rather than be the main figures
of individuals. It is also a use- in the action. likely individual to be wounded or
killed, and if the vanguard is also the
leader of the troop, it dissolves into an
of the day-to-day running of an ex- untrained group immediately.
pedition: coordinating the purchase
Antesignanus,
or gathering of food; organizing the the Vanguard
stops on the way; and maybe even Immune, the Specialist
planning the route. Perhaps most im- The antesignanus literally stands
portant is the role of liaison with the before (ante) the standard (signum), and In the Roman army, the immunes
magi; all orders to the grex come via is the vanguard in any group of war- were a class of legionary who pos-
the leader. riors. Another name for this role is the sessed specialized skills, which made
duplicarius, referring to the tradition them exempt from normal duties such
of awarding the vanguard double pay as labor and patrol. The liber gregis
Optio, the and rewards, due to the danger in- recognizes the importance of special-
herent in his role. Vanguards are not ists in a troop, and sensibly suggests
Second in Command
The optio is the right-hand man
of the dux. His principle role is to
ensure that the orders of the leader
are carried out, and to assume that
role if the leader is incapacitated or
killed. The optio should have the
second-best Leadership score in the
unit. With respect to his other abili-
ties, the optio is often chosen to
complement the abilities and skills
of the dux. For example, if the leader
is a superlative swordsman, then the
optio might be a scout or an archer.
The personality of the optio is often a
contrast with the dux as well: a hard-
bitten disciplinarian leader is often
coupled with a charming second who
is much loved by the troops; likewise,
a charming and smooth leader who
works well with the magi often has
a stern taskmaster as optio. His role
is rarely combined with that of the
vanguard except in small bands. It is
common to combine the roles of op-
tio and signifer.

45
Grogs
that the immune must be chosen ac- tive medals of the battles they had covenants warriors, and receives basic
cording to the nature of the expedi- fought, and topped with an open hand training as a soldier.
tion. The most common immune is signifying the oath of the legion. It is
a chirurgeon; a turb that does not the rare covenant that carries a stan-
have access to basic first aid is in dire dard on an expedition, but the signi-
straits. However, like the Roman im-
munes, there is often a place for skills
fer often bears the other responsibili-
ties of his Roman predecessor, being Equipping
such as military architects, artillery-
men, weapons instructors, carpen-
ters, hunters, and trumpeters. Grogs
responsible for the distributing the
soldiers pay and keeping a record of
their savings, and maintaining morale.
the Grogs
with Supernatural Abilities such as In short, the signifer takes care of the Grogs are expected to be ready
Second Sight are usually immunes. If internal tensions of the troop, and is for anything, and carrying the cor-
an immune does not have basic com- often chosen based on his social skills, rect equipment is the essence of good
bat skills, he cannot be a member of particularly Folk Ken and Carouse. As preparation. However, the benefits
the trained group. a consequence, he often acts as the of equipment are often downplayed
spokesman of the magi when dealing in Ars Magica Fifth Edition this is
with mundanes. The signifer is occa- not a game in which you load up on
Signifer, the Legate sionally taught how to read and write, dungeoneering gear, since magi are
so that there is at least one member considered to be above such things.
In the Roman legions, the signifer of the troop who can receive written They assume, as do their players,
carried the signum (standard) of the orders and interpret signs. Like the that the grogs have everything they
troop, a spear bearing commemora- immune, the signifer is still one of the might need. This section discusses

The Grog Pack


The liber gregis lists the essential Strong thread and a bodkin for One set of pots and pans for
equipment that should be carried on making repairs cooking
expeditions. Beorhtric demanded A leather cup, a metal bowl, and a Two grappling hooks
that each grog should carry in their skewer for eating Two lanterns and three flasks of
pack or on their person the follow- A quantity of food (consisting oil
ing equipment: of hard baked biscuits, cheese, Ten paces of thin rope
dried salted fish or meat, flour A saw and axe for preparation of
Five paces of hawser (stout rope) meal), sufficient to support the firewood
Flint and tinder grog for the number of days or-
A lantern and two candles dered by a magus The gear that each grog carries
A woolen blanket must be arranged so that a large ma-
A leather flask filled with ale, Any other equipment that the jority of the load can be dropped
or two parts water and one part grog or a magus deems necessary at a moments notice in emergency
wine (another flask filled only for applying the other skills that situations. The classic manner is to
with wine is allowed, with the the grog possesses must also be in- suspend the pack from the tines of a
permission of a magus) cluded. Any personal acquisitions forked pole carried on one shoulder.
Scraps of cloth and leather, and must be transported in the grogs For long expeditions, pack-grogs or
leather thongs, for bandaging own pouches. animals should be considered.
wounds and repairing clothing Furthermore, distributed among If the covenant follows the rec-
A small flask of oil and sharpen- the grogs in the group are: ommendations of the liber gregis,
ing stones to care for weapons then each grog pack imposes a Load
and armor Waterskins, food, eating uten- of 4. However, this load need not
A heavy cloak sils, woolen blankets, and leath- be taken into account for most situ-
An entrenching tool, either a mat- er tarps for tents for use by all ations like combat, since it can be
tock or a shovel (for digging la- magi present discarded without using the grogs
trine pits or burying the vanguard) Several empty sacks and pouches action in a round.

46
Grogs
example of this is the long spear
Encumbrance and Ability Use (ArM5, page 176). Based on this
measurement, a 100-pound human is
Encumbrance should penalize at an even greater disadvantage equivalent to a Load of 15, or a Bur-
most physical activities, such as run- particularly for climbing, swimming, den of 5.
ning, jumping, hiding, and moving and balancing. In such situations, use The maximum practical weight a
silently. Encumbrance also subtracts Burden rather than Encumbrance as character can carry is that Load that
from any fatigue rolls. However, a penalty to Ability rolls, to repre-
inflicts an Encumbrance of 5, which
under certain circumstances, a heav- sent the additional penalty imposed
is equivalent to a Burden of (Strength
ily encumbered character should be by carrying a lot of extra kit.
+ 5). This is the weight that a char-
acter can lift over his head. A charac-
ter can lift a Burden of (Strength + 7)
the use of such equipment, and ex- MINOR EQUIPMENT BONUS: off the ground, and can push or drag
pands on the concepts of Load, Bur- 1 to Ease Factor a Burden of (Strength + 12). See the
den, and Encumbrance. nearby insert for an expanded Encum-
MAJOR EQUIPMENT BONUS: brance table. Using a pulley to assist
3 to Ease Factor in lifting a load adds 3 to the charac-
Equipment Bonuses ters effective Strength. Using a lever
to assist in pushing a load also adds 3
Grogs often carry equipment to as- to the characters effective Strength.
sist in the execution of their tasks. This Encumbrance and Load If more than one character shoulders
optional rule permits certain pieces of a load, then combine the weight that
equipment to make these tasks easier. The Encumbrance system of Ars each can carry alone.
Equipment can offer a reduction in the Magica Fifth Edition (page 178) is Exempli gratia: Paul the grog has a
Ease Factor for a given Ability roll, but purposefully abstract, but it can be Strength of +2. He can carry a maximum
only if that equipment is not essential used to approximate weight. Broadly weight equal to a Load of 28 (Burden 7);
to perform the task. For example, a speaking, 1 point of Load equates to this translates to approximately 196 pounds.
craftsman does not gain an equipment 7 pounds of weight. However, un- He can lift 315 pounds off the ground (Bur-
bonus to his Craft: Wrought Iron from wieldy or unbalanced objects might den 9), and drag 735 pounds (Burden 14).
using a hammer or anvil, and a crook have a Load one point higher than The story demands that the characters push
cannot use Legerdemain to operate a their weight might suggest a good a stone block aside. The storyguide judges
lock without using the various picks
and levers of his trade. However, vir-
tually any sort of climbing is easier if Equipment Bonuses
a rope is at hand. Usually, no piece
EQUIPMENT ABILITY (SPECIALTY) ASSISTANCE
of equipment can assist in all uses of
Whip or crop Animal Handling (obedience) Major
a single Ability, but equipment can
Map Area Lore (planning route) Major
often provide a bonus in a specialty. Astronomical tables Artes Liberales (astronomy) Minor
When a character uses equipment, the Rope Athletics (climbing) Major
storyguide should determine whether Pole (at least 10 foot) Athletics (distance jumping) Major
it offers minor or major assistance. Fine wine Folk Ken (getting information) Minor
Minor assistance subtracts 1 from the Flickering light Concentration (meditation) Minor
Ease Factor, whereas major assistance Good clothing Charm (making good impression) Minor
subtracts 3. Only one equipment bo- Guild badge Guild Lore (gaining favors) Minor
nus can be gained for each roll. The Makeup Guile (disguise) Minor
following table gives some examples Bird Lime Hunt (birds) Major
of equipment bonuses (in order of Concealed blade Legerdemain (slitting pouches) Major
Ability). Naturally, the storyguide Watchglass Medicine (diagnosis) Minor
should equally impose a minor or ma- Cantled saddle Ride (resisting charge) Major
jor penalty to the Ease Factor for us- Flawless Crystal Second Sight (see regio boundaries) Minor
ing substandard, shoddy, or damaged Lampblack Stealth (hiding) Minor
equipment.

47
Grogs

Expanded Encumbrance Table Roles in


TOTAL LOAD WEIGHT (LB) BURDEN
0 0 0
TOTAL LOAD WEIGHT (LB) BURDEN
91 637 13
Stories
1 7 1 105 735 14 This section describes a number of
3 21 2 120 840 15 ways in which grogs can be involved
6 42 3 136 952 16
more in stories. It is divided into sections
10 70 4 153 1071 17
that describe the duties a grog might
15 105 5 171 1197 18
be asked to perform for his masters.
21 147 6 190 1330 19
28 196 7 210 1470 20 Each section has story elements rather
36 252 8 231 1617 21 than story seeds; these are fragments of
45 315 9 253 1771 22 stories, rather than seeds in their own
55 385 10 276 1932 23 right. By focusing on some of the mi-
66 462 11 300 2100 24 nor day-to-day hazards and annoyances
78 546 12 325 2275 25 posed to the grogs on an expedition,
you can highlight some of the issues of
the Middle Ages, and provide a richer
roleplaying experience. However, be
this to be equivalent to an Individual of Ter- USING A PULLEY: careful not to detract too greatly from
ram, and therefore weighs over 4100 pounds +3 to effective Strength when lifting the point of the expedition, and dont
(see Insert). It will take six grogs as strong get sidetracked by these issues if you are
as Paul to shift the stone block. If they each USING A LEVER: building tension in your storyline.
had a crowbar, then it would only take four +3 to effective Strength when pushing
of them.
All four-footed beasts increase PACK ANIMALS: Sentries
their Strength by half again for the 1 x Strength when
purpose of determining Encumbrance calculating Encumbrance Duty watches are described in
and weight. Note that pack animals Chapter 2. There are eight watches
and horses usually have Strength
scores beyond the normal human
range: a courser has a Strength of +4, Weight of Common Materials
and a destrier has a Strength of +6 (see
Realms of Power: Magic, page 142, or the MATERIAL WEIGHT NUMBER For humans and animals, the Size
Book of Beasts, freely available from OF 1 FT3 OF FT3* characteristic is a good indicator of
Atlas Games website). A destrier can Beer or wine 64 lb 6 weight. A +1 increase in Size dou-
therefore take its rider (Load 21), his Dirt 94 lb 270 bles the weight, +2 points of Size is
Gemstone 235 lb 6/10000** a fivefold increase in weight, and +3
armor (Load 6), his lance, mace, and
Gold 1180 lb 1/10*** points of Size is a tenfold increase.
heater shield (Load 7), and a full grog
Iron 490 lb 1 The inverse is true when reducing
pack (Load 4), and still be unencum-
Fresh leaves points of Size.
bered (Burden 8, effective Strength 9). or vegetation 20 lbs 27
Olive oil 57 lb 62 SIZE WEIGHT
1 POINT OF LOAD = 7 pounds Silver 655 lb 1/10*** 4 5 10 lb
Stone 155 lb 27 3 10 22 lb
MAXIMUM PRACTICAL WEIGHT: Water 62 lb 622 2 22 46 lb
Burden equal to (Strength + 5) Wheat 50 lb 27 1 46 100 lb
Wood 37 lb 27 0 100 215 lb
LIFT OFF GROUND: +1 215 465 lb
Burden equal to (Strength + 7) * in Target: Individual +2 465 1000 lb
** 1728 Individuals in a cubic foot +3 1000 2150 lb
PUSH OR DRAG: *** 10 Individuals in a cubic foot +4 2150 4600 lb
Burden equal to (Strength + 12)

48
Grogs
in a day, each lasting three hours.
Each duty watch is usually shared
between one or two men, and they
spend one watch on duty, followed by
three watches off duty or free. When
on expedition, there is no distinction
between day patrol and night patrol;
when not on duty, grogs are expected
to sleep if it is nighttime, or be off
duty during the daytime.
The usual pattern of the day is that
the troop is on the road by the begin-
ning of the forenoon watch, although
occasionally the magus orders an early
start, which means the camp is roused
at the start of the morntide watch, and
leaves soon thereafter. A group travels
for about nine hours; at the end of the
foredusk watch, the dux usually orders
a stop, although if a town, inn, or vil-
lage is within reach, they may push expected to be in a constant state of less, so it is clear whose turn it is to
on for a couple more hours. Grogs alertness. However, if traveling on take sentry duty when the group stops
are expected to bunk down before the horseback or with wagons, the usual for the night. Dodging sentry duty is
nighttide watch. watch rotation can be maintained; sol- a popular pastime among grogs, and
The dux is in charge of determin- diers quickly learn to nap whenever they come up with inventive reasons
ing watch rotations and sentry duty. they can, and can even do so while in why they should be exempt, or why it
Sentries are usually only placed when the saddle. is not their turn.
an expeditionary party is station- The dux or his optio keeps track of
ary; when on the road, all grogs are the passing of the watches neverthe-
Guards
Providing protection from the var-
Story Elements: Sentry Duty ious natural and supernatural hazards
of Mythic Europe is the stock in trade
It may seem like a clich, but into a drinking match, or nymphs
of a covenants grogs. By their very
nighttime is the best time to spring might try to seduce him. Or perhaps
nature, magi tend to get themselves
an ambush on a group of characters. it was all a dream...
into dangerous situations, whether it
The attackers hope that most of Sentry duty can be especially
their opponents will be asleep, and important when dealing with intel- is from raiding a griffins nest, being
that the sentries can be bypassed ligent and magical opponents. If beset by goblins in a haunted forest,
or taken by surprise. Distracting a wizard knows he has interlopers or from a mob of peasants armed with
a bored sentry with seemingly in- in his woods, he can eavesdrop on pitchforks and torches. Guards usu-
nocuous sounds or sights presents their conversations and learn the ally use the Defenders maneuver in
an opportunity for the grog to make names of the magi. Once the troop combat (ArM5, page 173, or else the
Personality Trait rolls (see later) has moved on, he then has simply to optional rule for Defenders as Inter-
does he err on the side of caution search the campsite (or the latrine) ceptor in Lords of Men, page 122) until
and wake the magi despite the po- for an Arcane Connection, and he their masters are safe from harm, after
tential punishment that will follow, has a pretty hefty Penetration Total which time they can switch to more
or does he allow his curiosity to against that magus. Alert sentries offensive maneuvers.
get the better of him? Sentry duty tend to discourage this behavior by However, guard duty need not be
in faerie auras can be particularly chasing off those who might lurk at as simple as acting as a meat shield in
distracting; satyrs might entice him the fringes of a campsite. combat. Magi tend to be less physi-
cally able than most grogs, and not

49
Grogs
When not on sentry duty, grogs
Story Elements: Guards are assigned a number of tasks around
camp. The first order of business is
A broken landscape, with slabs spells that allow free movement un- always preparing tents for the magi.
of rock crushed and flung into weird der water is even harder than those An area must be located preferably
angles by geology or mystical forces, to help one climb or balance, and among young trees and cleared of
is perhaps the biggest impediment so if the only way in to the Cave of vegetation. If the camp is simply an
to movement, and one where grogs Wonders is an underwater entrance,
overnight stop, then these tents tend
really come into their own. Cross- the magus will have to rely on his
to be simple bivouacs designed to keep
ing such a landscape requires a great grogs to get him safely inside.
off the worst of the weather, made by
deal of skill: leaping chasms, climb- Combat situations can be made
ing rock faces, and dodging falling more challenging if combined with slinging a tarpaulin over a rope strung
rock. Fatigue rolls need to be made environmental hazards. As well as between two trees, and securing the
at regular intervals. This might be increasing the number of botch four corners off the ground. Where
fine for soldiers who have Athletics dice, hazards such as narrow cliff- there are not enough trees, a corner-
around 3 or so, but less able charac- side paths, steam geysers, swamps, bivouac can be constructed by attach-
ters need a lot of help. crevasses, and so forth can require ing the rope to a tree and the ground,
Underwater adventures are an- characters to make rolls (usually and covering it with a tarp. Fresh-cut
other example of where grogs can Dexterity + Athletics) each round to vegetation keeps the mud off the floor,
come into their own. Improvising avoid whatever dangers they pose. and a bed of springy boughs with a
blanket covering them is sufficient. If
rain is expected, then a channel is dug
all are capable of using magic to com- wish to avoid the attention of towns, or around the tent to divert the runoff.
pensate for their lack. Consequen- because they have been unable to se- For longer stops, the grex usually car-
tially, relatively easy tasks jump- cure a place to stay, thanks to The Gift. ries proper tents with sides to keep
ing over pits, climbing trees, fording It may be simply that the expeditions out the wind. Carrying tent poles is
rivers, and even riding horses tend take them deep into the wilderness. very unusual; suitable staves are pro-
to pose more of a challenge to them.
It is the grogs duty to bring their
masters home alive, and this includes Trail Food
preventing them from falling down
cliffs, drowning, or being crushed un- The following is typical of what Girdle Bread: Flour and water mixed
der an avalanche. grogs eat when away from home. into dough, cooked on hot rocks
Grogs must therefore often come Most of the ingredients are brought or twisted around a skewer.
up with novel solutions to compensate with them or gathered from the Gruel: Oats and water as a thin
for their masters physical ineptitude. wild. Any leftovers are eaten for porridge. Only eaten when sup-
It is the principal reason why rope lunch on the next day. plies are low; the oats are usually
those brought for the horses.
takes up a substantial weight in the
Bacon: Smoked and dried, often Hedgehog: Thickly encased in clay
grog pack (see earlier), because it can
very fatty. Used in stews. and baked in the embers; the
be used in a number of ways. Rope
Baked Eggs: Eggs from domestic spines remain in the clay ball
makes climbing easier (and more im-
fowl or hedgerow birds; pierced when opened.
portantly, falling less likely), and can and baked in embers. Pease Pudding: Dried peas cooked
also be used to prevent characters Camp Stew: Dried meat boiled in until thick. Often eaten cold
from being swept away when crossing ale with leeks and whatever veg- next day.
swiftly flowing rivers. etables have been brought or Stewed Fruit: Berries and hard fruit
found. Thickened with flour or are hardly ever eaten raw.
stale bread. Waufres: Flour, eggs, and cheese,
Camp Duties Chiches: Dried chickpeas roasted in mixed together and fried as
the embers, then stewed. cakes. For a rare treat, drizzled
When on an expedition, grogs and Eels: Caught overnight in a submerged with honey.
their masters may need to spend many bag with the mouth propped open; Wortes: All manner of green veg-
or most of their nights sleeping under eaten smoked for breakfast. etables, herbs, and leeks.
the stars. This may be because the magi

50
Grogs
vided by nature. The grogs usually
sleep uncovered, unless the weather is Story Elements: Camping
inappropriate, in which case a tent is
erected to house them all. Grogs are relatively experienced this sugary treat safely. This could be
While some grogs are seeing to at setting up camps, but doing so a comical interlude, or develop into
the tents, others are preparing a fire: in bad conditions in a hurry could something more dangerous if the
gathering tinder, firewood, and curb lead to all sorts of errors. Perhaps bees decide to attack in force. Trav-
the main grog tent is put on top of eling in unfamiliar habitat could be
stones. Suitable branches to support
a badger sett, and they do not ap- dangerous; a poisonous plant could
a cook-pot are trimmed, and water is
preciate the company. The fire pit resemble an edible foodstuff found
usually put on to boil. All grogs take a
might attract salamanders from the closer to the covenant, or the herbs
turn at cooking, and most can produce logs, or the rushes used on the floor could be tainted by the supernatural
a basic meal. Characters with the Sur- of the maguss tent could be infested aura they have grown in.
vival Ability know which plants yield with ants. A group of armed individuals in
nutritious food, and gather wild veg- Gathering food can present haz- woodland might attract attention
etables, herbs, nuts, and fruit through- ards as well. Soldiers rarely pass up from nobles or their representatives,
out the day to eat during the evening the opportunity to gather honey, but who assume the group are poachers
meal. Characters with the Hunt Ability there is no accepted way of gathering (of course, this could easily be true).
might obtain fresh meat, but to avoid
being caught for poaching, they usually
just set snares for birds or small game. The Area Lore Ability is used for speeds: poor roads, severe weather,
If the camp is to persist longer than all sorts of navigation rolls, and is es- and frequent stops can substantially
a single night, grogs are set to digging sential for both planning routes and reduce these times. Furthermore,
latrine pits, and constructing tripod correctly following them. City & Guild, these are average best speed, since the
frames to support washing bowls, pages 8283, provide some Ease Fac- presence of an inn or hospice might
spits, and other camp furniture. tors for locating significant landmarks encourage characters to stop early
such as inns, hospices, roads, fords, for the day, or push on for a couple
bridges, and so forth. A character of hours more. Characters on foot, on
Guides and Messengers planning a new journey of more than horseback, or traveling by coach can
a week can reduce the travel time by fatigue themselves to travel further
Magi are much less likely to be 10% if she succeeds in an Intelligence in a day; the horses are also fatigued
aware of local geography, roads, and + Area Lore roll of Ease Factor 12. by the same amount as their riders.
settlements than their grogs. As a con- Grogs are often used as messen- Groups travel as fast as the slowest
sequence, the planning of journeys is gers for the magi. They may be sent individual in the group.
often left to grogs; the magus simply as couriers to other covenants if the If speed is of the essence, a char-
announces where he wants to be and matter is urgent and a redcap is not acter can push himself even more. A
when, and the grogs do the rest of due for a while. They may be sent character on foot can cover a number
the work. Long distance travel typi- ahead of a troop to inform their desti- of miles in a day equal to 15 + (2 x
cally focuses around itineraries, or an nation of their imminent arrival, or to Athletics) on good roads. If he is trav-
ordered lists of towns to visit. At each arrange accommodation in a foreign eling cross country or through wilder-
town, local knowledge is called upon town. Grogs might also be sent back ness, subtract 5 to 10 miles per day.
to find the correct roads to the next home: to impart vital information to This figure assumes that the character
town on the itinerary. It is important the covenant, to ask for reinforce- is minimally encumbered, and costs
to learn the crossing points of rivers, ments, or to carry wounded comrades the character two Long-Term Fatigue
the presence of decent roads, and the out of harms way. levels, one lost halfway through the
locations of settlements for overnight day and the other at dusk. As long
stops and resupplying with food in as he gets a good meal and a nights
each locale; the itinerary might be an-
TRAVEL SPEEDS sleep, he can do the same on the next
notated with such features, if the jour- day. However, there is a limit to how
ney is expected to be repeated. Maps The table that follows indicates long a character can keep up this pace;
are generally too large and valuable the best speeds (in miles per day) after a number of days equal to his
to take on the road, and are generally achievable with different modes of Athletics Ability, the character only
only useful for planning the itinerary. transport. Note that these are the best regains one Fatigue level each night

51
Grogs
typically operate all day and all night.
Travel Fatigue If traveling downstream, a rowboat
adds the speed of the current to its to-
MODE OF TRANSPORT TYPICAL DISTANCE TYPICAL DISTANCE tal speed, which is typically three miles
W/O LONG TERM FATIGUE W/LONG TERM FATIGUE
an hour. Rowers can usually manage to
Foot 15 20
row for 10 hours each day, but if going
Horse 30 40
Cart or Wagon 15 n/a downstream, the boat can also float at
Coach 18 24 the speed of the river when not being
River Vessel* 15 n/a rowed, as long as someone steers it.
Small Sailing Ship** 50 n/a
Galley (sails and oars) 80** n/a MILES PER DAY (FOOT):
15 + (2 x Athletics) on good roads
* Add the speed of the river if heading downstream
** Over 24 hours of travel MILES PER DAY (HORSEBACK):
30 + (2 x Ride) on good roads

of sleep, so every subsequent day he having a steady supply of fresh horses. FOR EACH CHANGE OF HORSE:
accrues an extra Fatigue level. If the Boats and ships can be powered by + (2 x Ride) miles per day
character is encumbered, subtract the sails or by oars. Sailed vessels oper-
Encumbrance from his Athletics Abili- ate in coastal waters and across seas, FATIGUE COST:
ty before calculating distance traveled. whereas rowing vessels can also navi- 2 Long-Term Fatigue levels
On horseback, a character can gate rivers and lakes. Sailed vessels
cover a number of miles in a day equal
to 30 + (2 x Ride) on good roads,
subtracting 10 to 20 miles per day Story Elements: Guides and Messengers
for cross-country or wilderness. The
character and the horse suffer from Tension can arise between grogs Soldiers are often superstitious,
Fatigue loss as described earlier. If the and magi over planning a route. For and might desire to make a side
horse is encumbered, subtract its En- example, the grogs might desire to trip to visit a local shrine, or pay
cumbrance from the characters Ride travel south by way of an inn famous respects at the place where a for-
Ability (see Equipment, earlier, for the for its ale (or its women...); however, mer grog is buried.
Encumbrance of horses). If a character the magi may ask for the quickest Sending grogs out to carry mes-
route, which would place them at sages is a great way of initiating a
lacks the Ride Ability then he is limit-
the tavern at lunchtime. There is no grog-only story (see Chapter 3),
ed to 20 miles per day, and always los-
way that the magi will want to stop or it may simply be a single event
es one Long-Term Fatigue level. If the
for the night with half the day still in a larger story. Messenger stories
character is able to change horses he available for traveling. How long are better if small groups of grogs
can travel faster; each change of horse can the grogs delay the group with can be sent out rather than a single
in a day allows the character to travel mishaps a false start down the individual. Messenger stories often
an additional (2 x Ride) miles that day. wrong road, a thrown shoe on one involve an element of speed. If the
However, there must be a minimal of the horses, a loose axle pin on the magi discover that their covenant
amount of time between changeovers cart so that they reach the inn or an ally is under immediate threat,
these speeds assume that the horses conveniently close to the end of the then it might be a dash to warn
are ready and waiting for riders. If the day? And will the magi even notice? them. A character injured on a mis-
grog has to locate and purchase a suit- Likewise, a local grog might plan sion might be in urgent need of a
able horse, he can probably achieve a route which avoids the vicinity of chirurgeon, but the best one in the
a maximum of one change per day; if the haunted lake without explaining region might be several days away.
they are ready and waiting at the ap- why. If the magi demand that the In such situations, even the simplest
propriate locations he can manage up group goes the shortest route, they of obstacles a cart with a broken
to three changes. Skilled couriers on might suffer rebellion or even deser- wheel, a fallen tree, a washed-out
horseback have sometimes managed tion, such horrors does the lake hold bridge can add to the dramatic
to travel 90 miles in a day, by push- in the minds of the men. tension of the situation.
ing their horses to breaking point and

52
Grogs
Representatives GAINING INFORMATION Profession Ability related to the goods
to be purchased, subtract 3 from the
One of the biggest obstacles that The local populace often has infor- Ease Factor. If the goods are especially
magi face is their difficulty in com- mation that is needed for the success- rare or unusual, then add 3 or more.
municating with non-magi. The Gift ful completion of a mission. The troop Next, make a Communication +
surrounds them like a cloud, causing could spend weeks scouring the hills Bargain roll for the buyer, and one for
everything they say to be taken in the in search of the lair of a dragon and the seller. The sellers roll should be
worst possible light. Their very pres- still not find it, while a few words with made in secret; if it is greater than that
ence engenders mistrust, which is only a yokel could provide them with the of the grog, then the seller is not pre-
compounded by the innate suspicion information they need in minutes. Lo- pared reduce the price to less than the
that is often felt toward strangers. As cals are often suspicious of strangers; value. Otherwise, the seller will settle
a consequence, grogs can find them- this is particularly true in rural areas for 10% less than the value for every
selves at the forefront of negotiations where most individuals never leave the 3 points or fraction that the grogs roll
with mundanes on behalf of their village they were born in, and less true exceeded the sellers. Regardless of
masters. Of course, this is a role often in cities, where new folk come in ev- how good the buyers Bargain roll is,
taken on by competent companion ery day. An average Communication + the sale price is never less than half of
characters as well. Folk Ken roll is usually sufficient to get the initial value.
Bribery is an excellent way to an individual to talk, but increase the Now that the storyguide knows
loosen the tongue of a recalcitrant Ease Factor by the locals Suspicious how much the seller will accept, she
peasant; this can be overt (jingling a Personality Trait. can either assume that this is the price
pouch of coins in front of the peas- secured by the grog, or else roleplay
ants face) or more subtle (offering to the negotiation with the player. When
buy him a few jars of ale, or buying
NEGOTIATION negotiating, the seller is likely to initial-
some of his craft, no matter how aw- ly ask for a price higher than the actual
ful it might be). When providing a Grogs are often required to make value of the goods. The seller will even-
bribe, one should keep in mind that purchases for their master, since The tually go as low as the calculated price,
only townsfolk have any great use for Gift results in vendors hiking their but the grog doesnt know how low
coinage in much of rural Mythic prices as soon as the magus approach- this is, and may settle at a higher price
Europe, barter is the main form of es their shop or booth. Purchases instead. He may make a Perception +
commerce. This being said, there is a made with currency can normally Folk Ken roll to try to detect when the
subtle art in offering the right amount only be made in a town or city; some seller is getting close to a price he is
of bribe. If one offers too little, the example prices can be found on page prepared to accept; this is opposed to
local will be offended. If one offers 144 of City & Guild. the sellers Presence + Guile roll.
too much, the local might become The Bargain Ability can be used
doubly suspicious, or even mark the to negotiate a good price for expen- APPRAISE VALUE OF THE GOODS:
character as a rube or future mugging sive or bulk items. Not all items can Perception + Bargain + simple die;
victim. As a guide, a day laborer earns be bargained for; vendors of food very Ease Factor 9 (usually)
about one Mythic Penny per day, and rarely reduce their prices unless a lot
needs the equivalent of a Mythic of food is bought at once, for example. BARGAIN ROLL:
Pound every year to feed himself and Bargaining usually takes place with ar- Communication + Bargain
his family. A professional earns two tisans, where the true value of their + simple die for the buyer and seller
to five times as much, depending goods is strongly associated with the
on trade and ability. However, most skill of its maker or the rarity of the LOWEST FINAL PRICE:
mundanes in Mythic Europe live item. First, determine the actual value Value of goods 10% per 3 points
within their means, and savings are a of the goods; this is usually twice the (or fraction) that the buyers
foreign concept associated with ava- cost to the seller, but in cities or crises, Bargain roll exceeds the sellers
ricious behavior. A bribe equivalent inflation might drive the price even (minimum limit: 50% of value)
to a days pay grants a Minor equip- higher. The buyer can attempt to de-
ment bonus (see earlier), whereas termine the value by making a Percep- GAIN BARGAINING ADVANTAGE:
a bribe equivalent to a weeks pay tion + Bargain roll, with an Ease Fac- Perception + Folk Ken + simple die
grants a Major equipment bonus. tor of 9. If the goods are particularly of buyer versus Presence + Guile
common, or the buyer has a Craft or + simple die of seller

53
Grogs
PURCHASING SUPPLIES FOR TRAVEL about a Mythic Penny, as can a pound The best accommodation on of-
of cheese, two dozen eggs, ten salted fer in a village is to share a bed with a
A perennial problem with extend- herring, or a gallon of best ale. Broadly householder and his wife; depending
ed travel is the lack of fresh provender. speaking, it costs a Mythic Penny to on the number of children, they have
A village is an excellent opportunity to feed a grog for a day, if you are buying there may be room for one or two ex-
restock with long-life ingredients, and rather than growing his food. tras.
also to buy fresh produce that will last To arrange a place to stay, make a
the next few days of travel. Eggs, veg- Communication + Folk Ken roll, us-
etables (particularly leeks and onions),
ARRANGING ACCOMMODATION ing the Ease Factors in the following
bread, butter, and grain are the most table. If the peasants have had the op-
commonly purchased goods; meat While inns and church-run hos- portunity to talk with the magi, then
is less readily available, but a village pices are found between major cit- the social penalty of The Gift applies
might be persuaded to part with its ies and along trade routes (see City & to this roll even if it is being made by
precious supplies of bacon and fresh Guild, page 81), more isolated regions a grog. Bribes modify this roll in the
meat for the right price. Villagers are are devoid of such institutions, and normal fashion.
more reluctant to sell produce in the travelers have to rely on the hospital-
winter and spring, when food is at a ity of peasants. At the very least, ba- ACCOMMODATION EASE FACTOR
premium, and more likely to do so in sic Christian charity usually allows a Barn 3
the autumn. group of travelers to seek shelter in a Byre 6
Be aware that there is a limit to the barn, grainstore, or chapel, and a few Shared Bed 9
amount of excess food that a village pennies might buy them a hot meal.
has. They likely have obligations to Slightly more comfortable is ac- TRANSLATION
provide fresh produce for their lord, commodation in the byre; a shelf is
and so must reserve the greater part of placed above the livestock so that
their harvest for him. They have little people can benefit from the heat It is not uncommon for magi to
use for coin in the short term, since given off by the animals. During the join a covenant in a region where
neither they nor their lord can eat winter, the whole village might sleep they do not speak the vernacular lan-
money. Towns are a better prospect in the communal byre above the vil- guage. This may be as simple as hav-
for resupplying; here, there is a food lages plow-oxen. However, with magi ing difficulty with the local dialect,
service industry specifically tailored around, the byre is rarely a sensible or as complete as no understanding
to the production of food for sale. option; The Gift spooks animals as at all. Magi rarely find time in their
With respect to prices, in a town, a much as it does humans, and sharing a busy schedules to learn new languag-
loaf of bread costs about half a Mythic shed with a magus and several oxen is es anyone important can speak
Penny, a chicken can be bought for not a recipe for a quiet night. Latin anyway, and grogs can always

54
Grogs
be used to translate. Many grogs
learn a smattering of Latin, and some Story Elements: Representing Magi
become quite fluent. Given their op-
portunities for travel, they may also Using grogs as the interface be- knows about the ruined castle, then
pick up foreign languages as well, tween the magi and the rest of the take the player to one side and de-
and covenants occasionally employ a world is an excellent way to get liver the peasants rambling account
grog who is good with languages spe- grogs involved in stories. A grog of the legend. That player now has
with no social Abilities is often bet- to relate the legend to the others, as
cifically for this purpose.
ter than a magus with some social if he were the grog reporting back.
A character with a Language Abil-
Abilities and The Gift; even if their Any mistakes should not be cor-
ity of 2 or less needs to make Com-
effective scores are the same, the rected, but the player can ask for his
munication + Language rolls to get magus very presence makes people grog to make easy Intelligence rolls
his point across, and an Intelligence uncomfortable and suspicious. to fill in details like names.
+ Language roll to understand what is If grogs are responsible for all If a grog is given a pouch of
said back. The Ease Factor varies ac- social interactions, only the grogs money and asked to purchase some-
cording to the level of complexity of are aware of the content of those thing, he may take advantage of the
the subject matter, but a 6 is normally conversations. This has several ro- general unworldliness of magi, and
sufficient. Characters with Language leplaying applications. If the magi take a commission or finders fee.
Abilities of 3 or more need not make habitually leave grogs to deal with A particularly audacious manner of
these rolls for everyday conversation, mundanes, you might want to make doing this is under the magus very
but may need to for more complex a clear separation between player nose, if he does not speak the lan-
concepts. If the two speakers have and character knowledge. If a grog guage. Let the grogs Personality
more than one language in common, is ordered to ask a peasant what he Traits guide this sort of behavior.
they can reduce the Ease Factor of
communication and understanding
by three, since they can substitute SITUATION: Same language, different dialect a character, rather than actually decid-
words in the other languages where PENALTY: 1 penalty to both speakers ing what they do. However, grogs of-
they dont know the word in the main ten have less well-developed personal-
language. SITUATION: Closely related languages ities due to their role in the game, and
Unless she is fluent (Language PENALTY: 2 penalty to both speakers they will undoubtedly act differently
Ability 5 or better), use of a characters under the control of different players.
social Abilities is limited by her Lan- SITUATION: Distantly-related languages As a consequence, the troupe may de-
guage score. So a maga issuing orders PENALTY: 3 penalty to both speakers cide to make greater use of Personality
in French (where her Ability is 3) can- Trait rolls when determining the ac-
not make full use of her Leadership 4 For example, a speaker of French tions of grogs.
Ability, and must act as if she had a (Norman) can talk with a native of Paris Each character begins with at least
Leadership of 3. However, she could who speaks French (Orleanais), with a three Personality Traits that range
freely communicate her instructions 1 penalty. He can talk with a native of from 3 to +3 (ArM5, page 33). Most
to her grog captain, who, as a native Provence with a 2 penalty, since French grogs should have a Brave and a Loyal
French speaker, can issue her orders and Occitan (the language of Provence) Personality Trait. The Loyal Trait is as-
with no penalty using his own Leader- are closely related. He can even com- sumed to represent their loyalty to the
ship Ability. municate basic information with speak- covenant, although they may develop
As one travels further from home, ers of Castilian, at a 3 penalty. different loyalties to different organi-
one encounters changes in language zations or individuals. The Loyal Trait
which might make conversing dif- is also used as a measure of the impact
ficult. A native speaker knows his
own language at a score of 5, and Personality of The Gift on non-magi (see Grow-
ing Used to The Gift, later). If a char-
may have a specialty in his own di-
alect, for an overall score of 6. He
can sometimes communicate with a
Traits acter has a Personality Flaw, then she
could be given an additional Personal-
ity Trait that matches that Flaw. This
speaker of a different language, de- Personality Traits are largely a de- trait should have a value of +3 (for a
pending on how closely related the scriptive statistic in Ars Magica Fifth Minor Flaw) or +6 (for a Major Flaw).
two languages are: Edition, used as a guide to roleplaying Several resources for Ars Magica

55
Grogs
Fifth Edition have provided lists of his Fear of Fire. A grog might be torn attitude of the magi toward the grogs
possible Personality Traits. Realms of between his Loyal to Covenant and during that time. An individual grog
Power: The Divine Revised Edition, page his Loyal to Friends Traits. When this begins with a Loyal Personality Trait
40, has an insert relating Personality happens, make the Personality Trait that is up to 3 points different from
Traits to religious virtues and vices, roll as usual, but modify the Ease Fac- the turbs Prevailing Loyalty.
and discusses which traits oppose tor by the score in the opposing Trait. For a more complex, but perhaps
which others. Art & Academe, page 40, This modification might make the richer, system, each grog could have a
discusses the relationship between Ease Factor harder or easier, depend- separate Loyalty score for each magus
complexion and Personality traits, ing on the situation. in the covenant or at least for those
and provides further lists of possible Exempli gratia: A grog is confronted by a magi with whom he has regular con-
traits linked to the preponderance of fire-breathing dragon, which requires a Brave tact. These Loyalty scores fluctuate in
the humors. roll. If a magus orders him to engage the drag- a similar manner to Prevailing Loy-
on, the characters Loyal trait is subtracted alty. Thus, if Ignatio the Shield Grog
from the Ease Factor, since the more loyal the has regular, friendly contact with Til-
Making Personality grog is, the easier this roll is. If the character litus of Bonisagus, his initial Loyal
has a Fear of Fire, this Trait should be added +2 might develop into two Personal-
Trait Rolls to the Ease Factor for the Brave roll, since this ity Traits, Loyal to Covenant +2 and
fear discourages his natural bravery. Loyal to Tillitus +3. Consequently,
To decide on a characters actions Ignatio has an effective Loyal 0 when
using Personality Trait rolls, add the dealing with Tillitus (taking into ac-
Personality Trait to the result of a Growing Used count his 3 penalty for the Gift),
stress die, and compare the result to compared to Loyal 1 with the other
the table on page 19 of Ars Magica
to The Gifted magi of the covenant.
Fifth Edition. Pay special attention
to the trait rolled and its sign. For ex- As previously explained in ArM5,
ample, a character with a Cowardly people do not get used to The Gift.
+2 Trait who is asked to make a Brave
roll effectively has a Brave 2 Trait. If a
They can get used to a Gifted indi-
vidual, however, and regular positive Advanced
character fails a Personality Trait roll,
then he must temporarily act in a man-
ner determined by the circumstances
interactions eventually allow a person
to ignore the negative social conse-
quences generated by that characters
Group Combat
(that is, the storyguide). A character Gift. Covenants implies that it takes Group Combat is an important
who lacks a Personality Trait is consid- 15 years for an average resident of a concept in Ars Magica Fifth Edi-
ered to have a score of zero. Usually, coven to ignore the social penalty of tion, and the principle role of grogs in
a single Personality Trait is applied to the Gift (see Familiarity, page 40), many stories. The rules in this section
any given roll; use the most appropri- although altruism and rewards might expand the Group Combat rules in
ate, or the highest. A grog with an shorten this substantially, and provid- ArM5 to add a bit more tactical depth.
applicable Personality Flaw does not ing the grogs with better than average Feel free to use group combat when it
usually need to roll; a Major Personal- living conditions and pay can shorten makes sense, or have characters fight
ity Flaw takes virtually all control from it further still. The social penalty of a independently whenever drama or
the player under applicable circum- magus Gift is usually applied to any troupe preference dictates. These
stances, whereas a Minor Personality sort of situation roll that involves loy- rules were first printed in Chapter 9 of
Flaw should determine his actions in alty, but Covenants introduces the con- Lords of Men.
lieu of a Personality Trait Roll, but not cept of Prevailing Loyalty, which is
to the exclusion of reason. added to any Loyal Personality Trait
A common experience for grogs rolls instead of the magus social pen- The Leaders Actions
is to be under the influence of con- alty. Prevailing Loyalty begins as the
flicting emotions. A sentry on watch average social penalty of a covenants A group leader can make one com-
might be tempted by his Lazy Trait magi, but can increase (or decrease) mand-related die roll per round with-
to just go to sleep, but this is opposed according to factors such as the length out using his action for that round.
by his Need to Please. A normally of time that magi and grogs have as- The leader acts at the same point in
Brave soldier might be challenged by sociated with one another, and the the combat sequence as the rest of

56
Grogs
the group. In cases where it matters If everyone in the group has a EASE FACTOR: 9
whether the group acts first, or the positive Loyal personality score, the EXAMPLE EVENTS: Charged by obvi-
leader makes the Leadership roll first, group gains an additional bonus equal ously superior force; Or, ambushed
the leader gets to decide the order in to the lowest Loyal score among the or attacked from rear; Or, all mem-
which the dice are rolled. members. bers of group reach Wound Penal-
If the leader (or any member of the Example discipline Ease Factors ty of 3 or worse; Or, the vanguard
group, for that matter) wants to re- are given below: or leader killed, Incapacitated, or
main in the group, but do something disabled by magic.
other than attack, thats permissible. EASE FACTOR: 3
Simply dont count that individual as EXAMPLE EVENT: Group moves across
part of the group when calculating difficult terrain.
DISORDERED GROUPS
the groups combat bonus or resolving
Damage. For example, if a group of two EASE FACTOR: 6 A group that fails a Discipline or
grogs plus a leader is fighting, and the EXAMPLE EVENTS: Group runs (with- Morale check becomes Disordered.
leader chooses to spend his action do- out charging); Or, enemy Dis- This is a bad state of affairs that leaves
ing something else besides attacking engages (without routing); Or, the group vulnerable in combat.
(say, casting a spell), then the groups group changes between melee and
combat bonus would be capped at +X missile combat. A trained group that is Disordered
(instead of +Y), and when the group functions as an untrained group. If
hits, it only would inflict Damage two EASE FACTOR: 9 it fails a second Discipline check,
times, not three times. EXAMPLE EVENTS: Enemy routs; Or, it functions like a Disordered un-
group Disengages. trained group.
An untrained group that is Disor-
Morale and Discipline MORALE
dered cant attack effectively: only
half its attacks (round up) can hit,
These optional rules somewhat and the others automatically miss.
weaken the effectiveness of groups, All groups need to make morale That is, instead of inflicting dam-
but they make the role of the leader rolls when bad things happen to them age once per member of the group,
more important. A leader becomes on the battlefield. Morale rolls do not it only inflicts damage half that
significant even in an untrained group. take an action to make. A group that many times (round up).
Effective group tactics require fails a morale check becomes Disor- If a group that is Disordered fails a
both discipline and morale. In battle, dered. If the group is already Disor- Morale check (but not a Discipline
both of these will be tested. dered and then fails a Morale check, check), it becomes Routed.
it routs.
DISCIPLINE GROUP MORALE:
ROUTED GROUPS
stress die + Leaders Pre + Leaders
A Discipline roll is required when- Leadership A routed group has lost its will to
ever the group is tempted to break fight and attempts to Disengage from
formation, either because the group If everyone in the group has a posi- all opponents and flee to safety. Once
is executing a tricky maneuver or tive Brave personality score, the group Disengaged from the enemy, its not
because the enemy seems vulnerable gains a bonus to the Morale roll equal uncommon for the members of a rout-
(tempting the groups members to to the lowest Brave score in the group. ed group to scatter.
pursue them). Discipline rolls do not Example morale Ease Factors are A group can become Routed if it
take an action to make. If a Discipline given below: is already Disordered and then fails a
roll fails, the group temporarily be- Morale check.
comes Disordered. EASE FACTOR: 6
EXAMPLE EVENTS: Taking wounds from
GROUP DISCIPLINE: missile fire when having no mis-
RALLYING A GROUP
stress die + Leaders Presence + siles of its own; Or, charged by ap-
Leaders Leadership proximately equal force. If a group becomes Disordered or
Routed, the leader may attempt to

57
Grogs
rally it as an action. Rallying improves attack, but uses the Defense score opponents can easily cripple the mis-
a routed group to being merely Disor- of its best member. The leader of a sion by wounding all of the grogs, and
dered, or restores a Disordered group group can designate a new vanguard is particularly brutal on the vanguard.
to normal status. in the middle of battle. If successful, If the characters are close to home,
this takes effect immediately, and the it might be possible to send the most
RALLY A GROUP: groups future rolls are based on the wounded back, and have them re-
Presence + Leadership + stress Die new vanguards statistics. The leader freshed with reinforcements. How-
can automatically choose a new van- ever, movement while injured can be
The Ease Factor to rally a group guard (no roll required) if the group painfully slow.
depends on whether the group is En- spends a round without attacking or
gaged in combat, and how many casu- defending.
alties it has taken. A casualty is a mem- Battlefield Injuries
ber of the group who has a Medium REPLACE A VANGUARD IN COMBAT:
or worse wound, or is unconscious or Leaders Presence + Leadership Wounds taken in combat can pose
unable to fight due to magical effects. vs. Ease Factor 9 a major impediment to continuing an
Example Ease Factors to rally a expedition. A character with more
group are given below: A group with no leader automati- than a 2 Wound Penalty cannot
cally fails any future Morale or Disci- make any swift or sudden motions, or
EASE FACTOR: 3 pline checks. A new leader can assume travel at more than half the usual pace
EXAMPLE EVENT: Group is not engaged command automatically if the group without risking his wounds worsening
in combat. spends a round without fighting (mak- (ArM5, page 179). Even a 1 Wound
ing no Attack or Defense rolls). Alter- Penalty prohibits strenuous activ-
EASE FACTOR: 6 natively, a member of the group may ity without risking the wound. The
EXAMPLE EVENT: Group is taking en- assume command in combat; if suc- Wound Recovery roll made to prevent
emy missile fire. cessful, this takes effect immediately. a wound from worsening is fortunately
modified by the Chirurgy Ability of
EASE FACTOR: 9 ASSUME LEADERSHIP IN COMBAT: any first-aider, which is why a cutter is
EXAMPLE EVENT: Engaged in melee. Presence + Leadership a vital member of any grex.
vs. Ease Factor 9 A character with a 1 or 2 Wound
EASE FACTOR: 12 Penalty can perform sentry duty, but
EXAMPLE EVENT: Routed and being If more than one character suc- cannot usually partake in most off-du-
hotly pursued. ceeds at this roll in the same round, ty activities such as pitching camp. He
the one with the highest total be- cannot take double duties on watch
EASE FACTOR: +1 to Ease Factor comes the leader. without having to make a wound-
EXAMPLE EVENT: Group has sustained worsening roll. A character with a
casualties. more severe Wound Penalty cannot
even perform sentry duty without put-
EASE FACTOR: +3 to Ease Factor
EXAMPLE EVENT: Group has sustained Injury ting pressure on his ailing body.

50% casualties or more.


and Death FIRST AID

GROUPS WITH NO LEADER Combat is sometimes an inevi- First aid can prevent a wound from
table consequence of a story, and is worsening for a short period of time,
Ordinarily, a group that loses its the principle reason why magi employ allowing the patient to get to a place
vanguard or leader splits into indi- grogs. However, injuries in Ars Mag- of safety for the proper healing of his
viduals (see ArM5, page 173). Un- ica Fifth Edition can be punishing; wounds. When tending a patients
der these optional rules, a group that even minor wounds, while not imme- wounds, a chirurgeon can make a First
loses its vanguard or leader can still diately life-threatening, impose limits Aid roll against the Improvement Ease
fight, though it is likely to become on activities, and there are no easily Factor of his patients most serious
Disordered. available magics for healing wounds. wound on the Wound Recovery Table
A group with no vanguard cant A minor encounter with a group of (ArM5, page 179). If this is success-

58
Grogs
ful, the patient is treated as one cat-
egory higher with respect to Activity
While Injured (ArM5, page 178). The
effects of a successful First Aid roll last
just one day, and cannot be repeated.
A botched First Aid roll provokes an
immediate Wound Recovery roll, and
the patient receives no First Aid bo-
nus. First aid can also start the healing
process (see Art & Academe, page 61)

FIRST AID ROLL:


Dexterity + Chirurgy
+ Recovery Modifiers
(see Art & Academe, page 54)
+ Magical Aid + stress die
vs Improvement Ease Factor

MAGICAL FIRST AID


The 10th level Creo Corpus spell ed for more serious wounds. Natu- The medieval attitude to death is a
Bind Wound (ArM5, page 129) prevents rally, a magus with the ritual form of mixture of reverence and superstition.
any wound from worsening while in this spell and the vis spare can negate In Christian thought, a good death is
effect, and can be a life saver in many such a wound altogether. at the end of a long life. The deceased
situations. Even low-level Creo Cor- is reconciled with the community
pus spells can grant a modest, long- and with God through the sacrament
term bonus to Wound Recovery rolls, The Death of a Grog of Extreme Unction (or Last Rites),
which includes those to avoid wounds which spiritually prepares him for the
worsening. Covenants commonly cre- It is an uncomfortable truth that journey to the next life. Most impor-
ate an enchantment with one of these soldiers die; even more, they are ex- tantly, he has done penance for all his
spells as a constant effect, at least to pected to die. Their purpose, after all, sins in this life, and received forgive-
get the vanguard back on his feet. is to place themselves between danger ness. But soldiers hardly ever die in
Endurance of the Berserkers (ReCo 15) ne- and their masters. Particularly lucky this manner. Christians fear the quick
gates all Wound and Fatigue penalties or skilled soldiers sometimes last long death, the mors improvisia, because it
for a short time, but the average hu- enough to start families, or even re- robs them of the opportunity to ren-
man can only be affected by this spell tire. Even luckier grogs get to live at der themselves penitentially into a
twice before it ceases to have an effect covenants where the magi are either state of grace.
(ArM5, page 134). so peaceful or so formidable that the It is considered important for a ca-
A more powerful enchantment risk of death or serious injury is mini- daver to be physically clean as a sym-
consists of a long duration Chirurgeons mal. Yet for most turbs, the passing of bol of the desired spiritual cleanliness,
Healing Touch (CrCo 20), which re- a grog is depressingly frequent. and the body of a fallen comrade is
moves a wound entirely for as long Some troupes prefer to play grogs washed clean of blood and, if possible,
as the character is under its influence as an expendable resource, and barely wrapped in a clean linen sheet. Grogs
(ArM5, page 129). However, this mark their passing. It is unlikely that often turn to the magi in the absence of
spell would have to be boosted to the turb itself is so blas about death. a priest for Extreme Unction. As Latin
Sun Duration, meaning that it would In the heat of the battle, they may not speakers, it is often assumed that magi
inflict a Warping point every time note the passing of their comrade, and can perform priestly duties. Indeed, in
it is used for the strong mystical ef- even if they do, they will not dare to dire circumstances, this sacrament can
fect (ArM5, page 168). Furthermore, let it affect them. When the heat of be performed by any baptized mem-
it could only negate a Light Wound; battle has passed, though, they gather ber of the Church; ordination is not
more powerful effects would be need- up the dead and mourn their loss. a requirement. However, when per-

59
Grogs
formed by an ordained priest, Extreme bered, and the grave must be marked. gregis also suggests that, once a year,
Unction absolves the person from all The grogs may express a desire to re- on All Souls Day (November 1), the
mortal sins and protects the spirit of turn for the body at a later date, to en- magi lead a ceremony remembering
the deceased from supernatural effects sure that it receives the correct burial the fallen, and pleads that covenants
for three days (Realms of Power: The Di- rites. Curiously, the same reverence is find the money to add the grogs name
vine Revised Edition, page 75); this is usu- usually shown for the dead even if an to the obituary of a local monastery,
ally sufficient time for the body to be individual was disliked in life. so that prayers will be said to speed his
buried in consecrated ground. time in purgatory.
Grogs usually show a strong desire If a grog has left behind a wife or
to carry their fallen comrade home.
REMEMBRANCE family, they will often be cared for by
Tradition dictates that a body is bur- the troop. Any pension owed to the
ied in the same parish as his birth, but Grogs often institute some com- deceased individual devolves to them,
some covenants maintain their own munal ritual to revere their deceased and the other grogs often contribute
graveyard for more far-flung members comrades. The liber gregis suggests that what aid they can afford. It is not un-
of their community. The inability to this is permitted, even encouraged usual for a close friend of the deceased
recover a body, or to return it home, by the magi. A roll of the fallen, dis- grog to offer to marry the widow, so
is a painful thing, and grogs leave be- played in a prominent place and cer- that she will be well-cared for and her
hind a fallen comrade with great reluc- emonially inscribed with the names children protected from poverty.
tance. A magus suggesting that a body of deceased grogs, is a good way to It is not necessary for every grog
be abandoned is likely to provoke achieve this. Even if the grogs can- death to be played out in detail, but
feelings of rebellion, and can result not actually read the honor roll, they it is worth it on occasion, so that the
in the loss of Prevailing Loyalty (see know which names correspond to grog can be remembered in death as
Covenants, page 40). If the body must their particular friends, and know that much as he was in life.
be left behind, it is important that it they will not be themselves forgotten
is buried whole, not burnt or dismem- when death comes for them. The liber

60
Chapter Five

Creating &
Maintaining Grogs
Character creation can be a te- forever. In addition to gaining Flaws applies to Virtues. Changes should
dious business, and the purpose of through misadventure or foolish ac- not be made that affect the Charac-
this chapter is to make it easier. When tions, a character can gain Virtues teristics or Abilities of a character,
you are creating a magus or compan- through exposure (deliberate or not) and one should certainly not discard
ion character, it is worth putting in to powerful magic, and may also gain a Virtue or Flaw that has been a ma-
the extra effort of Detailed Character them as a result of stories. jor feature of a story in the past.
Creation (ArM5, page 28), as you can Sometimes, after a character has These changes are minor in com-
expect to be playing this character for been played for a while, it might parison to a character who wants to
several years or decades of game time. become apparent that she has the develop in new ways, and expand
Grogs, however, tend to have shorter wrong complement of Virtues and himself beyond his original profes-
life spans and even shorter life expec- Flaws. Perhaps the player decides sion. Perhaps a grog aspires to become
tancies, but simply using the character that Wrathful is an inappropriate a priest, or rid himself of a Maledic-
templates in Ars Magica Fifth Edition choice for his sentry, and thinks that tion. The rest of this section describes
results in grogs who are all too similar. Reclusive might be more appropri- the process by which these changes
This chapter aims to find a middle way ate. In cases like this, with the ap- can be made.
between these two extremes. proval of the troupe, these changes
The rules presented here also al- can simply be made. If the character
low grogs to be easily maintained, so is quite new to the saga, then even Gaining New Flaws
they are kept up to date and ready major changes can be applied with
for action. Herein also are rules for little effect, but changes in an estab- It is comparatively easy for char-
allowing a character to expand be- lished character should be restricted acters to gain new Flaws. These are
yond his original concept, and per- a Minor Flaw can be exchanged often the consequence of player ac-
haps even transform into a compan- for another Minor Flaw, and a Major tions, and need no special proce-
ion character. Flaw for a Major Flaw, and the same dures or effort to allow them to hap-

Changes in Social Status


Virtues Among all the alterations to Vir- up life as an outlaw. If these changes

and Flaws tues and Flaws, the Social Status Vir-


tues and Flaws are perhaps the most
likely to occur. One of the coven-
occur, simply replace the old So-
cial Status Virtue with the new one.
Only in some circumstances do
A freshly-created character has folk can be promoted to custos after characters retain the old social sta-
as many points of Virtues as she has years of service. A freeman can take tus in addition to the new one, and
points of Flaws, but characters are ex- Holy Orders and become a priest. these are clearly indicated in the
pected to change over time, and an A knight can be disgraced and take Virtue or Flaw description.
individual need not remain that way

61
Grogs
pen most characters will not go GAINING FLAWS ing an animal companion, although
out of their way to make their life THROUGH MISHAPS grogs are usually prohibited from
worse, but sometimes misfortune be- gaining Story Flaws during the game,
falls them. The easiest way to gain a Flaw is much as they are off limits during
An important distinction to make through misfortune. Most often, Gen- character creation. Offending a fa-
is that changing circumstances need eral Flaws are gained through mishap, erie is a good way of gaining a Male-
not actually generate Flaws, even if particularly those that affect the body. diction or disfigurement.
there is a Flaw that describes the situ- Occasionally, chirurgeons have to am-
ation the character is now in. Only putate limbs to save a patients life (Art
if the change in circumstance has an & Academe, page 62), and in the heat of
GAINING FLAWS THROUGH MAGIC
effect on the game, becomes a story battle, horrific injuries occur with star-
seed, or alters how the character is ro- tling regularity (Art & Academe, pages There are some hedge wizard tra-
leplayed should this actually be treat- 4344; Lords of Men, page 125). Fur- ditions that can impose Flaws on an
ed as a Flaw. For example, a character thermore, many of the diseases that individual in the form of curses: for
who loses a hand to gangrene always abound in Mythic Europe can result in example, the Malediction Power of
gains the Missing Hand Flaw, because permanent injuries such as blindness, infernalists (Realms of Power: The Infer-
having only one hand always has a deafness, and palsy. nal, page 109) or the Grant Power of
mechanical effect on the game. How- faerie wizards (Realms of Power: Faerie,
ever, a character who gets married page 127). These are often used offen-
does not always gain the Dependents
GAINING FLAWS sively against enemies, but are usually
THROUGH ACTIONS
Flaw. Only if the player is interested limited in duration.
in having adventures based on his More damaging are the permanent
characters wife and children should Character actions can easily lead Flaws that can be imposed by certain
he acquire the Flaw. The storyguide to changes in social status (see insert supernatural creatures at a cost to their
should be careful not to allow a grog earlier), with characters becoming Might Score. These curses are a per-
character to gain a Story Flaw, unless branded criminals or outlaws. With manent alteration to the character,
it is temporary in nature or the charac- the approval of the storyguide, a although it may be possible to eventu-
ter is destined for transformation into character can gain Story Flaws by ally undo the curse (see Losing Flaws,
a more central role in the saga (see starting a feud, becoming indebted later). Furthermore, Warping induces
Transformation, later). to a powerful individual, or acquir- the acquisition of Flaws in those char-
acters who are not aligned to a Super-
natural Realm (ArM5, page 168).

Gaining New Virtues


Much like Flaws, a character need
not settle for the Virtues chosen for
him at character creation. There are
three principle ways in which new
Virtues can be gained: through mag-
ic, through initiation, and through
actions. These methods are de-
scribed later.
If a Virtue is gained that affects the
way in which a character gains experi-
ence points, this does not affect any
experience points gained thus far. So
a character who gains an Affinity with
an Ability does not immediately re-
calculate all the experience points ap-
plied to that Ability so far.

62
Grogs
GAINING VIRTUES study. It is perhaps most common for Character Transformation
THROUGH MAGIC grog characters to be Initiated into
the Ceremony Ability (see any of the A grog character need not re-
There are an assortment of su- Realm of Power books for their specific main a grog for life. The dividing
pernatural methods through which variants) to enhance the supernatural line between grog and companion
a character can gain new Virtues, al- powers of a companion or magus- is a conceit of the game mechanics,
though many of these methods grant equivalent character. separating the support characters
the Virtue on a temporary basis, such Initiation can occur off-stage for from those on whom the stories are
as a gruagachs spells (Hedge Magic Re- grogs, but it is unusual for non-magi- focused. However, sometimes grogs
vised Edition, page 65), an Object of Vir- cal individuals to partake in a mystery may grow to transcend their original
tue (Realms of Power: Magic, page 124), cult or secret society to the degree of roles, and become central characters
or faerie wizardry (Realms of Power: Fa- achieving Initiation. Joining a hedge around which stories pivot. The chief
erie, page 127). magic tradition is perhaps more likely, game difference between grogs and
However, there are some ways that but also more difficult since they tend companions is the number and type
a Virtue can be granted permanently, to be wary of those associated with of Virtues and Flaws, and while sev-
through the agency of a supernatu- the Order of Hermes. eral methods are discussed earlier in
ral being. The Goetic Arts (Realms of this chapter by which a character
Power: The Infernal, page 114) can rip can change or expand his choices in
a power from a supernatural creature
GAINING VIRTUES Virtues and Flaws, converting a grog
THROUGH ACTIONS
and give it to a human, and some character into a companion charac-
magical creatures and faeries have the ter through these methods would be
power to permanently grant Virtues at Sometimes a characters actions slow indeed, taking years (if not de-
the cost of reducing their Might score. through the course of a story results cades) of game time.
The acquisition of Virtues in this man- in him acquiring the effects of a Vir- This section presents some ideas
ner should never be frivolous, and tue. Typically, Virtues gained in this as to how a character can be sud-
either be guided by the needs of the way reflect social interaction with denly transformed from a grog char-
story, or actively sought as the object storyguide characters. For example, a acter to a companion character. The
of a story. character can gain the effects of the essential first stage to this process is
Finally, severe Warping can result Social Contacts Virtue by recruiting a reason to do so. The vast majority
in Virtue acquisition. Typically, the an agent, or the Protection Virtue by of grogs do not transform into com-
Virtues gained from Warping reflect making a friend with influence, as- panion characters, and so for this to
the source of the supernatural power suming that these are not just passing happen implies something special
that caused it. associations. The troupe should be has occurred. This is nearly always
cautious about a grog gaining a Major precipitated by a story. This story
Virtue, unless the character is destined should go some way to explain how
GAINING VIRTUES for transformation into a more impor- and why the character has just gained
THROUGH INITIATION
tant role (see later). more Virtues and Flaws. The troupe
should be careful to ensure that these
Initiation is a mystical process Virtues and Flaws are appropriate
through which a character acquires Losing Flaws to the type of transformation it
Virtues through the rituals of a mys- would be very unusual for a grog who
tery cult (see Chapter 2 of The Mys- Most of the methods by which has just become the leader of his own
teries Revised Edition for more details) or Virtues can be gained (see earlier) mercenary company to suddenly ac-
traditions of hedge magic (Hedge Magic can also rid a character of Flaws, but quire the Large Virtue, for example,
Revised Edition, page 12). The character not all methods are applicable to all while this might be possible for a
must develop a score in the Organi- Flaws. A character with a Missing character who drunk a faerie potion.
zation Lore of the cult or tradition in Hand cannot grow it back through Remember that a companion char-
question before even being considered Initiation, but must instead resort to acter need not take all ten points of
for Initiation. The Initiation process supernatural means. However, char- Flaws, and do not be tempted to add
itself is balanced internally, requiring acters may be able to take part in inappropriate Flaws just to gain more
the character to pay for her new vir- stories that rid themselves of a curse, Virtue points.
tue in ordeals, quests, sacrifices, and for example.

63
Grogs
INAUGURATION ants of that realm rather than by hu- Mystery Cults have as their ultimate
man artifice. Metamorphosis often goal some form of magical alteration
Those events which result in the results in the acquisition of Super- of a character; this is more of a meta-
investiture of a character with tempo- natural Virtues and Flaws from the morphosis transformation than an
ral or spiritual authority are termed appropriate realm. Metamorphosis Initiation as such.
inaugurations. This variety of trans- can easily just happen to a character, Exempli gratia: A morbid grog who has
formation is usually accompanied rather than be specifically sought out been a grave-robber under a necromancer for
by a change in social status. Typical or quested for. However, the goal of years seeks initiation into the Disciples of the
inaugurations result from attempts at some secret societies is to effect a Worm, a Hermetic mystery cult. The standard
social mobility: a craftsman becomes metamorphosis of their leader into a initiatory path is designed for magi, but the
dean of his guild; a priest becomes supernatural being. storyguide has determined that the cult also
bishop; or a scholar achieves his Exempli gratia: The Queen of Winter accepts mundanes. As part of his initiation,
doctorate. However, an inauguration was an antagonist that the storyguide had in- the grog becomes bound to the ghost of an Old
need not be planned by the character tended to be an ongoing foe for the characters, One (whatever that is), and discovers that he
involved; it might result from a sud- but through the lucky guesses of the player has a host of new abilities, many of them su-
den windfall, or an unexpected turn characters, they managed to pierce the faeries pernatural.
of events. disguise and slay her in the first encounter.
Exempli gratia: A character finds a power- One of the covenants grogs delivered the kill-
ful artifact on adventure. It was intended for a ing blow, and the storyguide decides that the
PILGRIMAGE
companion character, but a grog got there first. Queen lays on him her death-curse. Over
To represent the central role of that artifact and the next few months, the grog undergoes some Pilgrimage can be a life-changing
its wielder in the saga, the troupe agrees that odd transformations, each of which forms the event. Characters embark on a pil-
the character can become a companion. focus of a story. By the shortest day of the grimage for all sorts of reasons not
Exempli gratia: The storyguide has year, Winter has a new faerie King under the all of them matters of piety but
planned a long series of adventures that will control of the storyguide. After the story arc those who return are usually changed
shape the saga to come for many years, but is complete, she decides that the covenant can in some manner. Going on pilgrimage
what it really needs is for the covenant to reverse the transformation of the grog, but the can be a good pretext for a planned
have a tame nobleman. However, the saga has experience leaves him permanently altered, change in character, whether the
been going for a few years now, and the play- and he is better off re-envisioned as a faerie- journey (physical and spiritual) is
ers already have companion characters. The touched companion character. played out in stories or occurs behind
storyguide has a quiet word with Elaine, the the scenes. For more information
creator of Sir Edwin, who is a grog character on pilgrimage, see The Church, pages
despite his noble birth. With Elaines agree-
INITIATION 1519.
ment, she designs a story where Sir Edwin is This type of transformation need
able to restore his family fortunes by prov- Initiation can simply add Virtues not be taken literally. Any story or
ing the malfeasance of a neighboring baron. to a character, but initiation into a story arc that takes a character out of
Sir Edwin is awarded the deposed barons fief, mystery cult can also be a means to his normal routine and location, tests
and becomes a Landed Noble and a compan- transform a character. A grog can his character, and then transforms his
ion character. The new Flaws and Virtues he easily remain a grog character as a life forever is a pilgrimage. This in-
acquires are all related to the lands and feuds member of a cult they can play a cludes such stories as: going on Cru-
he has inherited. support role just as well inside a se- sade; embarking on the Grail Quest;
cret society as they can anywhere undertaking the black pilgrimage to
else but seeking to join such a cult the unholy city of Chorazin; or seeing
METAMORPHOSIS displays a level of dedication or self- the jinn-haunted streets of Irem of the
importance that is more suited to a Pillars. When the character returns
The process of metamorphosis is companion character. The cult can from such a journey, he will never be
a magical change which overcomes a provide a means to upgrade the char- the same again, a change that is partic-
character and permanently changes acters importance in a saga. Of all ularly well-represented by transform-
him into something else. This power the methods presented here, initia- ing into a companion character.
can conceivably come from any of tion is perhaps the most likely to pro- Exempli gratia: Peter, a companion char-
the realms of power, but is probably duce a Mythic Companion, which is acter, dies tragically, but the story arc planned
controlled by non-human inhabit- a magus-equivalent character. Some for him was never even started. This involved

64
Grogs
it is less than or equal to the indicated
Starting Characteristics number of Aging Points, then Appar-
ent Age advances 10 years for that de-
POSITIVE / NEGATIVE POINTS CHARACTERISTICS cade, otherwise it advances a number
(+14/7) +2, +2, +2, +2, +1, +1, 1, 3 of years equal to the die roll. If the
(+14/7) +3, +2, +2, +1, +1, 0, 1, 3 character has spent part of a decade at
(+14/7) +3, +3, +1, +1, 0, 1, 2, 2 one Aging Score and part at another,
(+13/6) +3, +2, +2, +1, 1, 1, 1, 2 use the higher score for the whole de-
(+13/6) +2, +2, +2, +2, +1, 0, 2, 2 cade. To deal with fractional decades,
(+12/5) +3, +3, 0, 0, 1, 1, 2 just take an appropriate proportion of
(+10/3) +2, +2, +2, +1, 0, 0, 0, 2 the numbers indicated, rounding all
(+8/1) +3, +1, +1, 0, 0, 0, 0, 1 fractions up.
Exempli gratia: Paul the Grog is designed
as a 45 year old character. Rather than mak-
Peters lycanthropy, his wife and daughter, gained for a decade of aging. Since ing 10 aging rolls, his player consults the Ag-
and a rather unpleasant and powerful non- the results of the aging roll are quite ing Chart. His Living Conditions Modifier is
Hermetic sorcerer from their distant homeland. variable, results have been presented 0, so he has 6 years with an Aging Score of 4
His son, hitherto a grog character, decides to for mild, average, and harsh years. (from 35 to 40 years old) and 4 years with an
take up his fathers quest, and in the process To use the table, decide whether the Aging Score of 5 (from 41 to 45 years old);
become a companion character for the player grog has experienced mild, average, but this is treated as 10 years at an Aging
who used to play Peter. or harsh aging for each decade, then Score of 5. He therefore takes 5 Aging Points.
cross-reference the row that corre- Had the storyguide required him to use the
sponds to the characters Aging Score. harsh aging column, he would have had 6 Ag-
The Aging Score is equal to the Aging ing Points instead.
Characteristics Total excluding the stress die: age/10
(round up) Living Conditions modi-
At character creation, harsh ag-
ing might represent a character who
fier Longevity Ritual modifier. The has adventured a lot prior to his in-
Every character has 7 points to character takes the indicated number troduction as a player character, and
spend on buying positive Character- of Aging Points. Apparent Age can be he might be permitted to start with
istics, and can take up to 7 negative determined by rolling a simple die. If Ability Scores 1 point higher than his
points to gain an equal number of ad-
ditional points for positive Character-
istics (ArM5, page 30). Various Vir-
tues and Flaws can alter the number of
Aging Chart
points gained, or affect the final Char- The numbers in the nearby table indicate the number of Aging Points
acteristics once the points have been and the number of crises expected to be gained by a character in a decade
spent. The nearby insert has several at different Aging Scores. For more details, see ArM5, pages 169170. The
arrays of Characteristics bought with Aging Points listed exclude those deriving from crises. Aging Scores of less
the standard number of points; simply than 4 are provided for those with good Living Conditions Modifiers.
pick one for your character.
AGING SCORE MILD AGING AVERAGE AGING HARSH AGING
1 1 2 3
Aging, the Easy Way 2 2 3 4
3 3 4 5
Characters who are 35 years old 4 3 4 / 1 crisis 5 / 2 crises
or older usually need to make ag- 5 4 / 1 crisis 5 / 1 crisis 6 / 2 crises
ing rolls each year. When creating 6 5 / 1 crisis 6 / 1 crisis 7 / 2 crises
an old character, or updating a large 7 6 / 1 crisis 7 / 1 crisis 8 / 2 crises
number of grogs, making aging rolls 8 7 / 1 crisis 8 / 1 crisis 9 / 2 crises
can be time-consuming. The Aging 9 7 / 1 crisis 9 / 1 crisis 10 / 2 crises
10 9 / 1 crisis 11 / 1 crisis 12 / 2 crises
Chart in the nearby insert presents
the expected number of Aging Points

65
Grogs
age would normally permit (ArM5, since Decrepitude can quickly crip- a Decrepitude 2 and 15 Aging Points, plus an
page 31). Likewise, a character tak- ple a character. additional 2 (one-third of 6), for a total of 17.
ing mild aging might be restricted The Aging Points listed on the Ag-
to lower maximum Ability Scores. ing Chart only apply if the character
Characters with the Mild Aging Vir- suffers no crises. If crises are applied,
EFFECTS OF AGING
ON CHARACTERISTICS
tue or Poor Conditions Flaw (see then the character gains a Decrepi-
Chapter 6: New Virtues and Flaws) tude score equal to the number of
would be required to suffer mild or crises suffered, and the appropriate All Aging Points must be applied
harsh aging, respectively. After char- number of Aging Points for that level to the Characteristics of the character
acter creation, the storyguide might of Decrepitude. He also gains a num- in the usual fashion. The Aging Table
dictate that conditions around the ber of additional Aging Points: if he (ArM5, page 170) is designed to af-
covenant affect which type of aging suffers one crisis, then he gets half of fect certain Characteristics in favor
characters suffer, due to mild winters, the Aging Points listed in the Aging of others. Just under half of all Aging
uncommonly good or bad conditions Chart; if he suffers two crises, then he Points gained (excluding those from
at the covenant, outbreaks of disease, gets one-third; and so on. Round all crises) are applied to any Character-
and so forth. fractions up. istic (that is, a roll of 1012 on the
Exempli gratia: If the storyguide requires Aging Table). Of the remaining Aging
Paul to account for crises, he experiences one Points, approximately half are gained
APPLYING CRISES for his decade of average aging. He therefore in Quickness or Stamina, 30 percent
has a Decrepitude of 1, and 5 Aging Points, in Perception or Presence, 15 percent
It is up to the storyguide as to along with an additional 3 Aging Points (half in Strength or Dexterity, and the re-
whether the character suffers the of the 5, he would have gained without crises, mainder in Intelligence and Commu-
crises listed on the table; in particu- rounded up), for a total of 8 Aging Points. nication. Players should bear these
lar, she might be inclined to ignore Had he experienced harsh aging, then he distributions in mind when applying
crises for newly created characters, would have suffered two crises, granting him Aging Points to a character.

Childhood Training Packages


The five childhood packages FIVE YEARS: +5 Athletics, +15 Area Hunt, +5 Stealth, +30 Survival,
from Ars Magica Fifth Edition (page Lore: Covenant, +5 Folk Ken, +5 Swim
31) are presented here in the same +15 Latin, +75 Native Language,
format as the training packages for +5 Organization Lore: Order of
ease of reference; along with two Hermes MISCHIEVOUS CHILDHOOD
new ones Covenant-bred and Fe-
FIVE YEARS: +15 Brawl, +15 Guile,
ral Childhoods. These packages can
EXPLORING CHILDHOOD +75 Native Language, +15 Stealth
only be taken for the first five years
of life.
FIVE YEARS: +15 Area Lore, +5 Ath-
letics, +5 Awareness, +75 Native SOCIAL CHILDHOOD
ATHLETIC CHILDHOOD Language, +5 Stealth, +15 Survival
FIVE YEARS: +15 Charm, +15 Folk
Ken, +15 Guile, +75 Native
FIVE YEARS: +15 Athletics, +15 Brawl,
FERAL CHILDHOOD Language
+75 Native Language, +15 Swim
This childhood is only available
to characters with the Feral Upbring- TRAVELING CHILDHOOD
COVENANT-BRED CHILDHOOD
ing Flaw.
FIVE YEARS: +5 Area Lore: Area A, +5
This childhood is only available
Area Lore: Area B, +15 Folk Ken,
to characters with the Covenant Up- FIVE YEARS: +5 Animal Handling,
+5 Living Language, +75 Native
bringing Personality Flaw. +15 Area Lore, +15 Athletics,
Language, +15 Survival
+15 Awareness, +15 Brawl, +15

66
Grogs

Abilities player then applies 4, 2, and 2 expe-


rience points to up to three different
sheet. During the winter update, the
grog loses a season of regular experi-
Abilities, representing the season of ence points for each award of story
Non-magus characters receive 15 practice, and two seasons of expo- experience points. It is recommended
experience points every year. This is sure. Remember to update the age of that seasons are exchanged in the fol-
an average value, based on two sea- the grog, and the current year on the lowing order: exposure, vocational,
sons of exposure (4 experience practice, exposure. So a char-
points), one season of practice acter taking two seasons of
(4 experience points), and one story experience points loses
vocational season of teach- one exposure season and his
ing, training, adventuring, or vocational season.
reading books (7 experience Grogs who are used infre-
points). For example, a soldier quently can be updated every
might spend one season being three or five years, simply by
taught Single Weapon by the applying an appropriate train-
drill sergeant with the rest of ing package (see later). Remem-
the turb, practicing the Hunt ber to make a note of the last
Ability in the woods, and gain- time the character was updated
ing exposure in Awareness and on her character sheet. Use the
Athletics from his sentry duty. table given earlier under Aging
Poor characters have to re- to determine any effects of the
place the vocational season with passage of years.
another season of exposure.
Wealthy characters gain an ex-
tra vocational season instead of
one of the seasons of exposure.
Training Packages
Calculating Ability scores
can be one of the most time
Updating Grogs consuming parts of character
creation. This section intro-
Applying yearly experi- duces a quick and easy way of
ence points to grogs need not building a character through
be a chore. Those who are em- training packages. These train-
ployed by the magi on a regu- ing packages work exactly the
lar basis can be updated once same way as the childhood
a year, in the winter season. packages, applying a number
Each player should be respon- of experience points in certain
sible for updating an equal Abilities. The process can be
number of the regular grogs. used for grogs, companions,
The grog captain determines and for the pre-apprenticeship
which Ability has been taught years for magi.
that year (probably Single A package adds a certain
Weapon), and all grogs gain 7 number of years to the charac-
experience points in that Abil- ters age; some add three years,
ity (you can use the Teaching and others add either three
Quality of the drill sergeant if you character sheet, and determine aging or five years, depending on choice.
prefer). For non-soldiers, determine if applicable. Along with these years come experi-
other sources of experience points If a grog has taken story experi- ence points in various Abilities. Most
for this vocational season, and ap- ence points, these should be applied characters will take the same package
ply either 7 experience points or the immediately when they are received, more than once, to give them a con-
Source Quality, if it is known. The and a note made on the character centration in their core Abilities. Each

67
Grogs
acter has the Jurist Virtue (Art & Aca-
Wealthy and Poor Characters deme, page 91), then he need not have a
Virtue permitting Academic Abilities,
For characters with the Wealthy years old, rather than 37. since this Virtue permits taking the
Virtue, use the Training Packages For characters with the Poor key Abilities as a layman. If he has at-
method as described, but reduce Flaw, increase the post-childhood tended university, then he should take
the characters post-childhood age age by one half. That means a char- at least five years of Student and have
by one quarter. So a character who acter with 13 years worth of train-
a Virtue which grants extra experience
takes 32 years worth of training ing is actually 25 years old rather
in Academic Abilities. Characters in
packages after childhood is only 29 than 18.
England need Common Law rather
than Civil and Canon Law.

of the training packages assumes that GROG BACKGROUNDS FIVE YEARS: +40 Civil and Canon Law,
the character spends his vocational +5 Leadership, +15 Artes Libera-
seasons training the key Ability of Soldiers particularly soldiers of les, +15 Latin
that package, and his practice seasons fortune like grogs are rarely born THREE YEARS: +30 Civil and Canon
contribute either to the key Ability or into a military family. Even grogs Law, +5 Leadership, +5 Artes Libe-
to a secondary Ability. Some training born to the covenant might have rales, +5 Latin
packages require that the character trained in other skills before taking
can take Academic, Arcane, or Mar- up the sword. When building a grog
tial Abilities (this is indicated after with training packages, you are en-
ANIMAL TRAINER
the package name), and therefore the couraged to give them a few years in
character needs a Virtue that permits labor, craft, or professional trades to The five-year package is suitable
this. A starting character should not represent what they did before they for a professional animal handler, such
be built with more than 15 years in a became a warrior. It is also a way of as a master of hounds or an ostler, and
single package; few individuals are this generating a simple but interesting the Profession can vary accordingly.
single-minded. back story: if a character spent the The three-year package is for those
Remember that a starting charac- first eight years of his post-childhood who have regular contact with animals
ter cannot have more than 75 experi- life as a Farmer, and then five years as but not as their principle job.
ence points (a score of 5) in an Abil- a Woodsman before taking five years
ity unless they are 30 or older (ArM5, as a Soldier, what circumstances lead Five Years: +30 Animal Handling, +30
page 31), or have an Affinity. If a par- him to abandon his farm at the age Profession: Animal Trainer, +15
ticular build results in more than 75 of 13 and take up residence in the Ride
experience points, then the excess woods? Did he become a bandit? Per- THREE YEARS: +30 Animal Handling,
should be redistributed among the haps he was a forester? +15 Ride
characters other Abilities. If the char-
acter has an Affinity with an Ability,
APOTHECARY
add up all the experience points he Career Training
receives in that Ability from training
packages, then add half as many ex-
Packages FIVE YEARS: +15 (Area) Lore, +20
perience points again. Chirurgy, +40 Profession:
To round the character off, you These packages represent trades Apothecary
may need to add one or two more or professions to which a character THREE YEARS: +5 (Area) Lore,
years of age, and distribute the re- might belong. They provide the key +10 Chirurgy, +30 Profession:
sulting experience points to bring skills of that trade. Apothecary
some Abilities up to the next score.
If the character has any Supernatu-
ral Abilities, this method should be
ADVOCATE (ACADEMIC OR NONE) ARCHER (MARTIAL)
used to pay for those Abilities, but
remember that the character starts An advocate has studied law, either FIVE YEARS: +20 Awareness, +40 Bows,
with 5 free experience points in any at a university or through private tu- +15 Concentration
Supernatural Ability. tors or a cathedral school. If the char- THREE YEARS: +15 Awareness, +30 Bows

68
Grogs
CHURCHMAN (ACADEMIC) FIVE YEARS: +10 Bargain, +25 Craft: age, which permits her to take Arcane
Type A, +15 Craft: Type B, +15 and Academic Abilities. She probably
Suitable for priests, friars, and Organization Lore: Guild, +10 has several years of Student to ac-
nuns who have had some training Folk Ken count for her Academic Abilities. It
within the church. Academic church- THREE YEARS: +10 Bargain, +15 Craft: is assumed that she has no Art scores;
men should also take the Theologian Type A, +10 Craft: Type B, +5 Or- either she has not been Opened to the
package. Parish priests probably have ganization Lore: Guild, +5 Folk Ken Arts, or else her ability to work Her-
the Public Official or the Leader metic magic has been destroyed.
package, replacing some or all of the
experience in Leadership with Pro-
CULTIST (ARCANE) FIVE YEARS: +5 Artes Liberales, +5 Code
fession: Preaching (see Art & Academe, of Hermes, +5 Concentration, +5
page 13). A cultist has spent years worshiping Finesse, +10 Latin, +25 Magic The-
an evil force in secret. If the character ory, +15 Organization Lore: Order
FIVE YEARS: +10 Artes Liberales, +30 has the Ceremony Virtue, he can apply of Hermes, +5 Penetration
Organization Lore: Church, +5 some of his experience points in Infer- THREE YEARS: +5 Concentration, +10
Latin, +30 Civil & Canon Law nal Lore to that Ability instead. This Latin, +20 Magic Theory, +5 Or-
THREE YEARS: +5 Artes Liberales, +20 package might also represent a pagan ganization Lore: Order of Hermes,
Organization Lore: Church, +20 (in which case substitute Faerie Lore for +5 Penetration
Civil & Canon Law Infernal Lore), or a devotee of a mys-
tery cult (substitute Organization Lore:
Cult and Magic Lore for Infernal Lore).
FARMER
CONMAN
FIVE YEARS: +15 Guile, +50 Infernal FIVE YEARS: +15 Animal Handling,
FIVE YEARS: +15 Charm, +30 Guile, Lore, +10 Stealth +15 Area Lore, +5 Folk Ken, +40
+30 Intrigue THREE YEARS: +15 Guile, +30 Infer- Profession: Farmer
THREE YEARS: +15 Charm, +15 Guile, nal Lore THREE YEARS: +10 Animal Handling,
+15 Intrigue +5 Folk Ken, +30 Profession:
Farmer
CUNNING MAN (ARCANE)
COURTIER
Knows the local legends and the
FISHERMAN
FIVE YEARS: +15 Charm, +30 Eti- ways of the fae.
quette, +15 Folk Ken, +15 Intrigue FIVE YEARS: +15 Area Lore, +30 Pro-
THREE YEARS: +5 Charm, +30 Eti- THREE YEARS: +10 (Area) Lore, +5 Bar- fession: Fisherman, +15 Survival,
quette, +5 Folk Ken, +5 Intrigue gain, +30 Faerie Lore +15 Swim
THREE YEARS: +5 Area Lore, +20 Pro-
fession: Fisherman, +5 Survival,
CRAFTSMAN CUTTER +15 Swim

An apprenticeship in a craft typi- A cutter is trained in patching up


cally takes eight years, at the end the wounded and administering first
FOOTPAD
of which time the character should aid; alternatively, he could be an em-
have a primary Craft Ability of 3 piricus, a traveling surgeon. FIVE YEARS: +15 Athletics, +15 Guile,
(see City & Guild, page 42). It is as- +15 Legerdemain, +30 Stealth
sumed that each craftsman learns THREE YEARS: +40 Chirurgy, +5 Folk THREE YEARS: +5 Athletics, +5 Guile,
more than a single Craft Ability Ken +15 Legerdemain, +20 Stealth
during a typical apprenticeship, and
picks up several related trades. Jour-
neymen should take a Trader pack-
FAILED APPRENTICE HARLOT
age to account for the other Abilities
he will need, and Masters will need The character must have the Failed Carouse is most appropriate for
the Trainer package. Apprentice Virtue to take this pack- an alehouse strumpet or street-corner

69
Grogs
working girl, whereas Etiquette is FIVE YEARS: +50 Organization Lore: of a natural philosopher could equally
more suited to a courtesan or mistress. Church, +10 Folk Ken, +15 Pro- be Artes Liberales or Medicine. For
They typically gain an Organization fession (see earlier) rules on formulae, see Art & Academe,
Lore appropriate to their clientele. THREE YEARS: +30 Organization Chapter 5.
The Trader package (taking Profes- Lore: Church, +15 Profession
sion: Prostitute) is also appropriate. (see earlier) FIVE YEARS: +40 Philosophiae,
7 formulae
FIVE YEARS: +30 Charm, +30 Carouse THREE YEARS: +30 Philosophiae,
or Etiquette, +15 Organization Lore
MAGICIAN (ARCANE) 3 formulae
THREE YEARS: +20 Charm, +20 Ca-
rouse or Etiquette, +5 Organiza- Suitable for characters with Super-
tion Lore natural Abilities, although the scores
PIKEMAN (MARTIAL)
in these Abilities are purchased with
extra years, as detailed earlier. The FIVE YEARS: +20 Athletics, +15 Aware-
HERBWIFE wizard can also buy Enriched Objects ness, +40 Great Weapon
of Virtue by sacrificing 5 experience THREE YEARS: +10 Athletics, +5
FIVE YEARS: +10 (Area) Lore, +30 points per object (see Realms of Power: Awareness, +30 Great Weapon
Chirurgy, +5 Folk Ken, +30 Pro- Magic, page 124).
fession: Apothecary
THREE YEARS: +5 (Area) Lore, +30 Chirur- FIVE YEARS: +15 Concentration, +30
PHYSICIAN (ACADEMIC)
gy, +10 Profession: Apothecary Magic Lore, +30 Penetration
THREE YEARS: +15 Concentration, +15 A physician is assumed to have at-
Magic Lore, +15 Penetration tended school or university to study
JAVELINER (MARTIAL) Medicine, and so such a character
should take at least five years of Stu-
This package can also be used for
MINSTREL dent and have a Virtue that grants
troops trained in the sling. extra experience in Academic Abili-
FIVE YEARS: +15 Carouse, +5 Charm, ties. Many physicians never learn
FIVE YEARS: +20 Athletics, +15 Aware- +5 Folk Ken, +50 Music Chirurgy; for those who do, take the
ness, +40 Thrown Weapon THREE YEARS: +15 Carouse, +30 Music Cutter package.
THREE YEARS: +10 Athletics, +5
Awareness, +30 Thrown Weapon FIVE YEARS: +15 Folk Ken, +40 Medi-
MYSTIC (ARCANE) cine, +20 Profession: Apothecary
THREE YEARS: +5 Folk Ken, +30 Medi-
LABORER This hermit spends his days in cine, +10 Profession: Apothecary
contemplation of the Divine, but the
FIVE YEARS: +20 Athletics, +15 Brawl, same package could be used for a dif-
+40 Profession: Laborer ferent Realm of Power.
PUBLIC OFFICIAL
THREE YEARS: +10 Athletics, +5 Brawl,
+30 Profession: Laborer FIVE YEARS: +20 Concentration, +5 Suitable for reeves, mayors, and so
Organization Lore: Church, +30 forth, but also priests who take an ac-
Dominion Lore, +20 Survival tive role in local politics, and members
LAY BROTHER THREE YEARS: +10 Concentration, +20 of a craft guild.
Dominion Lore, +15 Survival
A lay brother works at a monas- FIVE YEARS: +15 (Area) Lore, +15 In-
tery, but has not taken Holy Orders. trigue, +15 Leadership, +30 (Or-
This package is also suitable for nov-
NATURAL PHILOSOPHER ganization) Lore
(ACADEMIC)
ices preparing for ordination. In the THREE YEARS: +10 (Area) Lore, +10
latter case, some years of Student are Intrigue, +10 Leadership, +15 (Or-
appropriate. The Profession Ability A natural philosopher seeks to ganization) Lore
could be Scribe, Gardener, Brewer, or uncover the wonders of the natural
any other suitable trade. world through his studies. The focus

70
Grogs
SAILOR THREE YEARS: +5 Athletics, +10 Brawl, FIVE YEARS (PRIVATE TUTOR OR UNIVER-
+30 Single Weapon SITY):
+15 Artes Liberales, +30 Lat-
FIVE YEARS: +15 Area Lore: Area A, in, +30 any Academic Ability
+10 Area Lore: Area B, +30 Profes- THREE YEARS (PARISH SCHOOL): +15
sion: Sailor, +5 Survival, +15 Swim
STORYTELLER Artes Liberales, +30 Latin
THREE YEARS: +5 Area Lore, +20 Pro-
fession: Sailor, +5 Survival, +15 FIVE YEARS: +15 Guile, +5 Carouse, +5
Swim Folk Ken, +50 Profession: Storyteller
TEACHER (ACADEMIC)
THREE YEARS: +15 Guile, +30 Profes-
sion: Storyteller The Teacher package covers the
SCOUT academic life. The character receives
experience points in whatever lan-
FIVE YEARS: +15 Area Lore, +30
STUDENT (ACADEMIC) guage he is speaking when he teaches,
Awareness, +30 Stealth which is usually Latin.
THREE YEARS: +15 Area Lore, +15 This package assumes that the
Awareness, +15 Stealth character has received academic FIVE YEARS: +15 Artes Liberales, +5
teaching at a parish school, cathe- Folk Ken, +15 Language, +40
dral school, or monastic school, or Teaching
SCRIBE (ACADEMIC) from a private tutor. Characters who
have attended a university receive ad-
You may replace Latin with any ditional experience points from their
TINKER
Living or Dead Language that the Social Status Virtues (see Art & Academe,
scribe might be using. pages 9092). Characters attending a FIVE YEARS: +15 Area Lore: Area A,
parish school can only take the three- +15 Area Lore: Area B, +15 Bar-
FIVE YEARS: +20 Artes Liberales, +15 year package, since these schools only gain, +15 Craft, +15 Survival
Latin, +40 Profession: Scribe teach Artes Liberales and Latin. THREE YEARS: +15 Area Lore, +15
THREE YEARS: +10 Artes Liberales, +10 Craft, +15 Survival
Latin, +25 Profession: Scribe FIVE YEARS (CATHEDRAL SCHOOL): +15
Artes Liberales, +30 Latin, +15
Theology, +15 Civil and Canon
THEOLOGIAN (ACADEMIC)
SENTRY (MARTIAL) Law OR Philosophiae
FIVE YEARS (MONASTIC SCHOOL): +15 Not necessarily a priest, a theo-
FIVE YEARS: +30 Awareness, +15 Con- Artes Liberales, +30 Latin, +15 logian is assumed to have attended
centration, +30 Single Weapon Theology, +15 Medicine OR school or university to study Theology,
THREE YEARS: +20 Awareness, +5 Con- Philosophiae and so should take at least five years of
centration, +20 Single Weapon

SERVANT

FIVE YEARS: +15 Folk Ken, +20 (Or-


ganization) Lore, +40 Profession:
Servant
THREE YEARS: +10 Folk Ken, +5 (Or-
ganization) Lore, +30 Profession:
Servant

SOLDIER (MARTIAL)

FIVE YEARS: +15 Athletics, +20 Brawl,


+40 Single Weapon

71
Grogs
Student or have a Virtue which grants FIVE YEARS: +30 Bargain, +15 Folk THREE YEARS: +5 Area Lore, +20 Hunt,
extra experience in Academic Abilities. Ken, +30 Profession: Merchant +5 Stealth, +15 Survival
THREE YEARS: +20 Bargain, +5 Folk
FIVE YEARS: +15 Civil & Canon Law, Ken, +20 Profession: Merchant
+15 Organization Lore: Church, Non-Career
+5 Latin, +40 Theology
THREE YEARS: +5 Civil & Canon Law,
TUMBLER Training Packages
+5 Organization Lore: Church, +5
Latin, +30 Theology FIVE YEARS: +50 Athletics, +10 Ca- These packages represent suites of
rouse, +15 Legerdemain background skills acquired throughout
THREE YEARS: +30 Athletics, +5 Ca- a persons life rather than specifically
TRADER rouse, +10 Legerdemain learned for a trade. Characters usually
take these packages only once or twice.
This package can be used for any
individual who makes a living from
WOODSMAN
a profession rather than a craft, by
ATHLETE
changing the Profession Ability to FIVE YEARS: +15 Area Lore, +30 Hunt,
something more appropriate. +15 Stealth, +15 Survival THREE YEARS: +30 Athletics, +5 Brawl,
+5 Ride, +5 Swim

Combat Statistics BRAWLER


It is often tedious to calculate combat statistics for a grog. The follow-
ing table has pre-calculated combat statistics for common weapons, with This package is also good for a char-
the following assumptions: the character has a 5 in the appropriate Ability acter taught the basics of self-defense.
with a specialty in the weapon indicated; the character has a Dexterity and
Quickness of 0, a Strength of 0 or equal to the minimum Strength required THREE YEARS: +15 Athletics, +30 Brawl
for the weapon (whichever is greater); and the character has zero encum-
brance. It is a quick job to apply the appropriate Characteristics to the com-
bat totals and subtract encumbrance from Initiative.
CHARMER

WEAPON ABILITY INITIATIVE ATTACK DEFENSE DAMAGE LOAD THREE YEARS: +30 Charm, +5 Folk
Dagger Brawl 0 +8 +6 +3 0 Ken, +5 Guile, +5 Intrigue
Bludgeon Brawl 0 +8 +6 +2 1
Axe &
Buckler Shield Single +1 +10 +6 +6 2 COVENFOLK
Short Spear &
Buckler Shield Single +2 +8 +7 +5 2
Short Sword & Characters who have not had ex-
Round Shield Single +1 +9 +9 +5 3 posure to Latin must redistribute the
Long Sword & experience points in that language to
Heater Shield Single +2 +10 +10 +6 3 the other Abilities of this package.
Mace &
Heater Shield Single +1 +9 +9 +8 4 THREE YEARS: +5 Area Lore, +20 Area
Great Sword Great +2 +11 +8 +10 2 Lore: Covenant, +15 Latin, +5 Or-
Staff Great +2 +9 +9 +2 2 ganization Lore: Order of Hermes
Warhammer Great 0 +12 +6 +14 3
Pole Arm Great +3 +10 +7 +8 2
Sling & FORAGER
Buckler Shield Thrown 3 +7 +7 +4 1
Javelin &
Round Shield Thrown 0 +8 +8 +5 3 Someone used to relying on the
Short Bow Bow 1 +9 +6 +6 2 land to supplement his diet would em-
ploy this package.

72
Grogs

The System in Action


Elaine wants to play a grog who instead. This leaves the character BANDIT: Athletic childhood; Fisher-
is the younger son of a noble fam- with the following Abilities: Animal man, Woodsman, Scout, Soldier
ily that has fallen on hard times. Sir Handling 3, Athletics 2(5), Brawl 3, BEGGAR: Exploring childhood; Tin-
Edwin has nevertheless trained for Charm 2(5), Etiquette 3, Folk Ken ker, Conman, Local
knighthood. He has the Warrior 2(5), Great Weapon 4(20), Guile 2, BURGLAR: Mischievous childhood;
Virtue, allowing Martial Abilities. Intrigue 1, Native Language 5, Ride Local, Footpad, Tumbler
Sir Edwin had a Social Childhood, 4(10). DRILL SERGEANT: Athletic childhood;
and Elaine assumes that he has been Since Sir Edwin has taken the Soldier, Trainer, Leader
a Courtier for three years, a Rider Poor Flaw, he is actually 31 years MERCENARY: Exploring childhood;
for six years, and a Soldier for eight old. She applies 35 of the experi- Soldier, Leader, Brawler, Forager
years. Elaine ends up with a 22 year ence points from the Warrior Virtue TOWNSMAN: Social childhood; Local,
old character with the following ex- to the Great Weapon Ability, taking Trader, Public Official
perience points: +30 Animal Han- it to 6 (since Sir Edwin is older than SKIRMISHER: Athletic childhood; Rid-
dling, +20 Athletics, +30 Brawl, 30), and puts the remaining 15 ex- er, Soldier, Javeliner
+20 Charm, +30 Etiquette, +20 perience points into Single Weapon WANDERING FRIAR: Exploring child-
Folk Ken, +15 Guile, +5 Intrigue, 2. She could make this a score of 3 hood; Lay Brother, Student,
+75 Native Language, +60 Ride, with the left-over experience points Churchman, Tinker
+70 Single Weapon. Since Sir Ed- in some of the other Abilities (5 VILLAGER: Athletic childhood; La-
win will be principally using a lance, from Folk Ken and 10 from Ride, borer, Farmer, Local, Forager
Elaine decides to change the score for example) if she wanted.
in Single Weapon to Great Weapon Further examples include:

THREE YEARS: +15 Area Lore, +15 THREE YEARS: +15 Area Lore, +15 Folk WASTREL
Hunt, +15 Survival Ken, +15 Organization Lore
Someone who has wasted years of
his life in taverns gambling and drink-
LEADER RIDER ing would acquire these skills.

This is suitable for anyone in a po- THREE YEARS: +15 Animal Handling, THREE YEARS: +5 Brawl, +30 Carouse,
sition of authority. +30 Ride +5 Folk Ken, +5 Guile

THREE YEARS: +10 Folk Ken, +5


Charm, +30 Leadership
TRAINER

This package is suitable for drill


LOCAL sergeants, master craftsmen, and so
forth.
A villager or townsman who has
good local knowledge of the area and THREE YEARS: +5 Folk Ken, +5 Lan-
its institutions can claim this package. guage, +5 Leadership, +30 Teaching

73
Chapter Six

New Virtues & Flaws


This chapter contains a collec- band of Almogavars, chosen by his acter, and is supplied with food and
tion of new Virtues and Flaws that are fellows for his skill and experience. shelter. He is expected to serve his
especially suitable for grogs. These He commands a dozen men, and he is master in return for this provender, as
new Virtues and Flaws are used in the responsible for their welfare and pros- a mount, beast of burden, hunter, or
construction of the grog templates in perity. He has Standard Armaments so forth.
Chapter 7, and they open up more and may take Martial Abilities.
ways to distinguish the grogs in your Similar to the Mercenary Cap-
saga from one another. tain Virtue, you may choose Wealthy
FEROCITY
or Poor to represent the fortunes of
the almogaten and his soldiers. If he Minor, General, animals only
is Poor, he leads only a half-dozen Like companion and magus char-
New Virtues men and he has hit hard times lately.
Some of his men only have Inexpen-
acters, this character has Confidence
points. However, these Confidence
sive Armaments, but his main con- points may only be used in situations
These new Virtues are available to cern is finding the next meal. If he is where its natural animal ferocity is
any character, but may be particularly Wealthy, he leads a company of two triggered, such as when defending its
useful for grogs. dozen men, and can afford to upgrade den or fighting a natural enemy. De-
their armaments. The band might scribe a situation which activates the
own several horses, and perhaps some Confidence for its species, and take 3
ALMOGAVAR herd animals. Confidence points and a Confidence
Score of 1 to use when those circum-
Free, Social Status stances are met.
The character is a member of a
CRAFT GUILD TRAINING
band of mercenaries and raiders, liv-
ing a life of adventure according to Minor, General
FORGETTABLE FACE
a code of honor and discipline. He This character has received
shares a bond of solidarity with his above-average training during his ap- Minor, General
fellows, and they can depend on each prenticeship, from a craft master or Never will this character be the
others loyalty. He has Standard Arma- professional guild. Like Warrior and one noticed or picked out of a crowd.
ments, and may take Martial Abilities. Educated, this virtue gives a bonus Moments after speaking with him,
He may choose to be the Adalil at no of 50 experience points. These must very few people can give an adequate
additional cost, getting an increase in be spent on any Craft or Profession description of him. He often gets
both authority and responsibility. He Abilities, Bargain, or Organization away with things because people are
is supported by his unit, and may not Lore: Guild. not sure it was actually him. If other
take the Poor Flaw or Wealthy Virtue. characters must make a roll to identify
him, it is at 3. On the downside, this
DOMESTIC ANIMAL trait is incompatible with great beauty,
ALMOGATEN charisma, or commanding presence.
Minor, Social Status, animals only Virtues like Venus Blessing or Inspira-
Minor, Social Status The character is an animal who is tional are prohibited, although Curse
The character is the leader of a the property of a covenant or char- of Venus could work.

74
Grogs
HERMETIC EXPERIENCE
Summary of New Virtues
Minor, General
The character has experience with FREE, SOCIAL STATUS MINOR, GENERAL
the magi of the Order of Hermes. Almogavar Craft Guild Training
Maybe he is currently employed by a
Ferocity
covenant, once served in the retinue MINOR, SOCIAL STATUS Forgettable Face
of a magus, or has had other dealings
Hermetic Experience
or disputes with them. In any case, Almogaten
Jack-of-All-Trades
you have an additional 50 experience Domestic Animal
Master of (Form) Creatures
points to spend on Order of Hermes Master of Kennels
Mild Aging
Lore, Magic Lore, or Latin. You can- Turb Trained
Minor Enchantments
not spend other experience points on Pack Leader / Natural Leader
Magic Lore or Latin unless the charac- MINOR, SUPERNATURAL
ter has another Virtue or Flaw permit-
Mythic Farrier
ting this. This Virtue may be taken by
any grog or covenfolk, or those who
have had an exceptionally close rela-
tionship with the Order of Hermes. he is normally able to take Abilities MASTER OF (FORM) CREATURES
of that type. Characters without this
Virtue cannot even attempt rolls on Minor, General
JACK-OF-ALL-TRADES an asterisked Ability without at least The character is able to tame ani-
one experience point in it (ArM5, mals and other unintelligent beings
Minor, General page 62). For example, he must have that have a Magic Might aligned
The character is capable of turn- a Virtue permitting him to take Ar- with a particular Form. During char-
ing his hand to almost anything. cane Abilities to attempt an unskilled acter creation, the character may
He suffers no additional botch dice Magic Lore roll. Some Abilities are take Magic Lore, and this Virtue may
for attempting an Ability roll for excepted from this Virtue, such as be taken multiple times, once for
an Ability that he has no score in those that are not rolled (such as each Form. (This Virtue was origi-
(ArM5, page 62). If it is an aster- Parma Magica or Penetration), and nally presented in Realms of Power:
isked Ability, then he can attempt a all Supernatural Abilities (which re- Magic.)
roll as if he had a score of zero with quire a specific Virtue for each Abil-
three extra botch dice, if and only if ity, rather than the type).

75
Grogs
MASTER OF KENNELS tue more than once: add the total lev- es others to do what she says. Her self-
els together, but no single power can assured manner gives her a +3 bonus
(Minor, Social Status) be greater than 30th level. If he loses in social situations in which she takes
The character manages the ken- the item or it is destroyed, then it is the lead; people are more likely to fol-
nels for a noble patron, and is re- gone for good. low her orders or do as she suggests. If
sponsible for the training, breeding, she is Gifted, this bonus can temporar-
and health of the animals. He em- ily help to overcome the social pen-
ploys additional staff appropriate to
MYTHIC FARRIER alty of The Gift, due to the strength of
the size of the kennels. He is a com- her domineering personality. This Vir-
moner, yet treated with considerable Minor, Supernatural tue is known as Pack Leader for animal
respect by the household. If he has The character may use the grogs, or Natural Leader for humans.
the privilege of riding with the hunt, Touched by (Realm) Virtue (City &
then he may well be a skilled bow- Guild, page 71), to a limited extent.
man. He is expected to organize the He may craft horseshoes with magi-
TURB TRAINED
houndsmen, that is the dog handlers, cal effects, using Hermetic guidelines
as well as instructing servants or lo- for a single Hermetic Form, chosen (Minor, Social Status)
cals to perform that role. The Master at character creation. Animal is a This character has grown up at
of Kennels may learn Martial Abili- popular choice. The powers of the the covenant, been trained to fight in
ties, and has 50 additional experience horseshoes can only affect the horse the turb, and picked up a few things
points at character generation to itself, or its immediate environment. from the magis trusted servants. At
spend on the Abilities Animal Han- A Terram effect, for instance, to make character creation, he is allowed to
dling, Etiquette, Hunt, Latin, an ap- the ground which the horse touches learn Martial Abilities. He may also
propriate Profession Ability (such as stable is permissible, but an Auram learn whichever single dead language
Feuterer or Farrier), and Ride. (Para- power to change the weather isnt. the magi speak in addition to his lo-
phrased from Lords of Men.) To calculate the Craft Total, add cal tongue. His fortunes are tied to the
the controlling characteristic to the turb, and he is thus prohibited from
Craft: Farrier Ability. As this field of being Wealthy or Poor.
MILD AGING work requires wit as well as deftness
of hand, either Intelligence or Dexter-
Minor, General ity may be used; this is a permanent
The characters aging rolls benefit
from a +1 bonus to the Living Condi-
choice which must be made at char-
acter creation. This ability is most New Flaws
tions Modifier, in addition to whatever likely aligned with the Magical or Fa-
his social standing normally offers him erie Realm, but an Infernal farrier is a Most of these Flaws are Minor
(ArM5, page 170). Furthermore, he re- possibility. You may take this Virtue Flaws suitable for grog characters.
ceives a +3 bonus to rolls to survive an twice, but no more. Taking the Virtue
aging crisis. He may be dedicated to a second time adds either a second
living a healthy life, or else have been Form to use while enchanting, or al-
BOUND TO (ROLE) ROLE
blessed by some supernatural being. lows the character to use it with an-
other Ability, but not both. For varia- Minor, Supernatural
tions on this Virtue, simply rename This character is physically bond-
MINOR ENCHANTMENTS it Mythic (Professional), and replace ed to some form of device, whether
Craft: Farrier with another Craft Abil- through a mystic event, long years
Minor, Supernatural ity. Retain the limit of a single Ability of exposure and warping, or the min-
The character has one or more and a single Hermetic Form. istrations of an experimental magus.
items in his possession that have The degree of the bonding is for the
magical powers. These should be de- troupe to define, but the bonding may
signed as Hermetic enchantments,
PACK LEADER / NATURAL LEADER be physical, such as a locksmith whose
and the total levels of powers in all fingers are picks, files, and keys, or
the items, after adjustment for uses Minor, General mystical, such as a watchman who is
per day and so forth, must be 25 or The character is a dominant indi- confined to his watch tower as though
less. The character may have this Vir- vidual with a demeanor that encourag- contained by an unbreakable ward.

76
Grogs
The manner of this bonding deter-
mines the kind of life that the char- Summary of New Flaws
acter may live. A watchman unable to
leave his tower may make it his home, MAJOR, PERSONALITY Manifest Sin
while a coachman who has become Necessary (Realm) Aura
Compulsive Lying for (Ability)
part of his coach can not survive for
long once separated from it. (Realm) Stigmatic
Susceptible to Warping
If separated from the bonded de- MAJOR, STORY Viaticarus
vice or place in any way, the character
A Deal with the Devil Warped by Magic
must make deprivation checks (ArM5,
page 180) as though deprived of food Pagan
(i.e., a check every three days). The MINOR, GENERAL
effects of this are canceled if the char- MAJOR, GENERAL
acter is brought into contact with the Careless with (Ability)
device or returned to his bound place, The Falling Evil Craving for Travel
at which point they rebond. Curse of Slander
This Flaw also includes the effects Devoted Parent / Child
of the Unaging Virtue, but the char- MINOR, SOCIAL STATUS Fish Out of Water (Terrain)
acters apparent age advances in line Flashbacks
Companion Animal Hallucinations
with their physical age. Role-Bound
Independent Craftsman
characters retain the need to sleep
Jinxed
and breathe and those not physically MINOR, PERSONALITY
Lingering Injury
bonded to a device, such as those
Compulsive Lying Master of None
bound to a place, retain their other Night Terrors
physical needs. Foreign Upbringing
Gullible Poor Living Conditions
This Flaw may originate from any Primitive Equipment
of the Supernatural Realms: a magical Imagined Folk Tradition
Vulnerability Raised in the Gutter
origin might represent the expression Restricted Learning
Magical Fascination
of an Essential Trait, a faerie origin Rolling Stone
Pack Mentality
could show that the character occu- Savantism
Weak Personality
pies an archetypal role, ready to play Sleep Disorder
his part in the wider story, while di- Stuck in His Ways
vine and infernal origins may repre- MINOR, SUPERNATURAL Uncertain Faith
sent eternal punishment on Earth. Uncontrollable Strength
This Flaw may only be taken by Bound to (Role) Role Uninspirational
grogs and is suitable for the Warping to Broken Vessel Unlucky
a Pattern Minor Site Hook presented in Curse of Slander Unspecialized
Covenants, page 11. Cursed Guile Worthless Abilities

BROKEN VESSEL ence points from that Ability or an CARELESS WITH (ABILITY)
Art involved in the Power or Spell. If
Minor, Supernatural the roll then botches, the character Minor, General
The character is constantly aware automatically loses enough experi- The character is particularly reck-
that her supernatural powers may ence points to reduce her score in less when it comes to a particular
only be temporary. Failures using the affected Art or Ability by one full Ability, chosen when this Virtue is
those abilities represent the ebbing level (or 5 experience points, which- taken. This Ability should be one that
away of the power that sustains them. ever is greater). is important to the character, or the
When a zero is rolled on any Stress Characters may only take this Flaw troupe may veto the choice of this
Roll (not Simple Roll) against any of if they have at least one Supernatu- Flaw. When she fails, she does so dra-
her Supernatural Abilities, Powers, or ral Ability or Art normally improved matically. Whenever she rolls a zero
in casting spells, she loses 5 experi- through experience points. when using the Ability, that zero is

77
Grogs
treated as a botch. She may need to CRAVING FOR TRAVEL and increases in intervals of years
roll extra botch dice depending on the rather than seasons, giving the poor
circumstances, but she always suffer Minor, General victim more time before he becomes
the effects of at least a single botch. The character suffers from feelings completely shunned. If the character
This Flaw may be taken more than of loneliness, boredom, and depres- leaves an area, the Reputation stops
once; each time, it applies to a differ- sion if he does not expose himself to increasing, and may even fall, at the
ent Ability. new experiences. He can stave off the troupes discretion.
boredom for a while, but if he remain
in one place for more than a season,
COMPANION ANIMAL he suffers a 1 penalty to all rolls and
CURSED GUILE
totals until he experiences a change
Minor, Social Status, animals only in scene. This penalty rises to 3 af- Minor, Supernatural
The character is the Animal Com- ter a year of boredom. This charac- This is the Flaw for the boy who
panion of another character (either a ter is probably the first to volunteer cried wolf, and probably results from
player character or a storyguide char- for a mission beyond the covenant Infernal influence. The character has
acter) and therefore has little control gates, and may even spend part of three extra botch dice when using
over his own life. He is largely depen- each year in a different location such Guile. More importantly, the char-
dent on his master for food and shel- as the nearby wood. This Flaw might acter is rarely believed, even when
ter, and has an additional Personality seem to make the character unsuitable he is being honest. He must make a
Trait of Loyal to Master which rep- for life at a covenant, so you should Communication + Guile roll against
resents this bond. Among people who decide what it is at the covenant that an Ease Factor of 9 in order to be be-
know his master, the character is treat- means he keeps coming back. Perhaps lieved when he tells the truth at im-
ed better than he would be, perhaps as it is the love of his life, the camarade- portant moments. For example, if the
that persons pet or bodyguard. Others rie, or perhaps just the feeling that he character is returning from a scouting
most likely treat him as a brute or a fits in here. mission, and you fail his Guile roll
dumb beast. when he reports back, the maga may
assume that he has been deficient in
CURSE OF SLANDER his duties; perhaps she thinks that he
COMPULSIVE LYING never went scouting at all, but instead
Minor, General or Supernatural went to the nearest town to entertain
Minor or Major, Personality Wherever he stays, unpleasant himself. This character may prefer the
Telling the truth is really hard rumors and ill-favored stories about company of animals to that of people,
for this character. This does not ap- this character begin to spread within as they do not respond to subterfuge.
ply in situations where the answer is a short time. This can be due to bad
evident and any lie would be transpar- luck, or it could be something su-
ent; he does not claim that the sky is pernatural, like a curse. The slander
A DEAL WITH THE DEVIL
green under normal conditions. How- is centered on one specific section
ever, when he cannot be immediately of mundane society the nobility, Major, Story
caught out, he finds it hard to avoid the church, guilds, peasants and The character has sold his soul to
embellishing stories, or simply making it seriously hampers his working life. the devil and now find himself des-
them up. Perhaps he wants to make After staying one season in an area, tined to infernal damnation. This
himself look good, perhaps he wants he gains a bad Reputation at level 1, Flaw includes the effects of Plagued
to downplay his own part in a conflict, usually a Local Reputation. He gains By Supernatural Entity as Hells agents
or perhaps he just loves the power of one point toward raising the Reputa- goad and cajole the character, remind-
confusing people. As a Minor Flaw, tion in each further season, or more if ing him of the bargain he made and
this is just a tendency, and the char- he is involved in disturbing or strange tempting him with offers of possible
acter can make himself tell the truth events. Truly remarkable deeds can release in return for just one more
if it really matters. If taken as a Major halt the increase for one season, but small service. The character is called
Flaw, the character cannot resist em- they will be forgotten come next upon to undertake an inherently sin-
bellishing a story, no matter what the season. At a covenant, people are ful action, but the reward is always
circumstances. At best, he might man- used to strange things and deviant snatched away on some technicality
age to keep the alterations minor. behavior. The Reputation is gained of the agreement or simply because

78
Grogs
of the duplicitous nature of the infer- FLASHBACKS modifiers from 1 to 5 could apply,
nal. Note that the character can, in for things like full-scale battle, fires,
fact, repent and get out of the deal by Minor, General or stampeding animals. In addition,
Gods grace, but the repentance must When engaged in combat, or a add or subtract any relevant Personal-
be genuine, and the forces of Hell will similar violent and tense situation, the ity Traits, depending on whether they
try to stop it, thus generating stories stress might trigger a flashback to the might lessen or worsen the effects of
that way. horrors of past battles, which left this this Flaw.
character mentally scarred. The hallu- Bear in mind that positive traits
cinations seem so real that it is hard like loyal, reliable, law-abiding, or
DEVOTED PARENT/CHILD to avoid reacting to them. When an calm should be helpful in avoiding this
event appropriate for the Flashbacks affliction. Similarly, negative traits like
Minor, General occurs, roll a stress die against an Ease selfish, angry, or corrupt subtract from
The character is extremely at- Factor of 9. On a failure, the charac- the roll, making him more likely to
tached to a parent or child. Where ter panics and revert to his past night- succumb. Often, his actions hurt, em-
he goes, she goes also. Separation of mares. At the storyguides discretion, barrass, or offend comrades, employ-
more than a day will cause anxiety,
and will give a 1 penalty to all rolls
due to stress.

THE FALLING EVIL

Major, General
The character occasionally suffers
convulsions and blackouts. Convul-
sions occur randomly and infrequent-
ly; for any given event, the storyguide
should secretly roll a stress die, and
if the result is 9 or more then a con-
vulsion will occur at some point dur-
ing that event, as chosen by the sto-
ryguide. This spasm causes random
movements and hallucinations, leav-
ing the character temporarily Incapac-
itated. She collapses to the ground and
twitches, and you can make a Stamina
roll against an Ease Factor of 9 every
round; success means that the convul-
sion ends, although the character is re-
duced to the Dazed Fatigue level fol-
lowing a fit. The Falling Evil is usually
caused by possession by demons (Art &
Academe, page 48), but that form of the
illness is usually temporary in nature.
The character does not seem to have a
disease, and cannot naturally recover
from this affliction. It may be that it
stems from a different source. In An-
cient Greece and Rome, it was called
the divine illness, as it was believed
that the gods spoke to those who had
such fits.

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ers, or other important people, and he is not an Outsider, and has been visions, but rather than coming from
might have social repercussions. On accepted for the most part. His a higher power, they are figments of
a botch, hell get into real trouble Native Language is one foreign to the her imagination and fantasy. She finds
it could result in someone being seri- saga, and he needs to learn another these visions particularly troublesome,
ously hurt or killed, in valuables being language in order to communicate and seeks meaning in them where
broken or in him failing in his duty at with the rest of the turb. The maxi- there is none to be had. Coincidence
a critical time. mum scores for locality-dependent might mean that some part of her hal-
For magi, this Flaw should not in- Abilities like Language, Area Lore, or lucinations comes to pass, which only
volve flashbacks to Twilight episodes, Organization Lore, as well as some so- furthers her belief that there is mean-
spell botches or laboratory disasters. cial Abilities, are half (round up) that ing within them. If the character also
Since most of these situations wont which his age normally allows. has the Visions Flaw, then some of her
get worse by applying a penalty to the visions are true, but most of them are
rest of the scene, it wont be enough meaningless jumbles of nonsense gen-
of a Flaw. But magi can be affected by
GULLIBLE erated from within her mind.
combat, house fires, or cave-ins just as
much as other character types. Minor, Personality
There is one born every minute
IMAGINED FOLK
TRADITION VULNERABILITY
and it is this character! He is an easy
FISH OUT OF WATER (TERRAIN) victim of ruses, stories and teasing lies.
People lying to him get a bonus to Minor, Personality
Minor, General their Guile rolls of +1 to +3. Depend- Although this flaw closely re-
This character has an affinity with ing on how bright or sharp-witted he sembles a Delusion, Imagined Folk
one type of terrain, whether this is at is, he might not fall for obvious lies, Tradition Vulnerability has other
sea, in the woods, the rolling hills, or denials of things that are evident or game mechanical effects as well. This
in the urban landscape of towns and common knowledge. However, he character utterly and sincerely be-
cities, and feels uncomfortable and most likely falls for lies that are even lieves that he has been touched by
awkward when away from where he remotely plausible, and if he has no the fay, and that they have granted
wants to be. The character suffers a 1 idea whether or not something is true, him his special skills whether or
penalty to all stress rolls taken outside he is almost certain to believe it. This not any such exist. So, naturally, he
of their favored terrain and also rolls could, for instance, be whether or not is convinced that he is as vulnerable
one more botch dice than normal in there are mischievous faeries under to traditional wards and folk magic as
those situations. the bridge. If you really want the char- the fey. Whenever there is talk about
Appropriate areas may be Cities acter to not fall for something, make such folk remedies, or people around
& Towns, Villages, Rivers, The Sea, an Intelligence + Folk Ken Stress roll him try to perform them, he does his
Mountains, Woodland, Desert, etc. against an Ease Factor equal to the best to dissuade them. If he can get
This Flaw may only be taken once, Communication + Guile roll of the away with it, he removes or sabotage
because taking it more than once person telling the tall tale. Recom- such wards; for instance, he sneaks
makes it less serious, rather than more. mended modifiers to the Ease Fac- around at night and removes any
tor are +0 for obvious lies (ones that warding marks or materials at door-
someone without the Flaw would cer- ways. Finally, he exhibits strange be-
FOREIGN UPBRINGING tainly not believe), +6 for outlandish havior around active wards or ritualis-
tales and +9 for things which could tic actions. This could be refusing to
Minor, Personality be true, or lies told by someone in au- shake hands with a person right after
This Flaw is somewhat similar to thority, or who has expert knowledge they have drawn the sign of the cross,
Covenant Upbringing, but means that of the subject at hand. or flinching whenever salt is flung
the character is a foreigner and comes over someones shoulder. On the plus
from a remote or isolated corner of side, this Flaw allows the character to
Mythic Europe. He appears and sound
HALLUCINATIONS purchase a score of 1 (but no more) in
nothing like the locals, has odd cus- Faerie Lore at character creation. This
toms, habits, and religion (although Minor, General is because he needs a rudimentary
he need not be pagan), and is quite The character is afflicted by vivid knowledge of the fay and the wards
confused by local society. However, hallucinations which seem to be true against them in order to be able to act

80
Grogs
this way. Without such knowledge, LINGERING INJURY The manifestation of the sin or
his behavior is based on what he thinks crime should be chosen by you and
such wards might be. Minor, General the storyguide together, and should
The character suffers from an old always be appropriate to the sin or
injury that wont heal properly, re- crime in question. For instance, the
INDEPENDENT CRAFTSMAN sulting in a 1 penalty to all rolls in- perpetrator of a violent crime may
volving physical activity. If he botch- appear to have blood on his hands,
Minor, General es a physical action, he aggravates or be accompanied by the sobbing of
This character has his own way of the injury and the penalty becomes his victim, while lustful sins may be
working and doesnt like other people 3 (recovery from aggravation is as seen to play across the sinners leer-
getting in his way. This character al- for a Light Wound). This condition ing face.
ways treats his Leadership and Craft worsens with age, so multiply what- In addition, the character suffer
or Profession Abilities as three levels ever the penalty is by 1 + (Decrepi- a 1 penalty to all social interaction
lower when working with others on a tude Score). rolls or totals as the intangible aura of
given task. For Craftsmen, this means their past sins affects those with whom
that whether he is working as an as- they interact.
sistant or working with assistants his
MAGICAL FASCINATION While his spirit is tainted and the
Craft Ability has a penalty of 3. This manifestation will always be with him,
affects the number of assistants he can Minor, Personality he may spend a Faith Point, including
employ in the workshop and the ben- This character is intensely inter- Faith Points gained from taking Holy
efit that he provides when working as ested in supernatural and magical phe- Communion and from relics, to ban-
an assistant. nomena, to the exclusion of all other ish the manifestation for Sun dura-
motivations. It is as if his life is hollow tion. While banished, the sin cannot
and drab without these experiences. be perceived and the social penalty is
JINXED He will involve himself in any super- also suspended.
natural investigation, social encoun- This Flaw originates from either
Minor, General ter, or confrontation. He must try and the Divine or the Infernal Realm, as
The character is a magnet for any find out as much as he can about it, a mark of punishment, penitence, or
bad luck. He is not personally the cause and he is curious and has busy hands, temptation.
of the bad luck, and so need not roll definitely trying to take souvenirs. To
any extra botch dice or suffer any pen- represent the scraps of knowledge he
alty to die rolls. However, whenever has, he is allowed to have a score of 1
MASTER OF NONE
chance determines who will be affect- (but no more) in either Magic or Faer-
ed by misfortune, the odds are biased ie Lore at character creation. But most Minor, General
against him to be the one affected. For of the time, he is filling in the blanks Either by choice or circumstance,
example, if it has been determined that himself and making it up as he goes this character never seems to be able
a rope used for climbing will break, it along, enthusiastically. to stick at a task or job for longer
is more likely to do so when the jin- than a season, usually following the
xed character makes the climb. If de- work as it moves through the year. As
termining when the bandits will attack
MANIFEST SIN a result, this character cant apply any
the camp at night, it is more likely to experience points earned to an Abil-
happen right at the moment when the Minor, Supernatural ity or Art that they have already ap-
character is relieving himself. If the A sin or crime this character has plied experience points to this year.
storyguide is rolling dice to determine committed in the past stains his spirit Where they cant be applied to a dif-
the target of a random event, a jinxed and is manifest to those who can per- ferent Ability or Art, the experience
character should be affected half of ceive things hidden to mortal senses. points are lost.
the time, and his comrades between Characters with Second Sight, Sense Experience points gained through
them the other half. His bad luck does Holiness & Unholiness, or similar other virtues, such as Secondary In-
not tend to spill over onto others; in Supernatural Powers or Abilities per- sight, are unaffected and may be ap-
fact, other characters may prefer to ceive the sin through one or more plied normally.
keep him around to deflect any bad senses. See ArM5, page 67, for these
luck from themselves. Abilities.

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NECESSARY (REALM) AURA Troupes should think carefully a panic during the night. Situations
FOR (ABILITY) about how a character would be lim- might occur where he overreacts or
ited by taking Magic (which covers reacts in unfortunate ways, if forced
Minor, Supernatural most covenants) or Dominion (which awake during such nights. The morn-
Due to some connection with a covers most other human settle- ing leaves him with a Long Term Fa-
given supernatural realm, the absence ments) aura. If the character would tigue Level lost. These Long Term
of a given supernatural aura has a pro- not be limited, the Flaw should not Fatigue Levels are cumulative, so
nounced effect upon the characters be allowed. several bad nights leave him in bad
ability to focus on certain tasks. The shape. Subtract the characters Fatigue
character has a 3 penalty to any to- penalty from the Ease Factor to avoid
tals he generates with a particular
NIGHT TERRORS night terrors, to represent how a truly
Ability when not in the right aura. exhausted victim will at some point
A character may take this Flaw once Minor, General sleep through the nightmares due to
for any particular Ability. The chosen This character is plagued far too sheer exhaustion. If a night of terrors
Ability should be one which the char- often by horrible nightmares and fits renders the character Unconscious, he
acter is likely to use frequently, such of screaming in his sleep. The char- slips into deep, dreamless sleep. He
as in service to the covenant or to sup- acter must make a Stress Roll against sleeps for an entire day and night, and
port his day-to-day activities. an Ease Factor of 9 in order to avoid wakes up at Winded, ending the string
When applied to Craft or Profes- suffering terrors. The storyguide may of Night Terrors. A character with this
sion Abilities, this Flaw also reduces call for modifiers of 1 to 3 if he has Flaw may not also take the Sleep Dis-
the characters capability to support faced eerie or terrifying events recent- order Flaw
himself by reducing the number of La- ly, like meeting a demon or battling This Flaw normally makes seasonal
bor Points he accumulates each season the undead. Laboratory work impossible, and so is
when not working within the appro- Suffering from terrors means that not suitable for magi.
priate aura. the character wakes up often and in
PACK MENTALITY

Minor, Personality
The character is a follower, not a
leader. He rarely takes the initiative,
but is usually happy to follow the di-
rection of a forthright and decisive
person. If he finds a leader, he tends to
stick with him.

PAGAN

Major, Story
Your character is a devout pagan,
which disturbs powerful people in
Mythic Europe. He avoids church-
men, and cannot pass as a Christian
because he believes to do so will in-
vite retribution from his gods. He
may have either Magic Lore or Fa-
erie Lore, depending on precisely
who he worships. This is not a Flaw
in those parts of the Novgorod Tri-
bunal where pagans are still common.
Note that you do not need this Flaw

82
Grogs
to have a pagan character; only if he and primitive procedures. Unless issuing from orifices, spontaneous
refuses to deny his pagan nature does working with simple tasks, the base eruption of wounds, minor twisting of
this generate stories. Craft Value (see City & Guild, page 67) the limbs, or the acquisition of minor
Grogs may not take Major Story is raised by 13 at the storyguides animal features. Whenever they mani-
Flaws. This Virtue is repeated here to discretion, based on complexity. Fur- fest, the character loses a Long-Term
aid the design of companions. It is not ther, her workshop may not be im- Fatigue level that he cannot recover
compulsory for time-lost characters proved with regards to Innovation while he remains under the influence
(see Chapter 7, Grog Templates), but (City & Guild, page 65). Other Profes- of that Realm. When he recovers the
suits many. A fuller description ap- sion Abilities dependent on tools and Fatigue level, the stigmata fades. If he
pears in Houses of Hermes: True Lineages, equipment suffer a similar penalty for ever takes a Warping point from ex-
page 109. complex tasks. You should only take posure to his sensitive Realm, his stig-
this Flaw if the character belongs to mata erupt so violently that he takes a
a profession that relies heavily on Light Wound as well as Fatigue, and
POOR LIVING CONDITIONS equipment, such as a smith, mason, the stigmata remain until he recovers
or soldier. from this wound.
Minor, General
Either because of this characters
own poor living conditions, or those
RAISED IN THE GUTTER RESTRICTED LEARNING
of people he is in frequent contact
with, he is more susceptible to the Minor, General Minor, General
rigors of daily life. The character has This character was raised on the The character is incapable of
an additional 1 Living Conditions margins of society. She is able to learning new things without assis-
Modifier. This is cumulative with the use her social abilities normally with tance. Pick five Abilities at character
characters base Living Conditions those of the lower and middle classes, creation; you can only apply experi-
Modifier, as per ArM5, page 170. but doesnt know how to act among ence points to these Abilities. The
her betters. When using Charm or character cannot learn any new Abili-
Guile, it is obvious that shes from the ties on her own; she must receive
PRIMITIVE EQUIPMENT bad part of town, and this makes con- experience points from Teaching or
vincing people to do what she wants Training to develop a new Ability or
Minor, General harder (3 on rolls). She can use Eti- to improve one that is not part of the
The character is capable of using quette normally if shes holding her initial five. Furthermore, she cannot
only the simplest tools and equip- social place (which means staying si- use an Ability with no score, even if it
ment. Perhaps her training was in- lent and doing exactly what shes told) can normally be used untrained. Any
complete, or she has been affected but suffers a 3 penalty if she tries to Supernatural Abilities from Virtues
by some sort of curse, or maybe she go beyond this. she possesses are added to the list of
originates from a less technologi- Abilities to which she can apply expe-
cally-capable society and refuses to rience points. All mundane animals are
adapt. She is restricted to Inexpen-
(REALM) STIGMATIC required to take this Flaw.
sive weapons and armor only, regard-
less of what is made available to her. Minor, Supernatural
If forced by order or necessity to use The character occasionally mani-
ROLLING STONE
other equipment, her Burden is one fests physical phenomena in the pres-
point higher when she uses anything ence of supernatural powers. Pick one Minor, General
other than Inexpensive weapons, and of the four Realms of Power; whenever The rolling stone gathers no
one point higher when she uses any- he enters an aura of strength 4 or more moss, and neither does this character.
thing other than Inexpensive armor. aligned to that realm, or is affected by She has moved from village to village
She suffers a 1 penalty to Attack and a power greater than fourth magnitude so often that she finds it difficult to
Defense if using inappropriate weap- (20th level) from that realm, he suffers create attachments in the communi-
ons, and a 1 penalty to Initiative and from the stigmata. Every individual ty. All social rolls have a 1 penalty
Protection if using inappropriate ar- suffers from stigmata differently, but within the community.
mor. If the character works as a labor- the most common variants are dark
er or craftsman, she uses simple tools marks appearing on the skin, blood

83
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SAVANTISM the character is alone, comfortable, made him more susceptible to super-
bored, or otherwise at risk of falling natural Warping than he might other-
Minor, General asleep, he needs to make a suitable wise be.
The characters family was cursed Personality roll to avoid nodding off. In any year in which the charac-
by faeries; his mother tripped over a Loyal, Reliable, and Lazy (for a pen- ter gains a Warping Point from any
hare while pregnant with him; or he alty in the last case) are all appropri- Realm or any source (including Lon-
was born on horseback. He is physi- ate. The characters current Fatigue gevity Rituals, living within an aura,
cally capable, but simple-minded and penalty applies to the roll. and powerful supernatural effects), the
slow-witted. He has half the stan- Regardless of whether he man- character gains one additional Warp-
dard experience points at character ages to stay awake, the following ing Point associated with that same
generation, all future Advancement night you must make a stress roll Realm. This means that if he gains a
Totals are halved, and he may not (no botch) against an Ease Factor of single Warping Point from each Realm
begin with an Ability above 3. How- 6 to see if the character sleeps well. in a year, he gains four additional
ever, with one favored Ability, he is Every night he has slept poorly, he Warping Points, one from each Realm,
exceptionally gifted. This Ability loses a Long Term Fatigue Level. at the end of that year.
can improve normally, is limited to a Continue this until he sleeps soundly These additional points do not
score of 6 as a starting character, and for a whole night. Once he has lost contribute to Wizards Twilight or to
has +3 to all rolls related to its spe- 3 Long Term Fatigue Levels, he au- other events caused by the acquisi-
cialization rather than just +1. The tomatically sleeps through the night, tion of Warping Points as they accrete
Ability must be something he could due to sheer exhaustion. This Flaw is slowly over the course of the year.
reasonably have access to learn; there not compatible with the Night Ter-
would need to be an extraordinary rors Flaw.
background story for a savant who is
UNCERTAIN FAITH
a master of the longsword!
Most savants will be like the tragic
STUCK IN HIS WAYS Minor, General
fool whose precocious skill with horses Whether through a flaw in the
has gone forever unnoticed, but some Minor, General characters understanding of doc-
may have more esoteric talents. If the Having come from a covenant, this trine, a moral turmoil, the disheart-
favored Ability requires a Virtue, such character knows how things must be ening absolution of repeated sins, or
as Academic or Martial Abilities, then done to best serve the needs of coven- exposure to conflicting philosophies,
he must have that Virtue as normal; a folk and magi alike. Only, his new he finds it hard to fully express de-
mathematical savant would need Edu- home does things differently. And votion to his faith. Some element of
cated to learn Artes Liberales. Magi theyre wrong. When making Stress doubt stands between him and the
may well desire the company of cer- Rolls against his Profession Abilities or Divine, and all rolls for holy influ-
tain specialists: a Jerbiton maga would any Ability concerning his new cov- ence, tempering an aura, invoking
appreciate an artistic savant, for exam- enant, such as Leadership or Folk Ken, Gods aid, or invoking a saint or
ple. Similarly, a Failed Apprentice may this character uses the lower of that baraka (see Realms of Power: The Divine)
have been left stricken with savantism Ability score and his current Covenant suffer a 3 penalty.
when his Gift abandoned him, but Lore Ability for his current covenant. The character also has an Un-
he retained remarkable clarity on the Note that bonuses from Puissance or certain Faith Personality Trait at +1
Code of Hermes, becoming a valued other Virtues still apply to the roll. that describes this conflict or doubt,
clerk to a Quaesitor. This Flaw can also be applied to which always provides demons with
organizations other than covenants, an opportunity to sow further doubt
such as abbeys, universities, guilds, or through their Obsession power (Realms
SLEEP DISORDER churches. of Power: The Infernal, page 31).
Supernatural Abilities originating
Minor, General from the Divine, including Methods
More often than not, this charac-
SUSCEPTIBLE TO WARPING and Powers, are not penalized. This
ter is unable to sleep soundly during Flaw is not compatible with the True
the night. The resulting deprivation Minor, Supernatural Faith Virtue.
means that he is likely to nod off in Your characters constant exposure
periods of quiet and boredom. When to magic at the side of his magus has

84
Grogs
UNCONTROLLABLE STRENGTH VIATICARUS WARPED BY MAGIC
Minor, General Minor, Supernatural Minor, Supernatural
This character doesnt know his At some point in the characters The characters adventures have
own strength, and at times he has past, he was at deaths door, and as exposed him to powerful magical
trouble controlling it. This Flaw may a result a priest performed the sacra- forces that have left a mark on him.
not be taken if the characters Strength ment of Extreme Unction. The pur- He has five Warping Points and a
is below 0. Whenever he handles deli- pose of this sacrament was to remit Warping Score of 1, including a Mi-
cate or fragile objects, whenever care him of all venial sins, and prepare nor Flaw (which is not balanced by
must be taken to knock somebody out him for the journey beyond (the vi- a Virtue) that somehow reflects the
gently, and so on, he risks overdoing aticum); but against all expectations, source of the Warping. His encoun-
it, severely. The character must make he survived. This leaves him in a ters allow you to spend experience
a stress roll against an Ease Factor of spiritual no-mans land, not one of points on Magic Lore during charac-
6 to avoid using too much power and the dead, but neither wholly of the ter creation. A magus may take this
causing damage of some kind. In addi- living. Because of this, he is immune flaw to represent Warping gained
tion to this, any Strength Stress Roll to the temptations of demons, and before his apprenticeship. With the
uses one extra botch die. therefore cannot be affected by their permission of the troupe, this Flaw
Obsession power; he simply does not may be modified to represent Warp-
register to them as a soul in need of ing from other Realms.
UNINSPIRATIONAL corruption. However, his skin has an
unusual pallor, and his eyes are sunk-
Minor, General en. People may smell a charnel odor
WEAK PERSONALITY
This character is bland, boring, and about him. These effects are subtle
simple, with almost no chance of ever at first, but as he ages, he gradually Minor, Personality
getting noticed or enticing anyone. comes to resemble a corpse more and This character doesnt feel
His Presence and Communication more, resulting in a penalty to all so- strongly for or against anything and
may not be greater than 0. Any use of cial interaction rolls equal to his De- lacks the unique traits most people
Abilities like Leadership, Charm, In- crepitude score. have to make them really stand out.
trigue, Etiquette or similar as well He has difficulty crossing thresh- Consequently, all Personality Traits
as Personality Rolls to stir or im- olds where unquiet spirits are not wel- must be between +1 and 1. When
press people suffers a 3 penalty. come; if a person with a (Realm) Lore making personality rolls, treat any
of 1 or more has set up a traditional roll above 6 as merely 6. The char-
ward, such as a line of salt or an iron acter may have no other Personal-
UNLUCKY nail laid on the lintel, then he cannot ity Flaws or Virtues or Flaws that
enter the protected building or area. grant Personality Traits. Depending
Minor, General Further, although he does not have on the personality of the observer,
The character is exceptionally un- a Might score, he is repulsed by any he may seem a complete pushover
lucky, and is frequently dealt a bad magical warding that can keep out a with no opinion of his own, insensi-
hand by the forces of chance. He gets creature with a Might score aligned to tive because he rarely shows strong
a 1 to 3 penalty (at storyguides dis- Corpus or Mentem (including the Ae- emotion, or simply lacking in initia-
cretion) on rolls in situations based on gis of the Hearth), regardless of its level tive to those seeking leadership and
luck rather than skill or talent, depend- or Penetration. However, both types guidance. These elements result in a
ing on how much luck is involved. It of exclusion can be negated if he is 1 or worse (at the Storyguides dis-
would be wise for him not to take part invited to cross by the person who es- cretion) modifier in most social situ-
in games of chance. tablished the ward, or someone who ations for obviously being a cold fish.
lives within. He can still touch indi- Finally, he will never be known for
viduals with Magic Resistance, since his great loyalty or pious nature, and
UNSPECIALIZED he has no active power around him. will have a hard time winning respect
If the characters status is known or getting promoted. His lack of en-
Minor, General in the community in which he lives, thusiasm for the Church in particular
The character does not have any he should take the Outcast Social might be viewed as a lack of faith.
specialties for any of her Abilities. Status Flaw. On the plus side, he might occasion-

85
Grogs
ally be seen in a positive light since 7: Grog Templates) must have about mit companions to purchase this Flaw
he never disagrees strongly. 30 experience points that have been multiple times.
rendered valueless by her shift in In the example of the legionar-
time. For example, she may have Area ies given in the Time-lost Witnesses
WORTHLESS ABILITIES Lore of 3 for a city that no longer ex- template (see Chapter 7), their wast-
ists, or her Etiquette score may have ed ability is their Organization Lore.
Minor, General been rendered useless by changing The army to which it refers no lon-
A time-lost character (see Chapter social structures. Troupes may per- ger exists.

86
Chapter Seven

Grog Templates
This chapter contains many sug- opened his eyes to a world beyond the The Advisor specializes in some key
gested backgrounds for grogs, in- mundane; perhaps he was the son of Abilities of use to a magus, and in do-
cluding suggested Virtues and Flaws a notary who visited a covenant, or a ing so he frees his magus from having
and fully worked-out Abilities at student intrigued by the strange be- to develop those skills himself.
three different ages, to help players havior of his tutor. But this has a cost. The position is
create a wide range of grogs quickly He researched everything he could high-profile, the Advisor never being
and easily. about the Order of Hermes, learning far from his magus, and costly. The
things that others tend to ignore. And Advisor must be maintained in a man-
then he identified a covenant. He was ner as befits both him and the magus.
probably able to identify several from This may include creating Longevity
The Advisor the letters and journals he found, and
chose the one that best suited his per-
Rituals for the Advisor, or enchanted
items, or simply ensuring that he is
sonality. From there, he worked his dressed in appropriate finery.
My lord, if I may, the magus Bellato- way into the covenfolk, becoming an The Advisor most likely attends
rius is reputed to be a man not given to ei- uninvited fixture. his master on all matters of business,
ther forgiveness or forgetfulness. If you really The Advisor is most likely the con- including Tribunals and covenant
must challenge someone to certamen, perhaps stant companion to one particular ma- councils. Others may object to this,
Benedic ex Miscellanea might make for a less gus. Just as the more adventurous ma- unless the covenant or Tribunal de-
resentful target. gus may have a favored shield grog, so velops a culture of allowing such at-
the more political magus may take a tendants, and this may be a source
This specialist within the covenant weapon of another kind: knowledge. of friction.
has found a niche for himself by learn-
ing all he can about his covenant, the
Order of Hermes, and the supernatu-
ral realms with which his masters so
The Role of the Advisor as Grog
frequently come into contact. This Given that the Advisor is ever- or aptitude for politics, and enjoy
encyclopedic knowledge of the world present, serving his master in mat- the protection afforded by a con-
in which his magi operate makes him ters political and supernatural, it is stant Advisor. In game terms, invest-
an essential companion to the more easy to assume that the character ing in an Advisor allows the magus
cloistered magi. may take on a more important role character to ignore certain Abilities
within the game than his status as a in the knowledge that a grog will
grog might suggest. There are two serve that function.
General Background ways to approach this. The first is The second way of approaching
to assume that, like other grogs, the the Advisor as grog is to simply ac-
He may have been a failed monk Advisor is a tool to be used by the cept that the character may one day
or student, or simply an educated man magus when going about his busi- grow in importance and become a
who fell upon the secrets of the mysti- ness. Most magi recognize their fail- companion in its own right. Guide-
cal world by chance. With few prac- ings with things martial, and employ lines on advancing characters from
tical skills, he is left to make a living sentries and bodyguards to ensure the grog status to companion can be
from his mind. A brush with the Order their safety. Others have little time found in Chapter 5.
of Hermes early in his life could have

87
Grogs
These advisors may be seen as the a Longevity Ritual for him, so he can Advisor to a magus is an honored
start of a courtier tradition within reach a considerable age, with Ability and respected position, so Custos is
the Order of Hermes and magi may scores to match. the appropriate Social Status Virtue.
soon take to maintaining their own The Advisor is inclined to the This allows the grog access to the
court of advisors, each with a given mental Characteristics, not the Arcane Abilities that he will find use-
speciality. physical ones. By assigning 1 to ful to complement his masters own
each of the four physical Character- knowledge. He is also Educated, as
istics, scores of +3, +2, +1, and +1 per the Virtue, which represents the
Character Creation are available to assign to the mental classical tuition he received during his
Characteristics. Intelligence should early years.
The following notes provide help be the highest Characteristic, and +2 The last Virtue is Puissant Or-
on creating an Advisor character. could be applied to Perception for a der of Hermes Lore. The character
more-watchful Advisor, or Commu- has a knack for retaining information
nication for a messenger, herald, or learned about his masters House, Tri-
AGE AND CHARACTERISTICS ambassador. bunal, allies, and enemies.
The Advisor is not physically in-
The Custos Virtue grants access clined. He has no aptitude for martial
to Arcane Abilities (see later), which
SUGGESTED VIRTUES AND FLAWS pursuits and is more vulnerable than
means that the Advisor must have lived most, due to his Small Frame.
at a covenant long enough to have Virtues and Flaws for Advisors are: While the Virtues are almost es-
demonstrated his ability and worth. Custos; Educated, Puissant Order of sential to the Advisor, the Flaws are
He is educated and so must be old Hermes Lore; Ability Block (Martial), much more open and you should
enough to have learned at least Latin Small Frame, Susceptible to Warping* choose those that fit your own Ad-
and Artes Liberales. In later years his visor. He may be Tainted with Evil,
master or masters are likely to develop * See Chapter 6: New Virtues and Flaws explaining why he needs the security
of the covenant. Or his many years of
academic work may have given him
Weak Characteristics.

SUGGESTED ABILITIES

Lacking in martial prowess, the


Advisor relies upon his fastidious
memory to show his value to his mas-
ters. The main abilities of note are
the Art of Memory Ability (as pre-
sented in The Mysteries Revised Edition,
page 25), used to recall details that
his master may find useful at a later
date, and Order of Hermes Lore.
This latter Ability allows the Advisor
to advise his master as to the names
of magi he is about to meet, remind
him of dealings with other covenants
that he is about to encounter at Tri-
bunal, and to steer him the right way
in protocol. This is supplemented by
a growing knowledge of the Code of
Hermes, likely gained through the
experience of keeping his master out
of trouble.

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Grogs
TRAINING PACKAGES
Advisor Story Seeds
Appropriate training packages are:
Charmer, Covenfolk, Courtier, Cun- The following story seeds use mans reasoning and examining his
ning Man, Failed Apprentice* the Advisor as a hook into situations information proves it: that trouble
that the magi and their companions with the Church was stirred up by
* Experience points against Penetra- must resolve. a Tytalus known to the covenant.
How had this young man spotted
tion can instead be invested in the
what is now so obvious when all
various Realm Lore Abilities that POISONED the magi of the covenant failed?
the Advisor picks up over time.
What are they going to do with
The Tribunal meets and the Ad-
their unexpected benefactor? And
visor lies dying, poisoned by a non-
SAMPLE ABILITY SCORES what are they going to do about
Hermetic potion seemingly resistant
the Tytalus? Their new Advisor
to the simple healing spells. Some of
may have an idea
The following abilities represent a the magi race to find a cure for the
typical Advisor at three points in his poison while keeping the Advisors
career: condition secret from their enemies. ESPIONAGE
The others must conduct Tribunal
ABILITIES AT AGE 20: Art of Memory 3 business and discover the would-be The Advisor has gone missing.
assassin, all without the one man He was not seen to leave, and both
(scenes), Artes Liberales 3 (rheto-
they have come to rely on. his chamber and office have been
ric), Charm 3 (first impressions),
magically cleansed of any Arcane
Covenant Lore 2 (personalities),
Connections to him.
Etiquette 3 (nobility), Faerie Lore AN UNEXPECTED ADVISOR A week later, a redcap inquires
1 (faerie queens), Folk Ken 3 (no- after him, and then reveals that she
bles), Code of Hermes 1 (interac- Nobody is entirely sure how
may have seen him, fleetingly, at an-
tion with mundanes), Intrigue 3 long he has been at the covenant,
other covenant. She got a sense that
(gossip), Latin 4 (Hermetic usage), who his parents were, or how he
shed seen something she shouldnt
Leadership 1 (covenfolk), Living came to know so much, but the
have. Did this other covenant steal
Language 5 (poetry), Magic Lore reserved and confident young man
him away? How and why?
2 (magical traditions), Order of was right. Investigating the young
Hermes Lore 2 +2 (personalities),
Philosophiae 3 (moral philosophy)
ABILITIES AT AGE 35: Area Lore 3 (poli- Artes Liberales 3 (rhetoric), Aware- PERSONALITY TRAITS
& REPUTATION
tics), Art of Memory 5 (scenes), ness 2 (alertness), Charm 4 (first im-
Artes Liberales 3 (rhetoric), Aware- pressions), Civil and Canon Law 2 The ideal Advisor is Loyal above
ness 2 (alertness), Charm 3 (first (laws and customs of a specific area), all else, and must be Dependable. His
impressions), Civil and Canon Law Covenant Lore 4 (personalities), third trait is more open to choice: he
2 (laws and customs of a specific Etiquette 4 (nobility), Faerie Lore 3 could be Analytical, a Perfectionist, or
area), Covenant Lore 3 (personali- (faerie queens), Folk Ken 4 (nobles), be gifted with a Wry Humor.
ties), Etiquette 3 (nobility), Faerie Greek 1 (prose), Code of Hermes Regardless, the Advisor is most
Lore 2 (faerie queens), Folk Ken 3 3 (interaction with mundanes), In- likely a long-suffering companion
(nobles), Code of Hermes 2 (inter- trigue 3 (gossip), Latin 5 (Hermetic tasked with providing the answer his
action with mundanes), Intrigue 3 usage), Leadership 2 (covenfolk), master needs at just the right time, and
(gossip), Latin 4 (Hermetic usage), Living Language 5 (poetry), Magic the Personality Traits earlier help rein-
Leadership 2 (covenfolk), Living Lore 4 (magical traditions), Order force that outlook.
Language 5 (poetry), Magic Lore of Hermes Lore 6 +2 (personalities), As he continues in service, he may
2 (magical traditions), Order of Philosophiae 3 (moral philosophy), gain his own reputation, separate
Hermes Lore 5 +2 (personalities), Theology 2 (local practices) from his master. This is especially true
Philosophiae 3 (moral philoso- where he is tasked with looking after
phy), Theology 2 (local practices) The Ability scores earlier take into a young, inexperienced magus prone
ABILITIES AT AGE 50: Area Lore 4 (poli- account the extra experience points to mistakes.
tics), Art of Memory 5 (scenes), granted by the Educated Virtue.

89
Grogs
Advisor as Companion tian north. Renowned for their fearless Almogavars originated in the Ara-
ferocity, they are frontiersmen as well gonese Pyrenees as bands of shep-
The Advisor archetype lends itself as soldiers, and are tied to neither land herds resisting Moslem incursion.
to the companion category quite eas- nor liege. They wander in search of ad- Prospering as raiders and paid mili-
ily. Given the increased capacity for venture, selling their services as mer- tia, Almogavar culture rapidly spread
Virtues and Flaws, the companion can cenaries or engaging in their own raids throughout Iberia. Their ranks are
gain additional starting experience into Muslim territory. They are often open to all, including men from Ara-
points to increase his Ability scores, employed by towns, nobles, clergy, gon, Catalonia, Castile, and other
and take supernatural abilities such and kings. In Mythic Iberia, magi of regions. They even accept Basques,
as Second Sight that further increase the Order of Hermes rely upon them Mozarabs (Arabized Christians), and
his involvement in stories. The com- as well. The peninsula is a dangerous runaway slaves from Muslim lands.
panion can also take Story Flaws that place, and even the most peaceful of All they require is submission to their
draw him and his masters into ongo- covenants have need of some sort of code. This freewheeling lifestyle may
ing trouble and can set up moments of protection. It is also possible to hire seem attractive to those ostracized by
crisis where his loyalty is tested. Almogavars to work in locations other society, such as Jews, foreigners, des-
than Iberia, and this description can peradoes, and those with a Magical
be used as a template for other merce- Air or The Gift. They still have to deal
nary units as well. with a certain amount of suspicion at
The Almogavar comes from the Ara-
bic al-moguar, meaning raider or
first, but in time they are able to earn
trust and respect that is not possible in

Almogavars devastator. Though this is accurate,


they are also known for charity and
generosity. For example, after raid-
most social settings.
Almogavars are willing to work
for unusual employers, such as magi.
Desperta Ferras! (Awake the Iron!) ing a wealthy Muslim estate, they Covenants hire them to supplement
may give a portion of the spoils to their grogs, and some wizards have a
Battle cry of the Almogavars the poor. Despite their coarse ap- small unit as a personal retinue. Magi
pearance, Almogavars live by a code employing Almogavars should be
of honor and military discipline. If mindful how they treat them. Some
General Background treated well and given respect, they magi are accustomed to pushing their
are both loyal and dutiful. But if underlings around, threatening them,
The Almogavars are a special type abused or mistreated (or not paid), and using magical punishment. Almo-
of mercenary unit from Iberia, em- they are known to seek revenge or gavars are prideful and independent,
ployed in vast numbers in the Chris- simply take what they are due. and dont take lightly to threats. Magi-
cal interference with their code of dis-
cipline is seen as a great offense.
A typical band of Almogavars con-
The Vibria Company sists of around a dozen men, guided
Originally from Barcelona, the accept payment in vis, which they by an Adalil (sergeant) and led by
Vibria Company made their early use to barter for enchanted items an Almogaten (captain). Leaders are
fortunes in employment with the and longevity. They are hired out chosen from the ranks according to
Jerbiton magi who dwell there, then as small teams of specialists, and merit, and this familiarity and person-
later with other magi of the Order. they have multiple units deployed al loyalty creates a close-knit and co-
In the Catalan tongue, a vibria is a in different tribunals. For example, hesive unit. When large numbers are
type of dragon (a wyvern), and the the Red Wyverns are located in involved, command might be delegat-
name is meant to subtly advertise the Stonehenge Tribunal, and the ed to a knight (or magus), and they
to their preferred clientele. Each Draco Negra Division is in Rome. occasionally form alliances to gain a
member has the new Virtue of Her- These remote groups take in local mantle of legitimacy.
metic Experience, and are all veter- recruits, so regional units may carry Almogavars are a form of elite in-
ans at least 30 years old. They spe- variant armaments and have differ- fantry, considered equal to or better
cialize in Hermetic clientele, and ent customs, but they still adhere to than the light cavalry of the Moors,
like the Monjoie Company, they the same code. and are employed in both skirmishes
and full assaults. They favor light ar-

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Almogavar Story Seeds


These story seeds can bring Al- tention of magi (these may be true army; their big bruiser is Jewish; and
mogavars into the saga. or false), concerning something the their stoic leader is secretly a wom-
magi desire or desperately need. an. One veteran soldier named Car-
Also, since they are being manipu- los is stranger than the rest, for he
ALTERING THE BARGAIN lated by someone who is uninformed unknowingly possesses The Gift. His
as to the finer points of the Code of fellows have known him many years,
Embarking on a dangerous ex-
Hermes, there is the risk they may and dont think he is any stranger
pedition, the magi decide to hire
wind up violating their Oath by in- than they are. They just think he is
some extra protection. They meet
terfering with mundanes. just socially awkward with new peo-
an Almogaten named Jabier, who
In the end, Jabier might double- ple, and are amused by his difficulty
has experience dealing with magi
cross the magi, attempt a charming with animals. But they recognize his
and knows the area well. However,
explanation, or convincingly lie and ability to sense danger and perceive
he has ulterior motives and desires
keep his secret. If Jabier and com- hidden threats, a trait for which they
wizardly assistance against his ene-
pany continue in employment, the praise him, and attribute to wisdom
mies. Hiring or bribing a magus isnt
magi have gained an elite unit of pro- and experience.
an option. He shudders to imagine
fessional soldiers that are brave and Carlos Gift grants the Super-
what price a wizard would charge,
loyal. However, their first loyalty is natural Virtue of Premonitions. He
and most of all, he doesnt want
to one another, and they continue to would make a fine apprentice for an
the magi to know what hes up to.
have their own secret intrigues and adventurous magus, but an adult ap-
Instead, he plans to manipulate the
occasionally get the magi involved in prentice presents special challenges,
magi into accomplishing his goals
their adventures. and Carlos is stubborn and set in
and convince them that it was their
his ways. As a further complication,
idea all along, and expects to be paid
perhaps his Gift is first discovered
for his assistance. The original ob- THE STRANGE SOLDIERS by a visiting magus. Carlos refuses
jective of the magi will need to be
to separate from his fellows, and the
tailored for your troupe, but it is no The covenant employs a compa-
covenant risks violence against their
coincidence that it will cause them ny of Almogavars that is an odd band
guest or possibly losing their elite
to cross paths with Jabiers enemies. of outcasts and outsiders. One is a
grogs to a rival covenant.
He spreads rumors to attract the at- Berber who deserted the Almohade

mor, typically wearing sheepskins and the expert infantry. On the rare occa- usual and unexpected applications of
heavy leather sandals with an open- sion that an Almogavar fights on horse- wizardry. If a magus has no combat
faced helmet. Their primary weapon back, he braces his spear in his stirrup, experience, they may suggest ideas
is the Azcona, a short, light lance aiming to strike the enemys mount. for him. Magic could be used to al-
that can be used as a spear or a jav- They exploit the terrain to their best ter the terrain, set traps, or frighten
elin, and they carry a short sword for advantage, even preparing the battle- and disorient the enemy. Even an
close-quarters combat. Almogavars field by wetting the ground or scatter- experienced martial magus can ben-
prefer lightweight mobility and carry ing sharp stones. Stealth and surprise efit from their experience, and they
few supplies, provisioning themselves are also favored tactics, and they often can advise them as how to best target
by foraging and raiding. This allows attack at night and set up ambushes. their spells. However, once they gain
them to make incursions into enemy Almogavars are also known to employ familiarity with the supernatural and
territory at greater speed and for a fear and awe to frighten an enemy and learn the limits of magic, they might
greater distance than cavalry. Leaders weaken their morale. Facing a foe be- be able to devise strategies that can
sometimes ride on horseback, but pre- fore battle, they strike their weapons defeat a magus.
fer fighting on foot. against rocks to create sparks as they Recruiting Almogavars can be
In combat, Almogavars utilize in- howl a chant to Awake the Iron. done through a companion or some
novative and unconventional tactics. Alongside magi, Almogavars agent, and some magi have contacts
Against cavalry, they throw their quickly adapt to the use of magic in of their own. It is easy to find com-
spears at the enemys horses, and once battle. Their irregular and inventive mon rabble willing to sell their sword
unhorsed, the riders are easy prey for tactics blend well with the many un- arms. The hard part is finding soldiers

91
Grogs
of skill and discipline willing to work Ear, Missing Eye, Missing Hand, and Bargain 1 (wages), Brawl 4 (get-
with magi. The culture and code of Lingering Injury. ting away), Carouse 2 (singing),
the Almogavars make them an excel- Folk Ken 2 (warriors), Guile 2 (ex-
lent fit. Though usually employed as a cuses), Hunt 2 (birds), Leadership
group, they can also be hired individu-
SUGGESTED ABILITIES 2 (in combat), Native Language
ally as specialists. 5 (cursing), Profession: Soldier
For Martial Abilities, Almogavars 2 (avoiding duties), Ride 1 (flee-
focus on Single Weapon and Thrown ing), Single Weapon 5 (azcona),
Character Creation Weapon. Hunting and Survival are im- Stealth 2 (camouflage), Survival 2
portant, and their basic socialization (semi-desert), Thrown Weapon 5
Almogavar characters must take revolves around Carouse, Folk Ken, (azcona)
the Social Status Virtue of Almoga- and Leadership. EXPERIENCED VETERAN (AGE 42): Area
var, and may select Virtues and Flaws They also acquire the Ability of Lore 4 (ambush sites), Animal
as normal. Their regular outfit is as Profession: Soldier, as do other merce- Handling 1, Athletics 3 (hiking),
described, but players may equip naries and members of a paid military. Awareness 3 (ambushes), Bargain
their characters as they choose with As with other Profession Abilities, this 2 (wages), Brawl 4 (getting away),
Standard Armaments. The combi- is a catch-all for knowing for how to Carouse 3 (singing), Charm 1,
nation of sheepskin leather and the do ones job. For a soldier, this includes Folk Ken 2 (warriors), Guile 2 (ex-
open-faced iron helmet grants a Pro- things such as packing gear, pacing a cuses), Hunt 2 (birds), Leadership
tection of 1, with a Load of 1. They march, making camp, and performing 4 (in combat), Native Language
typically carry a short sword, and oc- the duties of their office. 5 (cursing), Profession: Soldier
casionally a small round shield. The 3 (avoiding duties), Ride 1 (flee-
azcona is used as a short spear on foot ing), Single Weapon 6 (azcona),
or while mounted, or is thrown as a
TRAINING PACKAGES Stealth 2 (camouflage), Survival 3
javelin. Use combat scores for how (semi-desert), Thrown Weapon 5
the weapon is being used. Suggested Childhood Train- (azcona)
ing Packages include Athletic, Mis-
chievous, and Traveling Childhood. Sample Ability Scores do not take
SUGGESTED VIRTUES AND FLAWS For Career Training Packages, sug- into account any Virtues or Flaws.
gestions include Javeliner, Soldier,
Almogavars emphasizes courage, Woodsman, and the Non-Career
fortitude, and cleverness. Suggested Training Package of Forager. It is wise Almogavar as Companion
Virtues include Enduring Constitution, to round the character out with other
Reserves of Strength, Tough, Warrior, useful Abilities as well. You can also play an Almogavar
an Affinity with Single Weapon or as a companion. The character could
Thrown Weapon, and Puissant Single be the Almogaten leading the unit, or
Weapon or Thrown Weapon.
SAMPLE ABILITY SCORES perhaps he is a specialist of some sort.
Several Personality Flaws can be Optionally, he might hire himself out
used to reflect the life of an Almo- YOUNG RECRUIT (AGE 18): Area Lore individually as a specialist. He will
gavar. Dutybound could represent 2 (ambush sites), Athletics 3 (hik- lack the support and camaraderie of a
their code of honor and discipline, ing), Awareness 2 (ambushes), unit, but his fortunes are his own and
Proud a sense of individual dignity, or Brawl 4 (getting away), Carouse he may be Poor or Wealthy.
what others see as Reckless could be 1 (singing), Folk Ken 1 (war- As a companion, the character may
the bravery that comes from having riors), Guile 1 (excuses), Hunt 1 have Story Flaws, and these could ap-
stared death in the face. As mercenar- (birds), Native Language 5 (curs- ply to himself or his whole unit. En-
ies are often looked down upon, they ing), Single Weapon 4 (azcona), emies is an obvious example. Close
might be Oversensitive to insults. Stealth 1 (camouflage), Survival 1 Family Ties could represent a tightly
Almogavars are also known for being (semi-desert), Thrown Weapon 4 bonded unit, and maybe they are all re-
Generous to the poor and Compas- (azcona) lated. Dependents may be unusual, but
sionate for the oppressed. General MATURE SOLDIER (AGE 30): Area Lore some bands of Almogavars include the
Flaws can represent injuries from past 3 (ambush sites), Athletics 3 (hik- women and children of the warriors in
battles, such as Disfigured, Missing ing), Awareness 3 (ambushes), addition to the usual camp followers.

92
Grogs

Animal Trainer
Id stay clear of Blackeye, sir. He dont
cower, he fights. You smell of strangeness to
him, sir. Hed have your throat, he would.

General Background
Granted authority over his lords
kennels because of his exceptional skill
with animals, William the Houndsman
holds a peculiar place among his mas-
ters servants: while the lords animals
respond very well to him, all the folk
treat him with deep suspicion and fear.
His lord has recognized this sensation
as similar to that he feels when meet-
ing with those strange magi of that
tower on the edge of his lands. He has
sent William to their tower to man-
age his kennels there, away from the
poor regard of his other castle folk.
Fortunately for William, the wizards
mostly keep themselves to them-
selves, because they scare him and his
dogs. Unfortunately for him however,
they also seem to employ even more
soldiers than his lord, none of whom
seem to like him very much.
Animals and magi rarely mix well; griffins, mundane beasts are likely total (Intelligence + Animal Handling
The Gift prevents most contact. As to be of interest as well. Many magi + Animal Ken) of 2+ to train an ani-
well as forcing them to walk every- would desire to employ someone mal within a single season. A more ex-
where, this is problematic for any ma- able to train horses to accept a Gifted perienced trainer may tame additional
gus who would live among the lords of rider, or a pack of war dogs to work animals in a season, potentially as
men; going out hunting is practically with a Flambeau knight. However, many as her Animal Handling Ability.
impossible if you can approach nei- this can take many years, by which
ther horse nor hound. But some magi time most beasts would be too old for TRAINING POINTS
employ grogs skilled specifically in any useful purpose. ACCUMULATED EACH SEASON:
training animals to their purpose, and As covered in Art & Academe, a Intelligence + Animal Handling
for some such grogs, magi may be the trainer generates a number of train- + Animal Ken Creatures Might
only masters who would have them. ing points in each season that she Gift Penalty
An Animal Trainer will most likely spends working with an animal (see
be specialized in dealing with hounds, the Formulae later). Once these train- REQUIRED NUMBER OF POINTS:
hawks, or horses. For one who would ing points equal the creatures Might, Creatures Might
find employment at a covenant, his the animal is trained and will follow its
skill need not be quite so mundane: masters commands. All training must MUNDANE ANIMAL MIGHT =
perhaps he has a particular talent for be continuous and uninterrupted, for 1 + (2 x Confidence Score)
handling griffins! as many seasons as are required. Most
Besides the obvious attraction to a mundane animals lack a Confidence Because of The Gift, a magus who
covenant for a young man who trains Score, so this will typically require a seeks to train animals mundanely

93
Grogs
would need a much higher Animal and selling of beasts of burden; Sur- ABILITIES: Animal Handling 4+2
Handling Ability (at least 3), which vival, if he is spending his days up on (sheep), Area Lore: Bangor 2
represents a significant expense of ex- the moors with his sheep; and Hunt, if (animals), Area Lore: Gwynedd 2
perience points. he is a falconer. You should also select (pastures), Athletics 2 (climbing),
Note that an animal can be trained a Profession Ability related to his spe- Awareness 2 (animals), Bargain 1
to accept specific individuals with The cific trade, such as Profession: Feuterer (food), Folk Ken 2 (employers),
Gift, but not The Gift itself; a pega- (master of hounds), and so forth. The Guile 2 (excuses), Ride 1 (care-
sus trained to accept one Gifted rider obvious exception to this is if your Ani- fully), Stealth 2 (towns), Survival 3
must be retrained to accept another. mal Trainer is entirely self-taught, such (hills), Welsh 5 (wheedling)
The advantages to a covenant as the forest girl who talks with uni-
for employing an Animal Trainer are corns. Folk Ken should be considered
clear, but it is less obvious why an Ani- for any grog dealing with other people, Alyse, Age 25
mal Trainer would want to work for a but many Animal Trainers lead quite a Adult Gryphon Trainer
covenant. Spending more time with reclusive lifestyle. Craft Abilities can Raised by faeries, Alyse has lived
animals than with people might make be useful in some situations: the far- and worked with gryphons since she
his departure from common society rier practices Craft Blacksmith (horse- was very young. She cannot under-
more tolerable, but there should be shoes), and the teamster probably has stand why that ignorant wizard is so
more compelling reasons for a grog to Craft Cartwright (repairing wheels). astonished by the creatures whenever
isolate himself in this way. he meets them.
For instance, Animal Ken is a very
popular Supernatural Virtue for an
TRAINING PACKAGES VIRTUES & FLAWS: Animal Ken, Arcane
Animal Trainer character, but whereas Lore, Master of Animal Creatures;
this will likely incur suspicion from Appropriate training packages are: Delusion: everyone can talk to ani-
commoners, it could be valued highly Animal Trainer (obviously!), Farmer, mals, Susceptible to Warping, Fa-
in a covenant. Such grogs, placing Magician (if she deals with magical erie Upbringing
themselves outside of normal society, animals), Rider, Woodsman. ABILITIES: Animal Handling 5 (gry-
should take an appropriate Person- phons), Animal Ken 4 (gry-
ality Flaw, or something relating to phons), Area Lore: Black Forest
their background or nature, such as
SAMPLE ANIMAL 3 (gryphons), Athletics 2 (fall-
TRAINER CHARACTERS
Bad Reputation. ing), Awareness 3 (above), Brawl
2 (grapple), Faerie Lore 3 (gry-
These various characters represent phons), Folk Ken 2 (magi), Ger-
Character Creation Animal Trainers at different ages, of man 5 (animals), Magic Lore 4
different social strata, and who work (gryphons), Ride 4 (gryphons),
The following suggestions cover with different animals. Stealth 1 (forest), Survival 3 (for-
the most important points to bear in est), Swim 1 (strong currents)
mind when creating an Animal Trainer.
Madoc, Age 15
Young Shepherd William, Age 35
SUGGESTED ABILITIES Madoc despairs of his lonely exis- Veteran Kennel Master
tence up in the hills, but has cried wolf Why do these wretched custodes
Obviously, every Animal Trainer once too often and has been shunned expect him to drill alongside them at
character should have a good Animal by his village as a liar and a thief; the sword and shield when they clearly dis-
Handling score. Animal Ken is the ex- covenant offers comfort, security, and like and distrust him so? Williams bones
ception rather than the rule how- above all, other people. If only the far- are starting to stiffen, and he agrees with
ever, since you will likely want to play rier would believe him when he says his old dogs about learning new tricks.
an exceptional character, this is not he never set the best horse in the sta-
unexpected in an Animal Trainer grog. bles to bolt. VIRTUES & FLAWS: Inoffensive to Ani-
Other useful Abilities include Ride, mals, Master of Kennels, Puissant
for a horseman; Leadership, for a mas- VIRTUES & FLAWS: Puissant Animal Animal Handling; Magical Air
ter of kennels; Bargain, if the Animal Handling, Strong Characteristics; ABILITIES: Animal Handling 6+2
Trainer is also involved in the buying Cursed Guile, Judged Unfairly (hounds), Area Lore: Loire 3

94
Grogs
(hunting grounds), Athletics 3 phons could actually be a Magical really only one or two pertinent
(running), Awareness 4 (hounds), Animal Companion, if it were consid- Abilities to choose from for an Ani-
Brawl 2 (grappling), Carouse 2 ered a close friend rather than a flying mal Trainer, so your companion will
(drinking games), Etiquette 3 (ser- mount. Perhaps Williams hounds are likely be much more varied in her
vant), Folk Ken 2 (nobles), French all actually a single magical animal, as capabilities than your grog. If youre
5 (polite), Hunt 5 (with hounds), a gestalt manifestation? As a compan- after the best trainer in the region,
Latin 2 (Hermetic usage), Leader- ion character, Madoc might be des- then you will want Puissant Animal
ship 3 (dogs), Profession: Feuterer perately honest in all dealings but Handling, Affinity with Animal Han-
4 (feet), Ride 4 (in woodland), afflicted by Beelzebub, who seeks to dling, and very probably the Animal
Stealth 3 (woodland), Survival 1 corrupt his pious soul; he may have Ken Virtue.
(woodland) the Cursed Guile and Plagued by Su- A character may be an Animal
pernatural Entity Flaws. Trainer out of necessity rather than in
Companion characters are gener- a professional capacity. A lady whose
Animal Trainer ally expected to be significantly more lover transforms into an owl every
capable than grogs; in most cases, morning needs to train as a falconer
as Companion this is very simple to do, by purchas- simply to keep him with her through
ing more of the required Abilities the day. Certain literary necessities
Any of the Animal Trainer char- for their role taking Leadership, demand that she be a shapeshifter as
acters earlier could be created as an Ride, and an extra weapon Ability or well; the owl and his lady both are
interesting companion simply by add- two covers the difference between companion characters, sharing the
ing a Story Flaw. One of Alyse gry- a knight and a soldier. But there are True Love and Lycanthrope Flaws.

Animal Trainer Story Seeds


As well as being a potentially Virtue, who recognizes the maga for believe that Lydie may not possess
valuable member of a turb, an Ani- her Gift. Did it have a reason to at- The Gift all the signs are true. Ex-
mal Trainer can be the catalyst for tack the girl? Could she be a change- cept, of course, that animals do not
many interesting stories, especially if ling? Or could the bird have a se- shun her as they do him. Unfortu-
magical animals are involved. cret, sinister purpose? Kites are well nately, she has Animal Ken, but no
known as thieves and tricksters. In touch of The Gift at all.
neither case could the proud knight
THE EYES OF A HAWK admit Jack Faulkner back into his
service, not after having punished A WOLF IN SHEEPS CLOTHING
A maga is departing the covenant
him so publicly.
and sees a haggard young man gaz- The covenant keeps a flock
ing intently at a bird of prey circling of sheep, for meat and cheese; its
overhead, which in turn is gazing THE HORSE WHISPERER sheep share the hills with other vil-
intently at her. What does each see lagers flocks, and this has served
in the other that holds their atten- Lydie is a young girl who talks to everyone well enough for years.
tion so firmly? Jack Faulkner served horses. She prefers their company to But something is wrong. The other
an important knight in the region humans, because folk are rude and shepherds are losing sheep to some
until one of his kites suddenly cruel to her even her own family, night predator, while the covenants
attacked the knights daughter and who deem her wicked and corrupt. flock is left untouched and every-
blinded her. Accused of carelessness This drew the attention of a magus one is blaming young Madoc. Of
and assault, Jack was flogged and who then bought her from her par- course, the boy is innocent, but no-
dismissed from the knights service. ents (they were only too glad to be body believes him. The true culprit
Jack has wandered aimless and pen- rid of the witching child) to train as is one of his rams: a magical animal
niless since; he has recently strayed his apprentice. She has studied with that turns into a wolf at night, and
near the covenant. The kite he has him for three years now, but still re- goes hunting. He does not kill and
spotted is a strikingly beautiful spec- sists all attempts to be Opened to the eat the sheep of his own flock, be-
imen of its species; it is a Hawk of Arts. In his arrogance, he refuses to cause they are family.

95
Grogs

The Bodyguard born girl, all this is most often an im-


possible dream. Before she was mature
to bring her protection into feminine
circles, where male guards get left out-

Maidservant
enough for her family or village to seal side. A magus may find he has access
her fate, and force her to marry and fol- to these female circles, using his maid-
low a peasants life, she fled. She spent servant as intermediary.
Your wine, my lady. some time actively seeking out people Lacking the brawn and toughness
different enough, and places sufficient- of most shield grogs, she really doesnt
Many important and vital jobs are ly strange, to offer her the needed break cut it for front line fights. Instead, she
done by insignificant mundanes, who from society. And in the end, Mythic manages by being more clever, alert,
go unnoticed before the eyes of magi, Europe offers only one real place like and opportunistic than the rest, and
lords, and clergy alike. These unsung this an Hermetic covenant. by being inconspicuous to the very
heroes rarely win a place in history. Swallowing her pride for a time, last instant. The secretive nature of
However, a conniving master can put she had to suffer manual work and the her work means that some events blow
this virtual invisibility to much use. indignities of being a common wom- her cover. This forces her to change
This bland and demure maidservant an, but it was still a lot better than life position, apparent vocation, and ap-
can fill many roles. in your average farming village. Even- pearance once in a while. But these
tually, she had found enough training challenges are what drives her, her
and practiced enough for the magi to skills developing in the independence
General Background notice her special skills. To outside granted her at the covenant.
observers, she is still a mere maidser-
This female grog has never felt at vant, assistant, scribe, or other insig-
home in the rigid roles of gender and nificant minion. But she really serves Character Creation
feudal hierarchy of mundane society. as a bodyguard in disguise for a magus,
From an early age, she has yearned for as well as a set of invisible eyes and Here are outlined suggestions, rec-
danger, adventure, and most of all inde- ears. Among the mundanes, a maga ommendations, and tips for creation
pendence and freedom. But for a low- can benefit greatly from being able of a Bodyguard Maidservant character.

Bodyguard Maidservant Story Seeds


The following story seeds could or is a very quiet captive. If helped, THE UNKNOWN ASSASSIN
involve a Bodyguard Maidservant. she reveals that she is really a ser-
vant who changed places with her A magus cannot for any reason
mistress, so she could escape. call off a meeting he has with an
THE SWITCH But the mistress obviously failed important nobleman or clergyman,
to get safely away and obtain help, not even when he knows one of his
During an extended journey, the
so now the servant is in trouble. rivals has hired a highly qualified as-
magi and retainers come across a
As the mistress is the daughter of a sassin. Nervous to the point of para-
merchant with a caravan of substan-
robber baron, a rival to the caravan noia, he and his female bodyguard
tial size, followed by the unavoid-
master, great rewards could be had. who is disguised as a scribe attend
able pilgrims and beggars. Deciding
Meanwhile, the caravan master is go- the meetings. Meanwhile, special-
to combine safety in numbers with
ing to pieces over losing his captive, ists and discreet magi from his cov-
a little comfort, the magi accept the
because holding her as hostage was enant try to get to the bottom of the
invitation of the merchant. During
the only thing keeping local bandits case. Who wants the magus dead?
the night, a young girl sneaks into
from attacking, since they refer to Who is the assassin, and how will
the midst of the characters. She
the robber baron. Now the charac- he make the hit? The entire time,
claims she is the daughter of a no-
ters must keep the servant girl safe the magus and the bodyguard sit at
bleman being held captive, but that
and unnoticed so she can help them the edges of their chairs, eyes dart-
she managed to sneak out for a short
find the barons daughter, while at ing around to each and every face or
time. If they dont wish to help her
the same time being under attack by corner in the room, as discreetly as
escape the merchant, she slips away,
local bandits. it can be done.

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Grogs
SUGGESTED VIRTUES AND FLAWS
The following Virtues may apply
to a Bodyguard Maidservant charac-
ter: Keen Vision, Sharp Ears, Light-
ning Reflexes, Puissant Awareness,
Puissant Guile, Forgettable Face*
If the concept calls for a body-
guard or assassin with larger weap-
onry than daggers, you need a Virtue
to be allowed to purchase Martial
Abilities. Warrior is a good choice;
Custos might make you too high-pro-
file, which would defeat the purpose.
Educated or Arcane Lore might fit a
mature or older character, to repre-
sent the fact that the magi allow her
to become literate and learn Latin and
various mystical abilities.
The Bodyguard Maidservant may
suffer from some of these Flaws: Small
Frame, Oversensitive (chauvinism),
Mistaken Identity, Weak Personality*,
Compulsive Lying*, Uninspirational*

* See Chapter 6, New Virtues and Flaws

SAMPLE ABILITY SCORES part, this character could easily pull


SOCIAL STATUS off other jobs than bodyguarding.
YOUNG BODYGUARD (AGE 15): Ath- She could serve well as an assassin,
Covenfolk is recommended, and al- letics 3 (dodging), Awareness 4 by focusing more on a Martial Abil-
though the single magus you work for (alertness), Brawl 3 (dagger), Folk ity, Stealth, and perhaps Profession:
might hold you in high regard, appoint- Ken 2 (magi), Guile 3 (10) (iden- Poisoner, Herbalism, or Alchemy for
ing you to Custos is detrimental to you tity change), Native Language 5 concocting poison. Or she could serve
staying incognito. The same goes for (being subservient), Profession: as a spy or saboteur with little change,
most other Social Status Virtues. Maidservant 3 (tidying up) although being literate can be a huge
MATURE BODYGUARD (AGE 25): Athletics boon. Visitors usually pay little heed
3 (dodging), Awareness 5 (alertness), to an anonymous servant, so a person
SUGGESTED ABILITIES Brawl 3 (dagger), Etiquette 2 (her- with sharp ears can pick up many use-
metic), Folk Ken 3 (anticipating at- ful things. She could even be sent to
Appropriate Abilities are: Aware- tack), Guile 5 (20) (identity change), other covenants or castles, to spy or to
ness, Athletics, Guile, Legerdemain, Legerdemain 3 (holdout), Native gather arcane connections.
Brawl, Profession (various) Language 5 (being subservient), Pro-
fession: Maidservant 3 (tidying up)
TRAINING PACKAGES Bodyguard Maidservant
as Companion
Training packages include: Social, Concept Variations
Exploring, or Mischievous Childhood. As a character in the companion
Courtier, Conman, Harlot, Tumbler, With the skills required to go for slot, she has enough extra Virtues to
or Servant. Charmer or Covenfolk, long periods of time with a changed become an expert in her field. Using
combined depending on the concept. identity, in disguise and playing a Puissance and Affinities and perhaps

97
Grogs
Learn (Ability) From Mistakes or as well. But he has a heart of gold; hes Offensive Fighter*, Magical Fascina-
Careful with (Ability), a highly skilled brave and loyal, and the best kind of tion*, Pack Mentality, (Realm) Stig-
bodyguard or spy can be created. Im- comrade in arms anyone could imag- mata, Master of None, various Social
proved or Great Characteristics may ine. His comrades gladly share their Status Flaws (see later)
also stack the odds in her favor. Special food with him, as he would do the
skills can be added to the concept with same for them. If they get hurt, he car- * See Chapter 6, New Virtues and Flaws
a multitude of Supernatural Virtues or ries them on his back to safety.
Abilities; Entrancement, Magic Sen- Playful teasing is the order of the
sitivity, Premonitions, Second Sight, day; he takes it all in his stride, and
SOCIAL STATUS
Piercing Gaze, Skinchanger, or Shape- tries to give back, but lacks sophisti-
shifter are useful examples. An Edu- cation. His role is, to some degree, to Covenfolk or Turb Trained seem
cated character and one with Arcane provide comic relief, but he is not a appropriate, although Wanderer or
Lore can be a great boon to the magi. caricatured clown more of a morale Branded Criminal could do. Outcast or
The role of such a companion can booster. Most days he is laughed with Outlaw could be an answer to why he
have a much larger scope than the grog. more than he is laughed at. Of course, has joined the covenant. He is unlikely
Being more than a simple servant, the a few bad apples, be they too clever or to be in a position of authority, so Cus-
maid most likely plays a larger part in cruel, always spoil things by overdoing tos, Mercenary Captain, Outlaw Lead-
decision-making and planning. The it, and that can really set him boiling. er, or Knight are inappropriate choices.
work and assignments can be more elab- The role in the turb is closely re- Note that unless the Social Sta-
orate or long-term, and by adding a Sto- lated to the Tough Guy. He doesnt tus chosen allows you to take Martial
ry Flaw the whole affair can be woven have the potential to be a trusted Cus- Abilities, you must take a Virtue for
into stories, integrating with personal tos or personal shield grog of the magi, this (e.g., Warrior).
issues. The maid and the magus could nor will he ever be a good leader of a
take advantage of Enemies, Mistaken trained group. But he is a good man for
Identity, Blackmail, or Close Family Ties a vanguard or covering the flank during
SUGGESTED ABILITIES
as openings for plots or missions. battle. He is definitely handy when the
As a companion, this character turb is in a tight spot, and theyll be glad Abilities include: Brawl, Single
could also easily run missions with a they brought him along as backup. For Weapon, Great Weapon, Athletics
staff and accomplices, providing seeds the more delicate matters, he is best left
for using other companions and grogs home. Many social operations could
in the story, which would again create suffer greatly from his helpful contri-
SUGGESTED TRAINING PACKAGES
stories for the entire troupe. butions. But if they need heavy lifting
or serious bruising? Hes the man. Training packages include: Athletic,
Covenant-bred, or Exploring Child-
hood. Footpad, Laborer, Sentry, or Sol-
The Bull Character Creation dier. Brawler, Covenfolk, or Local.

Use the following notes for creat-


I was only looking at it! ing a Bull character.
SAMPLE ABILITY SCORES

Some grogs stand out because they YOUNG MAN (AGE 20): Athletics 3
perform unusual functions. Others
SUGGESTED VIRTUES AND FLAWS (climb), Brawl 4 (wrestling), Ca-
stand out because they are a classic rouse 4 (merrymaking), Great
stereotype. Among the fighting grogs, The Bull has his problems, but Weapon 5 (poleaxe), Latin 4 (Her-
the Bull is one such. he may enjoy some of these Virtues: metic), Native Language 5 (rhym-
Large, Tough, Rapid Convalescence, ing insults), Ride (trotting) 2
Reserves of Strength, Enduring Con- MATURE MAN (AGE 25): Athletics 3
General Background stitution, Warrior, Turb Trained* (climb), Brawl 5 (wrestling), Ca-
The following Flaws may prove rouse 4 (merrymaking), Chirurgy
Every covenant turb has one. One applicable to a Bull character: Clum- 3 (cuts), Great Weapon 5 (pole-
guy, built like a brick outhouse, none sy, Carefree, Covenant Upbringing, axe), Latin 4 (Hermetic), Magic
too bright and probably a bit clumsy Gullible*, Uncontrollable Strength*, Lore 1 (magical minerals), Native

98
Grogs

Bull Story Seeds


The Bull is particularly prone to their retinue solve the affair and stop guage understood by the spirits.
blundering into stories. it? The offended magus becomes an- The next obstacles come once the
gry and reckless once his plot starts Bull starts pilfering things to take
to fall apart. He might resort to cer- home as souvenirs
SUCH BAD LUCK tamen right there, and in the end
ALMOST SEEMS UNNATURAL might also challenge the opposition
to Wizards War if he is humiliated or WHIPPING INTO SHAPE
During a Tribunal, the Bull is un-
wittingly entrusted with a delicate pushed sufficiently.
A young man who until recent-
and valuable object owned by a ma- ly worked as a laborer at the cov-
gus from another covenant. Natural- THE NEW RECRUIT enant has been promoted to fight-
ly, it ends up damaged, which stirs ing grog. He has been in training
up a lot of commotion. The offend- A magus who recently joined the for a short time, and shows great
ed magus not only demands restitu- covenant brought along some of his potential, or at least great strength
tion, but also severe punishment of own servants, among them the Bull. and toughness. The grog leaders
the grog, and holds one of the magi A few of the other magi along with decide to bring him along on a mis-
responsible. their retinue currently have him sion to whip him into shape, since
The speed with which this case out on a mission to a highly magi- a routine matter of checking up on
starts to build does seem suspicious cal forest, which is part diplomatic some loose threads from a previous
to the magi. Someone knowledge- outreach to the magical spirits of event in a nearby village needs see-
able in the Orders affairs and recent the place, and part vis hunt. At first, ing to. But the grog not only lacks
history remembers a similar situa- he seemed fine, a solid fighter, and the discipline of most other grogs,
tion some years back, which also quickly became popular among the he also has a knack of getting into,
centered on the offended magus. turb, bringing laughter to the ranks. not trouble as such, but interesting
Another clever companion starts to But just minutes into the delicate situations. What could possibly go
find scraps of evidence proving this, situation with the magical beings wrong here?
because naturally the whole thing is of the forest, temptation sets in Perhaps he is socially inept and
fabricated. But at the same time, the everywhere he looks. He is bound offends someone the leaders need to
Bull is in trouble in more than one to get too nosy at some point. The talk to. Perhaps he derails the trip by
way. While most of his turb mates rest of the turb try to keep him from practically tripping over something
support his claim of bad luck, a few getting in trouble, but it becomes magical. In the end, the trip encoun-
hold it personally against him. more difficult at every new encoun- ters obstacles of a manageable kind
Furthermore, the grog leader of ter. Potential conflicts arise, which providing much-needed lessons
the visiting magi demands satisfac- must be dealt with. Touchy-feely for the grog as well as some to-
tion by combat, and his turb stoop diplomacy seems to have gone out tally unexpected windfall, like a vis
to all-time lows concerning cheat- the window, however, and kicking find. Or possibly it yields the open-
ing and sabotage. Scuffles are bound the encounter up a notch is more ing for another story, like discover-
to occur, but the duel ought to be to the liking of at least one of the ing an infernalist circle, or a contest-
stopped. Can the clever magi or magi. And power seems to be a lan- ed vis source.

Language 5 (rhyming insults), Ride Native Language 5 (rhyming in- could serve as a defensive vanguard, or
(trotting) 3 sults), Ride (trotting) 3 might even be a shield grog for a ma-
VETERAN (AGE 36): Athletics 5 (climb), gus. This is done by avoiding any Flaws
Brawl 5 (wrestling), Carouse 4 which make him prone to aggression,
(merrymaking), Chirurgy 4 (cuts), Concept Variations impulsiveness, or distraction from duty;
Organization Lore: Covenant 3 he should definitely not take the Berserk
(fighting turb), Great Weapon A concept related to the Bull is the Virtue. Consider adding Dutybound or
7 (poleaxe), Latin 4 (hermetic), bulwark. The bulwark is a much more Vow, concerning the protection of his
Leadership 1 (group fighting), defensive fighter, more focused on hold- master. Long Winded or Lightning Re-
Magic Lore 1 (magical minerals), ing the line than breaking it. This grog flexes might be valued Virtues. For com-

99
Grogs
bat abilities, replace Great Weapon with The Bull as Companion as a proficient individual, and focus on
Single Weapon, and a shield is almost a making him tough, resilient, and able to
must, as is heavy armor. When using this concept as a com- recover from the injuries he will inevi-
Keeping the idea of the Bull, an panion, do not change it radically. The tably suffer. You could in fact give him
alternative idea is to tone down the intent is a slightly comical grog, well- all the suggested Virtues, perhaps swap-
martial concept and relate his mental- liked and possessing high spirits, a per- ping Large for Giant Blood.
ity and style to a manual laborer. Being son whom others lovingly tease in good Working further with the supernat-
a fully trained craftsman probably isnt fun, and who is unfortunate or unlucky ural aspects, a character with good syn-
on the Bulls cards, but theres hard in some areas. With a larger Virtue bud- ergy story-wise with the Magical
work that needs doing at every cov- get, he could be made into a very ef- Fascination concept could be created
enant. He could be the hulking porter ficient fighter, and by using many of the by adding Faerie Friend, Plagued by
or beefy well-digger making a fool of suggested Flaws, he could keep this con- Supernatural Entity, or something simi-
himself, or the person everyone teases cept. But he is not a leader, and should lar. Using Arcane Lore, he could actual-
playfully. But in the end he is a true not aspire to become one, nor should ly be proficient in Magic or Faerie Lore,
buddy, loyal to his mates. one invest in Social Status virtues giving upping the stakes for his involvement
him men of his own. Instead, view him in these sorts of stories.

The Confessor
This is not the first time we have discussed
these matters, maga Umbra, and I fear it shall
not be the last.

A magus soul is imperiled just


as much, if not more so, by tempta-
tion and obsession as any persons.
The abstract allure of knowledge and
power provide new opportunities for
sin to take hold and guide the magus
away from the righteous path. So it
is important for the magus to make
peace with his maker and be absolved
of sin. This is where the Confessor
comes in.

General Background
Every community has a need to
find resolution for things that prey
heavily upon the conscience. Chris-
tian tradition has the sacrament of
penance and the practice of confes-
sion at its heart. In confessing his sins
to a priest and undertaking the pre-
scribed penance, a characters soul is
cleansed, and the character is free to
resume his life unencumbered by sin.
This is one of the key roles played by

100
Grogs
the priest in his community.
Covenants are often similar to The Practice of Confession
manorial holdings in that they rely
on one or more villages not only for In the Christian tradition, as de- the Day of Atonement. This day is
income, but also for their day-to-day scribed in Realms of Power: The Divine set aside to atone for the sins of the
activities. The covenant is also home Revised Edition, page 75, the suppli- previous year. Jews must fast on this
to servants, cooks, guards, librarians, cant confesses his sins to a priest, is day, taking no food or drink; refrain
absolved of those sins, and receives from working; and engage in prayer
and all manner of other covenfolk.
a penance to perform. The priest and other cleansing rituals.
These communities, both inside and
sets the penance as befits the sin. Followers of Islam may serve
outside of the covenant, need spiri-
The character gains a temporary their penance by fasting for a peri-
tual guidance. Confidence point that can be used od, but the act of seeking forgive-
The Confessor is a priest or reli- to help him complete his penance, ness from God or protection from
gious leader who provides confidential and until the penance is completed, sin is called Istighfar. This is found-
counsel and moral guidance to those there exists a holy connection be- ed on the idea that God alone
in his parish. In the case of a Christian tween the character and his con- knows the deeds and thoughts of
priest, the receiving of confession is a fessor. Every Christian character is the supplicant. Istighfar is always
responsibility of his office and a duty expected to confess her sins at least partnered with Tauba, or repen-
to his parishioners soul. Even if the once every year. See the Diocese tance, and no prayer for forgive-
Confessor doesnt live within the cov- chapter in the The Church supple- ness or protection can be heartfelt
enant, he lives nearby and receives the ment for more detail. without true repentance.
visits of magi, just as he would others As with Christianity, confession
in his parish. of ones sins is integral to both Juda-
The Confessor is also well-placed ism and Islam. But unlike Christian- SECULAR CONFESSION
to act on behalf of the magi in matters ity, confession is made directly to
The Confessor, as presented
concerning the Church, and may find God, with no human intermediary.
here, is a religious figure who steers
himself drafted into service from time Those who have sinned are urged
the character away from a path of
to time. to pray and undertake penance.
sin. But as neither Islam nor Juda-
The two traditions also differ from
ism provide for anyone to intercede
Christianity and from each other, in
between the individual and their
Character Creation other ways.
The first ten days of the Jewish
God, the Confessor role is instead a
secular confidante or trusted advisor.
The following notes will help with month of Tishri are spent seeking
The nature of the relationship may
the creation of a Confessor. reconciliation with those whom
mean that a religious figure is still
Jews may have wronged. This is
appropriate, but with no implied
in preparation for the tenth day of
doctrine present.
AGE AND CHARACTERISTICS Tishri, known as Yom Kippur, or

The Confessor may be anyone SUGGESTED VIRTUES AND FLAWS JEWISH CONFESSOR: Rabbi**; Educated
from an inexperienced young priest, (Hebrew)**, Clear Thinker; Out-
through a mature monk, to an elder- The following lists of Virtues and sider (Minor)**, Uncertain Faith*,
ly imam. But he tends to have high Flaws are appropriate for various reli- Meddler (Minor)
Intelligence, Communication, and gious leaders who might be cast in the
Presence characteristics. There is an role of Confessor. * See Chapter 6: New Virtues and Flaws
opportunity to build long relation- ** See Realms of Power: The Divine Revised
ships between a younger Confes- CHRISTIAN CONFESSOR: Priest; Relic, Edition
sor and the magi of the covenant, Clear Thinker; Uncertain Faith*,
and see those relationships grow Vow (Celibacy), Weakness
throughout the saga. The character (Drinking)
SUGGESTED ABILITIES
can be used by the storyguide to ISLAMIC CONFESSOR: Alim**; Edu-
confront characters with their ac- cated (Islamic), Clear Thinker; Aside from knowledge of Latin,
tions, and help the players explore Uncertain Faith*, Vow (Celibacy), the Artes Liberales, the Church, and
their consequences. Temperate Theology, the Confessor relies upon

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Grogs

Confessor Story Seeds


The following story seeds start FALSE CONFESSION to feed their plague of evil. Villages
with the Confessor and his relation- and towns descend into anarchy un-
ship to the magi and their covenant The covenant is involved in a der the influence of the demons in-
but provide challenges that the magi conflict that leads to a death. Soon spired by the Confessor. As the magi
must face and resolve. after, the Confessor receives a visit follow their friend and confidante,
from the maga involved, looking for they come face-to-face with their
absolution. The Confessor hears her own sins, and must now explain their
STRANGE PENANCE confession and instructs her to un- actions, once thought forgiven.
dertake a pilgrimage in penance for
An elderly Tytalus staying at the
her sin. But it soon becomes apparent
covenant suddenly falls into Twi- THE MANUAL OF CONFESSION
that the maga is making no prepara-
light. Although he recovers, he has
tions to leave. On challenging her,
seen that his end is near, and calls A popular and influential magus,
the maga denies any knowledge of
for a confessor to hear his many rumored to wield holy magic, comes
the confession or the resulting pen-
and numerous sins. Uncertain to the covenant looking for mate-
ance. Has something affected her
what penance to give so old and so rial to help him with a tractatus he is
mind? Was it really her who sought
powerful a man, the inexperienced writing. The book is a penitentiary,
confession? If not, what manner of
Confessor seeks the advice of the or a manual of confession, designed
creature could breach the Aegis? And
magi of the covenant, careful not to to help penitent and confessor alike
perhaps more importantly, now that
divulge the nature (or quantity) of to correctly identify their sins and
the Confessor has approached the
the old mans sins. the appropriate penance to be un-
maga, will she now confess her sin
dertaken. While mundane manuals
and see her soul cleansed of its taint?
of confession derive penances for an
A SOURCE OF GOSSIP individual based on the four humors,
The new Confessor hears the BROKEN CONFIDENCES the seven sins, and the seven virtues,
the magus is attempting to add the
confessions of the covenfolk, includ-
The Confessor, after a lifetime fifteen Hermetic Arts. Are the magi
ing the magi, in an antechamber off
of hearing the sins, squabbles, and happy to have this magus poking
the main hall. But whats discussed
sorrows of his parish, is abducted around their sins, penances, and
soon turns to gossip. Who or what
by demons, or faeries in the role of studies? What happens if his notes
has been eavesdropping on these pri-
demons, each one intent on taking a fall into the wrong hands? Come
vate moments, and what have they
sin from the Confessors memory and to that, as the magus visited a rival
learned that the princeps doesnt
seeing it played out a thousandfold. covenant the previous season, how
want revealed?
As the beasts sweep across the land, can the magi get a look at his notes
they take the Confessor with them themselves?

his Folk Ken for gaining an intuition Churchman; Covenfolk, Local, Lead- SAMPLE ABILITY SCORES
of what troubles his flock, Leadership er, Public Official.
to maintain his position as a pillar of The Student training package The following Ability scores have
the community, and various Lores for is required to give the Confessor been generated based on the sug-
his village, the covenant, and the lo- knowledge of Latin, key to his other gested training packages earlier af-
cal area to keep abreast of all the cur- Academic Abilities, but is gener- ter taking a Mischievous Childhood
rent events. ally not used more than once. The package to describe the Confessors
Covenfolk, Local, and Leader pack- ill-spent younger years. The Abilities
ages provide knowledge of and a are appropriate for a Christian priest
TRAINING PACKAGES connection to the Confessors parish. in the role of Confessor, but Islamic or
The Churchman package is the core Jewish characters will have a different
The following training pack- package and should be taken at least focus, in addition to the extra 50 expe-
ages help to describe a typical Chris- once out of every three packages tak- rience points they receive from their
tian priest: Student (parish school), en for this character. Educated Virtues.

102
Grogs
ABILITIES AT AGE 25: Area Lore: Village score of at least 1. As for other traits, alike. He knows that the bodies of sui-
2 (personalities), Artes Liberales 2 he is likely to be a Good Listener, cides, murderers, and unbaptized chil-
(rhetoric), Brawl 2 (Fist), Charm 3 which helps further define his role in dren fetch the highest prices among
(first impressions), Civil and Can- the saga. A third trait says more about his clientele. Naturally, a Corpse-Thief
on Law 3 (local laws), Folk Ken 3 the Confessor as a person, who may be plies a highly specialized trade, and
(magi), Guile 2 (keeping confes- Compassionate, Duty-Bound, or Strict. both his customers and his raw mate-
sional secrets), Latin 4 (church rial are usually spread far and wide, oc-
ceremonies), Leadership 3 (inspi- casioning him to travel extensively.
ration), Living Language 5 (local A Corpse-Thief is likely to pick
dialect), Order of Hermes Lore
1 (practices), Organization Lore: The up a good knowledge of occult mat-
ters. Having the Penetration Ability
Church 4 (own diocese), Organi-
zation Lore: Covenant 2 (person-
alities), Stealth 2 (hide), Theology
Corpse-Thief gives him a working knowledge of
arcane connections and sympathetic
connections. Magic Lore or Infernal
3 (biblical knowledge) Yes, my lord, guaranteed fresh. It was pro- Lore, or more rarely Faerie or Divine
ABILITIES AT AGE 40: Area Lore: Village cured from the bishop only this morning... Lore, tell him to what use each type
3 (personalities), Artes Liberales 3 of material can be put, and cover mat-
(rhetoric), Brawl 2 (Fist), Charm 4 A despicable character hated and ters such as Shape and Material bo-
(first impressions), Civil and Can- feared by good Christian folk, the nuses and Enrichment of Objects of
on Law 4 (local laws), Folk Ken 4 Corpse-Thief lurks around graveyards Virtue (see Realms of Power: Magic, page
(magi), Guile 3 (keeping confes- and gallows, seeking to steal ingredi- 124). A Corpse-Thief with the appro-
sional secrets), Latin 4 (church ents to sell to witches and warlocks priate (Realm) Lore also understands
ceremonies), Leadership 4 (inspi-
ration), Living Language 5 (local
dialect), Order of Hermes Lore
2 (practices), Organization Lore:
New Arcane Ability: Craft Poppets
Church 4 (own diocese), Organi- The character can make effigies has an Ease Factor of 12. Permanent
zation Lore: Covenant 3 (person- of individuals out of wax, straw, poppets can accept a new Arcane
alities), Stealth 2 (hide), Theology and cloth that house an arcane con- Connection once the previous one
6 (biblical knowledge) nection and simultaneously act as has expired; naturally, this must be
ABILITIES AT AGE 55: Area Lore: Village a sympathetic connection to the to the same person. Unlike other
4 (personalities), Artes Liberales 3 people they represents. A simple symbolic representations, a poppet
(rhetoric), Brawl 2 (Fist), Charm 5 effigy is good for one use, takes an made with this Ability may be used
(first impressions), Civil and Can- hour to make, and requires a Dex- by any person, not just the character
on Law 4 (local laws), Folk Ken 5 terity + Craft Poppets roll against who made it. Specialties: a particu-
(magi), Guile 3 (keeping confes- an Ease Factor of 9. A permanent lar type of target women, magi,
sional secrets), Latin 5 (church poppet takes a week to make, and dragons, kings, etc.
ceremonies), Leadership 5 (inspi-
ration), Living Language 5 (local
dialect), Order of Hermes Lore
3 (practices), Organization Lore:
Preserving Arcane Connections
Church 6 (own diocese), Organi- As detailed on page 64 of Art & Ac- ORIGINAL EASE NEW
zation Lore: Covenant 4 (person- ademe, an apothecary can extend the EXPIRY FACTOR EXPIRY
alities), Stealth 3 (hide), Theology lifespan of an Arcane Connection by Hours/Days 3 Weeks
6 (biblical knowledge) preserving the material correctly. This
Weeks 6 Months
can only be done for Arcane Connec-
tions of human, animal, or vegetable Months 9 Seasons
PERSONALITY TRAITS
origin, and cannot be repeated to Seasons 12 Years
extend the duration further. Make a
Years 15 Decades
If the Confessor has taken the new Dexterity + Profession: Apothecary
Uncertain Faith Flaw, he has a Person- roll, and consult the following table: Decades 18 Indefinitely
ality Trait of the same name with a

103
Grogs
what vis is, for what uses it might be to his client (ArM5, page 84). If the was put to work in a useful trade to
employed, and where it tends to be character has the professional skills support his parent. Alternatively, the
found. Should the character also have of an apothecary, he can even extend Corpse-Thief could have been an ini-
Magic Sensitivity, he can locate vis the life of the arcane connection; this tiate of a diabolic cult, who practiced
himself, even if he cannot use it. is useful if he cannot find a seller im- his trade at the bidding of his infer-
In addition to collecting body mediately (see insert). nally tainted masters. The indoctrina-
parts of the dead, a Corpse-Thief A Corpse-Thief may even be tion that accompanies either of these
usually also specializes in taking ar- skilled in petty magical practices him- backgrounds sets a twisted sense of
cane connections from the living. A self. He may have inherited some mi- morality that allows the character to
Corpse-Thief might steal to order, or nor magical item, or have an intrinsic do the horrible things that he does.
else obtain material from prominent magical power from a Supernatural
townsfolk, then offer them to the Ability. Due to the personality of a
highest bidder among his usual con- typical Corpse-Thief, such abilities
THE VIATICARUS
tacts. Combining the skills of a bur- are often malicious in nature, or at
glar with his occult lore, he can creep least used maliciously. For example, Another path to such a question-
into a house or workspace, and knows the thiefs demon Valefar (Realms of able career is rooted in a superstition
which objects and body exuviae tend Power: The Infernal, page 57) can teach a of the age: occasionally a person is
to form the best arcane connections. person how to make a Hand of Glory given the Last Rites because he is
Furthermore, he recognizes the im- from the hand of a hanged murderer. near death, but then recovers. This is
portance of handwritten documents, an exceptionally rare occurrence; in-
names, and personal data, such as deed, the sacrament of Extreme Unc-
birth dates, to the exercise of magic. General Background tion is supposed to guarantee death.
Typically, he crafts an effigy of Nevertheless, in Mythic Europe there
his victim called a poppet or witch It takes a special sort of person to are forces that can bring people back
doll, which takes advantage of sym- be a Corpse-Thief. Even the most in- from the brink of death, not least of
pathetic bonuses. Embedded in the veterate, hard-bitten criminal gener- which is Hermetic magic. Far from be-
poppet is an arcane connection, and ally shows respect for the dead. Fur- ing considered a second chance at life,
it is sold along with the name of the thermore, the knowledge of forbidden such a circumstance is considered to
victim, an example of his handwrit- things hints at a dark past. A Corpse- generate a living corpse: neither truly
ing, and possibly (if the Corpse-Thief Thief could have been the child of a alive nor properly dead. The viaticarus
is educated) a horoscope, all of which witch or warlock, but showed no tal- (one prepared for the journey) is le-
increase the efficacy of the poppet ent for sorcery at an early age, and so gally separated from society, and theo-
logically separated from the Church.
He is denied further sacraments; this
is the point behind the Last Rites. He
cannot attend church, get married, or
enter Holy Orders.
Most significantly, he cannot per-
form penance for any sins he commits
henceforth. Common superstition
holds that nothing he does now can
affect the placement of his soul in the
afterlife, and he is free to sin with-
out consequence. Church doctrine
says otherwise, and suggests that the
viaticarus should keep himself obses-
sively free from sin since it cannot be
expiated. Legally, the bonds of mar-
riage are dissolved, and the widow is
free to marry again. Viaticari may not
write wills, since dead men technically
do not own property. By many local

104
Grogs
traditions they cannot eat meat, have
sexual intercourse, or walk in bare feet. Corpse-Thief Story Seeds
It is perhaps no surprise if one of
these living corpses takes on a mor- The following suggestions give This story works equally well
ally repugnant role, if they consider some ideas for stories involving with a magus opponent who has de-
themselves beyond morality and im- Corpse-Thieves. clared, or is about to declare, Wiz-
mune to the burden of sin. As literal ards War against a player magus.
outcasts from society, they struggle to THE CATS-PAW
find a means by which to earn a living, POACHER TURNED GAMEKEEPER
making them easy prey for unscrupu- A player maga involved in a
lous warlocks and magi. Unlike some feud with a non-Hermetic wizard A Corpse-Thief who works for
grogs, a viaticarus might willingly becomes the target of the Corpse- the covenant has a good profes-
work for Gifted individuals without Thiefs attention when he is com- sional knowledge of the local hedge
reservation, eager for any acceptance, missioned to make a poppet of the wizards, and perhaps knows some
even if it is for what they do rather player character. Having studied of them personally. He may even be
than for who they are. his target for a while, he decides to aware of their powers and weakness-
infiltrate the covenant as a day la- es. When the magi hear of a particu-
borer or new servant, but through larly troublesome non-Hermetic
Character Creation diligence or sheer good luck, he is
caught in the act of retrieving his ar-
wizard, they come to the Corpse-
Thief for information. He can give
cane connection. The temptation to them a list of names who it might
Players may use the following
kill the Corpse-Thief immediately is be, and where they each can be
notes in the creation of corpse-thieves.
likely to be great, but more could be found. The magi may be surprised
learned if he is captured and ques- dismayed, even! by how many
SUGGESTED VIRTUES AND FLAWS tioned. With the right incentive, the minor magical practitioners live in
Corpse-Thief will sell out his em- the region right under their noses.
ployer, and perhaps be able to sup- Why are there so many, what are
A Corpse-Thief probably lurks on ply a poppet of her that he made as they up to, and how did they remain
the fringes of society, so Social Status insurance. unnoticed for so long?
Virtues such as Wise One or Wanderer
are appropriate, as is the Outcast Social
Status Flaw. Essential to this character SUGGESTED ABILITIES SAMPLE ABILITY SCORES
is an understanding of esoteric lore,
and he needs a Virtue which grants A Corpse-Thief needs the same This character must be able to take
the capacity to take Arcane Abilities Abilities that a regular thief benefits Arcane Abilities at character creation.
at character creation, such as Arcane from: Stealth, Awareness, Athletics, and
Lore. Magic Sensitivity proves very Legerdemain. Knowing what to steal is ABILITIES AT AGE 24: Area Lore 3
useful to a character such as this, and covered by Magic Lore and Penetration; (graveyards), Athletics 2 (run-
Social Contacts allows him to have the latter is also useful for any magi- ning), Bargain 1 (corpses), Brawl
a wide client base among the hedge cal abilities the character possesses. In 3 (getting away), Concentration
witches of the region. He also benefits the preparation of material for sale, the 2 (at night), Chirurgy 2 (crush-
from Virtues that permit him to gain Profession: Apothecary and the Craft: ing injuries), Craft Poppets 2
his raw ingredients more easily, such as Poppets Abilities are also highly use- (5) (wizards), Folk Ken 2 (cus-
Puissant Stealth and Light Touch. He ful. Area Lore and Organization Lore tomers), Guile 3 (feigning inno-
may have the Minor Enchantments* are important Abilities in developing a cence), Legerdemain 2 (acquir-
Virtue to represent some of the magic client base from which to earn a living. ing locks of hair), Magic Lore
he has acquired from his clients. 3 (undead), Native Language 5
The Tainted with Evil Flaw is highly (obsequious), Organization Lore:
appropriate, as is the Viaticarus Flaw*.
TRAINING PACKAGES Apothecary Guild 2 (corruption),
Thanks to his usual working hours, the Penetration 2 (poppets), Profes-
Nocturnal Personality Flaw is suitable. Training packages include: Foot- sion: Apothecary 3 (preserving
pad, Apothecary, Magician, Crafts- arcane connections), Stealth 4
* See Chapter 6, New Virtues and Flaws man, Cultist, Local. (at night)

105
Grogs
ABILITIES AT AGE 35: Area Lore 3 connections, these Abilities can even isnt noteworthy enough to be given
(graveyards), Athletics 2 (run- be useful against a magical opponent. a longevity ritual, you can expect the
ning), Bargain 2 (corpses), Brawl The Diabolic Past Story Flaw is ide- son to take over from the father, or
3 (getting away), Concentration ally suited for a Corpse-Thief com- indeed the daughter from the moth-
2 (at night), Chirurgy 2 (crushing panion character, as is the Enemy er, during the course of a saga. This
injuries), Craft Poppets 3 (wiz- Story Flaw, representing former vic- may happen more than once over the
ards), Folk Ken 2 (customers), tims of his craft. period of a particularly long or fast-
Guile 4 (feigning innocence), In- A grog character can be converted moving saga.
fernal Lore 3 (undead), Legerde- into a companion character through Craftsmen may be particularly im-
main 3 (acquiring locks of hair), Initiation into a Folk Witch coven portant in covenants home to one or
Magic Lore 4 (undead), Native (Hedge Magic Revised Edition, page 33) or more Verditius magi. They have an
Language 5 (obsequious), Organi- an infernal tradition (Realms of Power: immediate use as forge-companions,
zation Lore: Apothecary Guild 2 The Infernal, page 126). providing assistance in the labora-
(corruption), Penetration 3 (pop- tory that translates into more efficient
pets), Profession: Apothecary 4 work, providing a bonus to Lab To-
(preserving arcane connections), tals. And a range of skilled craftsmen
Stealth 5 (at night)
ABILITIES AT AGE 50: Area Lore 3 The Craftsman can provide training to the generalist
Verditius keen to explore more than
(graveyards), Athletics 2 (run- one craft.
ning), Bargain 2 (corpses), Brawl Imagine the wonders that I could create in
3 (getting away), Concentration 3 this place!
(at night), Chirurgy 4 (crushing in- Character Creation
juries), Craft Poppets 4 (wizards),
Folk Ken 3 (customers), Guile 5 General Background The following notes will help with
(feigning innocence), Infernal Lore the creation of a Craftsman.
3 (undead), Legerdemain 4 (ac- From the opulent coronation
quiring locks of hair), Magic Lore robes of a king to the simple milking
5 (undead), Native Language 5 stool used by the farmers daughter,
AGE AND CHARACTERISTICS
(obsequious), Organization Lore: everything in Mythic Europe passes
Apothecary Guild 2 (corruption), through the hands of a craftsman. More than other types of grog,
Penetration 4 (poppets), Profes- They are the lifeblood of trade and theres a reason to advance the Crafts-
sion: Apothecary 5(10) (preserving commerce, but all too often they are man from his young apprenticeship
arcane connections), Stealth 5 (at of low status, forced to eke out a liv- years through to being a master crafts-
night), Teaching 2 (Craft: Poppets) ing by crafting the same items day man in his own right, with apprentices
after day, while others profit from of his own. The growth of the Crafts-
their work. man mirrors the growth of the magi
Corpse-Thief Life in a covenant offers great op- and the covenant, and the handing of
portunity. Covenants are often rela- the workshop from the master to the
as Companion tively wealthy, which is shared by all younger journeyman marks the pas-
the covenfolk by way of a higher stan- sage of time in the saga. An apprentice
Were the Corpse-Thief to be dard of living. Covenants also have ac- should start around age 15 and prog-
conceived as a companion character, cess to strange and unusual materials, ress to journeyman by age 30. In an-
the most obvious change to make to which provide challenges and interest other 15 years, he is likely to be a mas-
this character is to give him some to eager craftsmen. And the presence ter craftsman at the top of his game,
overt Supernatural Abilities of his of magi means that craftsmen are able and will hang up his tools by the age
own. Particularly appropriate are En- to work on items and devices with of 60.
trancement (ArM5, page 65), Curs- qualities far beyond those found in the Characteristics should suit his
ing (Hedge Magic Revised Edition, page mundane world. craft, so Strength for a blacksmith,
35) or Hex (Realms of Power: The In- More than perhaps any other and Dexterity for most other crafts.
fernal, page 92). Combined with his grog, the role of the Craftsman is one Craftsmen should have a bias toward
ability to generate high Penetration that can evolve through the life of a the physical characteristics.
totals from effigies and stolen arcane saga. Assuming that the Craftsman

106
Grogs
SUGGESTED VIRTUES AND FLAWS SUGGESTED ABILITIES (Fist), Carouse 3 (stories), Charm
1 (first impressions), Chirurgy 1
A covenant blacksmith is likely A Craftsman learns his trade from (burns), Guile 1 (tall stories), Liv-
to have a different set of Virtues and his years as an apprentice through ing Language 5, Organization
Flaws at the beginning of his career to to his position and rank as a master. Lore: Covenant 1 (names), Single
those at the end. Those in the outside world, especially Weapon 2 (Hammer), Stealth 1
those who live in towns and cities, (sneak), Survival 2 (camping out),
APPRENTICE VIRTUES AND FLAWS: Guild may find themselves becoming more Teaching (blacksmith) 3
Apprentice**; Improved Char- involved with the respective guilds ABILITIES AT AGE 30: Awareness 2
acteristics, Puissant Blacksmith; for their profession or craft, but those (alertness), Bargain 3 (goods),
Independent Craftsman**, Neces- who live and work in a covenant are Craft: Blacksmith 5 (fine work),
sary Magic Aura for Craft: Black- less likely to develop in this way. They Brawl 4 (Fist), Carouse 3 (sto-
smith*, Animal Companion are more likely to be one of a handful ries), Charm 2 (first impressions),
of craftsmen looking after the needs Chirurgy 3 (burns), Faerie Lore 1
At some point in his career, he of the covenant, their fortunes tied to (fire sprites), Finesse 3 (enchanted
establishes himself as a craftsman in those of their masters. items), Guile 2 (tall stories), Lead-
his own right. Given that the char- One skill that a covenant-trained ership 2 (craftsmen), Living Lan-
acter may take only one Social Status Craftsman may develop that oth- guage 5, Organization Lore: Cov-
Virtue, he may become a Craftsman, ers wont is Finesse. While an Arcane enant 3 (names), Single Weapon 3
Journeyman**, or Custos. Taking Ability, Finesse governs the use and (hammer), Stealth 1 (sneak), Sur-
Custos represents his increased sta- control of enchanted items. These are vival 2 (camping out), Teaching
tus and connection with the magi, specifically useful for Rego Craft Mag- (blacksmith) 3
and represents the opportunity for ic (Covenants, page 49). ABILITIES AT AGE 45: Awareness 3 (alert-
additional training and practice in Fi- ness), Bargain 4 (goods), Craft:
nesse, the control of enchanted tools Blacksmith 7 (fine work), Brawl 4
and devices, and in Latin. Once the
TRAINING PACKAGES (Fist), Carouse 3 (stories), Charm
character enters open play, however, 2 (first impressions), Chirurgy 3
the covenant may train him in what- The following packages support (burns), Faerie Lore 2 (fire sprites),
ever they see fit, regardless of his Vir- a covenant-based Craftsman: Coven- Finesse 3 (enchanted items), Guile
tues or Flaws. folk, Craftsman, Local, Trader, Trainer 2 (tall stories), Latin 3 (hermetic
It is also likely that the Craftsman usage), Leadership 4 (craftsmen),
JOURNEYMAN VIRTUES AND FLAWS: will pick up some knowledge of super- Living Language 5, Organization
Custos; Improved Characteristics, natural creatures, such as faeries curi- Lore: Covenant 4 (names), Single
Puissant Blacksmith; Independent ous about his work. Experience points Weapon 4 (hammer), Stealth 2
Craftsman**, Necessary Magic from the earlier packages can be used (sneak), Survival 2 (camping out),
Aura for Craft: Blacksmith**, Ani- to improve (Realm) Lore Abilities. Teaching (blacksmith) 3
mal Companion

The life of a Craftsman can often


SAMPLE ABILITY SCORES THE WORKSHOP
be a grind, either confined to a work-
shop all day, or out on the road travel- The sample Abilities listed later A Craftsman without a workshop
ing between jobs. So an Animal Com- include Finesse. Any character can cannot conduct his business. It is as-
panion, as per the Flaw, is common. learn Finesse in the normal run of sumed that all Craftsmen have a basic
It might be the butchers dog, the play if he is given the chance. Char- workshop equipped with tools and sup-
seamstress cat, or even a succession of acters may gain Finesse at character plied with materials sufficient to sup-
pet rats that have made the thatchers creation if they have an appropriate port his trade. What actually defines
wagon their home. Virtue granting access to the Ability, the workshop varies according to the
such as Custos. craft. For instance, a blacksmith needs
* See Chapter 6, New Virtues and Flaws a forge to contain the intense heat he
** See City & Guild, page 53 ABILITIES AT AGE 15: Awareness 2 (alert- works with, a tinker needs a handcart
ness), Bargain 1 (goods), Craft: on which to carry his simple tools and
Blacksmith 3 (fine work), Brawl 3 wares, while a thatcher has little more

107
Grogs
than his tools and a wagon on which
to carry his raw materials. The City & Craftswomen
Guild supplement provides additional
rules for representing and advancing Although the Craftsman grog of such trades from being raised. So
workshops (page 65 onwards). archetype describes a craftsman, the what chance does the female silver-
Each workshop is described covenant may have even more to of- smith have to practice her craft?
through two characteristics, Innova- fer the craftswoman. Crafts, trades, and Thanks largely to the iconoclas-
their guilds are dominated by men in tic nature of the Order, where men
tion and Raw Materials, and by in-
an atmosphere that doesnt necessar- and women are, nominally at least,
creasing these characteristics the the
ily put women on an equal footing. afforded equal status without ques-
Craftsman can produce work of a
Even those crafts typically associated tion, Craftswomen skilled in any
higher quality. Workshop character- with women rarely organized into craft may find employment as easily
istics are improved through spending guilds, which prevented the status as any man.
excess Labor Points (City & Guild, page
38) accumulated by the Craftsman.
Any advances in Innovation are re- As a rule of thumb, if you dont Beyond adding to the Craftsmans
tained by the workshop, able to pass to want to track grog Labor Points, you Craft Ability for the purpose of pro-
the next generation, but improved Raw can assume the following workshop ducing quality goods, the workshop is
Materials have an additional yearly La- statistics: something that can be handed on to
bor Point cost that the Craftsman must the next generation and as such be-
pay to maintain them, and the benefit STANDARD WORKSHOP: Innovation 0, comes a part of the covenant.
is not passed on to the next generation. Raw Materials 0
Increasing the Raw Materials charac- JOURNEYMAN WORKSHOP (AFTER 15
teristic decreases the number of excess YEARS): Innovation 1, Raw Materials 2
ASSISTANTS
Labor Points the Craftsman has avail- MASTER WORKSHOP (AFTER 30 YEARS):
able for other advancements. Innovation 2, Raw Materials 2 A Craftsman may employ a num-
ber of assistants equal to his Leader-
ship score, though he may always em-
ploy one apprentice regardless of his
Leadership score. As well as helping in
the workshop, these assistants may be
the source of new grogs to replace the
old over time, and may initiate stories
of their own.
Each assistant adds half his Craft
Ability score to the Craftsmans Work-
shop Total. If using multiple assistants,
their Craft Scores should first be to-
talled and then divided by two.

PERSONALITY TRAITS
& REPUTATION

A Craftsman supported by a cov-


enant will doubtless be Hard-Work-
ing, but while some may be Kindly or
Generous, others might be Strict or
Miserly. The Craftsman should have
one Personality Trait that determines
his outlook on his work and another
that shapes his relationship with his
apprentices. A third trait can be se-

108
Grogs
lected to round out the character. companion character, as discussed lat- may usually pursue their own goals,
It is most likely that a Craftsman liv- er, can acquire a strong reputation. which means that progression into
ing at a covenant will remain an unsung and through their craft guild is more
hero, the fruits of his labor obscured likely. The City & Guild supplement
by the magical enchantments the magi Craftsman as Companion provides a full treatment of playing
bestow upon them. A grog Craftsman through a guild career, for those with
rarely generates a Reputation concern- Craftsman companions are less Craftsman characters.
ing his work. Craftsmen designed as likely to be tied to the covenant and

Craftsman Story Seeds


The following story seeds have THE WORKSHOP A GIFTED APPRENTICE
a Craftsman at their heart, but they
present challenges that magi and On venturing out to collect vis The problem with covenants is
companions may face. from a prime site on behalf of the that the strange often goes unno-
magi, the grogs find that a black- ticed. One of the magi searches the
smith has built a small forge directly local area for signs of a Gifted child
THE APPRENTICE over the source of their Ignem vis. that he can take under his wing and
The forge is somewhat makeshift train in the Hermetic Arts. He learns
A Craftsman approaches the
and hasnt been there for long. The of a craftsman who suspects the abili-
covenant with something to sell: an
blacksmith refuses to move on, claim- ties of his own apprentice, but this
apprentice. He considers the boy to
ing that this magical place is the only craftsman is worried that, should
be useless to him, but a wise woman
thing that helps him feed his family, wizards hear tell of this, the youth
told him that there was a touch of
and he is willing to defend himself if will be taken away and subjected
the magical about him. He wants
things get rough. Do the grogs deal to unbearable hardship and uncon-
five pounds for the boy to cover his
with the issue and claim the vis or do scionable danger. The trail leads
lost earnings and his trouble. The
they go back to their masters? Can back to the covenant itself. Why has
apprentice doesnt have The Gift,
the magi identify the blacksmiths the craftsman really kept this from
but it is quickly apparent to the
supernatural Flaw, and do they offer his masters? Does the magus take
magi that his talents are linked to
him a solution that suits everybody? the Gifted apprentice? How do the
the Magic Realm, and that the cov-
craftsman and the other covenfolk
enant is the only place in which he
react to this?
will reach his potential. A NEW GENERATION
An aging covenant Craftsman, THE KNOWLEDGEABLE THATCHER
NEITHER APPRENTICE ailments weighing him down with
NOR MASTER each passing year, regrets never A humble thatcher approaches
having taken an apprentice. These the magi with the aim of discussing
A new blacksmith comes to the
feelings are mirrored by one of the and learning magic. The man is not
covenant looking for work. The ex-
covenant magi. While the Craftsman Gifted and is not even educated, but
amples he shows are of the highest
and a few friends venture outside the he has been touched by magic. The
quality and he works far faster than
covenant to find a youngster with thatcher explains that, while he is a
the covenants current blacksmith.
an aptitude for his craft, the magus simple craftsman, he is able to weave
With the magi keen to craft ever-
sets out to find a Gifted child. After magic into the straw he uses. But
better items and expend less on the
false hope given by faeries, does the he has ambitions greater than mere
upkeep of their covenant, do they
Craftsman finally find his apprentice? corn-dollies; he wants to enchant the
accept this new blacksmith? And if
And can the magus overcome Infer- thatch that is his daily trade, some-
they do, how can the displaced grog
nal deception to rescue the Gifted thing that so far eludes him. Can the
prove that the newcomers smithy
child? The stories of both the magus magi undertake research to help the
skills arent all they appear? (See
and the Craftsman are mirrored in man expand his power, or are there
Realms of Power: The Infernal, page 87
their searches, but perhaps the reso- other Learned Magicians better suit-
for specifics on the Corrupted Abili-
lution lies in the same place. ed? And where can they be found?
ties Flaw.)

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Grogs
THE SUPERNATURAL CRAFTSMAN
Ex-Prostitutes and passage to a town so distant from
her previous home that she has no
A companion Craftsman has ac- reputation. This is thought to allow
cess to the Touched by (Realm) Major I say unto you, that likewise joy shall be her to find a husband, and so fade
Supernatural Virtue, which in turn al- in heaven over one sinner that repenteth, more into society. This seldom works per-
lows him to craft Wondrous Items (as than over ninety and nine just persons, which fectly, because few medieval people
per the rules in City & Guild, page 70). need no repentance. move towns, so the women seem sus-
These enchanted items are more lim- The Bible, Luke 15:7 picious, and a woman failing to rapid-
ited in scope than Hermetic enchant- ly catch a husband still has few skills
ments, but they allow the companion Prostitution is common in the ur- and needs an income. Resettlement
to develop his own career and reputa- ban areas of Mythic Europe. Many is, however, the cheaper method, and
tion as a craftsman of note. And as the prostitutes have other professions, and does give women a fresh start away
character is unGifted, he or she may supplement their income on fair days, from old acquaintances.
be more easily accepted in society, or by soliciting business from traveling Joining a young covenant is a good
opening up opportunities not avail- merchants when the harvest is poor. In option for women who want to leave
able to magi. cities, however, there are some women the sex trade. Many of the people who
who work solely as prostitutes, and work for spring covenants are already
the Church continually exhorts them socially marginalized. In many spring
CRAFTSMAN AS ARTIST to stop their sinning. Some do. covenants, people do not discuss their
pasts. If they do, many have done
Chapter 8 of the Art & Academe things worse than sex work.
supplement provides rules for artists General Background Magi ruling spring covenants are
in Mythic Europe. Production Artists often concerned by a lack of gender
use their Craft Abilities, such as Craft: When a prostitute repents, she pos- balance in their servants. This occurs
Stone Mason, Craft: Glazier, and es a problem for the Church. Her trade because the initial turb of grogs, taken
Craft: Silversmith to produce works may have been sinful, but it provided to found a covenant in the wilderness,
of art that have a value far beyond an income. Lacking other skills, and is comprised of experienced soldiers,
that of a mundane example of a crafts- not a likely prospect for marriage, an usually male. To move from a military
mans work. ex-prostitute often falls back into her camp to a community, wives are need-
This path opens up a whole new old ways, begins begging, or becomes ed. Women who are penitent petty
avenue for the Companion Crafts- a petty criminal. Some sections of the criminals, including ex-prostitutes,
man, one which can take him into Church have had success in resettling can often be convinced to leave mun-
the richest and most volatile levels of fallen women, using funds provided by dane society for a guaranteed job and
society. It also opens up new rules for noblewomen. There are two common a fresh start.
the creation of art and the acquisition schemes which may affect a covenant. Magi may also accept fallen
of new benefits. Some noblewomen found new women into their community to seek
nunneries with ex-prostitutes as the favor with the Church and local no-
nuns. This sometimes works per- blewomen. Several older covenants
SUGGESTED VIRTUES AND FLAWS fectly, sometimes fails due to recidi- have populations descended from
vism, and in some scandalous cases, an initial group of fallen women,
Guild Craftsmen will want to look leads to well-disguised brothels. To brought to the site while the cove-
at the guild-related virtues and flaws in improve the chance of the nunnery nant was still in spring. These places
City & Guild, chapter 3. Those looking succeeding, it is often placed far from are more welcoming to women who
for a Supernatural Craftsmen should towns, in the wild places that attract have recently left the sex trade than
take the Touched by (Realm) Virtue spring covenants. The leader of a new mundane communities.
presented in City & Guild, chapter 4. nunnery for fallen women is usually a Covenants that allow prostitutes
Production Artists are discussed in Art noblewoman retiring from the world. to retire to them can develop poor
& Academe, chapter 8, and this includes In time, ex-prostitutes may rise to Reputations in surrounding commu-
new Virtues for the Maestro Mythic senior roles in such nunneries, but nities, if the members are not care-
Companion character. rarely to governance. ful. Many have formal structures to
A less expensive alternative is to smooth social integration. In one cov-
give the fallen woman a little money, enant, for example, each new arrival is

110
Grogs
treated as the niece of a woman from with covenants, usually come from SUGGESTED ABILITIES
the previous generation of adoptees, the lower classes of Mythic Europe-
gaining a new extended family and an society. Women of higher social Most prostitutes are from the lower
place in the community. standing tend to act as mistresses to a classes of urban areas, and have Abilities
single powerful lord, and are support- suiting this background. There are so
ed by his arrangements, or by their many prostitutes, however, that charac-
Character Creation own families. Choose Social Status ters from a wide variety of backgrounds,
Virtues appropriately. with a broad array of skills, are possible.
The following notes will assist in Many of the other Virtues and
the creation of characters who worked Flaws appropriate for characters
previously as prostitutes. working in the sex trade Gos-
TRAINING PACKAGES
sip, Protection, Social Contacts
are lost before play begins, when If an Ex-Prostitute joins a nunnery,
SUGGESTED VIRTUES AND FLAWS the character leaves her hometown. she may be a Lay Sister. If she has trav-
Players should only select Virtues eled to a different town, she might pick
Characters who have worked as and Flaws that the character will use up any career: Laborer, Craftswoman,
prostitutes, and seek employment in play. and Servant are the most common, but

Ex-Prostitute Story Seeds


Ex-Prostitutes can stir up many fallen women. Player characters The magi may be able to protect
kinds of stories. might, instead, recruit the noble- their covenfolk, but the women have
woman as an administrator, and a second patron Penitent prostitutes
her fallen women as covenfolk. If are guarded by Saint Mary Magda-
A TROUBLESOME FOUNDATION handled carefully, this could earn lene. Mary uses many of the tricks of
the covenant the gratitude of the medieval saints, like sending visions
The magi learn from local farmers
nobleman, whose revenues would and nightmares, but is also particu-
that a noblewoman has sent survey-
not be diminished by land grants, larly interventionist, and may cause
ors to a site near the covenant. Their
while still appearing as an act of shackles to fail, wounds to close,
companions investigate, and meet
charity, and so gaining the approval and faithful people to be mystically
the architect. He has been commis-
of the Church. transported to safety.
sioned to design a nunnery. Few cov-
enants want religious establishments
nearby, so they send a party to in- THE WRATH OF THE LUSTY A CONSTERNATION OF FAERIES
vestigate the noblewoman, and see if
she can be convinced to halt or move Recidivism in ex-prostitutes has Fairies are attracted to people
her foundation. many causes, but one is that there are who are moving from one life stage
The noblewoman is elderly and demons of lust who prefer they re- to another, and this includes peni-
wishes to retire from the world, leav- sume their role as snares for the souls tents. The possibility of repeated
ing her lands in the hands of her of men. A covenant full of contrite recidivism, where women cross and
son. She will accept a portion of her women may attract the attention of recross the boundary of what is so-
lands as abbess of a new foundation many Tempters (see Realms of Power: cially acceptable, is attractive to
for fallen women. She is motivated The Infernal, page 42). Rules for de- some types of faeries. A community
by a desire for a contemplative life, signing succubus and incubi, a type of penitent prostitutes may draw
a need of something useful to do in of demon that often hides among sex in sexual faeries like satyrs, who,
her retirement, and a spirit of charity. workers, are found on page 55, with unable to cross the Aegis, trouble
The characters can alter her an example on page 52. They may nearby villages. Centaurs, represent-
plans in several ways. The simplest also attract the attention of a more ing the division between the bestial
is to offer her financial assistance powerful sexual demon, who seeks to and cerebral natures of men, may be
in exchange for selecting a distant harm the covenant by acting as mis- attracted to the community to rede-
site. This would allow her to cre- tress to a local nobleman and seeding fine their roles into fully anthropo-
ate a larger nunnery, and aid more hatred against the magi. morphic shapes.

111
Grogs
(cursing), Profession: Prostitute 2
(collecting payment)
ABILITIES AT AGE 30: Area Lore 3
(seedy districts), Athletics 2 (run-
ning), Awareness 1 (when alone
with someone), Bargain 4 (sexual
services), Brawl 2 (grappling),
Carouse 5 (intimacy), Charm 4
(licentious), Etiquette 1 (getting
past guards), Folk Ken 4 (clients),
Guile 3 (protesting innocence), In-
trigue 1 (romantic), Legerdemain 2
(coins), Native Language 5 (curs-
ing), Profession: Prostitute 5 (col-
lecting payment)

Ex-Prostitute
as Companion
Ex-Prostitutes who become com-
panion characters differ from their
sisters not so much in background or
Ability, but in their fortune in their
later career, and their influence in the
many professions are open to a young ning), Awareness 1 (when alone troupes stories. Characters who rise to
woman with a clean start and good luck. with someone), Bargain 3 (sexual a station that they could lose if their
services), Brawl 2 (grappling), Ca- past were revealed may select the
rouse 3 (intimacy), Charm 3 (li- Dark Secret Flaw. Characters without
SAMPLE ABILITY SCORES centious), Etiquette 1 (getting past this Flaw may instead have another
guards), Folk Ken 3 (clients), Guile Story Flaw, fleshing out the characters
ABILITIES AT AGE 16: Area Lore 2 2 (protesting innocence), Intrigue background further.
(seedy districts), Athletics 2 (run- 1 (romantic), Native Language 5

Saint Mary Magdalene: A Note For Players


Discussing religious figures is al- sus head. This is not the belief of the yet reached its historical heights. She
ways awkward. Troupes are encour- modern Catholic Church, who sees is seen as the Apostle to the Apostles,
aged to discuss their level of comfort these three as separate women. In and the first Christian to accept and
both with the portrayal of ex-pros- medieval literature, she is the patron announce the Resurrection.
titutes in their game, and their rela- of penitent sex workers and grants In the Orthodox east, Mary is be-
tionship with Saint Mary Magdalene. miracles to aid them. She is also the lieved to have been a woman of such
Saint Mary Magdalene is interest- patron of contemplatives, apothecar- great piety that Satan misidentified
ing, in that she appears so differently ies, perfumers, hairdressers, reformed her as the Mary who would bear Je-
to the two halves of medieval Chris- sinners, and women in general. In ad- sus, and sent seven demons to trou-
tianity. In the Catholic west in 1220, dition, she is also credited with the ble her. She is seen as an equal to the
she is believed to have been an ex- invention of Easter eggs. apostles. She is a patron of women,
prostitute, the sinful woman in Luke In Mythic Europe, a cult in her but not of prostitutes in particular.
who anoints the feet of Jesus, and, service is spreading through Burgun- Her relics are found in Vzelay in
on a separate occasion, anoints Je- dy, but her cult in Provence has not Burgundy, and in Constantinople.

112
Grogs

The Failed AGE AND CHARACTERISTICS SUGGESTED ABILITIES

Apprentice Apprentices can be taken at any age,


though magi work hard to find them in
their youth, when they can be molded
A Failed Apprentice would have
been tutored in academic and arcane
knowledge until his Gift deserted
I could have been like them, you know. I into the image of a magus. A Failed Ap- him. Beyond that, he can take and
should have been like them! But... that was a prentice joining the covenant upon los- improve any Abilities that his back-
long time ago, and where else is there for me ing his Gift will probably be younger ground suggests.
to go? than 25, while one who has traveled
before finding his place will be older.
It is the hope of every magus that The Failed Apprentice is normally
TRAINING PACKAGES
the apprentice he trains embraces intelligent, so as to take the mental
the magical teachings of Bonisa- rigors of a learned life, and hardy to Training packages include: Coven-
gus, swears the Oath, and follows withstand the toll of working magic, folk, Failed Apprentice, Magician,
his masters path into the Order of so Intelligence and Stamina should Natural Philosopher, Teacher
Hermes. But for some, those hopes be his primary characteristics. Posi-
are dashed, and the apprentice tive Perception or Dexterity will also
proves little more than a broken benefit him, depending on what Su-
SAMPLE ABILITY SCORES
vessel to be discarded and replaced. pernatural Abilities remain.
Where should these young students The Ability scores later do not
go, with the truth of the supernatural take account of the Broken Vessel
world revealed to them, and no place
SUGGESTED VIRTUES AND FLAWS Flaw, nor do they account for any
in mundane society? time spent learning the Arts from for-
The Failed Apprentice has a num- mer masters. The scores have been
ber of Virtues and Flaws that reflect arrived at using the standard grog
General Background his magical past, and perhaps hint at a creation guidelines.
magical future.
Robbed of his Gift, but with knowl- ABILITIES AT AGE 15: Area Lore 1 (ge-
edge of the supernatural and Bonisa- Failed Apprentice; Latent Magical ography), Artes Liberales 1 (as-
gus theories, the Failed Apprentice Ability, Magic Sensitivity; Broken tronomy), Awareness 2 (determin-
still has much to offer to a covenant. If Vessel*, Missing Eye, Offensive to ing effect), Brawl 1 (Fist), Charm
taken from his parents at a very young Animals 2 (first impressions), Etiquette
age, life in a covenant is possibly the 1 (faeries), Faerie Lore 2 (faerie
only life he has ever known. If he * See Chapter 6, New Virtues and Flaws mounds), Folk Ken 2 (magi), In-
doesnt feel he can stay with his for- fernal Lore 1 (curses), Latin 3
mer master, he may seek out another The Failed Apprentice Social Sta- (Hermetic usage), Living Lan-
covenant, either one that is friendly to tus Virtue is apt and gives the character guage 5 (storytelling), Magic Lore
his own, or one that he knows would access to both Academic and Arcane 2 (regiones), Magic Sensitivity 2
offend the magus responsible for the abilities. Latent Magical Ability and (auras), Magic Theory 2 (learn-
loss of his Gift. Magic Sensitivity are the remnants of ing spells), Order of Hermes Lore
A Failed Apprentice may find the apprentices Gift. The Flaws also 1 (history), Organization Lore:
himself busy in copying and prepar- represent these remnants, with the Covenant 1 (personalities), Phi-
ing texts, assisting within the labo- Missing Eye a lasting physical remind- losophiae 2 (experimental phi-
ratory, or advising covenfolk both at er, Offensive to Animals echoing the losophy), Profession: Scribe 2
home and on their journeys on su- effect his Gift once had, and Broken (copying)
pernatural matters. Vessel a continuing threat of his magi- ABILITIES AT AGE 30: Area Lore 1 (ge-
cal powers slipping away from him. ography), Artes Liberales 4 (as-
Alternatively, a Personality Flaw rep- tronomy), Awareness 2 (determin-
Character Creation resenting his continued bad feelings ing effect), Brawl 1 (Fist), Charm
about the events that stripped his Gift 2 (first impressions), Etiquette
The following notes will help with from him would be entirely appropri- 3 (faeries), Faerie Lore 3 (faerie
the creation of a Failed Apprentice. ate in place of a physical defect. mounds), Folk Ken 2 (magi), Infer-

113
Grogs

Failed Apprentice Story Seeds


The following story seeds origi- Order. He offers to take the boy and THE SEED
nate with the Failed Apprentice and teach him in his own way. But theres
he certainly appears as a prominent one problem: the wizard is under An ancient magus, known to
character, but they are designed threat from an antagonistic Flam- have visions and premonitions, tells
with magus and companion charac- beau, and if the boy goes with the the covenant that a powerful Gift
ters in mind. wizard, his life is at risk too. may soon be born to the covenant.
Deciphering his visions, the magi
discern that the bookish Failed Ap-
A GIFT RETURNED BROKEN A SECOND CHANCE prentice is to be the father, and the
mother is to be the somewhat ro-
A magus Bonisagi has fostered A faerie fortune teller accosts the
bust cook, widow to the former turb
his apprentice out to another magus, failed apprentice while at market and
captain. Can the magi bring these
just as House Bonisagus tradition offers a chance to wield magic again.
two together? Is love even within
dictates. But the apprentice suddenly But three tasks are laid out, which the
the power of the magi? Or will they
returns to the covenant with a letter apprentice must complete. The first
need expert faerie assistance?
from the fostering magus. It seems a is to rescue the pining heart of the
magical experiment has robbed the unforgotten woman. The second is
boy of his Gift. What does the ma- to capture the tears of the resolute A MUNDANE MASTER
gus do now? Can he force compensa- man. And the third is to reunite the
tion for the loss? How can he replace distant lovers, in marriage, before The old Failed Apprentice, finally
the apprentice? And what becomes three moons are done. If these three tired of life at the covenant, leaves.
of the young student with so much tasks can be accomplished, then the Having taken minor orders and calling
stolen from him? apprentice will know magic again. himself a clerk, he finds a position as
The fortune teller offers little advice, an advisor on supernatural matters to
except that the woman will be found a nearby noble. But then the old man
A NEW TRADITION in a castle, in Acre, far across the sea. sends word to his former covenant
And one last thing: the fortune teller that the noble is a potential threat to
A wizard from a hedge magic
gives the apprentice a golden ring, them. How does the covenant investi-
tradition searching for an appren-
with the assurance that by this ring gate? And has the old mans disloyalty
tice of his own hears tell of a student
will she know you. already been discovered?
damaged by his association with the

nal Lore 3 (curses), Latin 3 (Her- Lore 3 (faerie mounds), Folk Ken PERSONALITY TRAITS
metic usage), Living Language 5 2 (magi), Infernal Lore 3 (curses),
(storytelling), Magic Lore 3 (regio- Latin 3 (Hermetic usage), Living A Failed Apprentice may be An-
nes), Magic Sensitivity 4 (auras), Language 5 (storytelling), Magic gry, Bitter, or Resentful over whatever
Magic Theory 3 (learning spells), Lore 3 (regiones), Magic Sensi- took his Gift from him. The experi-
Order of Hermes Lore 2 (history), tivity 5 (auras), Magic Theory 3 ence may have made him either Pes-
Organization Lore: Covenant 2 (learning spells), Order of Hermes simistic or Resolute in the face of new
(personalities), Philosophiae 3 Lore 2 (history), Organization challenges. But in either case, he may
(experimental philosophy), Profes- Lore: Covenant 2 (personalities), approach life with a new Worldly-
sion: Scribe 3 (copying) Philosophiae 7 (experimental Wise aspect.
ABILITIES AT AGE 45: Area Lore 1 philosophy), Profession: Scribe 3
(geography), Artes Liberales 4 (copying)
(astronomy), Awareness 2 (de- Failed Apprentice
termining effect), Brawl 1 (Fist), At the age of 45, the Failed Appren-
Charm 2 (first impressions), Con- tice has also researched five Formu-
as Companion
centration 3 (academic work), lae, as described in Art & Academe, and
Dominion Lore 3 (divine crea- gained one Enriched object of virtue as Grogs have a limited number of
tures), Etiquette 3 (faeries), Faerie described in Realms of Power: Magic. slots open for Virtues and Flaws and so

114
Grogs
have a limited range of Supernatural character could easily be lured by a se- Virtues might include: Animal
Abilities open to them. Companions cure, free, and comfortable position at Ken, Craft Guild Training*, Mythic
and Mythic Companions may take a well-off covenant. Farrier*, Puissant (Craft: Farrier)
more of these. They may also take A supernaturally aligned Farrier Flaws might include: Curse of
Story Flaws relating to the events, per- could either be shunned by society in Slander*, Imagined Folk Tradition
haps Plagued by Supernatural Entity, general and by the Church in particu- Vulnerability*, Independent Crafts-
or even Dark Secret, in addition to a lar, or be harassed or sought after by man, Necessary (Realm) for (Ability),
Magical Air. magi, hedge wizards, or supernatural Vulnerable to Folk Tradition
beings. And as such, only a covenant
with a fair Aegis of the Hearth offers any * See Chapter 6, New Virtues and Flaws
real sanctuary. Depending on the su-
The Farrier pernatural abilities of the Farrier, cov-
enants and magi could be anything
SOCIAL STATUS
from mildly to very interested. Small,
Some say an army marches on mundane enhancements of quality, or Craftsman seems the logical
its stomach. But an army of horses even magical abilities, are great boons choice, although Wanderer or Out-
marches very poorly indeed without to the riders of a covenant turb. And cast is appropriate for a newcomer or a
proper hoof care, or if not profession- this is nothing to the advantages a troubled individual, or Covenfolk for
ally shod. An expert in this field is a Mercer House could gain for their a long-term employee.
prized asset in any army, caravan, or Redcaps.
covenant. The Farrier is an important
professional, needed wherever horses
SUGGESTED ABILITIES
are in use. He is more craftsman than Character Creation
animal wrangler. While regular stable Suggested abilities are: Animal
boys and groomsmen take care of The following notes provide guid- Handling, Craft: Farrier, Craft: Black-
the day-to-day tending and the hard ance on creating a Farrier. smith, Bargain.
labor of fetching water and mucking
out the stables, the Farrier has more
specialized skills. His primary area of
SUGGESTED VIRTUES AND FLAWS
expertise is caring for horses hooves
and fitting horseshoes, as well as gen-
eral equine veterinary skills. The vil- New Ability: Craft: Farrier (General)
lage blacksmith might have wrought
the shoe, and could shoe the horse, This is the professional skill of working skills.
if need be. But the Farrier can adapt, hoof care and shoeing horses. It Note that the rules from City &
modify, and fit it optimally. Where differs from Animal Handling by Guild for craft quality (page 67) al-
many horses need care, a specialized focusing on horses, and by expand- low for the farrier to make high
ing the knowledge of serious care quality horseshoes. A Craft Total of
Farrier is of great value. Some people
of hooves, teeth and legs. It is also 12 makes Superior items, giving a
even attribute to a good Farrier super-
more craft-oriented, as it includes +1 bonus for a single feature. This
natural abilities; this may or may not
the skills needed to modify and could cover only some of the typical
be the case.
adapt horseshoes made by a black- Riding specialties: speed, sureness
smith. It may be used instead of of foot, trample damage, jumping
Animal Handling or Medicine to skill, etc.. Horseshoes cannot by
General Background cure equine disease; the farrier has mundane means affect other spe-
a +1 bonus to resolve it, increasing cialties, like ease of control or en-
A wholly mundane Farrier could to +3 if it concerns the feet, com- durance, but a Mythic Farrier could
be the usual misfit or tragic figure, a pared to somebody using Animal work magic into the shoes. A Craft
person having lost everything or fallen Handling. Many farriers also have total of 15 or more makes Excellent
to the bottom rung of society. Alter- Craft: Blacksmith, expanding their items, giving a bonus to all uses of a
natively, he could be a person who expertise to making horseshoes single Ability of +1 or more, limited
has made enemies of nobles or been from raw iron as well as other iron- to [Craft Ability]/3.
shunned by the craft guild. Such a

115
Grogs
TRAINING PACKAGES ABILITIES AT AGE 15 (APPRENTICE): Ani- guage 5 (peasants), Organization
mal Handling 1 (horses), Area Lore Lore: Farriers Guild 2 (regula-
Training packages include: Ath- 2 (local), Awareness 3 (animals), tions), Ride 3 (jumping), Swim 2
letic or Social Childhood. Craftsman, Bargain 3 (equine), Brawl 2 (grap- (diving).
Farmer, or perhaps Animal Trainer. pling), Carouse 1 (stories), Craft: ABILITIES AT AGE 40 (MASTER): Animal
Covenfolk or Trainer for an experi- Farrier 4 (shoes), Native Language Handling 5 (horses), Area Lore
enced specialist. 5 (peasants), Organization Lore: 4 (local), Awareness 4 (animals),
The Craftsman package should use Farriers Guild 2 (regulations), Ride Bargain 3 (equine), Brawl 3 (grap-
Craft: Farrier for Craft Type A, and 3 (jumping). pling), Carouse 3 (stories), Craft
Animal Handling or Craft: Blacksmith ABILITIES AT AGE 25 (JOURNEYMAN): (Blacksmith) 5 (horseshoes), Craft:
for Craft B. Animal Handling 3 (horses), Farrier 6 (shoes), Guile 4 (fraud),
Area Lore 2 (local), Awareness Native Language 5 (peasants), Or-
3 (animals), Bargain 3 (equine), ganization Lore: Farriers Guild 3
SAMPLE ABILITY SCORES Brawl 2 (grappling), Carouse (regulations), Ride 3 (jumping),
3 (stories), Craft: Blacksmith 3 Swim 2 (diving).
These suggested Abilities can be (15) (horseshoes), Craft: Far-
used for any Farrier. rier 5 (15) (shoes), Native Lan-

Farrier Story Seeds


These story seeds feature a Far- and always ends up with a poor repu- up, and wants to leave. He offers to
rier as a central character. tation. Do the magi really want such help the characters to steal the fastest
a troublemaker in their midst? faerie horses, and hamper the lords
TIPPING THE SCALES hunting party. However, the ensuing
PLAYING THE PART hunt is tricky, since the dark forest is
The covenants scouts report that still to a certain degree controlled by
an ongoing, armed conflict is not In the course of an adventure, a the faerie lord.
only escalating, but the enemy is group of magi and their retinue come
getting the upper hand. The turb is across a somewhat strange noble A PAWN SAVED
losing the battle due to the swiftness court, in the middle of the wilderness. IS A PAWN OWNED
and responsiveness of the enemys The archetypical courtiers and retain-
cavalry. Rumor has it that an excel- ers found there, as well as the flawless A maga is tasked with setting
lent farrier moved to the neighbor- castle, quickly reveal out the fay. But up a Mercer house at her covenant,
ing village just last year, but strange it is too late, the characters are already in order to secure the best possible
things are said about him. Whether caught up in a faerie story of court in- mounts for the Redcaps. The orders
or not he is evil incarnate, he is said trigue, romance and tragic dueling. are clear, the task is rushed along,
to possess almost supernatural abili- but the resources are lagging. The
Regrettably, the court is inhabited by
ties. The magi want to enlist his help,
dark faeries, who are sore losers in- covenant lacks a great deal of the
voluntarily or not. But he is not so
deed. Some of the lower-ranking fay resources due to other pressing mat-
easily coerced, and further study re-
even stoop to cheating, a thing im- ters or vis shortages. However, the
veals that he is in fact in the employ-
mediately punished by the lord, but covenant has a Mythic Farrier in
ment of the enemy. Thus, his recruit-
ment becomes doubly important; not the setbacks to the player characters its service, and the maga sees great
only can he improve the covenants situation remain. Eventually, one of opportunities. Significantly, a lot of
cavalry, his services will also be de- the court servants turns out to be a what she thought she needed magic
nied to the enemy. But beware, as he faerie-touched human, serving as sta- and vis for can be done by this sim-
is easily spooked and may bolt and ble master. He has been held prisoner, ple craftsman. Can he be convinced
all but disappear. Retracing his past but tolerated it, while learning from to do with his skills what might have
steps shows that he moves yearly, the faerie smith. But now he is fed needed Hermetic magic?

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Grogs
Farrier as Companion
Using the Farrier concept as a com-
panion gives even more reason to play
with the supernatural side of it. The
increased range of Virtues possible al-
lows Mythic Farrier to be expanded
with a second form, or even replaced
by the Touched by [Realm] Major
Virtue in order to avoid some of the
restrictions of the Minor version (City
& Guild, page 71). Furthermore, Puis-
sant (Ability), Affinities, Increased,
or Great Characteristic can boost the
potential Craft Totals considerably.
Various Social Status Virtues from
City & Guild could improve the Farriers
place in society and his workshop,
and possibly give him the benefits of
assistants. But the main idea is mak-
ing him a character worth playing and
bringing along on adventures, instead
of having him just hammer away in
his shop. Investing in the Arcane Lore
Virtue would make him a fine choice
to bring along when investigating ex-
otic locales for minerals for him to
use in his horseshoes or for super-
naturally aligned riding beasts.

The Jack-of-
All-Trades
No problem at all. I was apprenticed to a
mason before I went on campaign with Duke
Tybol. Of course, that was after my brief stint
in the circus. Ill soon have that bridge fixed,
and we can be on our way. tice, but then enrolled into university ferent skills, but he will never be good
dreaming of becoming a famous aca- enough in any one Ability to make
Everybody knows someone like demician. Once those dreams fade, a career out of it: a true jack-of-all-
this character. He is the sort of person he enlists in the army, until his unit is trades, but master of none.
who has never managed to hold down disbanded and he is turned out pen-
a single job for too long. He has no niless onto the streets. This prompts
idea what he wants to do with his life, him to engage in a larcenous career General Background
and he drifts from place to place, never until he has stolen enough to invest in
remaining long enough to learn any- a trade...and so on and so forth. Over In Mythic Europe, only those from
thing that might earn him a living. He the course of a life like this, a charac- a moderately wealthy background
might have begun as a bakers appren- ter can accumulate a vast array of dif- have the option to choose a trade for

117
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Jack-of-All-Trades Story Seeds Character Creation


What follows are notes to help cre-
A Jack-of-All-Trades character or extract information. Or maybe ate Jack-of-All-Trades characters.
can end up embroiled in just about it is simply an accident.
any kind of story.
SUGGESTED VIRTUES AND FLAWS
A PROBLEM SHARED IS
THE PERILS OF OVER-RELIANCE A PROBLEM INHERITED
First, decide why the character
A covenant has a contested vis The player characters first come has been unable to stay in one place;
source whose method of collection across a jinxed grog as he struggles this could be due to any of the fol-
changes every year; for example, with a wagon that has broken an lowing Flaws: Craving for Travel*,
a magical sphinx poses a different axle and is blocking the road. The Jinxed*, Lesser Malediction, Un-
challenge every year. The Jack- quickest way to get by is to assist lucky*, Social Handicap, or Tainted
of-All-Trades can usually be relied the flustered individual to reload his with Evil. The character should have
upon to gather the vis, since he can cargo and help repair his employ- at least one, and possibly two Vir-
meet most challenges. However, ers wagon. However, the spilled tues, allowing him to take Academic,
the grog fails to return from one of load has angered a local faerie Arcane, or Martial Abilities, and is
his regular trips from the covenant, perhaps it was a consignment of
likely to have extra experience points
and the covenant has a dilemma. If iron horseshoes for the local town
from Virtues such as Privileged Up-
they go ahead with the yearly task, and the faerie is incapable of
bringing or Well-Traveled. The char-
they have a higher probability of distinguishing the responsible indi-
acter probably does not have Puis-
failure, and may well be too late to vidual (the grog) from those who
help him (the player characters). sant (Ability), Affinity with (Ability),
save their valuable grog from what-
ever peril he has found himself in. Throughout the course of their or any other Virtue that indicates a
However, if they devote resources shared misfortune, the grog proves particular focus, but the Jack-of-All-
to his rescue, they might allow oth- himself to be resourceful, and since Trades* Virtue is highly appropriate.
ers to capitalize on their failure. he is probably going to be out of A character like this could be totally
And what predicament is the grog a job anyway (hes frightfully late Carefree about his lack of focus and
in anyway? Perhaps he has been with this cargo), he asks if there direction, or he could be depressed
imprisoned by the covenants en- is perhaps a job for him with the and Pessimistic instead. The Master
emy in an attempt to weaken them player characters. of None* and Careless with Ability*
Flaws represent a character who is
mediocre at a lot of things, but highly
themselves; most peasants take on their be a very lonely or pitiful character. unspecialized.
fathers profession, or that of the mas- Despite mundane society having
ter to whom they are apprenticed. For little use for a character who can- * See Chapter 6, New Virtues and Flaws.
someone from a humble background not manage to master a single trade,
to become a Jack-of-All-Trades, some- such a character can prove a boon
thing else must have driven him from to a covenant. Here, his very lack of
SUGGESTED ABILITIES
home and prevented him from set- focus can be a blessing to a turb, and
tling down. This might be as simple as he can find himself being paid purely Just about any Ability suits this
a wanderlust, a thirst to see the world because of his eclectic collection of character concept, and he is likely
and witness new experiences that knowledge and skills. When on expe- possessed of a number of Abilities
drives him ever onwards. Alternatively, dition, a soldier who has the Abilities that are unusual ones for grogs to
he might make others uncomfortable of Single Weapon, Craft: Cook, and have, such as Etiquette or Artes Libe-
due to poor hygiene, odious personal Etiquette, in addition to being able to rales. It is likely that he is a soldier
habits, outspoken beliefs, or a gener- speak French and Ancient Greek and at base, which would enhance his
al aura of wrongness. Finally, he may debate Philosophiae, can be of great usefulness in a turb by being able to
carry some sort of curse or bad luck value to a magus. He might not be the turn his hand to anything, in addition
that discourages anyone from wanting best warrior in the world, but his other to being able to fight as part of the
to become his friend, for fear of being Abilities more than make up the dif- trained group.
caught up in the backlash. This could ference in the eyes of the covenant.

118
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TRAINING PACKAGES 1 (nails), Folk Ken 3 (employ- Not everyone who claims mystical
ers), Guile 3 (qualifications), Hunt insight has actually been touched by a
The character is likely to have 2 (deer), Intrigue 1, Leadership 2 higher power. True prophecy is excep-
taken several three-year packages, (10) (in combat), Native Language tionally rare, and most street-corner
representing flitting from job to job 5 (wide vocabulary), Profession: prophets are charlatans or mentally
in the course of his career. Just about Farmer 3 (plowing), Profession: deranged. Religious zealots might un-
any package is possible. He probably Merchant 2 (cloth), Profession: Sail- dergo ordeals in order to gain a glimpse
has spent the most time in professions or 2 (rivers), Profession: Storyteller of the Divine Plan. Occasionally, how-
providing Martial Abilities. 3 (bawdy tales), Single Weapon 5 ever, individuals arise who did not seek
(axe), Stealth 1 (inside), Survival out their visions, and are neither mad
3 (on the road), Swim 2 (rivers), nor attempt to make a profit from their
SAMPLE ABILITY SCORES Thrown Weapon 3 (dagger) predictions. Such individuals often re-
ject their unnatural insights, and keep
This character must be able to take them hidden from their families and
Martial Abilities at character creation. Jack-of-All-Trades friends for years. Alternatively they
may have a single confidante, who un-
ABILITIES AT AGE 22: Animal Handling
as Companion wittingly lets slip his friends miracu-
2 (oxen), Area Lore 3 (jobs), Athlet- lous abilities, and she becomes a minor
ics 3 (climbing), Awareness 1 (be- A companion character might local celebrity. Of course, occasionally
ing watched), Brawl 3 (punches), have a Story Flaw that prevents her even con men and madmen can have
Chirurgy 3 (cuts), Craft: Wrought from settling down, such as Enemies real powers of prediction.
Iron 1 (nails), Folk Ken 2 (employ- or Plagued by Supernatural Entity. The form that these visions takes
ers), Guile 2 (qualifications), Native With more Virtue points available, a varies from individual to individual,
Language 5 (wide vocabulary), Pro- companion character might be able to and there are many types of mystical
fession: Farmer 3 (plowing), Profes- get a score in all possible Abilities, and powers available in Mythic Europe.
sion: Storyteller 3 (bawdy tales), can pick multiple Virtues that offer Seeing the unseen (Second Sight) is
Single Weapon 3 (15) (axe), Stealth extra experience points to represent perhaps the most common ability, and
1 (inside), Survival 2 (on the road) the wealth of experience that she has the finding of lost things (Dowsing)
ABILITIES AT AGE 34: Animal Handling gathered over her years of wandering. and prescience of danger (Premoni-
2 (oxen), Area Lore 4 (jobs), Ath- A grog Jack-of-All-Trades could tions) are nearly as common.
letics 3 (10) (climbing), Awareness easily blossom into a companion char- Perhaps the most pitiful and
2 (5) (being watched), Brawl 3 (5) acter by finally settling down into a potentially dangerous of charac-
(punches), Carouse 3 (drinking trade and discovering that she is re- ters is one who has a definite mystical
capacity), Chirurgy 3 (cuts), Con- markably good at it. This sort of Inau- power, but misunderstands it. A char-
centration 1 (on watch), Craft: guration transformation might bring acter might see the impressions from
Wrought Iron 1 (nails), Folk Ken with it a number of Virtues which de- her Second Sight as hallucinations
3 (employers), Guile 2 (5) (quali- scribe ones new-found excellence in warning of danger. If she is sensitive
fications), Hunt 2 (deer), Native a particular Ability, such as Puissant to magical impressions, she can eas-
Language 5 (wide vocabulary), (Ability) and Cautious with (Ability). ily misinterpret these impressions as
Profession: Farmer 3 (plowing), an ability to sniff out evil, particularly
Profession: Storyteller 3 (bawdy if she encounters Gifted characters. If
tales), Single Weapon 4 (10) (axe), she is known for her abilities among
Stealth 1 (inside), Survival 3 (on the
road), Thrown Weapon 3 (dagger) Misguided her neighbors, this could cause great
troubles for a group of magi.
ABILITIES AT AGE 46: Animal Handling
2 (oxen), Area Lore 4 (jobs), Athlet-
ics 4 (climbing), Awareness 3 (being
Mystic Eventually, the Misguided Mystic
can get into trouble when others dis-
cover her powers, real or imagined.
watched), Bargain 2 (clothes), Brawl Im getting a letter D...its an old man... If they appear benign, she might be
4 (punches), Carouse 3 (drink- does that have any meaning to you, dearie? hounded by those seeking predictions
ing capacity), Charm 3 (women), Hes holding his chest, as if it hurts...was he and asked for things that she cannot
Chirurgy 3 (cuts), Concentration elf-shot perhaps? No? Not familiar?...maybe provide. If her powers have had a more
1 (on watch), Craft: Wrought Iron the spirits are saying B, not D... negative reception, she may be chased

119
Grogs
out of town as a witch. A covenant can vine Realm is perhaps the most useful, Hallucinations* Flaws. Characters af-
offer refuge to one with these talents. but this would require the character to flicted with the Falling Evil* are com-
be pious, at least. Aligning to a Realm monly believed to be touched by a
of Power could result in the (Realm) supernatural power when they have a
Character Creation Stigmatic* Flaw. A character with more fit, although this Flaw is not available
than one Supernatural Virtue need not to grog characters. A Misguided Mys-
These are suggestions for the cre- align them all to the same realm. tic may have other Personality Flaws
ation of Misguided Mystic characters. Rather than any actual power, that hint at mental instability: Com-
the grog might instead have a Latent pulsion, Fear, Obsessed, or Weakness.
Magic Ability, and her prophetic abili- All Virtues and Flaws marked with an
SUGGESTED VIRTUES AND FLAWS ties might develop over time. Alter- asterisk are described in this book.
natively, she could be afflicted by the
This character is likely to have the Hallucinations* Flaw, and her powers
Wise One Social Status, unless she has wholly delusory. A character who has
SUGGESTED ABILITIES
kept her powers a secret. The Mis- made correct prophecies in the past
guided Mystic could have actual oracu- that had some major impact on the lo- This character can probably take
lar powers in the form of Supernatural cal landscape might have the Famous Arcane Abilities at character cre-
Virtues, of which the following are par- Virtue, or else the Infamous Flaw, if ation, and usually has a decent score
ticularly appropriate: Dowsing, Magic things did not go so well. in a particular (Realm) Lore. Leader-
Sensitivity, Premonitions, Second A Misguided Mystic might be con- ship is a useful Ability for expound-
Sight, and Sense Holiness & Unholi- fused as to what her visions are tell- ing ones prophecies to the masses, as
ness. When taking one of these Vir- ing her. She might have both Magic is Folk Ken. The character does not
tues, the player should decide to which Sensitivity and Sense Holiness & Un- need Guile unless she is deliberately
Realm of Power the Ability is aligned holiness, but be unable to tell them deceiving her audience. Apart from
and describe why. Aligning to the Di- apart, or have both the Visions and these Abilities, and any Supernatural
Abilities she might have, the Mis-
guided Mystic has Abilities appropri-
ate to the career she followed before
her visions started. It is wise to pick
Abilities that make the character of
sufficient use to the magi for her to be
employed by them.

TRAINING PACKAGES

Training packages for Misguided


Mystics include: Local, Cunning Man,
Conman, Mystic, Storyteller.

SAMPLE ABILITY SCORES

This character must be able to take


Arcane Abilities at character creation.
No Supernatural Abilities have been
included; increase her age to get suf-
ficient experience points.

ABILITIES AT AGE 21: Area Lore 3 (per-


sonalities), Charm 3 (sincerity),
Concentration 2 (visions), Domin-

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Grogs
ion Lore 3 (visions), Folk Ken 4
(10) (cold reading), Guile 2 (hid- Misguided Mystic Story Seeds
ing ignorance), Native Language 5
(religious language), Organization A character who regularly misin- to be tried as a witch. Should the
Lore: Church 1 (visionaries), Or- terprets genuine signs of the super- characters step in to save her, then
ganization Lore: Town Council 4 natural is likely to complicate many she will have no place in the town
(feuds), Profession: Servant 3 (5) stories, even when she doesnt cause following her rescue, and her skills
them. could prove useful at the covenant.
(cooking), Survival 2 (hills)
ABILITIES AT AGE 30: Area Lore 3
(personalities), Bargain 1 (gifts), LET IT BURN CRY WOLF
Charm 3 (15) (sincerity), Con-
centration 2 (visions), Dominion The player characters are pass- After a while, the magi grow
Lore 3 (10) (visions), Faerie Lore 2 ing through a town one day, and used to the misguided mystics fre-
(prophecy), Folk Ken 5 (cold read- they witness a woman being placed quent and inaccurate predictions
ing), Guile 3 (hiding ignorance), into the stocks. If they ask about her, of doom. However, she suddenly
Intrigue 2 (rumors), Native Lan- theyll be told she has been spouting acquires an infallible sense of the
guage 5 (religious language), Or- nonsense about the town burning future, correctly predicting that the
ganization Lore: Church 1 (vision- down. If the characters need help in cook will spoil the dinner, that the
aries), Organization Lore: Town paying attention to this event, then chambermaids cat will be found in
she might shriek out a random piece the chimney of the great hall, and
Council 4 (feuds), Profession: Ser-
of prophecy that strikes a particu- that the seamstress is having an affair
vant 4 (cooking), Profession: Sto-
lar chord with one of the magi. Sure with the doorward. The magi might
ryteller 3 (plausible tales), Survival
enough, later that day the town be interested in her new-found
2 (hills)
starts to burn, and the characters prophetic ability; could it be the
ABILITIES AT AGE 42: Area Lore 4 might become involved in saving stars, or the influence of faeries
(personalities), Bargain 2 (gifts), it. However, the fire was set by the or worse, demons or something
Charm 4 (sincerity), Chirurgy 2 womans grown son, who has been else? While they are investigating,
(bruises), Concentration 2 (vi- secretly fulfilling her prophecies so she predicts that the covenant will
sions), Dominion Lore 4 (visions), that she does not seem to be a fool. burn, and an unspecified magus will
Faerie Lore 3 (15) (prophecy), Folk He may have gone too far this time; perish in the blaze. Can this predic-
Ken 5 (cold reading), Guile 3 (hid- the townsfolk who have lost their tion be thwarted by discovering the
ing ignorance), Infernal Lore 2 (vi- homes are clamoring for the woman source of the oracular knowledge?
sions), Intrigue 3 (rumors), Native
Language 5 (religious language),
Organization Lore: Church 1 (vi-
sionaries), Organization Lore:
Town Council 4 (15) (feuds), Pro-
phetic power only comes from the Di-
vine (Realms of Power: The Divine, page
54), but there are non-Divine powers
The Murderer
fession: Servant 5 (cooking), Pro- that could be useful to an oracle, such I know they say what I done was wrong,
fession: Storyteller 4 (plausible as Divination and Augury (The Mys- but Id do it again, I would. An Id look into
tales), Survival 2 (hills) teries Revised Edition, page 58) and the is eyes while doin it too.
Dream Power (Realms of Power: Faerie,
page 126). Even without overt powers The covenants established and
Misguided Mystic of prediction, there are several Super- managed by magi of the Order seem
natural Abilities that fit very well with to suspend some of the normal rules
as Companion this character concept, and a compan- of the world around them. Whether
ion character could take two or more by negotiated charter or the power
The Misguided Mystic can be of the Abilities listed earlier. to impose their will, covenants man-
made into a companion character by A grog character particularly age their own affairs within their own
putting her in touch with a higher one with Latent Magic Ability walls. And this de facto sanctuary at-
power. The Visions Story Flaw is an could transform into a companion tracts those that the outside world
excellent way to achieve this; not only character through some sort of mystic might dispose of, those like thieves
are the visions true, but they also drag revelation, or exposure to a source of and murderers.
the character into stories. True pro- powerful magic.

121
Grogs
General Background taking on every job and chore that the covenant, probably taking on any
he can, trying to secure a position menial tasks that present themselves.
This grog is an unrepentant mur- for that fateful day when his secret is So hell probably have a high Dexter-
derer. He sought sanctuary in the finally discovered. ity so that hes good with his hands,
covenant having heard of a place and at least a positive Strength and
where secrets stay secret, and where Stamina, representing his determina-
a mans worth is measured by what Character Creation tion to work hard.
he does today, and not the crimes of
yesterday. Whatever the reason for These notes will help in creating a
his past crimes, a crime of passion, an Murderer character.
SUGGESTED VIRTUES AND FLAWS
argument that turned to violence, or
an act of vengeance, deep down he While the Murderer has found a
knows that he would do it again in
AGE AND CHARACTERISTICS place for himself within the covenant,
the same situation. And this prevents he is still damned for the crimes that
his true repentance. He has had to flee A man may be driven to murder at drove him there, and a reputation has
those he once knew, unable to return any age, and any man may be driven followed him. The Virtues and Flaws
for fear of being caught and punished to it. Because of this, there is no par- that follow are appropriate for a Mur-
for what he has done. The covenant is ticular age or set of characteristics that derer working as a jack-of-all-trades
his only hope. define him. However, a man looking at the covenant: Covenfolk, Good
The Murderer works hard to to extend his sanctuary will find a Teacher, Puissant Brawl, Tough; Mani-
make himself useful in the covenant, way to make himself useful around fest Sin*, Infamous, Master of None*

Murderer Story Seeds


A Murderer character is sure to the covenant, looking to use the situ- about the magical crafting of the
cause trouble wherever he goes. ation to force a minor victory over covenants magus of House Verdi-
the covenant. Do the magi turn the tius and is bringing unwanted at-
killer over to his accuser, or risk fur- tention to the covenant. As fortune
SANCTUARY ther political problems at the hands would have it, there is a man living
of their enemies? in the covenant who has the dark
A local knight comes to the cove-
streak necessary for the job. The
nant looking for a man fleeing justice
magus venditor has planned the hit,
for a murder. The man has been spot- THE MIND OF A KILLER and the Murderer must carry it out.
ted and the knight demands that he
But have the magi really ordered
is handed over. The Murderer, who A magus has reached a plateau
this, or is there something else in-
by this time has become a useful and in his study of the Art of Mentem,
fluencing the venditor?
popular member of the covenfolk, or the knowledge of Philosophiae.
pleads for sanctuary. The magi and To push his work onwards, he has
their deputies must balance external decided he needs to examine a dam- REPENTANCE
politics against the opinion of their aged mind, and he has heard of a
own people. murderer given sanctuary in a nearby The Murderer contracts a disease
covenant. Can the magus gain access that rapidly delivers him at deaths
to the murderer? And how does the door. With so little time left to him,
VENGEANCE season of study affect both the ma- the unrepentant killer must now find
gus and his subject? a way to cleanse his soul. With all
After all these long years, a sin
the power at their disposal, will the
thought forgotten is revisited upon
magi help him? If all the ministra-
the covenant. The victims son comes PLAUSIBLE DENIABILITY tions of the Church cannot save the
looking for the man who did him
man, can they attract the attention of
such wrong. And he brings allies. A guild master in the nearby
a higher power?
The allies he rides with are rivals to town seems to know too much

122
Grogs
* See Chapter 6, New Virtues and Flaws ber), Charm 2 (first impressions), 4 (repairs), Craft: Woodworking
Climb 2 (hills), Concentration 1, 3 (treating wood), Fishing 3 (riv-
This suggests a character with a Craft: Cooperage 1 (oak barrels), ers), Folk Ken 4 (peasants), Guile
dark crime in his past, not made for Craft: Furniture Maker 1 (chairs), 4 (concealing his past), Hunt 2
a martial life, but who nonetheless Craft: Masonry 1 (repairs), Craft: (rabbits), Intrigue 2 (people in-
knows how to take care of himself. Woodworking 2 (treating wood), terested in him), Living Language
Fishing 1 (rivers), Folk Ken 2 5, Organization Lore: Covenant
(peasants), Guile 2 (concealing his 2 (jobs that need doing), Profes-
SUGGESTED ABILITIES past), Hunt 2 (rabbits), Intrigue 1 sion: Brewer 4 (saving materials),
(people interested in him), Living Profession: Farmer 4 (harvest),
A killer on the run may come Language 5, Organization Lore: Profession: Laborer 4 (digging),
from any background, but a grog Covenant 1 (jobs that need do- Profession: Tinker 4 (tin), Stealth
is most often of a lowly status. As ing), Profession: Farmer 1 (har- 2 (hiding), Survival 2 (on the
such, he may have any Abilities his vest), Profession: Laborer 1 (dig- road), Swim 2 (rivers), Teaching 4
Virtues allow, but his reputation and ging), Profession: Tinker 2 (tin), (Carpentry)
confinement to the covenant may Stealth 2 (hiding), Survival 2 (on
limit the Abilities he can advance. In the road), Swim 2 (rivers), Teach-
later years, he makes a good teacher, ing 1 (Craft: Woodworking)
PERSONALITY TRAITS
& REPUTATIONS
passing on his numerous skills to a ABILITIES AT AGE 40: Animal Handling
younger generation. 2 (sheep), Athletics 2 (running),
Awareness 2 (alertness), Bargain The Murderer may be conflicted,
3 (food), Brawl 5 (bludgeon), Ca- feeling Guilty and Unrepentant in
TRAINING PACKAGES rouse 3 (staying sober), Charm 2 equal measure, but a character fleeing
(first impressions), Climb 2 (hills), his crime to the safety of a covenant is
The following packages are ap- Concentration 2, Craft: Cooper- likely to have overcome his guilt and
propriate for hard-working covenfolk age 2 (oak barrels), Fishing 2 (riv- be more Self-Preserving. He may be
with particular trade: Brawler, Coven- ers), Folk Ken 3 (peasants), Craft: Brave, but not the extent that he will
folk, Craftsman, Laborer, Local, Ser- Furniture Maker 2 (chairs), Guile face up to his crimes.
vant, Tinker. 3 (concealing his past), Hunt 2 He also has a Local Reputation as
However, the Murderer, with his (rabbits), Intrigue 2 (people in- a murderer. If the Infamous Flaw has
Master-Of-None Flaw, must apply his terested in him), Living Language also been taken, this starts with a score
experience points to a different Abili- 5, Organization Lore: Covenant of 4.
ty each season of the year. This means 2 (jobs that need doing), Profes-
that the packages must be adjusted sion: Brewer 2 (saving materials),
so that they each put experience into Profession: Laborer 3 (digging), Murderer as Companion
four different Abilities rather than the Profession: Farmer 2 (harvest),
more usual three. Profession: Tinker 3 (tin), Craft: A grog created using this arche-
Masonry 2 (repairs), Stealth 2 type does not have access to the Dark
(hiding), Survival 2 (on the road), Secret Story Flaw, so his crime(s) are
SAMPLE ABILITY SCORES Swim 2 (rivers), Teaching 2 (Car- known from the outset. A Companion
pentry), Craft: Woodworking 3 character has the option to hide his
The Abilities listed later are appro- (treating wood) crime and have the secret revealed
priate for a menial jack-of-all-trades ABILITIES AT AGE 60: Animal Handling over the course of play. There is also
trying to prove his value to the cov- 3 (sheep), Athletics 2 (running), more scope for Companions to take
enant any way he can. Awareness 2 (alertness), Bargain other Flaws that represent the mun-
3 (food), Brawl 5 (bludgeon), Ca- dane and supernatural repercussions
ABILITIES AT AGE 20: Animal Han- rouse 4 (staying sober), Charm 2 of his crimes, such as the Enemies
dling 2 (sheep), Athletics 2 (run- (first impressions), Climb 2 (hills), Story Flaw.
ning), Awareness 2 (alertness), Concentration 2, Craft: Cooper-
Bargain 1 (food), Brawl 2 (blud- age 3 (oak barrels), Craft: Furniture
geon), Carouse 1 (staying so- Maker 3 (chairs), Craft: Masonry

123
Grogs

The Parent of negative effect on people and animals.


While not immune to The Gift, lov-
their child safe as well as feed, clothe,
and educate him. He even offers to buy

a Gifted Child ing parents may grow to be used to the


Gifted childs strange air. People who
are close to the family may accept
the child. The parents, while happy
with the idea of the apprenticeship,
are still under the effects of The Gift,
Where he goes, I go. the child with all his strangeness, but and dont fully trust the magus. So they
there are always strangers who feel re- choose to join the covenant.
The potential for a child to be born pulsed in some way or another. There The new apprentices parents ben-
with The Gift within the mundane may even be rumors of witchcraft and efit most covenants. New covenants
populace is vastly higher than among demonic possession. This causes the gain at least one new grog, and an
the relatively small numbers of magi. parents of the child no end of discom- older covenant has the benefit of an
Children with The Gift are rare, and fort. On the one hand, they love their all-purpose grog to free a special-
they are born to parents who come child. On the other, their child is inad- ist grog from general duties. Within
from all walks of life, social back- vertently causing trouble in the com- the covenant, the parents continue to
grounds, and abilities. It is safe to say munity. The parents may move around care for their child outside his peri-
that most apprentices will come from the country if they have the freedom ods of study. It may well be that the
the peasants, as they are more numer- to do so, but many do not due to their care of the other apprentices will also
ous than the other social classes. social status. fall to them. In addition, while hav-
Raising a child with The Gift is a It then comes as a relief when a ing no combat skills at all, they make
difficult task. The Gifted child might learned scholar comes by, and wants adequate guides from having traveled
be fully formed, and well-presented the child as an apprentice. The scholar, extensively throughout at least two
in all ways, but The Gift still has a who also has The Gift, promises to keep regions, and may add some vital skills

Story Seeds for Parents of a Gifted Child


Parents of a Gifted Child are gen- low magus. Upon hearing the magus would be happy with such a gift
erally involved in stories surrounding name, however, the characters know from the once-impoverished father.
their child. that the magus is infamous for misus- However, the gift is in fact a device
ing his apprentices by teaching them from an enemy, designed to annoy,
little, and using them as virtual lab scry, or even put the covenant in
HIDE AND SEEK slaves. Rescue may be a relatively danger. Instead of attacking a ma-
easy task, if there is a Bonisagus in gus as intended, the poor apprentice
Someone out in the populace is
the covenant. However, on hearing suffers the magical devices effects. If
spreading the word about the evils
the intentions of the characters to the peddler does not have a Gifted
of the Order of Hermes. The words
keep the child after rescue, the par- child, then normal business transac-
child sacrifice and murder are
ents insist on coming along to stay tions could land the device in the
used. He is building a following of
close to the child. Also, the charac- covenants hands, although full magi
torch-wielding peasants, and it is
ters have made a powerful enemy of may be a little more wary.
only a matter of time before he turns
the magus.
on the covenant. There is also a ru-
mor that the peasants have captured a THE LOST PARENT
young mage. The magi and compan- THE PEDDLERS GIFT
ions are too obvious to try a rescue. A character has just run his
The magus mundane parent and the Working as a purchase agent Gauntlet. While he undertook his
other grogs must try their best. for the covenant, the peddler-grog challenge, his parent was sent with
can deal in all sorts of interesting a group of grogs to a neighboring
trinkets, and would be particularly covenant, with a delivery of books
THE BAD MASTER interested in magical goods. With to trade for vis. The grogs never re-
his own money, the peddler buys turned, however. The magi of the
Characters hear the story of a pair
a gift for his child from a mysteri- covenant send the newly Gauntleted
of distraught parents. Their child had
ous man, thinking the Gifted child magi to investigate.
been stolen by what sounds like a fel-

124
Grogs
or even money-making abilities to
the covenant. For example, an apia-
Guile 2 (lying for child), Hunt 2
(rabbits), Living Language 1 (trad- The Refugee
rist may add money, food, medicine,
and possibly even unclaimed vis to
the covenant.
ing), Native Language 5 (scold-
ing), Profession 2, Survival 2 (near
settlements)
Librarian
The main role of the parents is that ABILITIES AT AGE 35: Animal Handling Listen to me, were here now and theres no
of support. They do the jobs that spe- 2 (farm animals), Area Lore: Area A going back. Just be thankful we have a home
cialist grogs are too busy to perform, 2, Area Lore: Area B 2, Athletics 2 again and serve these new masters as they de-
such as mending pots or fixing roofs. (chasing children), Awareness 2 (lo- serve, for they have taken us in when no one
In lean times, they have the skills to as- cation of child), Bargain 4 (food), else would.
sist the covenant hunters by foraging. Carouse 2 (staying sober), Charm 2
In a covenant with a limited number (peasants), Concentration 2 (back- When a magus or a covenant falls,
of staff, they may double as personal ground noise), Craft A 4, Craft B 3, the loss is not only one to the Order
servants or housekeepers. These grogs Craft C 3, Chirurgy 3 (childhood but is most keenly felt by the coven-
would really shine as the covenants illnesses), Etiquette 3 (peasants), folk. Suddenly, they find themselves
main provider of food. Depending on Folk Ken 3 (peasants), Guile 2 (ly- without their masters, without protec-
space, and some general labor, they ing for child), Hunt 2 (rabbits), Liv- tion, and without income. Those serv-
can raise crops, and animals for food or ing Language 3 (trading), Native ing a fallen covenant face finding new
trade. They are also equipped to bar- Language 5 (scolding), Profession mundane lords, or trekking out to join
gain for food from the local peasantry. 2, Survival 4 (near settlements) another covenant.

Character Creation
The following notes will assist in
the creation of a Parent of a Gifted
Child character.

SUGGESTED ABILITIES

The parents of a child with The


Gift can come from a wide variety of
backgrounds. They are just as likely to
be an annoyance to the covenant as a
boon, but will most likely have skills
and attributes that can be set up or
packed up easily for a life of travel. As
such, the Craft and Profession abilities
have been left open for customization.

ABILITIES AT AGE 20: Animal Handling


2 (farm animals), Area Lore: Area
A 1, Area Lore: Area B 1, Athlet-
ics 2 (chasing children), Awareness
2 (location of child), Bargain 2
(food), Carouse 2 (staying sober),
Charm 2 (peasants), Concentra-
tion 2 (background noise), Craft A
2, Craft B 2, Craft C 2, Chirurgy
2 (childhood illnesses), Etiquette 2
(peasants), Folk Ken 2 (peasants),

125
Grogs
istics. The example used here is for
New Spell: The Librarians Buckle a Librarian already well-practiced in
his profession.
ReCo 25 through generations of librarians.
Pen +0, 24/day That covenant had a library built
R: Touch, D: Concentration, in a tall narrow tower, with the SUGGESTED VIRTUES AND FLAWS
T: Individual most valuable books and scrolls
This enchanted buckle allows stored in a chamber near the roof
Virtues and Flaws might include:
the wearer to move with freedom that was inaccessible without using
Custos (granting Academic Abili-
in any direction, even unsupported the buckle.
ties), Magic Items*, Puissant Profes-
into the air. It was designed for and (Base 5, +1 Touch, +1 Concen-
awarded to the librarian of a now- tration; +5 for 24 uses per day; +5 sion: Librarian; Stuck in his Ways*,
dissolved covenant and became a levels to allow the device to main- Ability Block (Martial), Covenant
symbol of the office, passed down tain concentration) Upbringing

* See Chapter 6: New Virtues and Flaws


General Background this penalty by one. This means that
tension within the covenfolk may im- The example refugee whom were
pact loyalty for far longer than the following is a Librarian, a valued and
Magi, covenants, and practitio- initial year. trusted role, so the position of Cus-
ners of hedge magic all have secrets, But the situation could worsen, tos is appropriate, as is Puissant Pro-
and their servants are likely to ac- which could see the covenant riven fession: Librarian. His service may
quire some of the more peripheral with jealousy and resentment. The also have awarded him an enchanted
knowledge over time. In particular, Divided Loyalty Major Residents item, covered by the Magic Items
grogs who accompanied their magi Hook (Covenants, page 19) is appro- Virtue. As for Flaws, coming to a new
to the secret sites of initiation, or to priate for troupes wanting to high- covenant may take some adjustment,
collect vis, or consult powerful super- light these problems. so he has the new Stuck in his Ways
natural spirits are immediately useful. Flaw. He is completed by a Martial
And those tasked with less adventur- Ability Block, due to years of doing
ous duties, such as librarians, scribes, Character Creation little beyond his academia during his
stewards, and forge companions, may Covenant Upbringing.
also have valuable information, such As a group of grogs now stripped
as cyphers to the personal codes used of their covenant, any of the other ar-
by their magi, records of meetings and chetypes can be applied, and all the
SUGGESTED ABILITIES
agreements made by the covenant, reasons for wanting to live within the
and details of mundane entanglements protection of a covenant still apply. Grogs coming from another cov-
that a new covenant could exploit. The additional motivation is clear: to enant are well trained and practiced
The fleeing covenfolk may also bring carry on living life in perhaps the only in their given trades. The following
enchanted items with them; indeed, way they know. abilities are typical of a specialist
for some kinds of the dissolution, this Many understand the routines Librarian coming from a covenant
is quite likely. and needs of magi, others may have background.
Accepting refugees from another supernatural Virtues or Flaws that As his career progresses, he de-
covenant may cause friction with the make them useful to magical schol- velops other skills related to the texts
existing covenfolk, and this may im- ars, and some may have mundane he manages and maintains, including
pact their loyalty. The first year af- connections within other covenants, Profession: Calligraphy to help draft
ter accepting refugees, the covenant and be able to bring information documents at the covenants behest,
suffers a Loyalty penalty of 3, as with them. and Academic Abilities through
though suffering a Severe Hardship years of studying the books that he
(see Covenants, Chapter 3, for more on cares for.
governance in general and loyalty in
AGE AND CHARACTERISTICS Importantly, as he spends longer
particular). After that, each story that at his new covenant, he learns more
is told in which the two communities Refugees can clearly be of any about the people, ways, and traditions
are brought closer together reduces age and have a range of character- of his new home.

126
Grogs
TRAINING PACKAGES area), Concentration 2 (reading), Etiquette 3 (Hermetic), Folk Ken
Etiquette 3 (Hermetic), Folk Ken 3 (magi), Greek 3 (academic us-
Training packages include: Coven- 3 (magi), Intrigue 2 (rumormon- age), Intrigue 3 (rumormonger-
folk, Craftsman*, Leader, Trainer gering), Latin 5 (Hermetic usage), ing), Latin 5 (Hermetic usage),
Leadership 1 (junior librarians), Leadership 3 (junior librarians),
* The experience points against the Living Language 5 (expansive vo- Living Language 5 (expansive vo-
various Craft Abilities should be cabulary), Order of Hermes Lore 3 cabulary), Order of Hermes Lore 3
assigned to the Bookbinder, Li- (personalities), Organization Lore: (personalities), Organization Lore:
brarian, and Scribe Professions. Former Covenant 3 (resources), Former Covenant 3 (resources),
Philosophiae 2 (natural philoso- Organization Lore: Current Cov-
phy), Profession: Librarian 4 (en- enant 3 (customs), Philosophiae 3
SAMPLE ABILITY SCORES suring order), Profession: Scribe 3 (natural philosophy), Profession:
(copying) Bookbinder 4 (academic), Profes-
ABILITIES AT AGE 30: Artes Liberales 4 ABILITIES AT AGE 45: Artes Liberales sion: Librarian 5 (ensuring order),
(grammar), Profession: Bookbinder 4 (grammar), Charm 2 (first im- Profession: Scribe 4 (copying)
2 (academic), Charm 2 (first im- pressions), Civil and Canon Law ABILITIES AT AGE 60: Arabic 3 (aca-
pressions), Civil and Canon Law 3 (laws and customs of a specific demic usage), Artes Liberales 5
2 (laws and customs of a specific area), Concentration 3 (reading), (grammar), Charm 3 (first im-

Refugee Librarian Story Seeds


This particular option has enor- covenant, forced to do their new and vis sites have fallen to nobles as
mous potential for story. Covenfolk masters bidding. Is this violent ma- they build their estates. The magi
provide obvious witnesses to the gus a threat to the covenant? Who seem not to have noticed the grow-
events that befell a magus or a cov- is he and under what grounds has he ing weight of troubles, but there are
enant, and their testimony could taken this small covenant? More im- those who have lived through this
be troublesome to the guilty. The portantly from the refugees point of before, many years ago. Only they
knowledge they bring with them view, can they stay or will they be can rouse the magi from their com-
also provides seeds into numerous turned out? placency and make them learn the
treasure-hunting opportunities, as mistakes of a former generation, and
new vis sources, auras, and regio- only they can save the covenant.
nes are disclosed. And the prescient AN UNNATURAL DIVIDE
among the grogs may take such
Ever since the refugees arrived at A COVENANT WITH NO MAGUS
books and devices as they can before
the covenant all those years ago, the
finally abandoning their home.
community has been on the brink of When the last magus of a winter
division. Over the years, the coven- covenant dies, the covenfolk agree
INFLUX folk have split into those who live to continue operating the covenant
in the Upper Village and those who as though nothing has changed. The
A handful of refugees arrives at live in the Lower Village. And when covenant, after all, has mundane
the covenant offering service and a girl from the Upper Village is mur- sources of income, enough land be-
asking to be taken in. They are the dered, the magi must find the killer ing farmed to feed the covenfolk,
covenfolk of a nearby covenant, al- before revenge is taken against the and more. The books in the library
most forgotten by the Order and Lower Villagers. describe where the vis sites are and
home to an elderly magus and his how the vis can be harvested, so a
loyal filia. The refugees tell how a faux trade in vis is started with the
magus arrived and killed their mas- THE ENCROACHING WINTER visiting Redcaps, and secretaries
ters before claiming their tower, to the old dead magus maintain his
The dissolution of the covenant
their village, and all within it. These correspondences. And so the great
draws close. The signs are there; the
covenfolk are the ones who ran. deception begins. But what happens
covenants enemies are circling, no
There are others still back at the when the Order finds out?
apprentices have been taken in years,

127
Grogs

pressions), Civil and Canon Law Those who have been forced to derlings, representing the resentment
3 (laws and customs of a specific leave through the actions of their and distrust of the new interloper, or
area), Concentration 4 (reading), former masters may instead have an the trouble he faces trying to keep his
Etiquette 3 (Hermetic), Folk Ken 3 Anger at Former Covenant Personal- old covenfolk under control. Compan-
(magi), Greek 3 (academic usage), ity Trait. Again, this can be brought ions may also know more about the fall
Hebrew 4 (mystic texts), Intrigue into play during stories concerning of a previous covenant, and may even
3 (rumormongering), Latin 5 (Her- that covenant. have played a greater role in that fall
metic usage), Leadership 4 (ju- Other Personality Traits should than they would care to admit, and so
nior librarians), Living Language be taken as appropriate for the in- may take the Dark Secret Story Flaw.
5 (expansive vocabulary), Order dividual. In the example here, the
of Hermes Lore 3 (personalities), Librarian is Respectful and Keen to
Organization Lore: Current Cov- Impress, in addition to his Loyal to
enant 5 (customs), Organization
Lore: Former Covenant 3 (resourc-
Former Covenant trait.
The
es), Philosophiae 4 (natural phi-
losophy), Profession: Bookbinder Refugee Librarian Role-Bound
Ferryman
4 (academic), Profession: Librar-
ian 5 (ensuring order), Profession:
as Companion
Scribe 4 (copying)
Whatever cataclysm befell the Theres only one way onto the island. And
former covenant, the same mindset only the ferryman knows the way. But do not
PERSONALITY TRAITS applies to the former companions of bother the ferryman lightly, for he sees whats
those magi as to their grogs. Indeed, in your heart and it may not be to the island
Refugees who have been forced to some of those companions may now that he takes ye.
leave a failed or destroyed covenant be looked to for leadership. It may be
may retain a Loyal to Former Cov- one of those companions who leads
enant Personality Trait, which comes the convoy of displaced grogs to their General Background
into play when dealing with connec- new covenant.
tions to their former covenant, such as Companions, by their role in the There are no records of the ferry-
other covenfolk, magi, or apprentices. saga, are those who are more likely to mans arrival, no records of his name,
This loyalty may work against the take important roles within the cov- and nobody knows why he never
character, as there may be a percep- enant, including leadership roles. Addi- leaves his ferry. He just silently stands.
tion of bias which his new colleagues tional Virtues and Flaws may be taken And silently waits. And silently does
may resent. to reflect this, including Difficult Un- his job. The Role-bound Ferryman

128
Grogs
and grogs like him are characters who ranges. Younger characters may ex- just as for other grogs. In addition,
are not designed to grow over time. perience the event that binds them role-bound grogs must have a Profes-
Instead, they are designed as mystic to their role during play, gaining the sion or Craft Ability that defines them.
forces present in the covenant since Flaw that defines them (see later) as Martial or other abilities may be sub-
before anyone can remember. a story event, while older characters stituted with the troupes agreement.
The definition of a role-bound may have been at the covenant for a
grog is one who can serve no purpose long time with seemingly nobody now
other than the role he currently occu- questioning their origin or purpose.
TRAINING PACKAGES
pies. A role-bound watchman cannot The Role-bound Ferryman dis-
leave his post to accompany a magus cussed in this section has a poor The ferryman most likely has had
on a long journey. Nor can he take Communication, probably through an athletic childhood spent out on the
messages far from the covenant at the years of near solitude, but high Stam- marshes, so this package is used as the
behest of his captain or the steward. ina from his long service out on the base. Abilities are then bought to suit
For this reason, grogs like this tend marsh in all weather. Others unfortu- the character. Once play starts, the
to play fleeting roles in stories, but nate enough to be bound to their role Role-bound Ferryman uses the follow-
they are open to all and may be played may have higher Dexterity, as befits a ing Training Packages with alterations
during stories closer to the covenant dedicated craftsman. based on his situation and Abilities:
or involving their particular role.
THREE YEARS (COVENFOLK): +5 (Area)
SUGGESTED VIRTUES AND FLAWS Lore, +20 Covenant Lore, +15
ALTERNATIVES Craft: Boatbuilder, +5 Order of
The ferryman is bound to his role, Hermes Lore
These strange warped creatures, unable to change beyond its confines. THREE YEARS (LOCAL): +15 (Area)
gone beyond human and now made But though he is defined by his role, Lore, +15 Folk Ken, +15 (Organi-
something other, can be found per- he has other gifts. His unearthly de- zation) Lore
forming a number of roles, not just the meanor is represented by the Piercing THREE YEARS (MAGICIAN): +15 Magic
role of ferryman. Gaze Virtue, but his true gifts are the Lore, +15 Premonitions, +15 Sec-
While the characters suggested Premonitions of harm that threaten ond Sight
here do not have Magic Might, chap- the covenant, and his Second Sight THREE YEARS (SAILOR): +5 (Area) Lore,
ter 4 of Realms of Power: Magic provides with which he scans the horizon look- +20 Profession: Ferryman, +5 Sur-
full rules on designing and creating ing for ghostly visitations. His chief vival, +15 Swim
Magic Human characters. Characters Flaw is Bound to Ferryman Role and THREE YEARS (SCOUT): +15 (Area)
bound to a device or to their role can because few know of or understand Lore, +15 Awareness, +15 Stealth
be considered some kind of halfway this supernatural curse, he is also
point between mortal or human and Judged Unfairly. Perhaps through the
faerie or magically transformed. same effect, he has lost much of his
SAMPLE ABILITY SCORES
Such characters are always too lim- ability to communicate, represented
ited to be played as companions and by the Poor Communication Flaw. ABILITIES AT AGE 35: Area Lore: The
so take the grog role within the saga. This gives the ferryman the fol- Marsh 5 (waterways), Athletics 3
lowing Virtues and Flaws: Covenfolk; (balance), Awareness 3 (searching),
Piercing Gaze, Premonitions, Second Brawl 3 (Dodge), Craft: Boatbuild-
Character Creation Sight; Bound to (Ferryman) Role*, er 3 (repairs), English 5 (regional
Judged Unfairly, Poor Communication dialect), Folk Ken 3 (peasants),
There are a number of special con- Magic Lore 3 (creatures), Order
siderations in creating these characters. * See Chapter 6: New Virtues and Flaws of Hermes Lore 1 (personalities),
Organization Lore: Covenant 3
(personalities), Organization Lore:
AGE AND CHARACTERISTICS SUGGESTED ABILITIES Smugglers 3 (personalities), Pre-
monitions 3 (threats to the cov-
Role-bound characters can be of The usual rules regarding limits on enant), Profession: Ferryman 4
any age and there is story potential starting Ability scores and childhood (marsh ferries), Second Sight 3 (il-
both in the younger and older age experience apply to these characters, lusory disguises), Stealth 3 (sailing

129
Grogs
quietly), Survival 2 (marshland), land), Swim 4 (marshy water) Excess experience points that do not
Swim 3 (marshy water) ABILITIES AT AGE 65: Area Lore: The reach a higher Ability score have been
ABILITIES AT AGE 50: Area Lore: The Marsh 7 (waterways), Athletics 3 redistributed in the sample Abilities ear-
Marsh 6 (waterways), Athletics 3 (balance), Awareness 4 (searching), lier to ensure that all have been spent
(balance), Awareness 4 (searching), Brawl 3 (Dodge), Craft: Boatbuild- with no remainders. In addition, the
Brawl 3 (Dodge), Craft: Boatbuild- er 4 (repairs), English 5 (regional ferryman has acquired an enriched Item
er 4 (repairs), English 5 (regional dialect), Folk Ken 5 (peasants), of Virtue by his 65th year, granted by
dialect), Folk Ken 4 (peasants), Magic Lore 4 (creatures), Order virtue of the Magician training package.
Magic Lore 4 (creatures), Order of Hermes Lore 2 (personalities),
of Hermes Lore 2 (personalities), Organization Lore: Covenant 5
Organization Lore: Covenant 4 (personalities), Organization Lore:
PERSONALITY TRAITS
(personalities), Organization Lore: Smugglers 4 (personalities), Pre-
Smugglers 3 (personalities), Pre- monitions 5 (threats to the cov- Unless affected by other effects,
monitions 4 (threats to the cov- enant), Profession: Ferryman 6 characters bound to their role possess
enant), Profession: Ferryman 5 (local waterways), Second Sight 5 and express Personality Traits just as
(local waterways), Second Sight 4 (illusory disguises), Stealth 4 (sail- other grogs, but years of being re-
(illusory disguises), Stealth 3 (sail- ing quietly), Survival 3 (marsh- stricted to one role, often unable to
ing quietly), Survival 2 (marsh- land), Swim 4 (marshy water) live a normal natural life, may take its
toll on their personality. They may be
resentful or resigned, bitter or accept-
Role-Bound Ferryman Story Seeds ing, searching for release or loyal to
their covenant.
In many ways, the Role-Bound of binding devices to the living, or The Role-bound Ferryman dis-
grog is a story seed. binding a living mind into a device. cussed earlier has the following Per-
Can the covenant find their man be- sonality Traits: Loyal to the Covenant
fore the Verditius experiments tear +3, Taciturn +2, Reliable +1
A DANGER TO THE COVENANT him from his boat?
A man has gone missing. He was
last seen trying to reach the cov- WHAT SORROWS HAVE
enant, asking the ferryman for pas-
sage, but he never arrived. The cov-
BOUND THIS MAN? The
enant has always taken the ferryman
for granted, never asking who he is
Nobody has ever asked what
binds the ferryman to his ferry, not Street Thug
or why he does what he does. But really. Magi have wondered what
what has the ferryman done with magical force sustains him in all See, them up there dont want to know
the man and why? weathers, unchanging and unflinch- what people like me do down here. But that
ing. But nobody has ever wondered dont mean they dont know where to find us
at the tragedy that turned him into when they want something done.
THE EXPERIMENT the creature he is. Until now. An old
text, written by a monk describing There are times when the educated
The covenant awakes one morn-
his journey through the region, has and the wealthy must give way to the
ing to find something unheard of in
been found in a nearby church that unsophisticated and down-at-heel. In
living memory: the ferryman is not
tells of a man whose wife became those times, the covenant would do
at his post. Not only that, but his
lost and disappeared out on the well to have contacts with the under-
boat is gone too. A magus of House
marsh. The text describes how he class found in every town and city.
Verditius, who visited the covenant
waits for her to return. The text was
some seasons before, has stolen the
written centuries ago, but the man
ferryman away. He recognized that
it describes seems to be the ferry-
the ferryman is bound to his role,
man. Do the magi search the text for
General Background
and bound to his boat. The magus
clues? Do they find the ferrymans
has taken him in order to experi- Crime is an inescapable part of
wife and set him free from his curse?
ment upon him, to find the secret life, especially in the towns and cities
of Mythic Europe. Several covenants

130
Grogs
across the Order, especially those in The Street Thug probably doesnt Social Status Flaw is appropriate for
Tribunals where city life is fast becom- live at the covenant, even if that cov- the Street Thug character. It sets him
ing more common, have explicit con- enant is based within the city walls. In out as recognizably unsavory, and
nections with street gangs. In some fact, when the Street Thug does spend gives him access to Martial Abilities
cases, the connections run far deeper time at the covenant, he probably from the outset. However, the Street
than the covenant would ever publicly causes disruption and upset. But hes a Thug is a brawler used to bludgeoning
admit to. frequent visitor, coming to the kitch- his opponents with whatever comes
Street gangs have several things ens to eat at his paymasters expense; to hand amid the filth of the alleyway.
to offer a covenant keen to maintain badgering their steward for new boots, Years of violence have toughened him
a presence within a city. Firstly, the cloak, or unspecified expenses; or just up, hence the Tough Virtue to provide
gang, through its extended network to hide out while the heat is on. that extra Soak bonus. The last Virtue
of social contacts, can be an effective is Social Contacts, representing the
intelligence network. Information on contacts hes made on both sides of
the movement of specific targets can Character Creation law and order across the city.
be tracked and fed back to the cov- The Street Thug has two Flaws left
enant; the mood of the city can be The following notes provide some to take, and both of these are new to
felt in the markets, taverns, and docks; suggestions for creating Street Thugs. this supplement. The Fish Out of Wa-
and violence can be bought as easily as ter (Cities) Flaw shows how little of life
bread. The deeper the covenant goes outside the city the Street Thug has
with one or more street gangs, the
AGE AND CHARACTERISTICS experienced, and how uncomfortable
more these can be used. Ultimately, he feels without familiar surroundings.
the activities of a criminal network The Street Thug is really designed But despite being at home in the City,
can be used as a source of income as to either live fast and be hanged he has particularly Poor Living Con-
described in Covenants, page 59. young, or to be a little more cagey ditions. This last Flaw comes mainly
But covenants wanting to use a and survive to run the joint. As well from the daily grind of petty violence
street gang will need a man on the as making Aging Rolls for the Street that takes its toll on him.
inside. A contact. A Street Thug. The Thug, storyguides may also want to The following Virtues and Flaws
Street Thug is any member of the decide whether the Street Thug has represent a typical Street Thug: Brand-
street gang with the sense to see the been caught in the act of committing ed Criminal; Puissant Brawl, Social
magi as an opportunity. He may be a a crime or targeted by his enemies, Contacts (street criminals), Tough;
lowly petty criminal, or someone with and whether there is a need for action Fish Out of Water (Cities)*, Poor Liv-
brains enough to be running the out- from the magi to save him. ing Conditions*
fit. He will know the streets of his city Regardless of this, life on the
and have social contacts all over. Hes streets takes a heavy toll. The Poor * See Chapter 6, New Virtues and Flaws
not a thief in the manner of a cutpurse, Living Conditions Flaw (see Chapter
confidence trickster, or palmist. Hes a 6, New Virtues and Flaws), on top of Puissant Brawl and Tough can eas-
thug. Hell demand protection money the base 2 Living Conditions Modi- ily be exchanged for other Minor Vir-
in exchange for not burning down fier for living in a town, means that tues, such as Berserk for a more overtly
your workshop. Hell work the girls the Street Thug can expect to have a dangerous fighter, and Large or Endur-
along the waterfront. Hell stab you Decrepitude Score of 2 and Charac- ing Constitution.
in the legs and rob you while youre teristics totaling 5, rather than the
bleeding. Theres nothing dashing or starting 7, by the age of 50. An aging
benign about him and hell probably Crisis is only a few years away, most
SUGGESTED ABILITIES
hang one day. likely a Minor Illness as per the Crisis
He is best suited to stories set with- Table on ArM5, page 170. The Street Thug seeks experience
in the town or city and can be used as in anything that helps him get through
an effective bodyguard, lookout, thief, another day on the street. This is likely
or agitator. If the magi need a diver-
SUGGESTED VIRTUES AND FLAWS to be Brawl, Guile, Area Lore, and for
sion to be created in the city, hes the intimidation, Leadership. Brawl is the
man to go to. And if they need some- Grogs cant take the Outlaw Lead- Street Thugs combat Ability of choice
one roughed up a little, they need er Minor Social Status Flaw, but as a as people in cities are rarely armed and
look no further. petty criminal, the Branded Criminal even more rarely armored. He is also

131
Grogs
backed up by a gang and will almost * The experience points against Leg- et), Stealth 2 (streets), Thrown
always be in a trained combat group erdemain in this package are Weapon 3 (throwing knife)
when with his own people. When not more likely spent against Thrown ABILITIES AT AGE 35: Area Lore 3 (ge-
using his fists, a bludgeon, or a knife, Weapon ography), Athletics 3 (running),
he prefers a hatchet for its small size Awareness 3 (alertness), Brawl 6
and brutal simplicity. (fist), Carouse 3 (power drinking),
As the Street Thug grows older, he
SAMPLE ABILITY SCORES Charm 1 (being witty), Climb 2
gains more authority over his gang, (walls), Disguise 3 (townsfolk),
learning more about its activities and ABILITIES AT AGE 20: Area Lore 3 (ge- Folk Ken 2 (townsfolk), Guile 2
members, represented by his growing ography), Athletics 2 (running), (lying to authority), Intrigue 1
Leadership and Gang Lore Abilities. Awareness 3 (alertness), Brawl 4 (rumor-mongering), Leadership 3
(fist), Carouse 3 (power drinking), (intimidation), Living Language 5
Charm 1 (being witty), Climb 1 (slang), Single Weapon 3 (hatch-
TRAINING PACKAGES (walls), Disguise 2 (townsfolk), et), Stealth 4 (streets), Thrown
Folk Ken 1 (townsfolk), Guile 1 Weapon 5 (throwing knife)
Training packages for Street Thugs (lying to authority), Leadership 1 ABILITIES AT AGE 50: Area Lore 5
include: Brawler, Footpad*, Leader, (intimidation), Living Language 5 (geography), Athletics 3 (run-
Local, Soldier, Wastrel. (slang), Single Weapon 3 (hatch- ning), Awareness 3 (alertness),
Brawl 6 (fist), Carouse 3 (power
drinking), Charm 2 (being wit-
Street Thug Story Seeds ty), Climb 2 (walls), Disguise 3
(townsfolk), Folk Ken 4 (towns-
The story seeds that follow use disruptive. The magi need to find folk), Guile 3 (lying to author-
the city streets as a backdrop, and a job for him to do. Its either that ity), Intrigue 4 (rumor-monger-
the Street Thug himself either as or turn him into a tree for the next ing), Leadership 5 (intimidation),
part of the lead-in or as a tool to be month. But as it happens, the magi Living Language 5 (slang), Or-
used in the in the story resolution. have heard that a tax collector of ill ganization Lore: Gang 3 (poli-
repute is arriving in town in the next tics), Single Weapon 3 (hatch-
week, and the taxes hes collected et), Stealth 4 (streets), Thrown
BLOOD ON THE STREETS will be stored in the sheriffs keep. Weapon 5 (throwing knife)
There might be a way to keep the
The streets are running with
Street Thug occupied and make a
blood, the city watch just look the PERSONALITY TRAITS
little money after all.
other way, and someone at the top & REPUTATION
is getting very rich. They say that
theres magic at work and thats why THE TAKEOVER
nobody can touch these people. The Street Thug has three Person-
Well, magic you have. Now all you The magi receive an interest- ality Traits. Rather than having true
need is someone who knows the ing offer from the leader of a group bravery, the Street Thug is Aggres-
streets and can find out where the of street thugs. He knows that the sive, an important distinction. And he
moneys going. Then it can start magi provide a little backup to his is also Ruthless, prepared to commit
coming to you. rival gang leader, but he can cut crime, to hurt and harm others, and
them in for bigger stakes if theyll to betray those in his way. Hell very
support him over their current asso- rarely find himself as the vanguard in
THE DEVIL MAKES ciates. But this new face is harboring
WORK FOR IDLE HANDS any combat group; while hes aggres-
an Infernal secret, and the offer is a sive enough to start the fight, hes also
The Street Thug has a price on temptation to betrayal. The wheels ruthless enough to make sure other
his head and is forced to lie low are already in motion. Can the magi people get hurt first.
while the tempers cool and memo- root out the demons before they But ultimately, the Street Thug is
ries fade. The trouble is, hes hiding take hold in the city, and can they
Pragmatic. This pragmatism is what
out in the covenant. It doesnt take stop the violence before it spins out
draws the Street Thug to the magi and
long for his presence to become of control?
their covenant, and it is this pragma-
tism that stands in place of loyalty; he

132
Grogs
can overlook their oddness if theres age. The flip side is that you may owe
money to be made and protection to Favors to others for their help, either
be gained. in gathering information, watching
An older Street Thug may have your back, or for releasing men they
gained a reputation before being had every reason to hang.
brought into the game, most likely While the Street Thug as grog is
among his underworld associates. This useful for his aggressive approach and
reputation might reflect a ruthless knowledge of the streets, the Outlaw
streak, or a the strength with which he Leader, as leader of a criminal street
runs his gang or holds his turf. If cre- gang, is able to draw upon more re-
ating an older character from scratch, sources that the covenant could put to
you might want to swap out one of his good use.
flaws for Infamous, which would give a
bad reputation with a score of 4.

Street Thug Time-Lost


as Companion Witnesses
The obvious Social Status for a
companion made in this mold is the
Outlaw Leader. This gives the com- Many medieval tales speak of
panion a handful of loyal men to carry people whisked away by the faeries,
out jobs at his behest. As a result, a who dance for a few hours, and re-
gang leader may well be Wealthy, as turn to find that each hour in Faerie
this represents the time he has avail- was a year, or a century. Many of these
able with his crew running operations misplaced people perish; they break a
on his behalf. taboo placed upon them as they leave
Street Thugs elevated to compan- faerie, and they are crushed as a life-
ion status have scope for Story Flaws, time of aging pours over them in an
such as Enemies in the form of rival instant. Some discover that they have
gangs (although Feud could easily be died and faded to dust in Faerie, be-
used for the same). For a different feel, coming faeries themselves without
the Difficult Underlings Story Flaw is noticing. Some begin their mortal
also appropriate as running a gang of lives anew, centuries after all that they
troublemakers is guaranteed to attract know has fallen into ruin.
even more trouble.
Theres also room to re-purpose
the Minor General Temporal Influ- General Background
ence Virtue. The intent of the Virtue
is to give a character political influ- Time-lost characters allow play-
ence through politically powerful ers to add anachronistic touches to
connections. The same can be ap- their version of Mythic Europe. The
plied to the Outlaw Leader, though time-lost characters described here are
the nature of the connections is less grogs, but companions are also easily
socially acceptable. accommodated in many sagas. Time-
There are a number of Story Flaws lost magi are more difficult to design.
that are very useful to the Outlaw The Order of Hermes is a research-
Leader character. Blackmail (as per the based institution, and there is no way
Story Flaw) is likely to be very com- to consistently model how its many
mon and will be used to great lever- breakthroughs have contributed to

133
Grogs
the Art and spell levels in the standard them seeking aid in mundane commu- esting historical events. Magi can read
setting. This means there is no way to nities. Their Abilities may not suit the the memories of these events and, us-
handicap magi accurately for failing to local economy, which may make it dif- ing the correct spells, feel everything
share those breakthroughs. ficult to find work. They are unlikely that the eyewitness felt, which is as
Faeries may steal characters from to understand what has occurred, and close as possible to being there. On
any location, and from any histori- may spend time on fruitless attempts a less aesthetic level, Seekers can sift
cal era. People who witness momen- to return home. Service to a covenant the memories of witnesses for clues to
tous events are more likely to be sto- gives a time-lost character a chance to the location of magical devices and
len away, then returned, than others. reorientate and learn local languages. sacred sites.
House Merinita suggests that this is Magi interested in history desire
because such events enter human folk- time-lost people as covenfolk. Those
lore and resound down the centuries. who do not care for history know that Character Creation
Time-lost characters face many ini- many of their sodales do, and are will-
tial difficulties. They often have poor ing to pay handsomely in vis and po- These notes will help you create a
language skills, which may prevent litical favors for eyewitnesses to inter- Time-lost Witness character.

Time-Lost Witnesses Story Seeds


The following story seeds use the ancient Egyptians wrote like this. fied a mountain pass slightly to the
people from particular places and Characters who use magic to northwest. The invaders have made
times, but can be easily adapted to speak with the demoniac discover no demands, and beyond levying a
refuges from other fallen civiliza- that her name is Sacmis, and she was toll on passing merchants, they ap-
tions or historical eras. a copyist at the Great Library of Al- pear to be doing little. Noblemen
exandria. When part of it caught fire, and magi skilled in military matters
as the Romans invaded the city, she are likely to guess, correctly, that
THE MADWOMAN was whisked away by a flying crea- the invaders have formed a defen-
WITH THE PAPYRUS ture, and deposited on the roads in sive position, and are sending scouts
A churchman contacts a redcap this chilly, savage country. into the nearby territory. This force
whom he knows collects rare books. Sacmis is interesting to the player is acting like the beach-head for an
On being invested in his office, the characters for several reasons. Magi invader, and so the region prepares
churchman took a tour of the facili- engrossed by history would love to in- for war.
ties in his care. One is a home for terview her. Seekers would like her aid Characters who question the
demoniacs people afflicted in the to determine the locations of the great merchants who have paid a toll to
mind by the forces of evil. Within libraries of the ancient world, and as a pass the encamped army can gath-
this refuge, he found a woman who translator for the text of the ancients. er some intelligence. The tax is in
speaks only gibberish, but seems lu- A handful of the spells held by House goods, and is requested from the
cid. The curate for the facility told Bonisagus are from the period, but merchants by a priest who speaks
the churchman that the demoniac how the verbal components are in- the local language. The priest says
was found wandering the roads, and canted is not clear. Members of House he is a captive of the invaders. The
had in her possession a curious scroll, Merinita value her scroll, because it invaders speak Latin among them-
filled with strange pictures. contains the final copy of many an- selves. Their camp is a wooden
Characters who investigate the cient stories about magicians. One of stockade with ditches around it.
scroll discover that it is made of plant these is the Tale of the Shipwrecked It has been laid out geometrically,
fiber, but is not paper. This is highly Sailor, which is the origin myth of the like something from an ancient
unusual. It contains a series of pic- sorcerers of the island of Soqotra. strategy manual.
tures, but by their repetition, these Magi may immediately assume
seem to form a code. Characters fa- this is a Hermetic plot. Only mem-
AN ACCIDENTAL INVASION bers of the Order have sufficient
miliar with the works of Herodotus
(Intelligence + Artes Liberales against interest in the ancient empire to
Alarming reports have reached
an Ease Factor of 15) may recall that recreate a section of its military.
the town of an army that has forti-
The disruption this is causing is

134
Grogs
SUGGESTED VIRTUES AND FLAWS from any background, and therefore SAMPLE ABILITY SCORES
may have any Ability. They are usu-
Time-lost characters can come ally selected for abduction and return Using Roman legionaries as exam-
from any era, and so can have a wide because their memories or skills will ples, this set of Abilities requires the
variety of Abilities, Virtues, and Flaws. create interesting stories, so unusual Warrior Virtue:
As examples, this section uses Ro- skill sets are common among these
man legionaries lost in a faerie wood, characters. ABILITIES AT AGE 21: Animal Han-
who re-emerge in 1220. These grogs dling 1 (pack animals), Athletics
require the Warrior Virtue, and must 3 (marching), Awareness 3 (in
take the Worthless Abilities Flaw.
TRAINING PACKAGES battle), Bargain 1 (drink), Brawl
3 (grappling), Carouse 2 (look-
Time-lost characters may come ing sober), Etiquette 1 (military),
SUGGESTED ABILITIES from any social group, and so their Latin 5 (cursing), Profession: Le-
careers following their return may fol- gionary 3 (not getting caught),
Time-lost Witnesses may come low any path. Organization Law: Roman Army

Time-Lost Witnesses Story Seeds (contd)


enough to make it a High Crime. swords of his men to the leader of London. Even the Pope says that
The magi might instead assume this the modern Romans. He may accept Henry has not been crowned prop-
is an elaborate faerie game, since the Order as the heir to the legacy of erly there is no King of England,
a significant occasion has recently Rome, and enter service. in a mystical sense.
passed. In truth, the significant day This makes William Adelin the
weakened the barriers between Fa- perfect pawn in a rags-to-riches sto-
erie and the real world, allowing CONFUSED FAERIES ry, but few faeries have the power to
this group to escape. make kings anymore. What happens
Faeries love games involving so-
The Roman commander, notic- instead is that many faerie princes
cial roles. The return of a character
ing a sudden change in landforms, treat him as if he were King of Eng-
central to a great tragedy can allow
has encamped his eighty men in a land. They send him weird gifts, and
them to play interesting games.
well-defended position where they they ask for strange treaties. The
In 1120, William Adelin, the only
can get water from a stream. They magi who control access to William
legitimate son of Henry I of Eng-
have some supplies, which are ex- have many opportunities for profit,
land, vanished during a shipwreck.
tended by foraging and taxing pass- but must act carefully: every gift
He was considered dead and, after
ing traders. He is sending out scouts must be matched with a gift of equal
his death, the realm fell into anar-
to get the lay of the land. Following value, from the distorted perspective
chy as his cousin and sister fought
this, he is going to march toward of the faerie that sent it, and every
for dominance. Following this tur-
the largest city, to re-establish his agreement made must be upheld, in
bulence, a line of sacramentally-
connection with the armys com- some contorted way.
crowned kings continued until the
mand structure. This will be met, Williams shipload of servants
incumbent king.
by the confused locals, as if it were and warriors has difficulty interact-
Henry III has not been crowned
an invasion. ing with the modern world. They
king of England in the correct way.
Player characters can most easily speak a variant of French which is
His father lost the Crown Jewels
intervene in this scenario by captur- understandable, if accented. They
during his wars with the nobility. At
ing and then negotiating with one of are an older sort of Norman, ruth-
his fathers death, Henry was hastily
the Roman scouts. The Roman com- less Christianized Vikings, whose
crowned with a piece of his mothers
mander, if convinced the empire is society is built around territorial
jewelry, by the Bishop of Gloucester.
gone, may wish to use his force to expansion and plunder. Their soci-
The Archbishop of Canterbury, who
conquer a significant town, to sup- ety cant find victims in the rapidly
has the right and duty to crown the
ply his army and act as the kernel urbanizing, heavily armed states of
king, was supporting Louis of France,
of a new empire. He may seek out the 13th century.
who had invaded England and held
the Emperor of Nicaea, to offer the

135
Grogs

Horses
& Hounds
Woof.

Virtually every covenant has ani-


mal as well as human inhabitants, and
sometimes these animals have a large
enough impact on a saga to become
grog characters. It is not suggested
that every chicken, plow-ox, and
farmyard rat should have a character
sheet; however, some characters may
have Animal Companions or exotic
pets, and it might be interesting for
these animals to become player char-
acters run by the same player, or by a
different one.
Horses and hounds are common
examples of animals that are suitable
as player characters, but any animal is
theoretically possible. As a guideline,
3* (own legion), Survival 2 (in a removed from time, then released, at creatures between the Sizes of 3 and
group), Swim 2 (in armor), Sin- a particular moment and in a particu- +2 (from cat-sized to horse-sized)
gle Weapon 5 (gladius), Thrown lar place, to cause interesting stories probably make the best animal grogs,
Weapon 4 (pilum) to be told. They have, therefore, an but these shouldnt be seen as hard
ABILITIES AT AGE 30: Animal Han- unusual range of Virtues, and these limits. Lords of Men (Chapter 5) has
dling 1 (pack animals), Athlet- may suit the covenants needs in a details of a number of animals that are
ics 3 (marching), Awareness 3 (in particular saga with an eerie exact- found in noble households, from pets
battle), Bargain 1 (drink), Brawl 3 ness. Time-lost characters may suffer to hounds, hawks, and horses. Medi-
(grappling), Carouse 3 (looking a Delusion that they can return to eval bestiaries divide animals up into
sober), Etiquette 1 (military), Latin their own time. clawed beasts, hoofed beasts, birds,
5 (cursing), Profession: Legionary
5 (not getting caught), Organiza-
tion Lore: Roman Army 3* (own le-
gion), Survival 3 (in a group), Swim
2 (in armor), Single Weapon 6 (gla-
dius), Teaching 3 (Single Weapon),
Thrown Weapon 4 (pilum)

* See the Worthless Ability Flaw, in


Chapter 6.

Time-lost Witness
as Companion
Time-lost characters have been
personally selected by faeries to be

136
Grogs
fish, serpents (including lizards), and
vermin (insects, spiders, mice, and so Horses & Hounds Story Seeds
forth); only the latter are not suitable
as animal grogs due to their small Animals get involved in stories with this difficult task, then he will
size. See Art & Academe, page 29, for a without realizing it, but can have a reduce his normal price for one of
longer discussion on animals in Me- significant impact on events. his three-year-old mares.
dieval Europe.
A CALM-TEMPERED ROUNCEY THE ANIMAL COLLECTOR
Disadvantages Inherent A magus at the covenant is a A covenant that has an exotic
great traveler, and he has heard of a animal among its grogs comes to the
in Playing an Animal distant covenant that breeds horses notice of one of the kings agents.
that are immune to the effects of He is collecting animals on the
There are several inherent prob- The Gift. The player characters set kings behalf for a menagerie, and
lems with playing an animal grog out to acquire such a beast, and per- seeks to acquire the creature owned
that are not represented by Virtues haps negotiate the purchase of more by the characters. If the magi want
and Flaws. This places the animal than one. Naturally, the breeder of to hang on to their grog, they must
grog at a distinct disadvantage com- these horses sets a high price for find some way to dissuade the kings
pared to human characters, which is them more than the characters man without directly interfering
were prepared for but he sug- with mundane politics. Certainly,
only offset by the novelty of playing
gests a way in which they could if the man does not return from his
an animal rather than a human.
earn a discount. Every year, he must mission, the king will send further
round up the magical stallion that is agents accompanied by armed men
PHYSICAL FORM the sire of his foals; if they assist him to discover what has happened.

Most animals lack grasping hands,


and even those that have them (such
CUNNING RATHER Learning Flaw (see Chapter 6, New
THAN INTELLIGENCE
as monkeys and birds) lack the fine Virtues and Flaws), which all animal
control and opposable thumbs of Animals do not have Intelligence, grogs must take.
humans. This bars them from many and are therefore bereft of the ability
simple tasks, and precludes the use of to reason. They are incapable of logi-
weapons or tools. cal thought, or of drawing conclusions
LACK OF LANGUAGE ABILITIES
There are some advantages to from evidence. For example, a dog that
having an animals body. Most have sees a hare dash into a thicket either Animal characters cannot speak,
a covering of fur, feathers, or scales, chases in after it, or waits at the point but they can understand any lan-
which grant an intrinsic Protection its quarry entered the bush. It does not guages they know. However, unlike
of at least 1. Further, animals usually think to go around to the other side of human characters, they do not receive
possess at least one natural weapon the bush to the point where the hare an automatic Native Language Abil-
such as claws, teeth, or horns. Some might leave. ity. When earning experience points
animals can fly or breathe water, and The Cunning characteristic pos- in a human Language, an animal al-
require no special Virtue to possess sessed by beasts means that they ways has a Source Quality of (4 +
these abilities. For a list of the quali- act largely through estimation (also Cunning), meaning that they tend to
ties that an animals physical form called instinct), and are ruled by their learn more slowly than humans. Fur-
can have, see the supplement Houses Personality Traits. However, they thermore, if an animal has a negative
of Hermes: Mystery Cults, page 40. If us- still possess the other components of Cunning score, it must reduce any
ing the system of mundane Qualities a mind cognition, common sense, human Language Score by a similar
to describe the intrinsic features of memory, and imagination. See Art & amount, to a minimum of 0. Thus a
animal forms, do not apply any listed Academe, page 31, for more details on creature with Cunning 1 that knows
modifiers to Characteristics or Abili- these inner wits. However, animals French 1 can only understand a hand-
ties; instead use the system described are severely limited by their compara- ful of words at most. Creatures with a
later in this section. tive difficulty in learning new things; positive Cunning receive no bonus to
this is represented by the Restricted understanding language.

137
Grogs
Playing a character without an
Animal Aging intellect can pose a significant chal-
lenge. As a starting point, play
ANIMAL AVERAGE STARTING BEGINS MODIFIER TO AGING careful attention to the human Lan-
LIFESPAN AGE AGING AGING ROLL ROLLS
guage score of the grog (modified
Human 50 5 35 +1 per 10 years 1 per year
by Cunning, as mentioned earlier).
Clawed Beasts 9 1 6 +1 per 2 years 5 per year
Hoofed Beasts 27 3 20 +1 per 5 years 2 per year If she lacks a Language score, or has
Birds 81 8 55 +1 per 15 years 1 per 2 years a modified score of 0, then she can
Fish and Serpents 243 24 170 +1 per 50 years 1 per 5 years only understand direct commands
in which she has been trained. Feel
free to stare blankly at other play-
In Mythic Europe, animals are nat- roll each year. The storyguide should ers if they try to communicate with
urally capable of communicating with decide upon the average lifespan of you beyond your understanding. As
members of their own kind, and with the creature and adjust these figures a creature ruled by instinct, an animal
closely-related kinds, so dogs have a accordingly. Thus, a creature with grog should act in accordance with
Language Ability called Dog, horses an average lifespan of 10 years has a her Personality Traits and Flaws as
speak Horse, and so forth. This Lan- modifier of (50/10), or 5. It therefore much as possible. They should domi-
guage Ability allows an animal grog begins aging at (35/5) 7 years old, adds nate every judgment or decision the
to communicate simple concepts only, one to the aging roll for every (10/5) 2 character makes; lacking free will, an
as if they had a Language Score of 2 years of age, and makes (1 x 5) 5 aging animal feels neither restraint nor guilt
(ArM5, page 66). They can talk to re- rolls each year. If more than one ag- over the actions it takes.
lated species as if their Language Abil- ing roll is made each year, they should
ity was one point lower, so a wolf, for be spread evenly throughout the four
example, can understand a few words seasons, with any excess occurring in Character Creation
of Dog. This Language Ability cannot Winter. Some example aging charac-
be increased with experience. teristics are given in the nearby table. Character creation of an animal
grog is different in several respects
from that of human characters. The
AGING RATE
General Background reader is directed to Houses of Hermes:
Mystery Cults, pages 3843, for more
...a hedge (lives for) three years, add dogs A grog character that is a domes- information on this.
and horses and men, stags and ravens, eagles, tic animal is easy to integrate into any
enormous whales, the world: each one follow- saga horses, dogs, hawks, and other
ing triples the years of the one before. animals that frequently associate with
CHARACTERISTICS AND SIZE
mankind can be purchased from breed-
Inlay around the pavement in ers by any character or covenant that An animal grog has the Size of
Westminster Abbey, 13th century desires them. Integrating wild animals her animal form, which is normally
can be similarly easy, depending on a creature between Size 3 and Size
Animals age at different rates to the species involved; a bear could have +2. The Large Virtue or Small Frame
humans; most clawed and hoofed been found as a cub and trained as an Flaw can make the character an usu-
beasts have a shorter lifespan than hu- entertainer, or a character with the An- ally large or small specimen of her
mans, whereas birds and fish in Myth- imal Ken Virtue might befriend a raven kind, and adjusts the normal Size of
ic Europe live about the same time or and keep it as a pet. A trained animal is the creature by one point in the ap-
longer than humans. There are three capable of performing certain tasks plicable direction.
things to be considered: the age at even complex tasks at the command Animal characters receive the same
which aging begins, the adjustment to of its master, and you should be clear number of points to spend on Char-
the aging roll due to age, and the num- what commands you know and can acteristics as humans. However, when
ber of aging rolls per year. A human, complete without the barrier of lan- dealing with human characters, rather
with an average lifespan of 50 years guage between you and your master. than characters of their own species,
(ignoring lifestyle modifiers), begins Rules for training animals are given in they take penalties to Presence and
aging at 35, adds 1 to the aging roll Art & Academe (page 119), and summa- Communication according to the fol-
for every 10 years, and makes 1 aging rized under the Animal Trainer, earlier. lowing table:

138
Grogs
TYPE PRE COM animal species, and, at the option of SAMPLE ABILITY SCORES
Clawed Beast 2 5 the troupe, with humans as well. This
Hoofed Beast 4 5 Supernatural Ability substitutes for DOG, 1 YEAR OLD: Athletics 3 (chas-
Bird 1 2 a Language Ability, but can never be ing), Awareness 3 (scent), Brawl 3
Fish 5 6 higher than the creatures native ani- (biting), Dog 2 (dominance), Hunt
mal Language Ability. 3 (rabbits)
After Characteristic points have DOG, 4 YEARS OLD: Athletics 3 (chas-
been decided, add twice the characters ing), Awareness 3 (scent), Brawl 4
Size to her Strength, and subtract the
SUGGESTED ABILITIES (biting), Dog 2 (dominance), Hunt
characters Size from her Quickness. 4 (rabbits), Leadership 1 (dogs)
An animal grog receives 120 expe- HORSE, 3 YEARS OLD: Area Lore 1
rience points for his pre-adult life; this (5) (water), Athletics 4 (running),
SUGGESTED VIRTUES AND FLAWS leaves him at the starting age shown Awareness 3 (predators), Brawl 3
in the table earlier (under Aging). The (kick), Horse 2 (food)
Animal grogs suffer from the ef- character also receives a single Animal HORSE, 10 YEARS OLD: Area Lore
fects of the No Hands and Mute Flaws, Language at a score of 2. This implies 2 (water), Athletics 6 (running),
but these are intrinsic to the character that some infant animals are particu- Awareness 4 (predators), Brawl 4
concept, and do not count toward the larly fast learners, which is true; by the (kick), Horse 2 (food), Living Lan-
characters normal allotment of Flaws, time they reach adulthood, they have guage 1 (rider)
nor do they provide points with which a fair complement of Abilities. Note HAWK, 8 YEARS OLD: Athletics 4 (div-
to buy Virtues. that birds need no Ability to be able to ing), Awareness 4 (prey), Brawl 2
Animal grogs are required to take fly, but could benefit from Athletics to (claws), Hawk 2 (mice), Survival 1
the Restricted Learning* Flaw. They perform unusual maneuvers. Likewise, (mountains)
generally have the Domestic Animal, all fish can swim, but may need to roll
Wanderer, or Companion Animal on their Swim Ability to escape preda-
Social Status Virtues or Flaws. Other tors or chase prey. Animals as Companions
suitable Virtues and Flaws include: An animal grog subsequently gains
the usual number of experience points An animal grog could easily be-
Virtues: Berserk, Domestic Animal*, per year (usually 15) beyond their come a companion by being trans-
Enduring Constitution, Ferocity*, starting age. However, an animal usu- formed by powerful supernatural
Improved Characteristics, Light- ally has to make Aging Rolls much effects. As a result of warping, the
ning Reflexes, Long-Winded, Pack earlier than a human, so players may creature could become infused with
Leader*, Perfect Balance, Rapid wish to take care in applying too many powers of its own, or else become
Convalescence, Piercing Gaze, Re- additional years to an animal grog. corrupted by some hellish power.
serves of Strength, Self-Confident, The storyguide might want to restrict The most extreme form of this sort
Tough, Wilderness Sense the maximum Ability scores of an ani- of transformation entails gaining a
Flaws: Clumsy, Companion Ani- mal grog based on his age, much like Might Score. The four Realms of Power
mal*, Fragile Constitution, Fear, human characters are limited (ArM5, sourcebooks include details for cre-
Noncombatant, Nocturnal, Pack page 31). ating creatures that are either aligned
Mentality*, Poor Eyesight, Poor Animal grogs typically possess to or are members of a given super-
Hearing, Poor Living Conditions*, the following Abilities: Area Lore, natural Realm.
Reckless, Reclusive, Weakness; Athletics, Awareness, Brawl, Hunt,
most Major Personality Flaws tak- Leadership (for pack or herd leaders),
en as Minor Flaws. Music (for songbirds), Stealth, Sur-

* See Chapter 6, New Virtues and Flaws.


vival, Swim.
Brief Grog
Animal grogs cannot take Virtues
and Flaws that involve interaction
TRAINING PACKAGES Concepts
with human society. An animal grog Training packages are inapplicable Virtues and Flaws indicated with
with the Animal Ken Virtue can use for animal grogs, because of their re- an asterisk are described in Chapter 6:
it to communicate with unrelated stricted Ability sets. New Virtues and Flaws.

139
Grogs
The Accursed likely Ability than the covenants Personality Flaws to represent his
locale. Barbarians often have good cowardice, accompanied by a negative
Some live within a covenant as scores in Survival and Ride, and prob- Brave Personality Trait. The defining
it offers a way of life that cant be ably have an Organization Lore that Flaw of a Coward is Fear probably
found elsewhere. But others have little matches their home culture. of something major like combat.
choice but to seek out magical aid. These are balanced by both Affinity
The Accursed is afflicted with a TRAINING PACKAGES: Archer, Brawl- and Puissance in his key expertise,
Supernatural Flaw, such as Lesser er, Rider, Soldier, Woodsman such as Legerdemain or Guile.
Malediction or (Realm) Stigmata*,
and the covenant is the only place TRAINING PACKAGES: any
where The Accursed feels safe. Ei- The Coastal Raider
ther protected by the Aegis of the
Hearth or held in check by the magic A pirate, Berber, or Turk who takes The
of the scholars he serves, The Ac- to the sea to pillage and burn, this
cursed enjoys relief from his curse, character is a sailor and warrior, noth-
Disenfranchised Knight
until his masters have need of it. ing more, nothing less. For the right
Other than this, the Accursed could price, hell paint his shield with what- This is a nobleman, trained to the
have any complement of Abilities, ever banner hes given but hes not saddle, sword, and lance, but with no
Virtues, or Flaws. just out for himself; he knows the value land nor privilege. He may be the
of a good strong team. One man alone bastard son of a Lord, who will never
TRAINING PACKAGES: any cant sail a ship, nor stand against a full inherit because he has too many le-
town levy. Under the right captain, gitimate brothers; he may have a
and for the right coin, hes as reliable reputation as a coward, so no one
The Barbarian as the most honorable soldier, though will meet him on the field at tourna-
perhaps more savage. ment; or he may be a knight of worth
Hermetic magi do travel a lot, Coastal Raiders usually perform whose fathers lands have been con-
and often they will visit remote areas the dual service of warriors and sailors, fiscated by a usurping baron. There
in the farthest corners of Mythic Eu- and thus must draw Abilities from both are noblewomen equivalents as well:
rope. Local guides or professionals skill sets. Suitable Virtues and Flaws are for instance, an educated lady whose
may be hired on such journeys, and similar to those of the Sailor, and also father cannot afford her dowry might
a bond may form or some beneficial Berserk, Warrior, and Infamous. prefer to join a covenant than be con-
agreement be made. These locals may signed to the nunnery.
choose to join the turb and accompa- TRAINING PACKAGES: Forager, Sailor, A true knight is a courtier as well
ny the magi home. Eastern or north- Soldier as a warrior, learning Etiquette and
ern Europe should provide sufficient Intrigue alongside swordplay. Ride
cultural differences from a saga set in and Great Weapon are essential Abil-
Britain, France, or the Italian peninsula. The Coward ities for those hoping to win honor
Once back at the covenant, these and reputation on the tourney field.
Barbarians often have a hard time Every turb has one: the unashamed Suitable Virtues and Flaws include
adapting to the language, society, Coward who never knowingly puts Gentleman, Warrior, and any Flaw
and even climate. They wear funny himself at risk. Hes a work-shy, easily representing his dishonor (such as In-
clothes, use odd weapons and tools, intimidated weak link, and you can nev- famous or Fear).
and in general do things differently er be sure of trusting him. But he earns
they might even be pagan. his place through exceptional puissance TRAINING PACKAGES: Courtier, Leader,
Social Status like Outsider may with a single Ability. The unwilling Pikeman, Public Official, Rider,
apply, although it need not be a stig- Coward can be coerced into stories, Soldier
ma. Foreign Upbringing* and Primi- usually through threats, but provides
tive Equipment* may be appropriate. an easy target for enemies to exploit.
His native language is one foreign Alternatively, the Coward could be ut- The Field Chirurgeon
to the local area of the setting, and terly loyal to the covenant, but unable
he needs to learn a second language. to force himself to face his fear. The chirurgeon does his or her
Area Lore in his native area is a more The Coward is defined through part to ensure the health and well-be-

140
Grogs

ing of the covenfolk. A fighting force at the behest of his master seeking to but they may each have unique Pow-
in particular has its life expectancy spar with a rival. ers and Abilities that mirror their roles
and efficiency increased by proper The Fool entertains his audience in life.
care. The chirurgeon may be a simple with wit through Charm and feats of For suitable Virtues and Flaws,
herbwife from the local village, or a juggling through Profession: Jongleur. see Realms of Power: Magic, Chapter 3.
formally trained nurse from a monas- Profession: Performer represents his Most Ghosts who are grogs have the
tic hospital. Or he might be a combat singing ability, while Legerdemain al- same Abilities as in life, even though
veteran with a little training and a lot lows sleight of hand. Etiquette gives some of those Abilities are no longer
of practice. Any may work alone, or him knowledge of the acceptable relevant. However, a good Awareness,
as the assistant to a doctor of medi- boundaries while at court, all the bet- Area Lore, and Organization Lore:
cine, depending on the covenants ter to break them. Appropriate Virtues Covenant can be useful to those who
size and funding. and Flaws include Free Expression, are sufficiently gifted to perceive the
Key Abilities include Chirurgy, Perfect Balance, Troupe Upbringing Ghosts presence.
Leadership if he manages a staff of and Small Frame.
helpers, Survival if he accompanies
the turb into the field, and martial
abilities if he is a combat medic. Folk
TRAINING PACKAGES: Conman, Min-
strel, Storyteller, Tumbler, Wastrel
The Hero
Ken could be useful for putting his Preternaturally drawn to danger,
patients at ease. Suitable Virtues and the first to volunteer when faced with
Flaws include Puissant Chirurgy, Cau- The Ghost overwhelming odds, and almost cer-
tious with Chirurgy, Compassionate, tainly destined for an early grave, The
and Surgical Empiricus (see Art & Aca- Covenants see much of death, Hero is the consummate adventurer,
deme, page 55). but in the Magical aura common to always prepared for anything. He has
so many covenants, death may not a broad spread of Abilities, ensuring
TRAINING PACKAGES: Cunning Man, be a final end. Ghosts haunt many that he can climb the steepest slopes,
Cutter, Forager, Local covenants, and while magi may leave swim the widest lakes, and ride the
them to their ghostly hauntings, bind fastest horses. He is likely to be reck-
them to eternal servitude, or treat less in his approach to life, and have a
The Fool them as legitimate covenfolk, Ghosts lust for adventure. Others might find
that are able to leave the confines of him tiresome or intimidating because
Fools and jesters entertain the lofty the covenant make for unusual travel he expects others to be as brave and
and the lowly alike, including magi of companions. adventurous as he is himself. A cov-
the Order. But a Fool may say things Ghostly grogs do not have a high enant is an obvious home for such a
that others might not dare, perhaps Might Score and so are vulnerable, one seeking glory and renown, as it

141
Grogs
offers challenges far beyond the mor- The Loyal Watchman TRAINING PACKAGES: Covenfolk, Lead-
tal world. er, Public Official, Trainer, Soldier
The Hero usually has a good Always unnoticed and never
Athletics, Swim, Ride, and Survival catching the attention of the mas-
Ability, representing his adventur- ters, the Loyal Watchman will never The Poisoner
ing spirit. Appropriate Virtues and amount to much and hed be surprised
Flaws include: Affinity with Athlet- if the scholars even knew his name. The art of the apothecary is a sub-
ics, Warrior, Famous (or Infamous), He simply takes his pay, feeds his tle one, when the difference between
and Reckless. family, and raises the next generation harming or healing a client can be as
of Loyal Watchmen. simple as a minims weight of a drug.
TRAINING PACKAGES: Athlete, Brawler, The Loyal Watchman defends the It is not a career aimed at the clumsy
Leader, Soldier covenant. He does not venture out or the careless, and yet sometimes
with the magi and is nobodys custos. individuals are expected to enter the
But he knows the covenant like the family trade, no matter what their
The Laboratory back of his hand; it is all he has known. own wishes. However, the trade can
Every covenant has these downtrod- also attract those individuals who en-
Assistant den nameless grogs, but once in a joy the power over life and death that
while they come into their own and they hold in their hands, or whose
While older magi have appren- show their worth. Awareness is the morals around poisoning are up for
tices, familiars, and perhaps even a key Ability of the Watchman, and he negotiation, if there is financial gain
clutch of enchanted automata to as- may well have a good local Area Lore, in it.
sist them in the laboratory, younger thanks to long months of intense ex- Towns rarely tolerate an apoth-
magi appreciate the help of mundane ploration. Having spent a long time at ecary who poisons his patients, for
hands. The Laboratory Assistant grog the covenant, he may have developed whatever reason. After escaping from
is well-educated and versed in Magic a good Organization Lore: Covenant. a lynch mob, the Poisoner can be of
Theory and Magic Lore. The Labora- Appropriate Virtues and Flaws include great use to bandits and other neer-
tory Assistant cannot provide direct Puissant Awareness and Nocturnal. do-wells who live apart from society.
help to her master since she does not Life is harsh for such individuals, and
have The Gift, but she is a skilled TRAINING PACKAGES: Covenfolk, Lo- an apothecary can double as a chirur-
craftswoman, repairing damaged ap- cal, Sentry geon, as well as provide more effective
paratus after accidents. If her master ways of killing their marks. Similarly, a
is particularly terrifying, she may be covenant can find a use for a disgraced
very good at Stealth; he may not even The Officer apothecary incapable of setting up
know she exists, but marvels that his trade in town, but can they ever really
sanctum remains tidy despite the oc- Every fighting turb needs a leader, trust his nostrums?
casional destructive rampage. Because and most have one. Depending on Naturally, Profession: Apoth-
she is privy to her masters secrets, she the size of the turb and the level of ecary is an important Ability for the
has a great deal of authority over the organization, the Officer may be any- Poisoner, and some may know Medi-
lesser servants. thing from the most-senior fighter to a cine (or its folk equivalent) for mak-
Suitable Virtues and Flaws include knight or formally trained officer. ing more potent poisons. Many have
Arcane Lore, Affinity with Craft (any Custos is a recommended Virtue, as basic knowledge of Chirurgy. Leger-
relevant), and Humble. Some Flaws is Warrior. He needs access to Martial demain is suitable for slipping ones
might represent being caught in lab- Abilities, and a higher officer needs to preparations unseen into anothers
oratory accidents (such as Missing know Latin and be literate, in addition food. Suitable Virtues and Flaws in-
Eye, Fragile Constitution, and Poor to basic arithmetic. Good Teacher or clude Arcane Lore, Educated, Herb-
Hearing). Puissance in favored abilities would alism (Art & Academe, page 55), Puis-
help, or Inspirational for a captain. Key sant Profession: Apothecary, and
TRAINING PACKAGES: Covenfolk, Abilities include Folk Ken, Leadership, Judged Unfairly
Craftsman, Magician, Servant Martial Abilities, Riding, and Teaching.
Etiquette and various Organization and TRAINING PACKAGES: Apothecary, Cut-
Area Lores apply as well. ter, Forager, Local, Physician

142
Grogs
The Robber The Sailor covenfolk remain in the ruins of the
covenant long after the magi have left
The roads of Mythic Europe are Many covenants earn income from or been killed by some terrible disaster.
rarely safe, largely due to robbers who the sea, through fishing or trade, and Perhaps they are trapped in a regio, or
extract their own tolls and taxes from each ship needs a crew. While crews for have nowhere else to go. The grogs be-
those who pass. As an outlaw, the Rob- these vessels have little to do with the come warped over time by the aura, and
ber may look at the covenant as a place Order, magi who undertake sea voyages after even a single generation are likely
of sanctuary where his crimes might be would do well to retain a turb of Sailors. to be culturally different from their
ignored and his value recognized. The chief Ability is Profession: more mundane neighbors. For example,
The Robber has exceptional Sailor, but Area Lore for coastal areas a simple desire that the magi will one
knowledge of the local area and his is important. And for covenants that day return and free them can be trans-
activities ensure that he learns about have built or bought enchanted ves- muted in later generations under the in-
all manner of goings on. But for all his sels, Finesse is useful as it helps the fluence of Warping to a messianic cult
value, the covenant must occasionally Sailor to control the ships enchant- that treats magi as demi-gods.
face the consequences of his actions ments. But the Sailors loyalties are Characters rescued from the ruins
while protecting their own secrecy to his captain first, his ship second, of a covenant may share common De-
and reputation. and then to the covenant. Appropri- lusions, have unusual Prohibitions, and
In addition to Area Lore (and ate Virtues and Flaws include Cautious have extreme Personality Traits. They
the Robber may have several differ- with Profession: Sailor, Wilderness may also suffer inherited Flaws from
ent Area Lores), this character uses Sense, and Craving for Travel*. Warping, such as Warped Senses or
Stealth to lie in wait, and Leadership Environmental Sensitivity (both from
to intimidate his victims. Brawl is pos- TRAINING PACKAGES: Fisherman, La- Realms of Power: Magic, Chapter 4).
sibly more important than any Mar- borer, Sailor
tial Abilities. Appropriate Virtues and TRAINING PACKAGES: Covenfolk, For-
Flaws include Warrior, Well-Traveled, ager, Woodsman
and Branded Criminal. The Survivor
TRAINING PACKAGES: Brawler, Footpad, When covenants die, what hap-
Forager, Local, Soldier, Woodsman pens to their grogs? In some cases, the

143

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