LNorth

Download as pdf or txt
Download as pdf or txt
You are on page 1of 152

2

CREDITS

Author: Roderick Robertson


Development Director: Jonathan Tweet
Line Developer: Wade Racine
Additional Development: Peter Hentges
Executive Editor: Beverly Marshall
Saling
Copyediting: Bob Kruger
Art Director: Daniel Gelon
Cover Art: Micheal Weaver
Cover Logo Design: Chris Rush
Interior Illustrations: Eric Hotz, Anson
Maddocks, William O’Connor, Daniel
Gelon
Layout & Typesetting: Daniel Gelon
Print Coordinator: Keith Kentop

Originally published by Wizards of the


Coast, Inc., 1994.

Digital Version 1.1 published by Trident,


Inc., d/b/a Atlas Games, 2012.

©2012 Trident, Inc. d/b/a Atlas Games. All


Rights Reserved. Ars Mágica™, Lion of the
North™, and Mythic Europe™ are all trade-
marks of Trident, Inc., d/b/a Atlas Games.

Saint Paul, Minnesota

WWW.ATLAS-GAMES.COM
Contents 3
Chapter 1: Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Chapter 2: Mythic History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Early Scotland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
The Ascendance of the Scots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
The House of Canmore: Scotland in the 12th Century . . . . . . . . . . . . . . . . . . .18
Scotland after 1200 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Timelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Kings of Scotland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Kings of Man and the Isles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Earl of Orkney . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Timeline of Major Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Timeline of Mundane Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Chapter 3: Hermetic History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
The War Against Damhan-allaidh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Two Orders, the 13th House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
The Order and the Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
The Tribunal Today . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Chapter 4: Scottish Landscape . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
The Borders and the Lowlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
The Highlands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
The Islands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Stone Monuments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Things Scottish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Chapter 5: Covenants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
The Covenant of Horsingas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
The Covenant of Crun Clach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
The Covenant of Mac Gruagach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Chapter 6: Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Lowland Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Highland Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Geasa, Gifts, and Curses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Gruagach—The Highland Magician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Chapter 7: Scenario Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Other Saga Dates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Meeting Brude Deathless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Cattle Raiding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Blood Feud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Highland Giants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Lord Goulis and the Demons of Monksend Castle . . . . . . . . . . . . . . . . . . . . .127
The Return of Damhan-allaidh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Appendix 1: Character Templates . . . . . . . . . . . . . . . . . . . . . . . . .134
Grog Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Magi Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Appendix 2: Gaelic Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Pronunciation Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Vocabulary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Mythic Scotland at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . .152
4
When he had eaten and drunk his fill,
She said, “Lay your head upon my knee,
And before we climb yon high, high hill
I will show you wonders three.

“See you that broad, broad road


That lies by the lily leaven?
That is the road to Hell,
Though some say it leads to Heaven.

“And see you that narrow, narrow road,


Beset with thorns and briars?
That is the way to righteousness,
Though after it few inquire.

“But see you that bonny, bonny road


That winds about the ferny brae?
That is the road to fair Elfland,
Where you and I must go.”

—The Ballad of Thomas the Rhymer


6

CHAPTER 1
INTRODUCTION

Lion of the North: The Loch Leglean southern part of the land for a time, and
Tribunal details Mythic Scotland for Ars the Norse occupied most of the Islands
Mágica storyguides and players. It presents and the northern provinces. The latest
the lands and cultures of Scotland from the influx is of Anglo-Norman barons from
Borders in the South to the Highlands and England, whom the king invited north.
Islands in the North. Characters can join
the political struggle against the conquerors The Loch Leglean Tribunal reflects the
from the South, defend the land against cultural diversity of Scotland. Three
Scandinavian raiders, engage in games covenants dominate the tribunal, each
and battles with the ever-present faeries, with its supporters and cultural prefer-
and discover the strange and ancient mag- ences. In addition to the Order of Hermes,
ics that some still practice. two magic traditions exist in the tribunal.
The northern Highlands and Islands are
Norse in culture, and rumors say that the
A Tapestry of Culture shadowy Order of Odin has at least one
“covenant” among them. In the
Highlands live the last remnants of
Mythic Scotland has had many cultures ancient Pictish magicians.
overlaid one on the other. This supplement
starts its history with the mysterious Broch-
builders, who built hundreds of large stone
towers. The towers, or “brochs, “are the
Avoiding Misconceptions
only trace left of these people; not even
their name remains to us. When the The Scotland of most people’s imagina-
Romans first arrived on the Island of tion is a pastiche of Highland games,
Britain, they called all the northern tribes Robert Burns, and old movies. The Scotland
Caledonians. The Romans so feared the presented herein is the remote ancestor of
Caledonians that they built two walls to these. The clans with which everyone is
prevent them from raiding into Britain. familiar have only begun to coalesce in the
After A.D. 300, the Romans took to calling 12th and 13th centuries. The kilt, that most
the people beyond their walls Picts, Scottish of garments, is 500 years in the
instead of Caledonians. An Irish tribe, the future, while clan tartans are even farther
Scotti, settled in the Southwest and even- off. Bagpipes are reserved for the pleasure of
tually conquered the Picts, giving their the chiefs and great lords, and are rarely
name to the entire land. Saxons held the played for the common folk. The land is not
7
8 united. The people of the Lowlands hate follow the English pattern (much as
and fear their Highland neighbors, while detailed in the Ars Mágica rulebook).
the Highlanders look down on the
Lowlanders as soft and treacherous. The
land is not just the moorland and moun-
tain that we think of today. The
The Order of Hermes in Scotland
Caledonian forest covers vast areas, with
a canopy so thick and dark that no plants The Loch Leglean Tribunal is a very
can grow on the forest floor. Wolves and unorthodox Hermetic tribunal. Fully a
wild boar roam the forest. The people of fourth of the magi in the tribunal owe no
the land have a knowledge of the famil- allegiance to covenants; yet they have
iar wild animals, but also know the full voting privilege at the tribunals held
faeries and monsters that inhabit the every seven years. The Houses of the
mountain, loch, and forest. This knowl- Order have very divergent membership in
edge makes the Highlander superstitious Loch Leglean; Houses Mercere and
and wary, for who knows what that figure Quaesitor have only one member each in
in the mist might be? the tribunal, while House Ex Miscellanea
comprises one-half the total magi. Magi
accepted in Loch Leglean may have trou-
Overview ble with the rest of the Order. One distinct
group in House Ex Miscellanea, the grua-
gachan (GROO-uh-guk-an), is blatantly
This book examines the fascinating non-Hermetic, unable to learn even the
mix of cultures and beliefs found north of parma magica. However, its members are
Hadrian’s Wall. Waves of invaders have accepted by House Ex Miscellanea and
left behind a complex interweaving of the Order in Loch Leglean.
peoples, which natives take for granted
but visitors rarely appreciate. Magi of the This book details the three dominant
Order have to deal with much more than covenants of the tribunal, but the nature
inter-covenant politics: the very land can of Hermetic politics in the tribunal should
aid or hinder them. in no way limit the players. Covenants
come and go with little notice. Some
described here may fade, to be replaced by
Inhabitants a covenant of your troupe’s design.

A
Highlands
dichotomy
and
between
Lowlands
the
filters
Theme
through all levels of Mythic Scotland.
The Lowlands are home to bands of Independence is a major part of
seelie faeries, but the Highlands are the Scottish life, whether mundane life or
haunt of many solitary faeries, of Hermetic. There are many secluded
which few, if any, are benevolent. places where a covenant or clan may
(Faeries dominate the Scottish land- escape the notice of the outside world.
scape, more than any other supernat- The culture of much of the country
ural phenomenon.) Norman-Scottish emphasizes dependence and regulation
nobles, who have only held the land at the family or clan level, with little
since the 11th century, rule the respect for the functions of government.
Lowlands. In the wild hills of the Players will find that new covenants are
Highlands, the clans control their own easy to start, but can fail just as easily.
destiny, yielding their freedom to no Magi will find that the rest of the Order
king. The Lowlanders speak a version of Hermes will pay little attention to the
of English; the Highlanders speak events in the tribunal. Like the rest of
Gaelic and Norse. Throughout this Mythic Europe, most members of the
book, Scotland is presented from the Order probably have no idea of where a
viewpoint of the Highlanders. The cul- covenant in Loch Leglean is, let alone
ture and government of the Lowlands what it is doing.
A Note on pronunciation of Gaelic
A Note on Pronunciation of Gaelic
York: Hippocrene Books, 1985. 9
Scullard, H.H. Roman Britain: Outpost of
Sprinkled
Sprinkledthroughout
throughout the the text the Empire. London: Thames & Hudson,
are
arewords
words andand names
names in in Gaelic.
Gaelic. 1979.
Pronunciation
Pronunciationguides guides areare provided Thompson, Francis. A Scottish Bestiary.
forfor
these
these
words,
words,
but the
butreader
the should
reader Glasgow: The Molendinar Press, 1978.
keep
should
in mind
keepthat
in mind
there isthat
no one
thereway is Tacitus. The Complete Works of Tacitus.
tonopronounce
one way them. to pronounce
Dialects them.
vary New York: Random House, 1942.
from
Dialects
regionvary
to from
region,region
and toshift
region,
over Wainwright, F.T., ed. The Problem of the
time.
andIshift
haveover
usedtime.
the MacLennon
I have used dic- the Picts. London: Thomas Nelson and
tionary
MacLennon for a dictionary
pronunciation for aguide.
pro- Sons, 1955.
Also,
nunciation
I have used
guide. Scots
Also,Gaelic
I have inused
this
book,
ScotsandGaelic
there
in are
thisnumerous
book, anddiffer-
there
ences
are numerous
between Irish differences
and Scotsbetween
Gaelic,
not
Irishonly
andinScots
pronunciation
Gaelic, not only but in Folklore
spelling.
pronunciation,
One obvious
but inexample
spelling.isOnethe
word
obvious “sith,”
example
which is the
in word
other Ars
“sith,” Arrowsmith, Nancy and George Moorse.
Mágica
which in other Ars
material hasMágica
been materi-
written A Field Guide to the Little People.
“sidhe,”
al has after
beenthewritten
Irish fashion.
“sidhe,” after Pocket Books, 1977.
the Irish fashion. Bord, Janet and Colin. Sacred Waters.
Paladin Books, 1986.
Briggs, Katherine. An Encyclopedia of
Bibliography Fairies. New York: Pantheon Books, 1976.
Briggs, Katherine. The Fairies in Tradition
and Literature. London: Routledge &
Kegan Paul, 1967.
History Coxe, Antony D. Hippisley. Haunted
Britain. London: Pan Books Limited, 1973.
Chadwick, H.M. Early Scotland. Douglas, R.M. Scottish Lore and Folklore.
Cambridge: Cambridge University Press, New York: Beekman House, 1982.
1949. Grant, I.F. Highland Folkways. London:
Fry, Plantagenet and Fiona Somerset. The Routledge & Kegan Paul, 1961.
History of Scotland. London: Robertson, R. MacDonald. Selected
Routledge & Kegan Paul, 1982. Highland Folktales. London: David &
Geoffrey of Monmouth. History of the Charles, 1977.
Kings of Britain. London: Penguin Stewart, Bob and John Matthews.
Books, 1966. Legendary Britain. London: Blandford
Grimble, Ian. Clans and Chiefs. London: Press, 1989.
Blond & Briggs, 1980.
Jenner, Michael. Scotland Through the
Ages. London: Michael Joseph Ltd., 1987.
Kinvig, R.H. The Isle of Man. Liverpool: Language
Liverpool University Press, 1975.
Linklater, Eric. Orkney & Shetland. Robert MacLennon, Malcolm. A Pronouncing and
Hale Limited. Etymological Dictionary of the Gaelic
MacKie, J.D. A History of Scotland. Language. Aberdeen, Scott: Aberdeen
London: Pelican Books, 1984. University Press, 1979.
MacLean, Fitzroy. A Concise History of Renton, R.W & J.A. MacDonald, Ed.
Scotland. London: Thames & Hudson, 1970. Abair! Glasgow: Gairm Publications, 1990.
Prebble, John. The Lion in the North. Mackinnon, Roderick. Gaelic: A complete
London: Penguin Books, 1973. course for beginners in Scottish
Ritchie, J. N. Graham and Anna. Scotland, Gaelic. New York: David McKay Co., 1971.
Archaeology and Early History. Moore, Knott & Hulbert. The Elements of
London: Thames and Hudson, 1981. Old English. Ann Arbor: George Wahr
Ross, Stewart. Monarchs of Scotland. Facts Publishing Co., 1977.
on File, 1990. Lewis, C.T. Elementary Latin Dictionary.
Schei, Liv Kjorsvik. The Orkney Story. New Oxford: Oxford University Press, 1979.
11

“Marius son of Arvirargus succeeded him in the


kingship. He was a man of great prudence and
wisdom. A little later in his reign a certain king
of the Picts called Sodric came from Scythia with
a large fleet and landed in the northern part of
Britain which is called Albany. He began to rav-
age Marius’ lands. Marius thereupon collected his
men together and marched to meet Sodric. He
fought a number of battles against him and
finally killed him and won a great victory. In
token of his triumph Marius set up a stone in the
district, which was afterwards called
Westmorland after him. The inscription carved
on it records his memory down to this very day.
Once Sodric was killed and the people who had
come with him were beaten, Marius gave them
the part of Albany called Caithness to live in. The
land had been desert and untilled for many a
long day, for no one lived there. Since they had
no wives, the Picts asked the Britons for their
daughters and kinswomen; but the Britons
refused to marry off their womenfolk to such
manner of men. Having suffered this rebuff, the
Picts crossed over to Ireland and married women
from that country. Children were born to these
women, and in this way the Picts increased their
numbers. This is enough about them, for it is not
my purpose to describe Pictish history, nor,
indeed, that of the Scots, who trace their descent
from them and from the Irish too.”

—Geoffrey of Monmouth, Historia Regum


Britanniae, 1136
12

CHAPTER 2
MYTHIC
HISTORY

Early Scotland Cruithni dominated and assimilated the


Broch-builders. The Cruithni also main-
The original people of the land called tained their holdings and identity against
Scotland have been lost in the mists of time; the Druids, who dwelt to the south and
not even their name remains. However, made forays northward to spread their
they left behind a number of structures, teachings. The Cruithni accepted some of
ranging from circles of standing stones to the teachings of the Druids but modified
brochs (brox), large thick-walled towers. the teachings to better fit with the harsh
“Who built the brochs?” is a question that and rugged land in which they dwelt. In
has not been answered. Irish myths and addition, they adopted the antipathy of
legends describe a seafaring people known the Broch-builders to the Druids so that
as the Fomoreach (Fo-mor-uch), who came the Druids never had a strong hold in the
Scotland is divided into from the North and East. It is possible that north of Scotland. In the Lowlands and
four major areas: the the Fomoreach were the Broch-builders. the Border hills, the native Britons, who
Highlands, Lowlands, were kin and neighbors of the southern
Borders, and Islands. tribes, embraced the faith of the Druids
The Cruithni wholeheartedly.

Before the 3rd century, the Romans in


Britain called the tribes north of the line
The Romans in Scotland
roughly delineated by the Forth and Clyde
rivers “Caledonians.” The Caledonians The Romans invaded Britain in the first
called themselves Cruithni (KRUN-u), the century, sending their legions against tribe
sons of Cruithne (KRUN-eh). The Cruithni after tribe of Britons. In A.D. 80 they pushed
migrated from Scythia to Thrace, thence to their way to the area of the Firth and Clyde
A firth is a narrow arm Ireland, and finally to the northern part of rivers, where they encountered the
of the sea, typically Briton. The Cruithni determined kingship Cruithni, whom they called Caledonians.
named after the river from the mother, rather than the father, In a great battle in A.D. 84 known as Mons
that empties into it. due to a bargain made long ago with a Graupius, the Romans defeated hordes of
friendly Irish king. This system meant that red-haired Caledonians, killing their
the king’s heir was usually his sister’s son. leader, Calgacus. The Romans sealed the
border with a series of turf forts and stone
The Cruithni and the Broch-builders towers stretching from the Firth of Clyde to
fought sporadically, and eventually the the Firth of Forth.
Within thirty years they abandoned Romans did not consolidate their hold on 13
this wall because of the ferocity of the Scotland was that the cult of Mercury was
Caledonians. One legion of over 6,000 not a major factor in life along the two
men, the IX Hispana, marched north in walls that divided Caledonia from
118 and disappeared into the hills, never Britannia. Many temples to Mithra can be
to be seen again. (There are tales of ghosts found by the walls, but The priests and
sighted that match the description of the followers of Mithra in the Roman army
missing Romans, but the legion’s final did not have the magical power of the
resting place has never been found.) The Persian priests whose god they adopted;
Romans then built great stone walls, forti- rather, they indulged in feasts and cere-
fied with towers, between the Solway and monies of no magical potency.
the Tyne in the 120s, and between the
Forth and the Clyde in the 160s. They Civil war in the Roman Empire around
named the first wall in honor of the the year 200 enabled the Caledonians to
Emperor Hadrian, the second after the conduct great raids. Hadrian’s Wall was
Emperor Antonius. Neither wall was suc- severely damaged during these raids and
cessful in keeping the Caledonians from was not repaired until 207. The Romans
Roman Britain, and the Romans were gave up any thought of conquering the
kept busy in defense and retaliatory raids. area north of the Wall and were content to
defend the rich lands of Britannia.

“To us who dwell in the utter- utter-


most confines of the Earth and of of
freedom, this remote sanctuary of of
Rome Against the Picts
Britain’s glory has up to this time time
been a defense. Now, however, the Beginning in about A.D. 300, the
furthest limits of Britain are thrown thrown Romans began to call all tribes north of
open, and the unknown always pass- pass- the Wall Picti (pic-tee), a word whose
es for the marvelous. But there are no exact meaning and provenance are
tribes beyond us, nothing indeed but but unknown. By the 340s, the Picts and the
waves andandrocks
rocksand andthetheyet yet
moremore
ter- Scots (an Irish tribe) were raiding northern
rible
terrible
Romans,
Romans, fromfrom
whose whose
oppression
oppres- Britannia. In 367 the Picts, Saxons,
sion escape
escape is vainly
is vainly sought sought
throughthrough
obe- Franks, Scots, and other Irish tribes all
obedience
dience andand submission.
submission. Robbers
Robbers of attacked Britannia: an occurrence that
of the
the world,
world, having
having byby their
their univer-
universal the Romans attributed to a massive con-
sal plunder
plunder exhaustedthe
exhausted theland,
land, they
they spiracy. Some Roman authors hinted at a
rifle the deep. If the enemy be rich, supernatural conspiracy among the tribes
they are
arerapacious;
rapacious; if be
if he he poor,
be poor,
they as well as a military one. The Romans
theyfor
lust lustdomination;
for domination; neitherneither the
the east managed to beat back the raids, and they
east the
nor norwest
the has
westbeenhas able
beentoable to
satisfy strengthened their defenses yet again,
satisfy Alone
them. them. Alone
amongamong men they mencovet
they installing buffer kingdoms in the North.
covet poverty
both both poverty
and riches.and To riches. To
robbery, However, the presence of Rome in Britain
robbery, slaughter,
slaughter, and plunderand they
plundergivethey
the was fading, and by 410 all Roman troops
The Caledonians and
give the
lying lying
name of name
Empire; of they
Empire; they
make a had been recalled from the Island.
Picts are the same
make a solitude and
solitude and call it Peace.”call it Peace.” tribes who called them-
Bereft of the legions, the Britons left selves the Cruithni. By
—Calgacus, King of the
the behind invited the Scots to settle on the A.D. 300, the Romans
Caledonians, A.D.
A.D. 84
84 west coast of Caledonia, in an effort to changed their termi-
check the power of the Picts. The Britons nology for the people.
also invited the Angles and Saxons to Their reasoning behind
defend against the Picts, but those folk the change remains a
Magic Against Rome soon invaded Britain on their own. The mystery.
Angles pushed north on the east coast of
The power of the native magicians Caledonia and established the kingdom
may have aided the Caledonians, but the of Northumbria. By the middle of the 6th
magic of Scotland had little effect on century, Caledonia was home to four peo-
masses of men. One reason that the ples: Picts, Scots, Britons, and Angles. For
14 three hundred years the balance of power the Roman Church into Scotland (see
wavered from one people to the next, with below) and the seizing of Scottish churches
the Picts generally dominant above the by English and other churchmen of the
Forth-Clyde line. The Pictish royal families Roman faith have seriously reduced the
married many foreigners, whose sons number of sites with this unique aura.
ruled Pictland: some well, some poorly.
The Scottish and Irish Churches were
independent of the leadership of the bishop
Christianity Comes to Scotland of Rome, which led to gaps between the
teachings of the Roman and Celtic
Churches. The Scottish Church met the
Christianity came to the southern Picts Roman Church in the Saxon kingdom of
by the mission of St. Ninian, a holy man Deiria, where, in 664, the Synod of Whitby
born in the British kingdom of Strathclyde declared that only the Roman form of the
and trained by St. Martin of Tours. St. Church should hold sway in the British Isles.
Ninian returned to Scotland in 397, build-
ing his first church at Witerna in There were superficial differences between
Strathclyde. His church became known as the Roman and Celtic such as the different ways
Candida Casa, or White House, due to its of cutting the tonsure—the Celtic tonsure was
coating of whitewash. Ninian reduced the cut ear to ear over the top of the head—and the
powers of his bishopric, knowing that the different formulas employed for the dating of
Picts and Scots would not accept the word Easter, but more significant was the feeling
of God from a man too closely associated invoked by each. “The Scottish Church brought
with the Roman version of the Church. His Love; the Roman Church brought Law,” say the
missionaries spread throughout southern scholars, and in the end Law won out over Love.
Scotland and along the northeast coast.

St. Columba, an Irish monk trained in


the traditions of Candida Casa, crossed
The Vikings
from Ireland in 565 and was granted a
small island in the West, known as Iona. In the late 8th century the northern
From here he traveled to the court of the parts of Pictland came under attack by
northern Pictish king, Brude Mac Norsemen, who settled in Caithness and on
Maelchon, whom he baptized. Soon mis- the Orkney and Shetland Islands. Viking
sionaries from Iona traveled the length pirates looted Iona in 795, and the unde-
and breadth of Scotland, England, and fended monasteries up and down the coast
Ireland. The Pictish religion, a combina- quickly became targets of ship-borne
tion of druidism and earlier beliefs, was raiders. The monks sent relics and priceless
totally eradicated by the monks and mis- treasures inland or to Ireland for safekeep-
sionaries, who preached of the God of ing. Nevertheless, the Viking raiders tore
Love. The 6th and 7th centuries saw many the fabric of the Celtic Church, ending an
religious communities founded through- era of matchless scholasticism and artistic
out Scotland and Pictland, and many of invention. The Vikings also forced the Picts
the founders became saints for their deeds. and Scots closer, as the two tribes had to
cooperate to ward against the raiders.
Hidden hoards of religious art and jeweled
items, buried during raids and long-since
Hagbui (hag-buoy): An Independence of the Scottish Church forgotten, dot the coast. While Church trea-
undead Viking typical-
ly guarding buried sures are hardly likely to be guarded by
treasure. The Scottish Church did not generate vengeful spirits, the sacred power of the
the same sort of aura that the strictly regi- relics could reform the finder. Plunder
mented Roman Church did, and, as a buried by a raiding party, on the other
result, sites of Scottish churches did not hand, could well be guarded by a slain
interfere with magical auras. Rather, the warrior, who watches over the treasure
aura of Scottish churches augmented mag- until his friends return. Such a guardian, or
ical auras, making inhabitants more spiri- hagbui, is a formidable foe, able to track
tually centered. However, the expansion of even one stolen cup or bauble.
15
Hagbui (Barrow-Dweller)
16 diameter. No light may enter or exist
Magic Might Size in this circle.
10 +2 Fearful Aura (ReMe 20): The hag-
bui may attempt to panic one oppo-
Characteristics nent a round. If the panic is not suc-
0 Cun n/a Pre cessfully resisted, the target will flee in
+1 Per (tracker) n/a Com terror until out of sight of the hagbui.
+7 Str (supernatural) -3 Dex (bloated) Wind Raising (ReAu 20): The hag-
+10 Sta (undead) -1 Qik (massive) bui can raise gale-force winds but
may not change their direction once
Personality Traits
they are raised.
+2 Angry +5 Grudging of Treasure
Confuse (ReMe 15): Like Confusion of
Combat Totals the Numbed Will. The hagbui may attempt
Weapon 1st Atk Parry Dam to confuse one opponent a round.
Claw Totals: +7 +5 - +17* Mist Raising (CrAu 10): The hag-
Bite Totals: +5 +4 - +17 bui can raise a thick mist, which
resists being pushed by the wind. The
Dodge: -3 Soak: +15 mist smells of corpses.
Fatigue: n/a Encumbrance: 0 Dull Weapon (PeTe 5): The hag-
bui may reduce the damage bonus of
* Two attacks
any single sharpened weapon (edged
Body Levels or pointed) to zero.
OK/OK/OK, 0, -1, -3, -5, Incapacitated Curse: The creature may use the
Curse extraordinary Talent, with a
Abilities skill level of 5.
3 Brawl (claws) 5 Track (treasure) Geas: The creature may use the Geas
extraordinary Talent, with a skill level of 5.
Vis Second Sight: Like the Second
5 pawns of Córporem vis in one organ (for example, Sight extraordinary Talent, with a
heart, liver, stomach). skill level of 5.
Shapeshifting: The creature may
use the Shape Shifter extraordinary
Talent, with a skill level of 5.

Hagbui (Barrow-Dweller) The following powers are permanent


effects upon the hagbui that have them,
and thus don’t cause the loss of Stamina
The hagbui and other Powers that the above powers do.
creatures have powers Reanimation (CrCo 45) The hagbui
expressed in terms of The hagbui does not tire, nor can it be heals one body level per round, even after
Hermetic arts and spell knocked unconscious. “death.” A method of permanently killing
levels. These give you a Along with its greatly augmented the creature exists but varies from crea-
guide as to their power Strength, Size, and Stamina, the hagbui ture to creature (for example, burning,
when Hermetic magi may have one or more of the following dismemberment, drowning). Unless the
try to counteract or powers. Each power after the first adds 2 creature’s body is treated in the appropri-
resist them.
to the Magic Might of the hagbui. Each ate way, it continues to heal.
time the hagbui successfully uses a power, Immunity to Edged Weapons (MuCo
it loses one point of Stamina. 35): Edged weapons (including spears and
Rock Swimming (MuCo 40): The hag- arrows) cannot penetrate the thick skin of
bui may “swim” through stone or earth. It the hagbui. Weapons affected by this
must make a Stamina roll of 15+ to enter power still do damage but have an effec-
or leave the earth (one try per round). It tive damage bonus of zero. Crushing
moves at half walking speed. weapons act normally.
Fall of Darkness (PeIg 25): The hagbui Stink: (CrAu 10): Like Stench of the
creates a circle of darkness twenty paces in Twenty Corpses.
The Ascendance of campaign, to find the northern nobles in 17
arms against him, led by MacBeth, mor-
the Scots maer of Moray and heir to the throne by
Pictish succession. MacBeth captured and
killed Duncan with the aid of Pictish wiz-
In 834, Kenneth Mac Alpin stood on ards and some renegade magi from House
the Stone of Destiny and was hailed as Ex Miscellanea. MacBeth ruled wisely and
King of the Scots. The stone, a relic of well for seventeen years. Duncan’s son
ancient traditions, was carried by the Scots Malcolm Canmore (“Big Head”), brought
across Europe long before they landed in up in England, invaded and took the lands
Ireland. The stone is used only in the below the Forth-Clyde Line. He was aided
ascension of the king and cries out when by two mysterious magi and Duncan’s
the rightful king stands upon it. The stone brother-in-law, Siward of Northumbria. In
was kept at Dunadd, capital of the Scottish 1057 Malcolm killed MacBeth, fulfilling the
kingdom, until Kenneth moved it to Scone. prophecy that no man born of woman
(The Church did not crown Scottish kings, might kill MacBeth, for Malcolm was born
unlike other monarchs. Instead, the kings by being cut from his mother’s body.
were recognized through the consensus of
the leading nobles of the realm.) Lulach, MacBeth’s stepson, was
declared High King of Scotland in the old
Kenneth lost no time in invading the Pictish style. Lulach was the last of the
southern Pictish lands, claiming the truly Scottish kings: he spoke Gaelic, had
throne by descent through his mother. For his major lands in the North, and respect-
six years the northern lands resisted him, ed the ancient rights and privileges of the
but by 850 all the land north of the Forth- Highlanders. His reign lasted only eight
Clyde Line was in Scottish hands. The months, before Malcolm had him treach-
Scots exterminated the Pictish royal fami- erously slain and took his title. The king-
lies, and within two generations even the ship, which had passed from mother to
Pictish language was forgotten. son in the Pictish tradition, henceforth
passed from father to son in the manner
The Strathclyde Britons and the Angles of the Normans and English. Mormaer (mor-mer):
of Northumbria now faced a united oppo- great steward.
nent to the north. For eighty years Scotland
endured three kingdoms, until Malcolm II
defeated the Angles at the battle of
Malcolm Canmore and the English
Carham in 1018 and annexed all their
land from the Forth to the Tweed. Malcolm Malcolm spent most of his early life in
had the aid of the King of Strathclyde, who England, at the court of Edward the
died soon after. The king was childless and Confessor. Malcolm felt comfortable with
left his kingdom to Malcolm’s grandson southern ways; his friends were English, and
Duncan, who ascended the throne of he felt responsible to them for his ascension.
Scotland in 1034. The ascension of Duncan In 1066 Edward the Confessor died, leading
was the penultimate step in the unification to a three-way struggle for the English
of Scotland, uniting the remnants of the throne. King Harald Hardrada of Norway
four peoples, with only the Norwegians in gathered his forces, including the earl of the
the northern Highlands and Islands resist- Orkneys; but King Harold Godwinson
ing until the 13th century. defeated his army at the battle of Stamford
bridge, and Harald Hardrada died in the
fighting. William, Duke of Normandy,
MacBeth and the Passing of killed Harold Godwinson at the Battle of
Hastings and claimed the throne of England
the Kingship by right of conquest. William’s advance
north pushed English nobles before it, and
many arrived in Scotland, where they found
Duncan, a rash and spoiled boy, a sympathetic king. In addition, many
attacked England against the advice of his English magi retreated to Scotland, where
counselors. He retreated from the disastrous they plotted to regain their homeland.
18 Malcolm married and had a son king, on the condition that he never again
named Duncan. After his first wife’s death, introduce English or French into the land.
he married Princess Margaret of England. Duncan was unable to fulfill his pledge
The granddaughter of the English king and was murdered. The Scots proclaimed
Edmund Ironsides, Margaret had fled from Donald Ban king once again.
William’s onslaught to Malcolm’s court
with her brother Edgar Atheling, who was
the heir to the Saxon crown of England.
Malcolm and Margaret had six sons, and
The House of Canmore:
gave them English or biblical names
rather than traditionally Scottish ones.
Scotland in the
Margaret and her sons were influential in
bringing the Roman Church to Scotland,
12th Century
founding many abbeys and monasteries.
On Duncan’s death, his brother Edgar
took the field against Donald Ban. With
Anglo-Norman help, he captured and
Malcolm Against William the Conqueror blinded Donald Ban and seized the
throne. Edgar had no true right to the
Malcolm took the field against throne, for three other claims preceded
William in his wife’s name, invading his. The line of King Lulach had prece-
northern England in 1070. William retali- dence by the ancient Pictish descent
ated in 1072 and forced Malcolm to recog- through the mother; Bethoc, daughter of
nize William as his overlord, forging a link Donald Ban, was his designated heir; and
in the chain of English dominance in the line of direct descent lay with Edmund,
Scotland. However, the oath did not clear- son of Duncan.
ly state the lands for which Malcolm swore
fealty, so doubts exist as to whether he For the next one hundred and thirty
swore fealty for all of Scotland or only the years, the line of Canmore faced rebellion
English fiefs of Lothian and Cumberland. after rebellion by the descendants of
Lulach and Duncan, who were supported
King William took Malcolm’s son by the great lords of the Gaidhealtachd
Duncan as a hostage, to raise in the (gayal-tachc, the Highlands of the Gaelic-
Norman court. Malcolm continued to raid speaking peoples) and many Highland
the northern English provinces until he magicians. The claimant to the throne
died at Alnwick in Northumbria, thrust through Donald Ban’s line, Bethoc, died
through the eye with the lance from in a perhaps uncanny way, for one day
whose tip he was accepting the keys to the her pack of hunting dogs suddenly went
city. His eldest son, Edward, died in the mad and tore her from her horse, rending
ensuing skirmish, and his son Edgar took her limb from limb.
the news north to Margaret, who died
three days later. Her last prayer was
thanks that such bad news allowed her to
purify her soul before she died.
Scotland Divided

Malcolm’s brother Donald Ban had During this period several kings and
been raised in Scotland rather than great lords ruled over a divided Scotland.
England, and he rallied the Scottish peo- In the West, the Hebrides were part of a
ple. Striving to enforce the slogan “No kingdom formed of Dublin and the Isle of
more English influence,” he briefly resist- Man. The kingdom owed allegiance to the
ed the foreign attempts to dominate king of Norway, and the Church, as estab-
Scotland. King William Rufus of England, lished there, was subject to the Norse dio-
son of the Conqueror, had no intention of cese of Trondheim. Many wizards of the
allowing the Scots to rule themselves. Order of Odin supported the Norsemen. In
William sent Duncan, son of Malcolm, to 1098 Magnus Barelegs, king of Norway,
Scotland with a large retinue of knights. invaded western Scotland and was granted
The Scots grudgingly accepted him as all the lands that he could sail a ship
around “with the rudder in place.” He had Bishoprics were restored or, in the case of 19
a ship placed on a cart and dragged across the Highlands and Islands, established for
the peninsula of Kintyre at Tarbert, adding the first time. Like secular titles, most of
it to his kingdom. In the far north, the earl the Church positions went to Norman or
of the Orkneys ruled, with substantial English churchmen. Under David and his
holdings on the mainland in Caithness. descendants, the English monks and
The descendants of Lulach ruled Moray. churchmen usurped lands and responsibil-
ities of the Scottish clergy, greatly reducing
King David came to the throne in 1124 the number of churches and abbeys that
and wanted to extend the borders of had the Scottish Dominion aura.
Scotland southward. The civil war in
England between Queen Maud and Stephen Demons, hitherto unknown in Scotland,
of Blois provided an opportunity. Declaring also came north with the Normans.
his alliance with Stephen, David marched
south. Archbishop Thurstan of York met
him at the Battle of the Standard in 1138,
and the archbishop’s mailed knights
The Maiden King
crushed the poorly armed Scots. The Battle
of the Standard did not dull the Scottish David passed away quietly in 1153
hopes, however, and in 1139 Stephen grant- and was succeeded by his eleven-year-old
ed Northumbria to the Scottish king. grandson, Malcolm IV. Malcolm took a
vow of celibacy early on in his career, and
for this he became known as “the
Maiden.” He never married, but rumor has
David’s Advances it that he fathered a bastard son. The able
and energetic Henry Plantagenet rose to
David molded Scotland on the Anglo- the throne of England in 1154. Malcolm
Norman model. Major landholders under knew that any expansion to the south was
the old traditions became knights or doomed to failure, so in 1157 he traded the
barons, and the seven mormaers became southern gains of David for the earldom of
earls. Many Norman and English lords Huntington. While the Scots contend that
gained titles and land in Scotland, most of Malcolm swore fealty to Henry for only his
them by the simple expedient of marrying English earldom, the English contend that
an heiress to a great estate. Motte and bai- he did so for all his lands, including his
ley castles sprang up in the South and East: kingdom. Yet another claim of the English
symbols and strongholds of the new feudal for Scotland was thus created.
aristocracy. David regularized the adminis-
tration of the kingdom, creating or redefin-
ing major offices, such as those of the stew-
ard, chancellor, constable, justiciar, and
The Lion of the North
chamberlain. Local administration
became the province of the barons and the William the Lion, brother of Malcolm,
royal sheriffs. The Royal Council, com- ascended the throne of Scotland in 1165,
posed of the major lords of the land, rati- and proceeded to rule the country for the
fied decisions affecting the entire kingdom. next forty-nine years. William was a
physically powerful man and was very
To encourage trade, David insisted on attracted to women. He had many illegit-
a uniform system of weights and mea- imate children, but did not marry until
sures, and established royal mints at 1186. William strengthened the feudal
Roxburgh and Berwick. Royal burghs, structure laid down by his ancestors,
which had exclusive rights to foreign founding royal burghs, appointing loyal
trade, were established at many towns, (if hated) Anglo-Norman lords as sheriffs
which paid cash to the king for the privi- and justices, and establishing assizes on
lege (see “Royal Burghs” in Scottish the English model.
Landscape, Chapter 4). David also invited
many holy orders to come to Scotland, When, in 1173, King Henry of
granting them land and privileges. England’s sons declared war against their
20 father, William joined the princes, mak- Monastery of St. Maelrubha in Applecross
ing the price of his aid the county of captured and killed both men, then cut off
Northumberland. King Henry’s troops their heads and sent them to King Alexander
captured him in 1174 and took him to the as proof of the deed. In gratitude for the sup-
French town of Falais. There he was made pression of the rebellion, the king granted
to swear fealty to Henry for Scotland and the earldom of Ross to the monastery.
surrender a number of key castles, includ-
ing Edinburgh and Stirling. In 1189, King As of A.D. 1220, King Alexander is
Richard the Lionheart, needing money for only twenty-two years old and betrothed
his Crusade, allowed William to buy back to Princess Joanna, daughter of the late
his land for 10,000 merckes, demanding King John of England. His three sisters
fealty only for William’s English posses- were given to John for marriage to suit-
sions. The English soon conveniently for- able princes and will be married to
got this document, known as the Quit- English earls. His coronation was in the
Claim of Canterbury. traditional Scottish manner (John
blocked his attempts to have a Papal
A new threat arose in 1197 from the Legate perform the coronation). King
earldom of the Orkneys, led by Earl Henry III of England is ambivalent at
Harald, who was married to the great- best toward his northern neighbor,
granddaughter of King Lulach. His family though he does approve of the match
was cursed to be bellicose and ruthless. between Alexander and his sister.
Harald drove south through Moray and
Ross, and it took eight years to extinguish A Brief Note to Storyguides
his threat. William captured Harald’s son A Brief Note to Storyguides
Thorfinn and blinded and castrated him This ends the established history
to ensure that the threat of his line would This ends
of Mythic the established
Scotland. What follows history
is a
die with him. Thorfinn’s brothers dropped of Mythic Scotland. What
summary of events from 1220 to 1300,follows is a
all pretensions to the throne, wishing to summary
included of asevents
an aid fromto1220 to 1300,
storyguides.
enjoy life with their bodies intact. included as an aid to
These events will take place unlessstoryguides.
These
characterevents
actionwillprevents
take place them. unless
The
In 1211, rebellious Mac Williams character action prevents
storyguide may also use this as them. Thea
(descendants of King Duncan) invited storyguide
springboardmay also use Many
for prophecy. this as peo-a
Guthred, the eldest great-grandson of springboard for prophecy. Many
ple in Scottish history have had the gift play-
Duncan, to Scotland. Guthred left his ers
of in Scottish history
prophecy or, as have
it is had the gift
sometimes
home in Ireland and spent over a year of prophecy or, as it is
called in the Highlands, the “second sometimes
harrying King William’s forces, but was called
sight.” in the Highlands,
Prophecies are oftenthe second
cloaked in
caught, hung by the heels, and beheaded. sight.
allegoryProphecies are oftenwith
and symbolism, cloaked in
people
allegory
describedand symbolism,
as animals, withwith people
the kind of
described as animals
animals based basedofonarms
on coats coats(for
of
arms (for example,
example, the lion oftenthe lion often rep-
represents the
Alexander Succeeds William resents
king ofthe king ofor
Scotland) Scotland)
on the or their
people’s
role
role in
in the
the prophecy.
prophecy.
King William died in 1214 and was
succeeded by his son, Alexander II. King
John of England had knighted Alexander
in 1212 and accepted his oath of fealty for
his English lands. Alexander joined the
Scotland After 1200
revolt of the English Barons in 1215. In
retaliation, John crossed the border and The marriage in 1221 of Alexander to
burned four Scottish towns. Alexander Joan, daughter of King John, strengthens
was present at Runnymede on June 15th ties between England and Scotland. The
and signed the Magna Carta. marriage produces no heirs, however, so
Alexander names Robert Bruce, senior
Guthred’s brother allied with a great- descendant of David I, as his successor.
grandson of Lulach; but in 1215 the abbat Alexander marries again after Joan’s
(see “Ownership of the Monastery” in death in 1238, and fathers a son in 1241.
Scottish Landscape, Chapter 4) of the Alexander attempts to gain papal recog-
nition of his enthronement, but is blocked ing threat of internal rebellion and 21
by a jealous Henry III of England, who English aggression.
does not wish to see Church sanction of
the Scottish crown.

The Mac Williams rise again early in


A New Era for Scotland
Alexander’s reign, but are quickly
crushed. Alexander has the severed heads Alexander II’s eight-year-old son,
of the leaders brought to his court, where Alexander III, mounts the throne only five
he displays them as an object lesson. days after his father’s death, without
Alexander leads expeditions against the being crowned by the Church. Alexander
North and West in the 1220s. The last III is married to Margaret, daughter of
uprising against the king occurs in 1228, Henry III, in 1251. Henry keeps a paternal
led by the Mac Williams, and is defeated eye on the kingdom, ensuring that no
after two years. The king’s troops kill the rebellions threaten the reign of his son-in-
last Mac William, an infant girl, by dash- law. Nine years later, Alexander finally
ing her brains out against the market takes over the reins of government, end-
cross in Forfar. After over 130 years, the ing a period of squabbling between the
line of Canmore and Margaret is finally powerful Comyn family and the justiciar
secure against retribution for Edgar’s Alan Durward. For 15 years, Scotland is
usurpation. The pope canonizes Queen relatively peaceful, and relations with
Margaret in 1230. The clergy of southern England are friendly. Alexander resists
Scotland are compensated well to produce several English attempts to force him to do
a record of her life. They emphasize homage for Scotland.
Margaret’s piety by contrasting it against
the lives of MacBeth, Donald Ban, and Scotland’s relations with Norway,
their descendants, whom they portray as however, are strained. The Norwegian
wicked men and lunatics. king still holds the Hebrides and Man. A
raid by Alexander on Skye in 1262 pro-
The monks of Melrose made vokes King Haakon to assay an invasion
goodThe
kailmonks of Melrose made of Scotland. He assembles a great force
on Fridays when
good kailthey fasted; late in 1263, but before the invasion is
onNor
Fridays
wantedwhen
theythey
good
fasted;
beef and well underway, the autumn winds dis-
aleNor wanted they good beef and ale perse the fleet. The battle of Largs in 1263
as as
lang’s their
lang’s neighbor’s
their neighbor’slasted.
lasted. is a Norwegian victory, but the Norse are
unable to follow up their success, and
— Anonymous,
— Anonymous, regarding
regarding
the plun-
the retreat to Orkney, where Haakon dies.
der by the
plunder byLowland monasteries
the Lowland monasteries The Scots root out the remaining Norse
kail: broth, hodge-podge soup troops in Caithness, Skye, and Man. The
kail: broth, hodge-podge soup
lang: long treaty of Perth in 1266 formally recog-
lang: long nizes Man and the Western Isles as
Scottish for 4,000 merckes and an annual
Henry III of England and Alexander payment of 100 merckes.
have an amicable relationship, though
some issues raise their heads from time to Alexander’s children all die before their
time. Henry attempts to reestablish father, and in 1284 he remarries in an
English dominance over Scotland, while attempt to beget a new heir. Before he can
Alexander tries to have his sisters married accomplish this, he is thrown from his horse
to the sons of John and to have and dies. His only descendant is his three-
Northumbria returned to Scotland. The year-old granddaughter Margaret, known
issues are peacefully resolved in 1237. as the Maid of Norway. Robert Bruce and
Alexander gives up his claims to John Balliol claim the throne of Scotland,
Northumbria in return for grants of land and a group of noblemen appeals to Edward
in England. Henry finds suitable barons to I of England to protect it. Edward agrees, on
marry his sisters. Alexander dies in 1249, the condition that Margaret marry Edward’s
having pacified the kingdom by eliminat- son and rule Scotland under Edward’s cus-
tody. Unfortunately for the Scots, Margaret,
22 the last of the line of Canmore, dies in the a while in English prisons. Edward also
crossing from Norway, and with her, the takes the Stone of Scone. However, some
hope for peace in Scotland. claim that the stone that Edward takes is
a fake, the real stone having been hidden
When Alexander our King was before his arrival.
dead,
When Alexander our King was dead,
that
thatScotland
Scotland ledled
in in
love
loveand
and
le le
away
away
of wine
with
of wine
with
sons
and and
sonsof of
wax,wax,
aleale
of game
andand
of game
bread
bread
and glee,
and
Opposing the English
glee,our gold was changed into lead.
our
Christ
goldborn
was into
changed
virginity,
into lead. With the king out of the way, major
Christ
succor born
Scotland
intoandvirginity,
remedy strongholds taken, and loyal English lords
succor
that stood
Scotland
is in perplexity.
and remedy installed in prominent positions, Edward
that stood is in perplexity. assumes that it is only a matter of time
—Anonymous, regarding the death before England absorbs Scotland, much as
—Anonymous,
of King Alexander regarding
III, 1286 the it had absorbed Wales only shortly before.
death of King Alexander III, 1286 However, the pride of the Scots will not
le: law le: law allow the English to long rule unopposed.
sons: lots,
sons:much
lots, much All over the country small rebellions flare
up against the foreigners. William Wallace
rises to prominence after 1297, when he
Rivals for the Throne defeats the Sheriff of Lanark. Wallace soon
leads a large army, and the Governor of
Scotland, John de Warrenne, Earl of Surry,
Many claimants come forward, until advances against him. At Stirling, Wallace
the royal council requests that King allows the English to begin a long, slow
Edward of England arbitrate between march across Stirling Bridge—then attacks.
them. Thirteen men eventually put their The Scots capture, kill, or drive off all the
claims before Edward, who starts the pro- major English lords. The Scots flay Hugh de
ceedings by requiring all of them to swear Cressingham, the Treasurer of Scotland
fealty to England for the throne of (and a man hated by all), and many take
Scotland. There are two major claims: part of his skin as a souvenir. Wallace
from Robert Bruce and John Balliol. Both makes his piece into a belt.
men claim descent from daughters of
David, Earl of Huntington, brother of Edward, angered by this display of
William the Lion and Malcolm IV. Edward Scottish insolence, marches north at the
and his 104 auditors finally find for John head of a great army. On the 22nd of July,
Balliol in 1292. Robert Bruce protests, as 1298, the English and Scots clash on the
Alexander II had recognized him as heir field of Falkirk, but this time the English
before the birth of Alexander III. Edward’s defeat Wallace’s men. Wallace escapes
main reason for choosing Balliol is his from the slaughter and flees to France, dis-
belief that John is easier to control. graced in Scottish eyes. The country is still
rebellious, and two men rise to lead
John Balliol is enthroned at Scone in armies. Robert the Bruce, grandson of the
1292 and immediately faces the enmity Robert Bruce who claimed the throne in
of Robert Bruce and the other claimants 1190, and John Comyn, descended from
to the throne, as well as the contempt of David II, join to fight the English.
Edward. Edward’s machinations finally However, in 1299 John Comyn attacks
force John to defy him. John allies with Bruce in Selkirk forest, and Bruce barely
King Philip IV of France in 1295 and escapes with his life. As the century ends,
dares Edward to do his worst. In March of the English are in possession of southeast
the next year, the English knights and Scotland. Pockets of insurrection and
longbowmen from Wales decimate the rebellion are flaring up everywhere, but
Scottish army at Selkirk. The English the might of England and the rivalry
army sweeps north, capturing towns and between Bruce and Comyn make the
castles. Edward strips John of all royal future look bleak for the struggle to main-
insignia and takes him south, to live for tain Scottish independence.
Magnus Barelegs— 23
Kings of Scotland King of Norway 1098
1103
Name Begin Reign Civil War 1103
End Reign 1113
Olaf I 1113
Duncan I 1034 1153
1040 Godred II 1153
MacBeth 1040 1187
1057 Reginald I 1187
Lulach 1057 1228
1057 Olaf II 1228
Malcolm III Canmore 1057 1237
1093 Harald I 1237
Donald Ban 1093 1248
1094 Reginald II 1248
Duncan II 1094 1248
1094 Civil War 1248
Donald Ban 1094 1252
1097 Magnus 1252
Edgar 1097 (Battle of Largs 1263) 1265
1107
Alexander I 1107 Kings of Scotland 1266–
1124 (Man and Hebrides sold
David I 1124 to Scotland 1266)
1153
Malcolm IV 1153
1165
William the Lion 1165
1214
Earls of Orkney
Alexander II 1214 Name Begin Reign
1249 End Reign
Alexander III 1249
1286 Sigurd Eysteinsson 875
Throne in dispute 1286 901
(Margaret, Maid of Turf-Einar Rognvaldsson 901
Denmark is heir) 1290 932
Thorfinn Skullsplitter 932
John Balliol 1292 963
1296 Several sons of Thorfinn 963
Edward I of England 1296– 976
Hlodvir Thorfinnsson 976
980
Sigurd the Stout 980
Kings of Man and (Died at Clontarf) 1014

the Isles Sumarlidi, Brusi, Einar


Wrymouth—
Sons of Sigurd 1014
Name Begin Reign (Olaf Haraldson, king of
End Reign Norway, seizes the Islands) 1017

Godred Crovan 1079 Brusi, Thorfinn 1017


1095 1035
Civil War 1095 (Confirmed by Olaf)
1098 Thorfinn, Rognvald 1035
1045
24 Thorfinn the Mighty 1045 767 Order of Hermes founded at
1065 Durenmar
Paul, Erland 1065 814–816 Pralix fights Damhan-allaidh
(Fought at Stamford Bridge. (davan-alli) in Britain and
Magnus Barelegs seizes the Caledonia
Islands 1098) 1098 817 Admission of House Ex
Miscellanea to Order of Hermes
Sigurd—Son of Magnus 1098 843–849 Kenneth MacAlpin conquers Picts
1103 889–890 Damhan-allaidh returns, but
Hakon, Magnus— is driven off
Sons of Paul and Erland 1103 1003–1012 Schism War; House Díedne
1117 destroyed
Hakon 1117 1066 Norman Conquest of England
1123 1098 Magnus Barelegs acquires
Paul 1123 Western Isles
(Magnus Canonized 1135) 1136 1189 Pact of Crun Clach forbids
magi from dabbling
Rognvald Kolsson 1136 in politics
(Crusaded 1152) 1158
1286 Alexander III dies heirless
Harald Maddaderson 1158
(Shetland separated from
Orkney 1194; Rognvald
Canonized 1192) 1206 Timeline of Mundane
David, Jon—Sons of Harald 1206
1214
History
Jon Haraldson 1214 300 B.C. Picts invade Scotland
1231 55 B.C. Julius Caesar invades
Six Earls of Angus 1231 southern Britain
(Battle of Largs 1263; Man A.D. 43 Aulus Plautius invades
and Hebrides sold to Scotland Britain
1266) 1276 80–81 Romans invade Lowlands
to Forth-Clyde
Magnus Manusson 1276– 81 Romans build predecessor
to Antonine Wall
82 Romans pacify western Lowlands
Timeline of Major 83 Romans advance to
Inchtuithil, begin
Legionary fort
Events 84 Battle of Mons Graupius
87 Romans retreat to Forth-Clyde
300 B.C. Picts invade Scotland 105 Tyne-Solway Line fortified
139 B.C. Age of Aries begins (Hermetic 122 Hadrian’s Wall begun
reckoning) 138 Antonine Wall built
55 B.C. Julius Caesar invades 150 Antonine Wall abandoned
southern Britain 158–163 Antonine Wall re-garrisoned
A.D. 43 Aulus Plautius invades Britain 180 Southern tribes overrun
122 Hadrian’s Wall begun Hadrian’s Wall
138 Antonine Wall begun 197 Caledonians and Maetae
395 Roman Empire divided into overrun Hadrian’s Wall
East and West during Roman civil war
397 St. Ninian founds Candida 205–207 Hadrian’s Wall reconstructed
Casa at Whithorn 208–209 Romans re-invade north of
663 Synod of Whitby Hadrian’s Wall
710 Nechtan, king of the Picts, 211 Romans retreat to
accepts “Roman” Church Hadrian’s Wall
296 Romans attack Caledonians 937 Battle of Brunanburgh 25
306 Romans attack Caledonians (Wessex defeats Scots,
343 Romans reorganize Strathclyde, Danes)
northern defenses 1018 Duncan becomes king of
360 Romans attack Picts Strathclyde Britons
367 Picts, Scots, Franks, and 1018 Battle of Carham (Malcolm II
Saxons all invade Britain defeats Lothians)
368-369 Romans retake Britain, 1034 Duncan becomes King
strengthen defenses of Scots
382 Picts and Scots invade Britain, 1040 MacBeth kills Duncan,
defeated by Magnus Maximus becomes king
383 Romans take most troops 1054 Malcolm Canmore invades
from the Wall Scotland
395 Roman Empire divided into 1057 MacBeth killed by Malcolm
East and West Canmore
397 St. Ninian founds Candida 1066 Norman conquest of England
Casa at Whithorn 1069 Malcolm marries Princess
426–30 Votadinii and Cunedda from Margaret
Scotland moved to Wales 1071–1072 William the Conqueror
by Vortigern attacks Scotland
426–30 Saxons invited by Vortigern 1093 Malcolm killed at battle
to fight Picts of Alnwick
500 Scots take Argyll/Lorne/Oban 1098 Magnus Barelegs acquires
(Dalriada) Western Isles
548 St. Oran dies (Dalriada) 1100 Edgar founds Edinburgh Castle
550 St. Mungo builds church at 1100–1160 Feudalism introduced in
Glasgow Scotland (Alexander I, David I)
562 St. Molaug (Isle of Lismore) 1138 Battle of the Standard,
563–579 St. Columba (Iona, Dalriada, Northallerton (English
northern Picts) defeat Scots)
580 St. Cuthbert (Lothian) 1140–1164 Somerled leads rebellions in
580 St. Aidan (Northumbria, Holy Argyll and Islands
Isle) 1173 William the Lion invades
601 St. Maelrubha (Applecross) England
603 Battle of Degsastan (Angles 1174 William the Lion captured,
beat Scots) pledges allegiance to Henry
643 Donald Breac of Scots killed 1189 Scotland buys independence
by Britons, Scots Pictish clients from Richard I
663 Synod of Whitby 1263 Battle of Largs (Scots defeat
672–693 Brude son of Bile consolidates Norwegians)
North and South Picts 1266 Western Isles reacquired by
685 Battle of Necansmere (Picts Scotland
beat Angles) 1274 Alexander III attends corona-
710 Nechtan, king of the Picts, tion of Edward I by summons
accepts “Roman” Church 1286 Alexander dies heirless
756 Angles, with Pictish help, beat 1290 Margaret, Maid of Norway,
Dumbarton dies on way to Scotland
780–850 Norse raid, then settle in, 1292 John Balliol chosen as king
Shetland/Orkney/Caithness by Edward
795 Iona first raided by Vikings 1296 Treaty with France against
843–849 Kenneth MacAlpin England
conquers Picts 1297 William Wallace rises, Battle
870 Dumbarton sacked by of Stirling Bridge
Irish Danes 1298 Wallace defeated at Falkirk
934 Athelstan of Wessex attacks
eastern Scotland
27

“. . . as for the wizards and witches of my


army, I find them to be braver and truer
than the magi of the Order, who, retreat-
ing from conflict with Damhan-allaidh
and bleating their fear of his bloody rites,
left the defense of Britain, Europe, and the
Order to a hastily raised army of ill-
trained hedge wizards and others deemed
unfit to join the exalted Order of Hermes.
Thus do I declare my despite for the Order
of Hermes and form the Ordo Miscellanea,
which shall accept those magicians whom
the Order of Hermes despises: the lowly,
the oppressed.”

—Pralix, filia of Tytalus, letter to the


Order, 956, Age of Aries
28

CHAPTER 3
HERMETIC
HISTORY

The Order of Hermes in Scotland has a Order would do all in its power to kill him,
checkered past. Originally, magi of the he fled to Scotland. There the Order had no
Order ignored or shunned Scotland, partial- followers, and he hoped to induce the local
ly because of the climate, partially because magicians to join him.
of the native wizards. However, the flight of
Damhan-allaidh (davan-alli, the Spider) to The Order of Hermes spent several
Scotland forced the Order to act. Since the years preparing for the fight against
end of the war against Damhan-allaidh Damhan-allaidh, though a few magi
and the formation of the Loch Leglean tri- attempted to challenge him on their own.
bunal, the magi of Scotland have played These magi met their end at the hands of
fast and loose with the rules of the Order. the wizard, whose spy network usually
Yet there is a formal procedure, albeit dif- had knowledge of where and when the
ferent, to the affairs of the Order in magi reached the Islands.
Scotland, which outsiders must learn.
In May of 814, the maga Pralix of
House Tytalus landed in Northumbria,
The War Against accompanied by half a hundred grogs
and several magi of Houses Tremere,
Damhan-allaidh Flambeau, and Tytalus. The first battle
between the two sides came a few weeks
later in June, as Pralix was traveling
In the late 8th century, a threat to the along the shores of Loch Oadh. Even
Order lived in Brittany. A Scottish wizard though all her forces were with her,
named Damhan-allaidh discovered princi- Damhan-allaidh attacked. He had allied
ples of magic based on blood and sacri- with giants, creatures standing more than
fices, and his rites gave him access to magic thirty feet tall, who threw mighty boulders
unknown to the Order of Hermes. His and crushed men and horses alike with
refusal to join the Order and obey its tree trunks. All the grogs were killed or
restrictive rules regarding mundane society scattered, and only one magus other than
forced it to act. Several followers of Pralix, Ignes Festi of House Flambeau,
Flambeau and Tremere gathered to oppose managed to survive the carnage. The bat-
the wizard, whom they called by the Latin tle ended only when two giants started
version of his name, Dav’nalleous. hitting each other, soon involving all the
Damhan-allaidh defeated the Hermetic others in a grand fistfight. Pralix and
magi in battle at Carnac. Knowing that the Ignes Festi escaped under the feet of the
giants, and fled away to patch their Gruagachan
Gruagachan 29
wounds and plan a new strategy.
The gruagachanareare
The gruagachan a loose
a loose asso-
association of wizards who
ciation of wizards who trace their trace
lin-
Pralix Recruits Local Aid their
eage to
Picts.
use the
lineage
They
to theofwizards
the wizards
use theof language
language the Picts in
of They
the Picts. the
of their
the
Picts in their teaching and
teaching and magic, much as the magi magic,
Having only one other Hermetic magus, much as theofmagi
of the Order Hermes of use
the Latin.
Order Theof
Pralix resorted to recruiting magi from Hermes use Latin. The magic
magic of the gruagachan is focused on of the
among the Scots and Picts. Pralix found the gruagachan
affecting theiswizardfocusedand on individual
affecting
native magicians to be generally weaker the
others. Magi of the Order of others.
wizard and individual Hermes
than any Hermetic magus, though there Magi of the Order
are typically powerfulof Hermes arerange
in a broad typ-
were a few stand-outs: notably, a magician ically powerful in a broad range
of Talents but few could challenge the of
named Brude Deathless, who was a member talents but few could challenge
gruagachan in their area of specialty. the
of a loose tradition of Pictish magicians gruagachan in their area
Similarly, gruagachan magicof has
special-
some
called gruagachan. Brude had already start- ty. Similarly, gruagachan magic
limitations that are easily surpassed has
by
ed a movement among the gruagachan to some limitations
Hermetic magic. that are easily sur-
rid the land of Damhan-allaidh. Pralix per- passed by Hermetic magic.
suaded Brude to join her army, and he
brought many gruagachan with him, A major setback occurred on the
including his own children and grandchil- march: Ignes Festi and Brude Deathless
dren. Other magicians trickled in, and she quarreled, and Brude abandoned Pralix to
recruited warriors from among the clans. her own devices, taking most of the grua-
Finally, in the spring of 815, Pralix felt con- gachan with him. With her forces depleted,
fident enough to try to bring Damhan- Pralix had to decide whether to continue
allaidh to battle. She sent many shapeshift- with her campaign or disengage. She decid-
ing witches to search out the wizard’s loca- ed to push on, putting her faith in the spe-
tion, and set the other magicians to making cial measures developed for the giants. At
weapons, armor, or other magical items. In Loch Ochy the two forces clashed, the battle
May she received word that he was hiding in opening with the giants hurling boulders
the Highlands near Loch Ochy. Her forces among the magicians. This time, however,
moved north, with many magicians on the Pralix was waiting for them, and her
flanks and in the air to prevent a repeat of magic, combined with that of several native
the ambush at Loch Oadh. magicians, destroyed or deflected the boul-

Gruagach (groo´-uh-
guk): A Pictish wizard.
Plural is gruagachan
(groo´-uh-guk-an).
More about grua-
gachan is presented in
Character Generation.
30 ders harmlessly. Ignes Festi, with help from with reckless abandon. While less than a
other fire-based magicians, built a wall of dozen magicians were killed, the confu-
fire in front of the giants as they charged. sion allowed Damhan-allaidh to escape
The flames burned a few giants and drove to the South. He went to earth in the for-
many away. However, the battle was not all est of Cad Gadu, on the Welsh border.
one-sided; Damhan-allaidh had spent the Months of investigation by Pralix’s magi-
winter preparing for this fight as well. His cians finally pinpointed his location. In
spells cut bloody swaths through the ranks March, Pralix’s army moved southward,
of the magicians, some of whom had picking up magicians and warriors as it
learned the parma magica, but had not went. On March 21, the forces of Pralix
had much time to practice it. Damhan- and Damhan-allaidh met for the last
allaidh also had human allies, who time, and Pralix was finally victorious.
accounted for the cause of many casualties The battle is known as the Battle of the
among the magicians and their followers. Great Light, for as the sun set, a mighty
magic created a false sun that lit up the
sky for miles around. Under the light of
Pralix Retires to Loch Leglean the false sun, the supernatural allies of
Damhan-allaidh shrank away, cursing
him for his impotence.
Pralix was forced to retreat once
again, but this time her retreat was order- Pralix laid out Damhan-allaidh’s body
ly. Only a third of her magicians were for cremation; but during the night it disap-
dead or too badly wounded to continue, peared, and the guards around the pyre were
though her mundane allies had suffered found killed in a gruesome manner. Though
greatly from Damhan-allaidh’s magic. Pralix’s magicians successfully hunted the
She retired to Loch Leglean, where her fol- followers of Damhan-allaidh, his body was
lowers built a small town to shelter the never recovered. Brude then revealed a secret
weary magicians and warriors. In June of Highland magicians: their ability to
she sent a message to Brude Deathless to remove their soul and place it in an object.
apologize for Ignes Festi’s behavior. Brude While the soul remains undisturbed, the wiz-
replied that he would only consider ard may not die. Even the most gruesome
returning if all of Pralix’s magicians were wounds heal, though the wizard’s ability to
granted the protection of the Order of feel finer human emotions deteriorates in
Hermes. After deliberation and heated proportion to the special healing.
arguments with Ignes Festi, she agreed,
declaring all who followed her banner to
be members of the Order. Ignes Festi
stormed out of camp vowing to have
Two Orders, the 13th House
nothing further to do with Pralix and her
Trianoma is the maga band of hedge wizards and witches. In his With the war against Damhan-allaidh
of House Bonisagus angry journey, he came upon Damhan- over, Pralix found herself the leader of a
whose political savvy allaidh quite by accident. The two magi- large army of witches, Druids, gruagachan,
helped form the Order cians did not wait to talk, but joined beast mages, and other non-Hermetic
of Hermes. immediately in battle. The hills rocked magicians. With their approval, she
and echoed with the power of their magic. formed the Ordo Miscellanea, directly
The battle ended with Damhan-allaidh opposed to the Order of Hermes. Startled by
wounded and Ignes Festi dead. His burnt, the defection, the Order of Hermes scram-
mutilated body was cast over the walls of bled to repair the breach. Numerous mes-
the settlement at Loch Leglean, much to sengers passed between the leaders of the
the dismay of the resident magicians. two Orders, and finally in 817 Trianoma
traveled to Pralix’s base in Cad Gadu.
Late in 815, during one of the longest Trianoma’s efforts healed the breach
nights of the year, Damhan-allaidh used between the Orders. The Order of Hermes
a long-prepared weapon on the Hermetic admitted the Ordo Miscellanea as “House
forces: the sluagh (sloo), the undead of Ex Miscellanea” and divided the British
the Highlands. The spirits swarmed over Isles into three tribunals: Hibernia in
the ramparts at Loch Leglean, attacking Ireland, Stonehenge in Britain up to
Hadrian’s Wall, and Loch Leglean—named destroyed: Holy Oak, The Well of the Head, 31
for Pralix’s winter camp—north of the wall. and Druids’ Dale. All three succumbed to the
forces of Flambeau and Tremere. Several
Scottish covenants joined in the fighting and
Damhan-allaidh’s Return plundered the libraries and laboratories of
the destroyed covenants. Bands of grua-
gachan joined in the war, fighting against
While still the head of the Ordo their traditional enemies of House Díedne.
Miscellanea, Pralix had created the Praeses
Septentrionalis, or Northern Guard, to watch
over Scotland. Several covenants formed
the Praeses and they watched primarily for
The Order of Odin
signs of Damhan-allaidh. It gradually lost
its sense of urgency, and in the late 880s Members of the Order of Hermes in the
the Praeses paid for its laxness. Damhan- more settled areas of Europe fear the mysteri-
allaidh and an army of supernatural allies ous wizards of the Scandinavians. They have
destroyed the covenant of Heart’s Delight concluded that the Order of Odin must exist
in one night. They overran the covenant, as a counterpart to the Order of Hermes. They
slaying all the magi as they went. In the point to covenants destroyed along the Baltic
following year several other covenants in or in Scotland and Ireland. Obviously, no
the Praeses were destroyed, and Pralix sent mere mortal forces could destroy a covenant
a message to the European magi for aid. of trained Hermetic magi, they reason; and
Several Flambeau and Tytalus magi came without the coherence imposed by an order
to Scotland, seeing an opportunity for test- and code, magicians would slaughter each
ing spells of combat and destruction. In a other. Thus, their conclusion is that the
great battle in Caithness, the Hermetic Scandinavian magicians must have a struc-
magi managed to defeat Damhan-allaidh ture similar to the Order of Hermes. Yet they
and his allies, but he was again able to are mistaken. The magicians of the
escape. Frustrated, Flambeau magi Norsemen have no formal order, though
declared that they would hunt down the some may gather in informal groupings sim-
sorcerer, but Pralix, fearing bellicose ilar to covenants. More often, an individual
Flambeau ravaging the island and her wizard attaches him or herself to the court or
House, ordered them from Scotland. Since war band of a noble. Whether godi of the
that time bad blood between House Ex Norse pantheon, Finnish wind wizard, or
Miscellanea and House Flambeau has shaman, the magician binds him or herself
been a part of life in the tribunal. to a patron, not to an order.

Numerous rumors of the return of Magi in most areas where the Norse
Damhan-allaidh have circulated since have settled (Ireland, Scotland, the Baltic
890, but none were ever confirmed. In 977 Coast, Kiev, and the Russian principalities)
giants destroyed the covenant of Uamh na may know the truth of this. However, the
Croig, but investigations proved that the magi of these areas are rarely trusted by
magi had incited the giants by hunting the rest of the Order of Hermes. Quaesitoris
them for sport. The final verdict was that often use letters that declare the Order of
the giants had not been under any influ- Odin to be false against those who bring
ence from Damhan-allaidh. One outcome them forward, as evidence of complicity
of the investigation was a strong warning and collusion with the Order of Odin. The
from the tribunal to covenants and magi quaesitoris are more likely to bring the
to leave the giants strictly alone. author or revealer of such a letter up on
charges than first attempt to substantiate
the claims made in it! Storyguides should
The Schism in Scotland be careful to note who spreads information
about the Order of Odin and who might be
listening. Players should be careful to dis-
In 1008 the Schism War came to tinguish between the knowledge that they
Scotland, and in the fighting, three covenants themselves have and the knowledge their
strongly associated with House Díedne were characters have.
32 The Order and the Kings of House Díedne. The Druids had long lusted
after the northern lands, but had been frus-
trated by the magic of the gruagachan.
Despite the clause in the Code of Hermes Together, the military might of the Scots and
about interfering with mundane society, the the magical might of House Díedne were able
magi in Scotland have had a long history of to conquer the inhospitable Highlands. The
aiding or interfering with the mundane rulers Druids destroyed one Pictish covenant,
of the country. Kenneth MacAlpin, King of Peanhafel, in a year-long siege in 849. Spells
Scots, invaded the southern Pictish lands in crafted by the Díedne eradicated the Pictish
the mid-9th century. Along with his Scottish tongue, so that since the year 900, Pictish has
warriors, he had magi, particularly members been a forgotten language.
Besides House Díedne’s helping Kenneth magi are of House Ex Miscellanea, and 33
MacAlpin and his successors, there were the many do not live in covenants; so the tri-
instances of magi intervention where bunal as a whole has little power in the
Hermetic magi and gruagachan helped Order. A quarter of the magi owe allegiance
MacBeth fight Duncan and where others to no covenant, yet still vote in tribunal. An
helped Malcolm Canmore fight MacBeth. independent magus is called an aonaran (un-
Also, Scottish magi fought in King David’s aran, hermit, pl. aonaranan, un-aranan).
host at the Battle of the Standard. Only since Much of the political maneuvering in the tri-
the Pact of Crun Clach in 1189 has there bunal is in lining up the aonaranan to sup-
been a peace between the magicians in port plans made by the three main
Scotland. In the pact, the magi swore to covenants. No single group of covenants is
refrain from aiding the king or invaders, powerful enough to control the tribunal, so
and reaffirmed the injunction in the Code of alliances are a necessary part of tribunal pol-
Hermes. Additional clauses in the pact pro- itics. The three groups are close to each other
hibit some acts of theft or assault, while in military and magical power, so raids and
specifically allowing others. skirmishes are the order of the day. Magi
raid each other’s vis sources, herds, and war-
riors in accordance with the Pact of Crun
Trouble with House Flambeau Clach. Some of the aonaranan try to stay out
of the fighting; others hire themselves to one
side or another. Some stage counter-raids
A major problem with the pact is that it when they know that a covenant’s magi and
is only binding on magi in the Loch Leglean warriors are busy elsewhere.
Tribunal. A number of German and Spanish
magi of House Flambeau rampaged
through the Highlands in 1099, hunting
non-Hermetic wizards. The Flambeau man-
Hermetic Political Divisions
aged to reach the area of Strathnavar,
killing a number of gruagachan and lesser- Crun Clach is the voice of the Lowland
talented wizards and witches. Then they covenants. Clan Mac Gruagach holds the
encountered Brude Deathless—at least 400 Highlands, while Horsingas holds an anti-
years old and a mighty gruagach. His soul Norman and anti-foreigner campaign in the
well hidden, he stalked the magi and crip- South. While any combination of two
pled them, one by one, with Curses and groups could govern the tribunal, getting
Geasa (gessa). The Flambeau retreated to agreement on an alliance is a difficult mat-
their native lands and covenants, swearing ter for the best negotiators in each bloc. Each
to raise an army of Hermetic magi to blast of the three groups represents a different cul-
the “barbarian wizard.” The movement ture within Scotland. Aonaran (un-aran):
soon cooled, however, as several magi lost Hermit. The term given
their powers due to Geasa, often in spectac- Horsingas has by far the most military to magi in the Loch
ular displays of pyrotechnics. The covenants power in the South; their magi are warlike Leglean Tribunal who
of the Loch Leglean Tribunal passed one of and experienced and their grogs well- are not attached to an
existing covenant but
their few near-unanimous decisions, where- trained in warfare. The main thrust of
still maintain their
by they swore to defend their homeland Horsingas is to rid Scotland of foreigners, rights to vote in tri-
against the threatened invasion. The especially Normans. These magi have the bunal meetings. Plural
Flambeau backed down in the face of a unit- support of Whitburh Frithowebba, the only is “aonaranan” (un-
ed tribunal, but their wounded pride still quaesitor in the entire tribunal. Whitburh is aranan).
rankles. To this day, there are less than five adept at turning a blind eye to “minor”
Flambeau in all of Scotland. infractions of the Hermetic Code. She is
savvy enough to realize that any major
infraction will bring an investigation into
The Tribunal Today the tribunal by her superiors in House
Quaesitor, so she tries to keep the more hot-
headed magi under some restraint.
In number of magi, the Loch Leglean
Tribunal is the largest tribunal in the Order Caitlin Suil Uaine of Crun Clach leads the
of Hermes. However, the majority of the remainder of the Lowland covenants, simply
34 because they do not want to support the fla- camp during the war against Damhan-
grant excesses of Horsingas. Caitlin is a canny allaidh. Powerful magic hides the physi-
diplomat and has been able to lead coalitions cal buildings of the town from the mun-
of Lowland and Highland covenants to cen- dane world, and only during the tribunal
sure or threaten Horsingas. However, she has gatherings are the buildings visible.
sometimes had to concede points to the Because of this, the Loch has a reputation
Highlanders for their help. Her job of leading among the neighboring clans of being
the Lowlanders is easy because of the arro- haunted by a village that appears once
gance of the magi of Horsingas, who only aid every seven years as punishment for
those magi who they feel can further the anti- crimes committed against God.
Norman movement. Most magi in the
Lowlands have accepted or requested aid at The aonaranan who show up for the
one time or another from Crun Clach, and tribunal are quite popular, and members
during times of trouble many of the of all three political groups woo them for
aonaranan have sheltered at Crun Clach. their support. Each group tends to use dif-
ferent inducements based on its current
Clan Mac Gruagach leads the Highland needs and abilities. Horsingas’ faction
covenants, mostly by example, but some- tends to offer military aid or threaten
times by threat of armed raids or Wizards’ attacks; the Lowland covenants, led by
War. Many of the Highland covenants are Crun Clach, offer material aid or support;
poor, old, remote, or all three and are usual- and the Highland covenants can offer any
ly willing to give their sigils to the Mac of the above.
Gruagach magi. In addition, many of the
aonaranan are of Highland stock and tend to Venerable Gwynsaere,
vote with or give their sigils to the Mac Venerable Gwynsaere,
Gruagach. Moreover, the clan has the largest We write to inform you of a
military force in the Highlands, though of problem Weinwrite to inform
the North. The you
magiofofa
mixed quality. They are able to raid and the covenant of Horsingas in ofthe
problem in the North. The magi the
guard their own valuables at the same time covenant of Horsingas
Loch Leglean Tribunal have abused in the Loch
and can even lend clansmen to other Leglean
and broken Tribunal
the Code have abused on
of Hermes and
covenants for a short while. However, even too many occasions to enumerate too
broken the Code of Hermes on or
with all these advantages, the Mac Gruagach many occasions
describe. to enumerate
They blatantly attack or
are not able to dominate the tribunal. describe. They blatantly
English castles and travelers, justify- attack
English
ing theircastles and travelers,
attacks as the acts justify-
of
ing their attacks as the
oppressed and desperate Saxons. In acts of
Magi by House oppressed and desperate Saxons.
truth, these “Saxons” are not interest- In
truth,
ed in these
driving “Saxons”
the Normansare notoutinter-
of
ested in driving the Normans
Britain; rather, they are indulging out of
Altogether, there are about 100 magi in Britain;
their rather,
bloodlust andthey are indulging
rapacity, using as
Loch Leglean. House Ex Miscellanea claims their bloodlust and rapacity,
a rallying point a cause long using
sinceas
For more specific
information about
half the magi of the tribunal, with House ascorned
rallying point a cause
here in the South. long-since
the covenants that
Merinita a distant second with ten magi. scorned here in the South.
head up the political House Flambeau is traditionally underrepre- As you refuse to pass judgment
factions of the Loch sented, and currently House Quaesitor has on theAscovenant
you refuseof toBlackthorn,
pass judgmentwe
Leglean Tribunal see only one member, Whitburh of Horsingas on the covenant of Blackthorn,
implore you to call a tribunal of House we
Covenants. covenant. The other Houses have less than implore you to call a tribunal of
Quaesitor, to declare a March on these House
ten magi each, mostly found in the Lowland Quaesitor,
magi of to declare a March
Horsingas, who ondaily
these
covenants. Still, some Highland magi have magi of Horsingas, who daily
besmirch the good name of the Order besmirch
trained in England or on the continent and the good
and name
inflict muchof the
pain Order
and and inflict
suffering
have returned to their own land. on the poor people of the North. poor
much pain and suffering on the
people of the North.
With all due respect,
Tribunal Meetings With all Fireheart
William due respect,and Dan
William Fireheart
O’Thunder, House Flambeauand Dan
O’Thunder, House Flambeau
Meetings of the tribunal occur every
seven years at Loch Leglean, Pralix’s base
Links to Other Tribunals 815 (Jun.)
wizards
Battle of Loch Ochy; defec-
35
tion of Brude Deathless
The tribunal has its neighbors in the 815 (Aug.) Battle of the Bloody Glen;
Hibernian Tribunal and Stonehenge Damhan-allaidh wounded
Tribunal, and the Norman Tribunal is 815 (Dec.) Night of the Sluagh;
becoming increasingly important with the Damhan-allaidh slaughters
mundane political ties between Scotland many wizards
and France. Several covenants have per- 816 (Mar) Battle of the Great Light;
sonal ties to covenants in other tribunals, Damhan-allaidh defeated
but there are no major links to other tri- 816 (Mar) Damhan-allaidh’s body
bunals. There are occasional meetings disappears
with representatives from the Stonehenge 816 (Jun.) Ordo Miscellanea formed
by Pralix
and Hibernia Tribunals regarding the Isle
816 Sporadic fighting as
of Man, which is vis-rich and claimed by Damhan-allaidh’s followers
all three tribunals. are hunted down
816 Clan Mac Gruagach joins
the Ordo
Other Magicians in Scotland 816 Praeses Septentrionalis
(Northern Guard) formed to
watch for Damhan-allaidh’s
There are Scandinavian magicians in return
the Orkney and Shetland Islands, as well 817 Trianoma helps turn the
as in the Hebrides and on Man. There is an Ordo Miscellanea into
House Ex Miscellanea
unknown number of gruagachan in the
817 Holy Oak founded (Díedne)
Highlands (thought to be less than 100), 817 Admission of House Ex
and most clans can claim an old wise Miscellanea into
woman or two. Rumor claims that Lord Order of Hermes
Goulis, seneschal of the realm, is the king 834 Well of the Head founded
of the Scottish diabolists, but no one has (Díedne)
found concrete evidence to implicate him. 860’s Activities of giants closely
watched, but no danger
to Order
889 Praeses Septentrionalis
SCOTTISH TIMELINE— destroyed by followers of
Damhan-allaidh
HERMETIC HISTORY 889 Flambeau and Tytalus
magi sent to fight
Damhan-allaidh
139 B.C. Age of Aries begins 890 Damhan-allaidh defeated
(Hermetic reckoning) again, but escapes to
A.D. 767 Order of Hermes founded Shetland Islands
at Durenmar 930 Rumors of Damhan-allaidh’s
808 Battle of Carnac; return prove baseless
Damhan-allaidh defeats 954 Crun Clach founded
Order of Hermes 956 Well of the Head sponsors
810 Damhan-allaidh flees to Druids’ Dale For more on Lord
Scotland 1003–1012 Schism War: Houses Goulis, see Scenario
811–814 Damhan-allaidh defeats Tremere and Flambeau Ideas, Chapter 7.
several Hermetic magi destroy House Díedne; Holy
814–816 Pralix fights Damhan- Oak, Well of the Head, and
allaidh in Britain Druids’ Dale destroyed
and Caledonia 1048 Rumors of Damhan-allaidh’s
814 (May) Pralix travels to Scotland return plague northern
814 (June) Pralix ambushed at Loch Scotland
Oadh 1070 Horsingas founded
814–815 Pralix gathers strength,
1099 Flambeau ravage Scotland
recruits Clan Mac
Gruagach, Brud Deathless 1189 Pact of Crun Clach forbids
815 (Jul.) Pralix guarantees Hermetic magi from dabbling
status for gruagachan, in politics
37

Salve Sodale,

Many of my colleagues have questioned me about my self-imposed migration


to the Loch Leglean Tribunal, insisting that no sane man, or Redcap for that
matter, can long endure the horrible conditions of such a fierce and unfriendly
land. After years of hearing slander against one of the most beautiful areas
and some of the most courteous and graceful people, I have written this letter
to you, Mihalyi, my primus, in hopes that others of our House may gain an
appreciation for this most unusual of tribunals.

The southern border of the tribunal is the great wall built by the Roman
Emperor Hadrian in an attempt to keep the noble Picts from the vulnerable
and decadent lands of Britannia. The political boundary between Scotland
and England varies as the Scots press south and the English north.

The southern and eastern parts of Scotland, or the Lowlands, as they are
called, are ruled in the Norman style. Many of the knights are not even
native Scots, but rather French and English implants, invited by the kings of
Scotland, who try to control an unruly populace. The covenants in this part
of the country tend to be based on the traditional model respected on the
Continent and in England.

It is in the Highlands and on the Islands that the true spirit of the country
can be seen. The men living here owe allegiance to their clan lords, who act
as fathers more than great lords. While the lands are held by great nobles,
few if any ever visit these hills, and the king’s law is flouted at will. The
clans of the Highlands are friendly on the whole, but you must take care not
to insult, as feuds are a way of life to them. The clans take the name of their
founder or, sometimes, an occupation. Pride in the family is a prevailing trait
in a clansman, and each man can recite the deeds of the clan and the names of
the ancestors of the chief. Deep in the Highlands can be found families sport-
ing pedigrees that date back to the coming of Christianity to the land. . . .

Thomas Verus of Mercere, portion of a letter to the primus of House


Mercere, 1355, Age of Aries
38

CHAPTER 4
SCOTTISH
LANDSCAPE

The landscape of Scotland has shaped of both thrones. These families raid their
the lives of its inhabitants. Vast tracts of neighbors on both sides of the border
forest cover the Highlands, and long sea- indiscriminately, and both English and
lochs (fjords) deeply cut the west coast. The Scots recognize the right of “hot-trod,”
landscape itself keeps the people of the that is, following a cattle thief over the
land from joining together, but allows border into the other country.
raiders to strike and retreat with near-
impunity. The Islands, off the north and There are few large towns or cities, as
west coasts, invited the people to take to the passage of armies has had a destabiliz-
boats, though oars more often propel them ing effect on the area. The city of Carlisle,
than the wind. The Lowlands are fertile, often traded between the two countries, lies
while the Highlanders must eke out a pre- near Hadrian’s wall and is a major seaport.
carious living with footplow and sickle. Bamburgh and Berwick, on the opposite
coast, likewise trade masters. Between these
three towns are miles of nothing but hills
The Borders and and fierce Border families. The covenant of
Horsingas has found the lawless Cheviots
Lowlands to be a blessing. They can raid without wor-
rying about serious military threats from
their neighbors, many of whom allow the
Anglo-Norman nobles rule the magi to cross their lands in return for a
Lowlands of Scotland, and as a result the part of the booty.
social atmosphere of the Lowlands is
much like England. The Pennine Hills, The wife and sons of Malcolm
the Cheviot Hills, and the Tyne Valley Canmore founded many religious estab-
mark the ill-defined border between lishments in the watershed of the Tweed,
England and Scotland. The actual border including the abbeys of Melrose, Kelso,
has shifted with time: sometimes far to Dryburgh, and Jedburgh. To the south-
the south, sometimes to the north. The west lies the castle of Monksend, origi-
border areas between England and nally a small monastery. It was claimed
Scotland have been a battleground since by the Goulis family, hereditary
before the time of the Romans. While the seneschals of Scotland. Here the family
two kingdoms fight over who owns the rules the surrounding lands with cruelty,
land, powerful families, who hold their and many people claim that its members
land by force of arms, ignore the dictates worship the Devil.
The capital city of Edinburgh is located long, but since that night there have 39
on the south coast of the Firth of Forth. It is been three hills at Eildon.
built on and around the slopes of Castle
Rock and along the “Royal Mile” to the
abbey of Holyrood. Edinburgh is one of the
largest cities in Scotland, yet has less than
Royal Burghs
2,000 inhabitants—quite a shock to visitors
used to the larger cities of the continent. The family of Canmore, especially
David I, struggled to bring Scotland into
the 12th century. One of the ways of civ-
The Eildon Hills ilizing the country was to establish
“royal burghs,” towns and cities that had
special privileges granted by the crown.
Rising from the plains of the Borders, These privileges include the right to hold
the Eildon Hills near Melrose house a siz- their own markets, and exemption from
able fairy community, led by a being certain fees and taxes. In addition, the
known to mortals only as “the Queen of garrison of the castle (which is property
Elfland.” “Elf” is a Border term for faeries of the king or of a lord appointed to the
of all descriptions and is related to the post) protects the town against raiders
Norse and Saxon words aelf, alf, etc. The and brigands. The burgh has to raise its
hills are hollow, and inside are levels of own militia to police its streets, though,
regio that eventually lead to Arcadia (see as the garrison of the castle is only to
sidenote), specifically Somniare. Here the protect the burgh from outside violence.
fey dance and play, whiling away time. To maintain their status, royal burghs
Each day spent here is as seven in the out- pay tolls (fees) on goods sold in the mar-
side world, and mortals who enter the hill ket and on stalls erected there. A burgh
here will age at a corresponding rate. may elect its own magistrate, the
“bailie,” and is largely self-governing.
The town of Melrose and Melrose
Abbey reside at the base of the hill. The kings established royal burghs in
However, not even the power of the many pre-existing towns, and most royal
Church can forbid passage to the fey, burghs have similar plans. The High
who use the opposite side of the hill in Street (sometimes two streets in parallel)
their rades in the mortal realm. King runs between the church and the castle.
David I founded Melrose Abbey for the Along the High Street can be found the
Cistercian Order in 1136. It has been main buildings of the town. Narrow alleys
often beset by thieves and brigands, not called “closes” cross the High Street, leav-
the least of whom were the magi of ing little room between the houses. High
Horsingas, who plundered it of candles, walls surround the burgh, and it is rare to
vellum, and plate more than once. find buildings outside the walls, because Arcadia, the realm of
of the fear of marauders. Instead, the the faeries, is divided
Until 1188 the Eildon Hills were a sin- houses and shops, made all of wood, rise into six known lands:
gle hill, with the remnants of a Pictish or vertically up to seven or eight stories. The Somniare, the land of
dreams; Atlantium, the
British hill fort on the north side. In that focal points of the burgh, besides the
land under the sea;
year the wizard Michael Scot, having church and the castle, are the tollbooth Antrum, the land under
subdued a demon of great strength and and the market cross. The tollbooth is a the ground; Caelum,
power, inquired of it how it could be ban- combination of administrative offices and the land of the air;
ished. “Set me a task that I cannot per- jail. Besides the castle, the tollbooth is the Barathrum, the land of
form, and I shall leave you forever,” most heavily fortified building in the city. the dead; and Tartarus,
replied the demon. One of the tasks that Criminals are kept in the tollbooth, as are the land beyond.
Michael then set the demon was to sun- any tolls collected. Thus, the tollbooth is
der Eildon hill, which the demon easily made the center of the town—and the
accomplished in one night. The inhabi- center of attention of would-be thieves,
tants of the surrounding lands reported a and of rebels wishing to free compatriots.
colossal ripping sound, as if the world The market cross is the symbol of the
were being torn asunder. The monks of burgh’s royal status, and acts as the main
Melrose Abbey prayed the whole night marketplace for the city.
40 Royal burghs have small populations:
most have only 500–700 inhabitants, The Sees of Scotland
while Berwick and Edinburgh have about Aberdeen
1,500 each. Many of the inhabitants of the Brechin
burghs are foreigners; some were invited Caithness
by the king, others came in the retinue of Dunblane
the lord who owns the town, and some Dunkeld
simply immigrated from other countries. Galloway
French, Flemish, and English burghers pre- Glasgow
dominate, but the occasional Spaniard, Lismore (part of Dunkeld
German, or even Italian can be found. until 1190)
Jews are practically unknown in Scotland. Moray
Ross
Burghs are centers of trade and are gen- St. Andrews
erally the only places in Scotland to find
coin of any kind. The burghs produce wool,
leather, cattle, fine cloth, and woodwork,
which the merchants sell to other burghs
The Highlands
and to England and the rest of Europe. In
return, the burghs import wine, spices, jew- The highland plateau of Scotland
elry, grain, and raw materials for the neces- rises to an average height of between
sities of life. The burghs buy the cattle from 1,200 and 1,800 feet, with many peaks
the Highlands, so in the late summer and over 3,500 feet (Ben Nevis, the tallest
early fall the population swells with rowdy mountain in the country, rises to 4,400
Highlanders. The clansmen are often more feet). The Caledonian Forest, a primeval
than a match for the poor members of the forest of hardwoods, covers much of the
militia who must patrol the streets. land. In places it so dense that a person
cannot push between the trunks of the
Royal Burghs of Scotland trees, and so dark that only mushrooms
Aberdeen and other fungus grow on the ground.
Bamburgh The clans have pushed back the forest,
Berwick but it still separates and divides the coun-
Brechin try, making travel and communication
Carlisle between clans infrequent. Fog, mist, and
Dunkeld rain are common, and in the winter,
Edinburgh snow blankets the ground for months at a
time. Steep ravines and dark lochs cut
through the hills.
The Church in the Lowlands The atmosphere of the Highlands
influences the outlook of the inhabitants,
The Roman Church in Scotland was both mortal and faerie. In times of trouble
poorly organized before King David the clans look inward to the family for
revived some lapsed sees and created oth- support. The faeries are generally solitary
ers. Between 1140 to 1190 there were ten and terrifying, killing and eating livestock
sees in Scotland. William the Lion divided and humans. The clansmen are fierce,
the See of Dunkeld in 1190 to create the befitting a race that inhabits one of the
See of Lismore, in Argyle. As a rule, cathe- least desirable regions in Mythic Europe.
drals are located in royal burghs, though Feuds between clans can flare up at the
a few, like Glasgow, are not. Guillame de slightest provocation, sometimes caused
Bruyse, the Bishop of St. Andrews, is the or enflamed by sith.
primate of the Church in Scotland. He
answers only to the pope—a decision The north and west coasts are rugged,
handed down by Celestine III in 1196, with cliffs falling sheer into the waves.
after the archbishops of York and Descendants of the Vikings rule the
Canterbury quarreled over whose admin- region, with the king of Norway as their
istration the Scottish Church came under. overlord. The inhabitants speak Norse as
frequently as they speak Gaelic. The rem- force of arms. The “great families” of 41
nants of many peoples inhabit these far Scotland (at least in Lowland and royal
hills and glens: descendants of the Picts, eyes) are those whom the king has graced
Broch-builders, and Britons. The isolation with his formal “Grant of Land and Title.”
of the communities has helped preserve In most cases these are southern knights
aspects of their cultures. and lords who have inherited the land by
marrying heiresses. The Lowlanders see
Despite two and a half centuries of the Highlanders as barbarians, followers
Anglo-Norman influence, the Highlands of a corrupt Church and speakers of an
and Islands have preserved their tradi- unintelligible language.
tional clan-based society, fiercely guard-
ing their rights and culture. The Highland
clans are tribal in nature. The leaders of
the community live with their followers,
Highland Pastimes
rather than build castles in which to live.
The clan consists of a large extended fam- The Highlanders are a race of poets
ily, and all members claim descent from and musicians, and singing is one of the
one ancestor, from whom the clan takes characteristics of the people. Highlanders
its name. The leader of the clan is the sing to make work pass easily. Singers and
ceann cath (kyann ka, chief), normally musicians shape their rhythms and tunes
called by the family name (for example, around the nature of the work, whether
the ceann cath of Clan Mac Donald is rowing, reaping, or fulling cloth. In addi-
called “the” Mac Donald). Below the chief tion, the people dance to peurt-a-bail (pert
are various clan officers: the seanachaidh a bial, mouth music). In all their songs,
(shenuchy), the tanaiste (tanishtu), and, if the people tend to make up the words on
the chief cannot lead the clan into battle the spur of the moment, often poking fun
himself, the war leader. The seanachaidh at the well-known shenanigans of people
is the main storyteller and historian of the present. The tune and beat are the impor-
clan, memorizing the genealogy of the tant parts of the music, as opposed to the
chief and maintaining the oral history of words. The songs are sung a cappella. In
the clan. The tanaiste, or tanist, is the the chief’s hall can be found the pipers
man appointed by the ceann cath to suc- who play only for the chief, never for
ceed him to the chieftainship. While the dancing or war. Harpers and bards (poets)
ceann cath appoints the tanist, he must inspire the men before battle, telling of
be approved by the officers and leading the brave deeds of the clan.
men of the clan. If they do not approve
the chief’s choice, the officers may Storytelling is a popular pastime and
appoint another man in his stead. consists of retelling stories of the great
Gaelic heroes like Finn Mac Coul, Ossian,
The chief and his lieutenants provide or CuChulainn. Stories of the good folk
for their clansmen in times of trouble, buy- (faeries) are popular, as are stories of
ing and distributing grain in years of ghosts and monsters. The chiefs and lairds
famine, forgiving rents to those struck by have trained-storytellers: the seanachaid-
raids, etc. In return, the clansmen support hean (shenuchan) and ollamhan (oll-
their chief both with produce and in war. uvan), who keep the history of the clans
Highlanders measure the power of a chief alive in their stories. A popular pastime is
by the number of men in his following, or the ceilidh (keeli), where the folk gather to
“tail.” Some of the greater chiefs are able to tell stories and sing.
muster 2,000–3,000 men. Chiefs welcome
landless men, or caterans (kat-erans), who The seelie faeries of the Highlands are
will increase their following. These cater- appreciative of talented musicians. There
ans are adopted into the clan and given are many tales of harpers, pipers, or singers
land. They take pride in their new family. taken by the good folk to their knowes
(nows, hollow hills). Here the mortals learn
The Highland chiefs are not granted fairy tunes, often escaping years later to
their lands by the king; rather, they hold bring the music with them back to mortal
them by approval of their clan and by lands. Many areas are known to be abodes
42 of faeries, in part because of the music that golf club). The ball is wood or of leather
can be heard coming out of the ground. stuffed with grass, feathers, or other light
material. The object of the game is to drive
The Norman lords in the Highlands the ball to the opposing goal, which may
have established private game parks, but be a particular stone, a stump, or a corner
the Highlander considers it his right to hunt of a house. The first team to score a goal
and fish without any man’s say. Salmon wins. Beyond this, there are no rules. The
and trout abound in the Scottish rivers and game is popular not only among humans;
lochs, and catching them is popular among the good folk enjoy it as well. In the south-
those who live along their banks. Wolf ern Highlands, the faeries have been
hunting is not popular, but considered nec- known to steal a champion human shinty
essary, as wolves frequent the forests and player for a game between troops.
uplands, often taking cattle or goats.

Hunting in the Highlands is usually done


with a bow and arrow (or with a net, for
The Church in the Highlands
birds). To hunt larger game, the Highlanders
use hounds—Scottish greyhounds are able to From the earliest times of the Church in
run down and kill wolves or deer—and they Scotland, local lords or chiefs gave mission-
carry spears in case they run into boars or aries land for the buildings and fields of
other fierce prey. The Highlanders hunt most- their monasteries. Once granted land, the
ly for food, rather than for sport. Horses are monks built a stone wall or earthen ram-
little used by the Highlanders, and then part to shelter the monastery buildings.
chiefly to haul game back to the homestead. This wall was necessary for the defense of
the monastery against marauders and the
Fishing is usually done by netting, enemies of their benefactor. Often the lord
especially when fishing the rich banks off would grant lands on which a fort already
the coast, but care must be taken to avoid stood, to ease the monks of the burden of
netting the more supernatural aquatic building walls. Once the wall was complete,
creatures, whether merrows or a river the monks built individual houses, known
faeries. Catching fish for pleasure is done as kils, or cells. The monastery may have a
with line and hook, and the teeming number of other buildings. A small church
rivers of Scotland provide the inhabitants is present for the benefit of the monks and
with much in the way of this pleasure. is not meant for the surrounding populace.
A visitor can find kilns, granaries, guest
“Taking aasalmon
“Taking salmonfromfrom
the river,
the quarters, mills, barns, and workshops,
river,
a treeafrom
tree from
the forest,
the forest,
and and
a deer
a deer
from depending on the age of the monastery and
from
the mountain
the mountain
are three
areactions
three actions
no Gael the efforts of the monks. The monastery
no
wasGael
everwas
ashamed
ever ashamed
of.” of.” relies on the produce of its own lands, or of
the sea if it is close. Gifts from the sur-
—Traditional rounding clan are appreciated, but not nec-
essary to the survival of the monastery.
Feats of strength are popular in the
Highlands, and many areas have a clach The lands of the monastery are known
neart (clach niarst, stone of strength), used as the comraich (comrich, sanctuary). The
as a test of manhood. Throwing the ham- comraich may be relatively small, enclosing
mer and caber (kaber, rooftree, a fifteen- to only a few acres, or it might stretch for sev-
twenty-foot-long tree trunk) are other tests eral miles. Carved stone crosses, or stones on
of strength. A popular sport is shinty, or which crosses have been engraved, surround
camanachd (caemanachc)—a form of field the comraich. The comraich provides sanc-
hockey related to hurling in Ireland or to tuary for anyone who can reach it: if a fugi-
stickball among the Norse. In the Scottish tive can enter the comraich, the monks will
version, any number of players can form a investigate the offenses and decide what to
team, from as few as four or five, to sever- do with him or her. This allows time to let
al dozen. Each player uses a caman (cae- tempers die down and ensures the fugitive a
man), a stick about three feet tall with an trial. The comraich is also the area protected
angled head at the bottom (much like a by the Dominion of the monastery.
43

Ownership of the Monastery of the aura of the Scottish Dominion. If the


monastery loses the bell and staff, it will no
Monks of the Scottish Church may longer generate an aura.
marry. The monks are often of the same
family as the founder of their monastery Bishops have a much smaller role in
and live with their wives and families in the Scottish Church than they do in the
the monastery. Leadership of the commu- Roman Church. Rather than ruling a dio-
nity generally passes from brother to cese, with the attendant power that comes
brother, or father to son. with such a position, the bishop is a mem-
ber of the monastery who has the power
Most monasteries date back to the time to consecrate priests. While it is rare for an
when missionaries from Ireland came to ab to also be a bishop, it is possible. As a
convert the Picts and Scots. A noble gave rule, monks choose bishops for their sanc-
ownership of the monastery and lands to tity and perhaps also for their lack of
the founding ab, who thus had two distinct interest in administration. The ab is a
functions: leader of a religious community Presbyter (an elder of the church) and
and owner of the lands and buildings. After leads services for the monastery and the
the death of the ab, the religious leadership surrounding community.
of the monastery was given to a member of
the religious community, but the land was Most clans do not have a nearby
given to the one who could best administer church, so itinerant priests care for far-flung
it. This method of inheritance often led to a clans. These priests travel a circuit, visiting
secular relative of the ab inheriting the each clan in turn. With the hazards of trav-
physical estate of the monastery. el and poor conditions in the Highlands, it is
sometimes a year between visits. Because of
The secular leader of a monastery is the this, Highland couples often pledge them-
abbat, and the religious leader is the comarb selves “handfast,” a form of trial marriage
(com-arb), or co-ab. Human nature being that may later be recognized by the priest.
what it is, the secular abbat does not always
have the best interest of the monastery at
heart, and the abbat often takes rents and
goods intended for the Church. The staff
Aura of the Scottish Church
and hand bell of the founding ab are evi-
dence of the ownership of the monastery The Scottish Church generates a Divine
and are guarded well by their possessors. aura with a special effect. Because of the
Additionally, the bell and staff are the focus way the early missionaries preached the
44 word of God, the Scottish Dominion calms religious brothers find that they cannot
those within it. While within the bound- live under the rule of a greedy or irreli-
aries of the Dominion generated by the gious abbat, they may abandon the
relics of the early saints, the Passions and monastery. They then establish them-
Personality Traits of the character are tem- selves on land given by the king or sur-
porarily dampened to a score of 1 (without rounding chiefs.
respect to whether they were + or -). Long
residence in the aura results in permanent Known as the cele de (servants of God),
lowering of these traits. It generally takes or kelledei, they often settle close by the old
one to two weeks to lower each point of monastery and continue to minister to the
Passion or Personality Trait. Until the time needs of their neighbors, who are often
that the character becomes fully acclimat- their relatives. Unlike holy orders in the
ed, the Passions and Traits will return at Roman Church, the kelledei have no for-
about a point a day (or faster, if a situation mal organization and no rule to live by.
warrants it) if the character leaves the aura. Instead, each community lives under its
A character is fully acclimated when all own rule, leading to a wide range of con-
Passions and Personality traits are at zero. ditions based on local custom and the
organizational ability of the comarb.
Once acclimated, a person becomes dis- From the early ninth century on, the
passionate and emotionless. While it is diffi- kelledei spread throughout Scotland, but
cult for himor her to feel hatred or anger, the primarily in the areas that held to the
gentler emotions also suffer, so that to love Scottish Church rather than the Roman.
a person is impossible as well. While Scottish
monks may marry and have children, the With the increased presence of the
love they feel for their family is the same as Roman-style orders, it became a common
the love they feel for humanity; it is not the occurrence for a Benedictine or other reli-
romantic or familial love that the rest of the gious order to settle in the same town or
world feels. This lack of passion does have a area as a community of kelledei.
beneficial side effect: demons have few ways Unfortunately for the kelledei, the clergy
to tempt or torment acclimated characters. of the Roman-style orders often have little
sympathy for the adherents of the Scottish
Acclimated characters who leave the Church. They take advantage of royal
aura regain their old Passions and and papal backing to absorb or dissolve
Personality Traits at a rate of 1 point per the communities of kelledei. In some rare
After the death of the month. See the rules on adding experi- cases, however, the Roman clergy live in
founding ab of a ence to a Passion and gaining and losing harmony with their Scottish brethren.
monastery, who was the Personality Traits in the Ars Mágica rules.
owner and administra- Once a character has regained any
tor of the monastery’s Passions or Personality Traits, the charac-
land as well as the reli-
ter is no longer acclimated to the aura.
Demons and the Array of Hell
gious leader, his func-
tions were sometimes
split. If the functions The Scottish Dominion is also kind to Because of the special temper of the
were split, the secular magi who embrace its peacefulness and calm. aura of the Scottish Church and the
owner of a monastery is The Dominion’s negative modifiers to magic emphasis on the Love of God, a large blind
the abbat and the reli- die rolls do not affect acclimated magi; spot exists in Highland life regarding
gious leader is the instead, their spells function as if the aura were Satan and demons. Satan is seen as a fig-
comarb. magical. However, once acclimatized to the ure of ridicule, or as something feared only
aura, magi suffer a -5 to all magic cast outside by Lowlanders and foreigners. However,
it, until they regain all the points that they the aura only protects the monasteries and
once had in Personality Traits and Passions. a few rare people, leaving the great major-
ity of the Highlands open to demonic
influence. The lack of such influence can
only be attributed to a lack of interest on
The Kelledei the part of the minions of Hell. With the
influx of the Normans, a few demons have
A second order of the Scottish Church migrated north, finding victims among
arose because of lay abbacy. Where the the people of the Lowland cities.
The Islands of Norway, but in reality the earls often rule 45
their lands with little regard for the king.

The Picts little exceed pygmies in


stature; they did marvels in the morn-
The Northern Islands ing and the evening, in building walled
towns, but at midday they entirely lost
The Orkney and Shetland Islands are their strength and lurked, through fear,
collectively referred to as the Northern in little underground houses.
Islands or Nordreys, and are owned by the
kingdom of Norway. There are about sixty —Historiae Norwegiae
islands in the Orkneys, half of which can or
do support human occupation. There are Editor’s Note: The description fits
nearly a hundred Shetland islands, of the race of faerie known as the trow,
which only fifteen or so support humans. rather than the Picts. —Peter Hentges
The islanders call the largest island in each
group Mainland, an indication of the Men from the earldom serve all over
seclusion of these islands. The Shetlands, Mythic Europe. From Ireland to the
and to some lesser extent the Orkneys, Byzantine Empire, Orcadian mercenaries
have a strange enchantment in that the fight for silver. The Scots and Irish call
domestic animals that live on these islands these men galloglaichs (gaul-o-glachs, for-
are less than half the size of normal ani- eign warriors). They fight armored in
mals. Horses, sheep, cattle—even dogs— chain mail and helmets, and with two-
suffer from this enchantment. The people handed axes. They often go bare-legged,
of the islands appear unaffected, though, the better to charge their enemies.
and some range well over six feet tall.
AtAtnine
nineskills
skillsI challenge,
I challenge,
The Islands, especially the Orkneys, have a champion
a champion at chess;
at chess;
many standing stones, stone circles, and runesrunes
I rarely spoil.spoil.
I rarely
other products of an ancient race. Magical I read books
I read and
books write;
and write;
investigation of these sites has indicated that, I’m skilled at skiing
I’m skilled at skiing
while they may not be as magnificent or well- and
andshooting
shootingand andsculling
sculling
known as Stonehenge in England, they are and more! I’ve
and more! I’ve mastered
mastered
considerably older. The Orkneys were origi- musicmusicand verse.
and verse.
nally called the Orcades, the Isles of the
Dead, though exactly why is not known. —Rognvald,
—Rognvald, earl
Earl of
of Orkney
Orkney
Scholars in the Order of Hermes know that a
stone circle on the island of Mainland in the The faeries of the Islands are, if any-
Orkneys, the Ring of Brodgar, leads to the thing, more solitary than their cousins on
faerie realm of Barathrum. the mainland of Scotland. The Islands are
home to several otherwise-unknown
The existence of many brochs in Orkney species, notably the trow and the stoor-
and Shetland indicates that the Broch- worm. The trow may be relatives of the
builders had mastered the art of sailing, but Norse trolls, though it is possible that the
sometime in the past the Picts also invaded Vikings gave the name to the native crea-
and settled the Islands. The Picts ruled the ture in memory of the trolls back home.
Islands until the end of the 8th century, Trow can have one or two heads and are
when the Vikings first raided and then set- restricted in sunlight. If daybreak finds a
tled. King Harald Fairhair of Norway creat- trow above ground, it cannot return to its
ed the earldom of the Orkneys in the late underground home until nightfall. The
ninth century, and the history of the earl- islanders count it lucky to hear a trow
dom is a savage and bloody one. The Odal speak, but unlucky to see one. A trow
law of Norway grants the lands of the dead sometimes takes whole communities
earl to his surviving sons, and several civil under its care, but demands grain, ani-
wars between brothers mark transitions mals, or a spouse in return. On the whole,
between earls. In theory the earl of the the islanders see the trow as wicked, per-
Orkneys holds his lands in fief from the king haps more than they are in truth.
46 Stoorworm Stoorworms prefer not to face multiple opponents,
but often do not recognize ships as constructs filled
The stoorworm is a relative of the “well with multiple foes, seeing them rather as individ-
worms” of northern England and southern ual intruders in their domain. When the stoor-
Scotland. It is a poisonous water serpent that can worm comes ashore (which is extremely rare),
grow to immense size. The cirein croin (KEER-en reduce the First Strike and Attack scores of both the
crun) was the ancestor of all stoorworms, a serpent Bite and Entwine attacks by half, though Damage
so large that it could circle the entire Island of remains the same.
Britain, including Ireland! It was finally killed
when a hero sailed down its throat and lit its * Powers: The poison of the stoorworm coats its
insides on fire with a burning peat. The teeth fell teeth and will stick to armor or shields after a bite
out of its mouth and became the Orkney, attack. Characters handling anything bitten by a
Shetland, and Faroe Islands, while the burning stoorworm must take great care that no poison
body formed the island of Iceland. Its liver still enters the mouth, nose, eyes, or open wounds. A
flames and is responsible for the volcanoes preva- Dexterity roll of 8+ will ensure that the character has
lent in Iceland. avoided the poison. If the roll fails, the character
must make a Stamina roll of 9+. On a successful roll,
The stoorworm is as long as a ship and as the character loses one body level; on a failure, two.
thick around as a tree trunk. It has neither legs nor
wings, but drives through the waves by twisting its ** Entwines on the first round; every round
body. The stoorworm is large enough to be a thereafter has a cumulative +8 damage (2nd round
threat to any but the largest ships, and its poison +8 damage, 3rd round +16, etc.). The stoorworm
breath can clear ship decks with ease. Stoorworms can automatically bite anyone caught in its coils.
tend to entwine their prey, then bite and squeeze it Each human-sized object held by the stoorworm
until it dies, whereupon they swallow the morsel. reduces its Entwine First Strike attack by 6. Damage
is reduced by 6 for each object after the first.

*** The stoorworm may use 2 Magic


Stoorworm Might points to breathe a cloud of poison
gas. Every creature (except the worm!) within
Magic Might Size a cone ten feet wide by twenty feet long must
42 +6 make a Stamina roll of 9+ or lose two body
levels. A successful roll still results in the loss
Characteristics of one body level
+2 Cun (hunter) -5 Pre (terrifying)
+4 Per (keen nose) n/a Com
+8 Str (huge) +2 Dex (sinuous)
+10 Sta (unceasing) +6 Qik (fast-striking)

Combat Totals
Weapon 1st Atk Parry Dam
Bite Totals: +16 +14 +25 Poison*
Entwine Totals: +10 +11 Special **
Breath Totals: +20 +10 Special ***

Dodge Defense: +6 Soak: +24


Fatigue: +10 Encumbrance: 0

Body Levels
OK, 0/0/0/0, -1/-1/-1, -3/-3, -6, Incapacitated

Fatigue Levels
OK, 0/0/0/0, -1/-1/-1, -3/-3, -6, Incapacitated

Abilities
+6 Ferocity (disturbed) 3 Smell (blood)
6 Swim (storms)

Vis
12 Animál in scales, 6 Perdo in poison glands
Trow
Trow
Faerie Might Size
47
Powers: Trow caught above ground 21 +2
at sunrise are unable to retreat to their
Characteristics
home below the earth, though sunlight
-1 Int (slow) 0 Pre
does not otherwise affect them.
-2 Per (bad eyesight) -2 Com (slow-witted)
Trow may cast spontaneous
Terram magic spells. Roll +15 for the +3 Str (burly) 0 Dex
spell’s level if the trow expends a +4 Sta (tireless) 0 Qik
fatigue level; divide the roll by 2 if the Personality Traits
trow does not exert itself. +3 Solitary

Combat Totals
Weapon 1st Atk Parry Dam
Club Totals: +4 +5 +3 +8

Dodge Defense: -2 Soak: +9


Fatigue: +4 Encumbrance: 0

Body Levels
OK, 0/0/0, -1, -3, -6, Incapacitated

Fatigue Levels
OK, 0/0/0, -1, -3, -6, Unconscious

Abilities
2 Club Attack (smash) 4 Play Musical
3 Club Parry (clubs) Instrument (wild tunes)

Kunal Trow
Faerie Might Size
Kunal Trow 29 +2

Powers: Trow caught above ground Personality Traits


+3 Solitary
at sunrise are unable to retreat to their
home below the earth, though sunlight Characteristics
does not otherwise affect them. +3 Int (sly) +2 Pre (regal)
-2 Per (bad eyesight) -2 Com (slow speaker)
Kunal trow may cast spontaneous
+3 Str (burly) 0 Dex
Terram spells. Roll +25 for the spell’s
+4 Sta (tireless) 0 Qik
level if the kunal trow expends a
fatigue level; divide the roll by 2 if the Combat Totals
kunal trow doesn’t exert itself. Weapon 1st Atk Parry Dam
Club Totals: +4 +5 +3 +8
The kunal trow is sometimes called
the “king” trow. These creatures are the Dodge Defense: -2 Soak: +9
trow that most often take villages Fatigue: +4 Encumbrance: 0
under their care, but they often
demand a bride or groom in return. Body Levels
Kunal trow may learn the entire gamut OK, 0/0/0, -1/-1, -3, -6, Incapacitated
of gruagach powers, including Speak Fatigue Levels
Pictish and Potency. (See Character OK, 0/0/0, -1/-1, -3, -6, Unconscious
Generation, Chapter 6, for more infor-
mation about gruagach powers.) Abilities
2 Club Attack (smash) 4 Play Musical
3 Club Parry (clubs) Instrument (wild tunes)
48 The Western Islands Norse-Gael rebel, defeated Godred II of
Man in 1156. The division of the king-
The islands to the west of Scotland are dom granted Somerled the two southern
the Western Islands. The Norse call them island groups, Islay and Mull; the hold of
the Sudreys (Southern Isles). They are the king of Man on the Long Island and
divided into two main groups: the Outer Skye was weakened permanently.
Hebrides (also known as the Long
Islands), and the Inner Hebrides. All the islands in the Hebrides have
their share of faeries, both malign and
The Long Island suffers the full brunt of benign; and though they are called by dif-
Atlantic storms. So strong are the gales that ferent names because of the language dif-
the islanders hold down the thatched roofs ferences between the mainland and the
on their cottages with ropes weighted with Islands, the island faeries are substantial-
stones. The western beaches of the Long ly the same as on the mainland.
Island change, from gold to sandy to silver,
as the seas churn up the treasure of the
merrows (fish-people), then steal it back
again. The inhabitants of the islands do not
The Isle of Man
collect this treasure, as they fear the wrath
of the merfolk. The natives advise visitors to The Isle of Man sits in the Irish sea
the islands to steer clear of the beaches between England, Scotland, and Ireland. It
when they glint, as the merrows are quick has sometimes been part of the Kingdom
to capsize and sink boats that try to leave of Norway, but generally it has been its
with their holds full of gold and silver. own kingdom. Farming people settled on
Man in prehistoric times, and the Romans
The Inner Hebrides lie not far offshore knew of Man, though they did not invade
from the mainland. It is often difficult to or settle there. Christian missionaries from
tell what is an island and what a penin- Ireland used the island as a stepping-stone
sula, as the coast is so deeply cut by sea- in the expansion of Christianity from
lochs (fjords). Boats ply the water between Ireland to Scotland and England. At the
the islands easily, but swimmers must end of the 8th century, Man was first raid-
beware of the treacherous currents that ed, then settled, by Vikings. The Norse
separate the islands. The Inner Hebrides made use of its strategic position to launch
have slightly better weather than the raids against the surrounding coasts. The
Outer, but even here, stones hold down Kings of Norway claimed the island as part
the thatch roofs. of their own lands, but in practical fact,
the last king who landed there ruled,
The Western Isles were long a strong- whether he was from Ireland, Scotland, or
hold of the Broch-builders, who repelled Norway or was a local native.
several invasions by the Picts. They fell
before the spears of the Picts, though, long Norse is the language of the rulers of the
before the Norse invaded the Islands the island, but many of the farmers speak an
800s. Godred Crovan, the king of Man, accented Gaelic. Farms cluster in the coastal
seized the Sudreys and the city of Dublin. lowlands, while cattle, sheep, and goats
In 1098, King Magnus Barelegs added the graze the hills of the interior. The island has
peninsula of Kintyre to the kingdom (see three towns: Douglas, Ramsey, and Peel.
“The House of Canmore: Scotland in the
12th Century” in Mythic History, Chapter 2).

Like the men of the Orkneys, the war-


Magical Interest in Man
riors of the Hebrides traveled far across
Mythic Europe, fighting for pay and Magi from the Order of Hermes fought
plunder. The kingdom of Man and the a number of battles over the island and its
Isles had many civil wars, and even in vis sources until 1145. In that year a special
relatively peaceful times the men found tribunal made up of delegates from the
employment among the clans of the Hibernian, Stonehenge, and Loch Leglean
mainland, or in Ireland. Somerled, a Tribunals issued the Partitio Monaviae.
This document acknowledges the neutrality Columba lived and died on the island, 49
of Man until “such time as a covenant shall and after his death in 597, the abbey
be founded on Man or its dependent islets; remained in his family through the
at which time the island shall be considered comarb system. The Danes raided the
part of the mother tribunal of the new island several times in the late 8th centu-
covenant. The new covenant shall be con- ry. A raiding party killed the entire popu-
sidered the owner of such sources of vis and lation of the island in 802. Monks then
other resources as are found on the island.” came and moved the remains of Saint
No one has yet founded a covenant on the Columba and any remaining treasures to
island, in large part because of the presence Ireland for safekeeping. The relics were
of a band of wizards who settled along with returned in 818. In 829 Danes killed Abbot
the Norse invaders. It is thought by most of Blathmac when he refused to reveal the
the Order that the island is infested with resting place of Columba’s bones. The
magi of the Order of Odin. bones were both feared and coveted by the
Viking raiders, who had heard of the
The island is vis- and faerie-rich and has Christian custom of enshrining saints’
two known gateways to Arcadia. There are bones in jeweled reliquaries. In Columba’s
two acknowledged kings of the Man faeries, case, however, this was a false rumor.
Arawn and Manannan Mac Lir. These two
kings control the land and the sea, respec- An important site on the island is the
tively. The good will of Manannan is neces- relig oran (relig or-an, the burial place of
sary to leave the island, as he has great kings). Here lie buried most of the kings of
power over the waves and storms. The island the Scots, from Aidan to MacBeth and
has a number of magical wells and springs Gruoch. Foreign kings are buried here as
that can cure a variety of ills. Finding one well, including Norse and Irish. Saint
can be difficult, however, as the locals are Oran (a member of Columba’s original
not likely to aid the characters. In addition, band of twelve monks) is also buried here.
there are at least three wells named “St. In a curious ceremony, Oran volunteered
Patrick’s Well,” further confusing the issue. to be buried alive at the consecration of
the first church on the island. On the third
day after the interment, Columba had his
The Holy Island of Iona tomb opened, and he proved to be still
alive. He opened his eyes and said to
Columba, “Death is no wonder, nor is Hell
Missionary saints of the Scottish and as it is said.” Columba had the tomb
Irish Churches sanctified several islands quickly resealed, and these words of his
off the coast of Scotland. The first island so have passed into folklore: “Earth, earth
blessed was Hii, later renamed Iona. Here upon the mouth of Oran, lest he talk
Saint Columba landed after his exile from more.” No prayer addressed to Columba
Ireland, and here he founded his first will be heard unless it is addressed to Oran
church. On a hill on the west coast of the first.
island is the Arn cul-ri Eirin (arn cool-ree
erin), a cairn that marks the spot where The entire island has a Dominion
Columba looked back and found that he aura of level 8 and is of the Scottish tem-
could not see his homeland. per (see “Aura of the Scottish Church”).

“Small and and mean


mean though
though this
this
place is,
and
unusual
is, yet
unusual
yetititshall
honor,
shallbebe
honor, not
held
held
notonly
in great
in great
and
only by Scotic
Scotic
Stone Monuments
kings and
andpeople,
people,butbut alsoalso
by the
by rulers
the
rulers
of foreign
of andforeign
barbarous
and nations
barbarousand Though the great stone circle of
nations
by their and subjects;
by their
the saints,
subjects;
also
theof Stonehenge in England is the best known
saints,
other churches,
also of othershall regard
churches,
it with
shall
no monument in the British Isles, there are
regard
common it with
reverence.”
no common reverence.” many others, especially on the Islands of
Scotland. The secrets of the standing
—St. Columba
Columba about
aboutIona,
Iona,at at
his stones and stone circles have long been
his death in
death in 597 597 lost in Scotland. The fey claim no owner-
50 ship, even though the sites have strong Stones and the Fey
Faerie auras. The elusive Broch-builders,
or a people older still, may have had a
hand in their construction. As a rule, stone circles and standing
stones are associated with the faerie realm
These stone circles and standing stones of Barathrum, the land of the dead.
are sometimes on islands, but the majority Recumbent circles are associated with
are on the mainland, often on hilltops or in Antrum, the land of earth and rock, and
secluded valleys. There are several styles or alignments with Caelum, the realm of the
types of monuments: menhirs (solitary air and stars. Individual monuments may
standing stones), alignments (groups of have different associations, but these are
stones that point at geographical or astro- the prevalent connections. Some of the
logical features), and circles, both standing greater stone circles, such as the Callanish
and recumbent (where the builders inten- standing stones of Skye or the Stennes
tionally placed the stones on their sides). stones on the Island of Mainland in the
Some areas have more monuments than Orkneys, have multiple associations. The
others. Argyle and Kintyre have numerous Stennes stones lead to both Barathrum
alignments, pointing at islands and moun- and Caelum, while the Callanish stones
tain peaks. The islands of Lewis in the are rumored to lead to Barathrum,
Hebrides and Mainland in the Orkneys Antrum, and Tartarus itself.
have large stone circles. The northern
Lowlands of Buchan and Mar have many Most monuments have a community
recumbent circles. The area around of duine sith (doonu shee, people of peace)
Inverness has standing stone circles, and living nearby, but the fey do not own the
the area north of the Borders has both monuments. Rather, they oversee the use
alignments and stone circles. of them, making sure that no mor-
tals tear them down or otherwise destroy stone or group of stones moves on its own 51
them. As the Church is not as prevalent in schedule: some on nights of the full moon,
Scotland as in England, many of the mon- others on “quarter” days. Some move to
uments still hold their power. Most monu- no schedule at all, but are influenced by
ments normally have Faerie auras of 2–6, an outside event such as a severe thun-
increasing in power at certain times derstorm or a war.
dependent on the site. The larger ones,
such as the Callanish and Stennes monu- Stone monuments often act as collec-
ments, are gateways to Arcadia and have tors for vis of various sorts. The vis might be
auras of 10 at all times. related to the type of monument, or then
again, it might not. Flowers or plants inside
a stone circle, water from a spring, chips
Other Magic of the Stones from the stones themselves—the vis might
take any of these forms. It might be only
available during the quarter days (special
Stories tell of other uses for the stones. days near solstices and equinoxes), or it
Some say that blood sacrifices attract the may lie around waiting for the first person
attention of the pagan gods of the Picts, who wanders by. Not all monuments that
who will grant a wish—or tear the soul from produce vis produce usable vis: one stone is
the mortal insolent enough to summon said to contain several queens of vis, but it
them. Others say that the stones may be weighs several tons and has resisted all
used to communicate with the dead or to attempts to remove it from the ground.
travel to other sites such as Stonehenge, or
Carnac in Brittany. Alignments are said to
be places of visions of the future and past.
Unfortunately for the magus who would
Things Scottish
attempt to invoke the power of the stones,
no story tells how to perform these deeds.
Magi measure vis in

The Roman churchmen fear and Languages three general units:


pawns, rooks, and
despise the stone monuments and try to queens. A pawn is
uproot them whenever possible. They Scotland is a country divided not only equal to 1 point of vis,
claim the stones to be the work of the Devil by geography, but by language. In the a rook 10, and a queen
or demons and that hideous rites are prac- South, Scottish holds sway. This is a heav- 100.
ticed even now by the countryfolk. Yet no ily accented (to the southern, English ear)
matter how much the Church might rail combination of the Germanic language of
against the stones, the common folk will the Angles, the French of the Norman
not aid in their destruction. The stones are overlords, and Gaelic. Some burghs have
often part of ceremonies on Beltane, the sizable Flemish or French populations,
spring “quarter day.” What happens at who handle the wool export and speak
these monuments is different from site to their own tongues. In the Highlands,
site, but always involves fire. Fires may be Gaelic is the predominant language. It
kindled on a particular stone, or torches was the language of the Scotti, who
extinguished, or straw and twig effigies brought it from Ireland in the 500s. The
burned. Often, the participants leave conquest of Kenneth MacAlpin spread it
behind small sacrifices of cheese, cloth, or throughout Scotland. Descendants of the
flowers. No one tells outsiders what these Vikings hold the Hebrides, Orkneys,
rituals mean, but the participants all warn Shetland Islands, and parts of Caithness.
of dire, if indeterminate, consequences if Here the inhabitants speak Norse in addi-
the rituals are not performed. tion to, and sometimes instead of, Gaelic.
In the fastness of Ross and Sutherland live
Legends say that some stones are able a few isolated clans who speak Gaelic
to move about, usually uprooting them- laced with some elements of Pictish.
selves and rolling down to the nearest
body of water. There they immerse them- Latin is the language of the clergy in
selves, then roll back to their appointed the southern areas, but even the edicts of
places to wait for the next time. Each the kings of Scotland have not changed
52 the practice of the Scottish Church, which pennies; there is no coin for the mercke. All
still holds services in Gaelic. Latin is the merchants have iron plates, onto which
predominate written language. Few peo- they place any coins that they receive, as
ple can read Ogham, a form of monu- cold iron will destroy any faerie glamour
ment writing. Ogham was used for cast on the money.
inscriptions for both Gaelic and Pictish,
but the Pictish inscriptions are no longer
legible to the modern reader. Ogham is no
longer a living language and is not writ-
The Calendar
ten anymore.
The year in the Highlands is divided
Pictish is a dead language. It has ele- into four quarters, loosely based on the
ments of an even older language—not seasons. The “quarter days” of the Scottish
related to any other in the British Isles— calendar mark the change of the seasons
adopted when the Picts absorbed the and are of great importance to the
Broch-builders. After Kenneth MacAlpin’s Highlanders. Days are counted from the
conquest of Pictland, members of House night before, so the eve of a holiday is part
Díedne cast subtle spells that somehow of the holiday itself.
made the Picts forget their language and
speak Gaelic. Many young gruagachan The year begins on oidhche challuin
lost their Pictish because of these spells, (oychu cha-lun, New Year’s Eve). A pecu-
but older gruagachan preserved the lan- liar tradition of “first footing” holds that
guage. Now only gruagachan speak pure the first person to cross the threshold of a
Pictish, which is a magical language, aid- house will bring good or bad luck for the
ing them greatly when casting their Geasa rest of the year. Dark-haired men bring
and Curses. The secret of the language- the best luck, women the worst. The
destroying spells died with House Díedne household keeps the fire alight all night
in the Schism War. The language of the long (normally they would be smoored, or
Broch-builders has been lost for millennia, banked). It is extremely bad luck to have
and no traces are known to exist. your fire go out or to give fire to a fireless
hearth.

Currency The Feast of St. Bride, on the first day


of February, is the ancient quarter day of
imbolc (imbolk). Seanachaidhean recite
Any coins at all are a rarity in the genealogy of Bride, and pregnant
Scotland, but the Church demands that its women pray for an easy delivery.
taxes be paid in coin. Except in the case of
churchmen, nobles, and foreign traders, it Beltane (bel-tane) falls on the 1st of
is rare for anyone to carry coins. The May and echoes pagan fire ceremonies. In
major currency for the country is animals: ancient times men were sacrificed to
St. Bride (breed): The
Highlanders call Bride
cattle, sheep, and goats. Raids between ensure supernatural protection for the
the foster-mother of families and clans are part of everyday herds. Now cakes, figures made out of
Christ and believe that life, and the Highlanders have become bundled sticks, or flowers are substituted.
she helped in the deliv- adept at these activities. The Highlanders Processions led by men carrying torches
ery of the Christ child say, “A man who steals one sheep is a circle the fields, invoking the protection of
in Bethlehem. petty thief, while one who steals a hun- the elements, gods, or saints. Beltane is
dred cows is a great man.” the day when the migration to the sum-
mer pastures begins. Bonfires are kindled,
David I introduced the silver Scots and the animals are driven between the
penny, and it is equal in value to the fires to cleanse them and preserve them
English penny. Gold coinage is unknown from harm.
in Scotland. What Scottish coinage there is
follows the English pattern: 1 pound=20 The first day of August is the
shillings=240 pennies. A particular Scottish Celebration of Lughnasa (loo-nasa), which
unit of value is the merk, or mercke, which once honored the pagan god Lugh, but
is equal to 2/3 of a pound or 13 shillings 4 now merely marks the beginning of the
harvest. Lughnasa is a time of great cele- land, the clans use the less fertile land of 53
brations; and feasts and festivals abound. the hilltops for pasturage of cattle, sheep,
and goats. This crude farming leads to
The harvest is normally over by some families not having enough food to
August 15, St. Mary’s Day. Harvest feasts last the winter and spring, and they can
are prepared with many symbolic ingredi- face starvation unless the chief of the clan
ents, and the harvesters perform rituals gives them grain from his own stores.
marking the end of the harvest (see below
about cutting the cailleach). St. Michael is The primary crops of the Highlands
a popular saint in the Islands and the are oats, barley, and bere, a primitive form
west coast, as he is the patron saint of the of barley. The clans sow only the best
sea, boats, and coastal districts. In these infield plots with “great” oats, the variety
areas the feasts and festivals normally grown in the Lowlands and England. Most
performed on Lughnasa are performed on of the oats are “black,” or “small” oats,
his feast day, September 29. which are only half the size of the great
oats. Black oats have better yield and are
The eve of Samhain (saw-hen), November hardier than their southern cousins. Both
1, is a dreadful time, when the dead walk the black oats and barley have a yield of only
earth and the otherworld is accessible to three or four to one. Bere has a better yield,
mortals. As dusk is falling, every able-bodied up to twelve to one, but the grains are
boy runs a circuit of the fields carrying a smaller. Great oats yield usually less than
burning torch. Having thus secured their three to one in the cold Scottish climate, so
homes against the attentions of the faeries are planted only on the best land.
and monsters, the people gather in their
houses to wait out the night. Wise women Because of the scarcity of good land,
and young girls cast divinations, as the inter- the Highlanders glean each field careful-
action of the natural and supernatural ly, even hooking grain out of bushes and
worlds guarantees the accuracy of the fore- from between rocks, with sickles. However,
telling. The reading of patterns made by Highlanders take great care when planti-
spilling egg whites into boiling water is one ng to avoid known faerie knowes, as the
method used. Women divine the future for effect of faerie grain on humans is some-
their clan or families; young girls try to find times beneficial, sometimes harmful, but
out who their love or husband will be. always disorienting and terrifying.

Highlanders keep other holidays; the Scotland does not produce good hay, so
ones listed above are just the major ones. the Highlanders cut any available grass to
Christmas and Easter are celebrated, feed their animals over the winter, carefully
though without the same intensity; and clearing hay out from rocks, bushes, marsh-
each neighborhood or island keeps the es, and forests. The hay is full of weeds and
feast day of its patron saint. Other festi- does not provide much nourishment. As a
vals, holdovers from the days of the result, the animals of the Highlands are
pagan gods, are celebrated. The monks short, stunted things, producing offspring
and priests of the Church try to stop these only every other year on average. The
practices. Some manage to overlay a Highlanders avoid pasturing herds on
Christian meaning on the holiday (as faerie knowes, as animals fed on hay from
with the feast of St. Mary being held on them can mutate, produce monstrous off-
the pagan day of Imbolc). spring, or have other strange side effects.

Where there is enough arable land to


Agriculture make such outlay profitable, the
Highlanders use horses or oxen to pull the
plow. The plow is flimsy, made of wood
The individual families in the clan held together with wooden pins and
farm their own plots of land, rotating leather thongs. The iron coulter is one of
plots every few years so that all families the most valuable pieces of equipment in
have a chance to farm the more produc- the household. Either the animals are
tive lands. In addition to the cultivated yoked four abreast or the plow is tied to the
54 tail (yes, the tail) of a solitary animal. The spell ruin for the field, because its protec-
plow does not turn the soil; rather, it makes tor will leave.
deep scratches. Often the field must be
plowed two or three times to make it suit-
able for planting. The rocky and steep ter-
rain of the Highlands makes the cas-chrom
Cattle
(kos krom, footplow) by far the better tool.
The cas-chrom has a long (four-and-a-half- Scotland’s arable land is much less a
to five-foot) handle with a naturally curved proportion of the countryside than the
end capped with a small iron head. A sin- moors and hills, which makes the raising
gle man uses the cas-chrom, walking back- of animals an important part of the
wards and turning the soil much as with a Highlander’s way of life. Highlanders
spade. A man can plow deeper with the count the clan’s wealth by the size of their
cas-chrom and can turn smaller fields. cattle herd. Cattle are the cash crop of the
Highlands; they are bartered among the
The field is sown with grain, then har- clans, stolen from neighbors, and driven to
rowed. The planting is finished by April or the Lowlands to trade for imported goods.
May. The men care for the fields over the
summer, while the women and youngsters Beltane (May 1) is the traditional time
are away at the summer pastures. In to drive the herds to their summer pas-
autumn everyone joins in the harvest. tures in the hills. While most of the men of
Reaping takes many forms, dependent on the clan stay behind to see to the fields,
the area and the crop. In some primitive everyone else moves to the summer pas-
areas in the West and North, the harvesters tures. Here the young men watch the ani-
pull the plants up by the roots and burn mals, while the women and young girls
the stubble (which deprives the livestock of milk the animals and make cheese and
winter forage). In most of the country, how- butter. The people live in shielings (sheel-
ever, they cut the grain with sickles, leav- ings, temporary stone, turf, or wood huts).
ing long stubble for the animals. Both men The Highlanders build shielings in pairs,
and women join in the harvest. They sing one for the women to sleep in and the
peurt-a-bail to help keep the rhythm and other to store the dairy supplies. The
pass the time. A kind chief may ask a piper young men live under the stars. The shiel-
to play for the harvest. ings are the scene of much of the courting
among the young folk, and the atmos-
phere is relaxed and festive.
Customs of Agriculture The women and young folk return to
the valleys to help with the harvest. They
There are many customs pertaining to bring the herds and the stores of cheese
the harvest, including the cutting of the and butter with them. After harvest, the
first or last sheaf. Harvest customs differ. men cull the herds for the best animals to
In most areas, the first sheaf is known as drive south, mostly four-year-old males.
the oigh (oyu, maiden), and a chosen girl This is also the beginning of the cattle-
cuts it. The last sheaf is the cailleach raiding season, as each clan tries to
(keluch, old woman) and likewise has increase the size of its herd at the expense
many traditions. In some areas it is an of its neighbors.
insult to the local good folk to cut the cail-
leach, and they will plague the reaper for The start of the drives to the Lowlands is
the next year. A clever solution to the normally around Samhain. In the
problem is to have all the reapers throw Lowlands they sell the animals for the
their sickles at the cailleach to cut it. In necessities of life that cannot be produced in
other areas, the cailleach is the last sheaf the Highlands: iron implements and
placed on the haystack, and it protects weapons, spice, cloth from the Netherlands
against rats and mildew. In yet other and France, and much else. The drovers
areas, the cailleach is the home of the must be careful, because their neighbors,
faerie who protects the field (or just the and even the Lowlanders, will steal cattle as
grain). Disrespect to the cailleach will they are being driven to market. The cattle
drives are opportunities for the young men vermin, keeping the grain stores and 55
to travel outside clan territory, while cattle poultry safe. Collies accompany the
raids allow them to hone their skills and herdsmen to help control livestock, and
gain the respect of their peers and elders. larger or braver dogs are capable of dri-
ving off wolves. They are essential in
Back on the clan lands, the women defense of the herds during cattle-raiding
slaughter the animals not expected to live season, barking and threatening raiders
through the winter, and use sea salt or who would steal their charges.
smoke to preserve the meat. The remaining
animals are brought inside and stabled in Highland ponies are usually called
the lower end of the house. Wooden fences gearran (gyarran, gelding) or garron. They
keep them from the family areas. The are not large beasts; however, they are
warmth generated by the animals is a wel- surefooted in the hills and moors, and are
come addition to the house, though the useful for bringing in dead deer or haul-
smells are not. Animals get only enough ing other burdens. The Highlanders do
grain to keep them alive through the win- not often use the pony for warfare, as the
ter. In years of poor harvest, some people animals are too small to give any advan-
and many animals die of starvation. In the tage in combat. Ponies are not an impor-
spring, the animals often have to be car- tant part of a Highlander’s herd. Often the
ried out to the pasture because they do not animals are left outside at the end of
have the strength to move themselves. summer to survive or starve, rather than
being fed over the winter months.

Other Animals The Highlanders keep chickens, and


their eggs and meat are welcome additions
to the highland diet. The chickens roost in
Goats and sheep are an important part the rafters of the houses, but must forage
of Highland life and are kept for their milk for their food, as the Highlander is not like-
and their wool. The animals themselves ly to spend good grain on them. The roost-
are small, usually fifteen to twenty pounds. er is “he who blesses the morning.” And a
Does and ewes breed only every other year. black cock cures epilepsy: buried at the site
They are milked, and the kids and lambs of the first attack, it guards against further
get only enough milk to keep them alive. attacks. Wild birds also provide food for the
The women make the rest of the milk into table, and young boys in the western
cheese and butter. Children gather the regions are famous for their skill at “bird-
wool, and their mothers spin it into a yarn nesting”—climbing down the sea cliffs to
used to make “hard tartan.” Hard tartan raid the nests of sea birds. Geese use
sheds water easily, in great part due to the Scotland as a stopping ground on their
amount of natural oil in the wool. In an migrations, and Highlanders use nets or
average household, sheep will number slings to hunt them.
about the same as cattle in the herds, while
goats outnumber sheep. Men raid goat and Domestic pigs are not common in the
sheep herds even more often than cattle Highlands, as they are looked down upon.
herds, but goat or sheep raiders are not This prejudice, dating back to the Picts, is
regarded with the same esteem. strongest in the central and eastern
regions. In the West, in Argyle and the old
Most households in the Highlands kingdom of Dalriada, some people keep
have at least one dog, sometimes of the pigs for their meat. They rarely feed them
breed known as the Scottish deerhound, grain but instead leave them to forage in
or greyhound. These dogs are large, the forests for roots and acorns. Domestic
standing up to three feet at the shoulder, pigs are scarcely distinguishable from wild
though they are slender. They have short, boar, which also roam the forest. Hunting
wiry coats and are usually gray or black. wild boar is an activity of the brave and
They hunt by sight, and are able to run foolhardy (and Norman nobility). The boar
down deer and hares. Other dogs are kept can ignore most wounds and will try to dis-
for herding, hunting, and chasing off embowel its attacker even as the boar
predators. Terriers hunt rats and other draws its last breath.
Garron - Highland Pony
56 Magic Might Size
Garron
0 +1 Highland Pony
Characteristics
The garron is the small Highlands
-1 Cun n/a Pre
0 Per n/a Com pony. It is not normally ridden, espe-
cially not to battle, but has a great
+3 Str (haul burdens) +2 Dex (agile)
capacity to haul heavy loads over
+5 Sta (persevering) 0 Qik
great distances and is surefooted in the
Personality Traits hills and moors of the Highlands.
+2 Patient +1 Loyal Garrons are known for their patience
while hauling loads and even put up
Combat Totals with the pain of having plows
Weapon 1st Atk Parry Dam attached to their tails. The garron is
Hoof Totals: +2 +4 - +5 not kept by most families, as its
upkeep is a less efficient use of land
Dodge Defense: 0 Soak: +7 than the upkeep of other stock.
Fatigue: +5 Encumbrance: 0

Body Levels Powers: None


OK, 0, -1/-1, -3, -6, Incapacitated
Vis: None
Fatigue Levels
OK, 0/0/0, -1/-1, -3, -6, Unconscious

Abilities
1 Ferocity (chased)

Cu - Greyhound Cu
Greyhound
Magic Might Size
0 0
The grey or deerhound is a feature
Characteristics of most Highlands households. It is a
0 Cun n/a Pre hunter and a fierce protector of the
+3 Per (keen eyes) n/a Com herds. The dog, which stands about
+2 Str (mighty jaws) +1 Dex (agile) three feet high at the shoulder, is slen-
+5 Sta (runner) +5 Qik (swift) der and covered with wiry gray hair.
These hounds hunt by sight rather
Personality Traits than smell, so they must see their prey
+3 Eager to Hunt +2 Loyal before they will chase it. Full-grown
+2 Lazy hounds are capable of pulling down a
Combat Totals deer, wolf, or boar, yet are swift
Weapon 1st Atk Parry Dam enough to catch the elusive hare and
Bite Totals: +11 +8 - +9 fox. The hound chases the prey until it
Tackle Total: +14 +10 - Knockdown can leap and knock the animal down;
then it savages the creature to death
Dodge Defense: +9 Soak: +5 with its teeth.
Fatigue: +5 Encumbrance: 0
Powers: None
Body Levels
OK, 0, -1, -3, -6, Incapacitated
Vis: None
Fatigue Levels
OK, 0, -1, -3, -6, Unconscious

Abilities
2 Alertness (animals) 5 Athletics (run)
4 Ferocity (hunting) 5 Scan (movement)
The Good Folk 57
“The
“The faeries
faeries of
ofScotland,
Scotland,bothbothonon
the
the Borders
Borders and andininthe
theHighlands,
Highlands,are are
Scotland is a land inhabited by many kinds proud,
proud, but but intensely
intenselydislike
dislikethethename
name
of faeries, from the helpful brownies and bocans faerie
“faerie”—or
or elf, the
a common
name “elf,”
name a common
for the
(bo-kans) to the dreaded brollachan (bro-la- fey
name inforthe
theBorders.
fey in the The
Borders.
people
The peo-
of
chun, formless) and each uisge (ech oosh-koo, Scotland,
ple of Scotland,
in anin attempt
an attempt to to
placate
placate
water horse). Three general types of faeries exist: their
their powerful,
powerful,unseenunseen neighbors,
neighbors,
resort
household, or workplace, faeries; the seelie resort
to many to many
euphemisms
euphemisms for for
them.
them.The
court; and the dark faeries of the unseelie court. The
goodgoodfolk, the
folk,people
the people
of peace,of the
peace,
gen-
the
try, gentry,
the wee thefolk—all
wee folk—all
these these
and many
and
Workplace faeries tend to be solitary crea- many
more are more
names
are names
for the for
fey.”
the fey.”
tures, helping with chores around a farm or
shop. They work for no master and are insulted —Thomas
—Thomas Verus Verus ofof Mercere,
Mercere,
if given more than what they consider their due. Guide
Guide for
forTravelers
travelers in
inScotland,
Scotland,1355,
1355,
Some may work for a saucer of milk, others for a Age
Age of
of Aries
Aries
set of clothes once a year. All will leave their
place of work if spied on or given gifts beyond
their traditional bounty. Character stats are not
provided for workplace faeries, as these faeries
The Sluagh
will disappear if approached.
Faerie Might: 45
The seelie court is the nobility of the faerie
race. Seelie faeries live in knowes, appreciate The sluagh are collective entities of
mortal music and poetry, and enjoy riding in undead spirits that haunt the Highlands.
rades (rayds, processions). They range over land Individually, each member of the sluagh is
and water both, riding faerie horses hung with just a mindless spirit, with little power of
silver bells and bright ribbons. Members of the any kind. However, the sluagh is com-
seelie court are not friendly with humans, but posed of hundreds, if not thousands, of
are tolerant as long as their faerie pride is not spirits. Together, they can drive humans
insulted. They can be as fierce as their oppo- insane or frighten them to death. The spir-
sites, the unseelie faeries. The Lowlands and its that make up the sluagh must surround
Borders are home to many courts of seelie their target to be able to use their powers
faeries. Seelie courts may kidnap a mortal (not hard given their number). The sluagh
musician who catches their fancy. Some of moves at the pace of a galloping horse.
these musicians never return; others escape,
bringing back new tunes and often acquiring As a collective entity, the sluagh has
the gift of Enchanting Music (as the +2 Virtue). the following powers:
There are fewer courts of faeries in the
Highlands, though there are settlements near Mind Suggestion (ReMe 30): The slu-
many stone circles and alignments. agh may implant suggestions in the mind
of the target. These suggestions are nor-
There are few courts of unseelie fey in mally to kill or destroy what the target
Scotland. The dark faeries tend to be solitary, holds most dear.
lurking in streams and pools or inhabiting
ruined towers and houses. An unseelie faerie is Frighten (PeMe 30): The sluagh drives
very likely to kill a mortal who crosses its path, the target insane with sheer terror. The
and some hunt humans as their prey. Water target must make an Intelligence roll of
faeries usually hunt during the day, attacking 14+ or be driven insane. Usually the slu-
lone travelers who stop to get a drink of water agh will force the target to run without
or wash up after a long journey. Some faeries stopping for terrain features or fatigue. If
are shapeshifters, but have some distinguish- the spirits of the sluagh are feeling merci-
ing mark in human form that identifies them, ful, they abandon the target before he or
such as the sand and seaweed in the hair of the she dies of exhaustion. If they do, the poor
each uisge. Some faeries are masters of glam- person’s mind will be gone (reduce
our, casting illusions over treacherous terrain Intelligence to -3). He or she will flinch at
or over themselves, to conceal the danger. loud noises, be afraid of the dark, etc.
58 Each Uisge Powers:

The each uisge is a dark faerie creature Shapechange to Man, MuCo 45, 5
of the beach and sea-loch. Each uisge can points: The each uisge may take the form
change form—usually between a black of a dark-haired, handsome man. In this
horse and man shape, but some people form he attempts to seduce young women
claim to have seen them change into birds. before taking them to the sea’s edge to
In its horse form, the each uisge is found devour them. A dead giveaway of the
standing at the water’s edge. Each uisge’s each uisge’s true form is that his hair has
skin clings fast to whatever contacts it: the seaweed and sand matted in it.
only known remedy for this effect is to cut Attract the Doomed Victim, MuMe 30,
off the part touching the creature (only a 1 Point: Each uisge uses this power to
hand if one is lucky). If a person cannot lessen the natural caution of the victim.
free him or herself, the creature plunges The victim approaches and climbs on the
into the waves and feasts on his or her each uisge’s back willingly. Once a char-
flesh—all except the liver, which it detests. acter is on the each uisge, a Per roll of 10+
negates the power’s effects, allowing the
When in man form, the each uisge is victim to attempt to dismount.
handsome, with dark hair. In the roots of Sticky Skin, ReCo 25, 0 points: The
the hair can be found sand and seaweed, skin of each uisge is highly adhesive, and
a sure giveaway of his true nature. Each any person who touches the beast finds
uisge cannot enter or cross fresh water, so that he or she cannot pull away from it.
fleeing across a creek is enough to escape The skin of the victim bonds to the skin of
from the monster. The each uisge is well- the each uisge, and only a spontaneous
known in the Highlands; yet its Guile abil- PeAn spell of Level 15 or greater, or a
ity and Glamour power ensure that it gets sharp knife, can separate the two.
enough to eat.
Vis: 2 Perdo in teeth, 5 Aquam in hide

Each Uisge

Faerie Might Size


32 +2

Characteristics
+2 Int (crafty) +1 Pre (pretty)
+1 Per (good ears) +2 Com (expressive face)
+3 Str (brawny) 0 Dex
+6 Sta (deep breather) 0 Qik

Personality Traits
+3 Bloodthirsty

Combat Totals
Weapon 1st Atk Parry Dam
Bite Totals: +4 +4 - +7
Kick Total: +6 +6 - +10

Dodge Defense: +0 Soak: +11


Fatigue: +6 Encumbrance: 0

Body Levels
OK, 0/0, -1/-1, -3, -6, Incapacitated

Fatigue Levels
OK, 0/0, -1/-1, -3, -6, Unconscious

Abilities
5 Athletics (swim) 2 Ferocity (eating)
3 Guile (harmless)
Cu Sith Cu Sith - Faerie Dogs 59
Faerie Might Size
Faerie Dogs 10 0
Many types of cu sith (koo Characteristics
shee) exist. This example is rela- +2 Cun -2 Pre (spectral)
tively benign, merely warning of +1 Per (keen sight) n/a Com
impending death. These dogs will +1 Str (wiry) +5 Dex (silent)
attempt to disappear if attacked, +10 Sta (tireless) +4 Qik (fleet-footed)
but if the fey command it, they can
grow to enormous size and devour Personality Traits
a horse and rider. +2 Patient

Most cu sith are a dark green color,


Combat Totals
Weapon 1st Atk Parry Dam
shading to a lighter green near the
Bite Totals: +10 +11 - +8
feet. They have a somewhat heavier Bark Total: Special (see Powers)
build than a greyhound. While the
good folk keep many of these dogs in Dodge Defense: +8 Soak: +14
the South, in the Highlands they run Fatigue: +10 Encumbrance: 0
wild and elude capture, disappearing
when followed. They always move in Body Levels
straight lines. OK, 0, -1, -3, -6, Incapacitated

Powers: Fatigue Levels


OK, 0, -1, -3, -6, Unconscious
Bark of Doom (special): The green Abilities
dogs of the faeries are beasts of ill- 4 Ferocity (if attacked) 5 Stealth (following)
omen in the Highlands, and if one 9 Invisiblity (followed)
follows you long enough to bark three
times, then you will die soon there-
after. A brave man can turn at the first to a week) afterwards. The dogs do not
bark, which will drive off the dog, but he cause the death or ill-luck, but rather they
will have bad luck for a period of time (up merely presage things to come.

Vis: 4 Intéllego in throat


60 Babhan Sith dance, he may try a Second Sight roll at 8+
to notice the truth. Once a man is dancing
Fairy Woman with the babhan sith he cannot save him-
self, but must be rescued by another.
The babhan sith (buvan shee) is a type
of unseelie faerie and usually is found out Powers:
on the moors and uplands, far from
human habitation. She lives in an aban- Claws: Babhan sith have iron-hard
doned shieling, or rough hut, which she nails on their hands that they can use in
can transform into a well-lit house with a fight. These claws will shred cloth and
her glamour. The babhan sith is a solitary leather, but are at a disadvantage to
fey, though her glamours may create as harm someone in iron armor. The bab-
many women as needed to dance with a han sith has two attacks per round with
group of men. Shepherds and others out at her claws, and if both hit in one round,
night hear the sounds of music and revel- she may grasp the target, getting a chance
ry and see the comforting glow of a fire. to bite the next round. The babhan sith’s
When one approaches the house, he is claws will negate any protection from
welcomed in by one or more beautiful leather, cloth, or fur armor. They suffer a
women, who invite him to dance. If the damage penalty of -3 against iron ring
man agrees, he is drawn into the dance, mail, -5 against iron scale or chain. Faerie
and his blood is drunk by the babhan sith. iron and bronze armor have their normal
The dancer is totally oblivious to the blood protection values.
drain, but if anyone does not join the
Enchanting Music: As the +2
extraordinary Talent.
Babhan Sith - Fairy Woman
Glamour: The babhan sith may
fill the inside of the hut with an illu-
Faerie Might Size
sion of normality. The illusion is the
25 0
equivalent of CrIm 25 and MuIm 25
Characteristics and includes all senses.
0 Int -3 Pre (ugly)
0 Per +2 Com (sweet voice) Infatuation: This ability creates a
+1 Str (unnatural) +2 Dex (graceful) strong amorous attraction for males and
+1 Sta (spirited) +1 Qik (sudden moves) works both by sight and sound. The vic-
tim has one chance to roll Stamina to
Faerie Powers resist the attraction; the difficulty num-
Claws Infatuation ber is the babhan sith’s Faerie Might.
Enchanting Music Vampirism
Glamour Vulnerability to iron
Vampirism: The babhan sith feeds
Personality Traits upon her partners, sucking their blood
+5 Bloodthirsty and discarding the empty husks. Once
the mortal is dancing with her, she
Combat Totals bites his chest, sucking a body level
Weapon 1st Atk Parry Dam every two turns. Thus, it takes about 10
Bite Totals: +11 +12 - +5 + drain turns to drain and kill a normal man.
Claw Total: +6 +7 - +10
Vulnerability to Iron: Blows deliv-
Dodge Defense: +6 Soak: +1
ered with cold iron hurt the babhan
Fatigue: n/a Encumbrance: 0
sith as if the iron were red-hot, causing
Body Levels half-again the normal damage. Note
OK, 0, 0, 0, -5, Incapacitated that while the babhan sith dislikes the
touch of iron, she does not take dam-
Fatigue Levels age from mere contact with it. She
OK, 0, 0, 0, -5, Unconscious does, however, prefer that her partners
take off any armor and weapons
Abilities before she feeds!
6 Athletics (dance) 5 Dodge (restricted spaces)
5 Brawl (claws) 5 Enchanting Music (seductive)
Brollachan
Brollachan Faerie Might Size
61
The brollachan is a solitary crea- 24 +4
ture that hides in crevices in terrain or
in abandoned houses, or travels the
Characteristics
+1 Cun (hunter) n/a Pre
moors on foggy nights. It moves at
0 Per n/a Com
about one-third of a normal man’s
walk, but at close quarters it is deadly. +5 Str (enveloping) -4 Dex (boneless)
+5 Sta (amebic) -3 Qik (sloshing)
It is a fleshy creature with no shape;
neither does it have bones nor inter- Personality Traits
nal organs. It can squeeze into small +2 Hungry
places or strike out with fleshy tenta-
cles, which it is constantly extruding Combat Totals
and retracting. Weapon 1st Atk Parry Dam
Strike Totals: +4 +6 - +2
Powers: Grapple Totals: n/a +6 - -
Smother Totals: n/a n/a - +10 *
Pseudopods: The brollachan may
extend up to three pseudopods a turn, Dodge Defense: -5 Soak: +10
using them to strike one opponent. If Fatigue: n/a Encumbrance: 0
two or more pseudopods strike the
opponent in one round, the brollachan *Smother: See Powers.
may attempt to grapple the opponent
and draw him or her in. If the grapple Body Levels
is successful, the brollachan automati- OK, 0/0/0/0/0, Incapacitated
cally begins to smother the victim on
the next turn. The damage from the Fatigue Levels
n/a
smother attack is counted off the
fatigue of the target, until all fatigue Abilities
levels are gone. Then the brollachan 4 Stealth (hide)
starts to eat the target, doing damage
as normal. Armor does not protect
against the smother attack. The brol-
lachan may only smother one person at a
time.

No fatigue: The brollachan does not


suffer from fatigue.

Vis: 2 Muto in body


63

There are many covenants in the tribunal: the current number stands at thir-
teen, though there have been as many as twenty or as few as seven at any
time. These covenants tend to be small, and rarely does one mature from its
Spring to Summer, and even more rarely to Autumn. At this time there are
two covenants in the prime of their lives: Crun Clach and Clan Mac
Gruagach. A third covenant, Horsingas, bids fair to join these two.

Besides those magi living in the formal covenants, there are over a score of
magi living scattered throughout the country in solitude. I try to keep an
accurate count of the independent magi, or aonaranan, by trading information
with those who saw them last, but sometimes many years go by before I hear
of the more reclusive magi.

Even though Scotland is relatively rich in vis, the number of magi living so
near each other means that more than the normal amount of inter-covenant
rivalry is felt. While outright wars and wizard’s marches are rare, the
covenants often clash over sources of vis or over cattle or (in a few cases)
simply because of mean-spirited jealousy.

One last thing that I must mention: please inform any followers of our
House that the term “Redcap” and our distinctive headgear should not be
used north of Hadrian’s Wall. A solitary type of dark faerie lives here that
goes by the name of redcap. Members of this species live in cliffs and aban-
doned towers and drop stones on the heads of those who pass beneath. After
nimbly running down, the redcap dips his hat in the blood of the unfortunate
traveler. Due to the reputation of these fey, the local populace is likely to
attack anyone referring to him or herself as a Redcap! As an additional note,
the color red is jealously held by the fey as their particular color, and they
have been known to pester and bother those wearing it.

I remain, as always, your servant,


Thomas Verus of Mercere, 1355, Age of Aries
64

CHAPTER 5
COVENANTS

The covenants of the Loch Leglean Whitburh Frithowebba, House Quaesitor.


Tribunal reflect the cultural mix of She is the only quaesitor in Loch Leglean, and
Scotland. In the South are covenants of the she turns a blind eye to most illegal activities.
more “traditional” or “continental” pat-
tern, while in the North covenants are Giuseppe Del Mato, House Flambeau.
sometimes clans of Highlanders. In this He has a mastiff familiar.
chapter we look carefully at three
covenants, the political leaders of the tri- Sir Jehan of Surrey, House Jerbiton. He
bunal. Player character covenants may fall sees himself as a noble knight and deigns to
under the political wing of one of the three speak only to Sir Edwin.
“main” covenants, or they may attempt to
form a fourth party. The characters can Ealwynn of Keswick, House Bjornaer.
even strike off on their own, with no obliga- She specializes in Perdo spells. Her heart-
tions—and no protectors. beast is a stoat, and her hair turns from
white in the winter to brown in the summer.
There are many other covenants in Loch
Leglean as well, but they tend to be small Coenwulf Eofurcumbol, House Bjornaer.
and short-lived. These covenants are for you Boar tusks sprout from his face, and he can
to develop as you see fit. use them to deadly effect. He is married (by
common law) to Ealwynn.

Covenant of Horsingas Aelfred of Little Downing, House


Tytalus. The former chief of the covenant,
Symbol: A thunderbolt superimposed on a now an old, bitter husk.
Norman-style helmet
Season: Late Summer/early Autumn Grogs: Thirty-five trained and equipped
Founded: A.D. 1073 as spearmen, fifteen mounted and equipped
as light horsemen.
Members:
Magic aura: 2
Sir Edwin of Hexham, House Tytalus. He Magical library: Creo 3, Intéllego 7, Muto 8,
is the war leader, usually found armed and Perdo 2, Rego 14, Animál 1, Aquam 8,
armored. He has a terrifying steed. He, Auram 3, Córporem 3, Herbam 5, Ignem 4,
Whitburh, and Sir Jehan share leadership of Imágonem 2, Mentem 11, Terram 8, Vim 10
the covenant. Mundane library: Hermes History 2, History
4, Humanities 1
Uncontested vis: Aquam 1, Herbam 8,
Origin of the Covenant 65
Muto 7, Perdo 1, Terram 2 The founders of Horsingas were living
scattered throughout northern England
Nearest towns: Bamburgh (forty miles to when William the Conqueror led his victori-
the northwest), Carlisle (thirty miles southwest). ous knights north in the late 1060s.
William’s harrying of Yorkshire and
Important neighbors: Lord Fitz-Hubert; Northumbria forced them over the border,
Baron Naworth; Abbot Geoffrey; Hexham where they banded together more out of
Priory; Alexander Nixon, chief of the Nixons hatred of the Normans than for any other
reason. They supported Malcolm Canmore’s
Saxon magi, displaced by the Norman foray south in 1070, disguised as scouts and
invasion of England, founded the covenant light horsemen. Their spells saved the
of Horsingas in 1073. Their original purpose covenant from the fury of William in 1072
was to regain the throne of England for when he invaded Scotland in retaliation for
Edgar Atheling, the Saxon heir-apparent Malcolm’s invasion. The magi formally
dispossessed in 1066, but with his death, the requested recognition in 1073. The covenant
covenant lost heart. Instead, they set out to has not softened its hatred over the years, as
make the borderlands uninhabitable for the the magi search for their apprentices in
Normans. To this end they have raided areas that feel the oppression of the more
south across Hadrian’s Wall, as well as brutal Norman lords. The covenant recruits
attacking the Norman keeps that have weardmenn from landless adventurers,
sprung up in the Lowlands. peasants forced from their lands, or anyone
else who has a grudge against the Normans.
Horsingas is close to being declared a
renegade covenant, because the members
ignore the strictures of the Order of Hermes
against interfering in mundane affairs.
Lifestyle A covenant’s vis sources
may either be “uncon-
However, they have the only quaesitor in the tested,” meaning the vis
tribunal, Whitburh, as a member. Though This covenant runs more as a group of may be gathered easily
she does not generally participate in raids, allied bandits than a Hermetic covenant or a and regularly, or “con-
she turns a blind eye to the activities of the military camp. The weardmenn indulge in tested,” meaning that
more hot-headed members of the covenant. drinking and games, which often leads to the vis is claimed by at
least one other party
Until a quaesitor from Stonehenge or some fights. The magi scheme and feud among
and might not be col-
other tribunal brings the matter up, the themselves, each one putting forward his or her lected each year.
covenant will most likely be able to escape own plans and targets. There are few women
retribution from the Order. among the inhabitants of the covenant, and
these are as mercenary as the men.
The covenant is located in the Cheviot
hills along the Tyne river, about eight miles The ramshackle buildings put up by the
north of Hadrian’s Wall. The main area of the weardmenn are always in danger of col-
covenant is a series of deep caves, excavated lapse, and many prefer to sleep in one of the
by a now-dead Terram specialist. The covenant caves that the magi allow them to use as
is not likely to expand the caves any time barracks. Those with delicate stomachs are
soon, since no one in the covenant is particu- advised to sleep in the open, since the cave
larly skilled with Terram magic. The covenant is also the main stable for the covenant’s
is surrounded by low hills, suitable for spying horses and is mucked out only rarely. The
on the surrounding terrain, though none a magi reserve the deeper caves for them-
prime location for a castle. In addition, the selves, but they are plagued by drippy ceil-
magi have placed numerous spells: some to ings and muddy floors. Little escapes contact
sound alarms, others to mislead anyone who is with the mud and dirt that is so prevalent.
not a member of the covenant. The covenant
has about 50 grogs, known as weardmenn (we- The covenant language is Old Saxon,
ardmen, Saxon for “guard”). The covenant has which the surrounding dale men still under-
quite a large stable, and the covenant is able stand but which is a dying language elsewhere
to mount all the magi and some of the weard- in England. In addition, the magi have devel-
menn on their raids. oped a series of code words in Latin, which
66 allows them to discuss raids and targets under Edwin rides his horse, Heard Healu (he-
the noses of magi from other covenants. ard he-alu, Bad Health), into combat. The
horse has had Steed of Vengeance (MuAn 20)
cast upon it permanently. The sight of Heard
The Inhabitants Healu crashing through lines of foot soldiers
has given the beast a reputation of being
even more fierce than its rider. Edwin is the
The magi of Horsingas are perhaps the only one who can care for Heard Healu, as it
least cohesive group of magi in the tribunal, is combat-trained as well as enchanted.
united only by their hatred of the Normans.
They pay little attention to research or creating Spells of Edwin’s Invention
items, other than to aid their fight against the
hated foe. Each magus has a grudge against Rally the Defeated Troops (Rego Mentem 20)
the Normans, but the magi’s goals and plans Spell Focus: Banner or flag (+5)
are often at cross-purposes. Leadership of the R: Near/Sight, D: Special, Conc.
covenant rests uneasily on three magi, Sir The targets of this spell are those under
Edwin of Hexham, Whitburh Frithowebba, the command of, or lead by, the caster.
and Sir Jehan of Surrey. Even when these three When first cast, the spell will rally troops,
cooperate, the other magi of the covenant do stopping retreats and routs, and clearing
not necessarily agree to their decisions. the minds of the targets of fear and
depression. It imparts +3 Brave and +3
Despite the internal dissension, the Obedient traits (or augments already
covenant presents a solid front in matters existing ones) for as long as the caster
Hermetic, voting as a block in tribunals. This advances against the enemy. An unwel-
unity has made Horsingas one of the three come side effect of the spell is that if the
powers in the tribunal and it has attracted its caster retreats without having first
share of the aonaranan of the tribunal, most dropped the spell, the personality traits
of whom wish to expel the “French.” imparted by the spell reverse to Cowardly
+3 and Rebellious +3.

Sharp Shriek of Pain (Perdo Córporem 20)


Sir Edwin of Hexham Spell Focus: A human ear (+1), a sharp
spike (+1), both (+3)
Though not the eldest of the magi, Edwin R: Near/Sight, D: Moon/Inst.
is the war leader of the covenant because of The spell creates a sharp, stabbing pain
his martial ability and understanding of the in the ears and punctures the eardrums.
Norman mind. He was raised by Sir Guilleme The target cannot hear for the duration of
de Fontnevoy, Lord of Hexham, who is notori- the spell.
ous for his harsh ways. Edwin was knighted,
but a quarrel with his lord forced him to flee Sure Strike of the Sword (Rego Córporem 20)
from England. Aelfred of Little Downing Spell focus: Broad Sword (+2)
found him as he wandered the countryside R: Touch, D: Conc./Sun
alone. Aelfred recognized his power for what This spell imparts the target person with
it was and took him to the covenant. Here +2 weapon skill with the particular weapon
Edwin trained in the arts of the Order and he or she was holding at the time the spell
fanned the flames of his hatred for the was cast. Casting requisites: Terram and,
Normans. Edwin and Sir Guilleme have a run- depending on weapon, Herbam.
ning feud, which has not yet been resolved.
Trap the Treacherous Tongue (Rego
Edwin is rarely without his armor and Córporem 15)
weapons. His face is scarred by years of com- Spell Focus: A muzzle (+2)
bat, and his icy blue eyes are turned in con- R: Near/Sight, D: Conc./Moon
tempt on most people. Women find his The target’s mouth is held shut with a
rugged face and fair hair irresistible (much strength equal to the caster’s Strength +1, so
to his dismay), but men either hate or fear that no sound other than a whimper may
him. Edwin takes the initiative in conversa- escape his or her lips. A concerted effort
tions and rarely relinquishes it. (opposed Strength rolls) allows the target to
Edwin of Hexham, House Tytalus 67
Age: 35 Size: 0

Characteristics Virtues & Flaws


+2 Int (crafty) -1 Pre (scarred face) Affinity with Córporem +3, Inspirational +1,
-1 Per (nearsighted) +2 Com (lifting spirits) Knight Errant +1, Magical Companion (horse) +2;
+2 Str (lifting) 0 Dex Curse of Venus -2, No Sigil -1, Orphan -1, Outlaw
0 Sta (persevering) +1 Qik (running) (northern England) -4, Personal Hatred (Guilleme
de Fontnevoy) -1, Personal Hatred (Normans) -1,
Short-lived Magic -2, Wild Magic -2
Personality Traits
+2 Angry +3 Betrayed
Reputation
Saxon Witch (English nobles) +2, Bloodthirsty
Confidence (English soldiers) +2
3

Abilities
Affinity with Córporem (Perdo Córporem) 4, Alertness (with helmet) 1, Concentration (under pres-
sure) 2, Hermes History (and mundanes) 3, Hermes Lore (late-maturing magi) 2, Intimidation
(threats) 1, Lance Attack (against mounted opponents) 3, Leadership (raids) 4, Mace Attack (against
mounted opponents) 2, Magic Theory (Parma Magica) 5, Parma Magica 4, Ride (attack) 3, Scribe
Latin (no frills) 5, Shield Parry (mounted) 3, Speak French (Norman) 3, Speak Latin (Horsingas code)
5, Speak Saxon (rallying) 5

Techniques and Forms Spellcasting Information


3 Cr 2 An 0 Ig Spellcasting Speed: +1 (-3 in armor)
0 In 2 Aq 0 Im Twilight Points: 8
0 Mu 0 Au 5 Me Effects of Twilight: None
9 Pe 9 Co 0 Te Wizard’s Sigil: Colored strands of light pass from his
8 Re 0 He 1 Vi fingers to the target. The color depends on the arts
used.

Spells Known
Rally the Defeated Troops (ReMe 20) +14, Sharp Shriek of Pain (PeCo 20) +23, Sure Strike of the Sword
(ReCo 20) +21, Trap the Treacherous Tongue (PeCo 20) +23, Endurance of the Berserkers (ReCo 15) +21,
Panic of the Elephant’s Mouse (ReAn 15) +10, Rusted Decay of Ten-score Years (PeTe 15) +9, Unseen Porter
(ReTe 15) +8, The Wound that Weeps (PeCo 15) +23, Bind the Wound (CrCo 10) +16, Eyes of the Cat
(MuCo 10) +13, Grip of the Choking Hand (PeCo 10) +23, Sight of the True Form (InCo 10) +13, Curse of
Rotting Wood (PeHe 5) +9, Destroy Fur and Hide (PeAn 5) +11, Invocation of Weariness (PeCo 5) +23

Combat Information
Weapon First Strike Attack Damage Parry Dodge Defense: +1/-2
Lance Totals: +8 +5 +13 -5 Soak: 0/+7
Mace Totals: +2 +6 +9 -5 Fatigue: 0/-3
Shield Totals: -3 -2 -1 +7 Encumbrance: 0/-3 in Armor

Weapons, Armor, and Items


Helmet, knight shield, lance, ring hauberk, sword, broad sword enchanted with Edge of the Razor
(MuTe 5)
68 open his or her mouth enough to take food
or drink of water. One other person may add
Whitburh Frithowebba, Quaesitor
his or her Strength score to the target’s to try Left to starve in a forest in Shropshire
to physically pry open his or her mouth. because the lord of her village believed her
to be a witch, Whitburh was found by a
wandering quaesitor from the Rhine
Heard Healu - Edwin’s Magical Horse Tribunal. Whitburh retained a hatred of
Companion the Norman overlords of her homeland,
and after her initiation as a maga, she
returned to England. At the Stonehenge
Magical Might Size tribunal of 1179 she met Ealwynn of
17 +2
Keswick. Whitburh found a kindred spir-
Characteristics it in Ealwynn and joined the covenant of
-4 Cun (stubborn) +2 Pre (demonic) Horsingas. Soon afterwards the only
-1 Per (stolid) n/a Com other quaesitor in the Loch Leglean
+5 Str (muscular) -4 Dex (large)
Tribunal died investigating rumors of
+4 Sta (enduring) -4 Qik (heavy) collaboration between a covenant and
the Order of Odin.
Virtues and Flaws
Clumsy -2, Hardy Convalescence +1, Tough +1 As the only quaesitor in the tribunal,
Whitburh has been able to mask the
Reputation more heinous crimes of her covenant.
Fiercer than Edwin (covenant, English soldiers) +4
She has gathered a lot of blackmail
Personality Traits material on the greater covenants of the
+5 Angry +3 Stubborn tribunal, especially Crun Clach and Clan
Mac Gruagach. She is unwilling to use
Combat Totals this information, as a complaint by these
Weapon 1st Atk Parry Dam covenants to the Order at large would
Kick Totals: +4 +9 - +15 surely invite an investigation of the
Bite Totals: +3 +4 - +10 entire tribunal, and Horsingas’ position
would be precarious indeed. Whitburh
Dodge Defense: -2 Soak: +18
tries to impress upon magi new to the tri-
Fatigue: +9 Encumbrance: 0
bunal the importance of her friendship.
Body Levels
OK, 0/0, -1/-1, -3, -6, Incapacitated Raedbora (ray-edbora, Counselor) is
Whitburh’s raven familiar, and Whitburh
Fatigue Levels has picked up the raven’s delight in shiny
OK, 0/0, -1/-1, -3, -6, Unconscious objects and the habit of “flicking” her
arms. Whitburh’s rooms are a mess of
Abilities shiny objects she has filched or found,
Ferocity (ridden in battle) 4, Track (men) 2
and the two can often be found together
Vis examining their “treasures.”
Two pawns of Animál vis in teeth.
Spells of Whitburh’s Invention

Ferocity Awaken the Leafy Warders (Intéllego Herbam


Quaesitor (judge): A An animal’s “Ferocity” describes 35)
magus who is a judge in the circumstances during which the Spell Focus: A leaf carried in the caster’s ear
the Order of Hermes. animal is especially ferocious (given for 12 hours (+3)
Most magi who fulfill in parentheses) and the degree of its R: Near, D: Sun/Moon
this duty come from ferocity (from 1 to 10). Add this num- Cast upon the plants surrounding the
House Guernicus, named
ber to the creature’s attack rolls when caster, the spell causes the plants to notify
after the founder, who
was the first quaesitor. So it’s in the indicated circumstances. the caster if specified conditions are met.
many of the Order’s For example, Heard Healu has Plants will not recognize a specific person
judge’s come from this “Ferocity (ridden in battle) 4.” When and cannot read heraldry, so can only tell of
House that most call it ridden in battle, it gets +4 on all its “the approach of a horse” or “many men,”
House Quaesitor. The attack rolls. not of “the Lord Henry of Chester” or “the
plural is “quaesitoris.”
Whitburh Frithowebba, House Quaesitor 69
Age: 64 Size: 0

Characteristics Virtues & Flaws


+3 Int (intuitive) 0 Pre Aptitude (+1 with serfs) +2, Exceptional Talent
+1 Per (detection) -2 Com (curt) (Magical Sensitivity) +1, Knack (+4 with investi-
-2 Str (weak hands) -1 Dex (stumbling) gation) +2, Piercing Gaze +2, Quaesitor +1,
+1 Sta (concentration) +2 Qik (limber hands) Strong-willed +1; Clumsy -2, Criminal Brand -1,
Fury (injustice to serfs) -3, Lack of Control -2,
Minor Deficiency (Auram) -1, Minor Deficiency
Personality Traits (Herbam) -1
Hates Normans +2, Loyal to Horsingas +3
Reputation
Confidence Blind to illegal activities (Loch Leglean Tribunal)
3 +3, Has the dirt on other magi (Loch Leglean
Tribunal) +3, Shady (House Quaesitor) +1

Abilities
Alertness (movement) 3, Area Knowledge—Borders (people) 3, Area Knowledge—Scotland
(covenants) 2, Church Lore (local clergy) 3, Concentration (shared senses) 1, Dodge (spears) 4,
Evaluate Horses (stamina) 2, Finesse (Intéllego) 2, Folk Ken (Borders) 3, Hermes Lore (British Isles) 4,
Hermetic History (British Isles) 3, Hermetic Law (loopholes) 6, Magical Sensitivity 3, Magic Theory
(Intéllego) 6, Norman (English) Law (jurisdiction) 2, Parma Magica (Ignem) 4, Ride (chase) 3,
Scottish Law (foreigners) 3, Scribe Latin (analysis) 6, Search (writing) 2, Shield Parry (swords) 1,
Speak Norman French (questions) 3, Speak Saxon (questions) 4, Sword Attack (retreating) 1

Techniques and Forms Spellcasting Information


7 Cr 14 An 5 Ig Spellcasting Speed: +4
25 In 6 Aq 15 Im Twilight Points: 5
6 Mu 7 Au 10 Me Effects of Twilight: Minor deficiency in Herbam
20 Pe 10 Co 10 Te Wizard’s Sigil: All persons in a three-foot radius feel
5 Re 12 He 10 Vi their skin tingle

Spells Known
Awaken the Leafy Warders (InHe 35) +36, Scrying Pond (InAq 35) +32, Summoning the Distant Images
(InIm 35) +41, Voice of the Lake (InAq 25) +32, The Ear for the Distant Voice (InIm 20) +41, Image from
the Wizard Torn (ReIm 20) +21, Impair the Hound’s Nose (PeAn 20) +35, The Unhearing Ear (PeCo 20)
+20, The Call to Slumber (ReMe 15) +18, Dry Rot of a Hundred Years (PeHe 15) +31, Enchantment of the
Figures Through Fire and Fumes (InIg 15) +31, Invisibility of the Standing Wizard (PeIm 15) +36, Unseen
Porter (ReTe 15) +16, Whispering Winds (InAu 15) +33

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +6
Sword Totals: +5 +4 +6 0 (6) Soak: +9
Shield Totals: 0 0 -7 +3 (9) Fatigue: +1
Encumbrance: 0

Weapons, Armor, and Items


Robes enchanted with Strengthen the Shielding Sark (MuHe 20) to Protection 8, rock crystal globe,
sword, +5 to all Intéllego spells.
70 garrison of the castle.” The caster must spec-
ify what the plants are to look for, and it is
must use a leaf from the plants so enchant-
ed as an arcane connection for the spell to
up to the storyguide to determine if the work when he leaves the area. If an arcane
plants can follow the instructions. If they connection is not used, then the caster can
cannot, then they will either do nothing or only hear the plants when at Near range.
notify the caster every time anything over
Size -4 moves past: “There is a squirrel Dry Rot of a Hundred Years (Perdo Herbam 15)
approaching; here comes a fox; a hawk is Spell Focus: A piece of wood with dry rot (+1)
flying overhead; there is a man approach- R: Near/sight, D: Inst.
ing; many deer are passing by.” The caster This spell will destroy ten paces of pal-
isade, gate, or other wooden structure.
The wood will look unchanged until hit,
Raedbora - Whitburh’s Raven Familiar trodden on, or otherwise disturbed,
whereupon it disappears in a puff of
Magical Might Size dust and wood chips.
3 -3

Characteristics Figures Through Fire and Fumes (Intéllego


+2 Cun (clever) -1 Pre (obnoxious) Ignem 15)
+2 Per (quick eye) -2 Com (squawks) Spell Focus: A one-inch crystal sphere
-3 Str (small) +3 Dex (acrobatic) (+4)
+1 Sta (tireless) +3 Qik (impulsive) R: Self/Touch, D: Conc./Sun
Allows the caster to see clearly into
Virtues and Flaws a fire, through the ripple of heat waves
None and the smoke.
Reputation
None Impair the Hound’s Nose (Perdo Animál
20)
Personality Traits Spell Focus: A pinch of pepper (+2)
+4 Mocking +2 Orderly R: Near/Sight, D: Moon/Inst.
Destroys an animal’s sense of smell.
Confidence Most dogs or other animals that depend
3
on their sense of smell will be frantic for
Combat Totals at least five minutes when this spell is
Weapon 1st Atk Parry Dam cast on them.
Swoop Totals: +8 +6 - +1
The Unhearing Ear (Perdo Córporem 20)
Dodge Defense: +10 Soak: 0 Spell Focus: A bit of wax (+2)
Fatigue: 0 Encumbrance: 0 R: Near/Sight, D: Moon/Perm.
Body Levels The target’s ears slowly fill with con-
OK, -3, Incapacitated gealed wax (which replenishes if
removed). The target feels no pain or
Fatigue Levels other sensations, but goes deaf in the
OK, -3, Unconscious space of a half-minute and continues so
until the spell ends or is dispelled.
Abilities
Concentration (shared senses) 2, Read Latin (Whitburh’s
handwriting) 3, Scan (shiny objects) 3

Bond Cords Giuseppe Del Mato, House


Bronze Cord (body) 1, Gold Cord (magic) 2, Silver Cord
(mind) 2 Flambeau
Bond Qualities Giuseppe was born in southern Italy.
Independence (Raedbora acts in her own best interests in His family was slaughtered by a Norman
most circumstances), Shared Senses (Raedbora and lord, but Giuseppe managed to escape
Whitburh may use each other’s senses with a Perception + and make his way to the covenant of
Concentration roll of 9+), Unlimited Bond (all powers and Magvillus in Italy. There Giuseppe trained
cords work at any range)
in the arts, and he soon showed a fond-
Vis ness for Perdo magic. After completing his
Two pawns of Auram vis in feathers
apprenticeship, Giuseppe wandered through- knight, though he cannot remember when the 71
out Europe. He traveled with a number of ceremony of knighthood took place. He cannot
mercenary bands, eventually joining the recall the truth about his birth, though a bout
army of William the Lion in his English inva- with twilight might shake the memories loose. He
sion. He quarreled with his Scottish patron holds himself above the “rabble” of Horsingas,
and found his way to Horsingas, where he deigning only to speak to Sir Edwin, whom he
was welcomed for his expertise in war. holds in some esteem.

Giuseppe often gets into scraps with


nobles, especially Normans, a breed for
whom he has nothing but hatred. He rarely
Ealwynn of Keswick, House Bjornaer
uses his magical skills in flashy ways;
instead, he prefers to use them to subtly Ealwynn is a short woman, with strong con-
augment his own effectiveness. He is attend- nections to her heart-beast form, the stoat or
ed at all times by Dent Coccinus, his mastiff ermine. As a child she was considered by her par-
familiar. Giuseppe has picked up the uncon- ents and their neighbors to be bewitched. At the
scious habit of growling, showing his teeth, age of five she was kidnapped by Hosvir Goat-
and raising his hackles when he is threat- legs, an itinerant Bjornaer mage, who raised her
ened or when trying to intimidate his oppo- as his own child. He trained her in the magical
nents. Dent Coccinus wears heavy leather arts once she was old enough to comprehend the
body armor and a spiked collar on raids. lessons. Ealwynn was content to travel with
Hosvir, visiting both sides of the border. The two
magi rescued Coenwulf, who joined the pair in
their wanderings. Hosvir was killed and eaten by
Sir Jehan of Surrey, House Jerbiton Norman soldiers while in his heart-beast form (a
goat). Running away from the remains of her
Sir Jehan’s family was of old Saxon blood mentor with tears in her eyes, Ealwynn swore to
and was granted lands by William Rufus of avenge him on the Normans. She and Coenwulf
England for its aid in suppressing a number joined Horsingas, and soon she had a reputation
of Saxon rebellions. He was a squire to Sir as a bloodthirsty killer, quite literally. When
Oswald of Alfreton, who was another Saxon Coenwulf declared his passion for her, she
nobleman and an old friend of the family. Sir pledged her troth to him, and the two have been
Oswald was secretly a rebel against the common-law husband and wife since.
Norman overlords, and he instilled in Jehan
a hatred of the Norman masters. Jehan went Her magic, as well as her appearance, is
mad when he saw his real father kill Sir regulated by the seasons. In the summer she
Oswald in a botched raid. He was taken in by enjoys increased ability with Creo, Córporem,
the maga Drusela of Blackthorn. A knock on and Animál arts, while her Perdo, Ignem,
his head had awakened his latent talent for and Imágonem are reduced. In the winter the
magic, and Drusela was pleased to teach him affected arts are reversed. The arts gradually
all her arts. Unfortunately, the crack on his turn during the spring and fall, and on the
head also scrambled his memory. He thought equinoxes all the arts are at their “base”
himself to be the son of Sir Oswald and swore level. Her beast form and her hair also follow
vengeance on the slayer of his “father.” On this transition: in the summer she is a dark-
his twenty-first birthday he slew his real haired woman and a stoat; during the winter
father in church, before the altar. He was cap- she is white-haired and an ermine. Targets of
tured and sentenced to death; but he man- her spells feel the pain of bites, and she spe-
aged to escape by means of his magical arts, cializes in Perdo, Animál, and Córporem.
and returned to Drusela. He was cast out by Several times she has been seen lapping at
Drusela, but met Cynewulf Gryreleoth, a the blood of her victims after battle.
magus of the covenant of Horsingas.

His studies were completed under Cynewulf,


and after his initiation he stayed on at Horsingas,
Coenwulf Eofurcumbol, House Bjornaer
aiding the magi in their struggle to overthrow the
Normans. Jehan claims the name and rank of his Coenwulf was ugly as a child and was
“father” and believes himself to be a belted treated badly by his home village. He ran
72 away and hid in the deep forest. Here he dis- Over the years Aelfred has seen many causes
covered that by wishing hard enough he come and go; the current goal to rid Scotland
could actually turn into a savage boar. In this of the English is just one more in a long line
form he hunted the Norman foresters and the of hopeless causes. He is saddened that not
villagers who had treated him so badly. One one of the noble goals he had as a youth ever
evening, as twilight was falling, he ran into came to fruition. Instead, the covenant is no
an old man and a young woman: Hosvir better than a band of common brigands and
Goat-legs and Ealwynn. They took pity on the murderers. They are outlaws in their home-
poor confused creature that was neither a boy land of England, reduced to raiding monas-
nor a pig and trained him in his abilities. teries and caravans for supplies.

The boy fell in love with Ealwynn, even


though she was nine years his senior. When
Hosvir was killed, Coenwulf joined Ealwynn
Covenfolk
in her quest for vengeance. As he grew into
his powers and his manhood, he professed There are very few actual servants in the
his love for Ealwynn, who returned his covenant, a few camp followers serve the
rough affection. Since that time, they have needs of the weardmenn, and a few men too
been inseparable and usually appear old or infirm to wield weapons help out in
together: the small, delicate woman and the the hope of a handful of scraps at dinner.
hulking brute of a man.

Coenwulf found an old Saxon helmet,


one surmounted by the brass figure of a boar.
Weardmenn
He admired the helmet so much (it even fit!)
that he took it and made it into the focus for The magi of Horsingas use terms from old
his magic. It is enchanted to change when he Saxon for their grogs, so they control a duguth
does and provides several other abilities. It is of weardmenn, rather than a turb of grogs.
from this helmet that he took the name The duguth consists of fifty warriors, of two
Eofurcumbol: Boar Helm. His face was affect- types. Thirty-five are foot soldiers much like
ed by a botch while he was still untrained, any in England, while fifteen are light horse-
and as a result he sports a magnificent set of men from the surrounding Border families.
tusks, with which he is quite adept in combat. The footmen are armed and armored with
He has all the subtlety and tact of his heart- equipment plundered from their opponents, so
beast and the power to back up his rudeness. armor ranges from chain hauberks to no
armor at all, with the majority of the footmen
in cloth gambesons, and helmets. All the foot
soldiers are trained to use a one-handed spear,
Aelfred of Little Downing, House Tytalus and in addition may carry hand weapons of
any sort. The horsemen are all skilled riders
An old man who has not joined in a raid mounted on the dale ponies prevalent in the
for a long time, Aelfred was at one time the Border region. They are equipped with a spear,
head of the covenant, a position now held shield, and sword, and wear leather or cloth
jointly by Jehan, Whitburh, and Edwin. armor with an iron helmet. They are especial-
Bitter at his removal from the chieftainship, ly good at harrying the heavier Norman cav-
Aelfred now sits alone in his cave, muttering alry, and often use a feigned retreat over
over his accumulated treasures. Even as marshy ground to mire their opponents.
short as five years ago, Aelfred was a vigor-
ous magus who rode with the best of them. The weardmenn are divided among the
But then something went terribly wrong with warlike magi. Edwin of Hexham commands
his longevity potion, and he turned from a a group of eight horsemen and ten footmen.
hearty man of apparent age forty-five to a Coenwulf has a group of six men and one
withered husk in the matter of a few weeks. woman, who pride themselves on their feroc-
ity and are known as the baresarks. They
Aelfred was apprenticed at Horsingas wear no armor, but work themselves into a
back when it actually looked like a Saxon fury before battle. While only two of them
pretender to the English throne had a chance. actually have the “Berserk” Virtue, all of
them try to outdo each other in ferocity. Sir farther afield to maintain their stocks of 73
Jehan commands the remaining horsemen other forms. The Isle of Man is an inviting
and a dozen footmen, who wear his colors target for their vis-hunting, but because of
and carry his badge on their shields. Seven their “wanted” status in Carlisle, it is diffi-
footmen are skilled in the use of the crossbow cult to hire a boat and crew.
and serve under Giuseppe Del Mato.

There are group rivalries among the four


divisions, especially between the two groups of
Outside Relations
horsemen and between Jehan’s footmen and
the baresarks. Fighting between the groups is The Fitz-Hubert family has a steady hatred
allowed, but only barehanded. If anyone draws for individual magi. Henry Fitz-Hubert, Baron
a weapon, that person is subject to the ire of the Egremont, once tried to imprison Giuseppe Del
magus whose weardmenn he or she strikes. Mato, and several of his men were killed by
the mage in the failed attempt, while his uncle
Guy, Baron Naworth, has borne the brunt of
Security many raids and schemes. Guilleme de
Fontnevoy is a knight owing fealty to Guy, and
his castle and men are often marked by Edwin
The covenant relies much on its out-of- for special attention. Abbot Geoffrey, related
the-way location for defense, as well as look- by marriage to the Fitz-Huberts, is the Abbot of
outs posted on the surrounding hills. If a hos- Hexham Priory, which is frequently raided for
tile force actually did manage to find the candles, wax, vellum, and other supplies.
covenant, the weardmenn and other servants
would be out of luck. There are only a few poor Alexander Nixon, the head of the Nixon
shacks to shelter in at the best of times, and an family, is a friend of the covenant, and his
invader would find them little hindrance. The men sometimes ride with the weardmenn.
magi, on the other hand, have quarters in the Long association with the covenant has
caves, constructed long ago, and the entrances made the Nixons wealthy, as they demand
are well-protected by spells. Only a powerful tribute from the covenant after each raid—
group of magi could hope to enter the caves the raiders must cross Nixon land to reach
against the spells of the covenant; no mun- England. Alexander is canny, however, and
dane force would have a chance. never demands too much of the booty, even
allowing mere token payments when raids
The Nixons surround the covenant, and have gone awry. The Nixons have stopped
though they demand tribute following raids, English troops who claimed the right of
they also provide security against English or “hot-trod” while following the magi.
Scottish troops who would follow the magi.
The Nixons even provide mounted men on
occasion. Should a concerted effort be made
to crush the covenant, however, the might of
Storytelling
the Nixons would probably be elsewhere.
The magi of the covenant know that they
are breaking the Code of the Order. They
Resources depend on the fact that the only quaesitor in
the tribunal is one of their own and that the
other covenants are tied in a web of deceit and
The covenant has few true resources, blackmail. Horsingas is a covenant for those
other than what can be stolen from its players who want to have adventures with a
neighbors. The glassware in the laboratories heavy combat component. How the covenant
came from a raid several decades ago, the is viewed by the players will have a large
vellum and writing supplies are raided from effect on how the covenant acts. Are they
abbeys and monasteries, and the cash patriots defending their country against the
reserves are from raided tax collectors. The aggressions of the Anglo-Norman govern-
area around the covenant provides some ment of England, or magical thieves, plunder-
vis, notably Herbam and Muto, but the ing the rich (maybe even giving to the poor)?
magi find that they have to raid farther and Stories revolving around raids and defense,
74 with side trips into tribunal politics, will figure
The Covenant of Crun
heavily in any saga.
Clach
The Covenant of Crun Clach
Story Idea Symbol: A hill with a triangular door
Season: Autumn
The complaints against the magi of Founded: A.D. 954
Horsingas have finally made an impression
on Bilera, the prima of House Quaesitor. She Members:
assembles a team of one or two quaesitoris
and several magi of a warlike bent. The Caitlin Suil Uaine, House Merinita.
characters are chosen because of their service She is half faerie and seems to be thirty
to the House or their special talents. The years old (though she is actually 300). She
team must investigate the allegations may be the most powerful wizard in the
against the covenant of Code-breaking. Order. Her daughter is Aine.
Once the team reaches Scotland, the careful
web of blackmail and deceit upon which the Alexander the Lame, House Merinita. He
tribunal rests starts to unravel. Whitburh will tutors Aine. Despite his name, he is not lame.
make good on her threats to spill secrets
about other covenants to the quaesitoris. It is Iain Mac Gabhan, House Merinita.
possible that the tribunal will band together The second in command. He partially
in the face of the threat of external scrutiny. turns into a pig when he uses faerie magic.
A united tribunal might even decide to
secede from the Order, returning to the con- Radislav am Polanach, House Criamon.
cept of the Ordo Miscellanea. Alternatively, He has come from Eastern Europe to study
the magi of Crun Clach or Mac Gruagach the Enigma among the faeries.
might see an opportunity for eliminating the
fractious Sasunnach (SAS-un-uch, Saxons). Seumas an Cat, House Ex Miscellanea.
He is the filius of a magus executed in
The actions and even the nationalities of Hibernia for diabolism.
the quaesitor team may have a big impact
on the investigation. Norman characters are Freiceadanan (freicudanan, guards): 10
made to feel distinctly unwelcome. Sir Edwin lightly armed sith and men
or Sir Jehan may challenge other knights Magic aura: 3/3/4
among the characters to a joust, a l’outrance Faerie aura: 2/3/6
(to the death). Characters displaying anti- Magical library: Creo 6, Intéllego 5, Muto
Norman sentiments may find themselves 12, Perdo 3, Rego 7, Animál 5, Aquam 5,
approached by the covenant, which is look- Auram 3, Córporem 7, Herbam 10, Ignem 8,
ing for allies. While not likely, it is possible Imágonem 14, Mentem 8, Terram 14, Vim 4
that the covenant may decide that the quae- Mundane library: Faerie Lore 3, Fabulous
sitoris are better off dead, and ambush them Beast Lore 3, History 1
in the hills of the border. Uncontested vis sources: Animál 4, Aquam
2, Herbam 2, Muto 4, Rego 13, Terram 5
How will the characters deal with the Contested vis sources: Aquam 10, Auram 4,
problem of not just a rogue covenant, but a Córporem 2, Herbam 6, Ignem 4, Rego 3,
possibly rogue tribunal? There are magi in Terram 7, Vim 1
England eager to try the mettle of the Scots,
and English nobles hungry for lands in the Important neighbors: Various clan chiefs
North. But what if the Scots ally with the Order
of Odin? Can the characters gather enough Crun Clach is inside a sithean (shee-hen,
allies to face the Norsemen as well as the faerie mound), which Caitlin Suil Uaine won
Scots? Will the Hibernian Tribunal stand by in a shinty match in 954. The previous
while the Order of Hermes lays waste to anoth- owner of the hill was a moderately powerful
er Gaelic tribunal? Is the storyguide ready for prince of the seelie court known as the Prince
another Schism War, or will the covenant back of the Grey Jerkin. Many of the inhabitants
down at the threat of Wizards’ War? of the covenant are good folk, who were in
servitude to the Prince and remained in the Am Balla 75
hill after Caitlin won ownership. Am Balla
Am Balla actually exists in the
The hill of the covenant is a gently lower Am levels,
Ballabutactually
normally exists
doesin notthe
rounded slope with a “crown” of stones jut- manifest
lower levels, there.
but normally
There aredoes no doors
not man- in
ting out of the ground about ten feet below the
ifesttop
there.levelThere
of the
are no
regio;
doors rather,
in theyoutop
the top of the hill. The entrance to the hill ask
levelAm of Balla
the regio;
if it would
rather, please
you ask make
Am
can be found most days only by those pos- an
Balla
opening
if it would
so youplease
canmakeenteran your
opening
lab.
sessing the means to pierce the glamour that The
so yourooms can themselves
enter your have lab. The no rooms
fixed
hides the doorway (Second Sight + position:
themselvesany have room
no fixed
can position:
be reached any
Perception 8+, Faerie Eyes, Intéllego from
roomany can area,
be reached
if you from
ask politely.
any area, Amif
Imágonem spells of level 10, or the goodwill Balla
you ask canpolitely.
speak and Am willBalla askcan a mage
speak
of the covenant). The doorway, once found, permission
and will askto a magus
open apermission
door into to his
openor
is revealed to be a stone covered with deli- her
a door
areainto if someone
his or her elsearea
asks if to someone
enter it.
cate tracery in the Pictish style. The door If
else
youasksannoyto enter
Am it. Balla,
If you youannoycan find
Am
must be attuned to the visitor, or he or she yourself
Balla, you locked
can find
out yourself
of your locked
apartments
out of
must be brought through by a member of or
yourbe apartments
forced to take or be longforceddetours
to taketo
the covenant. On Beltane, Samhain, and reach
long detours
your lab. to reach
On theyourother lab. Onhand,the
the night of the full moon, the glamour is those
other hand,
whomthose Am BallaAm Ballalikeslikes
can can
ask ask
to
thin, and anyone may see the door on a have
to havetheirtheir
rooms
rooms taken
takento the
to the
surface
surface
of
Perception roll of 4+. Those who have spe- the
of the
hill hill
or evenor even
to another
to anotherlevel of level
regio of
cial abilities can see the door automatically in
regio
thein hill.
theThehill.rooms
The rooms
are alwaysare always
part
at these times. of
part
AmofBalla,
Am Balla,
however, however,
and alwaysand always
have
the
have strength 6 Faerie aura.
the strength 6 Faerie Explosions
aura.
Once past the door, the characters are in are
Explosions
not a way are to
notmake
a way friends
to make withfriends
Am
the lowest level of the regio that the Balla,
with Am nor areBalla,
most nor
Terram
are mostmagics! Terram
Am
covenant occupies. Here are the stables, Balla
magics!has Am aBalla fondness
has a fondness
for Volya, for
kitchens, and quarters of the mortal ser- Radislav’s
Volya, Radislav’s
familiar.familiar.
He allowsHe Volya
allows
to
vants. This level of the regio has a Magic roam
Volya through
to roam any throughlevelany he level
wants he
aura of 3 and a Faerie aura of 2. The walls (Caitlin
wants (Caitlin
does not doesknow
not this).
know this).
here are hewn out of the natural granite of
the hill and have running patterns carved
into them. Some rooms are painted, and all
have a slightly fey quality about them—dis-
Origins of the Covenant A regio is an area where
concerting to the first-time visitor. supernatural power of
The Prince of the Grey Jerkin founded one of the four realms
The second level of the regio can be Crun Clach long before the Picts, or even the (magic, faerie, divine,
entered by any of the sith. They appear to Broch-builders, came to the shores of infernal) allows access
to multiple places that
walk down corridors that have no exits, or Scotland. Here he lived with his people, ruling
seem to occupy the
open doors that did not exist before their a court of seelie fairies. The favorite sport of same space and share
arrival and do not exist once they pass. his court was shinty, a game related to the some features. Regio are
This second level has a Faerie aura of 3 and hurly played by his cousins in Ireland. As the quite common in areas
a Magic aura of 3. The walls are of the years passed and mortals came into the area with Faerie auras and
purest quartz, fine-veined with traces of in bands and families, the court began to use give rise to stories of
gold. The walls glow with a diffused light, the shinty games as a means of wagering and things like hermits’ huts
illuminating the hall so that there are no of determining debts. They always included a in deep woods that hold
shadows. Here are quarters for the bulk of mortal in the game, which made it binding grand palaces, or stone
monuments that allow
the court, as well as a number of store- on all parties. If the human was on the win-
access to Faerieland on
rooms for vis and goods. ning side, the Prince would reward him or her certain nights.
with gold or strange gifts. However, he would
The last level of the regio has a strength give a losing mortal to the sluagh, which
6 Faerie aura and a strength 4 Magic aura. would force the poor person to murder and
It is restricted to the magi, and here can be steal before driving him or her mad.
found their labs and living quarters. This
level of the covenant is constructed of an In 954 Caitlin Suil Uaine, a young half-
intelligent, living stone that is named Am sith maga, challenged the Prince and his
Balla (am ba-la, The Wall). court to a game of shinty. The stakes were her
76 youth and her quite-considerable beauty regio. Creating and renewing the stones is
against entry into the court. She gathered part of the obligation each magus has to the
together a number of her friends, many of covenant. Household chores are performed by
them also magi. The ensuing game lasted two the brownies and grochans and other minor
full days, culminating in a win for Caitlin and faeries who serve the mistress of the hill.
her team. The Prince, furious at having lost to
a band of mere mortals, immediately rechal- The second level of the regio is even
lenged Caitlin. This time the Prince staked a more spotless than the first, as any smudge
position in the court second only to that of the will show up on the illuminated walls. Here
highest councilors against her youth and the sith keep their revels and entertainment,
beauty. Again the mortals won and again the just as they did in the “old days” of the
Prince re-challenged and raised the stakes. Prince’s reign. The food here is heavily of a
After five games, the Prince found himself faerie nature, and prolonged exposure to it
stripped of his hill, court, and courtiers. will change a mortal in unpredictable ways.
Caitlin moved in with her friends. She claimed
the third level of the regio as her own and for- The third level of the regio is the strangest
bade it to the courtiers. To consolidate her of all. The living rock means that there are no
gain, she befriended Am Balla, but with what corridors; instead, Am Balla creates a passage-
means only she and Am Balla know. way to the rooms. Visitors to a magus’s quar-
ters must ask Am Balla to open a door to that
room. Am Balla will usually only do this after
Recent History of the Covenant checking to see that the room’s owner will
accept the visitor. Even Caitlin cannot force
Am Balla to perform a task, and Am Balla has
Since 954 Caitlin has owned the hill out- a long memory for both friends and insults.
right, and she has ruled it wisely and well.
She has used her own natural longevity and
the considerable resources of the covenant
to gain control of most of the Lowland
Inhabitants
covenants. The recent (to her mind) emer-
gence of the Saxons of Horsingas has eroded
that control and created yet another power
bloc in the tribunal. Crun Clach is popular Caitlin Suil Uaine, House Merinita
with visiting Merinita magi, as well as with
the occasional lord of the seelie court. Here Caitlin is a half-faerie, half-human maga
the faerie and mortal cultures intermix, and of unequaled power in Scotland, if not the
strange and bizarre events often take place. world. Her faerie nature has extended her life to
The political machinations of Iain Mac ten times her normal span so that she appears
Gabhan only spice up the mix, though to be a young thirty, instead of the three cen-
Caitlin has no fears for her position, due to turies she actually has lived. She rules Crun
her friendship with Am Balla. Clach with a strong hand, as if she were indeed
a princess of the good folk. Caitlin has extensive
knowledge of things in and around Scotland,
Lifestyle but her knowledge of the greater world is woe-
fully lacking. Her Latin is rudimentary, and she
had to learn the alphabet by drawing the letters
The life of the inhabitants of Crun Clach as if they were pictures. She still has trouble
is luxurious in comparison to that in any reading Latin, but the few books she has written
other covenant in Scotland. The hill is well- are reckoned masterpieces of the calligraphic
furnished, and the labs are well-appointed. art, reminiscent of the splendors of the ancient
For the magi, space can be had for the asking, Scottish and Irish manuscripts.
and Caitlin is able to expand the lower levels
of the regio as well. How she is able to accom- Caitlin’s two great companions in life
plish this no one knows, but as long as she is are her daughter, Aine, and her faerie dog,
able to create new space (or remove unwant- Gliocas (glicus, wisdom). Aine is her
ed areas), they don’t mind. Magical rocks daughter by Oenghus; nine years old and
placed at convenient areas light the first level a flirt, she has started Hermetic training
Caitlin Suil Uaine, House Merinita
Age: 327 Size: 0 77
Characteristics Virtues & Flaws
+3 Int (shrewd) 0 Pre (plain) Faerie Magic +1, Keen Vision +1, Magical Animal
+1 Per (sees through guile)-2 Com Companion (faerie dog) +2, Strong-willed +2, Student
-2 Str (grip) -1 Dex (dance) of Faerie +3; Minor Discomfort from Iron -2, No
+1 Sta (concentration) +2 Qik (walking) Familiar -2, Poor Reader -3, Sensitive to Smoke -1,
Weak Writer -1
Personality Traits
Crafty +4, Fey +1, Miserly +2 Reputation
Not to be trifled with (Loch Leglean Tribunal) +5
Confidence
5
Abilities
Acting (old) 3, Alertness (sounds) 3, Animal Handling (horses) 4, Animal Ken (dogs) 1, Area Knowledge—Argyle (faeries) 8, Area
Knowledge—Britain (faeries) 3, Area Knowledge—Ireland (faeries) 3, Area Knowledge—Scotland (faeries) 5, Athletics (dance) 3,
Bargain (tribunal politics) 6, Certámen (illusions) 4, Charisma (magi) 5, Charm (nobility) 2, Church Knowledge (Scottish
Church) 1, Church Lore (Scottish saints) 3, Concentration (long periods) 7, Craft Calligraphy (interlaced animals) 5, Craft Cloth
(patterns) 3, Craft Stone (bas-relief) 7, Craft Wood (chains) 3, Diplomacy (faeries) 5, Disguise (age) 3, Dodge (rocky ground) 6,
Drinking (strong liquor) 2, Etiquette (faeries) 3, Evaluate (vis) 4, Faerie Lore (faerie lineage) 4, Faerie Magic 7 (illusions), Fantastic
Beast Lore (faerie animals) 3, Finesse (illusions) 7, Folk Ken (nobility) 5, Forgery (Artwork) 3, Guile (faeries) 5, Hermes History
(Scotland) 2, Hermes Lore (Scotland) 2, Humanities (arts) 2, Intimidation (Mortals) 5, Intrigue (tribunal) 5, Leadership (covenant)
7, Legend Lore (Scotland) 5, Legerdemain (stage tricks) 4, Magic Theory (faerie) 8, Parma Magica (Terram) 6, Penetration
(Mentem) 6, Pick Locks (in darkness) 1, Play Harp (improvisation) 4, Play Shinty (stealing) 3, Pretend (anger) 4, Ride (darkness)
6, Scan (seacoast) 3, Scribe Latin (calligraphy) 1, Scribe Ogham (names) 1, Search (wilderness) 4, Sing (ballads) 4, Speak English
(magic) 3, Speak Gaelic (rapidly) 5, Speak Latin (basic) 5, Speak Norse (lineage) 4, Speak Saxon (threats) 4, Stealth (wilderness)
3, Storytelling (sound effects) 3, Subterfuge (bluff) 4, Survival (seacoast) 6, Swim (ocean) 5, Track (faerie horses) 4

Techniques and Forms Spellcasting Information


34 Cr 33 An 31 Ig Spellcasting Speed: +9
29 In 31 Aq 36 Im Twilight Points: 0
32 Mu 31 Au 35 Me Decrepitude Points: 0
30 Pe 29 Co 25 Te Wizard’s Sigil: A soft chime sounds; the more powerful the
31 Re 33 He 29 Vi magic, the deeper the tone

Spells Known
Most spells to level 60–70, all faerie spells known to House Merinita

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +8
Caman Totals: +9 +7 +5 +8 (14) Soak: +15
Fatigue: 0
Encumbrance: 0

Weapons, Armor, and Items


Cloak of Concealment: MuIm 25; the wearer is hard to pick out against the background (-5 to Scan rolls when still, -2 when moving).
Oak wand talisman: +7 protection from storms, +4 control things at a distance, +4 destroy things at a distance, +3 project bolt or mis-
sile, +2 repel things; focus for Curse of Circe (MuCo 30), focus for Panic of the Elephant’s Mouse (ReAn 15)
Ring of Plant Mastery (a wooden ring): Allows spontaneous Rego Herbam spells of level 20 or less with no fatigue loss.
Ring of the Sea’s Command (a silver band surmounted by an aquamarine): Allows spontaneous Rego Aquam spells of level 25 or less
with no fatigue loss; only works on salt water.
Ring to Ward the Fire’s Wrath (copper ring surmounted by a ruby): Grants +15 soak against fire, Ignem-based spells, dragon’s fire,
etc.
Robes of Puissant Might: Protection 15 robes with no encumbrance.

Faerie Powers
Faerie Eyes +0, Faerie Sight 0, Fascination +1, Healing +1, Speak with Animals +1, Very Tough +1
Faerie Sight: As the +1 Supernatural Virtue
Fascination: Those who look at or listen to Caitlin see her as someone whose praise they desire. They are willing to follow rea-
sonable requests. The effect may not be dispelled by magic, except on a personal basis. It is equivalent to a ReMe 25 spell.
Caitlin may call on this power at will and need not use it all the time.
Healing: For the cost of 1 fatigue level, Caitlin may heal one body level, either her own or another’s. The recipient must make
a Stamina roll of 3+ to benefit. Caitlin may heal disease the same way.
Speak with Animals: Caitlin may speak with all forms of animals, except for reptiles and dark faerie creatures. The conversa-
tions cannot be understood by onlookers.
Very Tough: +7 to Soak
Gliocas - Caitlin’s Cu Sith Companion
78 Faerie Might Size New Visage and Aura of the Ennobled
10 0 Presence in an effort to retard aging. His
age is seventy-six, but by his body and face
Characteristics he looks to be no more than a vigorous
0 Cun n/a Pre thirty. He researches constantly in hopes of
+1 Per (sight hound) n/a Com finding magics related to retarding or even
+3 Str (wiry) +5 Dex (agile) reversing aging. Alexander was unable to
+10 Sta (untiring) +4 Qik(sprinter) learn the basics of faerie magic, much to
Reputation his chagrin. As a result, he strives to create
None Hermetic spells that mimic the abilities of
faerie magic, especially healing and
Personality Traits fatigue-removing spells.
+5 Loyal (Caitlin) +2 Patient
He would like to travel to covenants
Combat Totals
Weapon 1st Atk Parry Dam on the continent to compare notes with
Bite Totals: +10 +11 - +8 other magi who also work on the problem
of aging, but Caitlin will not fund such a
Dodge Defense: +8 Soak: +14 voyage from the covenant coffers.
Fatigue: +10 Encumbrance: 0 Alexander is currently training Aine, the
precocious daughter of Caitlin and
Body Levels
Oenghus. She is a lively child, who tor-
OK, 0, -1, -3, -6, Incapacitated
ments him mercilessly with her games and
Fatigue Levels play. Alexander is frequently torn between
OK, 0, -1, -3, -6, Unconscious his fear of and respect for Caitlin and his
natural tendency to swat the child. As yet
Abilities he has only trained her in one art:
Ferocity (protecting Caitlin) 4, Stealth (following) 5 Herbam. She is thus unable to cast any
spells, which is just fine by Alexander. He
Powers
Invisibility plans to teach her the Forms first, before
teaching her any Techniques. He hopes
Bond Qualities that the years it will take will help calm
Independence (Raedbora acts in her own best interests in the child, but she has other plans.
most circumstances), Shared Senses (Raedbora and
Whitburh may use each other’s senses with a Perception +
Concentration roll of 9+), Unlimited Bond (all powers and
cords work at any range) Iain Mac Gabhan, House Merinita
Vis
Three pawns of Imágonem vis in hide Iain was one of Caitlin’s apprentices,
and even though she gave him the posi-
tion of second place in Crun Clach, he
under Alexander. Gliocas has been with longs to head up his own covenant. With
Caitlin for two hundred years, but he is Caitlin’s longevity, it is unlikely that Iain will
getting a little slower lately. Caitlin fears ever inherit the leadership of Crun Clach.
that he does not have too much more time
in this world and is preparing for the shock Iain has been left scarred for life by one
of losing him when he finally passes away. unfortunate encounter. He threatened and
attempted to bespell a powerful faerie of the
unseelie court and only then discovered that
his spells would not affect unseelie faeries.
Alexander the Lame, House Merinita The faerie, not at all amused by the attempt-
ed spellcasting, cursed the magus. Anytime
Alexander was known as “the lame” from he uses his faerie-based powers, he will trans-
his earliest childhood, as he was born with a form into a pig, to a degree in direct propor-
twisted leg. Even though it has long since been tion to the power of the spell.
healed, he is still known by this reference to his
old ailment. Alexander has an obsession with Iain manages day-to-day concerns, as
his body, casting spells such as Disguise of the Caitlin does not trust a “mere mundane” to
adequately control the basics of life for the Criamon, who determined that Radislav’s 79
covenant. Iain has studied some Latin treatis- best chance of understanding the Enigma
es on agriculture and is trying to improve the lay far to the west, among the faeries of
yield of both crops and animals. Iain feels Scotland and England. Crun Clach seemed
proprietary about the flocks and herds of the the best choice for studying the enigmatic
covenant and takes it as a personal insult sith, and he has made himself welcome at
when one of the Prince’s monsters is born (see the covenant in many small ways. One of
below). Triath nan Leathad (treeu nan lyaiud, his most useful talents is his ability to defuse
Lord of the Hillside) is Iain’s billy goat famil- tense situations with purposely silly ques-
iar. He takes as much pride in the goat herd tions, done in a heavy accent. His quest for
as Iain does, especially as many of the goats the Enigma has made him reckless, and he
in it are descended from him. Triath is a lusty has had a number of bouts of Twilight, usu-
member of his species, and the mystical bond ally resulting from eating or drinking faerie
between him and Iain has made Iain able to foods without asking what they were.
perform the same amorous functions, even at
his advanced age. He may be unable to father Radislav’s familiar is Volya, a ferret he
any children due to his longevity potion, but discovered trying to steal his food while he
that does not diminish his appetite! was on his way to Scotland. Volya is a plea-
sure-loving animal, and with his natural
Iain’sIain’s
CurseCurse intelligence increased by the mystical bond
The faerie prince cursed Iain such with Radislav, he has become something of a
that for The every
faerie prince cursed
spell Iain Iain that
casts such practical joker. He has even made friends with
that for every spell Iain
includes faerie magic, he will partially casts that Am Balla and has virtually unrestricted access
includes faerie magic, he
transform into a pig. Every time Iainwill partially to all the private quarters (but not the labs or
transform
casts into a pig.
a faerie-based spell,Every
roll ontime
the Iain
fol- sanctums, as Am Balla likes the little clown
casts a faerie-based spell,
lowing chart once for each 5 levels roll on the fol-
in and won’t let him go where he may get hurt).
lowing
the spell.chart once
Re-roll anyforduplicates.
each 5 levels If Iain in
the spell. Re-roll any duplicates.
ever cast a level 50 faerie spell, he If Iain Radislav was able to forge an Enigmatic
ever cast
would a level 50become
automatically faerie aspell,
pig. he cord with Volya, besides the regular three
would automatically become a pig. cords. This cord grants the Visions Exceptional
Roll Result Magical Effect Talent, and the cord’s score adds to any
Roll Result Magical Effect Visions roll. If Radislav can solve a mystery of
1 Head Mu Co 20 nature with Enigmatic Wisdom, he gains 1
21 Head Arm
Right Mu Co 20 20
MuCo experience point in Enigmatic Wisdom.
32 Right
Left ArmArm MuCo 20
43 Left
Torso Arm MuCo
MuCo 20 20
54 Torso
Right Leg MuCo
MuCo 20 20
65 Right
Left LegLeg MuCo 20
MuCo 20
Seumas an Cat, Magus Ex Miscellanea
76 Left
Voice Leg MuCo
MuIm 10 20
87 Voice
Smell MuIm
MuIm 10 10 Seumas enjoys hunting; or, rather, he
98 Gluttonous +3 MuMe 10
Smell MuIm 20 enjoys the chase and the ability to sneak up
9
10 Gluttonous
Mind +3 MuMe
of the Beast MuMe 30 20 on and watch animals. His life is the numer-
10 Mind of the Beast MuMe 30 ous animals he has trained or rescued,
The effects of the spell wear off which all live in his rooms in the covenant.
The effects
over time; of the
roll once per spell
nightwear
to seeoffwhat
over Wherever he goes, he is attended by at least
time; roll once per night to
transformation is reversed. It would take see what two dogs and his wildcat familiar, Sron Dubh
atransformation
Muto Córporem is reversed.
spell of ItLevel
would 50taketo (sron doo, Black Nose). With the recent
restore Iain to human once again, 50
a Muto Córporem spell of Level or ato acquisition of Sron Dubh, Seumas has devel-
dark faerie can reverse the curse if suit-a
restore Iain to human once again, or oped a severe dislike of loud noises (espe-
dark recompense
able faerie can reverse
can be the curse if suit-
found. cially when he is engrossed in what he is
able recompense can be found. doing). He will whirl on the source of the
noise, hissing and spitting like a cat.
Radislav am Polanach, House Criamon Seumas is a possible liability to the
covenant: his master back in Ireland was
Radislav is originally from Poland. He accused of being a diabolist and had a wiz-
studied in Hungary under a magus of House ard war declared against him. The Flambeau
Scottish Wildcat
80 Magical Might Size humans who share his abode.
0 -2 Gliocas, Caitlin’s sith dog, particular-
ly enjoys sneaking up on Sron Dubh,
Characteristics who tries to act nonchalant whenever
+1 Cun (sly) n/a Pre he is startled.
+1 Per (nervous) n/a Com
-2 Str (small) +3 Dex (agile)
+2 Sta (feral vitality) +3 Qik (reflexive)
Scottish Wildcat
Virtues and Flaws
Exceptional Talent (Perfect Balance) +1
The wildcat cannot be tamed. It
Personality Traits attacks any human that approaches
+3 Cunning +7 Feral it, not stopping until the death or the
retreat of the human. The cat is com-
Confidence pactly built and is up to three feet
3 long from its nose to the tip of its
Combat Totals clubbed tail. Wildcats can weigh four-
teen pounds or more and are general-
Weapon 1st Atk Parry Dam
ly heavier than domestic cats (which
Bite and Claw Totals: +10 +8 - +4
also abound in Scotland). A tomcat
Dodge Defense: +11 Soak: 0
will kill its own kittens to maintain its
Fatigue: +2 Encumbrance: 0 solitude. The wildcat hunts mainly
hare and vole, but is able to climb and
Body Levels stalk well, even surprising birds on
OK, -1, -6, Incapacitated tree branches.
Fatigue Levels Wildcats are watched for signs of
OK, -1, -6, Unconscious the upcoming weather. If one is seen
Abilities frolicking, then a storm is soon to
Climb (trees) 3, Ferocity (disturbed) 3, Jump (distance) 2, come. It can call up the wind by flick-
ing water with its paw, and washing
Perfect Balance (branches) 5, Stealth (hunting) 7, Swim
behind the ears will bring rain.
(fast streams) 1
Several shapeshifters (Bjornaer, grua-
Vis gach, or otherwise) in Scotland favor
none the wildcat for its natural abilities and
for its solitary nature.

magus in charge of the war was sure that he


had accounted for all the apprentices, but he
did not know about Seumas. Whitburh
Count Gwyridden
Frithowebba, the quaesitor of Horsingas
covenant, knows of the connection. She has The count is a proud, arrogant mem-
hinted that she might tell the quaesitoris ber of the court and is privately jealous of
and Flambeau of the existence of Seumas if Oenghus’s popularity and skill. The coun-
charges were ever brought against t’s whole purpose in life is to play shinty,
Horsingas for its anti-Norman actions. and he spends hours practicing (though
he never seems to get any better). His
Sron Dubh is the only Scottish wildcat quarters are on the second level of the
ever domesticated (though Seumas will regio, and he has an entire hallway down
argue the inaccuracy of the word “domes- which he shoots and dribbles at all hours
ticated”). He is a fierce mouser and keeps of the day and night. Gwyridden is fond of
the corridors and storerooms of the the color red, and his outfits are all predom-
covenant free of the mice and rats that inantly that color. When playing shinty, he
Am Balla allows in for amusement. wears red leather that has been enchanted to
While Sron Dubh still has feral instincts, repel wood. Gwyridden is not much of a
he is quite willing to enjoy the benefits of team player, preferring to hog the ball and
domesticity and yet appear aloof to the the glory.
Count Gwyridden, Daoine Sith Shinty Champion 81
Age: 234 Size: 0

Characteristics Virtues & Flaws


0 Int -3 Pre (arrogant) Knack (+4 with shinty) +2, Lightning
+4 Per (eagle-eyed) -3 Com (spiteful) Reflexes +2, Self-confident +1; Oath of Fealty
0 Str +1 Dex (graceful) (Caitlin) -1, Sense of Doom -3, Sensitive
+1 Sta (runner) +3 Qik (reflexive) (dirty clothes) -1, Social Handicap (conceited)
-1, Susceptible to Divine Power -2,
Vulnerable to Bells -1, Vulnerable to Iron -1,
Personality Traits Vulnerable to Rowan -1
Arrogant +4, Jealous of Oenghus’s Popularity +3,
Proud +2 Reputation
Champion Shinty Player (faeries) +5, Pompous +2
Confidence
4

Abilities
Alertness (movement) 3, Athletics (run) 6, Brawl (dirty moves) 3, Climb (cliffs) 1, Craft Wood
(caman) 3, Dodge (caman) 5, Faerie Lore (Prince of the Grey Jerkin) 3, Intimidation (running) 3,
Leadership (shinty) 3, Play Shinty (shooting) 8, Ride (distance) 1, Scan (hills) 3, Search (running) 3,
Sing (victory songs) 2, Stealth (hide) 1, Subterfuge (actions) 2, Survival (hills) 4, Track (people) 3

Faerie Powers
Change Size, Faerie Flight
Change Size: The count may change his Size up or down 2 points (to +2 or -2).
Faerie Flight: The count may fly for 3 miles before having to touch the ground again.

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +8
Caman Totals: +15 +11 +9 +11 Soak: +2
Fatigue: +1
Encumbrance: 0

Weapons, Armor, and Items


Enchanted caman, leather jerkin

Oenghus Dubh to create a longevity potion for him; but in


any event the effects of the hill have
retarded his aging, and he still has many
A distinct contrast to Gwyridden, years left—a fact of which he is not aware.
Oenghus is warm and friendly, often par-
tying to all hours of the night with the
other members of the court. Oenghus is the
only mortal who lives in the second regio
Covenfolk and Freiceadanan
of the hill, but this bothers him not at all.
He is popular with both the sith and the Most of the covenfolk are the faerie retainers
mortals of the covenant. While Gwyridden who stayed with the hill, rather than follow the
practices and never seems to improve, Prince of the Grey Jerkin when he lost his fifth shin-
Oenghus never practices, yet he is still a ty match. Titles abound among the sith; even the
better player than the count, which is lowliest brownie servant claims to be an earl or
galling to the proud sith. Oenghus played baron of the court, much to the amusement of the
in the last game against the Prince, where daoine sith. The day-to-day upkeep of the
he proved his championship mettle. He covenant is performed by household faeries.
looks forward eagerly to the rematch, Sometimes their efficiency causes trouble, such as
which he hopes will be soon, as he is not when they clean up after someone who had not
getting any younger. Caitlin has promised finished with what he or she was doing. (The worst
82 Oenghus Dubh, Mortal Shinty Champion
Age: 31 Size: 0

Characteristics Virtues & Flaws


0 Int +1 Pre (genial) Gang Leader (mortal shinty players) +2,
0 Per +2 Com (articulate) Knack (+2 at shinty) +1, Long-winded +1,
0 Str (spindly) +4 Dex (poised) Self-confident +1; Curse of Venus -2, Oath of
-1 Sta (thin chest) +5 Qik (fleet-footed) Fealty (Caitlin) -1, Overconfident -2,
Softhearted -1
Personality Traits
Brave +1, Generous +2 Reputation
Open-handed +2
Confidence
3

Abilities
Alertness (shinty ball) 3, Area Lore—Crun Clach (shinty field) 4, Athletics (run) 2, Folk Ken (shinty
players) 2, Leadership (shinty) 3, Play Shinty (scoring) 9

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +5
Caman Totals: +18 +15 +9 +12 Soak: +0
Fatigue: -1
Encumbrance: 0

Weapons, Armor, and Items


Caman, wool jerkin

punishment for this offense is to have to work at


the same task for a long period of time, with no
Security
variation in the chore.) The mortal covenfolklive The hill is only a hill in the mortal realm,
on the first level of the regio and are mostly herds- with a crown of stones and gentle sides. The
men. A few act as guards for the mortal flocks. doorway into the covenant is protected by
glamour and is normally only visible to those
All the covenfolk play shinty and make with “uncanny” gifts. The mortal world has no
up the covenant’s team. However, there are way to attack or affect the covenant. The peo-
currently two players who do little else but ple of peace, however, can find the entrance
play shinty. Count Gwyridden is a daoine easily; and, if they felt it necessary, could
sith and has played the game for centuries. mount a serious threat to the magi. Caitlin is
His rival and partner is Oenghus Dubh, a careful to keep relations with the surrounding
mortal man whose prowess is legendary in sith on a neutral to good footing. Occasionally,
the lands of the sith. With one of these two a monster may attack the covenant. Normally
the covenant can win most games; with these are creations of the Prince of the Grey
both, Caitlin is nearly guaranteed a win Jerkin. The covenant has survived these attacks
against the most proficient team. The with ease, but one is never sure when a truly
Prince knows of these two, and his plots terrible monster may attack.
often revolve around injuring or luring one
to his own side. In truth, the only serious threat to the
covenant is the Prince, who challenges the
The covenant is guarded by ten grogs, covenant to a re-match every few decades.
called freiceadanan. To these men and These matches are well attended by the local
women comes the duty of hunting the good folk and even attract faeries from Ireland,
Prince’s monsters (see below). The covenant England, and France. The Prince is now a pau-
has not needed armed guards for any other per, but his team is always filled with adven-
purpose since the late 10th century, when turous faeries, who stand to gain important
the covenant repelled a raid by Vikings. posts if he ever regains his hill and throne.
An Caora Dubh - The Black Ram
An Caora Dubh (an kooroo doo)
Faerie Might Size
83
The Black Ram 22 0

A typical monster created by the Characteristics


Prince of the Grey Jerkin to harass Crun -2 Cun (hurtful) n/a Pre
Clach, an caora dubh was born normally +3 Per (keen sense of smell) n/a Com
but then killed and ate its mother and ran +2 Str (supernatural) +1 Dex (sure-footed)
away into the hills surrounding the +3 Sta (rugged) -3 Qik (ungainly)
covenant. Here, an caora dubh hid and
grew, until it attained full growth (as Virtues & Flaws
shown above). While it can and does kill Susceptible to Bells, Susceptible to Rowan
and eat any animal, its favorite prey is
Personality Traits
man. Its preferred method of hunting is to
+3 Bloodthirsty +5 Cautious
sneak up on unsuspecting herdsmen and
push them over a cliff’s edge, then Combat Totals
descend to eat the body, all except the Weapon 1st Atk Parry Dam
heart. Like many faeries, an caora dubh Horn Totals: +6 +9 - +11
takes two times damage from objects Bite Totals: +3 +7 - +8
made of rowan and must flee from the
sound of bells. Because of this, the flocks Dodge Defense: +1 Soak: +7
Fatigue: +3 Encumbrance: 0
of Crun Clach wear silver bells, and the
people of the covenant carry rowan staves Body Levels
and hooks when out herding in the hills. OK, 0/0, -1, -3, Incapacitated

Fatigue Levels
Resources OK, 0/0, -1, -3, Unconscious

Abilities
The covenant’s main resources are the Climb (cliffs) 2, Ferocity (hunting) 4, Stealth (stalking) 5
dozen faerie horses and the faerie servants
Powers
that were won along with the hill. The Fleece is Protection 4, Invisibility
covenant raises sheep and goats nourished
by the grass growing on the outside of the Vis
hill, which results in some extra-ordinary Four pawns of Perdo vis in horns; five pawns of Animál vis
animals. The Prince of the Grey Jerkin in fleece
sometimes causes a monster to be born to
the covenant’s flocks, which then does the
greatest damage it can to the inhabitants of for mortal goods. Magical animals are trad-
the covenant. When the occurrences of mon- ed to other covenants or to the faeries.
sters increase, Caitlin knows that the Prince is
planning to challenge her once more.

Much of what the covenant needs can


Each Sith (eck shee)
be produced or traded for locally, though
glassware is rare. However, Am Balla will
Faerie Horse
gladly make containers for potions, as long
as the potions do not stain or corrode the The faerie horses are bred for the use of
rock. The faerie inhabitants of the hill feed high faeries of the seelie court. The beasts are
on strange and varied foods, for which they magnificent specimens, with regal bearing
trade with other faerie communities. and spotless coats, and they stand a bit larger
than mortal horses. Faerie horses can walk or
With its stocks of vis, the covenant can run over water as if it were land and at twice
usually trade for any mundane item needed, the speed of normal horses. When being rid-
either with other covenants or by creating den in a rade, they have bells entwined in
trade goods. The mundane animals raised their manes and tails as a protection against
on the sides of the hill are often driven to the unseelie fairies. The only place a mortal is
fairs of the Lowlands, where they are traded likely to see each sith is at the covenant of
Each Sith (eck shee) - Faerie Horse
84 Faerie Might Size covenants from the Stonehenge,
12 +2 Hibernia, and Loch Leglean Tribunals.

Characteristics
0
+1
Cun
Per (nervous)
+3
n/a
Pre (perfect lines)
Com Storytelling
+3 Str (powerful legs) +2 Dex (graceful)
+7 Sta (long-winded) +3 Qik (fleet) Life in a faerie mound is not like any-
thing in the mortal world, especially in the
Virtues & Flaws higher levels of the regio. Be sure to por-
Faerie Eyes
tray the strange and whimsical nature of a
Personality Traits faerie court. Entertainment lasts for sever-
+1 Loyal +2 Proud al days. There are feasts of wondrous food
and drink, and enchantments are taken
Combat Totals for granted. The inhabitants can change
Weapon 1st Atk Parry Dam their form or size from one day to the next.
Hoof Totals: +9 +8 - +9 These things all make for a chaotic and
baffling, but fun-filled, environment. The
Dodge Defense: +3 Soak: +11 demeanor of the inhabitants should fit
Fatigue: +7 Encumbrance: 0
those involved in a centuries-long party
Body Levels interrupted by periods of minor crisis.
OK, 0/0, -1/-1, -3, -6, Incapacitated

Fatigue Levels Story Ideas


OK, 0/0, -1/-1, -3, -6, Unconscious

Abilities The covenant is subject to attacks by


Athletics (Run) 2, Ferocity (predators) 2
monsters created or encouraged by the
Powers Prince. The freiceadanan normally han-
Run on water as on land, ReAn 20, 1 point: The each sith dle these monsters, but occasionally one
may run across the surface of water as if it were solid is tougher or more cunning than they
ground. In addition, the each sith leaves no tracks behind can handle, and then they must call in
it, even in the softest earth. the magi. The attacks generally occur
once every two to five years, but increase
Vis in frequency as the Prince feels the need
Three pawns of Rego vis per hoof to issue another challenge. By the time
he issues the challenge, the attacks can
occur two to three times a year.
Crun Clach, where Caitlin Suil Uaine keeps a
stable of about a dozen of the creatures. The Prince challenges the covenant to a
shinty match every twenty to fifty years.
Between matches he must gather his team,
Outside Relations collect his stake, and harass the covenant
(to tire them and attempt to eliminate their
team). The Prince has lost every game for
The covenant is located in Kintyre, a the last 250 years and has put himself
long peninsula belonging to the kingdom of deeply in debt to the numerous courts and
Man and the Isles, ruled by the Norse king faeries. His stake in the games has not
of Man. Most of the surrounding people changed in the last hundred and seventy
know of the faerie mound and the rades of years: a bounty of vis (about 4 rooks worth)
the good folk. Any notice that a group of against the hill. Between matches, the
magi would normally attract focuses Prince spends his time in Scotland,
instead on the sith. England, or Ireland, gathering vis or
recruiting players for his team. He promis-
Crun Clach is one of the many covenants es high positions in his court to anyone
that visit the vis-rich Island of Man. Caitlin’s who plays for him. He gives magical gifts to
diplomacy has averted several conflicts with any mortals who join him, in addition to
taking them to Arcadia to pass the time both teams start near their own goals, with 85
until the game. one team in possession of the ball. Another
has one team drive the ball forward, by
either “teeing off” or lifting and swatting. Yet
Shinty another has a neutral person throw or place
the ball between the two teams, who then
rush forward to gain possession.
The rules for shinty are quite simple: The
ball must be propelled by the caman: no Once the ball is in play, there is neither
kicking, hitting, or throwing allowed. Players rest nor time-out periods, though players may
may not pick up or hide the ball. Other than retire to regain their breath or get refresh-
that, the only rule is that the first goal wins ments, or for any other reason, and rejoin the
the game. A typical shinty match takes place game later. Play continues through, over, or
over the hills between two villages, with no under any obstacles on the field. The only rea-
“out-of-bounds” or “safe” areas. For role- son to stop the game would be that the play-
playing a game of shinty, the following ers could not find the ball. While it is consid-
game rules are included for your enjoyment. ered unsportsmanlike and rude, attacking
another player is allowed. However, players
who resort to this are likely to find themselves
the target of the entire opposing team.
Shinty Basics

The skill of Play Shinty includes the use of


the caman to shoot, dribble, and block the ball.
Shinty at Crun Clach
The player may also use the caman to catch
the limbs of an opponent, to trip, or to attack. The games between Crun Clach and the
A skilled shinty player is even able to run with Prince require a few extra rules. The ball
the ball balanced on the head of his or her must always be visible and unaffected by
caman. Shinty players may shoot the ball two magic. However, illusions of the ball are
ways: swinging at the ball on the ground (like legal. Invisible players may not hit the ball,
in golf) and “lifting” the ball into the air with but may be present on the field.
the caman, then swatting it like a baseball.
The field for the game is the broad
meadows surrounding Crun Clach. Play is to
the first goal, which is the blasted oak on the
Shinty Play east side of the hill for the covenant and the
standing stone on the west for the Prince.
There are several methods to start the Each team numbers between one- and two-
game, depending on local custom or agree- dozen players; negotiation determines the
ment between the two teams. In one method, number before the match.

Shinty Activities
Activity Resolution

First Strike Play Shinty + Qik - Enc + 4 + Stress die


Attack Play Shinty + Dex + 2 + Stress die
Parry Play Shinty - Siz + 3 + Stress die
Shoot Distance (Play Shinty + Str + Stress die) yards
Swat Distance (Play Shinty + Str + 4 + Stress die) yards
Shoot Play Shinty + Per + 2
Lift and Swat Attack -3
Dribble Attack
Block Play Shinty - 2
Trip Opponent Attack vs. Per + Dex
Entangle Caman Attack vs. Parry
Balance Ball Play Shinty + Dex - 5; roll every 10 feet
Steal Ball First Strike vs. First Strike
86 Prince of the Grey Jerkin
Faerie Might Size
35 0

Characteristics Virtues & Flaws


-2 Int (stubborn) +2 Pre (lordly manner) Ambidextrous +3, Exceptional Talent (Perfect
+1 Per (keen) 0 Com Balance) +1, Gang Leader +2; Curse of Venus
-2, Driving Goal (regain Crun Clach) -1,
+4 Str (persistent) +6 Dex (nimble)
+1 Sta (vigorous) +7 Qik (lively) Indentured Servant (squire) +2, Infamous
(laughingstock) -2, Obsessed (beat Caitlin) -1,
Sense of Doom -3
Personality Traits
Haughty +2, Proud +3 Reputation
Aloof +1, Laughingstock (faeries) +4
Confidence
3

Abilities
Alertness (shinty) 3, Area Knowledge—England (faerie courts) 1, Area Knowledge—Ireland (faerie
courts) 1, Area Knowledge—Scotland (faerie courts) 2, Athletics (jump) 3, Bargain (vis) 3, Charm
(sly) 2, Climb (Crun Clach) 3, Craft Songs (inspirational) 4, Dagger Attack (First Strike) 2, Dagger
Parry (daggers) 3, Dodge (caman) 5, Evaluate Players (shinty) 4, Faerie Lore (courts) 5, Fantastic
Beast Lore (British Isles) 3, Intimidation (royal bearing) 3, Intrigue (faerie courts) 1, Leadership (shin-
ty) 2, Perfect Balance (running) 3, Play Harp (own songs) 4, Play Shinty (shoot) 6, Ride Horse (each
sith) 3, Scan (shinty) 4, Search (long grass) 3, Shield Parry (claws) 3, Short Sword Attack (First Strike)
1, Sing (own songs) 4, Speak Gaelic (cultured) 6, Spear Attack (horseback) 2, Stealth (running quiet-
ly) 3, Scottish Law (foreigners) 3, Scribe Latin (analysis) 6, Search (writing) 2, Shield Parry (swords) 1,
Speak Norman French (questions) 3, Speak Saxon (questions) 4, Sword Attack (retreating) 1

Powers
All Auram spells to level 35
Invisibility (PeIm 35)
Shapechange to Hawk (MuCo 35) or Bull (MuCo 25)
Glamour (CrIm 25, can create images up to Size +2)

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +12
Caman Totals: +17 +14 +8 +9 Soak: +19
Spear Totals: +14 +10 +6 -2 Fatigue: +4
Short Sword Totals: +11 +11 +6 -1 Encumbrance: 0
Dagger Totals: +11 +12 +5 +4
Shield Totals: +6 +5 -3 +6

Weapons, Armor, and Items


Dagger, helmet, round shield, short spear, short sword, gray leather jerkin (protection 15) repels
attacks by wooden objects (ReHe 15). Can change wearer to mist up to three times a day as Cloak of
Mist (MuCo 45). Magical caman can drive a ball twice as far as normal and cause it to make two
90° turns in flight (ReTe(An) 15).

The Covenant of Mac Members:

Gruagach Calum Mac Lachlan, gruagach, magus


Ex Miscellanea. He is a monstrous, old
magician and the effective head of the
covenant.
Symbol: An otter’s head
Founded: A.D. 988
Domnhull Beg, House Bonisagus. He
was apprenticed to a Bonisagus magus to
help integrate gruagach magic with Aonghus Lamh Iarran are both officers of 87
Hermetic magic. Clan Mac Gruagach and must ultimately fol-
low the commands of Donncadh Mac Calum,
Mungan Mor, magus Ex Miscellanea. He is who is the chief of the clan.
a beast mage, and he tends the clan’s animals.
The covenant is organized along the lines
Mairi Sean, maga Ex Miscellanea. She is a of a typical Highland clan, and the covenant
spirit mistress, trained in the Thebes tribunal. buildings are spread throughout Glen Glas,
rather than huddled close together. Much of
Fearghus Mac Mungan, magus Ex the valley has a Magic aura, which ranges
Miscellanea. He is Mungan Mor’s filius and from 0 to 5. Each member of the covenant
is missing a foot. builds his or her residence on a site that suits
his or her magic, with Domnhull living on the
Aonghus Lamh Iarran, magus Ex only site with an aura of 5. Each house has its
Miscellanea. He is the war leader of the clan. own Aegis of the Hearth, as the entire glen is too
large for one Aegis. In the hills surrounding the
Nechtan Dubh, gruagach. He was covenant are shielings for the summer cattle
trained by the legendary Brude Deathless. herding, as well as the houses of the more
reclusive members of the clan.
Important clan members: Donncadh
Mac Calum, chief; Lachlan Mac Calum,
seanachaidh; Raibert Mac Donncadh, tanist.
Origins of the Covenant of
Important neighbors: Various clan chiefs.
Mac Gruagach
Magic aura: Average of 3, up to a maxi-
mum of 5. Clan Mac Gruagach has a long history of
Magical library: Creo 0, Intéllego 10, Muto 10, magical association, as the name itself sug-
Perdo 9, Rego 0, Animál 24, Aquam 10, gests. When the Order of Hermes chased
Auram 9, Córporem 7, Herbam 12, Ignem 15, Damhan-allaidh into Scotland in 814, the
Imágonem 20, Mentem 9, Terram 14, Vim 12 clan already existed, led by a Pictish gruagach
Special: Each time a magus consults the named Nechtan Mac Brude, son of Brude
library, roll a stress die. On a botch, 1–10 Deathless. The clan stayed neutral in the
levels of arts are destroyed. ensuing fight, even when Brude joined Pralix.
Mundane library: Church Knowledge 1, The clan stayed out of the Order of Hermes
Fantastic Beast Lore 1, Hermes Lore 1, until Nechtan’s death in 987 and the ascen-
Humanities 1, Pictish History 3 sion of his great-grandson Calum. Calum saw
Uncontested vis sources: Intéllego 2, Perdo the deterioration of the Highland magic.
5, Rego 3, Animál 9, Aquam 3, Auram 6, Rather than try to preserve it in its current
Córporem 14, Herbam 12, Ignem 2, form (as his great-great-grandfather does), he
Terram 4, Vim 4 resolved to integrate Highland magic with
Contested vis sources: Creo 6, Rego 4, Perdo 5, magic of the Order. To this end, he appealed The domus magna
Animál 5, Aquam 2, Ignem 2, Imágonem 1 for inclusion in House Ex Miscellanea. Once (“domus” is a feminine
accepted, he started to send Gifted clansmen Latin noun) of a House in
Freiceadanan: Entire Mac Gruagach clan, the Order of Hermes is the
to covenants in other countries in an attempt
about seventy-five warriors. covenant that the leader
to gather enough knowledge that someone of of the House resides in.
his line could integrate the two traditions.
The covenant of Mac Gruagach is part of While so far there has been no luck in the
the larger Clan Mac Gruagach (the children of attempt, still he hopes.
the son of the wizard). Calum Mac Lachlan, a
135-year-old gruagach, is the real head of the
covenant. The aim of Calum is to integrate the
ancient lore of the gruagachan with that of the
Lifestyle
Hermetic Order. To this end he has sent a
number of magi to other covenants. For exam- To those not brought up in the
ple, he sent Domnhull Beg to Durenmar, the Highlands, the idea of a covenant ruled by a
domus magna of House Bonisagus. Calum and non-magus might seem risky, if not down-
88 right dangerous. The covenant works, howev- covenant aid in these tasks, though some are
er, because of the temperament of the exempt because of their research.
Highlanders who make up this extended
family. There are no “magi,” “grogs,” and
“consortes”; there are only members of the
family, some of whom happen to have skills
The Inhabitants
in the arcane arts. The work of the seasons of
the non-magi is much the same as in the rest
of the Highlands. The herds are driven to the Calum Mac Lachlan, Magus Ex Miscellanea
hills in spring and back in the fall. Raids
against neighbors and guarding against Calum is the effective head of the covenant
raids take place in the fall. The magi of the (not the clan), though he has abdicated the

Calum Mac Lachlan, Ex Miscellanea Gruagach, Head of Covenant


Age: 135 Size: +1

Characteristics Virtues & Flaws


+1 Int (knowledgeable) +2 Pre (physical) Adept Student (gruagach magic) +1, External
0 Per -3 Com (looks of a beast) Soul +4, Large +4, Mastered Talent (Shapeshifter)
+3 Str (grip) -1 Dex (accident-prone) +4, Self-confident +1, Leadership +3; Blatant Gift
0 Sta +1 Qik (sure stride) -1, Hedge Wizard -1, Isolated from Order -2, Lack
of Potency -2, Magic Susceptibility -1, Obligation
Personality Traits (three seasons to clan) -3, One-handed -2, Social
Crotchety +2, Concerned for Clan and Covenant +3 Handicap (smelly, clothes in rags, wild hair) -1,
Weak Magic (Curses) -2
Confidence
3 Reputation
Powerful (Loch Leglean Tribunal) +5
Gruagach Powers
Curse (physical traits) 8, Geasa (specific) 7, Magic Resistance
Shapeshift (eagle) 10, External Soul 45

Effects of Gruagach Powers


Magical Air; Blatant Gift; Offensive to Animals; gnarled, heavy musculature (+2 Str, -3 Com); full,
heavy pelt of gray-black fur covers entire body (+2 protection, -1 Pre, Social Handicap); left hand is a
withered claw (“One-handed” Flaw); smells of rotted vegetation (Social Handicap)

Abilities
Area Knowledge—Clan lands (neighbors) 6, Area Knowledge—Highlands (covenants) 3, Bargain (tri-
bunal) 5, Church Lore (Scottish Church) 2, Direction Sense (woods) 4, Disguise (hide deformities) 1,
Divination (clan matters) 4, Dousing (arable land) 3, Drinking (staying alert) 3, Enchanting Music
(harp) 5, Entrancement (men) 2, Faerie Lore (unseelie) 5, Fantastic Beast Lore (giants) 4, Farming (sea-
sons) 4, Gift (mental) 7, Gruagach Lore (clan history) 5, Gruagach Wisdom (new Talents) 9, Herbalism
(medicinal) 4, Hermes Lore (Ex Miscellanea) 2, Hex (humans) 4, Intimidate (size) 3, Leadership
(covenant) 6, Magic Sensitivity (gruagach) 4, Mimicry (birds) 2, Perfect Balance (cliffs) 2, Ride (long dis-
tance) 3, Second Sight (faeries) 3, Sense Holy/Unholy (Scottish Church) 4, Shield Parry (one on many)
5, Sling Attack (accuracy) 4, Speak Gaelic (leadership) 5, Speak Pictish (Shapeshift) 4, Spear Attack (one
on many) 4, Stealth (woods) 6, Track (men) 4, Transform (to cow) 3, Weather Sense (rain) 3

Combat Information
Weapon First Strike Attack Damage Parry Dodge Defense: -2
Spear Totals: +8 +5 +8 0 Soak: +7
Sling Totals: Rate 1/round +5 +4 - Fatigue: -2
Shield Totals: +8 +5 +8 +7 Encumbrance: 0

Weapons, Armor, and Items


Helmet, linen cotte (full armor), sling, shield, spear
Cagair an t-Aile, Domnhull’s Osprey Familiar
Hermetic title to Domnhull Beg, who can Magical Might Size 89
better interact with the rest of the Order of 6 -3
Hermes. Calum is an old gruagach and
has been injured several times; his body is Characteristics
gnarled and fur-covered. His left hand is a +2 Int (inquisitive) n/a Pre
withered claw, and he smells of rotting veg- +4 Per (strong eyes) n/a Com
etation, especially when wet. Like most -2 Str +2 Dex (nimble)
gruagachan he is lonely; few of the clan 0 Sta +3 Qik (swift)
will visit him because of the stench of his Reputation Confidence
body, and he has become quite crotchety in None 3
his old age.
Personality Traits
He is known to be the true power in the +3 Fierce +4 Enjoys Romances
covenant, at least in the Loch Leglean
Tribunal. He has a deep and abiding love of Combat Totals
Weapon 1st Atk Parry Dam
his clan and will do much to preserve its
Claw Totals: +7 +6 - +3
members. He has given himself the obliga-
tions of aid, counsel, and magical gifts to the Dodge Defense: +8 Soak: -3
clan. In addition, it is he who started sending Fatigue: +3 Encumbrance: 0
suitable clan members to other covenants on
the continent for training. Only one or two Body Levels
are sent in each generation, but even this OK, -6, Incapacitated
influx of other thought is enough to keep the Fatigue Levels
covenant from getting stagnant. OK, -6, Unconscious

Abilities
Concentration (reading) 1; Ferocity (hunting) 2; Legend
Domnhull Beg, House Bonisagus Lore (King Arthur) 2; Read French (romances) 4; Read Latin
(from a distance) 5
Son of the chief of the clan,
Domnhull was sent to Durenmar,
Powers
Invisibility
domus magna of House Bonisagus.
There he trained in that House’s tradi- Bond Cords
tions. He is working on integrating the Bronze (body) 1; Silver (mind) 3; Gold (magic) 1
gruagach magical tradition with that
Bond Qualities
of the Order. He hopes that the native
Domnhull and Cagair always know where the other is up
Highland magician will not be seen as
to 100 paces away. Domnhull and Cagair share magical
merely a member of House Ex
protection, always using the better of their two Magic
Miscellanea, but as a worker in a mag-
Resistances. They may use each other’s senses on a simple
ical tradition of equal honor and status
Perception + Concentration roll of 9+.
to the Hermetic. He dreams that success
in this endeavor will allow him to start Vis
a new House in the order, dedicated to Three pawns of Aurum vis in feathers
the gruagach. He is a brilliant theoreti-
cian and will pursue his goal for the
rest of his life, but it has so far eluded him. tiable appetite for the deeds of lovelorn
knights. Cagair has recently discovered
Domnhull’s familiar is Cagair an t-Aile the romances of Chrétien de Troyes and
(cager an-tailu, Whisper of the Wind), a has become fascinated with the legends of
male osprey. Cagair often perches above King Arthur and his knights.
Domnhull’s head, reading over his shoul-
der and making sharp comments when Spells of Domnhull’s Invention
Domnhull dozes or makes a mistake in
reading. Cagair also pesters Domnhull to Enchantment to Block the Assault of Iron
have books and scrolls of courtly (Rego Terram 20)
romances from Provence brought to the Spell Focus: Iron ring (+2)
covenant, as he has developed an insa- R: Self/Touch, D: Conc./Sun
90 Domnhull Beg, House Bonisagus
Age: 109 Size: 0

Characteristics Virtues & Flaws


+3 Int (dedicated) 0 Pre Adept Student +1, Enduring Magic +3,
+2 Per (connections) -1 Com (slurred speech) Exceptional Talent (premonitions) +1, Hermetic
-2 Str (decrepit) 0 Dex Prestige +1, Knack (+4 with magical theories) +2,
-1 Sta (short-winded) 0 Qik Magical Affinity (Vim) +3, Prestigious Family +1;
Blatant Gift -1, Deficiency (Auram) -1, Driving
Goal (integrate gruagach magic with Hermetic
Personality Traits magic) -1, Incompatible Arts (Intéllego Auram)
Driven +3, Diligent +2, No-Nonsense +1 -2, No Natural Resistance -3, Obligation (one
season to clan) -1, Rigid Magic -3
Confidence
3 Reputation
Family Connections +2, Bonisagus (Order of
Hermes) +1

Abilities
Area Knowledge—clan lands (magicians) 1, Bargain (services) 3, Church Lore (Germany) 2,
Diplomacy (clan) 1, Enigmatic Wisdom (non-Hermetic traditions) 1, Etiquette (cities) 1, Evaluate Vis
(type) 2, Faerie Lore (magic) 3, Fantastic Beast Lore (Highland giants) 2, Finesse (Intéllego) 3, Folk
Ken (gruagachan) 2, Gruagach Lore (integration) 5, Hermes History (Dav’nalleous) 4, Hermes Law
(other magical traditions) 2, Hermes Lore (researchers) 4, Humanities (science) 4, Intrigue
(Bonisagus) 2, Legend Lore (giants) 4, Magic Theory (integration) 8, Meditation (collect thoughts) 4,
Occult Lore (curses) 3, Parma Magica (Intéllego) 3, Penetration (Intéllego) 4, Play Harp (meditation)
3, Scribe Latin (classical texts) 6, Speak English (conversational) 1, Speak French (conversational) 1,
Speak Gaelic (enunciation) 4, Speak German (magical theory) 3, Speak Italian (conversational) 1,
Speak Latin (exposition) 5, Speak Norse (conversational) 2, Speak Polish (conversational) 2, Speak
Russian (conversational) 1, Vim Affinity 3

Techniques and Forms Spellcasting Information


12 Cr 11 An 8 Ig Spellcasting Speed: +3
26 In 10 Aq 5 Im Twilight Points: 18
15 Mu 8 Au 25 Me Effects of Twilight: Increased understanding of
12 Pe 15 Co 10 Te Córporem, may write up to 2/3 his Córporem score
20 Re 10 He 24 Vi Blatant Gift
Wizard’s Sigil: A slight glow emanating from his
eyes. This cannot be seen under most conditions, but
may be faintly visible in overcast or twilight condi-
tions and is easily visible in the dark.

Spells Known
Domnhull has had the time to work on any spell he desires and can be considered to have any spell
available to his lab totals.

Combat Information
Weapon First Strike Attack Damage Parry Dodge: 0
None - - - - Soak: -1
Fatigue: -1
Encumbrance: 0

Weapons, Armor, and Items


Oak staff talisman, +4 Destroy at Distance, +4 Control at Distance, +3 Project Bolt, +2 Repel, +7
Protection from Storms, focus for Obliteration of the Metallic Barrier (PeTe 20), Wielding the Invisible
Sling (ReTe 10)
Iron and wood ring, focus for Shield of Mystical Might
This spell blocks all attacks that have sub-
stantial metal (not just iron) components
flocks from disease, create fodder, and drive 91
off wild predators. He will use offensive magic
(swords, maces, some axes, etc.). The target against humans only and only when he is
of the attacks need not be aware of them. An unable to protect his flocks any other way.
item (such as the iron amulet that acts as
the focus) is enchanted with the spell. The Mungan spends most of his time with the
wearer of the object is then protected from animals and is known to prefer his herds to
the attacks; if the item is removed, the spell human companionship. His familiar,
is canceled. This item cannot be given to Marbhairn na Gearr-fhiadh (marvarn na gyarr-
anyone else: it is keyed to the original target ia, Hare Killer), is an old, grizzled deerhound.
of the spell. This spell is incompatible with He and Fiacail Geur, Aonghus’s familiar,
the Enchantment to Block the Assault of Wood. have a long-standing rivalry, which flares up
every time they are in the same place.
Enchantment to Block the Assault of Wood Generally Marbhair na Gearr-fhiadh gets the
(Rego Herbam 20) better of Fiacail Geur, which does not endear
Spell Focus: Wooden ring (+1) either him or Mungan to Aonghus.
R: Self/Touch, D: Conc./Sun
This spell blocks all attacks that have sub-
stantial wooden components (arrows,
spears, axes, etc.). The target of the attacks Mairi Sean, Maga Ex Miscellanea
need not be aware of them. An item is
enchanted with the spell (such as the wood- Mairi has traveled over much of the
en ring that acts as the focus). The wearer of world and was apprenticed under a master
the object is then protected from the attacks; of spirits in Greece. She learned to summon
if the item is removed, the spell is canceled. and control ghosts, and on her return to
This item cannot be given to anyone else: it Scotland she set about trying to learn more
is keyed to the original target of the spell. of the history of the area. She has sum-
This spell is incompatible with the moned many spirits of the Picts, but her
Enchantment to Block the Assault of Iron. magic does not work on Broch-builder
ghosts. This fact has annoyed her to no end.
Shield of Mystic Might (Rego Terram 35) She has fixated on the Broch-builders and
Spell Focus: Iron and wood ring (+4) often summons the ghosts of those who
R: Self/Touch, D: Sun/Moon, Requisite: knew them. She once bungled a spell so
Herbam badly that she was punished by having to
A combination of the two Enchantment to spend one season of the year doing nothing
Block spells, this spell blocks all metal or wood- but responding to the requests of the clan.
en attacks. Its effects and restrictions are the This came on top of her other obligations to
same as the two Enchantment to Block spells. the covenant. She is looking for grounds to
have her punishment repealed, a quest that
can lead her to attempt risky summonings.
Mungan Mor, Magus Ex Miscellanea
Mairi is training Diana nam Grechanach,
Mungan was trained in the traditions of a young Greek girl from the Isle of Boetia. She
the animal magi of House Ex Miscellanea. He was sent to Mairi by Demetrios of Athens,
has a deep love and respect for animals of all Mairi’s pater. He sent her to Mairi because his
kinds, but loves best the sheep, goats, and familiar had just died of natural causes and so
cows that are so essential to Highland life. He he knew his own time was coming. Diana has
is the acknowledged master of the herds and had some training in medicine and is a wel-
personally drives the herds to the Lowlands come addition to the clan. She is able to care
each autumn to sell them for the goods des- for the wounded or hurt and assist at birthings.
perately needed at home. Though it breaks his
heart to sell “his” animals to the Lowlanders Mairi’s familiar is Geamair (gemar,
and the English, he knows that the clan must Gamekeeper), an owl. He spends most of the
have the proceeds of the sales for its continued day sleeping, waking up for the hunt in the
existence. Every year he picks up as much lab- early evening and spending the rest of the
oratory equipment as he can, along with night with Mairi. Geamair is able to see spirits,
other supplies. He uses his spells to protect the thus giving Mairi an advantage in her studies.
92 Fearghus Mac Mungan, Magus Nechtan Dubh, Magus Ex
Ex Miscellanea Miscellanea
Nechtan was trained by Brude Deathless
A cousin of Mungan Mor, Fearghus himself. He is a descendant of Brude’s and
apprenticed under Mairi Sean. He has focused perhaps the favorite of all Brude’s students.
on the sluagh, the undead host. He has devel- While he is not anti-social and can be quite
oped a number of spells to protect himself and courteous when approached, he is perhaps a
others from the sluagh and is working on bit zealous when he feels that he has been
spells to control them. Fearghus has a problem mistreated. He is free with his Curses, but also
holding his liquor, which dates back to an with his Gifts. He uses Geasa only on those he
encounter with a brollachan, one of the shape- really takes a dislike to, as he enjoys denying
less monsters that inhabit secluded lochs and pleasures to his enemies. He is slightly easier
glens. Fearghus was able to escape the creature to approach than Calum Mac Lachlan and
but lost his foot in the chase. Since then he enjoys greater popularity among the clan.
feels the need of a drink any time he ventures
outside at night, when he is going to cast a
major spell, or any other time he feels the need
of courage. As a result of his drinking problem,
Donncadh Mac Calum
he has botched several spells, which has
brought him close to wizards’ Twilight several Donncadh was a hell-raiser in his youth, but
times. The rest of the covenant members are the excesses have caught up with him. Though he
unaware of his problem, except for Mungan is only fifty-seven, he has suffered a number of
Mor, who brings a few bottles of wine from the wounds, reducing his once-expert weapon-han-
Lowlands every year. dling to a mere shadow of his former expertise.
His clansmen in the covenant have tried to slow
his decline or restore his abilities, but his body is
simply too worn-out to bear the burden that he
Aonghus Lamh Iarran, Magus Ex has placed on it. Donncadh looks with fatherly
concern on the clan and dreads the day that the
Miscellanea clan must pass to Raibert, who is his son and the
tanist. He struggles to keep the ambitions of his
Aonghus is the war leader of the clan brother Lachlan in check, hard though that is.
and as such has great power over its men. He
is addicted to raiding, and he lives for the
stealthy approach and the lifting of other
people’s cattle. He has spent much time
Mairi Falt Ban
enchanting his arms and armor, making
them lighter and more effective. He normal- Donncadh’s wife, Mairi, fell in love with her
ly does not use his magic in a fight but rather husband when he was the dashing young man
uses it to enhance his own, and his follow- who always had a kind word and a smile for a
ers’, prowess. However, he is not averse to shy girl. Married in her teens, she has stayed by
bouts of certámen with other magi, often him even in his worst moods and rages. Mairi is
challenging visitors to “friendly” bouts. the unofficial leader of the women of the clan. She
often intercedes with Donncadh for mercy or
Aonghus’s deerhound familiar, Fiacail leniency when his stubbornness threatens to lead
Geur (fee-acal geer, Sharp Tooth), has much to injustice. While not an official member of the
the same temperament as his master. A clan hierarchy, Mairi has more say in how the
long-standing feud between Fiacail Geur clan runs than Aonghus Iarann Lamh or
and Marbhair na Gearran-fiadh has led to a Lachlan. She projects an aura of calm, often able
distance between Aonghus and Mungan to defuse tense moments just by walking into the
Mor. Fiacail has yet to establish dominance room. She will take no nonsense from the men-
over the older dog, which Aonghus feels folk of the clan, and the prospect of facing her
reflects badly on his own prowess. calm wrath will scare even the bravest warrior.
Donncadh Mac Calum, Chief of Clan Mac Gruagach 93
Age: 55 Size: 0
Characteristics Virtues & Flaws
+1 Int (astute) 1 Pre (craggy) Good Arms +1, Knack (+4 with leading the
-2 Per (farsighted) -1 Com (irritable) clan) +2, Leadership +3, Strong-willed +1, Well-
known +1; Arthritis -3, Feuds (well-established,
0 Str -3 Dex (old injuries)
-1 Sta (nagging cough) -2 Qik (stooped) demonic influence) -4, Fragile Constitution -1,
Poor Eyesight -1, Poor Hearing -1

Personality Traits Reputation


Concerned with Clan 2, Short-tempered 2, Friendly 1 Shrewd Leader +4

Confidence Decrepitude
3 4
The scores that are split
Abilities (for example, First Strike
Animal Handling (cattle) 2, Area Knowledge—clan lands & neighbors (people) 4, Bargain (animals) +5/-1) show first the
3, Charisma (fatherly) 3, Charm (women) 3, Church Lore (local) 2, Craft Leather (armor) 2, Craft total when Donncadh
Wood (farm implements) 1, Diplomacy (clans) 4, Dirk Attack (left hand) 2, Dirk Parry (retreat) 2, Mac Calum is unar-
Dodge (in armor) 3, Evaluate Animals (worth) 4, Faerie Lore (local) 3, Folk Ken (Highlanders) 3, mored and then when
Gruagach Lore (Brude Deathless) 3, Guile (diplomacy) 3, Intrigue (clan politics) 4, Leadership (clan) he is armored.
4, Legend Lore (local) 1, Pretend (get sympathy) 2, Shield Attack (punch) 1, Shield Parry (axes) 2,
Sing (port a bail) 1, Speak Gaelic (commands) 3, Subterfuge (sympathy) 2, Survival (hills) 2, Sword
Attack (first strike) 3, Sword Parry (disarm) 1

Combat Information
Weapon First Strike Attack Damage Parry
Dodge: +1/+4
Broad Sword Totals: +5/-1 +4 +9 +4
Soak: -1/+11
Dirk Totals: +2/-4 +3 +5 +3
Fatigue: -1/-7
Shield Totals: +1/-5 0 0 +5 Encumbrance: 0/-6

Weapons, Armor, and Items


Chain hauberk, helmet, broad sword, round shield, dirk

Lachlan Mac Calum tics. Lachlan is extremely sensitive of the hon-


ors due his rank (either as seanachaidh or
The younger brother of Donncadh, chief) and is quick to berate younger members
Lachlan is the clan seanachaidh. He has a vast of the clan who fail to show “proper respect for
repertoire of stories concerning the clan and their elders.”
the covenant, and is knowledgeable about
most of the supernatural denizens that live in
the Highlands. He tailors his stories to his audi-
ence, regaling the older members of the clan
Raibert Mac Donncadh
with stories of the heroes of old. To the younger
members he often tells stories of demons, Raibert is much as his father was in his
ghosts, and monsters. early years: a hell-raiser, playboy, and fierce
warrior. He has upset a number of fathers with
Lachlan proceeds under the assumption his dalliances, and Donncadh has plans to
that he will inherit the chieftainship on marry him off before he is killed by a protective
Donncadh’s death, and he often acts as if he parent. Raibert has a reputation for his reckless-
were already chief. He is a font of information ness, and he deserves it. He has injured himself
on the surrounding lands, clan politics, and several times, such as when he broke his ankle
feuds, and also has quite a lot of evidence while jumping up onto a rooftop. However, he
against other covenants in the tribunal. has led a charmed life so far, perhaps because
Calum Mac Lachlan, his many-times-great of the friendship he has with Aonghus Iarran
uncle, keeps him up-to-date on tribunal poli- Lamh. He tends to abuse his position and leads
94 a group of five young men who terrorize the sur- the humans to benefit from the roof and the heat
rounding lands with their antics. generated by the cows, goats, and sheep.
Chickens nest in the rafters, and there is a loft for
the older folks as well. The houses inhabited by
Covenfolk and Freiceadanan the magi of the covenant are likely to have wards
and spells to keep the inquisitive out. All the clan
The covenant is only part of Clan Mac houses have spells on them to make them more
Gruagach and does not cast the deciding vote weathertight and sturdy.
in clan matters. Donncadh Mac Calum is the
chief of the clan. He is aided by his son, Raibert
Mac Donncadh, who is his tanist, and Lachlan
Resources
Mac Calum, who is his brother and the
seanachaidh. Donncadh’s wife, Mairi Ban, is As members of the clan, the covenant-folk
the unofficial chief of the women of the clan, may call upon the men for raids or war, especial-
and she settles many disputes before the men ly as the current war chief is a magus. The
even know that a problem exists. Calum Mac covenant’s spells help augment the animals of
Lachlan, as head of the covenant, and the clan and the produce of the fields. With the
Aonghus Lamh Iarran, as war leader of the increased food, the clan is able to support the
clan, both have a say in the way the clan runs. covenant members who do not normally work
the fields or herds. However, there is little in the
The clan has about seventy-five men able way of glassware, ironwork, or other products of
to bear arms, a dozen of whom have chain civilization. Baskets woven of reeds or twigs must
armor and helmet, shields and swords, or two- hold each magus’s goods, and fired pottery dou-
handed axes. They are well trained in weapon bles as lab ware.
skills. The remainder carry a mix of spears,
bows, axes, darts, and dirks. Use the template The lands around the covenant abound in
of the galloglaich in Character Templates for the vis, producing six and a half rooks of mixed vis
heavily armored men and that of the clans- a year, with another two and a half rooks that
man for the remainder. is also claimed by other covenants. Each year,
14 pawns of Córporem vis is extracted from the
Security used thatch of the clan houses. This windfall
allows the covenant favorable vis trades for
those forms that they cannot collect locally. The
The covenant does not have a single area in vis collected from thatch comes from the con-
which all the members live; rather, it is dispersed centrated breath of the houses’ occupants that
throughout the holdings of the clan. During the collects in the thatch, and under the influence of
spring and summer the covenant has its highest the area’s aura it transforms into Córporem vis.
security, as the herds are in the higher hills and Other forms of vis that might collect in thatch
the population of the clan is in the shielings. include Auram from wind, Herbam from the
Men watch for wolves and cattle raiders from thatch itself, or Ignem from soot and smoke.
nearby clans, and the entire clan is on the look- Occasionally, Animál vis might be found. Each
out for danger. During the autumn, the herds house’s thatch will trap no more than 1 pawn of
are back in the valley or on their way to the cat- vis, and the house must be located in a Magic
tle fairs of the Lowlands. Even so, the clan’s liv- aura with a strength of at least 2.
ing area is well guarded. Only during the long
nights of the winter are the clan lands relatively Unfortunately for the covenant and for
unwatched. As it is rare for any Highlander to Calum’s hopes, the clan has had bad luck
venture forth in the winter snows, the clan with its library and labs. A raid from a neigh-
expects no aggression during this season. boring clan destroyed several of the outlying
buildings, including one of a magus doing
The covenant buildings are of the standard research. In the ensuing fire, many important
Highland pattern: long, low drystone buildings volumes burned, and many more suffered
with thatched roofs. There is one low door in each damage by water and exposure. Now the
house and no windows or chimney. Animals are books are nominally as presented, but each
normally kept in the downhill portion of the time they are consulted they have a chance of
house, walled off from the human area by a falling apart or of not having the information
wooden fence. This allows both the animals and they are supposed to contain.
Outside Relations Highlands to meet on the clan lands. This is a 95
major festival for the Highland covenants,
when they get together to trade for vis, catch
The clan is located well back in the up on friends and enemies, and socialize. This
Highlands and has little interaction with the year, Calum welcomes outsiders (the charac-
Lowlands or other “civilized” lands. Each year ters) to the festivities.
during the cattle-droving season, the drovers are
given a list of desired items. Ink, exotic woods, Calum holds court surrounded by his clan
gems, iron implements, glassware, and other and a few aonaranan, who are proud to be so
trade goods are eagerly sought, as there is no chosen. He hears complaints against and about
mundane way to make them in the Highlands. the Highland covenants, dispensing justice
with an even hand. Several problems or ideas
The clans surrounding the covenant are are brought forward to be taken to the tribunal.
well aware that a number of wizards and grua- Informal contests take place between rival
gachan live there, but most of them have a magi, and a few bouts of certámen are fought.
wise woman or gruagach of their own. The All goes well until the body of one of the least-
Highlanders are used to much worse in their liked magi is found murdered in Aonghus’s
land than a bunch of wizards who usually do hut. Aonghus has an alibi for the time that the
not bother their neighbors. murder took place (drinking with a number of
magi). Accusations and counter-accusations
Storytelling are thrown back and forth, and angry magi
can be seen talking in whispers.

When arriving at the clan, visitors are greet- Unable to appease the high-strung magi,
ed far out in the fields by a few lads who are Calum appoints the characters to investigate
tending a mixed herd of sheep, cows, and goats. the murder, pointing out that they have no rea-
None of these lads speaks Latin or English, only son to favor anyone in their investigation. The
Gaelic. They escort anyone speaking a language Highlanders grudgingly accept his decree, but
they cannot understand to the house of do little to help the characters. Everyone knows
Domnhull Beg. During the spring and summer someone who had been insulted or attacked by
the clan houses stand deserted; only the houses the deceased. Trying to use scrying spells such as
of the magi are inhabited. In the autumn the Eyes of the Past runs into some sort of anti-scry-
women and children are back slaughtering ani- ing defense. Some magi will gleefully point out
mals in preparation for winter. A traveler hap- that vis collected from Loch Ness has the power
pening to come by in the winter is shown to a to block such spells. Magi from covenants in
seat by the fire and given a cup of hot broth to that area will protest their innocence, pointing
drink before being asked any questions. out that such vis is sold to many magi. Magi
refuse to have spells such as Frosty Breath of the
The storyguide should play up the general Spoken Lie cast on themselves. The characters
good nature of these people. Hospitality to a have to use more-mundane methods to get to
stranger is ingrained in them early in their life. the bottom of the problem.
However, if a clan member is attacked, the
attackers had better have a large contingent of The way the characters go about their
troops at their back or be quick on their feet, else investigations may have long-running effects
they will be slain outright. Friends of the clan are on their acceptance in the Highlands. If they do
friends for life, or until proving themselves ene- well, finding the murderer without hurting too
mies. Enemies of the clan are openly acknowl- many feelings, they are made welcome in most
edged as such. The clan is not duplicitous, and it covenants. On the other hand, if they manage
will not invite an enemy to dine and then attack to insult everyone in sight and not find the mur-
him or her. This is just not the clan’s way. derer (or accuse the wrong magus), they would
do best to leave the Highlands and never come
back. Prepare multiple motives and suspects, as
Story Ideas well as old grudges that can be paid off by
pointing the investigators at the wrong suspect.
The time for the tribunal to meet is coming This story could work just as well with compe-
up in a few months. Calum sends out invita- tent companions, but they would have to have
tions to the covenants and magicians of the Magic Resistance of one form or another.
97
I have found that the beliefs and magic of the natives of
Scotland before the Scots have been lost to the world, but
many tantalizing hints can be found among the inhabitants
of the Highlands and Islands. Many families have members
with exceptional talents, which are passed down from father
to son or mother to daughter. The numbers three and seven
seem to have mystical connotations, especially as in “the
third child of a third child” or “seventh child of a seventh.” A
number of mystical abilities seem to be far more prevalent
among these rude peasants than among similar folk in other
countries that I have visited, and a number of these people
have even joined House Ex Miscellanea solely on the strength
of their ability to douse for water or on the basis of their fre-
quent visions. However, no one whom I interviewed knew of
anyone with more than one strange ability, with one excep-
tion. The local people told me of beings known as “grua-
gachan,” which means either a monster or wizard or both.
The number of gruagachan in Scotland is small, surely not
more than two dozen in the entire country. I found one
young gruagach in the covenant of Eilean Beg (he has since
left that covenant) and had a chance to talk to him of his
abilities. Much like any Hermetic magus, he had a difficult
childhood, mostly because of being able to see through illu-
sions and find lost objects with the method known as dous-
ing. One day, while gathering seaweed for the evening meal,
he was abducted by a huge, smelly man, who turned out to
be Brude Deathless. Like some of our own less-principled
magi in the Order of Hermes, Brude stole the child away to
his tower in the fastness of Strathnavar, where he raised him
in the tradition of the gruagachan. After years of laborious
study in the arts of the gruagachan, the boy was told to
make his way in the world, and had several geasa (a form of
delayed curse or retribution common to the gruagachan) laid
on him, especially that he must train at least one gruagach
before his forty-ninth year. Brude, it seems, worries that the
traditional magic of the Highlands (or “Alban,” as he named
it) was being diluted and lost, never to be recovered. Each
generation of gruagach teaches less and loses more of the
magic. My informant, Chearlach Mac Caolin, was desperate-
ly looking for a student, as his fortieth year was approaching
and he had not yet found a suitable candidate.

—Uierna of House Bonisagus


98

CHAPTER 6
CHARACTER
GENERATION

Before a player generates a character from the Border families typically are horse-
from Scotland, he or she must make an men (see the template for the Border rider
important decision: whether the character is in Character Templates). Armor in the
to be from the Highlands or the Lowlands. Lowlands, except that of knights and men-
The Lowlands include the Borders and a thin at-arms, consists of leather or quilted coats
strip of land up the east coast of Scotland as (equivalent to leather-hauberk armor).
far as Aberdeen, and among their inhabi-
tants are all the townsmen and city-dwellers. Attitudes of the Lowlanders include pride
The Highlands are the interior of the country in their land, fear of Englishmen or Normans,
and the Islands. Foreigners in Scotland and love of the Church. The Lowlanders gen-
include French and Flemish wool merchants, erally resemble the “everyman” of the Ars
and English and French nobles and their ret- Mágica rules. Lowland nobles are generally
inues. The descendants of Danish Vikings live Anglo-Norman and tend to be poorer than
on the Islands and the northern Highlands, their English and French cousins.
and Irish live along the west coast.
Characters from the Borders should have
Virtues and Flaws related to families and
Lowland Characters love of raiding. Many are outlaws on one
side or the other of the border, and enemies
abound, both personal and those of the fam-
Create Lowland characters like any ily. Feuds are common among the Borderers.
other character in an Ars Mágica saga.
Characters from the Lowlands have either Lowland magi can be of any House,
English or Scottish as their native tongue. and foreigners are welcome among most
covenants. There are no gruagachan in
The long spear is the traditional the Lowlands. Houses Ex Miscellanea and
weapon of the Lowlands commoner. Few Merinita have the largest number of magi
inhabitants of the Lowlands use bows, in the Lowlands.
except the inhabitants of the Ettrick Forest.
Lowland knights are not as well equipped
as the knights of England, with chain
hauberk rather than full chain armor as
Highland Characters
the norm. While players are not restricted
by this, storyguides should keep it in mind Characters from the Highlands have a
when designing adventures. Characters free score of 1 in Faerie Lore, due to the
extremely faerie-rich environment in the English. However, Norse and Irish are readi- 99
Highlands. Highland characters will have ly accepted in the North and West. Feuds are
Gaelic as their native tongue or Norse if common among the Highland clans,
they live in Caithness or the Islands. though few have supernatural origins or
influences. While Anglo-Norman earls are
Highlanders are raiders by nature and nominally in charge of the Highlands, they
typically do not wait around for counterat- prefer to live in the Lowlands, close to the
tacks. Typical Highland weapons are dirks, court. Clan chiefs hold the true power in the
axes, clubs, and short spears. Armor, if Highlands. They have near-absolute power
worn, is generally leather or cloth jerkins, over the fate of their followers, but must still
represented by cloth cuirass armor in the answer to the clan council.
rules. Well-armored Highlanders wear
heavy cloth cottes, represented by full cloth Most Highland magi are of House Ex
armor in the rules. The Danish islanders of Miscellanea, and the Flaws “Hedge Wizard”
the West and North have developed heavy and “Isolated from the Order” are quite
infantry, the gallowglaich, who wear cotte common. For training in other Houses, the
or chain hauberk and carry two-handed character can apply at a covenant, or trav-
battle axes. Highlanders use bows, darts, el abroad. Note that a magus of House
and slings for their missile weapons. There Flambeau is unlikely to accept a Scot as an
is no military equivalent of the Lowland or apprentice (a prejudice that dates back to
English knight, as the horses of the Pralix and the war against Damhan-
Highlands are small ponies and better suit- allaidh). House Ex Miscellanea readily
ed to hauling baggage. accepts gruagachan, but their Hermetic sta-
tus can (and probably will) be in doubt if
Virtues and Flaws related to the charac- they leave the Highlands. The Highlands
ter’s family should be fairly common, as the are famous for their hermit magi, who have
family or clan is an important part of full voting rights in the tribunal. Most of the
Highland life. Highlanders see most of those hermits tend to side with one of the main
from the rest of the world as “foreigners,” covenants, but trading for votes is one way
even (or especially) Lowlanders and the these hermits make a living.

NEW WEAPONS

Caman: The caman is both a walking stick and the club for playing shinty. It looks
like a modern golf club, with a head about six to eight inches long.
Dart: A light javelin, about three feet long. Some darts have leather vanes attached to
the end to aid in flight. A warrior carries a number of javelins, to harry opposing troops.
Dirk: The dirk is the main weapon of most Highlanders. It is a large knife, gener-
ally sixteen to twenty inches long. It is sometimes used in the left hand in conjunction
with the targe, held so that the point projects beyond the rim of the shield
Long Ax: The Highlanders, especially those along the coast, carry this light ax with
them wherever they go, often using it as a walking stick. The haft is about three feet
long, and the head is small, only six inches long and three wide.
Targe: The typical shield of the Highlands is constructed of layered planks—offset,
so that they will not split easily. The shield is about two feet in diameter and covered
in leather decorated with curving patterns of studs and nailheads. The central boss
often includes a long, thin spike. This spike adds to the weapon damage of the shield
when used offensively.

Name Expense Speed AtkB WpnDam ParB Str Load Space

Caman Inex +4 +2 +1 +3 n 0 1
Dart Inex -1 +1 +3 +1 n 0 n/a
Dirk Inex +2 +4 +3 +1 n 0 0
Long Ax Inex +3 +3 +5 +2 n 0 1
Targe Inex +2 +2 +1 +3 -2 0.5 1
100 Gruagachan are generally the only
characters from the Highlands with more
than one Exceptional Talent. If the player
wishes to create a non-gruagach character
with more than one Exceptional Talent, then
the Virtue “Latent Magical Ability” should
be taken to represent the fact that the char-
acter is a potential gruagach. However, until
the character is taken as a student by a gru-
agach and begins to learn of his or her abil-
ities, that character’s starting Exceptional
Talents cost the normal amount.

New Virtues

Knight Errant, +1 Background

You have received the accolade of


knighthood and are on the bottom rung of
the ladder of nobility. You have the right
to carry arms and be addressed as “sir” (or
the local equivalent). However, you do not
have any other game benefits. On the plus
side, you do not owe anyone fealty, nor are
you obligated to provide a season of ser-
vice a year. This may be the only inheri-
tance you will ever receive or may be the
result of a series of unfortunate accidents.

Death Prophecy, +2 Supernatural

You have been blessed or cursed as to


your fate. Someone (a magician, faerie, or
other supernatural creature) has put a con-
dition on your death, and until the condi-
tion is met, you will not die, though you can
be seriously injured. You heal normally, but
cannot die as a result of wounds or old age.
Unfortunately for you, fate or bad planning
can bring about the conditions in unex-
pected ways. If, for instance, your death
condition is to fear only boars, you should
be wary of men bearing boars on their coats
of arms or of inns named after boars, in
addition to the purely mundane creature.

The storyguide must keep the prophecy


in mind and give fair warning of items relat-
ed to the prophecy. At the very least, the sto-
ryguide should provide the clues to the rest
of the party after the event, if the character
Male Names: 101
Adam Adhamh Alexander Alasdair, Alai
Allan Ailean Andrew Aindreas
Angus Aonghus, Oengus Arthur Artur, Art
Barry Barra Bartholomew Parthalan
Bernard Bearnard Charles Tearlach
Christopher Criostoir, Crisdean Colin Cailean
David Daibhidh Dermott Diarmid
Donald Domnhull Dugald Dughall
Duncan Donncadh Edmond Eamonn
Edward Eideard Ernest Earnan
Evan, Ewan Eoghann Farquhar Fearchar
Fergus Fearghus Finlay Fionnlagh
Francis Proinsias, Frang, Frannsaidh Gavin Gabhan
George Seorus, Deorsa Gerald Gearald
Gillian Gille-Eathain Godfrey Goraidh
Hector Eachann Henry Eanruig
Hugh Uisdean Iver Iomher
James Seumas John Iain
Joseph Seosamh Kenneth Coinneach
Lachlan Lachlann Lawrence Labhruinn
Louis, Lewis Luthais Luke Lucas
Magnus Manus Malcolm Calum, Colm
Mark Marcus Martin Martainn
Michael Micheil Morris Muireach
Mungo Mungan Murdoch Murchadh
Neil Niall Nicol, Nicholas Neacal
Norman Tormod Patrick Padruig
Paul Pol Peter Peadar
Pierce Piaras Richard Risteard
Robert Raibeart Roderick Ruairidh
Ronald Raonull, Raghnall Samuel, Somerled Somhairle
Simon Sim Stephon Stiabhan
Thomas Tomas Walter Batair
William Uilleam, Liam

Female Names: Geas is a prohibition


against some act, and if
Agnes Aigneis Alice Ailis
Amelia Aimil Angelica Aingealag broken, it invokes a
Annabella Anabal Anne Anna Curse on the victim. Gift
Barbara Barabal Beatrice Beitris is a magical boon. Curse
Bridget Brighde Catherine Catriona is a magical affliction.
Christina Cairistiona Dora Doireann
Dorothy Diorbhall Eileen Eibhlin
Eleanor Eilionor Elizabeth Ealasaid
Evelyn Eibhlin Flora Fionnghuala
Frances Frangag Grace Grizel, Giorsal
Helen Eilidh Honora Onora
Isabel Iseabel, Iosbail Jane Seana
Janet Seonaid Jean Sine
Joan Siubhan Kate Ceit
Kathleen Caitlin Kirsty Ciorstag, Ciorstan
Letitia Leitis Lily, Lilian Lili
Louisa, Lucy Liusaidh Mabel Moibeal
Margaret Mairearad, Maighread Marjory, Margery Marsali
Martha Marta Mary Mairi
Mildred Milread Molly Maille
Muriel Muireall Nelly Neilli
Norah Nora Peg, Peggy Peigi
Rachel Raonaid, Raonaild Rose Ros
Sheila Silis, Sile, Sighle Susan Siusan
Sybil Sibeal Winifred Una
102 is killed. Players may only take this Virtue but will heal slowly. If incapacitated, gru-
with the agreement of the storyguide. agachan always use the rules for recover-
ing in the field, even when recuperating in
good condition. Recovery rolls of 1
through 8 indicate the loss of the next roll
Exceptional Talents (half a day lost), while a botch loses the
next two rolls (one full day lost to recov-
Geas, +4 (+2 for gruagachan) ery). Every time a botch is rolled, the expe-
Gift, +4 (+2 for gruagachan) rience marks the gruagach in some way.
Curse, +4 (+2 for gruagachan) Usually this is a physical sign: a foul odor
See “Geasa, Gifts, and Curses” like that of the grave, skin that dissolves
cloth, extreme ugliness, or other charac-
teristics that make the gruagach more
horrendous. The storyguide should feel
Student of Brude, +1 Gruagach free to assign a minor (+1/-1) Virtue or
Flaw to the botch to represent the change.
The gruagach was trained by Brude
Deathless. As such, he or she has a mea- The gruagach’s soul can reside in any
sure of prestige among other gruagachan type of object, but any damage to the soul-
and can begin the game with the Virtue object, even the merest scratch, will kill the
“External Soul.” In addition, he or she has gruagach. Age has no effect on the grua-
a Geas to train a student by age forty-nine gach. The soul can be removed only once,
or lose all gruagach powers. and once removed may never return to the
body. If not taken as a beginning Virtue,
the method of removing the soul may be
researched as if it were an Exceptional
Shapeshift, +3 Gruagach Talent valued at +4. (See “Learning New
Exceptional Talents.”) Characters starting
Exceptional Talent allowing gruagachan the game with the External Soul are no
to change shape. Every gruagach must have older than twenty-eight years.
this Talent. (See “Shapeshift and Transform.”)

New Flaws
Transform, +3 Gruagach

An Exceptional Talent allowing grua-


gachan to change the shape of others. Trained as a Gruagach, -4 Hermetic
(See “Shapeshift and Transform.”)
You were mistakenly trained as a
gruagach for a year. Because of the vast
differences between Hermetic and grua-
External Soul, +4 Gruagach gach magic, you have a difficulty
learning parma magica and magical
This Virtue is available only to those Techniques and Forms. You suffer a -1
who have the Virtue “Student of Brude” penalty on your Parma Magica and
(or who are trained by player character Magical Art scores (for example, if your
gruagachan with the Virtue). score is 3, it is the equivalent of 2).

The gruagach’s soul is extracted and


placed in a safe place, hidden from mor-
tal men. Unless the soul-object is
Afflicted Tongue, -1 Physical (-3 for
destroyed, the gruagach is safe from mor-
tal injury. The gruagach can be incapaci-
magi & gruagachan)
tated, but never killed. The gruagach’s
body cannot be disjointed or burned, even You have a speech impediment, such
by the strongest magics or natural forces, as a lisp, stutter, or missing teeth. You suf-
fer a -2 to all rolls involving the voice. New Abilities 103
Hermetic magi, gruagachan, and others
who rely on the voice to work magic take
this as a -3 Flaw. You must also roll an
extra botch die when casting a spell or Gruagach Lore, Casual Knowledge
using your powers.
Familiarity with gruagachan, includ-
ing knowledge of what gruagachan are
capable of, famous gruagachan (Brude
Palsied Hands, -2 Physical Deathless, Clan Mac Gruagach, and oth-
ers), and the connections between grua-
Your hands shake uncontrollably, gachan and giants.
making casting spells or holding objects
difficult. All rolls involving holding or
wielding an object are at -2, including
weapon skills. Magi and others who rely
Play Shinty, Physical Skill
on hand gestures to work magic must roll
an extra botch die when casting a spell. See “Shinty” in Covenants, Chapter 5,
for a description of the game of shinty.

Geas, Variable Supernatural


Geas
You have had a Geas cast upon you
and must obey the restrictions of the Geas
Gift
or be penalized by the Curse associated
with it. The storyguide must determine the
Curse
level of the Geas, taking the “Cursed” These Exceptional Talents are covered in
Flaws as a guide. More stringent restric- the following section of this chapter.
tions on your activities increase the value
of the Flaw. See “Geasa.”
Speak Pictish
Feud, Variable Background The ability to speak the lost language of
the Picts. Available only to gruagachan.
Your family is involved in a feud. Speak Pictish adds to the gruagach’s casting
The opposing family or families are totals. See “Creating a Gruagach Character.”
roughly of equivalent strength to your
family and its allies. The cost of this
Flaw is dependent on the age and
nature of the feud:
Potency
-1 The feud is new, not yet a blood A gruagach ability that adds to the
feud. gruagach’s casting totals. The gruagach’s
-2 The feud has been going on a Potency score may never be higher than
while; a few murders have the gruagach’s score in Speak Pictish. See
occurred. “Creating a Gruagach Character.”
-3 The feud is a full-fledged blood-
bath.
-1 (Additional) The feud is fueled by
supernatural powers. Gruagach Wisdom

You are liable to be ambushed or Knowledge of and insight into the


attacked by opposing clansmen, and mysteries of gruagach magic. Used
your family expects you to join raids much the same way that Hermetic magi
against your enemies. use Magic Theory.
104 Geasa, Gifts, and Curses -1 Geas or Curse (as per the “Geas” or
“Curse” Flaws).
• If the roll is 0, then add the casting
The Exceptional Talents of Geas, Gift, bonus only if it is negative. If the casting
and Curse are different aspects of one bonus is positive, then the total roll is
greater magic, which has long since dis- considered to be 0. If the casting bonus
appeared save for these Talents. All three is negative (because, for example, the
can add or remove Virtues, Flaws, and target has a high Magic Resistance),
characteristics from a person. Curse and then apply it to 0. The caster suffers a
Gift are opposites: Curses add Flaws or Geas or Curse as above (with at least a
remove Virtues; Gifts add Virtues or -1 “Geas” or “Curse” Flaw, even if the
remove Flaws. Geasa are delayed Curses Ease Factor is 6 or lower).
that take effect if the bearer meets certain • If the roll is a botch, the results can be
conditions (specified by the caster). even worse (at the storyguide’s
discretion).
These three enchantments are capa-
ble of great harm or benefit to the recipi-
ent. Unfortunately, the caster must be Effects
careful when using any one of these three,
as the benefits are counterbalanced by A Gift can only affect each character-
penalties if the casting does not succeed. istic or ability once, until the Gift is lost.
Most characters will have a good idea of Gifts may not “stack” Virtues. Gifts may
the effect they can normally expect, but not lift Geasa or Curses, nor may Curses
the Resistance of the target can make a eliminate Gifts. There are a number of
big impact on a failed casting. Virtues and Flaws that cannot be affected
by Curses, Geasa, or Gifts. For the most
part the storyguide should decide the
effects of a Curse, Geas, or Gift on a case-
Casting a Geas, Gift, or Curse by-case basis. However, the following
Virtues and Flaws should not be granted
All three Talents share the same cast- or revoked by these Talents:
ing formula:
• Virtues and Flaws that include
Stress die + Talent + Int - Target’s ownership of items (books, magic
Resistance (+ Speak Pictish) (+ Potency) items, etc.)
• Divine “True” Virtues (True Faith,
Only those characters who know True Love , etc.).
Speak Pictish may learn or use the • Social Virtues, such as Leadership,
Potency skill, and only gruagachan speak Gang Member, or Reputations
Pictish as starting characters. • Specialized knowledge (Arcane
Lore, Educated, etc.)
Hermetic magi may add their Vim • Most Background Virtues and Flaws
scores to the Magic Resistance value of
their Parma Magica.

• If the roll is greater than the target


Prohibitions
number of the Curse, Geas, or Gift Some Gifts and all Geasa are tied to
(determined by the effect), then the prohibitions. One who violates the prohi-
target acquires the effect described by bition loses the benefit of the Gift or suf-
the caster. fers the retribution of the Geas. Others are
• If the roll fails by less than seven, then tied to circumstances during which they
neither character is affected. take effect or during which they fail.
• If the roll fails by seven or more, then Prohibitions and circumstances partially
the storyguide has the option of laying determine an action’s Ease Factor.
a minor Geas or Curse against the Specific prohibitions are things that
caster. For every 7 points that the roll are easy to avoid. They can include things
fails by, the storyguide may assign a like the following: never eat the meat of a
cow, never strike a member of your fami-
One-time botch The next affected die roll is
automatically zero, and
105
ly, never cast a specific spell, never say the
the character’s first botch die
name of the one who cast the Geas on
is an automatic botch.
you, never use your ancestral broad sword.
(Roll for additional botch
dice past the first, if any.)
General prohibitions are more diffi-
Zero until The next series of die rolls
cult to avoid and can seriously hamper a
condition for the character are zero
character. General prohibitions can
(normal chance of botch),
include things like the following: never
until the condition is
eat cooked meat, never sleep under a roof,
met. (This penalty is com-
never use a metal tool or weapon, never
mon for Curses or Geasa
use swords.
about being wounded.)
Continuing The Geas remains in effect
Sweeping prohibitions are very diffi-
for the rest of the
cult to avoid and can even force retire-
character’s life or until lifted.
ment of a character, especially if tied to a
This modifier is
harsh penalty. Sweeping prohibitions can
applicable with penalties
include things like the following: never
that reduce a characteristic
strike a blow, never eat meat or fish, never
or ability. Each time the
use a specified magical Technique or
Geas is broken, the
Form, never speak, never use weapons.
characteristic or ability is
lowered.
Uncommon circumstances are like spe-
Ability cap The ability cannot be raised
cific prohibitions, very rare events, or combi-
until the Curse is lifted.
nations of events, such as “while in a cathe-
Always zero The character’s rolls are
dral.”
always zero for the
designated characteristic or
Common circumstances are like
ability. Roll normally
sweeping prohibitions, common events, or
for botches.
combinations of events such as “while in
Always botch The character always botches
the light of the sun.”
the characteristic or
ability roll. If the character is
foolish enough to
Penalties attempt the activity, roll for
botch as normal, and
the first botch die is
Penalties for breaking a Geas can
automatically a botch.
range from a one-time failure of the ability
Gift lost forever The Gift given to the character
to always botching when using the ability.
is lost. This condition elimi-
The magus may also specify that the abili-
nates points added to
ty or characteristic be reduced a number of
characteristics or abilities;
points permanently. A Continuing Geas
remove Gifted Virtues or
can be declared for one-time penalties or
replace eliminated Flaws. An
ability reduction, so that the character suf-
eliminated Gift may never be
fers the penalty each time he or she breaks
given again to this character.
the Geas. It should be noted that a charac-
ter may be under conflicting Geasa and
that obeying one will break the other.
Poetic Justice
One-time zero The next die roll for the abil-
ity in question is zero. The appropriateness of Gifts, Geasa,
Roll for a botch as normal. and Curses is an important part of the
Ability reduced The indicated ability is magic of the Highlands. Storyguides
reduced by the stated should feel free to add from 1 to 7 points
amount for the next die roll. to the difficulty of a Curse, Gift, or Geas
Characteristic One characteristic is reduced that has no relation to what has gone on
reduced by the stated amount in the saga. If a character Curses a person
for the next die roll.
106 for no reason, the storyguide should Zero until condition +3
assign the maximum penalty. Likewise, if Continuing +3
the Curse, Geas, or Gift particularly fits Ability cap +3
the storyline, up to 7 points can be sub- Always zero +7
tracted from the difficulty, making it easi- Always botch +14
er to cast. The storyguide (or the troupe)
should resolve each use of this magic on a Poetic Justice:
case-by-case basis.
Suitable Geas -1–7
Suitable penalty -1–7
Geasa Inappropriate Geas
Inappropriate penalty
+1–7
+1–7

A Geas is a prohibition against some


act, which, if broken, invokes a Curse on Exempli
Exempli Gratia
Gratia
the victim. A Geas is generally permanent
and cannot be repealed or revoked easily. Geas
Geas
The caster links the Geas to one ability or
characteristic of the victim, which is Angered by not being invited to
affected for the rest of the character’s life a local
Angered
celebration,
by not being
Brude invited
Deathlessto
or until the Geas is lifted. To cast a Geas, adecides
local celebration,
to cast a Geas Brude
on Duncan
Deathlessthe
the magician must specify the forbidden decides
Bold, the
to cast
leading
a Geas
warrior
on Duncan
of the clan.
the
act and the ability or characteristic to Bold,
He thedescends
leadingon warrior
the offeast
the clan.
and
which it is linked. The base Ease Factor to Hedeclaims
descends hison
Geas:
the feast
that and
Duncan
declaims
shall
cast a Geas is 7 and is modified by both his
suffer
Geas:
a that
wound Duncan
whenever
shall hesuffer
is ain
the conditions of the Geas and the penal- wound
combatwhenever
should he he everisfail
intocombat
invite a
ty that is assessed if the Geas is broken. should
strangerhe ever
to dinner.
fail to invite
The astoryguide
stranger
The more severe the prohibition and the tochecks
dinner.
theThetables
storyguide
for the checks
Total Ease
the
Brude Deathless is the harsher the penalty if broken, the harder tables
Factor:for the Total Ease Factor:
most powerful grua- the Geas is to cast; but experienced grua-
gach in Loch Leglean. gachan can effectively cripple a character. Total
TotalEase
EaseFactor
Factor==77(base)
(base)++77
He participated in the
(sweeping
(sweepingprohibition)
prohibition)++33(zero
(zerountil
until
war against Damhan-
allaidh.
Geasa cast by a player during play must wounded)
wounded)++33(continuing)
(continuing)- -22(appro-
(appro-
be overseen by the storyguide. He or she may priate
priateGeas)
Geas)==18
18
assign penalties or bonuses to the roll
depending on how the Geas fits into the saga Brude’s
Brude’s casting
casting score
score isis 12
12
and depending on the actions of the target (Geas)
(Geas)++11(done
(doneininrevenge—Brude’s
revenge—Brude’s
and caster. specialty)
specialty)++66(Int)
(Int)++88(Speak
(SpeakPictish)
Pictish)
++88(Potency)
(Potency)==3535

Brude
Brudeonly onlyneeds
needsto tonot
notbotch:
botch:
Geas Ease Factor Modifiers he
he rolls
rolls aa 9,9, for
for aa total
total ofof 44.
44. Now
Now
each
eachnight
nightthat
thatDuncan
Duncanfailsfailsto
toinvite
invite
Prohibitions: aastranger
strangertotodinner,
dinner,thethedie dieroll
rollfor
for
soak
soakininhis
hisnext
nextcombat
combatwill willbebezero.
zero.
Specific prohibition +0 The
Thedie
diewill
willcontinue
continueto tobebezero
zerountil
until
General prohibition +3 Duncan loses at least one body
Duncan loses at least one body level, level,
Sweeping prohibition +7 then
thenwill
willrevert
reverttotonormal.
normal.

Penalties:

One-time zero +0
Gifts
Ability reduced +1 per point
reduced A character with the “Gift” Talent
Characteristic reduced +1 per point can grant abilities, traits, or Virtues to
reduced him or herself or to others. However, he
One-time botch +1 or she must specify conditions (as with a
Geas), along with the Gift, under which
Suitable Geas -1–7
107
the Gift will be lost. The Ease Factor
depends on what effect the caster wishes Suitable penalty -1–7
to give the target, modified by the Inappropriate Geas +1–7
enhancement granted and the Geas Inappropriate penalty +1–7
attached. Note that the penalty on many
Virtues must be the loss of the Gift, as
other penalties make no sense. Exempli
Exempli Gratia
Gratia
The Gift is continuing if it has one- Gift
Gift
time or reduced trait penalties, meaning
that the character still has the Gift, but After
After his his brush
brush with with BrudeBrude
suffers the penalty each time he or she Deathless,
Deathless, Duncan
Duncan the theBold
Boldapproach-
approach-
breaks the Geas. If the character breaks es
es the
the Old
Old Woman
Woman of of the
the Heather,
Heather, aa
the Geas connected to the Gift a number local
local witch known
known to tohave
havethe theability
abilityto
of times equal to the casting total of the to
grant
grantGifts.
Gifts.She
Sheexplains
explains to him him that
that
original Gift roll, then both the Gift and Geasa
Geasa are areextremely
extremelydifficult
difficult
to removeto
Geas are both broken permanently. remove
and thatand he that
will just
he will
have justto have
invitetoa
invite
stranger
a stranger
to dinner
to dinnereveryevery night.
night.
A Gift must overcome Natural and However,
However, knowing
knowing that that Duncan
Duncan has has
Magic Resistance, even though the recipi- made
made an an enemy
enemy of of Brude,
Brude, sheshedecides
decides
ent wants the Gift in the first place. to
to Gift
Gift him
him with
with protection
protectionagainst
againsthis his
Botches on the Gift roll can affect the user malevolent
malevolent spells
spells(Withstand
(WithstandMagic: Magic: +2
or the recipient and can take many forms, +2
Supernatural
Supernatural Virtue
Virtuethatthat confers +6 +6
from stricter prohibitions or penalties, to Magic
Magic Resistance).
Resistance). However,
However, he he must
must
reversed effects (in effect turning the Gift never
never eat
eat beef
beef nor
nor kill
killaamanmanexcept
exceptin in
into a Curse). face-to-face
face-to-face combat,
combat, or or the
the ability
abilitywill
will
disappear.
disappear. He He agrees,
agrees, and
and pays
paysaacow,
cow,
two
two goats,
goats, and
and aa sheep;
sheep; andand sheshe pre-
pre-
pares
pares her
her Gift:
Gift:
Gift Ease Factor Modifiers
Total
Total Ease
Ease Factor
Factor == 77 ++ 14
14 (+2
(+2
Gift: Virtue)
Virtue) -- 33 (sweeping
(sweeping prohibition)
prohibition) --77
(Gift
(Gift lost)
lost) == 11
11
Add to a characteristic +7 per point
added Her
Her casting
casting score
score == 44 (Gift)
(Gift) ++ 11
Add to an ability +3 x Experience (Int)
(Int) == 55
cost of new score
Add a Virtue +7 x Virtue Score This
This isis aa bit
bitof
ofaastretch
stretchfor
forthe
theOld
Old
Remove a Flaw +7 x Flaw Score Woman,
Woman, but but sheshe rolls
rolls aa 77and
andsuccess-
success-
fully
fully Gifts
Gifts Duncan.
Duncan. Now, Now,until
untilDuncan
Duncan
Geas: breaks
breaks one
one of ofhis
histwo
twonewnew Geasa,
Geasa,he will
he
will
have have
+6 Magic +6 Resistance.
Magic Resistance.
However,
Specific prohibition +3 However,
once he breaks
once he either
breaks
Geasa,either
he will
Geasa,
lose
General prohibition 0 he
the will
Resistance
lose the andResistance
will never beandable
willto
Sweeping prohibition -3 never
be Gifted
be able
withtoitbe again.
Gifted with it again.

Geas penalties:

Fail once +3
Curses
Botch once 0
Ability reduced -1 per point Curses reduce abilities, characteristics,
reduced and Virtues; or grant Flaws. Curses do not
Ability capped -7 have attendant Geasa, but a Curse must
Gift lost forever -7 have a condition that breaks it, much like
a Geas. Most conditions describe some-
Poetic Justice: thing that the victim must do or have done
108 to him or her such as obtain a kiss or per- Ease
Ease Factor
Factor == 77 (base)
(base)++21
21(-3
(-3ofof
form a specific act. The victim or his or her Flaws)
Flaws) ++ 77 (general
(generalcondition)
condition)-2 -2(suit-
(suit-
friends may end the Curse, if they can find able
able Curse)
Curse) == 3333
the releasing condition. An Intéllego Vim
spell of level 35 can reveal the lifting con- Brude’s
Brude’s casting
casting scorescore == 13 13
ditions on the Curse. (Curse)
(Curse) + 6 (Int)
(Int) ++ 88 (Speak
(SpeakPictish)
Pictish)++8
8(Potency)
(Potency)=35
=35

Brude’s normal
Brude’s normal casting
casting scorescore
Curse Ease Factor Modifiers would be
would be 35,
35, meaning
meaning thatthatanything
anything
but aa zero
but zero would
wouldinvoke
invokethetheCurse.
Curse.He He
Curse: Curses Duncan
Curses Duncan and and rolls
rolls aa 33 forfor aa
total of
total of 38.
38. However,
However,Duncan
Duncanhas hasnot not
Cap an ability +3 yet broken
yet brokeneither
eitherGeas
Geasassociated
associated with
Reduce a characteristic +7 per point his Gift
with of Withstand
his Gift of Withstand Magic,
Magic,so sohis
reduced Resistance
his of 6ofreduces
Resistance 6 reducesthethe
rollroll
to 32,
to
Reduce an ability +7 per point defeating
32, the the
defeating Curse. With
Curse. a laugh
With a laughand
reduced a wave
and (and
a wave a silent
(and promise
a silent promise not to
not
Add a Flaw +7 x Flaw value break
to break his
hisGeasa),
Geasa), Duncan
Duncan leadsleads hishis
Remove a Virtue +7 x Virtue value men away.
men away. Because
Because thethe roll
roll failed
failedby by
A broch (“brok”) is a less
less than 7, Brude takes no effect
7, Brude takes no ill effect from
large, thick-walled Lifting: the failed
from Curse.Curse.
the failed
tower built by a for-
gotten race.
Specific condition +14
General condition +7
Sweeping condition +0
Lifting Geasa and Curses
Poetic justice: Geasa, Gifts, and Curses may be lifted
only in extraordinary circumstances or by
Suitable Curse -1–7 high-level spells. The one who cast the
Suitable lifting -1–7 Curse, Gift, or Geas may revoke it by
The “magnitude” of a
Inappropriate Curse +1–7 rolling over his or her original roll with
magical effect is one- Inappropriate lifting +1–7 the same Talent and while the target is in
fifth of its level. earshot. Persuading the caster to do this
Magnitude is a should be worth several adventures.
Hermetic way of ExempliGratia
Exempli Gratia
describing the power of Hermetic magi may use Perdo Vim spells
magical effects. While Curse
Curse to remove a Gift, Curse, or Geas, but there
players might talk of
are risks inherent in doing so. First, the
“levels,” “magnitude”
is used when speaking
magus must cast an Intéllego Vim spell of at
in character. Brude
BrudeDeathless
Deathlessisis disturbed by by least Level 20 to determine the likely magni-
aacattle-raiding
cattle-raidingparty
party crossing below
below tude of effect of the Curse. On a successful
his
his Broch.
Broch. Seeing
Seeing his
his old enemy
enemy cast, the magus gets an idea of the level spell
Duncan
Duncanthe theBold,
Bold,hehe curses
curses him andand he or she would need to cast to dispel the
his
hiscattle-thieving
cattle-thievingways.
ways.Brude
Brudelays
lays
a Curse. On an unsuccessful cast, the sto-
Curse
a Curseupon
upon
himhimthatthat
he will
he will
fearfear
the ryguide should modify the suggested level up
sight
the sight
of theofmoon
the moon
and thatandhethat
will he
be or down by as much as 25% of the real score.
hard
will be
to hard
awaken
to awaken
(thus restricting
(thus restrict-
his On a botch, the storyguide should modify
nightly
ing hisforays).
nightly The
forays).
Curse will
Thecontin-
Curse the suggested level by up to 50%. The level of
uewill
until
continue
Duncan until
marries
Duncan (not
marries
likely the Geas or Curse is the Ease Factor of
for
(not
thelikely
danger-seeking
for the danger-seeking
Duncan). The Original Curse plus 1/10 the caster’s Magic
storyguide
Duncan).decides
The storyguide
that the “Common
decides Resistance. Note that the Intéllego Vim spell
Fear”
that the
(-2 Mental)
“Common andFear”
“Deep
(-2 Sleeper”
Mental) will reveal the Ease Factor, not the Magic
(-1
andPhysical)
“Deep Flaws
Sleeper”
are (-1
appropriate,
Physical) Resistance of the person who placed the Geas
and
Flaws
checks
are for
appropriate,
the total Ease
andFactor:
checks or Curse. A Curse cast by a hedge witch has
for the total Ease Factor: the same “feel” as one cast by Brude
Deathless, whose Magic Resistance is 60!
ExempliGratia:
Exempli Gratia: Luckily, Domnhull asked Duncan, 109
who had cast the Geas and so had a good
Determining a Geas’ Magnitude idea that the likely level of the spell could
be up to ten levels more than that indicat-
Duncan
Duncan the the Bold,
Bold, tired
tired of
of his
his ed by the Intéllego spell. Domnhull gath-
Geas
Geas (and
(and getting
getting poor
poor because
because ofof it),
it), ers two pawns of vis, which he will use in
goes
goes to to thethe magimagi of of Clan
Clan Mac Mac the lifting of the Geas. His casting total is:
Gruagach
Gruagach in in hopes
hopes ofof having
having the the
Geas
Geas lifted.
lifted. Domnhull
Domnhull Beg Beg agrees
agrees toto 12 (Perdo) + 24 (Vim) + 3 (Intelligence)
try
try toto lift
lift the
the Geas.
Geas. Domnhull’s
Domnhull’s + 3 (Vim affinity) + 10 (vis) = 52
Intéllego
Intéllego ++ Vim Vim ++ Affinity
Affinity ++ Int
Int score
score
is
is 62,
62, and
and he he isis easily
easily able
able to
to produce
produce He rolls a 3, for a total of 55, giving
a
a level
level 20
20 spontaneous
spontaneous spell.
spell. The
The sto-
sto- him a successful spell of level 27. The Geas
ryguide
ryguide indicates
indicates that the Geas on is lifted and Duncan is now able to eat
Duncan
Duncan is is about
about magnitude
magnitude 4. 4. (The
(The alone once more. Now he must pay off the
Ease
Ease Factor
Factor was was 18.)
18.) debt to the covenant, especially for those
two pawns of vis!
Once the magus determines the magni-
tude of the Geas, he or she must cast a
spontaneous Perdo Vim spell of at least the
true level of the Geas or Curse. This spell is
Gruagach—The
always cast under stress. Note that the
Intéllego Vim spell is necessary to under-
Highland Magician
stand the nature of the Curse. A Perdo Vim
spell cast without the knowledge gained by The gruagach is the descendant of the
the Intéllego spell has no beneficial effect. giants and gruagachan of old and is
This is also why the Perdo Vim spell must be trained at an early age to an older grua-
spontaneous: since Geasa are such special- gach. Gruagach magic is represented by
ized magical effects, a formulaic spell could Exceptional Talents, which are easily
not take all the variables into account. acquired by the gruagach character.
Highland magic is incompatible with
If the magus successfully casts a spell Hermetic, faerie, or other magical traditions.
whose level matches or exceeds the Geas
level, then the Geas is successfully lifted.
There are no further penalties to the one
who bore it or to the magus who lifted it. If
Creating a Gruagach Character
the magus did not cast the required spell
successfully or the level of the spell was not A gruagach character fills your
sufficiently high, then the Geas remains. If “magus slot.” In standard troupe-style
the spell was less than 15 levels from the play, in which each player has only one
required level, or the magus botched the magus character, the gruagach counts as
casting roll, then the storyguide may have that character.
the Geas be triggered on the bearer or
transferred to the magus who tried to lift it.
Characteristics
Lifting a Geas Magically Develop a gruagach’s characteristics
as you would those of a magus.
Having determined that he needs a
spell of about level 20 to lift the Geas,
Domnhull agrees to try to lift the Geas.
The total level that the spell must match
Virtues and Flaws
or surpass is:
Virtues and Flaws describe a grua-
18 (Geas total) + 6 (1/10 of Brude’s gach’s magic powers; thus, many special
Magic Resistance) = 24 rules apply to selecting Virtues and Flaws.
110 Gruagachan may take up to 10 points Virtues and Flaws Unavailable to
of Virtues and Flaws. A gruagach must
choose the new +3 Virtue “Shapeshifter” Gruagachan
(see “New Virtues”) and at least two other
Exceptional Talents. Exceptional Talents Any Virtue or Flaw specifying Hermetic
are less expensive for gruagachan than arts, parmae magicae, Hermetic spells, etc.
they are for other characters, as noted in the Any Hermetic Virtue or Flaw regarding spell-
table “Gruagach Talent Cost.” Other casting (voice, gestures, foci, side effects, etc.).
Virtues and Flaws are not available to gru-
agachan, as detailed in the unavailable Any Hermetic Virtue or Flaw about
Virtues and Flaws table. Finally, a few more time limits, life-linked magic, etc., of spells.
Virtues are available only to gruagachan.
(These Virtues cannot be given to other Most Virtues and Flaws about the
characters, even with the “Gift” Talent.) Order of Hermes. (Reputations are all right.)

Any Virtue or Flaw regarding literacy,


books, etc.
Gruagach Talent Cost
Heart-Beast, Will Over Form, Hidden Shape
Note: Talents marked “MR” rep-
Gruagachan can be resent magical powers and can con- Magical Affinity
recognized by House Ex tribute to Magic Resistance for the
Miscellanea if they gruagach. No Natural Resistance
request admission to
the Order. However,
magi of other Houses
Alchemy 3 Old (If character has External Soul)
may or may not accept Animal Ken 1
their Hermetic status Contortions 1 Faerie Blood or related Virtues or Flaws
(equivalent of “Hedge Curse 2 MR
Wizard” Flaw). Direction Sense 1 Faerie Magic
Divination 2 MR
Dousing 1 MR Withstand Magic, or Magical Resistance
Empathy 1 MR
Enchanting Music 1 MR Werewolf
Entrancement 2 MR
External Soul 4 Immortal
Geas 2 MR
Gift 2 MR Abilities
Healer 1
Herbalism 1 A beginning gruagach has an array of
Hex 1 MR basic abilities. Additional abilities, or
Magic Sensitivity 1 MR higher scores in these abilities, are pur-
Highland characters who Mimicry 1 chased from a number of points equal to
are not gruagachan but Perfect Balance 1 the character’s age. Gruagachan cannot
who have the Exceptional
Premonitions 1 MR begin the game with arcane abilities or
Talents of Gift, Curse, or
Geas have an unconscious Read Lips 1 formal knowledges. Three new knowl-
knowledge of Pictish, but Second Sight 1 MR edges available to gruagach (only) are
cannot otherwise use the Sense Holiness 2 MR described below. (Two Exceptional
language unless taught. If Shapeshifter* 3 MR Talents, Shapeshift and Transform, are
such characters learn Transform** 3 MR described in “Shapeshift and Transform.”)
Pictish, then they may Visions 1 MR
develop the Potency skill Weather Sense 1 Like other abilities, these abilities
and add their knowledge have specialties. Note that these special-
of Pictish to their casting
* A gruagach must have this ties cannot combine if they are identical.
rolls.
Exceptional Talent. See “Shapeshift and For example, if your specialties with Curse
Transform.” and Potency are both “in revenge,” then
** This is a new Exceptional you get only the +1 bonus on a vengeful
Talent. See “Shapeshift and Transform.” Curse, not +1 for each specialty.
Speak Pictish: Lost to the rest of 111
Scotland, Pictish is the sole province of gru-
agachan, to whom it is not only a semi-
sacred language but a major part of their
craft. The language has many magical over-
tones and is used by gruagachan when they
attempt to use any Exceptional Talents that
are marked MR on the “Gruagach Talent
Cost.” It is essential to have a knowledge of
Pictish to use the Potency skill. Specialties:
any Exceptional Talent. (Intelligence)

Potency: Potency adds to casting total of


all Exceptional Talents that are marked MR
on the “Gruagach Talent Cost,” even if such
Talents are not adding to the gruagach’s
Magic Resistance. Potency may never be high-
er than the gruagach’s score in Speak Pictish.
Specialties: a specific Talent. (Intelligence)

Gruagach Wisdom: This is the ability of


the gruagach to research new Exceptional
Talents and to understand the nature of
Geasa, Gifts, and Curses. Gruagach Wisdom
is used to generate a “lab” total for the grua-
gach when the gruagach is researching new
Exceptional Talents (see p. 112). Specialties:
Gifts, Geasa, Curses. (Intelligence)

Gruagach Basic Abilities


All gruagach characters start
with these abilities at no cost.

Speak Gaelic 4

Speak Pictish 3

Gruagach Knowledge 3

Gruagach Wisdom 3

Shapeshift 3

Two other Exceptional


Talents 3 each

Area Lore (Local) 2

Gruagach Magic
Gruagach magic is very different from
Hermetic magic, as it revolves around the
use of Exceptional Talents.
112 Casting Gruagach Magic Exceptional Talent is 10 times the grua-
gach cost of the Exceptional Talent.
All gruagach magic is rolled with Learning a new Exceptional Talent
stress dice, as gruagachan do not have the requires at least one full season. The gru-
precise control that Hermetic magi do. agach may spend several seasons learn-
ing the Talent, adding a simple die roll to
Gruagachan have the same aura modi- the lab total each season. Study must be
fiers as Hermetic magi, but they may not continuous, as per Hermetic laboratory
gain the benefits of the Scottish temper of the rules. Once the gruagach learns a Talent,
Dominion as described in Scottish Landscape, his or her score in the Talent is 0. Further
Chapter 4. experience in the Talent proceeds as
detailed in the Ars Mágica rules.
A gruagach does not begin life with the
“magical air” of the Hermetic magus.
However, the first botched use of a magical Exempli Gratia
Talent (marked MR on the “Gruagach Talent
Cost”) will grant both the “Magical Air” and Learning a New Exceptional Talent
the “Offensive to Animals” Flaws. The second
botch grants the “Blatant Gift” Flaw. These Young Donald Dubh wishes to
Flaws are in addition to any Flaw that might learnYoung
the Exceptional
Donald Dubh Talentwishes
of Magic to
be granted by the botch. The beginning gru- learn
Sensitivity,
the Exceptional
a +1 Exceptional
Talent of Talent
Magic
agach may start with either the “Magical Sensitivity,
for gruagachan. a +1The Exceptional
target numberTalent is
Air” and “Offensive to Animals” Flaws or all for
10.gruagachan.
His Intelligence
The target is number
+2, his is
three Flaws at normal cost. 10.
Gruagach
His Intelligence
Wisdom is 6; is he rolls
+2, ahis9
Gruagach
on the simple Wisdom
die, foris a6;learning
he rollstotal
a 9
on
of 17.
the He
simple
has successfully
die, for a learning
learnedtotal
the
of
Talent
17. He in has
one successfully
season and learned
has a scorethe
Magic Resistance Talent
of 0 in inMagic
one season
Sensitivity.
and has a score
of 0 in Magic Sensitivity.
Gruagachan cannot learn the parma A few years later, Donald has
magica. Instead, the first three magical raisedA hisfew Gruagach
years later, Wisdom
Donaldtohas 9,
Talents (marked MR on the “Gruagach raised
allowing hishimGruagach
to learnWisdomTransform, to 9, a
Talent Cost”) that the character learns con- allowing
special gruagach
him to learn
Talent. Transform,
Transform a
tribute to a gruagach’s Magic Resistance. special
is a +3 gruagach
Exceptional Talent.
TalentTransform
for grua-
Magic Resistance is equal to the sum of the gachan,
is and therefore
a +3 Exceptional Talentthe for target
grua-
gruagach’s scores in these three Talents. gachan,
number isand 30. Donald’s
thereforenew thelearning
target
When the gruagach has successfully number
total is 11 is and
30. Donald’s
his first season’s
new learning
roll is
learned the Virtue “External Soul,” add +20 total
6, foris a11total
and his
of 17,
firstnot
season’s
enough roll to
is
to Magic Resistance. 6,
learn
for the
a total
Talentof in
17,one notseason.
enough Over
to
the next
learn the three
Talentseasons
in onehis rolls are
season. Over2,
the
10, next
and three
4, forseasons
a totalhis of rolls
33, giving
are 2,
10,
himanda score4, for
of 0aintotal
Transform.
of 33, giving
Learning New Exceptional Talents him a score of 0 in Transform.

A gruagach may learn a new Exceptional


Talent by spending a season or more learning
the basics of the Talent. The gruagach gener-
Limits of Gruagach Magic
ates a learning total based on:
While a gruagach can greatly affect
Simple die + Int + Gruagach Wisdom other characters, there are a number of
limitations on what the gruagach can
Note that, unlike Hermetic magic, influence, due to the fundamental nature
Magic auras do not add to the learning of gruagach magic. First, gruagach magic
total. The character must have at least 3 is verbal and personal. The target of a
points of Gruagach Wisdom for each gruagach’s magic must be within earshot
point of the gruagach cost of the Talent. (about 100 paces in an open field, less in
The Ease Factor to successfully learn the enclosed or muffling areas). The gruagach
may only cast a spell on one person at a Shapeshift and Transform change the tar- 113
time, though each casting takes only as get’s clothing, including shoes, boots, and
long as it takes for the gruagach to state belts. Small amounts of metal (a dagger,
the conditions (roughly 1 round). Note rings, a medallion) also change with the tar-
that a gruagach need not see his or her get, but no magical effect granted by an object
target to be able to affect it. The classic operates until it is back in its original form.
example would be Cursing someone lis- Large amounts of metal (armor, weapons, a
tening at a door. If there are multiple pos- sack of coins) do not change, but instead fall
sible targets, the gruagach must specify in to the ground around the target. If the target
some way who is the target: “You, in the gained two or more levels of Size, armor bursts
blue shirt, may your hair fall out if you as the body grows inside it. The target takes +5
ever try to steal again.” Names are not an damage if wearing scale or other leather-
integral part of gruagach magic. backed armor, +10 if wearing chain.

For Shapeshift, the base Ease Factor for


changing is 6. A gruagach failing the roll may
Gruagach Magic May Not: not attempt to assume that general form again
until the next dawn. General forms are those list-
• Affect a divinely granted Virtue or Flaw. ed in “Shapeshift and Transform Difficulty
• Affect an infernally granted Virtue or Flaw. Modifiers.” For instance, a gruagach who tries to
• Affect someone out of earshot of the change into a hare and fails cannot turn into
gruagach (though it may affect the deaf). any other type of mammal until the next sunrise.
• Affect a character retroactively (for
example, grant a Background Virtue or Shapeshifted gruagach can be identified by
Flaw). Sight of the True Form or Second Sight. Gruagach
• Affect the dead or their spirits. may always return to their own form by rolling 3+
using the regular shapeshifting rules. Thus, grua-
gachan are immune to most shapeshifting magic
(for example, Muto Córporem spells, Transform).
Shapeshift and Transform
For the Transform ability, the base
The gruagach’s ability to Shapeshift and Ease Factor is 10. The victim may resist
ability to Transform others are linked. The with Natural or Magic Resistance. If the
Ease Factor depends on the size of the desired target fails and does not have the ability to
form, the type of animal or material of the change back, he or she is stuck in the new
form, and whether the form is natural or form until freed by the gruagach or by
man-made. The greater the change in size, someone who can discern that he or she is
the harder the change. For example, it’s eas- under a spell. A transformed person can be
ier to turn from toad shape into mouse shape identified by Sight of the True Formor or
than from a human shape into a mouse Second Sight. The gruagach may always
shape. Changing to a supernatural creature recognize his or her own handiwork. Magi
is possible, but the Magic Might of the crea- can use spells to restore the transformed
ture is added to Ease Factor. It is not possible person. A level 20 spell will normally
for users of these Talents to shift into angelic, restore a person from animal form; level
demonic, or faerie forms. They may not 30, from plant; level 35, from inanimate.
shapeshift into a specific creature or person,
and any physical defects they have translate
to the new form. No words or gestures are
needed, and the change is virtually instanta-
Shapeshifter and Transform Difficulty
neous. While in animal form, the character
has all the senses and abilities that the ani-
Modifiers
mal enjoys. In an inanimate form, a charac- Size:
ter has only touch and hearing to guide him
or her. 1 point different: +1
2 points different: +3
Casting Total: Stress die + Int + Talent + 3 points different: +6
Speak Pictish + Potency 4 points different: +10, etc.
114 General Form: Note that it is as appropriate to
threaten a shape’s purpose as it is to
Mammal +0 threaten its physical existence. If a grua-
Reptile +1 gach becomes a cave to shelter from a
Bird +3 storm, that gruagach’s opponent may
Fish +3 become a wolf in the cave, to deny shel-
Insect/worm +6 ter. The shape selected, however, cannot
Wood/vegetable +6 be a theory or concept: it must have a
Stone +10 physical form. A gruagach could take on
Metal +15 the form of a rebellious peasant to chal-
lenge the dominion of a lord, but could
Nature: not change into the abstract concept of
rebellion.
Natural form +0
Man-made form +6 These contests can go through many
Complex man-made form +15 changes before a victor is decided, and
they demand quick thought. The sto-
Supernatural: ryguide must also be quick to assign mod-
ifiers to the roll, based not only on the
+ Might score shape chosen, but on the total effect of
that shape on the duel.

Newid Gornest—Shapeshifting Duels


Gruagach Training
Gruagachan have developed the
newid gornest (new-ud gorn-est, change A gruagach wishing to train another
duel) as a method of settling arguments, must have scores of at least 7 in
much as certámen serves the Order of Gruagach Wisdom, 4 in Speak Pictish, 7
Hermes. Gruagachan normally fight to in Shapeshift, and 7 in any two other
the collapse of one of the combatants. The Exceptional Talents. Finding a suitable
winner may cast a Geas or Curse on the person to train involves either a role-
loser of the duel, rolling normally to cast played story or a season of searching
the Geas, with a +7 bonus to the roll. and a successful Perception roll. A poten-
tial gruagach must have at least one
The newid gornest begins with the Exceptional Talent already and often
challenged gruagach changing into a has more than one.
shape that threatens the challenger. The
challenger chooses a shape in response; Potential gruagach are normally
the first shifts again, and the contest is on (Simple die roll + 7)-years-old when dis-
until one of them falls unconscious from covered; training usually lasts seven years.
fatigue loss.

Whenever a gruagach changes shape


within a newid gornest, he or she must
Training a New Gruagach
make a Shapeshift roll. The change is suc-
cessful if the storyguide deems the total Gruagachan train students for many
sufficient. If the roll fails, the gruagach reasons: some are lonely; some sense the
loses a fatigue level to the opponent’s potential in the student; some even steal
attack and must attempt a different shape. a student to revenge themselves on that
child’s family. Gruagachan trained by
A gruagach in a duel gets a +3 cast- Brude Deathless have Geasa cast on
ing bonus if the other’s shape does not them by Brude that require that they
threaten him or her. Thus, if Chearlach train a student by age forty-nine or lose
chooses the form of a bird to escape their gruagach powers (all Exceptional
Brude’s lava, Brude is not threatened and Talents except those that the gruagach
gets the +3 bonus. had before training).
The intensive training provides two to be taught. Storyguides should note 115
distinct benefits to the gruagach. The that only characters trained by Brude
first benefit is experience that grua- Deathless or a player gruagach can take
gachan may spend to enhance their own the Virtue “External Soul” during charac-
powers (only those being taught). Each ter creation, as it requires 12 points in
season spent teaching grants the grua- Gruagach Wisdom.
gach 2 experience points to the Talent
being trained. Second, gruagachan can The training is intensive; the student
add their student’s Gruagach Wisdom to spends two seasons of each year in train-
their own attempts to learn new excep- ing. At the end of the seven years, the
tional talents (much like Hermetic magi new gruagach has the gruagach basic
using their apprentice’s Magic Theory in abilities indicated, plus his or her age in
the lab). experience points. Most, if not all, grua-
gachan are illiterate, and the knowledge
The student lives at least seven years of the gruagachan cannot be passed on
with the gruagach, learning the lore of through writing.
the gruagach and three Exceptional
Talents. The first Talent normally During an average training, a stu-
learned is Shapeshift, since shapeshifting dent earns 3 experience points or learns
duels are the gruagach form of certámen. one +1 Exceptional Talent per season of
While the character is being trained, the teaching. Exceptional Talents with a cost
master’s score in Gruagach Wisdom is of +2 normally take two seasons, and +3
used to determine which Talents the stu- Talents, like Shapeshift, normally take
dent may learn. The master must have 3 three seasons. At the same time, the
points of Gruagach Wisdom for each teacher earns two points of experience
point of the gruagach cost of the Talent, per season in the Exceptional Talent he
and must have a score of 7 in the Talent or she teaches.
117

He wha tills the fairies’ green


nae luck again shall hae.
An’ he wha spills the fairies’ ring
betide him want and wae.
But wha gaes by the fairy ring
nae dule nor pine shall see;
an’ he wha cleans the fairy ring
an easy death shall dee.
—Anonymous

wha: who
nae: no
hae: have
spills: breaks
gaes: goes
dule: sorrow
pine: pain
dee: die
118

CHAPTER 7
SCENARIO
IDEAS

This chapter includes a number of and the native magicians can be a factor
story ideas, both for grogs and compan- in the campaign. After the war is over, the
ions and for magi. Some are ideal for Ordo Miscellanea is created, and there is
natives, while others can draw foreigners the politics involved in joining the two
to the Highlands. These stories have no set orders. Besides the scenario of the war rag-
date, so may be used in sagas set outside ing against Damhan-allaidh, there is that
of the official saga date of A.D. 1220. of the north and west coasts of Scotland
being under attack by the Vikings, com-
plicating the political and military pic-
Other Saga Dates ture.

The official date for Ars Mágica prod-


ucts is 1220, but Scotland has had a long
The Consolidation of Scotland: 840–900
and varied history. Other dates may
appeal more to your players. We include The Pictish culture and language dis-
only times after the founding of the Order, appeared during this period. The tribunal
though gruagachan characters could con- politics would include the ascendance of
ceivably fight the Roman legions or the House Díedne over House Ex Miscellanea.
Scotti. Characters could support one House over
the other, or remain on the outskirts, pick-
ing up the pieces. While outright warfare
should be rare, political maneuvers would
The War Against Damhan-allaidh: 810–816 more than make up for the lack of a mili-
tary solution. House Díedne enjoys a hun-
The war against Damhan-allaidh dred years of domination in Scotland,
could be used as the backdrop to a war- until the Schism War.
torn saga. Players would be native magi-
cians, or the remains of Pralix’s forces,
separated at the battle of Loch Oadh.
Their battles could be those detailed in
The Schism War: 1003–1012
Hermetic History, or be part of the
“unknown history” of the war. There is no The forces of House Díedne tried to
House Ex Miscellanea yet, so friction defend themselves against the combined
between members of the Order of Hermes might of Houses Flambeau, Tytalus, and
Quaesitor. Lowland Scotland was a major Interregnum and Rebellion: 1290–1300 119
center of Díedne covenants, and at least
three were destroyed. Many Ex
Miscellanea covenants joined in their The death of Margaret, Maid of
destruction, paying them back for the Norway, in 1290 leaves the throne of
Díedne dominance since the consolida- Scotland vacant. Many claimants to the
tion of Scotland. throne come forward, and King Edward of
England is asked to adjudicate the succes-
sion. His choice, John Balliol, proves to be
an unpopular king, and rebellions flare
MacBeth and Malcolm: 1050–1060 up. The political fortunes of Horsingas
may rise and fall with the fortunes of
MacBeth and Lulach represent the last William Wallace, the most successful
Scottish kings, while Malcolm Canmore rebel. However, magical intervention on
brings a more “continental” court to Wallace’s side may provoke protests from
Scotland. Magicians aid both sides in the covenants in the Stonehenge tribunal or
struggle, though many view it as a “mere” retaliation against the Scottish magi.
mundane political problem. Magi from
the Stonehenge and Norman Tribunals
start to settle in the Lowlands and along
the east coast. Meeting Brude
Deathless
Norman Conquest of England:
Brude (as seen in the examples in
1066–1075 Character Generation) is a crotchety old
man, who tosses off Curses on those who
Saxon nobles and magi displaced by disturb him. He lives in a broch in the far
the Normans stream north. Malcolm North, away from a world that considers
Canmore leads an invasion against him a monster. He lives in constant pain
northern England in 1070, but William from his mutated body, which does noth-
the Conqueror retaliates in 1071–72. ing to improve his mood.
Again, magi are a factor on both sides of
the war. In addition, Malcolm is busy Brude Deathless is over 550 years old
bringing feudalism to Scotland, installing and the most powerful human or human-
lords and royal officers. Covenants may cross known to be living in Scotland.
suddenly find themselves taxed by a new (Damhan-allaidh, though, if he lives, is
lord or face eviction from their landhold- more powerful yet.) However, he has
ings. retreated from the world for the most part
and is cranky and reclusive. Only a spe-
cial reason could get him to leave his
home of the last 300 years or even to see a
Various Rebellions: 1060–1189 visitor. A suitable inducement to Brude
would be Clan Mac Gruagach managing
Various pretenders to the Scottish to develop a Hermetic application of the
throne lead rebellions against the House gruagach tradition, or the clan facing a
of Canmore, giving warlike magi a serious threat (they are his descendants
chance to aid one side or the other. after all). A war against non-Hermetic
Assassination and terror tactics, as well as magicians or against House Ex
outright warfare, can give magi a chance Miscellanea might also get his attention.
to try to place their own puppet king on The appearance of Damhan-allaidh cer-
the throne. The Pact of Crun Clach in tainly would; while he might or might not
1189 prohibits Scottish magi from aiding join the war on the side of the Order, he
in mundane politics, effectively ending would fight Damhan-allaidh until his
magical support for the rebels. spirit left his body.
120 Brude Deathless
Age: 550 Size:+2

Characteristics Virtues & Flaws


+6 Int (wise) +3 Pre (forceful) Aptitude (+2 with Shapechange) +4, Clear-
+2 Per (discerning) +3 Com (eloquent) thinker +1, Enduring Constitution +1,
External Soul +4, Giant’s Blood +5, Self-con-
+5 Str (gnarled) +3 Dex (graceful) fident +2, Sharp Ears +1, Tough +1; Blatant
+1 Sta (vital) +3 Qik (reflexive) Gift -1, Dark Secret (son of Damhan-allaidh)
-1, Deficiency (1/2 score against the truly vir-
Personality Traits tuous) -2, Reclusive -1, Fury (if disturbed) -3,
Recluse +5, Short-tempered +2, Concerned for Poor Eyesight -1, Social Handicap (appear-
Continuance of Gruagachan +4 ance, smells) -2, Tainted with Evil -1
Confidence Reputation
5 Recluse (gruagachan) +4, Dangerous but
Powerful (Hermes) +5
Magic Resistance
60

Abilities
Alertness (attacks) 3, Animal Handling (dogs) 2, Animal Ken (dogs) 8, Area Lore—Britain
(history) 4, Area Lore—Highlands (gruagachan) 10, Area Lore—Scotland (history) 6, Bargain
(favors) 2, Boating (small craft) 3, Brawl (damage) 6, Charisma (Highland politics) 3, Charm
(sly) 2, Chirurgery (cuts) 7, Church Knowledge (sacraments) 1, Church Lore (saints) 4, Climb
(cliffs) 3, Concentration (study) 5, Contortions (climbing) 3, Direction Sense (in hills) 5, Dirk
Attack (slash) 4, Dirk Parry (dirks) 3, Divination (dreams) 4, Dodge (spears) 6, Dousing (long
distance) 6, Empathy (politics) 8, Enchanting Music (inspiration) 8, Entrancement (domineer-
ing) 5, Faerie Lore (politics) 3, Fantastic Beast Lore (Highlands) 5, Folk Ken (baser nature) 5,
Gift (characteristics) 10, Gruagach Lore (own pupils) 8, Gruagach Wisdom (training) 25,
Healer (disease) 7, Herbalism (body-enhancing potions) 4, Hex (revenge) 3, Intimidation (rep-
utation) 6, Leadership (gruagachan) 6, Legend Lore (Picts) 5, Magic Sensitivity (students) 5,
Medicine (anatomy) 4, Mimicry (animals) 5, Occult Lore (ghosts) 4, Perfect Balance (cliffs) 4,
Play Harp (solo) 5, Potency (Curse) 8, Premonitions (magic) 5, Read Lips (Gaelic) 4, Scan
(hills) 5, Search (plants) 4, Second Sight (faerie glamour) 6, Sense Holy/Unholy (people) 3,
Speak Gaelic (conversational) 6, Speak Pictish (Curses) 8, Stealth (walking) 5, Survival
(Highlands) 4, Swim (sea) 4, Track (animals) 5, Transform (to inanimate objects) 10, Visions
(death) 6, Weather Sense (storms) 3

Gruagach Abilities
Curse (physical abilities) 13, Geasa (revenge) 12, Shapeshift (to inanimate objects) 15, External Soul

Effects of Gruagach Powers


Magical Air; Blatant Gift; Offensive to Animals; extremely hairy (hair is white and gray
splotched); skin is thick and insensitive (“Tough” Virtue); smells of wet dog; cloth disinte-
grates on contact with his skin, so must wear leather or hides; feet and hands have thick,
horny nails (+1 damage in brawl); eyes are pale and dead-looking, but turn red when he is
angry; horns grow out of head (usually hidden by hair); canine teeth are fangs (+1 bite dam-
age); can only eat meat.

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +7
Dirk Totals: +9 +11 +12 +2 Soak: +6
Fatigue: +1
Encumbrance: 0

Weapons, Armor, and Items


Dirk
Brude’s main focus is to keep the gru- you want the characters to interact peace- 121
agach traditions alive. When he takes an ably with Brude, or do you want a story of
apprentice, one of the first things he does revenge and murder?
is to cast a Geas on him or her. As a result,
the apprentice must train at least one
apprentice before his or her forty-ninth
birthday or lose all gruagach powers.
Cattle Raiding
Cattle raiding is a major part of life
in the Highlands, as it allows the clan to
Story Idea sell more animals. The normal season is
around the end of summer, just before
The characters should be playing the clans drive the cattle to the
magi from outside the tribunal. Lowlands. Cattle raids also take place
during the drives, from both Highland
While studying old records in their and Lowland families. The characters
covenant library, they come upon an can be on either side: either as raiders,
account of an expedition to the who want a quick and successful attack,
Highlands. Four magi from the covenant or defenders, who wish to keep the
(from the more warlike Houses) went wiz- attackers at bay. Death on either side is
ard-hunting among the non-Hermetic not the desired result (there are other
magic users. They ran into a fierce wizard, raids for that). Raiders merely want to
who hid himself from their sight and gain cattle without sustaining losses,
spells and cast Geasa on them. They and defenders merely want to protect
found that their best Perdo Córporem and their herds and chastise those who
Creo Ignem magic would not bite on the threaten them.
wizard, nor would any of their other
spells. The magi returned from Scotland Cattle drives in the Highlands will
humiliated and swore vengeance on this usually be one clan’s men and cattle, and
upstart. can range from a small clan’s drive, with
two to five drovers and five to ten cows, to
They prepared well for the journey, that of a major clan, with twenty to thirty
attracting several other magi of a like bent. men and several hundred cows. There will
They sailed from the nearest harbor, but be at least as many dogs as there are men,
were never heard from again. The only often twice as many. All the men are on
clues to their intended destination can be foot, though a garron or two may haul
found by a Scribe Latin roll of 6+. On the equipment. Raiding parties will usually
northwest coast of Scotland is a tower over- try to number at least as many as the
looking a long arm of the sea. To the north guards, preferably up to three times that
of this tower is a circle of standing stones. To number. The herdsmen are armed like
the south and west is an island where vis typical Highlanders (use the clansman
can be gathered by the handful from sea- template in Character Templates).
weed, which drapes the rocks on the beach.
In the tower lives the wizard, who the magi The skills most needed for a success-
learned was called Brude. The notes state ful raid are Tracking, Stealth, and
that the interior of the tower is a mine of Animal Handling (droving). If all goes
relics and objects of power. They talk of a well, the herders will not notice the
rock that makes the owner live forever and raiders beforehand, nor pursue them
a powder that allows the user to change his afterward. However, things do not
or her shape without casting a spell. always go as planned. If the guards sense
the presence of the raiders, they will
The storyguide should sprinkle more defend their herd; and at least one will
hooks specific to the characters. Perhaps signal or run for help. Weapon skills are
one magus was the pater of a character, then necessary, both to eliminate the
while another character is researching guards and to deter pursuit. The raiders
non-Hermetic magic theory. The hooks must also be wary of the dogs that
should match the tenor of the saga. Do accompany the herdsmen: mostly for
122 their keen senses, though the dogs are raiders waiting up the valley will split
also able to inflict nasty bites. once again: half will drive the cattle to
their own herd; half will make sure that
Once the raiders dispose of the guards their getaway is clean.
one way or another, they must approach
the herd carefully. The cattle, sheep, and The raiders will need to make Stealth
goats of the Highlands have strong instincts rolls to move into position without being
to scatter when threatened. Each animal detected by the herdsmen and their dogs
will head off in a different direction from the (6+ for those up the draw, 10+ for the two
others, remaining apart for minutes, even sent to spook the herd). Once the cattle
hours. For this reason, a successful raid are spooked, characters detailed to herd
leader will strike when the animals are in the cattle must make Animal Handling
terrain that restricts their movement, such (droving) rolls when the cattle reach
as a ravine or near a river. Once in a while them. For every 5 points, or fraction there-
a bull or cow will turn on the raiders, forcing of, rolled above 10, a character can con-
the unlucky cattle thieves to run for cover! trol one animal and drive it in a desired
direction. The cattle are nervous and try to
scatter. Successful Animal Handling rolls
calm the cattle, and they can be driven
Story Idea with further rolls. The raiders left behind
to deal with pursuit have two rounds
The characters (all grogs or compan- before the guards arrive. Any cattle in the
ions—this is not a magi-level adventure!) area will spook once again. The herd’s
are herding their clan’s cattle to Aberdeen, dogs will try to circle around the herd to
where they will be sold. There are fifteen drive it back to their owners. On the
drovers from the clan, including the char- fourth turn after the herd reaches the
acters. They have two garrons to carry the characters, the dogs will spook it again
cooking gear and extra food and to haul (same rolls as before). Botches result in the
goods back after the market. There are character being charged by a bull.
about twenty dogs along with the men.
The leader of the group is Malcom Ceann If the characters did not join in the
Dubh, the son of the chief and tanist of the raid, simply have the drovers from the
clan. Malcom is old enough to want only other clan hit the herd while the charac-
to get his charges to market and back, but ters are on watch, using the tactics out-
several of the clansmen wish to raid a lined above.
group they saw over in the next glen.

One day, Sean Beg, the ringleader of


the raiders, approaches the characters. If
Crodh (kro) Cattle
they join the raid that night, he will make
sure that they are well rewarded, just as he
Bull: Tarbh (tarv)
knows he will be for a successful raid.
Whether the characters join the raid or not,
Cow: Bo (bo)
Sean leads a group of about half the
drovers over the hills and into the darkness. Highland cattle are generally more
intelligent than their tractable cousins. If
The other herd is sleeping along the startled, the herd will scatter, rather than
stream at the bottom of the glen. The sides stampede in one direction. Highland cattle
of the glen squeeze together not far from are smaller than cattle raised in more tem-
the camp. Sean plans to divide his forces, perate climes and mature more slowly.
sending two men to the far side of the
herd, while the remainder hide up in the
draw. The two men will start a ruckus to
drive the cattle up the valley and into the
arms of the waiting raiders. Then they will
Blood Feud
run back away from the herd and rejoin The Highlander’s pride in his or her
their own herd by circling the hills. The family and the need for revenge for
Crodh (kro) - Cattle
injuries form a recipe for lifelong feuds
Magical Might Size
123
between families and clans. The inci-
dent to start a feud may be as inno- 0 +1
cent as a minor disagreement or as
serious as murder. Whatever the rea-
Characteristics
+1 Int n/a Pre
son for the feud, it is difficult for the
+1 Per n/a Com
proud Highlanders to forgive the
injury. Instead, they will find an +2 Str +1 Dex
+4 Sta +1 Qik
opportunity to give as good as they
got, if not better. The escalation of the Personality Traits
feud may be slow, but it is nearly cer- +3 Jumpy
tain. Eventually, whether days or
years go by, the feud enters the stage Combat Totals
where blood is drawn on both sides. As Weapon 1st Atk Parry Dam
the feud grows in scale, it also grows in Horn Totals: +4 +3 - +3
scope, drawing in more and more dis-
tantly related families. A full-blown Dodge Defense: +1 Soak: +6
Fatigue: +4 Encumbrance: 0
feud pitches an entire clan against
another and may even include fami- Body Levels
lies not directly related to either side. OK, 0/0, -1, -3, -6, Incapacitated

Once a character’s family is Fatigue Levels


involved in a feud, he or she is liable OK, 0/0, -1, -3, -6, Incapacitated
to be attacked by the opposing family
simply because of his or her relatives, Abilities
regardless of his or her own innocence. 1 Dodge
Feel free to use random attacks and
ambushes against the character and
the character’s friends. With little effort, insults. Let tempers flare, dirks be drawn,
you should be able to provoke the charac- and blood be spilt. By the time others can
ter to retaliate, thereby adding to the mis- break up the fight, the clansman has
ery generated by the feud. The character taken a serious wound, even if the char-
need not be one of the originators of the acter did not roll one. (Yes, this is not fair.)
feud; it is often better to have such family The chiefs approach, and the clansman
matters catch up with the character at dies in his chief’s arms. There is nothing
unexpected times. for the host to do but ban the characters
and their chief from his lands, though by
the laws of hospitality he cannot kill them
until the morning. By then, they had best
Story Idea be back on their own lands.

This story idea works best with grogs or Soon after the incident, a shepherd
companions or a weak magus (one who up in one of the high pastures is found
cannot just magic-away the problem). beaten nearly to death. When asked who
did it, he names the other clan. That
The character in question is acting as night, several hotheaded young men go
guard for the chief of the clan as he visits out “hunting” and come back several
a number of neighboring clans. The chief days later, smug and full of themselves.
is trying to raise support for his feud with Incidents of violence escalate, men are
the Mac Peadars, with whom his clan has knifed in the back and ambushed, and
had a long and deadly history. The char- finally it comes down to full-scale raids
acters are sitting with the hosting clan’s against the lands and houses of the two
men at dinner one night when one of the clans. Each clan starts to call on its own
hosts makes disparaging remarks about allies. Unless peace is made or one clan
his clan, chief, or some other controversial is eliminated, the feud will take on a life
subject. Be sure to hit at least one of the of its own, and even the best plans to
character’s personality traits in the end it will fail.
124 Highland Giants The rocks that a giant throws are large
boulders, and any hit will kill most
human-sized targets. Depending on the
surface the boulder lands on, the boulder
The giants that inhabit the Highlands may roll, skip, sink, or shatter. The sto-
are a powerful but nearly extinct race. ryguide should determine what happens
There are two races of giants, closely relat- to the boulder after it lands. Hits missing
ed: the famhair a’falach, giants with magi- by 3 or less should be considered grazing
cal powers (a’falach means “hidden” and blows, which do “only” +15 damage.
refers to the hidden heart of the magical
giants); and the famhair laisdir, the non- Parries by opponents of Size +3 or
magical giants. smaller cannot hope to stop any attack of
a giant. It is far better to dodge; better yet,
The famhair a’falach are the origina- to run away.
tors of gruagach magic, and some may
have powers about which the grua- Due to the mass of the giants, no
gachan know nothing. They stand up to human-sized attack can do more than one
forty feet tall and are immensely strong. body level in damage, unless a way is
There are only a few left in all of found to attack the vitals. Opponents of
Scotland, and each has a soul that can be Size +2 to +4 do half the normal levels of
separated from its body and also has cen- damage, and opponents of Size +5 or more
turies of life experience. The last rem- do normal amounts of damage. Note that
nants of this race live in remote lance attacks use the Size of the horse
Sutherland and Strathnavar, having when determining damage (usually in the
retreated from the encroachments of +2 to +4 Size range). Arrows, quarrels, and
humans. A concerted expansion into slingstones do -10 damage, with a maxi-
their last domain by humans could easily mum of 1 body level. Siege engines do
lead to a bloody war as the giants strike half-normal body levels.
back against the puny humans who have
hounded them. The return of Damhan- As giants are six times the height of
allaidh could also precipitate the giants’ a man or more, most attacks will be
anger against mankind. Meeting a magi- against the legs and feet. It may help if
cal Highland giant should be on the same the players visualize being attacked by a
scale as meeting the Dragon of the one-foot-high doll.
Pyrenees or Brude Deathless.

The other species of giant, the famhair


laisdir, has no magical abilities beyond its
Story Idea
size and strength, but these are often
enough. Famhair laisdir are even larger This story is meant to lure characters
than their magical cousins, standing up to from outside the Loch Leglean Tribunal to
60 feet tall. They throw stones for sport and visit Scotland, though it is easily modified
in war; luckily most are poor shots. Non- for native Scots. Characters from outside
magical giants are usually less intelligent the Highlands or Ireland are unlikely to
than the average human and are easily know about the peculiar abilities of
tricked, especially into showing off their Scottish giants, such as being able to
strength. These giants are a little more com- remove their hearts or shapeshift.
mon than the famhair a’falach, but still are
rare enough that the average Highlander One day, after casting some highly
will never see one in his or her life. visible spell, the characters see a large
golden eagle flying closer and closer. It
lands on a branch or rock nearby (never
on the ground: she hates to get her feath-
Combat Against Giants ers dirty). Characters with a prophetic
bent realize that something momentous is
Due to the great size of these giants, about to happen, and, after the bird set-
some special rules must be used in combat. tles herself, she begins to speak!
Famhair a’falach - Magical Highland Giant
Magical Might Size
125
62 +6

Characteristics
+4 Int (wise) +5 Pre (awe-inspiring)
+4 Per (excellent hearing) 0 Com
+15 Str (huge) 0 Dex
+10 Sta (unstoppable) -4 Qik (ungainly)

Virtues and Flaws


External Soul +4

Personality Traits
+3 Jumpy

Magical Abilities
Shapeshift (control) 15, Magic Sensitivity (distance) 13,
Faerie Sensitivity (Unseelie) 10, Weather Sense (storms)
12, Second Sight (magic) 12

Confidence
3

Combat Totals
Weapon 1st Atk Parry Dam
Boulder Totals: Rate 1/round +3 - +60
Club Totals: +5 +9 - +35

Dodge Defense: -3 Soak: +20


Fatigue: +20 Encumbrance: 0

Body Levels
OK, 0/0/0/0 -1/-1, -3, -6, Incapacitated

Fatigue Levels
OK, 0/0/0/0 -1/-1, -3, -6, Unconscious

Abilities
Area Knowledge—Highlands (natural features) 5, Club
Attack (sweep) 3, Speak Gaelic (conversational) 2,
Speak Giant (Shapeshift) 5, Speak Pictish (conversation-
al) 2, Throw Rock (distance) 4

Weapons and Armor


Skin (Protection 4), tree-trunk club

Vis
Eight pawns of Córporem vis in body, six Vim in brain,
two Animál in hides

Powers
External Soul: Most famhairan a’falach have separated
their heart from their body, hiding it to save themselves
from being killed.

Gruagach Magic
The famhairan a’falach use gruagach magic, adding
their ability in Speak Giant instead of Speak Pictish
when using their Talents.
Famhair Laidir - Non-magical Highland Giant
126 Magic Resistance Size
unable to leave her bed. She bade me
find powerful magicians to recover her
30 +7
heart and return it to her in her island
Characteristics castle. For this service, she is prepared
-3 Int (dense) -6 Pre (impressively huge) to pay in gold, gems, and items of
+6 Per (keen nose) 0 Com great power. I have flown long and
hard to find such puissant magicians
+35 Str (huge) -1 Dex (ungainly)
+40 Sta (supernatural) -1 Qik (slow reactions) as yourselves, and I beg that you
accept this charge.”
Virtues and Flaws
External Soul +4 If the characters agree to retrieve
the queen’s heart, they will be told that
Personality Traits it lies under a rock in the center of an
+4 Easily Confused island. The island lies in a lake three
leagues long by one league wide, and
Magical Abilities
there are seven islands in it. The island
Shapeshift (control) 15, Magic Sensitivity (distance) 13,
Faerie Sensitivity (Unseelie) 10, Weather Sense (storms) with the heart can be recognized
12, Second Sight (magic) 12 because every night seven black geese
fly onto the island and every morning
Confidence seven red salmon leap out of the water
1 around it. The heart is buried under a
stone surrounded by seven oak trees,
Combat Totals each with an eagle’s nest in it. Once
Weapon 1st Atk Parry Dam the characters have retrieved the heart,
Boulder Totals: Rate 1/round +4 - +70
they must take it to the queen’s island
Club Totals: +5 +12 - +50
(in the Shetlands) and there deliver it
Dodge Defense: -6 Soak: +64 to the queen so that she may destroy it
Fatigue: +40 Encumbrance: 0 and die in peace.

Body Levels The storyguide should take pains to


OK, 0/0/0/0 -1/-1/-1, -3/-3, -6, Incapacitated conceal the fact that the queen is really
a famhair a’falach who is trying to
Fatigue Levels retrieve her external soul. The sto-
OK, 0/0/0/0 -1/-1/-1, -3/-3, -6, Unconscious ryguide is free to make the journey as
long as he or she wants. The storyguide
Abilities
may involve the characters in tribunal
Club Attack (sweep) 3, Smell (food) 5, Throw Rock (dis-
tance) 1 politics, encounters with the Highland
faeries, and finally a confrontation with
Weapons and Armor the guardians on the queen’s home
Hides (Protection 10), skin (protection 8), tree-trunk club island. (What, did the eagle forget to
mention those? Oh dear.) Of course, a
Vis rock that a forty-foot giant can lift easi-
Twelve pawns of Córporem vis in body, four Animál in ly is a bit more than mere human
hides. strength can shift. The payment will be
just as the eagle promised, except on a
giant scale (rubies the size of your hand,
“Good people, my mistress, An Banrigh gold nuggets the size of your head, magic
nam Eilan nam Crodh Beag (an ben-ree rings crafted for a giant’s finger, etc.).
nam élan nam cro beck, The Queen of the
Island of Little Cattle), is tired of living, yet
is unable to die. Long ago, before even the
Romans built their roads or the Greeks
Famhair a’falach
their temples, my mistress removed her
essence and hid it away from the sight of
Magical Highland Giant
mortal man. Now, however, she finds life
burdensome and would fain leave this Highland giants are solitary creatures,
plane of existence. Yet she is infirm and retreating before man into the wilds.
127

Magical giants have the powers of the Alexander’s dependence on Henry that
gruagach and more. The gruagachan he made the title hereditary in 1121.
claim that they first learned their powers The seneschals served the kings of
from the giants and even claim descent Scotland with dedication and intelli-
from them. gence, soon making themselves indis-
pensable. David Goulis, Henry’s great-
grandson, began construction of a castle
named “Monksend” in 1187, having
Famhair Laidir taken the lands of a Benedictine
monastery for his own. Rumors immedi-
Non-magical Highland Giant ately started to spread of David’s atroci-
ties: the Benedictines claimed that
The non-magical cousins of the David had slaughtered the abbot of the
famhairan a’falach, the famhairan laidir monastery and laid him under the cor-
generally are taller, but have much less nerstone of the castle. In 1189 David
intelligence and no magical abilities. Fast- brought forward a monk to dispute
talking humans can easily confuse a these allegations, but still they persisted.
famhair laidir, but if one finds that it has
been tricked, its vengeance can be terrible. The castle of Monksend became
Generally, humans have little to fear from a known locally as a haunted place, and it
giant (except for being stepped on), as they is avoided even by armed cattle raiders.
only attack opponents of a similar size The land around the castle supports the
unless firmly directed to do otherwise. Many rumors, appearing dark and gloomy
famhairan laidir aided Damhan-allaidh in even on the brightest day. The people of
his war against Pralix and against the the Borders claim that on nights of the
Praeses Septentrionalis, and many could dark of the moon David rides forth,
join him if he rose to lead them again. attended by his familiar, Robyn Redcap,
and a host of demon dogs. He seeks
innocent souls to sacrifice to his demon-
Lord Goulis and the ic master. The strongest man is unable
to pierce Lord Goulis’s armor, and the
Demons of Monksend fastest horse cannot outrun the hounds.
Many people can tell of children stolen
Castle from their beds or of a brother slain in
the hills. Folk-belief claims that a silver
crucifix buried under the doorsill will
King Alexander I appointed Henry protect the inhabitants of the house, but
de Goulis as his seneschal, and such was few can afford such a thing. Yet the true
128 David, Lord Goulis
Age: 50 Size: 0

Characteristics
+5 Int (legalistic) 0 Pre
+1 Per (observant) +1 Com (sly tongue)
0/+4 Str (normal/unearthly) -3/+2 Dex (palsied/poised)
+4 Sta (boundless energy) -2/+3 Qik (halting steps/vigorous)

Virtues & Flaws


Leadership +2, Self-confident +3, Social Contacts +1, Superior Demonic Familiar +4, Wealth +4;
Bad Reputation (kidnapper) -1, Dark Secret (diabolist) -1, Obligation (to Hell) -1, Offensive to
Animals -1, Palsied Hands -2, Susceptible to Divine Power -4, Tainted by Evil -2

Personality Traits Reputation


Sadistic +5, Secretive +4 Kidnapper +1 (locals), Shrewd Counselor (England
& Scotland) +6
Confidence
6

Abilities
Area Lore—England (northern) 2, Area Lore—lands around Hermitage (neighbors) 2, Area
Lore—Scotland (noble families) 3, Bargain (demons) 3, Charm (nobles) 1, Church Lore
(Lowland monasteries) 2, Concentration (summoning) 3, Dagger Attack (damage) 1, Dagger
Parry (slashes) 3, Diplomacy (Kingdoms) 2, English Law (fealty) 2, Folk Ken (fears) 1, Forgery
(king’s signature) 1, Guile (activities) 2, Hand Ax Attack (damage) 4, Hand Ax Parry (horse-
back) 1, Hierarchy (demon names) 5, Intimidation (demons) 2, Intrigue (royal court) 3, Lance
Attack (horsemen) 3, Leadership (counsel) 3, Occult Lore (demons) 6, Read Black Tongue
(names) 3, Ride (hills) 1, Scottish Law (property) 3, Scribe Latin (legal documents) 4, Search
(documents) 3, Shield Attack (first strike) 1, Shield Parry (swords) 4, Speak English (diplomacy)
5, Speak Latin (legal) 5, Speak Norman French (courtly) 3, Speak Scottish (counsel) 5,
Subterfuge (legalities) 3

Combat Information
Weapon First Strike Attack Damage Parry Unarmored Armored
Dagger Totals: +0 +2 +3 +4 Dodge:-2 Dodge: +3
Ax Totals: +9 +8 +16 +2 Soak: +4 Soak: +20
Lance Totals: +13 +7 +22 -2 Fatigue: +4 Fatigue: +4
Shield Totals: +7 +4 +5 +8 Encumbrance: 0

Weapons, Armor, and Items


Dagger, enchanted armor, hand ax, lance, knight’s shield

Magical items
Lord Goulis’s armor has many enchantments on it. It has no encumbrance and increases his
Strength to +4, his Dexterity to +2, and his Quickness to +3. It has a protection value of 16. This
armor was a gift from his patron demon and will disappear if Lord Goulis is killed. The demon
may alter any physical attributes of Lord Goulis while he is wearing the armor. The armor
allows Lord Goulis to use his skills in ax, lance, and shield. Out of the armor he can only use
his dagger skill.

Lord Goulis’s horse is a demon bound in horse form. Treat as a Size +3 horse with Steed of
Vengeance cast upon it, able to use fiery breath (CrIg 25, +20 damage to one target within 10
feet). The horse-demon knows enough not to breathe fire when “friendly” witnesses are around.
Robyn Redcap - Lord Goulis’s Demonic
danger of Lord Goulis lies not in Familiar 129
his nocturnal forays but in the
fact that he has the ear of the Demonic Might Size
king and is able to influence him. 35 0

The characters can become Characteristics


involved with Lord Goulis in a +3 Int (twisted) -6 Pre (smell of rotten blood)
number of ways. Perhaps they +1 Per (acute nose) +1 Com (sly)
hear a rumor that he has stolen a +5 Str (wiry) -1 Dex (jerky)
child from the covenant or a +2 Sta (enduring) +4 Qik (scampering)
friendly neighbor. A lone magus, Virtues and Flaws
out on the dark of the moon, may none
be chased by Goulis and the
hounds. If the magi keep Lord Personality Traits
Goulis from his prey, they can find +5 crafty +4 cruel
themselves on the receiving end of
royal scrutiny. David’s defeat can Reputation
come in many forms: he can be Cruel +5
physically destroyed or politically Confidence
embarrassed or have a Church 4
inquiry into his activities.
Characters involved in defeating Combat Totals
Lord Goulis will probably come Weapon 1st Atk Parry Dam
under the scrutiny of his demon Rock Totals: Rate 2/round +8 - +9
patron, which can lead to years of
battling Hell itself. Dodge Defense: +9 Soak: +7
Fatigue: +2 Encumbrance: 0
Lord Goulis is a threat to Abilities
covenants (and the population at Brawl (claw) 6, Dodge (weapons) 5, Hierarchy (names
large) located in the Borders. of rivals) 6, Scribe Black Tongue (curses) 4, Scribe Latin
Rarely does his hunting take him (magical texts) 3, Throw Rock (drop) 7
north of the Teviot or west of the
Annan. He spends about three Weapons and Armor
months of the year attending court None Hierarchy is an
with the king, then returns to arcane Talent of
Monksend. At court he appears to Vis diabolists and rep-
Five pawns of Perdo vis in claws, eight Córporem in resents their expe-
be an elderly man, with many
cap, three aesfotedia (see below) in body. rience with things
physical problems. He has the rep-
of Hell.
utation of being a shrewd bargain- Physical Form Powers
er and has been the power behind Collect the Potency of Blood (1 Might point, MuCo 15):
the throne in many momentous Robyn can dip his cap in the blood of a victim he has
decisions. When at home at killed and gain +3 Strength and Stamina per Size point
Monksend, he normally dresses in of the victim (minimum of one point’s worth). This
his demonic armor, which imbues bonus decreases at the rate of 1 point per day. If Robyn
him with strength and grace and cannot dip his hat at least once per month, then his
Strength and Stamina will each decrease at the rate of
overcomes his physical defects.
1 point per 2 days, until they are both zero. Robyn can
Robyn Redcap, his demonic famil- gain the benefits of up to four Size points of blood at
iar, watches over Monksend while one time (+12 Str and Stm). The blood must be fresh; if
his master is away. Robyn takes it stands more than 10 minutes, no benefit can be
the form of the dark faerie known gained from it. It takes Robyn three combat rounds to
as a “redcap.” He keeps his cap red dip and replace his hat.
by periodic applications of fresh
blood, and is made stronger by it. Psychomachia
None

Possession
None

Spiritual Form Powers


None
130 Lord Goulis’s Demon Dogs
reappearance, but neither time were
Demonic Might Size the rumors substantiated. In 930 a
8 0 group of magi traveled to the North
but was lost between the mainland
Characteristics and the Shetlands. In 1040 one maga
0 Cun +1 Pre (horrifying) returned from the Shetlands, her mind
+2 Per (soul-sight) n/a Com destroyed and her body hideously
+2 Str (un-natural) +4 Dex (agile) wounded. There have been no rumors
+1 Sta (always hungry) +5 Qik (supernatural) since then, but several magicians,
Hermetic and otherwise, have told of
Personality Traits
visions of the return of Damhan-
+5 hungry
allaidh, who would be attended by
Confidence giants and demons.
4
This scenario assumes that at
Combat Totals least one magus in the character’s
Weapon 1st Atk Parry Dam covenant has an Intéllego Mentem
Bite Totals: +12 +11 - +9 score of 30. If no one in the covenant
Tackle Totals: +10 +10 - * has such skill, then a magus known to
be a specialist in dreams and memory
Dodge Defense: +10 Soak: +4
can visit the covenant. This scenario is
Fatigue: +1 Encumbrance: 0
suitable for sagas set in or out of the
*Knockdown Loch Leglean Tribunal. If the charac-
ters come from outside the tribunal,
Body Levels they may be able to call on magi from
OK, 0, -1, -3, -6, Incapacitated all Houses of the Order, but will face
opposition to an invasion from the
Fatigue Levels Scots’ covenants. A saga set in the
OK, 0, -1, -3, -6, Unconscious Loch Leglean Tribunal will not have
Abilities the same level of support from outside
Athletics (jump) 3, Ferocity (hunting) 3, Scent (inno- the tribunal, but the player characters
cence) 3 will have the invaluable assistance of
the tribunal’s members.
Vis
One pawn Perdo vis in tongue, two aesfotedia (see A magus in the saga’s covenant
below) in body with more than 12 Twilight points (or
one living nearby, if no one fits the
Powers description) has had a series of dis-
Howls of Confusion (PeMe 15) 1 point: By howling, the
turbing dreams. With the aid of the
hounds can cause a victim to become thoroughly con-
fused. Some victims fall to the ground in terror; some covenant, the dreams are revealed as
run in a straight line; others run one way, then the the psychic remnants of a disturbance
other, etc. What the victims will not do is put up an related to Damhan-allaidh. If the
effective struggle. The howls are resisted by a willpower magus is a native Gaelic speaker, then
roll of Intelligence at 9+. Some Virtues and Flaws will the dream shows a hideous spider-like
modify the roll (Strong-willed and Faith points will add being, bloated and slime-covered,
to the roll; Weak Will and Terrors will subtract); the sto- spinning to repair a tattered web.
ryguide must determine the roll on a case-by-case basis. Capering demons surround the spider,
and waves of evil and malevolence
wash over the characters as they view
The Return of the image. If the magus does not speak
Gaelic, then the image is as before, but
Damhan-allaidh instead of a spider the image is of a man,
dressed in spiked and horrific armor.
After his last defeat in 890, Damhan- Where his eyes should be is a sickish blue
allaidh fled to the Shetland Islands to plot glow, like the radiance of putrid fungus.
his return and recruit allies. Twice since, in He stands before a loom and weaves a
930 and 1040, there were rumors of his center to a frayed and torn piece of fabric.
In either case, the characters will not major undertaking for the characters or a 131
likely know the figure (a Hermes History, cakewalk, depending on how the sto-
Hermes Lore, or Occult Lore roll of 42+, ryguide wishes to play it. The stats provid-
or a Gruagach Lore of 35+, makes the ed are for a Damhan-allaidh that is able
connection between the figure and to seriously threaten the Order in the Loch
Damhan-allaidh). The storyguide can Leglean Tribunal, but the storyguide
either pass the dream off as a minor should consider several scenarios of
event or stress the importance of it. In Damhan-allaidh’s power.
either case, the next week the characters
hear of another case of nightmares, and NOTE: The stats for Damhan-allaidh
investigation reveals the same dream. include gruagach abilities and some spe-
Over the course of a month, the players cial abilities that are not possible for play-
hear of more cases, maybe from as far er characters to have themselves. The
away as England and France. The Loch write-up of Calum Mac Lachlan in
Leglean Tribunal buzzes with theories Covenants, Chapter 5, portrays a more
and interpretations. It seems that many “normal” gruagach.
magi near final Twilight have had the
dreams, all about the same time. 1) Damhan-allaidh has been gathering
strength:
A special tribunal is called to investi-
gate, and then empower agents to seek Use the stats provided, then add
out the source of the frightening dreams. some Highland giants (magical and
Each major covenant in the tribunal not), unseelie faeries, Highland mon-
wants to have its own magi become these sters (a stoorworm, some each uisge),
special agents—for the prestige, if noth- etc. This is a major undertaking, and
ing else. The storyguide may run the tri- the following war should take several
bunal or just announce the results after years of game time to play out, proba-
noting that it happened. In any event, bly destroying a good number of
the tribunal chooses the characters for the covenants in the process. The characters
part, whether due to their past deeds, will probably have to ask the Order for
their neutrality in tribunal politics, or the aid. This allows magi a chance to use
support of one of the major magi (Caitlin their spells of destruction in (relative)
of Crun Clach, Calum Mac Lachlan of seclusion. Against such a threat, the tri-
Clan Mac Gruagach, or Whitburh bunal members would even put aside
Frithowebba of Horsingas). their hatred of House Flambeau.

A group of magi, including Caitlin, 2) Damhan-allaidh is working alone:


Calum, Whitburh, and anyone else the
storyguide desires, instruct the characters Use the stats provided, but give him
in their duties. They are to investigate the few resources at the beginning of the
dreams and determine what or who the scenario. If not stopped by the charac-
being is, why it seems so malevolent, and ters on their first try, he will break out
why the magi have been having the of the Shetlands, gathering support as
dreams. Whitburh gives each character a he moves south. This will result in a
seal that will grant him or her the author- few major battles, but he will not be
ity of quaesitoris for the duration of the strong enough to take on the whole
investigation, but only for duties relating Order immediately. Isolated attacks
to the dreams. against magi will occur. A covenant
will be attacked once he has found a
From here, the storyguide must make number of allies. As more time passes,
his or her own decisions. The dreams he will attract more powerful allies,
occurred after Damhan-allaidh completed until he has the forces described above.
a major part of his plan to conquer Again, this scenario could take years of
Scotland. Investigations into the timing of game time to play out, but the early
the dreams will indicate a ripple effect, years will be a game of cat and mouse,
with the center of the ripples in the with the characters being both hunter
Shetland Islands. This quest can be a and prey.
132 3) Damhan-allaidh is working behind
the scenes:

He has been using his Enthrall ability


to take over the minds of nobles, magi, or
churchmen (or all three). He never
appears on-scene; instead, the characters
must face and defeat attacks by mind-
controlled puppets of the Spider. He has a
pathological hatred of the Order of
Hermes, coupled with knowledge acquired
over the centuries about how and where
to strike at it. He knows when to make a
bishop declare the magi to be heretics,
when to make the king or great nobles tax
and harass them, and when to spread
rumors of the Order of Odin or even of his
own reappearance.

4) Damhan-allaidh is weaker than


before:

Reduce the stats provided: Damhan-


allaidh is weaker than he was the last
time he waged war, and he was even
stronger back in 814. This scenario should
have a satisfying conclusion as the player
magi blast the evil menace to atoms. (Or
do they? He has escaped from magi
before.) He should still be a match for the
characters, but there is much less danger
to the Order. If the characters really blow
it, however, he can still break out as
above.

5) Damhan-allaidh is undead:

As any of the above scenarios, but the


body of Damhan-allaidh has long since
turned to dust. Damhan-allaidh has
found a way to break the bond of flesh
and is now a spirit, taking over bodies.
Once the characters kill the current incar-
nation, they might be the next target
receptacles for this ancient spirit.

6) Damhan-allaidh is truly dead:

The players travel all over northern


Scotland, with the fear that a major evil
creature is waiting for them, only to find
that the rumors of his rebirth have been
greatly exaggerated. On the other hand,
the characters will have plenty of oppor-
tunities to annoy or make enemies of the
rest of the Order in Scotland. . . .
Damhan-allaidh
Age: 650? Size:+1 133
Characteristics Virtues & Flaws
+6 Int (malicious) -6 Pre (hideous) External Soul +4, Hatred Passion (Order of Hermes) +5, Need
-3 Per (megalomaniac) -5 Com (egotistical) Not Sleep +5; Chaotic Magic - 4, Deleterious Circumstances
(under clear skies) -3, Disfigured -2, Fury (when thwarted) -3,
+5 Str (supernatural) +3 Dex (deft) Hunchback -2, Vulnerability (obsidian) -3, Vulnerable (Celtic
+10 Sta (vital) +6 Qik (lightning quick) holy relics) -3, Weakness (strong drink) -1

Personality Traits Reputation


Hate Order of Hermes +5, Insane (megalomaniac) +5 Dead +5, Evil +3

Confidence Magic Resistance


5 77

Abilities
Alertness (sense magic) 6, Animal Ken (predators) 4, Area Knowledge—British Isles (magical sites) 4, Area Knowledge—Brittany
(magical sites) 3, Area Knowledge—Highlands (magical sites) 6, Animal Handling (wolves) 3, Athletics (jump) 2, Bargain (faeries)
5, Boating (small craft) 4, Brawl (claws) 7, Church Lore (Scottish Church) 3, Climb (speed) 3, Concentration (screams) 5,
Contortions (escape bonds) 7, Dart Attack (accuracy) 4, Diplomacy (from strength) 4, Direction Sense (hills) 4, Divination (entrails)
4, Dodge (swords) 4, Dousing (magic) 6, Drinking (get drunk) 2, Empathy (victims) 2, Enchanting Music (fear) 6, Entrancement
(willing sacrifice) 5, Faerie Lore (history) 3, Fantastic Beast Lore (giants) 8, Folk Ken (victims) 4, Geasa (physical) 7, Gift (characteris-
tics) 6, Gruagach Lore (outdated) 2, Gruagach Wisdom (new Talents) 30, Herbalism (poison) 6, Hermes History (Pralix) 3, Hex
(fear) 3, Leadership (supernatural allies) 6, Legend Lore (early Britain) 6, Magic Sensitivity (Hermetic) 5, Magic Theory (grua-
gachan) 1, Mimicry (victim’s voice) 5, Occult Lore (Scottish Highlands) 5, Perfect Balance (standing still) 3, Play Flute (haunting
melodies) 4, Potency (curse) 6, Premonitions (Order of Hermes) 5, Read Lips (distance) 3, Ride Horse (speed) 5, Scan (forest) 6,
Search (forest) 4, Second Sight (faeries) 4, Sense Holiness & Unholiness (relics) 7, Speak Frankish (courtly) 3, Speak Latin (archaic) 3,
Speak Pictish (Geasa) 6, Speak Saxon (threats) 4, Two-handed Spear Attack (cruelty) 5, Two-handed Spear Parry (spears) 6, Stealth
(walk silently) 5, Survival (forest) 4, Swim (ocean) 2, Track (humans) 4, Visions (hunters) 3, Weather Sense (storms) 4

Gruagach Abilities
External Soul, Curse (physical) 17, Shapeshift (monsters) 20, Transform (fish) 20

Special Gruagach Abilities


Decay (bone-breaking) 15, Enthrall (for sacrifice) 10, Incinerate (projection) 13, Sacrifice (human) 8, Shatter (explosion) 9

Effects of Gruagach Powers


Magical Aura, Blatant Gift, Offensive to Animals, Bulging right eye (-1 Pre); clothes rot on contact with his skin; deformed left
leg (-1 Quickness); fangs (+3 damage in Bite); hunchback, iron-hard claws (+4 damage in Brawl); no bodily hair; skin is crust-
ed with old pus (Pre -2); swollen abdomen; open sores on body (Pre-2)

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +13 Soak: +31
2-h Spear Totals: +21 +18 +21 +14 Fatigue: +10 Encumbrance: 0
Dart Totals: Rate 2/round +5 +8 -

Weapons, Armor, and Items


Darts, enchanted armor (Protection 20), spear

Special Abilities
Damhan-allaidh has developed even beyond the normal Talents of the gruagach and has learned the equivalent of Hermetic
form + technique abilities. Each ability is a separate skill and allows casting spontaneous Hermetic-style spells. The level of the
result is equal to:

Ability + (Characteristic) + Stress Die if he spends a point of the appropriate characteristic or


(Ability + (Characteristic) + Stress Die)/2 if he does not.

If he spent a point of a characteristic and botches the spell, he loses the point permanently. Otherwise, he regenerates charac-
teristics like long-term fatigue levels.
These spells may be resisted as Hermetic spells.
Incinerate: Like Creo and Rego Ignem, but only for true fire, not light or heat effects. Characteristic is Presence.

Decay: Like Perdo Animál and Córporem. Characteristic is Stamina.


Enthrall: Like Rego and Perdo Mentem. Characteristic is Intelligence.
Sacrifice: Like Creo Vim. For each body level that Damhan-allaidh can drain from a sacrifice, he gains the equivalent of one
pawn of vis per 10 levels of spell result. He may only perform sacrifices four times a year on the quarter days: Imbolc (Feb. 1.),
Beltane (May 1), Lughnasa (Aug. 1), and Samhain (Nov. 1).
Shatter: Like Perdo Herbam and Terram. Characteristic is Strength.
APPENDIX 1
134 CHARACTER TEMPLATES
Grog Templates
Ghillie, (gilly, young man)
Age: 16 Size: 0

Highland Sailor Characteristics


+1 Int (artful) -3 Pre (young)
Age: 23 Size: 0
+1 Per (keen eyes) -2 Com (excited)
Characteristics -1 Str (still young) +2 Dex ((lithe)
-1 Int (slow) 0 Pre -1 Sta (asthmatic) +3 Qik (energetic)
0 Per 0 Com
Personality Traits
+1 Str (brawny arms) 0 Dex
+1 Sta (hardy) -1 Qik (rolling gait) Brash +2, Brave +1, Wants Respect +3

Personality Traits Virtues & Flaws


Carefree +1, Keen Vision +1, Reckless +1; Deep
Brave 0, Easy-going +2, Loyal +1
Sleeper -1, Obligation (clan) -1, Social Handicap
Virtues & Flaws (youth) -1
Close Family Ties +1, Exceptional Talent (Direction
Sense) +1, Crew (gang) Member +1; Dependent
Reputation
Still young (clan adults) +2
(family) -1, Enemies (rival clan) -1, Social Handicap
(smell of pitch and tar) -1 Confidence
Reputation 3
Reliable (crew) +2 Abilities
Confidence Alertness (animals) 2, Animal Handling (droving)
3 3, Area Knowledge—clan lands (trails) 3, Brawl
(grapple) 1, Climb (steep hills) 1, Dart Attack
Abilities (moving) 2, Dirk Attack (thrust) 1, Dodge (skir-
Alertness (weather) 2, Boating (storms) 4, Bow mish) 2, Faerie Lore (tales) 2, Farming (cas chrom)
Attack (windy conditions) 3, Brawl (punch) 1, 2, Play Shinty (dribbling) 1, Shield Parry (retreat)
Climb (rigging) 3, Direction Sense (ocean) 4, 1, Speak Gaelic (work terms) 4
Shield Parry (boats) 3, Speak Norse (ship terms) 5,
Spear Attack (boats) 2, Swim (remove clothes) 1 Description
You are a young man of the clan, proud of your
Description association with such a powerful family. However,
You served as a member of the crew aboard a gal- you are still considered to be a youngster, even
ley along the western coast, but the death of your though you are sixteen years of age. Your goal is
chief’s son in a “boating accident” made moving to impress the adults in the clan as to your age
to a new venue desirable. (How were you to know and experience so that they will allow you to join
that the man who assaulted you in the dark and raids and expeditions.
fog was your chief’s son?) You now serve the
covenant ashore, but desire to return to the sea Quote
and waves. “Why can’t I join Lachlan and the others? I
helped defend the herd when Seumas Dubh tried
Quote to lift the cattle last year, and I drove off that wolf
“It was an accident, really it was. He fell onto my this summer.”
knife, backwards, fourteen times.”
Combat Information
Combat Information Weapon First Strike Attack Damage Parry
Weapon First Strike Attack Damage Parry Dirk Totals: +5 +7 +2 -2
Bow Totals: 1/round +8 +8 0 Caman Totals: +7 +5 -2 +4
Spear Totals: +6 +5 +6 0 Dart Totals: +3 +5 +1 -
Knife Totals: +0 +4 +3 0 Shield Totals: +0 +2 -7 +3

Dodge: -1 Soak: +1 Dodge: +4 Soak: +3


Fatigue: +1 Encumbrance: 0 Fatigue: +2 Encumbrance: 0

Weapons, Armor, and Items Weapons, Armor, and Items


Knife, round shield, self bow and 12 arrows, short Darts (three), dirk, leather jerkin, target shield
spear
Clansman
Age: 30 Size: 0 135
Characteristics
-2 Int (stubborn) 0 Pre
+-3 Per (nearsighted) -2 Com (rustic)
-3 Str (stocky) +2 Dex (agile)
+2 Sta (long-winded) +1 Qik (nimble)

Personality Traits
Proud +2, Loyal to Family +3, Brave +2

Virtues & Flaws


Long-winded +1, Stocky +1, Versatile Sleeper +1; Feud
With Neighboring Clan -2, Poor Eyesight -1

Reputation
Killer of Aonghus Mac Dughal +3

Confidence
3

Abilities
Abilities: Animal Handling (droving) 3, Area
Lore—clan lands (paths) 2, Ax Attack (running) 3,
Ax Parry (retreating) 1, Bargain (animals) 3, Brawl
(punch) 2, Climb (quickly) 2, Dirk Attack (running)
2, Dodge (unarmed) 2, Evaluate Cows (fitness) 2,
Faerie Lore (stories) 1, Farming (cas chrom) 2, Scan
(herds) 2, Shield Parry (axes) 3, Sing (work songs)
1, Speak English (market) 2, Speak Gaelic (ani-
mals) 4, Speak Scottish (haggling) 2, Survival
(Highlands) 2, Track (cows) 2

Description
You are the strength of the clan; without you the
crops would not be grown, the animals would not
be taken to market, and the clan would have no
defense. Last year you killed Aonghus Mac
Dughal, a notorious cattle thief. As your clan and
his are at feud anyway, you felt justified, but you
still had to flee. You have traveled several times to
the cattle market at Dunkeld and consider yourself
quite the man of the world.

Quote
“Well, I’m not saying that the clan is poor, but you
should see Dunkeld. Hundreds of people live there,
and they all carry swords! It’s the biggest city you’ll
ever see, and the cathedral is huge. I’ll bet it’s the
biggest city in the world.”

Combat Information
Weapon First Strike Attack Damage Parry
Ax Totals: +7 +7 +11 +5
Dirk Totals: +6 +7 +8 -2
Shield Totals: -1 +2 -2 +5

Dodge: +3 Soak: +3
Fatigue: +5 Encumbrance: 0

Weapons, Armor, and Items


Dirk, helmet, leather jerkin, long ax, target shield
Gallowglaigh
136 Age: 25 Size: 0

Characteristics
0 Int +1 Pre (powerful-looking)
-1 Per (hard of hearing) -1 Com (terse)
+1 Str (well built) 0 Dex
+1 Sta (powerful chest) -1 Qik (slow to react)

Personality Traits
Honor-bound +2, Self-reliant +2, Brave +3

Virtues & Flaws


Enduring Constitution +1, Long-winded +1, Well-
traveled +1; Disfigured (Scars) -1, Judged Unfairly
(killer) -1, Deep Sleeper -1

Reputation
Bloodthirsty (civilians) +3, Steady (warriors) +2

Confidence
3

Abilities
Battle Ax Attack (increase damage) 4, Battle Ax
Parry (Two-handed Ax) 4, Boating (rowing) 2,
Brawl (dirty tricks) 2, Broad Sword Attack (first
strike) 1, Climb (rigging) 2, Drinking (get drunk) 2,
Faerie Lore (tales) 2, Intimidation (physical) 1, Kite
Shield Parry (hold ground) 2, Leadership (small
unit) 1, Ride (long distance) 1, Scan (military for-
mation) 2, Speak Gaelic (curses) 4, Speak Norse
(intimidation) 3, Survival (Hills) 2, Swim (ocean) 1,
Track (men) 1

Description
You are a mercenary from the Hebrides, trained to
attack at a run even when wearing heavy chain
armor. You have served the Irish in their wars,
helping cut down Norman knights; now you have
returned to Scotland, as Ireland has grown a bit too
hot for you.

Quote
“Horses? You call those horses? When I was in
Leinster, I fought the cream of English knighthood
mounted on real horses. These are merely ponies
with young boys on ‘em.”

Combat Information
Weapon First Strike Attack Damage Parry
Battle Ax Totals: +2 +6 +18 +6
Broad Sword Totals: -3 +5 +8 0
Kite Shield Totals: -3 -2 -1 +7

Dodge: ax -6, sword -7 Soak: +13


Fatigue: ax -4, sword -5
Encumbrance: -5 with ax or -6 with sword and shield

Weapons, Armor, and Items


Battle ax, broad sword, chain hauberk and helmet,
kite shield
Border Rider
Age: 26 Size: 0 137
Characteristics Virtues & Flaws
0 Int -1 Pre (unbecoming) Close Family Ties +1, Secret Hiding Place +1,
+1 Per (sharp ears) -1 Com (heavily accented) Versatile Sleeper +1; Enemies (English
0 Str 0 Dex knight) -1, Hired Lance -1, Weak-willed -1
+1 Sta (hardy) 0 Qik
Reputation
Personality Traits Good Cattle Lifter (Family) +2
Brave +1, Follower +2
Confidence
3

Abilities
Alertness (horses) 2, Animal Handling (cows) 2, Area Knowledge—Borders (trails) 3, Brawl
(throws) 3, Evaluate Cows (fitness) 2, Lance Attack (footmen) 3, Ride (chase) 4, Shield Parry
(spears) 3, Speak English (Northumbrian) 4, Stealth (horseback) 2, Swim (rivers) 1, Sword Attack
(horseback) 2, Track (cows) 3

Description
You have been riding a horse since the time you could walk, and raiding cattle since you could
hold a lance. However, the English are not a forgiving people, and your name has been
attached to several raids and murders. While your family would be happy to defend you, it is
better that they not come under attack by mailed knights. While you are glad of having a
haven such as the covenant, your heart is not really with these people.

Quote
“The English have no sense of proportion. All I did was drive off a few cows; it’s not like I killed
anyone . . . that time.”

Combat Information
Weapon First Strike Attack Damage Parry Dodge: -3 (3)
Lance Totals: +7 +5 +11 0 Soak: +3 (9)
Sword Totals: +3 +6 +8 0 Fatigue: -2
Shield Totals: -1 -1 -4 +6 Encumbrance: 3

Weapons, Armor, and Items


Broad sword, hard leather cuirass armor, lance, round shield
138

Lowland City Militiaman


Age: 25 Size: 0
Characteristics Virtues & Flaws
+1 Int 0 Pre Busy Body +1, Free Expression (wood) +1,
0 Per 0 Com Knack (+2 in marketplace) +1; Bad Reputation
0 Str 0 Dex (thief) -1, Dependents (family) -1, Recruit -1
+1 Sta (hardy) -2 Qik (flat footed)
Reputation
Personality Traits Slightly Shady (city) +2
Brave -1, Haggler +2, Follower +1
Confidence
3

Abilities
Alertness (cities) 3, Bargain (wood) 3, Craft—wood working (furniture) 4, Drinking (comradely)
2, Evaluate wood (furniture) 2, Folk Ken (customers) 3, Forgery (carving) 2, Guile (customers) 3,
Long Spear Attack (formation) 3, Ride (difficult ground) 1, Speak Scottish (trade) 5

Description
You lived in a city, a woodworker and carpenter by trade. Trained to wield the spear, you were
called out once to deal with some English baron, but warfare is not truly in your blood. Driven
from your home by false rumors of thievery and bad goods, you and your wife and child have
been taken in by the covenant.

Quote
“Yes, I could build it like that, but if you get me some oak or maple, I could build it much better.”

Combat Information
Weapon First Strike Attack Parry Damage Dodge: -4
Spear Totals: +9 +5 +3 +9 Soak: +2
Dagger Totals: -3 +4 -2 +2 Fatigue: -1
Encumbrance: 0

Weapons, Armor, and Items


Long spear, dagger, leather jerkin
Companion Templates
Bard/Olamh (Poet/Teacher) 139
Age: 27 Size: 0
Lowland Merchant
Age: 40 Size: +1 Characteristics
+3 Int (imaginative) +1 Pre (garrulous)
Characteristics +1 Per (intuitive) +2 Com (sweet voiced)
+2 Int (calculating) +2 Pre (cheerful)
-2 Str (soft) -2 Dex (clumsy)
+-1 Per (subtle) +2 Com (entertaining) -1 Sta (out of shape) -2 Qik (dawdler)
0 Str -2 Dex (thick-fingered)
-1 Sta(out of breath) -4 Qik (obese)
Personality Traits
Brave 0, Happy-go-lucky +3, Romantic +2
Personality Traits
Afraid of robbers +3, Bravery -2, Penny-pincher +3 Confidence
3
Virtues & Flaws
Business +3, Light Sleeper +1, Patron +2, Well- Virtues & Flaws
traveled +1; Common Fear (being robbed) -2, Exceptional Talent (Enchanting Music) +2, Free
Compulsion (gambling) -1, Dark Secret (front for Expression +1, Gossip +2, Long-winded +1, Well-
magi) -1, Expenses -1, Favors -1, Obese -1 traveled +1; Bad Reputation (ladies’ man) -1, Curse
of Venus -2, Deep Sleeper -1, Enemies (fathers and
Reputation brothers of various young ladies) -1, Faerie Enmity
“Oily” +3, Shrewd +3
-1, Meddler -1
Confidence Reputation
3 Ladies’ Man -2
Abilities Abilities
Alertness (thieves) 3, Bargain (animals) 4, Church Charisma (friendly) 2, Charm (seduction) 2, Craft
Lore (local clerics) 1, Drinking (stay sober) 1, - harp (repair) 1, Dirk Attack (frantic slash) 1,
Etiquette (nobles) 2, Evaluate animals (cattle) 3, Dodge (retreat) 1, Enchanting Music (cause
Folk Ken (customers) 4, Guile (merchandise) 4, laughter) 4, Etiquette (hospitality) 1, Faerie Lore
Intrigue (burgh politics) 4, Pretend (poverty) 3, (songs & poems) 3, Folk Ken (young ladies) 1,
Ride (hills) 2, Scan (herds) 3, Search (animal Intrigue (Highland news) 1, Legend Lore (songs &
health) 3, Track (cattle) 1, Wagoneering (hills) 1 poems) 3, Play Harp (long sessions) 4, Sing
Combat Information (repertoire) 4, Speak Gaelic (romance) 5
Dodge: -1 Soak:+0 Description
Fatigue: -3 Encumbrance: 2 You are a traveling poet and musician, welcome
in most communities for the news you bring, as
Description
well as for your songs. You have a retentive mem-
You are the chief of a sept of the larger clan,
ory and can recite stories by the hour. However,
responsible for forty families. Unfortunately, you
there are a number of communities where you are
are not in the same area as the rest of the clan, so
distinctly not welcome, due to some unfortunate
you must deal with your neighbors on your own.
romantic encounters.
One of the neighboring clans is at blood feud with
yours, over a murder and a kidnapping of twenty Quote
years ago. Another is allied with the first, and the “Really, she came to me that night. I tried to tell
pressure from the two of them has forced you to her to go away, but she wouldn’t. Now her broth-
appeal to the magicians for aid. Now you and ers are after me.”
yours serve the magicians, in return for their pro-
tection. Combat Information
Weapon First Strike Attack Parry Damage
Quote Dirk Totals: +1 +3 +2 +2
“Ah, yes, you came down last year. Well, this
poor old man had better look at your stock, eh? I Dodge: -1 Soak:-1
hope this lot is better than the last—they nearly Fatigue: 0 Encumbrance: 0
bankrupted me.”
Weapons, Armor, and Items
Weapons, Armor, and Items Harp, dirk
None
140 Monk of the Scottish Church
Age: 24 Size: 0

Characteristics
+2 Int (scholarly) 0 Pre
+2 Per (careful worker) -3 Com (reclusive)
-2 Str (out of shape) +2 Dex (nimble fingers)
+1 Sta (healthy) -2 Qik (painstaking)

Personality Traits
None

Faith
1

Virtues & Flaws


Clear Thinker +1, Clergy +3, True Faith +3;
Noncombatant -3, Reclusive -1, Sheltered Upbringing
-2, Soft-hearted -1

Reputation
None

Confidence
3

Abilities
Canon Law (monastic codes) 2, Church Lore (Scottish
services) 3, Church Lore (Scottish saints) 3, Craft—
gardening (root crops) 1, Evaluate Books (creator) 2,
Faerie Lore (church beliefs) 1, Humanities (philoso-
phy) 3, Scribe Latin (calligraphy) 4, Sing (hymns) 2,
Speak Gaelic (conversational) 5, Speak Latin (liturgy)
4

Combat Information
Dodge: -2 Soak: +1
Fatigue: +1 Encumbrance: 0

Description
You were born into the monastery community and
would most likely have died there. However, a chap-
ter house of the Cistercians was established in the
area only five years ago, and they appealed to the
bishop to have your monastery added to theirs. The
bishop agreed, but instead of handing over the Bell
and Staff of St. Mungo, the abbot fled with them to
the North. You felt you could not join him in so fla-
grantly opposing the bishop and tried to join the
Cistercians, but you were denied entry into their
order. Wandering over the hills and valleys of
Galloway, you came upon the covenant, whose
members, though they are not churchmen, are at
least scholars. Since your arrival, the members of the
covenant have seemed to become less easily agitated,
which you ascribe to the beneficence of the Lord.

Quote
“I hear the pain in your voice. Would you care to let
me share your hurt with you? A sorrow shared is a
sorrow halved.”
Highland Chieftan Cailleach Glioc (Wise Woman)
Age: 30 Size: 0 Age: 50 Size: 0 141
Characteristics Characteristics
+2 Int (shrewd) +1 Pre (stately) +3 Int (keen wit) -1 Pre (stooped posture)
+-3 Per (see nuances) +1 Com (clear speaker) +-4 Per (insightful) +2 Com (speak in
0 Str -2 Dex (old wounds) metaphors)
-3 Sta(nagging cough) -2 Qik (limp) -1 Str (infirm) -1 Dex (tremors)
-2 Sta (elderly) -1 Qik (hobbling gait)
Personality Traits
Brave +3, Hate Enemy Clans +2, Loyal to Clan +3 Personality Traits
Brave 0, Romantic +4, Short with Inhospitality +3
Virtues & Flaws
Aptitude (+1 with social attributes) +2, Clear Virtues & Flaws
Thinker +1, Inspirational +1, Leadership +3; Blood Exceptional Talent (Gift) +4, Gossip +2, Knack (+2
Feud (enemy clan) -3, Enemies (a different clan) - telling stories) +1; Decrepit -2, Lame -2, Palsied
1, Obligation to Clan -3 Hands -1, Poor Eyesight -1, Poor Hearing -1

Reputation Reputation
Fond of sweets +2, Tough but Fair +3 Wise Woman +3

Confidence Confidence
3 3

Abilities Abilities
Animal Handling (droving) 2, Area Lore—clan lands Area Lore—10-mile radius (people) 4, Bargain
(families) 4, Bargain (clan politics) 3, Bow Attack (forests) (services) 2, Church Lore (stories of saints) 2,
3, Charisma (clan members) 2, Dirk Attack (close quarters) Craft—weaver (hard tartan) 3, Etiquette (hospitali-
1, Dodge (close quarters) 3, Folk Ken (feuds) 3, Guile ty) 3, Evaluate Animals (milk) 2, Faerie Lore
(anger) 1, Intimidation (clan) 2, Intrigue (neighboring (monsters) 3, Fantastic Beast Lore (Highlands) 3,
clans) 2, Leadership (clan matters) 4, Shield Parry (hold Folk Ken (lovers) 4, Gift (physical) 5, Intrigue
ground) 3, Speak Gaelic (leadership) 5, Survival (local clans) 3, Legend Lore (heroes) 4, Occult Lore
(Highlands) 2, Sword Attack (drive forward) 2 (spirits) 3, Speak Gaelic (storytelling) 5,
Storytelling (lessons) 4
Description
You are the chief of a sept of the larger clan, respon- Combat Information
sible for forty families. Unfortunately, you are not in Dodge: -1 Soak: -2
Fatigue: -2 Encumbrance: 0
the same area as the rest of the clan, so you must
Decrepitute: +1
deal with your neighbors on your own. One of the
neighboring clans is at blood feud with yours, over Description
a murder and a kidnapping of twenty years ago. For long years you have lived here, at the top of
Another is allied with the first, and the pressure this hill. When you were younger, you used to
from the two of them has forced you to appeal to visit the surrounding clans; but the years have
the magicians for aid. Now you and yours serve the taken their toll, and you now receive visitors at
magicians, in return for their protection. your house. They come for many things: young
Quote girls come wishing to win the hearts of their
“I know that the cattle must be driven to market, young men; young men come for help gaining
but the problem still remains that Donald can’t wealth or power. You look kindly on young lovers,
go: they’ll kill him on sight. He will just have to but tell them stories to make them heed more
stay home this year.” than just their hearts. You can make small
potions or amulets that give the requesters what
Combat Information they asked for, but they must heed your condi-
Weapon First Strike Attack Damage Parry tions or the gift is ruined.
Broad Sword Totals:+1 +5 +9 +0 (6)
Dirk Totals: -2 +3 +4 -2 (4) Quote
Shield Totals: -6 -2 -5 +5 (11) “Ah, love. I remember when. . . . Oh, don’t mind
Bow Totals: 1/round +6 +8 – an old woman, deary; yes, of course I can help.
You know, your plight reminds me of the story of
Dodge: -1 Soak: +0 Dougie and the Swan Maiden. You see, there was
Fatigue: -3 Encumbrance: 2 this young man. . . .”

Weapons, Armor, and Items Weapons, Armor, and Items


Bow and arrows, broad sword, dirk, leather hel- None
met, linen cotte, shield
142 Magi Templates

Ex Miscellanea Storm Witch


Age: 32 Size: 0

Characteristics Virtues & Flaws


+3 Int (clever) -3 Pre (wild appearance) Extra Arts (30) +3, Independent Magic +2,
+3 Per (clear sighted) -3 Com (squeaky voice) Magical Affinity (weather) +2, Sharp Ears +1,
0 Str 0 Dex Subtle Magic +2; Blatant Gift -1, Hedge
+1 Sta (robust) -1 Qik (nervous) Wizard -1, Isolated from the Order -3,
Necessary Condition (whistling) -1, Poor
Eyesight -1, Poor Reader -3
Personality Traits
Brave -2, Haggler +3 Reputation
Hedge Wizard (Order of Hermes) -2, Wind
Confidence
Witch (neighbors) +3
3

Abilities
Bargain (services) 1, Concentration (storms) 3, Faerie Lore (air) 1, Finesse (Auram) 3, Folk Ken
(needy) 2, Scribe Runes (records) 3, Speak Gaelic (bargaining) 4, Weather Affinity (storms) 4,
Whistling (spell casting) 3

Techniques and Forms Spellcasting Information


0 Cr 0 An 0 Ig Spellcasting Speed: +1
4 In 1 Aq 0 Im Twilight Points: 0
0 Mu 11 Au 0 Me
8 Pe 0 Co 0 Te
11 Re 0 He 1 Vi

Spells Known
Gathering of the Stormy Might (ReAu 30) +23, Quiet the Raging Winds (PeAu 25) +20, Chaos of the
Angry Wave (ReAq 20) +13, Circling Winds of Protection (ReAu 20) +23, Maintain the Demanding
Spell (ReVi 20) +13, Sailor’s Foretaste of the Morrow (InAu 15) +12, Jupiter’s Resounding Blow (ReAu
10) +23, Push of the Gentle Wave (ReAq 10) +13

Wizard’s Sigil
Smells of a storm approaching

Combat Information
Dodge: -1 Soak: +1
Fatigue: -1 Encumbrance: 0

Description
You were brought up in the traditions of the Highland weather witches, able to call or dispel
storms just by whistling. The winds are your plaything, but you will harness them for a price.
Sailors often come to you to guarantee their safety. To the magi of the Order of Hermes, you
are beneath contempt: you cannot even speak Latin, let alone read it! You think of them as
overblown windbags who need a few holes to let all that hot air out.

Quote
“Of course I can get you a good breeze, but it will cost you.”

Weapons, Armor, and Items


None
Quaesitor Investigator 143
Age: 34 Size: 0
Characteristics Virtues & Flaws
+3 Int (quick-thinking) 0 Pre Magical Affinity (Intéllego) +4, Piercing Gaze
+3 Per (thorough) -2 Com(supercilious) +2, Quaesitor +1, Quiet Magic +2, Self-confi-
-2 Str (untrained) 0 Dex dent +1; Dark Secret (no real authority) -1,
-1 Sta (weak-blooded) +1 Qik (twitchy) Delusion (all Scots are stupid) -1, Driving
Goal (cleanse the Tribunal) -1, Study
Personality Traits Requirement -3, Susceptible to Infernal
Brave -1, Overbearing +3, Superior +3
Power -4
Confidence Reputation
4
Fanatically anti-demon +3

Abilities
Acting (authority) 2, Certámen (Ignem) 2, Church Lore (demons) 1, Concentration (at night) 2,
Debate (Code of Hermes) 2, Diplomacy (Tribunal) 1, Etiquette (slights) 1, Hermes History
(Tytalus diabolism) 2, Hermes Lore (Schism War) 2, Hermetic Law (Peripheral Code) 3, Intéllego
Affinity (Vim) 3, Magic Theory (Intéllego) 5, Parma Magica (Mentem) 3, Penetration (Intéllego)
3, Scribe Latin (legal documents) 5, Search (records) 1, Speak German (vocabulary) 4, Speak
Latin (denunciations) 5, Subterfuge (bluff) 3

Techniques and Forms Spellcasting Information


3 Cr 0 An 0 Ig Spellcasting Speed: -2
7 In 0 Aq 6 Im Twilight Points: 0
3 Mu 0 Au 6 Me
3 Pe 3 Co 0 Te
7 Re 0 He 7 Vi

Spells Known
Aura of Rightful Authority (ReMe 20) +13, Ear for the Distant Voice (InIm 20) +13, Image from the
Wizard Torn (ReIm 20) +10, Opening the Intangible Tunnel (ReVi 20) +14, Perceive the Magical Scent
(InVi 20) +17, Tongue of the Folk (InMe 20) +16, Wind of Mundane Silence (PeVi 20) +10, The
Unseen Arm (ReTe 5) +7

Wizard’s Sigil
Hair stands on end.

Combat Information
Dodge: -2 Soak: 0
Fatigue: 0 Encumbrance: 0

Description
Newly initiated as a member of House Quaesitor, you have taken it on yourself to investigate
and cleanse the Loch Leglean Tribunal. While technically you have no authority to do this,
those ignorant Ex Miscellanea witches and charlatans are no match for your keenly honed
intellect. Once you have shown the rest of the Order what crimes are being committed here,
your rise in both the Order and your House is sure to be meteoric.

Quote
“I am quite aware of the implications of your refusal to cooperate with a member of House
Quaesitor, are you?”

Weapons, Armor, and Items


None
144 Ex Miscellanea Shapeshifter
Age: 23 Size: 0
Characteristics Virtues & Flaws
+2 Int (talented) -2 Pre (untamed) Extra Arts +1, Silent Magic +4, Subtle Magic
+3 Per (alert) -3 Com (snarls and +2, Will over Form +3; Flawed Parma (Ignem)
growls) -1, Minor Ignem Deficiency -1, Orphan -1,
-1 Str (scrawny) +1 Dex (delicate step) Personal Magic -6, Weak Writer -1
0 Sta -1 Qik (animal reflexes)
Reputation
Personality Traits Feral +2
At Home in Beast Form +3, Brave (depends on
form: Human +2, Wolf: +2, Goat 0, Hare -3, Raven Confidence
-2, Wild +2 Eagle +3) 3

Abilities
Alertness (prey) 2, Dodge (arrows) 2, Faerie Lore (shape shifters) 1, Fantastic Beast Lore (giants)
2, Hermes History (gruagachan) 2, Hermes Lore (Ex Miscellanea) 2, Magic Theory (Muto) 5,
Parma Magica (Córporem) 2, Pretend (interest) 1, Scan (forest) 1, Scribe Latin (bestiaries) 5,
Search (bushes) 1, Speak Gaelic (animals) 4, Speak Latin (animals) 5, Survival (forests) 2, Swim
(streams) 1, Track (small animals) 2, Will over Form (change to animal form) 4

Techniques and Forms Spellcasting Information


1 Cr 9 An 0 Ig Spellcasting Speed: +1
0 In 1 Aq 0 Im Twilight Points: 0
10 Mu 1 Au 0 Me
0 Pe 10 Co 1 Te
0 Re 1 He 0 Vi

Spells Known
Cloak of Black Feathers (MuCo 35) +21, Cloak of Gilded Feathers (golden eagle) (MuCo 35) +21,
Shape of the Agile Climber (Goat) (MuCo 25) +21, Shape of the Moorland Runner (Hare) (MuCo 25)
+21, Shape of the Woodland Prowler (MuCo 25) +21, Air’s Ghostly Form (CrAu 5) +3,

Wizard’s Sigil
All within 10 feet feel animal urges.

Combat Information
Dodge: +3 Soak: +1
Fatigue: +1 Encumbrance: 0

Description
You always felt more comfortable around animals, and one day you met an old man who
taught you how to be one. Since then you have traveled the land and the air in the forms of
wolf, goat, hare, raven, and golden eagle. You want to learn more: how to become a wind or a
fire.

Quote
“Grrrrrowf. Skreeaak. Shut up and let me be.”

Weapons, Armor, and Items


None
Gearr (gyar) - Hare 145
Age: n/a Size:-3

Characteristics Virtues & Flaws


+1 Int (cunning) – Pre n/a Carefree +1, Keen Vision +1, Reckless +1;
+5 Per (sharp ears) – Com n/a Deep Sleeper -1, Obligation (clan) -1, Social
-3 Str (small) 0 Dex Handicap (youth) -1
+3 Sta (Runner) +3 Qik (nervous)
Reputation
Vermin +3
Personality Traits
Brave -3, Curious +1, Fierce (when caught) +2
Confidence
3

Description
The hare is a favorite form for Scottish shapechangers, as it is fast, perceptive, and wise to the
lay of the land. There are two types of hares in Scotland: the blue, or “mountain” hare, and the
brown hare. The blue hare changes its coat to white in the winter and is impossible to make
out against the snow. A full-grown hare is capable of putting up a nasty fight when cornered,
but most hares are taken by predators (stoats, weasels, cats, dogs, eagles, or hawks) while still
young. In the springtime, hares congregate and go mad with mating passion, hence the expres-
sion “mad as a march hare.” Hares are said to sleep with their eyes open, so alert are they.
Hares swim well and are built for running up hills. A hare, when pursued downhill, will run at
a diagonal to the slope, to prevent the steepness of the hill from sending it tumbling.

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +4
Kick Totals: +2 0 +1 – Soak: +3
Fatigue: +2
Encumbrance: 0
Body Levels
OK, -3, Incapacitated

Fatigue Levels
OK, -3, Unconscious
Gruagach
146 Age: 29 Size: 0
Characteristics Virtues & Flaws
+3 Int (shrewd) -3 Pre (deformed)
Enduring Constitution +1, Exceptional Talent
0 Per -2 Com (shy (Enchanting Music) +2, Knack (+4 Shapeshift to mam-
+2 Str (muscular) -2 Dex (uncoordinated) mal) +2, Tough +1, Ways of the Woods +4; Deleterious
+2 Sta (barrel-chested) 0 Qik Circumstance (when wet) -2, Geas (never eat animal
flesh or botch next Shapeshift roll) -2, Geas (train a stu-
Personality Traits dent by age forty-nine or lose gruagach abilities) -1,
Brave -1, Kind +2, Shy +3
Hedge Wizard -1, Lack of Penetration -2, Poor Hearing
Magic Resistance -1, Speech Impediment (lisp) -1
10
Reputation
Confidence None
3

Abilities
Alertness (bad terrain) 2, Area Lore—Strathnavar (Navar River) 3, Climb (cliffs) 1, Cudgel Attack (stun) 1,
Dodge (Shapeshift) 2, Faerie Lore (each uisge) 1, Gruagach Lore (master’s clan) 3, Gruagach Wisdom (new
Talents) 4, Sing (dirges) 2, Speak Gaelic (the seasons) 4, Speak Pictish (Shapeshifter) 4, Survival (forest) 2

Description
You are a member of a magical tradition far older than the Hermetic Order. While House Ex Miscellanea is
willing to sponsor you in the Order, many other Houses will never view you as a true member of the Order.
You have the capability of achieving immortality by removing your soul and hiding it. However, your
magic is very personal and can only affect one person at a time. You must be careful: botched magic will
warp your body, making you horrid to see.

Quote
“Please, I do not wish to insult you, but if you do not leave now, I shall be forced to cause warts to grow
upon your face so that others will shudder when gazing upon your hideous visage.”

Combat Information
Weapon First Strike Attack Damage Parry Dodge: +2
Cudgel Totals: +8 +6 +4 -2 (4) Soak: +6
Fatigue: +1
Encumbrance: 0

Weapons, Armor, and Items


Iron-bound cudgel, leather jerkin
APPENDIX 2 l ll as in “silly”, “lli,” as in “mil
lion,” or “back l” as in wool
147
m as m in English
mh as v in English, or silent
GAELIC GLOSSARY n as n in English
ng as “ng” in “finger,” or “ni,” as
in “pinion”
The native language of the Highlands
p as in English
and Islands, Gaelic has its origins lost in
ph as f in English
the mists of time. It is possible that the
r as in “peril”
Broch-builders spoke a tongue like Gaelic;
s as in “set”
it is known that the Picts spoke a lan-
guage much like Welsh. The Gaelic of the se- “sheh”
Highlands is an import from Ireland, si- “shee”
brought by the Scots. The Pictish language sh as h in hat or “sh” as in
was no longer spoken within two genera- “English”
tions of the conquest of Pictland by t soft t
Kenneth MacAlpin. Gaelic is an oral lan- th usually silent, sometimes h or ch
guage, not usually written down. For this as in “Loch,” sometimes y as
reason, the written language is quite in “yet”
diverse, with spelling only approximating Gaelic uses the vowels a, e, i, o, u, but
the sound of the spoken word, unlike with several different intonations: sharp,
spelling in the more structured Latin or flat, long, short, and nasalized.
Greek. Gaelic has its different accents Most words in Gaelic are accented on
among its various groups of speakers, the first syllable or the next to the last one.
much like English does, but a Gaelic
speaker from Ireland will have no prob-
lems in Scotland, and vice-versa.
Vocabulary
English Word Gaelic Pronunciation
The following pronunciation guide
and vocabulary are not intended to be a
course on speaking or reading Gaelic, but
And, In, Of, The
And agus a-gus
to provide a means for players to create In anns, san, sa ans, san, sa
names for characters, covenants, and Of de de
places that approximate Gaelic. The pro- Of the nam nam
nunciation of words will vary from district
The an, na an, na
to district, and thus the pronunciation
below (taken from Mackinnon) is only a
sample. Players who actually speak Gaelic
Geography
Bare Spot Mal, Mel mal
may feel free to laugh at this section.
Battlefield Blair blare

Pronunciation Notes: Bridge


droch-et
Drochaid, Drochit droch-aj,

Broad Valley Strath stra


b as b in English
Cape Mal, Mel mal
bh as v in English, sometimes silent
c always hard as in “cat” Castle Caisteal KASH-tyal
ch can be hard, as in “character,” Church Kil kil
or soft, as in “inch” City Baile Mor balu mor
chd “chk” as in “Loch Katrine” Cliff Creag creg
dh voiced ch, y as in “yet,” or silent Enclosure Gart gart
di “jee” Field Auch, Ach, Dal ach, dahl
-each “uch,” “eck” Forest Coille culu
f as f in English Fort Rath, Dun ray, dun
fh mainly silent, but sometimes Grove Doire duru
like h Headland Can kan
g Hard g, as in “Goth” Heap of stones Cairn karn
gh voiced ch (see dh above) Height Ard ard
h as h, j, or k in English Hill Cnoc knoc
148 Hollow
House
Corrie
Tigh
korry
toy
Thursday
Friday
Dior-daoin
Di-h-aoine
JEERR-din
ji-hunu
Island Eilan elan Saturday Di-sathuirne ji-sahurn
Lake, Fjord Loch lock Sunday Di-domhnaich ji-donach
Meadow Lon, Dal, Innis lon, dal, inis January Am Faoilteach am fultach
Monastic Cell Kil kill February An Gearran an gyarran
Moor Monadh MON-u March Am Mart amart
Mound Tom tom April An Giblin an geeblen
Mountain Beinn (ben) beyn May An Ceitean an keechen
Narrow Valley Glen glenn June An t-Og-mhios an tog veeus
Narrows Kyle kile July An t-Iuchar an tyoochir
Pass Bealach BYAL-uch August An Lunasdal an LOON-usd-al
Pile Cruach kruach September An t-Sultuine
Plain Blair blar October An Damhar
Reef Sgeir sker November An t-Samhain
Ridge Druim drum December An Dudlachd an doodlachk
River Abhainn avin Spring Earrach er-ach
River Mouth Inbhir, Inver, Aber inver, aber Summer Samhradh sav-ra
Rock Creag kreg Fall Foghear fu-ur
Rough Garbh garv Winter Geamhradh gev-ra
Rounded Hill Mam mam
Sea Muir moor People
Sea Port Baile Puert balu pert Man Fear fer
Skerry Sgeir sker Wife, Woman Bean ben
Sloping Plain Learg lerg Gentleman Duine doonu
Stone Clach (clack) klach Old Man Bodach bo-doch
Strait Col, Kyle kol, kile Old Woman Cailleach keluch
Tide Sruth sroo Young Man Oganach ogunuch
Town Baile balu Young Woman Oigh oyu
Tree Craobh kruv Children Clann klan
Village Clachan klachan Boy Ghillie gillu
Water Esk esk Girl Caileag kal-ag
Wave Tonn toun Baby Naoidhean nooyen
North, Left Tuath too-u Son Mac mak
South, Right Deas jes Daughter Nic nik
East, Front Ear er Sister Piuthar pioo-UR
West, Back Iar ee-ur Brother Braithair bray-her

The Sky Occupations


Sun Grian grean High King Ard Ri ard ree
Moon Gealach gyal-uch King Righ ree
Star Reul reel Great Lord Mor Maer mor mer
Wind Goath gu Lord Morair morer
Cloud Neul neel Chief of Clan Ceann Cath kyann ka
Rain Frasacd fras-achc Knight Ridire reediru
Storm Doirionn durun Guard Freiceadann freicudan
Sky Speur speer Blacksmith Gobha go-u
Harper Clarsair klar-ser
The Calendar Horseman Marcaiche mark-ich-u
Year Hunter Sealgair shalgir
Season Trath tray Magician (Druid) Druidh druy
Day Latha la-u Magician (Caster) Geasadair ges-ader
Hour Uair na-ir Messenger Teachdaire techk iru
Monday Di-luain ji-luan Monk Manach manuch
Tuesday Di-miart ji-mayrst Piper Piobaire peebiru
Wednesday Di-ciadoain ji-ciadin Poet Bard bard
Priest
Sailor
Sagart
Maraiche
sagurt
mar-ich
Mouth
Nose
Beul
Sron
biall
sron
149
Scholar Sgoilear scoler Arm Gairdean gayrjen
Servant Serbhanta sharvant Finger Meur meer
Singer Seinneadair sheyn-u-der Thumb Ordag ordeg
Slave Traill trail Hand Lamh lav
Stonemason Clachair klach-er Claw Spog spog
Storyteller Seanachie shenuchy Chest Broilleach bro-ilach
Teacher Olamh oll-uv Heart Cridhe kree
Warrior Laoch lach Stomach Goile GUL-a
God Dia jia Leg Lurga loorgu
Satan, The Devil Diabhol jia-vul Knee Gluin gloon
Saint Naomh noov Foot Cas kos
Angel Aingeal ENG-ul Skin Craicean cracun
Skeleton Taisean tashun
Adjectives Bone Cnaimh kreev
Angry Fearg ferg Skull Claigionn klycun
Big Mor mor
Brave Treun treen Clothing
Cold Fuar foo-ur Cloak Cleoc kloac
Handsome Pearsanta pers-annt-u Coat Cota kota
Happy Toilitchte to-licht-u Hose Briogais brigis
High Ard ard Mantle, Irish Cloak Brat brat
Honest Firinneach fear-unn-uch Shirt Leine leenu
Hot Teth te Shoe Brog brog
Long Fada fada Shoes Brogan brogan
Monster Uile-bheist oolu-vest Purse Sporan sporan
Old Sean shen Belt Crios kris
Sad Bronach bronach Hat Biorraid byurr-aj
Savage Garg garg
Short Goirid gurij Materials
Silent Samhach sav-uch Clay Criadh kri-u
Slovenly Rapach rapuch Wood Fiodh fi-ugh
Slow Mall maul Gold Or or
Small Beg beg Silver Airgead ER-gud
Surly Iargalt iur-galt Iron Iarann iuren
Timid Meata metu Tin Staoin stuin
True Fior feer Wool, Feathers Cloimh klo-ee
Young Og og Linen Anart anart
Color Dath da Leather Leathar le-hur
Black Dubh doo
Blue Gorm gorm Countries and Foreigners
Brown Donne doun Gaelic Language Gaidhlig gaelic
Green Uaine ua-niu English Language Beurla biar-la
Grey Glas glas Latin Language Laidionn lajun
Red Dearge, Ruadh jarg, roo French Language Fraingeis FRENC-ish
Speckled Breac breck Scotland Alban alban
White Ban ban Scot Albanach alban-uch
Yellow Buidhe booyu Lowlands Galldach gaul-dach
Highlands Gaidhealtachd gayal-tachk
Parts of the Body Highlander Gaidheal gayal
Head Ceann kyann England Sasunn sas-unn
Hair Falt falt Englishman Sasunnach SAS-unn-uch
Ear Cluas klooas Ireland Eire eru
Eye Suil sool Irishman Eirenach eir-an-ach
Chin Smigead smiged Norse Hebredean Fionghall fiun-yal
150 Norseman
France
Lochlannach
Fraing
loch-llan-uch
frenc
Battle Axe
Bow
Olltuagh
Bogha
oll-too-u
bo-ha
Frenchman Frangach frene-ach Helmet Clogad klogad
Rome Roimh roo-eev Knife Sgiane sciun
Roman Romanach romanuch Shield Sgiath sgiu
Roman ChurchmanPapanach papanuch Sword Claidheamh clyiv
Foreigner Gall gaul Scabbard Truaill troo-ul
Shinty Stick Caman cayman
Animals Scythe Speal spel
Badger Broc brok Ship Long loong
Bird Eun en Plow Crann-arrain kran-aren
Bull Tarbh tarv Footplow Cas-Chrom kos-krom
Cat Cat kat The Bible Piobull peebul
Cattle Crodh kro
Chicken Eireag erag Numbers
Cormorant Sgarbh scarv One Aon oon
Cow Bo bo Two Da da
Crow Feannag FYANN-ag Three Tri tree
Dog Cu, Madadh koo, mad-u Four Ceithir ke-hir
Duck Lach lac Five Coig co
Eagle Iolair yulir Six Sia sheea
Fairies Sith shee Seven Seachd shachk
Fairy Sitheach shee-uch Eight Ochd ochk
Fiend Deamhom joun Nine Naoi nooy
Fish Iasg iusg Ten Deich jech
Fox Madadh-ruadh mad-u roo
Hare Maigheach my-uch Hermetic Terms
Hawk Seabhag she-vug Creo Cruthaich kroo-huch
Hoodie Crow Starrag starreg Intéllego Fios fis
Horse Each eck Muto Atharraich ahurich
Mare Lair lar Perdo Sgrios scris
Pig Muc muc Rego Ceannseach kyan-sich
Rat Radan raden Animál Beatach be-huch
Raven Fitheach FEE-uch Aquam Uisge ooshkoo
Roe Deer Earb erb Auram Aile aela
Rook Rocaise ro-cisu
Córporem Corp corp
Salmon Bradan bradan
Herbam Lus loos
Seagull Faoileag fuleg
Ignem Teine tenu
Seal Ron ron
Imágonem Iomhaigh eevay
Serpent Nathair na-hir
Mentem Inntinn eentin
Sheep Caora kooru
Terram Tir teer
Spider Damhan-allaidh davan-alli
Trout Breac breck Vim Cumhachd koo-achk
Whale Muc-Mhara muc-vara Redcap Teachdair (messenger) techk-iru
Wolf Madadh-aillaidh, mad-u alli, Apprentice Foghlumach (learner) fulumach
MacTir makcheer Consors Caraid (friend) kaerej
Covenant Comhairle (council) ko-urlu
Instruments and Tools Custos Freiceadan (guard) freicudan
Music Ceol kyoll Grog Dionadair (supporter) jenadar
Harp Clarsarch klar-soc Turb Comhlan (band, group) ko-lan
Bagpipes Piob peeb Turb Buidhean (company) booyen
Tune Fonn foun Spell, Magic Geasadaireachd ges-ederuch
Mouth Music Port-a-beul port-a-bial Spell, Magic Druidheachd druyachc
Drum Bodhrain bo-ron
Arrow, Dart Saighead syud
Axe Tuagh too-u
151
152
Mythic Scotland at a Glance circa 1220
Mundane History: The Broch-builders, Picts, and Scots Redcap, is the only member of House Mercere who makes
have succeeded each other over the centuries. Vikings, Britons, Scotland part of his route.
and Saxons have also found a hold in Scotland. The English
and Normans are now gaining more control over the Scots. Magical People and Creatures: Faeries, or sith (shee),
Descendants of the Vikings rule large parts of the northern are common in Scotland. Highland faeries are usually soli-
Highlands, as well as the Islands. tary, strange, and dangerous. The more tolerant and human-
like faeries commonly live in knowes (hollow hills) and enjoy
Lands: The Lowlands are English in culture and law, with going on rades (rides or processions). Gruagachan (GROO-
many English and Norman families. The Highlands, however, uh-guk-an; singular: GROO-uh-guk) are magicians who hail
are hilly, thickly wooded lands where clans rule and bow to no from an ancient, non-Hermetic tradition. Wizards from the
king. The Border lords between Scotland and England will Order of Odin are found here in the northern Islands.
gladly follow either king, for a price. Demons have accompanied the Norman and English immi-
grants, but they are still less common here than elsewhere in
King: King Alexander II, son of William the Lion, rules Mythic Europe. The further reaches of the Highlands are
Scotland. He joined the rebellion against King John of home to giants, and a form of water wyrm known as the
England and signed the Magna Carta. The king rules from stoorworm lives in the seas off the north coast. Monsters hide
Castle Rock in Edinburgh, where lies the Stone of Scone. All in the depths of the lochs (lakes) and waterways.
Scottish kings have been crowned over this stone. Alexander
is betrothed to Joan, daughter of King John of England.

Seneschal: Lord Goulis, rumored to be a servant of Satan.


His family has held the office of seneschal as a hereditary fief for
three generations.

The Church: The Roman Church rules the Lowlands, but


the Scottish Church still has abbeys in the Highlands. Services
in the Scottish Church are conducted in Gaelic instead of
Latin. The Roman Church is making inroads into the
Highlands, at the expense of the native Church. Guillame de
Bruyse, the bishop of St. Andrews, is the primate of the Church
in Scotland.

Hermetic History: The first Hermetic wizard to come to


Scotland was Pralix, who came in pursuit of Damhan-allaidh.
Pralix fought many battles with Damhan-allaidh here, and
many original members of House Ex Miscellanea were from
these lands. The tribunal, formed in 817, takes its name from
the winter camp Pralix used during her campaign. In 1008,
during the Schism War, three Loch Leglean covenants closely
associated with House Díedne were destroyed. Magi in Loch
Leglean have a long history of interfering in mortal affairs,
though the Pact of Crun Clach (1189) has reduced the inci-
dence of direct involvement.

The Order of Hermes: The largest three covenants here


are Crun Clach (a Lowland covenant), Clan Mac Gruagach
(a Highland covenant), and Horsingas (a Saxon covenant). A
quarter of the magi are tied to no covenant, though they
retain voting rights in the tribunal. They are known as
aonaranan (un-aranan, hermits; singular: aonaran). The magi
of Loch Leglean are prone to side with their non-Hermetic
neighbors against Hermetic magi from mainland Europe.
Whitburh Frithowebba of Horsingas Covenant is the only
quaesitor in the Tribunal. Thomas Verus, a wandering

You might also like