Documente Academic
Documente Profesional
Documente Cultură
9/15/04 5:15 PM
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Semita Errabunda
Semita Errabunda
by David Chart
Semita Errabunda is a covenant in early summer,
populated primarily by young magi. The notable
exception is Darius of Flambeau, a respected hoplite
coming into his full power as a magus. Darius's membership has kept the covenant safe from serious
political rivalry, as few magi want him as an enemy,
and the covenant's natural tendency to stay neutral
in Tribunal politics has helped insulate it further.
Level 5 of the regio takes the form of a lake surrounded by mountains, highest in the north and
dropping to the south. In the north, a waterfall
plunges over two hundred feet into the lake, while in
the south the waters flow out over a similar drop.
Anyone crossing the ridge of the mountains finds
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Lab Texts: (All Lab Texts are for spells, rather than
enchanted devices.) The Wizard's Mount (CrAn 35);
Deluge of Rushing and Dashing (CrAq 40); Circling
Winds of Protection (CrAu 20); The Chirurgeon's
Healing Touch (CrCo 20), Gentle Touch of the
Purified Body (CrCo 20), Purification of the
Festering Wounds (CrCo 20), Cheating the Reaper
(CrCo 30), The Eye of the Sage (InCo 30), Shape of
the Woodland Prowler (MuCo 25), The Wound that
Weeps (PeCo 15), Curse of the Leprous Flesh (PeCo
25), Grip of the Choking Hand (PeCo 25),
Incantation of the Milky Eyes (PeCo 30), Clenching
Grasp of the Crushed Heart (PeCo 40), Strings of
the Unwilling Marionette (ReCo 25), Seven-League
Stride (ReCo 30); Stir the Slumbering Tree (MuHe
25), The Great Rot (PeHe 25), The Treacherous
Spear (ReHe 25); Ball of Abysmal Flame (CrIg 35);
Eyes of the Eagle (InIm 25), Summoning the Distant
Image (InIm 25), Aura of Ennobled Presence (MuIm
10), Veil of Invisibility (PeIm 20), Silence of the
Smothered Sound (PeIm 20), Wizard's Sidestep
(ReIm 10), Image from the Wizard Torn (ReIm 30);
Loss of But a Moment's Memory (PeMe 15). Blessing
of Childlike Bliss (PeMe 25), Passion's Lost Feeling
(PeMe 25); Obliteration of the Metallic Barrier (PeTe
20), End of the Mighty Castle (PeTe 25); Piercing
the Divine Veil (InVi 20), Piercing the Faerie Veil
(InVi 20), Piercing the Infernal Veil (InVi 20),
Piercing the Magical Veil (InVi 20), Wind of
Mundane Silence (PeVi 40), Aegis of the Hearth
(ReVi 20), Aegis of the Hearth (ReVi 30), Aegis of
the Hearth (ReVi 40)
COVENANT STATISTICS
Aura: Magic 5
Hooks: Regio (major)
Boons: Aura (minor x2), Regio (minor)
Build Points Spent: 800
Vis Sources: Certain pebbles at the base of a crumbling rock face within the regio contain Perdo vis,
and a total of five pawns per year can be harvested
here. Magic is needed to determine which pebbles
contain the vis.
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Guard Alarms: These wristbands are activated by saying 'Help', in Arabic, while wearing them. When
activated, they make a distinctive wailing sound for
two minutes. This sound is a thousand times louder
than a single man's shout, and can be heard throughout the level 5 regio. The covenant has four of these,
given to the guards patrolling the borders of the
level 5 regio. The sounds cannot, alas, be heard
across regio boundaries.
Vis Stocks: 5 pawns of each type of vis, as an emergency reserve. Thus, 75 pawns in total.
Enchanted Items: Mappa Mundi: This large map of
the world occupies the whole of a circular table in
the heart of the covenant. The map itself is drawn
onto the table, with details added every time members of the covenant come back from an expedition.
A ring, normally worn by a grog, is a fixed Arcane
Connection to the map, which shows images of the
ring's wearer and all other members of his group.
These images show the current state of the people,
but do not show their surroundings. They do appear
at the correct location on the map, but as they are
not drawn to scale each individual is roughly the size
of Ireland. Magi in the group are generally invisible,
as the item does not have the penetration to get
through any magic resistance.
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Gerard
by Neil Taylor
Characteristics: Int 0, Per 1, Pre 1, Com 0, Str +2, Sta
+2, Dex 0, Qik 0
Size: 0
Encumbrance: 1 (3)
Age: 32
Appearance: Medium height and stocky, clean
shaven with hair close-cropped for comfort under
a helmet. Around the covenant hes often to be
found shadowing one of the resident magi, or a
visiting maga, hoping to me able to step in and
fulfill some small request, or possibly even ask a
question about some tricky point of hermetic lineage or history.
Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Custos; Warrior; Obsessed: Order of
Hermes, Weak Characteristics
Personality Traits: Loyal to Order of Hermes +3, Brave
+2, Honest +1
Soak: +6
He is fawningly ready to assist magi, if only they
will notice him and deign to instruct him - but it
would demean the magi if he were to actually
offer himself - instead he must continually hope
to be noticed. If the Grogs get him merry, he can
be persuaded to lower the tone of is tales and tell
funny stories about magi; but when sober he tries
to tell earnest and worthy stories, that show proper respect for the Order.
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Anne
by Erik Dahl
Characteristics: Int 1, Per +1, Pre +1, Com 0,
Str 0, Sta +2, Dex 0, Qik +1
Size: 0
Age: 29
Anne came to the covenant with her husband, Paul.
She hates him, for she was misused terribly by him
for most of their marriage, but now that they live at
the covenant, he seems to have undergone a strange
personality change. She likes that he no longer beats
her and that they must no longer sleep under bushes,
but she is skeptical of his sudden transformation and
convinced that it is part of an elaborate ruse. These
last few years of cheerful optimism have not erased
her memory of years of misery on the road.
Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Covenfolk; Strong-Willed, True
Love (PC); Noncombatant; Social Handicap (withdrawn)
Personality Traits: Jealous +2, Practical +2,
Credulous 3
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Credo
by Mark Shirley
Size: 1
Age: 20
Decrepitude: 0
Warping: 0 (0)
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Appearance: A cheerful, lively woman in neatlymended plain clothing which attracts less attention than her bright smile and brown eyes. She is
of middle height and weight with a well-defined
figure.
Size: 0
Age: 29 (29)
Decrepitude: 0
Warping Score: 0
Confidence Score: 1 (3)
Virtues and Flaws: Covenfolk; Second Sight;
Busybody
The covenant took the girl in and taught her useful domestic skills, and she decided to specialise
in brewing. She is very gregarious and a bit of a
chatterbox. She likes dancing, has a pleasant
singing voice and looks forward to any cause for
celebration. Her piety and superstition are about
average for village folk, which makes her rather
more pious and superstitious than most covenantbred people. She is married to one of the soldiers
and has three children. She is proud of her husband and his role in the covenant. She does not
keep a very close eye on her children but seems
to find out if they have been up to mischief. In
fact, she often knows quite a lot about what other
coven-folk are up to, too.
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Encumbrance: 1 (3)
Age: 23
Decrepitude: 0
Confidence Score: 0
Virtues and Flaws: Custos; Affinity with Single
Weapon, True Friend; Carefree (Halfgrim only),
Dutybound, Pessimistic (Grim only), Weakness
(women)
Halfgrim is friendly and outgoing, and a man of simple tastes, with few ambitions other than to drinking,
gambling and wenching. He is less blunt than his
brother, and is much more approachable than his
brother. Grim is always chiding him about his frivolous attitude to life, while secretly envying his gusto.
They are both accomplished sailors and capable warriors who have saved the lives of several of the magi
on more than one occasion. Their diligence has
brought them rewards, in the shape of the expensive
steel scale armor that they wear, and the fine swords
and metal-rimmed shields that they carry. They are
deeply devoted to each other, and the magi have
recognized that they work best as a team - if taken
out singly from the covenant, they are anxious and
distracted until reunited.
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Amelle
by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),
Str 1, Sta 0, Dex 0, Qik +2
Encumbrance: 0 (0)
Size: 1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),
Second Sight, Unaging; Small Frame, Disfigured
(cats eyes and ears), Cursed (cant bear the touch of
iron)
Soak: 0
Fatigue Levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Latin 3 (Hermetic usage), Animal
Handling 1 (chickens), Athletics 0+1 (run),
Awareness 2 (search), Bargain 2 (domestic produce),
Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2
(cook), Faerie Lore 3 (forest), Folk Ken 3 (young
men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage),
Living Language 5 (peasants), Music 3 (sing), Second
Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0
(2) (babies)
Equipment: None
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Amelle
by Neil Taylor
Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*),
Str 1, Sta 0, Dex 0, Qik +2
Encumbrance: 0 (0)
Size: 1
Age: 20 (14)
Decrepitude: 0
Warping Score: 0 (0)
Virtues and Flaws: Covenfolk, Faerie Blood (Satyr),
Second Sight, Unaging; Small Frame, Disfigured
(cats eyes and ears), Cursed (cant bear the touch of
iron)
Soak: 0
Fatigue Levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Latin 3 (Hermetic usage), Animal
Handling 1 (chickens), Athletics 0+1 (run),
Awareness 2 (search), Bargain 2 (domestic produce),
Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirting), Chirurgy 0 (1) (first aid), Craft: keep house 2
(cook), Faerie Lore 3 (forest), Folk Ken 3 (young
men), Guile 3 (fast talk), Home Village Lore 2 (people), Intrigue 2 (gossip), Latin 3 (Hermetic usage),
Living Language 5 (peasants), Music 3 (sing), Second
Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0
(2) (babies)
Equipment: None
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Size: 0
Age: 35 (35)
Decrepitude: 0
Warping Score: 0
Confidence Score: 0
Virtues and Flaws: Custos; Tough, Warrior;
Poor memory (names), Social Handicap (aversion to gossip - he will turn and walk away if the
conversation turns to gossip and actively objects
to speaking ill of someone behind their back),
Temperate
Appearance: Of average height and not wellbuilt, in spite of his enthusiasm for keeping
fit and maintaining his active skills more
wiry than beefy. He has a tanned complexion,
dark brown eyes, and his hair and short beard
are such a dark brown that they usually
appear black. He is rather cleaner and tidier,
as a rule, than one might expect for a soldier.
Reputations: None.
Combat: Brawling (fist): Init 1, Attack +6, Defense
+5, Damage +2
Bow (Short bow): Init 2, Attack +10, Defense +6,
Damage +8
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terribly popular with most others as a companion or in social circumstances, though not
himself antisocial except when the conversation offends him - he is firmly of the belief
that it is risky to speak ill of anyone and
hence avoids gossip of all kinds. One consequence of this is that he has been a little slow
to acquire the language spoken in his new
home.
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Size: 1
Age: 30 (30)
Decrepitude: 0
Warping Score: 0
Virtues and Flaws: Craftswoman; Faerie Blood
(Sidhe); Small Frame
Marie's faerie inheritance goes back several generations. Her great, great grandmother on her mother's
side had an encounter with one of the fae in the forest one mid-Summer. This was kept secret at the
time and no hint of it has come down to Marie. It
was obvious to Marie and the other townsfolk that
her grandmother and her own mother looked young
for their age but both died of disease before they
were old enough for this to become anything suspicious.
Soak: 3
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Awareness 2 (children), Area Lore: home
city 4 (people), Area Lore: covenant 3 (people),
Athletics 4 (dance), Bargain 2 (selling her work),
Brawl 1 (dodge), Carouse 3 (folk songs), Charm 3
(men), Concentration 1 (making perfumes), Craft:
baking 3 (bread), Craft: cookery 3 (stews), Craft:
perfumery 4 (incense), Etiquette 2 (townsfolk), Folk
Ken 4 (townsfolk), Guile 1 (diverting awkward questioners), Intrigue 1 (business negotiations), Living
Language 5 (dialect from city), Music 1 (singing)
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Size: 0
Appearance: Isabelle is a beautiful woman, as
described in the text, but she is much more than
just that. Her appearance reflects her inner peace,
her poise and self-assurance. She is tall, standing
straight and true, with her head tipped slightly
back. She dresses in simple clothing appropriate
with her station, made from good material and
cleaner others of her class but not ostentatious or
lavish in any way.
Soak: 1
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (15), 3 (610), 5 (1115),
Incapacitated (1620)
Abilities: Animal Handling 2 (lap dogs), Artes
Liberales 2 (grammar), Awareness 3 (rescuers),
Champagne Lore 2 (noble landlords), Charm 3 (rescuers), Craft: Weaving 2 (spinning), Etiquette 3 (formal dancing), Faerie Lore 4 (satyrs), Folk Ken 3
(women), Latin 4 (reading missals), Profession:
Scribe 1 (strong penmanship), Speak English 3
(criminals), Speak French 5 (upper class jargon),
Speak German 3 (common folk), Teach 1 (children),
Swim 2 (bathing),
She is the archetypical damsel in distress, a ubiquitous role in many legends of the Middle Ages.
Through the idle whims of fate and the dire
machinations of fell powers, Isabelle has been
unwillingly thrust into this role since young
adulthood. She has weathered it surprisingly well,
somehow never fearing that any of her abductors
wicked desires will manifest. Her faith in God is
paramount, and past abductions have increased
her personal devotion and belief in the loving and
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Background
Role-Playing Isabelle
Isabelle is much more than she seems, and she will
contribute more to the covenant than just a pretty
face. She is a stoic resource of calm, especially during the most turbulent times. God has created
Isabelle for a purpose, and while Isabelle doesnt
know what that purpose is, she resolutely accepts her
part in Gods ineffable plan. It is her faith that allows
her to remain unflustered.
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Size: 0
Age: 32
Encumbrance: 3 (Burden 10)
Decrepitude: 0
Appearance: In his early thirties, Jarvis is a tall,
stocky man with sandy-brown hair and a beard.
His crumpled and mud-stained clothes are actually of very fine quality, likewise his leather
armor is dyed in forest greens and deep russet
browns, and has stitched details. He carries an
expensive hunting horn made from an ibexs
horn and chased with silver. He is never seen
without his dog Wulther, a large, mastiff-like
dog, with a tan coat, a white belly and black
muzzle, and large liquid brown eyes.
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Age: 28 (28)
Decrepitude: 0
Warping Score: 0
Confidence Score: 1 (3)
Virtues and Flaws: Clerk; Puissant Ability: Scribe,
Educated, Sharp ears; Infamous (heretic), Temperate,
Weakness for fine books
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Naimes
by Neil Taylor
Characteristics: Int +2, Per +1, Pre 0, Com +2, Str
1, Sta +1, Dex 0, Qik 0
Size: 1
Age: 26
Deccrepitude: 0
Soak: +1
Fatigue levels: OK, 1, 3, 5, Unconscious
Wound Penalties: 1 (14), 3 (58), 5 (912),
Incapacitated (1316)
Abilities: Own Language 5 (vocabulary), Artes
Liberales 5 (logic), Awareness 1 (search), Bargain 1
(tuition fees), Brawl 2 (fist), Carouse 1 (student
songs), Chirurgy 0 (2) (first aid), Civil & Canon
Law 3 (France), Concentration 0 (1) (distractions),
Etiquette 0 (1) (nobles), Folk Ken 2 (townsfolk),
Guile 4 (disguise), Home town lore 2 (places),
Latin 5 (academic usage), Music 0 (1) (sing
gruffly), Paris Lore 1 (streets & taverns),
Philosophiae 5 (Natural Philosophy), Ride 1 (donkey), Teaching 3 (private tuition)
Uberto
t Ryan
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Brother Uberto
by Matt Ryan
Characteristics: Int +2, Per +3, Str +1, Sta +2, Prs
4, Com +3, Dex 2, Qik 2
Size: 0
Encumbrance: 0 (Burden 0)
Appearance: Brother Uberto is tall and unattractive, with beady black eyes, a heavy brow and
pock-marked cheeks. He wears the distinctive
black robes of his vocation, which are flayed at
the hem and sleeve from his hours spent walking.
He scans his head left and right, always ready for
signs of diabolism.
Decrepitude: 0
Warping Score: 0 (0 points)
Confidence Score: 1 (3 points)
Uberto is a Dominican friar, a most fierce preacher and proselytizer, tall and tonsured, a scraggly
scarecrow of a man. He grew up in a desperate
little town in the scrubby hills of central
Lombardy, a place good for goats, flies, and piety.
An ugly but inquisitive child, Uberto flourished
under the tutelage of the local priest. He entered
the priesthood and eventually became an
ordained friar of the Order of Preachers
(Dominicans). Uberto walked the weedy highways and rutted paths of Mythic Europe, preaching rousing sermons that exposed the wicked
ways of the listeners and frightening them back
into the forgiving folds of the Church.
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the Fiend. No weekly masses! No yearly confessions! Uberto vigorously scoured the Covenant
for heresy, positive that he would find it in this
den of iniquity.
Role-Playing Uberto
Uberto is most at home on the road, and will rarely
refuse a journey. At the same time, he has enjoyed
his stay at the covenant, and likes the consistency of
life it offers. While he is interested in investigating
his visions, he also used them as an excuse to extend
his stay. Ubertos latent magical gift hasnt materialized yet. Perhaps an especially strong vision will trigger its occurrence.
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Size: 0
Age: 28 (28)
Decrepitude: 0
Soak: +10
Fatigue levels: OK/0/-1/-3/-5/Unconscious
Wound Penalties: -1, -3, -5, Incapacitated
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Note: Mansur is loosely based upon a real historical person, a Syrian emir named Usama ibn
Munqidh (1095-1188). Usamas memoirs are
well known to historians and strongly recommended for both their (admittedly at times
questionable) historical information and their
entertainment value. The latest English edition
is Usama ibn Munqidh, trans. Philip K. Hitti, An
Arab-Syrian Gentleman & Warrior in the Period of the
Crusades (New York: Columbia University Press,
2000).
Mansur is a wandering emir, the Muslim equivalent of a knight errant, who has found himself driven to seek help at the covenant. Born into a
noble family in Baghdad, Mansur was raised to be
a Muslim gentleman, a man of both war and culture. Like many of the educated Muslims of the
time, he knows the Quran by heart and is familiar
with a variety of Arabic literary and judicial texts.
He is a skilled warrior and hunter, adept with
lance, sword, shield and bow, and is also an unusually skilled poet; the latter would make him very
popular in covenant, if only the other coven-folk
could understand Arabic! However, some appreciate the resonance and musicality of Arabic, so he
does get called upon to perform on occasion.
However, Mansur has a problem. In his youth he
confronted a witch whom he found practicing
black magic in a graveyard. She cursed him with a
tendency to get embroiled in political struggles,
with the result that at every court he has attended, he has found himself becoming enmeshed in
nefarious plots through no fault of his own. The
end result of this has been a number of hasty
departures from a variety of places, in order to
keep his head attached to his neck! News of his
seeming penchant for intrigue has spread, and
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Victor of Mercere
by Neil Taylor
Size: 0
Age: 24
Decrepitude: 0
Warping Score: 0
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Encumbrance: 2 (Burden 4)
Vis: none yet, but hes looking for any he can
find
Appearance: a tall blond man, with long hair
(usually held back by a cord), strong but very
agile. His appearance varies as he travels,
from an unassuming cloaked traveler on a
nag, to a warrior in shining mail on a handsome charger.
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He is irrepressibly cheerful, and ever confident of his own abilities largely borne out
(it must be admitted) by his successes so
far It must be admitted, however, that if he
is to attain the extended lifetime that he
plans, then he may need to rein in his selfconfidence and good cheer, lest either he
dive into some trouble he cannot handle, or
find himself pushed into the same by some
exasperated companion. In the meantime, he
continues to seek out good food and good
companions, to listen to his wild tales over
foaming ale.
Even without his magics, he is a powerful person and great hunter: he is physically strong,
with keen senses, and as he devotes much of
his spare time to physical pursuits, is highly
skilled, most especially in the woods and
forests of Mythic Europe, where he has an
almost mystical attunement to the environment. As he grows, with the extended lifetime granted by a longevity potion, he will
become an heroic hunter, or even an heroic
warrior (were he to come into battle). With
his out-going nature and taste for dangerous
activities, he is likely to extend the repertoire
of the bards and troubadours with his
exploits, and enter the annals of Mythic
Europe!
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Semita Errabunda
Carolus
Furax of House Tytalus
by Mark Shirley
Characteristics: Int +2, Per -1, Pre -1, Com -1, Str 0,
Sta +1, Dex +4, Qik 0
Size: 0
Arts: Cr 2, In 0, Mu 5, Pe 10, Re 7; An 3, Aq 0, Au
0, Co 5, He 0, Ig 0, Im 10, Me 7, Te 6, Vi 4
Spells Known:
Reputations: none
Soak: +1
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New Spells
SLIPPERINESS
OF THE
EEL
MuCo(An) 5
R: Touch, D: Sun, T: Ind
Makes the targets body supple and stretchy for Sun
duration, providing a +3 bonus to any rolls to wiggle
through small cracks.
(Base 2, Touch +1, Sun +2, free requisite)
STICKINESS
OF THE
LIZARDS TOES
MuCo(An) 5
R: Personal, D: Sun, T: Part
Makes the casters hands and feet sticky for Sun
duration, providing a +3 bonus to all climbing rolls;
but can prove quite annoying otherwise.
(Base 2, Sun +2, Part +1, free requisite)
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Darius,
filius Xerxes, follower of Flambeau
by Niall Christie
Size: 0
Age: 87 (64), Hermetic age 62 yrs past Gauntlet.
Decrepitude: 0
Warping Score: 6 (17)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus;
Puissant Art (Perdo) (free Virtue); Flawless Magic;
Affinity with Perdo, Enduring Constitution, Fast
Caster, Hermetic Prestige, Premonitions, Second
Sight, Strong-Willed; Blatant Gift, Driven (Hunt
Enemies of the Order), Enemies (Renounced Magus
and his Lackeys); Disfigured (Facial Burns)
Personality Traits: Brave +3, Dedicated to Cause +3,
Efficient +3
Equipment: Long Spear with haft enchanted as a talisman, instilled with the effect The Wound that
Weeps (PeCo 15, penetration 0, 50 uses per day),
attuned to a +4 bonus to spells that destroy at a distance, Longevity Ritual: Lab Total 35, +7 aging
bonus
Soak: +0
Fatigue levels: OK, 0, 0, 2, 4, Unconscious
Wound Penalties: 1 (1-5), 3 (6-10), 5 (11-15),
Incapacitated (16-20) (* accumulated wound penalties reduce by 1 for Enduring Constitution)
Encumbrance: 0 (4)
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Spells Known:
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Mari Amwithig
of Merinita
by Neil Taylor
Characteristics: Int +3, Per +1, Pre +1, Com 0, Str 2, Sta +2, Dex -1, Qik 0
Size: 0
Age: 28 (23*)
* LP made as a Favour by her parens 14 to Aging
(CrCo lab total 20+25+3+7+5 + Maris 3+4 = 67)
Decrepitude: 0
Warping Score: 1 (6*)
Arts: Cr 0, In 0, Mu 5, Pe 15(*), Re 6; An 7, Aq 0,
Au 0, Co 7, He 4, Ig 0, Im 0, Me 4, Te 4, Vi 0
(* Includes +3 for Puissant Art)
Encumbrance: 0 (0)
Spells Known:
Soak: +2
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
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OBLITERATION
PeTe(He) 20
OF THE
TRAVELERS BARRIER
GRASP
(* New spell)
ReTe 10
THE
DISTANT SLINGSTONE
New Spells:
SLAY
THE INNOCENT
PeCo(An) 30
R: Voice, D: Mom, T: Ind
This spell slices open the unfortunate victim, leaving
them grievously and horribly wounded: companions
of the victim may be horror-struck at the sight of
such a happening. The name reflects the likelihood
(Base 4, +2 Voice)
Vis: none, alas.
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Moratamis
Follower of Cuernicus
by Erik Dahl
Characteristics: Int +2, Per +3, Pre +2, Com +1, Str
-2, Sta +1, Dex -2, Qik -1
Size: 0
Arts: Cr 1, In 12, Mu 1, Pe 7, Re 8; An 5, Aq 0, Au
0, Co 5, He 0, Ig 0, Im 10, Me 13, Te 0, Vi 5
Age: 44 (30)
Decrepitude: 0
Warping Score: 2 (15)
Spells Known:
Soak: +1
Abilities: Artes Liberales 4 (logic), Awareness 6 (searching), Charm 2 (pleasantries), Civil and Canon Law 3
(French), Code of Hermes 6 (relations), Concentration
3 (spell concentration), Etiquette 4 (the Order), Faerie
Lore 1 (customs), Finesse 2 (Mentem), Folk Ken 3
(women), Guile 1, Intrigue 3 (alliances), Magic Theory
4 (inventing spells), Norman Lore 2 (personalities),
Order of Hermes Lore 3 (personalities), Parma Magica
5 (Corpus), Penetration 3 (Mentem), Profession: Scribe
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Tillitus
of House Bonisagus
by Matt Ryan
Characteristics: Int +5, Per +1, Str -2, Sta +1, Prs
+1, Com +2, Dex -2, Qik +1
duress), Finesse 1 (Auram), Folk Ken 2 (lower classes), French 3 (barroom cant), Guile 2 (disavowing
responsibility), Latin 5 (Hermetic usage), Magic
Theory 3+2 (extracting Vis), Order of Hermes Lore
1 (Normandy Tribunal magi), Paris Lore 2 (students
quarters), Parma Magica 2 (Ignem), Penetration 1
(Auram), Premonitions 2 (personal rejection), Stealth
2 (hiding), Survival 2 (city streets)
Size: -1
Age: 35 (Apparent Age 35)
Decrepitude: 0
Arts: Cr 5, In 5, Mu 4, Pe 4, Re 5; An 3, Aq 2, Au 3,
Co 2, He 2, Ig 0, Im 2, Me 3, Te 0, Vi 5
Spells Known:
Reputations: None
Soak: -2
Abilities: Awareness 1 (dark corners), Brawl 2 (dodging), Breton 5 (city dwellers slang), Brittany Area
Lore 2 (urban centers), Carouse 2 (begging drinks),
Chirurgy 2 (self-treatment), Code of Hermes 1
(Normandy Tribunal magi), Concentration 3 (under
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The magisters of the University of Paris were surprised when Tillitus stood before them, requesting
admission to their academy. Although the young
man impressed them with his erudition and selftaught Latin skills, there was something unsettling
about the rustic. At twenty, he was a tad too old to
begin academic studies, so he was refused, passed
over again.
Background
Tillitus doesnt remember his mother or father, nor
does he know the circumstances of his birth. He
grew up with the village wise woman, the only
woman in the village interested in aiding the abandoned child. During his birth he was cursed with ill
luck by an unknown assailant, which so deeply
affected him that it became part of his essential
nature.
Tillitus's ill-luck continued throughout his apprenticeship. While he quickly learned his arcane studies,
and effortlessly mastered many minor cantrips, he
always seemed to be in the wrong place at the wrong
time. Bad luck followed him like a black rain cloud,
making for many adventures. Finally, fifteen years
later - although Countenance swears it felt like thirty
- Tillitus was gauntleted and awarded the title of
Magus of House Bonisagus.
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Role-playing Tillitus
Tillituss curse is such an integral part of his nature that
he doesnt realize he is cursed. Instead he assumes that
his failings are his fault and not a magical malady of
any sort. While this has crushed his self-esteem, it has
also driven him to surmount his own perceived shortcomings. He is not depressed, possessing a thriving
spirit, but he is shy and a tat embarrassed. He has
learned that alcohol will bolster his confidence, especially when spell casting, and will knock back a few
drinks before especially important situations. He is
44
Powers:
Everywhere at Once, 0 points, Init: Qik-1, Animal
R:Per, D: Mom, T: Ind
Based on the ReCo guideline level 15, transport the
target up to 50 paces (ArM5 page 134).
ReAn15 (Base 15); Personal Power (15 levels, +1
Initiative, -1 Might cost) [See Note 3]
Feigned Innocence, 0 points, Init: Qik, Mentem
R: Eye, D: Mom, T: Group
This causes a Group of people to forget something the
cat did, much as the spell Loss of But A Moments Memory
does (ArM5, page 151).
PeMe15 (Base 1, +1 Eye, +1 Group); Lesser Power (15
levels, +1 Initiative, -1 Might cost)
Inconspicuousness, 0 points, Init: Qik1, Imaginem
R: Per, D: Sun, T: Ind
A Personal version of Invisibility of the Standing Wizard
(ArM5, page 146)
PeIm20 (Base 4, +2 Sun); Personal Power (20 levels, -1
Might cost)
Pass the Unyielding Portal, 0 points; Init: Qik 1, Herbam
R: Touch, D: Diam, T: Ind
A version of the spell of the same name, used when no
humans are available to open doors. (ArM5, page 137)
MuHe5 (Base 3, +1 Touch +1 Diameter): Lesser Power
(5 levels, -1 Might cost, 15 xp Penetration)
Prying Eyes, 0 points, Init: Qik 1, Imaginem
R: Touch, D: Conc, T: Room
This effect is used to look inside buildings and rooms
while patrolling a house or town. Note that a cat
touching the roof of a room can see inside it. (ArM5,
page 144).
InIm5 (Base 1, +1 Touch, +1 Conc +2 Room); Lesser
Power (5 levels, -1 Might cost, 15 xp Penetration)
Natural Weapons: Claws: Init 1, Attack +2, Defense
+3, Damage +2. Teeth: Init 0,
Attack +3, Defense +1, Damage +1. The cats dense fur
gives it a Protection of +1.
Vis: 2 pawns, Animal, in eyes. (Might / 5, rounded up)
Appearance: Virgil is a slim, two year-old black cat,
with eyes of olive-green.
Notes
1. The Magical Animal Virtue include the No Hands
Flaw and also Mute; that is, the character cannot use
human speech but is able to communicate like any
other animal of its species.
2. Virgil is a Summer Season character and thus has 360
experience points to spend.
Permission granted to photocopy for personal use. 2008 Trident, Inc. d/b/a Atlas Games. Ars Magica and Atlas Games are trademarks of Trident, Inc. Written by Sheila Thomas. Illustration by Grey Thornberry.