Documente Academic
Documente Profesional
Documente Cultură
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9 781589 781283
WWW.ATLAS-GAMES.COM 2012 Trident, Inc. All rights reserved.
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Apprentices
Credits
Authors: Matt Ryan with Erik Dahl Fourth Round Playtesters: Jason Brennan, Justin Brennan,
Development, Editing, & Project Management: David Chart Elisha Campbell; Leon Bullock, Peter Ryan, Chris Barrett,
Layout & Art Direction: Michelle Nephew John A Edge; Eirik Bull, Karl Trygve Kalleberg, Helge Rager
Proofreading & Art Direction Assistance: Jessica Banks Furuseth, Andr Neergaard, Sigurd Lund; Antoni Morey
Publisher: John Nephew i Pasqual, Joan Bauza Soler, Melcior Parera Mas, Guillem
Cover Illustration: Grey Thornberry Gelabert Perello; Christian Rosenkjaer Andersen, Pelle
Interior Art: Jason Cole, Alan Dyson, Kelley Hensing, Jeff Kofod; Christoph Safferling, Jan Sprenger; Mark Shirley,
Menges; additional art from Medieval Life Illustrations and Treasury Camo Coffey, Andrew Walton
of Medieval Illustrations published by Dover Publications, Inc.
Ars Magica Fifth Edition Trade Dress: J. Scott Reeves
Publishers Special Thanks: Jerry Corrick & the gang at the Source. Author Biographies
Erik Dahl writes for Ars Magica from Davis, California. He
First Round Playtesters: Christian Jensen-Romer, Kevin Sides,
is very grateful to Matt, his co-author, for taking their youngster
Ben Hayes, Luke Price, Ed Woods, Lloyd Graney; Donna
under his wing and seeing to the later years of its apprenticeship.
Giltrap, Malcolm Harbrow, Aaron Hicks, Richard Love;
Now that it has finally passed Gauntlet and is out in the world
Volker Brkel, Christoph Safferling, Andrew Smith; Neil
on its own, they can both breathe easier and try to clean up their
Taylor, Phil Masters, Gary Parden, Arvan Pritchard, Sheila
labs. To growing up, and growing old!
Thomas, Peter Windsor; Sean Winslow, Andrew Crabtree,
Matt Ryan lives and works in the Finger Lakes region of New
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Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berke-
ley list), compiling archives of game material (such as Project Redcap), maintaining fan-created web sites, and running
demos through Atlas Games Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also
participate in discussions of Ars Magica at the official Atlas Games forums located at forum.atlas-games.com.
Copyright 2012 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by any means
without written permission from the publisher, except short excerpts for the purpose of reviews, is expressly
prohibited. Printed in USA.
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of
Hermes, Tremere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.
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Contents
I. Introduction 5 Bastard................................ 9 Know-It-All....................... 11
Stories About Children........5 Orphan................................ 9 Late Bloomer....................... 12
Ages of Man.........................5 Virtues That Grant Protection from Diseases...... 12
How to Use This Book. .......6 Experience Points..............10 Turbulence Prone................ 12
Virtues & Flaws New Flaws.........................12
That Affect Size................10 Abandoned Apprentice........ 12
II. Creating Inherited Virtues & Flaws....10 Frail................................... 12
Young Characters 7 Child Virtues & Flaws........11 Low Tolerance.................... 13
General Characteristics.......7 Boundless Energy................ 11 Short of Breath................... 13
Age......................................7 Bully................................. 11 Slow Reflexes...................... 13
Characteristics and Size......8 Deft Characteristic............. 11 Suppressed Gift................... 13
Virtues & Flaws. ...................9 Dependence......................... 11 Abilities..............................13
Social Status Grows Quickly.................. 11 Transitions of Maturation...14
Virtues & Flaws....................9 Inconspicuous..................... 11 A Standard Apprenticeship. ..15
Apprentice............................ 9 Infatuation......................... 11
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List of Inserts
Aging Chart................................. 7 Story Seeds: Finding a Parens...... 32 Story Seed:
Example Childhoods.................... 8 Detecting the Gift...................... 33 Against the Masters Wishes.... 50
Changing Social Status................ 9 Apprentice of House Bonisagus....34 Story Seed: The Thrills of Love....50
Optional Rule: Story Seed: More Marriage Story Seeds....... 51
Abilities for Infants................. 13 Im Not Going Anywhere!...... 35 Story Seed: Time to Die............. 53
More Powerful than Normal...... 14 Hermetic Terminology............... 36 Story Seed:
Companion: Noble Child.......... 19 Teaching Schedule..................... 37 Wheres the Money?............... 53
Apprentice: Foundling Child..... 20 Story Seed: Midnight Rescue..... 38 New Laboratory Flaw:
Story Seed: Story Seed: Shared Lab.............................. 55
An Introductory Adventure..... 21 A Temporary Reprieve............ 38 Story Seed:
Story Seed: Fetch the Baby........ 21 Story Seed: The Inheritance...... 39 Where Did the Cat Go?......... 55
Turbulences and the Story Seed: Story Seed:
Aegis of the Hearth................ 24 A Convenient Suspect............ 39 Visiting a Colleague............... 55
Grog: Blacksmiths Son............... 26 Apprentice of House Verditius.... 40 Story Seed:
Story Seed: A Toddlers Tale...... 27 Story Seed: Where Are My Bat Wings?.... 57
Story Seed: The Unlicensed Loan............. 44 Story Seed: Investigating Evil.... 57
Who Stole the Baby?.............. 27 Tales of Wondrous Story Seed: Missing Mail........... 57
Story Seed: The Curious Cleric....28 Enchantments......................... 44 New Spell: Ager Belli................. 58
Grog: Urchin.............................. 30 Optional Rule: Story Seed: Trial by Fire............. 60
Story Seed: An Unlikely Ghost... 30 Learning Cantations in Play.... 46 Houses of
Companion: Merchants Son...... 31 The Dream Witches................... 48 Hermes Gauntlets...........62 & 63
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The Chameleon Cat............ 45
The Clerics Pate................. 45
The Cooks Revenge............ 45
The Curse of Diana............ 45
Curse of the Babys Bladder... 46
Closing the Campfire........... 46
The Dancers Dame............ 46
Ears of the Hare.................. 46
An Evenings Illumination.....46
Hurling the Droplet of Lye....46
Hypnotic Gaze................... 46
The Jongleurs Steps............ 46
Jupiters Tears..................... 47
The Laundress Clothesline....47
Mimic the Christs Miracle....47
A Pestilence of Fleas............ 47
Physicians Sense................ 47
The Poor
Performers Reward............. 47
The Racing Rot................. 47
The Reward Delivered........ 47
Sense the Sleeping Hound.... 47
Shattering Touch................ 47
Slap of Awakening............. 47
The Smokeless Campfire...... 47
The Studious
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Chapter One
Introduction
Welcome to Apprentices, a supple-
ment for Ars Magica Fifth Edition. Stories You could, for example, allow a team
of grogs led by two adolescent ap-
Every magus, regardless of House,
begins his magical career as an ap- About Children prentices to stumble upon The Broken
Covenant of Calebais. They may not get
prentice, and this supplement fo- to the depths of the adventure be-
cuses on that time in a characters The legends of Mythic Europe fore seeking help from their masters,
life. While power and prestige may include many stories about children. but they could have many successes
await him, an apprentices life can As a child, Merlin saw the under- in the first half of the story.
also be tiring and unglamorous. ground battling dragons that were If your adventure is for child
He is surrounded by his studies preventing King Vortigern from characters exclusively, you need to
reading, writing, the seven liberal building his castle, thereby saving think about the consequences of the
arts, the practice of spellcasting, his own life and preparing the way players failing. It is much easier to
and the intricacies of enchant- for Uther Pendragon. King Arthur, fail as a child than as an adult charac-
ments and is regularly subjected Herakles, and C Chulainn are ter. Child characters have low Abil-
to noisome work and tedious labor. other famous examples. The stories ity scores and suffer an aging modi-
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Living within a covenant, an ap- of their childhood are every bit as fier to their Characteristics. Keep
prentice also plays with his friends, dangerous and exciting as those told this in mind when you design ad-
explores the wondrous magical and about their adult lives. Apprentices ventures. Be aware that your players
medieval world of Mythic Europe, will help you craft similar stories for child characters will fail. That is part
and unavoidably gets into trouble. your players characters childhoods. of childhood. While you may want
Apprentices also includes guidelines Remember that your group is grim consequences, you might also
and stories for other child characters telling stories about children, not want less severe results. Such fail-
as well unGifted boys and girls for children. As a storyguide, you do ures naturally lead to more roleplay-
with different backgrounds. The sons not have to make a huge shift from ing adventures. For example, rather
and daughters of the covenants in- the type of adventures you create than a dragon incinerating a helpless
habitants, children are a natural man- for adult characters. Like any ad- child, the beast commands the child
ifestation of any long-running saga. venture, you need protagonists, an- to clean its cave. Who knows what
Grog and companion-level child tagonists, dramatic tension, conflict, he will find in the fiends lair?
characters are the playmates, friends, and resolution. Adventures designed
enemies, and antagonists of appren- for child characters require the same
tices, and can be as important as they elements as adventures designed for
are. Descriptions of childhood dur-
ing the medieval period provide the
regular characters: a setting, a hook,
a trigger, resolution, consequences,
Ages of Man
stage for these characters, who await and NPCs. If you are using child and Medieval thinkers like to classify
your troupes imagination to scamper adult characters, you need few or no things, and the human life cycle or
through their own adventures. alterations to your regular stories. the ages of man, is included in the
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vast repertoire of categorized items. used to cover specific events and tunates fail apprenticeship, losing
Originating from the pens of pagan opportunities found when playing their Gift but still remaining use-
writers, Aesop expressed a threefold a young character. Because there ful in the Order. Bellum is magical
division, and Hesiod mentions four are several nuances to creating a game that adolescent apprentices
ages of man. But the most popu- younger character, chapter two is and young magi play to practice
lar division was by Hippocrates, devoted entirely to that task. Inher- their Arcane Abilities. An Her-
whose seven ages of man were later ited and Child Virtues and Flaws metic apprenticeship closes with
validated by Christian writers, most are new types of Virtue and Flaw al- the Gauntlet, a test to determine if
notably St Augustine and St Am- lowed only to young characters. an apprentice is ready to swear the
brose. The first three ages of man, The rest of the book is divided Oath of Hermes and join the ranks
each seven years in length, are in- into three main sections mirroring of magi as a true magus. Other as-
fancy (infantia), childhood (pueritia) the formative years of a character. pects of adolescence are included,
and adolescence (adolescentia). Chapter Three: Infantia details in- those that affect both Gifted and
The ages of man are apt titles for fants, both as characters and story unGifted boys and girls: growing
the different stages of life. Younger elements. Birth and baptism are up, getting married, and navigating
characters are more accurately iden- included, as are the difficulties and the supernatural forces that await
tified by their age of man category: blessings of being born with The every adolescent in Mythic Europe
an infant character is between birth Gift. Infants with The Gift can with interest.
and seven years old, a child char- experience Turbulences, magical One final caveat: situations will
acter between eight and 14, and an outbursts spawned by a temper tan- occur in which you and your troupe
adolescent character between 15 trum, paralyzing fear, or other emo- must decide how to apply the in-
and 21. Between each stage of life tional trauma. formation contained in this supple-
is a liminal period, when a charac- Chapter 4: Pueritia describes life ment to rules found in other Ars
ter can change, transitioning from between ages 8 and 14, a very good Magica Fifth Edition products. Ev-
one stage to the next. The trans- range in which to start a child char- ery character has had a childhood
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formational period allows a player acter. Most apprentices are found and the childhood rules can be used
to modifier his character, changing and accepted at this stage, and the for every character in Mythic Eu-
Virtues and Flaws that no longer ac- chapter covers finding an appren- rope, but how that specifically hap-
curately describe the character. tice and opening the childs Arts. pens depends on the character, her
Various teaching methods are cov- location, and her role in your sto-
ered, including rules for teaching ries. Learned Magicians, Muspelli,
Hermetic Virtues. Cantations, low- diabolists, spirit votaries, and faerie
How to Use level formulaic spells, give child
apprentices the opportunity to cast
doctors all had childhoods, but a
volume of this size cannot address
This Book formulaic spells in addition to their
attempts at spontaneous magic.
all of the issues that arise when ad-
dressing specific concerns with the
Apprentices focuses on child char- Chapter 5: Adolescentia de- panoply of non-Hermetic traditions
acters by providing opportunities scribes ages 15 through 21, the core that exist in Mythic Europe. Use
for them in play, showing how in- of Hermetic apprenticeship. Labo- Apprentices as a guide to further the
fants, children, and adolescents can ratory life is explored, from the enjoyment of your adventures in
have important roles in the daily mind-numbing daily chores to the Mythic Europe.
functions of your covenant. New opportunities for adventure within
rules are kept to a minimum and are a season of lab activity. Some unfor-
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Chapter Two
er character is detailed as he ex- predetermined Virtues and Flaws, some will be more challenging than
ists at the moment he begins play. there are methods that allow your
For example, if you are creating a young character to change as he Aging Chart
10-year-old character, that char- grows into an adult. There are also
acter is mechanically defined as he set stages that allow you to change In the chart below, apply the
exists at 10, not as you would like your character if he has not devel- Characteristic Modifier to all of
to see him as an adult. It is fine to oped to your liking, changing the the characters Characteristics.
think that the knights son you are character so he more accurately re-
creating will eventually become a flects your vision of him. Age Characteristic Size
knight, but the character you are Modifier Modifier
<1 yr 10 3
playing is not a knight at the time
1 yr 9 3
you are creating him. This is impor-
tant. All characters change, a natu-
ral consequence of interacting with
General 2 yrs
3 yrs
8
7
3
2
other players characters and the
troupes Mythic Europe. Because
Characteristics 4 yrs
5 yrs
6
5
2
2
67 yrs 4 2
he is growing, a child character ini- Child characters are most ob- 89 yrs 3 2
tially changes more than an adult, viously distinguished from adult 1011 yrs 2 2
and Apprentices will help you manage characters by factors derived from 1213 yrs 1 1
those expected changes. their age and size. To be sure, some 14+ yrs 0 0
It is natural, although not nec- of these factors are disadvantages
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characters, those age 7 and young-
er, receive the harshest penalties. A
high negative Characteristic modi-
fier and smaller Size makes almost
any violent encounter lethal. Child
characters, those age 8 through
14, receive a smaller penalty. Such
characters also have more choice
in their actions, as 8 is the standard
age at which most children embark
upon their career path.
A characters starting age also
determines the number of starting
experience points, as detailed later.
have penalties applied to Charac- ties can make play difficult. Infant group. Once determined, Char-
Example Childhoods
The following Ability pack- Covenant Bred Childhood: Ath- Mischievous Childhood: Brawl
ages describe how to spend the letics 1, Area Lore: Covenant 2, Guile 2, Native Language 5,
45 experience points a charac- 2, Folk Ken 1, Latin 2, Na- Stealth 2
ter has accumulated by age 5, to tive Language 5, Organization Shy Childhood: Awareness 2, Na-
speed up character creation. Most Lore: Order of Hermes 1 tive Language 5, Stealth 3
of them come from Ars Magica Exploring Childhood: Area Lore Social Childhood: Charm 2, Folk
Fifth Edition, though there are 2, Athletics 1, Awareness 1, Ken 2, Guile 2, Native Lan-
some additions. Native Language 5, Stealth 1, guage 5
Survival 2 Traveling Childhood: Area Lore:
Athletic Childhood: Athletics 2, Feral Childhood: Animal Han- Area A 1, Area Lore: Area B 1,
Brawl 2, Native Language 5, dling 1, Area Lore 2, Athletics Folk Ken 2, Living Language 1,
Swim 2 2, Awareness 2, Brawl 2, Hunt Native Language 5, Survival 2
Border Childhood: Area Lore: 2, Stealth 1, Survival 3, Swim 1 Wilderness Childhood: Athletics
Area A 1, Area Lore: Area B 1, Fighting Childhood: Awareness 1, Awareness 1, Native Lan-
Folk Ken 1, Living Language 3, 1, Athletics 1, Brawl 3, Guile 1, guage 5, Survival 3, Swim 1
Native Language 5 Native Language 5
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acteristics for young characters
are negatively adjusted because of Changing Social Status
age. Use the accompanying Age Social Status Virtues and Flaws possessed. For example, a young
Chart to determine a characters are likely to change during the squire (Minor Virtue: Son of
Characteristic Modifier and Size course of play. Since a child usu- Knight) kills a priest and becomes
Modifier. The character will even- ally follows her parents vocation, an outlaw (Major Flaw: Outlaw).
tually outgrow both penalties as most of these changes are minor. In such cases, simply change the
he ages. Son of Peasant becomes Peasant Social Status Virtue or Flaw. You
when the character comes of age. do not need to change other Vir-
Sometimes, the change is more tues and Flaws, nor do you need
dramatic and requires a com- to re-balance the characters total
Virtues pletely different Social Status Vir-
tue or Flaw than was previously
allotment of Virtues and Flaws to
account for the change.
& Flaws
A characters age has no bearing and Flaws allowed by character- person might deny being a childs
on the number of Virtues and Flaws type, and you may always choose parent, some honorable and some
allowed. Like their adult counter- fewer Virtues and Flaws than your less so. Regardless of the situation,
parts, younger characters have a character is allowed. children without parents are either
number of Virtues and Flaws de- bastards or orphans.
termined by the type of character.
Young grogs can have up to three Social Status Apprentice
points of Virtues and Flaws, and Virtues & Flaws
young companions and apprentices Free Virtue, Social Status
can have up to ten. Many existing Every character needs a Social The character is an apprentice
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Virtues and Flaws are appropriate Status Virtue or Flaw. In most cas- to an Hermetic magus.
for younger characters, although es, a child follows the vocation of
some need to be modified to better his father, a long standing tradition
Bastard
suit them. developed from the legal practices
At character generation, the of the old Roman Empire. When Minor Flaw, Social Status
number of Virtues must equal the a childs parent is socially recog- The character is an illegitimate
number of Flaws. The exception is nized, the child character has the child. The father may be known, by
an apprentice character who has same Social Status Virtue or Flaw. many or a few, but does not recog-
been studying long enough with Designate the Social Status Virtue nize the child as his.
his parens to have acquired the or Flaw as, Son of (Social Status)
Free House Virtue (see Chapter or Daughter of (Social Status). Orphan
Four: Pueritia). The Virtues and The child has similar privileges
Flaws Rules and Guidelines insert and opportunities to the parent, Free Virtue, Social Status
must also be followed (ArM5, and the same social limitations. The childs parents are un-
page 37). The child of covenfolk would have known or deceased. Someone else
the Free Social Status Virtue: Son serves as the childs caretaker, ei-
Virtues and Flaws must balance of Covenfolk. ther a relative, a kindly cleric, or
at child character generation If the parent is not socially rec- an institution.
ognized, pick one of the follow- If the character starts play as an
Characters do not have to have ing Social Status Virtues and Flaw. apprentice, he has the Free Social
the maximum number of Virtues There are many reasons why a Status Virtue: Apprentice.
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Virtues That Grant Total of 50 and teaches the appren- Inherited Virtues
Experience Points tice spells three times (one season & Flaws
for three years). A Weak Parens has
Some Virtues, like Warrior and a Teaching Source Quality of 8 and In a general sense, Virtues and
Educated, give characters addition- a highest applicable Lab Total of 30 Flaws denote a characters strengths
al experience points by indicating for teaching spells. and weaknesses. A child charac-
that the character had a past that ter may not have developed such
warrants such a boon. A younger strengths and weaknesses at the
characters past is not extensive Virtues & Flaws point in life at which the player cre-
enough to account for these experi- That Affect Size ates him. That is, the player wants
ences and such Virtues are prohib- the character to develop in a certain
ited for characters created younger All human babies are born Size way, but wants to play the character
than 14. 3. A normal baby grows to Size before those developments mani-
Both the Skilled Parens Virtue 0 by age 14, but not everyone is fest. Inherited Virtues and Flaws
and the Weak Parens Flaw make as- normal in Mythic Europe. Some allow the player to create that situ-
sumptions about the parens of the characters are smaller or larger than ation. Only magus and companion
character who selects them. Some- their peers. characters can start play with Inher-
thing about the magus is especially During the first year, a baby ited Virtues and Flaws.
strong or uncharacteristically weak. who will become larger or smaller An Inherited Virtue or Flaw
If you are following a standard ap- than normal grows differently from is one that hasnt yet manifested,
prenticeship for the young charac- other babies, and by the end of that but will under certain conditions.
ter (see later), a Skilled Parens must year is noticeably different. A char- For example, Bill wants his char-
generate a Teaching Source Quality acter with a Virtue that increases acter, Rufus, to hit a growth spurt
of 18, or have a combined Commu- her Size applies the adjustment af- at age 10 and sprout up in size,
nication + Teaching of 9, and needs ter 1 year, so that by her first birth- acquiring the Minor General Vir-
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a highest applicable Lab Total of day she is Size 2 (if Large) or Size tue: Large. At character genera-
50. A Weak Parens can only gener- 1 (if Giant-Blooded). Continue to tion, Bill selects Inherited Virtue:
ate a Teaching Source Quality of 8, adjust the characters Size through- Large. When Rufus turns 10, or
meaning his combined Communi- out her childhood. thereabout, he undergoes some
cation + Teaching must be 1, and Characters who are smaller dramatic change that increases his
his highest applicable Lab Total can than normal remain stunted, and Size. Until that time, however, Ru-
only be 30. while her playmates grow in size, fus is not bigger than average. The
The Skilled Parens Virtue and she does not. Continually adjust a character does not receive a ben-
Weak Parens Flaw are prohibited if smaller characters Size downward, efit from an Inherited Virtue until
the apprentice characters sources keeping in mind that a human baby it materializes, and the same is true
of instruction, including parens, cannot be smaller than Size 3. for an Inherited Flaw.
covenant, and library, have stats. This means that smaller characters An Inherited Virtue or Flaw
If the parens is not detailed, per- remain smaller during their child- has the same value, Minor or Ma-
haps an NPC without stats, then hood. A character with the Flaw jor, as the normal Virtue or Flaw,
the Virtue or Flaw may be selected. Small Frame, for example, will stay and counts against the total num-
A Skilled Parens has a Teaching Size 3 until he is 12, when he ber of Virtues and Flaws assigned
Source Quality of 19, and teaches changes to Size 2. A Dwarf stays during character generation. Use
an apprentice Abilities and Arts 12 Size 3 until he is 14, when he be- your common sense when select-
times (1 season for 12 years). He comes Size 2. ing which Virtues and Flaws can be
also has a highest applicable Lab Inherited. It need not be a biologi-
10
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cal event that triggers the Virtue or Boundless Energy her as if she were one age category
Flaw manifesting. Inherited mere- higher on the Aging Chart when
ly means the potential for the Vir- Minor Virtue, Child determining her Size.
tue or Flaw exists within the char- Youthful vigor surges through
acter or his environment and hasnt the character, giving him a +3 bo- Inconspicuous
yet materialized. nus to Fatigue rolls.
All Inherited Virtues and Flaws Minor Virtue, Child
must materialize by adulthood (age Bully Due to demeanor, disposi-
21). They can manifest at any age, tion, or supernatural meddling,
either through player decision I Minor Flaw, Child, Personality the character is easily overlooked
want this to happen when Rufus is The character feels compelled and unnoticed. She gains a +3 bo-
10 or in response to a gaming to pick on others who are smaller, nus on rolls that help her hide and
session That was a very fun en- weaker, or generally less confident. avoid attention.
counter and would explain Rufus He is likely physically intimidat-
growth spurt; lets do it! ing and relatively unpopular with Infatuation
his peer group because of this. The
character has a Personality Trait: Major or Minor Flaw, Child, Story
Child Virtues & Flaws Bully +3. The character is romantically
attracted to someone (not a player
Characters age 20 and younger Deft Characteristic character) with whom he has no
can select Child Virtues and Flaws, chance of a relationship, whether
a new type of Virtue and Flaw that Minor Virtue, Child because it would be inappropriate
reflects childhood boons and banes The character has a natural affin- or simply because it is unrequited.
that are outgrown by adulthood. If ity for a specific Characteristic and As a Minor Flaw, the character is
you select a Child Virtue or Flaw for only suffers half the normal Charac- infatuated with someone who likes
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your character, you must exchange teristic Modifier penalty (rounded him, just not in that way, and is
the Child Virtue or Flaw for another down) due to his age. willing to assist him on occasion.
Virtue or Flaw of like value (Minor As a Major Flaw, the character
for Minor, Major for Major) during Dependence is infatuated with someone who
one of the Transitions of Matura- doesnt like him, and who uses this
tion (see later). Minor Flaw, Child, Personality emotional advantage to order the
Other than the value of the Vir- The character does not feel character around.
tue or Flaw, there is no set pattern comfortable without a mentor or
for how these things change. Grows someone he trusts watching over Know-It-All
Quickly could become Large, Light him, and is extremely shy of strang-
Touch, Sharp Ears, or Tough. It is ers. When completely alone, he suf- Major or Minor Flaw, Child, Personality
up to you and your troupe. fers a 3 penalty to everything he The character has a deep-seated
A character may have both tries to do, and feels intensely aban- need to show off her experience
Child and Inherited Virtues and doned and fearful. and knowledge to others. She can-
Flaws. Child Virtues and Flaws not resist demonstrating her supe-
must change during one of the Grows Quickly riority, and often fails to impress or
Transitions of Maturation, and convince because of her self-cen-
Inherited Virtues and Flaws must Minor Virtue, Child tered attitude.
manifest before the character turns The character grows much more
age 21. quickly than other children. Treat
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New Flaws
These Flaws are appropriate for
both children and adult characters.
Abandoned Apprentice
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Low Tolerance with Magic Resistance and he con-
tinues to suffer the negative social
Abilities
Minor Flaw, General penalties of The Gift. Such a char-
The character cannot eas- acter may still use Supernatural Each character gains a number of
ily withstand pain and fatigue. Virtues and Abilities. He may be experience points for Abilities de-
Increase the penalties for reduced a member of the Order of Hermes, pending on the characters starting
Fatigue levels by one point, and depending on when his Gift was age. After 5 years of age, the char-
increase the total penalty from suppressed. acter gains 15 experience points a
wounds the character has received How The Gift returns should be year. Those with the Wealthy Vir-
by one point. You also suffer a 3 decided by the storyguide. Exam- tue receives 20 experience points
penalty on rolls for the character ples are surviving a laboratory di- per year, and a character with the
to resist pain. saster while assisting another magus Poor Flaw receives 10. These can
(perhaps that was how Suppressed be spent on any Ability the charac-
Short of Breath Gift was gained), comprehending ter currently has, General Abilities
a Temporary Twilight while in a logical for such a character to have,
Minor Flaw, General powerful regio, visiting the Magic and Abilities allowed him by his
The character cannot last as long Realm and succeeding in some task, selected Virtues. If the child char-
as others when exerting himself or undergoing a years instruction acter has a Supernatural Ability, the
and quickly tires during extended from an elder dragon. player may spend experience points
physical activity. He receives a 3 The troupe should consider to increase its score.
penalty to all Stamina rolls to avoid carefully how the character will A Gifted character may possess
fatigue, including rolls to maintain fit into the saga. If he replaces a a Supernatural Ability without the
Concentration. players magus, he has a very serious corresponding Supernatural Vir-
Flaw. If he replaces a companion, he tue. The player simply selects a
will become much more powerful Supernatural Ability for the char-
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Slow Reflexes
when the Story Flaw is resolved. Ei- acter. This is an option, not a re-
Minor Flaw, General ther approach can work, with care. quirement; many Gifted children
The character does not react
well to surprises. He receives a 3
to his Initiative total in situations Optional Rule: Abilities for Infants
warranting a quick response.
Most characters will begin play ence points must be spent on a
after five years of age, the player Living Language, typically the
Suppressed Gift
having selected an example child- childs parents native language,
Major Flaw, Hermetic, Story hood or created an equal child- but situations could exist where a
The character has The Gift but hood. For players who want to second or third Living Language
cannot access its power, having make a character who is five years receives experience points. The
old or younger, use this optional remaining 9 experience points
temporarily lost his magical abil-
rule to determine how many ex- must be spent in Area Lore, Ath-
ity through mishap or some other
perience points he receives. For letics, Awareness, Brawl, Charm,
misfortune. While the Gift is sup-
each of the first five years of a Folk Ken, Guile, Stealth, Survival,
pressed, the character cannot per-
characters early childhood, he Swim, or any Supernatural Ability
form Hermetic magic, improve receives 24 experience points per the character may have due to a
his Arts, or perform the Parma year. 15 of these yearly experi- Supernatural Virtue or The Gift.
Magica. His Arts do provide him
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have a Supernatural Ability, but If you are making an apprentice during each of the final 3 years. The
not all. If a Gifted character with character midway in his career, use allowable level of spells bought at
a Supernatural Ability becomes an the standard apprenticeship model. character generation is the same for
Hermetic apprentice, the Super- The character receives 19 experi- apprentices as it is for magi (ArM5,
natural Ability is usually convert- ence points per year of apprentice- page 32).
ed into an Hermetic Virtue (see ship for the first 12 years, which he A characters Ability scores are
Chapter 4: Pueritia). should spend on Abilities and Arts. limited by his age; young characters
Vocationally, children nor- For each of the 3 remaining years, have a maximum Ability score of 5
mally follow their same-sex par- the apprentice gains 40 experience (ArM5, page 31). Hermetic Arts are
ent. A character between 6 and points to spend on spells, with each not limited by age.
14 years old may put experience experience point buying 1 spell lev-
points in Abilities that his father el, and 6 experience points to spend
or her mother uses to make a liv- on Arts and Abilities. You may de-
ing. For many characters, this will
be either a Craft (Type) or Profes-
viate slightly from the standard
model. In particular, you may want
Transitions
sion (Type), but exceptions exist. A
knights son, for example, can put
to spend experience points gained
during the first 12 years on spells,
of Maturation
experience points in Ride and Sin- gaining 1 level of spell for each ex- There are three liminal stages
gle Weapon. Your storyguide will perience point transferred. Also, the that every young character goes
decide which Abilities are allowed experience points gained during the through, during which the control-
based on the characters childhood. later 3 years that are earmarked for ling player may change Virtues and
The child characters score is lim- spells, could be spent on Arts and Flaws. These stages appear between
ited to half the parents vocational Abilities. The number of experience the ages of man, when a person steps
Ability score during these years. points per year is more important from one age into the next. The first
After 14, the only cap on Ability than how it is spent: 19 experience transitional stage is between ages 7
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scores is determined by the char- points are gained each year during and 8, when a character stops be-
acters age at character generation the first 12 years of apprenticeship, ing an infant and becomes a child,
(ArM5, page 31). and 46 experience points are gained the second between ages 14 and
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15, when the child becomes an
adolescent, and the last at age 21,
when the adolescent becomes a
young adult. Similar to other transi-
tions that allow characters to gain
and change Virtues and Flaws (see
Grogs, chapter 5), natural aging al-
lows characters to change through
transitions of maturation.
When a character passes
through one of these stages, the
player may change the characters
Virtues and Flaws. Both must be
exchanged for Virtues and Flaws
of equal value: Minor replaced
with Minor and Major replaced
with Major. Childhood Virtues and birthday. Characteristics must im- Make the change during the first
Flaws change during transitions of mediately be correctly recalculated, season of the year of the age of man
maturation. They may be retained according to lost or gained Virtues that the character is entering: 8, 15,
through the first two transitional and Flaws. and 21. While not as immediate as
stages, infant to child and child to Virtues and Flaws that affect on paper, in game this change still
adolescent, but must be changed Size may be gained or replaced, happens quickly. A sudden growth
by the final transition of Matura- as long as the characters Size in- spurt or unnatural knack with a par-
tion, from adolescent to adult. creases or stays the same, and does ticular skill set is fairly natural, espe-
Inherited Virtues and Flaws may not decrease. Thus, a 21-year-old cially for children in Mythic Europe.
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changed during transitions, but can could suddenly become Large, It takes roughly a season for the
also change at any time before the but not Small Framed. A 14-year- change to occur, and others will no-
character turns age 21. old could gain Small Frame, how- tice that the child is going through a
Virtues and Flaws that mechani- ever, since his Size is supposed to dramatic, but not unnatural, change.
cally affect experience points can- increase from 1 to 0 on his 14th
not be replaced but can be gained. birthday, but if he suddenly devel-
For example, a child with Affinity oped Small Frame, his Size would
in Single Weapon must keep the
Virtue throughout his life, but need
stay at 1.
Virtues and Flaws that reflect a
A Standard
not necessarily have had it since
birth; he may have acquired it on
characters background are only al-
lowed if the character experienced
Apprenticeship
his 14th birthday. Puissant Ability the suggested background in play. Most Gifted, Hermetic char-
and Art can be replaced, since both For example, a character can only acters are created as magi, start-
Virtues affect an Ability or Art score take Enemies if an appropriate ene- ing play after their apprenticeship.
rather than the experience points my has already surfaced in play. Vir- Apprentices allows players to create
used to generate the score. Virtues tues that award experience points younger characters, who begin play
and Flaws that mechanically affect are still prohibited for characters during or even before apprentice-
Characteristic build points can be younger than 21. ship. Because this process is dynam-
gained and replaced. A child could On paper, these changes are in- ic, allowing a multiplicity of starting
replace Increased Characteristics stantaneous and the character is im- points, Apprentices offers a model for
with another Virtue on his 21st mediately recalculated if necessary. a standard apprenticeship that can
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be used as a benchmark. According three seasons of Exposure experi- years the apprentices parens needs
to Hermetic Law, a student under- ence points. The standard appren- a highest applicable Lab Total of
goes apprenticeship for 15 years, ticeship model assumes that the 40. Thus, each year the apprentice
during which he must be taught parens has a combined Commu- gains 40 experience points to spend
one season a year. The other three nication + Teaching of 4 and can on spells. As learning spells is a
seasons are at the parens discretion. generate a Teaching Source Qual- Laboratory Activity, the apprentice
In game terms, the player receives ity of 13. Added to 6 experience gains 2 experience points from ex-
240 experience points to spend on points gained from three seasons posure in every season, for a total
Abilities and Arts, and 120 levels of of Exposure, an apprentice gains of 8 over the year. At the end of the
spells. What does this look like year 19 experience points a year for final three years, the apprentice has
by year? eleven years of the apprenticeship. gained 120 spell levels and 24 expe-
One convention that has be- In the first year, the parens rience points. The grand total of 15
come standard throughout the Opens the Arts, so the apprentice years of apprenticeship using this
Order is to have the apprentice gains Exposure experience in every model is 241 experience points and
assist the parens when not being season, for 8 experience points. 120 spell levels.
instructed. In long-term advance- During the final three years, the
ment terms this means one season parens teaches the apprentice spells.
of Teaching experience points and To teach 120 levels of spells in three
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Chapter Three
Birth Apparitions
Childbearing
The First Years Childbearing is difficult and po-
Important peoples births are
sometimes accompanied by visions
Even the tale of how an infant tentially dangerous for both mother and apparitions, which herald the
enters the world of Mythic Europe and child. To determine whether persons future significance. In
has story potential. childbirth is successful, treat the de- Mythic Europe, birth apparitions
livering mother as if she had a Me- are not uncommon. Any character
dium Wound. Make a Wound Re- with Virtues or Flaws attached to
Birth and Blessing covery roll every two hours, and the a specific realm may be born with
baby is born once this imaginary an accompanying apparition, ap-
A number of rituals and practices wound reaches an unwounded propriate to the strength of their
surround the birth of a new baby, all state. Every time the wound wors- Virtues or Flaws. Apparitions take
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many forms: angels heralding the while others prepare to trap them the possibility of a childs emerging
birth with trumpets, devils pranc- and use them for their own designs. Gift. However, baptism cancels any
ing in a circle in the air, faerie An Aegis of the Hearth spell may pre- supernatural effect not associated
lords observing the birth, or magic vent a birth apparition from appear- with the Divine realm that may be
animals sniffing the newborn. Ap- ing, if it can protect the covenant affecting the child at the time of
paritions appear at the moment of from the creatures Might. baptism. Baptism also drives out
birth, seemingly called from their any possessing spirits, although it
native realm, and remain for a Religious Rites for New Babies doesnt prevent those spirits from
few minutes at most. Most have a coming back.
Might Score of 5, if the child has In Christian lands, the child must Jewish and Muslim children
a Minor Supernatural Virtue or be baptized soon after birth. The have similar practices. After birth, a
Flaw, or 10 for a Major Virtue or Church requires that each child has Jewish mother remains sexually re-
Flaw, and rarely have magical pow- three sponsors, two male and one moved from the father for 7 days,
ers. However, if the character has female for a boy, and the reverse if the child is male, and 14 days if
a Flaw that includes a supernatural for a girl. Each sponsor is called a the child is female. Eight days af-
attachment (Plagued by Supernat- godfather or godmother, and ter birth, a boy receives his name
ural Entity, Supernatural Nuisance, together they are called godsibs. during his ritual circumcision, the
etc.), that creature will appear as Parents cannot stand in as godsibs, brit milah, and a girl is named after
the birth apparition. but the priest or midwife can in the two-week separation between
Most magi know of birth appa- case of emergency. Most Hermetic mother and father. Muslim babies
ritions, and have various opinions magi were baptized, and this sacra- undergo a ritual purification imme-
about them. Some ignore them, ment does not hinder or influence diately after birth. A few hairs are
sacrificed and someone whispers
the adhan, the call to prayer, in the
babys ear. Both the Jewish naming
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Illegitimate and
Orphaned Children
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mother and child have a negative
reputation in their community. The Companion: Noble Child
child cannot inherit or own prop- Characteristics: Int +1, Per 1, (46), 5 (79), Incapacitated
erty, unless legally recognized by Pre 0, Com 3, Str +1, Sta +2, (1012), Dead (13+)
the father. Sometimes bastards are Dex +3, Qik +2 (4 Charac- Abilities: Athletics 2 (running),
convenient. Because bastards can- teristic modifier due to age) Brawl 2 (kick), Native Lan-
not inherit property, noble fathers Size: 2 guage 5 (courtly terms), Ride
view their illegitimate sons as loyal Age: 6 (6) 2 (galloping), Swim 2 (diving)
warriors who cannot interfere with Confidence Score: 1 (5) Equipment: Good clothes
their recognized heirs. This is suc- Virtues and Flaws: Son of Landed Encumbrance: 0 (0)
cessful to a degree, but easily leads Noble; Death Prophecy; In- Appearance: The nobles son is
to entanglements and succession herited Great Dexterity, Inher- a richly clad, clean scrubbed
struggles. Illegitimate urban chil- ited Skinchanger, Improved boy of average height and
dren are raised in hospitals, the Characteristics (x2); Feud, weight. He has a devilish look
medieval equivalent of orphanages, Know-It-All (major); Ability in his eye, a hint at the trouble
where free hospitality is offered to Block (Academic), Poor Hear- to come.
the poor and indigent. Some are ing, Poor Student, Reckless
abandoned, left at crossroads or Personality Traits: Know-It-All The nobles son is a handful.
on church porches. If the mother +3, Reckless +3, Brave +2 It was prophesied at birth that
hopes someone will find and raise Combat: he would die by fire, and he has
the child, she leaves a small packet Dodge: Init 2, Attack n/a, Defense led a reckless life. He has learned
+0, Damage n/a to ride from his fathers grooms
of salt with the child.
Kick: Init 3, Attack +2, Defense and is a proficient horseman.
+0, Damage +0 The character has two inherited
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a magus as well (see Blood Rights in
Apprentice: Foundling Child Houses of Hermes: True Lineages, page 53).
Characteristics: Int +3, Per 0, Pre Encumbrance: 0 (0) Hermetic magi have been known
+1, Com +2, Str 0, Sta +1, Appearance: The foundling looks to procreate, in the hopes that their
Dex 2, Qik 1 (4 Charac- like an ordinary child wearing offspring will be Gifted. As of 1220,
teristic modifier due to age) simple, clean clothing. While no sound Hermetic theory exists
Size: 2 he isnt particularly ugly, many to explain why some children have
Age: 7 (7) folks think he is due to the The Gift and others dont, and the
Confidence Score: 1 (3) childs Blatant Gift. evidence of Gifted mothers and
Virtues and Flaws: The Gift; Or- fathers birthing Gifted children is
phan; Inherited Flexible For- The foundling was deposited spotty. There are exceptions. Sev-
mulaic Magic; Book Learner, on the priests doorstep mere days eral of Aurulentus of House Jerbi-
Puissant Latin, Sense Holi- after his birth. The kindly priest tons forefathers have been Gifted
ness and Unholiness; Blatant raised the boy, despite the childs (Magi of Hermes, page 15), and Petrus
Gift, Plagued by Supernatural Blatant Gift, viewing it as an act of Virilis, a Bonisagus magus living at
Entity Christian charity. Because of the Durenmar, is the exception, and all
Personality Traits: Outspoken foundlings adoptive fathers pro- of his offspring have been Gifted
+3, Brave +1, Devoted +1 fession, the character is allowed (Guardians of the Forest: The Rhine Tri-
Combat: to put starting experience points bunal, page 59). Other magi could
Dodge: Init 5, Attack n/a, Defense in Artes Liberales and Latin. be interested in producing Gifted
4, Damage n/a The foundling has a knack for children, quite possibly one of the
Soak: 3 books and reading, making him
magus characters in your saga.
Fatigue Levels: OK, 0, 1, 3, an ideal future apprentice. As of
It is unlikely that a player will
5, Unconscious yet, he hasnt been noticed by the
play a newborn character and more
Wound Penalties: 1 (13), 3 Order of Hermes.
likely that the players characters will
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loving parents. A mother might love
her Gifted baby, or she might be im- Story Seed: Fetch the Baby
mediately repulsed by the newborn. One of the covenants magi es. Even if the grogs can save the
Babies with the Blatant Gift are of- hears of a child whom she sus- family and convince them to bring
ten destroyed or abandoned. Even pects is Gifted, based on reports the baby to the covenant, the re-
babies with the regular Gift can of spontaneous fires igniting in turn journey is anything but easy.
be seen as a curse, and grudgingly the childs presence. The village is Small fires continue to ignite and
raised from Christian charity rather days walk distant so she sends a draw the irate attention of the val-
than parental affection. It all de- group of grogs, the player charac- leys faerie folk, who strike back at
pends on your players and how they ters, on a simple mission: retrieve the travelers. Meanwhile an Infer-
see their characters background. A the newborn. Upon arrival, the nal hawk follows the party, hop-
Gifted child abandoned two hours baby has incinerated its parents ing to snatch the baby away while
after birth and raised by a group of hut and angered the villagers, the grogs are not paying atten-
magical wolves is just as viable as a who are on the verge of burning tion. Can the players return from
Gifted child who is loved and pro- the baby and its parents as witch- such a simple mission?
tected by his mother and father.
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childs uncontrolled Gift lashing
out and affecting the child or other
nearby targets.
Incurring a Turbulence
Whenever a Gifted character
botches a stressful activity that
includes magic, he runs the risk
of incurring a Turbulence. That
includes magic can be taken liter-
ally or loosely. The troupe should
decide how tightly they want to
adhere to this rule, and whether
the storyguide has a free hand
in deciding when a child should
check to incur a Turbulence. Some
storyguides might decide that be-
ing in a supernatural aura or regio
is enough to warrant a Turbulence
check, while others might insist
that the botch result from an ac-
tivity using a Supernatural Abil-
Gifted childs life are those between
Turbulence ity. Discuss this with your troupe
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the time her Gift manifests and the so that you all know when a Tur-
time she is accepted into appren- Many infants are emotion- bulence check will be made. The
ticeship by an Hermetic magus. ally volatile, having outbursts and troupe must also decide if incurring
The negative social conse- temper tantrums over the small- a Turbulence replaces the botch,
quences of The Gift accompany est things. This otherwise normal or is in addition to whatever else
its emergence. As soon as a childs behavior can lead to complica- might happens due to the botched
Gift presents itself, she suddenly tions for a Gifted child, given his roll. For younger characters, it is
finds herself shunned by her peers inherent magical ability. Intense suggested that a Turbulence re-
and village members. Even loving emotional displays, or situations of place the botch, so as not so slow
and dutiful parents can be affect- heightened stress, can lead to un- down the game.
ed, as The Gift pushes them away wanted and uncontrollable magi- To see if a character incurs a
from the magical child. Friends cal displays. A temper tantrum Turbulence the player rolls the
depart and life becomes lonely could cause a nearby book to ig- characters Intelligence + a stress
and fraught with suspicious looks, nite; a sudden scare might cause die + Aura against the storyguides
secret accusations, and sometimes a rain cloud to form and burst in roll of a stress die (no botch).
open hostility. While the Church a room; or a bullys attack could Turbulences are a magic power;
forbids abandoning children, some result in the assailant being pro- use the Realms Interaction Table
Gifted children are still left in the pelled through the air in the oppo- (ArM5, page 183) to determine
wilderness to fend for themselves, site direction. Hermetic magi refer the value of the aura interaction.
and abandonment is an especially to these displays as Turbulences If the player rolls higher than the
large risk for a Gifted infant. (Latin turbula, plural turbulae): a storyguide, the character incurs a
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Turbulence. If the player rolls less Controlling a Turbulence: Effects of Turbulence
than or equal to the storyguides Stamina + stress die
roll, the character does not incur vs. Warping Score + stress die Turbulences can manifest as
a Turbulence. any combination of Technique and
Age is also an important factor. If If the character controls the Tur- Form, sometimes influenced by the
the players roll is less than or equal bulence, the player can determine characters Virtues and Flaws, but
to the characters age, a Turbulence the magical effects, with final ap- not always. If the character has an
does not happen. To incur a Turbu- proval from the storyguide. If the Affinity or Puissant Art, that Art is
lence, the player must roll higher character fails to control the Tur- a good choice. However, the sto-
than the storyguide and higher than bulence, the storyguide selects the ryguide may choose any Art combi-
the characters age. magical effect. Controlled Turbu- nation she likes. Despite Bonisagus
lence can help, or at least not harm, achievements, magic is not scien-
Incurring a Turbulence: the character and his surroundings. tific and cannot be absolutely con-
Intelligence + stress die + Aura Uncontrolled Turbulences are wild trolled. The only predictable fact of
vs. Higher of stress die (no botch) outpourings of uncontainable mag- magic is that it is unpredictable.
and characters age ic, and can be dangerous. To facilitate play, the storyguide
or player or both could pre-deter-
Exempli Gratia: Eriks seven year old Exempli Gratia, continued: After in- mine the typical effects resulting
character, Eleanor, uses her Supernatural curring a Turbulence Eleanor, attempt to from a characters Turbulences.
Ability: Magic Sensitivity to see if a rock control it. Erik rolls Eleanors Stamina Having a series of effects for several
she found is magical. Erik botches the roll (modified by age to 1) + a stress die (4) magnitudes is handy.
and must roll to incur a Turbulence. Elea- for a total of 3. The storyguide rolls Elea-
nor Intelligence is +3, modified to 1 due nors Warping Score (0) + stress die (9) Exempli Gratia, continued: Eleanor
to age. She is standing in a Magic Aura for a total of 9. Eleanor does not control the could not control her Turbulence. The rolled
of 2. Erik rolls a stress die (9) + Intel- Turbulence. Warping score total was 9, minus the rolled
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ligence ( 1) + Aura (2) for a total of 10. Stamina total of 3 is 6, divided in half is 3,
The storyguides stress die roll is 6. Eriks A Turbulence usually manifests for a third magnitude effect (level 15). El-
roll is higher than the storyguides roll and as a low magnitude magical effect, eanor has a history of crying, so Erik and
higher than Eleanors age, so Eleanor in- although more powerful effects are his storyguide decide that tears powerfully
curs a Turbulence. possible. The magnitude of the ef- gush from Eleanors eyes until sunset, a level
fect is the difference between the 15 Creo Aquam effect (base 5, +2 Sun).
two rolls for controlling the Turbu-
Controlling Turbulences lence, divided by two. Use the to- By itself, a Turbulence isnt be
tals already rolled. able to affect something with Mag-
If a Turbulence occurs, the char- ic Resistance. Essentially, all of the
acter tries to control it. This is simi- Controlled magical energy necessary for the
lar to adult magi controlling Tem- Turbulence Magnitude: effect is used to create the effect,
porary Twilight. The player rolls Stamina + stress die total with nothing extra to push through
an Stamina + stress die against the Warping Score + stress die total/2 a targets Magic Resistance. In game
characters Warping Score + stress terms, it would be similar to a magus
die. If the first roll is greater than Uncontrolled casting total equaling the spell level.
the second, the character controls Turbulence Magnitude: If the character has the Penetration
the Turbulence. If the first roll is Warping Score + stress die total Arcane Ability, however, then a Tur-
less than or equal to the second Stamina + stress die total/2 bulence has Penetration, equal to
roll, the character fails to control the characters score in the Ability.
the Turbulence. Sympathetic magic can increase this
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penetration by adding a sympathetic and higher than the characters age. at this point magical botch should
multiplier to the characters Penetra- If the player manages to force a Tur- be interpreted literally, i.e., when
tion score (ArM5, page 84). bulence, he must still control it by botching an a Supernatural Ability
succeeding with a Controlling Tur- or other magic roll.
Turbulence Penetration: bulence roll. A player can always Youll need to decide how this
Penetration Ability times spend additional Confidence points affects your game in play. You wont
(1 + sympathetic multiplier) to modify these rolls. be rolling for Turbulences when
Turbulence episodes get fewer time is passing in the background,
A clever child might want to use and further between as the charac- so it ultimately wont matter when
the magical energy of Turbulences ter grows older. Random episodes going season-to-season. If an ad-
in his favor. A Gifted character can are infrequent and it becomes more venture happens in the covenant, a
try to force a Turbulence whenever difficult for a character to force a Gifted character wont be able to do
he wishes. The player must spend a Turbulence. Mechanically, the In- much magically without an invita-
Confidence point, at which point he curring a Turbulence roll gets more tion token, which would logically
checks to incur a Turbulence, as per difficult as the character ages. At be the characters first order of busi-
the earlier rules. If the player beats some point, you should decide to ness before continuing the adven-
the storyguides roll, the character stop rolling. If the troupe wishes, ture. Players dont need to actively
has a Turbulence. To recapitulate: players can still make Incurring avoid Turbulences, and should view
to succeed, the players roll must Turbulence rolls for a Gifted char- them as a fun consequence of play-
be higher than the storyguides roll acter on a magical botch, although ing an emotional, untrained child.
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Size means a smaller wound range.
Any combat will likely prove fatal,
and even a slight mishap could re-
sult in a Medium or Heavy wound.
It is obvious that an infant should
avoid combat, but because of a re-
duced Soak and narrow wound
range, some players might (rightly)
suggest that a player infant charac-
ter should avoid any activity that
could result in physical damage.
There are two options for deal-
ing with infant characters who suf-
fer damage. The first is to exchange
wounds for Flaws, as suggested in
Lords of Men, page 125. The Option:
Mitigating Deadly Wounds allows a
player to reduce a wounds severity if
the character receives a new Flaw. A
troupe could decide that accepting
a Minor Flaw will reduce a wound
one step, from Medium to Light
for example, and a Major Flaw will
reduce a wound three steps, from a
Fatal wound to a Medium Wound. trampled, and adult characters usu- Lazy days of frolic rapidly pass
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If the Flaw is accepted before one of ally laugh off social faux pas made like water down a stream. It wont
the transitions of maturity, it can be by the child. Players can enjoy be long before the infants are im-
exchanged for another Flaw as the the looseness infancy offers. Their pressed into their parents labor, so
child grows. characters focus on play instead of enjoy the sun! Use game sessions to
The second option is add the work, and regularly disregard their highlight the parts of medieval so-
child characters age modifier pen- responsibilities. ciety you find fascinating or espe-
alty to any wound recovery roll that cially entertaining. Let the children
the character needs to make. Chil- run wild at the market and steal an
dren are easily damaged, but they Infant Stories apple or two, and watch them flee
also quickly heal. This option al- when the local reeve and his Irish
lows for a severe wound but gener- Mythic Europe is a place of wolfhound appear.
ally allows the character to recover wonder. Civilization either a vil- Most stories involving infants
from it rapidly. A fall from a tree lage, castle, or covenant offers a will likely present them as sto-
might leave a severe wound, but cornucopia of new and intriguing ryguide characters, and include
hardly risks the childs life. experiences for an infant. The wild their parents or other adults. They
Despite the challenges, playing land, the fields and forest beyond, are the objects of the adventure in-
an infant allows a player to stumble are even more tantalizing, and the stead of the subjects, and are there
through his early adventures while unknown adventures lying past to be watched, rescued, guarded,
he explores Mythic Europes society those areas are even more enticing found, or removed. Infants are
and culture. Gender roles and their to an excitable child character. Ev- irascible and difficult to manage.
associated rules can be abused and erything is new, and little is familiar. They can compound a simple
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tion for a curious child. Animals
Grog: Blacksmiths Son are likewise curiously attracted to
Characteristics: Int +1, Per 1, (mothers), Craft: Blacksmith children and provide ample ideas
Pre 1, Com 1, Str +3, Sta 2 + 2 (small items), Folk Ken for stories and adventures. A curi-
+2, Dex +2, Qik 2 (4 Char- 1 (parents), Magic Sensitiv- ous animal, such as a cat, wants to
acteristic modifier due to age) ity 1 (auras), Native Language know what the child is doing; a
Size: 2 5 (rhyming slang), Swim 2 skittish animal, like a horse, might
Age: 7 (7) (ponds) want physical reassurance; a reck-
Virtues and Flaws: Son of Crafts- Equipment: Clothing similar to less animal, such as a hound, wants
man; Intuition, Puissant Craft: his fathers: homespun shirt the child to come play with it; and
Blacksmith, Magic Sensitivity; and trousers, leather apron. an aggressive animal, like a bull,
Bully, No Sense of Direction, Encumbrance: 0 (0) wants to assert its dominance over
Slow Reflexes Appearance: A broad-shouldered the child. Supernatural animals are
Personality Traits: Bully +3, boy with blue eyes and a gap- also interested in infants, and such
Brave +2, Loyal +1 toothed sneer. beasts are vastly more interesting
Combat: than their mundane counterparts.
Dodge: Init 6, Attack n/a, Defense The blacksmiths son is a bully. Infants are tempting targets, espe-
4, Damage n/a He is stronger than his peers and cially when the parent or caregiv-
Fist: Init 6, Attack +1, Defense knows it. He is not looking for- er is otherwise distracted. Divine
3, Damage 1 ward to a life spent as a blacksmith animals might want to offer a fast
Soak: 2 in the village, which might explain blessing, or merely enjoy the sweet
Fatigue Levels: OK, 0, 1, 3, why he bullies the other children.
smell of a breast-fed baby. Infernal
5, Unconscious His Magic Sensitivity inexplicably
animals likely want a quick snack.
Wound Penalties: 1 (13), 3 draws him toward magic regiones
Faerie animals rarely miss an op-
(46), 5 (79), Incapacitated and auras, and his No Sense of Di-
portunity to interact with a child,
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without magic. Is that fox interest- animal find food. A curious char- telligent than their playmates, and
ed in helping the characters infant acter might wander to the next might purposefully look for super-
son, or eating it? A local supersti- town for no known reason, only natural animals, often leaving the
tion suggests leaving a newborn to find that an Infernal bull is ter- safety of home to wander aimlessly
baby alone in a clearing overnight, rorizing the local cows. Moral di- in pursuit of the fantastic and in-
in hopes that a faerie wolf will ar- lemmas, a staple of medieval and credible. A Gifted infant character
rive to lick the infant and bequeath modern children tales, can be in- wouldnt be the first to try to save a
it supernatural powers. Will a cov- troduced by having an animals donkey from an oppressive master,
enant grog allow his wife to take desire conflict with a covenfolks ask a ravenous wolf to stop prey-
their newborn and leave him over- desire. A magical mouse wants to ing on a flock of sheep, of help a
night in the clearing? Perhaps the build a nest next to the hearth, stranded blackbird find its way back
players characters are other grogs but the cook continually chases to its nest. Supernatural animals
who must prevent another grog the mouse away. The cook wants may react to the Gift differently, al-
from following his wifes advice. a clean kitchen and the mouse though many do so in the same way
Many supernatural animals, es- wants a warm warren; who do the as mundane humans. Mundane ani-
pecially magic and faerie beasts, children support? mals suffer the same negative social
can talk. Children wont be left Gifted infants are often more reaction to Gifted youths as mun-
alone during the first years of in- curious and traditionally more in- dane humans.
fancy, but children who are four
or five years old might be left in
a safe place to play together. Ag- Story Seed: A Toddlers Tale
riculturally, many covenants are
An infant character passes sions, the infant slips out of bed
similar to small villages, and dur-
the day playing with a house- and dashes off to where she last
ing the planting and harvesting
hold item that her family values: saw the item. It is gone. Did faer-
seasons, older infants might be left
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perhaps the familys only ladle, ies take it? Another child? Or did
to their own devices in one corner her fathers favorite shovel, or her father or mother pick it up,
of the field where their parents are her mothers silver necklace. meaning a wake-up whipping is
working. An innocuous beginning, Summoned for supper, the child waiting? The child wakes his sib-
skipping stones across a trickling leaves it outside and doesnt re- lings, and perhaps sympathetic
stream while mother and father are member leaving it behind until adults (a nanny or other coven-
threshing wheat, could suddenly later, while lying in bed for the folk), and a midnight hunt for
turn sinister when a snake swims night. Fearful of the repercus- the item begins.
up to the children and asks them
if they want to play. Older infants,
those who are six and seven years
old, would be helping their par- Story Seed: Who Stole the Baby?
ents in this situation. Telling older A Gifted baby is stolen from into the unknown hills. Is the
infant characters to find the miss- her cradle in the night. The fam- culprit a troll intent on eating
ing younger infants could lead to a ilys hue and cry brings the play- the child, an elf who forgot to
spectacular adventure. er characters (all grog-level vil- leave a changeling replacement,
Many supernatural animals lagers) in the morning, and the a hedge wizard planning to sac-
ape the roles of their mundane village elder charges the player rifice the child, or an Hermetic
counterparts, all for some other- characters with finding and re- wizard who plans on raising and
worldly scheme incomprehensible turning the baby. The trail leads training the baby? And which
to humans. Characters might help through the nearby woods and fate is worse?
a Divine animal work or a faerie
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tures, or use the child to lead him habitat. The bulls are battling over a great congress, in which they
to interesting local animals. The one particular cow, a recent ad- elected the peacock as their king
magi will probably be suspicious dition to the herd. Removing the because of his beauty. A raven
of this curious cleric, doubting cow will stop the battle but anger disagreed, asking if the peacock
that he is just a simple collector the herds owner. The children could protect the flock from attack
of tales and believing that he has can try to stop the battle or erect using his beauty. The other birds
more secret designs. Conversely, means to protect the frogs pond overruled the raven, which flew
he could come to preach against from the vanquished bovines. off in a huff. The sparrow then
the childs interactions with ani- saw the raven talking to an eagle,
mals, saying that only the an- The Wolf, the Fox, and and he overheard the ravens plan,
cients knew how to correctly in- the Lion Dividing the Spoils that the eagle attack the birds to
terpret animal behavior and such prove that the raven was right and
present-day practices endanger A wounded wolf comes to the peacock weak. Terrified of the
the soul of the child, since Satan the children characters seeking attack, the sparrow asks the child
lays an easy snare for the young justice. He and his companions, for help.
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Chapter Four
Pueritia: Ages 8 to 14
Childhood lasts from the ages of 8 ordered to fetch water, and stationed his feelings toward the child. This
to 14, universally regarded as the age at home to watch younger children. same man knows which side of his
when a child enters puberty. Transi- Covenants provided a kinder at- bread the covenant butters, howev-
tioning from infancy, childhood is mosphere for Gifted children. While er, and will not act against the child,
characterized by concentrated social each individual suffers the same even though he cant stand to be in
learning and prolonged forays from pangs of social revulsion engendered its presence.
the family hearth into the compli- by a childs Gift, overall the coven-
cated world of adults. At this stage folk know about these feelings, and
of life, a child is able to assist the many become used to the child over
same gender parent in daily chores,
either in the household or in the field
time. Again, proximity is the issue.
A covenfolk who spends most of his
Growing Up
or workshop. This is the age when life outside the immediate grounds Most mundane characters learn
noble boys and girls are fostered, a wood cutter, charcoal burner, to be adults by copying their same-
leaving their family home to live with or shepherd will never get over sex parent, both vocationally and
another noble family. Boys socially. Like their par-
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the same for her daughter. Schools
Grog: Urchin are beyond the means of most par-
Characteristics: Int 1, Per 2, Legerdemain 2 (picking ents, and many of those who could
Pre +3, Com +3, Str 2, Sta 0, pockets), Music 2 (singing), afford it would rather see a son sit-
Dex +1, Qik +1 (Characteris- Native Language 5 (thieves ting astride a destrier than hunched
tic Modifier 2) slang), Stealth 1 (following over a writing desk.
Size: 3 people), Survival 2 (finding Schooling exists in some areas,
Age: 11 (11) fresh water) often rudimentary lessons given by
Virtues and Flaws: Daughter Equipment: Ratty clothes, shab- a parish priest who is under some
of Branded Criminal; Incon- by cloak, and a hidden dagger small obligation to teach local chil-
spicuous, Inspirational; Small Encumbrance: 0 (0) dren to read and write. This usu-
Frame Appearance: The urchin is a ally costs the parents something
Personality Traits: Mischievous small, freckled-face, dirty girl, a weekly meal, firewood, a hen
+3, Determined +2, Loyal 1 with quick fingers and ferret- and also deprives the parents of
Combat: like eyes. the prospective students labor. Life
Dodge: Init 1, Attack n/a, Defense is hard, and many hands make a
+1, Damage n/a The urchin is the daughter of chore easy. Some parents are real-
Soak: 2 a branded outlaw, who fled her izing the opportunities for an edu-
Fatigue Levels: OK, 0, 1, 3, abusive home and lives on the cated child, especially sons from
5, Unconscious streets of a large city. She has wealthy merchant families and the
Wound Penalties: 1 (12), 3 made friends through her inven- lower orders of the nobility. Second
(34), 5 (56), Incapacitated tive songs, which usually poke
and third sons are famous for en-
(78), Dead (9+) fun at some local dignitary or
tering the Church for a career, and
Abilities: Area Lore 2 (secondary market celebrity. Her immedi-
parish or cathedral school learning
streets), Athletics 1 (avoiding ate goal is to lead a gang of child
often paves the way. Parish schools,
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get two free seasons a year. A par-
ent spends one of the free seasons Companion: Merchants Son
training the child, who receives Characteristics: Int +1, Per 0, mon to the area of his birth.
experience points based on the par- Pre +1, Com +3, Str 0, Sta 0, Dressed in fine clothes, he
ents Training Source Quality. Every Dex 1, Qik 0 (Characteristic looks uncomfortable, and
Ability can be increased through Modifier 1) continually shifts and picks at
training, as long as the require- Size: 1 his clothing.
ments for both trainer and pupil are Age: 13 (13)
met (ArM5, page 164). Virtues and Flaws: Son of Mer- The merchants son is a good
Growing up in a covenant is chant; Wealthy, Inherited True example of a character designed
similar to growing up in a village, Faith; Luck, Relic; Dark Secret, to develop according to a predes-
town, or other settlement, but dif- Overconfident; Obsessed (with tined plan. The player ultimately
fers in important ways. Typically, saints lives), Short of Breath wants the character to forsake
covenfolk have a better under- Personality Traits: Bully +3, his mercantile ways and become
standing of the various inhabitants Brave +2, Loyal +1 a preaching friar, much like St
of Mythic Europe, although this is Combat: Francis of Assisi. Growing up, the
not always so. A covenfolk mother Dodge: Init 1, Attack n/a, Defense merchants son is fascinated with
will probably soothe a child who +1, Damage n/a Saints Lives, both in collecting
says that a faerie stole her shoes, Dagger: Init +2, Attack +1, De- the stories and visiting the saints
while a village mother might beat fense +2, Damage +2 places of martyrdom. During one
the child for lying or offending Soak: 1 such excursion, he found a holy
Fatigue Levels: OK, 0, 1, 3, relic, and the player assumes
the faerie. Supernatural Abilities
5, Unconscious that veneration of the relic and
are better accepted, and those
Wound Penalties: 1 (14), 3 the associated saint will lead to
with an aptitude may be asked by
(58), 5 (912), Incapacitat- the character gaining True Faith.
the magi to accept additional re-
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thers house, his sole friend a boy of also select an apprentice while she and power that lies ahead. An un-
the same age whom he has known is a child. Once found, the appren- kind magus uses the apprentice as
since birth. tice accompanies her new master to he sees fit and cares not a whit about
the childs feelings.
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a second, easier option because a
Bonisagus magus can take another Detecting the Gift
magus apprentice from him. Even Intellego Vim spells can de- When the caster places his
so, that House has rules for those tect The Gift. The base level is hand on another character who
members who exercise this option, 10: detect the traces of powerful has The Gift, his hand feels numb.
so that the practice is not over- magic, which will detect both the This spell was initially invented to
used and burdensome (see Houses of Blatant Gift and the Gentle Gift, detect Gifted hedge wizards, and
Hermes: True Lineages, page 17). as well as the regularly Gifted. It was first described in Hedge Magic,
The surest way of finding an cannot differentiate between The page 6.
apprentice is an adventure, one Gift and the False Gift, however, (Base 10, +1 Conc, +1 Touch)
designed by the storyguide for suffering the usual limitations
the players magus. However, this Hermetic magic has against the Sight of the Lazy Parens
might not suit the other players or Infernal. Any spell used to iden-
the troupe as a whole, who might be tify The Gift must bypass the InVi 40
interested in other sorts of adven- Magic Resistance, if any, of the R: Per, D: Sun, T: Vision
tures. A player can instead declare target. A magus should remember The casters eyes become mag-
that his magus is spending a sea- that using Intellego Vim spells on ically sensitive to Gifted individu-
son looking for an apprentice. The another magus counts as scrying, als, who appear to be surrounded
player makes a Perception + stress and is forbidden by the Code of by a magenta aura. This spell does
die roll against an Ease Factor of 12 Hermes. not cause a Warping point if it is
to successfully find an apprentice Here are two common Her- used sparingly or personally de-
metic spells for detecting The Gift. signed (invented) by the caster.
(ArM5, page 106). Because success
is difficult, a player has the option If used continually, or if cast by
The Numbness of the Gift someone for whom the spell is
of seeking help from another play-
not specifically designed, the
er character or storyguide charac-
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boriously. Since the apprentice lives
Apprentice of House Bonisagus with the magus, she is allowed access
Characteristics: Int +1, Per +1, (forest), Swim 1 (underwater) to his sanctum and undertakes the
Pre +1, Com 2, Str 1, Sta Arts: Cr 0, In 1, Mu 0, Pe 0, Re chores that the magus might have
+3, Dex +1, Qik +1 (Charac- 0; An 2, Aq 0, Au 0, Co 0, He done alone. Hermetic pewter and
teristic Modifier 3) 0, Ig 0, Im 0, Me 0, Te 0, Vi 0 glassware need to be cleaned, floors
Size: 2 Equipment: Apprentice robes are scrubbed, shelves dusted, para-
Age: 8 (8) Encumbrance: 0 (0) phernalia is organized, and the labo-
Warping Score: 0 (0) Appearance: A happy looking ratory is maintained for optimal use.
Confidence Score: 1 (3) girl, with braided hair and a Initially, an apprentices as-
Virtues and Flaws: The Gift; Ap- wide smile. sistance in the laboratory may be
prentice; Apt Student; Soft- minimal. A proper laboratory as-
Hearted The character has just been sistant needs to be trained in Magic
Personality Traits: Obedient +3, accepted into House Bonisagus, Theory, as well as to have The Gift.
Generous +2, Agreeable +1 starting play after her first year An apprentice needs other skills as
Combat: of apprenticeship. Prior to her well; he is not merely the magus as-
Dodge: Init 2, Attack n/a, Defense discovery, she lived in the woods sistant, but his Hermetic offspring.
0, Damage n/a with her parents. The charac- The apprentice must learn to read
Soak: 0 ter started with the Wilderness and write Latin if she is to have any
Fatigue Levels: OK, 0, 1, 3, sample childhood, received 30 sort of standard Hermetic career.
5, Unconscious experience points for the two But even before being trained in
Wound Penalties: 1 (13), 3 years before being accepted as
Magic Theory, the child can assist
(46), 5 (79), Incapacitated an apprentice, and 19 experience
in the lab as a servant. The charac-
(1012), Dead (13+) points for her first year with the
ter adds his Intelligence divided by
Abilities: Area Lore 1 (deer Bonisagus magus.
2 to a labs Safety, +1 to Aesthetics,
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legalize the procedure, the magus acters eight years of age and older.
opens the Arts of his new appren- Restricted Abilities might also be Opening the Arts
tice. Childhood is the most common available depending on the occupa-
stage of life to start an apprentice tion of a childs parent (see Chapter Opening the Arts of the ap-
character, and eight is the average 2). Supernatural Abilities are allowed prentice is the magical beginning
age that a character becomes an ap- if the character has the correspond- of her career. Once her parens per-
prentice. If your child character is ing Supernatural Virtue. forms this season-long procedure,
starting play before becoming an ap- During early apprenticeship, the the apprentice can cast spells, al-
prentice, you should give the charac- promise of wielding mighty magi- though only the simplest sponta-
ter General Abilities that mirror her cal power seems distant. Instead of neous effects will be possible at
early life, skills that she would have casting Pilums of Fire, she cleans her first. Opening the Arts also legally
learned during her infancy. All Gen- parens laboratory, perhaps even his binds the apprentice to the magus.
eral Abilities are available for char- personal chambers, and studies la- Before this procedure, the Gifted
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child is simply a servant, assistant, metic Supernatural Ability. Also, Simply meeting or exceeding the
or hanger-on. Afterward, the child the Lab Total must be at least 10 if required Lab Total Opens the Arts
is the magus and is considered his the apprentices Supernatural Abil- of the apprentice, but destroys the
legal property. ity is from a Minor Virtue and 30 Supernatural Ability. To maintain
Every competent magus can if from a Major. If the apprentices exciting Supernatural Abilities, the
Open the Arts of a Gifted student. Supernatural Virtue does not have a Lab Total must double the necessary
A magus should have a score of 5 corresponding Supernatural Ability, level. Supernatural Abilities can also
in all 15 Hermetic Techniques and Greater Immunity for example, the be converted into Hermetic Vir-
Forms. If the magus has a score of matching the minimum Intellego tues, if the parens Lab Total is high
less than 5 in an Art, his apprentice Vim Lab Total will suffice (10 for enough. Maintain or converting is
automatically gains the Hermetic Minor, 30 for Major). the parens decision. Supernatural
Flaw Deficient Form or Technique, Children with a single Super- Abilities derived from a Minor Su-
depending on the inadequate Art natural Ability are usually easy to pernatural Virtue convert into Minor
score. Purposefully including Defi- Open to the Arts. An Intellego Vim Hermetic Virtues, and a Supernatu-
ciencies when Opening the Arts of Lab Total of 10 is automatic unless ral Abilities derived from Major Su-
an apprentice is a low crime, usually the parens Opening the Arts has pernatural Virtues change into Ma-
punishable by a fine. Including two less than 5 in either Intellgo or Vim, jor Hermetic Virtues. If converted,
Deficiencies during the Opening of and even then it is generally possi- Supernatural Abilities must normally
the Arts is a more severe low crime ble. A Lab Total of 30 is harder but change into Hermetic Virtues that
and the magus may be punished not impossible. A child with more the parens possesses. This is similar
with the loss of the apprentice, hav- than one Supernatural Ability is to teaching the apprentice Hermet-
ing her removed from him and given more difficult. Supernatural Virtues ic Virtues (see later); only Hermetic
to a more competent magus. Includ- and Abilities stack when calculating Virtues possessed by the magus can
ing three or more Deficiencies is ex- the necessary level of the parens In- be passed on, either through teach-
tremely irresponsible. Most Tribu- tellego Vim Lab Total. For example, ing or converting. While the parens
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nals agree that such faulty Opening to Open the Arts of a Gifted child need not know how to perform the
of the Arts produces inferior magi with Greater Immunity and a score Supernatural Ability, he must know
and threatens the healthy longevity of 3 in Dowsing, her parens needs how to perform the Hermetic Vir-
of the Order. A magus responsible an Intellego Vim Lab Total of 45: 30 tue. Alternatively, the parens may
for this failure faces the loss of his for the Major Virtue without a cor- convert a Supernatural Virtue into
apprentice and banishment from responding Ability, plus 5 times the an Hermetic Virtue he does not
the Tribunal. score in the Supernatural Ability. know, if the two Virtues are very
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Hermetic Terminology
Hermetic magi have adopted the female plural discipulae. lastic circles and universities.
titles to refer to specific positions Dominus: Master or lord, this Pater: father, often used after ap-
within the Order. Masters and ap- term is used by an apprentice prenticeship in place of parens
prentices have Latin titles as well. for his master. A female maga to indicate affection or respect,
Both titles parens (parent) and is a domina. The male plural is sometimes used during appren-
filius or filia (son/daughter) are domini and the female plural is ticeship instead of dominus as
used by magi after apprenticeship. dominae. a term of endearment. The fe-
During apprenticeship, characters Frater: Brother, this word means male equivalent is mater.
also use the following terms: a fellow male who was taught Parens: Parent, as mentioned.
Hermetic magic by the appren- The plural of parens is parentes.
Adolescentia: A time of service tices master. A female maga is Pueritia: The early stages of an
and preparation in an appren- a soror. apprentices education, gener-
tices life, the adolescent years Infantia: The period of an appren- ally associated with childhood.
when he knows enough to as- tices life before he was accept- Tiro: Young soldier, recruit, or
sist his master in the lab. ed by his master, infancy. beginner, this word is used
Discipulus: An apprentice during Magister: A term for an apprentices by apprentices to refer to each
apprenticeship. A female ap- teacher or tutor, most common- other. Older magi use it deri-
prentice is called a discipula. ly applied to mundane teachers. sively to imply inexperience or
The male plural is discipuli and This word is also used in scho- dull-wittedness in their fellows.
similar. For example, Skinchanger case, the Supernatural Virtue was a what this channel is, and the child is
might convert into a Minor Magi- feature of the childs Gift, and the likely to believe that the ability has
cal Focus with self-transformation, parens merely turns that feature been simply lost. The troupe should
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or Magic Sensitivity into an Affin- into a new, Hermetic channel. Nei- decide whether two Virtues are suf-
ity with Intellego or Vim. In this ther the parens nor the child knows ficiently similar.
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Delaying Opening the Arts ably honor his decision and not There is also the chance that
snatch up the child, but that isnt a the magus never intended to Open
Not every magus Opens the Arts guarantee, nor does it prevent other the Arts of the Gifted child and is
of his apprentice immediately. He magi from taking the child. If a ma- merely keeping her as a Gifted lab
might want the child trained in Aca- gus does snatch the child and quick- assistant. The Order frowns on this
demic or Arcane Abilities first, need ly make her an apprentice, there are practice and most Tribunals declare
to increase his own low Art score few options for the deprived magus. that keeping a Gifted lab assistant is
before Opening the Arts, or have He could declare Wizards War and a low crime. While this is fine in le-
other pressing matters on hand. He hope to take the child back, but this gal theory, it is difficult to prosecute,
can declare the child his apprentice, is risky and he could lose the child because the defendant can always
but she isnt legally bound to him as a casualty of the war. He could say that he was merely delaying
until he Opens her Arts. This is a also offer to trade the magus some- Opening the childs Arts until the
gamble; until the child is officially thing more valuable, and perhaps child was properly trained. Rather
his, she can be taken by other magi. even go into debt to secure the ap- than a cumbersome and uncertain
His friends and sodales will prob- prentices return. trial, magi prefer that an individual
Teaching Schedule
To ensure that a new appren- Each year, the student must spend one her safe within her Parma.
tice learns everything necessary to season studying the Art with her master, Before she has reached 15 years of
become a magus, most new mas- for safety. Let the master favor the Forms age, it is best that she read and write, so
ters follow the following schedule, at first, for they will help protect her when that after she may herself study the Theo-
which is believed to come from she cannot share his Parma. ry of Magic from the book.
letters Bonisagus wrote to Triano- According to the Peripheral An apprentice cannot effec-
ma, and is more or less what the Code, a magus must teach his ap- tively work magic until she knows
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traditions of the Order dictate. prentice for one season every year. enough Latin, and is more use-
The life of the Art requires a master Many magi prefer to do this in ful in the lab if she studies Magic
and student. The student gives her magic spring, if for no other reason than Theory. Generally, apprentice
to her master to shape, and to be worthy because it resonates strongly with magi gain scores of Latin 4, Artes
of this gift, he must first achieve a masters nature. While some magi follow Liberales 1 and Magic Theory 3 by
understanding of all of the Techniques and Bonisagus instructions exactly, the time they reach adolescence.
Forms. and ensure that their students have Some masters teach their appren-
If a magus does not have at least some knowledge of every Form tices these Abilities themselves,
a score of 5 in every Technique and before they teach them the Tech- but many hire educated tutors to
Form when he Opens the student niques or spells, most prefer to fo- teach them to read and write.
to the Arts, the students magic will cus on the Arts that they think will Once the child has served fifteen
be crippled. Doing this is generally best serve the student. years, the master must give her a test to
considered an Hermetic crime (see The words for safety have be sure of her worth. Only then shall he
Legal Issues, later). Apprenticeship puzzled many magi; some think teach her the secret of the Parma Magica,
is not considered to have begun this was an instruction to spend and release her from his service.
until the master has Opened the only one season each year teach- This test has come to be known
students Arts. ing the Arts (perhaps in order as the Gauntlet, and every House
Many magi believe this pas- to avoid the danger of excessive has its own methods for determin-
sage is where the term The Gift study), while others believe it ing whether their apprentices are
for the ability to work magic meant that only the childs master ready to become magi. (See Chap-
originated. should teach her magic, to keep ter 5 for examples.)
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and every task assigned. Failure to
Story Seed: Midnight Rescue please the magus may have dire
A magus discovers that a rival ods to take her. He is, however, consequences, and a magus faces no
living in another covenant has willing to use mundane methods, legal repercussions if he destroys his
been keeping a Gifted child as a and assembles a team of his cov- unsatisfactory apprentice. There are
laboratory assistant for two years enants grogs to undertake the many unsavory tasks for ungrateful
and has yet to Open her Arts. The mission. Can the grogs sneak into apprentices; almost any Tytalus ma-
magus wants the child but doesnt the rival covenant, find the Gifted gus could write a tractatus on the
want to risk using magical meth- girl, and escape with her? ways to abusively instruct a failing
apprentice.
The apprentice can be traded
Story Seed: A Temporary Reprieve to another magus and has no say in
the transaction. A magus does not
An overbearing and cruel pa- years hence. In the meantime, the need to explain why he gives an ap-
rens mistakenly forgets to train his apprentice must avoid the first pa- prentice away. Perhaps the appren-
apprentice for a season during the rens, who will surely try to snatch tice is at fault and the magus tires
year. Another magus notices this him back, and learn as much as he of a stupid, lazy, or senseless lad.
and, while the parens is distract- can from his new parens. If the Perhaps the magus is to blame, un-
ed, abducts the apprentice and issue becomes too strained, one derestimating the time commitment
declares that he is the apprentices magus may declare Wizards War involved in training an apprentice.
new parens. Naturally, the first against the other, and the appren- Maybe he simply changes his mind.
parens disagrees and demands the tices only hope is to survive the On the other hand, he might gain
return of the apprentice, to which conflict. This can be particularly something more valuable than an
the second parens replies that it complicated if both magi live at apprentice in trade from another
must be settled at Tribunal, five the same covenant.
magus. It is entirely decided upon
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by the parens.
act decisively and simply take the marized. A Gifted child is legally The Code of Hermes indirectly
lab assistant as an apprentice. If the recognized as a magus apprentice protects the apprentice from other
timing is right, and the lab assistant only when the magus opens the ap- magi because the apprentice is the
is taken a day or two before a new prentices Arts. This protection is magus property, and receives the
season begins, the rescuer could im- immediate and begins on the first same legal protection as the magus
mediately begin Opening her Arts. day of the season spent opening the familiar, invested devices, vis sites,
This automatically makes her an apprentices Arts. The parens must and other magical goods. Killing a
apprentice, and immediately grants personally instruct the apprentice magus apprentice is depriving that
both magus and apprentice the le- for one season during each year of magus of his magical power, and is
gal protection offered by the Code apprenticeship, although the type of covered by the Codes first provi-
of Hermes. Specifically, the former instruction is not specified. The pa- sion. In cases of legally sanctioned
magus cannot charge in and de- rens must also be the first to strike violence where a magus property is
mand his lab assistant be returned. if the apprentice, likely a magus at targetable, Wizards Wars and Wiz-
that point, turns against the Order. ards Marches, an apprentice is fair
The Code does not protect the game. Like any other property of
Legal Issues apprentice from his master, who the defendant, an apprentice can be
can treat the apprentice as he sees destroyed or taken. A magus could
The Code of Hermes contains fit. The parens can train the appren- declare Wizards War on another
several regulations concerning ap- tice in any fashion imaginable, and magus with the sole intent of taking
prentices, which are easily sum- the apprentice must perform each his apprentice. If he succeeds, he
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might need to defend the appren-
tice from the former parens in future Story Seed: A Convenient Suspect
Wizards Wars. Like other property, A player character appren- gas capabilities. Worse still, that
an apprentice can serve as compen- tice enters his parens laboratory maga is due to visit today, and
sation for crimes. A Tribunal could one morning and finds the ma- the apprentice knows that she is
decide that an apprentice is forfeit, gus dead, a knife sticking from scheduled to meet with the now-
and should be given to someone his back. The magus was known dead parens and the covenants
else, or destroyed. The crime does to abuse the apprentice, who other magi at dinner. Can the
not have to involve the apprentice rightly suspects that if the crime apprentice avoid accusation and
for the Tribunal to decide on such a is discovered, he will be blamed. correctly identify the murderer?
punishment. The parens had a sworn enemy, Can he claim credit for solving
If an apprentice commits an another maga, and killing the the mystery, or does he need a
Hermetic crime, then his parens is parens and blaming it on the ap- more likely detective, since few
held liable. Most Tribunals assume prentice is surely within the ma- would believe a child?
that the apprentice acted under the
magus orders. If a magus can prove
that the apprentice acted of his own wizard committed the crime, how apprentice feels that his parens isnt
volition, which Hermetic magic can would the Order respond? Essential- abiding by the parens-apprentice
do, then the Tribunal has a choice. ly the parens can remove any indi- bargain. An apprentice cannot peti-
It can deal with the apprentice as rect protection that the Code might tion for a new master, arrange better
the magus property and punish the have offered from the apprentice. treatment from the current master,
parens, or treat the apprentice as an Often, this is a death sentence. or attempt his Gauntlet early. As
interloper without any legal recog- The Code of Hermes does not far as the apprentice is concerned,
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Fatigue Levels: OK, 0, 1, 3, 5, Shattering Touch (PeTe 5/ +6) tions, and has bought a higher
Unconscious The Crystal Dart (MuTe(Re) 10/ +10) level spell.
rens can treat him poorly, and his apprentices for short periods of could, however, and magi outside
only recourse is to suffer through time through fosterage, effectively the fostering agreement could ac-
it. If he wants a new master, he will breaking the rule that an apprentice cuse either of the fostering magi of
have to be subtle. He needs to show must receive personal instruction. a low crime. Since fostering is com-
his worth to a prospective new pa- Other Houses and other magi also mon, most magi would view the
rens, while at the same time proving foster apprentices. This is a breach accuser negatively, even though he
worthless to his current master. Just of the Code, and if brought to trial, may be technically right.
how far he can go depends on the each fostering magus could be ac-
temperament of his parens. cused of a low crime if they are not
House Bonisagus has additional also providing each apprentice a Teaching
legal privileges, because magi from season of personal instruction dur- Hermetic Virtues
that House can take an apprentice ing the fostering period. Because
away from another magus. The fosterage is always agreed to by Teaching an Hermetic Virtue
House has some self-governing both participating magi, the likeli- combines aspects of learning a Su-
guidelines that apply, but these hood that one would charge the pernatural Ability (ArM5, page
are merely suggestions, not laws other with a crime is slight. Nor 166) with learning a Mystery Cult
(Houses of Hermes: True Lineages, page could either apprentice bring the Virtue (The Mysteries Revised Edition,
17). Some Bonisagus magi trade parentes up on charges. Others page 13). The instructor, typically
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an apprentices parens, generates in a single season if the Teaching Minor Hermetic Virtue the charac-
a Teaching Source Quality total Source Quality meets or exceeds ter already possesses adds +3 to the
that is compared to a required tar- the Target Level. Target Level, and each Major Her-
get level. Both teacher and student metic Virtue adds +9.
must be Gifted individuals trained in The Target Level is 15 to learn A teacher can only teach an
Hermetic Magic Theory. A magus a Minor Hermetic Virtue Hermetic Virtue that he has. If he
cannot teach a Gifted hedge wizard decides to include an Hermetic
an Hermetic Virtue because the two The Target Level is 21 to learn Flaw in the instruction, to make the
men do not understand magic in the a Major Hermetic Virtue process easier, he can only include
same way. At the end of a seasons an Hermetic Flaw that he possesses.
instruction, the parens generates a The more Hermetic Virtues a The student cannot instruct himself,
Teaching Source Quality just as if he Gifted student has, the harder it another difference between learning
were teaching an Ability or an Art. is to teach him new Hermetic Vir- Hermetic Virtues and Mystery Cult
tues. Learning Supernatural Abili- Virtues. Not every magus teaches
Teaching Source Quality: ties is also hindered by knowledge Hermetic Virtues to his apprentice,
Communication + Teaching possessed in other Supernatural although doing so does fulfill the
+ 3 + bonus Abilities (ArM5, page 166), and annual requirement of one season
Hermetic theorists speculate that of personal instruction due the ap-
The bonuses for the Instruction whatever nuance of The Gift so prentice. If a magus would rather
Total are the same bonuses that ap- limits learning Supernatural Abili- teach Hermetic Virtues than of Arts
ply for every teacher (ArM5, page ties also limits learning Hermetic or Abilities, the apprentice may end
164). Like Arts, Hermetic Virtues Virtues through instruction. Each up with less knowledge (fewer ex-
can only be taught one-on-one,
so every parens Teaching Source
Quality receives a +6 bonus. Vir-
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perience points) than his peers. Like This rule pertains to seven of the Gaining Hermetic Flaws
most of apprenticeship, it is the pa- twelve Houses, all four True Lineag-
rens decision. It isnt unusual for a es, and three of the Societates. The Few apprentices purposefully
parens to teach Arts, Abilities, and fourth Societas, House Ex Miscella- gain Hermetic Flaws. A player can al-
spells during the required seasons nea, is a special case because an ap- ways select an Inherited Flaw at char-
of instruction, and spend additional prentice of a House Ex Miscellanea acter generation, and while this will
seasons teaching the apprentice an magus receives a package of House develop sometime during the child
Hermetic Virtue or two. Virtues and Flaws: one Minor Her- characters life, that is different from
metic Virtue, one Major non-Her- gaining an Hermetic Flaw after cre-
Acquiring House Virtues metic Virtue, and one Major Her- ating the character. Hermetic Flaws
metic Flaw. Because there are several acquired after character generation
Every Hermetic House has one types of Ex Miscellanea magi, the affect a character as soon as they are
or more Hermetic Virtues associat- troupe should decide if an appren- gained, their effects manifesting im-
ed with it, and every Hermetic ma- tice of a specific tradition learns the mediately. Hermetic magi have not
gus receives a free Minor Hermetic House Virtues and Flaws through found a way to remove Hermetic
Virtue based on his House. Play- one-on-one association or through Flaws, and once gained an Hermetic
ers often refer to this Virtue as the a process similar to a mystery initia- Flaw is permanent, barring a story.
House Virtue, because it comes tion like the Mystery Cult Houses. The two most common ways
free with the characters Hermetic An apprentice of a magus of a characters gain Hermetic Flaws are
House. The House Virtue does not Mystery Cult gains the free House through learning Hermetic Virtues,
have to be specifically taught, al- Virtue by undergoing an Initiation to and as a consequence of game play.
though it can be. Often it is learned learn the Houses Outer Mystery (as As mentioned previously, it is easier
over time, assumed by the impres- described in Mystery Cults). House to learn an Hermetic Virtue from a
sionable young apprentice as she Verditius Initiates an apprentice im- teacher if that teacher includes an
learns magic during the prolonged mediately following the opening of Hermetic Flaw in the process. Her-
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teaching and laboratory interac- an apprentices Arts. House Bjornaer metic magi do not fully understand
tions with her parens. Initiates an apprentices Heartbeast why this is so, but like Mystery Cult
For over half of the Houses, it at some point during apprenticeship, Initiations, tainting the learning
takes 10 seasons of one-on-one at the Ritual of Twelve Years (see process with an incurred liability
interactions with a parens for an Houses of Hermes: Mystery Cults, page makes instruction easier. The sec-
apprentice to gain the free Minor 16). Houses Criamon and Merinita ond way characters gain Hermetic
House Virtue. Teaching Arts, Ar- Initiate apprentices at various times, Flaws is through play. Uncontrolled
cane Abilities, and spells and help- usually dependent on the master. Ini- Temporary Twilight episodes are a
ing in the laboratory all count as tiation into a Houses Outer Mystery frequent cause, bestowing Hermetic
seasons of one-on-one interactions. takes a season. Flaws on an apprentice in the same
If an apprentice does not receive 10 The apprentice must learn the way they grant Hermetic Flaws to a
seasons of one-on-one instructions, same free House Virtue that his pa- magus (ArM5, page 89). Gaining an
he does not receive the free House rens knows. In a House where there Hermetic Deficiency Flaw during
Virtue. In such a case, there would is a choice of House Virtues, the pa- the opening of the Arts is another
likely be other problems due to le- rens can decide which House Virtue path to receiving a new Flaw during
gal issues. is acquired, if he has both. House play. Some Supernatural creatures
Flambeau, for example, has the have the power to grant Minor
Acquiring the Minor choice of Puissant Perdo or Puis- and Major Flaws, and while these
Hermetic House Virtue requires sant Ignem. If the master has both arent always Hermetic, they can
10 Seasons of one-on-one Virtues, he can choose either as the be. These Flaws are not necessarily
Interaction with Parens apprentices House Virtue. permanent and many are tempo-
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rary inconveniences. Realms of Power: penalized, and a character with the Book Learning
Magic and Realms of Power: Faerie have Blatant Gift suffers a 6 penalty. A
details and example creatures. Gifted student suffers a 3 penalty Another good way to improve
when learning from a teacher be- an apprentices or scholars Abili-
cause teaching is a social activity. ties is to allow him access to books.
Study If a Gifted teacher teaches a Gifted Both summae and tractatus can be
student, the penalty is doubled, 3 invaluable instructional tools for
Educational instruction in the in- for each Gifted participant in the a young student, who needs to be
stitutions of Mythic Europe begins social exchange. The Parma Magica able to read (Artes Liberales 1) and
around age seven. Future lawyers negates this penalty completely, al- must be fluent in the language used
and clerics are taught the basics of lowing a parens to teach an appren- in the book (a score of 4 or higher
the trivium, the first stage of medi- tice without issue. Mundane teach- in the written language) to gain
eval learning. An apprentice may ers usually do not have a Parma any useful insight. Books, however,
also find himself behind a reading Magica, and the penalty is imposed. are precious things, and not every
desk, as it is perfectly reasonable A magus could share his Parma owner wishes his cherished vol-
for a magus to send his apprentice Magica with both his apprentice umes to undergo the vigorous and
to a mundane teacher. Rather than and the mundane teacher, which often damaging treatment received
spend precious time teaching an ap- would cancel The Gifts negative from a young student. Universities
prentice Latin, Artes Liberales and social effect. To do this, the magus require students to make their own
Profession: Scribe, many magi use must keep both teacher and appren- copies of texts, avoiding the lend-
a tutor. Many covenants have such tice in sight, which limits his solo ing of books from a teachers library
professionals on staff, scholastic in- work. He could have the pair work- entirely. Most students cant afford
structors paid to teach Academic, ing in his laboratory while he works to purchase an individual copy of a
Arcane, and other Abilities. on something else, but this often book, but those who can will find
proves too distracting. booksellers in the larger towns and
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Teachers A Gifted student could find him- cities of Mythic Europe. Cathedral
self among non-Gifted students. An and other religious schools put even
Sending an apprentice to a mun- apprentice could be compelled to more restrictions on the books they
dane teacher is problematic because attend a teachers class on his pa- own, keeping the written treasures
mundane teachers hate Gifted stu- rens orders. Since Gifted children in safe hands.
dents. While the Parma Magica are usually brighter than their peers, The books in a covenants li-
eliminates the inherent suspicions a Gifted character who is not an brary are slightly different, in
fostered by the Gift, those without apprentice might be forced into a that they are usually owned by
its protection find Gifted students classroom. Perhaps the village priest the group of magi rather than the
unpalatable. The Gifted child is per- took pity on a Gifted outcast, and individual. Most covenants have
ceived as lazy, shiftless, and dishon- welcomed the child into the local stipulations on who has access to
est at first, and then later, as they parish school. Students are nor- their written repository, and only
progress in their lessons, as devious, mally taught in groups, and only the in the most liberal covenant will
undeserving, and underhanded. wealthiest children and Hermetic an apprentice have free rein. Nat-
Mechanically, the Gift imposes apprentices commonly receive in- urally, an apprentices parens will
a 3 penalty on all social interac- dividual tutelage. Classrooms are probably want unlimited access to
tion totals (ArM5, page 75). A stressful, teachers are strict, and the covenants library, which could
Gifted teacher suffers this penalty classmates are experts at picking out easily create tension if he is the
when calculating a Teaching Source the oddballs and terrorizing them. only magus with an apprentice.
Quality (ArM5, page 106). A char- Incurring a Turbulence would be a Why should his sodales have to
acter with the Gentle Gift is not weekly, if not daily, occurrence. wait a season to read the Corpus
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summa because it is in the hands Training ties. In almost all cases, a Training
of a mere boy? Other magi take a Source Quality will be lower than a
more proactive view, thinking that A magus may train his appren- Teaching Source Quality.
the easy and early dissemination tice, using the rules for Training A magus would better serve
of arcane books to an apprentice (ArM5, page 164). Only Abili- his apprentice in the long run
ultimately strengthens the Or- ties can be trained, not Arts, but a if he learned how to teach (ie. if
der of Hermes as a whole. House trainer does not need an additional he gained a score in Teaching).
Bonisagus has sworn to spread its Ability (Teaching) to train, like While training might not be the
knowledge of magic to any re- a teacher does. A magus without best method of instruction, it does
questing magus. Does this include a Teaching score might consider count as a season of one-on-one
apprentices? training his apprentice in Abili- instruction.
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she can learn is her Lab Total in
the spells Technique and Form. In
most circumstances, an apprentice
will be able to learn many canta-
tions in a single season.
A cantations main advantage is
that it usually works, or at least is
usually cast. Because a cantation is
a formulaic spell, the spell casting
total needs to fall short of the spell
level by 10 or more to fail (ArM5,
page 81). If the casting total is 10
or less below the spell level, the
cantation is cast and the caster
loses a Fatigue level. Spontaneous
magic can have the same magical
effect as any cantation, but a caster
needs to meet or exceed the de-
sired effect level using spontane-
ous magic, something not every
apprentice will be able to manage.
Knowing a cantation nearly guar-
antees the successful casting of the
magical effect. Spontaneous magic
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find hairless cats beautiful, but their The Dancers Dame Hurling the Droplet of Lye
opinion is not shared by many.
(Base 3, +1 Touch) ReHe 5 CrAq 3
R: Touch, D: Conc, T: Ind R: Touch, D: Dia, T: Ind
Curse of the Babys Bladder This spell animates a linen gown This spell produces a drop of
or dress to dance with the caster, lye that can burn a coin-sized hole
ReCo 5 who must maintain concentration in leather cloth or in parchment.
R: Voice, D: Mom, T: Part while dancing (Ease Factor 9). If hurled at a living target, the
By manipulating the targets (Base 3, + 1 Touch, + 1 Conc) corrosive substance can cause +1
stomach and groin muscles, this spell Damage.
causes the target to release his water, Ears of the Hare (Base 1, +1 Touch, +1 Diameter)
resulting in a (usually) embarrassing
situation. This spell does not target MuCo 4 Hypnotic Gaze
or create urine, so if the target has R: Per, D: Sun, T: Ind
recently urinated, the spell has no ef- Requisites: Animal ReMe 5
fect. This cantation is unfortunately This spell gives the caster the R: Eye D: Mom, T: Ind
popular with many apprentices. auditory ability of a hare, granting The target becomes sleepy and
(Base 2, + 2 Voice, +1 Part) her +1 on Perception rolls that in- falls asleep within a few seconds.
volve hearing. (Base 4, +1 Eye)
Closing the Campfire (Base 2, +2 Sun, requisite free)
The Jongleurs Steps
PeIg 5 An Evenings Illumination
R: Touch, D: Mom, T: Ind ReAn 4
This spell extinguishes a fire. MuAq 5 R: Voice, D: Conc, T: Ind
The caster must touch the flames. R: Touch, D: Sun, T: Ind This spell animates a shoe, mak-
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This spell is more popular with This spells changes water into ing it caper and jig under the casters
Flambeau apprentices, who often lamp oil. As earlier, a barrelful control. Cast on a shoe that some-
have enough Ignem Form Resis- amount of water will produce a one is wearing, the spell causes the
tance to avoid being burned. bucketful of oil. wearer to stumble.
(Base 4, + 1 Touch) (Base 2, +1 Touch, +2 Sun) (Base 1, +2 Voice, +1 Conc)
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Jupiters Tears the caster. It is useful in discover- has to speak in specific spell-casting
ing if a common cold or recurring situations.
CrAu 5 ache is actually something more (Base 3, +2 Voice)
R: Sight, D: Conc, T: Ind severe.
This spell makes a single cloud (Base 4) Shattering Touch
on an overcast day release its mois-
ture, causing a light drizzle. The Poor Performers Reward PeTe 5
(Base 1, +1 Conc, +3 Sight) R: Touch, D: Mom, T: Ind
CrTe 4 An object of stone or weaker
The Laundress Clothesline R: Touch, D: Sun, T: Ind earthy material up to a pace across
This spell creates a handful of breaks apart.
PeAq 4 mud, useful for hurling at a target. (Base 4, +1 Touch)
R: Per, D: Mom, T: Ind Since this mud is magically created,
This spell immediately dries the it is resisted by Magic Resistance. Slap of Awakening
casters clothing, which he must be (Base 1, +1 Touch, +2 Sun)
wearing when this spell is cast. ReMe 5
(Base 4) The Racing Rot R: Touch, D: Mom, T: Ind
This spell instantly awakens a
Mimic the Christs Miracle PeAn 4 target from sleep to alert conscious-
R: Voice, D: Mom, T: Ind ness. It does not work on someone
MuAq 5 This spell causes leather goods unconscious from Fatigue-level loss
R: Touch, D: Sun, T: Ind to crack and wear, marring their ap- or continuous magic. It will awaken
This spell changes water into pearance and bringing them closer someone who was magically put to
wine. Changing water into a pro- to eventually breaking. sleep, as long as the magic that put
cessed liquid reduces its size, and it (Base 2, +2 Voice) the person to sleep has ended.
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The Unruffled Traveler
The Dream Witches
ReAu 4
Some mothers threaten their tice with the dream witches, R: Per, D: Sun, T: Ind
misbehaving children with tales evil sorceresses in tattered cloaks
This spell wards the caster from
of bogeymen, horrible night crea- who sweep into the apprentices
light breezes, redirecting them to
tures that devour bad girls and dreams and contort them into
blow around the caster and leave
boys. A fairly common practice, horrible nightmares. The threats
him untouched. It is ineffective
the exact monster invoked differs vary; the dreamer is stripped of
by region, and depending where all intelligence, or his flesh is rent against stronger winds.
the family lives the traditional and torn, or perhaps the night- (Base 2, +2 Sun)
bogeyman might be goblins, mare is so terrible that it bursts
bugbears, elves, or vampires. Ap- his heart. Whispering Fingers
prentices soon realize that these Most apprentices forget these
traditional bogeymen are either tales after childhood. Few remem- CrMe 5
fairly benign or easily managed ber the horrible stories of their R: Touch, D: Conc, T: Ind
through magic, and this psycho- parentes, or if they do they scoff This spell lets the caster speak
logical tool loses much of its im- them off as simple childrens fan- directly into the targets mind for as
pact. cies. But as with many legends in long as he maintains concentration.
But there are worse creatures Mythic Europe, the dream witch- (Base 3, +1 Touch, +1 Conc)
in the world than elves and bug- es actually exist, hidden within an
bears. Instead of the traditional esoteric Mystery Cult of the Or-
night creatures, a maga might der of Hermes, with powers not
frighten her misbehaving appren- unlike those reputed to them.
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Chapter Five
Adolescentia: Ages 15 to 21
Adolescence is the third stage spent in study or play is now inter- from his work. The invitation to as-
of life, running from 15 to 21 years rupted by penning love poems and sist a master in the lab is an impor-
of age. Poets refer to this as the age dreamily gazing out tower windows. tant rite of passage and a sign of great
of lovers, when a boy is no longer a An apprentice achieves his maxi- status among an apprentices peers,
child, yet not quite a man. An ado- mum usefulness to his parens during since it carries the connotation that
lescent boy is given adult responsi- this stage of life. Besides becoming the apprentice is no longer a child.
bilities while still receiving the toler- an important laboratory assistant, the
ance his youthful years deserve. At apprentice can perform other tasks
15, a characters Characteristics are in place of his parens. With several
no longer penalized for age, meaning
that he often shifts into more adult
years of training under his belt, the
apprentice might start performing
Coming of Age
roles. It is common for a 15 year old duties that would otherwise require By 15, most boys and girls have
boy to join his lords levy and march the magus to waste time on lesser become productive members of so-
to war, or for an apprentice to stand projects, or that would distract him ciety. Most have taken firm steps
in for her parens rather along a career path and
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Village girls unite to do laundry at
Story Seed: Against the Masters Wishes the well, and boys unite to drive the
In many areas of Mythic Eu- The player characters could be cows to pasture. Rural adolescents
rope, peasants are forbidden to the fleeing apprentices, trying to may have a younger sibling in tow,
leave the land they work with- outrun the nobles pursuing posse, charged with watching the child in
out the permission of their feudal or agents from the covenant sent addition to their work.
master. An adolescent who leaves to retrieve the boys. This could A good many rural adolescents
home for the city is actually break- be a good introductory adventure. leave home during this time and
ing the law. A landed noble no- Players make adolescent charac- head for town, which offers bet-
tices that several of his serfs sons ters who then flee home, heading ter employment opportunities, un-
are leaving the manor and head- for the nearest city but inadver- supervised freedom from parents,
ing to town, and asks the magi if tently meeting the covenfolk and and the intoxicating lure of urban
they can help retrieve the boys. magi sent to find them. excitement. Not every adolescent
goes willingly. Some are sent against
their wishes by parents who hope to
them room, board, and instruction. tradesmen and clerks still work close- provide their children with a better
Other adolescents might be en- ly with an instructor, but they are not livelihood. These adolescents are in
rolled in universities or cathedral watched over as if they were chil- addition to the number sent as ap-
schools, and those bent on religious dren. Adolescents gather into same- prentices to city guilds and those
life might be already enclosed in sex groups, both for safety, to rein- sent for institutional education. Be-
monasteries and churches. force social mores, and to exchange sides working menial labor jobs, of
Adolescents work on their own, ideas and information. If work can be which there are many, the vast ma-
without parental supervision. Skilled done in a group, so much the better. jority of rural adolescents become
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servants in the houses of the nobil- Not every boy or girl becomes Marriage
ity, wealthy merchants, and church a productive member of society,
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dignitaries. Many better-off families and a good number instead become The average age that most peas-
hire adolescent servants, exchang- unproductive elements: beggars, ant boys marry is 18 to 25, while
ing meals, clothing, and minimal thieves, layabouts, and cutthroats, most girls marry around 17 or 18.
education for the servants labor. to name just a few. Bad luck and ill Historical evidence for marriage is
Adolescent girls and boys perform circumstances lead many to such scant in the 13th century, and while
many, if not most, of the menial lives, but some actually aspire to records exist of kings, princes, and
jobs done in a rich mans house. such evil trades. While child rogues wealthy nobles marrying much
An adolescent is easily taken by and thieves can be a nuisance and younger partners, such behavior is
flights of fancy, easily distracted inconvenience, adolescent outlaws limited to perhaps 1% of Mythic
from work by sights and sounds. A and troublemakers can be danger- Europes population. In most cases,
pretty girl turns a boys head and he ous. Legally, most areas treat an the man is older than the woman.
drops the baggage he was carrying. adolescent offender as an adult. An For the vast majority of the popu-
A wounded, whimpering dog pulls adolescent is too young to inherit lation, the agrarian peasantry, mar-
a young woman from her chores, as property, but not to hang for murder, riage for male characters happens
she rushes to its aid. Adolescence is heresy, or theft. While a child might after adolescence. For a female
often described as the best time of receive a pardon for even the vilest characters, however, it is very likely
ones life, mixing the innocence of crime, a boy or girl in her teens will that she will enter this most holy of
childhood with the enthusiasm and not. While the family surely grieves, unions before she turns 21.
exuberance of puberty, and before the crowd wont flinch at a hanged Clandestine marriages, those
being ground down by adult toils 16 year old boy or a 14 year old girl that occur without a priest and
and troubles. burned at the stake. witnesses, are common. The will-
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ing participants verbally promise Some players may have heard of unnoticed by Mythic Europes su-
to marry each other and the act is the legend of the right of the first pernatural denizens.
done. The Church has recently out- night, jus primae noctis or droit du sei- Demons find adolescents tasty
lawed such practices, and Canon 50 gneur (the lords right). According morsels, each ready for temptation,
of the Fourth Lateran Council re- to this legend, in some countries, corruption, and sin. Magically com-
quires that marriages be performed the lord of the land had the right pelling an adolescent to act sinfully
by a priest. The marriage contract to sleep with any mans bride on the might be easy, because of the tar-
must be publicly announced before first night of her marriage. Although gets lower resistances and tender
the event, and the priest is tasked popular in several 20th century films, age, but it is not actually sin. To be
with investigating if any impedi- the legend of the right of first night a sin, the act needs to be conscious.
ments to the union exist. Most of- is not medieval, and most likely arose Like an adult, an adolescent needs
ten, these impediments are degrees in the 19th century, as an aspersion to purposefully sin for the demon
of consanguinity; the couple must cast against the Middle Ages. to succeed. Though most inter-
be four steps of affinity removed ested in mortal sins, demons start
from each other to form a legal with venial sins, trying to tempt an
union. Children of clandestine or Supernatural Interests adolescent into small acts of vice,
illegal marriages usually those in the hopes that he will eventually
who marry regardless of degrees of Children are easier targets than be tempted to commit greater sins.
consanguinity are illegitimate. adults, and some supernatural crea- One demon spent five years trying
To end a legal marriage, a priest tures intentionally target younger to tempt an adolescent girl, posing
must annul the marriage by decid- characters because of this vulnera- as a wealthy merchant and continu-
ing that it was invalid in the first bility. Removed from the home and ally offering her gifts and baubles in
place. If annulled, the marriage outside direct parental control and an attempt make her vain. On the
never existed legally, and both protection, adolescents are more at cusp of her leaving adolescentia,
participants are allowed to marry risk than younger children. Adoles- the demon invited the girl to a huge
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again. Annulments are expensive centia is probably the age of man banquet filled with sweet meats and
and time consuming, and out of where the biggest developmental wondrous devices. According to
the reach of peasants, townsfolk, changes occur, during which char- the legend, she escaped by crossing
moderately wealthy merchants, acters change from a child into an herself, but in your saga, she might
and the lesser nobility. adult. This transition does not go need the aid of the magi to free her-
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self from the demons clutches.
Where there is sin, there is also Story Seed: Time to Die
salvation. Divine creatures take a An adolescent son of a martial to face the monster. The monster,
more passive approach to adoles- grog hears of a terrifying forest a variant of a Fachan (Realms of
cents, who after all have free will faerie whose role is to challenge Power: Faerie, page 77), expects to
just like their parents, but many a young man to combat, as a nec- be killed by a champions blade,
stand available if divine help is essary step to that mans adult- but only after a fierce struggle.
sought. In most cases, the character hood. Not understanding the It is a deadly combatant and the
has to travel to the divine creature, role of faeries and assuming that creature will happily kill a novice
either through pilgrimage to a holy there is no real threat, the boy warrior. Can the boys defeat the
site or by entering the divine crea- decides to corral his adolescent faerie or must they return home
tures terrestrial regio. Most saints companions into going with him and ask for help?
take kindly to adolescent petition-
ers, who receive a +1 bonus to the
roll to invoke their patron saint
(Realms of Power: The Divine, page 87).
Story Seed: Wheres the Money?
Other creatures, like divine uni- The steward of the covenant all their money, and in reality is
corns and phoenixes, willing assist regularly attends the small towns a rabbit. If the characters refuse,
the troubled. Divine creatures are Wednesday market, but is unable the faerie secretly changes their
exceedingly hard to deceive, and to go this week because of other coins into leaves. In the small
supplicants with hidden selfish de- duties. He gives a group of ado- town, when it is time to pay for
sires are easily detected. lescents a pouch of pennies and the supplies, the characters dis-
Faeries take a keen interest in the a grocery list, and sends them cover the faeries spell. The mer-
liminal stages that begin and end on their way. Along the road, chant is upset and the steward
the adolescent age of man. Suscep- the characters encounter a faerie surely will be, unless the char-
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tible and naive, a 15 year old is the peddler who offers to sell them acters can locate the faerie and
perfect target for many faeries, who his cow. Buying the cow costs force him to remove the spell.
greedily lap up the adolescents vital-
ity. Some faeries actually feed on the Surrounded by her court of fairy unconscious adolescent boy. A grif-
flesh and bones of adolescents, but damsels, she holds the child down, fin probably views an adolescent as
the vast majority seek the easily in- flays his hair and scalp, cuts open an easy meal. Unthinking magic
duced emotional surges of a young his skull, and removes his brains. things, such as elementals and spirits,
adult. A troll living under a bridge Stitching him back up, she sends the wont notice the difference between
might challenge an adolescent to in- brainless lad on his way, insane and an adolescent and an adult.
spire courage, its preferred form of doomed to wander aimlessly.
vitality. A faerie prince might prom- Magic creatures are the least in-
ise to save an adolescent girl from terested in adolescents; their general
her life as a servant by whisking her
away to his faerie castle, while a fa-
lack of interest in humanity is not
suddenly lessened the moment an ad-
Life in the
erie princess might need to be saved
from a giant. The Woman of the
olescent walks on the scene. A think-
ing magic creature might be briefly
Covenant
Wheat Fields is a particularly nasty interested in a youth, but much de- Most youthful player characters
faerie from the Stonehenge Tribunal. pends on the creature in question. A likely live in the covenant with the
Typically, she has a faerie servant magic unicorn might be calmed by rest of the troupes characters, al-
abduct a boy traveling through the a pure adolescent girl, and a magic though it is equally conceivable that
wheat fields and bring him to her. lioness might lick the wounds of an they live in a nearby village or town,
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especially if they are the children of around, he could mimic this be- for one magus to work. Combining
companion characters. Their days havior, targeting fellow adolescents different magis activities in the same
mirror their parents. Like his par- instead of their parents. Perhaps he space is extremely difficult. If the
ent, an adolescent character must has decided on some grand adven- parens works on one project while
work two seasons a year, giving him ture, or more likely is charged with the apprentice works in another, in
two free seasons to grow (teaching performing some errand for his pa- the same laboratory, the laboratory
or training) or explore (adventure). rens. Quickly assembling his party, is considered Shared, a new Flaw for
The more closely an adolescent is he is off, out the covenant doors and the laboratory (see insert).
connected to a covenant, the further on the road to adventure. Like other laboratory assistants,
removed he is from the regular so- an apprentice adds his Int + Magic
cial operations of mundane society, Theory to his parens Lab Total. The
although life at the covenant will Life in the Laboratory apprentices Virtues and Flaws affect
certainly mimic many of its forms. A the Lab Total, as do his parens. For
covenant blacksmiths son may forge An adolescent apprentice spends example, an apprentice with Inven-
as many horseshoes as his village much of his time working in his pa- tive Genius adds to the Lab Total,
peer, but isnt afraid to wander the rens laboratory. Physically, he is while Waster of Vis imposes twice
faerie forest on days off. Grog ado- nearly an adult, having outgrown the normal vis cost. All laboratory-
lescents will eventually replace their the negative modifier applied to related Virtues and Flaws apply. If
parents in their duties, a convention Characteristics, and if his parens both parens and apprentice have
followed across Mythic Europe. has properly prepared him, the ap- Waster of Vis, for example, the
Adolescent characters can under- prentice has some skill in Magic laboratory activity costs twice the
take the same adventures adult char- Theory. Every magus can have at normal amount of vis.
acters can, and in fact may have more least one helper. More requires a If the magus decides on a non-
time to do so. If a magus needs a score in Leadership (ArM5, page standard laboratory routine, (Cov-
handful of grogs to accompany him, 130), and it is the rare apprentice enants, pages 1079), his apprentice
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and the mission isnt especially dan- who cannot offer any assistance at must work the same schedule. If the
gerous, he may opt for the younger this stage of his career. How much apprentice fails to work the same
members of the turb, so that the more time the apprentice spends assisting schedule, the magus does not re-
experienced members can continue his parens is up to the magus and his ceive the bonus of the non-standard
their duties. An adolescent is always arcane preferences. A Bonisagus or work schedule. While not receiving
keen to show that he is an adult, and Verditius apprentice might spent all any additional bonuses for working
might persistently ask whether he of his time enclosed in the sanctum, the same routine, the apprentice
can join an activity. Adolescents are assisting three seasons out of the unfortunately suffers the same con-
often given more slack for making year and receiving instruction in the sequences as the magus for the non-
mistakes than their parents, meaning fourth season, which also happens standard routine.
that a group of adolescent characters in the parens laboratory. A Me- Both magus and apprentice are
could abscond for an overnight jour- rinita or Bjornaer apprentice might allowed time away from the labo-
ney without worrying about pun- find himself following his parens ratory activity to deal with other
ishment when they are discovered around the countryside, partaking distractions. The apprentice cannot
missing. Because they are less expe- in adventures rather than working stand in for the magus or take over
rienced, such a party has a wonderful in the lab. for him midway through the sea-
knack for getting into trouble. The apprentice is an assistant, son. The rules for being distracted
An apprentice likely has days not a co-worker; he aids the magus in the lab dont change for the ma-
here and there that are free from rather than works on another project gus (ArM5, page 103). The appren-
chores or arcane duties. Having seen in the same lab. A standard Hermet- tice can also miss up to 10 days out
how his parens orders the covenfolk ic laboratory is only large enough of the season and not damage the
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laboratory activity. For every day
past 10, however, the aid he pro- New Laboratory Flaw: Shared Lab
vides is penalized by 10 points. For
younger apprentices, this will ne- Covenants introduced lab Vir- for the resident magi working on
tues and Flaws, which describe independent projects, each of
gate their usefulness, since few have
laboratory merits and defects. whom needs at least 500 square
an Intelligence + Magic Theory
Shared Lab is a Free Outfitting feet of space. 2 General Quality,
total greater than 10. This penalty
Flaw. The lab is not large enough 2 Safety
does not carry over the magus Lab
Total. For example, if the appren-
tices assistance adds 5 points to the
magus Lab Total (Intelligence 3 + Story Seed: Where Did the Cat Go?
Magic Theory 2), missing 11 days A magus is spending a season The magus orders his apprentice
( 10 penalty) negates the appren- making a magical cat his famil- to bring the cat back by night-
tices 5 points, but does not further iar, when the cat decides to go fall. The adolescent, who doesnt
decrease the magus Lab Total by 5. for a stroll. One of its powers is know the peasants very well, asks
An apprentice has other capaci- to shape-change into a person, other adolescent covenfolk to
ties besides assisting in the lab, and which it does, and heads into the help him. Can the characters find
if the covenant has spare laborato- fields to play with the peasants. and return the cat in time?
ries, the youth can undertake indi-
vidual laboratory assignments. The
covenant might have to create a Story Seed: Visiting a Colleague
spare laboratory first, something
the apprentice might be able to do. The magus wants to visit a apprentice will unroll the rug and
To create a standard Hermetic lab- friend of his, but does not want to the magus will use Rego Corpus
oratory, a character needs a Magic waste his entire season traveling to magic and the small piece as an ar-
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Theory score of 3. A character with his friends covenant. He sends his cane connection to instantly travel
a lower score in Magic Theory can apprentice, accompanied by a few to the location. The rug cant be
create a lab, but it is subpar, with grogs, with strict instructions to unrolled in the magus friends cov-
a Refinement Characteristic equal reach the destination at a specific enant, as the Aegis would stop the
to (Magic Theory 3). If you are time. The apprentice carries a rug, Rego Corpus spell. The apprentice
not using the expanded rules in of which the magus has a small must make the journey and find a
piece, and at the desired time, the safe place to unroll the rug, on time.
Covenants, simply subtract the Re-
finement score from any Lab Total.
In any case, a character creating a (Covenants, page 110); generally, an not be very high, which will dras-
lab needs at least a Magic Theory apprentice character needs a Magic tically limit the types of activities
of 1. Other requirements, such as Theory score of at least 4, making he can undertake. Still, there are
space for the lab in the covenant, this an added incentive to masters a few choices that a low Lab Total
adequate square footage for the lab, for teaching their apprentices Magic does not penalize. He can extract
and the necessary funds, must exist Theory at an early age. No other lab- vis, and will generate at least one
before a lab can be created. oratory activities can be conducted pawn of Vim vis. While meager, this
If a spare lab exists, the apprentice in a lab while it is being improved. would be beneficial for covenants
can improve it. The Covenants book Any Gifted character with a set in sagas with lower vis resourc-
includes a large list of laboratory Magic Theory score of at least 1 es. He can also fix an arcane con-
improvements. The apprentice must and his Arts opened can perform nection for the magus (ArM5, page
have the required Magic Theory individual laboratory activities. 94). An apprentice can fix arcane
score to make laboratory refinements Such a characters Lab Total will connections with minimal training,
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needing only a Magic Theory of 1, Laboratory Adventures
which allows her to use vis during
a laboratory season. Most magi find Season after season of laboratory
permanent arcane connections use- activities, even interspersed with
ful, either as links to prospective en- seasons of study, doesnt provide the
emies or allies, distant locations, or proper staging for actually playing
remote areas. an apprentice character. Even with
While an apprentice may not all this time in the lab, a storyguide
have the Art scores to be able to can still create adventures for ap-
instill an effect into a device, he prentice characters, especially since
may be able to open a device for the apprentice can miss a day here
enchantment. He will need a Magic and there without unduly affecting
Theory score equal to half of the the parens Lab Total. Laboratory
required pawns needed to open the activities can veer off course during
device. Magi occasionally put their the season, and these simple read-
apprentices to work preparing en- justments can provide adventure
chanted devices for them, thus free- opportunities. Ingredients might
ing up the time for them to accom- need to be replenished, broken
plish something else that season. equipment repaired, new equipment
obtained, or arcane advice sought.
Laboratory Turbulences For example, the maga runs out of
a standard but necessary component
If the apprentice is young, there for her lab work, any one of the hun-
is a chance that he will experience dred arcane things a wizard needs in
a Turbulence during a season of the laboratory. Traveling to the saf-
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laboratory work. The troupe and est site would take too long, but a
storyguide should decide if the ac- closer site has the required ingredi-
tivity undertaken is stressful, and ent. Unfortunately, the nearer site
if so, the apprentice should check is guarded by a magical creatures.
for a Turbulence. A stressful season The apprentice must race against
would include one in which the pa- time to return with the desired sub-
rens experiments, uses more than stance, outwitting (or outrunning)
10 pawns of vis, works odd hours the guardian of the regio.
or irregular work patterns, or one Most magi characters have Story
in which the Lab Total of the par- Flaws that the storyguide can use to
ticipants is barely high enough to pull them from their laboratories
accomplish the desired goal. If you and engage them in adventures.
decide that a Turbulence check is An apprentice character may have
warranted, have the player make these as well, but even better, he
the check midway through the sea- must follow his masters commands,
son. If the Turbulence is controlled, which can easily include missions
nothing happens, but if it is uncon- away from the covenant. Such ex-
trolled, reduce the Apprentices Lab peditions are fertile soil for the
Total aid by half, as well as deter- creative storyguide, who can wrap
mining the regular results of an un- a tale around even the most pedes-
controlled Turbulence. trian chore.
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concentrate, the soldiers converge, Nearby peasants are concerned to take something from the church
chopping and mauling each other that the local church is failing that can act as an arcane connec-
in dramatic fashion. The players them. The priest refuses to preach, tion, so that the magus can watch
concentrate on specific images, more people in town are getting it from afar. The peasants are cor-
hoping to make those images slay sick, and the church grounds seem rect; the church is under the sway
the images of their opponents. A inexplicably eerie at night. With of a demon. This simple mission
judge, often a peer, decides each nowhere else to go, they ask the places the apprentice face-to-face
round of combat, determining magus for help. He sends his ap- with a demonic entity and its pos-
who played the better round. Each prentice to investigate, telling him sessed priest.
round, the participants make an In-
telligence + Finesse + stress die roll.
The player with the highest total Story Seed: Missing Mail
wins the round, if the judge is hon-
orable, and the first player to win The local redcap is late. The the regular route, the apprentice
five rounds wins the game. Natu- magus is expecting some vis, which discovers that a knight has thrown
rally, these rolls are for the players the redcap is supposed to be carry- the redcap in his gaol, thinking
ing. Since he is known as a recal- him a thief. The apprentice could
to determine which character had
citrant drunk, the magus suspects just return to the covenant with
the better round. In game, the judge
the redcap is lingering in a village this news, but perhaps thinks of the
can cheat, determining the winner
inn and sends his apprentice out to glory that awaits him if he frees the
of each round by his own criteria.
meet him. A few days later, along redcap and punishes the knight.
A second way to win is to force
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Gift cannot continue his magical
New Spell: Ager Belli training, having lost all his arcane
powers. Once The Gift is lost, the
CrIm 10 can be designed that make differ- character immediately gains the
R: Touch, D: Conc, T: Ind ent illusionary images. A Roman Minor Social Status Virtue: Failed
Req: Rego soldier is a standard image, but any
Apprentice (ArM5, page 42), which
This illusion creates a Roman Size 0 figure is allowed, including
replaces the Free Social Status Vir-
soldier. The soldier responds to the knights, club-wielding barbarians,
tue: Apprentice. The character can
mental direction of the caster, who and supernatural creatures like
still find work at the covenant as a
must maintain concentration as the fauns and satyrs.
laboratory assistant or scribe, but
soldier moves. The image contains (Base 1 (illusion affecting 1
only visual elements. This spell is sense), +1 Touch, +1 Conc, +2 her career as a maga has ended.
used by Hermetic apprentices to coordinate complex movements Some apprentices are abandoned
play Bellum. Note that other spells of the illusion, +1 Rego requisite.) instead of failed. For whatever rea-
son, the parens refuses to teach the
apprentice any more and expels him
gested situations on the Concentra- the apprentice with the highest to- from the covenant. Most Tribunals
tion Table (ArM5, page 82). tal. Just like a one-on-one match, the consider this a low crime; legally
Because this game was developed selected judge is the actual arbiter; taking an apprentice implies that the
for apprentices, who have yet to the die rolls are for the players. magus plans to train and eventually
swear the Oath of Hermes, target- Bellum is popular in large cov- Gauntlet a Gifted student. Those
ing another apprentice is not strictly enants, where it is played by both who stop short, who simply tire of
breaking the Code of Hermes. Ap- apprentices and young magi. Theo- teaching an apprentice and dismiss
prentices have magically pushed, retically, Bellum matches are civil him, are in effect releasing Hermet-
levitated, and ignited opponents. affairs, but these matches have been ic secrets and privileges they have
Loud noises, phantom horsemen, known to get out of hand, especial- sworn to safeguard to the world at
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and creating a pit underneath an ly when players have been drinking large. Legally, it is cleaner for a ma-
opponent are excellent distractions. alcohol. Bellum players have been gus to kill an apprentice he no longer
Participants with no moral scruples known to withdraw from the con- wishes to teach. There is no provi-
should still remember that maiming test early, to then push, shove, even sion against that. However, not ev-
or permanently harming another trade blows with other players. ery magus is that ruthless, and some
apprentice is damaging the parens The most extreme example of this who wish to dismiss an apprentice do
goods and is against the Code, so happened at the Grand Tribunal of just that. If an abandoned apprentice
care should be taken in deciding 1162, when a large Bellum game knows or somehow learns the Parma
how to distract an opponent. Win- turned into a minor riot. Magica, and has not sworn the Oath
ning by distracting an opponent is of Hermes, he instantly becomes a
especially laudable because the Ease threat to the Order. This rare event
Factor to cast a spell while maintain- Failing an Apprentice is only possible if the apprentice
ing another is probably higher than learns the final key instructions of
the Ease Factor to continue concen- The rigors of Hermetic study the Parma Magica before he has
tration during a distraction. prove too difficult for some, and oc- finished apprenticeship (see later).
Bellum is not just for two; other casionally apprentices fail in their Once found out, he will be hunted
players can also join the game by efforts to master Bonisagus teach- down and slain, as will the magus
simply sitting down and casting ings. Losing The Gift is the main who abandoned the apprentice. A
their own Ager Belli spell. Each play- reason apprentices fail, although lenient pursuer might offer Hermetic
er makes an Intelligence + Finesse + some are abandoned by their mas- membership to the apprentice, but
stress die roll, and victory goes to ters. An apprentice who loses his that is not a requirement.
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An abandoned apprentice leads Gift differ between player charac- Why would a player select this Flaw,
an odd life. Depending on why ters and non-player characters. For which will decidedly alter his char-
she was dismissed, she might find a a player character, losing The Gift acters life? For the same reason that
new parens, whether a magus from is always the players choice and a player might choose Blind, Miss-
the same House or a different one. never decided by a die roll. The ing Hand, or Tainted with Evil; these
Often, she can be adopted by an- player decides that his character Flaws describe the character that the
other magus and finish her train- loses The Gift, and that he wants to player wants to play.
ing. Many abandoned apprentices continue playing the character after Storyguide character appren-
quickly seek magi from House Ex this dramatic occurrence. Several tices may lose The Gift in the same
Miscellanea, hoping to find a spon- things could cause this to happen: a way, by choice. If the storyguide
sor who has less stringent require- laboratory accident, a spectacularly thinks this would better serve the
ments than other Hermetic magi. botched spell casting roll, falling saga, she can decide that the sto-
Other abandoned apprentices dis- prey to a Gift-destroying demon, ryguide characters Gift is lost or
appear into the woodwork. Such an tussling with an Amazon sorceress, suppressed. Alternatively, the sto-
apprentice considers herself trained a particularly nasty Turbulence, and ryguide can let the dice decide, and
enough, capable of continuing her an incredibly failed Temporary Twi- an optional method exists to deter-
arcane studies privately. She has all light comprehension. The character mine if the apprentice loses his Gift.
the capabilities of a maga, but is not immediately loses the power to cast Every time a storyguide character
a member of the Order of Hermes Hermetic spells, work any type of apprentice works a stressful labora-
and cannot use Hermetic society magic, and cannot use Supernatural tory season, as described previously
as a resource for books, additional Virtues or Abilities he might possess. in Laboratory Turbulences, roll a
instructors, or other traded com- A Gift that is not permanently stress die. If you roll a 0, roll an ad-
modities. She cannot join a cove- lost is suppressed. Instead of los- ditional number of botch dice equal
nant or participate in any Hermetic ing the Gift entirely, a player can to the parens Lab Total divided by
functions. Having not sworn the decide that the apprentices Gift is 10 (round up). If any of those dice
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Oath of Hermes, she is not bound suppressed. The character gains the come up 0, the apprentice has lost
by it, but neither is she protected Major Hermetic Flaw: Suppressed his Gift. The number of botches
by it. An abandoned apprentice is Gift, which allows the character to and the importance of the NPC in
not necessarily doomed to a life of continue to use existing Supernatural the saga should determine if the
isolation. Sometimes groups form, Virtues and Abilities. The character loss is temporary or permanent.
outliers of the Order, who accept cannot gain new Supernatural and
such members. The mock covenant Hermetic Virtues while the Gift is
Fenistal in the Rhine Tribunal is one suppressed. A Suppressed Gift may Apprenticeships End:
such group. Run by the Exsules, return, which is up to the troupe The Gauntlet
these Hermetic offshoots of the and the storyguide. How it returns
Order readily accept any Gifted should also be decided upon by the The Gauntlet is the test each
abandoned apprentices they can group, but surely it will involve a parens sets his apprentice to deter-
find (see Guardians of the Forests, page fantastic adventure that pushes the mine whether she has succeeded
114 for more details). character to the limits of his capa- and is ready to become an Hermetic
bilities. Because the Suppressed Gift maga. Every apprentices Gauntlet is
Losing the Gift is a Major Hermetic Flaw, it could different, designed to test their spe-
be selected at character genera- cific skills, although several Houses
For an apprentice character to fail tion as an Inherited Flaw. If a player have standard Gauntlets that many
his apprenticeship, he must lose his knows that he eventually wants to members use to test apprentices.
Gift, either permanently or tempo- play a failed apprentice, he could The Gauntlet must be passed to
rarily. The mechanics of losing The select both Flaws as Inherited Flaws. the masters satisfaction; there is
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no executive branch of the Order prentice for too long is to forgo the playing their apprentice character
of Hermes that oversees Gauntlets Gauntlet, instantly declare the ap- as a maga, and are not interested in
or second guesses the individual prentice a maga, and pay her a rook spending a game session passing the
master. If the master feels that the of vis for each year past 15 of her characters Gauntlet. The second
apprentice has not succeeded, the extended apprenticeship. option is to roll a die to determine
character spends another year as an A Gauntlet makes an excellent if the apprentice character suc-
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apprentice before trying again. Af- story for an apprentice character. It cessfully passed the Gauntlet. This
ter three failed attempts, magi from should provide a challenge for the method works well for a storyguide
House Quaesitor step in, overriding character, testing both the Arts and character apprentice working under
the parens proposed Gauntlet and Abilities she is good at, and those in a player character magus. Make an
administering one of their own. which she is weak. To make a Gaunt- Intelligence + Ability + stress die
The parens decides when the let dramatic, it could be set away roll against an Ease Factor of 9 for
apprentice attempts his Gauntlet. from the covenant, so that a charac- the apprentice character. Use the
The exception is House Tytalus, ter must travel somewhere to accom- Ability you think most appropriate
where the apprentice undergoes his plish her goal. The Gauntlet should for the House and the particular ap-
Gauntlet when he has had enough not take more than 10 days, howev- prentice, using the Hermetic Hous-
pain and suffering from his parens er, so as not to interrupt the appren- es Summary chart for ideas (ArM5,
(Houses of Hermes: Societates, page 83). tices last season with her master. page 30).
A selfish master could keep an ap- If you do not wish to run a
prentice indefinitely, although Gauntlet adventure for an appren- Optional Rule for
keeping an apprentice for more tice character, you have two op- Passing a Gauntlet:
than 20 years is a low crime in many tions. If the character has spent Apprentices Intelligence
Tribunals. If an apprentice has been the required number of seasons + Appropriate Ability + stress die
kept overlong, she could ask anoth- studying magic, you can automati- vs. 9
er magus to notify a Quaesitor of cally have the character pass her
her situation. One punishment for a Gauntlet. This method works well Failing this roll means that the
magus convicted of keeping an ap- for players who plan to continue apprentice must spend another year
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with her master. Botching this roll nal instructions are still withheld. Post-Apprenticeship
means something dire happened. Regardless of a characters score in
The severity of the consequences Parma Magica, she will not be able Having successfully completed
should depend on whether the ap- to invoke her own Parma Magica apprenticeship, an apprentice char-
prentice is a player or storyguide until after she receives the final key, acter becomes a maga of the Or-
character, and if there are available which happens after she has sworn der of Hermes. Her time is hers,
characters (and player desire) to the Oath of Hermes. Some appren- no longer subjected to the will of
rescue the apprentice. tices are believed to have worked her master, and she can pursue any
it out for themselves, but this is far avenue of life she likes. The very
Learning Parma Magica from easy, nor is it common. next stage for many is to find a
Any magus can teach the ap- proper home. Some join existing
Invoking a personal Parma prentice the final key, although do- covenants and some form new cov-
Magica is the last thing an appren- ing so before the apprentice swears enants with other recently Gaunt-
tice character learns, receiving the the Oath of Hermes is a High leted magi. Magi of the Rhine
final key instructions after swear- Crime. Essentially, such a magus is Tribunal often spend a few years
ing the Oath of Hermes to her passing the secret of Parma Magica visiting established covenants and
master. Few parentes take the time to someone who is not technically taking advantage of that areas rules
to teach Parma Magica, expecting a member of the Order. While an of hospitality (see Guardians of the
the apprentice to learn it through apprentice is certainly under the Forests: The Rhine Tribunal).
exposure. The apprentice is regu- auspices of the Order, she is not a Etiquette suggests that a recent-
larly included in the parens Parma member until she swears the Oath ly Gauntleted magus provides his
Magica ceremony, and as he shares of Hermes. parens with both a feast and a gift
his Parma Magica, the apprentice
watches and mimics the parens. All
the while, the parens holds back
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to acknowledge the parens efforts. magus can offer him a position, but 3, and Parma Magica 1 (ArM5,
Conversely, many covenants give a much depends on the student-mas- page 32). While good, these are
sizable gift of vis or a selection of ter relationship that existed during still only recommendations. An
copied books to the new magus, the apprenticeship. apprentice is a magus if he has
helping her to start off her career The recommended minimum been opened to the Arts, trained
on the right foot. Those that have Ability scores for a magus are Artes for 15 years, and then passed his
space in their covenant for a new Liberales 1, Latin 4, Magic Theory Gauntlet to his masters satisfac-
achieve some goal before facing Bonisagus apprentices must pass not have any formal Gauntlet
her Gauntlet. Many Gauntlets are a day-long oral examination set procedures, and each of the dis-
aimed at the individual and do not by an elder Bonisagus magus, and tinctly different traditions that
include other characters. For exam- Trianoma apprentices must spend fall under this House has dif-
ple, a Verditius maga must make an two seasons traveling on their own ferent methods of determining
enchanted item to pass her Gaunt- to distant covenants. Before these when an apprentice finishes her
let. This isnt terribly exciting for tests, apprentices must deliver a training. They do adhere to the
the group, but a story detailing her Laboratory Text that they have Code by not teaching the final
journey to get the raw materials for created during their apprentice- instructions of the Parma Magica
her creation might be. She and her ship to another magus who does to an apprentice until after 15
fellows must cross dangerous terri- not live at the covenant. This re- years, but any sort of Gauntlet
tories and face unknown dangers in flects their specific Oath, to share imaginable is appropriate for the
a faerie forest. Pre-Gauntlet adven- knowledge with the Order, and varied members of this House.
tures should be designed to include the apprentice is expected to take Wind wizards might have to col-
the apprentice and her friends. helpers along with her. lect Auram vis from a mountain-
ous stream, necromancers might
House Bjornaer House Criamon have to speak with the ghost of
a Roman senator, and diviners
Apprenticeship is slightly dif- Passing a Gauntlet is merely might have to forecast the time
ferent for House Bjornaer magi, a formality for House Criamon, of their own death.
who recognize their apprentices whose apprentices are accepted
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tion. A master could Gauntlet an
apprentice who doesnt read, speak
stigma for producing such an odd
offspring. Most agree that every Scholae Magicae
Latin, or know any Magic Theory. magus who undergoes an Hermetic
Such an apprentice wouldnt have apprenticeship should know how The notion of a group of magi
been much help in the lab, and to read and write, speak Latin, and forming a scholae magicae, or school
will make a sorry magus. His pa- know his way around an Hermetic of magic, to train Hermetic appren-
rens will suffer shame and social laboratory. tices was an early idea. Based on the
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classical schools of Socrates and Pla- mon; and magi who were expected prefer a single apprentice-to-parens
to, magi thought they could mirror to live and work together after ap- relationship. History has shown this
classical models with one of their prenticeship clung to resentments to be the most effective method of
own. The first attempts were in the formed in their youths. propagating Hermetic magi.
10th century, 200 years before the The Hermetic Arts must be These problems are not insur-
current universities of the 13th cen- taught one-on-one, from magus to mountable, but overcoming them
tury. All early attempts failed, de- apprentice, and this limitation has requires concentrated effort and a
spite the high hopes and dedicated yet to be overcome. Academic and great deal of the magis time. The
efforts of the founders. By lowering Arcane Abilities can be taught to school could be hidden, in a re-
their expectations, and enrollment multiple pupils by a single teach- mote covenant or a regio; mundane
numbers, at least two covenants er, and while these are important, teachers could be highly paid and
have succeeded as schools of magic, they fall far below the importance protected by Parma Magica; and a
but both are diminished actualities of knowing the Arts. Hiring mun- powerful Aegis could limit Turbu-
of the initial lofty concept. dane teachers can be a problem. lences, as long as casting tokens are
Gifted youths are difficult to They too need to be protected by provided when the students need to
teach as a group. Unless they are a Parma Magica, or are likely to flee practice magic. The biggest limit
constantly covered by a Parma Mag- at the first opportunity. Employing is the one-on-one teaching of the
ica, they dont get along. The social mundane teachers means introduc- Arts, and many magi consider that
consequences of The Gift drasti- ing them to the Order of Hermes, until this limit is conquered, schools
cally prolong the formative period not legally but knowingly, and some are a waste of energy and time.
of making friends. The children are magi are hesitant as to how much There are at least two covenants
suspicious of each other and distrust- the mundane world knows about in Mythic Europe that function
ful of their peers, detracting from the the Order. While its existence as schools, although both should
classroom experience. The height- might be public knowledge among be considered covenants first and
ened anxiety of the situation makes some noble circles, details are kept schools second. Though dedicated
Turbulences more common, and it is fuzzy so as not to cause undue sus- to teaching, neither has overcome
tricky to provide a continuous learn- picion. The last thing the Hermetic the difficulties involved in instruc-
ing environment when the class- Order wants is to be accused en tion groups of Gifted students,
room explodes into flames during a masse of heresy or witchcraft. although both have found ways
grammar lesson. Even when a sub- Another problem is that magi around that difficulty. The island
ject is rudimentary, Gifted children change their minds. It is easy to covenant of Polyaigos runs a school
feel the anxiety of working next to commit to one, perhaps even two that educates Gifted children in the
their peers, and any excessive emo- seasons of teaching a year, but a large liberal arts, a system that only works
tional outburst can lead to trouble. number of students would require a because of the Theban Tribunals
Young students are also vulner- greater commitment. Few magi wish treatment of apprentices in gen-
able to the passions of their class- to teach every season of the year, eral (The Sundered Eagle; The Theban
mates. Hermetic students are not and even that might not be enough Tribunal, page 33). The mysterious
immune to bullying, psychological to bear the weight of heavy teach- Scholomance in the Transylvanian
inadequacies, and jealousy. Early ing schedule that multiple students Tribunal teaches 10 students at a
attempts proved disastrous. Soon require. But things change three or time, and while all might work for
after the Schism War, a covenant four years later, when magi realize the Order after graduation, only
tried to form a Gifted academy. the amount of work involved and the one is Gifted (see Against the Darkness:
The children did not get along. lack of personal time available. Be- The Transylvania Tribunal, Chapter 6).
Suspicion turned into hatred; long- cause Arts must be learned through
standing animosities became com- one-on-one teaching, many magi
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