Ars Magica Digital Codex

Chapter Eight

Bibliography

The Anglo-Saxon Futhorc

In England, the rune wizards extended their alphabet. Scholars agree that it included the first 28 runes, and the last five may also have been included depending on era and area. Magi are certain that none of these vitkir remain in the British Isles in the 1200s, all of them having been eliminated in the war against Damhan-Alladh centuries ago, though evidence of their magic may still remain.

Letter Rune Name Pronounced Meaning Elder Futhark
F Feoh FAY-oh "Wealth" Fehu
U Ur OOR "Auroch" Uruz
Th Thorn THORN "Thorn" Thurisaz
R Rad RAWD "Riding" Raido
C Cen CHEN "Torch" Kauno
Gy Gyfu GUY-voo "Gift" Gebo
W Wynn WIN "Joy" Wunjo
H Haegl HA-wull "Hail" Hagalaz
N Nyd NID "Need" Naudiz
I Is EES "Ice" Isa
J Ger YER "Year" Jera
Y Eoh EE-oh "Yew" Ihwaz
P Peordh POHR-th "Cup" Perth
X Eolhx OHLHK "Elk" Algiz
S Sigel SEE-wel "Sun" Sowilo
T Tir TEER "Star" Tiwaz
B Beorc BORK "Birch" Berkanan
E Eh EH "Horse" Ehwaz
M Mann MAHN "Man" Mannaz
L Lagu LAH-wuh "Water" Laguz
Ng Ing ING "Hero" Ingwaz
D Daeg DAY "Day" Dagaz
Oe Ethel EE-thell "Homeland" Othila
A Ac AWK "Oak"
Ae Aesc ASH "Ash"
Yr Yr YAHR "Bow"
Ea Ear EAR "Grave"
G Gar GAR "Spear"
K Calc KAHLK "Chalk"
Q Cweorth QUORTH "Fire twirl"
St Stan STAYN "Stone"
Or Ior OHR "Water monster"

The Younger Futhark

In Denmark and Germany, the Futhark began to develop over time, both as it was used to communicate and to work magic. Many of the names of the runes and their meanings changed as the language became condensed, and the runemasters eventually settled on a set of 16 runes instead of the original 24. Instead of three aetts made up of eight runes, in this system the first aett had only six runes and the other two had five. Missing are Gebo, Wunjo, Perth, Algiz, Ehwaz, Ingwaz, Dagz, and Othila. This variation came to be known as the Younger Futhark.

Letter Rune Name Pronounced Meaning Elder Futhark
F Fe FAY "Wealth" Fehu
U Ur OOR "Drizzle" Uruz
Th Thurs THURZ "Ogre" Thurisaz
A Ass AHSS "God" Ansuz
R Reidh RAYTH "Ride" Raido
K Kaun COWN "Sore" Kauno
H Hagall HAH-gall "Hail" Hagalaz
N Naudhr NOW-thur "Need" Naudiz
I Iss EES "Ice" Isa
A Ar AHR "Year" Jera
S Sol SOHL "Sun" Sowilo
T Tyr TEER "Tyr" Tiwaz
B Bjarkan BYAR-kahn "Birch" Berkanan
M Madhr mah-THUR "Man" Mannaz
L Logr lah-GHUR "Water" Laguz
Y Yr EAR "Yew" Ihwaz

Eirik Svennson, Warrior Vitki

Characteristics: Int +2, Per 0, Pre -1, Com -1, Str +2, Sta +2, Dex 0, Qik 0

Size: 0

Age: 29

Confidence Score: 1 (3)

Virtues and Flaws: The Cift, Vitki, Major Rune Focus (Sigrunar), Fast Caster, Puissant Othila (free), Natt-thel Prone, Susceptibility to Divine Power

Personality Traits: Brave +3, Stubborn +2, Loyal (to other vitkir) +1

Combat:

Long Sword: Init +2, Attack +10, Defense +7, Damage +8

Long Sword (when enchanted): Init +7, Attack +15, Defense +12, Damage +8

Soak: +6 (+11 when enchanted)

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

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities: Brawl 2 (dodging), Carouse 1 (with soldiers), Craft: Runes 2 (in metal), Leadership 2 (in battle), Norse 5 (soldiers' slang), Old Norse 3 (writing runes), Rune Magic 5 (Tiwaz), Single Weapon 5 (long sword)

Arts: A 0, B 6, D 5, E 0, F 0, G 0, H 0, I 0, J 0, K 0, L 0, M 8, N 0, Ng 0, O 9+2, P 0, R 0, S 0, T 10, Th 0, U 5, W 4, Y 0, Z 10

Equipment: Partial leather scale, long sword

Encumbrance: 0 (4)

Scripts Known:

I, Eirik Svennson, bound this wound.(B 15/+8)

Berkanan 15, Method I The target receives a +9 bonus to recovery rolls from combat injuries, as long as the rune remains intact for the entire recovery period.

I, Eirik Svennson, will work well this day. (D 15/+6) Dagaz 15, Method I The target receives a +3 bonus to any activity performed all day.

Eirik Svennson leads men to greatness. (M 20/+18)

I, Eirik Svennson, strengthen the sword of my ancestors. (O 25/+24) Otbila 25, Method I The target receives a +5 bonus to Initiative, Attack, and Defense rolls made with a particular sword. Eirik typically inscribes the runes on the sword he inherited from his father, so that the effect endures only as long as he wields it (since he is the target of the spell, the sword must be "part of him" for the duration).

I, Eirik Svennson, invoke Tyr's power. (T 25/+22) Tiwaz 25, Method I The target receives a +5 bonus to Attack rolls. Eirik typically inscribes the runes on another warrior's sword, so that the effect endures only as long as he wields it.

I, Eirik Svennson, invoke Tyr's cunning. (T 25/+22) Tiwaz 25, Method I The target receives a +5 bonus to Defense rolls. Eirik typically inscribes the runes on another warrior's sword, so that the effect endures only as long as he wields it.

I, Eirik Svennson, call my belmet alu. (Z 25/+22) Algiz 25, Method I The target receives a +5 bonus to Soak. Eirik typically inscribes the runes on his helmet, so that the effect endures only as long as he wears it.

Eirik Svennson protects against the beasts of the wild. (Z 10/+7)

Appearance: Eirik is a tall, lanky, and cleanshaven Norwegian man with dark hair, wearing a suit of leather mail and helmet. He holds a long sword carved with runes all along the blade.

Eirik is a vitki in the service of the king of Norway, specifically answering to his uncle Sven Svennson, a powerful duke. Like many of the vitkir in this part of Scandinavia, Eirik is a member of the political group known as birchfeet (the birkebeiners), who have supported the northern kings in the last forty years of civil war, which have just recently ended. At his command is a unit of soldiers and builders that his uncle has placed under his authority, the leaders of which he has trained himself and has worked long enough with for them to grow used to his Gift. This does not stop constant low-level murmuring among the lower ranks, but so far this has been kept under control and the veterans are gradually becoming used to him. His group is stationed on the outskirts of the city that will become Trondheim, the capital, to rebuild its defenses and guard against trouble. His uncle expects him to be a great leader and soldier, though he is still a little too naive to appreciate the privileged position in Norse society he currently occupies.

Folk Witch Sources

Flint, V. The rise of magic in early medieval Europe. Oxford: Clarendon, 1991.

Kors, A.C. and E. Peters (eds). Witchcraft in Europe, 400-1700: a documentary history, 2nd ed. Philadelphia: University of Pennsylvania Press, 2001.

Russel, J.B. A history of witchcraft, sorcerers, heretics, and pagans. London: Thames and Hudson, 1980.

Gruagachan Sources

Foster, Sally. Picts, Gaels and Scots. London: B.T. Batsford Ltd., 1996.

Guterman, Norma (trans). Russian Fairy Tales. New York: Random House, Inc., 1975.

Robertson, Roderick. Lion of the North: The Loch Leglean Tribunal, Renton, WA: Wizards of the Coast, 1994.

Wagner, Paul. Pictish Warrior AD 297-841. Oxford: Osprey Publishing, 2002.

Learned Magician Sources

Ankarloo, Bengt and Stuart Clark (eds). Witchcraft and Magic in Europe: The Middle Ages. Philadelphia: University of Pennsylvania Press, 2002.

Flint, Valerie. The Rise of Magic in Early Medieval Europe. Princeton, NJ: Princeton University Press, 1991.

Kieckhefer, Richard. Magic in the Middle Ages. Cambridge: Cambridge University Press, 1991

Skemer, Don. Binding Words: Textual Amulets in the Middle Ages. University Park, PA: Pennsylvania State University Press, 2006.

Nightwalker Sources

Ginzburg, Carlo. Ecstasies: Deciphering the Witches' Sabbath. Chicago: University of Chicago Press, 1991.

Ginzburg, Carlo. The Night Battles: Witchcraft and Agrarian Cults in the Sixteenth and Seventeenth Century. Baltimore: John Hopkins University, 1992.

Lecoteux, Claude. Witches, Werewolves and Fairies: Shapeshifters and Astral Doubles in the Middle Ages. Rochester: Inner Traditions, 2003.

Summers, Montague. The Werewolf in Lore and Legend. New York: Dover Publications, 2003.

A NOTE ON NIGHTWALKER SOURCES AND APPROACHES

Nightwalkers are recorded in detail in Classical Greek works, and in works that post-date the game period. During the game period, they are mentioned in several sources, but are described with insufficient detail to develop material that presents complete, genuine regional variants. Troupes are encouraged to jumble together the elements of the various nightwalking groups presented here, to create a unique group suitable for the region in which their covenant lies. The groups described here were usually not described in detail during the 13th Century, but have been included to allow players to choose elements to incorporate into fictional traditions that they design themselves.