Ars Magica Digital Codex

Qovenant Organization

Six magi, free from the politics and squabbles of their land-locked cousins, sail the seas and oceans and go where adventure takes them. Each magus is master of his own ship, has a captain to command it, and a crew to sail it. They live and work aboard this vessel and this includes study and laboratory activities. The covenant has a number of contacts on land, mostly in the ports and harbors along the Stonehenge and Normandy coastlines.

The covenant sails as a fleet, bearing security in mind and the need to bond the magi together. Given the immediacy of its founding, there has been little time for formal councils, but the magi do meet and agree their course and responsibilities for the season ahead.

Each magus flies two flags, the first being the covenant's symbol of a black Cog on a field of White, and the second being their own symbol in the form of a sanctum marker, after all, their ship is their own domain.

Laboratory work is typically conducted with the ship at anchor in one of a score of natural harbors and reefs. A life at sea may be conducive to freedom, but the lack of pervading magical aura across the seas means that laboratory work cannot benefit as on land. Alternatively, magi may trade for a season within an aura controlled by friendly covenants.

Nierarchy and Governance

There is little of either hierarchy or governance on the Northern Seas. The older of the covenant's magi have known each other for years and they have a strong bond of friendship, but they are firmly committed to seeing the younger and less experience magi achieve their potential. Each of the magi is, in their own way, an outcast or a misfit, and the Northern Seas provides a welcome harbor from their sea of troubles.

Each magus has their vote on the council and must abide by decisions made. The covenant also respects the opinions of its covenfolk and, if they request it, they may speak before the council. Magi are free to study what they will and all are agreed to provide assistance to their colleagues when needed, for instance in exploring where one desires or trading for resources that another might require.

INCOME AND SUPPLIES

There are few laws at sea and the Northern Seas takes full advantage of this. Merchants and smugglers risk their cargoes to pirates, storms, and the vagaries of the ocean. To these can be added the magi of the Northern Seas. Trade may ultimately make up some of the covenant's income, but the more experienced of the magi are not above taking what they want from ships that cross their paths.

However, the current source of income is from trade; transporting goods from one port to another. On its own, with a fleet of six ships, this should provide a decent income for a wealthy merchant. However, the six ships need to support the same number of magi, which brings its own costs. As described later in the chapter, the small in-

Ship's Captain

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

Age: 35 (35) Decrepitude: 0 Warping Score: 0 (0) Confidence: 1 (3)

Virtues and Flaws: Merchant Adventurer*; Ways of the Sea; Arcane Lore, Inspirational, Vernacular Education*; (one of Favors, Feud, Fury, or Plagued by Supernatural Entity), Overconfident

* Virtue from City & Guild

Personality Traits: As per the individual

Dodge: Init -1, Attack N/A, Defense +3, Damage N/A

Fist: Init -1, Attack +3, Defense +3, Damage +0

Kick: Init -2, Attack +3, Defense +2, Damage +3

Bludgeon: Init -2, Attack +6, Defense +4, Damage +2

Dagger: Init –1, Attack +5, Defense +3, Damage +3

Soak: +1

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

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

Abilities: Area Lore: Normandy Coast 3 (coves), Artes Liberales 2 (astronomy), Athletics 2 (aboard ship), Awareness 3 (weather), Bargain 4 (grains), Brawl 3 (Bludgeon), Carouse 3 (drinking songs), Organization Lore: Covenant of the Northern Seas 1 (personalities), Dominion Lore 1 (saints), English 3 (naval terms), Faerie Lore 2 (sea faeries), Low German 4 (Flemish), Folk Ken 3 (port authorities), Guile 4 (lying about cargo), Latin 3 (hermetic usage), Leadership 3 (crewmen), Magic Lore 3 (sea monsters), French 5 (Norman), Order of Hermes Lore 2 (covenants), Profession: Sea Captain 5 (Normandy coast), Stealth 2 (hide), Swim 2 (oceans)

Equipment: Quilted Armor, dagger Encumbrance: 2 (2) Appearance: As per the individual

Sailor of the Northern Seas

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

Age: 25 (25)

Decrepitude: 0 Warping Score: 0 (0)

Virtues and Flaws: Covenfolk, Tough, Compulsion (Dockside Vices)

Personality Traits: Vulgar +2, Brave +1, Loyal to their Captain +1

Combat:

Dodge: Init +1, Attack N/A, Defense +5, Damage N/A

Fist: Init +1, Attack +7, Defense +6, Damage +1

Kick: Init +0, Attack +6, Defense +4, Damage +4

Bludgeon: Init +0, Attack +8, Defense +5, Damage +3

Dagger: Init +1, Attack +8, Defense +5, Damage +4

Damage +4 Knife: Init +1, Attack +7, Defense +5, Damage +3

Soak: +5 Fatigue Levels: OK, 0, -1, -3, -5, Un-

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

Abilities: Area Lore: Coast 3 (coves), Athletics 2 (aboard ship), Awareness 3 (at sea), Brawl 4 (Fist), Carouse 3 (getting drunk), English 3 (tavern talk), Low German 4 (Flemish), Folk Ken 2 (prostitutes), Guile 2 (shifting blame), French 5 (Norman), Profession: Sailor 4 (rough weather), Swim 3 (calm waters)

Equipment: Quilted Armor, knife, dagger Encumbrance: 1 (2)

Appearance: Sunburned arms and faces, calloused hands, and weathered clothing.

The Gift of Magestones

While the covenant's ships lack a magical aura, there exists one tantalizing option; Magestones. The story goes that while Verditius was learning Hermetic magic from Bonisagus he enchanted a number of fist-sized onyx pebbles, each with the two runes for Creo and Vim engraved upon them. These stones each create a localized level 3 magic aura large enough to cover a magus' laboratory. Apart from a few secretly given to the covenant of Oculus Septentrionalis in the Rhine, Durenmar jealously guards all the remaining stones that they are aware of.

However, you may decide that Ver- ditius kept some of these stones back for himself and his followers, and that per- haps he took these stones with him on what became his final sea voyage to en- sure that his ship benefited from a magi- cal aura at all times. You may decide that these stones are out there for the finding, perhaps in the hands of mundane nobles who do not know what they have, or in the clutches of Merfolk who might use them to bargain with the magi of the Northern Sea. Perhaps they are in the belly of an enormous whale, grown large and ancient through the action of the magic it carries within itself.

Alternatively, you may decide that the precedent set with Oculus Septentrionalis might be repeated and either Durenmar has already given the Northern Seas a set of Magestones or the leaders of House Bonisagus are open to persuasion.

Whichever way you approach it, Magestones provide a means of giving each magus in the covenant a valuable magical aura.

See Guardians of the Forests, page 70 for more details on Magestones.

Story Seed: The Magical Whale

Sailing with the covenant for a season, Maris of Tytalus tells tales of an immense whale that brings a magical aura to the surface each time it breaches. A ship tacking alongside can benefit from that aura for a while. Is this just a tall tale of the sea or has Maris discovered a powerful resource? Pressing Maris for more information, Carles asks for volunteers to hunt down the whale and discover the source of its power.

come from legitimate trade is not yet sufficient to cover these costs.

The covenant has a little time to decide, but the magi of the Norther Seas need to determine how they are going to keep the Northern Seas crews paid, ensure the ships are maintained, and buy the all-important devices and equipment used in Hermetic laboratories. Their trade income is there to be developed and piracy is still being debated. The covenant does have its own reserves of silver, a sizable sum in fact, which should support the covenant for a while, but before long the young covenant will need to earn its keep.

Study and Laboratory Work

The magi of the Northern Seas spend their time as other magi do, in their laboratories, inventing spells, and creating enchanted devices. They face several challenges in this that others do not, principally the lack of a covenant aura and the unusual situation of their laboratories. These laboratories are described in detail later in this chapter and take account of the inherent dangers of trying to work at sea. For particularly delicate work, or in times of severe weather, the magus might choose to anchor up and work from a safe harbor.

The lack of aura does not prevent magic from being used of course, but the magi of the Northern Seas do not enjoy the same benefit that other more conventional

Story Seed: The First Contract

The covenant has been engaged to take a small cargo of tin from South- ampton to Riga. Two nights into the journey, a stowaway is discovered try- ing to pilfer food. This young girl is no urchin; she is clearly the daughter of someone important. As the magi learn more, it seems that she is fleeing a marriage to an elderly knight arranged by her father for monetary gain. Her sweetheart has already fled her father's abuses and she is going to Riga to be with him.

Can the magi allow themselves to be dragged into this tale of love and loss? What do they do when they dis- cover that this long-lost lover in Riga has himself a new woman? And how do they deal with the angered father now that he has discovered on whose ship she stole away?

magi might. However, the magi are charting the seas and looking for stable magical auras which might one day allow them to benefit while at sea.

Life At Sea

Life at sea is hard enough, but there are distinct challenges for a magus whose career consists of long months of study and delicate laboratory work.

Charting The Ocean

The magi of the Northern Seas, young as they are, rely upon their elder and more experienced captains for their knowledge of the ocean currents, storm fronts, and treacherous coastlines. These captains do not, however, have knowledge or understanding of the supernatural auras. The magi of the Northern Seas are therefore setting out to chart such auras that can be found both on the surface of the sea and beneath it.

Just as a magus on land might find, follow, and exploit a magical stream, so the magi of the Northern Seas believe they can do the same for currents and flows in the ocean. This is not so far-fetched as some land-locked magi might first think. Consider that magical stream and where its waters come from and go. The waters are within that stream for so short a time, and yet they carry magic with them while part of that stream. The same is true for the currents, swirls, and eddies that every captain knows. The deep currents between Iceland and the Faroes may hold older and stronger magical auras than anyone suspects.

Each magus has a copy of the Carta Ma-

Story Seed: The First Act of Piracy

Having heard of a valuable cargo of silver and other treasures on its way to Denmark, the covenant resolves to take it. When they board the ship, however they find little treasure but a handful of monks on their way to save a village from the curse of devilry and witchcraft. The treasure on board is the sa- cred relics and paraphernalia that they carry with them. Do the magi take the treasure and leave the monks and the villagers to their fate, or do they take the virtuous path?

rina, a map of the ocean, which they update. See additional details on the Carta Marina later in this chapter.

The Charter

The charter of the Northern Seas is quite light on the kind of detail that other magi might expect. There are no degrees of membership.

Here is a description of the principle clauses:

  • Membership is by accord with the existing members.
  • A magus accepted by the Northern Seas shares his resources with the covenant and in return is given his share of the covenant's resources.
  • Each magus is sworn to provide hospitality to his brothers and sisters in the covenant.
  • Each magus is master of their own vessel.
  • Each magus has a single vote at council and the elder magus holds the casting vote.
  • Each magus is sworn to the covenant for no less than a decade, after which he may leave with his rightful share of the spoils.
  • A magus who stays with the covenant for twenty years may take his ship and his crew on condition that he funds a replacement.
  • A magus who stays with the covenant for thirty years may take his ship and crew with no obligation to the covenant.
  • A magus who stays with the covenant for forty years may claim a shipping route or region of the sea to call his own, shall be accorded the respect due to a fully-recognized covenant, and may charter others to himself.

The charter is interesting for the things it doesn't say. In promoting recognition of rights to a shipping route or a region of the sea after forty years, it implies that such rights would not be recognized before that time.

The oldest two magi, Carles and Hilde, supplied the majority of the covenant resources when the six magi formed the covenant, but all took their share. Carles has also shown the way of hospitality by recording all the covenant members on his sanctum marker.

Covenant Site

The covenant has few true buildings as it is based on a flotilla of ships. Each ship in the covenant is either a cog or hulk up to size +8 (as per City & Guild, page 77) and has a base value of 52 Mythic Pounds for a ship of Standard construction, 104 Mythic Pounds for a ship of Superior construction, or 260 Mythic Pounds for a ship of Excellent construction, which provide a total of 6, 9, and 12 Damage Levels respectively.

Life on Board Ship

Regardless of type or quality, each ship in the flotilla has a capacity of around 125 tonnes and a crew of 13 including the captain. The grogs described above are additional as they occupy a specific role. None of the ships have so far been enchanted or opened for enchantment by a Hermetic shipwright. Each ship can be affected by the standard Hermetic Structure Target.

Anatomy of a Ship

Allowing for differences in individual design, the covenant's ships are approximately 75 feet in length, 25 feet in the beam, and just over 12 feet from keel to deck. This allows for a cargo hold and a single deck. The magus' laboratory typically occupies the rear of the cargo hold and is secured against accidental intrusion.

The single mast descends through the deck and secured at the base of the ship. This is generally made from a single tree to promote strength. The ship is steered principally through adjusting the sail to capture the wind at different angles, thereby pushing the ship where it needs to go. The steering oar at the rear of the vessel allows for fine control.

The crew typically sleep on deck, weather permitting, or find space below deck among whatever cargo the ship is carrying.

Risk of Damage

As per the rules in City & Guild, page 77, each of the ships has a number of Damage Levels. Every time the ship is exposed to an explicit danger there is a chance that the ship may be damaged, losing one of these Damage Levels. These dangers include magical accident or explosion, attack by a sea monster, violent storms or swells, running aground, or collision with another vessel.

Each ship has been fitted with a laboratory of standard size, roughly 20 feet by 25 feet, which costs the ship 25 tonnes of carrying weight. If using the expanded laboratory rules from the Covenants supplement, each additional point of size costs a further 25 tonnes of carrying weight.

Names Added to Sanctum Marker: As per individual magus

Characteristics: Size +0 (0), Refinement +0, General Quality –1, Upkeep +0, Safety –1, Warping +0, Health +0, Aesthetics –1

Virtues & Flaws: Mobile, Extensive Stores; Cramped, Unstable

Specializations: Experimentation +2 Each of these laboratories costs 10 Build Points.

Modifying the Ships

The magi may wish to modify their ships once the covenant sets sail and their income improves. Options include improving the onboard laboratory using the rules presented in the Covenants supplement, adding a prepared casting space, and enhancing the vessel through enchantments.

A Hermetic shipwright could enchant the entire vessel, but even separate devices can affect the ship as a structure. See the Hermetic Projects supplement for more information on these options.

La Charytee: Carles Magnus

La Charytee is a large cog of Excellent construction, having 12 Damage Levels and providing a bonus of +2 to all sailing activities. She has a distinctive tall tower at the rear of the vessel, the balcony of which is richly painted red.

The Reliquary

Carles has outfitted La Charytee with a relic; the Long Bone of Epiphanius. With a Faith Score of 3, the relic, which hangs from the mast within a box of excellent quality, has a Divine Might of 30 and scourges all demons that come within 30 feet of the relic. This covers almost the entirety of La Charytee.

The Long Bone costs 35 Build Points, which is 30 for the Faith Score and a fur-

The Long Bone of Saint Epiphanius

Saint Epiphanius (died 403) was the bishop of Salamis on the eastern coast of Cyprus and a noted polemicist warn- ing against the dangers of heresy in all its forms. He lived into his eighties and was noted for his mastery of many lan- guages.

Carles has acquired the thigh of Epiphanius, which has a Faith Score of 3 and the following miraculous power:

Babel Rejoined

InMe 40 Pen +8, 2/day R: Touch, D: Sun, T: Hearing

Those in the same structure as the long bone of Epiphanius understand the spoken words of all others within the structure regardless of the languages that any of them speak. To benefit, targets must at least nominally be members of either the western or eastern Churches. Jewish and Islamic characters do not benefit, neither do heretics, pagans, or those aligned with the Infernal.

The power is activated by invoking Saint Epiphanius in the presence of the bone, something widely-known by the crew.

(Effect: Base 5, +1 Touch, +2 Sun, +3 Hearing; Modifications: +1 for 2/ day, +4 for +8 penetration)

This relic costs 35 Build Points.

ther 5 for the miraculous power it contains. See the nearby box for more details. See also Realms of Power: The Divine, page 43 for more on relics.

Carles' Laboratory

Carles' laboratory is dominated by the carved and painted map of the oceans and the skies that covers the chamber's floor and ceiling. It is very tidy; important given that the working spaces are a little cramped in order to expose as much of the great map as possible.

While the sanctum marker bears the names of each covenant member, Carles ensures that his laboratory is guarded at all times and that the guard knows not to admit anyone unless explicitly told by Carles or Hilde.

Names Added to Sanctum Marker: Hilde Oddfish, Columba of Ex Miscellanea, Matilda Page, Tibor Milos, Andrew of Jerbiton

Characteristics: Size +0 (0), Refinement

Through The Aegis

+2, General Quality +1, Upkeep +3, Safety +1, Warping +0, Health +0, Aesthetics +2

Virtues & Flaws: Extensive Stores, Lesser Feature (Map), Specimens, Guard, Highly Organized, Mobile, Precious Ingredients; Cramped, Unstable

Specializations: Experimentation +2, +1 Longevity Rituals; +1 Intellego; +1 Animal

Features: Map

These enhancements cost 30 Build Points.

Captain

La Charytee is captained by Gilot Vallet, a shaven-headed robust man with exacting standards. His Personality Traits are Exacting +3, Loyal to Carles +2, Reckless –1.

Marie de Bayonne: Hilde Oddfish

The Marie de Bayonne is a flat-bottomed hulk of size +8 and Superior construction, providing 9 Damage Levels and a +1 bonus to sailing rolls when sailing close to shore. She is, however, given to frequent leaks and the crew are often kept busy making good and bailing out.

Hilde's Laboratory

Hilde's laboratory is constantly damp as the Marie de Bayonne has been modified so that the hull remains sound despite the opening from Hilde's laboratory to the sea. This opening allows Hilde to leave her laboratory directly into the sea in her shark heartbeast, but the water does slosh into the lab during choppy seas, despite an enchantment that keeps the ocean at bay. The ceiling is strung with fish in various states of decomposition, seaweed, and driftwood.

Names Added to Sanctum Marker: Carles Magnus

Characteristics: Size +0 (0), Refinement +1, General Quality –1, Upkeep +1, Safety +0, Warping +0, Health +0, Aesthetics +1

Virtues & Flaws: Mobile, Highly Organized, Lesser Feature (Running Water), Extensive Stores, Specimens; Cramped, Lesser Focus (Running Water), Unstable

Specializations: Experimentation +2; Animal +1, Aquam +3

These enhancements cost 30 Build Points.

Captain

The Marie de Bayonne is captained by Taupin le Ribaut, a gray-bearded tyrant who runs a decent God-fearing ship. He's a fair captain, but woe betide those who fall short of his standards. His Personality Traits are Merciless +3, Pious +2, Loyal to Hilde +1.

The Black Bark: Andrew of Jerbiton

The Black Bark is a large hulk with 6 Damage Levels. Its hull has been painted pitch black to reflect its name, which immediately provides the ship with a certain presence. There is no mistaking the Black Bark when she rounds into port.

Andrew's Laboratory

The laboratory on the Black Bark has the statistics for the standard shipboard laboratory detailed above.

Captain

The Black Bark is captained by Pierre l'Englais, a vibrant clean-shaven man, secure in the camaraderie he enjoys with his crew. He will gladly lead his crew and risk his ship in any venture, for there is no life but the adventurous life in his mind. His Personality Traits are Adventurous +3, Energetic +2, Cautious –1.

The Laurens: Columba

The Laurens is a large cog of size +8 and Standard construction, providing 6 Damage Levels. She is wider in the beam than most other vessels, which makes her slower but more stable in rough seas. Her cargo capacity is 25 tons more than the covenant's other ships, room that could be turned over quite easily to a council chamber of sorts.

Columba's Laboratory

The laboratory on the Laurens has the statistics for the standard shipboard laboratory detailed above.

Captain

The Laurens is captained by a Breton by the name of Tiessot. He has a tendency to walk the ship at night, when things are calm-

est, and take his turn on watch. He enjoys these quiet moments when he can be alone with his thoughts. Those thoughts often turn to Columba, a woman he knows he can never have nor ever speak of his affections. His Personality Traits are Thoughtful +3, In love with Columba +2, Protective of his crew +1.

Le Genet: Tibor Milos

Le Genet is an ocean-going cog that has been patched and repaired many times in her life. She is of Standard construction and has 6 Damage Levels.

Tibor's Laboratory

The laboratory on Le Genet has the statistics for the standard shipboard laboratory detailed above. The sanctum is also contains a small cage of iron straps and a strong lock. This is Tibor's cage into which he goes on those nights he becomes the wolf.

Captain

Le Genet is captained by Susane la Fèvre, a strong-willed and vocal captain and harsh task master. She feels the need to exert her leadership, but marries this with an ability to hold her drink and to haul a rope as well as any of her crew. She also has no qualms with piracy, and is willing to turn her unease at Tibor's curse into a fearsome legend of the sea-wolf if it helps her cause. Of all the captains sailing for the Northern Seas, Susane is perhaps the most loyal to her own path over that of the covenant's. Her Personality Traits are Garrulous +3, Showy +1, Loyal to the Covenant –2.

Story Seed: The Rusted Bars

All iron rusts and corrodes at sea, but never as quickly as that fateful night. Although Tibor retired to his cage at the onset of the wolf, the bars quickly crumbled and broke under the wolf's attack. This freed Tibor and the wolf had free rein all over Le Genet. Are the crew able to safely recapture their transformed master? Was the rust- ing of the bars natural or was there a malicious power at work? Who would want to seed fear and mistrust within the Northern Seas?

Trinite: Matilda Page

Unlike the other ships in the covenant, Trinite is a Mediterranean nef, long bodied with a sturdy keel and towers for and aft. The ship is a gift from the Merfolk to Carles and was once a wreck that laid for many years on the seabed. This gives the ship a weathered patina that Matilda finds pleasing.

Trinite has triangular lateen sails, that allow it to tack closer to the wind, meaning it can outpace similarly-sized vessels when sailing into the wind.

She has 6 Damage Levels but receives a –1 penalty to any Damage Checks while in the northern oceans. Her Mediterranean design does not fully suit the rougher seas of the north.

Matilda's Laboratory

The laboratory onboard Trinite has the statistics for the standard shipboard laboratory detailed above. It is situated to the rear of the vessel below decks. Matilda also has an additional workshop in the forecastle at the bow. She calls this her reading room, though actually it is where she practices her scribing and illumination.

Her hand has adapted to the constantly-rolling motion of the sea and she is now as accomplished on board Trinite as she is on land, though she suspects that there may be magical means of improving her laboratory to aid with the development of enchanted devices; perhaps a mechanism to keep her workspaces steady no matter the conditions outside.

Captain

The ship is captained by Sarrasin, a Frenchman of Moorish ancestry. His manner, dress, and language mark him out as a Frenchman and any prejudice concerning his descent is soon eased and so he lacks the Outsider Flaw that might normally be expected. His Personality Traits are Patient +3, Paternal to his crew +2, Respectful +1.

External Relations

No covenant operates alone and the Northern Seas has its share of allies, rivals, and enemies.

Merfolk

This race of aquatic faeries are anatomically similar to humans from the waist up, but they have a fish-like tail from the waist down. They also breathe water like a fish, having gills located just behind the jawline, often obscured in male Merfolk by prodigious tightly-curled beards.

Merfolk have a tendency to the barbaric, though they might claim adventurous instead. Warfare between the different tribes of the sea is a part of everyday life, so much so that a young Merfolk boy does not become a man until he has made his first kill, whether that is another Merfolk, a great beast of the deep, or a human from the world above.

Merfolk fight with the trident and net, often using the net to capture their enemies alive, so that they might be sacrificed to their gods.

The magi of the Northern Seas have an uneasy alliance with the capricious Merfolk. The mutual respect was initiated not by Carles' politicking but by the Merfolk's awe at Hilde' shark heartbeast. A warband chanced upon Hilde one day and tried to slay the shark. After Hilde had killed seven of her assailants, the others surrendered to the victor. Hilde is now viewed with reverence, like a legendary hero who walks among them. For her part, Hilde claims to find this all a bit unsettling. Regardless, the Merfolk recognize the ships of the Northern Seas and leave them to their business.

Use the Triton statistics for Merfolk, as provided in Realms of Power: Faerie, page 90.

The Covenant of Favonius

The covenant of Favonius in the Tribunal of Thebes is, like the Northern Seas, housed on several ships. Like the Northern Seas it also has contacts and properties on dry land. But it differs from the Northern Seas in two important ways; Favonius has the power to enchant its ships and it is ideologically wedded to the current status quo with regards to Tribunals.

JOHN PADBURY OF House Verditius

John Padbury is a Verditius with a dream. He is a carpenter and budding shipwright attempting to establish a small Hermetic shipyard in Smallhythe in the Stonehenge Tribunal. At present, he is working on his own with a small and hard-pressed band of mundane carpenters and has nothing even approaching the kind of expansive and open laboratory he needs.

If Carles and the Northern Seas are keen to help him, however, he is willing to repay the debt in kind by providing such enchantments that they might request.

Smallhythe is a little way inland, but the river that runs to the small town is deep enough that coastal busses, hulks, and unladen cogs can navigate quite easily. It is a place already well established in shipbuilding.

FELIADEXTER, DEMON OF WRATH

This demon of wrath has possessed one of the crew, placing a portion of its Might into the unwitting sailor, from where it hides and pushes others to wrathful or spiteful actions. Where there is a choice between the virtuous path and the path of sin, Feliadexter tempts, or suggests, or calls for violent or sinful acts. When a thief is caught, Feliadexter's voice is the one calling out from the back for the thief to be mutilated or hanged, his is the eye that spies a laden merchant ship on the horizon, and his is the finger that points out a cheat.

This possessing spirit could be in any of the crew. It can hide safe and secure within its host, shielded even from the scourging effects of relics. For this reason it is not specified on which ship the demon sails or even whether the demon has joined the covenant at this point.

CAPTAIN FOLPERT BERLENSIS

Captain Folpert Berlensis (Tales of Mythic Europe, page 43), master and owner of the mundane vessel La Main Blanche, is engaged in Hermetic trade in some small way. He is known to the magi along the Normandy and Rhine coast and can often be encountered transporting esoteric cargoes. Lacking the insight that a magus can bring to such services, he nonetheless takes trade that the Northern Seas might on occasion prefer for itself.

With Folpert so well-known to the Order, acts of piracy against him and his vessel would hardly be wise, but they do sail the same waters and encounters are inevitable.

WADDENZEE

The covenant of Waddenzee in the Rhine Tribunal are rivals to the Northern Seas by virtue of operating their piracy in waters sailed by Carles and his followers. Although the covenant itself is housed on land, the magi of Waddenzee are notorious pirates and may not think twice about trying to take from the Northern Seas.

If things were different, Waddenzee, with its reliance on ships, would make an ideal partner to Carles in founding a new Tribunal, but he cannot in all conscience include them in his plans for fear of the aggression and plunder that might follow.

OCULUS SEPTENTRIONALIS

The Rhine covenant of Oculus Septentrionalis was founded with the intention of extending the Rhine Tribunal's reach northwards. While this has stalled, the covenant, along with others of similar mind, are examining the possibility of seceding from the Rhine and forming their own Tribunal. At first glance, this looks like a good fit for the Northern Seas. However, these covenants, and Oculus in particular, would bring too much history and politics to the venture to secure a decent start.

However, Estrid Danesson of House Ex Miscellanea is a young magus and has a lifestyle very similar to those of the Northern Seas. It may be possible to persuade Estrid to leave Oculus and join the Northern Seas. which would bring new knowledge to the covenant, if only Estrid's wife could be persuaded to leave her current life to start a new one.

Feliadexter

Order: Tempters Infernal Might: 20 (Mentem) Characteristics: Int +1, Per –1, Pre +1, Com +3, Str +3, Sta +3, Dex +2, Qik +2 Confidence Score: 1 (3) Virtues and Flaws: Weak-Willed Personality Traits: Selfish +5, Cruel +4, Angry +3, Spiteful +3 Reputations: None Hierarchy: 0

Combat: Claws: Init +3, Atk +6, Def +5, Dam +5 Tongue: Init +4, Atk +7, Def +7, Dam +0 Soak: 3

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

Wound Penalties: -1 (1-5), -3 (6-10), -5 (11–15), Incapacitated (16–20) Abilities: Brawl 3 (whip), Charm 4 (chosen victim), Folk Ken 6 (character faults), Guile 6 (imaginary faults)

Possession, variable points, Init +2, Mentem: See Realms of Power: The Infernal, page 32.

Coagulation, 2 points, Init –1, Corpus: See Realms of Power: The Infernal, page 31. Obsession (Cruelty), 1 to 3 points, Init -5 Vim: See Realms of Power: The Infernal, page 31.

Weakness: Love, freely given

Vis: 4 pawns of Mentem vis sordida found in the demon's bowels

Appearance: Feliadexter's true form is that of a spindly bony man with rips tearing through his skin. His mouth is forced open so far that his head always tips back, and out of it spills a massive tongue as wide around as a grog's arm. The tongue flails around and it is this he uses in combat as a whip.

The possessing spirit of Feliadexter has a Possession Pool of 15, which should be used in place of the Might Score listed above. Points from this Possession Pool are not regained.

His Possession power has no other Might cost other than the points Feliadexter chooses to place within the host. This means that the demon can jump between hosts with no loss of power and, as the part has the powers of the whole, even split off further possessing spirits and place them within additional crewmembers.

Carles has discussed both of these with the Favonius' leader and principal enchanter, Memnos and hopes one day to both commission an enchanted vessel from him and to persuade him to throw off the Tribunal of Thebes and strive for freedom.

For their part, Favonius sees Carles and his magi as following in their wake and wish them nothing but favorable winds and smooth sailing.

Resources

The Covenant of the Northern Seas has the following resources.

Income Sources

Trade and transport are the chief sources of income for the covenant and this is treated as a Lesser Income Source, earning 40 Mythic Pounds each year. This is insufficient to sustain the covenant.

ENCHANTED DEVICES

The following enchanted devices are available. Unless otherwise stated, the troupe may decide upon which ship they can be found.

Brooch of Lungs of the Fish

MuAq 24

Pen +0, Constant Effect

R: Touch, D: Sun, T: Part

This brooch affects the wearer as per the Lungs of the Fish spell described in ArM5, page 122. The effect is constantly active and so the user simply needs to wear it to benefit.

The covenant has only one of these at present but the Laboratory Text is available.

(Effect: Base 4, +1 Touch, +2 Sun, +1 Part; Modifications: +1 for 2/day, +3 triggered at sunrise/set)

This device costs 10 Build Points.

THE FRESHWATER BARREL

PeAq 20

Pen +0, 1/day

R: Touch, D: Momentary, T: Individual This barrel, when filled once per day from the sea, destroys the saltiness property of the seawater caught within it.

Both Carles and Hilde each have one of these devices and the Laboratory Text is available.

(Effect: Base 15, +1 Touch)

These devices together cost 16 Build Points.

THE MASTER'S CHART

Carles possesses an arcane connection to each ship in the fleet in the form of a carved miniature made from the wood of their frames. When these are individually placed onto this enchanted map, which is the triggering mechanism, the miniatures sail to their appropriate locations.

Hilde knows of this map, and Matilda Page suspects, having found a recently cut section of Trinite's keel. Hilde has a copy of the laboratory text for this device, which was commissioned from a magus of Verdi in the Roman Tribunal.

The chart has two effects. The first finds the fleet through individual arcane connections to the vessels placed upon the chart. The second uses the information provided by the first to move these wooden tokens to their appropriate place on the chart.

The large chart of wood and parchment has been opened with eight pawns of vis and the two enchantments currently use four of those pawns.

This device costs 12 Build Points. Finding the Fleet

InHe 14

Pen +0, 12/day

R: Arcane Connection: D: Momentary, T: Individual

Provides information on the location of a target ship given an arcane connection to it.

(Effect: Base 2, +4 Arcane Connection; Modifications: +4 for 12/day)

Mark the Fleet

ReHe 11

Pen +0, 12/day

R: Touch, D: Momentary, T: Individual

Moves the token placed upon the chart to the location indicated by the Finding the Fleet effect.

(Effect: Base 3, +1 Touch; Modifications: +4 for 12/day, +3 triggered by Finding the Fleet)