Story Seed
The Fall of the Mercantile Pamilies
When a series of sustained pirate attacks along the Rhine coast threatens to bring down several prominent mercantile trading families, the Northern Seas must act to protect its monetary interests. When it becomes clear that the covenant of Waddenzee is responsible, the covenant has some hard decisions to make. On their own, they may not be strong enough to oppose Waddenzee, but can they find aid from other covenants similarly affected and similarly intimidated? Perhaps the covenant could instead persuade these separate families to band together and coordinate their activities and their wealth for the protection of all.


CrIm 30
Pen +0, 12/day
R: Arcane Connection, D: Diameter, T: Individual
Commissioned from a Verditius working out of Verdi, when rung this bell sounds throughout all six ships of the fleet, using up six of its 12 uses. This allows the bell to be rung twice with effect.
The bell is housed on La Charytee to be rung when Carles gets to port ahead of a council meeting. The bell is usually rung twice in succession, once to alert the magi and again to give them chance to locate the direction of the magic using their Magical Astrolabes, described below.
(Effect: Base 1, +4 Arcane Connection, +1 Diameter; Modifications: +4 for 12/day, +16 for +32 penetration)
This device costs 12 Build Points.
The Magical Astrolabe
InVi 40
Pen +0, Unlimited
R: Touch, D: Momentary, T: Individual
When used against an active magical effect, the astrolabe allows the user to determine the horizontal and vertical directions of the magic's origins. It cannot provide distance information.
The device is used to locate the source of the sound of the Bell of Summoning. When used in conjunction with charts, this provides a confident view on where the bell is.
Each ship in the fleet is issued with one of these devices.
(Effect: Base 10, +1 Touch, +3 for increased information; Modifications +10 unlimited use)
Individually these devices cost 16 Build Points. There are six of them, for a total of 96 Build Points.
Library
Given the covenant of the Northern Seas' unusual makeup, it does not have a library that other magi might recognize; there are no alcoves, no lecterns, and no dedicated librarian. At present, the covenant's books are either distributed among the magi or lodged with Otto-Pauels in Boulogne and magi must travel there either to study or to take books away with them. It is surely a situation that cannot continue and the young covenant would do well to consider their arrangements. It is possible that a magus willing to maintain the library aboard their ship may secure certain favor from the covenant in return.
Arcane Abilities
The covenant has several books on the Realm Lore Abilities, in addition to Magic Theory, Finesse, Parma Magica, and Penetration. Some of these have been paid for through character creation and the others total 81 Build Points.
Otto-Pauels, Journal of Unusual Encounters volume 01, Dominion Lore Tractatus, Quality 8, Part of a collection by Otto-Pauels describing his encounters with the supernatural
Otto-Pauels, Journal of Unusual Encounters volume 02, Faerie Lore Tractatus, Quality 8
Otto-Pauels, Journal of Unusual Encounters volume 03, Infernal Lore Tractatus, Quality 8
Otto-Pauels, Journal of Unusual Encounters volume 04, Magic Lore Tractatus, Quality 8
Culbard of Bonisagus, The Technique of Precision, Finesse Tractatus, Quality 14, This is one of two volumes by the magus Culbard, renowned for his works on Hermetic practices other than simply the Arts. The partner volume, The Form of Precision, is a much sought-after work. (14BP)
Niall ex Miscellanea, The Hermetic Zodiac, Magic Theory Tractatus, Quality 11, Written in the Hibernian style, this tractatus on Magic Theory presents tables and charts for various daily, monthly, seasonal, and yearly celestial phenomenon and how they relate to the casting of magic. The vellum pages are particularly fine and clear. (11BP)
Bachalo of Verditius, Methods for the Application of Magic Theory in Enchantment, Magic Theory Tractatus, Quality 10, Examples of needlessly elaborate enchanted devices demonstrating the core tenets of Magic Theory. (10BP)
Grawbadger of Tytalus, The Examples of the Victors, Penetration Tractatus, Quality 8, Little more than a series of tales of the Schism War, but they are used to illustrate feats of Penetration. Several important pages have been removed. (8BP)
Gurwen Ex Miscellanea, That Which Was Shared, Parma Magica Tractatus, Quality 11, Keen-eyed students may notice that it has been glossed in Latin, though of a form more commonly used by mundane academics than by Hermetic magi. (11BP)
Felix of Tytalus, Tenebris caeli domino, Clouds of Thunderous Might Spell Mastery Quality 9 (9BP)
Felix of Tytalus, Incantatione fulmineus, Incanta-
tion of Lightening Spell Mastery Quality 9 (9BP) Felix of Tytalus, Domito hastam Ignis, Pilum of Fire Spell Mastery Quality 9 (9BP)
Mundane Knowledge
The covenant's books on mundane knowledge include Artes Liberales and Philosophiae. Area Lore is well represented, as it contains La Charytee's ship's logs. There are also two books on the Code of Hermes, one of which is a high-quality Tractatus written by Columba. These cost a total of 42 Build Points.
Fredrick of Münster, The Incredible Journey, Area Lore: The Northern Seas Tractatus, Quality 6, Written by an eager young clerk who ran away to sea with Carles and his crew many years ago. During two years on board, he wrote this primer describing the ports and weather of the Northern Seas. (6BP)
Macrobius, On the Dream of Scipio, Artes Liberales (Astronomy) Tractatus, Quality 7, As described in Art & Academe, page 136. (7BP)
August Jens-Rasmus of Guernicus, Foundations, Code of Hermes Tractatus, Quality 8, A dry work, but clearly laid out with concise discussion on the core foundations of the Code. (8BP)
Columba, The Authority Granted to the Tribunal by its Members, Code of Hermes Tractatus, Quality 12, A deeply insightful polemic setting out the legal foundations on which magi may found their own Tribunal and the advantages of such a case. This book has no cost as its creation has been paid for by Columba's starting experience points.
Jean-Michel Borel of Verditius, The Forms and Uses of Natural Shape and Materials in Magic, Philosophiae Tractatus, Quality 7, (7BP)
Ship's Log, Profession: Sea Captain Summa (French), Level 2, Quality 6, La Charytee's ship's logs, treated as the Covenant Rolls, as described in the Grogs supplement. (8BP)
Carta Marina, Area Lore: The Northern Seas Tractatus (French), Quality 6, A large map or series of maps improved over time as La Charytee sails the oceans. Uses the Covenant Rolls rules as presented in the Grogs supplement. (6BP)
Books on the Arts
The library contains a single volume on each of the Techniques bar Muto and the same again for each of Animal, Aquam, Corpus, Ignem, Terram, and Vim. The other Forms are not represented. These books cost a total of 169 Build Points.
Breitweiser of Flambeau, Emanations Brought on by Hermetic Arts, Creo Summa, Level 9, Quality 10, This summa examines in depth the ca-

pability of Creo to summon things into existence, both temporarily and permanently through ritual magic. (19BP)
Casagrande of Tremere, A Hermetic Methodology for the Investigation of Occurrences, Intellego Tractatus, Quality 10, A slender volume that makes many references to the widely-known Frosty Breath of the Spoken Lie spell. (10BP)
Plotinus of Bonisagus of Carthage, The Decline of Things, Perdo Summa, Level 10, Quality 11, This work takes the form of threedozen tightly-wound scrolls kept in a large chest. (21BP)
Larroca of Tytalus, On the Unnatural Promotion of Natural Processes, Rego Summa, Level 11, Quality 11, Notable for its artistic beauty, each discussion on how Rego relates to a particular Hermetic Form is accompanied by sumptuous illuminations. (22 BP)
Avenedus of Bjornaer, Comparative Anatomies Volume 01, Animal Summa, Level 11, Quality 11, A heavy leather-bound book with a circular design on the front inlaid with animal bone. (22BP)
Salvador Blanco of Flambeau, Deluge, Aquam Tractatus, Quality 11, One of four books upon the elemental Forms. A thin book written by an Iberian Flambeau in the middle of the last century. (11BP)
Avenedus of Bjornaer, Comparative Anatomies Volume 02, Corpus Summa, Level 12, Quality 11, A heavy leather-bound book with a circular design on the front inlaid with human bone. (23BP)
Salvador Blanco of Flambeau, Conflagration, Ignem Tractatus, Quality 11, One of four books upon the elemental Forms. A thin book written by an Iberian Flambeau in the middle of the last century. (11BP)
Salvador Blanco of Flambeau, Tumult, Terram Tractatus, Quality 11, One of four books upon the elemental Forms. A thin book written by an Iberian Flambeau in the middle of the last century. (11BP)
Niall ex Miscellanea, A Discussion on Auras and Their Effects on Our Spells and Rituals, Vim Summa, Level 8, Quality 11, Written in a dry Hibernian style, the text is replete with charts and diagrams with little concession given to the reader. (19BP)
Casting Tablets
The covenant has just two casting tablets at present at a cost of 18 Build Points.
Felix of Tytalus, The Severed Limb Made Whole, CrCo 25, ArM5, page 129. (10BP)
Felix of Tytalus, Chirurgeons Healing Touch, CrCo 20, ArM5, page 129. (8BP)
Laboratory Texts
Many of the covenant's magi brought their own Laboratory Texts with them when they joined the covenant, so there are a large number of spells and effects to choose from. These should allow the magi to gain a fast grounding in a broad range of spells. These books together cost 98 Build Points.
Laboratory Texts are also available for the devices described above, Carles' talisman, and the scrolls developed by Matilda Page.
Matilda Page, Wreaths of Foul Smoke Charged Device, CrAu 25, ArM5, page 125. (5BP) Matilda Page, Bind Wound Charged Device, CrCo 10, ArM5, page 129. (2BP)
Matilda Page, Pilum of Fire Charged Device, CrIg 30, ArM5, page 140. (6BP)
Matilda Page, Circular Ward Against Demons Charged Device, ReVi 25 ArM5, page 162. (5BP)
Quintana of Verdi, Broach of Lungs of the Fish Device Effect, MuAq 24, ArM5, page 122. (5BP)
Discipulus Theo of Verdi, The Freshwater Barrel Device Effect, PeAq 20. (4BP)
Discipulus Theo of Verdi, The Master's Chart Device Effect, Re(In)He 19. (4BP)
Felix of Tytalus, The Incantation Of Lightning, CrAu 35, ArM5, page 126. (7BP)
Felix of Tytalus, Clouds Of Thunderous Might, ReAu 30, ArM5, page 128. (6BP)
Carles Magnus, Bind Wound, CrCo 10, ArM5, page 129. (2BP)
Carles Magnus, The Inexorable Search, InCo 20, ArM5, page 131. (4BP)
Felix of Tytalus, Cloak Of Black Feathers, MuCo 30, ArM5, page 131. (6BP)
Carles Magnus, In Christ's Footsteps, ReCo 5, Guardians of the Forests, page 96. (1BP)
Hilde Oddfish, Endurance of the Berserkers, ReCo 15, ArM5, page 134. (3BP)
Felix of Tytalus, The Leap Of Homecoming, ReCo 35, ArM5, page 135. (7BP)
Carles Magnus, Lamp without Flame, CrIg 10, ArM5, page 140. (2BP)
Matilda Page, Pilum of Fire, CrIg 20, ArM5, page 140. (4BP)
Felix of Tytalus, Conjuration Of The Indubitable
Cold, PeIg 25, ArM5, page 142. (5BP) Felix of Tytalus, Haunt Of The Living Ghost,
CrIm 35, ArM5, page 154. (7BP) Tibor Milos, Piercing the Magical Veil, InVi 20, ArM5, page 158. (4BP)
Tibor Milos, Circular Ward Against Demons, ReVi 15, ArM5, page 162. (3BP)
Felix of Tytalus, Aegis of the Hearth, ReVi 30, ArM5, page 161. (6BP)
Vis Sources
The Northern Seas has few confirmed and stable vis sources and the magi may want to search for more during the covenant's early years. Those sources that they know about and regularly collect from are described below. Most however, are not within Normandy's traditional boundaries and so these have not yet been declared. Columba and Carles agree that they fall outside of Normandy's interest and this has yet to be challenged at Tribunal.
Fire From the Sky
10 Pawns of Terram per Year
Once a year, the freezing winds sweep down from the north and build over several days, culminating in a thunderous hail storm over the northern seas. In among the stinging hailstones are, on average, ten fist-sized spheres of burning granite that arrive out of the sky like thunderbolts.
The magi sail into the storm so that they can quickly locate the burning stones as they fall, using magic to capture them in the air, or to send divers down to the seabed to collect them.
The stones can damage any ships they strike, but the magi must sail close and act quick if they are to profit from the venture as the stones lose their vis if not collected within the night.
The storm always happens in winter, but it takes an Intelligence + Artes Liberales (Astrology) roll to determine where and how long the magi have to reach it. A low roll leaves the covenant little time to reach the site of the storm and the magi may need to find other ways to get there in time.
This source costs 50 Build Points.
The Kraken's Egg
5 Pawns of Animal each Year
A giant kraken rises from the deep every spring to feed and to lay a single egg. It arrives predictably enough two hundred miles southwest of La Rochelle, but it isn't always clear where she'll go.
Magi may witness the kraken hunting whales or even ships, both of which form a season of useful insight for those studying Animal. This propensity to attack ships is a danger to the covenant, so magi would be advised not to sail too close and to consider strongly whether to intervene when another ship is attacked.
Eventually, at some point toward the end of the season, she dives again and leaves behind a single egg that floats on the tide. This


smooth translucent leathery pouch the size of a grain sack contains five pawns of Animal vis. If left in the sea, the egg develops into a new kraken that hatches the following year, losing the vis. If taken from the sea, the egg does not develop and the vis is preserved.
This source costs 25 Build Points.
The Summer Fog
5 Pawns of Mentem vis each Year
On the last day of July, the inhabitants of the troubled village of Sønder Vorupør shut up their doors and windows against the horrors of the night, for a fog rolls in from the North Sea bringing nightmares with it.
Those caught in the fog suffer the effect described below. Magi, however, may collect the fog, gaining on average five pawns of Mentem vis each year. Curiously, the vis itself does not appear to carry the effect, though taking the vis does dissipate it and save the villagers from their nightmares. The fog may be manipulated through Rego Auram effects and the vis is collected in large leather bags.
The Unbidden Horrors
CrMe 20 Pen +10, 1/day R: Touch, D: Sun, T: Individual
Individuals touched by the fog feel unease, rising to dread, through suspicion and fear, and into the horror of their deepest nightmares. The effect lasts through the night, and the screams of those unlucky cursed few can be heard throughout the village of Sønder Vorupør.
The memories of the experience live longer than the effects of the magic itself.
(Effect: Base 4, +1 Touch, +2 Sun; Modifications: +5 for +10 Penetration)
This source costs 25 Build Points.
The Black Horse of Boulogne
Four pawns of Rego vis each year.
Otto-Pauels knows of a secret pool where a black stallion of enormous size comes every autumn. The horse is of such an unnatural blackness that it can scarcely been seen in the night when it comes. But the horse must once have been tamed for it wears shoes of iron.
Each year, the stallion comes to the pool in the clearing and, invisible against the night, it drinks from the pool. If, during its visit, it spies a set of new iron shoes upon the ground, it throws off its old ones and stands upon the new. When the horse goes, it takes the new shoes with it and leaves a pawn of Rego vis in each of the discarded shoes.
The vis is tainted with the realm of faerie and Otto suspects that the horse is associated with a craftsman's endeavors and gains something from the gift of finelycrafted new shoes.
This source is considered a seisin of The Northern Seas and is protected by Tribunal law.
This source costs 20 Build Points.
Vis Stocks
The covenant's vis stocks are a combination of pawns held by each magus, two rooks of vis in a sunken ship, and extraordinary spell-like and lesser enchantment vis.
Alfgeir's Resting Place
Twenty pawns of Dedicated Rego Aquam vis.
This submerged wreck of a large Norwegian knarr would be unremarkable but for two factors. The first is that beneath the silt, barnacles, and other detritus of the sea, the hull has been carved with magical Nordic runes, and the second is that this magic has leached into the timbers and can now be collected as vis.
This vis is Dedicated Vis, as per Realms of Power: Magic, page 122, to the Technique and Form of Rego and Aquam.
This vis costs 6 Build Points.
Alfgeir's Bones
Five pawns of Lesser Enchantment Corpus vis.
The knarr is not all that survived. Its captain also survived after a fashion. His restless corpse, now barnacle encrusted, has the power of self-animation. At present, the thing is chained to the bulkhead deep with La Charytee's hold.
The Animated Corpse
ReCo 24
Pen +0, Constant Effect
R: Personal, D: Sun, T: Individual
A season spent taming Alfgeir's skeletal form, which can be achieved as a five-day distraction, imparts a Dexterity equal to the controller's Intelligence and a Single Weapon Ability equal to the controller's Finesse as the controller impresses their will upon the corpse. All other characteristics and Ability scores are considered to be zero and/or normal for a typical human.
(Effect: Base 10, +2 Sun; Modifications:

+1 for 2/day, +3 triggered at sunrise/set)
The corpse may dutifully carry out simple instructions, but it is unknown whether this is simply the vis at work or whether there is something more insidious behind it.
This vis costs 3 Build Points.
The Oyster King's Shell
Some years ago, Hilde wrestled the shell off the Oyster King, a great beast four feet in length and nearly three feet at its widest. The two halves of the craggy shell each contain three pawns of Lesser Enchantment vis and while whole each part has the following effect.
The Agile Shield
MuTe 14
Pen +0, Constant Effect
R: Personal, D: Sun, T: Individual
This effect transforms the stone of the giant oyster shell so that it is as hard as the finest steel but as light as beaten tin.
(Effect: Base 3, +2 Sun, +1 stone; Modifications: +1 for 2/day, +3 triggered at sunrise/set)
Each half has therefore been turned into a long Norman-style kite shield. The magic in the shell reduces the weight, making the shield easy to use and incredibly strong, treating the shield as of Excellent construction and providing a +3 to Defense but with a Load of just 1.
The two shields together cost 3 Build Points.
Fixed Arcane Connections
Carles has two fixed arcane connections to significant places; one to each of Boulogne and
Story Seed: The Oyster Prince
The long-lost son of the Oyster King returns to the sea to take up his kingdom. His first decree is that those who murdered and robbed his most noble father should be found and made to pay for their crimes.
When the creatures of the sea themselves turn against the covenant of the Northern Seas the magi must either go to war with an implacable foe or persuade Hilde to give up her hard-won trophies. Even then, is that enough for the Oyster Prince?
Southampton. He also wears a fixed arcane connection to La Charytee in the form of a bracelet made from strands of the ship's rigging. Finally, he has a fixed arcane connection to Hilde, which Hilde knows about and grudgingly accepts.
These fixed arcane connections cost two Build Points each, for a total of 8 Build Points.
The Magus' Share
Each magus has fifteen pawns of vis. These are nominally three pawns for each of the Hermetic Techniques, but the troupe may allow some variation in the arts.
This costs three Build Points for each magus, for a total of 18 Build Points.
Otto-Pauels' Share
Otto-Pauels has five pawns of Divine Perdo vis in the form of a small branch torn from a birch tree by an angel.
This share costs 1 Build Point.
Dolly Price's Share
Dolly Price keeps five pawns of Corpus vis in her chambers at the tavern in the event that any of the magi of the Northern Seas need it. It is not clear where the vis originally came from but each pawn has been extracted into a delicately-carved finger bone. Each bone is engraved with writhing celtic knotwork. As far as anyone has so far determined, these pieces have no intrinsic powers.
This share costs 1 Build Point.
Wealth
There is little actual income generated at present, and so it is fortunate that the covenant has significant monetary stores, bought with 74 Build Points. Some of this money is in the form of treasure, some in the form of silver coin distributed among the magi, and some is lodged with the trading houses of the region. Each magus has silver and other treasure to the sum of 50 Mythic Pounds on board, with the exception of Carles and Hilde who both have 100 Mythic Pounds. A further 340 Mythic Pounds is accessible through mercantile families and societies in London, Brügge, Hambug, Lübeck, Bergen, and Riga.
The Covenant in Play
The Northern Seas has been designed as a player covenant providing independence from Tribunal oversight and the opportunity for adventure on the high seas.
Covenant Themes
The three defining covenant themes are independence, adventure, and selfdetermination.
Independence: Normandy's influence on The Northern Seas is limited. The covenant has not so far involved itself in Tribunal politics, but it is still beholden to Normandy's Peripheral Code. A saga on The Northern Seas is about breaking those ties and finding independence on the oceans, that may also mean skirting close to the letter and the spirit of the Peripheral Code.
Adventure: Andrew of Jerbiton recognizes the opportunity for adventure inherent in sailing where the wind takes the covenant. There are stories and poems to be had and reputations to be built and The Northern Seas. More importantly, these adventures have a very different flavor to those grounded on solid ground and surrounded by fairie woods and magical valleys.
Self-determination: All the magi of The Northern Seas have turned their backs to some degree on what was expected of them; Columba has left the House of her training, Matilda has fled the attentions of the Stonehenge Tribunal, and Tibor Milos must determine his relationship with his lycanthropy. A Northern Seas saga is one in which these young magi help each other to achieve their aims and in that the covenant is designed to combine freedom with collaboration.
The Northern Seas is also a Spring covenant, which means that there is work to be done finding and claiming resources, building alliances, and protecting the covenant from challenge and danger.
Player Character Roles
The four younger magi are suitable for use as player characters while Carles and Hilde are best used as storyguide characters, either to provide the impetus for ad-

venture and story or as resources that the players may call upon to help confront cer-
tain challenges. Individual magi fulfill different roles. Matilda Page is a very much the quartermaster and is the maga to go to in order to develop the magical tools they need, including offensive capabilities. Columba provides a route into Order politics, partly because of her understanding of the Code and partly because of her notoriety. Andrew has the potential to be a great generalist, able to provide strong support to other magi, companions, and grogs in the party. Tibor Milos has the potential to protect and control using his strong Rego and spells concerning demons, spirits, and beasts. As a werewolf, he also provides an interesting combat option.
The grogs are important as they provide the muscle that the magi individually lack.
DEALING WITH THE ELDER MAGI
Setting up a covenant with two slightly elder magi NPC characters can sometimes present a challenge to storytelling as the younger magi may seek advice or help rather too readily from their elders. For the Northern Seas, however, this is less of a problem. Carles suffers from a magic addiction, as per the Flaw, and as such is reluctant to cast magic of his own when there are perfectly capable junior magi able to cast their own spells. It is also part of Carles' plan to make the junior magi more independent of him; he wants them to outgrow him in preparation for the day they leave and found their own ocean-going covenants.
Hilde is prepared to help, but tends to do as directed rather than pro-actively solving problems. She is also generally unwilling to leave Carles for extended periods, especially if the suggested task is going to take her ashore.
As for dominating council sessions, Carles only does so through holding the casting vote and that only through age. He abides by council decisions and while he may privately work on a backup plan in cases where he loses the argument, he also works as directed to uphold the council's decision.
It is also possible that Carles and Hilde may decide to sail separately from their juniors for a season or two, perhaps hunting down a newly-discovered magical sea creature, or charting a new aura. The junior magi are left to determine the covenant's course, deal with events as they arise, and hopefully grow as leaders and magi out of the experience.
This very much places the player characters in charge of the covenant; they have elders they can turn to for advice, but elders for whom it is not in their interests to mollycoddle their juniors.
Loualtu
The Northern Seas has no particular loyalty problem at present. The covenfolk are wary of the magi and may question their actions in hushed tones below decks, but they know that their own fates, for now, are tied to the success of the covenant.
Using the rules on age 36 of Covenants, we get a base loyalty of -30, based on the Gift of the member magi, and a bonus of +2 for having been established a year already. The provision of ship's captains is treated as a turb captain and a flat bonus of +5 has been applied. Despite the ocean being considered a Healthy Feature Boon, it does not provide a Living Conditions modifier, just a bonus to the roll, so we can't take advantage of that here. This gives a total of -23 loyalty points, which buys a Loyalty Score of -2.
| Base Loyalty | -30 |
|---|---|
| Modifier Covenant Age | +2 |
| Turb Captain | +5 |
| Living Conditions | 0 |
| Austerity | 0 |
| Total | -23 |
Furthermore, this is simply the prevailing loyalty. Discipline on board ship needs to be carefully handled if the magi do not want to further alienate their crews.
In order to reverse this trend, the covenant could employ a turb captain, steward and a chamberlain, all of whom help to improve the prevailing loyalty.
Covenant Pinances
The covenant, at present, costs more to run than the income it generates. It has an income of just 40 Mythic Pounds per year, thanks to the Poverty Hook, but is currently spending 133 Mythic Pounds across the same period.
The largest cost by far is for provisions. It is assumed that much of the covenant's food is caught at sea, hence the sizable reduction, but that still leaves the requirement to take on provisions when in port.
The expenditure in Mythic Pounds breaks down as follows:
| Expenditure | Subtotal | Reduction | Total |
|---|---|---|---|
| Buildings | 15 | -7.5 | 7.5 |
| Consumables | 30 | -6 | 24 |
| Laboratories | 11.5 | 0 | 11.5 |
| Provisions | 75 | -24 | 51 |
| Tithes | 0 | 0 | 0 |
| Wages | 30 | 0 | 30 |
| Weapons and Armor | 3 | 0 | 3 |
| Writing Materials | 6 | 0 | 6 |
| Total | 133 |
The cost of the weapons and armor includes all in use by the current grogs, companions, sailors, and their captains. There are no
The covenant has enough money in its stores, both on board each ship and banked with mercantile families, to sustain it for the next four or five years, but it is in desperate need of increasing its income and finding further ways to reduce its costs.
More on covenant wealth can be found in Covenants, chapter five.


As the covenant is erratically mobile, it is more likely to find the trouble than the other way around. This can be a boon to storytelling as the freedom that the magi enjoy means that some might sail away from the fleet for a season or two, allowing stories to be told concerning just the interested characters.
Ranging from stories of exploration, distant lands, and the struggle to survive on the open oceans, there are a number of storylines that can easily run throughout your Northern Seas saga.
Adventure
Play in the Northern Seas for tales of long-lost magical devices, ancient manuscripts, and monsters from the deep. The covenant is young and in need of resources and, given that they can go almost anywhere, they are free to follow up rumors of strange magic, forgotten magi, and creatures causing trouble.
The covenant's magi and grogs are particularly well-suited to an adventurous life; even the more academic Columba has enough sense of adventure to make her home at sea.
Exploration
The cold northern seas are ancient and unchanging, qualities that describe the most powerful of Magical beings and the islands found there may be home to just such creatures. While the lands of the East are known, at least as far as the Holy Lands, the oceans to the west represent uncharted territory.
Frisland and Icaria: The islands of Frisland and Icaria can be found in the waters north of Britain and to the south of Iceland. Stories of these islands persist in the tales told by sailors. Powerful magic guards these islands and their exact location is hard to determine, leading some to suspect that they are actually a manifestation of either the Magic or Faerie Realms.
Magi of the Order may be interested in these islands for two reasons. Firstly, they may represent new and untouched magical resources. Secondly, and conversely, the islands may at last reveal the secretive Order of Odin, perhaps as they prepare for war with the Order of Hermes.
But the truth of the islands may be somewhere in between. There may be old Viking colonies on the islands, cut off from the rest of the world by the frozen mists that surround them. But are the wyrms and serpents that slumber in the ice their masters or their guardians? And what is true of one island may be the antithesis of the other.
Rupes Nigra: The island of Rupes Nigra is a vast black rock over 30 miles across that sits in the middle of a great ocean surrounding the north pole. The entire island is magnetic, which explains why compasses all point toward it. Sailing that far north, travelers encounter biting unnatural weather, ancient spirits of storms and cold, and dread creatures never before seen by man. But the island could offer huge wealth, both in material and in magical terms, untouched and ancient as it is.
Even the existence of Rupes Nigra is not widely known, and player characters may become the first to explore it. But finding the island is an adventure in itself as no safe passage has so far been charted.
Estotiland: Sailing west by the northern seas, a thousand miles off the coast of Frisland, the island of Estotiland can be found. This vast unexplored land is populated by people who once called Mythic Europe home. They live in great cities ruled by kings which they fund and furnish through trade with Europe, made possible by their mastery of the seas. But the merchants sent out from Estotiland keep their origins secret for fear of their cities being discovered and their lands becoming subject to new crusades by Frankish nobles.
The language of Estotiland is unusual and different from the Norse, the British, and those on the continent. In particular they have little knowledge of Latin and seem suspiciously unable to learn it, despite the libraries of secret knowledge found in their palaces, though Estotiland merchants know a little of the Scandinavian tongues. They are tolerant of and hospitable to visitors, but those reaching the shores of Estotiland may find themselves confined to gilded cages, forbidden ever to leave.
Drogeo: Also in the west but many miles south of Estotiland is the island of Drogeo. Unlike Estotiland's insidious dangers, Drogeo is a place of raw Infernal evil and it may even be a manifestation of hell itself.
The people in the north of the island are warlike and have little but evil in their hearts. They do not farm or tend the land but take from it what they want. They do not rear herds of livestock but mercilessly hunt the unending forests, killing not for want of food but for sport, often leaving the carcasses where they fall. They have no knowledge of the Artes Liberales or of Philosophiae or Medicine or of any learning that might sustain a people. They dress in animal skins and hunt with bows and spears tipped with flints. Nor do they have knowledge of God, giving praise to a series of deities, all likely to be demons feasting on the misplaced adulation of a morally corrupted and savage people.
The people of the south offer a more pleasing aspect, given that they have knowledge of learned pursuits and live in walled cities, protected from the savages of the north. They also have knowledge of Mythic Europe, learning brought on the winds commanded by powerful sorcerers, and even possess books and other artifacts brought by sailors when their ships wrecked against the island.
But the veneer of civilization is thin as the people of the south are cannibals and unwary crews or those unfortunate to run aground may face an end worse than death itself.
The Purple Islands: The Ancient Magic supplement devotes a chapter to the Purple Islands lost amid uncharted waters. The gardens of the Hesperides can be found on the island of Junonia and it is there that explorers can find the zero point for the system of Ptolemaic Coordinates. See Ancient Magic, chapter seven for more detail.
South of the Sun: The cosmology discussed in Art & Academe (page 27) suggests the tantalizing prospect of the Magic Realm being physically manifest south of Africa beyond the great ocean that separates the north from the south. But it is not just a vast ocean that explorers must contend with but the searing impassable heat caused by the proximity of the Sun to the Earth at the equator.
Hermetic magic may be unable to protect magus, ship, or crew against the heat of the Sun, perhaps because of the encroachment of the lunar sphere. Alternatively, perhaps this is precisely the place where magi of the Order can study the lunar sphere with ambitions of achieving a famous Hermetic breakthrough. Whatever the case, navigating to and surviving within this most torrid place is nothing short of miraculous.
Lost and Drowned Cities
Beyond islands, there are stories of sunken and drowned cities in almost every ocean, some cities, such as Atlantis, accumulating so many stories that no one can be sure where

they are, how they might be reached, or what might be found.
Atlantis: To those schooled in classical texts, the most famous lost city is Atlantis. Said to have once been home to the Gods of the Greek pantheon, the city fell into ruin when the children of the gods and mankind took their utopia for granted and greed and lust befell them. The gods sank the city in a great flood in punishment for their sins.
Atlantis may still exist, surrounded by regiones, either still on the surface of the sea or far beneath the waves. There may be wizards schooled in ancient Greek magic seeking for a way to release their people, calls for help that may make their way to magi exploring the oceans of Mythic Europe.
But have the people of Atlantis given up their lustful, greedy, and envious ways? Have the centuries mellowed them or will ancient Atlantean weapons forged by Hephaestus be turned against Mythic Europe?
Tartessos: The lost city of Tartessos is a tragic kingdom ruled by a heartbroken king. Once a proud and powerful trading nation that sent ships to all corners of the known world, Tartessos sank into the sea at the mouth of the Guadalquivir river near the city of Cadiz in the Iberian Tribunal. See Legends of Hermes for more information on Tartessos.
A New Tribunal
Carles wants to found a new Tribunal. This covenant is the first step toward that aim, but there will be many more. He needs to bring his new covenant on board with his plan, something he has already done with Hilde and Columba. He needs to research the Code further to look for clauses or rulings of which he is not yet aware. And he needs to persuade others to his plans, against much opposition.
His current plan involves assisting in the foundation of three other ocean-going covenants; one in Stonehenge, one in Hibernia, and another in either the Rhine or Loch Leglean. This should provide at least twelve magi across four separate covenants, which is considered the legal minimum required to found a Tribunal. This is going to take time and resources. Other magi need to be persuaded as to the benefits of founding an ocean-going covenant, and getting them started may require the purchase of ships, the hiring of crews, and a great deal of support. Even once this is done, there is no guarantee that these young covenants will embrace Carles' aims and the politics are going to be difficult.
Through The Aegis
If you are following the Lotharingian Tribunal saga seed presented in The Lion & The Lilly, then both sides of this debate may seek to secure the support of the Northern Seas for their own political devices, irrespective of Carles' own future aims. There may be opportunities in this for those prepared to play the long game.
The Involvement of House Tremere
Tibor Milos has a duty to report back on the activities of the Northern Seas and his parens at least may try to disrupt the covenant's aims. This provocation may escalate if House Tremere considers any actions taken against one of their members to be an insult to the House.
The Loss of a Founder
Carles is the wind in the covenant's sails, so what happens when Carles disappears? Do the magi look to the shark-tempered Hilde for guidance or do they take control of the covenant's destiny? And what then do they do with it? Or do they go looking for Carles and attempt to rescue him from whatever far off land or realm he is lost within?
The Voice of Sin
The demon in the fleet will not show himself easily; he is too cowardly for that. This gives him time to possess the crew, use their voice to call for piracy, theft, violence, and cruelty. How long before the character of the covenant becomes corrupted and the magi turn from scholars to pirates?
The Cold Northern Seas
The Order of Hermes are not the only wizards on the seas. Rune Wizards, Trollsynir, and Muspulli may be found in the cold north on both land and at sea. These wizards might have alliances with all manner of great serpents of the deep to control the icy waters of the north, and this would prevent the covenant from fully exploiting northern resources as they would like. Can accommodations be made or must the covenant go to war with these magical traditions and their powerful allies?
The Unfriendly Waters
More can be made of the other covenants of the region and beyond that operate at sea. Rivalries can escalate and it might take but one misunderstanding to start a feud with Waddenzee, or make political enemies of Oculus Septentrionalis.
Longevity and the Like
With few resources to call upon, it does not take long for the covenant to feel their lack of magical power take hold. Carles and Hilde find it difficult to recreate their longevity rituals, which comes as a warning to the younger magi. The covenant must decide whether it is to become truly self-sufficient and find a way to provide for themselves, or it must find allies prepared to help them in areas where they cannot yet help themselves.
The Hermetic Tourney
As with any covenant of the Normandy Tribunal, the Northern Seas is expected to take part in the tourney; the magical competition with both resources and pride at stake that takes place at the conclusion of each Tribunal gathering. As a young covenant, Carles is under no illusion about their prospects, but he would like the covenant to win at least one event, if only for one year, before the covenant breaks away to found its own Tribunal. The covenant's grogs seem rather keen to take on the melee, and the covenant may look to Tibor to take on the certamen tournament.
The Northern Seas as an NPC Covenant
The magi of the Northern Seas can fulfill many roles in existing sagas, from allies to adversaries, suppliers to customers, and perhaps even more.
Allies
Those who provide support to the Northern Seas could stand to benefit. There are several reasons to do this, of course. If Carles succeeds in having the oceans deemed fit territories for new Tribunals then the wealth of the oceans is ripe for exploitation for those who arrive early. In supporting Carles now, his knowledge and support later

would be invaluable.
Also, the covenant of the Northern Seas is nominally in the Normandy Tribunal. Lip service paid to Carles' aims potentially secures six votes at that Tribunal. Your saga can easily realign the covenant's Tribunal membership to the Rhine, Provencal, Stonehenge, or Hibernia to better fit your own magi. The principle remains the same.
Magi who have been disadvantaged by the actions of pirates, sea monsters, or other sea-going magi might wish to engage the Northern Seas for assistance.
Adversaries
The magi of the Northern Seas are not above piracy and this could, wittingly or unwittingly, push them into conflict with other magi. Unless a ship flies a recognizable Hermetic flag, its cargo could be at risk. Unless that cargo is in some way magical, charges of depriving a magus of his power usually do not succeed against such piracy.
Other magi have already reached a similar conclusion to Carles and they too attempt to exploit the seas. The covenant of Waddenzee in the Rhine are pirates and sagas based in Waddenzee, or a similar covenant, are likely to clash with the covenant of the Northern Seas from time to time.
Quaesitor or politically-oriented characters may be tasked with investigating the covenant to discover firstly whether the magi are guilty of any Hermetic crimes and secondly whether Carles and his scheme poses any danger to the Hermetic status quo. The magi of the Northern Seas are likely to be resistant to attempts to pry into their affairs and motives, at least until they can address things on their own terms.
If they trust their inquisitors, they may invite them to travel with them for a season or more, and during that time they may expound on the possibilities of the sea. Inquisitors may find themselves drawn to the charismatic Carles and persuaded by Columba's detached logic.
Suppliers
The ocean is home to strange beasts and foreign plants, soils, salts, and stones that many magi might never had read of let alone seen or handled. Imagine a magus in the deepest forests of the Rhine presented with the ink harvested from a magical squid. What strange undiscovered properties, all new to Hermetic understanding, might that magus research?
A whole new world of objects of Virtue, extraordinary vis, and shape and material bonuses are opened up and covenants like the Northern Seas are instrumental in this.
Customers
For all their freedom, the magi of the Northern Seas do not carry everything they need with them and nor can they provide every service that they might need.
The ships housing the covenant may require repair from time to time, as well as replacement supplies, and potentially new build work. A Hermetic Shipwright (Hermetic Projects, chapter 4) would do well to seek out the Northern Seas as they could be a valuable customer, given the six ships currently in the fleet and the potential for expansion. The covenant would willingly trade vis for enchantments, both discrete and to entire ships, and the covenant could keep a Hermetic Shipwright busy for many years.
Hermetic Architects (The Mysteries: Revised Edition, page 97) might see the covenant as a particular challenge; could they create rituals that give particular structures discrete magic auras? How could such auras be sustained? The Northern Seas may be willing to fund such original research, given that success would open up the oceans of the known world to magi of the Order.
As the covenant grows, the magi may acquire properties ashore, perhaps even in magic auras, that they might need others to watch over for them. Spring covenants may benefit from this arrangement as they gain use of Northern Seas properties, while making them available to the magi when needed. Vis sources might also be treated in the same way, with magi collecting vis on behalf of the Northern Seas and taking a share in return.
Alternatively, The magi of the Northern Seas may not invest directly in land, but might instead pay a stipend for the use of facilities, resulting in frequent visits.
Filial Relationships
The magi of the Northern Seas are predominantly young, barely out of apprenticeship in some cases. This means that those characters could be used as or replaced by the filii of your saga's magi. This gives your existing covenant a link to the Northern Seas, with perhaps obligations to support individual magi along with opportunities to be brought into their unique stories.
Player apprentice characters may decide, like Columba, to run away to sea, swept away with the romance and adventure of it all. The Northern Seas would make a good backdrop to stories of these apprentices discovering more about themselves in an environment that contrasts with the more formal and more usual covenant that they came from. In such stories, the other troupe players could easily pick up and play the magi of the Northern Seas.
