by (unknown)
"I'd like to see a light hearted faerie adventure like the festival they published in White Wolf a while back."
Falconshand is designed as a one or two session adventure for a troupe of Ars Magica players, ideally a group of one to three magi rounded out with grogs and companions. So long as the magi are relatively inexperienced it can be run with only minimal alterations to the power level of creatures to suit the group. The nature of the adventure is such that, if they are wise, the players should never have to consider actually fighting the powerful indivduals who appear in the adventure.
Falconshand is in Provence on the lands belonging to the Count of Barcelona, somewhere between Marseille and Nice. But unless your covenant happens to be in the Provencal Tribunal, or the magi are vacationing on the Riviera about 600 years early this is entirely irrelevant. All you need is a sufficiently large body of water, and it can quite happily be dropped just off the coast. If you have detailed your saga with such precision that the entire tribunal is mapped out exactly, put it just across the border in the next one.
While almost every Tribunal has room for one more covenant, especially one as obscure as Falconshand (see accompanying sidebar), relative proximity does not imply interest. Ultimately some sort of excuse is needed to persuade the Magi to get out of their labs (often one of the most difficult feats in an Ars Magica saga) and into the adventure. The most important thing to cultivate is a degree of patience. It easy enough to have a nearby villager come running up to the covenant complaining about something or other in order to rouse the magi, but after a while this can lead to apathy, its almost as cliched as meeting in an inn in other roleplaying games. My suggestion is simply to drop hints and wait until the time is ripe. Falconshand has a relatively good library, is obscure enough to pique the interest of the curious, has more votes for their faction for a tribunal, and has a number of annoying inhabitants who can visit the characters home covenant in such a manner that they will want to go visit them in return. More importantly, the adventure presented here has absolutely nothing to do with whatever reason they had for visiting the covenant. None at all.
Falconshand has a variety of interesting inhabitants. Fortunately for our heroes most of them are out. However enough of them are left to cause problems. When they arrive only two Magi are in residence and available, Vergisof House Flambeau, the leader of the covenant, and Thibault of House Tytalus, one of the new magi. A third Porphory of House Criamon is locked away in his lab and will be very annoyed if disturbed. Finally, Mecurio the Quaesitor will turn up eventually. Briefly put, Vergis is as senile as they come, Mercurio is so hard-line its riduculous, Thibault is far too clever for his own good and Porphory is just not interested. As such there isn't really a coherent plot, more three parallel plots which serve only to complicate each other. The objective of the excercise is to make the characters so confused they don't know whether they are coming or going any more. The whole thing is designed as more or less broad comedy, with the magi providing the major themes and covenfolk, grogs, villagers and assorted sea-faeries providing the background.
The first plot revolves around Vergis and a bit of mistaken identity. So far has he gone into twilight that his mind can scarcely be described as whole. As a result he mistakes the whole group for members of the covenant and sets them to finding out what happened to the covenant vis stores which appear to have gone missing. If they don't they are in deep trouble.
In the face of this the characters will probably turn to anyone who can help them at all (or maybe not if they are really greedy), and Thibault is more than willing to help. He seems so willing indeed that is downright suspicious. Not suprisingly, being a member of House Tytalus, he is up to something behind their backs. Namely, he has promised the queen of the local sea-faeries a few mortals as gifts for the next festival they hold, which is any day now.
Finally just as things seem to have reached the maximum of confusion, Mercurio turns up and starts a miniture in-house inquisition. He doesn't have any proof but that isn't stopping him, as he attempts to find every mage in range guilty of something. Fortunately much of his fury is directed towards Thibault who really does have something to hide.
With a little bit of work and a certain amount of luck, the characters should come out of all this more or less unscathed, and maybe even ahead of the game, so long as they don't resort to violence. There is nothing to be gained by fighting and certainly a lot to be lost. Diplomacy, sneakiness and low down trickery will get them further than anything else.
"Old age hath yet his honor and his toil."- Tennyson, Ulysses
The theme of the adventure is old age and senility. Falconshand itself lies in the depths of Winter, and its inhabitants are no younger. Yet despite its very age it is a long way from death and though the minds of its people are addled they are still alive, confused but alive. They have not given up hope, nor will they. Just because they are old does not mean that life is over, far from it.
The mood is one of confusion and bewilderment. It is as if they have suddenly awoken from a nap, only to be suddenly confronted by a world working on principles completely different from their own. Its most important to keep them off balance, no soonerhave they reached a state of equilibrium, before the rug is yanked out from underneath them again.
At the same time, it should be as if the world has suddenly come into sharp focus. If at all possible in the scheme of your Saga, have them travel to Falconshand in spring or summer, simply so you can have good weather. Bright sunny days, clear blue skies and the fresh sea breezebringing the whole covenant to life, and hundreds of myriad details crowding their senses, making them feel awake again. Aim to overwhelm them with the wonder and strangeness of this new place. Stamp it in their memory for their old age.
Some characters might be a little curious about this covenant they are going to visit, and may try to find out something of its background first. With successful Int+Hermes Lore rolls the following is information is available:
| 6+ | There might be a covenant by that name in the Tribunal, but you can't remember really hearing anything about it at all, which in itself is very strange. |
| 9+ | Falconshand is by far the most obscure covenant in the area, mainly it seems because for some reason the redcaps will have nothing to do with them, indeed they refuse to speak about them at all. |
| 12+ | Apparently they have been taking in new magi of late, but very dubious sorts on the whole. |
| 15+ | The covenant was apparently associated with a number of pirates some 20 or so years back who preyed on nearby shipping. Its magi, lead by Vergis of House Flambeau, were continually in hot water with the Quaesitors and the rest of the tribunal. |
| 18+ | Vergis was responsible for the break with the redcaps. Apparently one of them offended him in some way. He challenged him to Wizard's War and then killed him in it, despite the fact that the redcap had no magical abilities at all. A very dubious act, but technically legal, he then proceeded to run off everyone who came after him as a result of this. House Mercere has formally put an embargo on all traffic with him, which accounts for the covenant's isolation. |
From across the bay Falconshand appears like a bastard crossbreed of a monastery, a cathedral and a castle built in marble and terracotta. It squats on a small rocky outcropping quarter of a league from the land, joined only by a thin stone causeway pockmarked with holes and ruts where it has been washed away by the sea. The main structure consists mainly of an eclectic series of walls, towers and halls crammed one on top of the other, topped off by an airy gothic church, butresses, arches, stained glass and all. Once it might have been impressive but the whole has a weary air that bespeaks long neglect.
The massive walls surround a series of layered courtyards, passageways, cloisters and terraces, designed seemingly to confound the mind. From these halls the windows look out over the long wide bay within which the island sits, up to the road at the top of the low sand cliffs and to the woods and feilds beyond. Some of the butresses of the walls extend down into the sea, and from certain angles it is more or less impossible to see the rocky island on which it is built. Clustered around the south side of the covenant, sheltered from the open sea by the rock itself, lie a series of docks cluttered with boats ranging from tiny skiffs to a forty oar galley, and small gardens hard against the looming walls. Over all towers the spire of old church around which everything else is built. Its crumbling peak hosting the roosts of the hundreds of hawks, eagles and falcons which give the covenant its name.
Aside from the already mentioned Magi, both those in residence and those otherwise occupied, Falconshand boasts about 30 inhabitants. These are more or less equally divided into servants, guards and a number of assorted individuals who anywhere else would probably be considered Consors.
The one thing that stands out about the group though is their age. With the exception of only a few, the entire population is aged over 30, most of them considerbly older. This in an age when forty is considered old for anyone outside the nobility.
The servants are ancient and gnarled, and rattle about the huge structure making vague motions towards maintaining the place. Only the kitchens, magi's quarters, and one end of the vast church hall, and the servant's refectory, are at all maintained. The long corridors, vaulted store-rooms piled with goods and the chambers which used to house so many, all are filled with dust and cobwebs.
The grogs are all grizzled old veterans, who have probably seen better days. They could barely guard the Covenant if all of them were on duty at once. As it is they keep a perfuntionary watch on the main gate and the docks. On clear days one of them is stationed at the height of the bell-tower to watch for approaching ships, at least if he is able to make the climb.
The companions themselves are a varied bunch. Many of them too are past their prime, with the exception of a scant few who have joined since the arrival of the younger magi a few years ago. Shaw, the alchemist; Delmont, the stunted mute librarian; Guillemo, the weathered bosun of the Sea Falcon; Quinn, the chronicler; all of them have seen better days. Even Zahir, the arab mercenary who commands the guard, is becoming old, though his face, hiddedn behind its black beard seems ageless.
Yet for all their age and infirmity, the covenant is suprisingly alive. They bustle back and forth at their own rate, gossiping and chattering and complaining. The halls ring with laughter at the antics of the more youthful covenfolk. The young Magi are served with a watchful eye and a hidden smile. Life goes on whatever.
As they head down towards the ramshackle wreck of the covenant, there can be seen a small hunched figure sitting on the edge of the causeway. Closer inspection reveals that the individual is an old man with a raggedly hacked deep gray beard and a face like a ploughed field. Appropriately clad for the weather, he appears to be deeply engaged in communion with the sea through the medium of his fishing rod.
The fisherman is one of the local villagers, and should they come this way often its quite possible that they may begin to believe that he is actually attached to the causeway. Come rain or shine, night and day he can be found sitting in the same spot, occaisionally landing a fish out of the bay. If they actually go to the trouble of watching him for a long period of time he will eventually pack up his things and head home. But next time they check he will be back in his usual place.
If they try to talk to him, he can, though with every evidence of just wanting them to go away, be persuaded to speak. However his conversation consists almost entirely of "Yep", "Nope", "Couldn't rightfully say" and assorted grunts. Any questions about the covenant will eventually bring out the comment: "I wouldn't go up there if I were you. They're all mad."
The only way to get much more out of him is to just sit there, preferably with a fishing rod. After a couple of week he might strike up a conversation. Threats are ignored or result in a clout round the head with a fish bucket, Mentem spells seem to elict no response, and mind reading gets beautiful clear pictures of the sea and little else.
At the end of the mole the high walls of the covenant stand the twin towers of the gatehouse, and the gate itself. Flanking it are two immense statues of gargolyes, some 8 feet high. These stare at visitors, scratch themselves, pick their teeth, and do nothing else (damn impresive though). The rusted gates stand slightly ajar and somewhere about is probably a guard or two.
Once the guard is located, sheltering in the guardroom or lazing on a stool in the sun, he will do his best to welcome the visitors. After fumbling around for his rusty helmet and snatching up his spear he will enquire in his best voice as to the business of the travellers.
The guard, Anselm of Bec, isn't really interested in their business, except as something to talk about. Guard duty is rather boring, and besides its nice to know what going on in the world. He will happily chatter on about any topic under the sun, including the inhabitants of the covenant, their comings and goings and the latest servant's gossip ("Apparently master Mercurio left the covenant in a huff two days ago. Not that this is an uncommon occurance, but it seems, according to Elen, who does his cleaning, that he did so without taking anything like a spare set of clothes or his books, which he usually does. This probably means he'll be back soon, and everyone can't wait to find out exactly what its all about."). He is more than informed about the local area too, from the sea faeries to the old man out on the causeway ("Oh, you mean old Jean? I wouldn't listen to him. He's mad.").
Eventually, though they may well engage him in conversation for some time, some sort of decision has to be made about what to so with them. After a bit of head scratching, he will come up with:
"Well I suppose you had better see Vergis. He's the master of the Covenant you know." And with that, looking around, he will call out bringing a young boy dressed in a simple wool tunic. The child, some 8 or 9 years old, appears almost as if an angel, with pure blood hair, blue eyes and a perfect face.
"Adam," says Anselm, "these visitors need to see Vergis. Will you take them?"
Adam smiles and beckons, leading them into the Covenant.
Adam
Adam is the only child in the covenant, nor he is the offspring of any of its inhabitants. He knows little if anything of his own antecedants or even of his own arrival. The other servants are careful to avoid talking about whilst he is around. He half dreams that it involves dreadful portents, and dark stormy nights.
Despite this he is more than happy. He is doted upon by all and sundry, does little work but run errands, and lives in a place full of wonder and amazement. Though shy, a little kindness will open him up and he will soon be chatting as volubly as any other of the covenfolk.
Adam takes them through the gatehouse, up a long series of staggered stairs, open to the sky and bounded by walls on each side. The walls are punctured at regular intervals with doors leading to rooms and stairs. Some are open, others closed, a few are marked with sanctum sigils, and others contain people engaged in various tasks who all look up and smile as the group passes. Shouted questions echo out of upper story windows and a number of covered bridges join the two walls.
At last, reaching the top of the stairs he pushes open a gate and they onto a large open courtyard. Walls waist high surround its flagged expanse on three sides, giving it a commanding view of the sea. It seems almost domed by the blue sky. All but ignoring the vista, Adam turns and leads them through the door of the church which forms the fourth side, the steeple of which has towered over them the entire trip.
Within the shadowed air is filled with many colored beams of light, dust motes floating within them, as they dance with the dark pillars that hold up the vault. Up the aisle towards the cracked and battered rood screen which hides the altar. Then left and through a door into a room hung with tapestries and Vergis.
Vergis sits beside a table covered with papers next to a window overlooking a grassy cloister. The sun pours over him, sprawled in oak chair, making him look like a rag doll flung down by a bored child. His downy, pure white hair and beard billow in the gentle breeze and fall down the brown robe which seems far too large for his tiny body. For a moment he lies there, arms and legs askew, snoring lightly. Then at a chough from their escort he starts to life. He suddenly sits bolt upright with a quizzical expression on his face, and then relaxes. Drawing himself upright in the chair he looks round the room at each individual and frowning begins to speak:
"Now," he clears his his throat, " I expect you are all wondering why I have called you here today. Well...hmm, it has come to my attention that something has..um...gone missing. And I want to know who took it, and I want to know now.
"Well Nex...hmm," pointing to one of the characters, "what do you know about this business?"
By this point they should be more than a little confused about what is going on, though a certain amount of conprehension may well be dawning. It will do them little good.
Vergis is quite convinced that they are covenant members (take a look at the missing magi and see who fits best) and refuses to be convinced otherwise. Should they try to do so Vergis will respond with disbelief ("What do you think I am? Senile or something?") and if necessary threats, vocal and magical.
Eventually they should give in, simply because, with enough provocation, Vergis may actually hurt them. Most though tend to crack under close proximity to extreme manifestations of Ignem magic.
The "Something" in question is the covenant vis stores, normally kept in a magically locked cabinet in the library. Vergis expects results of one sort or another, and while he is willing to accept that none of them took it he won't settle for less than an immediate production of the vis or a promise to find it as soon as possible. With the threat of a dissatisfied Magus on one hand and the nature of the object of the quest, it shouldn't take long for the characters to come to a decision
Having obtained a commitment from the characters to go look for the missing vis, Vergis will turn them loose into the covenant to manage as best they can. Unless they manage to hit exactly the right note they won't have much help from him though. Questions such as "Where is the vis kept" will be responded to with "The same place as usual of course," and requests for some way to demonstrate authority to the servants will result in "What? Do you mean they don't listen to you? What's gotten into to you boy? Why when I was younger...(a long incoherent tale of his adventures in his youth)." As for how much vis was there, "Well, I can't be expected to keep track of these things can I?"
There isn't a map. A good thing too, as it would probably confuse you as much as it confuses me. However, don't let that be a drawback, in fact its an advantage. Paint the covenant in your own mind, the church and its tower at the top, a couple of courtyards around it and the great stairs running round one side. The outer buildings clustered around it rising three stories to the level on which the church is built. Verandas, porticos, cloisters, kitchen gardens, docks, causeway. Now, it doesn't matter that it does agree with mine, so long as its sort of consistent. And considering the labrynthine nature of the structure the players don't deserve a more coherent concept of its layout.
All you have to do is know sort of where the important bits are and just wing it from there. And if you can't remeber how to get from the library to the kitchens, well either just let them wander a bit and find it, or get them well and truely lost. From now on you can juggle with the scenery to do anything you want.
If they decide to map it, shoot them. We are no longer playing that game.
Important Locations
The following areas are important (at least to the people that live in them and to the plot), so make them the landmarks in Falconshand.
The Library: Right next to the room where they met Vergis. Where the vis was, also where the books are (better than vis any day). They may have some difficulty getting in, the doors being locked and warded (Magic Resistance is 30) and Delmont the librarian being perenially suspicious.
The Kitchens and Refectory: A floor below the church on the opposite to the great stairs, sits the center of the covenfolks' lives. Both are large pillared rooms filled with the smoke from the kitchen fires and the smell of food. When not otherwise engaged most of the covenant ends up here.
The Magi's Labs: Scattered around thecovenant, though Porphory's is sunk deep into the rock and Vergis's is under the courtyard in front of the church. Only Vergis and Porphory have signifigant defences, but similarly only they have anything really worthwhile.
The Storerooms: A series of vaulted rooms at the base of the covenant, containing literally everything of any value that Vergis ever aquired during his youth. It would probably take years to adequately catalogue.
The Baths: A series of magically heated baths in the style of the Romans in the crypts under the church.
Now that we have a vague idea of the layout of Falconshand, we can set the characters off on their wild-goose chase. It is a wild-goose chase, simply because the reason the vis is missing is because Vergis borrowed it and forgot to put it back. Typical of him really.
So, seeing as they aren't going to find it let them search until it ceases to be amusing for them to do so, then we can move on to the next part of the adventure. This is your chance to cameo bits of the setting that you like and improvise to your heart's desire.
Of course the conduct of the search depends entirely on the characters themselves. The covenant is huge, there are no end of places to hide such things and besides there is no reason that it should still be in the covenant. If they have any sense, a little detective work is probably in order. The following are a list of possible leads, just don't confine yourself to them.
The Library: The scene of the crime will probably present the most frustrations. With its magical locks and persistent guardian, it will be difficult to enter. Barring magical means, the only real way to enter is to have one of the covenant's magi accompany you. Even this information, though rather logical, may be hard to come by. It is difficult to conduct a conversation with a mute, like Delmont, through an iron door.
If they do manage to enter there shelves of arcane tomes and an empty cabinet, showing no signs of being forced (indeed intensive analysis will show that there are a number of waiting spells still hanging around on it). Little, beyond a chance to pilfer the library, is to be gained without magic. Delmont will spend the whole time staring at the characters, an unerving experience (especially since he has the merit Piercing Gaze).
Should they interrogate Delmont through the medium of a sheet of paper, at least they will find that he is in the library about 16 hours a day, leaving only to eat and sleep. That and the fact that he first found the cabinet open two days previously narrows the time frame considerably. Indeed so much that a simple application of Eyes of the Past (InIm20), will reveal the real culprit.
Of course hopefully they won't have such resources. But they may realise that the cabinet doesn;t appear to have been forced so probably it was one of the covenant magi. Further investigation may turn up interesting facts.
Oh yes, the books if they want to steal them: Cr 10, In 12, Mu 8, Pe 9, Re 11, An 5, Aq 7, Au 6, Co 11, He 4, Ig 12, Im 8, Me 8, Te 10, Vi 10. Very impressive really, but don't worry we'll get them back later.
The Covenfolk: None of them really know anything of particular pertinance, but so long as they don't think they are more than gossiping they will let out a horde of mudane trivia concerning the magi. Come up with whatever you like about the magi based on their profiles, nothing is too strange (eg Medwrydd is seeing Nex, though she is married to Araq and is carrying Thibault's child, or Essian is really the long lost heir to a Barony. Both of those just happen to be true....). More importantly they can tell characters who is in and where to find them. Also they may well let out the rumour about Mercurio (see Anselm the gate guard above), though that is just a co-incidence as well.
Porphory: By all accounts Porphory is a bit more rational than Vergis. Just the man to sort out this little problem, and the servants are more than willing to point them right direction, though a little nervously. A little trip down a set of dark winding stairs and they are confronted with the door. Set into it is a carving of the head of Medusa, next to it is a sanctum sign. Wise characters will leave round about now. More persistent individuals may try knocking or calling. Unless they are really loud or obnoxious they will merely be ignored. If they are really loud, or they try magic to get the door open (Magic Resistance 50), the head wakes. With a deep grinding noise the snakes begin to weave and the eyes open. Anyone who doesn't shut their eyes deserves what they get.
The insanely persistent may keep their eyes closed and keep on calling. Another half-hour of that and Porphory himself will open the door and tell them to shut up and go away or he will kill them. Anyone who turns that one down is asking for it.
Thibault: Somewhere during their search, the characters are bound to come across Thibault, the sole other magus in residence who is actually available (in stark contrast to Porphory). Indeed he is the most likely way for them to get into the library.
When they do find him he will probaly already heard about them and perhaps even what is going on. Regardless he will be making his own plans. Since they do not come to fruition straight away there is no reason for him not to help them. In he will be eager to do so since, it might mean vis for him and besides who knows that they may be up to.
When he is trying to be, Thibault can be unfailingly helpful and kind. He seems such a trustworthy individual and so friendly.
And so he will be until he gets a scent of where the vis is (unlikely), or he manages to get a couple of them (peferably non-magi) alone. If that simply isn't happening, then he can use his Entrancement to make sure it does. As evening approaches he will make his move (see Kidnapped below).
Shaw, the Alchemist: Why would they talk to him? Well because he's there I suppose. Shaw doesn't have anything useful to aid the investigation. What he does have is a small lab tucked away in tower, filled with the most poorly maintained set of laboratory equipment imaginable. All of it of course filled with a variety of reagents. The whole thing gives off a vast cloud of black smoke that billows out of the room as the door is opened sending everyone in the nearby area into fits of coughing. The only person unaffected by the whole thing is Shaw, who emerges, much burned, carrying a bubbling beaker. He wants a volunteer to test his newest concotion.... The covenfolk still shudder to think that he was once the cook.
Guillemo, the Bosun of the Sea Falcon: The Sea Falcon, was Vergis' old galley which now lies moldering by the dock, and Guillemo was one of her officers. These days he is perpetually half drunk, and spends his time reminiscing about the old days. He won't be much help though, except that he will mention that tonight is a bad night to be out on the waves. Its the dark of the moon, and on this the unseelie sea faeries and merfolk aquire a taste for human flesh. A very bad night.
Eventually, though their suspicions might point them in certain directions, the search will come to a halt. It will soon become apparent that a couple of the characters and Thibault have disappeared. As night falls one of the covenfolk, a Chambermaid, by the name of Adela, will mention that she saw them not long before heading off down the causeway for the mainland. Missing with them is young Adam.
For the kidnapping itself, simply have Thibault arrange to get alone with one or two characters (using Entrancement if necessary) and then he will attempt to Entrance them into accompanying him. He says that has an idea where the vis might be and they had better get it before it gets taken (roll his Prs+Entrance of 7 vs their Stm+3). If that doesn't work, he'll gesture and a huge lumbering figure, a zombie will come round the corner. Then he will multi-cast Agony of the Mortal to immobilize them long enough for them to be captured. This needs to go smoothly so fudge the rolls if necessary.
As they reach the gates Adam runs into them and is snared. Thibault commands the guard on the gate to tell no-one of their passing and they head out along the causeway.
By the time they raise a search party Thibault is half and hour gone and the sun is sinking below the horizon. The covenfolk are eager to find out what happened especially as the gate-guard remmbers nothing of people passing. As they set off Guillemo tries to stop anyone leaving because of the dark faeries. More than likely this will only spark the fears of the covenfolk and the characters sending them hurrying into the growing dusk.
Meanwhile, Thibault and his new friends have wended their way along the track by the sea, to a large copse of silver birch trees sitting on a high promontory overlooking the water. From the top of the cliff a narrow path heads down to a cove only otherwise accessible by sea. Carefully making their way down they come to a small beach, the sand seemingly made of crushed shells. By this time, if they aren't already trussed up, Thibault's companions will want to know what is going on. As the still water begins to stir and horrific dark shapes rise from the water, Thibault will be more than happy to tell them in full grisy detail.
While the fae are immortal, some have fouled themselves with the touch of mortality. Their once beautiful and pure bodies, weighed down by that dross become warped and terrible, they even begin to age. Only through the consumtion of mortal's flesh can they halt this process, though by this very means they weaken still further their ties and their appetites grow grosser still. They lust after the meat of the pure and innocent and will go to any ends to obtain it.
For a few short moments Thibault talks quietly with one of the fae, something changes hands and then they are alone with their captors.
With the sun gone and no moon, finding the trail is impossible. Old Jean is still sitting on the causeway, but when asked where they went will just gesture vaguely towards the land. Unless the characters produce some magic which will allow them to track them the covenfolk will disperse in all directions, in the faint hope of finding something.
Tracking with magic is not easy. If someone possesses an arcane link to anyone they are seeking then things are much simpler. Without one an InTe or He spontaeneous spell of L20 or an InAu L25 or similar might work. With a link the above are 5 levels easier and InCo, Me and Im would probably work as well. Talking to the local animals is also effective given a bit of time. A wide variety of other tactics come to mind, but each needs to be judge individually.
Should no magic prove helpful they will just have to head of randomly. Either way about 10 minutes after they reach the mainland a man on a horse can be seen coming down the road. He stops short by an birch copse and appears to be talking to someone standing by the road rather acrimoniously. Closer inspection yields the fact the the stand man is Thibault. Anyone from the covenant can recognise the other as Mercurio, the Quaesitor.
By the time they arrive the dispute has settled down, though Mercurio is still looking daggers at Thibault. Thibault, faced with such a large number of individuals interested in his wellfare, is entirely confused as to where the missing people and how it came to be that he had been seen in their company. No indeed he had simply been out for a walk. This it seems is enough to incense Mercurio who immediately begins an investigation into the actual events.
All of which is probably of no help to the missing, and it is likely that the characters will not be willing to go through all that again while their friends might be in danger. Unfortunately Mercurio, always a stickler for the law, is entirely unwilling to allow illegalities to be perpetrated on Thibault. Moreover, any move towards Thibault brings Marcus, his Zombie lumbering out of the bushes, scaring off all the covenfolk, and Thibault sword out of its scabbard.
After a few moments thought and an understanding of the situation, he notes that the code only allows for restitution in the case of destruction of properties appertaining to the study of magical arts; that which might concievably affect their ability to work magic. Unfortunately, grogs and compainions don't come under that heading. Now while he may be able to get Thibault on a count of interfering with the faeries it doesn't help them. Their only option is to challenge him to certamen.
At that very moment a gale of howling, bubbling laughter rises up from the nearby promontory, probably putting off the prospect of a magical duel for some time.
Around the captives the fae gather talking amongst themselves. Their plight looks grim, but should they think to bargain at all they may save themselves. Even if they only plead for mercy they will be given the same offer:
"We will let you live if you can do one thing. Tell us stories." A many toothed grin. "If you can keep us amused till dawn with your tales, we will let you go free. But should one of us become bored at any time,....then you die. Begin, I'm getting hungry already."
Hopefully they will be able to rise to the occaision. Give them five minutes to keep the whole group entertained, as soon as someone stops paying attention, then the creatures become hungry. If they can make it that far then, at an appropriate point, laugh long and loud and back to the others.
Racing through the birch wood, they come to the top of the cliff and can look down at the horror below. Lit by the stars and the phosphorous in the water a circle of monsters crouches round the ones they are searching for. If they are lucky a lone voice telling a tale to the accompaniment of grisly laughter and mutterings. If they aren't so lucky the monsters have already started eating and it would seem they have come too late to do anything but join the feast.
Assuming the former, there are a number of options. To fight, which way lies disaster as the creatures would retreat into the water with their captives, and in that enviroment they are nigh unbeatable. To join in the story-telling: in which case wrap up with a half-hour long story-telling session with the creatures demanding that different people take turns, and characters butting in when others falter. To get Thibault to do something about it: if they can beat him in Certamen they can insist he get the prisoners out of there. To offer someone as a replacement: Thibault; Marcus the zombie; nearby villagers; themselves. There are probably a dozen more options, from airlift rescues to bringing in Vergis on them. One way or another the whole thing will get sorted out.
Of course the whole thing is far from finished. While the characters have probably endeared themselves to the populace of Falconshand their masters are another matter. Things probably haven't turned out as Thibault hoped, but at least he is alive if somewhat less well liked, perhaps they even declared Wizard's War. If he isn't alive then probably someone is due for a Wizard's March, and Mercurio is bound to prosecute to the fullest degree.
On that note Mercurio isn't going to leave them alone. When he discovers exactly what happened he will start trying to charge them with impersonating other magi for the purpose of subverting the resources of Falconshand. While he is at it he'll go over them with a fine toothcomb and probably find anything they did "acquire". However it will all come to nothing especially when Vergis hears about it.
"What do mean they were trying to steal the vis stores? Preposterous! I had them in my room the entire time." Indeed Mercurio is liable to take it so far that Vergis feels obliged to hand over a small quantity of vis or offer a season or two library time just to make up for the whole thing.
The other magi are coming back sooner or later. What will they think of all these goings on?
And then, what did they come here for in the first place?
Vergis of House Flambeau
A tiny old man, bent by age, twisted, gnarled and half resembling a desiccated corpse with mane of fuzzy white hair, Vergis is the final and sole authority in Falconshand, at least when his wits are about him. Unfortunately the proportion of time when Vergis is completely calm and lucid is very small indeed. Usually either he is suffering from some form of delusion or he is balanced on the edge of collapse into one of his temper tantrums. His delusions usually involve mistaken identity, for instance assuming that someone is a former apprentice or a covenant member or similar, or simply amnesia. Vergis has a very variable recollection of current events; current being anything that happened in the last twenty years or so. However these problems wouldn't be a real difficulty if it weren't for his temper.
The slightest thing can set him off, and once he gets going very little can stop him. Vergis is above all else a stubborn old man, who, once he has an idea in his head, refuses to compromise or listen to reason. Moreover once he has made a decision he has a tendency to back it up with displays of his magical power. On the other hand, he isn't malicious or vindictive, at least towards those he perceives as being on his side. Inside his crusty exterior he does have a heart, and he is loyal to his friends to the death.
Of course this often causes as much trouble as anything else about him. He is apt to fly into a frenzy over some perceived wrong and simply make matters worse. What do you do about an ancient mage who decides to declare war on Doissetep on your behalf?
Vergis is meant to be a source of endless frustration and amusement for anyone who comes near him. Unless they are very, very careful about how they confront him, Vergis will almost always become mixed up in one way or another. Simply listen to whatever they say, and then see how far you can twist it. If they assume he is going to be irrational, make him rational and vice versa. Help them and hinder them more or less in equal proportions.
As for his abilities, suffice to say that Vergis is over 100 years old, with almost all of that time devoted to some form of magical research. In this area his faculties have barely waned. Magic to him is second nature. Essentially do whatever you like with him: he's an Aquam/Ignem specialist with more than a fair competence everywhere else. So let him conjure up infernos of searing fire, boiling rivers of water, massive waves and blinding flashes of light. Just be careful not to actually hurt anyone too badly with them.
Making them scramble is fine, toasting them because its amusing isn't.
Thibault, filius Demetrius, follower of Tytalus
Thibault (he pronounces is Tybalt) is a simple man, he wants only two things in life: the power his master has and immortality. Along the way of course a few things have struck his fancy so he intends to have them in the meantime in order to keep himself occupied.
A Scot by birth, he was apprenticed to one of the most ruthless Tytalus magi of his day and drank up his secrets with an unquenchable thirst. That Demetrius is now dead, having been slain in a Wizard's March for using forbidden magic to steal the powers of an Archmagus does not disturb Thibault. He merely intends to be more careful himself.
It seems unlikely. He pursues power in any form with an enthusiastic ruthlessness, that is almost reckless. He would have been long since condemned himself if it were not for his gift for twisting minds and his gift with words. But he doesn't seem to worry, consumed as he is by his owninsatiable desire for magical power in any form.
Attributes: Int [Wily] +4, Per [Apprehensive] +2, Str [Small Frame] -1, Sta [Iron Willed] +1, Pre [Handsome] +2, Com [Honeyed Tongue] +3, Dex [Catlike Grace] +2, Qui [Deft Hand] +2 Age 37, Cnf 3, Twilight 0, Size 0 Virtues and Flaws: Good Char (Stm) +1, Entrancement +4, Affinity (Corporem) +3, Special Cicumstances (Blood Magic) +1, Susceptibility to Divine Power -4, Driving Goal (Immortality) -1, Infamous Master -1, Discredited Lineage -2, Blatant Gift -1 Abilities Speak Latin (Expressive) 5, Speak Gaelic (Slang) 4, Speak Langue d'Oc (Orders) 3, Scribe Latin (Codes) 3, Hermes History (Tomes) 2, Hermes Lore (Legends) 2, Parma Magica (Perdo) 4, Magic Theory (Enchant Items) 5, Finesse (Corporem) 1, Penetration (Rego) 1, Certamen (Creo) 3, Concentration (Ignore Pain) 1, Meditation (Control Emotions) 1, Hermetic Law (Tribunals) 1, Entrancement (Seduction) 5, Occult Lore (Undead) 1, Sword Attack (Wild Melee) 1, Charm (Ingratiating) 1, Athletics (Grace) 1, Stealth (Hide) 1, Ettiquette (Women) 1 Personality Traits: Confident +2, Cruel +1, Enthusiastic +3, Self Centered +2, Lecherous +2 Arts: Cr 5, In 5, Mu 5, Pe 7, Re 5, An 1, Aq 1, Au 2, Co 8, He 2, Ig 2, Im 5, Me 4, Te 5, Vi 7 Spells: Chirurgeon's Healing Touch CrCo 20, Restoration of the Defiled Body CrCo 25, Eyes of the Cat MuCo 10, Agony of the Mortal PeCo 15 (As Agony of the Beast PeAn 10), Mastered, Twist of the Tongue PeCo 20, The Walking Corpse ReCo 25, Discern Images of Truth and Falsehood InIm 5, Gather the Essense of the Beast MuVi 15, Wizard's Communion MuVi 20
Mercurio, fillius Sylgus, follower of Guernicus
Mercurio is completely sure of himself. He knows that other, weaker Magi succumb all too easily to the temptation to break the Code. He can feel it. Exactly what it is they have done he is not sure, but under stern enough questioning it always comes out. Its simply a matter of asking the right questions.
Of course when he doesn't get answers right away, or when magi start hiding behind the Code itself it can become too much. He becomes a little high strung and starts shouting. Which tends to lead to him storming out of the covenant in the direction of the nearest ranking Quaesitor to get back-up. Often it is only once he is there that it comes out that he has little if any evidence.
To be quite honest, the reason why Mercurio is assigned to Falconshand, is because it was the most convienient backwater his superiors could find. They had hoped to keep him out of trouble and out of their hair. At least this way they don't have to worry too much about his lack of diplomatic ability.
Attributes: Int [Shrewd] +3, Per [Instinctive] +3, Str [Weak Body] -1, Sta [Determined] +2, Pre [Self Assured] +2, Com [Uncompromising] -1, Dex [Uncoordinated] -1, Qui [Slow Reflexes] -2 Age 29, Cnf 3, Twi 6, Siz 0 Virtues and Flaws: Quaesitor +1, Good Characteristic (Stm) +1, Gentle Gift +1, Affinity (Mentem) +3, Minor Deficiencies (Aq,Au,Ig,Te) -4, Compulsion (Find Code Breakers)-1, Sensitive (Violations of the Code) -1 Abilities: Speak Latin (Regional Accents) 5, Speak Langue d'Oc (Legal terms) 4, Scribe Latin (Forgery) 3, Magic Theory (Mentem) 5, Hermes History (Quaesitors) 2, Hermes Lore (Quaesitor) 2, Hermetic Law (Judgements) 2, Parma Magica (Mentem) 3, Concentration (Mentem) 1, Penetration (Mentem) 2, Mentem Affinity (Intellego) 4, Subterfuge (Bluff) 1, Finesse (Mentem) 1, Forgery (Signatures) 1 Personality Traits: Brave +2, Easily Angered +4, Zealous +4, Self Confident +3, Impulsive +2, Jumps to Conclusions +5 Arts: Cr 5, In 7, Mu 5, Pe 5, Re 5, An 0, Aq 0, Au 0, Co 3, He 0, Ig 0, Im 3, Me 12, Te 0, Vi 8 Spells: Sight of the True Form InCo 10, Discerning Images of Truth and Falsehood InIm 10, Memory of the Dream CrMe 20, Weight of a Thousand Hells CrMe 25, Frosty Breath of the Spoken Lie InMe 20, Tip of the Tongue PeMe 5, Loss of but a Moments Memory Pe(In)Me 20, Blessing of Childlike Bliss PeMe 25, Call to Slumber ReMe(Co)15
The Dark Fae (8 of them)
Hideous deformed things, made up of the cast off parts of the worst creatures of the deep. Yet in their eyes lies a glimmer of the beauty that once lay within them. Their voices are like the gurgling of the sea among the rocks and hold some of its terrible majesty. There is beauty in them yet, for all their terror.
Faerie Might 20 Attributes: Int (Cunning) +1, Per (Alert) +1, Str (Huge) +3, Stm (Scaled) +3, Dex (Sure) +1, Qui (Webbed feet) -1 Attacks: (All 1st, Att and Dodge scores increase by +3 when in the water) Maw (1st +4, Att+5, Dam +18) Claws (1st +7, Att +8, Dam +10) Dodge: +3 Soak: +10 Body Levels: Ok, Ok, -1, -1, -5, Inc Powers: Drowning (2pts): Any non-waterbreather in the sea will immediately begin to drown as Lungs of Water and Death. Gift Lungs of the Fish (1pt): as the spell.
The Other Magi of the Covenant
Porphory of House Criamon: The other elder Magus of the covenant, Porphory towers over Vergis. Some six feet tall from his bare feet to the top of his bald head and massively built, his presence suggests the stone which is his prefered element. Bleak and domineering, he is little interested in mundane matters of any sort but rather seeks the secrets of the universe in his lab buried deep in the rock on which the Covenant sits. He hates to be disturbed and rarely passes the massive basalt door, carved with the bas relief of Medusa, which guards his lab.
Nex of House Flambeau: Nex, Vergis' second apprentice, possesses a temper as volatile as his master and a talent for Ignem magics. So long as one is careful not to be rude, he enjoyable companion and loyal friend. Otherwise he is a dangerous man to be around. Presently he is away in Iberia, with several other covenant members, looking for a disappeared nobleman.
Essian d'Argent of House Jerbiton: A quiet, scholarly magus, who spends much of his time either dealing with the servants or immersed in the library. He possesses more compassion and morals than is sometimes comfortable for his more pragmatic Sodalis. By profession he is a physician, but his magic is ill suited to healing, and instead he pursues all arts equally. He is currently in Iberia with Nex.
Araq, Spirit Master of House Ex-Miscellaenea: Branded with the reputation of a diabolist, Araq does his best to avoid the authorities. All the while he protests his innocence and claims that he is being drawn closer and closer to God. No-one is exactly sure where he is right now, though a number of the Magi would like to know, Mercurio in particular, on account of a sword wound.
Medwrydd of House Criamon: Taught Shamanic magic by her first master, Medwrydd enschews her hermetic heritage almost entirely in its favor. Though blind, through a variety of bargains she has grown fast in power and controls a number of dangerous spirits. In return though, she owes a series of debts that she does not quite understand. Currently she is journeying in the Novgorod tribunal, attempting to fulfill one of those debts.
Last Modified: 4th January 1998