by Piers Brown
© 1991
From: jprb@ukc.ac.uk To: ars-magica@ocf.Berkeley.edu Date: Fri, 29 Nov 91 12:03:09 +0000 Subject: The Adventures of Sir Guillaume Fortmain (1/3) Archive: #1104
First appologies to those who are getting this twice, I didn't chop it up into pieces the first time so I'm posting it again.
This is what I've been up to for the last little while, I thought I had better post something if was to even try to keep up with those ahead of me on the list last year. Besides the books and suchlike from Paul and Dave are a more than fair trade for this.
Before I go any further though a quick few words to my players at home, about half of who get this list: GO AWAY, Read this only at your own peril, anyway it won't do you any good. Delete this mail message now.
The following message is Copyright 1991 Piers Brown all rights reserved.
The ideas for this came to me sometime in the middle of this summer from a lot of things, in particular The Adventures of Don Quixote by Cervantes. Whilst it doesn't have that many similarities a lot of the tone comes from there. Also of particular help from time to time was Tirant lo Blanc, a 15th century novel dealing with the (much more likely) adventures of a medieval knight. Very interesting reading so long as you can take their liberties with history (saving Constantinople is all very well but the king of the Canary isles invading England?). Otherwise much of the following comes from my own warped mind. Without further ado I present...
THE TRUE HISTORY OF THE ADVENTURES OF THAT MOST NOBLE AND CHIVALROUS KNIGHT, SIR GUILLAUME FORTMAIN, SLAYER OF DRAGONS, OGRES AND WIZARDS AND SUNDRIE OTHER FELL BEASTS BY HIS LOYAL SQUIRE AND COMPANION LORO D'ARNON
INTRODUCTION
In the late thirteenth century, a book was written by a certain Loro d'Arnon purporting to be the history of the adventures of a knight, one Guillaume Fortmain (later Comte Guillaume de Comminges), in his earlier years. Like all such books, it told of strange and perilous adventures, fabulous beasts, evil and good wizards, damsels in distress, heroic encounters and many, many other things. Even more amazingly, much of it was actually true, at least in part. Indeed the parts which weren't true were not even the more fantastic bits, merely the way the events were seen through the eyes of the hero of the tale. It has often been said that truth is stranger than fiction, and in this case it truely is. Behind all of the events were many different people, amongst those were certain wizards of the enigmatic Order of Hermes. Their role, which motivated many of the adventures, is what we shall examine herein...
The type of 'Stage Management' used in this adventure is to ensure that a certain set of events takes place, by changing what is happening in the background to allow them to develop in a certain way. In this case it is to basically ensure that one event occurs before another such that the second takes a predetermined course. In general this type of manipulation of the players and their surroundings can be used for just about any purpose. However, overuse removes control from them, and if they notice they won't like it. It is best used to achieve a specific result, such as a particular event or occurance and then to let things progress from there, such as to set up background for an adventure (this case) or to ensure an appropriately climatic ending (though that is not to say you shouldn't give players the benefits or problems of their actions). Useful like everything else in moderation. Finally most Ars Magica adventures have a Theme. As far as this one is concerned I'm really not sure. It isn't so much an adventure as an encounter with a long string of adventure ideas depending off it. As such there is very little homogeneity in them. Perhaps the power of stupidity? Loyalty? Delusions? The problems caused by lies? The self-fullfilling nature of prophecies?
Or maybe entrapment by events? Find what you will from the tale.
On a cool evening in mid-spring the covenant's guards spot a pair of figures on horseback in the distance riding in their direction. (The exact range will depend on their degree of sucess with Per+Scan rolls and the terrain.) The foremost of the two rides a huge black warhorse, wears a heavy chainmail hauberk and helm, and carries a lance and a blank heater shield. The second rides a somewhat manky chesnut mare, wears slightly ragged and faded hose and doublet in a profusion of colours and a wide brimmed brown hat in which a long, bedraggled, red feather sits. Behind his horse follows a small grey donkey burdened almost to the ground with supplies. The second individual, perhaps some sort of squire, appears (On a Per+Scan roll depending on the distance at which they are sighted) to be carrying on some sort of conversation with himself. Every few minutes he spurs his horse on until he is level with the knight and starts to remonstrate with him, gesticulating wildly. The knight in return seems to take little notice, only occasionally turning his helm to look down at his companion and say something. Eventually the squire gives up with a look of disgust and goes back to talking to himself and the rest of the world at large. As he drops back the donkey behind him seems to sigh with relief as it gains a momentary respite from the pressure of the rope attaching it to the back of the squire's horse. Then the rope becomes taught again and it once more takes up its hurried trot.
This scene repeats itself over and over as they draw nearer and nearer to the covenant. Eventually, a hundred paces from the walls, the dicussion starts again, even more vociferously than before, until the knight cuts the squire off. He then turns and spurs his horse into a canter towards the covenant, stopping some 10 yards from the gate. He then hails them in the following manner:
"Sirs! I am Sir Guillaume Fortmain, a Knight Errant travelling in these parts on a quest to rescue my true love Giselle of Toulouse from the evil Ogre Montrefaut. I would beg permission of the Lord of the Castle to sojourn therein for the night. I will await his answer."
He then turns his horse and retreats back to where his squire is waiting. The squire takes up the conversation where he left off, and the noise of his ranting can be heard from the walls though not intelligibly. The knight seems to ignore him completely instead staring straight at the walls. The horse bend their heads down and begin to crop the grass, also apparently disinterested in the squire's opinions. The little donkey starts to eat a small shrub with much the same bored look.
The knight really is Guillaume Fortmain, and though it isn't apparent, he is the second son of the Count of Comminges. His squire is Loro d'Arnon and the horses are Beucephelus, Pharlon and Marie the donkey. Loro has been attempting to get Guillaume to give up his quest/ stop heading in this direction/ leave the castle alone because God knows what could be within, generally railing at him for getting them lost and asking God and the world at large why he ever left home. Guillaume has been ignoring him almost completely and has instead been day-dreaming about his true love Giselle and the evil Ogre Montrefaut.
The Magi will probably pry some or all of the above information from the little group outside the walls with any of a wide array of spells. A little more can be gleaned from what Sir Guillaume has said by anyone with enough knowledge:
Level | Knowledge |
|---|---|
| 9+ | Giselle of Toulouse is the Count of Toulouse's daughter. You haven't heard anything about her being kidnapped by an Ogre though. |
| 12+ | She definately hasn't been kidnapped by a Ogre, well not unless you count the son of the Marquis de Saluzzo as one. She got married to him last winter. |
| 15+ | Guillaume Fortmain is one of the names of the second son of the Count of Comminges. He was rumoured to be in love with Giselle, though he hasn't been seen a bit before the wedding. Apparently rather stupid but a very good combatant. |
| Skill | Knowledge |
|---|---|
| 9+ | The Ogre Montrefaut, has been a famous, if slightly obscure figure in tales for as long as anyone can remember. |
| 12+ | Montrefaut used to live high in the Pyrenees, but he hasn't been seen for almost 50 years. |
Hopefully all this will make the magi curious enough to invite them into the covenant, and though they don't know it into their lives forever...
CHAPTER XVIII: In which our Hero converses with the inhabitants of the castle and other diversions.
Once inside the covenant the little group of visitors will behave just like normal guests. Guillaume will act very courteously towards the anyone who looks important and noble, but will leave the care to his horse and gear to Loro and anyone who looks like a servant. He will however leave long, seemingly meaninful pauses in between anything he says other than the usual courtesies. In fact the pauses are more causeed by the speed of his mind, but that is a subject for later. Loro will atempt to dump all of his duties on anyone or anything vaguely resembling a servant and rush after his master for reasons which will soon become apparent.
The most important thing about this entire scene is that the Guillaume should not work out that this strange castle which he has arrived at belongs to magi or has any overly strange and dangerous magical things in it until Loro has had a chance to talk privately and candidly with one of the magi. Given just how stupid Guillaume is it shouldn't be that difficult. However if the magi start introducing themselves as such it isn't going to take very long, even for someone quite as dim as he, to come to that conclusion. Should he do so he will take it upon himself to "rid the place of these foul and idolatrous devil worshipers", unless someone does some very fast talking. That is just what we are going to arrange, and it forms the basis of everything that comes after.
So how do we stop this happening? Well probably the best and most entertaining way is to get Sir Guillaume to tell about his adventures giving him something to keep his tiny mind occupied, and Loro a chance to slope off whilst he is busy. Until then play Loro as an incredibly obivious 'accidental' blunderer. If they pass something like a fountain of fire or a walking statue, Loro will 'trip' and knock Sir Guillaume over and whilst appologising profusely usher him away. Should someone be about to say something which might give the game away Loro will have a sudden coughing fit or interject loudly on a completely different subject. Play this for all it is worth, think of the worst Farce you have ever seen and go one step further, use just about any strategem and all the while Guillaume's back is turned gesture frantically to the magi to try and get them to come and talk to you somewhere else.
Ideally this should be done with an assistant so as one can play the mostly oblivious but slowly realising Sir Guillaume and the other the maddened and unsubtle Loro. The ideal conclusion after a series of very close misses is to manuver things such that Guillaume is sitting down telling his story or otherwise occupied with conversation so that Loro can get away and explain what is going on.
For the purposes of the story this is just about as good a place as any to put down Guillaume's account of his quest so far. It is however only a summary play it out as much as possible when you finally get to tell it.
'It was in late winter, in the Year of Our Lord 12--, which is to say last year, that having returned from a Tourney near Paris to the house of my father I heard the terrible news which was to set me upon this quest. In full ebulient spirits, having proved my prowess with the lance against some three score knights, I looked forward happily to my return and the prospect of once more seeing my beloved Giselle, light of my life, paragon of virtue and beauty, chaste and gentle daughter of the Comte de Toulouse. However this was not to be. Not long after my return to the castle my loyal and trusty squire Loro d'Arnon brought me news: "Master," said he, "I bear most terrible tidings! During your absence, whilst upon a hunting trip in the domains of the Comte de Foix, the daugther of the Comte de Toulouse was kidnapped and carried away by the horrible Ogre Montrefaut!" Such was my shock and sorrow that I cried out aloud, but when I had contolled my grief I asked most urgently of him:
"What news since that day? Have the knights of the Comte found her as yet?"
"No" he replied, "for her father fearful of the Ogre and the threats he made
to steal away his other children has forbidden all his knights to go forth upon a most solemn oath."
"I cannot let this be! I have sworn no oath, neither will I give my father or the Comte de Toulouse the chance to detain us. Let us be off this instant for all that it is the middle of the night. Go saddle Beucephalus!"
And so it was that in the light of the pale moon I and my trusty servant Loro d'Arnon set forth from my father's castle sworn not to return until she had been found. Many long days have we travelled since then, and many strange and wonderful things have we seen: The serpent of the marshes which slew my horse but which I slew in turn; the Faeries of the forest of who stole away Loro for three nights and three days whilst I was forced to hunt for the seeds of the mountain poppy; the terrible diabolist of the who we slew in the foothills of the Pyrenees, and the strange books which we recovered from him; the waterfall of weeping sorrows werein sat a beautious maid mourning some lost warrior; and the terrible basilisk of Aliennes which stalked the houses at night and slew my horse before I could slay it. However amidst all these wonders and marvels I have heard not a word of the dwelling of the Ogre Montrefaut nor have I seen the slightest sign of my beloved Giselle.'
Whilst all this is going on Loro's frantic motionings will have hopefully persuaded the at least one of the magi to come aside and talk to him momentarily in some side alcove or the like. He has quite a different tale to tell, one which if it can be told simultaneously provides quite a nice counterpoint:
'Lord Magus, listen carefully, for the things that I have to tell you concern a most difficult problem. With care it can be dealt with but otherwise it is almost cetain to bring unfortunate consequences upon both my master and your covenant. You see my master Sir Guillaume is the second son of the Comte de Comminges, who you will doubtless have heard of, and he believes that he is on a quest to save his beloved Giselle from the Ogre Montrefaut. This is not true at all but there is no time to explain. To be blunt my master has listened overmuch to knightly tales and I fear they have addled his mind. Should it become apparent that you are wizards he will probably try to slay you under the belief that you are all servants of the Devil. He is a great warrior and you would be forced to slay him to prevent much injury to yourselves. This in turn would be sure to bring the wrath of his father, who does not care overmuch for wizards, upon you. I suggest that the best course would be to conceal your powers and humour him, thus avoiding such problems. This should not really be too difficult, for, as you may have heard, my master is not overly bright. I will tell you more gladly later, but I would suggest we attend my master least something goes awry and disaster befalls us all.'
At this point we have achieved our first objective, the magi now know the problem confronting them and will probably trust Loro to help them deal with it. Our problem now lies in ensuring that the magi are not overly sucessful and Guillaume never works out what is going on. Depending how much the players are seeming to enjoy the entire episode you can drag it out as much as you like, roleplaying the entire evening with them running back and forth behind Guillaume's back trying to keep him from working out the nature of the covenant. Slowly even the less than nimble mind of Sir Guillaume will begin to realise something is wrong and he will become progressively suspicious. Eventually he will work it out, and with a roaring cry of "Wizards!" will leap to his feet sword in hand. This is the crux of the entire set up. At the critical moment, just before anyone can do anything, Loro, rising simultaneously with a frantic expression on his face, grabs Guillaume's arm and says:
"Yes but not evil wizards. Good ones!" Guillaume pauses and Loro rushes on:
"Yes, yes, er... they are good wizards thats why I brought you to this castle. They hide their nature but you have found them out. Then, um...er... they must ...er...they must give you a prophesy. Isn't that right!" Loro turns and looks with a pleading expression all over his face at the nearest magus, nodding frantically. Sir Guillaume stands like a statue, a dark, peircing, suspicious gaze on the magus, sword ready.
If the magus has any sense at all he will says yes, and then you have them. Whilst Loro rushes onwards with more frantic explanations, probably with interjections from the Magi, Guillaume's countenance relaxes and slowly a broad honest smile appears. At last, the chance he has been looking for! Now surely with the help of these wonderful wizards he will find his beloved Giselle and slay the evil Ogre Montrefaut!
Now that the problematic part of the adventure is over you can relax somewhat and let the characters do some of the work for a while. Hopefully they won't be overly concerned by the situation, and if they are Loro's tale should make them rest a bit more easily. Once the magi have finally gotten Guillaume out of the way, they should be able to arrange some time so that Loro can explain exactly what is going on. This should provide them with a considerable amount of enlightenment. This is the tale he has to tell:
'My Lords...er... magi? Well whatever the situation is rather convoluted, a very Gordian knot of difficulties and confusions, but suffice to say this is the core of the story. As I believe I said earlier, my master is not overly bright. This unfortunate fact has brought about, in the final analysis, the events that have brought him here.
In his youth he trained as a knight and due to his stature and perseverance became one of which his father would be proud. He however would listen long in the evenings to the stories of knight errants and their quests, of unrequited love and the slaying of Dragons. He yearned to do such things mad as they may be and now he does. That however is the result of another happening of his youth. He was sent as a squire to the court of the Comte de Toulouse to learn the knightly arts and so he did as I said above. Whilst he was there he met and fell in love with the daughter of the Comte. Thus far what he belives is true, but now reality diverges from the tale he tells. This infatuation progressed in no visible manner, though he believed that she returned it. At the same time his prowess grew and his fame spread through the land. Last winter however whilst he was away Giselle the Comte's daughter was married to one of the sons of the Marquis de Saluzzo. When he returned and I heard the news from his father I told him what Guillaume's probable response would be: he would kill him at the first chance in single combat. This was not what my lord wished to hear so he suggested that I took Guillaume away for a while until he calmed down. Guillaume however when I tired to divert him insisted that the first thing he should do was to ride to Toulouse and see Giselle. Seeing as it would have resulted in him seeing her in her wedding bed I hastily spun the tale that he tells: that Giselle had been captured by the Ogre Montrefaut. Thus we have spent the last few months riding the Pyrenees and I am no nearer to a solution to this dilemma than I was when we started.
My Master seems entirely taken in by the idea that you can provide an Oracle for him. I can only ask that you send us somewhere nice and warm and far away from trouble. With luck eventually he will forget Giselle or find another maiden to rescue or anything. Spain perhaps? Keep him safe and away from Toulouse and his father and I will both be forever greatful to you. I leave you to your auguries masters, may they prove favourable.'
Now the magi can sit down (assuming they agree) and concoct whatever sort of prophecy they care to. Even if it leaves Loro fumming, so long as it convinces Sir Guillaume he will follow it to the end of the earth (literally). Allow them to have some fun seeing what they can come up with and then give them a chance to deliver it to Guillaume in a suitably dramatic manner. Throughout all this and the rest of the visitor's time at the covenant you are more or less on your own, Sir Guillaume will be a polite guest so long as he is treated according to his station even if he is a little slow. Loro will be very friendly and helpful and very pleased to be in quarters with even a modicum of luxury for a change. As for the strange happenings which Sir Guillaume noted earlier, they are more or less true and can serve quite admirably as a jumping off point for all sorts of adventures depending on your interest in them and your generosity.
For instance they may have given the books they took from the diabolist to the Monastery of San Blas (or some similar establishment) and the magi may wish to retreive them.
Play the entire episode as appeals to you, using the information above as well as that conmtained in their personal descriptions to charactersise Sir Guillaumeand Loro until once more they set off upon their epic quest. The magi will probably be quite glad to see the back of them all and will be able to return to their studies and usual occupations as before. Or so they think...
Sir Guillaume Fortmain, 2nd son of the Count of Comminges
---------------------------------------------------------
Int -3 Per -3 Age 23 Virtues + Flaws
Str +4 Stm +3 Cnf 5 ---------------
Com +2 Prs +4 Siz +1 Large +2 Simple Minded -1
Dex +2 Qik +2 Code of Honour +1 Obessed (Quest) -1
Charmed Life +4 Overconfident -2
Abilities Speciality Score Delusion (Chivalric
--------- ---------- ----- Reality) -1
Spk Prov Short Words 4 Lost Love -1
Scribe Ltn Careful Hand 2 Oath of Fealty -1
Spk Ltn Congugating 1
Lance Att Tournaments 5
Sword Att Great Blow 6 Soak: +17 Fatigue: -1
Sword Pry Thrown Weps 3 ----- --------
Knight Shd Lances 5 Ok Ok
Ride Jousting 5 Hurt Winded
Mace Att Accuracy 3 Hurt Winded
Brawling Strike 3 Lt Wd Weary
Leadership Battle 3 Md Wd Tired
Legend Lore Tales 4 Hvy Wd Dazed
Alertness Battle 1 Inc Unconcious
Intimidation Stare 3
Sing Love Songs 1
Play Lute " " 2
Storytelling Quests 2
Personality Traits
------------------
Brave +5 Gullible +6
Foolhardy +3 Angry +3
Polite +4 Cowardly -4
Generous +3 Absent Minded +3
Proud +3 Humble +2
Loyal +6
Equipment
--------- 1st Att Dam Parry Prot Load
Broad Sword +10 +11 +15 +5 - .5
Lance +14 +9 +17(+26) - - (1)
Knights Shield +4 +3 +4 +8 - 1
Mace +7 +8 +12 +1 - 0
Full Chain Hauberk - - - - 14 6
Cross of St. George (see below)
Cross of St. George, a real relic (every knight should have one) [This is a small reliquary in the form of a cross holding the finger bone of Saint George. It provides a believer with two Faith points The cross in addition to the normal powers of a relic also gives the wearer protection from supernatural terror. This doesn't make you fearless however with Sir Guillaume this is just about the effect.] Beucephalus (Currently the VIIth, Sir Guillaume's horses have a nasty habit of dying on him when in dangerous situations [They don't have a Charmed Life like him], but he always replaces them with a similarly massive horse (Siz +3) which he names Beucephalus once more)
Personality + History
Sir Guillaume is almost the perfect knight, courteous, chivalrous, brave and loyal to a fault. The one thing he does lack is anything vaguely resembling a mind. For most of his life this has been in some ways an asset, it is after all this that makes him quite so brave and loyal, and also the reason why he has swallowed the Chivalric Code whole, along with all the attendant conventions and beliefs. Also without the encumberance of other distractions and a complete lack of fear, he has been able to hone heis knightly skills to such a degree that he is currently one of the foremost knights in France. Only in more subtle matters has his dreath of intellect given him problems, in particular in the matter of love. With little idea how to do otherwise, he has gone about wooing Giselle by attempting to dazzle her with his knightly prowess and bravery and little else. With a bit of coaching from Loro his squire and boyhood companion he has tried to turn his hand to the more gentle arts of courtly love and become a troubadour. The somewhat promising start he made was abruptly cut off following his return from a Tourney near Paris, Loro's little lie has led him far into the Pyrenees in search of his love, yet so far he has had no real sucess.
Guillaume is also a devout Christian, as his knightly vows say he should be. He trusts in God like a small child would trust its parents, sure that in the end everything will be alright. However other than his regular evening and morning prayers he doesn't think too much about him, simply because he doesn't see him as very involved in every day activities. Guillaume is immensely saddened by the loss of Giselle and it affects him very much making him morose a great deal of the time, an emotion he is far from accustomed to. He is deeply commited to finding her again and is willing to let no danger stand in his way whatever it may be. Dangers are all very well and he is probably able to deal with such problems, it is the other more subtle difficulties that are going to trouble him and maybe he will eventually learn that not everything can be solved with sword in hand.
Role Playing Tips
Guillaume is incredibly forthright, honest, helpful and polite. Play him like the perfect son your parents always wanted (assuming they wanted a son). He is however, as has been said many times before, very slow indeed. Most of the time this doesn't show, so long as he is confined to routine conversations or something he thinks about a lot he is very articulate and cultured. On more difficult subjects look polite and listen, and if forced to speak leave long apparently meaningful pauses between every sentence. When he is left to himself his mind inevitably drifts to Giselle and he becomes distracted and sad. Once snapped out of it he will try to soldier on as best possible keeping a stiff upper lip at all times.
Chapter III: In which Our Hero chooses his Companions for his Quest.
Loro d'Arnon, Squire -------------------- Int +1 Per +2 Age 24 Virtues and Flaws Str 0 Stm +1 Cnf 2 ----------------- Com +3 Prs +2 Siz 0 Educated +1 Duty Bound -1 Dex +1 Qik +1 Knack with the Lute +1 Uncommon Fear(Monsters) -1 Well Travelled +1 Cursed: Lying will always cause more problems than it Abilities Speciality Score solves -1 --------- ---------- ----- Speak Provencal Very Fast 6 Scribe Latin Elegant Writing 3 Play Lute Love Songs 4(6) Sing Ballads 4 Sword Att Duels 3 Sword Pry Swords 3 Alertness Problems 2 Dodge Thrown Objects 3 Charisma Performance 1 Charm Women 3 Guile Guillaume 4 Folk Ken Nobility 1 Humanities Poetry 2 Music Composition 2 Subterfuge Helping Guillaume 3 Storytelling Quests 4 Ride Races 3 Stealth At night 1 Diplomacy Explaining 2 Intrigue Overcomplexity 1 Chirurgy Guillaume 1 Provence Lore Towns 2 Personailty Traits ------------------ Brave +1 Terrified of Monsters +6 Loyal +2 Lies to avoid problems +4 Kind +1 Likes comfort +3 Impulsive +3 Optomistic +2 Pessimistic +2 Likes company +3 Loves to play music +4 Equipment --------- Broad Sword Fashionable Clothes (Somewhat bedraggled) Lute (Beautifully inlaid and with a lovely tone) Pharlon (His horse, and a very fast one at that. Useful for running away from any sort of trouble particularily monsters.[Use normal horse Stats Am p.117])
Personality + History
If Loro had any choice in the matter he would be a troubadour, praising the beauty of the ladies of the provencal courts in song and verse. He is quite charming at this and more than a little sucessful with the ladies. However, ever since an unfortunate incident with a Faerie maiden and later her father he has been cursed such that any lie he uses to try to extricate himself from a situation simply gets him into more trouble. Despite this he has as yet to learn his lesson, and as a result of a long series of unfotunate occurances he has managed to explain himself into the position of squire to Sir Guillaume, an old childhood friend whom he met whilst growing up around the court of the Count of Toulouse. From here things have become worse and worse and now he seems to be doomed to wander the Pyrenees forever in search of a non-existant Ogre and his otherwise occupied victim.
Loro is for the most part a well meaning sort, however he is often a little derelict in his duty when he has the opportunity to be doing something more interesting. This consists basically of having a good time, avoiding hard work, playing music and suchlike. This has the unfortunate result of getting him into all sorts of problems. For a long time he was usually able to handle the this type of thing (well most of the time at least) with his somewhat silvered tongue. Since his unfortuante encounter with the faeries things have been going less well but he still responds in much the same way out of years of habit. He is really rather good at it given half a chance, he can create a really very pretty little lie, which if it doesn't totally exonerate him of all blame will at least reduce it.
The one other thing Loro is very good and is otherwise his passion, is music. He is a very accomplished and naturally talented lute player and has a good voice. Given time (and an end to such stupid adventures as these) he could well become quite famous.
Role Playing Tips
Loro spends most of his time with his mouth open, talking about something or other, whether it is his own current personal woes, inconsequential banter or yet another explanation. Try to get in on any conversation which is going on so long as you can do so without making yourself look like an idiot (so far as you can tell). This does not however mean that you should say just anything, try to look polite and intelligent. Try as best as you can to remain at least somewhere near the centre of attention and to conduct yourself at the same time in the height of the fashion of courtly love, paying amazing amounts of attention to any interesting women, using the most elaborate manners possible.
If you get into any sort of trouble try to talk your way out of it as best you can, using the most plausible lies you can think of. If that doesn't work look to Sir Guillaume for help.
Marie, the Donkey
Marie is one of those donkeys: the ones that get elected to act as pack animals on dangerous quests and are expected to carry such massive burdens that they always look like little wandering mounds of supplies. Marie is stubborn, highly intelligent and (after three months) somewhat tired. Probably the only thing that keeps her alive in the dangerous surroundings in which she lives is the fact that she has an uncanny ability to see danger comming. In short the exceptional talent Premonitions (Per+Premonitions 8). She is thus slightly magical and (assuming you can find one who will take her) a potential familiar. Quite phegmatic most of the time she is more than able to act cute for food or similar benefits.
Chapter XXI: In which Our Hero leaves the Castle of the Wizards and Continues with his Quest.
So what now? Well now our cunning plan goes into action. Take look at the prophecy which the Magi have given Guillaume and have a little think. Unless they have done something really vicious like 'You shall wander the lands from the Pillars of Hercules to Farthest Cathay and though you search for two score years you shall not find your love. Only in the end as you lie on your deathbed, aged and weary shall she come to you at last,' it should be fairly simple for you to arrange for the prophecy to start fulfilling itself and in such a way that the wizards look good. Work some interesting story out and then, because the prophecy worked so well, Sir Guillaume comes back... He of course wants another prophecy which will lead him still closer to his beloved. No matter what they tell him given time he will wander off into the sunset and then back again having fulfilled their little prophecy or at least tried. And, more importantly, whilst doing so he will have done something to interest or exasperate the Magi. For example slain a magical beast which has some vis in it, found a strange and interesting place, gotten himself into trouble with the Church/Nobility/Order or whatever (Some expanded ideas in a little bit). A few things to remember:
Chapter XXII: In which a terrible thing occurs and unfortunate consequences abound.
This is all very well so long as things don't go wrong, which is to say the magi mess up our nice little plot through luck, skill or sheer persistance. What to do if they do? Well first of all analyse what has happened and ponder the consequences. Eg The Magi murder Sir Guillaume and try to cover it up. It is likely that if (when) his father finds out he will want revenge and what will he do as a result...
Basically, if the result is interesting forget the rest of this and go with it and don't worry, the idea of the game is after all to tell a good story and have fun. If the result is boring, try and fix things so they come out interesting, at worst Sir Guillaume has his relic and if you don't want a spell to affect him it won't (just roll the dice behind the screen and say no.) Of course doing this repeatedly is even worse, so simply hurry the plot along.
I can't deal with every possibility here, but most of them can be handled with a bit of care, and if you play it right the whole thing should look so innocuous that they won't get worried. Neither will they be able to predict things with mind reading spells (unless they can read yours) as the 'plot' isn't one.
With a little bit of luck and a few careful nudges everything should run as planned, and if it doesn't it should be relatively easy to extrapolate such that they think you had it planned all along.
Chapter XXIII: Of the Events with Our Hero Encountered whilst following the Prophecy of the Wizards.
The Chapters that follow present some ideas for the type of ecounters Sir Guillaume may be confronted with on his quest and ways to tie them in with the covenant. In short: Adventure Ideas. These can easily be inserted in any order you like into your Saga or ignored at will. This is, in the end, exactly the function Sir Guillaume and Co. were designed as: a massive plot hook attached to the Magi onto which you can stick just about anything.
Chapter XXIX: In which Sir Guillaume Slays the Dragon Arn Vilinthor
Well maybe not, he tries to at least. The Magi finally decide that Sir Gillaume is too much to handle and decide to get rid of him by sending him against a Dragon, or they send him against something else entirely and he gets lost, or he works out that the (non-existant) Spear of Seven Souls which he is supposed to fetch is in this here cave... you get the idea. Many ideas for this type of thing can be thought up, just take what your players give you and work from there.
So Sir Guillaume tries to slay the Dragon, is almost killed, but through a massive stroke of luck manages to fall unconcious behind a boulder whilst the Dragon chases Loro, Marie, Pharlon and Beucephalus down the valley. It eventually catches Beucephalus and heads back home to eat him. Loro meanwhile manages to get over the fear that the Dragon is outside the cave in which he and the other horses hid and goes and finds Guillaume. They then head back to the inn in which they were staying. This leaves the Magi with the simple problem of what to do when the Dragon arrives outside the Covenant in order to talk with the Wizards about this Knight they sent after him...
Chapter XLV: The Unfortunate Affair of the Magus Invern.
One sunny afternoon the guards at the covenant once more spot a small convoy heading towards the gates. It does not, however, appear to contain any people, rather only three horses, a donkey and a crow. Two of the horses are very reminiscent of the ones Sir Guillaume and Loro were riding and the donkey is very definately Marie. Besides the saddles and gear look like their things.... At last Guillaume has managed to get himself eaten or something! Then the crow lands on the battlements and starts talking in Loro's voice (albeit a bit croaky).
It turns out that Loro is the crow, Guillaume the extra horse and it was all because Guillaume attacked a Magus called Invern. Where is Invern? Will he take the spells off Guillaume and Loro? What does he want in return?
Chapter LII: The Tournament at Bordeaux and what came of it.
Guillaume is near Bordeaux when he hears a Tournament announced and despite Loro's pleas he insists on entering though he does agree to do so incognito. He proceeds to announce the Magi as his patrons and follow the horrified silence at this by sweeping nearly every event in sight. The Nobles scream sorcery, the church is incensed and the Bishop tries to burn him and just about everyone belives he is the servant of the Devil. He manages to get away (somewhat confused about the whole affair) only because Loro drugs him and smuggles him away.(Perhaps send some companions and Magi with him to see it all happen). Back at the Covenant the Quaesitors and members of House Jerbiton start to visit. They aren't happy at all. No, not in the slightest.
Chapter LXIX: In which the Wizards examine the Magical Artefacts Our Hero Found and what they said of them.
Sir Guillaume returns as usual to the covenant, and shows some magical artefacts he took off an 'Evil Sorceror' which he slew since he knows they are interested in such things. They are very curious and probably powerful. What do they do? Are they cursed?(Did make them?) Just who was this 'evil sorceror' anyway? Was he a member of the Order of Hermes? Now what do they do? (This can also be done with the Books and the evil wizard in Sir Guillaume's original tale.)
Chapter LXXX: In which Our Hero leads the Wizards to the Strange Pool which he found.
The title says it all. Whilst wandering in the mountains Sir Guillaume and Loro find a magical pool or cave or whatever you feel like. Put whatever you want at the other end, strange hermits, faeries with amazing powers, diabolists, magical beasts, empty caves... let your mind go free. This all has the added advantage that you get to make them travel with Sir Guillaume. It could all be a plot by someone else to lure them into trouble or any number of purely co-incidental things could happen.
Chapter LXXXVIII: In which Our Hero is captured by the Forces of Evil
Whatever the 'Forces of Evil' are they have got Sir Guillaume and Loro comes riding into the covenant and tells the Magi they are his only hope. The 'Forces of Evil' could be a coven of Diabolists who need him for a sacrifice a member of the unseelie court bent on drinking his blood or simply a local Baron holding him for ransom or marriage to his daughter (Loro needs someone to help him and this is the best way he can think of). A nice little fun rescue mission with all the complications you want.
Chapter C: In which Our Hero fights with the Ogre Montrefaut.
In actual fact the Ogre Montrefaut does exist. He is admittedly over two hundred years old, slightly senile and hasn't been out of his valley for thirty-nine years. Have the characters meet this poor old creature whilst exploring the Pyrenees. They may stumble into his house in a snow storm or meet him sweeping his front porch on a bright summer morning. Though he stands some nine feet high his frame is bent and emaciated and he looks like an old man, balding and thin and very, very tired. Its up to you whether Guillaume is with the players and what they do with this pathetic figure. If he is there Loro may have a bit of explaining to do but he should be able (he hopes) to get away with persuading him that someone else was responsible. He is quite contrite about his escapades of so many years ago and puts them all down to youthful exuberance. He may or may not still have his old hoard of gold and tresures from that period.
Alternatively Montrefaut may not actually be as worn out as he seems, being a shapeshifter and able to return to his old fifteen foot high prime of health. It depends how you want things to go, see later for a really devious plan.
Chapter CV: In which our Hero learns of the death of his elder brother and begins the long journey home.
Sir Guillaume learns that his elder brother is dead and heads home for the funeral. Astute magi will realise immediately what this means: Guillaume is now heir to the Count. If they wish they can accompany him to the funeral (preferably disguised) and start thinking about the advantages of having a local Count on their side. It transpires that Laurent, Guillaume's brother died in suspicious circumstances. Who is responsible? What is going on? Why is the Chamberlin so suspicious? What about the other local nobles?
His Mistress? The younger brother, Edouard (who is a member of the church)? Depending on your preferences it could be any or all of these. If the magi are as yet not interested and you want to make something of it don't worry, you can start making subtle attempts on Guillaume's life and just wait until his father dies...
Chapter CXII: Of the Lady Aline and Curse of Valmort.
As in every good story of a quest the Knight has to meet some other, decidedly virtuous and lovely lady and have her fall hopelessly in love with him. A love that must forever remain unrequited because of our Knight's love for his true lady. Aline is just such a stereo-type, though her prospects are decidedly brighter than average considering the state of Guillaume's 'true love'. Her situation is however quite in keeping with the proper storyline, for she and all her family (what is left of it at least) are cursed. The ancient castle which is their's is crumbling into ruin and they have been unable to leave their lands for almost a score of years. Somewhere in the past one of her relatives greiviously offended someone, be it a Magus, a Faerie Lord, someone who sold their soul for revenge, whatever is appropriate. Now they cannot leave their home and all who enter therein are struck with a terrible feeling of despair and hopelessness. Who is Guillaume to turn to but the Magi.
Is the curse real or not? Are they ghouls or fey trying to steal lives? If the curse is real, who is responsible and where are they now? Can it be lifted and how? What will be the results if it is? What do the Magi have to gain or lose?
Chapter CXIII: Of the tale told in the Inn of Three Roses and what was said concerning it by Loro.
By this time, despite the strange and somewhat incomprehensible nature of the quest, it is not by any means unheard of amongst the peasants of the surrounding area. Start, in the background when on some other adventure, telling stories which can be recognised as, admittedly garbled, pieces of the quest as they know it. One can have great fun twisting and changing it and concatenating different sections and it makes a nice humorous break especially as the changes get more and more extreme. Eventually someone will stand up in an inn and tell them that it wasn't that way in which case they will either be told to shut up or to tell them how it really was.
Chapter CXXXIV: In which the Count of Comminges dies and is laid to rest.
Tired and worn out with worry over his sons and the sucession the old Count finally passes away. The Magi rubbing their hands with glee go to find Guillaume so he can become Count (and they can have a great deal more influence in the area). Guillaume steadfastly refuses, he insists he is going to continue his quest till the bitter end and in a rare flash of insight leaves for the mountains (or wherever he is searching at the minute). An assasination attempt which would have killed him otherwise occurs. Who is responsible? Is it the same person as killed Laurent? Did the Comte die a natural death?
With Guillaume's absence his younger brother Edouard takes his place together with the post of Bishop. Is he the real villain or is it someone else pulling his strings? What power does he or his master wield? Diabolism? Magic? Or something else entirely?
What do the Magi do now? Guillaume refuses to take the Count's place and some malign power holds it in it's grasp. That may have to wait till after Chapter CLVII.
Chapter CLVII: In which Guillaume at last finds the beautiful Giselle and what happend after.
In the end Guillaume is going to come to some sort of conclusion to his quest even if it is fifteen or twenty years after the characters first meet him. Depending on the amount of time that has passed, your own whims and your conception of Giselle, the ultimate end may take many different forms.
A few questions to ask: Was Giselle in love with Guillaume? Does she even remember him? Is she happy with her marriage or discontented? What is she like? An idiot like Guillaume (his perfect bride), clear headed and intelligent, submissive or dominant, scheming or kind? Likewise what of her husband? Much the same questions. Also: What is Guillaume's likely reaction? What is Loro going to do? How do you get the players involved? What are the local nobility, Giselle, her husband, the church, the Counts of Toulouse and Comminges, and the general populace of the region thinking? What about Aline who loves Guillaume dearly and has been moping around after him for quite some time? As we are in a way trying to tell a fairy tale it might be nice to try for a happy ending.
Finally for the ultimate irony, with the population of the town in uproar, if you want there is always Montrefaut. Remember the devious plot? Well here it is: Montrefaut quite upset at being so maligned in tales for something he didn't do decides to take his revenge and so he kidnaps Giselle and Aline as the whole business comes to a head (the entire affair having almost finished, and some sort of equitable solution reached.), leaving Guillaume, Giselle's husband, his knights and the magi to chase him through the hills to a final climatic battle.
Epilogue: In which the fate of all those in our tale is laid out in the proper manner.
For Sir Guillaume much depends upon the nature of the last few encounters you run and whether he finally gets married to someone, be it Giselle or Aline, and settles down as Count. Over the years that follow through clever advice from his councilors (such worthies as Loro d'Arnon and the Magi) he will manage to rule fairly sucessfully unless some other event such as the Crusade dispossess him. In the end he will die an old man in his bed, happy and content with his life.
Loro will finally find fame and wealth as a councilor of the new Count and the author of a book of popular tales: The Adventures of Guillaume Fortmain.
The Covenant, with a friendly political force in the background will begin to grow more strongly and firmly. Perhaps a beginning of Summer for them.
The fate of everyone else depends very much on what part they took in the adventures and is thus in your hands. Whatever they all should have learnt something from the tale.
So ends the True History of the Adventures of that most Noble and Chivalrous Knight, Sir Guillaume Fortmain, Slayer of Dragons, Ogres and Wizards and Sundrie other Fell Beasts. This book was compiled from the popular folk tales of Provence by Loro d'Arnon in the Year of Our Lord 1267 and copied by the scribes of the Comte de Toulouse. The author dedicates the work to the memory of his most noble master Comte Guillaume de Comminges and prays for his soul's rest in heaven. He hopes that any errors in this book can be attributed solely to entirely human error and should anything unchristian be found within he renounces it entirely and submits himself to the mercy of the church.
Deo Gratias