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	<updated>2026-10-22T23:27:19Z</updated>
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		<id>https://www.redcap.org/index.php?title=House_Diedne&amp;diff=14501</id>
		<title>House Diedne</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=House_Diedne&amp;diff=14501"/>
		<updated>2016-01-31T11:38:52Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Related Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;House Diedne&#039;&#039;&#039; was a founding [[Houses of Hermes|house]] of the [[Order of Hermes]], originally the most powerful of the founding Houses.&amp;lt;ref name=&amp;quot;Guernicus_40_inset&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Guernicus&amp;quot;, p. 40, &amp;quot;Double Edged Sword&amp;quot; inset&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It was a pagan,&amp;lt;ref name=&amp;quot;Flambeau_10&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;House Flambeau&amp;quot;, p. 10&amp;lt;/ref&amp;gt;, druidic,&amp;lt;ref name=&amp;quot;Ex_Miscellanea_126&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;House Ex Miscellanea&amp;quot;, p. 126&amp;lt;/ref&amp;gt; non-Latinate House&amp;lt;ref name=&amp;quot;Bjornaer_9&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, &amp;quot;House Bjornaer&amp;quot;, p. 9&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Guernicus_40_inset&amp;quot; /&amp;gt; that contributed [[Spontaneous spell|Spontaneous Magic]] to the knowledge taught at founding of the Order.&amp;lt;ref name=&amp;quot;Bonisagus_9&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Bonisagus&amp;quot;, p. 9&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&#039;&#039;[[The Tempest]]&#039;&#039;, pp. 6-8&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In very early eleventh century hostilities broke out between it and [[magi]] of primarily houses [[House Flambeau|Flambeau]] and [[House Tremere|Tremere]], in large part due to suspicions of practice of human sacrifice that manifested often as the calling for [[Wizard War]]s against Diedne Magi.&amp;lt;ref name=&amp;quot;Tremere_113&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Tremere&amp;quot;, p. 113&amp;lt;/ref&amp;gt;  The hostilities escalated into the [[Schism War]], which concluded with the death or dissappearance of all magi of House Diedne.&lt;br /&gt;
&lt;br /&gt;
Although the House itself is considered extinct,&amp;lt;ref name=&amp;quot;Flambeau_12&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;House Flambeau&amp;quot;, p. 12&amp;lt;/ref&amp;gt; its legacy has not been forgotten and may be found in many ways even in the current day.&amp;lt;ref name=&amp;quot;Bjornaer_34&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, &amp;quot;House Bjornaer&amp;quot;, p. 34&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Merinita_106&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, &amp;quot;House Merinita&amp;quot;, p. 106&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Ex_Miscellanea_126&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;House Ex Miscellanea&amp;quot;, p. 126&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==House Relationships==&lt;br /&gt;
In most situations, House Diedne kept cold relations with House Flambeau&amp;lt;ref name=&amp;quot;Flambeau_10&amp;quot; /&amp;gt; and particularly House Tremere&amp;lt;ref name=&amp;quot;Flambeau_10&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Guernicus_40&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Guernicus&amp;quot;, p. 40&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Tremere_113_114&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Tremere&amp;quot;, pp. 113-114&amp;lt;/ref&amp;gt; while keeping warmer ties with House Merinita&amp;lt;ref name=&amp;quot;Merinita_78&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, &amp;quot;House Merinita&amp;quot;, p. 78&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Merinita_106&amp;quot; /&amp;gt; and House Bjornaer.&amp;lt;ref name=&amp;quot;Bjornaer_9&amp;quot; /&amp;gt; Its relationship to House Verditius was mostly neutral.&amp;lt;ref name=&amp;quot;Verditius_111&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, &amp;quot;House Verditius&amp;quot;, p. 111&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many on the ranks of House Ex Miscellanea mistrusted House Diedne due to conflicts in Britain that predated the founding of the Order.  Perhaps ironically, both Houses ended up developing an affinity for receiving [[Hedge magic|Hedge Wizards]] into their ranks.&amp;lt;ref name=&amp;quot;Ex_Miscellanea_102&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, &amp;quot;House Ex Miscellanea&amp;quot;, p. 102&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
House Bonisagus was sharply divided in its feelings for House Diedne.&amp;lt;ref name=&amp;quot;Bonisagus_9&amp;quot; /&amp;gt; while House Guernicus had historically been very friendly to House Diedne despite ending up taking the decision to renounce it and even betraying its representative at the Grand Tribunal of 1011.&amp;lt;ref name=&amp;quot;Guernicus_38_39&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Guernicus&amp;quot;, pp. 38-39&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Guernicus_40&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Guernicus_41&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Guernicus&amp;quot;, p. 41&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Guernicus_76_77&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: True Lineages]]&#039;&#039;, &amp;quot;House Guernicus&amp;quot;, pp. 76 and 77 (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current opinions along the Order of Hermes as a whole are at least somewhat sympathetic to House Diedne, at least outside of House Tremere.&amp;lt;ref name=&amp;quot;Tremere_113&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
;[http://housediedne.wordpress.com/ House Diedne blog]: Unofficial [[blog]] by [[Matt Ryan]] and Tobias Wheeler about the magic, culture, and history of House Diedne.&lt;br /&gt;
;[https://translate.google.com.au/translate?hl=en&amp;amp;sl=de&amp;amp;u=http://www.mymegaverse.org/nexx/Ars/diednege.html&amp;amp;prev=search/ Mark Hall&#039;s write up translated article from Durenmar.de]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Houses of Hermes]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Which_Tribunal_to_choose&amp;diff=14500</id>
		<title>Which Tribunal to choose</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Which_Tribunal_to_choose&amp;diff=14500"/>
		<updated>2016-01-31T04:07:06Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* The Normandy Tribunal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A recurring question that every [[storyguide]] faces is “where to set the [[saga]]?” The following page is intended to help you make this choice. It is especially directed to storyguides that are not familiar with the official [[Regional Tribunal]]s, but would like to use a [[Tribunal Book|tribunal book]] to provide a ready-made background for their saga. We will introduce the various tribunals as presented in [[canon]], with an emphasis on the kind of stories that they best support.&lt;br /&gt;
&lt;br /&gt;
= How to Begin =&lt;br /&gt;
Each tribunal is varied. There is a vast difference between a saga set in London and one set in the Welsh hinterland - although both are set in the [[Stonehenge Tribunal]]. Nevertheless, there are certain characteristics of the tribunal as a whole, and we will focus on these. Our brief description should not be considered as exhaustive.&lt;br /&gt;
&lt;br /&gt;
We assess the tribunals both in accordance with their geography and history as reflected in the [[ArM5]] core book, and with their description in [[Ars Magica]] supplements from any edition. These two levels of description mesh together well, so you can choose to forgo reading the tribunal book and develop it on your own, based on the [[real history]] and folklore of the region, and the skeletal [[Hermetic]] history mentioned in the [[ArM5]] rule book. The advantage of purchasing a tribunal book is that someone else already did all that work for you. It often has extensive details on all the aspects of the tribunal (geography, mundane history, hermetic history, [[covenant]]s, and so on), that would be hard to generate on your own. It is also always beneficial to see the creativity of the authors, even if you have other ideas. We therefore recommend reading the tribunal book, even if merely as a springboard for your own ideas. You should feel free to deviate from the official description, however, and tailor the tribunal (and, indeed, all of [[Mythic Europe]]) to your saga’s needs.&lt;br /&gt;
&lt;br /&gt;
Most tribunals have been described in prior editions, and their descriptions is not a part of [[Fifth Edition]] [[canon]]. Nevertheless, much of the information in tribunal books is relevant to any edition. We note the major points of inconsistency with existing canon and rules, but our analysis does not constitute a full conversion of the tribunal to Fifth Edition. In particular, we do not convert the statistics of covenants, magi, or creatures. We only note points that will make such conversions difficult under Fifth Edition rules.&lt;br /&gt;
&lt;br /&gt;
Many sagas revolve around the characters’ [[Story Flaw]]s and personal interests, covenant [[Hooks]], and storyguide plots that have little to do with any particular tribunal. Such sagas could be comfortably situated in nearly any tribunal. Still, some tribunals would provide better support for certain kinds of stories, so it is best to consider the choice of tribunal carefully. Tribunals also often have certain unique features that suggest storylines unique onto themselves, and a saga can be built on such a basis.&lt;br /&gt;
&lt;br /&gt;
= The Tribunal of the Greater Alps =&lt;br /&gt;
The phrase “[[Greater Alps Tribunal|Greater Alps]]” conjures images of the grand mountains, virtually inaccessible and a perfect locale for an isolated wizard’s tower, a magical [[regio]], or a mystical cave. The tribunal also sits in between four ancient and powerful tribunals, and is at least as ancient and venerable itself. It hosts two [[domus magna]]e, the centers of the [[Order of Hermes|Order]]’s cultural and mystic elite. All these features combine to make the [[Greater Alps tribunal]] an ideal staging area for sagas involving Order-wide Hermetic politics or high-magic mysticism.&lt;br /&gt;
&lt;br /&gt;
The tribunal’s official description for [[Fourth Edition]], provided in &#039;&#039;[[Sanctuary of Ice]]&#039;&#039;, adds further support for these themes. The tribunal is depicted as a small elitist society, that extols Roman traditions and exports “excess” magi to “lesser” tribunals. It has an abundance of elder magi, and maintains a civilized peace that allows its magi to focus on more important, long-term, grander goals than mere survival.&lt;br /&gt;
&lt;br /&gt;
This tribunal is especially well-suited for plots that involve Order-wide Hermetic politics and have a Roman or Hermetic bent. This includes the activities of mystery cults such as the [[Legion of Mithras]], the cult of [[Sol Invictus]], or [[House Criamon]] itself, as well as actions by other groups such as the [[Collentes Arcanorum]] or the [[Cult of Mercury]]. The presence of [[House Jerbiton]] also implies that [[League|Leagues]] with an Order-wide interest would also find it a natural marshaling point. The presence of many elder magi makes this tribunal ideally suited to support such schemes, and its central location and the many exported magi further support this role. It would make more sense to direct some Order-wide interests from other tribunals, however; especially ones related to other Houses.&lt;br /&gt;
&lt;br /&gt;
The tribunal also provides an ideal locale for exploring the [[Magic Realm]] and other aspects of Hermetic mysticism, and the [[Cave of Twisting Shadows]] may very well be a gateway to the Magic Realm. [[Cult of Mercury|Mercurian]] cults are held here in high esteem, and it is an ideal location to develop them - although Mercurian relics are more likely to be found in the neighboring [[Roman Tribunal|Rome]] or the nearby [[Tribunal of Thebes|Thebes tribunal]]. Gateways to the Winter aspects of [[Arcadia]] and [[Faerie Realm|Faerie]] are also highly plausible in this setting, and at least one covenant (The Covenant [[Where Journeys End]]) is built around this theme.&lt;br /&gt;
&lt;br /&gt;
The long peace and high magic of this tribunal is conductive to the establishment of long-term Hermetic projects. It houses at least one covenant dedicated to [[Original Research]] on [[longevity]] ([[Sinews of Knowledge]]), and a multi-generational effort is underway in [[Valnastium]] to manipulate the covenant’s aura. In a way, [[House Criamon]] is engaged in its own long-term project as well - finding the solution to [[the Enigma]]. The saga makes for an ideal location for similar projects. [[Seeker]] plots will tend to involve exotic locales, but should a soundly “Hermetic” and distant base of operations be desired for contrast, then this tribunal would be very suitable indeed.&lt;br /&gt;
&lt;br /&gt;
Finally, the tribunal is well suited for sagas involving elder magi. Such sagas tend to involve the above themes (such as Hermetic politics or long-term Original Research), other elder magi, and a detachment from petty concerns (such as raw vis) that are characteristic of this tribunal. They are, in line with the Jerbiton and Criamon style, about far more than raw power (elder magi tend to have so much of that that stories built around it are no longer challenging).&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&#039;&#039;[[Sanctuary of Ice]]&#039;&#039; is a Fourth Edition supplement, and as such its content is not officially part of the Fifth Edition canon. Nevertheless, its contents can be used with almost no change (aside from game mechanics, which it has little of). The [[Cave of Twisting Shadows]] is described in &#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, with only minor changes, and while the House has changed substantially its themes still support the tribunal well. The [[HoHMC]] description of it should add to any saga taking the above advice. [[Valnastium]] is similarly described in [[Houses of Hermes: Societates]], and this Fifth Edition description can be easily be plugged into the Fourth Edition tribunal. The [[House Jerbiton|House]] itself has a far more Greek focus, and this is perhaps the major compatibility issue. Since most intellectual Romans spoke Greek and admired Greek culture, however, this can be seen as a natural part of Greko-Roman culture, and need not undermine the Roman aspects of the tribunal’s culture.&lt;br /&gt;
&lt;br /&gt;
Sanctuary of Ice contains the description of a few magi that now fit poorly with established Fifth Edition canon. Archmage Pietro would be classed as fighting in the [[School of Sebastian]] (or perhaps a School named after himself), and his lineage should take up a Minor Magical Focus in Auram instead of the suggested complicated package (on p. 51 of [[SoI]]), although they may still take the noted [[Virtue]]s, [[Flaw]]s, and spells regardless of the package. Archmaga Jacinta should be altered if she is to be a serious contender for [[House Flambeau|House]] leadership, as the House would not accept such an unvaliant leader. [[Beloved Rival]] is an official Flaw introduced in [[HoHS]], and both Pietro and Jacinta should probably possess it. &lt;br /&gt;
&lt;br /&gt;
Carlo’s barbegazi lineage (see p. 58) should be handled by an appropriate [[Faerie Blood]] (or possibly [[Strong Faerie Blood]]). Charlotte is a unique character who should probably be built by deviating from the rules somewhat. Capra should not have had her heartbeast developed by faeries, but otherwise can be created as a normal ArM5 character if needed.&lt;br /&gt;
&lt;br /&gt;
= The Hibernian Tribunal =&lt;br /&gt;
Ireland is one of the last places in [[Mythic Europe]] to recieve an official description throughout the game’s long history. Its location in the far western edge of Europe and the rich Irish folklore suggest it as a good place to set stories involving faeries and the [[Faerie Realm]], with many [[Hedge Magic|hedge wizards]] (perhaps mostly [[faerie wizard]]s) and little [[Hermetic]] presence. It is covered in the book, [[The Contested Isle: the Hibernian Tribunal]]. &lt;br /&gt;
&lt;br /&gt;
The use of [[Realms of Power: Faerie]] is therefore highly recommended. The [[storyguide]] would, however, need to do his own work to put Irish mythology and legends in [[ArM5]] terms, research Irish history and geography, and invent a suitable (even if weak) Hermetic history.&lt;br /&gt;
&lt;br /&gt;
An Irish [[House Ex Miscellanea|Ex Miscellanea]] tradition (the [[Corrguineach]]) is mentioned in [[HoHS|Houses of Hermes: Societates]].&lt;br /&gt;
&lt;br /&gt;
It is recommended that Storyguides check the [[Hibernian Tribunal]] page, as this entry is not up to date or the standards of this section.&lt;br /&gt;
&lt;br /&gt;
= The Iberian Tribunal =&lt;br /&gt;
&lt;br /&gt;
A saga set in the Iberian Tribunal can be a background or source of many tales of mystery and adventure. It is both a core part of the Order of Hermes yet borders on the fringe of it as well. A major theme of this Tribunal is the Reconquista, the struggle of the Latin Iberians to recapture the territory the land conquered by the Moors in the preceding centuries. In the 13th century, the land is divided between the Christian kingdoms of the North (who are always competing), and the petty kingdoms and emirates of the Moslem South (Tafias). By this time, the Moslem states are in a weakened condition and reduced to paying tribute to the monarchs of the North. Castile is the dominant power, having captured much of the South so far. If your saga follows the pattern of history, the kingdom of Aragon-Catalonia is the next rising power and is due to capture the East coast including Valencia and the Balearic Islands. In a saga set in 1220, this has not happened. But it is about to.&lt;br /&gt;
&lt;br /&gt;
But war is only on aspect of this Tribunals potential, and can be treated as a minor one. It is a time of relative peace in the Northern areas, and military conflict is not always constant and continuous. It is also a land rich in ancient history and mysteries. Many different peoples have roamed and settled these lands; Basques, Celts, Carthaginians, Romans, Greeks, Visigoths, Jews, Arabs, and Moors. Each have left their mark. The Mysteries of [[Alchemy]] and [[Astrology]] (as described in [[The Mysteries Revised Edition]]) originate here, and the Roman [[Cult of Mercury]] was prolific. There is also the opportunity to encounter (or play) mystical characters such as [[Astrologers]], [[Alchemists]], [[Hedge Wizards]], [[Sufis]], [[Sahirs]], and others. Opportunities abound for grogs and companions to play action oriented mundane characters such as Caballeros, Almogavars, and more.&lt;br /&gt;
The territory of Iberia includes most of the Iberian peninsula, both Latin and Moorish lands. The [[Code of Hermes]] does not recognize mundane politics, though such issues are indeed a point of divisiveness within the tribunal. The Northern border is delineated by the Pyrenees mountains and buffers against the [[Provencal Tribunal]]. There is potential for stories about border covenant and disputed jurisdiction, especially in regions such as Navarre and Andorra.&lt;br /&gt;
&lt;br /&gt;
The [[Iberian Tribunal]] was described in the [[Third Edition]] book [[Tribunals of Hermes Iberia]]. As was common in that edition, the book is riddled with [[Infernal]] plots and numerous irrelevant tangents questioning the integrity of society and the character of historic figures. Many of these were editorial impositions, not the intent of the author, so it may make the book seem conflicted and contradictory at times. But whereas some parts seem clumsy, others are so well written that they serve as inspirational source material for an Iberian saga. The prolific [[Infernal]] tone of this book is not the standard approach in [[Fifth Edition]], and were likewise editorial additions to the author&#039;s original work. Much of it can easily be ignored or adapted to your desires. This was also the very first official [[Regional Tribunal]] book for Ars Magica, and was intended to describe the vision of a standard tribunal. It is not described as being either rich nor poor in resources such as [[vis]] or locating a suitable [[Magic Aura]]. It is described as being an abundant source of texts on Academic topics as well as others, and rich in the opportunity for further settlement and expansion.&lt;br /&gt;
&lt;br /&gt;
The book states that there are 10 active covenants in the tribunal, then goes on to name and describe four of them. These include [[Barcelona]], [[Duresca]], [[Estancia-es-Karida]], and [[Jafariya]]. [[Third Edition]] presumes a saga start date of 1197, so there are potential story events described that take place after that date but before the official [[Fifth Edition]] start date of 1220. This included the [[Infernal]] corruption of [[Jafariya]] and the fall of that covenant, as well as a plot line dealing with hunting down the Infernal magi known as the [[Shadow Wars]]. &lt;br /&gt;
&lt;br /&gt;
[[Duresca]] is detailed along with the legend of the [[Duresca Scrolls]]. This covenant is still a part of [[Fifth Edition]] cannon and is mentioned in [[Houses of Hermes True Lineages]] in the section on [[House Gurnicus]]. Barcelona is described as a Jerbiton covenant of urban magi. It is mentioned in [[Houses of Hermes True Lineages]] in the [[House Mercere]] section as also including a [[Mercere House]] informally known as Yuval&#039;s. [[Estancia-es-Karida]] is described as a band of Islamic [[Criamon]] magi (Sufis) allied with Moslem Ex-Miscellanea magi (such as Sahirs). It has not been mentioned anywhere in [[Fifth Edition]], but this does not preclude the possibility of it&#039;s existence. Jafariya is described as a group of Flambeau magi corrupted by the Infernal and clandestinely interfering with mundane affairs. Releganta (Relegare) and Rassus are both mentioned in [[Realms of Power Infernal]].&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Tribunals of Hermes Iberia]] is a [[Third Edition]] book. Using it in [[Fifth Edition]] requires much adaptation and modification, and is best used merely for inspiration. It is suggested that the [[Infernal]] themes be turned way down, some of them perhaps eliminated. For those parts you wish to keep, refer to rules in [[Realms of Power Infernal]] for Infernal magic and Diabolic powers, as well as demons. The [[Shadow Wars]] and the corrupt magi of [[Jafariya]] may be interesting to use though. If following the timeline of that book, the corrupt magi were exposed in 1207 and a Pact of Cooperation was established in 1214 to help defend against them. This pact involves the construction of a network of Hermes Portals (or rather, [[Mercere Portals]]). You can use these as past events, the [[Shadow Wars]] still ongoing or recently finished (or still lingering in traces). You may choose to modify this to be a current event, the corrupt magi (known as Flaming Shadows) being exposed at the Tribunal of 1221. The book also makes mention of a demon named Tyritescus that resides in the city of Barcelona, and mentions questionable interactions with him by the senior magus of that covenant Maltus of Jerbiton. You may wish to modify or eliminate this, since this is not in keeping with the theme of the current edition and reflects the style of an earlier edition. Finally, the book also mentions a cult of [[Diabolists]] that have infiltrated and corrupted the Knights of Santiago and other members of the church. Some may find this useful, others may feel it is distasteful. Do with it as you will.&lt;br /&gt;
&lt;br /&gt;
The history of House Flambeau and that Founder described in [[Tribunals of Hermes Iberia]] for [[Third Edition]] is much different from that given in [[Houses of Hermes Societates]]. In short summary, Flambeau is said to be to have come from Hispania rather than France, born of mixed Roman and Visigoth lineage and named Reculed Annaeus Seneca. His pater is named as a Mercurian wizard named Delendar, instead of the Mithraic wizard Laberius. [[Tribunals of Hermes Iberia]] dates his career as starting and ending much earlier; born in 698, began training in 712, on his own since 730, and died in battle in 788. [[Houses of Hermes Societates]] places his estimated year of birth as 715, his training begins in 732, and he either dies or retires in 820 (his final fate is left uncertain). [[Apromor]] is named as his eldest apprentice and successor in both editions. [[Houses of Hermes Societates]] names Elaine as his only other apprentice, but in [[Tribunals of Hermes Iberia]] his only other named (and surviving) apprentice is Delendos, the magus who witnessed his final battle and survived to spread the tale. [[Tribunals of Hermes Iberia]] further mentions an older [[Regional Tribunal]] named for [[Val Negra]], and mentions how that former tribunal was divided into Provencal and Iberia in 1096 by mandate of the Grand Tribunal. This is mentioned nowhere in [[Fifth Edition]], but does not conflict with anything established in current cannon either. &lt;br /&gt;
&lt;br /&gt;
There are three ways to deal with the differences in House Flambeau history. The easiest is to ignore it and simply go with current cannon. You may still want to utilize bits of the old story as apocryphal or didactic tales. You may instead choose the old history, which may affect the way you design and play a Flambeau magus but does not need to. You can either ignore the new history or ascribe that version to apocrypha. A third option is to be creative and create a hybrid synthesis of the two. A good example of this can be found in [[Sub Rosa]] (an Ars Magica fanzine). You can even downplay the whole thing and not even worry about it if it is irrelevant to your saga.&lt;br /&gt;
&lt;br /&gt;
Another issue with compatibility is the changes in rules between the editions. It is suggested that any characters that you use, other than for the purpose of simple roleplaying an NPC, be redesigned from scratch. Use the existing version of that character as a guideline, but use the rules from [[Fifth Edition]]. Similar issues exist with other characters detailed and other aspects such as demons and the [[Infernal]]. Again, you can use the older material as a guideline but recreate anything you use in terms of [[Fifth Edition]] rules.&lt;br /&gt;
&lt;br /&gt;
The third major issue with compatibility is the difference in the timeframe. As mentioned, the current year is presumed to be 1197 in that book, whereas in the current edition it is given as 1220. You can run a saga in just about any year, so it is not a problem at all to set yours as beginning in 1197. You can also choose to use 1220 as the year and say that the book describes past events. Recreate the characters you use from that book at an advanced age and/or replace them with younger ones. Or you can simply ignore it, and figure the state of things described are as they are in 1220 as opposed to 1197 (as far as the lives of the detailed magi there are concerned).&lt;br /&gt;
&lt;br /&gt;
= The Tribunal of the Levant =&lt;br /&gt;
A saga set in the 13th century [[Levant Tribunal]] must contend with three themes. First is the [[crusades]]. The border of the Levant Tribunal in [[Fifth Edition]] (see [[ArM5]] p. 201) corresponds to those of the crusader kingdoms, implying a strong connection between the crusades and the [[Order of Hermes|Order]]. It is likely that some [[magus|magi]] aid the crusading effort, while others come to explore this exotic new part of Christendom. Other magi may hinder the crusading magi, leading to a political saga with zealous pro-crusader magi on one side, and anti-crusader magi (perhaps related to those seeking to learn [[exotic magic]]) and local [[Hedge Magic|hedge wizards]] on the other. Such a saga will likely involve heavy [[mundane interference]], with all the plot complications this entails.&lt;br /&gt;
&lt;br /&gt;
Yet if [[Mythic Europe]]’s history will follow real world history, the crusading kingdoms will come to an end as the century does. This change is precipitated by contingent events that may turn out differently in Mythic Europe. For example, a key turning point was the dissolution of the Fifth Crusade after a disastrous flood, occurring shortly after the secular and papal leaders of the Crusade parted ways. But in Mythic Europe, perhaps the flood was orchestrated by Islamic wizards, once the [[Divine]] protection of the crusade was lifted? Perhaps [[Hermetic]] magi could avert it, or alleviate its effects? Alternatively, could Hermetic magi remain in the Levant under Mamaluk or Ayyubid sovereignty, even as the crusading kingdoms themselves falter? &lt;br /&gt;
&lt;br /&gt;
Sagas pursuing crusader themes will likely encounter Islamic wizards and would surely want to evoke the rich supernatural locales of the Levant. This brings us to the second theme, which is [[exotic magic]]. As the entire environment is Islamic, a natural place of inspiration is Arabian tales of magic, principally &#039;&#039;One Thousand and One Nights&#039;&#039; with its tales of genies, flying carpets, wizards, and magical places. Such exotic locales and elements could easily fill an entire saga. Magi can seek to befriend exotic wizards and learn their secrets, perhaps [[integration|integrating]] their exotic magic into [[Magic Theory|Hermetic theory]], or the stories can simply serve as inspiration for fantastic adventures of all sorts.&lt;br /&gt;
&lt;br /&gt;
Another source of exotic and [[ancient magic]] lies in the Biblical narrative, and includes elements such as the Adamite language and the Witch of Endor. The sourcebook [[Ancient Magic]] most likely has material of interest to such topics. The nearby land of Egypt is also associated with ancient magic such as the [[Emerald Tablets]] and the [[Cult of Isis]], and Mesopotamia offers a rich mythology full of demons and other mythical creatures, astrological events, and strange divinities and cults. Exploring these possibilities may involve [[Seeker]] plots to find and integrate this ancient magic. Note that if Seeker plots dominate the saga, however, it may be advisable to pick a more thoroughly Hermetic background (like the [[Greater Alps tribunal]]) for the player’s covenant, to provide contrast.&lt;br /&gt;
&lt;br /&gt;
The third theme Levant sagas need to contend with is the Mongol threat. Historically, the Mongols attacked the Levant from the 1260 onward, and up to 1300 raided as far south as Jerusalem. They were, however, unsuccessful in permanently holding land, and were defeated by the Mamluk rulers. These invasions took place at the end of the Mongol era, when the Mongol realm was already divided into warring factions and was converting to Islam and Christianity. In Mythic Europe, however, it is likely that the Mongols will feature their own unique [[Magic|magical]] [[tradition]]s and their coming should not go unnoticed in the saga. The Mongols may be used as a clear-cut threat, to be fought and defeated, or as a further source of exotic magic, wizards, and mundane political intrigue, or, perhaps most subtly, as an opportunity to renegotiate the social order and political and regional rights (such as ownership of magical places) of Hermetic magi in the Tribunal.&lt;br /&gt;
&lt;br /&gt;
The Levant Tribunal is described in detail in the [[Fourth Edition]] supplement &#039;&#039;[[Blood and Sand]]&#039;&#039;. In addition to providing an historical, political, and theological understanding of the Levant, a large part of this sourcebook is devoted to the description of the crusader states, the crusades, interactions with Islamic wizards, and so on. The Hermetic covenants are also designed to support this theme, with the four major covenants being one supporting the crusade, one supporting the Arabic counter-crusade, and two mediating between these sides. The book also extensively describes [[Mythic Islam]] and provides a system for Islamic magic, as well as depicting the Mythic Levant with its [[jinn]] and other mythical creatures and artifacts, although [[Fifth Edition]] players may find these descriptions problematic (see below). Although not a tribunal book, the Fifth Edition [[The Cradle and the Crescent]] also deals extensively with areas surrounding the Levant and its content is highly relevant to a Levant saga.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&#039;&#039;Blood and Sand&#039;&#039; is a Fourth Edition book, and its application to Fifth Edition requires some forethought.&lt;br /&gt;
&lt;br /&gt;
First and foremost, the troupe should decide on how to treat Islamic magic. &#039;&#039;Blood and Sand&#039;&#039; suggested the [[Sahir]] as [[Magus Slot|magi-equivalent]] Islam wizards, whose magic is based on summoning and controlling [[jinn]]. Perhaps the simplest way to do so in [[ArM5]] is to treat them as [[Summoner|Summoners]], a [[Mythic Companion]] [[tradition]] introduced in [[Realms of Power: The Infernal]] with roots in the Levant. As this is an [[Infernal Realm|Infernally]]-tainted traditions, it may be advisable to alter the mechanics to represent a [[Magical Realm|Magical]] one. &lt;br /&gt;
&lt;br /&gt;
A somewhat more extensive conversion along these lines was provided by [[Niall Christie]], the author of &#039;&#039;Blood and Sand&#039;&#039;, and is available [http://jarkmanpages.wordpress.com/miscellany/the-mythic-levant/blood-and-sand-redux/5th-edition-sahir-niall-christie/ online]. This conversion is based on the [[Goetic Art|Goetic Arts]] and [[True Name|True Names]] introduced in [[Realms of Power: The Infernal]], and draws on [[The Mysteries Revised Edition]] for astrology and [[celestial magic]], while keeping the tradition of [[Hermetic Sahir|Hermetic Sahirs]] from [[Houses of Hermes: Societates]] in mind. As such, it is fitted well into Fifth Edition [[canon]].&lt;br /&gt;
&lt;br /&gt;
The definitive treatment of Sahirs for Fifth Edition, however, is provided in [[The Cradle and the Crescent]]. [[TCatC]] provides many details on the sahir and jinn. This treatment is especially suitable if the sahir are to be truly magi-equivalent, powerful and flexible Islamic magi bound into an [[Order of Suleiman]] much like Hermetic magi are to the [[Order of Hermes]]. &lt;br /&gt;
&lt;br /&gt;
A related issue is how to treat the jinn. While &#039;&#039;Blood and Sand&#039;&#039; presents them as elemental creatures, akin to Magical [[elemental|elementals]] although possibly of other Realms, under Fifth Edition jinn bear little relation to elementals and at least some are [[genii loci]], spirits of places. Jinn were discussed in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, and Magical ones were expanded on in &#039;&#039;[[Realms of Power: Magic]].&#039;&#039; The definitive treatment, however, is once again in The Cradle and the Crescent, which describes jinn of all Realms and how they relate to Islamic magic.&lt;br /&gt;
&lt;br /&gt;
Another feature of the Mythic Levant that is repeatedly emphasized in &#039;&#039;Blood and Sand&#039;&#039; is the lack of [[Fearie Realm|Faerie]]. This is unnecessary in Fifth Edition, where many jinn can be considered Faerie and Faerie [[aura|auras]] and locales may (at the troupe’s discretion) be just as common as in mainland Europe.&lt;br /&gt;
&lt;br /&gt;
Mythic Islam is depicted in [[Realms of Power: The Divine]], and this Fifth Edition treatment should probably take precedent over the Fourth Edition (&#039;&#039;Blood and Sand&#039;&#039;) one (although the two are very similar). Note that this book also describes Divine Islamic traditions, including the Divine powers wielded by the [[Sufi|Sufis]]. &lt;br /&gt;
&lt;br /&gt;
Sagas exploring exotic magic may also want to utilize material from [[Ancient Magic]], including the [[Adamite|Language of Adam]], [[Caanite Necromancy]], and possibly [[Defixio Magic]], [[Grigori Magic]], and [[Heron of Alexandria]]’s Legacy. &lt;br /&gt;
&lt;br /&gt;
Finally, we note that &#039;&#039;Blood and Sand&#039;&#039; depicts the Levant tribunal as exceeding the borders of the crusader kingdoms, reaching out into Damascus, Baghdad, and Egypt. We suggest that these far-reaches would be maintained, as they make sense in light of the political situation and as a “greater Levant”. Whether that would constitute an increase to the borders of the Tribunal is a moot point, but we do suggest most, perhaps virtually all, covenants and magi to be kept within the Levant proper, so as to make the more distant parts of the Middle East more exotic. Alternatively, establishing such far covenants can be part, or the focus, of the saga.&lt;br /&gt;
&lt;br /&gt;
== Mesopotamia ==&lt;br /&gt;
&lt;br /&gt;
[[The Cradle and the Crescent]] depicts...&lt;br /&gt;
&lt;br /&gt;
== Mythic Africa ==&lt;br /&gt;
 &lt;br /&gt;
Northwest Africa is depicted in the 5th edition &#039;Tribunal&#039; books [[Between Sand &amp;amp; Sea: Mythic Africa]], while Egypt and it&#039;s neighbours are described in  [[Lands of the Nile]].&lt;br /&gt;
&lt;br /&gt;
If you go far enough south in [[Mythic Europe]], you encounter the [[Ring of Fire]] that prevents travel further south. If, somehow, you pass through it, you will reach the lands [[South of the Sun]].&lt;br /&gt;
&lt;br /&gt;
= The Loch Leglean Tribunal =&lt;br /&gt;
Covered in the 4th edition supplement [[Lion of the North]]&lt;br /&gt;
&lt;br /&gt;
= The Normandy Tribunal =&lt;br /&gt;
Covered in the 5th edition supplement [[The Lion and the Lily]]&lt;br /&gt;
&lt;br /&gt;
= The Novgorod Tribunal =&lt;br /&gt;
&lt;br /&gt;
The north-eastern parts of Europe are the only parts of it that are still (in the 13th century) broadly devoid of human settlement (though even here the great river valleys are civilized), and where pagans can still be found in relative abundance (though even here they are dwindling). This makes this tribunal highly suitable for a similarly sparse [[Hermetic]] presence, with the local supernatural scene dominated by powerful [[Magic|Magical]] beings and locales (such as the ancient forests, the majestic Ural mountains, or the giant Pripet marshes), and by [[Faerie]] gods and their followers.&lt;br /&gt;
&lt;br /&gt;
There is another historical feature that sets this tribunal apart from all others in Mythic Europe: the Mongol conquest. The invasion, dating from 1237 to 1240 but presaged by a 1223 encounter, was followed by conquest that will last until 1380 (in some parts, extending to 1480). There are several ways to handle the Mongol threat in the saga (including ignoring it). At the level of Hermetic politics, it can serve as a tangible threat to the entire tribunal. At the level of mundane politics, it can serve as the backdrop to numerous political dealings and [[Court Wizard|court-wizardry]]. The short duration of the invasion and its dramatic nature, however, may tend to overshadow other saga themes.&lt;br /&gt;
&lt;br /&gt;
The tribunal is described by the [[Fourth Edition]] book [[The Dragon and the Bear]]. This Fourth Edition description is sometimes at odds with [[Fifth Edition]] materials, but much of the book can still be used.&lt;br /&gt;
&lt;br /&gt;
[[TDatB]] provides an extensive treatment of Slavic religion, that is based on the worship of Faerie gods, and describes the faeries of Slavic folklore. The tribunal likewise has numerous locales of grand, unspoiled nature, fit to be Magical places in [[Mythic Europe]]. This sets an excellent backdrop for stories based on such supernatural creatures and places. It also extensively details the [[Orthodox Church]], which should provide good material for stories based on the Christianity-paganism conflict.&lt;br /&gt;
&lt;br /&gt;
The mundane aspects of Russian (and Polish) society are also treated, with an emphasis on the warring princes. Their squabbles provide ample opportunity for court-wizardry. The Mongols and their invasion are also covered, in detail that should suffice to include them in similar plot themes.&lt;br /&gt;
&lt;br /&gt;
TDatB also emphasizes the theme of [[mundane encroachment]] into the ancient places of Magic, but we actually recommend the [[Rhine Tribunal]] as better suited for this theme.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
TDatB is firmly anchored in the Fourth Edition, and contains many rules that do not sit well with a Fifth Edition saga. The tools to make the necessary changes, however, are already in place in Fifth Edition canon.&lt;br /&gt;
&lt;br /&gt;
The description of pagan Slavic religion as Faerie sits well with Fifth Edition assumptions. The practice of Slavic domestic magic can be interpreted as the application of [[Sympathy Traits]] and [[folk charm|folk charms]] (see [[Realms of Power Faerie]]). Pagan villages should have a (low-level) Faerie [[aura|aura]]. Although TDatB discusses a specifically Slavic aura, this is not needed (the village aura may be [[tinted aura|tinted]], however). Neighboring wilderness and pagan holy sites should enjoy a more substantial Faerie aura, and faerie denizens, as appropriate.&lt;br /&gt;
&lt;br /&gt;
The Slavic pagan priests ([[volkhv|volkhvy]]) are presented as a pagan tradition of [[faerie wizard|faerie wizards]] in [[Realms of Power Faerie]]. These Fifth Edition rules should probably replace the Fourth Edition mechanics. The greatest implied change is that volkhv no longer bear [[The Gift]], which conforms well to their position in pagan society. The volkhv should still conduct massive rituals through their [[Ceremony]] ability, although mechanically they may wish to limit the participants in the actual supernatural ceremony in order to increase its potency. The need to invest [[Confidence]] should limit such “great rituals” to rare occasions, but volkhvy should be able to apply Sympathy Traits and [[supernatural ability|supernatural abilities]] on a more regular basis.&lt;br /&gt;
&lt;br /&gt;
[[Koldun]] are presented in [[Hedge Magic]] as a Magical tradition. This sits well with their shunned position in Slavic society. An [[Infernal Realm|Infernally]] tainted [[House Ex Miscellanea|Ex Miscellanea]] Koldun tradition is also mentioned in [[HoHS]]. Alternative, Koldun could be volkhvy corrupted by the Infernal (perhaps through [[Corrupted bility|Corrupted Abilities]]), or simply volkhvy that serve malevolent faeries.&lt;br /&gt;
&lt;br /&gt;
The details on the Orthodox Church provided in TDatB are historical and should apply to the saga. The game mechanics can be replaced with those presented in [[Realms of Power The Divine]]. The same applies to the crusading orders and Catholic priests.&lt;br /&gt;
&lt;br /&gt;
The description of the Mongols is likewise mostly historical and should serve well. Fifth Edition game statistics for Mongols are provided in [[Ancient Magic]]. There is no Fifth Edition substitute for their shamans that is comparable in detail, but Ancient Magic provides statistics for a [[shaman]] that are based on Infernal powers, and you can adopt a similar tactic or base them on the [[Summoner]] [[Mythic Companion]] . Alternatively, shamans may wield the [[Sihr]] ability of non-Hermetic [[Sahir|Sahirs]].&lt;br /&gt;
&lt;br /&gt;
== Mythic Iceland ==&lt;br /&gt;
&lt;br /&gt;
Iceland lies well beyond the reach of the [[Order of Hermes|Order]]. It is possible no [[magus]] even know it exists! While it was designated as part of the [[Novgorod Tribunal]] under [[Fourth Edition]], it can just as easily be part of the [[Hibernian Tribunal|Hibernian]], [[Loch Leglean Tribunal|Loch Leglean]], or even [[Rhine Tribunal|Rhine]] [[Regional Tribunal|tribunals]]. For the purposes of categorization, however, we kept it as part of the Novgorod tribunal.&lt;br /&gt;
&lt;br /&gt;
By the 13th century, Iceland is a wholly Christianized country, under the influence of the Norwegian king. Above all, it is a clearly [[Magic|Magical]] land, with immense glaciers and lava fields interposed with lush valleys.&lt;br /&gt;
&lt;br /&gt;
Mythic Iceland thus presents a unique opportunity to explore a highly Magical land that it very much a part of [[Mythic Europe]], but completely lacks an [[Hermetic]] presence. Magi will need to deal with the local [[Hedge Magic|hedge wizards]], and find their place between the land’s supernatural denizens and [[mundane]] society.&lt;br /&gt;
&lt;br /&gt;
Mythic Iceland is described in the [[Fourth Edition]] supplement [[Land of Fire and Ice]]. As a Fourth Edition book its content is unofficial, but much of it can be used for a [[Fifth Edition]] [[saga]]. The book presents the local Norse culture and history, as well as the magical spirits, giants, trolls, and elves that characterize it. There are several traditions of hedge wizardry in the land, and the two main ones (Norse wizard-priests and wizards wielding giant-magic) are detailed in some length.&lt;br /&gt;
&lt;br /&gt;
[[LoFaI]] maintains that all hedge wizards in Iceland are united into an Order-like structure. This presents interesting possibilities for politics between the Order and this collective, but also hinders somewhat the theme of “dealing with hedge magi”. The troupe may want to consider limiting the organization to just one or two traditions, or dropping it entirely.&lt;br /&gt;
&lt;br /&gt;
One should note that about half of LoFaI is devoted to providing a saga, a series of adventures (mostly) set in Iceland. This makes LoFaI more like “half” a tribunal book. The adventures themselves are still applicable, although they would require a mechanical overhaul, but almost half of them really have little to do with Iceland.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
There are many compatibility issues related to LoFaI. Its Fourth Edition game mechanics were often replaced by Fifth Edition ones.&lt;br /&gt;
&lt;br /&gt;
Under Fifth Edition, “landvaetir” should be seen as a generic name for the various [[Magic|Magical]] and [[Faerie]] [[creature|creatures]] and [[spirit|spirits]] of the land. Most can be described as Magical creatures, under the [[Realms of Power: Magic]] guidelines. The most prominent are perhaps the [[elemental|elementals]] and [[genius locus|genii loci]] of the land, which appear to be abundant in its many wild places (especially the lava fields, glaciers, volcanoes, and so on). Equally prominent are its [[airy spirit|airy spirits]], which seem to act in concert under the guidance of the Guardians. The guardians themselves appear to be exceptionally powerful Magical beings of all sorts: the first is a [[dragon]], the second an [[airy spirit]], the third a [[magical beast]], and the fourth a [[giant]]. Both the giants and the [[troll|trolls]] of Iceland fall under the rubric of “[[giant|Giants]]” in Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
In addition, there are clearly also [[Faerie]] creatures in Iceland, most notably the “alfar” ([[Sidhe]] elves). Their various types can be seen as different types of faeries. Under a [[Realms of Powers: Faerie]] description, each type of alfar would draw [[Vitality]] in a different way, assuming a different role.&lt;br /&gt;
&lt;br /&gt;
The [[Vitkir]] are described in LoFaI as pagan priests. While they may still adhere to Norse religion, Fifth Edition Vitkir (as described in [[Hedge Magic Revised Edition]]) are a purely Magical tradition, removed from its pagan roots though sometimes referring to them (much like Hermetic spell names can mention pagan deities). Their devotion to the old pagan ways and gods is flexible, and you should fit it to your saga.&lt;br /&gt;
&lt;br /&gt;
The [[Torllsnyr]] are also described in [[Hedge Magic Revised Edition]] for Fifth Edition. Alternatively, one can treat them as the more powerful [[Muspelli]] of [[Rival Magic]]; note that these are depicted as worshiping dark primordial giants, and hence probably opponents of Vitkir (who derive their magic from Odin) and civilization. Again, although the mechanics differ the Fifth Edition version fits the giant-blood theme and the setting well. Whatever mechanics are applied to the Trollsnyr, however, true giants should also be allowed to partake of this tradition, or at least have comparable Powers.&lt;br /&gt;
&lt;br /&gt;
The lesser hedge traditions of the land are more poorly described, and harder to faithfully represent. It is perhaps best to consider Icelandic witches to be [[faerie doctor|faerie doctors]], as described in [[Realms of Power: Faerie]]. This choice connects them to the people and the faeries that accompany them, distancing them from the Magical vitkir and trollsnyr.&lt;br /&gt;
&lt;br /&gt;
= The Provençal Tribunal =&lt;br /&gt;
&lt;br /&gt;
In the 13th century the south of France, later known as the Midi or [[Languedoc]] has a different culture to the northern reaches of what will become France. Wracked by the disruption of [[the Albigensian Crusade]], both mundane and Hermetic society are fragmenting. Less centralised than the north, the feudal structure here relies on Paratge, a variant of more common chivalry. &lt;br /&gt;
&lt;br /&gt;
Hermetically, the only [[domus magna]] located here is the [[Flambeau]] stronghold [[Castra Solis]]. The former Flambeau domus magna, the lost covenant of [[Val-Negra]] is technically located here. Once the power-base of the [[Cult of Mercury]], the Pyreneean covenant of [[Aedes Mercuriae]] remains a major player in Hermetic politics, countered by the multi-site Jerbiton cooperative known simply as [[the Coenobium]].&lt;br /&gt;
&lt;br /&gt;
The tribunal’s [[canon|canonic]] description, in [[Faith in Flame]] or FaF, details the mundane history of the [[Albigensian Crusade]], the Cathars, Paratge and aspects of the Troubadour culture.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Faith and Flame]] is a Fifth Edition book, so there are essentially none. The supplement intentionally represents a Tribunal culture in keeping with the corebook description of the [[Order of Hermes]].&lt;br /&gt;
&lt;br /&gt;
Much of the original [[ArM2]] material was set in Provencal however, particularly the Val du Bois eg. [[Mistridge covenant|Mistridge]]. In 1220 Mistridge is no more, destroyed by the strife following the wake of [[the Albigensian Crusade]]. Similarly, the [[Four Seasons|Four Seasons Tetralogy]] was located here and players from Sagas using older editions may find the updated Tribunal has been developed differently to what they expected.&lt;br /&gt;
&lt;br /&gt;
As a later Tribunal book, the book references various other ArM5 supplements such as the various &#039;&#039;Realms of Power&#039;&#039; books, [[Hedge Magic: Revised Edition]], [[The Mysteries: Revised Edition]] and particularly the [[Flambeau]] and [[Jerbiton]] sections of [[Houses of Hermes: Societates]]. The [[Flambeau]] domus magna of [[Castra Solis]] is fully detailed beyond its original description. Similarly the book portrays [[The Cult of Mercury]] as one of the major political factions of the area and the [[House Mercere]] section of [[Houses of Hermes: True Lineages]] provides additional useful information for Sagas involving this entity. Enough extra material is provided within the supplement text to use the concepts without additional books but Troupe&#039;s wishing to expand their Sagas will find numerous opportunities to do so.&lt;br /&gt;
&lt;br /&gt;
=== Summary of Tribunal Book for Campaign Planning ===&lt;br /&gt;
&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
The book describes the Provençal Tribunal (PT) in 1220, including the Domus Magnae of [[House Flambeau]], [[Castra Solis]]&lt;br /&gt;
&lt;br /&gt;
1.1 Its boundaries are the Dordogne to the north, passing through the Massif Central to just north of Lyon and Chartreuse and then following the crest of the Alps south to just past Nice. The southern boundary extends along the line of the southern face of the Pyrenees and their foothills, incorporating not only the mountains but parts of the Basque country, the valley of Andorra, and the northernmost reaches of the Kingdom of Aragon and the County of Barcelona.&lt;br /&gt;
&lt;br /&gt;
1.2 A rough historical outline of the region, in particular [[the Albigensian Crusade]] is given in Chapter 2 of [[Faith and Flame]]. &lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
The PT is divided politically into several main factions and its last official Tribunal meeting was ineffective.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 Young PT magi may pass Gauntlet with few or many obligations depending on their relationship with their parens and their covenant of apprenticeship, and whether they align themselves strongly with one of the major factions.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 Establishing a covenant is relatively easy compared to most other Tribunals, making the foundation of new settlements common. Tradition requires only a Quaesitor to notarize the charter and the courtesy of notifying the local Mercer House of their existence. Either or both of these are delayed in many cases, sometimes indefinitely. The failure rate of new covenants in PT is significantly higher than other more structured Tribunals. Coupled with the depradations of the raiders of Fraxinetum in the 10th century and the recent Albigensian Crusade this leaves a wealth of ruined and abandoned covenant sites for players to explore and/or attempt to resettle.&lt;br /&gt;
&lt;br /&gt;
2.2.2 Although there are many areas far removed from mundane society that are potentially rich in magical resources, the disruption caused by [[the Albigensian Crusade]] makes the threat of mundane interference real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.3.1 The Mercurians of the Cult of Mercury dominate the ancient Pyrenees covenant of Aedes Mercuriae.&lt;br /&gt;
&lt;br /&gt;
2.3.2 The Mithraists of Castra Solis strongly oppose the Mercurian faction.&lt;br /&gt;
&lt;br /&gt;
2.3.3 The Coenobium&lt;br /&gt;
&lt;br /&gt;
2.3.4 The Matrones&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Infernal plot involving a powerful entity known as &amp;quot;the Serpent&amp;quot; runs through the supplement but can be ignored if required.  &lt;br /&gt;
&lt;br /&gt;
Although composed of the largest remnant of the former Lotharingian Tribunal (see GotF and LatL), the PT covenants have little interest in reforming this Hermetic polity anew unlike their northern counterparts.&lt;br /&gt;
&lt;br /&gt;
==== Specific Support in the Book ====&lt;br /&gt;
3.1 FaF fully details the Sorginak hedge tradition of the Basques and their Ex-Miscellanea cousins.&lt;br /&gt;
&lt;br /&gt;
3.2 Additional information on lost Mercurian Road Magic is provided.&lt;br /&gt;
&lt;br /&gt;
3.3 The lost covenant of Val-Negra is detailed.&lt;br /&gt;
&lt;br /&gt;
==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 Although infrequent, raids from Normandy Tribunal magi are a potential scourge for PT covenants located near the border. At least one covenant (the Coenobium), sends a team to compete in the Hermetic Tourney at the time of the Normandy Tribunal meeting.&lt;br /&gt;
&lt;br /&gt;
= The Rhine Tribunal =&lt;br /&gt;
&lt;br /&gt;
By the 13th century only few areas of Germany remain untamed. The great German eastward expansion is underway, affected by German lords and crusading orders. The great forests of Germany are slowly succumbing to mundane encroachment, and even the marshes at the north-west are, slowly, being drained. Hermetically, this is the very first tribunal, housing [[Durenmar]], the [[House Bonisagus|Bonisagus]] [[domus magna]]. It also harbors the domus magna of [[House Bjornaer|Bjornaer]] and [[House Merinita|Merinita]].&lt;br /&gt;
&lt;br /&gt;
This background is ideal for telling tales relating to [[mundane encroachment]] and dealing with [[mundane]] society. It is also well suited to the study of ancient, primeval magic. The tribunal’s [[canon|canonic]] description, in [[Guardians of the Forest]], supports these roles well.&lt;br /&gt;
&lt;br /&gt;
Nowehere are the dangers of mundane encroachment made more clear than in the Rhine Gorge. [[GotF]] leaves the valley empty of active covenants, but littered with the ruins of those that have fallen to the mundanes. This is an ideal setting to establish a new covenant that will face similar troubles, or “undo” the destruction of an old one to explore its interactions with the mundanes.&lt;br /&gt;
&lt;br /&gt;
Another obvious place to explore this theme is an ancient magical forest. GotF provides rules for [[Forest Spirit|forest spirits]] and an assortment of tales about how forests were or are being broken up and rendered mundane. Even the Black Forest itself suffers from the increasing presence of monasteries.&lt;br /&gt;
&lt;br /&gt;
[[Faeries|Faerie]] powers also suffer from mundane encroachment, and this can be explored in several ways in the tribunal. The dark faerie spirit that dominates the Black Forest suffers from the efforts of the Church and magi alike. The witches and faeries surrounding [[Irencillia]] can come under pressure from the Church. And the goddess Danu still weeps for her lost worshippers.&lt;br /&gt;
&lt;br /&gt;
The struggle between those who wish to live in harmony with the mundanes and those who wish to protect the wild from their threat ([[Wilderist|Wilderists]] and [[Harmonist|Harmonists]]) is a recurring theme that is well-suited for this tribunal. Such stories can be spun around the pious magi in the city of Lubeck, and the Three Magoi in Colonge. Those are good settings to emphasize efforts at harmonizing Christian faith and magic. Similarly, [[Crintera]]’s coping with the Danish conquest of its lands follows harmonist themes. Harmonist PCs can also busy themselves with countering the many Wilderist plots in the tribunal, such as the rampages of [[Urgen]] or X’s plot to flood the Rhine.&lt;br /&gt;
&lt;br /&gt;
The tribunal’s [[peripheral code]], however, allows taking extreme measures to protect Magical and Faerie places, and it serves equally well for Wilderist stories. In addition to furthering existing Wilderist schemes, the PCs can align themselves with Forest Spirits or faerie powers. They can release the fury of the spirits of the North Sea, greatly reducing Danish control over the northern shores and reducing the power of the trade cities. [[Trianoma]] and [[Roznov]] can be developed as models for the Wilderist visions of how wizards should integrate with mundane society - as lords, or as priests, correspondingly. Ultimately, the characters may strive to unite the great [[Hercynian forest|Hercynuian forest spirit]] itself - a task that will require undoing centuries of its gradual fragmentation and dissolution, and will substantially alter the face of [[Mythic Europe]]. An equally audacious task is to instigate a pagan revival amongst the Slavs, and perhaps turn back the tide of the Germanic expansion.&lt;br /&gt;
&lt;br /&gt;
The tribunal is also well suited to the investigation of primeval, natural Magic. The ancient domus magna of Merinita still lies forsaken in its depths, and can be a source for Nature Mysteries. The significant presence of House Bjornaer, and the ancient forests themselves, also greatly contributes to this direction. Bonisagus magi, from their base at Durenmar, are well placed to take such insights and transfer them into [[Magic Theory]] and the Order as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
Guardians of the Forest is a Fifth Edition book, so there are essentially none. It is an early book, however, so a few points should be mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forest Lore&#039;&#039; was expanded in [[Houses of Hermes: Mystery Cults]] into [[Nature Lore]], and bolstered with further [[Nature Mysteries]]. [[Forest Spirit|Forest Spirits]] were expanded into [[Magic Spirit|Magical Spirits]] in [[Realms of Power: Magic]], and are now governed by much more detailed and flexible rules. In both cases the old [[GotF]] rules are perfectly serviceable, however, and may be preferred by some troupes. Indeed, they allow for forest spirits of any Realm, and discuss their change, growth, and dissolution.&lt;br /&gt;
&lt;br /&gt;
[[Houses of Hermes: Mystery Cults]] clarifies that [[Crintera]] should harbor no [[Shapechange|Shapechangers]], and the covenant’s association with mundane religion and especially the identification of the [[heartbeast]] in GotF are inconsistent with its description.&lt;br /&gt;
&lt;br /&gt;
=== Summary of Tribunal Book for Campaign Planning ===&lt;br /&gt;
&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
The book describes the Rhine Tribunal (RT) in 1220, with the Domus Magnae of Houses Bonisagus, Bjornaer and Merinita.&lt;br /&gt;
&lt;br /&gt;
1.1 Its boundaries are the Danube to the South, and roughly the borders of the Holy Roman Empire of German Nation (HRE) on the other sides. Rügen is part of the RT, but otherwise the Kingdom of Denmark isn’t.&lt;br /&gt;
&lt;br /&gt;
1.2 A rough historical outline of the HRE is given in [[GotF]]. To learn about its organization, the Sachsenspiegel ([http://en.wikipedia.org/wiki/Sachsenspiegel]) is a good start.&lt;br /&gt;
&lt;br /&gt;
1.3 The great Forests of the RT are homes to Realm-aligned spirits of often enormous power (up to Might 60 – heed the errata), that can aid, antagonize and teach inhabitants, even powerful covenants. &lt;br /&gt;
&lt;br /&gt;
1.4, 1.5 GotF details two demons plotting over the RT, designed around the Germans’ struggle with Slavic pagans and Scandinavian people. These demons can easily be removed from a campaign. &lt;br /&gt;
&lt;br /&gt;
1.6 The Wild Hunt Faerie Game terrorizes many areas on winter nights: the Huntsmen search and chase the shy, benevolent Holzfrauen, who might seek refuge with humans.&lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
The RT is controlled by covenants founded centuries ago, and by old magi relying on contacts, favors and a tailored peripheral code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 Young RT magi (called journeymen) have few specific obligations, but without friends and contacts amount to very little. They can rely on the terms of hospitality offered by most RT covenants (and determined in detail by the troupe). They are well advised to join a Gild: a ‘lodge’ which represents an established political agenda and provides support to members.&lt;br /&gt;
&lt;br /&gt;
2.1.2 Gilds and covenant hospitality already provide close social control by sodales. So Quaesitores find little to do and are few.&lt;br /&gt;
&lt;br /&gt;
2.1.3 Reputation and merit recognized by their RT sodales in a formal way advance journeymen to master rank. This typically takes 20-30 years. Masters can then strive for archmage rank as usual. Journeymen are not allowed to take apprentices. Masters each hold two votes at Tribunal, archmages three. Disputes between RT sodales of different rank, which elsewhere could be decided by certamen, are instead automatically decided in favor of the higher ranking mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 All existing RT covenants need to approve, before a new covenant is recognized in RT: think pork. Covenants founded for a specific purpose of Tribunal-wide appeal have the best chances. Remote chapter houses can be founded without universal approval as part of established covenants.&lt;br /&gt;
&lt;br /&gt;
2.2.2, 2.2.3 Obligations incurred at founding time will from the onset keep covenants enmeshed with Tribunal politics.&lt;br /&gt;
&lt;br /&gt;
2.2.4 Suitable magical sites removed from the world are likely (troupe decision) taken centuries ago: so most new covenants can expect to have mundane neighbors.&lt;br /&gt;
&lt;br /&gt;
2.2.5 Fast advancement of specific RT covenants would need significant changes in RT peripheral code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.3.1 Eichengilde (preserve RT tradition), Weissdorngilde (protect wilderness – includes Bjornaer Wilderists), Eschengilde (smite Order’s enemies), Holundergilde (protect Faerie), Lindengilde (increase cooperation of magi – includes Bjornaer Harmonists), Apfelgilde (improve mundane relations)&lt;br /&gt;
&lt;br /&gt;
2.3.2 Harmonists and Wilderists must come to terms, how [[House Bjornaer]] shall protect the dwindling wildernesses from mundanes, and Crintera from Danes. Two covenants fight for control of the northern seas. In Bohemia two covenants seek to establish different kinds of paganism. The original home covenant of House Merinita might (troupe decision) not be altogether lost, but stay in hiding and plot to retake their House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The RT covenants around the lower and middle Rhine, together with Normandy Tribunal covenants north of the Seine, will bring a move to the next Great Tribunal: their forming into the new Lotharingian Tribunal. They argue, that to exist among prosperous mundanes requires an adequate [[Peripheral_Code | peripheral code]]. Even RT covenants distant from the prospected area of the new Tribunal hope to benefit through trade and chapterhouses from it. But there is also an example of an RT covenant which existed among mundanes and was destroyed for it.&lt;br /&gt;
&lt;br /&gt;
==== Specific Support in the Book ====&lt;br /&gt;
3.1 GotF gives a rudimentary system for [[initiation | Initiations]] of [[Virtues]] by Forest spirits, which especially [[HMRE]] develops further. &lt;br /&gt;
Gild–related Virtues (quite useful for journeymen magi) and Flaws are provided.&lt;br /&gt;
&lt;br /&gt;
3.2 There is a 22 page mini-campaign about founding a covenant at the middle Rhine.&lt;br /&gt;
&lt;br /&gt;
3.3 There is also a chapter introducing Rhine sagas and their potential in more general terms.&lt;br /&gt;
&lt;br /&gt;
==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 , 4.2 Both Normandy and Rhine Tribunal are involved with the attempt to found the Lotharingian Tribunal. A covenant on Zealand (formally Novgorod Tribunal) tries to get accepted in RT. The Greater Alps Tribunal is often used by established RT magi as an example for good practice.&lt;br /&gt;
&lt;br /&gt;
= The Roman Tribunal =&lt;br /&gt;
&lt;br /&gt;
As befits the fallen homeland of the great Rome, the land of Italy has long been been thoroughly civilized and tamed. By the 13th century few wild places, suitable for a Magical aura, remain, and the land is densely populated and cultivated. In the north the Italian city-states grow rich on trade, while from further south the papacy exerts it power across all of Europe. Italy is divided and held by many powers that constantly struggle against each other, but perhaps the most influential is the Emperor (Frederic II), that holds Sicily and will struggle for control of the mainland for half a century. The Byzantine Empire would likewise make similar attempts to regain its former sovereignty in the Empire’s cradle. At the [[Hermetic]] level, the tribunal’s history stretches back to before the founding of the [[Order of Hermes|Order]], to the ancient [[Cult of Mercury]] from which it sprang. It is home to the [[domus manga]] of the Order’s two trading houses ([[House Mercere|Mercere]] and [[House Verditius|Verditius]]), and its highest legal authorities ([[House Guernicus|Guernicus]]).&lt;br /&gt;
&lt;br /&gt;
This setting seems geared to follow, in Hermetic politics, the main themes of the mundane one. There are three main ones: trade, conflict, and the restoration of Imperial glory.&lt;br /&gt;
&lt;br /&gt;
The [[Roman_Tribunal | Roman tribunal]] was described by the [[Third Edition]] book [[Tribunals of Hermes Rome]]. Like much of that edition the content included numerous [[Infernal Realm|Infernal]] plots, which is not the standard [[Fifth Edition]] approach. You can, of course, choose to ignore them. The tribunal is described as [[raw vis|vis]]-poor, which contributes to the inter-[[covenant]] conflict and strife. While [[ToHR]] maintains that it is crowded, it does not hold many covenants and the [[storyguide]] may want to consider adding more covenants or [[chapter house|chapter houses]] to increase Hermetic density.&lt;br /&gt;
&lt;br /&gt;
This tribunal is an especially suitable place to stage stories about the [[Cult of Mercury]] and the Order’s pre-Hermetic roots. It is also a good place to coordinate efforts to rerform the Order, especially ones led by Guernicus and Mercere. At the more literal level, attempts to recreate a true Roman Empire, headed by Frederic or the Byzantines, should definitely involve this tribunal. While in blatant violation of the [[Code]], should the Empire be reforged this could have considerable mystic significance.&lt;br /&gt;
&lt;br /&gt;
[[Verdi]] and [[Harco]] are two centers of Hermetic commerce. Together with the presence of the Italian city-states and their clients (such as the crusaders), they make the Roman tribunal the ideal location to set stories about both mundane and Hermetic trade. This opportunity is only bolstered by the presence of many squabbling lords, that could benefit from the trade in magic items. Other covenants in the tribunal (such as [[Postetsas]], [[Feritel]], and [[Luctatio]]) are also heavily invested in trade.&lt;br /&gt;
&lt;br /&gt;
[[Magvillus]] holds a weak but tangible force over all the Order, and establishes Rome as the natural setting for stories involving [[Hermetic Law]]. Legal actions involving interference or trade with the numerous squabbling mundane lords, the papacy or [[The Church|Church]], or Order-wide efforts are particularly suitable.&lt;br /&gt;
&lt;br /&gt;
The struggles of the papal states with their neighbors and, especially, with the Holy Roman Empire make the tribunal an inviting setting to explore relations with the Church. This theme is supported by the presence of [[Literatus]], a papal-sponsored covenant, and a few other [[Jerbiton]] [[magi]] (most notably in Feritel and [[Vardian’s Tomb]]), granting substantial power to House Jerbiton in its efforts to harmonize relations with the Church.&lt;br /&gt;
&lt;br /&gt;
The covenants of the tribunal have a long history of struggle against each other, bolstered by the low availability of raw vis and the competition that trade brings. The [[Hubris]] of [[Verditius]] magi surely doesn’t help, either, nor does the presence of many [[Tytalus]] magi (especially in [[Luctatio]], but also influential in [[Rellantalli]]). New covenants, such as [[Vardian’s Tomb]], will find it especially difficult to prosper under the greedy and scheming eyes of their [[sodales]]. The tribunal therefore provides a good background for tales involving the hardships of setting up a new covenant, especially ones concerning Hermetic or [[mundane]] politics and obtaining [[raw vis]]. Conversely, setting the story at one of the more established covenants provides a good opportunity to study intrigue and perhaps even [[Wizard’s War]].&lt;br /&gt;
&lt;br /&gt;
The demonic themes emphasized in [[ToHR]] can be applicable to any tribunal, but Rome does provide a unique opportunity in the sense that it serves a background of the struggle between pope and anti-pope, the Church and Antichrist - in the form of Frederic II and the “pope” he supports, and their struggles against the Church. Both sides can be seen as [[Infernal]] or [[Divine]], as suits the saga. Stories dealing with this dramatic struggle between darkness and good should be staged at this tribunal.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
The three [[domus magna]] are described in the appropriate Houses of Hermes books ([[Houses of Hermes: True Lineages]] describes [[Magvillus]] and [[Harco]], while Verdi is described in [[Houses of Hermes: Mystery Cults]]). These description vary only slightly from their [[Third Edition]] description.&lt;br /&gt;
&lt;br /&gt;
The treaty limiting the sale of magic items is Order-wide in ArM5 (p.). Note that the tribunal may also be affected by the limitation on the magical creation of silver ([[HoHTL]] p.), which would encourage trade and strife as befits the tribunal.&lt;br /&gt;
&lt;br /&gt;
The devout magi of [[Literatus]] may, or may not, be [[Holy Magic|Holy Magi]] (see [[Realms of Power: The Divine]]). The Church, in general, should follow the rules set in Realms of Power: The Divine, while [[Infernal]] corruption of it or the Emperor’s priests can be supported with material from [[Realms of Power: The Infernal]]. Neither book is necessary, however.&lt;br /&gt;
&lt;br /&gt;
= The Stonehenge Tribunal =&lt;br /&gt;
&lt;br /&gt;
The kingdom of England in 1220 is ruled by a 13 year old child (Henri III), whose monarchy is constrained by the Magna Carta and characterized by numerous rebellions and struggles over royal rights. His vassals often war amongst themselves, especially over the prized lands of Wales. England also has a long tradition of magical kingmaking, dating back to the legendary [[Merlin]]. Hermetically, it is at the fringes of the [[Order of Hermes|Order]], and contains the [[domus magna]] of [[House Ex Miscellanea]] ([[Cad Gadu]]). All this makes it an ideal place to set a [[saga]] where [[Hermetic Law]] is weak and [[interfering with mundanes|interference with mundane politics]] rampant.&lt;br /&gt;
&lt;br /&gt;
The [[Stonehenge Tribunal]] is described in the [[Fourth Edition]] book [[Heirs to Merlin]]. As a Fourth Edition book its contents are not official under [[Fifth Edition]], but they can be more-or-less used as-is. The book supports the above theme with a highly detailed description of mundane society in medieval England, that should provide plenty of opportunities and ways for the covenants to get embroiled in mundane society. It also provides an [[Hermetic]] history with several cases of clear or suspected interference with mundanes, and a Hermetic society that maintains Hermetic law only intermittently and includes several covenants that are explicitly engaged with mundane society in one way or another ([[Schola Pythagorais]] functions as a university, [[Libellus]] runs a manor and has questionable dealings with a nearby abbey, and [[Burnham]] mysteriously received charter rights from the king).&lt;br /&gt;
&lt;br /&gt;
The Hermetic history of the tribunal also marks it as a stronghold of the [[House Diedne|Diedne]], making it the natural choice for stories involving their relics, remnants, or return. It is similarly suitable to feature stories about the return of [[Damhan-Allaidh]], the fabled [[Hedge Magic|hedge wizard]] that [[Pralix]] fought (although the [[Loch Leglean tribunal]] is also suitable for this role). [[King Arthur|Arthurian]] and [[Merlin]]-related tales are also highly suitable here and in [[Normandy Tribunal|Normandy]].&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Heirs to Merlin]] contains no game mechanics or statistics. This means that there are no game-mechanical aspects that needs converting, but also that there are no statistical details (like combat statistics or even [[aura]] strengths) that can be used as-is; you need to invent any that you require. The book focuses almost entirely on presenting the mundane society, period stories of miracles and magic, and Hermetic society; these aspects can mostly be used for a [[Fifth Edition]] saga just as well as for a [[Fourth Edition]] one.&lt;br /&gt;
&lt;br /&gt;
[[Cad Gadu]] is briefly described for Fifth Edition in [[Houses of Hermes: Societates]]. This description is essentially compatible with the material in Heirs to Merlin. The major change is that the Fourth Edition [[Primus|Prima]] [[Immanuela of House Ex Miscellanea|Immanuela]] has gone into [[Final Twilight]] by Fifth Edition, to be replaced by the more energetic and young [[Ebroin]]. [[HoHS]] also provides several details on [[House Ex Miscellanea]] and its traditions and lineages that should be useful for any Stonehenge saga. Immanuela is specifically described as being an [[Hermetic Haruspexes|Hermetic Haruspex]], and Cad Gadu as an ancient [[Columbae]] stronghold.&lt;br /&gt;
&lt;br /&gt;
Heirs to Merlin mentions ‘[[natural magician|natural magicians]]’. In Fifth Edition terms, these can be represented as practitioners of [[experimental philosophy]], as described in [[Art and Academe]], or as the [[elementalist|elemental]] or [[learned magician|learned magicians]] described in [[Hedge Magic Revised Edition]].&lt;br /&gt;
&lt;br /&gt;
= The Tribunal of Thebes =&lt;br /&gt;
&lt;br /&gt;
There are two issues every saga set in the [[Thebes Tribunal]] must face - the fall of Constantinople, and the Greek mythos.&lt;br /&gt;
&lt;br /&gt;
In 1204 the great city of Constantinople was sacked and the Byzantine Empire was shattered into warring fragments, some led by Greeks while others - including Constantinople itself - under Latin control. This is still the state on the official saga starting point, in 1220. In addition to taking control of much of the Empire itself, the Latin Church is also taking control of the Church of the East, and the Venetian fleets dominate the Aegean sea and, thereby, control the many Greek islands. This forms an excellent backdrop for struggles about restoring the Empire. Historically, this struggle will largely succeed, reaching a peak in 1261 with the conquest of Constantinople by the Empire of Nicea. A saga could be based on the heroic attempt to restore the empire and defend it. A struggle to regain Imperial glory is especially suitable for this Tribunal as it is closely associated with [[House Jerbiton]], a House closely tied to the mundane nobility and high-culture of Thebes.&lt;br /&gt;
&lt;br /&gt;
The second obvious theme is the Greek mythos. Any saga set in Thebes should draw on the rich mythology and bestiaries that it offers. This backdrop, however, also calls for more dramatic storylines, involving the powerful NPCs that dominate the myths. For a [[Fifth Edition]] saga, these will come in two varieties: the [[Faerie]] Olympian gods, and the [[Magic|Magical]] [[Titan|Titans]]. A saga could be based on aligning with any one of these powers, or of opposing them. The [[player character|PCs]] may want to return to the worship of the Faerie gods, perhaps spreading this old faith in [[Hermetic society]] or even in the [[mundane]] world, or they may seek to draw on the power of and aid the titans chained in [[tartarus]]. Alternatively, they may oppose idolatrous schemes by [[pagan]]-magi to resurrect the Faerie powers of old, or to unchain and unleash the raw powers of nature - the titans - upon the world. &lt;br /&gt;
&lt;br /&gt;
The area’s Tribunal book, [[Sundered Eagle]], considerably supports both themes. It provides an extensive history of the mundane kingdoms, which should greatly aid a saga focused on the restoration of the Empire. It furthermore provides Jerbiton [[covenant|covenants]] and [[magi]] that strive towards this aim. Such a saga would inevitably involve [[Infernal]] and [[Divine]] machinations, and [[SE]] provides many details on Divine icons, [[saint|saints]], and [[angel|angels]] that may contribute to this effort, as well as [[Infernal]] machinations to oppose them - including examples of subtle Infernal corruption and its fruits, an Infernally-aligned kingdom, the demonic mastermind behind the fall of Constantinople, and more. &lt;br /&gt;
&lt;br /&gt;
This theme is further supported by the distinctly-Greek Hermetic culture described in SE, that sees itself in many ways as superior to the Latin traditions of the rest of the Order. These traditions can contribute to the feeling of identification with the local Greek culture and the loyalty to the Byzantine empire.&lt;br /&gt;
&lt;br /&gt;
SE also provides considerable support for the mythological themes. On the Faerie side, these include a scheme and [[Mystery Cult|mystery cult]] aimed at aligning the Order with Faerie and awakening the ancient Olympian gods, as well as information about Greek faeries. Arcadia, in Peloponisos, is in particular described as being partly in Faerie. On the side of Magic, SE discusses bindings and offers several locales and tales related to the titans and giants. It also includes a covenant sitting on a gateway to tartarus, complete with a [[chthonic]] cult and connections to the deity Hades.&lt;br /&gt;
&lt;br /&gt;
=== Conversion Notes ===&lt;br /&gt;
Since SE is a late Fifth Edition supplement, there are none. However, it is worth noting that in many cases the use of other books is highly recommended to make good use of its content. The various &#039;&#039;Realms of Power&#039;&#039; books, in particular, are heavily relied on to depict the respective supernatural forces. Divine traditions and [[Holy Magic|Holy Magi]] will require [[Realms of Power: The Divine]], while depictions of the titans and related creatures would be greatly assisted by [[Realms of Power: Magic]]. The Infernal powers depicted in SE cannot be fully understood without reference to [[Realms of Power: The Infernal]], and of course [[Realms of Power: Faerie]] would aid in depicting local faeries, including the Greek gods. &lt;br /&gt;
&lt;br /&gt;
In addition, [[Houses of Hermes: Societates]] can be useful to gain a better understanding of House Jerbiton, and [[Houses of Hermes: Mystery Cults]] of [[House Verditius]], whose [[primus]] is in the tribunal, and the [[Cult of Haephestus]] that is related to it. [[Houses of Hermes: True Lineages]] depicts the [[Terrae Cult]] that is used in relation to chthonic magic in SE. SE also draws on [[Ancient Magic]], [[Hedge Magic]], and [[The Mysteries Revised Edition]].&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[List of products by edition]]&lt;br /&gt;
*[[Regional Tribunal]]&lt;br /&gt;
*[[Tribunal Book]]&lt;br /&gt;
&lt;br /&gt;
= Template for a Summary of a Tribunal Book for Campaign Planning =&lt;br /&gt;
&lt;br /&gt;
Here follows the template, as discussed on [http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=21735 Atlas Games&#039; Ars Magica Forum October 2013]:&lt;br /&gt;
&lt;br /&gt;
===Summary of Tribunal Book for Campaign Planning===&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
1.1 &amp;lt;Geography&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.2 &amp;lt;Mundane Organizations&amp;lt;&lt;br /&gt;
&lt;br /&gt;
1.3 &amp;lt;Important Magical Features and Inhabitants&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.4 &amp;lt;Important Divine Blessings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.5 &amp;lt;Important Infernal Plots&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.6 &amp;lt;Important Faerie Games&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 &amp;lt;Obligations&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1.2 &amp;lt;Monitoring&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1.3 &amp;lt;Positions and Advancement&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 &amp;lt;Requirements for Founding&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.2 &amp;lt;Requirements for Continued Existence&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.3 &amp;lt;Political Involvement (Hermetic)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.4 &amp;lt;Political Involvement (Other)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.5 &amp;lt;Potential for Development&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
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2.3.1 &amp;lt;List&amp;gt;&lt;br /&gt;
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2.3.2 &amp;lt;Interactions and Conflicts&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
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==== Specific Support in the Book ====&lt;br /&gt;
3.1 &amp;lt;For Character Development&amp;gt;&lt;br /&gt;
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3.2 &amp;lt;For Covenant Development&amp;gt;&lt;br /&gt;
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3.3 &amp;lt;For Campaign Development&amp;gt;&lt;br /&gt;
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==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 &amp;lt;List&amp;gt;&lt;br /&gt;
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4.2 &amp;lt;Potential Stories&amp;gt;&lt;br /&gt;
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==== Miscellaneous Remarks ====&lt;br /&gt;
&amp;lt;Here go important things that otherwise don&#039;t find a place in the format&amp;gt;&lt;br /&gt;
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Please use this template to summarize a Tribunal book for campaign planning, so the hurried reader knows where to find what.&lt;br /&gt;
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Please note:  &lt;br /&gt;
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No spoilers. Brevity and precision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;These titles of bullet points&amp;gt; just define a paragraph&#039;s content, and are omitted in the text.&lt;br /&gt;
The text should have on average two lines per bullet point. Bullet points irrelevant for planning a campaign shall be dropped.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
[[Category:Tribunal]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Which_Tribunal_to_choose&amp;diff=14499</id>
		<title>Which Tribunal to choose</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Which_Tribunal_to_choose&amp;diff=14499"/>
		<updated>2016-01-31T04:05:13Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* The Loch Leglean Tribunal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A recurring question that every [[storyguide]] faces is “where to set the [[saga]]?” The following page is intended to help you make this choice. It is especially directed to storyguides that are not familiar with the official [[Regional Tribunal]]s, but would like to use a [[Tribunal Book|tribunal book]] to provide a ready-made background for their saga. We will introduce the various tribunals as presented in [[canon]], with an emphasis on the kind of stories that they best support.&lt;br /&gt;
&lt;br /&gt;
= How to Begin =&lt;br /&gt;
Each tribunal is varied. There is a vast difference between a saga set in London and one set in the Welsh hinterland - although both are set in the [[Stonehenge Tribunal]]. Nevertheless, there are certain characteristics of the tribunal as a whole, and we will focus on these. Our brief description should not be considered as exhaustive.&lt;br /&gt;
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We assess the tribunals both in accordance with their geography and history as reflected in the [[ArM5]] core book, and with their description in [[Ars Magica]] supplements from any edition. These two levels of description mesh together well, so you can choose to forgo reading the tribunal book and develop it on your own, based on the [[real history]] and folklore of the region, and the skeletal [[Hermetic]] history mentioned in the [[ArM5]] rule book. The advantage of purchasing a tribunal book is that someone else already did all that work for you. It often has extensive details on all the aspects of the tribunal (geography, mundane history, hermetic history, [[covenant]]s, and so on), that would be hard to generate on your own. It is also always beneficial to see the creativity of the authors, even if you have other ideas. We therefore recommend reading the tribunal book, even if merely as a springboard for your own ideas. You should feel free to deviate from the official description, however, and tailor the tribunal (and, indeed, all of [[Mythic Europe]]) to your saga’s needs.&lt;br /&gt;
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Most tribunals have been described in prior editions, and their descriptions is not a part of [[Fifth Edition]] [[canon]]. Nevertheless, much of the information in tribunal books is relevant to any edition. We note the major points of inconsistency with existing canon and rules, but our analysis does not constitute a full conversion of the tribunal to Fifth Edition. In particular, we do not convert the statistics of covenants, magi, or creatures. We only note points that will make such conversions difficult under Fifth Edition rules.&lt;br /&gt;
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Many sagas revolve around the characters’ [[Story Flaw]]s and personal interests, covenant [[Hooks]], and storyguide plots that have little to do with any particular tribunal. Such sagas could be comfortably situated in nearly any tribunal. Still, some tribunals would provide better support for certain kinds of stories, so it is best to consider the choice of tribunal carefully. Tribunals also often have certain unique features that suggest storylines unique onto themselves, and a saga can be built on such a basis.&lt;br /&gt;
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= The Tribunal of the Greater Alps =&lt;br /&gt;
The phrase “[[Greater Alps Tribunal|Greater Alps]]” conjures images of the grand mountains, virtually inaccessible and a perfect locale for an isolated wizard’s tower, a magical [[regio]], or a mystical cave. The tribunal also sits in between four ancient and powerful tribunals, and is at least as ancient and venerable itself. It hosts two [[domus magna]]e, the centers of the [[Order of Hermes|Order]]’s cultural and mystic elite. All these features combine to make the [[Greater Alps tribunal]] an ideal staging area for sagas involving Order-wide Hermetic politics or high-magic mysticism.&lt;br /&gt;
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The tribunal’s official description for [[Fourth Edition]], provided in &#039;&#039;[[Sanctuary of Ice]]&#039;&#039;, adds further support for these themes. The tribunal is depicted as a small elitist society, that extols Roman traditions and exports “excess” magi to “lesser” tribunals. It has an abundance of elder magi, and maintains a civilized peace that allows its magi to focus on more important, long-term, grander goals than mere survival.&lt;br /&gt;
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This tribunal is especially well-suited for plots that involve Order-wide Hermetic politics and have a Roman or Hermetic bent. This includes the activities of mystery cults such as the [[Legion of Mithras]], the cult of [[Sol Invictus]], or [[House Criamon]] itself, as well as actions by other groups such as the [[Collentes Arcanorum]] or the [[Cult of Mercury]]. The presence of [[House Jerbiton]] also implies that [[League|Leagues]] with an Order-wide interest would also find it a natural marshaling point. The presence of many elder magi makes this tribunal ideally suited to support such schemes, and its central location and the many exported magi further support this role. It would make more sense to direct some Order-wide interests from other tribunals, however; especially ones related to other Houses.&lt;br /&gt;
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The tribunal also provides an ideal locale for exploring the [[Magic Realm]] and other aspects of Hermetic mysticism, and the [[Cave of Twisting Shadows]] may very well be a gateway to the Magic Realm. [[Cult of Mercury|Mercurian]] cults are held here in high esteem, and it is an ideal location to develop them - although Mercurian relics are more likely to be found in the neighboring [[Roman Tribunal|Rome]] or the nearby [[Tribunal of Thebes|Thebes tribunal]]. Gateways to the Winter aspects of [[Arcadia]] and [[Faerie Realm|Faerie]] are also highly plausible in this setting, and at least one covenant (The Covenant [[Where Journeys End]]) is built around this theme.&lt;br /&gt;
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The long peace and high magic of this tribunal is conductive to the establishment of long-term Hermetic projects. It houses at least one covenant dedicated to [[Original Research]] on [[longevity]] ([[Sinews of Knowledge]]), and a multi-generational effort is underway in [[Valnastium]] to manipulate the covenant’s aura. In a way, [[House Criamon]] is engaged in its own long-term project as well - finding the solution to [[the Enigma]]. The saga makes for an ideal location for similar projects. [[Seeker]] plots will tend to involve exotic locales, but should a soundly “Hermetic” and distant base of operations be desired for contrast, then this tribunal would be very suitable indeed.&lt;br /&gt;
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Finally, the tribunal is well suited for sagas involving elder magi. Such sagas tend to involve the above themes (such as Hermetic politics or long-term Original Research), other elder magi, and a detachment from petty concerns (such as raw vis) that are characteristic of this tribunal. They are, in line with the Jerbiton and Criamon style, about far more than raw power (elder magi tend to have so much of that that stories built around it are no longer challenging).&lt;br /&gt;
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=== Compatibility Issues ===&lt;br /&gt;
&#039;&#039;[[Sanctuary of Ice]]&#039;&#039; is a Fourth Edition supplement, and as such its content is not officially part of the Fifth Edition canon. Nevertheless, its contents can be used with almost no change (aside from game mechanics, which it has little of). The [[Cave of Twisting Shadows]] is described in &#039;&#039;[[Houses of Hermes: Mystery Cults]]&#039;&#039;, with only minor changes, and while the House has changed substantially its themes still support the tribunal well. The [[HoHMC]] description of it should add to any saga taking the above advice. [[Valnastium]] is similarly described in [[Houses of Hermes: Societates]], and this Fifth Edition description can be easily be plugged into the Fourth Edition tribunal. The [[House Jerbiton|House]] itself has a far more Greek focus, and this is perhaps the major compatibility issue. Since most intellectual Romans spoke Greek and admired Greek culture, however, this can be seen as a natural part of Greko-Roman culture, and need not undermine the Roman aspects of the tribunal’s culture.&lt;br /&gt;
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Sanctuary of Ice contains the description of a few magi that now fit poorly with established Fifth Edition canon. Archmage Pietro would be classed as fighting in the [[School of Sebastian]] (or perhaps a School named after himself), and his lineage should take up a Minor Magical Focus in Auram instead of the suggested complicated package (on p. 51 of [[SoI]]), although they may still take the noted [[Virtue]]s, [[Flaw]]s, and spells regardless of the package. Archmaga Jacinta should be altered if she is to be a serious contender for [[House Flambeau|House]] leadership, as the House would not accept such an unvaliant leader. [[Beloved Rival]] is an official Flaw introduced in [[HoHS]], and both Pietro and Jacinta should probably possess it. &lt;br /&gt;
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Carlo’s barbegazi lineage (see p. 58) should be handled by an appropriate [[Faerie Blood]] (or possibly [[Strong Faerie Blood]]). Charlotte is a unique character who should probably be built by deviating from the rules somewhat. Capra should not have had her heartbeast developed by faeries, but otherwise can be created as a normal ArM5 character if needed.&lt;br /&gt;
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= The Hibernian Tribunal =&lt;br /&gt;
Ireland is one of the last places in [[Mythic Europe]] to recieve an official description throughout the game’s long history. Its location in the far western edge of Europe and the rich Irish folklore suggest it as a good place to set stories involving faeries and the [[Faerie Realm]], with many [[Hedge Magic|hedge wizards]] (perhaps mostly [[faerie wizard]]s) and little [[Hermetic]] presence. It is covered in the book, [[The Contested Isle: the Hibernian Tribunal]]. &lt;br /&gt;
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The use of [[Realms of Power: Faerie]] is therefore highly recommended. The [[storyguide]] would, however, need to do his own work to put Irish mythology and legends in [[ArM5]] terms, research Irish history and geography, and invent a suitable (even if weak) Hermetic history.&lt;br /&gt;
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An Irish [[House Ex Miscellanea|Ex Miscellanea]] tradition (the [[Corrguineach]]) is mentioned in [[HoHS|Houses of Hermes: Societates]].&lt;br /&gt;
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It is recommended that Storyguides check the [[Hibernian Tribunal]] page, as this entry is not up to date or the standards of this section.&lt;br /&gt;
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= The Iberian Tribunal =&lt;br /&gt;
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A saga set in the Iberian Tribunal can be a background or source of many tales of mystery and adventure. It is both a core part of the Order of Hermes yet borders on the fringe of it as well. A major theme of this Tribunal is the Reconquista, the struggle of the Latin Iberians to recapture the territory the land conquered by the Moors in the preceding centuries. In the 13th century, the land is divided between the Christian kingdoms of the North (who are always competing), and the petty kingdoms and emirates of the Moslem South (Tafias). By this time, the Moslem states are in a weakened condition and reduced to paying tribute to the monarchs of the North. Castile is the dominant power, having captured much of the South so far. If your saga follows the pattern of history, the kingdom of Aragon-Catalonia is the next rising power and is due to capture the East coast including Valencia and the Balearic Islands. In a saga set in 1220, this has not happened. But it is about to.&lt;br /&gt;
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But war is only on aspect of this Tribunals potential, and can be treated as a minor one. It is a time of relative peace in the Northern areas, and military conflict is not always constant and continuous. It is also a land rich in ancient history and mysteries. Many different peoples have roamed and settled these lands; Basques, Celts, Carthaginians, Romans, Greeks, Visigoths, Jews, Arabs, and Moors. Each have left their mark. The Mysteries of [[Alchemy]] and [[Astrology]] (as described in [[The Mysteries Revised Edition]]) originate here, and the Roman [[Cult of Mercury]] was prolific. There is also the opportunity to encounter (or play) mystical characters such as [[Astrologers]], [[Alchemists]], [[Hedge Wizards]], [[Sufis]], [[Sahirs]], and others. Opportunities abound for grogs and companions to play action oriented mundane characters such as Caballeros, Almogavars, and more.&lt;br /&gt;
The territory of Iberia includes most of the Iberian peninsula, both Latin and Moorish lands. The [[Code of Hermes]] does not recognize mundane politics, though such issues are indeed a point of divisiveness within the tribunal. The Northern border is delineated by the Pyrenees mountains and buffers against the [[Provencal Tribunal]]. There is potential for stories about border covenant and disputed jurisdiction, especially in regions such as Navarre and Andorra.&lt;br /&gt;
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The [[Iberian Tribunal]] was described in the [[Third Edition]] book [[Tribunals of Hermes Iberia]]. As was common in that edition, the book is riddled with [[Infernal]] plots and numerous irrelevant tangents questioning the integrity of society and the character of historic figures. Many of these were editorial impositions, not the intent of the author, so it may make the book seem conflicted and contradictory at times. But whereas some parts seem clumsy, others are so well written that they serve as inspirational source material for an Iberian saga. The prolific [[Infernal]] tone of this book is not the standard approach in [[Fifth Edition]], and were likewise editorial additions to the author&#039;s original work. Much of it can easily be ignored or adapted to your desires. This was also the very first official [[Regional Tribunal]] book for Ars Magica, and was intended to describe the vision of a standard tribunal. It is not described as being either rich nor poor in resources such as [[vis]] or locating a suitable [[Magic Aura]]. It is described as being an abundant source of texts on Academic topics as well as others, and rich in the opportunity for further settlement and expansion.&lt;br /&gt;
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The book states that there are 10 active covenants in the tribunal, then goes on to name and describe four of them. These include [[Barcelona]], [[Duresca]], [[Estancia-es-Karida]], and [[Jafariya]]. [[Third Edition]] presumes a saga start date of 1197, so there are potential story events described that take place after that date but before the official [[Fifth Edition]] start date of 1220. This included the [[Infernal]] corruption of [[Jafariya]] and the fall of that covenant, as well as a plot line dealing with hunting down the Infernal magi known as the [[Shadow Wars]]. &lt;br /&gt;
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[[Duresca]] is detailed along with the legend of the [[Duresca Scrolls]]. This covenant is still a part of [[Fifth Edition]] cannon and is mentioned in [[Houses of Hermes True Lineages]] in the section on [[House Gurnicus]]. Barcelona is described as a Jerbiton covenant of urban magi. It is mentioned in [[Houses of Hermes True Lineages]] in the [[House Mercere]] section as also including a [[Mercere House]] informally known as Yuval&#039;s. [[Estancia-es-Karida]] is described as a band of Islamic [[Criamon]] magi (Sufis) allied with Moslem Ex-Miscellanea magi (such as Sahirs). It has not been mentioned anywhere in [[Fifth Edition]], but this does not preclude the possibility of it&#039;s existence. Jafariya is described as a group of Flambeau magi corrupted by the Infernal and clandestinely interfering with mundane affairs. Releganta (Relegare) and Rassus are both mentioned in [[Realms of Power Infernal]].&lt;br /&gt;
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=== Compatibility Issues ===&lt;br /&gt;
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[[Tribunals of Hermes Iberia]] is a [[Third Edition]] book. Using it in [[Fifth Edition]] requires much adaptation and modification, and is best used merely for inspiration. It is suggested that the [[Infernal]] themes be turned way down, some of them perhaps eliminated. For those parts you wish to keep, refer to rules in [[Realms of Power Infernal]] for Infernal magic and Diabolic powers, as well as demons. The [[Shadow Wars]] and the corrupt magi of [[Jafariya]] may be interesting to use though. If following the timeline of that book, the corrupt magi were exposed in 1207 and a Pact of Cooperation was established in 1214 to help defend against them. This pact involves the construction of a network of Hermes Portals (or rather, [[Mercere Portals]]). You can use these as past events, the [[Shadow Wars]] still ongoing or recently finished (or still lingering in traces). You may choose to modify this to be a current event, the corrupt magi (known as Flaming Shadows) being exposed at the Tribunal of 1221. The book also makes mention of a demon named Tyritescus that resides in the city of Barcelona, and mentions questionable interactions with him by the senior magus of that covenant Maltus of Jerbiton. You may wish to modify or eliminate this, since this is not in keeping with the theme of the current edition and reflects the style of an earlier edition. Finally, the book also mentions a cult of [[Diabolists]] that have infiltrated and corrupted the Knights of Santiago and other members of the church. Some may find this useful, others may feel it is distasteful. Do with it as you will.&lt;br /&gt;
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The history of House Flambeau and that Founder described in [[Tribunals of Hermes Iberia]] for [[Third Edition]] is much different from that given in [[Houses of Hermes Societates]]. In short summary, Flambeau is said to be to have come from Hispania rather than France, born of mixed Roman and Visigoth lineage and named Reculed Annaeus Seneca. His pater is named as a Mercurian wizard named Delendar, instead of the Mithraic wizard Laberius. [[Tribunals of Hermes Iberia]] dates his career as starting and ending much earlier; born in 698, began training in 712, on his own since 730, and died in battle in 788. [[Houses of Hermes Societates]] places his estimated year of birth as 715, his training begins in 732, and he either dies or retires in 820 (his final fate is left uncertain). [[Apromor]] is named as his eldest apprentice and successor in both editions. [[Houses of Hermes Societates]] names Elaine as his only other apprentice, but in [[Tribunals of Hermes Iberia]] his only other named (and surviving) apprentice is Delendos, the magus who witnessed his final battle and survived to spread the tale. [[Tribunals of Hermes Iberia]] further mentions an older [[Regional Tribunal]] named for [[Val Negra]], and mentions how that former tribunal was divided into Provencal and Iberia in 1096 by mandate of the Grand Tribunal. This is mentioned nowhere in [[Fifth Edition]], but does not conflict with anything established in current cannon either. &lt;br /&gt;
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There are three ways to deal with the differences in House Flambeau history. The easiest is to ignore it and simply go with current cannon. You may still want to utilize bits of the old story as apocryphal or didactic tales. You may instead choose the old history, which may affect the way you design and play a Flambeau magus but does not need to. You can either ignore the new history or ascribe that version to apocrypha. A third option is to be creative and create a hybrid synthesis of the two. A good example of this can be found in [[Sub Rosa]] (an Ars Magica fanzine). You can even downplay the whole thing and not even worry about it if it is irrelevant to your saga.&lt;br /&gt;
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Another issue with compatibility is the changes in rules between the editions. It is suggested that any characters that you use, other than for the purpose of simple roleplaying an NPC, be redesigned from scratch. Use the existing version of that character as a guideline, but use the rules from [[Fifth Edition]]. Similar issues exist with other characters detailed and other aspects such as demons and the [[Infernal]]. Again, you can use the older material as a guideline but recreate anything you use in terms of [[Fifth Edition]] rules.&lt;br /&gt;
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The third major issue with compatibility is the difference in the timeframe. As mentioned, the current year is presumed to be 1197 in that book, whereas in the current edition it is given as 1220. You can run a saga in just about any year, so it is not a problem at all to set yours as beginning in 1197. You can also choose to use 1220 as the year and say that the book describes past events. Recreate the characters you use from that book at an advanced age and/or replace them with younger ones. Or you can simply ignore it, and figure the state of things described are as they are in 1220 as opposed to 1197 (as far as the lives of the detailed magi there are concerned).&lt;br /&gt;
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= The Tribunal of the Levant =&lt;br /&gt;
A saga set in the 13th century [[Levant Tribunal]] must contend with three themes. First is the [[crusades]]. The border of the Levant Tribunal in [[Fifth Edition]] (see [[ArM5]] p. 201) corresponds to those of the crusader kingdoms, implying a strong connection between the crusades and the [[Order of Hermes|Order]]. It is likely that some [[magus|magi]] aid the crusading effort, while others come to explore this exotic new part of Christendom. Other magi may hinder the crusading magi, leading to a political saga with zealous pro-crusader magi on one side, and anti-crusader magi (perhaps related to those seeking to learn [[exotic magic]]) and local [[Hedge Magic|hedge wizards]] on the other. Such a saga will likely involve heavy [[mundane interference]], with all the plot complications this entails.&lt;br /&gt;
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Yet if [[Mythic Europe]]’s history will follow real world history, the crusading kingdoms will come to an end as the century does. This change is precipitated by contingent events that may turn out differently in Mythic Europe. For example, a key turning point was the dissolution of the Fifth Crusade after a disastrous flood, occurring shortly after the secular and papal leaders of the Crusade parted ways. But in Mythic Europe, perhaps the flood was orchestrated by Islamic wizards, once the [[Divine]] protection of the crusade was lifted? Perhaps [[Hermetic]] magi could avert it, or alleviate its effects? Alternatively, could Hermetic magi remain in the Levant under Mamaluk or Ayyubid sovereignty, even as the crusading kingdoms themselves falter? &lt;br /&gt;
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Sagas pursuing crusader themes will likely encounter Islamic wizards and would surely want to evoke the rich supernatural locales of the Levant. This brings us to the second theme, which is [[exotic magic]]. As the entire environment is Islamic, a natural place of inspiration is Arabian tales of magic, principally &#039;&#039;One Thousand and One Nights&#039;&#039; with its tales of genies, flying carpets, wizards, and magical places. Such exotic locales and elements could easily fill an entire saga. Magi can seek to befriend exotic wizards and learn their secrets, perhaps [[integration|integrating]] their exotic magic into [[Magic Theory|Hermetic theory]], or the stories can simply serve as inspiration for fantastic adventures of all sorts.&lt;br /&gt;
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Another source of exotic and [[ancient magic]] lies in the Biblical narrative, and includes elements such as the Adamite language and the Witch of Endor. The sourcebook [[Ancient Magic]] most likely has material of interest to such topics. The nearby land of Egypt is also associated with ancient magic such as the [[Emerald Tablets]] and the [[Cult of Isis]], and Mesopotamia offers a rich mythology full of demons and other mythical creatures, astrological events, and strange divinities and cults. Exploring these possibilities may involve [[Seeker]] plots to find and integrate this ancient magic. Note that if Seeker plots dominate the saga, however, it may be advisable to pick a more thoroughly Hermetic background (like the [[Greater Alps tribunal]]) for the player’s covenant, to provide contrast.&lt;br /&gt;
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The third theme Levant sagas need to contend with is the Mongol threat. Historically, the Mongols attacked the Levant from the 1260 onward, and up to 1300 raided as far south as Jerusalem. They were, however, unsuccessful in permanently holding land, and were defeated by the Mamluk rulers. These invasions took place at the end of the Mongol era, when the Mongol realm was already divided into warring factions and was converting to Islam and Christianity. In Mythic Europe, however, it is likely that the Mongols will feature their own unique [[Magic|magical]] [[tradition]]s and their coming should not go unnoticed in the saga. The Mongols may be used as a clear-cut threat, to be fought and defeated, or as a further source of exotic magic, wizards, and mundane political intrigue, or, perhaps most subtly, as an opportunity to renegotiate the social order and political and regional rights (such as ownership of magical places) of Hermetic magi in the Tribunal.&lt;br /&gt;
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The Levant Tribunal is described in detail in the [[Fourth Edition]] supplement &#039;&#039;[[Blood and Sand]]&#039;&#039;. In addition to providing an historical, political, and theological understanding of the Levant, a large part of this sourcebook is devoted to the description of the crusader states, the crusades, interactions with Islamic wizards, and so on. The Hermetic covenants are also designed to support this theme, with the four major covenants being one supporting the crusade, one supporting the Arabic counter-crusade, and two mediating between these sides. The book also extensively describes [[Mythic Islam]] and provides a system for Islamic magic, as well as depicting the Mythic Levant with its [[jinn]] and other mythical creatures and artifacts, although [[Fifth Edition]] players may find these descriptions problematic (see below). Although not a tribunal book, the Fifth Edition [[The Cradle and the Crescent]] also deals extensively with areas surrounding the Levant and its content is highly relevant to a Levant saga.&lt;br /&gt;
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=== Compatibility Issues ===&lt;br /&gt;
&#039;&#039;Blood and Sand&#039;&#039; is a Fourth Edition book, and its application to Fifth Edition requires some forethought.&lt;br /&gt;
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First and foremost, the troupe should decide on how to treat Islamic magic. &#039;&#039;Blood and Sand&#039;&#039; suggested the [[Sahir]] as [[Magus Slot|magi-equivalent]] Islam wizards, whose magic is based on summoning and controlling [[jinn]]. Perhaps the simplest way to do so in [[ArM5]] is to treat them as [[Summoner|Summoners]], a [[Mythic Companion]] [[tradition]] introduced in [[Realms of Power: The Infernal]] with roots in the Levant. As this is an [[Infernal Realm|Infernally]]-tainted traditions, it may be advisable to alter the mechanics to represent a [[Magical Realm|Magical]] one. &lt;br /&gt;
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A somewhat more extensive conversion along these lines was provided by [[Niall Christie]], the author of &#039;&#039;Blood and Sand&#039;&#039;, and is available [http://jarkmanpages.wordpress.com/miscellany/the-mythic-levant/blood-and-sand-redux/5th-edition-sahir-niall-christie/ online]. This conversion is based on the [[Goetic Art|Goetic Arts]] and [[True Name|True Names]] introduced in [[Realms of Power: The Infernal]], and draws on [[The Mysteries Revised Edition]] for astrology and [[celestial magic]], while keeping the tradition of [[Hermetic Sahir|Hermetic Sahirs]] from [[Houses of Hermes: Societates]] in mind. As such, it is fitted well into Fifth Edition [[canon]].&lt;br /&gt;
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The definitive treatment of Sahirs for Fifth Edition, however, is provided in [[The Cradle and the Crescent]]. [[TCatC]] provides many details on the sahir and jinn. This treatment is especially suitable if the sahir are to be truly magi-equivalent, powerful and flexible Islamic magi bound into an [[Order of Suleiman]] much like Hermetic magi are to the [[Order of Hermes]]. &lt;br /&gt;
&lt;br /&gt;
A related issue is how to treat the jinn. While &#039;&#039;Blood and Sand&#039;&#039; presents them as elemental creatures, akin to Magical [[elemental|elementals]] although possibly of other Realms, under Fifth Edition jinn bear little relation to elementals and at least some are [[genii loci]], spirits of places. Jinn were discussed in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, and Magical ones were expanded on in &#039;&#039;[[Realms of Power: Magic]].&#039;&#039; The definitive treatment, however, is once again in The Cradle and the Crescent, which describes jinn of all Realms and how they relate to Islamic magic.&lt;br /&gt;
&lt;br /&gt;
Another feature of the Mythic Levant that is repeatedly emphasized in &#039;&#039;Blood and Sand&#039;&#039; is the lack of [[Fearie Realm|Faerie]]. This is unnecessary in Fifth Edition, where many jinn can be considered Faerie and Faerie [[aura|auras]] and locales may (at the troupe’s discretion) be just as common as in mainland Europe.&lt;br /&gt;
&lt;br /&gt;
Mythic Islam is depicted in [[Realms of Power: The Divine]], and this Fifth Edition treatment should probably take precedent over the Fourth Edition (&#039;&#039;Blood and Sand&#039;&#039;) one (although the two are very similar). Note that this book also describes Divine Islamic traditions, including the Divine powers wielded by the [[Sufi|Sufis]]. &lt;br /&gt;
&lt;br /&gt;
Sagas exploring exotic magic may also want to utilize material from [[Ancient Magic]], including the [[Adamite|Language of Adam]], [[Caanite Necromancy]], and possibly [[Defixio Magic]], [[Grigori Magic]], and [[Heron of Alexandria]]’s Legacy. &lt;br /&gt;
&lt;br /&gt;
Finally, we note that &#039;&#039;Blood and Sand&#039;&#039; depicts the Levant tribunal as exceeding the borders of the crusader kingdoms, reaching out into Damascus, Baghdad, and Egypt. We suggest that these far-reaches would be maintained, as they make sense in light of the political situation and as a “greater Levant”. Whether that would constitute an increase to the borders of the Tribunal is a moot point, but we do suggest most, perhaps virtually all, covenants and magi to be kept within the Levant proper, so as to make the more distant parts of the Middle East more exotic. Alternatively, establishing such far covenants can be part, or the focus, of the saga.&lt;br /&gt;
&lt;br /&gt;
== Mesopotamia ==&lt;br /&gt;
&lt;br /&gt;
[[The Cradle and the Crescent]] depicts...&lt;br /&gt;
&lt;br /&gt;
== Mythic Africa ==&lt;br /&gt;
 &lt;br /&gt;
Northwest Africa is depicted in the 5th edition &#039;Tribunal&#039; books [[Between Sand &amp;amp; Sea: Mythic Africa]], while Egypt and it&#039;s neighbours are described in  [[Lands of the Nile]].&lt;br /&gt;
&lt;br /&gt;
If you go far enough south in [[Mythic Europe]], you encounter the [[Ring of Fire]] that prevents travel further south. If, somehow, you pass through it, you will reach the lands [[South of the Sun]].&lt;br /&gt;
&lt;br /&gt;
= The Loch Leglean Tribunal =&lt;br /&gt;
Covered in the 4th edition supplement [[Lion of the North]]&lt;br /&gt;
&lt;br /&gt;
= The Normandy Tribunal =&lt;br /&gt;
&lt;br /&gt;
= The Novgorod Tribunal =&lt;br /&gt;
&lt;br /&gt;
The north-eastern parts of Europe are the only parts of it that are still (in the 13th century) broadly devoid of human settlement (though even here the great river valleys are civilized), and where pagans can still be found in relative abundance (though even here they are dwindling). This makes this tribunal highly suitable for a similarly sparse [[Hermetic]] presence, with the local supernatural scene dominated by powerful [[Magic|Magical]] beings and locales (such as the ancient forests, the majestic Ural mountains, or the giant Pripet marshes), and by [[Faerie]] gods and their followers.&lt;br /&gt;
&lt;br /&gt;
There is another historical feature that sets this tribunal apart from all others in Mythic Europe: the Mongol conquest. The invasion, dating from 1237 to 1240 but presaged by a 1223 encounter, was followed by conquest that will last until 1380 (in some parts, extending to 1480). There are several ways to handle the Mongol threat in the saga (including ignoring it). At the level of Hermetic politics, it can serve as a tangible threat to the entire tribunal. At the level of mundane politics, it can serve as the backdrop to numerous political dealings and [[Court Wizard|court-wizardry]]. The short duration of the invasion and its dramatic nature, however, may tend to overshadow other saga themes.&lt;br /&gt;
&lt;br /&gt;
The tribunal is described by the [[Fourth Edition]] book [[The Dragon and the Bear]]. This Fourth Edition description is sometimes at odds with [[Fifth Edition]] materials, but much of the book can still be used.&lt;br /&gt;
&lt;br /&gt;
[[TDatB]] provides an extensive treatment of Slavic religion, that is based on the worship of Faerie gods, and describes the faeries of Slavic folklore. The tribunal likewise has numerous locales of grand, unspoiled nature, fit to be Magical places in [[Mythic Europe]]. This sets an excellent backdrop for stories based on such supernatural creatures and places. It also extensively details the [[Orthodox Church]], which should provide good material for stories based on the Christianity-paganism conflict.&lt;br /&gt;
&lt;br /&gt;
The mundane aspects of Russian (and Polish) society are also treated, with an emphasis on the warring princes. Their squabbles provide ample opportunity for court-wizardry. The Mongols and their invasion are also covered, in detail that should suffice to include them in similar plot themes.&lt;br /&gt;
&lt;br /&gt;
TDatB also emphasizes the theme of [[mundane encroachment]] into the ancient places of Magic, but we actually recommend the [[Rhine Tribunal]] as better suited for this theme.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
TDatB is firmly anchored in the Fourth Edition, and contains many rules that do not sit well with a Fifth Edition saga. The tools to make the necessary changes, however, are already in place in Fifth Edition canon.&lt;br /&gt;
&lt;br /&gt;
The description of pagan Slavic religion as Faerie sits well with Fifth Edition assumptions. The practice of Slavic domestic magic can be interpreted as the application of [[Sympathy Traits]] and [[folk charm|folk charms]] (see [[Realms of Power Faerie]]). Pagan villages should have a (low-level) Faerie [[aura|aura]]. Although TDatB discusses a specifically Slavic aura, this is not needed (the village aura may be [[tinted aura|tinted]], however). Neighboring wilderness and pagan holy sites should enjoy a more substantial Faerie aura, and faerie denizens, as appropriate.&lt;br /&gt;
&lt;br /&gt;
The Slavic pagan priests ([[volkhv|volkhvy]]) are presented as a pagan tradition of [[faerie wizard|faerie wizards]] in [[Realms of Power Faerie]]. These Fifth Edition rules should probably replace the Fourth Edition mechanics. The greatest implied change is that volkhv no longer bear [[The Gift]], which conforms well to their position in pagan society. The volkhv should still conduct massive rituals through their [[Ceremony]] ability, although mechanically they may wish to limit the participants in the actual supernatural ceremony in order to increase its potency. The need to invest [[Confidence]] should limit such “great rituals” to rare occasions, but volkhvy should be able to apply Sympathy Traits and [[supernatural ability|supernatural abilities]] on a more regular basis.&lt;br /&gt;
&lt;br /&gt;
[[Koldun]] are presented in [[Hedge Magic]] as a Magical tradition. This sits well with their shunned position in Slavic society. An [[Infernal Realm|Infernally]] tainted [[House Ex Miscellanea|Ex Miscellanea]] Koldun tradition is also mentioned in [[HoHS]]. Alternative, Koldun could be volkhvy corrupted by the Infernal (perhaps through [[Corrupted bility|Corrupted Abilities]]), or simply volkhvy that serve malevolent faeries.&lt;br /&gt;
&lt;br /&gt;
The details on the Orthodox Church provided in TDatB are historical and should apply to the saga. The game mechanics can be replaced with those presented in [[Realms of Power The Divine]]. The same applies to the crusading orders and Catholic priests.&lt;br /&gt;
&lt;br /&gt;
The description of the Mongols is likewise mostly historical and should serve well. Fifth Edition game statistics for Mongols are provided in [[Ancient Magic]]. There is no Fifth Edition substitute for their shamans that is comparable in detail, but Ancient Magic provides statistics for a [[shaman]] that are based on Infernal powers, and you can adopt a similar tactic or base them on the [[Summoner]] [[Mythic Companion]] . Alternatively, shamans may wield the [[Sihr]] ability of non-Hermetic [[Sahir|Sahirs]].&lt;br /&gt;
&lt;br /&gt;
== Mythic Iceland ==&lt;br /&gt;
&lt;br /&gt;
Iceland lies well beyond the reach of the [[Order of Hermes|Order]]. It is possible no [[magus]] even know it exists! While it was designated as part of the [[Novgorod Tribunal]] under [[Fourth Edition]], it can just as easily be part of the [[Hibernian Tribunal|Hibernian]], [[Loch Leglean Tribunal|Loch Leglean]], or even [[Rhine Tribunal|Rhine]] [[Regional Tribunal|tribunals]]. For the purposes of categorization, however, we kept it as part of the Novgorod tribunal.&lt;br /&gt;
&lt;br /&gt;
By the 13th century, Iceland is a wholly Christianized country, under the influence of the Norwegian king. Above all, it is a clearly [[Magic|Magical]] land, with immense glaciers and lava fields interposed with lush valleys.&lt;br /&gt;
&lt;br /&gt;
Mythic Iceland thus presents a unique opportunity to explore a highly Magical land that it very much a part of [[Mythic Europe]], but completely lacks an [[Hermetic]] presence. Magi will need to deal with the local [[Hedge Magic|hedge wizards]], and find their place between the land’s supernatural denizens and [[mundane]] society.&lt;br /&gt;
&lt;br /&gt;
Mythic Iceland is described in the [[Fourth Edition]] supplement [[Land of Fire and Ice]]. As a Fourth Edition book its content is unofficial, but much of it can be used for a [[Fifth Edition]] [[saga]]. The book presents the local Norse culture and history, as well as the magical spirits, giants, trolls, and elves that characterize it. There are several traditions of hedge wizardry in the land, and the two main ones (Norse wizard-priests and wizards wielding giant-magic) are detailed in some length.&lt;br /&gt;
&lt;br /&gt;
[[LoFaI]] maintains that all hedge wizards in Iceland are united into an Order-like structure. This presents interesting possibilities for politics between the Order and this collective, but also hinders somewhat the theme of “dealing with hedge magi”. The troupe may want to consider limiting the organization to just one or two traditions, or dropping it entirely.&lt;br /&gt;
&lt;br /&gt;
One should note that about half of LoFaI is devoted to providing a saga, a series of adventures (mostly) set in Iceland. This makes LoFaI more like “half” a tribunal book. The adventures themselves are still applicable, although they would require a mechanical overhaul, but almost half of them really have little to do with Iceland.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
There are many compatibility issues related to LoFaI. Its Fourth Edition game mechanics were often replaced by Fifth Edition ones.&lt;br /&gt;
&lt;br /&gt;
Under Fifth Edition, “landvaetir” should be seen as a generic name for the various [[Magic|Magical]] and [[Faerie]] [[creature|creatures]] and [[spirit|spirits]] of the land. Most can be described as Magical creatures, under the [[Realms of Power: Magic]] guidelines. The most prominent are perhaps the [[elemental|elementals]] and [[genius locus|genii loci]] of the land, which appear to be abundant in its many wild places (especially the lava fields, glaciers, volcanoes, and so on). Equally prominent are its [[airy spirit|airy spirits]], which seem to act in concert under the guidance of the Guardians. The guardians themselves appear to be exceptionally powerful Magical beings of all sorts: the first is a [[dragon]], the second an [[airy spirit]], the third a [[magical beast]], and the fourth a [[giant]]. Both the giants and the [[troll|trolls]] of Iceland fall under the rubric of “[[giant|Giants]]” in Fifth Edition.&lt;br /&gt;
&lt;br /&gt;
In addition, there are clearly also [[Faerie]] creatures in Iceland, most notably the “alfar” ([[Sidhe]] elves). Their various types can be seen as different types of faeries. Under a [[Realms of Powers: Faerie]] description, each type of alfar would draw [[Vitality]] in a different way, assuming a different role.&lt;br /&gt;
&lt;br /&gt;
The [[Vitkir]] are described in LoFaI as pagan priests. While they may still adhere to Norse religion, Fifth Edition Vitkir (as described in [[Hedge Magic Revised Edition]]) are a purely Magical tradition, removed from its pagan roots though sometimes referring to them (much like Hermetic spell names can mention pagan deities). Their devotion to the old pagan ways and gods is flexible, and you should fit it to your saga.&lt;br /&gt;
&lt;br /&gt;
The [[Torllsnyr]] are also described in [[Hedge Magic Revised Edition]] for Fifth Edition. Alternatively, one can treat them as the more powerful [[Muspelli]] of [[Rival Magic]]; note that these are depicted as worshiping dark primordial giants, and hence probably opponents of Vitkir (who derive their magic from Odin) and civilization. Again, although the mechanics differ the Fifth Edition version fits the giant-blood theme and the setting well. Whatever mechanics are applied to the Trollsnyr, however, true giants should also be allowed to partake of this tradition, or at least have comparable Powers.&lt;br /&gt;
&lt;br /&gt;
The lesser hedge traditions of the land are more poorly described, and harder to faithfully represent. It is perhaps best to consider Icelandic witches to be [[faerie doctor|faerie doctors]], as described in [[Realms of Power: Faerie]]. This choice connects them to the people and the faeries that accompany them, distancing them from the Magical vitkir and trollsnyr.&lt;br /&gt;
&lt;br /&gt;
= The Provençal Tribunal =&lt;br /&gt;
&lt;br /&gt;
In the 13th century the south of France, later known as the Midi or [[Languedoc]] has a different culture to the northern reaches of what will become France. Wracked by the disruption of [[the Albigensian Crusade]], both mundane and Hermetic society are fragmenting. Less centralised than the north, the feudal structure here relies on Paratge, a variant of more common chivalry. &lt;br /&gt;
&lt;br /&gt;
Hermetically, the only [[domus magna]] located here is the [[Flambeau]] stronghold [[Castra Solis]]. The former Flambeau domus magna, the lost covenant of [[Val-Negra]] is technically located here. Once the power-base of the [[Cult of Mercury]], the Pyreneean covenant of [[Aedes Mercuriae]] remains a major player in Hermetic politics, countered by the multi-site Jerbiton cooperative known simply as [[the Coenobium]].&lt;br /&gt;
&lt;br /&gt;
The tribunal’s [[canon|canonic]] description, in [[Faith in Flame]] or FaF, details the mundane history of the [[Albigensian Crusade]], the Cathars, Paratge and aspects of the Troubadour culture.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Faith and Flame]] is a Fifth Edition book, so there are essentially none. The supplement intentionally represents a Tribunal culture in keeping with the corebook description of the [[Order of Hermes]].&lt;br /&gt;
&lt;br /&gt;
Much of the original [[ArM2]] material was set in Provencal however, particularly the Val du Bois eg. [[Mistridge covenant|Mistridge]]. In 1220 Mistridge is no more, destroyed by the strife following the wake of [[the Albigensian Crusade]]. Similarly, the [[Four Seasons|Four Seasons Tetralogy]] was located here and players from Sagas using older editions may find the updated Tribunal has been developed differently to what they expected.&lt;br /&gt;
&lt;br /&gt;
As a later Tribunal book, the book references various other ArM5 supplements such as the various &#039;&#039;Realms of Power&#039;&#039; books, [[Hedge Magic: Revised Edition]], [[The Mysteries: Revised Edition]] and particularly the [[Flambeau]] and [[Jerbiton]] sections of [[Houses of Hermes: Societates]]. The [[Flambeau]] domus magna of [[Castra Solis]] is fully detailed beyond its original description. Similarly the book portrays [[The Cult of Mercury]] as one of the major political factions of the area and the [[House Mercere]] section of [[Houses of Hermes: True Lineages]] provides additional useful information for Sagas involving this entity. Enough extra material is provided within the supplement text to use the concepts without additional books but Troupe&#039;s wishing to expand their Sagas will find numerous opportunities to do so.&lt;br /&gt;
&lt;br /&gt;
=== Summary of Tribunal Book for Campaign Planning ===&lt;br /&gt;
&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
The book describes the Provençal Tribunal (PT) in 1220, including the Domus Magnae of [[House Flambeau]], [[Castra Solis]]&lt;br /&gt;
&lt;br /&gt;
1.1 Its boundaries are the Dordogne to the north, passing through the Massif Central to just north of Lyon and Chartreuse and then following the crest of the Alps south to just past Nice. The southern boundary extends along the line of the southern face of the Pyrenees and their foothills, incorporating not only the mountains but parts of the Basque country, the valley of Andorra, and the northernmost reaches of the Kingdom of Aragon and the County of Barcelona.&lt;br /&gt;
&lt;br /&gt;
1.2 A rough historical outline of the region, in particular [[the Albigensian Crusade]] is given in Chapter 2 of [[Faith and Flame]]. &lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
The PT is divided politically into several main factions and its last official Tribunal meeting was ineffective.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 Young PT magi may pass Gauntlet with few or many obligations depending on their relationship with their parens and their covenant of apprenticeship, and whether they align themselves strongly with one of the major factions.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 Establishing a covenant is relatively easy compared to most other Tribunals, making the foundation of new settlements common. Tradition requires only a Quaesitor to notarize the charter and the courtesy of notifying the local Mercer House of their existence. Either or both of these are delayed in many cases, sometimes indefinitely. The failure rate of new covenants in PT is significantly higher than other more structured Tribunals. Coupled with the depradations of the raiders of Fraxinetum in the 10th century and the recent Albigensian Crusade this leaves a wealth of ruined and abandoned covenant sites for players to explore and/or attempt to resettle.&lt;br /&gt;
&lt;br /&gt;
2.2.2 Although there are many areas far removed from mundane society that are potentially rich in magical resources, the disruption caused by [[the Albigensian Crusade]] makes the threat of mundane interference real.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.3.1 The Mercurians of the Cult of Mercury dominate the ancient Pyrenees covenant of Aedes Mercuriae.&lt;br /&gt;
&lt;br /&gt;
2.3.2 The Mithraists of Castra Solis strongly oppose the Mercurian faction.&lt;br /&gt;
&lt;br /&gt;
2.3.3 The Coenobium&lt;br /&gt;
&lt;br /&gt;
2.3.4 The Matrones&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Infernal plot involving a powerful entity known as &amp;quot;the Serpent&amp;quot; runs through the supplement but can be ignored if required.  &lt;br /&gt;
&lt;br /&gt;
Although composed of the largest remnant of the former Lotharingian Tribunal (see GotF and LatL), the PT covenants have little interest in reforming this Hermetic polity anew unlike their northern counterparts.&lt;br /&gt;
&lt;br /&gt;
==== Specific Support in the Book ====&lt;br /&gt;
3.1 FaF fully details the Sorginak hedge tradition of the Basques and their Ex-Miscellanea cousins.&lt;br /&gt;
&lt;br /&gt;
3.2 Additional information on lost Mercurian Road Magic is provided.&lt;br /&gt;
&lt;br /&gt;
3.3 The lost covenant of Val-Negra is detailed.&lt;br /&gt;
&lt;br /&gt;
==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 Although infrequent, raids from Normandy Tribunal magi are a potential scourge for PT covenants located near the border. At least one covenant (the Coenobium), sends a team to compete in the Hermetic Tourney at the time of the Normandy Tribunal meeting.&lt;br /&gt;
&lt;br /&gt;
= The Rhine Tribunal =&lt;br /&gt;
&lt;br /&gt;
By the 13th century only few areas of Germany remain untamed. The great German eastward expansion is underway, affected by German lords and crusading orders. The great forests of Germany are slowly succumbing to mundane encroachment, and even the marshes at the north-west are, slowly, being drained. Hermetically, this is the very first tribunal, housing [[Durenmar]], the [[House Bonisagus|Bonisagus]] [[domus magna]]. It also harbors the domus magna of [[House Bjornaer|Bjornaer]] and [[House Merinita|Merinita]].&lt;br /&gt;
&lt;br /&gt;
This background is ideal for telling tales relating to [[mundane encroachment]] and dealing with [[mundane]] society. It is also well suited to the study of ancient, primeval magic. The tribunal’s [[canon|canonic]] description, in [[Guardians of the Forest]], supports these roles well.&lt;br /&gt;
&lt;br /&gt;
Nowehere are the dangers of mundane encroachment made more clear than in the Rhine Gorge. [[GotF]] leaves the valley empty of active covenants, but littered with the ruins of those that have fallen to the mundanes. This is an ideal setting to establish a new covenant that will face similar troubles, or “undo” the destruction of an old one to explore its interactions with the mundanes.&lt;br /&gt;
&lt;br /&gt;
Another obvious place to explore this theme is an ancient magical forest. GotF provides rules for [[Forest Spirit|forest spirits]] and an assortment of tales about how forests were or are being broken up and rendered mundane. Even the Black Forest itself suffers from the increasing presence of monasteries.&lt;br /&gt;
&lt;br /&gt;
[[Faeries|Faerie]] powers also suffer from mundane encroachment, and this can be explored in several ways in the tribunal. The dark faerie spirit that dominates the Black Forest suffers from the efforts of the Church and magi alike. The witches and faeries surrounding [[Irencillia]] can come under pressure from the Church. And the goddess Danu still weeps for her lost worshippers.&lt;br /&gt;
&lt;br /&gt;
The struggle between those who wish to live in harmony with the mundanes and those who wish to protect the wild from their threat ([[Wilderist|Wilderists]] and [[Harmonist|Harmonists]]) is a recurring theme that is well-suited for this tribunal. Such stories can be spun around the pious magi in the city of Lubeck, and the Three Magoi in Colonge. Those are good settings to emphasize efforts at harmonizing Christian faith and magic. Similarly, [[Crintera]]’s coping with the Danish conquest of its lands follows harmonist themes. Harmonist PCs can also busy themselves with countering the many Wilderist plots in the tribunal, such as the rampages of [[Urgen]] or X’s plot to flood the Rhine.&lt;br /&gt;
&lt;br /&gt;
The tribunal’s [[peripheral code]], however, allows taking extreme measures to protect Magical and Faerie places, and it serves equally well for Wilderist stories. In addition to furthering existing Wilderist schemes, the PCs can align themselves with Forest Spirits or faerie powers. They can release the fury of the spirits of the North Sea, greatly reducing Danish control over the northern shores and reducing the power of the trade cities. [[Trianoma]] and [[Roznov]] can be developed as models for the Wilderist visions of how wizards should integrate with mundane society - as lords, or as priests, correspondingly. Ultimately, the characters may strive to unite the great [[Hercynian forest|Hercynuian forest spirit]] itself - a task that will require undoing centuries of its gradual fragmentation and dissolution, and will substantially alter the face of [[Mythic Europe]]. An equally audacious task is to instigate a pagan revival amongst the Slavs, and perhaps turn back the tide of the Germanic expansion.&lt;br /&gt;
&lt;br /&gt;
The tribunal is also well suited to the investigation of primeval, natural Magic. The ancient domus magna of Merinita still lies forsaken in its depths, and can be a source for Nature Mysteries. The significant presence of House Bjornaer, and the ancient forests themselves, also greatly contributes to this direction. Bonisagus magi, from their base at Durenmar, are well placed to take such insights and transfer them into [[Magic Theory]] and the Order as a whole.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
Guardians of the Forest is a Fifth Edition book, so there are essentially none. It is an early book, however, so a few points should be mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forest Lore&#039;&#039; was expanded in [[Houses of Hermes: Mystery Cults]] into [[Nature Lore]], and bolstered with further [[Nature Mysteries]]. [[Forest Spirit|Forest Spirits]] were expanded into [[Magic Spirit|Magical Spirits]] in [[Realms of Power: Magic]], and are now governed by much more detailed and flexible rules. In both cases the old [[GotF]] rules are perfectly serviceable, however, and may be preferred by some troupes. Indeed, they allow for forest spirits of any Realm, and discuss their change, growth, and dissolution.&lt;br /&gt;
&lt;br /&gt;
[[Houses of Hermes: Mystery Cults]] clarifies that [[Crintera]] should harbor no [[Shapechange|Shapechangers]], and the covenant’s association with mundane religion and especially the identification of the [[heartbeast]] in GotF are inconsistent with its description.&lt;br /&gt;
&lt;br /&gt;
=== Summary of Tribunal Book for Campaign Planning ===&lt;br /&gt;
&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
The book describes the Rhine Tribunal (RT) in 1220, with the Domus Magnae of Houses Bonisagus, Bjornaer and Merinita.&lt;br /&gt;
&lt;br /&gt;
1.1 Its boundaries are the Danube to the South, and roughly the borders of the Holy Roman Empire of German Nation (HRE) on the other sides. Rügen is part of the RT, but otherwise the Kingdom of Denmark isn’t.&lt;br /&gt;
&lt;br /&gt;
1.2 A rough historical outline of the HRE is given in [[GotF]]. To learn about its organization, the Sachsenspiegel ([http://en.wikipedia.org/wiki/Sachsenspiegel]) is a good start.&lt;br /&gt;
&lt;br /&gt;
1.3 The great Forests of the RT are homes to Realm-aligned spirits of often enormous power (up to Might 60 – heed the errata), that can aid, antagonize and teach inhabitants, even powerful covenants. &lt;br /&gt;
&lt;br /&gt;
1.4, 1.5 GotF details two demons plotting over the RT, designed around the Germans’ struggle with Slavic pagans and Scandinavian people. These demons can easily be removed from a campaign. &lt;br /&gt;
&lt;br /&gt;
1.6 The Wild Hunt Faerie Game terrorizes many areas on winter nights: the Huntsmen search and chase the shy, benevolent Holzfrauen, who might seek refuge with humans.&lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
The RT is controlled by covenants founded centuries ago, and by old magi relying on contacts, favors and a tailored peripheral code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 Young RT magi (called journeymen) have few specific obligations, but without friends and contacts amount to very little. They can rely on the terms of hospitality offered by most RT covenants (and determined in detail by the troupe). They are well advised to join a Gild: a ‘lodge’ which represents an established political agenda and provides support to members.&lt;br /&gt;
&lt;br /&gt;
2.1.2 Gilds and covenant hospitality already provide close social control by sodales. So Quaesitores find little to do and are few.&lt;br /&gt;
&lt;br /&gt;
2.1.3 Reputation and merit recognized by their RT sodales in a formal way advance journeymen to master rank. This typically takes 20-30 years. Masters can then strive for archmage rank as usual. Journeymen are not allowed to take apprentices. Masters each hold two votes at Tribunal, archmages three. Disputes between RT sodales of different rank, which elsewhere could be decided by certamen, are instead automatically decided in favor of the higher ranking mage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 All existing RT covenants need to approve, before a new covenant is recognized in RT: think pork. Covenants founded for a specific purpose of Tribunal-wide appeal have the best chances. Remote chapter houses can be founded without universal approval as part of established covenants.&lt;br /&gt;
&lt;br /&gt;
2.2.2, 2.2.3 Obligations incurred at founding time will from the onset keep covenants enmeshed with Tribunal politics.&lt;br /&gt;
&lt;br /&gt;
2.2.4 Suitable magical sites removed from the world are likely (troupe decision) taken centuries ago: so most new covenants can expect to have mundane neighbors.&lt;br /&gt;
&lt;br /&gt;
2.2.5 Fast advancement of specific RT covenants would need significant changes in RT peripheral code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.3.1 Eichengilde (preserve RT tradition), Weissdorngilde (protect wilderness – includes Bjornaer Wilderists), Eschengilde (smite Order’s enemies), Holundergilde (protect Faerie), Lindengilde (increase cooperation of magi – includes Bjornaer Harmonists), Apfelgilde (improve mundane relations)&lt;br /&gt;
&lt;br /&gt;
2.3.2 Harmonists and Wilderists must come to terms, how [[House Bjornaer]] shall protect the dwindling wildernesses from mundanes, and Crintera from Danes. Two covenants fight for control of the northern seas. In Bohemia two covenants seek to establish different kinds of paganism. The original home covenant of House Merinita might (troupe decision) not be altogether lost, but stay in hiding and plot to retake their House.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The RT covenants around the lower and middle Rhine, together with Normandy Tribunal covenants north of the Seine, will bring a move to the next Great Tribunal: their forming into the new Lotharingian Tribunal. They argue, that to exist among prosperous mundanes requires an adequate [[Peripheral_Code | peripheral code]]. Even RT covenants distant from the prospected area of the new Tribunal hope to benefit through trade and chapterhouses from it. But there is also an example of an RT covenant which existed among mundanes and was destroyed for it.&lt;br /&gt;
&lt;br /&gt;
==== Specific Support in the Book ====&lt;br /&gt;
3.1 GotF gives a rudimentary system for [[initiation | Initiations]] of [[Virtues]] by Forest spirits, which especially [[HMRE]] develops further. &lt;br /&gt;
Gild–related Virtues (quite useful for journeymen magi) and Flaws are provided.&lt;br /&gt;
&lt;br /&gt;
3.2 There is a 22 page mini-campaign about founding a covenant at the middle Rhine.&lt;br /&gt;
&lt;br /&gt;
3.3 There is also a chapter introducing Rhine sagas and their potential in more general terms.&lt;br /&gt;
&lt;br /&gt;
==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 , 4.2 Both Normandy and Rhine Tribunal are involved with the attempt to found the Lotharingian Tribunal. A covenant on Zealand (formally Novgorod Tribunal) tries to get accepted in RT. The Greater Alps Tribunal is often used by established RT magi as an example for good practice.&lt;br /&gt;
&lt;br /&gt;
= The Roman Tribunal =&lt;br /&gt;
&lt;br /&gt;
As befits the fallen homeland of the great Rome, the land of Italy has long been been thoroughly civilized and tamed. By the 13th century few wild places, suitable for a Magical aura, remain, and the land is densely populated and cultivated. In the north the Italian city-states grow rich on trade, while from further south the papacy exerts it power across all of Europe. Italy is divided and held by many powers that constantly struggle against each other, but perhaps the most influential is the Emperor (Frederic II), that holds Sicily and will struggle for control of the mainland for half a century. The Byzantine Empire would likewise make similar attempts to regain its former sovereignty in the Empire’s cradle. At the [[Hermetic]] level, the tribunal’s history stretches back to before the founding of the [[Order of Hermes|Order]], to the ancient [[Cult of Mercury]] from which it sprang. It is home to the [[domus manga]] of the Order’s two trading houses ([[House Mercere|Mercere]] and [[House Verditius|Verditius]]), and its highest legal authorities ([[House Guernicus|Guernicus]]).&lt;br /&gt;
&lt;br /&gt;
This setting seems geared to follow, in Hermetic politics, the main themes of the mundane one. There are three main ones: trade, conflict, and the restoration of Imperial glory.&lt;br /&gt;
&lt;br /&gt;
The [[Roman_Tribunal | Roman tribunal]] was described by the [[Third Edition]] book [[Tribunals of Hermes Rome]]. Like much of that edition the content included numerous [[Infernal Realm|Infernal]] plots, which is not the standard [[Fifth Edition]] approach. You can, of course, choose to ignore them. The tribunal is described as [[raw vis|vis]]-poor, which contributes to the inter-[[covenant]] conflict and strife. While [[ToHR]] maintains that it is crowded, it does not hold many covenants and the [[storyguide]] may want to consider adding more covenants or [[chapter house|chapter houses]] to increase Hermetic density.&lt;br /&gt;
&lt;br /&gt;
This tribunal is an especially suitable place to stage stories about the [[Cult of Mercury]] and the Order’s pre-Hermetic roots. It is also a good place to coordinate efforts to rerform the Order, especially ones led by Guernicus and Mercere. At the more literal level, attempts to recreate a true Roman Empire, headed by Frederic or the Byzantines, should definitely involve this tribunal. While in blatant violation of the [[Code]], should the Empire be reforged this could have considerable mystic significance.&lt;br /&gt;
&lt;br /&gt;
[[Verdi]] and [[Harco]] are two centers of Hermetic commerce. Together with the presence of the Italian city-states and their clients (such as the crusaders), they make the Roman tribunal the ideal location to set stories about both mundane and Hermetic trade. This opportunity is only bolstered by the presence of many squabbling lords, that could benefit from the trade in magic items. Other covenants in the tribunal (such as [[Postetsas]], [[Feritel]], and [[Luctatio]]) are also heavily invested in trade.&lt;br /&gt;
&lt;br /&gt;
[[Magvillus]] holds a weak but tangible force over all the Order, and establishes Rome as the natural setting for stories involving [[Hermetic Law]]. Legal actions involving interference or trade with the numerous squabbling mundane lords, the papacy or [[The Church|Church]], or Order-wide efforts are particularly suitable.&lt;br /&gt;
&lt;br /&gt;
The struggles of the papal states with their neighbors and, especially, with the Holy Roman Empire make the tribunal an inviting setting to explore relations with the Church. This theme is supported by the presence of [[Literatus]], a papal-sponsored covenant, and a few other [[Jerbiton]] [[magi]] (most notably in Feritel and [[Vardian’s Tomb]]), granting substantial power to House Jerbiton in its efforts to harmonize relations with the Church.&lt;br /&gt;
&lt;br /&gt;
The covenants of the tribunal have a long history of struggle against each other, bolstered by the low availability of raw vis and the competition that trade brings. The [[Hubris]] of [[Verditius]] magi surely doesn’t help, either, nor does the presence of many [[Tytalus]] magi (especially in [[Luctatio]], but also influential in [[Rellantalli]]). New covenants, such as [[Vardian’s Tomb]], will find it especially difficult to prosper under the greedy and scheming eyes of their [[sodales]]. The tribunal therefore provides a good background for tales involving the hardships of setting up a new covenant, especially ones concerning Hermetic or [[mundane]] politics and obtaining [[raw vis]]. Conversely, setting the story at one of the more established covenants provides a good opportunity to study intrigue and perhaps even [[Wizard’s War]].&lt;br /&gt;
&lt;br /&gt;
The demonic themes emphasized in [[ToHR]] can be applicable to any tribunal, but Rome does provide a unique opportunity in the sense that it serves a background of the struggle between pope and anti-pope, the Church and Antichrist - in the form of Frederic II and the “pope” he supports, and their struggles against the Church. Both sides can be seen as [[Infernal]] or [[Divine]], as suits the saga. Stories dealing with this dramatic struggle between darkness and good should be staged at this tribunal.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
The three [[domus magna]] are described in the appropriate Houses of Hermes books ([[Houses of Hermes: True Lineages]] describes [[Magvillus]] and [[Harco]], while Verdi is described in [[Houses of Hermes: Mystery Cults]]). These description vary only slightly from their [[Third Edition]] description.&lt;br /&gt;
&lt;br /&gt;
The treaty limiting the sale of magic items is Order-wide in ArM5 (p.). Note that the tribunal may also be affected by the limitation on the magical creation of silver ([[HoHTL]] p.), which would encourage trade and strife as befits the tribunal.&lt;br /&gt;
&lt;br /&gt;
The devout magi of [[Literatus]] may, or may not, be [[Holy Magic|Holy Magi]] (see [[Realms of Power: The Divine]]). The Church, in general, should follow the rules set in Realms of Power: The Divine, while [[Infernal]] corruption of it or the Emperor’s priests can be supported with material from [[Realms of Power: The Infernal]]. Neither book is necessary, however.&lt;br /&gt;
&lt;br /&gt;
= The Stonehenge Tribunal =&lt;br /&gt;
&lt;br /&gt;
The kingdom of England in 1220 is ruled by a 13 year old child (Henri III), whose monarchy is constrained by the Magna Carta and characterized by numerous rebellions and struggles over royal rights. His vassals often war amongst themselves, especially over the prized lands of Wales. England also has a long tradition of magical kingmaking, dating back to the legendary [[Merlin]]. Hermetically, it is at the fringes of the [[Order of Hermes|Order]], and contains the [[domus magna]] of [[House Ex Miscellanea]] ([[Cad Gadu]]). All this makes it an ideal place to set a [[saga]] where [[Hermetic Law]] is weak and [[interfering with mundanes|interference with mundane politics]] rampant.&lt;br /&gt;
&lt;br /&gt;
The [[Stonehenge Tribunal]] is described in the [[Fourth Edition]] book [[Heirs to Merlin]]. As a Fourth Edition book its contents are not official under [[Fifth Edition]], but they can be more-or-less used as-is. The book supports the above theme with a highly detailed description of mundane society in medieval England, that should provide plenty of opportunities and ways for the covenants to get embroiled in mundane society. It also provides an [[Hermetic]] history with several cases of clear or suspected interference with mundanes, and a Hermetic society that maintains Hermetic law only intermittently and includes several covenants that are explicitly engaged with mundane society in one way or another ([[Schola Pythagorais]] functions as a university, [[Libellus]] runs a manor and has questionable dealings with a nearby abbey, and [[Burnham]] mysteriously received charter rights from the king).&lt;br /&gt;
&lt;br /&gt;
The Hermetic history of the tribunal also marks it as a stronghold of the [[House Diedne|Diedne]], making it the natural choice for stories involving their relics, remnants, or return. It is similarly suitable to feature stories about the return of [[Damhan-Allaidh]], the fabled [[Hedge Magic|hedge wizard]] that [[Pralix]] fought (although the [[Loch Leglean tribunal]] is also suitable for this role). [[King Arthur|Arthurian]] and [[Merlin]]-related tales are also highly suitable here and in [[Normandy Tribunal|Normandy]].&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Issues ===&lt;br /&gt;
&lt;br /&gt;
[[Heirs to Merlin]] contains no game mechanics or statistics. This means that there are no game-mechanical aspects that needs converting, but also that there are no statistical details (like combat statistics or even [[aura]] strengths) that can be used as-is; you need to invent any that you require. The book focuses almost entirely on presenting the mundane society, period stories of miracles and magic, and Hermetic society; these aspects can mostly be used for a [[Fifth Edition]] saga just as well as for a [[Fourth Edition]] one.&lt;br /&gt;
&lt;br /&gt;
[[Cad Gadu]] is briefly described for Fifth Edition in [[Houses of Hermes: Societates]]. This description is essentially compatible with the material in Heirs to Merlin. The major change is that the Fourth Edition [[Primus|Prima]] [[Immanuela of House Ex Miscellanea|Immanuela]] has gone into [[Final Twilight]] by Fifth Edition, to be replaced by the more energetic and young [[Ebroin]]. [[HoHS]] also provides several details on [[House Ex Miscellanea]] and its traditions and lineages that should be useful for any Stonehenge saga. Immanuela is specifically described as being an [[Hermetic Haruspexes|Hermetic Haruspex]], and Cad Gadu as an ancient [[Columbae]] stronghold.&lt;br /&gt;
&lt;br /&gt;
Heirs to Merlin mentions ‘[[natural magician|natural magicians]]’. In Fifth Edition terms, these can be represented as practitioners of [[experimental philosophy]], as described in [[Art and Academe]], or as the [[elementalist|elemental]] or [[learned magician|learned magicians]] described in [[Hedge Magic Revised Edition]].&lt;br /&gt;
&lt;br /&gt;
= The Tribunal of Thebes =&lt;br /&gt;
&lt;br /&gt;
There are two issues every saga set in the [[Thebes Tribunal]] must face - the fall of Constantinople, and the Greek mythos.&lt;br /&gt;
&lt;br /&gt;
In 1204 the great city of Constantinople was sacked and the Byzantine Empire was shattered into warring fragments, some led by Greeks while others - including Constantinople itself - under Latin control. This is still the state on the official saga starting point, in 1220. In addition to taking control of much of the Empire itself, the Latin Church is also taking control of the Church of the East, and the Venetian fleets dominate the Aegean sea and, thereby, control the many Greek islands. This forms an excellent backdrop for struggles about restoring the Empire. Historically, this struggle will largely succeed, reaching a peak in 1261 with the conquest of Constantinople by the Empire of Nicea. A saga could be based on the heroic attempt to restore the empire and defend it. A struggle to regain Imperial glory is especially suitable for this Tribunal as it is closely associated with [[House Jerbiton]], a House closely tied to the mundane nobility and high-culture of Thebes.&lt;br /&gt;
&lt;br /&gt;
The second obvious theme is the Greek mythos. Any saga set in Thebes should draw on the rich mythology and bestiaries that it offers. This backdrop, however, also calls for more dramatic storylines, involving the powerful NPCs that dominate the myths. For a [[Fifth Edition]] saga, these will come in two varieties: the [[Faerie]] Olympian gods, and the [[Magic|Magical]] [[Titan|Titans]]. A saga could be based on aligning with any one of these powers, or of opposing them. The [[player character|PCs]] may want to return to the worship of the Faerie gods, perhaps spreading this old faith in [[Hermetic society]] or even in the [[mundane]] world, or they may seek to draw on the power of and aid the titans chained in [[tartarus]]. Alternatively, they may oppose idolatrous schemes by [[pagan]]-magi to resurrect the Faerie powers of old, or to unchain and unleash the raw powers of nature - the titans - upon the world. &lt;br /&gt;
&lt;br /&gt;
The area’s Tribunal book, [[Sundered Eagle]], considerably supports both themes. It provides an extensive history of the mundane kingdoms, which should greatly aid a saga focused on the restoration of the Empire. It furthermore provides Jerbiton [[covenant|covenants]] and [[magi]] that strive towards this aim. Such a saga would inevitably involve [[Infernal]] and [[Divine]] machinations, and [[SE]] provides many details on Divine icons, [[saint|saints]], and [[angel|angels]] that may contribute to this effort, as well as [[Infernal]] machinations to oppose them - including examples of subtle Infernal corruption and its fruits, an Infernally-aligned kingdom, the demonic mastermind behind the fall of Constantinople, and more. &lt;br /&gt;
&lt;br /&gt;
This theme is further supported by the distinctly-Greek Hermetic culture described in SE, that sees itself in many ways as superior to the Latin traditions of the rest of the Order. These traditions can contribute to the feeling of identification with the local Greek culture and the loyalty to the Byzantine empire.&lt;br /&gt;
&lt;br /&gt;
SE also provides considerable support for the mythological themes. On the Faerie side, these include a scheme and [[Mystery Cult|mystery cult]] aimed at aligning the Order with Faerie and awakening the ancient Olympian gods, as well as information about Greek faeries. Arcadia, in Peloponisos, is in particular described as being partly in Faerie. On the side of Magic, SE discusses bindings and offers several locales and tales related to the titans and giants. It also includes a covenant sitting on a gateway to tartarus, complete with a [[chthonic]] cult and connections to the deity Hades.&lt;br /&gt;
&lt;br /&gt;
=== Conversion Notes ===&lt;br /&gt;
Since SE is a late Fifth Edition supplement, there are none. However, it is worth noting that in many cases the use of other books is highly recommended to make good use of its content. The various &#039;&#039;Realms of Power&#039;&#039; books, in particular, are heavily relied on to depict the respective supernatural forces. Divine traditions and [[Holy Magic|Holy Magi]] will require [[Realms of Power: The Divine]], while depictions of the titans and related creatures would be greatly assisted by [[Realms of Power: Magic]]. The Infernal powers depicted in SE cannot be fully understood without reference to [[Realms of Power: The Infernal]], and of course [[Realms of Power: Faerie]] would aid in depicting local faeries, including the Greek gods. &lt;br /&gt;
&lt;br /&gt;
In addition, [[Houses of Hermes: Societates]] can be useful to gain a better understanding of House Jerbiton, and [[Houses of Hermes: Mystery Cults]] of [[House Verditius]], whose [[primus]] is in the tribunal, and the [[Cult of Haephestus]] that is related to it. [[Houses of Hermes: True Lineages]] depicts the [[Terrae Cult]] that is used in relation to chthonic magic in SE. SE also draws on [[Ancient Magic]], [[Hedge Magic]], and [[The Mysteries Revised Edition]].&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[List of products by edition]]&lt;br /&gt;
*[[Regional Tribunal]]&lt;br /&gt;
*[[Tribunal Book]]&lt;br /&gt;
&lt;br /&gt;
= Template for a Summary of a Tribunal Book for Campaign Planning =&lt;br /&gt;
&lt;br /&gt;
Here follows the template, as discussed on [http://forum.atlas-games.com/viewtopic.php?f=4&amp;amp;t=21735 Atlas Games&#039; Ars Magica Forum October 2013]:&lt;br /&gt;
&lt;br /&gt;
===Summary of Tribunal Book for Campaign Planning===&lt;br /&gt;
==== Territory of the Tribunal ====&lt;br /&gt;
1.1 &amp;lt;Geography&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.2 &amp;lt;Mundane Organizations&amp;lt;&lt;br /&gt;
&lt;br /&gt;
1.3 &amp;lt;Important Magical Features and Inhabitants&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.4 &amp;lt;Important Divine Blessings&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.5 &amp;lt;Important Infernal Plots&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.6 &amp;lt;Important Faerie Games&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Order - Tribunal Organization ====&lt;br /&gt;
&#039;&#039;&#039;2.1 Effects on Individual Magi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.1.1 &amp;lt;Obligations&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1.2 &amp;lt;Monitoring&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.1.3 &amp;lt;Positions and Advancement&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.2 Effects on Covenants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.2.1 &amp;lt;Requirements for Founding&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.2 &amp;lt;Requirements for Continued Existence&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.3 &amp;lt;Political Involvement (Hermetic)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.4 &amp;lt;Political Involvement (Other)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.2.5 &amp;lt;Potential for Development&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.3 Factions in the Tribunal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2.3.1 &amp;lt;List&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.3.2 &amp;lt;Interactions and Conflicts&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.4 Important Plots for Campaign&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Specific Support in the Book ====&lt;br /&gt;
3.1 &amp;lt;For Character Development&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.2 &amp;lt;For Covenant Development&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3.3 &amp;lt;For Campaign Development&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Interaction with Other Tribunals ====&lt;br /&gt;
4.1 &amp;lt;List&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4.2 &amp;lt;Potential Stories&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous Remarks ====&lt;br /&gt;
&amp;lt;Here go important things that otherwise don&#039;t find a place in the format&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please use this template to summarize a Tribunal book for campaign planning, so the hurried reader knows where to find what.&lt;br /&gt;
&lt;br /&gt;
Please note:  &lt;br /&gt;
&lt;br /&gt;
No spoilers. Brevity and precision. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;These titles of bullet points&amp;gt; just define a paragraph&#039;s content, and are omitted in the text.&lt;br /&gt;
The text should have on average two lines per bullet point. Bullet points irrelevant for planning a campaign shall be dropped.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
[[Category:Tribunal]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Tradition&amp;diff=14498</id>
		<title>Tradition</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Tradition&amp;diff=14498"/>
		<updated>2016-01-31T03:59:34Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Extinct Traditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;tradition&#039;&#039;&#039; is a particular style of magic that is practiced and handed down to generations of magicians through [[Apprentice|apprenticeship]]. [[Hermetic Magic|Hermetic magic]] is an especially flexible, powerful magical tradition practiced throughout the [[Order of Hermes]].  There exist other, [[non-Hermetic]] traditions; many of them are associated with a particular culture or locale in [[Mythic Europe]].  Many traditions have origins in the classical or ancient past.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tradition&amp;quot; is not a strictly defined game term in Ars Magica.  There are several varieties of magic that can be called traditions.  They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions&#039; members.&lt;br /&gt;
&lt;br /&gt;
==Hermetic Traditions==&lt;br /&gt;
{{Main|Houses of Hermes}}&lt;br /&gt;
[[Hermetic magic]] can be considered a very broad, powerful, and diverse tradition of magic.  All members of the [[Order of Hermes]] can be said to follow it, except perhaps [[hedge wizard|hedge wizards]] who very recently joined the Order.&lt;br /&gt;
&lt;br /&gt;
Each of the [[Houses of Hermes]] is a tradition in its own right. Indeed, several houses combine two or more traditions; see the articles on the individual Houses for details.&lt;br /&gt;
&lt;br /&gt;
=== Ex Miscellanea Traditions ===&lt;br /&gt;
{{Main|House Ex Miscellanea}}&lt;br /&gt;
House Ex Miscellanea is a [[Societas]], but consists of many independent traditions that it has assimilated over the centuries. It is therefore more properly considered a collection of traditions than a tradition in its own right. Most of the traditions in House Ex Miscellanea overlap with [[hedge magic]]. The difference is that magi Ex Miscellanea usually have full command of the [[Hermetic]] [[Art]]s&amp;lt;ref&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 11, &amp;quot;House Ex Miscellanea&amp;quot;&amp;lt;/ref&amp;gt; &#039;&#039;in addition to&#039;&#039; the magic of their ancestral traditions, whereas hedge wizards are restricted to their pre-Hermetic powers only, and are much more limited.&lt;br /&gt;
&lt;br /&gt;
See [[House Ex Miscellanea]] for a list of traditions. Those traditions which, according to [[canon]], survive outside of the [[Order of Hermes]] are also listed [[#Non-Hermetic_Traditions|below]].&lt;br /&gt;
&lt;br /&gt;
== Non-Hermetic Traditions ==&lt;br /&gt;
{{Main|Hedge magic}}&lt;br /&gt;
Most [[non-Hermetic]] traditions are much weaker and more limited than Hermetic magic. These weak forms of magic are collectively called [[hedge magic]]. There are, however, a few powerful forms of foreign magic that are closer to parity with the power of Hermetic Magic; see &#039;&#039;[[Rival Magic]]&#039;&#039; for rules and background on them.&lt;br /&gt;
&lt;br /&gt;
=== Mystery Cults ===&lt;br /&gt;
{{Main|Mystery Cult}}&lt;br /&gt;
[[Mystery Cult]]s are secret organizations that teach specific mystical practices call [[Mysteries]]. Mysteries are highly ritualized and often include a spiritual or even explicitly religious component. Magi of the Order of Hermes can join mystery cults, but [[Mysteries]] are outside the usual theory and practice of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
In terms of [[game mechanics]], Mysteries usually take the form of special [[Mystery Virtue|Mystery Virtues]] rather than [[Art|Arts]] or [[Ability|Abilities]].  Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.&lt;br /&gt;
&lt;br /&gt;
See the [[Mystery Cult]]s article for a list of mystery cults.&lt;br /&gt;
&lt;br /&gt;
=== Hedge Traditions ===&lt;br /&gt;
Most traditions that still exist outside the Order are considered [[hedge magic]], though that broad term masks a diversity. Some forms of hedge magic are more powerful than others. In terms of [[game mechanics]], a follower of a hedge tradition may be a [[companion]], [[Gifted companion]], [[Mythic companion]], a [[magus]] [[Ex Miscellanea]], or even a [[grog]],&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 11, &amp;quot;Magi, Companions, or Grogs&amp;quot;&amp;lt;/ref&amp;gt; depending on the particular tradition and/or the player&#039;s preference.&lt;br /&gt;
&lt;br /&gt;
The following list combines traditions affiliated with both the [[Magical|Magic Realm]] and [[Faerie Realm]]s. Both are included in the common usage of the term &amp;quot;hedge magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;[[Borrowers]]&lt;br /&gt;
:Traders who barter mortal goods for [[faerie]] blessings&lt;br /&gt;
;Breton Bards&lt;br /&gt;
:There is a tradition of Breton bards descended from [[Melusine]] the water faerie, whose powers of enchanting music are similar to those of the [[Seirenes]]&amp;lt;ref name=&amp;quot;Ringing&amp;quot;&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 109, &amp;quot;Ringing the Changes&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
;Corrguineach&lt;br /&gt;
:Irish wizards with great powers over elemental spirits, whose powers are similar to those of [[sahir]]s&amp;lt;ref name=&amp;quot;Ringing&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Elementalists]]&lt;br /&gt;
:Magicians with power over the four classical elements, including elemental spirits&lt;br /&gt;
;[[Folk witch]]es&lt;br /&gt;
:Usually female magicians with magical powers of healing, cursing, divination, and shapeshifting&lt;br /&gt;
;[[Galdramen]]&lt;br /&gt;
:Norse version of the [[mathematicus|mathematici]]&lt;br /&gt;
;[[Gruagachan]]&lt;br /&gt;
:Scottish magicians with a wide range of powers including shapeshifting, spirit magic, and visions&lt;br /&gt;
;[[Koldun]]&lt;br /&gt;
:Slavic sorcerers similar to [[volkhvy]], but who follow dark [[pagan gods]] of winter and cold&lt;br /&gt;
;[[Learned Magician]]s&lt;br /&gt;
:University-trained magicians, experts in astronomy and alchemy, also known as &#039;&#039;&#039;mathematici&#039;&#039;&#039;&lt;br /&gt;
;[[Nightwalkers]]&lt;br /&gt;
:Magicians who can project their spirits astrally&lt;br /&gt;
;[[Ollamhain]]&lt;br /&gt;
:Irish bards and soothsayers&lt;br /&gt;
;Roman Necromancers&lt;br /&gt;
:There are Roman necromancers who use their powers over ghosts to terrorize the locals; their powers are similar to those of the [[Donatores Requietis Aeternae]]&amp;lt;ref name=&amp;quot;Ringing&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Rustic Magi]]&lt;br /&gt;
:craftsmen who imbue their products with magical powers&lt;br /&gt;
;[[Sahir]]s&lt;br /&gt;
:Islamic wizards who summon and bind spirits called [[jinn]]&lt;br /&gt;
;[[Seithkonir]] (also [[Seithr]])&lt;br /&gt;
:Nordic [[folk witch]]es.&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, Chapter Seven: &amp;quot;Vitkir&amp;quot;, p. 121 (insert &amp;quot;Female Vitkir&amp;quot;))&amp;lt;/ref&amp;gt;&lt;br /&gt;
;[[Settuten]], (also [[Settut]])&lt;br /&gt;
:Berber witches that excell at destrutictive and dispelling magical effects.&amp;lt;ref&amp;gt;[[Between Sand &amp;amp; Sea: Mythic Africa]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
;[[Scinnfolk]]&lt;br /&gt;
:Herbalists and faerie doctors whose magic can increase fertility&lt;br /&gt;
;Taltos&lt;br /&gt;
:A Magyar tradition of [[skinchanger]]s and herbalists with powers similar to the [[Pharmacoepians]]&amp;lt;ref name=&amp;quot;Ringing&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Trollsynir]]&lt;br /&gt;
:Giant-descended wizards of Scandinavia and Iceland&lt;br /&gt;
;[[Vitkir]]&lt;br /&gt;
:Scandinavian rune-wizards with versatile powers&lt;br /&gt;
;[[Volur]]&lt;br /&gt;
:Norse diviners&lt;br /&gt;
;[[Volkhvy]]&lt;br /&gt;
:Slavic [[pagan]] priests with nature-related powers.&lt;br /&gt;
;[[Wise Folk]]&lt;br /&gt;
:Villagers who use [[faerie wizardry]] to make charms and wards&lt;br /&gt;
;[[Witches of Thessaly]]&lt;br /&gt;
:Mostly female wielders of necromancy and curses; possibly the ancestral tradition of [[Trianoma]]&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, p. 140, &amp;quot;Infernal Societas: The Witches of Thessaly&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Traditions ===&lt;br /&gt;
;[[Karaites]]&lt;br /&gt;
:Jewish practitioners of [[Holy Magic]]&lt;br /&gt;
&lt;br /&gt;
=== Rival Traditions ===&lt;br /&gt;
The most powerful non-Hermetic traditions are described in &#039;&#039;[[Rival Magic]]&#039;&#039;. They are shrouded in legend; some of them are not even certain to exist in [[canon]].&lt;br /&gt;
&lt;br /&gt;
;[[Amazons]]&lt;br /&gt;
:The warrior-women of classical legend, who have developed their own independent, non-Hermetic Arts&lt;br /&gt;
;The [[Augustan Brotherhood]]&lt;br /&gt;
:A secret society of court wizards whose magic descends from the Roman poet and sorcerer Virgil&lt;br /&gt;
;The [[Order of Odin]]&lt;br /&gt;
:A shadowy group of Nordic wizards that may or may not actually exist&amp;lt;ref&amp;gt;&#039;&#039;[[Guardians of the Forests]]&#039;&#039;, p. 113, &amp;quot;The Order of Odin&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
;The [[Order of Suleiman]]&lt;br /&gt;
:A rumored organization of Islamic [[sahir]]s&lt;br /&gt;
;[[Muspelli]]&lt;br /&gt;
:Scandinavian sorcerers who worship the &#039;&#039;jotunn,&#039;&#039; the wicked giants of Norse myth; they are more powerful than the [[vitki]]r.&lt;br /&gt;
;The [[Sorcerers of Soqotra]]&lt;br /&gt;
:Legendary magicians from a mysterious island in the Arabian Sea&lt;br /&gt;
&lt;br /&gt;
=== Extinct Traditions ===&lt;br /&gt;
Not all magical societies survive the ages; several such traditions are covered in &#039;&#039;[[Ancient Magic]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
;[[Canaanite Necromancy]]&lt;br /&gt;
The supposed origin of all summoning arts, this biblical group of necromancers are long dead. Being necromancers this doesn&#039;t mean the end of them.&lt;br /&gt;
;[[Defixio Magic]]&lt;br /&gt;
A Roman chthonic tradition that has ties the Cults of Pluto, Hecate &amp;amp; other deities.&lt;br /&gt;
;[[Heron Mechanicians]]&lt;br /&gt;
A tradition of mechanical craftsmen who create magical constructs to generate their effects.&lt;br /&gt;
;[[Hyperboreans]]&lt;br /&gt;
The Priests of Apollo who were wiped out by the Order in it&#039;s early days despite much of the Hyperborean hymns breaking the limits of Hermetic magic.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Related Topics ==&lt;br /&gt;
* [[Hedge Magic]]&lt;br /&gt;
* [[True Lineages]]&lt;br /&gt;
* [[Societas]]&lt;br /&gt;
* [[Mystery House]]&lt;br /&gt;
* [[Hermetic Magic]]&lt;br /&gt;
* [[Mystery]]&lt;br /&gt;
&lt;br /&gt;
===  Related Products ===&lt;br /&gt;
* &#039;&#039;[[Ancient Magic]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Hedge Magic (book)| Hedge Magic]]&#039;&#039; and &#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[Rival Magic]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==  Legacy Page  ==&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:tradition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:ArM4]]&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
[[Category:Faerie Realm]]&lt;br /&gt;
[[Category:Hedge Magic]]&lt;br /&gt;
[[Category:Jargon]]&lt;br /&gt;
[[Category:Magic Realm]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Order_of_Odin&amp;diff=14231</id>
		<title>Order of Odin</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Order_of_Odin&amp;diff=14231"/>
		<updated>2015-12-21T03:05:27Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* The Order of Odin in Fifth Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Order of Odin&#039;&#039;&#039; is a shadowy organization of Scandinavian wizards that is a possible adversary of the [[Order of Hermes]].&lt;br /&gt;
&lt;br /&gt;
==  Existence of the Order of Odin ==&lt;br /&gt;
&lt;br /&gt;
The Order of Odin is optional (that is, it&#039;s even more optional that everything else in [[canon]]: see [[Robbies Mantra | Robbie&#039;s Mantra]]).  What the sourcebooks describe are ideas and possibilities, not in-game facts.  The Order of Odin is a wild card for [[troupe | troupes]] to use if they wish.&lt;br /&gt;
&lt;br /&gt;
===  The Order of Odin in Fifth Edition ===&lt;br /&gt;
&lt;br /&gt;
The Order of Odin is mentioned in a couple of supplements: it was first mentioned in [[Guardians of the Forest]] (page 113, inset).  Several options for how covenants of the [[Rhine Tribunal]] might come into contact with the Order of Odin are described.&lt;br /&gt;
&lt;br /&gt;
[[Ancient Magic]] describes (pages 134-136) the conflict in which the Order of Hermes first fought against the rune wizards they came to call the &amp;quot;Order of Odin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Hedge Magic Revised Edition]] states (page 121) that the &amp;quot;Order of Odin&amp;quot; is a term used by [[magus | magi]] to collectively refer to [[non-Hermetic]] Scandinavian wizards, but leaves open the question of whether those wizards are really organized, or how numerous and powerful they are.&lt;br /&gt;
&lt;br /&gt;
[[The Lion and the Lily]] has similarly ambiguous mentions.&lt;br /&gt;
&lt;br /&gt;
[[Rival Magic]] describes the [[Muspelli]] in detail in its Chapter Four (pages 75-109), with a lot of Nordic Myth background.  Pages 106-109 describe The [[Raudskinna Compact]], a Scandinavian alliance of magi of various traditions (most of which are detailed in [[HMRE]]) that in some ways parallels the Order of Hermes and may have inspired the legends about the Order of Odin.&lt;br /&gt;
&lt;br /&gt;
Several specific [[tradition]]s are named:&lt;br /&gt;
&lt;br /&gt;
*The Vitkir (singular [[vitki]]), rune magicians&lt;br /&gt;
*The Seithkonur (singular seithkona), [[folk witch]]es&lt;br /&gt;
*The Volur (singular volva), diviners&lt;br /&gt;
*The Galdramen (singular galdraman), the Norse version of the [[mathematici]]&lt;br /&gt;
*The Trollsynir (singular trollson or trolldottir), Norse [[gruagachan]].&lt;br /&gt;
&lt;br /&gt;
===  The Order of Odin in Previous Editions ===&lt;br /&gt;
&lt;br /&gt;
====Second Edition====&lt;br /&gt;
[[Order of Hermes (book)|&#039;&#039;The Order of Hermes&#039;&#039;]] treats the existence of the Order of Odin as established fact (p. 58), but that has since been disregarded.&lt;br /&gt;
====Third and Fourth Editions====&lt;br /&gt;
The Order of Odin received similar treatment in Third and Fourth Editions: its existence was presented as a possibility, never confirmed.&lt;br /&gt;
&lt;br /&gt;
The first mention of the Order of Odin was in the Third Edition Tribunal book, [[Lion of the North]].&lt;br /&gt;
&lt;br /&gt;
[[Icelandic Wars]], the free supplement to [[Land of Fire and Ice]], uses the concept to great effect.&lt;br /&gt;
&lt;br /&gt;
[[Ultima Thule]] offers an &amp;quot;official&amp;quot; stance about its actual existence, and proposes alternate scenarios (p. 57).&lt;br /&gt;
&lt;br /&gt;
==  Relations with the Order of Hermes ==&lt;br /&gt;
&lt;br /&gt;
Rune wizards accompanied the Vikings on their invasion of Britain in the early ninth century.  The most powerful of them became allies of [[Damhan-Allaidh]] and so fought against [[Pralix]] and the [[Order of Hermes]].  Thus, the Order of Odin was first encountered as an adversary. &lt;br /&gt;
&lt;br /&gt;
There has been little contact with the putative Order of Odin since Damhan-Alliadh was defeated.  [[Ancient Magic]] says that &amp;quot;[m]ost magi believe the Order of Odin is dead and buried&amp;quot; (page 134, inset).  However, [[Hedge Magic Revised Edition]] points out that &amp;quot;[i]t&#039;s generally accepted that the Order of Hermes is still at war with [the Order of Odin], &#039;&#039;should any of them reappear&#039;&#039;&amp;quot; (emphasis added).&lt;br /&gt;
&lt;br /&gt;
==  Magic of the Order of Odin ==&lt;br /&gt;
&lt;br /&gt;
In [[Hedge Magic Revised Edition]], there are rules for a fairly powerful and flexible form of run magic whose practitioners are called [[vitki | vitkir]].  These are the same [[non-Hermetic]] wizards who are considered to be part of the &amp;quot;Order of Odin.&amp;quot;  However, [[HMRE]] does not rule out the possibility that the &amp;quot;Order of Odin&amp;quot; includes non-Hermetic magicians from other [[tradition | traditions]] in addition to the vitkir.&lt;br /&gt;
&lt;br /&gt;
==  Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Rune Magic]]&lt;br /&gt;
* [[Vitki]]&lt;br /&gt;
* [[Order of Solomon]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Magic Realm]]&lt;br /&gt;
[[Category:ArM3]]&lt;br /&gt;
[[Category:ArM4]]&lt;br /&gt;
[[Category:ArM5]]&lt;br /&gt;
[[Category:Mythic Europe]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14230</id>
		<title>Damhan-Allaidh</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14230"/>
		<updated>2015-12-21T03:00:06Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Damhan-Allaidh&amp;#039;s Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Damhan-Allaidh&#039;&#039;&#039; (sometimes Damhain-Allaidh, pronounced DAH-van ALL-ath) is a Gaelic name meaning &amp;quot;Spider.&amp;quot;&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot;&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, the [[ArM3|Third Edition]] sourcebook on the [[Loch Leglean Tribunal]], p. 28&amp;lt;/ref&amp;gt;  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 10, &amp;quot;Damhan-Allaidh and the Ordo Miscellanea&amp;quot;&amp;lt;/ref&amp;gt;  His name is sometimes Latinized to &#039;&#039;&#039;Davanallus&#039;&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 101, &amp;quot;History&amp;quot;&amp;lt;/ref&amp;gt; or Dav&#039;nalleous.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  War Against the Order of Hermes ==&lt;br /&gt;
Damhan-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His &amp;quot;war&amp;quot; was mainly clandestine.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].&lt;br /&gt;
&lt;br /&gt;
Damhan-Allaidh&#039;s allies included Anglo-Saxon [[Rune Magic| rune wizards]]&amp;lt;ref&amp;gt;&#039;&#039;[[Ancient Magic]]&#039;&#039;, p. 134, &amp;quot;War Against the Order&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 139, &amp;quot;The Anglo-Saxon Futhorc (inset)&amp;quot;&amp;lt;/ref&amp;gt; and monstrous shapechangers, the [[gruagach | gruagachan]]&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 72, &amp;quot;Alliance with Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Order of Hermes sent [[Pralix]] to root out and destroy Damhan-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)&lt;br /&gt;
&lt;br /&gt;
The details of the war are primarily given in Chapter 4 of &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===  Final Fate ===&lt;br /&gt;
As is not uncommon with powerful enemies of the Order, Damhan-Allaid&#039;s fate is not certain.  Most magi think he was slain in the decisive battle of Pralix&#039;s war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 102, &amp;quot;Rumors and Stories&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
An example of this appears in both [[Land of Fire and Ice]] &amp;amp; [[Thrice-Told Tales]].&lt;br /&gt;
&lt;br /&gt;
==  Damhan-Allaidh&#039;s Magic ==&lt;br /&gt;
Details of Damhan-Allaidh&#039;s magic are scarce.  He is described in the ArM5 core book as a &amp;quot;powerful and evil wizard&amp;quot;.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition. Further details in a later supplement elaborate by stating that he is trained in at least four hedge traditions including versions of [[Elementalists]], [[Gruagachan]], [[Vitkir]] and [[Canaanite Necromancy]]&amp;lt;ref&amp;gt;[[Thrice-Told Tales]] pg 108 &amp;amp; 136-137; the inserts &amp;quot;Damhan-Allaidh, The Spider&amp;quot; and &amp;quot;Who was Damhan-Allaidh?&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Damhadh-duidsan|Damhadh-duidsan]] [[tradition]] in [[House Ex Miscellanea]] may provide some insight into Damhan-Allaidh&#039;s magic,   as they are descended from the same Gaelic tradition&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, p. 137, &amp;quot;Infernal Societas: the Damhadh-Duidsan&amp;quot;&amp;lt;/ref&amp;gt; as Damhan-Allaidh. Their magic uses runes and incorporates the [[Unholy Method]] of [[Incantation]].&lt;br /&gt;
&lt;br /&gt;
== Past Editions ==&lt;br /&gt;
The Gaelic name Damhan-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain&#039;s name was always given as Dav&#039;nalleous.  Now, with Fifth Edition, the Latinized form seems to be less prevalent, mentioned only in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt; In Fifth Edition, he started out in the British Isles.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history of Damhain-Allaidh&#039;s war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in &#039;&#039;Lion of the North&#039;&#039;.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements.&amp;lt;ref&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, pp. 28-30, &amp;quot;The War Against Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt; Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].&lt;br /&gt;
&lt;br /&gt;
===  Latin Name ===&lt;br /&gt;
Rumors in the [[fan community]] speculate that the original name of this villain, &amp;quot;Dav&#039;nalleous,&amp;quot; is a parody of the name of gamer and writer [http://en.wikipedia.org/wiki/Dave_Nalle Dave Nalle].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:House Ex Miscellanea]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Infernal Realm]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14229</id>
		<title>Damhan-Allaidh</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14229"/>
		<updated>2015-12-21T02:50:49Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Damhan-Allaidh&amp;#039;s Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Damhan-Allaidh&#039;&#039;&#039; (sometimes Damhain-Allaidh, pronounced DAH-van ALL-ath) is a Gaelic name meaning &amp;quot;Spider.&amp;quot;&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot;&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, the [[ArM3|Third Edition]] sourcebook on the [[Loch Leglean Tribunal]], p. 28&amp;lt;/ref&amp;gt;  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 10, &amp;quot;Damhan-Allaidh and the Ordo Miscellanea&amp;quot;&amp;lt;/ref&amp;gt;  His name is sometimes Latinized to &#039;&#039;&#039;Davanallus&#039;&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 101, &amp;quot;History&amp;quot;&amp;lt;/ref&amp;gt; or Dav&#039;nalleous.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  War Against the Order of Hermes ==&lt;br /&gt;
Damhan-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His &amp;quot;war&amp;quot; was mainly clandestine.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].&lt;br /&gt;
&lt;br /&gt;
Damhan-Allaidh&#039;s allies included Anglo-Saxon [[Rune Magic| rune wizards]]&amp;lt;ref&amp;gt;&#039;&#039;[[Ancient Magic]]&#039;&#039;, p. 134, &amp;quot;War Against the Order&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 139, &amp;quot;The Anglo-Saxon Futhorc (inset)&amp;quot;&amp;lt;/ref&amp;gt; and monstrous shapechangers, the [[gruagach | gruagachan]]&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 72, &amp;quot;Alliance with Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Order of Hermes sent [[Pralix]] to root out and destroy Damhan-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)&lt;br /&gt;
&lt;br /&gt;
The details of the war are primarily given in Chapter 4 of &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===  Final Fate ===&lt;br /&gt;
As is not uncommon with powerful enemies of the Order, Damhan-Allaid&#039;s fate is not certain.  Most magi think he was slain in the decisive battle of Pralix&#039;s war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 102, &amp;quot;Rumors and Stories&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
An example of this appears in both [[Land of Fire and Ice]] &amp;amp; [[Thrice-Told Tales]].&lt;br /&gt;
&lt;br /&gt;
==  Damhan-Allaidh&#039;s Magic ==&lt;br /&gt;
Details of Damhan-Allaidh&#039;s magic are scarce.  He is described in the ArM5 core book as a &amp;quot;powerful and evil wizard&amp;quot;.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition. Further details in a later supplement elaborate by stating that he is trained in at least four hedge traditions including versions of [[Elementalists]], [[Gruagachan]], [[Vitkir]] and [[Canaanite Necromancy]]&amp;lt;ref&amp;gt;[[Thrice-Told Tales]] pages 108 &amp;amp; 136-137.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Damhadh-duidsan|Damhadh-duidsan]] [[tradition]] in [[House Ex Miscellanea]] may provide some insight into Damhan-Allaidh&#039;s magic,   as they are descended from the same Gaelic tradition&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, p. 137, &amp;quot;Infernal Societas: the Damhadh-Duidsan&amp;quot;&amp;lt;/ref&amp;gt; as Damhan-Allaidh. Their magic uses runes and incorporates the [[Unholy Method]] of [[Incantation]].&lt;br /&gt;
&lt;br /&gt;
== Past Editions ==&lt;br /&gt;
The Gaelic name Damhan-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain&#039;s name was always given as Dav&#039;nalleous.  Now, with Fifth Edition, the Latinized form seems to be less prevalent, mentioned only in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt; In Fifth Edition, he started out in the British Isles.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history of Damhain-Allaidh&#039;s war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in &#039;&#039;Lion of the North&#039;&#039;.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements.&amp;lt;ref&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, pp. 28-30, &amp;quot;The War Against Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt; Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].&lt;br /&gt;
&lt;br /&gt;
===  Latin Name ===&lt;br /&gt;
Rumors in the [[fan community]] speculate that the original name of this villain, &amp;quot;Dav&#039;nalleous,&amp;quot; is a parody of the name of gamer and writer [http://en.wikipedia.org/wiki/Dave_Nalle Dave Nalle].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:House Ex Miscellanea]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Infernal Realm]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14228</id>
		<title>Damhan-Allaidh</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14228"/>
		<updated>2015-12-21T02:45:40Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Damhan-Allaidh&amp;#039;s Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Damhan-Allaidh&#039;&#039;&#039; (sometimes Damhain-Allaidh, pronounced DAH-van ALL-ath) is a Gaelic name meaning &amp;quot;Spider.&amp;quot;&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot;&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, the [[ArM3|Third Edition]] sourcebook on the [[Loch Leglean Tribunal]], p. 28&amp;lt;/ref&amp;gt;  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 10, &amp;quot;Damhan-Allaidh and the Ordo Miscellanea&amp;quot;&amp;lt;/ref&amp;gt;  His name is sometimes Latinized to &#039;&#039;&#039;Davanallus&#039;&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 101, &amp;quot;History&amp;quot;&amp;lt;/ref&amp;gt; or Dav&#039;nalleous.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  War Against the Order of Hermes ==&lt;br /&gt;
Damhan-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His &amp;quot;war&amp;quot; was mainly clandestine.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].&lt;br /&gt;
&lt;br /&gt;
Damhan-Allaidh&#039;s allies included Anglo-Saxon [[Rune Magic| rune wizards]]&amp;lt;ref&amp;gt;&#039;&#039;[[Ancient Magic]]&#039;&#039;, p. 134, &amp;quot;War Against the Order&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 139, &amp;quot;The Anglo-Saxon Futhorc (inset)&amp;quot;&amp;lt;/ref&amp;gt; and monstrous shapechangers, the [[gruagach | gruagachan]]&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 72, &amp;quot;Alliance with Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Order of Hermes sent [[Pralix]] to root out and destroy Damhan-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)&lt;br /&gt;
&lt;br /&gt;
The details of the war are primarily given in Chapter 4 of &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===  Final Fate ===&lt;br /&gt;
As is not uncommon with powerful enemies of the Order, Damhan-Allaid&#039;s fate is not certain.  Most magi think he was slain in the decisive battle of Pralix&#039;s war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 102, &amp;quot;Rumors and Stories&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
An example of this appears in both [[Land of Fire and Ice]] &amp;amp; [[Thrice-Told Tales]].&lt;br /&gt;
&lt;br /&gt;
==  Damhan-Allaidh&#039;s Magic ==&lt;br /&gt;
Details of Damhan-Allaidh&#039;s magic are scarce.  He is described in the ArM5 core book as a &amp;quot;powerful and evil wizard&amp;quot;.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition. Further details in [[Thrice-Told Tales]] elaborate by stating that he is trained in at least four hedge traditions including versions of &amp;lt;ref&amp;gt;[[Elementalists]], [[Gruagachan]], [[Vitkir]] and [[Canaanite Necromancy]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Damhadh-duidsan|Damhadh-duidsan]] [[tradition]] in [[House Ex Miscellanea]] may provide some insight into Damhan-Allaidh&#039;s magic,   as they are descended from the same Gaelic tradition&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, p. 137, &amp;quot;Infernal Societas: the Damhadh-Duidsan&amp;quot;&amp;lt;/ref&amp;gt; as Damhan-Allaidh. Their magic uses runes and incorporates the [[Unholy Method]] of [[Incantation]].&lt;br /&gt;
&lt;br /&gt;
== Past Editions ==&lt;br /&gt;
The Gaelic name Damhan-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain&#039;s name was always given as Dav&#039;nalleous.  Now, with Fifth Edition, the Latinized form seems to be less prevalent, mentioned only in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt; In Fifth Edition, he started out in the British Isles.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history of Damhain-Allaidh&#039;s war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in &#039;&#039;Lion of the North&#039;&#039;.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements.&amp;lt;ref&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, pp. 28-30, &amp;quot;The War Against Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt; Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].&lt;br /&gt;
&lt;br /&gt;
===  Latin Name ===&lt;br /&gt;
Rumors in the [[fan community]] speculate that the original name of this villain, &amp;quot;Dav&#039;nalleous,&amp;quot; is a parody of the name of gamer and writer [http://en.wikipedia.org/wiki/Dave_Nalle Dave Nalle].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:House Ex Miscellanea]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Infernal Realm]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14227</id>
		<title>Damhan-Allaidh</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Damhan-Allaidh&amp;diff=14227"/>
		<updated>2015-12-21T02:42:49Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Damhan-Allaidh&amp;#039;s Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Damhan-Allaidh&#039;&#039;&#039; (sometimes Damhain-Allaidh, pronounced DAH-van ALL-ath) is a Gaelic name meaning &amp;quot;Spider.&amp;quot;&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot;&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, the [[ArM3|Third Edition]] sourcebook on the [[Loch Leglean Tribunal]], p. 28&amp;lt;/ref&amp;gt;  Damhain-Allaidh was a powerful, evil wizard who was an enemy of the [[Order of Hermes]] early in the ninth century.&amp;lt;ref name=&amp;quot;ArM5&amp;quot;&amp;gt;&#039;&#039;[[Ars Magica Fifth Edition]]&#039;&#039;, p. 10, &amp;quot;Damhan-Allaidh and the Ordo Miscellanea&amp;quot;&amp;lt;/ref&amp;gt;  His name is sometimes Latinized to &#039;&#039;&#039;Davanallus&#039;&#039;&#039;&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 101, &amp;quot;History&amp;quot;&amp;lt;/ref&amp;gt; or Dav&#039;nalleous.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  War Against the Order of Hermes ==&lt;br /&gt;
Damhan-Allaidh was an active opponent of the Order of Hermes who organized other wizards to violently resist its expansion.  His &amp;quot;war&amp;quot; was mainly clandestine.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  At the time, the Order of Hermes had no presence in the British Isles, which were home to a variety of [[hedge wizard | hedge wizards]].&lt;br /&gt;
&lt;br /&gt;
Damhan-Allaidh&#039;s allies included Anglo-Saxon [[Rune Magic| rune wizards]]&amp;lt;ref&amp;gt;&#039;&#039;[[Ancient Magic]]&#039;&#039;, p. 134, &amp;quot;War Against the Order&amp;quot;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 139, &amp;quot;The Anglo-Saxon Futhorc (inset)&amp;quot;&amp;lt;/ref&amp;gt; and monstrous shapechangers, the [[gruagach | gruagachan]]&amp;lt;ref&amp;gt;&#039;&#039;[[Hedge Magic Revised Edition]]&#039;&#039;, p. 72, &amp;quot;Alliance with Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Order of Hermes sent [[Pralix]] to root out and destroy Damhan-Allaidh and his allies.  In the process, Pralix forged an alliance of British wizards from several different [[tradition | traditions]], including the [[Columbae]] and the [[Damhadh-duidsan]]. (This alliance went on to become the [[Ordo Miscellanea]].)&lt;br /&gt;
&lt;br /&gt;
The details of the war are primarily given in Chapter 4 of &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===  Final Fate ===&lt;br /&gt;
As is not uncommon with powerful enemies of the Order, Damhan-Allaid&#039;s fate is not certain.  Most magi think he was slain in the decisive battle of Pralix&#039;s war, but there are some who think he escaped.  It is rumored that one day he or his descendants will return to take his vengeance.&amp;lt;ref&amp;gt;&#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;, p. 102, &amp;quot;Rumors and Stories&amp;quot; (inset)&amp;lt;/ref&amp;gt;&lt;br /&gt;
An example of this appears in both [[Land of Fire and Ice]] &amp;amp; [[Thrice-Told Tales]].&lt;br /&gt;
&lt;br /&gt;
==  Damhan-Allaidh&#039;s Magic ==&lt;br /&gt;
Details of Damhan-Allaidh&#039;s magic are scarce.  He is described in the ArM5 core book as a &amp;quot;powerful and evil wizard&amp;quot;.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;  It is widely believed in the Order that he was a [[diabolist]] but this is not confirmed in Fifth Edition. Further details in [[Thrice-Told Tales]] elaborate by stating that he is trained in at least four hedge traditions including versions of [[Elementalists]], [[Gruagachan]], [[Vitkir]] and [[Canaanite Necromancy]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Damhadh-duidsan|Damhadh-duidsan]] [[tradition]] in [[House Ex Miscellanea]] may provide some insight into Damhan-Allaidh&#039;s magic,   as they are descended from the same Gaelic tradition&amp;lt;ref&amp;gt;&#039;&#039;[[Realms of Power: The Infernal]]&#039;&#039;, p. 137, &amp;quot;Infernal Societas: the Damhadh-Duidsan&amp;quot;&amp;lt;/ref&amp;gt; as Damhan-Allaidh. Their magic uses runes and incorporates the [[Unholy Method]] of [[Incantation]].&lt;br /&gt;
&lt;br /&gt;
== Past Editions ==&lt;br /&gt;
The Gaelic name Damhan-Allaidh first appeared in the Third Edition supplement, [[Lion of the North]].  Before that, the villain&#039;s name was always given as Dav&#039;nalleous.  Now, with Fifth Edition, the Latinized form seems to be less prevalent, mentioned only in &#039;&#039;[[Houses of Hermes: Societates]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Past editions portrayed Davnalleous as having started his resistance to the Order on the mainland side of the English Channel, then fleeing to the British Isles.&amp;lt;ref name=&amp;quot;WarAgainst&amp;quot; /&amp;gt; In Fifth Edition, he started out in the British Isles.&amp;lt;ref name=&amp;quot;ArM5&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history of Damhain-Allaidh&#039;s war against the Order, as presented in Fifth Edition supplements, is broadly consistent with the history given in &#039;&#039;Lion of the North&#039;&#039;.  Lion of the North gives a lengthier and more specific account of the war than is found in later supplements.&amp;lt;ref&amp;gt;&#039;&#039;[[Lion of the North]]&#039;&#039;, pp. 28-30, &amp;quot;The War Against Damhan-Allaidh&amp;quot;&amp;lt;/ref&amp;gt; Some minor details have changed between editions, such as who created the [[Robes of the Dusty Dawn]].&lt;br /&gt;
&lt;br /&gt;
===  Latin Name ===&lt;br /&gt;
Rumors in the [[fan community]] speculate that the original name of this villain, &amp;quot;Dav&#039;nalleous,&amp;quot; is a parody of the name of gamer and writer [http://en.wikipedia.org/wiki/Dave_Nalle Dave Nalle].  According to legend, Mr. Nalle was an outspoken critic of Ars Magica in its early days.&lt;br /&gt;
&lt;br /&gt;
==  References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:House Ex Miscellanea]]&lt;br /&gt;
[[Category:Order of Hermes]]&lt;br /&gt;
[[Category:Infernal Realm]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
	<entry>
		<id>https://www.redcap.org/index.php?title=Mystery_Cult&amp;diff=14226</id>
		<title>Mystery Cult</title>
		<link rel="alternate" type="text/html" href="https://www.redcap.org/index.php?title=Mystery_Cult&amp;diff=14226"/>
		<updated>2015-12-20T02:07:20Z</updated>

		<summary type="html">&lt;p&gt;175.32.107.40: /* Other Mystery Cults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A &#039;&#039;&#039;Mystery Cult&#039;&#039;&#039; in [[ArM5]] is a secret society that knows and teaches one or more [[Mystery|Mysteries]]. Characters join a mystery cult and learn its Mystery through the process of [[Initiation]].&lt;br /&gt;
&lt;br /&gt;
== House Mysteries ==&lt;br /&gt;
&lt;br /&gt;
In [[ArM5]], four Houses are considered mystery cults: [[Bjornaer]], [[Criamon]], [[Merinita]], and [[Verditius]]. They are also called [[Mystery House|Mystery Houses]], or [[Exoteric Mystery|Exoteric Mysteries]].  They are described in the [[ArM5]] rule book; the supplement [[Houses of Hermes: Mystery Cults]] expands on them and describes many more of their mystical secrets.&lt;br /&gt;
&lt;br /&gt;
== Other Mystery Cults ==&lt;br /&gt;
&lt;br /&gt;
Some Houses are mystery cults, but most mystery cults are not Houses.These are known as [[Esoteric Mystery|Esoteric Mysteries]].&lt;br /&gt;
&lt;br /&gt;
[[TMRE]] describes several example mystery cults and gives rules for creating new ones.&lt;br /&gt;
&lt;br /&gt;
* The [[Legion of Mithras]]&lt;br /&gt;
* The [[Philosophers of Rome]]&lt;br /&gt;
* The [[Children of Hermes]]&lt;br /&gt;
* The [[Mystic Fraternity of Samos]]&lt;br /&gt;
* The [[Disciples of the Worm]]&lt;br /&gt;
* The [[Knights of the Green Stone]]&lt;br /&gt;
* The [[Order of the Green Cockerel]]&lt;br /&gt;
&lt;br /&gt;
Other mystery cults are described in canon, too:&lt;br /&gt;
&lt;br /&gt;
* The [[Titanoi]] within [[House Tytalus]]&lt;br /&gt;
* The [[True Merinitae]] within [[House Merinita]] and beyond&lt;br /&gt;
* The [[Cult of Orpheus]] within [[House Ex Miscellanea]]&lt;br /&gt;
* [[The Huntress in the Wood]], largely within [[House Bjornaer]]&lt;br /&gt;
* A sketch on the surviving [[Cult of Mithras]] in [[House Flambeau]] can be found in [[Houses of Hermes Societates]]&lt;br /&gt;
* The [[Cult of Dedun]] is a organisation focused on death &amp;amp; immortality. In league with the magic spirit known as the Red.&lt;br /&gt;
&lt;br /&gt;
== Levels of Membership ==&lt;br /&gt;
&lt;br /&gt;
Some cults have more than one level of membership.  Cult members are promoted from lower to higher levels of membership through additional [[Initiation|Initiations]].  The mystical secrets known to lower-level members are called [[Outer Mystery|Outer Mysteries]], while [[Inner Mystery|Inner Mysteries]] are reserved for the cult&#039;s elite.&lt;br /&gt;
== Legacy Page ==&lt;br /&gt;
The history of this page before August 6, 2010 is archived at [[Legacy:mystery_cult]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mysteries]]&lt;br /&gt;
[[Category:Mystery Cult]]&lt;/div&gt;</summary>
		<author><name>175.32.107.40</name></author>
	</entry>
</feed>